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2011-01-11, 02:11 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Also removed Clairaudience/Clairvoyance from Divine Spark because it's now in Far Sight.
For reference:
Lammasu
G. Protector
Quasi-God
Monstrous FeatsLast edited by Kobold-Bard; 2011-01-11 at 02:12 PM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2011-01-11, 02:37 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Extraplanar undead are not uncalled for, and inevitables are extraplanar constructs.
I'm actually fine with being able to change it every level, it's more the +1 HD that bothered me.
Sandman it's worth checking out.
On the Immortal thing... I don't know. If they have to choose, I'd get rid of the prerequisites after choosing... the way it reads the player chooses one, and then has to qualify for it. I'd say either let them get all they qualify for, or let them choose one. Though that's only the way I'd approach it, and the council may have other advice, of course.Come with me, time out of mind...
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2011-01-11, 03:10 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Ah, I see the confusion. No, I should state you make the choice once, and those 2 abilities are available as individual shots thereafter. That entire ability (and its sister ability Petrifying Eye) need some rephrasing and clarification.
Craggy Look is more reliable and consistent in its application, but is outweighed by the disadvantage of having to get foes to 1/2 dex to get the stacking needed for the petrifaction. If, at first level, you take Craggy Look as one of your two Stone Eye abilities, you're gaining the dex damage as a reliable weapon, but you won't be able to take foes out of combat quite so effectively as if you were using Heavy Stare and Sedimentary Sight, or whatever I called 'em.
Probably tonight, I'll sit down and rework things so they're clearer and there's more inherent balance between the abilities (particularly Sedimentary Sight vs. Heavy Stare).
I should state something to that extent, as far as petrifying undead and organic constructs... maybe as something when your HD are higher. I initially wanted to have a lot more options under geomorphic gaze, that were individually less than stellar but gave you a good toolbox set of options. As I mused in this post, however, I found the abilities I was coming up with were very situational and limited the basilisk in many contexts (so it would ultimately be very effective in forests or other landscapes with lots of organic material and weak in deserts, dungeons and caverns, which runs against the monster entry).
Edit - Almost forgot, in my hurry to punch out a response before I headed out the door. Thank you for the review. Both the positive feedback on the creature and the ability reviews are appreciated and help me nail down what to fix and how.Last edited by Hyudra; 2011-01-11 at 03:12 PM.
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2011-01-11, 03:57 PM (ISO 8601)
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Re: Community Based Monster Classes VI
As for caltrops... I see a sneeze being petrified. Maybe the Basalisk can produce a readily petrified mucus? Limited use per day, would offer the ability in those dungeons without dust and organic material... I agree that situational abilities aren't great, but there is a lot of cool things that can be done with 'and now they are rocks...'
Come with me, time out of mind...
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2011-01-11, 05:37 PM (ISO 8601)
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- Not in a human colon
Re: Community Based Monster Classes VI
Lammasu: Gets my vote.
Golden protector: In the prereqs... you have "Lammasu 4 or 7 HD". Didn't you say you were, in fact, going to make it Lammasu only?
Also, the SR is quite high. Higher than "High SR" creatures.
Once those are addressed, it gets my vote.
Manticore: The only thing I can see now that's a problem is the ungodly number of spikes you can launch with the Skewer Salvo. Address that, and I'll give it my vote. And considering the lack of other Councilmembers, I think that should be enough to get it on the list.
Quasi-God: Extraplanar constructs/undead are good, just not constructs/undead turning into outsiders.
Aura of divinity:
Fright: All enemies within range of their aura suffer a +1/4HD morale bonus on attack rolls, Saves, ability checks & skill checks.
Healing/draining: Ummm... I'd just make it one does negative energy and one does positive energy. Fast healing heals undead, y'know.
Personal Plane: So... it's an extradimensional room? Seriously, that's essentially what they get. By 20th level it's an extradimensional building.
Also: say goodbye to material costs! Woo-woo! Need a true resurrection? Just come in the demiplane and do it!Marceline Abadeer by Gnomish Wanderer
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2011-01-11, 06:09 PM (ISO 8601)
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- Apr 2008
Re: Community Based Monster Classes VI
"and now they are rocks", har.
Funny thing, I was contemplating additional abilities, for what a Basilisk might use the ability for. One thought was spitting & turning the spit into stone mid-air. Another was barfing on a prone enemy and then solidifying the puke.
The stuff that crosses my mind...
In all seriousness, I want to sit down with both Basilisk and Manticore either tonight or tomorrow.
Added Lammasu to the list, but it strikes me as I type this that I put it in the wrong place in the list, somehow thinking it was Llamasu.Fixing.Fixed.Last edited by Hyudra; 2011-01-11 at 06:10 PM.
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2011-01-11, 06:29 PM (ISO 8601)
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- Dec 2010
Re: Community Based Monster Classes VI
Ah, I've been away recently, and haven't really had the time to do the proper revisions to the flesh golem. Now that I am back, I'll try to rework it, pretty much from the ground up.
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2011-01-11, 06:59 PM (ISO 8601)
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- I live in Alabama
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Re: Community Based Monster Classes VI
Ragewalker
- Alright, image un-centered. Sorry about that.
