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  1. - Top - End - #241
    Ogre in the Playground
     
    Celestia's Avatar

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    Cliché Villain

    "First, the kingdom. And then, the world! Mwahahahaha!" ~Baron von Darksword, Cliché Villain

    Throughout history, there have always been stories of Good versus Evil, Right versus Wrong, Hero versus Villain. And in all these stories, the heroes always win. Why? Is it because they are more powerful? Or their bonds of friendship? Maybe it was that ancient artifact that they coveniently found the day before? No. It's because the villains are simply too incompetent to do anything right.

    Adventures: Typically, a Cliché Villain doesn't adventure. He sits back in his black tower and orders his minions around. However, villainy tends not to be a family business, and novice villains must get their own hands dirty once in a while. That doomsday device won't build itself, after all.

    Characteristics: The Cliché Villain is, above all, charismatic. He can charm and woo his way through almost any situation that his army of strangely loyal minions can't beat into submission. He is also capable of surprising acts of stealth and speed and can always get the drop on the hero, even if his ambushes never work out.

    Alignment: Cliché Villains are, of course, always evil. They tend towards law, but they can also be chaotic.

    Religion: Most Cliché Villains don't practice religion. They view themselves as equals to, or even superiors to, the gods. Some, however, do use a religion-based gimmick.

    Background: A Cliché Villain has no backstory, or at least not one longer than a couple lines. Backgrounds tend to make one sympathetic to others, and that is the opposite reaction that Cliché Villains strive for.

    Races: While any race with a propensity for grand evil can become a Cliché Villain, humans are the most numerous. Their typical delusions of grandeur easily lead them down this path. The arrogance and elitism of Elves lends well to the class, as well. However, they lack the ability to grow a suitable mustache.

    Other Classes: All good aligned classes, especially the Paladin, are understandably very hostile towards the Cliché Villain. Fighters and Rogues tend to easily find work as minions under the Cliché Villain and are more tolerant of the class. A job is a job, after all.

    Role: The Cliché Villain is largely the party face with some skill monkey thrown in, though he can also indirectly participate in combat via his minions.

    Adaptation: Cliché Villains can fit into any setting that has conflict as a central theme.

    GAME RULE INFORMATION
    Cliché Villains have the following game statistics.
    Abilities: The most important ability score for a Cliché Villain is Charisma. Dexterity is also important for stealth.
    Alignment: Any evil
    Hit Die: d4
    Starting Age: As a Cleric. Cliché Villains are often older than the heroes for whatever reason.
    Starting Gold: As a Fighter. Cliché Villains tend to have some good funding.

    Class Skills
    The Cliché Villain's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Speak Language (None), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)

    Skill Points at First Level: (8 + Int modifier) x 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +2
    +0
    Flamboyant Costume, Dodge
    2nd
    +1
    +0
    +3
    +0
    Evasion, Uncanny Dodge
    3rd
    +1
    +1
    +3
    +1
    Loyal Henchman
    4th
    +2
    +1
    +4
    +1
    Charm Over Brains, Uncanny Stealth
    5th
    +2
    +1
    +4
    +1
    Impressive Opening, Weapon Finesse
    6th
    +3
    +2
    +5
    +2
    Recurring Villain
    7th
    +3
    +2
    +5
    +2
    Improved Evasion, Improved Uncanny Dodge
    8th
    +4
    +2
    +6
    +2
    Mad Inventor
    9th
    +4
    +3
    +6
    +3
    Expert Kidnapper
    10th
    +5
    +3
    +7
    +3
    Minions
    11th
    +5
    +3
    +7
    +3
    Corporate Funding
    12th
    +6/+1
    +4
    +8
    +4
    Behold the MacGuffin
    13th
    +6/+1
    +4
    +8
    +4
    Vanishing Act
    14th
    +7/+2
    +4
    +9
    +4
    Evil Gloating
    15th
    +7/+2
    +5
    +9
    +5
    Spy Drone
    16th
    +8/+3
    +5
    +10
    +5
    Pride Cometh Before the Fall
    17th
    +8/+3
    +5
    +10
    +5
    Death Ray
    18th
    +9/+4
    +6
    +11
    +6
    Abused Monster Pet
    19th
    +9/+4
    +6
    +11
    +6
    Robot Double
    20th
    +10/+5
    +6
    +12
    +6
    Doomsday Weapon

    Class Features
    All of the following are class features of the Cliché Villain.

