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2011-02-26, 06:28 AM (ISO 8601)
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Re: Community Based Monster Classes VI
I'm not entirely sure what you're saying here. can you try explaining a bit better?
Better, sure Sith Master. You see, you could say tha it has a natural armor bonus equal to Con or something like this, or it could gain inertial armor. Inertial armor, as a psi-like ability, advances with level. It's just like casting a mage armor tha advances with level (and mage armor is very mage-like, huh?), but that you an only cast on yourself. It's the very same as giving a scaling ammount of armor bonus or natural armor bonus, except that you see, can be dispeled.
It could very well read that it haves an inertial armor effect always active. At least for me it seems much more flavorful to give an inertial armor always on than the old Natural Armor = Con score... Helps with the "soft fragile worm with mental powers" thing.My Homebrew
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2011-02-26, 07:35 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Wow. That's a lot of critique. Thanks, guys (and/or gals).
Spoilered for Wall'o'Text-iness. Responses are in bold.
SpoilerBonus PP may work, but PLAs are already augmented to a max of their ML's worth of PP.
See? I told you so.
Perhaps I could limit the damage output? This is supposed to be the 'main' telekinetic attack of the class, so I believe that at-will is a must.
Hmm. Didn't notice the no attack/no save bit.
You know, I'm thinking...
The wheels are turning, give me a sec.
I think 1/day/ML is good for inertial armor. It gives 3 uses covering 21 hours.
OK, here it is: Inertial Armor 1/day/ML. Sound good? Great. Moving on.
Concussion Blast At-Will, limited to 3d6 damage and one target. The Elder Psurlon and Giant Psurlon PrCs will improve this ability to be more in line with a scaling ability.
I think I covered the main points. Let me know if I missed anything.
EDIT: Updated original monster entry.Last edited by dsmiles; 2011-02-26 at 08:03 AM.
Originally Posted by The Doctor
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2011-02-26, 08:49 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Last edited by Frog Dragon; 2011-02-26 at 08:54 AM.
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2011-02-26, 08:58 AM (ISO 8601)
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2011-02-26, 09:05 AM (ISO 8601)
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Re: Community Based Monster Classes VI
DR/Psionic? How does that work?
It was either a typo or he wanted to leave it like this: In most campaigns, magic weapons count, if you use Psionics are Different then it must be a psionic weapon...My Homebrew
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2011-02-26, 09:12 AM (ISO 8601)
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Re: Community Based Monster Classes VI
So...ability bonuses listed in the monster's original entry are null and void? I can live with that. I'll move the claws to...3rd?
Meh. I'm not married to blindsight, but the fluff kind of fits. Giant psionic earthworm, and all. Move it to 2nd?
Too easy.
I'll change the wording, then. I though I implied that it capped at level 5. No problem.
Psionically enhanced weapons via Craft Psionic Arms and Armor, just like DR/magic is for magically enhanced weapons.
Well...it's a 7HD creature, but the thread guidelines suggested to not go over the creature's CR. So I went with 5HD + 2 extra ML. Should I go 7HD?
Yeah, I'm working on the fluff text for the abilities. The monster entry doesn't list much...stupid WotC.
EDIT: Updated.
Also: @DiBastet: Yes, I use the Psionics are Different variant, but in a Psionics are the Same campaign setting, like FR, DR/Psionic is the same as DR/magic. You are correct.Last edited by dsmiles; 2011-02-26 at 09:48 AM.
Originally Posted by The Doctor
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2011-02-26, 09:48 AM (ISO 8601)
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Re: Community Based Monster Classes VI
In the name of Kane: PEACE THROUGH POWER.
From Races of the Dragon: If you no longer qualify for a prestige class, you lose the benefit of any class features or special abilities granted by the class. You retain hit dice gained from advancing in the class, as well as any improvements to base attack bonus and base save bonuses that the class provided. If you later meet all the prerequisites for the class, you regain the benefits.
tl;dr, you lose all class abilities, but not hit die, BAB, or saves. It doesn't specify on skills, but I'd rule you keep them.Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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2011-02-26, 09:51 AM (ISO 8601)
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2011-02-26, 09:58 AM (ISO 8601)
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Re: Community Based Monster Classes VI
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2011-02-26, 10:04 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Yeah. We're not married to the rules of the type, the original creature's stat bonuses, etc. Generally speaking, we cut most of the attribute bonuses (so no Hill Giants with +14 Str at 5th level) and then stick to giving attribute bonuses that are both flavorful and deemed necessary.
