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Thread: [Base Class]The Octopian Lord
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2011-06-27, 06:11 PM (ISO 8601)
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[Base Class]The Octopian Lord
"haha! Look at them struggle." - En.
Game Rule Information
Abilities: Charisma is most important as it determines they're spellcasting and ability to take on Innate spells.
Alignment: despite belief, tentacle based magicians need not be neither creepy, nor chaotic, nor evil. an Octopian Lord can be chaotic good, chaotic neutral, true neutral, Lawful neutral, Lawful evil, or neutral evil.
Hit Die: d6
Class Skills: The Octopian's class skills are... Appraise, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Heal, Intimidate, Knowledge, Sense Motive, Spellcraft, Swim, Use Magic Device, Use Rope
Skill Points at 1st Level: ( 4+ Int Modifier) x 4
Skill Points at Each Additional Level: 4+ Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Growth|6|3|-|-|-|-|-|-|-|-
2nd|+1|+0|+0|+3|Innate Spell|6|5|-|-|-|-|-|-|-|-
3rd|+1|+2|+1|+3|Advanced Learning|6|5|2|-|-|-|-|-|-|-|-|-|-|-|-|-|-
4th|+2|+2|+1|+4|-|6|5|5|-|-|-|-|-|-|-|-|-|-|-|-
5th|+4|+2|+1|+5|Growth|6|5|5|2|-|--|-|-|-|-|-|-|-|-|-|-|-|-|-|-
6th|+3|+2|+2|+5|Advanced Learning|6|5|5|5|-|-|-|-|-|-|-|-|-|-|-|-|-|-
7th|+3|+2|+2|+5|-|6|5|5|5|2|-|-|-|-|-|-|-|-|-|-|-|-|-
8th|+4|+2|+2|+6|Innate Spell|6|5|5|5|5|-|-|-|-|-|-|-|-|-|-|-|-|-
9th|+4|+3|+3|+6|Advanced Learning|6|5|5|5|5|2|-|-|-|-|-|-|-|-|-|-|-|-
10th|+5|+3|+3|+7|Growth|6|5|5|5|5|5|-|-|-|-|-|-|-|-|-|-|-|-
11th|+5|+3|+3|+7|-|6|5|5|5|5|5|2|-|-|-|-|-|-|-|-|-|-|-|-
12th|+6/1|+4|+4|+8|Advanced Learning|6|5|5|5|5|5|5|-|-|-|-|-|-|-|-|-|-|-|-
13th|+6/1|+4|+4|+8|-|6|5|5|5|5|5|5|2|-|-|-|-|-|-|-|-|-|-|-|-
14th|+7/2|+4|+4|+9|Innate Spell|6|5|5|5|5|5|5|5|-|-|-|-|-|-|-|-|-|-|-|-
15th|+7/2|+5|+5|+9|Advanced Learning, Growth|6|5|5|5|5|5|5|5|2|-|-|-|-|-|-|-|-|-|-|-|-
16th|+8/3|+5|+5|+10|-|6|5|5|5|5|5|5|5|5|-|-|-|-|-|-|-|-|-|-|-|-
17th|+8/3|+5|+5|+10|-|5|5|5|5|5|5|5|5|5|1
18th|+9/4|+6|+6|+11|Advanced Learning|6|5|5|5|5|5|5|5|5|2
19th|+9/4|+6|+6|+11|-|6|5|5|5|5|5|5|5|5|3
20th|+10/5|+6|+6|+12|Innate Spell, Extraordinary Spell, Growth, Tentastical Mastery|6|5|5|5|5|5|5|5|5|4 [/table]
Class Features: All of the following are class features of the Octopian Lord class.
Weapon and Armor Proficiency: An Octopian Lord is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of Octopian Lord and cannot be changed.
Octopian Lords are also proficient with light armor, but not with shields. The somatic components required for Octopian Lord spells are simple, so members of this class can cast Octopian Lord spells while wearing light armor without incurring the normal arcane spell failure chance.