    Weapon and Armor Proficiencies: All simple and martial light and one-handed weapons, all crossbows, and light and medium armor.

    Flamboyant Costume (Ex): Before he can do anything, a Cliché Villain must create his identity. Without a suitable name and costume, he is just another faceless thug to be squashed by the heroes. The Flamboyant Costume grants the Cliché Villain a bonus on all Charisma checks and Charisma-based skill checks equal to half his class level (minimum 1). It also grants him a morale bonus on Will saves equal to his Charisma modifier (minimum 1).

    Dodge: A first level Cliché Villain gains Dodge as a bonus feat.

    Evasion (Ex): As the Rogue ability.

    Uncanny Dodge (Ex): As the Rogue ability.

    Loyal Henchman (Ex): At level three, a Cliché Villain finally earns the respect and loyalty of a personal henchman. The henchman is a cohort who is always two levels below the Cliché Villain. He can be of any class, but it must be thematically appropriate with the Cliché Villain's identity. He also wears a costume of his own that is often inspired by the Cliché Villain's Flamboyant Costume. The henchman is always either Lawful Neutral or Lawful Evil and is uncompromisingly loyal to the Cliché Villain. If the henchman dies, the Cliché Villain can recruit a new one which takes one week and costs 100 gp/level.

    Charm Over Brains (Ex): While most Cliché Villains claim to be smart and clever, they are, more often than not, moronic and predictable. Nevertheless, they are experts at putting on the facade of intelligence. At level four, a Cliché Villain's Intelligence score drops to 8 (if it is higher), but he can substitute his Charisma modifier on all Intelligence-based skill checks.

    Uncanny Stealth (Ex): Despite never having any formal training in the arts of stealth, Cliché Villains have a remarkable level of talent for it. At level four, he can add one half his Cliché Villain level on all Disguise, Hide, Move Silently, And Sleight of Hand checks.

    Impressive Opening (Ex): A Cliché Villain dominates the battlefield, at least until the hero learns to believe in himself and inevitably turns the tables. When the Cliché Villain designates a creature as the target of his Dodge feat, he gains a bonus on attack rolls equal to the target's total number of hit dice as long as the target has over half it's health left. When the target drops to half health, the Cliché Villain, instead, receives a penalty to attack and AC equal to the target's total number of hit dice against that creature, even if he switches his Dodge feat to a different target.

    Weapon Finesse: A fifth level Cliché Villain gains Weapon Finesse as a bonus feat.

    Recurring Villain (Su): By level six, a Cliché Villain has become prominent enough to earn recurring villain status. He gains a bonus on Escape Artist and Open Lock checks equal to his Cliché Villain level, and once per day, when he drops below 25% health, he can, as an immediate action, use Dimension Door with a caster level equal to his Cliché Villain level.

    Improved Evasion (Ex): As the Rogue ability.

    Improved Uncanny Dodge (Ex): As the Rogue ability.

    Mad Inventor (Su): Cliché Villains do not possess intrinsic powers like the heroes do. Instead, they builds gadgets and robots to close the gap. At level eight, a Cliché Villain gains Craft Construct as well as any other item creation feat as bonus feats. He never needs to know spells to craft magic items. Instead, he makes a Use Magic Device check against a DC of 15 + the level of the highest spell necessary to build his items. If he fails this check, 25% of the time and raw materials are wasted.

    Expert Kidnapper (Ex): There is nothing a Cliché Villain likes doing more than kidnapping. Whether it be for ransom, to taunt the hero, or to find a future wife, there is always a practical reason for a good kidnapping. A ninth level Cliché Villain gains a competence bonus on all skill checks involved in kidnapping-related actions equal to one half his class level.

