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2011-01-09, 05:28 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I mainly like Canada because of the xkcd strip.
So how about dem monster classes?Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
Homebrew Signature | NEW Homebrew Collection
Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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2011-01-09, 05:37 PM (ISO 8601)
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Re: Community Based Monster Classes VI
- Default creature class layout has it, I'll get to fixing it eventually.
Format changes are hellish. Will be fixed sometime soon.
Yes I am. Incidentally, that is an odd way of spelling "armour". May be changed when everything else is done.
First, I'll change that slightly.
Second, "Any secondary natural weapons gained through the class abilities of the Gargoyle class add 0.5 X Str modifier to damage" a good enough fix for you?
Third, so that Tough Skin is actually useful. I had a contradiction between it and the default value and was advised to have the default lower. I can raise Tough Skin to twice Con mod, if you wish, or I can add armour proficiency (I didn't give it armour proficiency, right? It's been a while since I looked it over too closely). Or both, whatever.
First, that's flavour text that is probably weak, considering I added it on the spur of the moment having realised that the class completely lacked it.
Second, no, you couldn't, unless you took it often enough to need more than four legs with one hoof per leg (in which case the boost is probably acceptable). I will clarify that, however, and may well stop that particular use.
Third, I do need to change it, it fit better way back when it was a Chiseled Path: Offense.
Fourth, will do.
Fifth, ditto. The Basilisk looks very nice, by the way. I'd definitely use it when it's finished. I'd offer a review if I had an eye for balance or typos.
I shall do that ASAP, and in response to the other reviewer, I may well give another point of Con at third(? Really should have looked it over when I reposted it), assuming that's okay.
First, true, but DR often comes with bypassing that DR, and since the Gargoyle is melee with their natural weapons, I wanted them to be able to bypass at least some forms of DR.
Second, I'll make it to one save, then? Two, maybe? Your call, honestly.
Third, I'll just have the natural weapon damage counting as elemental for the purposes of vulnerabilities then.
Fourth, I'll just have to add to it then, won't I? A challenge that I will have to get past.
Fifth, it was originally light, medium and then heavy fortification as a Chiseled Path: Perfection, and I wanted to keep at least some part of it, but thought it would be too strong as light fort. at level two. I could make it a scaling part of Stone Cold, but don't want to abandon it completely.
Really? Intelligent foes coup de grace corpses? Pile them and burn them, yes, but attacking them? I wouldn't expect that. Maybe I could sneak a bit of M. Redundancy in here, active when Freezing, to ward off coup de grace and keep the ability.
- First, I wanted all Imp. Armaments to scale (and at the same rate). Have you never seen a huge statue in a town sqare or something before? It's mainly a boost to meleeing, which is what the class is meant to do. I can change it, but I'll need suggestions.
Second, as opposed to the active use. I can probably make that clearer.
Third, what wierd stuff? Everything I can think of with the option to suppress something does it as a free action, or at least not a swift (because that's kinda nasty, particularly since a Gargoyle could easily be expected to go into ToB). I'm keeping the free action until you give examples.
Fourth, sickening and nauseated, respectively. In response to my other reviewer, I may remove this or change it significantly.
Fifth, I do not lend myself to easy understanding often, do I?
I'll be changing it, I think. The other reviewer (I value your input, too, but it was easier to quote this post and mention yours whenever you'd made a point I thought needed mentioning) was confused by the wording, so I may make this like Wounding for Dex (or something).
Swim speed is found on the Kapoacinth, which is otherwise identical and therefore shouldn't have its own class. Swim speed also protects you from drowning, which could well save your life without requiring Stone Cold and its pre-determined duration. Burrow speed can be more useful in dungeons than fly speed (besides the fact that at high levels, all challenging creatures fly - faster than you, might I add - but very few burrow). I wanted to have at least three options on every list, and I rather like the choice. I'm reluctant to change this.
- First, I wanted all Imp. Armaments to scale (and at the same rate). Have you never seen a huge statue in a town sqare or something before? It's mainly a boost to meleeing, which is what the class is meant to do. I can change it, but I'll need suggestions.
