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Stycotl
2011-09-03, 12:02 PM
GITP Community Monster Class Competition II: The Thing That Should Not Be

http://upload.wikimedia.org/wikipedia/commons/6/62/Cthulhu_and_R%27lyeh.jpg


In madness you dwell...
James Hetfield, Lars Ulrich, and Kirk Hammett

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

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

Rules

1) You will be creating a monster class with the aberration type or augmented subtype (meaning you could make an undead aberration, an aberration-turned-construct, etc). It can otherwise be aberrant in whatever fashion you perceive that to mean.

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

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


Design Guidelines for Monsters, a FAQ

Give me the basics

Monster classes, as designed by Wizards of the Coast, suck. They've got screwy HD, they've still got overpowered abilities, huge attribute bonuses and they're by and large pretty boring. Creatures with LA are little better.

So we're aiming to make monster classes that work. That means no huge attribute bonuses, monster abilities that would break the game are tweaked. Overall, we want to take the monsters which were designed by WotC to be easy, intuitive and quick for a DM to throw into a combat and make them into classes - which are more complex, more involving, interesting to play and depend on long term interaction with both a group and a larger campaign world.

Long and short of it, we're striving for:

Originality - The monster class should be unique. It should stand out from the rest, as a class.
Playability - The monster should allow for fluid, engaging, amusing and uninterrupted play at the table.
Balance - The monster should be balanced enough that it's not going to hold the group back or dominate everything without even trying, both overall and at a given stage in its development.
Elegance - The page which details the monster for the player should look good and be easy to understand.
Flavor - Last but certainly not least, we want to preserve the flavor and the atmosphere of the monster the monster class is based off of.
To these ends, there's a critiquing process where we'll go over your monster to find issues and help you work them out before we add the monster to the larger list.
What are some good rules and rules of thumb to go by?

Remember, monsters don't adhere to the type or the monster entry 100%. When designing the monster class, you should use the following standards and be able to justify anything different.

Maximum level in the class is equal to the monster's CR.
So essentially, a CR 7 monster will be a class 7 levels long.
We've proven that we can do this with every class to date. It can take some work, but you can make it fit.
People keep asking, and we keep refusing: Stick to this as though it were a hard and fast rule.
HD:
For those who are confused, HD for these monster classes is synonymous with ECL, or effective character level.
I'm stressing this because people don't listen: there is no need to match the size of the HD (d10, d8, d6, d4) to that of the base monster.
It shouldn't need to be said, but monsters get a HD advancement with every level in the class, unlike standard monster classes.
Monster class BAB tends to fall into four general categories:
Full BAB (ie. as a Fighter) goes to monsters that are trained and experts at fighting. Monster that, even without class levels, are capable of parrying sword blows and going head to head with a swashbuckler and not looking like a dunce in the doing.
BAB (ie. as a Rogue) with Str bonuses for 'brute' monsters. The ones that aren't martially trained but still hit hard. The Str bonuses should be very consistent (+1 Str a level or +1 Str every ⅔ levels) to counterbalance the loss of innate BAB. They won't hit as often, but they'll hit hard.
BAB for other monsters that don't fall into the above category and that aren't explicitly 'casters' in role and design.
BAB (ie. as a Wizard) for squishy monsters. These monsters typically have full casting or powers otherwise fitting to such.
Saving throw progressions have two variants for each saving throw, good (like a Fighter's Fortitude save progression) and bad (like a wizard's Fortitude save progression).
As a general guideline, think of what class is closest to your monster in design. Is it more like a barbarian, monk, a rogue or a wizard? If so, try using the save progression of those classes as a starting point.
Balance saves against HD, BAB and skills/skill points. A creature with full BAB and 6+int skills per level probably doesn't need good progression for 2 different saving throw types, let alone three.
Skill points per level and skills known generally stay within convention:
One thing many people get wrong is that they go for something unconventional with skill points, such as d3, d5, d7. This comes up more often than one might expect. Don't do it.
Skill points should, as with saves, reflect the role of the class. If the class is good at fighting on the front lines, it probably doesn't need to be a skill monkey too.
For skills known, try to keep it within a sane range of the skill points gained per level. A dumb brute with 2+int per level doesn't need 12 different skills for its skills known. Conversely, a more knowledgeable class with 8+int skills per level shouldn't have less than 10 skills on the list, lest it be forced to take cross class ranks.
In some cases, it bears noting, it may be justified to offer a monster talented in a particular field less skill points/skills known, but with racial bonuses or abilities that complement the skill. Convention for this is to offer a monster a bonus on uses of the skill equal to its HD. One skill improved in this manner is enough, two is discouraged but allowed, three is too much.
Undead and constructs do not gain class skills. Plants should have relatively few.
Natural armor is reflective of an inborn toughness. Convention is:
Natural armor equal to one's Constitution modifier for 75-90% of the creatures out there with natural armor.
Natural armor equal to one's Constitution modifier +1, with an added +1 every time they grow a size category, for monsters with the kind of toughness that makes people wonder if their blades will dull on the monster's scales or hide (such as Dragons and Bulettes).
Weaker monsters may justify natural armor equal to one's Constitution modifier. This is also a good idea if there are concerns about armor proficiency being coupled with natural armor for too much toughness, on monsters it doesn't fit.
Monsters without Constitution are justified in using natural armor equal to their Strength modifier (common for constructs and undead) or their Charisma modifier (common for psionic entities and other less solid beings).
Template/Prestige Monster Classes should offer a bonus to natural armor as opposed to a natural armor bonus, with the difference being that the former stacks with the latter.
It's often worth stressing for templates that involve growing natural armor, that they either gain natural armor or enhance any existing natural armor, to allow for a range of monsters taking the template/prestige monster class).
Ability score increases reflect increases in capability well above that of your average human:
A common mistake is to offer too much in the way of ability scores. Err on the side of caution.
Ability score increases should be one of the last things one adds to a monster class before submission. Get it done or nearly done, and then judge the overall efficacy of the monster and how well it reflects the capabilities of the base monster. Skill advances should generally shore up weaknesses and areas where the monster simply does not match up to the base creature.
Humanoids tend to get less (excepting those areas where the humanoid is a brute monster, as covered in BAB, above), while monsters without the ability to speak or perform fine manipulation tend to get a little bit more.
When distributing ability scores, try to have less/none at first level. This prevents a monster from becoming too good a dip - that is, it shouldn't be a class a player takes just one level in because the first level benefits are so good.
When in doubt, none at all. If that doesn't work, then try +1 per 3 levels.
Finally, where I've gone into depth on ability score bonuses, it bears stating that we try to avoid penalties wherever possible.
Abilities offered should strike a balance between active & passive. See a few questions below on the FAQ here for more details on what that means. Further:
No dead levels! That means no levels where the monster doesn't get any abilities. Such is boring and needless. Levels where the monster gets abilities that aren't worth using, as well, can be counted as dead levels.
Some monsters don't have enough abilities to stretch out over their full array of levels. Don't be afraid to come up with original abilities to fill in the gaps.
Further, some abilities that are integral to the monster just won't work as is. In this case, scrap the abilities and rebuild it from scratch, in a way that lets it progress steadily as the monster advances.
Movement modes are tricky because while they're common at mid-high levels, they can break the game at low levels.