    Minions (Ex): By level ten, a Cliché Villain has finally become infamous enough to start attracting minions. Minions are much like followers and are acquired as per the table below. First level minions are always Fighters, but higher level minions can be of any classes that are thematically appropriate to the Cliché Villain's identity. Minions all wear uniforms inspired by the Cliché Villain's Flamboyant Costume with a face concealing helmet. All minions, regardless of level, have a maximum of 1 hit point. Minions that die are replaced within 1d4 days.

    Corporate Funding (Ex): At level eleven, a Cliché Villain has managed to seduce his way into the lap of some powerful and rich benefactor and receives monetary aid. He does not need to pay to hire a new henchman, nor does he need to pay the gp cost for crafting items, magical or otherwise. In addition, he only needs to pay half the cost for constructing or upgrading a stronghold or other headquarters However, this mysterious benefactor expects a return of investment, and from this point forward, the Cliché Villain must sacrifice 20% of all money he receives through adventuring, looting, or random acts of villainy.

    Behold the MacGuffin (Ex): At level twelve, a Cliché Villain has finally gotten his hands on the MacGuffin, the device necessary to complete his dastardly plan. He hasn't figured out how to use it, yet, but he will. Possibly. The MacGuffin gives the Cliché Villain a +1 bonus on all d20 rolls. If this MacGuffin is ever lost or stolen, he suffers a -2 penalty on all d20 rolls until it is regained. The MacGuffin is an indestructible item that weighs 5 pounds.

    Vanishing Act (Ex): Heroes are often stupid and easily distrected. If a thirteenth level Cliché Villain ever fails a Hide or Move Silently check, he can make an immediate Bluff check to draw attention away from himself. If successful, he can reattempt his Hide or Move Silently check as if the failure never happened. However, most people won't fall for the same gag twice. He can only use this ability once per person per day.

    Evil Gloating (Ex): A true Cliché Villain knows the value of a good gloat. At level fourteen, whenever the Cliché Villain attempts a coup de grace against a good-aligned creature, he must spend a number of rounds equal to his Charisma modifier gloating about it first. If he then successfully kills the creature, he gains a morale bonus on attack and damage rolls equal to his Charisma modifier for a number of rounds equal to his Cliché Villain level.

    Spy Drone (Sp): Upon reaching level fifteen, a Cliché Villain has crafted a device that allows him to spy on the heroes over great distances. He can use Scrying as a spell-like ability with a caster level equal to his Cliché Villain level at will. This ability can only be used against creatures with a good alignment.

    Pride Cometh Before the Fall (Ex): A sixteenth level Cliché Villain is on the cusp of success. This has inflated his ego to such incredible proportions that he can use it as a tool to intimidate and dominate others. As a standard action that provokes attacks of opportunity, a Cliché Villain can enter into an ego battle with a chosen target as long as both he and the target can see each other. Though a series of fabulous moves and powerful glares, he attempts to assert his dominance. Both he and the target make an opposed Charisma check. If the Cliché Villain succeds, the target's attitude becomes Fanatic for a number of rounds equal to twice the amount by which he succeeded the check. If he fails, then he suffers a morale penalty on all d20 rolls by the amount he failed for the rest of the encounter.

    Death Ray (Sp): By level seventeen, a Cliché Villain has finally completed his Death Ray, a device that allows him to fight the heroes more competently. He makes a ranged touch attack against an creature within 100 feet. If successful, the creature makes a Fortitude save versus a DC of 10 + 1/2 Cliché Villain level + his Charisma modifier. If the target fails this save, it is instantly slain. Otherwise, it is stunned for one round. Creatures of a good alignment receive a +2 luck bonus on the save, and are brought to 1 hit point on a failed save. The heroes are, of course, protected by the plot. This ability is usable once every 1d4 rounds.

    Abused Monster Pet (Ex): When all else fails, a Cliché Villain knows to always have a last resort in his back pocket, a trump card to play when the going gets tough. At level eighteen, a Cliché Villain acquires a monstrous pet which he convinces to serve him through physical abuse. The pet can be any creature of large size or larger with an Intelligence score less than 3. It's CR can be no more than the Cliché Villain's level plus five. The creature can have any number of templates or additional HD so long as its modified CR does not pass this limit. The pet is unfriendly towards the Cliché Villain and only follows orders with a successful Intimidate check. If the pet dies, the Cliché Villain can find and train a new one in after one week.