- Okay, added "*" to martial lore.
- Handle Animal and Knowledge (Nature) are both on the list simply because it is a fey and even though it is a rage-filled creature of war, it still has a deep connection to the natural world. I think they should be there. Know.(Nature) mostly, and even fighters get Handle Animal so that they can train any animal they are using such as war beasts and mounts and stuff. Though I trust your advice. If you give me any reason to remove them I will.
- BAB has been reduced to Cleric BAB (I think that's 2/3, but correct me if I'm wrong.)
- The grafted armor ability was originally extremely complicated ability that involved incorporating armor the ragewalker found into his armor as well as transferring magic armor into it. I believe it was Gorgon who suggested that I change it to copy the Iron Golem's armor ability.
- I will add a note saying that the armor is immune to rusting, and heals damage slowly over time.
- The "(ten times per day for a typical ragewalker)" was left over when the ability was copied from the original Ragewalker. I apologize and I will remove it. Origianally I was told that the ability shouldn't be the only ability granted at any level so I spliced into the other ability. Rebuking living spells is a minor ability at best so I will change it to "as a cleric of a level equal to you HD."
- I agree, the ability increses are over the top. I thing that I should remove the strength increases altogether and give it bonuses to charisma at 3rd level and every 3 levels thereafter. So a total of +4 Charisma, granted over levels 3, 6, 9, 12. Sound better?
- Quick Healing edited a little. Tried to clear the stuff you didn't like.
- Originally I had the Ragewalker gaining maneuvers with a progression similar to a warblade. I was told that that wasn't acceptable, and understandably. So originally that was going to be stance that the Ragewalker gained access to. I still need to change it. How about it last a number of rounds equal to either the ragewalker's charisma score or constitution score; and usable 1/day for every 5 HD?
- How about I reduce it to a flat 3/day as usual for the Metamagic Spell-like Ability feats. Also, Amplify could be applied to Cause Fear, Inflict Light Wounds, or Blade Barrier. Widen could be used to modify Cause Fear or Globe of Invulnerability. You didn't specify widen but it can modify many of them either.
- Sorry, Turning living spells ability was originally meant to be part of this ability, I don't know how it wound up under grafted armor.
- Induce Blood Frenzy altered as specified.
- Weapon cloud has some problems. What if I just state that the Ragewalker can control the the swirling blades enough to make them pass harmlessly around allies? Specified that it's the Ragewalker's HD. How should I reduce the rolls and complication involved.
- I knew this ability was overpowered when I put it down. I was hoping to get help making it acceptable. I can't recall who, but I remember someone suggesting that the Ragewalker shouldn't immediately gain control of the living spell. How about I change it so that the living spell is created under the control of the original caster of the spell, and the Ragewalker may then attempt to take control via its Rebuking and Commanding ability. Or to fix the problem of a party wizard simply giving up the spell to make a living spell, the Living Spell is created under no ones command; adding the possibility of creating a new foe. Any of those suggestions sound acceptable?
- I see, how would you suggest I fix the capstone ability then?
Okay, gotta run. I'll get to the Half-Elemental soon.\
Sorry for posting this in the Closed thread. I haven't been keeping up and I didn't realize.
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2011-01-11, 07:35 PM (ISO 8601)
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Re: Community Based Monster Classes VI
A number of Kython classes are mistakenly listed as Base classes when they are, in fact, optional (mutually exclusive) PrCs.
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2011-01-11, 07:39 PM (ISO 8601)
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- Mar 2009
Re: Community Based Monster Classes VI
responses to Illurien. I cut out a few of the grammar error critiques simply for the sake of less things to respond to.
Spoiler
I tried to address everything you brought up.
Needs an image..
Source? Without it, can't look at the original monster for flavor & details. I had to look it up.
Telepathy out to 10' per HD is kind of crippling. That means not being able to talk to other people in the same room as you.
All skills should not be class skills. That gives you access to iajitsu focus, hypnotism, craft dreamweave item, and so on... skills with concrete in-game benefits that can really power you up. Also, it's the factotum's schtick that you're messing with.The numbers in the table (particularly BAB) are screwy. Some are like +1 and others are like + 3 (with a space). It needs tidying.
Needs more flavor text in ability descriptions, so we've got a better idea of what's going on and why. You mention a tempest lash, but I frankly don't have a clue what that is, especially because there's no source.
Tempest Lash:
The healing is perhaps a bit much. Consider that you're potentially delivering two 1d8+Str attacks, dealing 2d4 str mod damage and gaining 10-20 hp on each attack.
[quote]SLAs:
State, as you describe each level of SLAs, how many times they can be used a day. It's very unclear, as it's currently stated.
"The other mentioned SLAs are usable 1/day per spell level HD." is awkwardly worded.[quote/] Okay. I was just trying to simplify it a bit and I guess I failed.
Improved Body of Knowledge:
"purpose of overcoming DR and she simply needs to trance instead of sleep. " is weirdly worded. The trance thing is a thought of its own. End the sentence after detailing DR and then bring up trances after that, in a sentence of its own.
