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    Default Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    The Kaijin

    Occasionally, a humanoid stumbles upon something that twists them, changing them into a monster, trapped by their own lust for power. These unfortunate souls are called Kaijin, and are quite disparate in capabilities, even amongst groups of themselves with the same basic theme.

    Abilities: The key ability of a Kaijin is Constitution. Many of their saving throw DCs rely on it, and more hit points rarely hurt. Next is Strength, due to their martial bent, and Dexterity, since avoiding attacks never hurt anyone. Intelligence is the fourth most important, as skill points are always useful.

    Role: The Kaijin serves as a powerful melee combatant, who is inhumanly tough, yet also mobile. Due to the various abilities available, they can fill any of a handful of roles.

    Background: Most Kaijin find themselves with their new bodies due to some form of magical accident. Others intentionally seek out the power to become a Kaijin, and twist their very bodies into the form they take. Regardless, all Kaijin exist because of magical experiments.

    Organization: Kaijin typically fall into hierarchies, with more powerful Kaijin commanding lesser ones, and those commanding even weaker ones. Others operate alone, adventuring by themselves. Still others join with humanoid or monstrous adventuring parties, seeking a way to undo their transformation permenantly.

    Alignment: Unfortunately, the majority of Kaijin are of the Evil alignment, typically Chaotic, justifying the dislike of them that most humanoids have. Some, though, strive against the fears, and are some of the most righteous warriors of good ever seen. Kaijin can be of any alignment.

    Races: Typically, humans find themselves as Kaijin due to their impetuous and foolhardy nature leading them to the sites of magical experiments gone wrong. Kaijin of other races are not unheard of, though, and usually gain their new form due to some stronger being forcing it upon them.

    Religion: Kaijin typically worship the deities of their original race, though some change to worship deities of monsters that they share appearances to.

    Other Classes: Kaijin get along famously with Dragonfire Adepts and Totemists- both can understand the monstrous traits gained by the Kaijin, and both can also see the associated power. Typically, Sentai and Kaijin get along poorly, but some form unshakable bonds of brotherhood and teamwork.

    Starting Gold: 3d4x10 (75 gp)


    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
    1|+1|+2|+0|+0|Inhuman Form, Masquerade, Kaijin Track|2|2|1
    2|+2|+3|+0|+0|Kaijin Ability|2|2|1
    3|+3|+3|+1|+1||3|2|1
    4|+4|+4|+1|+1||3|3|1
    5|+5|+4|+1|+1|Kaijin Ability|4|3|2
    6|+6/+1|+5|+2|+2|Kaijin Track Feature|4|3|2
    7|+7/+2|+5|+2|+2||5|3|2
    8|+8/+3|+6|+2|+2|Kaijin Ability|5|3|2
    9|+9/+4|+6|+3|+3||6|4|2
    10|+10/+5|+7|+3|+3||6|4|2
    11|+11/+6/+1|+7|+3|+3|Kaijin Ability|7|4|3
    12|+12/+7/+2|+8|+4|+4|Kaijin Track Feature|7|4|3
    13|+13/+8/+3|+8|+4|+4||8|4|3
    14|+14/+9/+4|+9|+4|+4|Kaijin Ability|8|5|3
    15|+15/+10/+5|+9|+5|+5||9|5|4
    16|+16/+11/+6/+1|+10|+5|+5||9|5|4
    17|+17/+/12/+7/+2|+10|+5|+5|Kaijin Ability|10|5|4
    18|+18/+13/+8/+3|+11|+6|+6|Kaijin Track Feature|10|5|4
    19|+19/+14/+9/+4|+11|+6|+6||11|6|4
    20|+20/+15/+10/+5|+12|+6|+6|Kaijin Ability|11|6|4[/table]


    Class Skills: Balance, Climb, Craft (Any), Disguise, Escape Artist, Intimidate, Jump, Listen, Martial Lore, Profession, Search, Sense Motive, Spot, Survival, Swim, and Tumble.

    Skill Points at First Level: (4+Int Modifier) x4
    Skill Points at each additional level: 4 + Int Modifier

    Hit Dice: d10

    Weapon and Armor Proficiencies: A Kaijin is proficient with all simple weapons, and any natural or manufactured weapons gained from this class. A Kaijin is proficient with light armor, but not shields.


    Maneuvers: A first level Kaijin has knowledge of two martial maneuvers. Kaijin have access to the Iron Heart discipline, a discipline based on their track (see below), and one discipline of their choice, adding all key skills to their class skill list.

    In order to use a maneuver, a Kaijin must first ready it. Kaijin maneuvers are extraordinary abilities unless otherwise noted. A Kaijin's maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

    A Kaijin learns additional maneuvers as he gains levels. He must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, a Kaijin can exchange one of his maneuvers known for another maneuver of any level he is capable of initiating.

    A Kaijin can choose his readied maneuvers by exercising or meditating for 5 minutes. The maneuvers he chooses remain readied until he readies new maneuvers. A Kaijin begins an encounter with all of his readied maneuvers unexpended. Once a maneuver is initiated, it is expended. A Kaijin may recover all of his maneuvers as a move action, during the round of which he may not initiate a maneuver or change his stance.


    Stances: A first level Kaijin knows one stance of any discipline available to him. At 5th, 11th, and 15th levels, he learns an additional stance. He must meet the prerequisites of a stance to learn it. Stances do not have to be readied, and are never expended. He can enter a stance or change stances as a swift action. A Kaijin's stances are extraordinary abilities unless otherwise noted.


    Inhuman Form: A Kaijin is cursed with a monstrous form, which grants greater power at the expense of appearance and occasionally sanity. Upon gaining their first level in this class, the Kaijin takes a inhuman form, which provides several benefits and penalties. They gain a +1 bonus to Natural armor, a +2 bonus to one of Strength or Dexterity, and take an equal penalty to all checks made based on one of Wisdom or Charisma, including Skill checks other than those made to perform or resist a combat maneuver.

    This form, referred to hereafter as the Inhuman Form, is typically rather plain to begin with, but with additional levels increases in complexity of appearance and power. Once chosen, the ability that gains the bonus and the ability that the check penalty is keyed to cannot be changed.

    At 5th level, this form increases in might or flexibility. The Kaijin gains a +2 bonus to the ability not chosen at first level.

