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Thread: Community Based Monster Classes VI

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    Bugbear in the Playground
    Join Date
    Dec 2009
    Location
    Hiding and fleeing.

    Default Re: Community Based Monster Classes VI

    Lodestone Marauder

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    Lodestone Marauder
    Hit Dice: d10

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Lodestone Marauder Body, Magnetic Defense, Spiked Hide, +1 Str

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Lesser Magnetic Repulsion, Lesser Magnetic Attraction, +1 Con

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Spiny Whirlwind, +1 Str

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Growth, Magnetic Wrecking

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Magnetic Crushing Charge, +1 Con

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Claws, Climb Speed, +1 Str

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Magnetic Repulsion, Magnetic Attraction, Burrow Speed

    8th|
    +6
    |
    +6
    |
    +2
    |
    +2
    |Unstoppable Force, Immovable Object, +1 Str

    9th|
    +6
    |
    +6
    |
    +3
    |
    +3
    |Magneto-Kinetic Mastery, Biological Supermagnet, +1 Str[/table]

    Skills Points at 1rst Level: (2+Intelligence Modifier) x 4
    Skills Points at Each Level: (2+Intelligence Modifier)
    Class Skills: The Lodestone Marauder’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis).

    Proficiencies: The Lodestone Marauder gains proficiency with its natural weapons, but no other weapons, nor any type of armour.

    Lodestone Marauder Class Features:
    The following are the Class Features of the Lodestone Marauder.

    Lodestone Marauder Body: The Lodestone Marauder loses all of its racial traits and becomes a Medium Abberation. It is a quadruped (granting it a +4 bonus to resist trip and bullrush attempts, as well as a larger encumbrance limit than a biped of its size and strength). It cannot speak, but can understand languages it knows (one plus one per point of Int bonus at first level) and can learn to read and write. Its claws lack fine manipulation, but can manipulate metal objects as if they had fine manipulation thanks to its magnetic abilities (companions often invest in a sheet of thin metal to be piched into pictures and letters, or a set of metal quills). It gains a natural armour bonus equal to its Con modifier. It gains a bite attack as a primary natural attack, dealing 1d6+1.5XStr mod damage. A Lodestone Marauder wears barding rather than normal armour, and even barding is priced as for an unusual or exotic creature. It cannot wear standard gloves, helms, shields or robes. It has a base land speed of 30ft and Darkvision 60ft.

    Magnetic Defense (Su): Upon reaching 1st level the Lodestone Marauder gains access to a passive magnetic field, granting it a deflection bonus to armour class equal to one-third its HD (minimum 1) against partially or wholly metal-based attacks (e.g. most swords, polearms, etc., as well as many spells from the Wu Jen's Metal element). It also recieves a bonus equal to its HD on saves against electrical spells and abilities.

    Spiked Hide (Ex): A Lodestone Marauder learns to utilize the spikes on its body, in much the same way as a warrior in spiked armour. A creature grappling a Lodestone Marauder takes 1d4 points of piercing damage at the beginning of the Marauder's turn. The Lodestone Marauder also adds 1d4 piercing damage to damage dealt by grapple chacks, and deals lethal damage in a grapple in this way. At 4HD, and every 4HD thereafter (8, 12, 16, 20, etc.), the damage die increases by one step as if it were a weapon increasing in size.

    Attribute Bonus: A Lodestone Marauder gains bonuses to Strength and Constitution at each level indicated in the table. These bonuses stack, for a total of +5 Str and +2 Con at 9th level.

    Lesser Magnetic Repulsion (Su): At 2nd level the Lodestone Marauder learns to create a small burst of magnetic repulsion, leaving its opponents off-balance. As a standard action, a Lodestone Marauder can create a burst of magnetic repulsion within a 10' cone, which extends a further 5' per 2HD of the Lodestone Marauder. Any creature holding a metal weapon or item (including swords and other weapons and items made mostly or entirely of metal, excluding wooden-hafted weapons and items such as polearms), wearing metal armour or which is made of metal must make a Reflex save (DC 10+1/2HD+Con mod) or lose their Dexterity bonus to armour class for 1 round/2HD. A creature holding a metal item or weapon may drop the item to automatically succeed on their save, at which point the item flies to the far edge of the burst's range, dealing 1 damage of an appropriate sort (usually piercing, bludgeoning and/or slashing) to anything in its path. Any unattended metal items (under the Lodestone Marauder's Light Load encumbrance limit) are also sent to the edge of the burst's range.