Storm of visions SU:
[]Ability needs a proper name, with capitalization (and if you're detailing (su), (ex), etc, do it consistently and use the standard formatting).
Home Plane:
I don't like that you named it for the player. Let the players name their own dark library.
Being able to transport to the library is fine. Not having a way to transport back is... inconvenient.
This strikes me as an ability fitting for a much higher level than 4th.
Infinite Knowledge:
Seems like a kind of overpowered version of Knowledge Devotion. The problem with skill-based abilities is that they either don't work at all (truenaming) or they're too easy to pump, granting ridiculous bonuses.
The 13th level bonus sucks. A bonus to AC granted around the time that AC really has started to decline in usefulness. I can't see smart players using it.
The 16th level bonus is weird and ill-fitting. I can't think of a better way to say it. "DCS" is confusing (Save DCs would be better, but still awkward), and there's really no precedent for an ability like it. Replace it?[/]
Combat Expertise:
[The thing about combat expertise is that, as a feat that's a prerequisite for so many other feats, it's one you take early or you just don't take it at all. As such, it is out of place at 5th level.
"If Illurien already has Combat advantage at this point, she can" ...
What's combat advantage?
You reference cloud of foresight before the ability is granted, which is confusing. Consider moving the dodge bonus details to the cloud of foresight entry instead.
Damage Reduction:
"At 6th level Illurien gains damage reduction good equal to half her hit dice." -- I'd reword, as it's just clunky in the underlined part there. Look at other monsters for how they worded the DR entries.[/]
"The miss chance increases by 10% every time she takes another 2 levels in the class for a total of 40% at 14th level. " - wording is awkward in the underlined part there.
So... I have 40% chance to dodge any attack at 14th level. I've also got the dodge bonus from combat expertise, so that's... 5%? 45% chance to avoid any attack. I'm also getting +5 to AC in addition to my existing bonus, so my AC is maybe going to prevent what? One in five attacks on its own? Seems a little much, numberwise. It strikes me that with some other abilities and/or concealment benefits, you're nigh untouchable (Say, warlock's entropic shield, as a start).[/]
Improved Storm of Visions
I've stated why I don't like Storm of Visions, Dazed is actually a pretty crippling condition tacked onto the insane number of rolls being performed.[/]
[quote]Knowledge Devotion:
What would happen if I, as an Illurien with skills stacked to maximize knowledge, huge int, int bonuses from levels in the class, item familiars granting +20 or more to the knowledge skill of my choice, picked up the Knowledge Devotion feat in addition to the bonuses granted here? Stacking! Too easy/intuitive to abuse.[/] Thanks for pointing that out.
"and to the fatigued and exhausted conditions.. " -- isn't a complete thought. Two periods at the end there.
Rejuvenation:
Kind of crippling if you don't necessarily get a choice in the matter. If I'm the BBEG trying to defeat the party, I'm going to kill the Illurien over and over, and run away after each time.
Perfected Tempest Lash:
I complained about the number of rolls with storm of knowledge, and I complained about the number of things that tempest lash got, goodie wise. I fear the experience tracking makes a full attack routine by the Illurien into a bit of a headache (You're rolling vs. ac, doing damage, recording damage to the monster on the sheet, rolling int damage, recording changes to the monster on the sheet, adjusting stats where needed, calculating hp gain, adding to your temporary hp pool, calculating XP damage, adding to your special XP pool... and you're doing all this potentially twice a round, several rounds in a row.
Improved SLAs:
Too vague, a little rushed.
I can add, what? Two spells, period? Or two spells for each level?
The number of times it's usable per day is awkwardly worded.
Overall, needs polish:
Ability names should be bolded, capitalized, there should be consistency with use of (Su) and (Ex) throughout all abilities or none, there should be a degree of flavor text, the text is a little rushed and feels like shorthand more than proper descriptions made for readability.
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2011-01-11, 10:23 PM (ISO 8601)
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Re: Community Based Monster Classes VI
As a reminder: Solamith
It's so close to approval, I can taste it!
It would just be so much of an ego boost if it got on the finished list before I finished the garngrath.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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2011-01-12, 01:50 AM (ISO 8601)
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- Apr 2008
Re: Community Based Monster Classes VI
Basilisk Changelog:
Jan 11, 2011:
- Stone Eye changed to clarify (several times) that you only fire one effect at a time.
- Sedimentary Glancing renamed to Glancing Glaze, and given a buff at 8HD that lets you halve duration and make it exhaust instead.
- Heavy Glare no longer imposes slow, but comes close, halving enemy movement & imposing the same penalties to attacks, AC and reflex saves. It doesn't force enemies to choose between move and standard actions though - to do that, again, you've got an option at 8HD that lets you halve the duration to make it slow instead.
- Craggy Look damage dice changed. Does more damage early, and scales slower (1d6 at 1st, 2d4 at 8th, 3d3 at 14th). I also added the bit about 1/2 dexterity being counted as a stone eye condition to the ability text, which made it easy to tidy up a lot of text elsewhere.
- Text of stone eye cleaned up & simplified a lot.
