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2010-05-26, 10:56 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Edit: WIP
got a working version up to-night, actually. w007!but, it's got several dead levels and seems over powered.
Ok,onetwo heads per HD? looks right...
Image by Kyuubi:
Spoiler
Fluff:
Spoiler
In the earliest days of wizardry, when mages were confined to experimentation, when no spells had been made yet, accidents were frequent. Thus were the Lycanthropes born.
In more recent times, experimentation is less popular, with several spells known and used. however, there are still those who yearn for more power, and tinkerers. The werehydra was a result of this, were a ritual designed to combine all known lycanthropes was interupted by a lethal attack on the wizard by a beast of legend.
Werehydras are rarely seen, being less frequent than all other lycans. However, dedicated historians have recorded all sightings of these beasts. they are reported to be ogres and giants at day, and become monsters of death at night. thier skin even in humanoid form is tinted a scaly green, and thier several heads flail wildy about at transformation. strangely, though, they always return to a single head, when they mingle with the men and giants they once were.
Crunch:
Spoiler
Note: A Werehydra can pass on it's curse through Curse of the Lycanthrope (4th level ability) or hereditarily. a hereditary werehydra can reach 6th level. if gained through Curse of the Lycanthrope, it may not gain werehydra levels past those of the Werehydra that granted lycanthropy at the time of the event. however, werehydras are inheritely rare, and only a few have ever been mentioned in history.
Prerequisites
to become a werehydra, the character must meet the following requirements
Race: Any Large or Huge humanoid or giant
Special:Must have been injured by the natural attack of another werehydra and contracted lycanthropy, or been born to another werehydra.
HD:d10
{table=head]Level|BAB|Fort|Ref|Will|Special|Hybrid heads|Hydra form heads
1st|+0|+2|+0|+0|Alternate form(Hydra), Lunar body, Multiple heads|1|2
2nd|+1|+3|+1|+0|Alternate form(hybrid), Regrowth|2|4
3rd|+1|+3|+1|+1|+1wis, Fast Healing|3|6
4th|+2|+4|+2|+1|Growth, Curse of Lycanthropy|4|8
5th|+2|+5|+2|+1|Improved Regrowth|5|10
6th|+3|+6|+3|+2|PyroHydra/CyroHydra|6|12[/table]
Skills: 0+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival
Proficiencies: A werewolf gains proficiency with their own natural wepons
Features:
Lunar body(ex): Werehydras retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.
A Werehydra gains natural armor equal to half its con bonus while in Hydra or hybrid form. While in humanoid form their natural armor is equal to one quarter their con bonus
Alternate Form(su): At first level, a Werehydra can take Hydra form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains a bite attack dealing 1d4 damage and their move speed decreases to 20ft. A Werehydra can transform 1/day/2 HD, minimum 1, and can remain transformed indefinitely.
For every level in Werehydra, or for every two in another class, the Werehydra's alternate form improves as shown below
{table]Werehydra level+1/2 other levels|ability improvements
1|+1str
2|+1str, +1con
3|+1str, +1con
4|+2str, +1con
5|+2str, +2con
6|+2str, +2con
7|+3str, +2con
8|+3str, +3con
9|+3str, +3con
10|+4str,+3con
11|+4str, +4con
12|+4str, +4con
13|+5str, +4con[/table]
At second level, a Werehydra can assume hybrid form. While in hybrid form, a Werehydra gains two claw attacks for 1d6 damage each and a bite attack dealing 1d4 damage, and can weild any wepons they could use in humanoid form. Both alternate forms are large sized, regardless of the creature's humanoid size
Multiple heads: For Every Werehydra HD possessed, a werehydra gains two extra heads in hydra form, and for every two non-werehydra HD possesed, one head in Hydra form, and gains half this number in hybrid form. They gain a bite attack for each head they posses. the number of heads possessed at a given level for a given form is considered it's original number of heads for that form for all purposes.
A werehydra in thier nonhumanoid form can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare were the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of oppertunity uness the foe has the Improved Sunder feat. An opponent can strike at a werehydra's heads from any position in which he could strike at the werehydra itself, because of the way the werehydra's heads writhe and whip about in combat. To avoid an attack of oppertunity, an opponent can ready an action to attempt to sunder a werehydra's head when the creature bites at him (effectively using up it's attack of oppertunity it woud have gotten).
