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  1. - Top - End - #151
    Bugbear in the Playground
     
    Crafty Cultist's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Starsign View Post
    Um... Hello. I know that there's already one done for the Ghoul, but I was wondering if I could request someone for a Gravetouched Ghoul monster class (Pg 103-104 Libris Mortis), I believe there are differences between them and a standard ghoul.
    The only difference between a regular and a gravetouched ghoul is that gravetouched keep their racial abilities and class levels. I dont think that's enough of a reason to create a second, almost identical class but This feat could be used to differentiate between them.

    Gravetouched
    You are a gravetouched ghoul, one of the chosen of Doresain
    Prerequisites: At least one level in the ghoul monster class.
    Benifits: You regain your previous racial abilities, while still gaining all the benifits of the ghoul class and your undead traits.


    I'd add this to the class, but the finished version was posted by Oslecamo, so I cant update it. This feat is infinitely more useful to someone who had taken another monster class as it allows them to retain the benifits of each
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  2. - Top - End - #152
    Titan in the Playground
     
    Kobold-Bard's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    That's a damn sexy feat you have there. Looks good.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

  3. - Top - End - #153
    Barbarian in the Playground
     
    monkman's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

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    Quote Originally Posted by monkman View Post
    CHRONOTYRYN

    Spoiler
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    {table=head]Level|Bab|Fort|Ref|Will|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |+1int/wis

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |+1int/wis

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |+1int/wis, Feather Flurry

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |+1int/wis, Growth

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |+1int/wis, Wings

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |+1int/wis

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |+1int/wis

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |+1int/wis, Growth

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |+1int/wis

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |+1int/wis , Sonic Screech

    11th|
    +5
    |
    +3
    |
    ++3
    |
    +7
    |+1int/wis

    12th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |+1int/wis

    13th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |+1int/wis

    14th|
    +7
    |
    +4
    |
    +4
    |
    +9
    |+1int/wis

    15th|
    +7
    |
    +5
    |
    +5
    |
    +9
    |+1int/wis

    16th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |+1int/wis

    17th|
    +8
    |
    +5
    |
    +5
    |
    +10
    |+1int/wis

    18th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |+1int/wis

    19th|
    +9
    |
    +6
    |
    +6
    |
    +11
    |+1int/wis, Dual actions[/table]

    Ability increase A Chronotyryn can either gain +1 wisdom or +1 inteliigence per level.

    Feather Flurry: A Chronotyryn can lauch his feather at the opponent, These feathers damage 1d6/Hd and he can use this ability 1 time per 3 Hd.

    Growth At 4th lv a Chronotyryn grows to large size
    At 8th lv a Chronotyryn grows to huge size

    Wings A Chronotyryn gains the use of his wings. He can fly 70ft/round +5ft/hd with average maneuverability.

    Sonic Screech A Chronotyryn can produce a sonic screech that deals 1d8/2hd damage with a save of 10+1/Hd+wisdom/intelligence and a range of 20ft+5ft/HD.

    Dual actions: At 19th lv a Chronotyryn can perform 2 rounds of action in one round as if it were two creatures. It can do a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action,
    a move action, and a spell-like ability; two spell-like abilities
    and two move actions; and so on. A Chronotyryn can use this ability 1 time per 7 HD. It last 1 round.

    im a bit stuck at the vitural spell caster lv,the Sla and the compostion of the feathers(magic,admatium,etc). The racial traits,skills,profs, i'll do them latter.
    Quote Originally Posted by Temotei View Post
    Ettin
    Spoiler
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    Hit Die: d8

    Class Skills
    The ettin's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), and Spot (Wis).

    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1|+0|+2|+0|+0|Ettin body, double sight, favored size, Str +1
    2|+1|+3|+0|+0|Pain spread, two versus one, Con +1
    3|+2|+3|+1|+1|Durability, favored size, Str +1
    4|+3|+4|+1|+1|Superior two-weapon fighting, enhanced sight, Con +1
    5|+3|+4|+1|+1|Growth, Str +1
    6|+4|+5|+2|+2|Ubiquitous vision, favored size, Con +1[/table]

    Weapon and Armor Proficiencies: An ettin is proficient with all simple and martial weapons, and with light and medium armor and shields.

    Ettin Body: An ettin loses all racial features and gains low-light vision. It is medium-sized, with a natural slam attack dealing 1d6 + 1.5 x Str modifier damage, as well as natural armor equal to its Con modifier. Its base land speed is 40 feet.

    Double Sight (Ex): An ettin's heads provide greater awareness, granting a +2 bonus to Listen, Search, and Spot checks.

    At 5 Hit Dice, and at every 5 Hit Dice after, this bonus increases by 2.

    If an ettin would be blinded or deafened by a spell or similar effect that only affects a single creature, only one head loses its senses, causing the ettin to lose their bonus to Listen, Search, and Spot.

    Favored Size (Ex): An ettin can choose a single size category from fine to large at 1st level. The ettin gains a +2 bonus on Intimidate, Listen, Search, and Spot checks when using these skills against creatures of this size. Likewise, the ettin gets a +2 bonus on weapon damage rolls, as well as a +2 bonus on bull rush, grapple, overrun, and trip attempts against such creatures.

    At 3rd level and 6th level, the ettin may select an additional favored size. In addition, at each such interval, the bonus against any one favored size (including the one just selected, if so desired) increases by 2.

    Ability Score Increase: The ettin gains a +1 bonus to their Strength score at every odd level, and a +1 bonus to Constitution at every even level.

    Pain Spread (Ex): When the ettin would be subject to a pain effect that targets only a single creature, only one of the ettin's heads is affected.

    Two Versus One (Ex): Whenever the ettin attacks a creature two size categories smaller than itself, it is considered to be flanking that creature.

    Durability (Ex): At 3rd level, the ettin gains damage reduction. Subtract 1/2 the ettin's Hit Dice from the damage the ettin takes each time it is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

    Superior Two-Weapon Fighting (Ex): An ettin often fights with a weapon in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

    Enhanced Sight (Ex): An ettin gains superior low-light vision and darkvision out to 60 feet, reflecting the ettin's improving ability to be aware with both of its heads at the same time, as well as its improving senses that go along with that.

    Growth: At 5th level, the ettin grows to large size.

    Its AC, bonus to hit, base damage, grapple checks, and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    Ubiquitous Vision (Ex): The ettin's two heads allow it to look behind and to the sides at all times, as well as to the front. The ettin cannot be flanked.


    Comments:
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    The ettin in the Monster Manual doesn't leave much for a class to be made, so there are quite a few abilities here that aren't in the entry. However, each one fits pretty well into the fluff of the ettin.

    Ubiquitous vision is an awesome defense against sneak attacking rogues and strategic fighters, though they can still be caught flat-footed.

    Surprisingly, the ettin has great synergy with the rogue. Its two versus one ability can be maximized by a friendly caster reducing enemies or enlarging the ettin. Ubiquitous vision combined with uncanny dodge (and improved uncanny dodge) provides a nigh-unstoppable defense against sneak attacks, and superior two-weapon fighting helps greatly in getting more sneak attacks off against enemies.
    Quote Originally Posted by Temotei View Post
    Nimblewright
    Spoiler
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    Hit Die: d10

    Class Skills
    The nimblewright's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disguise (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Tumble (Dex).

    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1|+0|+0|+2|+0|Nimblewright body, weapon grafts, nimble tongue of arcana, vulnerabilities, Dex +1
    2|+1|+0|+3|+0|Augmented critical, rapid recovery, Str +1
    3|+2|+1|+3|+1|Tripping thrust, Dex +1
    4|+3|+1|+4|+1|Body of alacrity, Str +1
    5|+3|+1|+4|+1|Reflective armor, Dex +1
    6|+4|+2|+5|+2|Liquid grafts, liquid armor, Str +1
    7|+5|+2|+5|+2|Greater body of alacrity, spirit of water, Dex +1[/table]

    Weapon and Armor Proficiencies: A nimblewright is proficient with its weapon grafts, but no armor or shields.

