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  1. - Top - End - #91
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    NecroticPunch's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    Updated ~~~~
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    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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  2. - Top - End - #92

    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by NecroticPunch View Post
    Updated ~~~~
    You still have the Kerrigan reference in there, wich is particularly out of place as Kerrigan is the queen of blades. When she was zergified she didn't just gain enanched pshychic powers, she got big claws to tear apart things in melee.

  3. - Top - End - #93
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    NecroticPunch's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    Fixed n' stuff ~~~
    All thanks to Domochevsky for the epic avatar

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    Illic est haud affectus, illic est hunger.
    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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  4. - Top - End - #94
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    SolithKnightGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    The Warp Blast is a bit too much according to me. I would say make the increase in lvls: 1-3-6-9 instead of what you have now.

    And put down the speed they can float in the list. Or put down if it's the same speed as in the Tyranid speed list.

    That's my comment. And that's just how my cookie crumbles
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

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  5. - Top - End - #95
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    Cadian 9th's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by Duskranger View Post
    That's my comment. And that's just how my cookie crumbles
    Woah, Dusk, you know 40k as well?

    Anyway, congrats on the zoanthrope. I really like this system, though I vote

    Flavor 17/20

    Balance 14/20

    Impressiveness 16/20

    Chance to win against a wizard 12/20

    Awesomeness 16/20

    Dante
    Awesome Avatar by Lord Fullbladder, Master of Goblins!

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    PEACH

  6. - Top - End - #96
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    SolithKnightGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by Cadian 9th View Post
    Woah, Dusk, you know 40k as well?

    Anyway, congrats on the zoanthrope. I really like this system, though I vote

    Flavor 17/20

    Balance 14/20

    Impressiveness 16/20

    Chance to win against a wizard 12/20

    Awesomeness 16/20

    Dante
    Only the things that are available with the pc-games of DoW. I really enjoy the spacemarines though. I think the balance in this PrC is still a little bit wonky though.

    I would give it an overall 12/20

    Flavor 17/20

    Balance 5/20

    Impressiveness 8/20

    Chance to win against a wizard 10/20

    Awesomeness 10/20
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  7. - Top - End - #97
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    Cadian 9th's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    @Dusk, cool. Space Marines, tsk. Chaos does everything they do but is better in combat But guard are the best.

    Now that I take another look, I have to say the Power Point bonuses and manifester level bonuses should be simplified to +1 level of existing psion class etc.

    Dante
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  8. - Top - End - #98
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    Lix Lorn's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    The thing that makes this seem a bit overpowered is that you are, in your own words 'a better manifester than a psion'. Bearing in mind, you also get various cool abilities.

    What I'd do, is don't make all Tyranid levels count towards power points/powers known etc. Make all FUTURE levels.
    So, Tyranid 5/Zoanthrope 10 is an eleventh level manifester, with a manifester level of 16 (because of the Tyranid HD rules). if you then take five more levels of Tyranid, you are a sixteenth level manifester with a manifeter level of 21.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  9. - Top - End - #99
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    Planetar

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    Default Re: D&D 3.5 Tyranid Monster Class

    Okay, updated the OP to 0.2.

    Using LA+1 for Regeneration, +2 for HD advancing a single caster class, +4 for HD advancing two caster classes.

  10. - Top - End - #100
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    Lix Lorn's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    For the record: This means nids with dual progression cannot get 9th levels before epic levels.
    Unless there's LA buyoff...
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  11. - Top - End - #101
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    Planetar

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    Default Re: D&D 3.5 Tyranid Monster Class

    I don't see why you're complaining - you voted for the +4LA on that feature!:p

  12. - Top - End - #102
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    Default Re: D&D 3.5 Tyranid Monster Class

    Alright, I put a speed down on the Zoanthrope. But I am going to keep the warp blast as is; though I might lower it from d12s to d10s
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    Illic est haud affectus, illic est hunger.
    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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  13. - Top - End - #103
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    Lix Lorn's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    I wasn't complaining, just pointing it out so people knew.

    Also, for the Zoanthrope:
    Decay: At first level, a Zoanthrope's body starts to decay, causing all natural weapons to go down in damage, for example, a weapon that would deal 1d8 damage would be reduced to 1d6, and at every level, they get worse and worse. At fourth level, a Zoanthrope no longer has limbs, and it's only means of movement is levitating it's body forwards and backwards; up and down. At sixth level, a Zoanthrope's face falls off, and they become, essentially, a brain surrounded by a torso, and a chitinous shell.
    Psionic Tyranid: At tenth level, a Zoanthrope learns how to change his body structure, and due to this, a Zoanthrope can, one per month, repick
    all of his Tyranid abilities.
    ...? How do they work together?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  14. - Top - End - #104
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    Default Re: D&D 3.5 Tyranid Monster Class

    The natural weapons say that they are treated as whatever weapon you pick. Does that extend to item abilities like tripping, if you pick a halberd or something like that?

  15. - Top - End - #105
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    Default Re: D&D 3.5 Tyranid Monster Class

    Tripping, yes, dropping the weapon to prevent a counter-trip, no.

    Reach is also a no. If you want it, you pay for it.

  16. - Top - End - #106
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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by whoiam View Post
    Tripping, yes, dropping the weapon to prevent a counter-trip, no.

    Reach is also a no. If you want it, you pay for it.
    Alright. For ranged weapons, what about Composite bows Str to damage?

    Just seeing what exactly is allowed.