Each of the werehydra's heads has hitpoints equal to the creature's full normal hitpoint total, divided by it's original number of heads for whichever form it is in. losing a head deals damage to the body equal to half the head's full normal hit points. A werehydra can no longer attack with a severed head, but suffers no other penalties from this.
A werehydra's body can be slain normaly like any other creatures, but after 3rd level possess fast healing (see below) and are dificult to defeat this way. any attack that isn't an attempt to sunder a head affects the body.
The werehydra may not return to humanoid form if it has less than it's original number of heads, or go to it's hybrid form from it's hydra form if it has less than it's original number of heads. Although a werehydra can change forms with extra heads, extra heads are lost when changing forms, but missing heads remain lost when moving from hybrid to hydra.
Regrowth: After second level, each time a head is severed, two new heads emerge from the stump in 1d10 rounds, exceptions below. this improves to 1d8 at 3rd level, 1d6 at 4th, and finaly 1d4 at 5th. a werehydra can never have more heads than twice it's origional number of heads, and any heads it gains beyond it's normal number wither within an hour. at 4th level, this improves to within the day.
Exeptions to heads growing back:
to prevent two heads from springing out of the stump, it must be cauterized by the werehydra's HD of fire or acid damage being dealt to the stump. a touch attack to deal this damage or the severing weapon being a flaming weapon may work, and an area effect may work on multiple stumps in addition to dealing damage to the werehydra's body. a werehydra does not die from losing it's heads until all the heads have been cut off and all the stumps cauterized.
When a head is severed in hybrid form, a fortitude save of DC 15+number of current heads must be made. If the werehydra fails this check, no heads grow from the stump. When a head is severed in Hydra form, the same save must be made, but one head still grows back, rather than none. if the save in Hydra form is failed by a value of 10 or more, then no head grows back at all. for all intents and purposes, it is as if the stump has been cauterized.
In humanoid form, although it has a ludicrisly high hitpoint value on it's single head, heads do not grow back in that form. Although, taking out the body is easier than taking out the head, in humanoid form.
If a werehydra is unable to transform to humanoid form, so long as it still has at least one head or stump remaining and uncauterized, the werehydra can take 10 minutes, during which it makes no other actions, to regrow a missing head from a cauterized stump. If it's sole remaining head is cut off, and all of it's stumps cauterized, it may not use this ability, and dies. Until then, however, it may regrow heads in this matter, so long as it is unable to transform.
Growth: At 4th level, a Werehydra's alternate forms become Huge. their bite attack deals 1d6 and their claws deal 2d4. In addition their natural armour improves by 1 while in alternate form.
A Werehydra of 16 HD or more may choose to become gargantuan by expending three normal transformations.
A Werehydra of 20 HD or more may choose to become colossal by expending four normal transformations.
Fast Healing: At 3rd level, a Werehydra gains Fast Healing 2+The number of heads it possesses when in hybrid form, and Fast Healing 5+the number of heads it possesses when in Hydra form. it just gains Fast healing 2 when in humanoid form.
Curse of lycanthropy: At 4th level a Werehydra can transmit lycanthropy to other creatures. if a Large or Huge humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.
Improved regrowth: At 5th level, a Werehydra gains a +5 on fortitude saves to regrow lost heads in hybrid or hydra form.
Pyrohydra/CyroHydra: at 6th level, the werehydra gains the cold or fire subtype, and therefore cold imunity to cold or heat, but not both subtypes, or imunities. as well, the werehydra gains a breathweapon which each head may, and must in hydra form, use every 2d6 rounds. each breath weapon is a 15 foot ray of ice or fire, corisponding with it's subtype (cold subtype gains cold breath weapon, heat subtype gains fire), dealing 1d2 points of damage. A successful reflex save halves the damage. the save DC is 5 + 1/2 the werehydra's origional number of heads in it's curent form + the werehydra's Con modifier. it gains these abilities in all forms, including humanoid. if the werehydra takes the fire subtype, the damage dealt to cauterize a stump cannot be fire damage, due to the fire imunity, but cold damage will work.
comments:
Spoilerthis is probably over powered as is, and has dead levels. may fix?
Ok, I admit it's a quick copy/paste job, with editing to fix up certain areas. like, heads.