Why do you say it shouldn't be lower than move?
Response finished. I'll get to work presently.Last edited by ScionoftheVoid; 2011-01-10 at 12:36 PM.
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2011-01-09, 06:15 PM (ISO 8601)
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2011-01-09, 06:32 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Hmmm... must've been my mind playing tricks on me. No, that one thing was the only one I can see... but I could've sworn there was more...
I'll give it some consideration. The thought crossed my mind, I just wasn't sure what angle to take - my inclination was just to say "It'll affect an iron golem too, just refluff."
That's intentional. Note the 'further'. Each spike will subtract 2 con, but half of that gets mended when you yank out the offending spike, the other persists as ability score damage.
I discussed that in the comments. I agree it may be a touch over the top, but it's ultimately a monster with little else going for it than the petrifying gaze. Pit it against an enemy that's immune and it's just got a substandard natural attack.
Also, the natural attack is pretty damn powerful, especially with strength bonuses.
That would normally point to getting some fair Str & Con bonuses, for a creature with no fine manipulation or speech, but the hazard with con bonuses is that it's a creature with a con based special ability. If I give it 6 con over 5 levels, that's a +3 to all the DCs.
+2 con is perfectly sufficient, anyways.
I'll tweak it, though. BAB changed, strength bonuses increased in number. May lower HD size and give it more natural armor.
True, but my thought was that you're affecting just the single target and you're targeting a consistently high save, which tones it down a bit.
Damn! And I really liked the gameplay dynamics & flavor of it. Now I'm gonna have to find another approach to the ability.
Reworded it from "These obstacles do provide cover, but only to creatures within 30' of it." to "These obstacles can provide cover, but only for creatures within 30' of it." Changed the range to be dependent on Strength bonus rather than HD.
Dunno what kind of passive bonus I'd grant in that department. Don't know it's entirely fitting as a subspecies, either.
Anyways, it's just an advanced basilisk with the fiendish template. Just give it a few resistances and that should be good. Maybe throw in DR/magic, too.
Well, keep in mind that you're only dropping one effect a round, as a standard action. It's not that different from the manticore's spikes, in that respect.
I'm gonna sit back & brainstorm a new approach to the stone/petrifying eye abilities, though. I don't want to go the medusa route, because it's just so "doing the same thing every combat", and I want some flexibility in there. I'll see what I can come up with.
I commented on all the Purple Worm's abilities. What does it have that the Remorhaz copied?Last edited by Gorgondantess; 2011-01-09 at 06:33 PM.
Marceline Abadeer by Gnomish Wanderer
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2011-01-09, 06:43 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Can I request something? Totem Giants?
This is a thread I'll be lurking in >w>
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2011-01-09, 07:43 PM (ISO 8601)
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2011-01-09, 08:37 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Works.
Oh? I dunno, I find myself comparing to a greatsword wielder with full BAB, and finding it falls short, especially after the greatsword wielder has iterative attacks and enhancement bonuses.
Slow also has a single target, and targets a semi-high save.
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
It's still pretty lame. I mean, grease is significantly more powerful than either of those effects. Either make them more powerful, or lose the standard+ action.
Abyssal greater basilisk? Right next to the basilisk? A core monster?
...Are you? It looked to me like you're dropping all three at once.
No, laying down, say, Craggy Look, would be an action independent of any of the other Stone Eye abilities. So you could pile on Sedimentary Seeing or whatever I called it, and that would impose a fatigue condition (Using it first because you know it to be a typically weaker save). Then you could, next turn, use Heavy Glare to add the slow. So long as the two conditions overlapped, the target would be petrified.
I commented on all the Purple Worm's abilities. What does it have that the Remorhaz copied?Last edited by Hyudra; 2011-01-09 at 08:40 PM.
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2011-01-09, 09:44 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I did kinda crib the bit about a non-speaking remorhaz, too. Though that hasn't got as many comments. Though Flexible really hasn't caught all that much flak, either.