  17. - Top - End - #107
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    NecroticPunch's Avatar

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    Default Re: D&D 3.5 Tyranid Monster Class

    Hm... I suppose that the decay will cause you to lose your limbs in... 3 days. So, basically you get alot better, then you're the same. I'll go add it tomorrow.
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    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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  18. - Top - End - #108
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    PirateGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    Exotic weapon?

    Say, Elver Courtblade for the high crit + damage.

  19. - Top - End - #109
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    Planetar

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    Default Re: D&D 3.5 Tyranid Monster Class

    Composite Bows Str to Damage is a yes.

    Elven Courtblade is also a yes, assuming whichever splatbook it's from is permitted in your game of choice.

  20. - Top - End - #110
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    PirateGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    But not for the material right? So, no adamantine-esque natural weapons to bypass DR/hardness.

    Maybe you can add a Limb abilities to include that.

    EDIT: BTW, you ARE proficient with your natural attacks, even if they emulate a weapon you don't have proficiency for, right?
    Last edited by 2xMachina; 2010-06-26 at 04:38 AM.

  21. - Top - End - #111
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    ElfWarriorGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    I know that you "start with" 4 major limbs and and 1 minor limb, but I can't find anything in the OP that explains the mechanical difference between a major and minor limb. Also, how many points per limb do you get to spend on the "limb" table?

  22. - Top - End - #112
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    PirateGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by Lord Badguy View Post
    I know that you "start with" 4 major limbs and and 1 minor limb, but I can't find anything in the OP that explains the mechanical difference between a major and minor limb. Also, how many points per limb do you get to spend on the "limb" table?
    Down a little

    Quote Originally Posted by whoiam View Post

    For the limbs:
    A Minor Limb (+0.25 LA) gets 2 points to spend on the table of limb abilities.
    A Major Limb (+0.5 LA) gets 4 points to spend on the table of limb abilities.
    You get four limbs for free, and those four are all major.
    Last edited by 2xMachina; 2010-06-26 at 04:39 AM.

  23. - Top - End - #113
    Firbolg in the Playground
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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by Lord Badguy View Post
    I know that you "start with" 4 major limbs and and 1 minor limb, but I can't find anything in the OP that explains the mechanical difference between a major and minor limb. Also, how many points per limb do you get to spend on the "limb" table?
    Well, it was there before, but it used to say 4 points for Major Limbs, 2 for Minor Limbs.

  24. - Top - End - #114
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    Planetar

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    Default Re: D&D 3.5 Tyranid Monster Class

    That information was in the OP before - it's back in there now. Thanks for the reminder!

    So, to confirm - the only difference between Major and Minor limbs is the number of points you can spend on the Limb Abilities table - 4 for major, 2 for minor.

  25. - Top - End - #115
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    SolithKnightGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    I do agree with that. I like the way this class is shaping up. It makes for a lot of different creatures while still using the same class.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  26. - Top - End - #116
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    PirateGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by 2xMachina View Post
    But not for the material right? So, no adamantine-esque natural weapons to bypass DR/hardness.

    Maybe you can add a Limb abilities to include that.

    EDIT: BTW, you ARE proficient with your natural attacks, even if they emulate a weapon you don't have proficiency for, right?
    Reasking since, it seems to be missed.

    Also, how does treated as double weapon wield in 2 hands? You attack twice with the single limb? (Double weapons in 2 hands does this)

  27. - Top - End - #117
    Ettin in the Playground
     
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    Default Re: D&D 3.5 Tyranid Monster Class

    Once you get to a high enough level, you can add the 'metalline' property to your natural weapons. I may made that one something you can add early for limb points instead... But currently, wait and add the enchantment.

    Quote Originally Posted by OP
    {table]3|Excellent Natural Weapon|In Combat, the limb is treated as any one-handed, two-handed or double weapon wielded in two hands.[/table]
    Seems simple enough, yes?

  28. - Top - End - #118
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    SolithKnightGuy

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    Default Re: D&D 3.5 Tyranid Monster Class

    One strange thing you write about the carapace, which is +2 AC and +1 NA. But in the list there's standing that a lvl 1 Tyranid gets +4 armor, +2 deflection and +2 NA?

    What do you count in. In my eyes I would say delete the NA+ Armor out of that and maybe keep the deflection. But let the Carapace keep stronger according to the same armor+NA growing that is allready in the table.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

  29. - Top - End - #119
    Firbolg in the Playground
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    Default Re: D&D 3.5 Tyranid Monster Class

    Quote Originally Posted by Duskranger View Post
    One strange thing you write about the carapace, which is +2 AC and +1 NA. But in the list there's standing that a lvl 1 Tyranid gets +4 armor, +2 deflection and +2 NA?

    What do you count in. In my eyes I would say delete the NA+ Armor out of that and maybe keep the deflection. But let the Carapace keep stronger according to the same armor+NA growing that is allready in the table.
    I think it works like this:

    If you are a Tyranid, but don't take any Tyranid HD, and go to another class straight away, you get the base carapace.

    If you do take Tryanid HD, you get armour by the table.

  30. - Top - End - #120
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    Planetar

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    Default Re: D&D 3.5 Tyranid Monster Class

    I'm not sure what you're getting at.

    There's a Carapace entry in the base, LA+0, RHD 0 Tyranid entry. If you make a Tyranid with nothing but class levels, that's what you get.

    If you advance the Tyranid by HD (or partially by HD), then you get the relevent values from the advancement by HD table.

    Edit: Volthawk, you Ninja! You win this time!
    Last edited by whoiam; 2010-06-26 at 05:31 AM.

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