Changes from werewolf:
switched "wolf" with "hydra" in text. if I missed any, Find must have missed it.
made prerequisites
I removed wolf empathy completely, rather than changing it to hydras, because how often do you meet a hydra? also removed Hunter's nose
made it 12 levels, because the bigest hydra (12 heads) has 12 HD.
reduced transformations per day, modified weapons to reflect size.
added Multiple Heads, the strength and weakness of the werehydra.
Gains fast healing now.
moved curse to 7th level.
Replaced capstone with gaining fire or cold subtype, and breath weapon.
Changelog:
2010/05/25
made it 6 HD, as requested, making it weaker
removed silver resistance (from werewolf)
changed certain levels and values to match. hopefully.
2010/05/30
Split Multiple Heads into Multiple Heads and Regrowth. a single level dip is now the last thing you want to do, but taking two levels is swell.
Added a fort-save or fail on regrowing of heads, filled out (ex-dead) 5th level by making it easier to save on that one.
2010/06/04
fixed some mismatched text (still said 12 HD in places!)
swapped dex and str increases, so dex is now lowest increase, and str is highest. makes more sense.
2010/06/08
Reduced dex increase. a ton. now only +2 by 20th character level, if it takes all 6 werehydra levels.
added clause to allow transformation back to humanoid form it too many stumps have been cauterized. takes a long time, though.
2010/06/09
added image (THANK YOU KYUUBI!!!)
2010/08/27
Removed Dex bonus altogether
Last edited by flabort; 2010-08-27 at 04:06 PM.
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2010-05-27, 09:02 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Don't really know what to say, Flabort. I want to be supportive of people's work, but there's a lot of problems built into the class.
At level 20 you can turn into a colossal hydra with 16 heads, each doing 4d6+str damage. Assuming, say, 30 strength, that's up to 64d6+160 damage a round. With 60% of your attacks hitting, that's enough to take out a Balor in a single combat round. They can do this twice a day and still be able to transform for 2 more encounters (Or alternately, just stay in that form).
Moving on... your math for heads doesn't work. You write: Each of the werehydra's heads has hitpoints equal to the creature's full normal hitpoint total, divided by it's origional number of heads. losing a head deals damage to the body equal to half the head's full normal hit points. A werehydra can no longer attack with a severed head, but suffers no other penalties from this.
So, let's see, I'm a 16th level Werehydra. I've got 16 heads, and 136hp. Each head has hp equal to my original number of heads... which is one? I mean, I have 1 head in my base Ogre form. Ergo, 16 heads with 136hp each. So on top of that I've got 18 fast healing that, RAW, heals all the heads and my torso, and 16/Silver DR. The head-severing is futile, and it's patently unclear what happens if I decide to pull shenanigans with Nagag the Ogre Werehydra and simply change back to base form & then back into my Hydra form. I do believe that I'd get all my heads back.
If, as I suspect, you meant that you're counting the pre-hack number of heads (ie, hydra heads and not base form), then each head has 8.5hp. This, while more realistic, is still really, really futile. Most encounters become a cakewalk by virtue of the fact that the only encounter that threatens you is one where you're alone against a great number of enemies all with the improved sunder feat & equipped with silver slashing weapons. Each needs to hit in the first place, and they need to remove 3 heads a round to make headway (heads come back in 1d4 rounds). If they don't have silver weapons, they need to do 24-25 damage to remove the head. If they don't have improved sunder then well, you're getting a half dozen attacks of opportunity a round.
Now, let's look at the most abusive power yet. I'm Nagag the 20th level Ogre Werehydra, and I'm with my group, standing outside the Balor's Antechamber. What's, exactly, to stop me from changing into colossal hydra form and patiently waiting while my teammates hack off all my heads (or alternately, biting off my own heads), giving me a total of 32 heads prior to the fight? 128d6+320 potential damage a round. Woo.
Then there's the basic details:
- Full BAB? I'd consider moving this down to a medium BAB, to counterbalance the power of the heads. The strength bonus helps mitigate this.
- Full reflex save doesn't make a lot of sense, given hydras don't tend to have such. Move to medium.
- Where does the speed boost come from? Every hydra has 20' movement. They're slow, plodding under the weight of their many heads. You've given them 50' move.
Last edited by Hyudra; 2010-05-27 at 09:42 AM.