    At 10th level, the form increases in durability. His natural armor increases by 3, to a total bonus of +4, and he gains a +2 bonus to Constitution.

    At 15th level, he gains a further increase in might and flexibility. He gains an additional +2 bonus to the ability score chosen at 1st level, to a total of +4, and his bonus to the second one increases to +4 as well.


    Masquerade (Su): As a standard action, a Kaijin can leave their monstrous form, returning to the appearance they had before taking their first level in this class. While in their original form, the Kaijin loses the benefits of Kaijin form, but also loses the penalties to Wisdom or Charisma based skill checks. Resuming their Inhuman Form is a full-round action.
    At 10th level, they keep the bonus to constitution granted by Inhuman Form.


    Kaijin Track: The Kaijin's Inhuman Form typically takes a shape associated with a type of being. He gains one of the following tracks, which cannot be changed once chosen. At 6th level and every six levels thereafter, this track grants another ability, listed as a Kaijin track feature on the above table. Unless otherwise noted, abilities granted by a track are only functional while the Kaijin is in his Inhuman Form.


    Beast track: The Kaijin's shape in Inhuman Form takes on aspects of an animal or magical beast, giving him some measure of the might of such creatures. The Kaijin gains two primary claw attacks, dealing 1d3 points of damage for a medium Kaijin. At 5th level and every three levels thereafter, the damage of these claws increases by one size, to a maximum of 2d6 at level 20. At 4th level, these claws take on a magical nature, gaining a +1 enhancement bonus. At 8th level, and every four levels thereafter, this enhancement bonus increases by 1. The Kaijin adds the Tiger Claw discipline to his class discipline list.

    At 6th level, the Kaijin may treat himself as Monstrous Humanoid while in his Inhuman Form if it would be advantageous. For instance, he could benefit from an enlarge person that an ally cast, but treat himself as a Monstrous Humanoid for a charm person cast by an enemy spellcaster.

    At 12th level, the Kaijin gains Fast Healing 1. At 16th level and every four levels thereafter, this increases by 1.

    At 18th level, the Kajin gains an increase in physical prowess from his association with the might of beasts. He gains a +2 bonus to Strength, Dexterity, and Constitution, stacks with the bonuses from Inhuman Form. Only the Constitution bonus is kept while using Masquerade.


    Construct Track: The Kaijin's Inhuman Form has taken on elements of artificial beings. He gains a slam attack, dealing 1d4 points of damage. At 4th level, this slam takes on a more magical nature, gaining a +1 enhancement bonus. At 8th level and every four levels thereafter, this enhancement bonus increases by 1. At 6th level, the Kaijin gains a second slam attack which scales in enhancement with the first, and the damage of each slam increases to 1d6. The Kaijin adds the Golem Heart discipline to his class discipline list. Despite not being a construct, a Kaijin does not require a golem heart to use maneuvers of this discipline.

    At 6th level, he becomes increasingly durable. He gains DR 2/Adamantine, which increases by 2 at 10th level and every 5 levels thereafter.

    At 12th level, the Kaijin's slams begin to adapt to his power. They gain a pool of enhancement bonus equal to one less than the actual enhancement bonus, which may only be used for weapon abilities. They may change which abilities they have each day, upon readying maneuvers for the first time.

    At 18th level, the Kaijin's transformation has reached its peak. His type changes to Construct, and he gains the Living Construct subtype.


    Eldritch Track: The Kaijin's body takes on a form similar to that of a celestial or fiendish being. He gains the ability to Smite a creature of opposing alignment as a paladin of his level, once per day. At 6th level and every six levels thereafter, he gains an additional use of this ability. The Kaijin adds one of the following disciplines to his class discipline list, based on his alignment (if he qualifies for more than one, he must choose a single discipline, and if he is True Neutral, he may choose any)- Golden Saint (Good), Dread Crown (Evil), Kaleidoscope Dream (Chaotic), Quicksilver Aegis (Lawful)

    At 6th level, the Kaijin gains resistance 5 to Fire and Acid. At 13th level, this increases to resistance 15, and at 20th to full immunity.

    At 12th level, the Kaijin's nature becomes more visible, granting them a pair of wings. The Kaijin gains a fly speed equal to their land speed, with poor maneuverability. At 15th level, and every three levels thereafter, their maneuverability improves by one step and their Fly speed increases by 10 feet. If they already have a method of flight, that fly speed increases by 10 feet, and its maneuverability improves by one step.

    At 18th level, the Kaijin's true nature has finally manifested. His type changes to Outsider, and he gains the Native subtype.


    Undead track: The Kaijin's Inhuman Form begins to take on aspects of an undead creature. He heals from negative energy damage, as though he were of the undead type. The Kaijin adds the Stygian Nightmare discipline to his class discipline list.

    At 6th level, he gains resistance 5 to Cold and Electricity. At 13th level, this increases to resistance 15, and at 20th level to full immunity.

    At 12th level, the Kaijin becomes more resistant to critical hits and sneak attacks. He gains the light fortification, as the armor ability. At 16th level, this increases to medium fortification, and at 20th to heavy fortification.

    At 18th level, the Kaijin becomes immune to Death effects, level drain, negative levels, and ability damage and drain. This functions even when using Masquerade.


    Kaijin Ability: At 2nd level and every three levels thereafter, a Kaijin gains a Kaijin ability. Unless otherwise noted, Kaijin Abilities are Extraordinary.


    _________________


    So, reserving like 4 posts on this. Because I didn't for Sentai, and I've regretted it.


    As you can gather from the name/fluff, this is the muttered about class to represent monsters of the week from toku series.
    Last edited by The-Mage-King; 2012-12-17 at 06:28 AM.
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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Kaijin Abilities

    Kaijin are a unique lot, even amongst others of their own kind and theme. Kaijin Abilities represent that which makes each Kaijin a unique entity.
    Kaijin abilities are separated into two types.

    Monstrous abilities, which are active only when the Kaijin is in its Inhuman Form, are usually based on some quirk of the Kaijin's mutation or transformation.

    Simple abilities, on the other hand, are active at all times, and are generally things that the Kaijin learned that are exceptionally useful for it in its monstrous form, such as magical effects.