    Nimblewright Body: A nimblewright loses all racial features and replaces them with the following traits:
    Spoiler
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    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected.
    • Constructs do not eat, sleep, or breathe.

    The nimblewright is medium-sized with natural armor equal to its Str modifier. Its base land speed is 40 feet. The nimblewright also gains an additional hit point per HD at 5 HD, 10 HD, 15 HD, and 20 HD.

    Weapon Grafts (Ex): A nimblewright has weapons grafted into its arms. These weapons are treated as natural weapons, and can be readied as a free action. At any time, these weapons can be switched out for different ones by having someone with at least 8 ranks in Craft (weaponsmithing) work on the nimblewright's arms for a time equal to the time it would take to craft masterwork versions of the weapons normally. While the new weapons are being grafted, the nimblewright cannot use their old weapons--they are effectively gone. If the nimblewright wants a two-handed weapon grafted into their arms, it must have only that weapon (or, in the case of a bow or crossbow, arrows and bolts as well) grafted.

    Unlike most natural weapons, the nimblewright's weapon grafts gain iterative attacks, just like normal weapons.

    Nimble Tongue of Arcana (Sp): A nimblewright has access to a number of spell-like abilities, starting with entropic shield and feather fall at 1st level. It can use these abilities a total of 3 + Cha modifier times per day.

    At 4th level, the nimblewright gains access to cat's grace and alter self.

    At 7th level, the nimblewright gains access to haste.

    Vulnerabilities: A nimblewright is vulnerable to cold and fire attacks. If the nimblewright is subject to a cold effect, its speed is reduced by half for 3 rounds. If it is subject to a fire effect, its speed is reduced to 0 feet for 1 round. If the nimblewright succeeds on a Will saving throw against the DC of the effect (if no save is normally given, calculate what it would be if it was given and use that), cold reduces speed by 10 feet instead of by half, and fire reduces speed by half instead of to 0 feet.

    Ability Score Increase: The nimblewright gains a +1 bonus to their Dexterity score at every odd level, and a +1 bonus to Strength at every even level.

    Augmented Critical (Ex): The nimblewright threatens a critical hit on a natural attack roll of 12-20. On a successful critical hit, its foe is subject to a tripping thrust attack, if the nimblewright possesses such an attack.

    Rapid Recovery (Ex): If the nimblewright is prone, it may stand as a free action that doesn't provoke attacks of opportunity. Alternatively, the nimblewright may stand from prone as an immediate action as it is being attacked, attempting to interrupt the opponent's attack. Make opposed attack rolls. If the nimblewright succeeds, it stands from prone and gets a free attack against the opponent with a critical threat on a natural attack roll of 10-20.

    Tripping Thrust (Ex): A nimblewright's weapon grafts are powerful enough to push over enemies its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a DC 10 + 1/2 HD + Dex modifier Reflex save or be knocked prone as if tripped.

    Body of Alacrity (Ex): The nimblewright gains the ability to avoid a single melee or ranged weapon attack better once per round. Against that single attack, the nimblewright gains a +2 bonus to AC. If the nimblewright successfully avoids the attack, it can strike back with a critical threat on a natural attack roll of 10-20.

    Reflective Armor (Ex): At 5th level, a nimblewright's natural armor becomes strengthened against spells, granting spell resistance equal to 11 + the nimblewright's HD.

    Liquid Grafts (Ex): The nimblewright's grafts become liquid-like, bonding more closely with the elemental plane of water's spirit. The nimblewright's weapon grafts deal an additional 1d6 damage, and every weapon grafted is considered a light weapon for the purposes of attacking while grappling.

    Liquid Armor (Ex): The nimblewright's natural armor strengthens, becoming closer to the elemental plane of water's spirit. The nimblewright gains a +2 bonus to initiative and Reflex saving throws. In addition, the nimblewright can act in water normally, as if on land. This allows normal movement, as well as normal attacking, damaging, skill checks, and the like.

    Greater Body of Alacrity (Ex): A nimblewright is able to dodge and react even better than before. When avoiding the single melee or ranged weapon attack, the nimblewright gains a +4 bonus to AC. If the nimblewright successfully avoids the attack, it can strike back with a critical threat on a natural attack roll of 10-20. If this counterstrike is confirmed as a critical hit, the target creature becomes immobile for 3 rounds and takes a -2 penalty to AC for that duration.

    Spirit of Water (Su): The nimblewright can now use the vortex ability of an elder water elemental, with the exception that the DC of the Reflex save given is 10 + 1/2 HD + Dex modifier. This ability is usable 1/2 HD times per day and lasts 1/2 HD rounds each time it is used.


    Comments:
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    The nimblewright's abilities cover many of the levels of the class, but some were left blank. To fill in these dead levels, I added rapid recovery, (greater) body of alacrity, liquid grafts, liquid armor, and spirit of water, the liquid and water abilities focusing on the nimblewright's connection to the elemental plane of water.

    The weapon grafts are to provide more versatility for the nimblewright, and to give more freedom to the players. The ability to change grafts is very different than what the nimblewright originally had, but I think it's a good choice.

    A nimblewright can use a fairly simple strategy in combat, taking out enemies with critical hits combined with trips. It's elegant and powerful, but not too powerful, I think.
    Quote Originally Posted by Niezck View Post
    Winged



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    Prerequisites:

    Must not have a fly speed.

    HD: d8
    {table=head]Level|BAB|Fort|Ref|Will|Class Features
    1|+0|+0|+2|+0|Winged Body, +1 Dex[/table]

    Skills: 4 + Int mod (Balance, Hide, Listen, Move Silently, Search, Spot and Tumble)

    Weapon and Armour Proficiencies: A Winged creature gains no weapon or armour proficiencies.

    Winged Body: Unlike other monster classes, the Winged creature doesn't lose its racial ability modifiers. If the original creature was an animal, it now becomes a magical animal. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

    The winged creature gains the use of two wings that are to weak too do anything with initially.

    At 4 HD, the Winged creature is able to fly with their wings at a speed of 10ft / 2 HD with maneuverability based on their HD, as shown below.

    {table=head]Maneuverability|HD
    Perfect|17+
    Good|13-16
    Average|9-12
    Poor|5-8
    Clumsy|4[/table]

    At 8 HD the Winged creature is able to deliver a single slam attack with each wing dealing 1d4 + 1/2 Str modifier damage, based on medium size. This is a secondary attack.

    Additionally, the Winged creature gains a +1 bonus to its natural armour.

    Ability Bonus: At 1st level, the Winged creature gains a permanent +1 bonus to their dexterity.


    Thoughts?
    Quote Originally Posted by Niezck View Post
    Reposting what I had done of my Elder Treant; any suggestions are appreciated!

    Elder Treant



    Spoiler
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    Prerequesites:
    To become an Elder Treant, a creature must fulfil the following requirements:

    • 8 levels in the Treant monster class


    HD: D8

    Skills: 2 + Int mod
    Class Skills: None
    Weapon and Armour Proficiencies: You are proficient only with your natural weapons.