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2010-05-27, 09:43 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Pixie
It looks pretty good, but I suppose that I'd be concerned about it being a 1-level dip, as far as casters go. I mean, what sorcerer/wizard wouldn't take a 1-level dip in Pixie? You get flight, small size AC bonus, a cha bonus and a dex bonus. If you're starting at 1st level, you also have more HP and the SLAs are pretty boss for starting out.
Just throwing it out there, but what if there was a small penalty that stressed that the Pixie had a banned school (I'm thinking Necromancy)? This would be in addition to any for being a specialist wizard. Ergo, the defensive advantages are outweighed by a (flavorful) restriction from using un-pixielike magics, and there's pros/cons for a player to consider.
Also, I think there's a small issue in that the Pixie really lacks clout. At 5th level, you basically can't defeat an opponent on your own. It's an excellent nuisance class, but I wonder if it's too dependent on teammates.
Take the Gynosphinx or the Ethergaunt. The Gynosphinx gains big bonuses to Wisdom, so a 1 level dip in cleric would give it all the power of the cleric, but with more Wis, some SLA's, flight, etc. And the Ethergaunt is just a wizard on steroids. The problem could be solved if these spellcasting monster classes didn't advance your caster level, but then all that remains is your SLA's, which is no substitute for real casting.
So it seems to me that either every class should have built any casting, or a huge amount of SLA's. I like the first option, since it gives more versatility, but you can still somewhat restrict their spell list. That's what I think I'll do for the pixie, give them spellcasting as a sorcerer, but severely restrict the spells they can know. (For example, no necromancy) That way, if they want to get all the benefits of the pixie class, they would be taking a 5 CL hit if they then multiclassed into a wizard/cleric. BUT, if they multiclassed into a sorcerer, their first five levels of spells would be based on a restricted list.
About your other concerns, I'll take your suggestion about fly speeds, it looks good. About it's low power at level 5, I believe that adding limited sorcerer casting, plus improving her SLA's a little bit should do the trick.
Also, I intend to try something new. A monster paragon. In the pixie's case, it would be an extra 3 or so levels that you could take after you finish the normal pixie progression. Not all humans/elves/dwarves are the same in terms of power, so why should all monsters be the same?
Also it should get natural invisibility at the last level because thats also a special thing about pixie and what makes them awesome casters.
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2010-05-27, 10:10 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
I think the main thing is that the classes grant SLAs, but they don't give you the retroactive spell slots. I may be misunderstanding it. I think it's balanced, but it's not intuitive and it's tricky to figure out. Take all this with a grain of salt:
If I'm a Pixie3/Sorcerer1, then I get the added spells known & spell slots I'd have gotten for going from Sorcerer3 to Sorcerer4: I'd get three 2nd level spell slots and a 1st level spell slot, with 1 spell known for 0th and 2nd level, respectively. I don't, however, get the spells known & spell slots I would have picked up in my first three levels of sorcerer. This means I don't get cantrips (I never picked up the Sorc1-3 0th level spell slots) and I have -5 1st level spell slots, and -3 1st level spells known. This is fair, since for most monster classes, you get base abilities and tricks that round you out.
The problem I perceived with the Pixie is that for a 1st level dip, the SLAs and defenses you get are arguably superior to the spells known/spells per day you'd lose by skipping Sorc1. Entangle, charm and sleep are decent spells that ultimately pay off for any low-level drawbacks, and you get more casts per day in the long run than you lose by skipping Sorcerer. Catch my drift?
Further, I'd suggest you can't 'prestige' into a monster class without an in-game justification for why your race suddenly changed. As I interpret it, you can't prestige into a monster class without some help from the DM (you get transformed, pay for a ritual at the temple of Boccob, get reincarnated, whatever), so that helps balance things out.Last edited by Hyudra; 2010-05-27 at 10:11 AM.
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2010-05-27, 10:23 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
If these are for the development of monsters born I don't see a problem.
Yes the pixie is a powerful tiny caster. The class shouldn't change that.
If you're not born into a racial class its not open to you. If I'm a human or half-orc character my chance at these classes has already passed. With the possible exception of reincarnation or polymorph I don't think you can really dip.
SigurdLast edited by sigurd; 2010-05-27 at 10:25 AM.