She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if an Octopian Lord wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).
Spellcasting: An Octopian Lords casts arcane spells, which are drawn from the Octopian Lord’s spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. However when an Octopian Lord gains access to a new level of spells, she automatically knows all the spells for that level given on the Octopian Lord’s spell list. Octopians also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, an Octopian Lord must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against an Octopian Lord’s spell is 10 + the spell’s level + her Charisma modifier. Like other spellcasters, an Octopian Lord can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells for a high Charisma score (see Table 1–1 on page 8 of the Player’s Handbook).
Growth (Ex): Your tentacle spells are more potent. Area effect tentacle spells increase by 10ft in range, and have +2 to all they're checks. Attack tentacle spells have +2 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by one category in size.
5th: Area effect tentacle spells increase by 20ft in range, and have +3 to all they're checks. Attack tentacle spells have +4 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by two categories in size.
10th: Area effect tentacle spells increase by 30ft in range, and have +4 to all they're checks. Attack tentacle spells have +6 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by three categories in size.
15th: Area effect tentacle spells increase by 40ft in range, and have +5 to all they're checks. Attack tentacle spells have +8 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by four categories in size.
20th: Area effect tentacle spells increase by 50ft in range, and have +6 to all they're checks. Attack tentacle spells have +10 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by five categories in size.
Note, you may well lose control of tentacles larger then Colossal, make a caster level check (Caster level +1d20) against a DC 20+5 per effective size larger to maintain control.
Advanced Learning (Ex): The Octopian Lord can add a new spell to her list. The spell chosen must be a Sorcerer or Wizard spell of the school of Evocation or Illusion, or a cleric spell of the school of Conjuration or Necromancy. The spell must not be any higher than that of her highest known spell. An Octopian Lord must have a number of ranks in Knowledge (Arcana) [if it’s a wizard spell] or Knowledge (Religion) [if it’s a cleric spell] equal to 2 x the level of the spell learned (minimum 1 rank) in order to gain this special ability. For example, in order for an Octopian Lord to learn a 5th level cleric spell, she must have 10 ranks in Knowledge (Religion). The Octopian gains this every three levels starting at third level.
Innate Spell (Sp): An Octopian Lord with this ability can select 1 spell that she knows. She may now cast that spell as a spell—like ability equal to twice per day + her charisma mod. The spell must not exceed her highest spell level. If the spell chosen has an xp component, or a material or focus component worth more than 10 gp, the Octopian Lord must still provide the component. You may select this ability multiple times, each time you select another spell that you know. An Octopian Lord must have a Charisma score of 14 or higher in order to get this special ability.
Extraordinary Spell (Ex): An Octopian Lord with this ability can select 1 [tentacle] spell that she has set as an Innate spell, she can now use it at will as an Extraordinary ability. an Octopian Lord must have a Charisma score of 20 or higher in order to get this special ability.
Tentastical Mastery (Ex): An Octopian Lord now shares a special connection with all things Tentacle. Her own tentacle spells, no matter what they may be, confer no negative effects to her, and she can move freely through her own tentacle effects. In addition, the Octopian Lord now has a +10 to all rolls against enemies tentacle spells, and against tentacle enemies.
Spell List: (thanks to Owrtho for fixing spell list problems)
- Acid Splash*, Arcane Mark, Create Water*, Detect Poison, Know Direction, Lord Hand, Prestidigitation, Purify Food and Drink, Tentastical Autohypnosis*, Touch of Fatigue.
- Acid Bomb*, Cause Fear, Command, Corrosive Burst*, Disguise Self, Grease, Helpful Tentacle*, Obscuring Mist, Quick Tentacle*, Ray of Enfeeblement, Remove Fear, Speak with Animals (aquatic, or tentacled as seen fit by DM), Tentacle Friend 1*.