Originally Posted by The Antigamer
Maybe some re-wording here. I think you mean "As a swift action, a Remorhaz can activate his heat aura, which lasts for a number of rounds equal to 5+Con modifier. Anything touching the Remorhaz takes 2d6 points of fire damage. Creatures striking a Remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. The damage increases by 1d6 every two levels, becoming 3d6 at 4th level, 4d6 at 6th level, etc. The Remorhaz can use this abilty 1/day/3HD(minimum 1), and is fatigued for a number of rounds equal to the rounds spent using Heat."
I'm not sure I agree with the Remorhaz being fatigued for so long after using Heat. Also, you need to note what action it takes to end Heat.
Not so sure about this ability...
I like the idea, but when would it want to occupy irregular shaped spaces?
I'd give burrow 10' at 5th level, and burrow 20' at 7th level, but that's just me.
Say until the beginning of its next turn to be clearer about when it ends. Also, I'd make the extended reach depend upon HD somehow, and the penalty to AC dependent on how far it extends the reach.
Is this in addition to, or in place of, moving the 5' backwards?
Note that they take Heat damage even if the Remorhaz isn't currently using the Heat ability.
I like this, it seems fun, but the range increment needs to be scaled down a bit, and it needs a recharge time.
That... Is altogether to smart. I changed that. Although I noted that it doesn't work with Rush because that seemed a little cheesy to me."The more I talk, the stupider I sound." ~Me
"Life is what you make of it." ~Deadpool
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2011-01-09, 11:06 PM (ISO 8601)
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Re: Community Based Monster Classes VI
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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2011-01-09, 11:07 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Quick Basilisk review, because basilisk's rock. Pun completely intended.
1) This class screams "Tank". You could probably bump up the nat. armor by 1 or 2 if you wanted. Otherwise, the basics look pretty good. If you could think of a way for the basilisk to speak, though, that would be cool. There are a lot of other monsters here that don't speak in their natural forms, but manage in the monster class.
2) I'll admit, that at first glance then Slow affect does seem a bit overpowered, compared to the others, but I don't think it matters all that much in the long run. You may want to note whether or not Sedimentary Sight stacks with itself(does 2 uses= exhausted?) for us idiots. Oh, and pretty sure its already been said, but some text saying that you can only use one at a time would be nice. On the other hand, I like that you can actually petrify things with multiple uses, and the Dex damage will slow down a lot of the faster creatures that Basilisks would have trouble with.
3) Eight Clawed is awesome. Basilisks just roll over everything.
4) I think its been said before, but you may want to change it to simply ignoring hardness. Or perhaps hardness less then 20. Or something.
5) Slow metabolism is pretty cool. Makes sure that you aren't going to be easily stopped by some silly failed fort save any time soon.
6) Geomorphic Gaze... Really doesn't do much. Perhaps if you the area affected was bigger, it would be worth the time, but... I dunno. Making it a move action might be a good idea. Spare a glance for the scenery before turning deadly eyes on your foe. As a side note, another affect could do something like caltrops. Making blades of grass into sharpened stone spikes would be pretty wicked.
7) Deliberate Advance keeps the basilisk rolling. I like.
8) Subspecies are neat, give extra options, and seem balanced. There's not much more to say.
9) Torpid nature comes nice and early enough to deal with those things that really annoy a good tank: will saves. Getting to stay up an extra round before Sleep, not getting Confused for an extra round... An excellent addition to the monster that doesn't stop.
10) I like the abilities in Petrifying Gaze. The only one that doesn't make much sense to me is Lithic Stare. Its like a Slow effect, except you pick which type of action that they can't take. So I guess it kinda makes sense... Handy for making sure the bad guy doesn't get away, or the big guy doesn't kill your mage... Okay. I can understand that. Carry on. Also, copypasta error with Crushing Glower, unless you want it to switch to Dexterity damage later. Also, does your full power gaze attack affect allies, too? Or just enemies?
This class is the M1 Abrams of monsters. Slow and a little ponderous, but it just keeps crawling over everything, laying down devastating ranged attacks until the enemy slows enough for the basilisk to crunch them beneath its eight clawed feet. You did a pretty good job of working your way up to the petrifying gaze, and there is plenty of flavor ideas here for me. I approve."The more I talk, the stupider I sound." ~Me
"Life is what you make of it." ~Deadpool
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2011-01-10, 01:05 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Back from travels. Lost a bunch of suggestions last night. Should have some up by tomorrow.