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2010-05-27, 10:26 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Alright, that makes more sense now. If that is the case, then these monster classes will be much more balanced. However, a few of these monsters, (Like the Gynosphinx or the Ethergaunt), don't have that provision in there, so they cast as full casters.
I just finished editing the pixie, and I think it is now more balanced at first level. I removed the entangle SLA, while still giving her the ability to cast it through the plant domain. Any spellcaster taking a first level dip in it is restricted to the sorcerer class(Or take a CL hit), and can not cast necromancy spells or gain a familar. What do you think?
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2010-05-27, 11:03 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Yeah. I do believe those were monsters made by people who weren't Oslecamo, and those details slipped by the radar. That should change.
I hate to say it, but I think I preferred the casting the way it was before. The SLAs were fine and flavorful and the primary issue was the 1-level dip.
As it stands, the necromancy-being-banned thing is counterbalanced by the added domain spells. I think the pixie as it currently stands is better than the sorcerer across the board - you lose necromancy spells but you gain the same casting plus your SLAs, plus the inherent defenses. I love familiars, but it's not an even tradeoff.
My suggestion would be to:
- Remove the sorcerer casting. That seems like a better fit for the Pixie Paragon you were ruminating on.
- Retain the caveat that a pixie that enters an arcane casting class cannot access necromancy spells, as a consideration for 1st level dips
A pixie that wants any degree of lethality, I suppose, will have to rely on turning enemies against each other (suggestion) and using ranged weapons. I think that fits thematically and balance-wise.
I guess the issue is just "Why wouldn't every player be a pixie spellcaster?" and "Is every choice inferior to the pixie"?
As a DM, I'd allow players to change to a monster class with an appropriate quest and investment. Given that it is largely DM-managed, it's harder to pull a sly move and overpower yourself. If a player wanted to become a Pixie at 5th level, I'd allow it if they did a quest to get the blessing of Ehlonna.Last edited by Hyudra; 2010-05-27 at 11:09 AM.
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2010-05-27, 11:26 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
The gynosphinx is an unfortonate mistake that shall be solved right away after this post as it was first posted by Volthawk.
The ethergaunt does cast as a wizard, but notice he doesn't get SLAs either. His special abilities aren't really that good untill mid-high levels. Also as I posted on the comment section he's suposed to compete with normal wizards prc into special stuff.
I think that it still has a d6HD, 6+int skill points per level and two good saves on top of SLAs, flying, fat stat bonus and sorceror casting with minor limitations. Oh and the "Don't save, just die" sleep arrow.
My sugestions:
-Reduce the stat bonus to +1 per level at max like in the other classes. +6 Dex and Cha over 5 levels is kinda too much.
-You may put a str penalty at the 1st level, but not on the other levels. Gaining exp isn't suposed to make you weaker.
-No need for bizzarre flying limitations. Just make the flying start working at level 4 or 5, when it's not so game-breaking.
-Sleep arrows with manageable DC (like +1/2HD, not +damage, wich is really easy to scale)
-Less DR.
-Pixie finesse too strong. Remove the evasion at least.
-With the sorceror casting it's still probably stronger than a straight sorceror (note: sorcerors don't have class features!)even if you do all the above, but should be on par with a pimped wizard. Hmm, can't you just make her a pseudo-spellcaster like the ogre magi and mindflayer? Or tone it down to bard-sorceror casting like the dragons?
Trenelus:Well, your work is faithfull to the monsters. Unfortenely the monsters kinda suck. The death slaad is a decent monster, but the green and grey aren't that hot and the white/black are epic jokes at best(they get...Extra damage! Woot!). This is a monster class that will demand heavy custom work to be satisfactory. I may take care of it later since you provide a nice base template but untill then I sugest you look at the Gloom, Phoenix and Angel to see what high level-epic monsters are suposed to do. I'm not saying that you should give them epic spells, but they still need BIG abilities to shine.
flabort:Wait, were-what? Well, the whole idea is dangerous because it's very powerfull but a one trick pony filled with dead levels indeed. I honestly don't like it very much, in particular because I don't recall anyone ever mentioning werehydras. At best that would be suitable for some quite bizarre enemy. If you really want to do it then cut down the dead levels by making the head growth by level increase. Make heads easy to destroy (like heads automatically fall when you take damage) and longer to regrow. For starters. This idea is MADNESS!