    Note about refluffing: Kaijin abilities may be written with a certain amount of fluff added, but by no means is that the only way to explain it. Elemental Phlegm, for example, could be the described spit, but it could also be eyebeams, a blast of energy fired from the hand, or any similar, single target elemental blast. Do not let the written fluff dictate what your character does. In other words, refluff as needed.

    Spoiler
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    Amorphous Form [Monstrous]
    Benefit: The Kaijin's body is able to shift to a more fluid state, granting it a small number of benefits. As a standard action, you may gain the benefits of a Gaseous Form spell, for a number of rounds equal to your class level plus your Constitution modifier. Once per day, you may use this as an immediate action, with a duration of one round. At 10th level, and every five levels thereafter, you may use the immediate action variation an additional time each day. This ability is supernatural.
    Prerequisites: Kaijin level 5


    Binding [Monstrous]/[Simple]
    Benefit: The kaijin has adapted to a search and detain style of fighting. Through use of spell, vines, or another ropelike substance, you can bind a single target. Upon gaining this ability, choose one of the following.
    As an attack action, you may make a ranged attack against a foe within 30 feet. If this hits, the creature is entangled for one round, but you may only move a maximum of one half your normal speed on your next turn. This version of the ability is [Monstrous].
    Alternatively, as a standard action, you may use a burst of magical energy to restrain and grapple your target. Make a ranged touch attack against your chosen target. If it hits, you may make an opposed grapple check to pin your target, substituting your Charisma modifier for your Strength modifier and gaining only the size bonus based on your actual size. This version of the ability is [Simple].
    Prerequisities: Kaijin level 5


    Elemental Adaptation [Simple]
    Benefit: The Kaijin's association with an element has given them improved resistance to it. You gain energy resistance 5 to the type of your Elemental Affinity. At 10th level, and every 5 levels thereafter, this resistance increases by 5. If you gain resistance of the same type from your track, this stacks with it.
    Prerequisites: Elemental Affinity


    Elemental Affinity [Monstrous]
    Benefit: The Kaijin's inhuman form has an elemental aspect to it. Upon gaining this ability, select an energy type from the following; acid, cold, electric, fire, sonic. As a swift action, you may infuse your natural or manufactured weapon with that energy for the remainder of the encounter, dealing an extra point of damage of that type. At 5th level, this bonus damage increases to 1d6, or 1d4 for sonic. At 9th level, and every four levels thereafter, increase the number of dice of damage dealt by 1.
    This ability is Su.
    Prerequisites: None


    Elemental Phelgm [Monstrous]
    Benefit: Due to a specialized bile producer, the Kaijin can release elemental power with his spit. As an attack action, you may make a ranged touch attack to deliver a gob of elemental energy with the same element as your Elemental Affinity, dealing damage equal to that granted by your Elemental Affinity. If a creature is hit by this, it must make a Fortitude save (DC 10+1/2 Kaijin level+Con modifier) or be sickened for a number of rounds equal to your Charisma modifier.
    At 10th level, creatures hit by this are nauseated instead of sickened on a failed Fortitude save.
    This ability is Su.
    Prerequisites: Elemental Affinity


    Expendable Minions [Simple]
    Benefit: The Kaijin's powers and capabilities have gained him a number of loyal creatures that aid him. You gain the loyalty of a number of Lesser Kaijin based on your class level plus your Charisma modifier, as seen on the below table. If any of these Lesser Kaijin should die, they are replaced a week later, with others of the same level. All of these Lesser Kaijin are of the same track as you.
    Prerequisites: Kaijin level 5

    Spoiler
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    {table=head]Class level+Cha mod|1st level|2nd level|3rd level|4th level|5th level|6th level
    5 or less|—|—|—|—|—|—
    6|2|—|—|—|—|—
    7|3|—|—|—|—|—
    8|4|—|—|—|—|—
    9|5|1|—|—|—|—
    10|6|1|—|—|—|—
    11|7|2|—|—|—|—
    12|8|2|1|—|—|—
    13|9|2|1|—|—|—
    14|10|3|1|—|—|—
    15|10|3|2|1|—|—
    16|10|3|2|1|—|—
    17|11|4|2|1|—|—
    18|11|4|2|1|1|—
    19|11|4|3|2|1|—
    20|12|5|3|2|1|—
    21|12|5|3|2|1|1
    22|12|5|3|2|2|1
    23|13|6|4|3|2|1
    24|13|6|4|3|2|1
    25|13|6|4|3|2|2
    26|14|7|5|4|3|2[/table]



    Inhuman Durability [Monstrous]
    Benefit: You gain DR/- equal to your Con modifier. At 10th level, your DR increases to twice your Con modifier, and at 20th to three times. This stacks with any other DR you might have from this class.
    Prerequisites: Kaijin level 5


    Monstrous Grasp [Monstrous]
    Benefit: The Kaijin's limbs are deceptively short, belying their true length. Your reach increases by 5 feet.
    You may take this ability twice. The second time you take it, you must be at least Kaijin level 14.
    Prerequisites: Monstrous Size


    Monstrous Invocation [Simple]
    Benefit: The Kaijin's knowledge of magic has allowed him to gain some minor spells. You gain a single Least invocation chosen from the Warlock or Dragonfire Adept list. This invocation cannot be a blast shape or eldritch essence invocation.
    You may take this ability multiple times. At levels 10, 15, and 20, the level of invocation available to you increases to the next rank.
    The invocation gained from this is a spell-like ability.
    Prerequisites: Spellcraft 4 ranks, Kaijin level 5.


    Monstrous Roar [Monstrous]
    Benefit: The Kaijin is capable of letting out a fearsome roar, terrifying its victims. As a standard action, you may make a demoralize attempt against all creatures within 30 feet of you. You gain a +1 bonus on all checks made to intimidate a creature, which increases by 1 at 5th level and every five levels thereafter.
    Prerequisites: None


    Monstrous Size [Monstrous]
    Benefit:The Kaijin's form is surprisingly large. You gain the powerful build special quality. At 10th level, you may treat yourself as two sizes larger whenever it would benefit you, instead.. At 20th level, you may treat yourself as three sizes larger whenever it would benefit you.
    Prerequisites: None


    Weapon of the Monster [Simple]
    Benefit: The Kaijin can call forth a single weapon that grows in power with them. Choose a single one or two-handed weapon. You gain proficency with that weapon and may, as a move action, summon a masterwork version of that weapon, of an appearance appropriate for your monstrous form. If it leaves your hand or more than one round, it vanishes, requiring it to be drawn again. At 4th level, this weapon gains a +1 enhancement bonus. At 8th level, and every 4 levels thereafter, the enhancement bonus increases by 1.
    Alternatively, if you possess the Two Weapon Fighting feat, you may select two light weapons of the same type, or a double weapon. If you do so, the enhancement bonus is gained at level 6 instead of level 4, and increases at every 4 levels thereafter.