Flight:
Shouldn't be granted before 4th level. Flight trivializes low level encounters, since very few enemies will have a way of harming a flying PC. It lets PCs hang in the air and fire ranged weapons until the enemies are dead, or escape unhindered if things go south.
Grant flight at 4th level if the base monster uses flight as an integral part of its nature. A wyvern, imp, giant eagle and giant wasp would be instances of monsters who just aren't the same without flight.
Grant flight at 5th level for creatures who get it, but don't rely on it. Cases might include some celestials and some humanoid psionic creatures.
For creatures who just can't deal without some means of flight before 4th level, consider a placeholder ability. The Harpy, for example, gains the ability to make augmented Jumps and Climb checks, using her wings to bear her up. The Wyvern and Imp can fly at early levels, but have to land at the end of each turn of flight.
Finally, we should give a nod to those creatures who levitate and lack limbs to carry them about. Beholders, brain in a jar and the like all float. To keep them from taking to the sky, consider an ability that lets them float only a certain height above the ground. At 4th-5th level they might gain an ability that frees them from this restriction.
Burrowing:
Same issues as flight. Though it's a little harder to attack from range while burrowed, burrowing creatures can go underground and pop up across the battlefield, pelt a foe and then duck back underground before the foe can close the distance. Also, like flying creatures, burrowing creatures can circumvent many dungeon features. Same general rules as flight.
Size increases are both common and beneficial.
Large size shouldn't be available before 4th level/4HD. Some unavoidable exceptions (Ogre among them), but try to avoid it where possible.
Huge size shouldn't show up before 12 HD.
Gargantuan size shouldn't show up before 16 HD.
Colossal size shouldn't occur before 20th HD.
Tiny size is problematic for other reasons:
Tiny size can't be avoided because it doesn't make sense for many tiny creatures (ie. a housecat) to start small and then shrink.
It tends to offer sizable bonuses, all things considered. The vast majority of tiny creatures get hide as a class skill, which makes for an easy +16 to hide at first level. With many getting dexterity bonuses, this can ramp up to +18 by second level. Most enemies will never beat that check.
It also offers a lot of penalties. To attack an enemy, one must move into their space. This severely limits one's options.
There's also the issue of sameness. Many/most tiny creatures play exactly the same, especially at low levels. Hide, move into an enemy's square, and dish out as much damage as you can.
The first fix for the above is to try to deviate from this formula in some fashion.
Having an active ability or movement mode that confers some benefit but prevents or hinders hiding/silent movement is one option; the Phase Wasp's flight is an example.
Alternately, consider the possibility of a small creature with slight build.
Damage Reduction, Spell Resistance:
DR shouldn't occur before 2nd level, 3rd is suggested. Standard is DR equal to one's HD.
SR shouldn't occur before 2nd level, 3rd is suggested. Standard is SR equal to 11 + the creature's HD.
Full Casters:
Should be crafted very carefully to not overshadow the wizard, sorcerer or cleric.
Special abilities, uses per day and action expenditure:
Abilities should scale with HD. See the question below for more details on scaling.
If an ability is too powerful for low levels, it is perfectly acceptable to offer a weaker version and scale it up over time.
Uses per day should scale with HD.
If a spell qualifies as a save or lose (or 'save or suck', or 'save or die') - an ability that forces a save lest it effectively take an enemy out of combat, it should not become anything less than a move action.
What are the rules on using copyrighted material?

The hard & fast rule (for here & elsewhere) is that you can base your monster classes on material from original sources. You can't copy text directly from copyrighted material. OGL stuff (Stuff found in the SRD or posted by WotC online) is kosher. Anything else is probably not. When in doubt, ask in the thread.

More generally, for this project, don't write up your monster in a way that would demand a player to have a specific sourcebook. If your monster gives a feat or spell that is found on page 113 of It's Cold Outside, and the player doesn't have that book, the player can't use your monster. This is annoying and bad. That leaves two solid options:
Don't do it. Come up with an original ability or a replacement ability that holds to the spirit of that particular spell, feat or ability.
Offer an equal and fair alternative. Something along the lines of "You gain X spell from Y sourcebook or you gain the following ability, described below."
Don't expect, either, for a player to have the sourcebook with the monster you want to play.

What's this scaling thing people keep chanting at me?:

Scaling refers to abilities that get consistently better as you level. Consider the following hypothetical skill:

Smash that Doesn't Scale: You do 5 bonus damage.
Smash that Scales: You do bonus damage equal to your Strength Mod.
The former doesn't scale. You deal 5 damage, and while that might be perfectly good at level 1, when you're level 15, it's so useless you might as well not have it.

The second ability, 'Smash that Scales' does scale. If you're a melee class, you'll have 4-5 strength at early levels, but as you gain levels, your strength score increases, and Smash gets consistently better. By level 15, it might do 8-10 bonus damage. Hopefully, this scales well enough to keep the ability useful, so that you don't feel like you wasted the level by taking a level in the monster class. It also helps you feel like you're growing more consistently powerful.

So what are the ways I can make something scale?

There's a few ways to make something scale. Consider the following:

...This ability allows a saving throw, with a DC of 10 + HD + Cha Mod.
This is how abilities and spells that demand saving throws scale 95% of the time. Generally speaking, it means that foes with bad saves & bad stats to apply to their saves will fail most of the time, foes with good stats and good stats to apply to their saves will pass most of the time. People in the middle ground have about a 50-50 chance. It's perfect.

This attack deals 1d8+Str damage
Simple enough, you do more damage as your strength gets higher. As a plus, for classes that grow, your natural attacks and most abilities that deal natural attack damage will also increase a step whenever you grow.

Shoop da Woop: Deal 1d6 bonus damage, plus an additional 1d6 for every 3 HD you have.
This makes for an ability that scales up in damage at a slow, steady, reliable rate.

You may cast Spell Like Ability twice a day, with an additional usage for every 5HD you have.
If you get an SLA or an ability with limited uses a day, chances are it's going to become a little less relevant as you gain levels. Getting more daily/hourly/weekly uses out of it is a good way to make it scale. If you feel you're getting too few uses at early levels and you can't figure out how to give more without having too many at high levels, consider something like, "You can use this a number of times a day equal to your HD or your Con mod, whichever is more." - it means you'll have between 2-4 uses at early levels, but you'll steadily get more later.

Smash: You deals 999 damage. At 9HD, Smash also forces the enemy to make a fortitude save or die.
Ignoring the ridiculousness of the example, note the 'at 9HD, Smash yadda yadda yadda.' - this is a case of upgrading an ability at a later HD. Whatever the case, try to emphasize scaling over HD rather than scaling with levels. The former ensures the ability stays relevant no matter how you multiclass. The latter (scaling by levels) tends to require you to dedicate yourself to taking levels in the class.

There's more ways for abilities to scale. Try looking at monsters that have been recently added to the list and look at how their abilities improve over time.
I'm being told to emphasize active abilities over passive ones. What does this mean?

There's two broad types of abilities a monster gets. Active and passive. Compare the following:

Netherbolt: The Shadowbat may, as a standard action, fire off a bolt of pure darkness, dealing 1d6 damage for every two HD the Shadowbat has.

Shadow Cloak: The Shadowbat gains a bonus to Hide equal to half its HD.
While both are fine skills and both scale in an appropriate way, the former ability is active. Netherbolt is a standard action, it requires the player to make a decision to use it, and it does something. The second ability is passive. It's always on. It's a set bonus that you don't need to think about. It does something all the time, with no decision making process involved.

So why is this important? In general, someone needs to beat an average of 13.3 fair encounters before they gain a level. Let's say our hypothetical player Johnny is playing in his DM's campaign from levels 1-6 with a monster class. That means Johnny is probably going to run up against 66 and a half encounters, give or take. If Johnny is playing a tentacle demon monster class with no active abilities, he's going to spend 66.5 encounters doing nothing but declaring charges, attacking, full attacking and maybe using a combat maneuver like trip, bull rush or grapple. It's not terribly exciting, it's not a boatload of fun. Whatever the passive abilities are, Johnny's probably not making many meaningful decisions.