    Lesser Magnetic Attraction (Su): At 2nd level the Lodestone Marauder learns to harness its magnetic powers to drag items towards itself. As a full-round action, a Lodestone Marauder can attract all mostly or wholly metal items (swords, coins and the like count; arrows, polearms and similar items do not) under its Heavy Load encumbrance limit to itself, within a 10ft/HD radius. Unattended items are automatically dragged 5ft/HD toward the Lodestone Marauder, going by the shortest route between the two, possibly being stopped by barriers, even low ones. Creatures holding such items must make a Reflex save (DC 10+1/2HD+Con modifier) or drop them, at which point they are dragged as normal. Creatures wearing such items (or who are made of metal themselves) are unnaffected unless the combined weight of that creature and its metal items fall under the limit, in which case the creature moves 5ft/2HD toward the Lodestone Marauder. Any item which could be moved into the Marauder's space by this movement becomes stuck to its hide, though it can be pulled off with no Strength check necessary as a move action.

    Spiny Whirlwind: At 3rd level the Lodestone Marauder learns to spin in a tight circle, slicing nearby enemies to shreds with the spikes on its carapace. As a full-round action, the Lodestone Marauder deals its Spiked Hide damage plus its Strength modifier to all enemies within 5ft of itself. At 7HD, Lesser Magnetic Repulsion or Lesser Magnetic Attraction can be used as part of this action, taking effect before or after the Spiny Whirlwind effect, at the Marauder's choice. At 14HD this works with the Magnetic Repulsion and Magnetic Attraction abilities.

    Growth: At 4th level the Lodestone Marauder grows to Large size. Its reach, grapple modifiers, natural attack damage and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    Magnetic Wrecking: At 4th level the Lodestone Marauder can, as a standard action, deal damage as its bite attack to all metal items on its hide or its reach (including or excluding particular items as it chooses), ignoring 1 point of hardness for every 4HD (no minimum, round down).

    Magnetic Crushing Charge: At 5th level, by releasing a forward thrust of magnetism in combination with a charge, a Lodestone Marauder crush its enemy with magnetic force whilst attacking. When the Lodestone Marauder makes a charge, it deals an additional 1d12+Str bludgeoning damage, as long as the charge's target is wearing metal armour or clothing. This additional damage is dealt even on a charge to bullrush, and in this case the opposed Strength check to bullrush recieves a +4 bonus.

    Claws: At 6th level the Lodestone Marauder gains two claw attacks as secondary natural attacks, each dealing 1d6 damage at Large size.

    Climb Speed: At 6th level the Lodestone Marauder learns to climb effectively, gaining a climb speed of 20ft, as well as the associated +8 racial bonus to Climb checks and the ability to take 10 on Climb checks even if rushed or threatened.

    Magnetic Repulsion: At 7th level the Lodestone Marauder learns to master its magnetic repulsion. This ability works as Lesser Magnetic Repulsion, with the following exceptions. The range is 10ft plus 10ft for every HD of the Lodestone Marauder. Any creature failing the save required for holding a metal item drops that item. Any creature failing the save required for wearing metal armour or clothing drops prone onstead of losing their Dex bonus to armour class. Unattended items (and items on the Marauder's hide, at the Lodestone Marauder's option) deal damage as thrown improvised weapons to all in their path (Reflex save of 10+Lodestone Marauder's HD for half damage), instead of 1 damage. Finally, the weight limit for affected items increases to the Marauder's Medium Load.

    Magnetic Attraction: At 7th level the Lodestone Marauder masters its magnetic attraction. This ability works as Lesser Magnetic Attraction, with the following exceptions. The action taken is reduced to a standard action and the weight limit is doubled. Creatures holding metal items fall prone if they fail their Reflex save. Unattended items are dragged as close as possible to the Lodestone Marauder, instead of being limited to 5ft per Hit Die. Creatures made of metal or wearing metal armour are treated as unattended items unless they succeed on a Reflex save. Movement caused by this ability provokes attacks of opportunity.