Kyuubi:Put a note in red dragon to clarify any misunderstandings.Last edited by Oslecamo; 2010-05-27 at 11:47 AM.
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2010-05-27, 11:33 AM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Gynosphinx
Spoiler
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Features
1|+0|+2|+2|+2|Sphinx body, +1 Con, Lore
2|+1|+3|+3|+3|+1 Wis, Rake, Minor Enigma
3|+2|+3|+3|+3|+1 Str, Speed boost
4|+3|+4|+4|+4|+1 Wis, Growth, Pounce
5|+3|+4|+4|+4|+1 Con, Major Enigma
6|+4|+5|+5|+5|+1 Wis, Flight
7|+5|+5|+5|+5|+1 Wis, Speed boost
8|+6/1|+6|+6|+6|+1 Wis, Symbolist
[/table]
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft
Proficiencies: A gynosphinx is proficient only with it’s claws.
Features
Sphinx Body: At 1st level, the gynosphinx loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision). It’s a medium magical beast with a base speed of 30ft. The gynosphinx has 2 natural claw attacks, both dealing 1d4+Str mod damage. The Gynosphinx gets a Nat armor bonus equal to her Con modifier. Additionally, a gynosphinx that multiclasses with a spellcasting class can count her gynosphinx levels as levels of that class for determining CL, new spells per day and new spells known, but doesn't get spells for the gynosphinx levels themselves.
So for example, a gynosphynx 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however. She would get the familiar ability, but gynosphynx levels wouldn't count for it.
The gynosphinx can use her Wisdom score instead of her Int mod for Decipher Script, Knowledge and Spellcraft checks.
Lore: At 1st level, the Gynosphinx gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Gynosphinx adds half her HD and her Wisdom modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Rake: When in a grapple, the Gynosphinx can make another 2 claw attacks at its highest base attack bonus, dealing 1d6+1/2 Str mod damage.
Minor Enigma: At 2nd level, the Gynosphinx can use detect magic, read magic, see invisibility once a day per 2 HD it has, and comprehend languages and locate object once a day per 4 HD it has as SLAs .
Speed Boost: At 3rd level, the Gynosphinx gains +10 base land speed. It gains another 10ft at 7th level.
Growth: At 4th level, the Gynosphinx grows to Large size. Her claws now deal 1d6+Str mod damage.
Pounce: At 4th level, the Gynosphinx can make a full attack at the end of a charge.
Major Enigma: At 5th level, the Gynosphinx can cast dispel magic 1/ day for every 2 HD, and remove curse, legend lore, clairaudience/clairvoyance once a day per 5HD it has as SLAs. DC=10+1/2HD+Wis modifier.
At 11 HD the dispel magic upgrades to Greater Dispel Magic.
Flight: At 6th level, the Gynosphinx can fly at a speed of 5ft per HD it has. She has poor manoeuvrability.
Symbolist: At 8th level, the Gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning each once a week per 6HD it has as SLAs. DC=12+1/2HD+Wis modifier.
Done by Volthawk. Copy-pasta to solve minor issue.Last edited by Oslecamo; 2010-08-28 at 10:05 AM.
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2010-05-27, 11:46 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Good point on the flight. I think it's necessary for Beholder, because it's the only method of movement, but I completely forgot that the pixie has the land speed to work with.
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2010-05-27, 01:27 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
My appologies, I said it was mostly a copy/paste job. copy werewolf, copy hydra, meld them.
"original number of heads" was strait from hydra. I'll see what I can do to clarify that.
Uh... full bab, reflex, and move was from werewolf. also will fix. umm... It is a WIP, forgive my overeagerness to post it.Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-05-27, 01:36 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
No need to apologize. Just detailing the various issues that are bound to crop up.
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2010-05-27, 01:53 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
thanks for pointing them out though.
I said the Idea was crazy, having a werehydra. uh... maybe I should add a 25% chance that a stump will fail to produce heads anyways? afterall, it's not a pure hydra, just as a werewolf is not a pure wolf...
made some changes already, trying to fix stuff... also, got to go to calculus class now.Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-05-27, 03:29 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
This is awesome. It's probably what I personally like best in the thread so far. I barely know anything about balance, but really, great work.
How much does this thing weigh?
This thing should either require one attack roll to be compared with each of the opponents armor classes (which I would prefere) or require a reflex save. If either is supposed to be understood, you should spell it out anyway.