Edit: Lycanthropy curse thing: Probably not the place for it. Therianthropy is looking more and more out of the direct scope of the project, if the council wouldn't mind, and when I get enough free time, I intend to open a Therianthropic sister thread akin to the Homebrew Sister thread. Of course, that could take some serious time as that I am devoting more of my time to a revision of weapons and the half-golem revamp.Last edited by AugustNights; 2011-01-10 at 01:07 PM.
Come with me, time out of mind...
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2011-01-10, 01:06 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I know there's a stigma about it, but you might want to give the Remorhaz Imp. Bull Rush as a bonus feat, since it seems like that's a big part of its game. And regarding the Basilisk- Reading Bladesmith's review, I think that it might not be a good idea to reduce its BAB and give it a trample attack. Removes the problem of little actual damage dealing for a tank, and gives it more options/incentives to knock someone prone.
Avatar by zimmerwald1915
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Wow, it's been a while. Sorry for the unexplained absence!
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2011-01-10, 01:57 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Changes have been made to the Gargoyle. They're small (in general), but there are a fair few, including removing the blue from "Gargoyle" and standardising the Con boosts (of which there are now two, in case you hadn't guessed).
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2011-01-10, 02:16 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Being a big fan of this series of threads I have a question.
What is that little guy in the picture for the iron golem?
It has made me wonder for a while and I don't have a clue what it is.
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2011-01-10, 02:18 PM (ISO 8601)
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Re: Community Based Monster Classes VI
It's a flesh golem, and it's eight feet high.
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2011-01-10, 02:18 PM (ISO 8601)
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Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2011-01-10, 02:19 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I'd answer, but I'm deathly afraid of
ninjasswordsages, apparently.
Or, better yet, give it an ability that allows it to do something that's actually cool. Like, I donno, a slam attack that'll push them back a number of feet equal to the damage it did/2. Or something like that.
And regarding the Basilisk- Reading Bladesmith's review, I think that it might not be a good idea to reduce its BAB and give it a trample attack. Removes the problem of little actual damage dealing for a tank, and gives it more options/incentives to knock someone prone.Last edited by Gorgondantess; 2011-01-10 at 02:23 PM.
Marceline Abadeer by Gnomish Wanderer
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2011-01-10, 02:21 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Avatar by zimmerwald1915
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Wow, it's been a while. Sorry for the unexplained absence!
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2011-01-10, 02:48 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I lolled about the whole pickiness of what you are.
Why do they call ninjas swordsages of this forum?
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2011-01-10, 02:50 PM (ISO 8601)
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2011-01-10, 02:53 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Mostly because of the ToB love we seem to share. Oh, and regarding my post about the basilisk- I actually meant it might not be a bad idea. I mean, it's going for the "unstoppable tank of rolling doom" feel to me, and with the "Eight Clawed" ability it looks like it should be able to ... y'know ... do something with them.
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Wow, it's been a while. Sorry for the unexplained absence!
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2011-01-10, 03:37 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Originally Posted by mootoall
Also, I wrote up a reply to Bladesmith last night, but apparently it didn't go through. Damn.
To paraphrase: Thank you very much for the positive review, Bladesmith. I'm glad I got the 'slow and steady' and the 'sorta-tanky' feel across. No, sedimentary sight doesn't stack with itself (I'm 90% sure I explicitly stated that in the description).
As far as the caltrop idea, I really like it, but I find it hard to justify in, say, a dungeon with stone floors & a little dust. I can maybe buy the basilisk kicking up a plume of dust with its tail and turning dust to stone, fusing it to itself and making for unreliable and crumbling ground (kind of like walking through snow that's crusted over on top). Turning the same terrain into caltrops would be harder to sell, I think. Which leaves the option of having that incongruency or having the basilisk be terrain dependent, which is ick. I hate class features that are situational; turn undead (in ravenloft vs. a campaign with no undead), favored enemy, black dragon monster class's benefits in water, etc.). Don't want to go that route, however well the ability might fit.