- Acid Arrow*, Alter Self, Arcane Lock, Boiling Sphere*, Darkness, Darkvision, Delay Poison, Enthrall, Evard's Menacing Tentacles (Player's Handbook 2, page 113), False Life, Knock, Lesser Shadow Tentacle (Lords of Darkness, page 187), Pure Water Sphere*, Silence, Spider climb, Tentacle Friend 2*, Tentacle Slam*, Tentacle Thief*, Tom's Tripping Tentacles*, Toothed Tentacle (Lost Empires of Faerun, page 35), Tricky Tentacles*.
- Aqua Strike*, Bestow Curse, Black Tentacles, Contagion, Deeper Darkness, Extend Tentacles (Savage Species, page 66), Gentle Repose, Poison, Quench, Remove Curse, Remove Disease, Slow, Speak with Dead, Stinking Cloud, Tentacle Friend 3*, Tentacle Lure*, Vampiric Touch, Water Breathing*, Water Walk*.
- Acidic Shield*, Aqua Hammer*, Blackwater Tentacle (Stormwrack, page 114), Confusion, Control Water*, Crushing Despair, Daltim’s Fiery Tentacles (Shining South, page 45), DelugePolymorph, *, Enervation, Giant Vermin, Repel Vermin, Rusting Grasp, Solid Fog, Tentacle Friend 4*.
- Aqua Blitz*, Awaken, Baleful Polymorph, Break Enchantment, Chilling Tentacles*, Greater Command, Insect Plague, Kyristan’s Malevolent Tentacles (Shining South, page 47), Mind Fog, Permanency, Tentacle Friend 5*, Tentastical Implantation*, Thieving Tentacle*, Wellspring of Life*.
- Acid Fog*, Antilife Shell, Call Rain*, Cone of Pure Water*, Depth of the Ocean*, Disintegrate, Puppeteer Tentacle*, Tentacle Friend 6*, Tentacle Monster*, Tentacle Slave*, Transformation, Undeath to Death, Veil.
- Control Weather, Creeping Doom, Destruction, Insanity, Maelstrom*, Regenerate, Tentacle Friend 7*.
- Acid Geyser*, Polymorph Any Object, Sympathy, Tentabeast*, Tentacle Friend 8*, Tentacle Wrath*, Trap the Soul.
- Energy Drain, Hold Monster Mass, Hundred Hands of Death*, Implosion, Lords Disjunction, Shapechange, Soul Bind, Tempest*, Tentacle Friend 9*.
* = Water Spells
* = Water Effects
* = Acid Effects
If a spell is unmarked, its a standard SRD spell from d20srd.org
Epic level Progression:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
21st|+0|+0|+0|+2|Advanced Learning
22nd|+1|+0|+0|+3| -
23rd|+1|+2|+1|+3| -
24th|+2|+2|+1|+4|Extraordinary Spell, Advanced Learning, Innate Spell.
25th|+4|+2|+1|+5|Growth
26th|+3|+2|+2|+5|-
27th|+3|+2|+2|+5|Advanced Learning
28th|+4|+2|+2|+6|Extraordinary Spell, Innate Spell.
29th|+4|+3|+3|+6| -
30th|+5|+3|+3|+7|Growth, Advanced Learning[/table]
Growth:
At 25th level area of effect tentacle spells increase by 100ft in range, and have +10 to all they're checks. Attack tentacle spells have +14 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by six categories in size.
These continue to increase every 5 levels, with each such increase beyond 25th level increasing:
- the range bonus on area of effect tentacle spells by 50 feet
- the check bonus by 5
- the damage, to-hit, and save DC bonuses by 6
- the size of summoned tentacles by an additional size catagory
Note, you may well lose control of tentacles larger then Colossal, make a caster level check (Caster level +1d20) against a DC 20+5 per effective size larger to maintain control.
Advanced Learning: Epic Octopians continue learning simple spells as normal through Advanced Learning, though they do not continue to gain spellcasting otherwise. This occurs at every class level evenly divisible by 3 including 21st, 24th, 27th, 30th, 33rd, etc.