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2010-05-27, 04:18 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
My roomies recently picked up 4th Edition,and I've been trying to see if it is even possible to convert what I want to play from 3.5 to the 4.0 universe. I want to play the Eladrin Ghaele,but I can't seem to find a way to transfer it from 3.5 to a playable character in 4.0 I found it in the 4.0 Monster Manual but it's a level 21 in it and different from the original 3.5 write ups. Anyone got any input on this?
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2010-05-27, 04:31 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Eerrr, kinda wrong thread for that. This deals purely in 3.5.
Most monsters were indeed changed in 4.0. As the whole system itself. Conversion it's basically impossible. The best advice I can give you it's to pick a regular 4.0 race and class and talk to your DM about refluffing it to look like a ghaele eladrin. 4.0 Cleric is my best bet since it gives you lazer rays and some melee power and the 3.5 ghaele is half-cleric anyway.
However this is 4.0 we're talking about. There's not much you can do, as the system makes impossible to get the possible character versatility of 3.5. Permanent flying? 18 varied SLAs+spellcasting? Effective transformation? No, 4.0 just doesn't support that in any way.
flabort:Crazy idea..When you transform, you start always with just one head, but when you take damage, you grow extra heads! The max number of heads you can grow is based on your number of werehydra levels, and is only obtained when you're in the brink of death.Last edited by Oslecamo; 2010-05-27 at 04:34 PM.
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2010-05-27, 05:12 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Heh. Thanks.
Same as whatever the chosen weapon usually weights.
Now. This is an interesting one. The original ability does not allow any saves. It is why I kept it as such.
The area version is half as strong (in the initial damage department) as the original, and both versions of the attack are subject to anything that would reduce slashing damage (read: damage reduction).
I agree fully that it is a very potent ability, specially if the bleed stacks up enough (there are very few effects in D&D that protect against the equally rare bleed effects) it is very dangerous, but the heal check to end the bleeding is very easy to make as well.
But If people feel a reflex save is needed, I will add one.
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2010-05-27, 05:14 PM (ISO 8601)
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2010-05-27, 05:18 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
requesting a vampire template class.
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2010-05-27, 05:24 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
CTLC:
her you go
Oslecamo:
is that your interpretation, or a suggestion? it's not how the current itteration intends it, but it may be moddified still, and I may use that for the Hybrid form.
I guess this is why the lycanthrope template normally only allows animal types. but, a wizard did it, so I hope I'm justified.Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-05-27, 05:27 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
A sugestion. The problem right now it's that lots of heads=insta gibing anything in melee. And very few monsters out there will be able to actualy cut the heads and cauterize them. It needs a more generic weakness.
A very drunk and stoned wizard.
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2010-05-27, 05:53 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
yes, not many monsters deal slashing, and fire or acid damage. that could present another problem... ugh. why didn't I run through all the possibilities...? oh, well. I was hasty, and now I'm paying.
The Hydra, of course, was designed for PCs to tackle. not for them to play.
Maybe:
"a transformation takes 2d6 rounds, due to the way the werehydra's heads multiply from eachother."
Or:
"A transformation takes a standard/full action, but only one head is present after transforming from humanoid form. it takes 3d10 rounds for the original number of heads for it's form to grow after transforming."
and maybe I should replace "original" number of heads with "standard" number of heads.
Also, yes, a very drunk and stoned wizard. But weren't all lycanthropes made ORIGINALLY by wizards? Aren't they out-of-hand experiments?
But, yes. very drunk, and very stoned.
As I felt from fatigue when I drew a picture of a werehydra mage a few months ago (which was the inspiration for this). I'd post it, but my scanner's conked out. Grr...Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-05-27, 06:27 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
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2010-05-27, 07:10 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Actualy, the blood powers allow you to replicate pretty much all of the original vampire abilities. Heck most of them are copy-pasta with a blood cost. You also have the same weaknesses. I just felt like a vampire template should actualy give you rewards for drinking blood.
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2010-05-27, 07:27 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
I should ask. Would the dragons here qualify for Loredrake?
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2010-05-28, 11:25 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
I just implemented the changes you guys suggested into the pixie. For the record, I changed:
A pixie now gains a fly speed at level 4.
Removed Evasion.
Toned down it's DR.
Scaled it's sleep arrows with half of HD.