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

    1|+0|+0|+0|+0|+1 Str, Elder Treant Body
    2|+1|+0|+0|+0|+1 Str, +1 Con, Improved Entangle
    3|+1|+1|+1|+1|+1 Str, Plant Domain
    4|+2|+1|+1|+1|+1 Str, +1 Con, Growth
    5|+2|+1|+1|+1|+1 Str, Mighty Slam
    6|+3|+2|+2|+2|+1 Str, +1 Con, Resistive Bark
    7|+3|+2|+2|+2|+1 Str, Fertile Step
    8|+4|+2|+2|+2|+1 Str, +1 Con, Growth
    9|+4|+3|+3|+3|+1 Str, Improved Trample
    10|+5|+3|+3|+3|+1 Str, +1 Con, Mighty Slam
    11|+5|+3|+3|+3|+1 Str, Keeper of the Forest
    12|+6|+4|+4|+4|+1 Str, +1 Con, Force of Nature
    13|+6|+4|+4|+4|+1 Str,
    14|+7|+4|+4|+4|+1 Str, +1 Con,
    15|+7|+5|+5|+5|+1 Str,
    16|+8|+5|+5|+5|+1 Str, +1 Con,
    17|+8|+5|+5|+5|+1 Str,
    [/table]

    Elder Treant Body: Unlike other monster classes, the creature's original racial traits are retained.

    The Elder Treant's natural armour bonus increases by ˝ its HD. Additionally, every time it grows in size it increases by a further +1.

    Improved Entangle:
    At 2nd level, the Elder Treant's Entangle attack becomes significantly stronger. The range doubles and each target successfully hit by the roots take a penalty to all move speeds equal to 5ft/2HD for HD rounds. Additionally, if they have a fly speed they cannot use it for the duration of this effect.

    Finally, each opponent held in a grapple by a root is dealt damage equal to a slam attack from the Elder Treant for each round the grapple is maintained.

    Plant Domain:
    At 3rd level, the Elder Treant gains the ability to use each spell from the Plant Domain as a spell-like ability a number of times per day equal to its HD divided by the spell level (rounded down, minimum 1).

    To use each spell-like ability the Elder Treant must have a number of HD equal to at least twice the spell level.

    The save DCs for the spell-like abilities is equal to 10 + ˝ HD + Wis modifier. The caster level is equal to the Elder Treant's HD where applicable.

    Growth:
    At 4th and 8th levels, the Elder Treant increases in size by one category. It gains all the benefits and penalties associated with that but does no receive any stat modifications.

    Mighty Slam:
    At 5th and 10th levels, the Elder Treant's slam attack improves by two steps of damage.

    Additionally, at 5th level the Elder Treant deals triple damage against objects instead of double.

    Resistive Bark:
    At 6th level, the Elder Treant gains Spell Resistance equal to 10 + HD + Con Modifier.

    Fertile Step:
    At 7th level, the Elder Treant gains an aura out to 5ft + 5ft/HD. This area is under the effect of a Plant Growth spell. The Elder Treant may select which version of this spell is affecting the area. This aura can be turned on and off as a free action.

    Additionally, the Elder Treant is no longer hindered by difficult terrain caused by an organic feature. This includes, but is not limited to, features caused by overgrown plants, trees, vines or bushes.

    Improved Trample:
    At 9th level, the Elder Treant's trample attack gains a +5 bonus to DC and deals extra damage equal to ˝ its Str modifier, bringing the total damage to that of a slam attack + 2x Str modifier.

    Keeper of the Forest:
    At 11th level, the Elder Treant gains the permanent service and companionship of a small enclave of Treants. Whenever the Elder Treant uses its Animate Trees ability, the Treants they create can begin to take levels in the Elder Treant class if their HD would exceed 8. They are permanent once created.

    The number of Treants the Elder Treant can animate (and control) improves by 1.

    Force of Nature:
    At 12th level, the Elder Treant become nature's wrath incarnate. Its DR increases by 5 and changes to DR/-, its Spell Resistance increases by 5, it receives a permanent +2 bonus to any one mental stat and gains the Outsider type with the Augmented subtype.

    Additionally, the Elder Treant gains the Frightful Presence ability out to 100ft + 10ft/HD. Whenever it makes an aggressive action (as judged by the DM), all creature with fewer HD within this range must make a Will save (DC 10 + 1/2 HD + Cha modifier) or become frightened for 5d6 rounds.


    Comments:
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    Still got to fill the last 5 levels, but I'll work on that as I go along. All suggestions are welcome for abilities for these levels!
    Quote Originally Posted by Niezck View Post
    Sorry for the double post, but moar content!

    Feral Creature



    Spoiler
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    Prerequisites:

    Humanoid or Monstrous Humanoid.

    Must live in the wilds for a number of months equal to your HD.

    or

    Must be born as a Feral.

    HD: d8
    {table=head]Level|BAB|Fort|Ref|Will|Class Features
    1|+0|+2|+0|+0|Feral Body, Improved Grab, +1 Str
    2|+1|+3|+0|+0|Regenerative, Pounce, +1 Con
    3|+2|+3|+0|+0|Natural Speed, Rake, +1 Str
    4|+3|+4|+1|+1|Rend, +1 Con[/table]

    Skills: 4 + Int (Balance, Hide, Knowledge (Nature, Geography), Listen, Move Silently, Search, Spot, Survival and Tumble)

    Weapon and Armour Proficiencies: A Feral creature is proficient only with its natural weapons.

    Feral Body: Unlike other monster classes, the Feral creature doesn't lose its racial ability modifiers. If the original creature was a humanoid, it now becomes a monstrous humanoid. Otherwise its type remains the same.

    A Feral creature gains two primary claw attacks that deal 1d8 + Str modifier damage, based on a medium creature. If the Feral creature already has claw attacks from another source, they gain increased damage as if a size larger.

    A Feral creature gains Darkvision out to 10ft / 2HD.

    A Feral creature's natural armour bonus increases by +2.

    Ability Increases:
    At 1st and 3rd level, the Feral creature gains a permanent +1 to Strength. At 2nd and 4th level, the Feral creature gains a permanent +1 to Constitution.

    Improved Grab: (Ex)
    At 1st level, the Feral creature gains the Improved Grab ability.

    Pounce: (Ex)
    At 2nd level, the Feral creature gains the Pounce ability.

    Regenerative:
    At 2nd level, the Feral creature gains Fast Healing equal to 1/2 HD.

    Natural Speed: (Ex)
    At 3rd level, the Feral creature gains a +10ft enhancement to all its movement speeds. This increases by a further 10ft for every 5 HD after this point.

    Rake: (Ex)
    At 3rd level, the Feral creature gains a Rake attack. While grappling, it can make two claw attacks against its grappler (or grapplee) at its full normal attack bonus.

    Rend: (Ex)
    At 4th level, the Feral creature gains the Rend ability. Whenever it successfully hits an opponent with both claws, it deals double damage exactly as if it had scored a critical hit.


    Comments:
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    Trying to fit all of the Feral creature stuff into 4 levels is pretty difficult, since it gives a lot of abilities, score increases, fast healing, claw attacks, etc. Hopefully it isn't too unbalanced.
    Quote Originally Posted by Kobold-Bard View Post
    Titan



    Class:
    Spoiler
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    Hit Dice: d8
    {table]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Titanic Body, Titanic Strength, Titanic Magic (Least)
    2|+2|+3|+0|+0|Mind of the Titan
    3|+3|+3|+1|+1|Titan Hammer Technique (Damage)
    4|+4|+4|+1|+1|Skin of the Titan (DR/Magic)
    5|+5|+4|+1|+1|Growth, Titanic Magic (Lesser)
    6|+6|+5|+2|+2|Skin of the Titan (SR)
    7|+7|+5|+2|+2|Bonus Feat
    8|+8|+6|+2|+2|Change Shape
    9|+9|+6|+3|+3|Titan Hammer Technique (Full Attack)
    10|+10|+7|+3|+3|Growth
    11|+11|+7|+3|+3|Titanic Magic (Intermediate)
    12|+12|+8|+4|+4|Skin of the Titan (DR/Lawful)
    13|+13|+8|+4|+4|
    14|+14|+9|+4|+4|Bonus Feat
    15|+15|+9|+5|+5|Skin of the Titan (SR+Cha)
    16|+16|+10|+5|+5|Titanic Magic (Greater)
    17|+17|+10|+5|+5|
    18|+18|+11|+6|+6|Titan Hammer Technique (Overcome DR)
    19|+19|+11|+6|+6|
    20|+20|+12|+6|+6|Skin of the Titan (DR/Epic & Lawful)
    21|
    --
    |
    --
    |
    --
    |
    --
    |Bonus Feat, Supreme Titanic Magic[/table]

    Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (Any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.

    Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.

    Class Features:

    Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else. If a Titan is no longer Chaotic aligned it loses his Chaotic subtype, it gains the Native subtype when on the astral plane and the Extraplanar subtype when anywhere else.
    It is medium sized and has a base land speed of 30ft.
    It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.

    Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.
    They also gain +1 Str & Con at each level of this class.

    Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the HD shown on the table below and may be used as many times as shown. The Titanic Magic level shown (Least, Lesser, Intermediate, Greater) is the ability level that you require before being able to use those spell-likes.

    Mind of the Titan (Ex): Titans gain +1 Cha at levels 2, 6, 10, 14 & 18.
    They also gain +1 Wis at levels 4, 8, 12, 16 & 20.

    Titan Hammer Technique (Ex): Titans train from birth with hammers far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, but only when using a Warhammer one size bigger than themselves do they gain the benefits of this ability.
    At third level they gain a bonus on damage equal to their Titan level.
    At ninth level they may make a full-attack as a standard action.
    At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).

    Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
    At fourth level they gain DR/Magic equal to half their HD.
    At sixth level they gain Spell Resistance equal to 10+HD.
    At twelfth level their DR becomes DR/Lawful.
    At fifteenth level they gain +Cha Mod to their Spell Resistance.
    At twentieth level their DR becomes DR/Epic & Lawful.

    Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.
    At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and their land speed increases to 60ft. Their natural armour again increases by one.

    Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.

    Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.
    Changing shape is a move equivalent action that may be done at will, but no more than 1/round.

    Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/round may now be used at will. This has no effect on other spell-like abilities either from other sources
    or from the Titan class that can only be used less than 1/round.

    Titanic Magic:
    Spoiler
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    {table]HD|Spell|Uses/day|Spell|Uses/day|Titanic Magic
    1|Cure Light Wounds|1/HD|
    --
    |
    --
    |(Least)
    2|Silent Image|1/HD|Summon Nature's Ally|1|(Least)
    3|Invisibility|1/HD|
    --
    |
    --
    |(Least)
    4|Cure Moderate Wounds*|1/HD|Levitate|1/HD|(Least)
    5|Lightning Bolt|1/HD|
    --
    |
    --
    |(Lesser)
    6|Dispel Magic|1/HD|Alignment-A|1/HD|(Lesser)
    7|Hold Person|1/HD|Invisibility Purge|1/HD|(Lesser)
    8|Cure Serious Wounds*|1/HD|Major Image*|1/HD|(Lesser)
    9|Charm Monster|1/HD|Alignment-B||(Lesser)
    10|Hold Monster*|1/HD|Simmon Nature's Ally|2^|(Lesser)
    11|Cure Critical Wounds*|1/HD|Alignment-C|1/day|(Intermediate)
    12|Chain Lightning*|1/HD|
    --
    |
    --
    |(Intermediate)
    13|Greater Dispel Magic*|1/HD|Persistent Image*|1/HD|(Intermediate)
    14|Fire Storm|1/HD|
    --
    |
    --
    |(Intermediate)
    15|Word of Chaos|2^|
    --
    |
    --
    |(Intermediate)
    16|Maze|1|
    --
    |
    --
    |(Greater)
    17|Meteor Swarm|1|Alignment-D|1|(Greater)
    18|Gate|1|
    --
    |
    --
    |(Greater)
    19|Word of Chaos|3^|Summon Nature's Ally|3^|(Greater)
    20|Etherealness|3|
    --
    |
    --
    |(Greater)[/table]

    ^ These spells uses overlap the previous entry, rather than stacking. For example Word of Chaos may be used 2/day at 15HD and 3/day at 18HD, and not 5/day at 15HD.

    Summon Nature's Ally begins a Summon Nature's Ally I at level two, increasing by one SNA level for every two HD they possess, up to Summon Monster IX at 18HD.

    If a Titan isn't Chaos aligned it cannot use Word of Chaos and doesn't gain anything to replace it.

    * These spells replace a previous spell, rather than being gained in addition to them. Once the starred spell is obtained the Titan may never again use the replaced spell-like ability.
    - Cure Moderate Wounds replaces Cure Light Wounds.
    - Cure Serious Wounds replaces Cure Moderate Wounds.
    - Cure Critical Wounds replaces Cure Serious Wounds.
    - Major Image replaces Silent Image.
    - Persistent Image replaces Major Image.
    - Hold Monster replaces Hold Person.
    - Chain Lightning replaces Lightning Bolt.
    - Greater Dispel Magic replaces Dispel Magic.

    Alignment-A/B/C/D are spell-like abilities that differ depending on your alignment.

    If you are Good aligned your spells are:
    Alignment-A: Daylight
    Alignment-B: Remove Curse
    Alignment-C: Holy Smite
    Alignment-D: Greater Restoration

    If you are Evil aligned your spells are:
    Alignment-A: Deeper Darkness
    Alignment-B: Bestow Curse
    Alignment-C: Unholy Blight
    Alignment-D: Crushing Hand

    If to are neutral aligned you choose one or the other at level 1, this decision isn't changable. If your alignment changes at a later date you lose these spell-likes until you receive an Atonement spell from someone of their new alignment.


    Comments
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    There's my Titan. Not really that much to put in here, everything should be pretty self explanatory (the capstone is in epic levels, so it shouldn't be too bad, but maybe I should limit it to a certain amount of it's spell-likes). Basically it's a Battle Sorcerer except it's on a restricted spell list. Is it too much?


    to evirone, this is all the creatures that arent posted and maybe finshed, please wait a bit before anyone post another creature.(this is a suggestion)
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by monkman View Post
    ...

    to evirone, this is all the creatures that arent posted and maybe finshed, please wait a bit before anyone post another creature.(this is a suggestion)
    Any particular reason? They're not likely to get lost in the thread and if they do we can just post a reminder.

    Any suggestions you'd like to make on them to help speed the process along?
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I'm not the best for balance, but the Titan seems dam powerful..
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Kobold-Bard View Post
    Any particular reason? They're not likely to get lost in the thread and if they do we can just post a reminder.

    Any suggestions you'd like to make on them to help speed the process along?
    if we have ten then these forum are going to go crazy , post for diffrent things one right after another, it will be hard to understand, it will just be a little confusing

    if the whole thread focuses on one thing at a time we weill be able to do much more in less time
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    @Niezck: The reason you shouldn't post multiple creatures at a time is because it's in the rules. And because it makes everything so much easier on me. I'll still critique them, and it's more a guideline than a hard and fast rule... but if you do that again in the future, I will be rather put off.
    @Temotei: Same for you. Let's try to stay focused, eh?
    Now... monsters. Oh boy. Goddamn sleep getting in my way.

    Chronotryn: Well, first things first, what book is it from? Also, +1 to two stats every level is excessive, and unless it has DCs based on wisdom or divine casting, cut the wisdom. Same for intelligence.