The primary goal, remember, is that we're striving for monsters that make good classes.
You may have glanced over it - I did make a post dubbed 'Writing up a Monster Class, a Guide' last night. Some of the stuff in there might help as far as getting into the project mindset. Don't know.
So with all that in mind, a few things that caught my eye:
- Most monsters don't have a fluff & a crunch box in each post. For those who assume your monster follows usual format, clicking on the first spoiler to see the monster stats & rules, they're just getting fluff. Including such isn't a bad idea (unless you're copying directly from copyrighted material, in which case it is problematic), just try to aim more for convention as far as formatting goes. The fluff could be in a sub-spoiler in the comments, for example.
- On the table, it's convention (and looks nicer) to list Core Ability, Ability, Stat bonus... with Core abilities being those archetypical ones that keep coming up (Psurlon Body, Growth) other abilities being whatever you came up with, and the Stat Bonuses being the stats gained with the level, appearing last.
- As I implied above, we're not stuck on the type HD, skills, proficiencies, etc. We do try to pick stuff that makes sense, but try to pick HD/Skills/proficiencies/whatever that make sense for your monster as a class. At times, so long as it supports the flavor, we've even taken away abilities and replaced them with close equivalents that fit the class we were intending to portray better. I do believe this latter point is what Kyuubi was going for in reference to the concussion blast.
- Just glancing over the
PsurloinPsurlon, it seems it doesn't know what it wants to be, rolewise. What role is this taking in a group? I ask because...
- At 1st level we've got fairly big HD (d8), three natural attacks and one of our two psionic abilities grants us armor, giving the impression of a psionically augmented beatstick.
- But then it sorta drops this, thematically, gaining a fairly extensive repertoire of PLAs that make it something more like a psionic caster, while still having fairly beefy HD, gaining a bunch of defenses (DR, PR, etc).
That isn't an extensive critique, just my impressions from going over it once. Hope it helps with the design direction. Do ask questions if they come up. The others seem to be doing a good job as far as reviewing goes.
Edit: I realize, now, that I did you a disservice by linking you to Chumplump's post with the monster class copy-paste form, I'd sorta been under the impression you just wanted the table, but you used the entire monster class. I say it's a disservice because the monster class form there is kinda outdated and there's a bunch of stuff that tends to bug me or that I tend to ask people to change. You already fixed some of it, and I guess I'll get to the rest when I do a solid critique of thePsurloinPsurlon, but just let me apologize in advance.
I'll be replacing the link to Chumplump's post with a link to my own.Last edited by Hyudra; 2011-02-26 at 10:30 AM.
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2011-02-26, 10:43 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Frog Demon & Hyudra: Thanks. I'll have to get back to this a little later on today, my RL game starts in an hour.
Originally Posted by The Doctor
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2011-02-26, 10:53 AM (ISO 8601)
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Last edited by Frog Dragon; 2011-02-26 at 10:54 AM.
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2011-02-26, 11:00 AM (ISO 8601)
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Re: Community Based Monster Classes VI
"Psurlons never use melee weapons. They can fight with their bare claws and teeth, but they are not particularly formidable in melee combat. Instead, they attack with their psionic powers, battering foes with telekinetic blasts or immobilizing them with mental energy."
To me it sounds like having a psychic-focused combat style is most appropriate. Letting the mental blast scale reasonably at the expense of the natural weapons and physical stats slacking off would make sense to me.
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2011-02-26, 11:17 AM (ISO 8601)
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2011-02-26, 03:25 PM (ISO 8601)
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Re: Community Based Monster Classes VI
There are many many different types of mages, and an armor type ability fits for certain concepts. Its the same case with Wilders and Psions. This is not the case with Psurlon which the fluff specifically states is not a melee monster. The player can make them one, but it shouldn't have inertial armor at will according to its original fluff.
It's the very same as giving a scaling amount of armor bonus or natural armor bonus, except that as you see, can be dispelled.
It could very well read that it haves an inertial armor effect always active. At least for me it seems much more flavorful to give an inertial armor always on than the old Natural Armor = Con score... Helps with the "soft fragile worm with mental powers" thing.