Reduced it's ability bonuses. Though it still has +2 Dex and Cha at first level. Simply because other races always get +2 to something(s) at first level.
I removed it's sorcerer casting, and replaced it with dragon-like bard casting. I thought that this type of casting fit better thematically. It still has necromancy as a barred school, but it is also able to know spells from the Air, Healing, and Plant domains. I thought this fit as the pixie is a fey after all. In order to balance that out, I removed the possibility of it ever gaining a familiar. (I also removed the familiar for thematic reasons. Pixies are supposed to be small or even tiny, it doesn't make sense for a familiar bigger than she is to follow a pixie around)
Here is the link to it, for the sake of simplicity.
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2010-05-28, 03:25 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
The Blue dragon seems a bit better as a class to me than the other two dragons right now.
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Red dragon+7 strength,+7 Constitution,+6 Charisma
Cons: no 4+ skill points per level, vulnerability, lower stats, no paralyzing breath, no sound imitate, no alternate form, no cloudwalking,
Pros: Gargantuan size, tail sweep, Con+2 NA bonus,
Blue dragon +8 Strength, +7 Constitution, +9 Charisma, +6 wisdom
Cons: no Gargantuan size, no Con+2 NA bonus, no Tail sweep, no Paralyzing breath, no alternate form, no cloudwalking.
Pros: better stats, no vulnerability, sound imitation,
Silver dragon +7 Strength, +6 Constitution +6 Charisma
cons: No gargantuan size, No Con+2 NA bonus, no tail sweep, lower stats than both, no sound imitation, Vulnerability, no 4+ skill points per level, no immunity.
Pros: Two resistances, Paralyzing breath, Alternate form, cloudwalking
Right now, I don't see much reason to take silver dragon or red dragon over blue. I imagine Silver was supposed to get cold immunity but if not I have even less incentive to take the silver dragon over the other two right now.
Also, would these dragons qualify for the archetypes from dragons of Ebberon?Last edited by Mystic Muse; 2010-05-28 at 03:26 PM.
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2010-05-28, 03:52 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
The silver's dragon main advantages are the save-or-die breath and the alternate form, wich grants him a big deal of versatility. If you want a "RRAAWW SMASH" dragon then the silver one indeed isn't for you.
He doesn't get an immunity true, but he gets two resistances to make up for it. Meh, I guess giving it 4 skill points per level wouldn't be too bad.
The blue dragon does indeed seem to be geting a little too much. Will go and remove his Wis bonus, and lower his cha bonus to +8 total.
As for the red dragon...Dunno really. Perhaps a bigger strenght bonus to reflect it's more brutish nature?
Can't really answer that as I don't recall any Eberron dragon archetypes right now, but the dragon classes do count as true dragons.
Aranii:Hmm, looks much better now, but you left a typo on the score increases(granting +2 dex at 3rd and 5th level). Also I must point out that few races gives +2 to two stats with a single penalty. Also image or else I'll have to copy-pasta your work.Last edited by Oslecamo; 2010-05-28 at 03:54 PM.
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2010-05-28, 03:58 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
It wasn't so much the "Rawr smash" aspect as the much lower abilities than the blue. And the breath weapon isn't always save or die. There are at least a few things that have paralysis immunity I think.
He doesn't get an immunity true, but he gets two resistances to make up for it. Meh, I guess giving it 4 skill points per level wouldn't be too bad.
The blue dragon does indeed seem to be geting a little too much. Will go and remove his Wis bonus, and lower his cha bonus to +8 total.
[qoute]As for the red dragon...Dunno really. Perhaps a bigger strenght bonus to reflect it's more brutish nature?[/quote]
That might be a good idea. Makes him a bit better as a more combat focused Gish.
Can't really answer that as I don't recall any Eberron dragon archetypes right now, but the dragon classes do count as true dragons.
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2010-05-28, 04:08 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Notice however he also gets stuff like control winds, control weather and fog cloud wich are definetely superior to the other dragon's SLAs.
Also now he just gets 1 less str and con from the other dragons and -2 cha from the blue. Not that big of a diference in my opinion.
No. I just don't see much sense on the dragon being able to pick the element he's tied to.
Hmm, what books are they in again?
EDIT:Woot firbolg!Last edited by Oslecamo; 2010-05-28 at 04:20 PM.