Chumplump: If you want to move the Lycanthropy material over, that would work well.Last edited by Hyudra; 2011-01-10 at 03:42 PM.
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2011-01-10, 05:15 PM (ISO 8601)
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Re: Community Based Monster Classes VI
No one else has anything to say about the cloaker?
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2011-01-10, 07:00 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I'll review it for you later, but try to refrain from asking for reviews, it makes Gorgondantess eat kittens
Like it says in the opening post, reviewing others monsters makes them want to review yours.
Quick question Hyudra, why is Wendigo on the unfinished list? I thought it was approved in the last thread?Last edited by The Antigamer; 2011-01-10 at 07:01 PM.
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2011-01-10, 07:29 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I copied over the unfinished list from the previous thread. Still need to sit down with Gorgon & perhaps some of the other veteran monster class makers, work out which should be added to the list, which were confirmed as being in good enough shape to warrant addition.
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2011-01-10, 09:36 PM (ISO 8601)
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2011-01-10, 09:55 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Saidoro's comments are on target. Also spotted:
"All half elemental also receive a bonus it its armor class in the form of a natural armor bonus equal to its constitution modifier."
You want 'all half elementals', 'to their' armor class and a natural armor bonus equal to 'their' constitution modifier.
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2011-01-10, 10:27 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Comments in red.
Like you said, not much innovation going on, but a solid rendition of a monster for a first attempt
One thing I might suggest; I've always been a fan of villains wearing cloakers. Maybe a synergy ability with a host in addition to growth at 5th level? Or a feat or ACF?
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2011-01-10, 11:18 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Make one or the other primary is what I would do. Save headaches
Also, a 5' or 10' climb speed would not be amiss, I believe, to tide it over til flight.
Seems good, nothing to see here.
Not sure about the scaling leap thing. Also, why is jump not a class skill?
It can't use dancing images until third level, correct? I'd note that, just to avoid confusion. Also, I'm against such a low HD for uses regardless of shadows
Couldn't it already?
Combined, or each?
Maybe. Like I said, a small climb speed might be nice, so it can hang on walls/ceilings.
I think your current setup works except for the ability to use them without shadows at 8th level.
I'm not sure if that's completely necessary. You can fiddle with it though.
You have boosts to con and strength. A cha boost at 3HD and 5HD might work, if nothing else is changed
I'll implement these changes. Thanks for the review.
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2011-01-11, 01:21 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Flesh golem
Spoiler
While she’s a relatively solid melee tank build, she’s also relatively vanilla.
There isn’t much new brought to the table by playing a Flesh-golem, and it seems like you’ve left a lot of potential floating about. Remember this guy isn’t an ordinary flesh-golem, it’s an adventurer! Think of the potential presented by a amalgamation of corpses animated by electricity…
Can it do more than heal with electricity damage, such as gain strength, speed, or backlash attacks?
Can it make a shocking attack?
Can it unstitch its limbs and animate them?
Can it hide cookies in its lower lumbar cavity?
Can it hide one of its eyes in a jar of jellied eels in order to spy on the local pub?
Can it ghoulify an ogre’s corpse to gain it’s strength?
What a medusa’s face to gain a petrification eye?
Can it sew more limbs to it’self?
Can it sew a sweet blue cape?
Can it tap into its muscle memory to play the flute or other woodwind instrument?
What about other skills?
Can it hunt down doctors and strangle their relatives?
Can it demand a bride?
Can it create its own bride?
Can it do the farm work for a small family and be accepted by the blind old guy only to be run off by the young buck husband?
Can it stitch leather to itself? (I don’t know why, but I’d do that.)
Can it graft weapons to its partially metal frame?
Can it exchange purposely ambiguous body parts with Gene Wilder?
Can it trick people into thinking its name is the same as the person who created it?
Can it be created by a 14 year old girl who feared that science shouldn’t try and push it’s luck?
Can it hold a swarm within its belly?