    Burrow Speed: At 7th level the Lodestone Marauder learns to dig quickly and effectively, gaining a burrow speed of 20ft. The Lodestone Marauder can dig through loose earth, sand, clay and similar materials, but not packed earth, stone and similarly hard materials. The Marauder leaves a useable tunnel with a diameter equal to its space, which collapses after three rounds, two rounds if disturbed.

    Unstoppable Force (Su): At 8th level, as long as the Lodestone Marauder has metal up to 5ft per HD beneath it, the Lodestone Marauder gains a +10 bonus on Climb and Jump checks, as well as to checks made to bullrush or overrun. In addition, they gain a +10 bonus to movement speed, attracting itself to the metal beneath it with each bound to move faster, and ignore difficult terrain, almost floating over the ground with their magnetic powers.

    Immovable Object (Su): At 8th level the Lodestone Marauder learns to use its magnetic powers to stay in place. It gains a bonus equal to twice its HD to Balance checks and checks made to resist trip and bullrush attempts, so long as there is metal up to 5ft per HD beneath it.

    Magneto-Kinetic Mastery (Su): At 9th level the Lodestone Marauder learns to use its magnetic power to its full potential. They gain Telekinesis at will as a supernatural ability, but they may only move metal items using it. The caster level for this ability is equal to the Lodestone Marauder's hit dice and the Lodestone Marauder uses their Strength modifier where a Wizard would use their Intelligence modifier.

    Biological Supermagnet (Su): At 9th level the Lodestone Marauder can have items stuck nigh-immovably to its skin. It can, as a free action, have any metal item within 5ft stick to its skin, or become unstuck. A stuck item requires a full-round action and a Strength check (DC=Lodestone Marauder's Strength score) to remove. A Lodestone Marauder can benefit from a stuck magic item as if it were wearing or wielding it, but the normal rule of one item per slot (two for rings) still applies, so this is most useful for items it could not normally use. Stuck items remain stuck even after the Marauder's death, at which point the DC to remove items becomes 20, regardless of what it was before. Items attracted by Lesser Magnetic Attraction or Magnetic Attraction are now treated as if stuck by Biological Supermagnet.

    Comments/Changelog:
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    Comments
    Okay, first draft is done. Lots of active abilities, the class encourages (or should encourage) melee with a focus on battlefield control (nonstandard though it may be). It has lots of things to knock opponents about like ragdolls, provided their magnetic power is strong enough and the opponent has metal items on them. It's quite strong to make up for a lack of speech and fine manipulation, but I hope it should be within reasonable limits.

    Magneto-Kinetic Mastery should be fun, lacking a maximum weight limit. You can move almost anything metal with it, given enough time. Note that a 1-round action is different from a full-round action.

    Changelog
    09/02/11 - A few typos and wordings fixed ("10ft+5ft/HD" to "within a 10' cone, which extends a further 5' per 2HD of the Lodestone Marauder", "5fHD" to "5ft per HD", Lodestone Marauder Body is now in the table, etc.). Magnetic Attraction and Repulsion now read "As Lesser Magnetic X, with the following exceptions, to avoid redundancy. Magnetic Repulsion and its Lesser form now have flying objects deal some damage, and Magnetic Repulsion's effects may have been changed slightly, partially to balance the added damage and partially because I accidentally deleted the ability before making changes to it or copying it for reference. Supermagnet no longer features "permanent". Magnetic Attraction (or more accurately, it's Lesser form) clarifies what happens to items that reach the Marauder. Burrow speed now leaves a usable tunnel, where it previously lacked clarification. Magneto-Kinetic Mastery now requires concentration as a spell, anyone still wearing metal on the cliff edge after not doing anything to the big magnet visibly charging a supermove deserves whatever they get. A bit of text under LM Body added to allow some communication, or at least suggestions for it.
    19/02/11 - Clarification on damage dealing in Lesser Magnetic Repulsion. Magneto-Kinetic Mastery changed to at-will, metal-only Telekinesis.



    I know the Gargoyle isn't done yet, but I did want to do this anyway. In any case, it is now ready for review.
    Last edited by ScionoftheVoid; 2011-02-19 at 06:29 PM.