    @Ettin: By first level, I'm already liking it.
    Double Sight's good, very good.
    Two versus one is nice, though not very useful: might want to just make that 1 size category smaller.
    Now, for the odd stuff:
    Favored size. *ehehm*. WTF? What the hell does this have to do with an ettin?
    Durability: it's enough to say "Gains DR/- equal to 1/2 HD." Which it should not get anyways.
    Pain Spread: That one doesn't really mean anything. What does only 1 head control? Also, it's practically useless. Might want to say when affected by a mind-affecting condition, it only applies to one arm: only if affected twice does it affect his whole body. Something like that. Very potent- likely a capstone.
    So, get rid of the durability, and it's okay to give it +1 str/+1 con every level. Use the giants as example.
    ...Actually, the original ettin isn't that durable. Make it +1 str every level, +1 con every other level.
    Also, canonically big creatures should generally get growth at 4th level.

    @Tacitus: PM Auston about it.

    Nimblewright: I remember paging through the MM and saying "hey, that'd make a great improved monster!" And then I completely forgot about it. Anyways, onto the review!
    First of all, remember when I said there are always exceptions to the rules? This is one of the exceptions. You've already done part of it by giving it good reflex saves, but I'd give it full BAB as well: it's a fencer.
    Secondly, giving it a flat 12-20 crit threat is BAAAAAAAD. By RAW, that could be applied to 2 light picks for something like 5-20/x4 critical. Then give it blood on the water, some enhancements that only apply on criticals... it's a problem.
    At 2nd level, give it improved critical with its grafted weapons. Then, give it small boosts: something like at 3rd level an additional +1 to crit threat with 18-20 weapons, then at 5th level an additional +1 to crit threat with 18-20 and 19-20 weapons, and at 7th level an additional +1 to crit threat with all weapoins. Thus, rapiers will have the canonical 12-20, while scythes will have a much more reasonable 18-20, and greathammers will have a nice 15-20/x4. Thus, it'll never get broken good.
    As for the vulnerabilities, just give it normal vulnerabilities like I did the golems: thus, a ray of frost doesn't do a no-save slowing, or a flaming property weapon doesn't cripple them. Then make them healed by an uncommon element: I'd say either force or sonic. Also, use my golem's construct traits as a template: they're altered for better playability.
    Throw around the ability scores a bit: I'd give it +1 to dex every level, and then a few +1 strength and a few +1 charisma (but if you're going to do that, you need some abilities based off of charisma).
    Rapid recovery is kindof silly: the best strategy with it would be to throw yourself to the ground prone at the end of every round and hope someone attacks you so you can jump up and get em.
    Body of Alacrity is oddly worded: do you roll the dice and only get to attack them back if you score a critical threat? Also, nobody likes the dodge effect- flat bonuses are SO much easier than declaring it every round... especially against one attack. Obligatory link.
    Liquid Grafts is a bit odd: why does it get +1d6 damage? I'd do something more like cha-to-attack. Same with liquid armor- charisma to reflex & initiative. And if you're going to do that, totally give it evasion.
    Greater Body of alacrity is just as odd as body of alacrity, and poses a potentially broken ability- when it's so easy to critical, a no-save effect on a critical hit is too good.
    Also, the elemental has little to do with what the creature gets: I wouldn't do stuff like vortex.
    Instead of all that, focus on dexterity and things that make it a better quicker fencer.

    Winged: Does it only gain the natural armor after 8 HD? Also, say that if the base creature already has wings, it gets maneuverability one step better & +10' flying speed, and immediately gains the wing slam attacks, and if it already has the slam attacks they increase by one size. Just to make it even more accessible.

    Elder Treant: Not really finished, and far too epic for my tastes. Keep tinkering on it, I suppose?

    Feral: This is going to be dipped into 2 levels and dropped: the 2 best abilities are gained far too early. That is, fast healing and pounce. Drop fast healing to 4th level, pounce to 3rd, drop rake & rend to 2nd. Specify if you gain all the effects of a critical with rend (e.g., blood in the water?) or if it just does the damage.
    Otherwise, looks good!

    Titan: Oooookayyy...
    First off, I'm not good with epic level stuff. I hate epic level stuff. But I believe, in this thread, we pretend the ELH does not exist and just continue on with BAB/saves.
    Now, let's see here:
    Only give ability score bonuses an ability name if you get a choice: otherwise, just say, for example, "+1 cha". NO REASON to give it wisdom.
    Secondly... goddamn. It's HORRIBLY convoluted. I can't make sense of the SLA table at all: just lay it out as all the other monsters are laid out. Use the Ghaele as an example. SLA uses are always based off of HD, which SLAs you can use are always based off of class level. The only exceptions are templates. The titan is not a template.
    List the growths in the text.
    Dead levels... well, you still gain SLAs, but it's kinda iffy. Figure it out.

    Gravetouched Ghoul: No feat. Template class.

    Also, Monkman is right: you'll get much more in depth and better thought out critiques if I only have to work with one or two at a time, as opposed to 5.
    Last edited by Gorgondantess; 2010-10-03 at 03:23 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Chronotryn: Well, first things first, what book is it from? Also, +1 to two stats every level is excessive, and unless it has DCs based on wisdom or divine casting, cut the wisdom. Same for intelligence
    it's not +1 intel/wisdom every lv, It is +1 intel OR wisdom each lv
    fiend folio. in the book it says that there some sort of spellcaster/they belive there were there before evirone else came and so it would seem logical for them to either be cleric or wizards.
    Last edited by monkman; 2010-10-03 at 03:28 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    The SLAs are confusing because without them upgrading then they get nothing until mid to late levels because all their SLAs nearly are high level spells. I'll try an do something about it though.

    I'll change the BAB/Saves.

    The dead levels I left because they get SLAs, and I didn't want to just cram more abilities in for the sake of it.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I fail to see why we should stop homebrewing (or slow down at least) simply because you say so? Considering the number of people that make monster classes, you're always going to have a large number to get through. Having one or two more isn't gonna do that much harm IMO.

    But alas, you're grand poobah of the thread, I'll slow down with the classes in future.

    @Winged:
    I'll move the nat armour wording to before the HD-relevant stuff.

    Frankly, if you already have a fly speed, you're not going to want to waste a level to get it improved a bit and a couple of slam attacks. Maybe the slam attacks, but even then there's better stuff out there to do exactly what you suggested and for much less than a level.

    @Feral:
    I'll switch around the abilities so it's more top-heavy. And yeah, I'll add the wording on the rend ability. I was i ntending to make it like a critical in all ways (precision, adidng multipliers, etc) so as to make it a little more powerful but maintaing a relative balance (since it's precision).

    @Elder Treant:
    As I said, I was just posting what I had in the old thread.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Not much time between classes and homework this weekend... Dark gnome finished but cleaning it up for a post won't happen tonight.

    Kobold Bard: Try rather 'useless' fun abilities that don't impact game play terribly much but do offer different tactics, or off-the wall abilities. That way you don't break the Titan but maintain a steady level up. Just a thought.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Niezck View Post
    I fail to see why we should stop homebrewing (or slow down at least) simply because you say so? Considering the number of people that make monster classes, you're always going to have a large number to get through. Having one or two more isn't gonna do that much harm IMO.
    You'd be surprised. Also, the rule isn't to stop homebrewing: it's to not start on your next class until you've finished your first one. If you've put everything down and posted it already and are waiting for critique, then fine tune it while you're waiting. Think about it. Look at all of the abilities, proof it, see if the order is good, compare it to other classes. Then, if you're still not sure about everything, post an outline of its abilities for suggestions. ONCE you've done all this, and if I have STILL not critiqued it, and if you have the immense need to work on another one, go ahead and start on it, but don't post it. I'd prefer 3 classes with a lot of thought and effort than 10 that are just churned out. If you're going to be making a whole class, and especially if you're adding a lot of custom abilities, it should take more than just an hour. I usually spend 1-5 hours on a class- the Marraenoloth was the work of a lot of tinkering and thought, and took me about 2-3 hours divided over a week or so of thought to hammer out, not to mention all the fierce discussions with Oslecamo.