- Geomorphic Gaze given a buff rangewise (from 10 + 5 per point of strength mod to 25' + 5' at 6HD and every 3HD thereafter).
- Geomorphic Gaze now lets you do the difficult terrain + one obstacle in the same action at 10HD.
- Added 5 additional abilities to geomorphic gaze:
- Seal a door shut? Check.
- Turn grass to caltrops? Check.
- Turn leaves on the trees into a rain of knifelike stones? Check.
- Turn entangling rope/web/tanglefoot goop into stone? Check.
- Turn rope/web/glue/moss/vines to fragile stone? Check.
- Tidied up some text in Petrifying Eye.
- Fixed erroneous mention of dexterity in Crushing Glower.
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2011-01-12, 05:16 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Last edited by Kobold-Bard; 2011-01-12 at 05:33 AM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2011-01-12, 10:55 AM (ISO 8601)
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- Apr 2008
Re: Community Based Monster Classes VI
Added the Golden Protector to the list.
Check this post again (if there's no follow-up posts), as I'm aiming to do some more critiques today.
Bleakborn
- Hasn't been updated since late November. No commentary to add.
Maug
- Changelogs are useful. I see it was updated on December 10th, but if I want to figure out what changes to look for, I've now got to hunt through 5-10 pages of thread for critique on the class, and any notice of follow up changes.
- State the source of the monster in the entry, so people (players & critiquers) can reference it.
- Still waiting for Gorgondantess' suggested changes (Added this post to the table, under the suggestions/critiques column.)
- Additionally, there's some general format errors. Mild stuff like...
- "Craft,Intimidate,Knowledge(architecture andengineering),Listen,Profession (siege engineer and soldier),Spot, Survival"
-- No spaces between commas and the following entry, most of the time. - No period at the end of many sentences.
- No space between some other punctuation (periods) and the following word. (ie. "Pulverize:As a free...", "...damage.A maug...")
- "equal to it’s strength modifier" -- Should be its.
- The creature's name is misspelled under Growth.
- The creature's name should probably be consistently capitalized throughout the entry.
- "Craft,Intimidate,Knowledge(architecture andengineering),Listen,Profession (siege engineer and soldier),Spot, Survival"
- So beyond that general polish & Gorgondantess' suggestions (Yeah, don't have full BAB and +Str. That's a smidge over the top.)
Death Knight:
- State the source of your monster. I don't want to have to google it.
- Prerequisite should state HD rather than levels, as is our tendency.
- Prerequisite is kind of dull. Add something more flavorful/hard?
- More formatting issues:
- "and shield(including tower shield)" should have a space @ the underlined area.
- "Death TouchThe death knight’s" needs a bracket & space between Touch and The.
- Abyssal Blast - again needs a bracket.
- Immunities - needs a period at the end of that sentence.
- Spell Resistance - Has two brackets.
- Fear Aura - needs a bracket.
- "if they succeed the will save , they are shaken." has an extra space after 'will save'.
- "the will save, they are shaken, If they succeed" - needs that comma after 'shaken' to be a period.
- There's more. No offense intended, but if you can't be bothered to revise & double check your own entry, I can't be bothered to find all the errors.
- The gained benefits are kind of weak, considering the level you gain them at. The DR is easily penetrated at 8th level, and you're ultimately gaining paladin-like abilities at levels 7-9 at the earliest... which is a bit underwhelming.
- The class needs a bit more flavor. Flavor text and/or abilities that make it stand out as something beyond an anti-paladin who happens to be undead.
Living Spell
- Skipping this one since Magicyop is away & I don't know when he'll be back.
Solamith
- HD, skill points, proficiencies need proper formatting. Bolded headings at the very least.
- It seems to get 'Demon' too early. Compare to other demons, who get it at 2nd. Consistency is key.
- The Solamith is immune to its own soulfire and that of other solamiths... what's to stop a group of PCs from just having each player play Solamith and bombard their way through every encounter?
- The summon monster is kinda weak, given the very limited number of uses. Consider allowing one to use a lower level summon monster skill, more times a day? So at level N, I can use the highest level summon monster (Say, Summon Monster V) I have available once a day, or use one a step lower (Summon Monster IV) twice a day?
If Foreign Soulfire fuel is a concern here, consider having lesser summoned creatures (ie. the summon monster IV instance) be destroyed absolutely by the offering of their flesh, effectively giving you only one unbuffed shot. - I would reword "is Reflex half (10 + 1/2HD + Con modifer)." to "allows a reflex save (10 + ...) for half damage.
- State, in each ability description, when that ability is gained.
- Widen Soulfire - I'd state that taking that extra damage is voluntary. Reword to something like "At Xth level, the Solamith can choose to take extra damage when using Soulfire. For every 2 damage taken in this way..."
- Again, with Abyssal Defenses, Solamith gains the ability at a level different from other demons. Consider switching the place of Abyssal Defenses and Growth.
- Maximize Soulfire - For every 4 extra points of damage taken... so if I take 8 self damage, then I get +2 die of damage (Maximize Soulfire) and +10' blast radius (Widen Soulfire)? Or do they not stack? Clarify.