    If you possess the Quick Draw feat, you may call the weapon forth as a swift action.

    Other than the weapon proficiency, this ability is supernatural.
    Prerequisites: None
    Last edited by The-Mage-King; 2013-05-26 at 06:59 PM.
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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Pathfinder Adaptation, Feats, Et All.






    Lesser Kaijin
    Spoiler
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    Also known as foot soldiers, combatants, and mooks, Lesser Kaijin are similar to Kaijin, in that they have lost their humanity and gained a monstrous form. However, they are, as implied in their name, weaker than normal Kaijin.

    The Lesser Kaijin class is suitable for NPCs primarily, and is best used to represent the legions of weak minions that commonly show up with a monster of the week.



    {table=head]Level|BAB|Fort Save|Ref Save |Will Save |Special
    1|+0|+1|+0|+0|Inhuman Form, Track
    2|+1|+2|+0|+0|
    3|+2|+2|+1|+1|
    4|+3|+2|+1|+1|Kaijin Abiity
    5|+3|+3|+1|+1|
    6|+4|+3|+2|+2|
    7|+5|+4|+2|+2|Track Ability
    8|+6/+1|+4|+2|+2|Kaijin Abiity
    9|+6/+1|+4|+3|+3|
    10|+7/+2|+5|+3|+3|
    11|+8/+3|+5|+3|+3|
    12|+9/+4|+6|+4|+4|Kaijin Abiity
    13|+9/+4|+6|+4|+4|
    14|+10/+5|+6|+4|+4|Track Ability
    15|+11/+6/+1|+7|+5|+5|
    16|+12/+7/+2|+7|+5|+5|Kaijin Abiity
    17|+12/+7/+2|+8|+5|+5|
    18|+13/+8/+3|+8|+6|+6|
    19|+14/+9/+4|+8|+6|+6|
    20|+15/+10/+5|+9|+6|+6|Kaijin Abiity[/table]


    Class Skills: Balance, Climb, Craft (Any), Disguise, Escape Artist, Intimidate, Jump, Listen, Profession, Search, Sense Motive, Spot, Survival, Swim, and Tumble.

    Skill Points at First Level: (2+Int Modifier) x4
    Skill Points at each additional level: 2 + Int Modifier

    Hit Dice: d10

    Weapon and Armor Proficiencies: A Lesser Kaijin is proficient with all simple weapons, and any natural or manufactured weapons gained from this class. A Lesser Kaijin is proficient with light armor, but not shields.

    Inhuman Form: A Lesser Kaijin is cursed with a monstrous form, which grants limited power at the expense of appearance.
    Upon gaining their first level in this class, the Lesser Kaijin takes on a inhuman form, which provides several benefits and penalties. They gain a +1 bonus to Natural armor and take a penalty on all Charisma based skill checks made to interact positively with creatures of their original type equal to their level in this class. This form, referred to hereafter as the Inhuman Form, is typically rather plain to begin with, but with additional levels increases in complexity of appearance and power.
    At 5th level, this form increases in power. The Lesser Kaijin gains a +2 bonus to Strength

    At 10th level, this form increases in might. The Lesser Kaijin gains a +2 bonus to Dexterity.

    At 15th level, the form increases in durability. His natural armor increases by 2, to a total bonus of +3, and he gains a +2 bonus to Constitution.

    At 20th level, he gains a further increase in might and flexibility. He gains an additional +2 bonus to strength, to a total of +4, and his bonus to Dexterity increases to +4.

    Kaijin Track: Much like normal Kaijin, Lesser Kaijin gain a themed set of abilities based on their appearance and association with monstrous beings. They gain one of the tracks listed in the Kaijin class. At 7th level, they gain the second ability of that track. At 14th, they gain the third ability of that track.

    Kaijin Ability: At 4th level, and every four levels thereafter, the Lesser Kaijin gains a Kaijin ability from the list above. For the purposes of scaling abilities, treat them as though their kaijin level was 5 lower than their level in this class.
    Last edited by The-Mage-King; 2012-11-18 at 09:11 PM.
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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Annnndddddd final reserved post, just in case.


    Unfortunately, I don't have all that many abilities made/planned. If anyone has suggestions, I'd love to hear 'em.


    Another track or two are being thought about, too. Construct needs another ability, where it says [Blank due to no ideas].


    I'd also like a capstone for the class, but... I have no idea on what to do for it...



    Feel free to post, at any rate...
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    Default Re: A Monster for Every Week (3.5) (Base Class) (WiP)

    Right off the bat, maybe something to beable to add unarmed strike damage to claw/ect damage? Something bugs me about giving something Imp Unarmed Strike then giving them natural attacks.

    Fiendish/Celestial one, give resistances based on choice of fiendish/celestial perhaps given the two have separate resistances as i recall.

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    Default Re: A Monster for Every Week (3.5) (Base Class) (WiP)

    Quote Originally Posted by userpay View Post
    Right off the bat, maybe something to beable to add unarmed strike damage to claw/ect damage? Something bugs me about giving something Imp Unarmed Strike then giving them natural attacks.
    That's something I'd been somewhat thinking of. Maybe as an ability...


    Fiendish/Celestial one, give resistances based on choice of fiendish/celestial perhaps given the two have separate resistances as i recall.
    Er... Eldritch track is Fiendish/Celestial. And Anarchic/Axiomatic.

    And since most celestials and fiends net defenses against acid or fire... Figured I'd split the difference.
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    Default Re: A Monster for Every Week (3.5) (Base Class) (WiP)

    So, updated Monstrous Size (split it), added a ranged attack ability commonly seen in monsters.

    I still need to make more abilities...
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    I came up with a more fleshed out version of the idea for Lv12 Construct Track I posted on the Toku & Tamashii board.