On the other side of the coin, if Johnny is playing a monster class with active abilities, he's making the choice whether to use those abilities or to attack, whether to trip or to use his monster's tentacle love. There's choices made, and by making those choices, Johnny is getting more immersed in the game. Rather than just feeling like a beatstick that just happens to be dressed up like a tentacle demon, Johnny feels like a tentacle demon doing tentacle demon stuff. This is what we're going for.

What's going on with these undead and Construct monster classes? Why don't they have skills?

Undead and Constructs get a whole bunch of bonuses just for being undead/construct type. You're immune to poison, diseases, stunning, mind affecting stuff, morale effects, you get a bunch of HD, you can't be crit, you take no ability damage... the list goes on and on and on. It's a huge list of benefits!

To prevent them from being too powerful as one-level dips (creating situations where everyone takes single a level in, say, skeleton, to ensure they can be undead and they get all those choice benefits), there's a rule that if you're undead or construct, you don't get class skills. So you're forced to put ranks in cross-class skills. We generally aim for undead and constructs to be a little less powerful, as well.


General FAQ
Q) What monsters am I allowed to make into a monster class?
A) We encourage Homebrewers to build any monster as a playable character class. New homebrewers are encouraged to pick low-CR monsters, and not to attempt to tackle epic tier (20+ level) classes from the outset.

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

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

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

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

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


[SIZE="5"]Use Guidelines

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

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

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

Thanks to Zeta Kai for the Table.

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

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

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

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

Full Con Mod|Full Con Mod|1.5 Con Mod

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

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

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


Homebrew Guidelines
Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way. Remember to start out with Hyudra's class template so that all classes are in a standard format.

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

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

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

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

5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread. (http://www.giantitp.com/forums/showthread.php?t=204860)

If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame (http://www.giantitp.com/forums/showthread.php?t=201135) project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

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

7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contestno previously made, previously posted monster classes.

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

First Place Prize

I will create a rough illustration of your winning monster class! Check out my deviantart.com gallery (http://stycotl.deviantart.com/) to see if you even like my style...

Homebrewing Guides

3.5 Homebrew Theory by Djinn in Tonic (http://www.giantitp.com/forums/showthread.php?t=137641)

Vorpal Tribble's Monster Making for the Feebleminded (http://www.giantitp.com/forums/showthread.php?t=43009)

Mystic Muse
2011-09-04, 02:54 PM
Kulumar



http://i1206.photobucket.com/albums/bb443/Zernobog888/Decorated%20images/kulumar_BIG.jpg


(From Denizens of Avadnu. Credit to Inner Circle for everything below, the name, and the picture.)



Description and Details: Kulumars are eyeless predators with a mystical affinity for shadow. Fast, muscular, and agile, Kulumars stand 8 to 10 feet tall and weigh an average of 400 pounds. Their hairless skin is an almost reflective blue, and their long limbs end in black claws useful for clinging to walls and ceilings. From the bottom of Kulumars' worm-like heads grow stalks that allow them to sense their surroundings. Kulumars naturally cast no shadows. But can steal shadows from other creatures.

Kulumars are known to ally themselves with Aboleths and Drow, or perform services in return for knowledge or magic. They are treacherous and deceitful, but generally twist words instead of lying outright. If Kulumars were slightly less belligerent and enigmatic, they would easily find friends among the underworld races.

Adventures: Kulumars often adventure to obtain shadow slaves, or to find knowledge and magic. Most Kulumars are not actually casters, but have a fondness for magic all the same. Kulumars will also accept bribes of the aforementioned things to do mercenary work.

Religion: Kulumars are not known for worshiping any deity.

Ecology/background: It is unknown whether Kulumars reproduce, as there exists no documentation of Kulumar young. It is believed that Kulumars are Sexless and that only a set number exist. A leading theory holds that Kulumars are shadows cast on the material plane by some extra-planar monster but Kulumars respond to this notion with politely amused descriptions of indecipherable esoterica.

Kulumars lurk in the deepest parts of the earth, wandering alone through tunnels and caverns. Some collect arcana, while others seem intent on destroying all intelligent beings they find. They never associate with each other, but readily talk to those who question them, even during combat. They are polite and articulate, and occasionally helpful, but often difficult to understand. Questions about their nature, habits, and purpose are answered with talk of penumbras, the Low world, and the Blue shadow, and Kulumars seem unable to define these terms without relating them to each Other. Kulumars can discuss most other issues rationally.

Languages: Kulumars speak undercommon, and can speak additional languages with each point of Intelligence bonus they have as per normal.

Favored Class: Rogue is a Kulumar's favored class.


Class
HD: d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1| +0| +2| +2 |+0| Kulumar body, Blindsight 30'
2| +1| +3| +3| +0| Shadow Rend, Shadow Slave,
3| +2| +3| +3| +1| Climb Speed, Blindsight 60', Shadow Slave Range 240'
4| +3| +4| +4| +1| Maintain Shadow, Command Shadow, Bite
5| +3| +4| +4| +1| Shadow jump, Enter Shadow, Blindsight 90'
6| +4| +5| +5| +2| Growth, Hide in Plain Sight, Shadow Slave Range 480'
[/table]
4 Skill points+int per level, quadruple at 1st level. Class skills: Bluff, Climb, Hide, Intimidate, Jump, Listen, Move Silently, and Tumble.

Kulumar Body (Ex): The Kulumar loses all other racial bonuses and gains Aberration traits, 2 claw attacks for 1d6+strength damage each, a 40 foot base land speed and medium size.

The Kulumar also gets a natural armor bonus equal to its Constitution modifier.

Proficiencies: The Kulumar is not proficient in any armor or shields, and is only proficient with its natural weapons.

Blindsight (Ex): A Kulumar can sense all foes within 30 feet as a sighted creature would. Beyond that range, it is considered blinded. Kulumars are invulnerable to gaze attacks, visual effects of spells such as illusion, and other attack forms that rely on sight. It increases by another 30 feet at level 3 and 5 to a total of 90 feet.

Shadow Rend (Su): A living creature hit by both of a Kulumar's claw attacks, or who is transported with the Kulumar during a shadow jump, risks having its shadow stolen. The Creature must succeed on a Fortitude save (DC 10+1/2 HD+Charisma modifier) or have its shadow pulled through its body and ripped out by the Kulumar. The Kulumar then casts the creature's shadow, and the creature it was stolen from casts none. A Kulumar can cast any number of shadows from different angles.

For every day the creature goes without a shadow, it partially fades into nonexistence, taking 1d4 points of Constitution drain. When its constitution reaches 0, it dies and disappears, along with its shadow. If the creature rejoins with its shadow by touching it (An unarmed melee touch attack against the Kulumar if it is casting the shadow, or against the shadow if it is detached from and controlled by the Kulumar), it regains any Constitution lost. Only a miracle or Wish spell can replace a living creature's shadow, and this does not restore lost Constitution. Returning from the dead rejoins a creature with its shadow and restores all lost Constitution.

Shadow slave (Su): At level 2, a Kulumar can detach from its body any shadows it has stolen as a free action. A shadow so detached lifts off the ground and resembles a dark, transparent version of the creature it was originally connected to. Treat the shadow as an unseen servant with an AC of 13 that follows the Kulumar's verbal commands while within 120 feet. If the Shadow leaves this range, or if the Kulumar is killed (which automatically detaches all the Kulumar's shadows) it immediately heads toward where it last saw its rightful owner, willingly rejoining if Possible. If the shadow is destroyed, it cannot be rejoined with its owner. Kulumars treat their shadows as slaves, sending them to open doors, carry their belongings, and fulfill the request of guests.

Climb Speed (Ex): At level 3, the Kulumar gains a 30 foot climb speed.

Shadow Slave Range(Su): At level 4 and 6, the range over which a Kulumar can control its shadow slaves increases to 240 feet and 480 feet respectively. At 12 HD, the Kulumar can control the slaves from any distance, or even from another plain.