Innate Spell: Epic Octopians continue ingraining spells into they're being as normal. This occurs once every 6 class level, including 26th, 32nd, 38th, 44th, etc.
Extraordinary spell: Epic Octopians continue to command the forces of the Tentacular as normal, selecting a new spell at every class level evenly divisible by 4 including 24th, 28th, 32nd, 36th, etc.Last edited by Cipher Stars; 2012-02-03 at 03:44 PM.
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2011-06-27, 06:18 PM (ISO 8601)
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Re: [Base Class]The Octopian Mage
Epic progressions are supposed to be patterns that can be continued indefinitely. This isn't an absolute requirement (if it is too difficult for you) since level 30 is plenty, but it is the ideal. Someone wanting to go beyond that can figure out the patterns for themselves in the case of some abilities, The table is just supposed to summarize the first bit of it, while the text below is supposed to give the repeating patterns. In the case of patterns well established before level 20, and which aren't changing in epic, you still should re-state the pattern in the paragraphs under epic progression). This appears to be the case for everything except "Growth".
EDIT:
Also you mis-spelled damage as daLord and then replicated the error with copy-paste.
Here is my try at it:
Growth:
At 25th level area of effect tentacle spells increase by 100ft in range, and have +10 to all they're checks. Attack tentacle spells have +14 to damage dealt, to hit, and to save DCs. Summoned tentacles increase by six categories in size.
These continue to increase every 5 levels, with each such increase beyond 25th level increasing:
- the range bonus on area of effect tentacle spells by 50 feet
- the check bonus by 5
- the damage, to-hit, and save DC bonuses by 6
- the size of summoned tentacles by an additional size catagory
Note, you may well lose control of tentacles larger then Colossal, make a caster level check (Caster level +1d20) against a DC 20+5 per effective size larger to maintain control.
Advanced Learning: Epic Octopians continue learning simple spells as normal through Advanced Learning, though they do not continue to gain spellcasting otherwise. This occurs at every class level evenly divisible by 3 including 21st, 24th, 27th, 30th, 33rd, etc.
Innate Spell: Epic Octopians continue ingraining spells into they're being as normal. This occurs once every 6 class level, including 26th, 32nd, 38th, 44th, etc.
Extraordinary spell: Epic Octopians continue to command the forces of the Tentacular as normal, selecting a new spell at every class level evenly divisible by 4 including 24th, 28th, 32nd, 36th, etc.Last edited by DracoDei; 2011-06-27 at 06:32 PM.
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2011-06-27, 06:21 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
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2011-06-27, 06:29 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
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2011-06-27, 06:33 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
You ninja-ed me with the edits... you can look at my edit to my previous post to see if you like any bits of my phrasing better... there was also a spelling error of your's that I noted in that edit.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2011-06-27, 06:37 PM (ISO 8601)
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Re: [Base Class]The Octopian Mage
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2011-06-27, 06:57 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
Tentabeast should be italicized and moved to before Tentacle Friend 8 to remain consistent with the rest of the spell list.
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2011-06-27, 07:05 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
Last edited by Cipher Stars; 2011-06-27 at 07:06 PM.
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2011-06-27, 07:22 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
TablesWant them to look nice? Have a guide
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew
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2011-06-27, 07:35 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
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2011-06-27, 07:42 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
I have one word to say...
Tentacular!~ Thanks to Crimmy for Richardtar ~
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2011-06-27, 07:43 PM (ISO 8601)
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Re: [Base Class]The Octopian Lord
TablesWant them to look nice? Have a guide
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew
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2011-06-27, 07:55 PM (ISO 8601)
- Join Date
- Oct 2010
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- Here and there.
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Re: [Base Class]The Octopian Lord
Last edited by Cipher Stars; 2011-06-27 at 07:55 PM.
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2011-06-28, 04:18 AM (ISO 8601)
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Re: [Base Class]The Octopian Lord
nice to see you back
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