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2010-10-03, 01:38 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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
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2010-10-03, 01:45 PM (ISO 8601)
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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
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2010-10-03, 01:56 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Spoiler
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)awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-10-03, 02:38 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-10-03, 02:41 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
I'm not the best for balance, but the Titan seems dam powerful..
DnD Me
SpoilerNeutral 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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2010-10-03, 03:17 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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 timeawesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-10-03, 03:22 PM (ISO 8601)
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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.
Marceline Abadeer by Gnomish Wanderer
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2010-10-03, 03:26 PM (ISO 8601)
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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
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.
awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-10-03, 03:30 PM (ISO 8601)
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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.Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-10-03, 03:36 PM (ISO 8601)
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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.Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-10-03, 03:41 PM (ISO 8601)
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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.Come with me, time out of mind...
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2010-10-03, 03:47 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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.
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).
@Elder Treant:
As I said, I was just posting what I had in the old thread.
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.
Marceline Abadeer by Gnomish Wanderer
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2010-10-03, 03:58 PM (ISO 8601)
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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.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-10-03, 04:04 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Okay, updated Feral and Winged. Thoughts?
Dragonborn Gnome avatar by the ever-lovely Derjuin!
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2010-10-03, 04:58 PM (ISO 8601)
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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 castersawesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-10-03, 05:49 PM (ISO 8601)
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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?
"We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"- Roger Zelazny, This Immortal
Avatar Image: The Great Wave off Kanagawa by Hokusai; bitmap version by me.
Spoiler: PbP Games
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2010-10-03, 05:53 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
ChumpLump made one but i dont think it was done.
awesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-10-03, 08:50 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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.
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.
Rake comes after improved grab. Winged looks good.
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's already been sortof made, but it's... not really playable.Marceline Abadeer by Gnomish Wanderer
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2010-10-03, 08:56 PM (ISO 8601)
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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.:smallconfusedawesome avatar made by Trazoi
Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Spoiler
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2010-10-03, 09:39 PM (ISO 8601)
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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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2010-10-03, 10:35 PM (ISO 8601)
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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
Spoiler{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
SpoilerChanged NA to Con mod like normal instead of Dex.Last edited by Makiru; 2010-10-04 at 11:49 PM. Reason: finished it!
Proud beta-tester for Pirates vs. Ninjas
Contributions
SpoilerDon't have enough templates in your life? Let's Read the Book of Templates: Deluxe Edition!(Abandoned)
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In the employer/BBEG's mansion.
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2010-10-03, 11:20 PM (ISO 8601)
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Astral Construct [3.5 Monster Class]
Astral Construct
SpoilerHit 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:Spoiler- 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
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
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:
SpoilerPsionic 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:
SpoilerPsionic 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:SpoilerWell, 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.
Campaign:
The Secret of Trottleburg IC OOC
Characters:
Misrahi Laroux of The Times They Are A-Changing
#14 of Frenzied Entourage
Lilen Zheng of Trouble in Tashwell
Wilbur Rustbreath of Starting a Blue Dawn
Lilen Avatar by Darwin. The rest by me.
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2010-10-03, 11:21 PM (ISO 8601)
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- Sep 2007
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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2010-10-03, 11:24 PM (ISO 8601)
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- Aug 2009
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Peanut Half-Dragon Necromancer by Kurien.
Current Projects:
Group: The Harrowing Halloween Harvest of Horror Part 2
Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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2010-10-03, 11:55 PM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
He's called Buer and he gives good familiars.
My fantasy/RPG blog A Voyage Into the Fantastic
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2010-10-04, 12:06 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
...That...is so retarded that I have no further words.
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2010-10-04, 12:29 AM (ISO 8601)
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2010-10-04, 12:47 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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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2010-10-04, 12:53 AM (ISO 8601)
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
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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2010-10-04, 12:54 AM (ISO 8601)
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