    At 12th level, the Kaijin's natural attacks gain a magical weapon ability with a market price no greater than one-quarter Kaijin class level. At 16th level and every four levels after, the Kaijin may change the weapon ability granted by this track. At 20th level, the Kaijin may instead gain multiple abilities whose total market price does not exceed the current limit.

    I came to this revision by merging the two concepts I had for the scaling magic weapon ability idea. Version A had the limit set at (CL/4)-1 for a +2/+3/+4 progression, opportunity for switching every four levels, and granted a second +2 ability at Lv20. Version B was multiple abilities up to CL/4.

    I know that the natural weapons have an enhancement bonus of CL/4 so trying to find the right scale to not offset balance. There's a world of difference between +1 and +3 weapon abilities.

    In the long time I've been typing this up while thinking, I've come up with another version of the track

    At 12th level, the Kaijin's natural attacks gain multiple magical weapon abilities who total market price does not exceed +1 at 12th level, +3 at 16th, and +5 at 20th. At 16th level and every four levels after, the Kaijin may change the abilities granted by this track.

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    So basicaly give Constructs limited magical abilities priced with effective enhancement bonuses?

    Not a bad idea.
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    Default Re: A Monster for Every Week (3.5) (Base Class) (WiP)

    Quote Originally Posted by userpay View Post
    Right off the bat, maybe something to beable to add unarmed strike damage to claw/ect damage? Something bugs me about giving something Imp Unarmed Strike then giving them natural attacks.
    Beast Strike feat, start looking through those stacks of old Dragon magazines.

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Beast Strike
    Source: Dragon #355

    Holy poop that's awesome!

    Also, seeing this class made me wonder about a possible Kaijin/Sentai hybrid PrC to capture cursed rangers like Merrick from Wild Force?
    Last edited by zhdarkstar; 2012-11-07 at 06:45 PM.

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Indeed, it does seem to be awesome.


    Might incorperate it as a suggested feat, but probably not as a Kaijin Ability...


    EDIT: Regarding Sentai/Kaijin PrC...


    That has been considered. Representing stuff like Den-O, post Decade storyline, and so on. Makes some sense, so... Consider that a side project at the moment, compared to getting this set up with abilities.


    Speaking of which... Any ideas/suggestions?
    Last edited by The-Mage-King; 2012-11-07 at 06:47 PM.
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Here are a couple staple abilities shown frequently by monsters in toku shows:

    Ranged attacks with either single, multiple, or area targets
    Some form of binding ability (magic spell, vines, chains, etc.)
    Draw foes in closer (vacuum suction, retract vines/chains, magnetic field, etc.)
    Teleportation
    Invisibility
    Status effects, physical or mental

    EDIT: Just came up with this capstone candidate

    Inhuman Perfection (Ex): At 20th level, the Kaijin and the source of his affliction have become one, perfecting his Inhuman Form. Changing form using Masquerade is now a move action. The Kaijin keeps half of the Strength and Dexterity bonuses granted by Inhuman Form while using Masquerade. The Kaijin now dies at a negative HP equal to 10 plus Constitution score. Upon death, the Kaijin's body becomes an object of material relevance to source of his affliction. The object must be used on a living creature of the Kaijin's original race in a manner relevant to the source of the Kaijin's affliction in order to be resurrected.

    Also one thing that you may want to consider is separating the Kaijin abilities into two types like you did for Sentai. One for passives and one for Inhuman Form. I noticed that you gave the Kaijin the same Weapon Proficiencies as the Sentai but only listed abilities that grant natural weapons and not manufactured weapons. A scaled-down version of the Sentai Weapon ability is what's needed for the Goldars, Ritos, Ecliptors, and Darkondas of the world.
    Last edited by zhdarkstar; 2012-11-07 at 07:39 PM.

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Now that is an interesting capstone idea. I think I'll steal, definitely.


    The sepration of abilities into two types seems like a fairly good idea. Monstrous and Simple, with no more than [Wis mod+1] Simple.


    A handful of ranged attacks are being considered. Spines, maybe?


    Flight is definitely in, as well as some limited teleportation. Binding/pulling foes closer will be interesting to add, as well. Weapon is already planned, and being worked out.
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Glad to see you liked it. The idea that spawned it is that by the time a Kaijin reaches 20th level, not only should he far beyond the point of no return, he should become the curse itself. At the same time, such a major shift should come with a double-edge. That's why for all of the bonuses it gives, it also makes avoiding death more important as the normal rules of resurrection get chucked out the window.

    As for the ranged attacks, rather than say specifically that the ability is a blast of spines or a ball of elemental phlegm, give the mechanics of the attack (range, damage, shape) and let the player choose the fluff for RP. The thing about this class is that it's each Kaijin is as unique and varied as the monsters from the shows that inspired it. Otherwise, you could end up with a very bloated list of Kaijin abilities trying to cater to as many breeds of Kaijin you can think of. That's also part of the reason that the capstone I wrote was worded the way it was. Each Kaijin has a unique reason or method that it came into existence. Cut past the fluff and worry about the bag of bones underneath it. The fluff can always be glued back on later.

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Well, another thing about making it be "spines, maybe?" is that energy attacks and physical attacks are blocked by seperate things. So the elemental spit overcomes DR, not Energy Resistance, while the spines would overcome the opposite.


    It's a simple precaution to deal with the rules. Otherwise, I get what you're saying.

    ... 'cuse me...
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Actually, I really like "Spines, Maybe?" as the name for the ability. I think giving the abilities ambiguous names like that adds a layer of humor to it, especially in ability chains.

    Example:
    Spines, Maybe? - Single Target
    How About More Spines? - Multiple Targets
    Okay...A LOT Of Spines! - AoE

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Might there be room for a PrC or Archetype for infiltration specialist monsters? You know, the type that eases their way into a setting and subverts or mind-controls the big players?

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Quote Originally Posted by zhdarkstar View Post
    Actually, I really like "Spines, Maybe?" as the name for the ability. I think giving the abilities ambiguous names like that adds a layer of humor to it, especially in ability chains.

    Example:
    Spines, Maybe? - Single Target
    How About More Spines? - Multiple Targets
    Okay...A LOT Of Spines! - AoE
    ...Yes. Yes, that will be done. Because it about sums up one of the goals of this (IE: Parody class that is mechanically sound/easy to make viable in a serious game).