Yes, if it scales Reasonably. Concussion blast really didn't, but dsmiles has changed it, and now I don't mind it.Last edited by Mystic Muse; 2011-02-26 at 03:27 PM.
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2011-02-26, 03:41 PM (ISO 8601)
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Re: Community Based Monster Classes VI
It would actually be +4 at first, +5 at third, +6 at fifth, etc. That said, I think that the designers didn't take into account Inertial Armor's scaling when they designed the monster - the statblocks all use Mage Armor's nonscaling bonus. Maybe a flat "main stat as deflection bonus to AC" ability would work better - it still scales, but it's much less sharp.
Yes, if it scales Reasonably. Concussion blast really didn't, but dsmiles has changed it, and now I don't mind it.
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2011-02-26, 04:10 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Yeah, that could work.
Looking at the original creature's stat block in detail, they actually did something interesting. They do scale Concussion Blast, but they force its augmentation after the first 3d6 to be split between damage and targets. It seems that the monster class could do something like that, scaling up damage and number of targets in alternation.
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2011-02-26, 04:38 PM (ISO 8601)
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Re: Community Based Monster Classes VI
The main thing is that as it stands, Concussion Blast is a great ability when the Psurlon first gets it and quickly becomes terrible. If it's going to fight using Concussion Blast as a primary offense, it needs to do more than "3d6 damage to one target as a standard action". The other abilities don't feel like they have enough uses, to me.
For my part, I quite like the original damage scaling it has as a class's at-will fallback attack (1d6 at first, an additional 1d6 at each odd level after that). My only problem with it is the no save/no attack roll, and I think a saving throw would make it perfectly fine. Internally, I'm comparing it to the brain in a jar's Mind Thrust, since that's the monster class I most recently used - the BIAJ has problems the Psurlon doesn't, but I find that ability a pretty good basis for a psychic blasty class's staple offense.
If I were to think of something from the ground up for the psurlon, I would probably make it something like "Telekinetic Blast (Ps): The psurlon fires a blast of telekinetic force at a single target, dealing 1d8 damage (Fortitude save for half). This damage increases by 1d8 at third level, and again at every odd-numbered level after that. The psurlon may target more than one creature with this ability, but each additional target reduces the damage dealt by 1d8. The psurlon may not add more targets if doing so would reduce the damage of the telekinetic blast below 1d8 damage."
It has a fortitude save, so the issue of inescapable damage is avoided. It's slightly less damage than BIAJ's Mind Thrust, but the Mind Thrust is mind-affecting so that's a fair tradeoff to me.
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2011-02-26, 04:41 PM (ISO 8601)
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Re: Community Based Monster Classes VI
can i requst a few monster classes which are infernal, shadow elemental and sadly a nightwalker one as the old one seems to have been removed
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2011-02-26, 04:48 PM (ISO 8601)
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2011-02-26, 04:52 PM (ISO 8601)
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Re: Community Based Monster Classes VI
nightwalker is from MM, shadow elmental is from ToM, and infernal is from epic level handbook also any other creature from the shadow magic chapter in ToM would be nice but il setle for the first three though
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2011-02-26, 05:00 PM (ISO 8601)
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Re: Community Based Monster Classes VI
The old Nightwalker was removed from the list of links because the first user to start it (Oslecamo) got banned, and the second (Megawizard) let me know via. PM that he was leaving GitP.
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2011-02-26, 05:02 PM (ISO 8601)
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Re: Community Based Monster Classes VI
the reason why its its gone isint really important what is important is that it IS gone
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2011-02-26, 05:21 PM (ISO 8601)
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2011-02-26, 05:23 PM (ISO 8601)
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Re: Community Based Monster Classes VI
it still needs to be replaced. agreed?
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2011-02-26, 06:02 PM (ISO 8601)
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Re: Community Based Monster Classes VI
The balance of the dragon classes is something that has been raised up, and which I am not so sure about. While the three natural attacks at first level in the older dragons are a real problem, given that the only other critter that gets them is the RotD Web Enhancement kobold, who has a -4 strength penalty.