Maintain Shadow (Su): At level 4, a Kulumar learns to maintain the link between its shadows and the creatures they were stolen from. Each day, the Kulumar can prevent the Constitution drain caused by shadow loss to a number of creatures whose shadows it has stolen equal to 3+HD+Charisma modifier.

Command Shadow (Su): At level 4, a Kulumar can send commands to its stolen shadows telepathically as a free action, so long as they are within range.

Bite (Ex): At level 4, the Kulumar gains a secondary bite attack dealing 1d6+1/2 strength modifier damage.

Shadow Jump (Su): At level 5, the Kulumar can travel between shadows as if by means of a dimension door spell. Even unwilling creatures can be transported with the Kulumar if they are restrained or grappled. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Kulumar can jump a range equal to 20 feet times its HD. This ability takes a Standard action, and is usable a number of times per day equal to its HD.

Enter Shadow (Su): At level 5 a Kulumar can create a new body for itself out of a shadow slave and abandon its old form. As a standard action, the Kulumar dissolves its body into a murky blue shadow that dissipates into the ground (Detaching any shadows in the process), and warps a single shadow slave within range of its control into a body identical to its old one. This destroys the shadow slave and cures the Kulumar of 1d10 points of damage. The overall effect is similar to teleportation, but carried objects are not transported, and this can allow the Kulumar to jump across planes.

Growth (Ex): At level 6 the Kulumar grows to large size. It gains the normal bonuses and penalties associated with large size, except for the penalties to hide.

Hide in Plain Sight (Su): At level 6 the Kulumar can use the hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, Kulumars can hide themselves from view in the open without anything to actually hide behind. Kulumars cannot hide in their own shadows, or in the shadows of their shadow servants.

Comment

The original doesn't do much with the shadow slaves, and they probably won't last very long with just the way they originally work. By taking the Stygian Slaver PRC, gutting it with a machete, and grafting the remains onto the original monster, it works much better, and the shadow slaves actually have a point. The original PRC required level 3 arcane spells too, which the Kulumar has no reason to have, and the PRC has no advantages for. It will never be taken in any campaign where optimization matters, and so I wanted to give the class some of the decent abilities of the Stygian Slaver without requiring them to take the class.

I gave it Rogue as its favored class, the reason being that rogue boosts what it actually does.

Aberrations tend to have will as their highest save, but this is much more of a melee monster than a caster one, so I thought fortitude and reflex made more since.

Stycotl
2011-09-10, 01:14 AM
it is the 10th now, folks. half of the month is gone, as far as the submission deadline is concerned. get your entries in!

TheGeckoKing
2011-09-10, 10:25 AM
Ethergaunt
From Fiend Folio

http://www.dnd-wiki.org/w/images/thumb/6/6e/Ethergaunt_by_boudicca.jpg/275px-Ethergaunt_by_boudicca.jpg

Class:

Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Ethergaunt Body, Spellcasting, Ethereal Jaunt

2nd|
+1|
+0|
+0|
+3|Colossal Intellect, Total Vision

3rd|
+1|
+1|
+1|
+3|Stupefying Gaze (Shaken)

4th|
+2|
+1|
+1|
+4|Etherblade Crafting

5th|
+2|
+1|
+1|
+4|Subconscious Distortion

6th|
+3|
+2|
+2|
+5|Stupefying Gaze (Confused)

7th|
+3|
+2|
+2|
+5|Spell Immunity (1st)

8th|
+4|
+2|
+2|
+6|Doubt Bomb Crafting

9th|
+4|
+3|
+3|
+6|Spell Immunity (2nd), Stupefying Gaze (Ability Damage)

10th|
+5|
+3|
+3|
+7|Enslave, Dual Existance

11th|
+5|
+3|
+3|
+7|Nothing but Numbers, Spell Immunity (3rd)

12th|
+6/+1|
+4|
+4|
+8|Stupefying Gaze (Double Ability Damage)

13th|
+6/+1|
+4|
+4|
+8|Dismantle the Divine, Spell Immunity (4th)

14th|
+7/+2|
+4|
+4|
+9|Cold Logic

15th|
+7/+2|
+5|
+5|
+9|Spell Immunity (5th), Stupefying Gaze (Triple Ability Drain)

16th|
+8/+3|
+5|
+5|
+10|Analytic Mind

17th|
+8/+3|
+5|
+5|
+10|Spell Immunity (6th), Stupefying Gaze (Mental Collapse)[/table]

Class Skills: (2 + Int modifier per level, 4 at 1st level)
Class Skills: Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Spellcraft (Int), Use Magic Device (Cha)

Proficiencies: An Ethergaunt is proficient with its own natural attacks (if any), all Simple Weapons, Light Shields, Light Armor and all Ethercraft weapons.

Ethergaunt Body: At 1st level, the Ethergaunt loses all other racial bonus and gains the Aberration type and traits (Basically Darkvision 60ft). They are a medium sized Aberration creature with Base Land Speed of 30ft, and immunity to Magical Sleep effects. An Ethergaunt does not age, and has no need to eat, sleep or breath but still requires 8 hours of deep meditation to regain spells/PP/etc. At 1st level, an Ethergaunt owns an Ethergaunt Mask (See Ethercraft Items below). An Ethergaunt that has not got its Ethergaunt Mask on cannot communicate in any language other than Khen-Zai, takes a -20 penalty to all Cha based skills (except Use Magical Device and Intimidate), and the attitude of people the Ethergaunt does not know intimately drops two steps. The Cha based skill penalty and the attitude penalty does not apply with regards to other Ethergaunts. An Ethergaunt begins the game knowing Common and Khen-Zai (Ethergaunt), and any non-secret languages available as Bonus Languages; The Ethergaunt will need to wear an Ethergaunt Mask if they wish to communicate to creatures that cannot understand Khen-Zai, however. Lastly, by spending 30 minutes and 50gp worth of resources, an Ethergaunt may make an Ethergaunt Mask themselves, without the need for feats or craft checks.

Spellcasting: At 1st level and beyond, an Ethergaunt gains the ability to cast as a Wizard of their class level, in a specialized way. At 1st level, the Ethergaunt chooses one of four specialist paths. An Ethergaunt may only ever cast spells of the schools in the chosen path, although they may use scrolls, wands and other magic items to cast spells in banned schools if they wish. The following paths are;
Path of the Energy Shaper: Conjuration, Evocation
Path of the Disruptor: Abjuration, Necromancy
Path of the Psycho-Biologist: Transmutation, Enchantment
Path of the Perceptionist: Divination, Illusion
In addition to these schools of spells, an Ethergaunt can always cast Universal spells, and the following spells are already ingrained in an Ethergaunts mind, and can be cast by the Ethergaunt regardless of school; Read Magic, Comprehend Languages, Foxs Cunning, Dispel Magic, Scrying, Break Enchantment, Antimagic Field, Plane Shift, Temporal Stasis, and Gate. This still does not allow the Ethergaunt to cast any spell listed if they are not capable of casting a spell of that level.