- Finally, I don't like it having full BAB and Str bonuses. One or the other (If ability to land ranged attacks is an issue, consider allowing Str to apply to the ranged attack rolls).
Animated Object
- Skipping this one since Magicyop is away & I don't know when he'll be back.
Thorn
- First thing that caught my eye was the confusion in the table. For the stat boosts, is that a choice between Dex, Wis and Cha, or is Dex given for sure, then we choose between Wis and Cha?
- Consider "+1 Dex. +1 Wis or +1 Cha"
- For the enhancement bonus ability (I know there's been a lot of headaches here, the example caught me off guard, since the text, as written, didn't lead me to believe you could choose all abilities anew. Reword to "These special abilities are chosen anew whenever the thorn acquires a new HD and apply to all weapons used with the ability." ?
- In your given example, referring to the enhancement bonuses, wouldn't you, at 4th level, just have a +1 weapon? Not a +1 Keen?
- "of ammunition to grow curved thorns in can take proper advantage of." is awkwardly worded.
- "possession and for up to one minute after it leaves." is an incomplete sentence.
- For the sneak attack, I'd consider stating it stacks with rogue levels for the purpose of progressing sneak attack. Also, consider giving it the ability to swap sneak attack for sneak attack analogues (Scout/ninja variants, should the Thorn opt to take levels in either of those classes).
- "Drawing from the power of their linage, third level Thorns and higher with a free hand can form and fire..." is awkwardly worded. Rephrase? Also, lineage is spelled wrong (well, it won't show up on spell check, since it's referring to lines; linage means the # of lines on a piece of printed material). The more you know!
- "Thorn's with iterative attacks" - you mean Thorns.
- "then it has the option of doing bludgeoning damage instead)" - the words 'option' and 'instead' kind of contradict each other. Replace 'instead' with something else?
- "DC of 10 + 1/2 HD + Chosen Ability Mod" - this appears under slumbering shots. I'd reword to "DC of 10 + ½ HD + Training/Talent Ability Mod". Or be even clearer; "DC of 10 + ½ HD + Cha mod for Talent Thorns or Wis mod for Training Thorns."
- "Against an offguard opponent" - define what this means. Offguard isn't a word, either.
- "Thorn's chosen ability modifier per successful attack" - again, the chosen ability modifier reference here is a bit weird.
- You reference subduing strikes, but it's not clear from the monster class entry what this refers to. Reference to removed material? Something that needs outlining?
- "These weapons are particularly cumbersome and bestow a -1 penalty to attack rolls, armour class, and skills relating to movement..." - Initially, on reading this, I thought the penalty applied to the thorn. Clarify?
- "Further saves against the Thorn's slumbering shots ability are made at an addition -1 penalty per stuck slumbering arrow, bolt or bullet ontop of any it may be taking from having non-lethal damage, or the attacks being non-lethal." - run on sentence that goes off rails. Fix/clarify?
Swarmshifter
- Abilities need proper paragraphs.
- Still have reservations about friend of the plague. BBEG vampire turns into a swarm... and can't attack you? Even if you're mortal enemies? Just doesn't compute.
- You shift between referring to the swarmshifter as 'you' and 'her'.
- Still referring to CL where you probably mean CR, under swarmshifting.
- Could stand to be bumped up to 1 swarm per 4HD.
Wendigo
- Skipping this one since Magicyop is away & I don't know when he'll be back.
- Wow, he's got a lot of creatures pending completion.
Grell
- There's an accidental paragraph break under Abberant body.
- I don't like creatures having unspecific "[creature] body" names. There's tons of aberrations, so there could be a lot of confusion if many creatures have the ability "Aberrant body", with each doing the same thing.
- "This damage increases by a step when the grell gains a size category." (Powerful Tentacles) -- Read as is, you could see it as gaining the standard scaling of tentacle damage from growth, and then you'd get another step of improvement from Powerful Tentacles. Reword to "This damage increases by a step when the grell gains a size category, as normal"?
- Otherwise ok.
Umber Hulk
- I'm afraid I can't add anything to this monster, as it veers so wildly from the base monster that flavor & mechanics just don't reconcile.
Yellow Musk Creeper
- Skipping this one since Magicyop is away & I don't know when he'll be back.
Gibbering Mouther
- You reference a +1 Str in the changelog. It does not appear in the creature, as far as I can tell.
- Otherwise looks pretty good
Werescorpion
- Is this an official monster? There's so many therianthropes that I can't tell anymore. You don't list a source, changelog or commentary that might help me any.
- What's the duration on the changed shape? Can I change shape & stay that way until 26 hours later, change back in the event I need to (opening a door) & then change to a scorpion again, just using one daily use, there?
- You state the number of uses a day twice.
- Does assuming hybrid and assuming scorpion form use the same use-pool of alternate forms?
- Quite frankly, I'm not sold on the full-scorpion form. Sure, you get a bit more strength to damage, but why wouldn't I just assume hybrid form & stay that way indefinitely? I wouldn't really need to change forms & I'd get massive stat bonuses.