Whatever minor dragon-specific abilities the dragons gain is usually of little import to game balance, and most of the power comes from the chassis itself here, which is casting, mobility and combat power, all of which the dragon has. The dragon is a frontliner on par with the barbarian, with a helping of bard casting. Certainly seems impressive, maybe even overpowered. However, the bard casting is not "true" bard casting, and spells are instead chosen from either the sorcerer or the cleric (druid, with my Black Dragon) lists. This means that the spells it gains cap off at a lower threshold of effectiveness, since bards gain some spells at much lower spell levels than other classes. Irresistible Dance is a good example.
I figure the dragon comes out to about tier 2, but it does stack a lot of power, from combat skills to spellcasting to excellent flying mobility. However, since we are typically shooting for tier 3, and it uses a bard base, the dragons may well be too powerful for the intended power level of this project. However, they are not really that broken, like, for example, the Black Ethergaunt, so even if they do need a fix, it probably isn't very high on our list.[/Rant]Last edited by Frog Dragon; 2011-02-26 at 06:02 PM.
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2011-02-26, 07:28 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Wondering what prompted that rant. I appreciate hearing it - I do like discussion on balance & methodology, because it helps us hammer stuff out, but I just wonder where it came from.
My issue with the Dragon is that, much like the Druid, it's a very hard class to build wrong. Assuming you have a passable grasp of the game, and that you're not being daft with stuff like attribute allocation, you can pick up the Red Dragon monster class and easily be head and shoulders above the rest of the group in terms of general effectiveness and what you're bringing to the table. MAD aside, they've got no meaningful drawbacks.
What's more is that it's (again, like the Druid) a very easy class to optimize, to a degree that you can do it almost accidentally. Not only are there scads of sourcebooks out there relating to or dedicated to Dragons alone (Draconomicon, Races of the Dragon, Dragon Magic, Dragons of Eberron, etc), but Dragons lend themselves exceptionally well to building off of feats, classes, spells and class features that assume either a humanoid chassis or a monster one, and then taking those feats/abilities/spells/whatever the extra mile. So in the former case (scads of sourcebooks) you've got stuff out there like entangling exhalation... essentially a no-save entangle tacked onto your breath weapon at the cost of halving the damage you do. It's the ultimate support/battlefield control skill that trivializes many encounters, even into mid-high levels. In the latter case (using stuff intended for humanoids) you've got the threat of dragons taking initiator levels to couple six natural attacks with punishing stance (at the very mildest) to add +1d6 damage to every attack... at a stage in the game where it's assumed players will have two or three-at-the-most attacks in a round. Or (again, second case), just throw down obscuring mist to auto-win half your fights.
So there's that, which means Dragons are a headache, and they're a headache both for DMs and for those of us who have to keep an eye out for power creep with each successive Dragon that could potentially take Dragons beyond the high end of Tier 2.
Then I have to concede, I hate the flavor of the dragon monster classes as they are portrayed in these threads. They don't feel draconic to me. They're majestic, impressive and terrifying only insofar as they are borderline overpowered. Not game breaking on the ethergaunt level, that's true, but still borderline overpowered.
And there's the fact that so many of them are the same, beyond a half dozen abilities... which makes them boring.
Finally, all of the above is compounded by the fact that each new dragon that comes out has the same overall set of issues. Non-true dragons without the bardish spellcasting less so, and less so for the more recent dragons that've toned down somewhat, but still, many of the above issues do persist. So it's a bunch of problems that might be able to be overlooked, repeating to varying extents over a dozen different dragons.
So that's the basis for my grumbling and groaning whenever I approach the review and critique of a new dragon.Last edited by Hyudra; 2011-02-26 at 08:29 PM.
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2011-02-26, 08:52 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Maybe you should try doing one? Crystal perhaps, I like Crystal, but any of the true(ish) dragons, to provide a template..?
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2011-02-26, 09:07 PM (ISO 8601)
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Re: Community Based Monster Classes VI
I'm officially taking on the Verdant Prince (MMIV) since I only have one creature and it should be near completion.
On a related note, when checking the list for my Lodestone Marauder I found it was credited to Zemro Shivic (spelling may be off). I am, to say the least, glad I checked.
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2011-02-26, 09:24 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Fixed, Scion. My apologies. I realized, reading over the list, that I'd somehow left the Lodestone Marauder off the list despite taking it off the abandoned list, so I put it up and falsely credited it in the doing (likely because I'd also recently posted the Marrash, which was done by Zemro).
So again, apologies.