Akin to a Wizard, at each level an Ethergaunt gains two spells automatically added to their mental collection of known spells, of up to a level the Ethergaunt is capable of casting. Also, the Ethergaunt does not need a Spellbook to record spells known, or to prepare its spells. An Ethergaunt learns spells normally, either through gaining levels in this class or learning through other spellbooks/scrolls, but an Ethergaunt must pay all the usual costs for learning new spells when applicable, only instead of recording these spells into a spellbook by buying copying materials, the Ethergaunt buys memory enhancing chemicals and mentally archives the spell in the same amount of time as it would take a normal Wizard to copy the spell into their spellbook. This requires the Ethergaunt to have the arcane text on hand during the entire process, or it fails and the chemicals are wasted. When preparing spells, the Ethergaunt meditates on its archived spells for one minute instead of studying a spellbook, but otherwise it has the same effect and the Ethergaunt prepares spells as a normal Wizard. An Ethergaunt may also prepare spells from a spellbook like a normal wizard would, if it wishes to do so.
If an Ethergaunt takes levels in Wizard, then the Wizard levels simply progress the Wizard casting granted by this class, with the same limitations and rules that an Ethergaunt must normally follow. By taking a level(s) in Wizard, an Ethergaunt gains a familiar, but Ethergaunt levels dont count towards its abilities. Prestige Classes that can progress Arcane Spellcasting can progress Ethergaunt granted spellcasting if the Ethergaunt wishes.

Material Jaunt (Su): At 1st level, the Ethergaunt can remove their bodies from reality and place their corporeal forms back into the Ethereal Realm. Once per encounter as an immediate action, the Ethergaunt can partially shift into the Ethereal Realm for one round. While shifted in the Ethereal Realm, they may move without penalty, but they cannot physically interact with the world, including casting spells of any kind (bar spells modified with the Transdimensional Spell feat). They cannot however, pass through walls and other obstacles that the Ethergaunt could not normally pass through. In return for cutting themselves off like this, all attacks made against the Ethergaunt gain a 20% miss chance, as if the Ethergaunt has concealment. This includes spells and magical weapons, but not Force effects like Magic Missile.
Lastly, this effects duration is increased by one round for every 3HD the Ethergaunt has, and the miss chance granted by this ability is increased by 10% for every 3HD the Ethergaunt has.

Colossal Intellect (Ex): At 2nd level, the Ethergaunts brain begins the process of growing to a massive size, eventually being the container for a mind to rival the smartest archmagi. At 2nd, 5th, 8th, 11th, 14th and 17th level, the Ethergaunt gains +1 untyped bonus to their Int score. Also, at 19HD the Ethergaunt gains a further +1 untyped bonus to their Int score.

Total Vision (Ex): At 2nd level, an ethergaunts super developed brain and countless facial sensory organs allow it to discern all objects within 40ft, even through the mask that normally hides its face. An Ethergaunt usually does not need to make Spot or Listen checks to notice creatures within range of its total vision, unless the DM determines there are certain conditions that could possibly fool the Total Vision (Such as the Darkstalker feat). A silence spell has no bearing upon an ethergaunts total vision, although still prevents verbal commands/verbal components of spells being used. The range of the Ethergaunt's Total Vision increase by 5ft for every 5HD the Ethergaunt has.

Stupefying Gaze (Ex): At 3rd level, once per encounter, an Ethergaunt may open their masks as a move action and reveal their horrific visage, breaking the minds of the non-Ethergaunts. At first, the Ethergaunt cannot stand the Prime Materials effect on their un-masked visage and so opponents only see flickers of the Ethergaunts face, but as they become more powerful, they can open their mask more fully, revealing the horrific morass of whatever is beneath their blank exterior.
At 3rd level, when the Ethergaunt opens their mask, each and every creature who can see the Ethergaunt must make a Will Save or be Shaken for the rest of the encounter. If the Ethergaunt had their Ethergaunt Mask off before the start of an encounter, this basic effect takes effect over the more powerful effects that are possible for more powerful Ethergaunts, as the shock value of the Ethergaunts morass of a face is somewhat lost.
At 6th level, when the Ethergaunt opens their mask, victims who fail their Will Save are Confused for three rounds instead.
At 9th level, instead of being Confused, the victims that fail their Will Save take 1d4 points of Wis damage instead.
At 12th level, this damage is increased to 1d4 points of Wis AND Cha damage.
At 15th level, this is further upgraded to 1d4 points of Wis, Cha and Int Drain.
At 17th level, this effect reaches its pinnacle in inducing mental collapse. Victims that fail their Will Save die instantly, and even creatures that succeed on their Will Save take 1d4 points of Wis, Cha and Int Damage.
At the Ethergaunts digression, they may induce a lesser condition when they use this ability. If they did not have their Ethergaunt Mask on before the encounter started, they have no choice but to induce the Shaken condition.
This ability has no effect on other Ethergaunts, or creatures that cannot perceive the Ethergaunt. However, a simple perception of the Ethergaunts face granted by Blindsense/Blindsight is still enough to warrant a Will Save.
The DC for the Will Save is 10 + HD + the Ethergaunts Cha Modifer.

Ethergaunt Crafting: At 4th level, the Ethergaunt learns basic Ethercraft. By spending 6 hours and 600gp worth of supplies, the Ethergaunt may craft an Etherblade (See Ethercraft Items below). This does not require a Craft check or any creation feats, and an Ethergaunt gains the ability to fully recharge the Etherblades 50 charges by meditating with it for 1 minute, ignoring the usual rule on Etherblade charges. Although an Etherblade is treated as being made out of ordinary steel, an Ethergaunt may create an Etherblade out of other more exotic materials or add magical abilities if they wish to do so, adjusting the crafting time and price as appropriate.

Subconcious Distortion (Su): At 5th level, while not fully powered, the Ethergaunt can use a more limited version of the Enslave ability associated to Ethergaunts. The Ethergaunt gains Greater Command as an SLA usable once per encounter, per 5HD, with a Caster Level equal to the Ethergaunts HD.
The Save for the SLA is 10 + HD + the Ethergaunts Cha Modifier.

Spell Immunity (Su): At 7th level, the Ethergaunts immunity to the arcane finally develops. Ethergaunts may choose to ignore the effects of arcane spells, just as if the spellcaster had failed to overcome spell resistance. They have no power over divine spells, having long ago rationalized divinity out of their racial philosophy. Though powerful, this ability is somewhat limited. At 7th level, this ability only affects 0th and 1st level spells. The maximum level spell affected by this ability increases by one for every two levels taken past 7th level (2nd level spells at 9th level, 3rd level spells at 11th level, and so on) up to 6th level spells and lower at 17th level.

Doubt Bomb Crafting: At 8th level, the Ethergaunt learns more varied Ethercrafting skills. By spending 1 hour and 500gp in resources, the Ethergaunt may craft a Doubt Bomb (See Ethercraft Items below) without the need for feats or craft checks.

Enslave (Su): At 10th level, the Ethergaunt finally unlocks the ability to enslave lesser beings. Once per day as a full-round action, the Ethergaunt may use Dominate Monster as an SLA; only the duration is permanent until dismissed by the Ethergaunt, dispelled like a normal spell, removed by Remove Curse, Break Enchantment or Mages Disjunction, or the death of either party (Ethergaunt/Thrall). The Ethergaunt may only have one thrall in this way, and its HD/Character Level/ECL (Which ever is highest) cannot be equal or higher that the Ethergaunts character level. If their HD/Character Level/ECL is equal or higher than the Ethergaunts character level, then they simply cannot be targeted by this ability. Lastly, if the Ethergaunt becomes more than 1 mile apart from their thrall, or ends up on a different plane of existence to their thrall, this effect is instantly broken.
The DC for the Will Save is 10 + HD + the Ethergaunts Cha Modifier.

Dual Existence (Su): At 10th level, the Ethergaunt can jaunt into the Ethereal Plane with greater effect. The Ethergaunt can become ethereal once per encounter, as per Ethereal Jaunt with a Caster Level equal to the Ethergaunts HD.

Nothing but Numbers (Ex): At 11th level, the Ethergaunt starts to systematically break down the illogical aspects of life such as belief and a sense of self down into a more logical set of laws. A number of times per day equal to its Int Modifier as an immediate action, the Ethergaunt may substitute its Int modifier instead of using its Cha or Wis Modifier for any roll that would require using the Ethergaunt's Cha or Wis Modifier.