    Quote Originally Posted by Durazno View Post
    Might there be room for a PrC or Archetype for infiltration specialist monsters? You know, the type that eases their way into a setting and subverts or mind-controls the big players?
    As a matter of fact, there's a significant amount of room for stuff like that. That is an entire archetype of monster right there.


    Now, a question...

    If I were to, hypothetically, be creating a new race that could be used for the inherently monstrous creatures (EG; Imagin, Greeed, most Sentai villains), would it be better to go with Humanoid or Monstrous Humanoid?
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    monstrous humanoid or aberration. depends on how weird it is.
    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?

    The PCs were already a special forces type unit in a kingdom's military, so the campaign started in the general's office.

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Quote Originally Posted by The-Mage-King View Post
    The Kaijin

    Occasionally, a humanoid stumbles upon something that twists them, changing them into a monster, trapped by their own lust for power. These unfortunate souls are called Kaijin, and are quite disparate in capabilities, even amongst groups of themselves with the same basic theme.

    Abilities: The key ability of a Kaijin is Constitution. Many of their saving throw DCs rely on it, and more hit points rarely hurt. Next is Strength, due to their martial bent, and Dexterity, since avoiding attacks never hurt anyone. Intelligence is the fourth most important, as skill points are always useful.

    Role: The Kaijin serves as a powerful melee combatant, who is inhumanly tough, yet also mobile. Due to the various abilities available, they can fill any of a handful of roles.

    Background: Most Kaijin find themselves with their new bodies due to some form of magical accident. Others intentionally seek out the power to become a Kaijin, and twist their very bodies into the form they take. Regardless, all Kaijin exist because of magical experiments.

    Organization: Kaijin typically fall into hierarchies, with more powerful Kaijin commanding lesser ones, and those commanding even weaker ones. Others operate alone, adventuring by themselves. Still others join with humanoid or monstrous adventuring parties, seeking a way to undo their transformation permenantly.

    Alignment: Unfortunately, the majority of Kaijin are of the Evil alignment, typically Chaotic, justifying the dislike of them that most humanoids have. Some, though, strive against the fears, and are some of the most righteous warriors of good ever seen. Kaijin can be of any alignment.

    Races: Typically, humans find themselves as Kaijin due to their impetuous and foolhardy nature leading them to the sites of magical experiments gone wrong. Kaijin of other races are not unheard of, though, and usually gain their new form due to some stronger being forcing it upon them.

    Religion: Kaijin typically worship the deities of their original race, though some change to worship deities of monsters that they share appearances to.

    Other Classes: Kaijin get along famously with Dragonfire Adepts and Totemists- both can understand the monstrous traits gained by the Kaijin, and both can also see the associated power. Typically, Sentai and Kaijin get along poorly, but some form unshakable bonds of brotherhood and teamwork.

    Spoiler
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    Starting Gold: 3d4x10 (75 gp)


    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
    1|+1|+2|+0|+0|Inhuman Form, Masquerade, Improved Unarmed Strike, Kaijin Track|2|2|1
    2|+2|+3|+0|+0|Kaijin Ability|2|2|1
    3|+3|+3|+1|+1||3|2|1
    4|+4|+4|+1|+1|Superior Unarmed Strike|3|3|1
    5|+5|+4|+1|+1|Kaijin Ability|4|3|2
    6|+6/+1|+5|+2|+2|Kaijin Track Feature|4|3|2
    7|+7/+2|+5|+2|+2||5|3|2
    8|+8/+3|+6|+2|+2|Kaijin Ability|5|3|2
    9|+9/+4|+6|+3|+3|Bonus Feat|6|4|2
    10|+10/+5|+7|+3|+3||6|4|2
    11|+11/+6/+1|+7|+3|+3|Kaijin Ability|7|4|3
    12|+12/+7/+2|+8|+4|+4|Kaijin Track Feature|7|4|3
    13|+13/+8/+3|+8|+4|+4||8|4|3
    14|+14/+9/+4|+9|+4|+4|Kaijin Ability|8|5|3
    15|+15/+10/+5|+9|+5|+5|Bonus Feat|9|5|4
    16|+16/+11/+6/+1|+10|+5|+5||9|5|4
    17|+17/+/12/+7/+2|+10|+5|+5|Kaijin Ability|10|5|4
    18|+18/+13/+8/+3|+11|+6|+6|Kaijin Track Feature|10|5|4
    19|+19/+14/+9/+4|+11|+6|+6||11|6|4
    20|+20/+15/+10/+5|+12|+6|+6|Kaijin Ability|11|6|4[/table]


    Class Skills: Balance, Climb, Craft (Any), Disguise, Escape Artist, Intimidate, Jump, Listen, Martial Lore, Profession, Search, Sense Motive, Spot, Survival, Swim, and Tumble.

    Skill Points at First Level: (4+Int Modifier) x4
    Skill Points at each additional level: 4 + Int Modifier

    Hit Dice: d12

    Weapon and Armor Proficiencies: A Kaijin is proficient with all simple weapons, and any natural or manufactured weapons gained from this class. A Kaijin is proficient with light armor, but not shields.


    Maneuvers: A first level Kaijin has knowledge of two martial maneuvers. Kaijin have access to the Iron Heart discipline, a discipline based on their track (see below), and one discipline of their choice, adding all key skills to their class skill list.

    In order to use a maneuver, a Kaijin must first ready it. Kaijin maneuvers are extraordinary abilities unless otherwise noted. A Kaijin's maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

    A Kaijin learns additional maneuvers as he gains levels. He must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, a Kaijin can exchange one of his maneuvers known for another maneuver of any level he is capable of initiating.

    A Kaijin can choose his readied maneuvers by exercising or meditating for 5 minutes. The maneuvers he chooses remain readied until he readies new maneuvers. A Kaijin begins an encounter with all of his readied maneuvers unexpended. Once a maneuver is initiated, it is expended. A Kaijin may recover all of his maneuvers as a move action, during the round of which he may not initiate a maneuver or change his stance.