- You need to change the table header for form improvement, as it refers to ectomanthrope rather than werescorpion.
- The jump check bonus is a little weird. I'm looking at the monstrous scorpion and seeing nothing jump based.
- You state "Lycanthrope" in 'Size'.
- Entomanothrope is kind of misplaced. It's too broad a category. Narrow it down to Dromothrope? Dromopoda are the official classification that scorpions fall into.
Pandorym
- Forgive me, but I'm skipping this as I've not seen Geckoking active and I'm not up to reviewing a 20 level class.
Dwarven Ancestor
- Str bonuses & Full BAB make it a better bruiser than many melee monsters in this thread.
- "one size larged" should be 'one size larger'.
- It saddens me that the class basically boils down to "wade into combat and spam Stone Hammer" -- The damage outclasses what you're liable to output with melee until mid-late levels (not necessarily even then), and the actions enemies lose from being knocked prone make up for any turns you 'waste' using Stone Hammer & having it be saved against. When you're not able to use Stone Hammer, then your combat options remain really, really boring, especially for a 6th level class.
- Blink out is perhaps too powerful. It basically lets you avoid one round's attacks per encounter and/or avoid a given hazard/terrain feature. I'd give it a more defined # of uses than 'once per encounter', as 'encounter' is fairly vague for something as versatile as Blink Out (ToB maneuvers use 'encounter'
but are largely combat focused).
Jovoc
- Hasn't been changed since my prior feedback.
Demilich
- Soul Steal needs elaboration. It isn't clear exactly how you go about stealing a soul.
- Darker Touch is flat out useless at epic level. Enough so that it's not worth including on the class.
- Except... can it target itself with Darker Touch? If so, then you've got a mild use for it. It's still largely a dead level, though.
- "Any caster trying to break this curse, must also make a CL check (DC=10+HD) or the cure attempt fails." - this crops up at the end of the ability entry, and feels out of place there. Put the CL check/failure note around where the removal is mentioned in the body of text?
- Deathless Terror isn't that great. "Fewer than twice the Demilich's HD" is better than it was, but most enemies that are worth talking about at epic level are going to be immune to mind affecting abilities. It's just kinda underwhelming. The ability to terrify those of 1/2 your HD is probably never going to come up - you're a level 24 PC and you're unable to terrify a CR 11 cloud giant.
- Soul Absorption is probably why anyone would take the class, for the easy stat bonuses.
- The class table references Greater Fell Defense. There is no ability described.
Gargoyle
- Reviewed not long ago.
Remorhaz
- I think Heat may last a bit too long. If it had a shorter duration (ie. rounds equal to Con modifier), then enemies at least have an option when dealing with the Remorhaz, that doesn't involve throwing themselves suicidally at the thing or standing there & taking it (they can take cover or postpone long enough to force the ability to time out).
- As is, it's a really powerful effect that I think would auto-win many encounters. You're a melee brute and can already initiate battles remarkably well (start every battle by scouting forward, then using Ambush to knock a key foe prone) and you've got a heat aura that turns you into an absolute beast, damagewise. Foes with natural attacks wouldn't be able to take you out before you took them out, and you can have the ability for 1 encounter a day at 1st, 2 at 3rd, 3 at 6th and 4 encounters a day at 9th... at which point you've pretty much got heat on you for every relevant encounter you face.
- Compare to a barbarian's rage. At early levels, the barbarian gets +4 Str, +4 con and -2 AC, among other things. Your rage will last less time than heat, grants you ~2-4 damage per attack (as opposed to 7 average damage on heat for every attack delivered & on some attacks received), and you get less rages over levels than Remorhaz gets heat over levels. This isn't counting the other bonuses one gets, like destroying weapons.
- Pyroclastic Belch - the cone of steam is kinda vague. Save? Roll to Hit?
- Firey Surge - Firey isn't a word. You mean Fiery.
- Otherwise, no major complaints.
Others I've reviewed recently. Pandorym, Half-Golem, and MagicYop's creatures I've not reviewed, but that should cover everything on the unfinished list.Last edited by Hyudra; 2011-01-12 at 06:28 PM.
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2011-01-12, 06:51 PM (ISO 8601)
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Re: Community Based Monster Classes VI
For some reason cloaker isn't on the unfinished list.
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2011-01-12, 07:35 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Thanks for bringing up the balance issues. I know that I have a rather odd sense of what is and isn't balanced, so having you looking at it has helped a lot.
EDIT: Cut down Heat to 1/4 HD, and lasting 3+Con. Eh, not sure if 2 rounds will make that much of a difference in the long run, but I don't think it's going to matter a whole lot by the point those two rounds are not mattering much. If that makes sense. Also, cut down the Strength bonuses a bit, so that you aren't getting STR and CON in one level.Last edited by bladesmith; 2011-01-12 at 07:50 PM.
"The more I talk, the stupider I sound." ~Me
"Life is what you make of it." ~Deadpool
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2011-01-12, 07:42 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Hyudra
I've edited in my proposed change to Stone Hammer.