Dismantle the Divine (Sp): Although an Ethergaunt is loathe to admit it, there is nothing more they love than to crush the works of the gods -- to see them driven before them, and to hear the lamentation of their clergy. As such, the Ethergaunt develops ways in eradicating the so called "abomination". A number of times per day equal to the Ethergaunt's Cha Modifier, the Ethergaunt may use Greater Dispel Magic as an SLA with a Caster Level equal to the Ethergaunt's HD. However, this SLA only functions on divine magic, and so can only dispel/counterspell divine magic. The trade-off in specialization is that the Ethergaunt gains a +10 bonus to all dispel checks made with its Greater Dispel Magic SLA.

Cold Logic (Ex): At 14th level, the Ethergaunt develops multiple mental blocks, repelling all intrusions. An Ethergaunt is treated as being under the effects of a Mind Blank spell.

Analytic Mind (Ex): At 16th level, fooling or confusing an Ethergaunt is a futile exercise. The Ethergaunt gains a continual True Seeing effect on its person, and gains a +20 untyped bonus on all Sense Motive checks.


Ethercraft Items:
Weapons:
{table=head]Weapon|Cost|Damage|Critical|Range Increment|Damage Type
Exotic Two-Handed
Etherblade|800 GP|1d12|x2|-|Slashing
Exotic Ranged
Doubt Bomb|500 GP|1d6|N/A|30 ft.|Wisdom Damage
[/table]

Etherblade: All Etherblades are long thin staves with sharpened blades on the end, and contain arcane charges that can be fired as a ranged touch attack, dealing 1d6 damage with a range of 50ft and expending one charge. An Etherblade contains 50 charges, and these charges replenish by 1 each minute.

Doubt Bomb: A Doubt Bomb is a small ceramic container containing a chemical mixture intended to over-excite the "doubt" centres of the brain. After one use, the Doubt Bomb releases its chemical mixture and shatters, and so becomes useless.

Other:
Ethergaunt Mask: An Ethergaunt Mask is a plain, oddly shaped mask that takes up the Head slot. It can only be worn by an Ethergaunt, or some creature that could adjust its head shape to fit the mask (Like certain amorphous creatures and shapeshifters). An Ethergaunt Mask removes any social and Cha-based skills penalty an Ethergaunt might incur for not having a proper Ethergaunt Mask on, and allows the Ethergaunt to communicate in languages other than Khen-Zai via a built-in psychic translator. When the Ethergaunt would use their Stupefying Gaze, the Ethergaunt Mask automatically folds open and closed as part of the move action. As a small benefit, wearing an Ethergaunt Mask grants its wearer a +1 Deflection Bonus to their AC. Lastly, an Ethergaunt Mask cannot be sundered.

Strong Universal; CL 1st; Craft Wondrous Item, Comprehend Langauges; Price 75 gp; Weight N/A.

Comments:
As we all (should) know, the Ethergaunts were one of the few races that people were glad had LA - they've got power out the wazoo and the brains to use it. To tame this power I had to make a few changes. The limitation on spellcasting tones it down from Tier 1 right away, I slapped down its BaB to something more befitting for a wizardly type, anything that isn't spellcasting it based on Cha, and YES, I KNOW. I butchered the Ethergaunt's Ethereal Jaunt ability. I just couldn't think of any other way to make it work, sadly.
Also, just a note, the three typed of Ethergaunt (Red, White, Black) are reresented by taking various levels of the class.
Other than that, the Ethergaunt still gets all of its cool tricks - it gets its Stupefying Gaze, its Total Vision, Thralls, all of the cool items mentioned in Fiend Folio, and if you survive long enough, you also get ULTIMATE ARCANE POWEEEEEEEEEEER! :smallyuk:

Stycotl
2011-09-22, 12:48 AM
i'm going to give this one more day, partially because we only have two entries, and partially because i don't have the time tonight to get the voting thread up. if you are almost done with an entry, finish it.

if you have an idea for one, but haven't started, trim it down and make a small, 3-5 level class out of it by making it a prc for an existing race or something.

Owrtho
2011-09-22, 06:06 AM
Gilim--r-r



http://fc01.deviantart.net/fs51/i/2010/141/2/6/spore_by_CapnSkusting.png
by CapnSkusting (http://capnskusting.deviantart.com/art/spore-139096518?q=boost%3Apopular%20tentacle%20ball&qo=50)


A painting depicting a group of gilim--r-r in which one had the unusual property of possessing eyes.

Description and Details: Gilim--r-r, more commonly called tentacle balls or gilim, are strange being with bodies consisting entirely of a tangle of tentacles of about waist height. With rare exceptions, they consist entirely of tentacles, and seem to feed by simply drawing food into the tangled mess that makes up their body, where it apparently is in some way digested. This is largely considered strange due to the fact that even feeding on large meals in this way does not seem to make them larger, nor impact their ability to squeeze through narrow spaces. While lacking eye, mouths, or most other organs generally deemed important for interacting with the world, the gilim--r-r have proven apt at altering the tentacles that make them up to fulfil needed roles. Their ability to adjust tentacles properties allows them to make some tentacles like sensory organs, while others making up their mass may be rubbed together in such a way as to produce speech. Other tentacles are then used for locomotion and manipulation. Breathing seems to be done through their skin.

Adventures: Gilim--r-r frequently adventure due to lacking any true land of their own. Depending on where they are 'born' they either tend to be forced out soon enough and begin travelling, or set in and start an infestation that once rooted in can be near quite difficult to get out.

Religion: Gilim--r-r often do not worship any deities. However, those that do tend to follow either the deities of aberrations, or entities from the far realms. Occasionally a gilim--r-r will pick up a religion from an area it passes through though.

Ecology/background: Little is known of their actual life cycle. While it has been reported that occasionally they seems to have smaller 'baby' gilim--r-r split off, they also have been reported appearing in places that there is no conceivable way that one could have reached there normally undetected. This has lead to theories that while they can reproduce if they get large enough, they also sometimes spontaneously appear in areas. This theory is lent credence due to most cases of them just 'appearing' seem to be linked to areas of heavy chaotic or aberrant energies, often with connections to the far realms. The 'baby' gilim--r-r are start out about 15 cm (6 inches) in diameter, and seem to reach a full size of approximately 1 meter (3 feet) in diameter in about a year, though some have been known to get larger.

However, once gilim--r-r appear in an area, one of two things tend to happen. The settle in and begin an infestation, or the leave and start exploring the world. It should be noted the latter usually only occurs when other occupants of the area actively work to drive them out and prevent the former option. However, by some strange quark of their nature, once a gilim--r-r begins travelling, then never seem to try settling down and infesting again. Some speculate the reason for this behaviour is that they can only reproduce in areas that have the proper blend of aberrant energies that spawned the first of their line, and the chances of them ever finding another area with that precise mix is so slim they usually spend the rest of their life searching.

Languages: If from the Underdark, gilim--r-r speak undercommon and eme-gilim--r. Otherwise they speak common and eme-gilim--r

Favoured Class: Rogue or ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536) is a gilim--r-r's favored class. In the case that a gilim--r-r possesses levels in both, count the one with more levels as the favoured class.

Class
HD: d8
{TABLE=head]Level | BAB | Fort | Ref | Will | Feature
1|+0|+2|+2|+0| Gilim--r-r body, Tight Squeeze, Adjust Tentacles, Aberrant Senses
2|+1|+3|+3|+0| Clinging Grappler, +1 Str
3|+2|+3|+3|+1| Augment Tentacles, +1 Dex
4|+3|+4|+4|+1| Adjustment (climb, blindsense), +1 Str
5|+3|+4|+4|+1| Bodily Change, Constrict
6|+4|+5|+5|+2| Adjustment (magic, blindsight), +1 Str
[/table]
4 Skill points+int per level, quadruple at 1st level. Class skills: Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight Of Hand (Dex), Survival (Wis), and Tumble (Dex).