    Stances: A first level Kaijin knows one stance of any discipline available to him. At 5th, 11th, and 15th levels, he learns an additional stance. He must meet the prerequisites of a stance to learn it. Stances do not have to be readied, and are never expended. He can enter a stance or change stances as a swift action. A Kaijin's stances are extraordinary abilities unless otherwise noted.
    Being an initiator is always useful

    Inhuman Form: A Kaijin is cursed with a monstrous form, which grants greater power at the expense of appearance and occasionally sanity. Upon gaining their first level in this class, the Kaijin takes a inhuman form, which provides several benefits and penalties. They gain a +1 bonus to Natural armor, a +2 bonus to Strength, and take a penalty on all Charisma based skill checks made to interact positively with creatures of their original type equal to their level in this class. This form, referred to hereafter as the Inhuman Form, is typically rather plain to begin with, but with additional levels increases in complexity of appearance and power.

    At 5th level, this form increases in might. The Kaijin gains a further +2 bonus to Strength, as well as a +2 bonus to Dexterity.

    At 10th level, the form increases in durability. His natural armor increases by 3, to a total bonus of +4, and he gains a +2 bonus to Constitution.

    At 15th level, he gains a further increase in might and flexibility. He gains an additional +2 bonus to strength, to a total of +6, and his bonus to Dexterity increases to +4.
    Provides a decent boost, though you may want to exclude intimidate from the charisma skills penalty

    Masquerade (Su): As a standard action, a Kaijin can leave their monstrous form, returning to the appearance they had before taking their first level in this class. While in their original form, the Kaijin loses the benefits of Kaijin form, but also loses the penalties to Charisma based skill checks. Resuming their Inhuman Form is a full-round action.
    At 10th level, they keep the bonus to constitution granted by Inhuman Form.
    Definitely looks like it could be useful, and could provide fun fluff aspects as well

    Improved Unarmed Strike: A Kaijin gains Improved Unarmed Strike as a bonus feat at 1st level.


    Kaijin Track: The Kaijin's Inhuman Form typically takes a shape associated with a type of being. He gains one of the following tracks, which cannot be changed once chosen. At 6th level and every six levels thereafter, this track grants another ability, listed as a Kaijin track feature on the above table. Unless otherwise noted, abilities granted by a track are only functional while the Kaijin is in his Inhuman Form.


    Beast track:
    Spoiler
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    The Kaijin's shape in Inhuman Form takes on aspects of an animal or magical beast, giving him some measure of the might of such creatures. The Kaijin gains two primary claw attacks, dealing 1d3 points of damage for a medium Kaijin. At 5th level and every three levels thereafter, the damage of these claws increases by one size, to a maximum of 2d6 at level 20. At 4th level, these claws take on a magical nature, gaining a +1 enhancement bonus. At 8th level, and every four levels thereafter, this enhancement bonus increases by 1. The Kaijin adds the Tiger Claw discipline to his class discipline list.

    At 6th level, the Kaijin may treat himself as Monstrous Humanoid while in his Inhuman Form if it would be advantageous. For instance, he could benefit from an enlarge person that an ally cast, but treat himself as a Monstrous Humanoid for a charm person cast by an enemy spellcaster.

    At 12th level, the Kaijin gains Fast Healing 1, which only functions while he is at half or less of his full hit point total. At 16th level and every four levels thereafter, this increases by 1. At 20th level, this is active at all times, not just when at less than half hit points.
    seems a little bit weak, since it's only fast healing 3

    At 18th level, the Kajin gains an increase in physical prowess from his association with the might of beasts. He gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Only the Constitution bonus is kept while using Masquerade.


    Construct Track:
    Spoiler
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    The Kaijin's Inhuman Form has taken on elements of artificial beings. He gains a slam attack, dealing 1d4 points of damage. At 4th level, this slam takes on a more magical nature, gaining a +1 enhancement bonus. At 8th level and every four levels thereafter, this enhancement bonus increases by 1. At 6th level, the Kaijin gains a second slam attack which scales in enhancement with the first, and the damage of each slam increases to 1d6. The Kaijin adds the Golem Heart discipline to his class discipline list. Despite not being a construct, a Kaijin does not require a golem heart to use maneuvers of this discipline.

    At 6th level, he becomes increasingly durable. He gains DR 2/Adamantine, which increases by 2 at 10th level and every 5 levels thereafter.
    seems a little bit weak, but then again, they can also pick up better dr as a kaijin ability

    At 12th level, [Blank due to no ideas]

    At 18th level, the Kaijin's transformation has reached its peak. His type changes to Construct, and he gains the Living Construct subtype.


    Eldritch Track:
    Spoiler
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    The Kaijin's body takes on a form similar to that of a celestial or fiendish being. He gains the ability to Smite a creature of opposing alignment as a paladin of his level, once per day. At 6th level and every six levels thereafter, he gains an additional use of this ability. The Kaijin adds one of the following disciplines to his class discipline list, based on his alignment (if he qualifies for more than one, he must choose a single discipline, and if he is True Neutral, he may choose any)- Golden Saint (Good), Dread Crown (Evil), Kaleidoscope Dream (Chaotic), Quicksilver Aegis (Lawful)

    At 6th level, the Kaijin gains resistance 5 to Fire and Acid. At 13th level, this increases to resistance 15, and at 20th to full immunity.

    At 12th level, the Kaijin's nature becomes more visible, granting them a pair of wings. The Kaijin gains a fly speed equal to their land speed, with poor maneuverability. At 15th level, and every three levels thereafter, their maneuverability improves by one step and their Fly speed increases by 10 feet. If they already have a method of flight, that fly speed increases by 10 feet, and its maneuverability improves by one step.

    At 18th level, the Kaijin's true nature has finally manifested. His type changes to Outsider, and he gains the Native subtype.


    Undead track:
    Spoiler
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    The Kaijin's Inhuman Form begins to take on aspects of an undead creature. He heals from negative energy damage, as though he were of the undead type. The Kaijin adds the Stygian Nightmare discipline to his class discipline list.

    At 6th level, he gains resistance 5 to Cold and Electricity. At 13th level, this increases to resistance 15, and at 20th level to full immunity.

    At 12th level, the Kaijin becomes more resistant to critical hits and sneak attacks. He gains the light fortification, as the armor ability. At 16th level, this increases to medium fortification, and at 20th to heavy fortification.

    At 18th level, the Kaijin becomes immune to Death effects, level drain, negative levels, and ability damage and drain. This functions even when using Masquerade.