Stone Hammer (Su): At 5th level the dwarf ancestor gains the ability to strike the ground with his weapon as a standard action causing a localized earthquake. All enemies standing on the ground within 20ft of the dwarf ancestor must make a Reflex save (DC 10 + 1/2 the dwarf ancestor's HD + the dwarf ancestors Strength modifier) or fall prone and take 1d4 points of nonlethal damage. Enemies that make their Reflex negate both falling prone and the damage.
The damage increases by +1d4 every 2 HD the dwarf ancestor has.
I'm not really sure that 'encounter' is a vague term. There are a number of maneuvers that have uses outside of combat; the shadow teleport ones come to mind. I don't know if there's a hard rule on how often you can use maneuvers out of combat. If there is one, then that would apply to Blink Out as well. If there isn't one, then whatever common sense house rule applies to maneuvers out of combat should be applied to Blink Out.
I feel like we both know each others position on the Full Bab/Str issue. No sense in rehashing old arguments.
I think one of the difficulties I've had with this project is that in my head I'm designing a player race, while the mechanics of it are supposed to be on par with a class. I think that's one of the reason why I've been hesitant to give a lot of active type abilities.
---
With the change to Stone Hammer I'm pretty satisfied with the class. It's a defense orientated class, with heavy protections, enhanced use of combat maneuvers, and some active abilities. I appreciate the time you've taken to review the class. Now I'd like to get some other opinions on it. So far I think you and Gorgondantess have been the only ones to review it. Forgive me if someone else has and I've missed it."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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2011-01-12, 07:44 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Blech. Basically, Writer's Block + School Exams + Other Stuff = Not a nice life,
so I do apologize for disappearing. It's just making monster classes became painful to do, and so I thought it best to take a break rather than drag my heels about.
Swarmshifer has been edited, Pandoryrm will be gotten to in the morning, and I am simply sick to death with regards to the Umber Hulk. Nothing I do seems right, so I give up. Consider that scrapped.
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2011-01-12, 07:46 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Cloaker
- Part of me expected the cloaker to have a bit more skills. It's more of a roguish creature than anything else... so I figured broad skill list, some conditional but potentially powerful attacks and some general versatility.
- "Cloakers do not take penalties to jump checks for having a low movement speed." - this bears clarification. There's a lot of ways movement interacts with jump. For one thing, jump distance is capped by your movement speed... so is that limit now gone?
- "At ? HD" - clarify.
- You mention freedom from lighting conditions, but you don't actually state that lighting conditions affect the ability in the first place.
- One Shadow Shift ability is named Dancing Visions but applies Mirror Image. Kind of confusing. (I know it's this way on the cloaker, but still)
- I hate save-or-fall prone, for the record. I've avoided it on all of my creatures thus far. Prone is an extremely effective attack type that I feel should more or less be contained to melee & melee techniques. The nausea effect, by knocking someone down and making them nauseated, effectively denies them a round of actions (they can take one action, which pretty much has to be standing up, which provokes an attack of opportunity from any adjacent foes).
- Hold Monster is a 5th level spell, that most casters wouldn't have access to until ~10th level (Bards 8th). You're getting it at 5th level. A bit too much, methinks.
- As such, I think the moan abilities, pretty much across the board, are problematic, and detract from the Cloaker's schtick, which should be cloaking & engulfing people.
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2011-01-12, 07:54 PM (ISO 8601)
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2011-01-12, 08:03 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Okey Dokey then. I know what I wanna do in place of the Umber Hulk, anyway. I call dibs on the Vivisector (MMV, p200). I'll do it when I get time.
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2011-01-12, 09:03 PM (ISO 8601)
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2011-01-12, 10:09 PM (ISO 8601)
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Re: Community Based Monster Classes VI
Simple enough, anything to cut down on confusion is a good change to make in my books.
- In your given example, referring to the enhancement bonuses, wouldn't you, at 4th level, just have a +1 weapon? Not a +1 Keen?
Sometimes a Thorn may find himself faced with a challenge in which his weapon is not sufficient. Those of fourth level have a strong enough connection to the faerie courts to do something about that. They may empowered a thorned weapon they are wielding, granting it a +1 enhancement bonus per 4HD. In addition to the enhancement bonus the weapon also gains any number of weapon special abilities, provided their total equivalent bonus does not exceed the thorn's HD/4 (rounded down). These special abilities are chosen anew whenever the thorn acquires a new HD and apply to all weapons used with the ability. So a Thorn with four class levels could choose Keen, turning weapons into +1 Keen Weapons, but upon gaining another level decide to replace Keen and make his weapons +1 Merciful Weapons.
- "of ammunition to grow curved thorns in can take proper advantage of." is awkwardly worded.
- "possession and for up to one minute after it leaves." is an incomplete sentence.
- For the sneak attack, I'd consider stating it stacks with rogue levels for the purpose of progressing sneak attack. Also, consider giving it the ability to swap sneak attack for sneak attack analogues (Scout/ninja variants, should the Thorn opt to take levels in either of those classes).
- "Drawing from the power of their linage, third level Thorns and higher with a free hand can form and fire..." is awkwardly worded. Rephrase? Also, lineage is spelled wrong (well, it won't show up on spell check, since it's referring to lines; linage means the # of lines on a piece of printed material). The more you know!