Can it distract the boogey man with a removed sexy leg, while its hands untie Santa Claus?
A good place to look for some great inspiration is Lappy 9000’s Soul-stitched, and their racial feats.
Quasi God
Spoiler
Love the idea. Kobold Bard never stop homebrewing. Ever.
~Love the point-buy system, works out really well.
~1st nitpick, pronouns change a lot, sometimes in mid-sentence, between ‘you’ and ‘they’
~3rd level has Divine Companion on the table, rather than Manifestation of Divinity.
~5th level abilities are listed as 6th level abilities in description.
~As that Undead and Constructs would be Extraplanar anywhere besides the prime material plane it would not be at all game-breaking to give them the native subtype of the plane they’re ‘home’ at and give them the extraplanar subtype everywhere else. (The subtype does very little besides, as far as I can tell, differentiate between spells and effects that target them, and those are super situational. I think)
~Ability score bonus, the unnamed one, can it be multiple abilities or is it meant to only be one… for example
At levels 1, 3 & 5 gain +1 strength
Or
At level 1 gain +1 strength
At level 3 gain +1 charisma
At level 5 gain +1 sandwich-eating-score-that-the-DM-houserules.
~ Divine Companion: I’m personally not keen on the +1 HD or change option at each level, particularly due to the implied entry text that seems to suggest that the animal companion is similar to that of a Druid’s class feature of same name of effective Druid Level equal to ECL (or HD in this system) of the Quasi-god, and because I further would infer that this implies the bonus HD, Tricks, and other goodies of being an animal companion.
~Aura of Divinity: Cool, reminds me of the marshal and I loved that class… still trying to retool it but I digress.
~Divine Travel: Plane shift uses per day and wording is a bit funny I don’t quite understand when the power is allowed to the Quasi-god, or if it works off of Greater teleport, the issue may come from an unclosed ()s.
~Personal Plane: Hell yes. I’d say since it’s personal, and stuff can’t transfer you could also allow the QD to be in charge of magical effects (dead magic, wild magic, ect) and gravity (subjective, objective, sideways, centric, ect). However time is best left out of the QD’s control. Time is super easy to abuse. Also, the reading of the home-plane makes for it to be a great way to kill things that rely on food, water, or air, as that they don’t receive the benefits of anything taken while inside the home plane… a cruel DM might say the air doesn’t take, a less cruel DM might still mess with the water/thirst or food/hunger effects of such a rule.
~ Hamper the Competition: Fun!
~ Divine Dealings: So in Sandman, the endless can call on eachother and talk, right? I kinda see the ability to call on any deity and chat as a cool power… what I’m trying to say is it might be cool if it could ‘contact other plane’ for deities of other alignments to talk, but the deity on the other side is not compelled to tell the truth or even answer.
~Closing Clause of Immortality is confusing. Does the QD get all of these abilities it qualifies for, or just one that it both chooses and qualifies for?
Overall awesome… My players will know about this class. Great options, and as I tend to say, there could always be more!
BasaliskSpoiler
Love the pic, somewhat creepy, and hauntingly remorseful almost. Speaks to me as a Player Character Class all the way… Also makes me wonder about combining a chameleon and a basilisk for my next batch of saps… I mean players.
~Stone Eye: Craggy look seems more powerful that the other two to me, and would probably serve better as a standard part of the look, with the other two as singe choice options… of course not necessary, but I imagine most players will use it like that anyhow. Option is made at each use, yes?
~Geomorphic Gaze is, like all of the other abilities, very cool, and interesting, but I feel it could present more options… also its lead in text made me excited for the ability to petrify undead or constructs of organic materials... maybe it’s better off that it cannot… but its something a player would look at and say ‘Hey! If it can petrify dirt…”
Otherwise it looks like a very fun and interesting class, how you manage to turn 1 trick ponies into beasts of many options I’m not certain, but keep it up!
Right… so that was considerably less reviews in an amount of time than I thought I would be able to do… if you want me to look over your beast, and make my humble suggestions, PM me, otherwise I’ll probably pick through them slowly by interest.Come with me, time out of mind...