Gilim--r-r Body (Ex): The gilim--r-r loses all other racial bonuses and gains Aberration traits. It become small sized and gains the bonuses and penalties that entails. The gilim--r-r is blind, deaf, and lacks a move speed (but see adjust tentacles). A gilim--r-r is not buoyant, as such it sinks in water and takes a -10 penalty to swim checks, though gains a +4 bonus to jump checks when submerged. It is however amphibious, and capable of breathing unhindered in any fluid or gas (this does not prevent toxic gasses or liquids from harming it), but not vacuums or solids. In addition, the gilim--r-r gains a -2 penalty to Strength, a +2 bonus to Dexterity, and a +2 bonus to Constitution. At first level it possesses 8 tentacles it may use, and gains an additional tentacle for each HD thereafter. Due to its body, a gilim--r-r cannot use normal armour, and must have custom made armour costing quadruple the normal price. It may wear a number of rings equal to the number of fine manipulation tentacles it possesses, though it may only benefit from 6 of them, and a pair of bracers per two course manipulation tentacles it possesses. A gilim--r-r cannot wear cloaks, robes, or boots.

Due to its many tentacles, the gilim--r-r qualifies for multi-weapon fighting. It also counts as a size category larger for determining carrying capacity.

The gilim--r-r also gets a natural armor bonus equal to its Constitution modifier.

Proficiencies: The gilim--r-r is not proficient in any armor or shields, and is only proficient with its natural weapons and one simple weapon of its choice.

Tight Squeeze (Ex): Due to being made completely of tentacles, a gilim--r-r can fit through spaces smaller than one might think something of its size capable of. Treat the gilim--r-r as two size categories smaller for the purposes of fitting though spaces.

Adjust Tentacles (Ex): Gilim--r-r are adept at altering their tentacles so that they may fulfil their needs. At first level a gilim--r-r gains 6 adjustment points. For each HD after the first, the gilim--r-r gains two more adjustment points. As a full-round action that does not provoke attacks of opportunity, the gilim--r-r may assign or reassign a number of adjustment points equal to its dexterity modifier (minimum 1). There are 5 categories of tentacles as detailed below. Tentacles default to the fine manipulation category if no points are used to assign them to another one. Tentacles may only be assigned to one category at a time. Assigning a tentacle to a category other than fine manipulation takes 1 adjustment point.
At first level the combine number of course manipulation tentacles and combat tentacles cannot exceed 3. This limit increases by 1 at level 3 and every third level thereafter.
Fine Manipulation - These are the tentacles that have no points assigned to them. They are needed for any skill checks or actions that require fine manipulation, including speach. Each one is capable of wearing a ring. If a gilim--r-r wishes to wield a weapon, both a course manipulation and a fine manipulation tentacle are required for each hand being used to wield it. 1 adjustment point may be assigned to a fine manipulation tentacle to have it grant a +1 bonus on skill checks requiring fine manipulation.
Sensory - These tentacles act as sensory organs for the gilim--r-r. Each one provides a cumulative 10 feet of darkvision. As long as it has at least one sensory tentacle, the gilim--r-r can hear normally. Note, darkvision does not grant the ability to see colour, and as such the gilim--r-r may only read markings that are carved or embossed.
Locomotive - These tentacles are used to move. Each one increases the gilim--r-r land speed by 10 feet. If it has no locomotive tentacles, even if another source would increase it's land speed without granting limbs to do so the gilim--r-r's speed remains 0 feet.
Course Manipulation - These tentacles have strength akin to an arm, though lack the fine motor control. They are used for actions and skills that do not require fine manipulation. If a gilim--r-r wishes to wield a weapon, both a course manipulation and a fine manipulation tentacle are required for each hand being used to wield it.
Combat - These tentacles are adjusted for offensive capabilities. Each one grants a primary tentacle attack dealing 1d3 + strength modifier damage for a small gilim--r-r. These tentacles have a reach of 5 feet (without other modifiers), and deal either bludgeoning or slashing damage (decided when the adjustment point is assigned).

Aberrant Senses (Ex): Gilim--r-r possess the innate ability to sense aberrant energies in the surrounding area even when lacking sensory tentacles. Such energies generally are produced by things like portals to the Far Realms, or channelling power from there, though other types of unnatural energy also may register. The range of this sense is about 1000 feet, though it only detects if such energies are within the area, not where they are within the area. It also allows the gilim--r-r to tell the approximate strength of the energies, from such things as open portal to the Far Realms, to currently channelling power, to the energy was used moments ago to a few days or weeks old depending on initial strength. This ability may distinguish there being multiple sources of aberrant energies, as well as different strengths of it within its range, though it still remains unable to locate their precise locations without other methods being used (such as determining when they move out of range).

Clinging Grappler (Ex): Despite its small size, a gilim--r-r is often decent at grappling. When attempting to grapple, it may use its climb skill rather than its grapple skill. In this situation it takes no size penalty to grappling, and opponents only gain half their size bonus (creatures with a size penalty are unaffected). However, due to the manner in which this causes it to grapple, it climbs onto the opponent rather than grabbing onto them. Thus, while it may attempt to prevent other actions as normal for grappling, it causes no penalty to the creatures movement and is freely carried on it. If the creature is larger that medium, the gilim--r-r may attempt to choose which square of the creature it is on as a move action provoking a grapple check, though the grappled creature does not gain any attacks of opportunity, other creatures do as normal. The gilim--r-r in unable to attempt to push or otherwise move a creature while grappling in this manner. It does however gain other bonuses. Any touch attacks it would make against the grappled target automatically hit. It also is able to ignore the creatures Dexterity bonus to AC. The gilim--r-r also maintains half its dexterity bonus to AC (rounded down), as long as is remains in control of the grapple. However, all attacks, made while grappling provoke a grapple check with the target.
If the grappled creature is attacked, it gains a +4 untyped bonus to AC. If the attack misses, the attacker then rolls for the attack to hit the gilim--r-r. Similarly if the gilim--r-r are attacked (not counting those from creatures missing attacks on the grappled creature), and the attack misses, the attack is automatically rolled against the grappled target. Against these attacks and the gilim--r-r's attacks the creature does not gain the +4 bonus to AC.
If successfully grappled by a target, the gilim--r-r may choose to make an escape artist check as normal, and immediately attempt a climb check to regain control of the grapple. The escape artist skill also provides synergy with the climb skill when it is used to grapple like this.
This ability may not be used on creatures the same size as or smaller than the gilim--r-r.

Augment Tentacles (Ex): The gilim--r-r becomes more apt at controlling its tentacles. Starting at third level, it gains access to tentacle augments (spoiled below with the mentioned adjustments) from the ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536) class as if it had ozodrin levels equal to its HD. These augments may be applied to the gilim--r-r's tentacles, and cost a number of adjustment points equal to the form point cost. The gilim--r-r does not gain access to the Tail, Enchanted Tentacle, Swiping Tail, and Travelling Tentacle augments. Coiling tentacle does not grant a constrict attack, while small tentacle only reduces the cost of augments. Nor can it make more tentacles as if it had the ozodrin feature ability. If it later gains ozodrin levels, these levels do not stack, and it may not use this ability on tentacles formed by features or any other ability beside its racial hd. The gilim--r-r does however qualify for the esoteric tentacle PRC, and if it takes it gains adjustment points equal to the specialized form points, and access to the suctioned tentacle augment. The other abilities gained however do not affect it unless ozodrin levels are taken.
Small Tentacle: cost -1
Tentacle counts as a size category smaller. You may add this multiple times to the same tentacle to a minimum tentacle size of fine. The effects stack. This may not reduce the cost of augments to the tentacle to less than 1.