- "Thorn's with iterative attacks" - you mean Thorns.
- "then it has the option of doing bludgeoning damage instead)" - the words 'option' and 'instead' kind of contradict each other. Replace 'instead' with something else?
- "DC of 10 + 1/2 HD + Chosen Ability Mod" - this appears under slumbering shots. I'd reword to "DC of 10 + ½ HD + Training/Talent Ability Mod". Or be even clearer; "DC of 10 + ½ HD + Cha mod for Talent Thorns or Wis mod for Training Thorns."
- "Thorn's chosen ability modifier per successful attack" - again, the chosen ability modifier reference here is a bit weird.
- "Against an offguard opponent" - define what this means. Offguard isn't a word, either.
- You reference subduing strikes, but it's not clear from the monster class entry what this refers to. Reference to removed material? Something that needs outlining?
- "These weapons are particularly cumbersome and bestow a -1 penalty to attack rolls, armour class, and skills relating to movement..." - Initially, on reading this, I thought the penalty applied to the thorn. Clarify?
- "Further saves against the Thorn's slumbering shots ability are made at an addition -1 penalty per stuck slumbering arrow, bolt or bullet ontop of any it may be taking from having non-lethal damage, or the attacks being non-lethal." - run on sentence that goes off rails. Fix/clarify?
I'm sorry I haven't really been that active for making comments and critique lately, between holidays and classes starting up I haven't had much time to sit down. I will continue to endeavour to find that time, though, as I really do like helping things along with this project.Last edited by Zemro; 2011-01-12 at 10:10 PM.
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2011-01-13, 04:37 AM (ISO 8601)
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Re: Community Based Monster Classes VI
@ Hyudra, Re Werescorpion: Werescorpion never published in a book, but entomanthrope is a wizards ordained template. Ordained? Okay-ed? Made.
Come with me, time out of mind...
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2011-01-13, 10:38 PM (ISO 8601)
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2011-01-13, 11:03 PM (ISO 8601)
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2011-01-14, 12:28 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Fixed the erroneous entries made by another thread OP, once upon a time.
Responses to changes to Basilisk would be welcome (see changelog or my post a 1/2 page back with changelog in it.)
Since Manticore (which may need a few more tweaks to respond to comments) and Basilisk are in finishing stages, am considering what monster I want to do next. Storm Giant is an extensive work in progress, and I'm left to figure out what to do while I plunk away on that.
I'd love to do Chimera, but that's been called by Kobold-Bard, sadly.
As far as discussion points for the thread, what would people think of the following rules (Just to generate conversation)?:
- Can't call dibs on any monsters unless you've more or less kept up with your monsters-in-progress. (ie. If you've got 3+ monsters on the unfinished list, no calling dibs).
- Limits on # of monsters you can call dibs on, with added #s to veteran thread members who get their stuff done. For example, I've got little problem with Gorgondantess calling dibs on as many monsters as he has, but MagicYop has two or three called monsters & something like five to seven unfinished monsters pending completion.
- If a monster goes unfinished due to a lack of response to critiques for 1 month or longer (See Bleakborn, etc), and is reasonably done, it may be polished up & reposted by a veteran thread member.
Last edited by Hyudra; 2011-01-14 at 12:39 AM.
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2011-01-14, 02:14 AM (ISO 8601)
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Re: Community Based Monster Classes VI
@Hyudra: I am interested with the Chimera, but I'd never stand in the way of love I'll do something else.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2011-01-14, 02:38 AM (ISO 8601)
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Re: Community Based Monster Classes VI
Hyudra, would you mind putting this version of the Styx Dragon in the "Finished monsters" list? It clears some things up and I got rid of some errors from the previous version, including cleaning up the table, capitalizing the names of abilities, and removing the EX and SU tags since that was easier than writing them in on every ability that needed them. It seems to keep getting removed from the list and replaced with the previous version and I can't imagine why.
Last edited by Mystic Muse; 2011-01-14 at 02:39 AM.
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2011-01-14, 02:44 AM (ISO 8601)
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Re: Community Based Monster Classes VI
What were those?
As far as discussion points for the thread, what would people think of the following rules (Just to generate conversation)?:
- Can't call dibs on any monsters unless you've more or less kept up with your monsters-in-progress. (ie. If you've got 3+ monsters on the unfinished list, no calling dibs).
- Limits on # of monsters you can call dibs on, with added #s to veteran thread members who get their stuff done. For example, I've got little problem with Gorgondantess calling dibs on as many monsters as he has, but MagicYop has two or three called monsters & something like five to seven unfinished monsters pending completion.
- If a monster goes unfinished due to a lack of response to critiques for 1 month or longer (See Bleakborn, etc), and is reasonably done, it may be polished up & reposted by a veteran thread member.
Anyways, tonight I'm going to sit down and have a long, hard chat with the Pseudonatural Creature. Hopefully I'll finish it within the next several hours. And not get frustrated, throw my hands up and go to something else. >.>Marceline Abadeer by Gnomish Wanderer