    Frankly, if you already have a fly speed, you're not going to want to waste a level to get it improved a bit and a couple of slam attacks. Maybe the slam attacks, but even then there's better stuff out there to do exactly what you suggested and for much less than a level.
    You sure? That's +1 natural armor (one mediocre feat), +1 size step up on one natural attack (a decent feat), improved maneuverability (a good feat), +10' fly speed (more than you can get for 1 feat), and +1 dex. I'd spend a level on that.
    But, that was just a suggestion. All of my critique is just suggestions. If you don't like it, it's your class.

    @Feral:
    I'll switch around the abilities so it's more top-heavy. And yeah, I'll add the wording on the rend ability. I was i ntending to make it like a critical in all ways (precision, adidng multipliers, etc) so as to make it a little more powerful but maintaing a relative balance (since it's precision).
    Works for me.

    @Elder Treant:
    As I said, I was just posting what I had in the old thread.
    Well, tell me when you finish it, and I'll critique it then.


    Quote Originally Posted by ChumpLump View Post
    Kobold Bard: Try rather 'useless' fun abilities that don't impact game play terribly much but do offer different tactics, or off-the wall abilities. That way you don't break the Titan but maintain a steady level up. Just a thought.
    Ayup. Look at the giants for inspiration: standard action abilities like the swat would be perfect.
    Please put swat in.
    Last edited by Gorgondantess; 2010-10-03 at 03:48 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I see no ability called Swat

    I've done everything except the SLAs. I'll try writing them out as a list and see how it goes.

    And Epic isn't so bad, ignore Epic Spellcasting and it's basically the same as Level Adjustment: nice idea poorly implemented and just needs a little love and attention (like we're doing here). And only one level of my class is Epic, it's not that bad.
    Last edited by Kobold-Bard; 2010-10-03 at 03:59 PM.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Okay, updated Feral and Winged. Thoughts?
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Gorgondantess should the feral and winged template have 2skills/lv?

    also what would be the cleric/wizard vitural lvs for the Chronotryn and the sla. Im not very good with casters
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Perhaps this has already been brought up, but what about making a Living Spell class?
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    ChumpLump made one but i dont think it was done.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Kobold-Bard View Post
    I see no ability called Swat
    Fire giant 2nd level.

    I've done everything except the SLAs. I'll try writing them out as a list and see how it goes.
    Thank you.

    And Epic isn't so bad, ignore Epic Spellcasting and it's basically the same as Level Adjustment: nice idea poorly implemented and just needs a little love and attention (like we're doing here). And only one level of my class is Epic, it's not that bad.
    This thread is devoted to fixing monsters, not fixing epic. That's a whole 'nother thread of its own.

    Quote Originally Posted by Niezck View Post
    Okay, updated Feral and Winged. Thoughts?
    Rake comes after improved grab. Winged looks good.

    Quote Originally Posted by monkman View Post
    Gorgondantess should the feral and winged template have 2skills/lv?
    Not if Niezck doesn't think they should- it's his class, and 2 skill points per level doesn't make much difference.

    also what would be the cleric/wizard vitural lvs for the Chronotryn and the sla. Im not very good with casters
    It should cast as neither. It should cast as a sorcerer, as it does in the actual monster.

    Quote Originally Posted by Chambers View Post
    Perhaps this has already been brought up, but what about making a Living Spell class?
    It's already been sortof made, but it's... not really playable.
    Marceline Abadeer by Gnomish Wanderer

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    It should cast as neither. It should cast as a sorcerer, as it does in the actual monster.:smallconfused
    so if it would cast like a sorc would i have to make the bonus +1 to cha?
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Changes have been made to both the ettin and the nimblewright. I like them way better now.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Glad to see that this is still going on in lieu of the original creator's absence. I haven't abandoned the Roving Mauler, for those of you who care; real life and school just kinda got in the way for a while. It is mostly finished, though, and I hope to have it posted for review by the end of the week.

    EDIT: Finished and ready for review

    Roving Mauler


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    {table]Level|BAB|Fort|Ref|Will|Feature
    1|+1|+1|+1|+0|Roving body, Lesser tumbling attack, +1 Str, +1 Dex
    2|+2|+2|+2|+1|Fast Healing, powerful rotations, +1 Str, +1 Dex
    3|+3|+3|+3|+1|Spell Resistance, Tumbling attack, +1 Str, +1 Dex[/table]

    HD: d10
    Skill points: 2 + Int modifier
    Class skills: Balance, Climb, Jump, Listen, Search, Spot, and Tumble.

    Class Features:
    Roving Body: The roving mauler loses all racial bonuses and becomes a Medium Magical Beast. Roving maulers cannot speak, but understands Common.
    Despite its unusual shape, the roving mauler has access to all magic item slots, but cannot wield manufactured weapons (with the exception of mouthpick weapons) or shields.
    It gains darkvision 60 ft, low-light vision, immunity to poison and disease, and the scent ability.
    It has a base land speed of 30 feet and a climb speed of 10 feet.
    It has a primary claw attack that deals 1d8+Strength modifier damage.

    A roving mauler has two faces, granting it all-around vision (unable to be flanked) and a +4 bonus to Spot, Search, and Listen checks.
    It has a natural armor bonus equal to its Constitution modifier.

    Ability boosts: The roving mauler gains a +1 bonus to Strength and Dexterity at each level.

    Lesser Tumbling Attack (Ex): The primary strategy for a roving mauler is to run over opponents rather than stand still. As a full-round action, the roving mauler can move its speed and move through the space of any creature its size or smaller, making a single claw attack against each enemy. Any creature whose space the roving mauler passes through can make an opportunity attack, which can be negated with a DC 25 Tumble check. A successful attack of opportunity or a failed Tumble check does not stop the mauler's attack or movement unless it is brought down to 0 HP or lower.
    No matter how many times the roving mauler moves through a creature's space, it can only make one claw attack per round per creature.

    Fast Healing (Ex): At 2nd level, the roving mauler's high metabolism kicks into overdrive, granting it fast healing equal to 1/2 its HD.

    Powerful Rotations (Ex): Also at 2nd level, the roving mauler starts moving at an even faster rate. Its land and climb speeds both increase by 10 feet, and again at every three levels (5th, 8th, 11th, 14th, 17th, and 20th) . In addition, it gains a racial bonus to Tumble checks equal to 1/2 its HD.

    Spell Resistance (Su): At 3rd level, the roving mauler can rotate with such velocity that magic sometimes bounces right off it. It gains spell resistance equal to 7+HD.

    Tumbling Attack (Ex)
    : The roving mauler can use its tumbling attack against enemies of any size.
    Double the damage dice of any claw attack made during a tumbling attack.(Ex: 1d8+4 becomes 2d8+4)
    Attacks of opportunity made against the roving mauler during a tumbling attack are made at a -4 penalty.


    Changelog
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    Changed NA to Con mod like normal instead of Dex.
    Last edited by Makiru; 2010-10-04 at 11:49 PM. Reason: finished it!
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    Default Astral Construct [3.5 Monster Class]

    Astral Construct
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    Hit Die: d10

    Skills: 2 + Intelligence
    By default, an Astral Construct has no class skills, but may gain them through use of it's Menu Selections.