Hooked Tentacle: cost 2
The tentacle grants a +2 bonus to grapple attempts against a single target within its reach as long as it is not used for anything else that round. In addition, for every extra 5 feet further the tentacle could reach than the target, this bonus increases by 2. This bonus stacks with other bonuses to grapple.

Large Tentacle: cost 3
Tentacle counts as a size category larger. This does not increase it's reach. You may add this multiple times to the same Tentacle. The effects stack.

Serrated Tentacle: cost 3
The tentacle gets a +1 bonus to damage. You may add this multiple times to the same Tentacle. The effects stack.

Long Tentacle: cost 3
Required Level 4: Your tentacle's reach is increased by 5', but it gains a -1 penalty to attack. You may add this multiple times to the same Tentacle. The effects stack.

Coiling Tentacle: cost 4
Required Level 5: When grappling with this tentacle, if the target is in another square, you may choose to pull them into your square (this movement does not provoke an attack of opportunity).

Blunt Tentacle: cost 4
Required Level 6: This tentacle cannot be used to attack. It can however have a mouth at least two sizes smaller or an eye on it. If a mouth is put on it, the bite attack of the mouth gains a reach equal to that of the tentacle. This tentacle may be extended into another square to devour a creature, however if this is done, the length of the tentacle may be attacked as though it were your body (it cannot be flanked however). This augment may not be placed on a tentacle that also has the budding tentacle augment.
Note: Mouths and eyes refer to ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536) features and require levels in the ozodrin class to form.

Budding Tentacle: cost 2
Required Level 8: This tentacle can have the tip open up. While open, it is unable to attack. However it can perform fine manipulation of objects, such as holding a pen, writing, or performing tasks that require a sleight of hand check. It is however not strong enough to wield weapons. It is also capable of having an eye placed on the inside of the bud, thus allowing it to see when open. This augment may not be placed on a tentacle that also has the blunt tentacle augment.


Adjustment (Ex): As the gilim--r-r progresses, it gains access to some more specialized versions of its tentacle types. Each of these cost 1 adjustment point, and require the proper type of tentacle. At level 4, the climb and blindsense adjustments are gained, while at level 6, the magic and blindsight adjustments are gained.
Blindsense - If the gilim--r-r has sensory tentacles, it may add the blindsense adjustment to them. Blindsense sensory tentacles grant blindsense out to 5 feet, and stack with other sources of blindsense. The still grant 10 feet of darkvision.
Climb - The gilim--r-r is capable of adding the climb augment to its locomotive tentacles. This causes them to grant a climb speed of 5 feet, which stacks with other sources, in addition to the normally granted 10 feet of land movement. Additionally, each pair of climbing tentacles after the first grants a +1 bonus to climb checks for the clinging grappler ability.
Magic - The gilim--r-r is capable of exuding a slight magical presence from its combat tentacle. This causes them to count as magic for the purposes of overcoming damage resistance. This counts as a supernatural ability though, and as such is suppressed by anti-magic fields.
Blindsight - If the gilim--r-r has blindsense sensory tentacles, it may add the blindsight adjustment half to them (rounded down). This adjustment causes them to grant 5 feet of blindsight which stacks with that granted by other sources. This is in addition to the blindsense and darkvision already granted.


Bodily Change (Ex): At level 5 the gilim--r-r may choose to grow a size category to medium, or remain its current size. If it does choose to increase its size, it gains a +2 bonus to strength, the normal size change modifiers other than ability modifiers, and its natural attacks are adjusted to match its new size. If it opts to remain small, it gains +2 dexterity and 6 extra adjustment points.

Constrict (Ex): The gilim--r-r gains a constrict attack. If it has at least 1 combat tentacle, after making a successful grapple check against a creature, the gilim--r-r may deal damage equal to 1d4 + strength modifier + number of combat tentacles. If the gilim--r-r is medium sized use a 1d6 rather than a 1d4. If one of the combat tentacles has the magic adjustment, treat this as a magic attack for overcoming DR.

Gilim--r-r Items
Scraper Pen: cost 2 gp - This tpe of pen is common to gilim--r-r. While usable with ink, the actual feature of this pen is the sharp clawed point, which scrapes small troughs in the surface of what it writes on. These cuts in the surface allow creatures that can only view shapes due to a lack of colour perception to read things written with it. It also allows it to be used with no ink, though those relying on colour for reading may find it more difficult to see (-2 penalty to decipher script checks for creatures without darkvision or blindsight). Unfortunately, this means of scraping does not work well on paper. As such these pens may only be used on thicker writing material like parchment, leather, or wood.

Swelling Ink (1 oz. vial): cost 16 gp - This ink is something of the opposite of a scraper pen, where a scraper pen causes things written to be deeper than the rest of the surface, swelling ink causes it to become higher than the surrounding surface. While like normal ink as a liquid, swelling ink swells slightly as it dries, causing it to stick out from the surface it is written on. This makes thing written with it visible to creatures unable to see colour.

Swelling Formula (2 oz. vial): cost 40 gp - This clear liquid is used to render things written in normal ink legible to creatures that cannot distinguish colour. When used, it is gently brushed over a surface, where the chemicals in it interact with the ink there, and cause it to swell as if it were written in swelling ink. An unintentional but useful side effect of its composition causes different colours of ink to swell consistently to different height, allowing creatures unable to view colour to get an idea of what pictures might be intended to look like.
Comment
Well, this is just an idea I had for a monster class. Thought it would be interesting to play a ball of tentacles. The monster was made up for this contest. As for the abilities:
One of the first thoughts I had was that since its all tentacles, it should need to choose between using them for combat, observation, or movement. Hence why it is blind and lacks a speed without assigning tentacles to that purpose.
The Tight Squeeze ability was also decided up right away. After all, if its all just a ball of tentacles, then it should only be limited to spaces slightly larger than the thickness of its tentacles.
The Clinging grappler ability mainly addresses an issue I have with the grappling system, which is to say it doesn't account for things that 'grapple' by climbing on the opponent rather than trying to actually stand their ground, and for these situations it's better to be smaller. I've actually considered making a feat set for this sort of thing, yet haven't gotten around to it.
The augment tentacles comes from already having a handy list of tentacle modifications, and not wanting to remake it.
The other adjustments were planned early on, and seem to work I think. The body adjustment was due to being able to see some tentacle balls get bigger, but not thinking all of them would. Constrict was added because it makes sense.

The items, I'll admit were an afterthought, made to allow the tentacle balls to read and write. Still, I doubt that's a big issue.

A few minor edits were made to the class after the voting for the contest. This included a minor edit to fluff noting that they can grow larger than 1 meter, fixing a typo that custom armour costs 4x normal (not 3x, though remember small creatures get armour half off, so it's really only twice listed price), limited rings to 6, added a scaling limit to tentacles that grant attacks, added a fluff ability to detect aberrant energies, and copied the available tentacle augments from the ozodrin thread (with the author's permission) for ease of reference.

Also, for those curious, the name is (likely grammatically inaccurate) Sumerian for "many twisted limbs" (depending on how one translates it). The language in turn is something akin to twisted limb language.
Note: for those noticing the change in the name, it is due to it looking more grammatically accurate for r to be at the end of the word.


Owrtho

Stycotl
2011-09-23, 09:39 PM
contest is closed. here is the voting thread. (http://www.giantitp.com/forums/showthread.php?p=11905667#post11905667)

Mystic Muse
2011-10-06, 12:46 PM
Next contest. (http://www.giantitp.com/forums/showthread.php?p=11980203#post11980203)