    Kaijin Ability: At 2nd level and every three levels thereafter, a Kaijin gains a Kaijin ability. Unless otherwise noted, Kaijin Abilities are Extraordinary.
    these look like a really fun, and useful bit of the class

    Superior Unarmed Strike: At 4th level, a Kaijin gains Superior Unarmed Strike as a bonus feat.


    Bonus Feat: At 9th and 15th levels, a Kaijin gains a bonus feat chosen from the Fighter bonus feat list. He must meet all prerequisites for this feat.
    responses in bold(looks like a neat class in general)
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    Well, that's a chunk of stuff done.


    Added Monstrous and Simple classifications for Kaijin Abilities. Added Lesser Kaijin NPC class. Added Binding and Weapon of the Monster abilities. Removed IUS and SUS bonus feats. Added the suggested 12th level ability for Construct track.


    Comments?



    EDIT:
    Quote Originally Posted by Togath View Post
    responses in bold(looks like a neat class in general)
    Ah, good.

    Provides a decent boost, though you may want to exclude intimidate from the charisma skills penalty
    Eh. Since it says "interact positively", I'd figure Intimidate, bluffing/feinting, and so on would not be affected.

    Definitely looks like it could be useful, and could provide fun fluff aspects as well
    Oh yes, those are the meat of the class. They're what makes it different for every player, since they won't all choose the same ones.

    Well, likely won't.
    Last edited by The-Mage-King; 2012-11-18 at 09:27 PM.
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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    I was looking over this class again and I came up with a couple ideas.

    I think that Elemental Affinity requirement should be removed from the Phlegm. The ability to cause a status effect with damage is too good to limit to just those who are geared to a specific element. Instead, the ability would have a Kaijin level 5 base requirement and deal d4's of untyped damage. Those with Elemental Affinity would be able to substitute their EA damage instead. Examples of how this would be written are in the following abilities I came up with:

    "Spines, Maybe?" [Monstrous]
    Prerequisite: Kaijin level 5
    Benefit: The Kaijin is capable of launching a barrage of projectiles at a single foe. As an attack action, you may make a ranged attack against a single target within 30' of the Kaijin. This attack does 1d4 damage. At 9th level and every four levels after, increase the damage die by 1.
    Special: A Kaijin with the Elemental Affinity ability may substitute the damage done by this attack with the damage granted by Elemental Affinity.

    "How About More Spines?" [Monstrous]
    Prerequisites: Kaijin level 7, "Spines, Maybe?"
    Benefit: The Kaijin can now target multiple foes with projectiles. As a full-round action, you may make a number of ranged attacks, up to the maximum allowed as permitted by BAB, against any targets within 30' of the Kaijin. This attack does 1d4 damage. At 9th level and every four levels after, increase the damage die by 1.
    Special: A Kaijin with the Elemental Affinity ability may substitute the damage done by this attack with the damage granted by Elemental Affinity.

    "Okay...A LOT Of Spines!" [Monstrous]
    Prerequisites: Kaijin level 9, "Spines, Maybe?", "How About More Spines?"
    Benefit: The Kaijin is now capable of unleashing a burst of projectiles at every opponent around him. As a full-round action, you create a burst of projectiles that hits each creature within 20' of the Kaijin. This attack does 2d4 damage. At 13th level and every four levels after, increase the damage die by 1. Reflex DC (10 + 1/2 Kaijin level + Con modifier) for half damage.
    Special: A Kaijin with the Elemental Affinity ability may substitute the damage done by this attack with the damage granted by Elemental Affinity.

  24. - Top - End - #24
    Orc in the Playground
     
    BlackDragon

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    http://en.wikipedia.org/wiki/Kaijin_%28cryptid%29

    To respond to a question you asked long, long ago, I think I'd pull for the Kaijin specialist race to be monstrous humanoid as well. Though it might also be interesting to have a living construct race that represents a Kaijin that was created from an inanimate object, as they sometimes are.

  25. - Top - End - #25
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    MonkGuy

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    I got the brewing bug in me after coming up with some stuff for ErrantX's Iron Man class, and I want to help flesh this out more. Do you have a list of unfinished ideas like the old PP for Sentai?

  26. - Top - End - #26
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    Moonwolf727's Avatar

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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Quote Originally Posted by The-Mage-King View Post
    Monstrous Invocation [Simple]
    Benefit: The Kaijin's knowledge of magic has allowed him to gain some minor spells. You gain a single Least invocation chosen from the Warlock or Dragonfire Adept list. This invocation cannot be a blast shape or eldritch essence invocation.
    You may take this ability multiple times. At levels 10, 15, and 20, the level of invocation available to you increases to the next rank.
    The invocation gained from this is a spell-like ability.
    Prerequisites: Spellcraft 4 ranks, Sentai level 5.
    I can't help but notice the prerequisite for this is "Sentai Level 5" rather than "Kaijin Level 5" is that on purpose or.....
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  27. - Top - End - #27
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Quote Originally Posted by Moonwolf727 View Post
    I can't help but notice the prerequisite for this is "Sentai Level 5" rather than "Kaijin Level 5" is that on purpose or.....
    Most likely typo.

  28. - Top - End - #28
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    The-Mage-King's Avatar

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    Default Re: A Beast for Every Week (3.5) (Base Class)

    Quote Originally Posted by Moonwolf727 View Post
    I can't help but notice the prerequisite for this is "Sentai Level 5" rather than "Kaijin Level 5" is that on purpose or.....
    *whistles innocently*

    I have no idea what you're talking about.




    Zh: To be honest, I'm sort of considering abandoning this class. I've realized there are a few more elegant ways to represent this concept in 3.5/PF that already exist. Totemist and Synthesist Summoner, for example.
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  29. - Top - End - #29
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    If you do decide to abandon the class, I wouldn't mind taking over the maintenance and development of it with your blessing.

    Even if there are other ways of representing the concept, I feel like this class needs to exist as the other side of the Toku coin, opposite the Sentai.

  30. - Top - End - #30
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    inuyasha's Avatar

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    Default Re: Make my monster GROOOOWWWWW! (3.5) (Base Class) (WiP)

    How hard would it be to make a version of this that doesnt use maneuvers? I dont have ToB or whatever they are from :p
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