    {table=head]Level|Base Attack Bonus|Good Save|Bad Saves|Special
    1|+0|+2|+0|Ectoplasmic Body, Menu Selection A, Ability +1
    2|+1|+3|+0|Menu Selection A, Ability +1
    3|+2|+3|+1|Size Modification, Menu Selection A, Ability +1
    4|+3|+4|+1|Menu Selection B, Ability +1
    5|+3|+4|+1|Ectopic Defense, Menu Selection B, Ability +1
    6|+4|+5|+2|Size Modification, Menu Selection B, Ability +1
    7|+5|+5|+2|Menu Selection C, Ability +1
    8|+6|+6|+2|Menu Selection C, Ability +1
    9|+6|+6|+3|Menu Selection C, Ability +1
    10|+7|+7|+3|Size Modification, Menu Selection D, Ability +1[/table]

    Weapon and Armor Proficiencies: An Astral Construct is Proficient with it's slam attacks. It may gain further weapon and armor proficiencies from it's Menu Selections.

    Ectoplasmic Body: A Astral Construct loses all racial features and replaces them with the following Construct traits:
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    • No Constitution score.
    • Low-light vision.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Cannot heal damage on its own. Sonic damage heals the Astral Construct for half the damage it would normally deal.
    • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • Since it was never alive, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Astral Construct's body (requiring 1,500 gp worth of specially treated crystals (or the Astral Construct's previous body), 2,000 gp worth of rare substances, and a DC 17 Craft (Sculpting) check) and then a reincarnate spell, which will always put the Astral Construct's soul into the new effigy.
    • Constructs do not eat, sleep, or breathe.

    An Astral Construct is Medium-sized with two natural slam attacks dealing 1d6+str damage, and natural armor equal to its Cha modifier. Its base land speed is 40 feet. An Astral Construct has all of it's save progressions set at Bad by default, but may choose to improve them from it's Menu Selections.

    At first level Astral Construct chooses to look like whatever it wishes, within it size range. At each level, it may automatically modify it's appearance based upon each additional Menu Selection.

    An Astral Construct may also change it's appearance with the use of a Craft (Sculpting) either from itself or by another person. This action takes one hour, and although the Astral Construct may choose to look like anything of it's choice, it retains a glowing and ethereal appearance, and is still easily distinguishable from the real thing, should it choose to mimic something.

    If the Astral Construct chooses to take on the appearance of a specific person or object, the DC is as follows:
    {table] 9 or lower|Does not resemble the desired creature
    10-19|Recognizably similar to the desired creature shape
    20-29|Accurate portrayal of the creature type
    30 or higher|Accurate portrayal of a specific individual[/table]

    Menu Selection A:
    At 1st, 2nd and 3rd level, an Astral Construct may select one of the following abilities.
    Spoiler
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    Light Weapons Proficiency: The Astral Construct is now proficient with all light weapons.

    Martial Weapons Proficiency:
    (Req: Light Weapons Proficiency) The Astral Construct is now proficient with all martial weapons.

    Light Armor Proficiency:
    The Astral Construct is now proficient with all light armor.

    Medium Armor Proficiency: (Req: Light Armor Proficiency) The Astral Construct is now proficient with all Medium Armor.

    Attack Enhancement:
    The Astral Construct gains the Base Attack Bonus progression of a Fighter. This modification is retroactive. It gains additional points of BAB for all of the levels of Astral Construct it has.

    Save Enhancement:
    The Astral Construct changes one of it's save progressions from Bad to Good. This selection may be chosen multiple times, each time improving on a different save progression. This modification is retroactive. It gains additional points of Save Bonus for all of the levels of Astral Construct it has.

    Skill Enhancement: The Astral Construct gains three class skills from the following list:
    Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Any, chosen separately), Listen, Move Silently, Open Lock, Perform, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Psionic Device
    This Selection can be chosen multiple times, gaining three additional class skills per selection. In addition, you gain 1 additional skill point each time you choose this selection.
    As a construct, an Astral Construct uses its Cha modifier for Concentration checks.

    Psionic Enhancement A:
    Choose one 1st level psionic power. You may manifest it as a Psionic Like Ability 1/day per HD.
    You may choose this selection multiple times, gaining a new PLA per selection.
    The DC=10+Power Level+Cha Modifier.
    You gain 1 additional pp per selection.

    Buff (Ex): The astral construct gains an extra 5 hit points.

    Celerity (Ex):
    The astral construct’s land speed is increased by 10 feet.

    Cleave (Ex): The astral construct gains the Cleave feat.

    Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class. This ability can only be taken once, and does not stack with other Deflection Menu Selections.

    Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat.

    Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat.

    Mobility (Ex): The astral construct gains the Mobility feat.

    Power Attack (Ex): The astral construct gains the Power Attack feat.

    Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.

    Swim (Ex): The astral construct becomes streamlined and sharklike, and gains a swim speed of 30 feet.

    Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.


    Ability Bonus: At each level, the Astral Construct gains +1 to an ability score of it's choice. You may not increase the same score two levels in a row.

    Size Modification: (Ex)
    At 3rd, 6th and 10th level, you may choose one of the following:
    Increase by one size category
    Decrease by one size category
    Gain the Powerful Build ability
    Gain the Sleight Build ability.
    Remain your current size.
    The Astral Construct's natural attacks increase or decrease in damage accordingly. You may not have the Powerful Build and Sleight Build abilities at the same time, and you may not choose to have them more then once.

    Menu Selection B:
    At 4th, 5th and 6th level, an Astral Construct may select one of the following abilities. It may also choose to select two from Menu A instead.
    Spoiler
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    Exotic Weapon Proficiency: (Req: Martial Weapons Proficiency) The Astral Construct gains proficiency with one Exotic Weapon of it's choice. It may take this feat multiple times, each time choosing an additional exotic weapon.

    Heavy Armor Proficiency: (Req: Medium Armor Proficiency) The Astral Construct gains proficiency with Heavy Armor.

    Multifaceted Psionics: An Astral Construct who multiclasses for a psionic class can count his Astral Construct levels as levels of that class for purposes of ML and for the purposes of learning new spells and additional power points. So for example, an Astral Construct 3 who took 1 level of psion could choose to have ML 4, can learn up to 2nd level powers, and gains 17 power points.

    Psionic Enhancement B: Choose one 2st level psionic power. You may manifest it as a Psionic Like Ability 1/day per 2HD.
    You may choose this selection multiple times, gaining a new PLA per selection.
    The DC=10+Power Level+Cha Modifier.
    You gain 2 additional pp per selection.

    Modified Defense: (Req: Damage Reduction) The Astral Construct's Damage Reduction changes to one of the following:
    Adamantine, Cold Iron, Silver, Good, Evil, Law, Chaos

    Energy Touch (Ex):
    The astral construct's natural attacks deals an extra 1d6 points of damage of an energy type you choose (fire, cold, acid, or electricity.)

    Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

    Heavy Deflection (Ex): (Req: Deflection) The astral construct gains a +4 deflection bonus to Armor Class. You may not pick this selection more then once. It does not stack with any other Deflection Menu Selections.

    Improved Buff (Ex): The astral construct gains an extra 12 hit points.

    Improved Critical (Ex): The astral construct gains the Improved Critical feat with its slam attacks.

    Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

    Fly (Ex): The astral construct gains physical wings and a fly speed of 40 feet (average).

    Improved Fly:
    The astral construct's maneuverability improves by one category. You may choose this selection multiple times.

    Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.

    Improved Swim: (Req: Swim) The astral construct becomes further streamlined and sharklike, and gains a swim speed of 60 feet.

    Extra Power(Ex): The astral construct gains a +2 bonus to one ability score of your choice.

    Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + ˝ astral construct’s HD + astral construct’s Cha modifier) or take 1/4HD point of Constitution damage. One minute later, the target must save again or take (1d2)/4HD points of Constitution damage.

    Pounce (Ex):
    If the astral construct charges a foe, it can make a full attack.

    Smite (Su): Once every 10 minutes the astral construct can make one attack that deals extra damage equal to its Hit Dice plus it's Cha modifier.

    Trample (Ex): As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ˝ astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.


    Ectopic Defense (Ex):
    At 5th level, the Astral Construct gains DR/Magic equal to ˝HD + it's Cha bonus.

    Menu Selection C: At level 7, 8 and 9, the Astral Construct may select one of the following abilities. It may also choose two from Menu B or four from Menu A instead:
    Spoiler
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    Psionic Enhancement C: Choose one 3st or 4th level psionic power. You may manifest it as a Psionic Like Ability 1/day per 3HD. If you choose this selection three or more times, you may instead select a fifth level power to use 1/day per 4HD.
    You may choose this selection multiple times, gaining a new PLA per selection.
    The DC=10+Power Level+Cha Modifier.
    You gain 3 additional pp per selection.

    Crystallization (Ps):
    The Astral Construct may store extra power points in it's body as a Cognizance Crystal. It may store up to it's HD in power points (Maximum 17.)

    Extreme Healing (Ex): (Req: Fast Healing) The Astral Construct's Fast Healing improves to Cha modifier+2

    Blindsight (Ex): The astral construct has blindsight out to 60 feet.

    Concussion (Ps): The astral construct can manifest concussion blast (manifester level 7th) at will as a swift action.

    Constrict (Ex): The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.

    Dimension Slide (Ps): The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.

    Energy Bolt (Ps):The astral construct can manifest energy bolt (manifester level equal to HD) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it.

    Extra Buff (Ex): The astral construct gains an extra 25 hit points.

    Extreme Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.

    Extreme Deflection (Ex): (Req: Heavy Deflection) The astral construct gains a +7 deflection bonus to Armor Class. You may only choose this selection once, and it does not stack with other Deflection Menu Selections.

    Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

    Power Resistance (Ex): The astral construct gains power resistance equal to 10 + its Hit Dice.

    Rend (Ex): The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1˝ times its Str modifier.

    Spring Attack (Ex): The astral construct gains the Spring Attack feat.

    Whirlwind Attack (Ex): The astral construct gains the Whirlwind Attack feat.


    Menu Selection D: At level 10, the Astral Construct may select one of the following abilities. It may also choose two from Menu c, four from Menu B, or six from Menu A instead:
    Spoiler
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    Psionic Enhancement D: Choose one 5th or 6th level psionic power. You may manifest it as a Psionic Like Ability 1/day per 4HD.
    The DC=10+Power Level+Cha Modifier.
    You gain 4 additional pp.

    Perfected Flight (Ex): (Req: Flight) The Astral Construct improved upon the use of its wings It can now fly at double it's land speed.

    Perfected Buff (Ex): The astral construct gains an extra 60 hit points.

    Perfected Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 8 points of damage reduction.

    Perfected Deflection (Ex): (Req: Extreme Deflection) The astral construct gains a +10 deflection bonus to Armor Class. You may only choose this selection once, and it does not stack with other Deflection Menu Selections.

    Assume Mantle (Ps):
    You gain access to one psionic mantle. You may manifest any of the powers from it with a manifester level equal to (1/2)-1 HD as a PLI 1/day per (Power Level)HD

    Perfected Eyes (Ex): The Astral Construct gains permanent True Seeing.

    Extra Limbs (Ex): The Astral Construct grows an additional pair of arms. These arms can manipulate fine objects. It gains an additional two slam attacks from them, and can wield weapons in them without penalty, if proficient with them.

    Divide (Ex): The Astral Construct buds off and creates an additional Astral Construct of a level equal to the main Astral Construct's HD-2 (Or HD-1 if you have the Leadership feat.) It is for all intensive purposes considered a cohort, and when created must have at least 4 levels in the Astral Construct class. This construct remains active indefinitely, and does not count towards the usual limit for the number of constructs manifested by the Astral Construct Power.

    Psionic Void (Ps): The Astral Construct is surrounded by a constant Anti Psionics Field with a radius of 20 ft. This field may be suppressed and resumed at will as an immediate action.

    Subdimensional Ectoplasm (Ex): The Astral Construct may become Incorporeal at will as as standard action.

    Psionic Transferal (Ex): The Astral Construct gains 6th level manifesting and the power points of a 10th level psionic class of it's choice.


    Comments:
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    Well, this is rather ambitious of me, and obviously needs some further tweaks, but I think it will be a worthwhile undertaking.

    Added in most of the changes, have to just put in the psionic multiclassing ability, and figure out what Menu D will be.

    Alright, more work has been put into it. Just waiting for critique now.

    Basically a create-a-monster function. It could be cause for some very interesting looking characters, I'll say.
    Last edited by sciencepanda; 2010-12-05 at 06:11 PM.
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    Lilen Avatar by Darwin. The rest by me.

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Makiru View Post
    Roving Mauler
    What. The. Hell?

    What was WotC SMOKING when they WROTE that thing?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Lord_Gareth View Post
    What. The. Hell?

    What was WotC SMOKING when they WROTE that thing?
    It's actually from the Lesser Seal of Solomon; like most of the vestiges.

    So... old books on the occult?
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    He's called Buer and he gives good familiars.
    Quote Originally Posted by Jack Mann View Post
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    Quote Originally Posted by nagora View Post
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  26. - Top - End - #176
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    ...That...is so retarded that I have no further words.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Lord_Gareth View Post
    ...That...is so retarded that I have no further words.
    How so Lord Gareth?

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Kyuubi View Post
    And several roles are based upon weapons. What if I want to do sword and board or dual wield instead? I have to spend a feat or something to get the higher sized versions of those weapons.

    There are also people (me for instance) who simply find warhammers aesthetically unpleasing.

    it just seems arbitrary to me.
    Warhammers are as far as I know onehanded. So dual wielding warhammers is possible as is sword (Ok hammer) and board.

    Why would you find them displeasing, and if you do so, don't play a titan. It's quite simple actually, they are made as bighammerwielding creatures.

    I could imagine one as Thor from the Oots comic

    Even so a warhammer does the same damage as a longsword, so I think it's a good choice to restrict a titan to this.
    “Beware the Jabberwock, my son!
    The jaws that bite, the claws that catch!
    Beware the Jubjub bird, and shun
    The frumious Bandersnatch!”

    Lewis Carroll

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Duskranger View Post
    Warhammers are as far as I know onehanded. So dual wielding warhammers is possible as is sword (Ok hammer) and board.

    Why would you find them displeasing, and if you do so, don't play a titan. It's quite simple actually, they are made as bighammerwielding creatures.

    I could imagine one as Thor from the Oots comic

    Even so a warhammer does the same damage as a longsword, so I think it's a good choice to restrict a titan to this.
    I agree with Kyuubi; restricting options is seldom a good thing, and I don't think this is an exception.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  30. - Top - End - #180
    Bugbear in the Playground
     
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Duskranger View Post
    Warhammers are as far as I know onehanded. So dual wielding warhammers is possible as is sword (Ok hammer) and board.

    Why would you find them displeasing, and if you do so, don't play a titan. It's quite simple actually, they are made as bighammerwielding creatures.

    I could imagine one as Thor from the Oots comic

    Even so a warhammer does the same damage as a longsword, so I think it's a good choice to restrict a titan to this.
    These classes are designed to be flexible. Allowing the titan apply the ability to any one handed wepon would not unbalance it in any way.
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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