    Robot Double (Su): At level ninteen, a Cliché Villain can construct a perfect duplicate of himself. It has all the same stats and abilities of the Cliché Villain except that it does not have its own henchman or minions and can't create another robot double. The double follows all orders given by the Cliché Villain. It also has a duplicate of his mind and acts just like him even when not ordered. The robot double is nearly impossible to identify, and nothing short of True Seeing can detect it. If the Cliché Villain ever dies while his robot double still lives, he can declare that he was actually the double the whole time. He retroactively switches places with the double who then dies instead. If the double ever dies, the Cliché Villain can build a new one taking a week to finish.

    Doomsday Weapon (Sp): Eventually, after all the grueling struggle, a Cliché Villain finally manages to build his Doomsday Weapon at level twenty. He must be in possession of his MacGuffin for it to work. The Doomsday Weapon allows the Cliché Villain to use Wish as a spell-like ability once per month.

    Level 1 Minions Level 2 Minions Level 3 Minions Level 4 Minions Level 5 Minions Level 6 Minions
    Level 10 4 --- --- --- --- ---
    Level 11 6 2 --- --- --- ---
    Level 12 9 3 --- --- --- ---
    Level 13 13 4 1 --- --- ---
    Level 14 19 6 2 --- --- ---
    Level 15 28 9 3 1 --- ---
    Level 16 42 13 4 2 --- ---
    Level 17 63 19 6 3 1 ---
    Level 18 94 28 9 4 2 ---
    Level 19 141 42 13 6 3 1
    Level 20 211 63 19 9 4 2
    Level 21+ ×1.5/level ×1.5/level ×1.5/level ×1.5/level ×1.5/level ×1.5/level
    Last edited by Celestia; 2017-03-07 at 10:23 PM.
    Princess Celestia's Homebrew Corner
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  2. - Top - End - #242
    Ogre in the Playground
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    Default Re: Princess Celestia's Homebrew Corner

    Okay, Cliché Villain actually has quite a terrifying ability to power level in Epic games. Being able to summon four equivalent ECL entities without fail as often as you like is amazing for a sufficiently prepared person. The fluff is fightable, the mechanics of the fail conditions are fightable, you can optimize your way through all the difficulties of the Cliché Villain.

    The Death Ray's failure condition of leaving the hero at 1 HP is dealt with by the Cliché Villain getting a henchmen to finish the hero off. And there's nothing stopping them from getting Leadership to bloat their number of Henchmen beyond measure with useful Followers and get an extra Cohort, leaving the Henchmen to be auxiliaries of people with at-base skills.

    There's also the fact that they are nigh-impossible to actually kill off permanently. Mad Inventor is Artificer Light, and helps them make gear to deal with that 8 Intelligence restriction getting in the way of their plans. Corporate Funding makes them take off like a goddamn rocket because they now can get basically infinite power with disgusting ease.

    Abused Monster Pet can be made very, very dangerous with the right understanding of the game. Template stacked Monstrous Crabs are attractive, because you have so much room to stack them in.

    To understand how the class takes off at level 20, you have only thematic restrictions on your Minions and can grab Leadership to get more useful minions. You now have two cohorts and a massive, massive pile of minions to toss at enemies. You can spam save-or-dies to kill off three of the four enemies, then make the last a Fanatic long enough to tie them down and get them permanently enslaved. You now have a new "party member" to send out to do your dirty work. Repeat as desired to power level enough to start drawing the Gods themselves after you. Which leads to them being dog piled by armies of summoned and mind controlled minions summoned by your massive army of followers.

    Yes, this is taking it far too seriously, and yes, scry or die tactics on the ECL 20 kill team makes most attempts at optimizing fall flat, but the class is terrifying when managed by a guy used to abusing Leadership as hard as possible. The horde of 1st level Fighters can be used as fodder for quite a few types of things, like undead armies risen by the higher-ups that can actually take a hit.
    Last edited by Morphic tide; 2017-03-07 at 12:53 PM.

  3. - Top - End - #243
    Ogre in the Playground
     
    Celestia's Avatar

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    Default Re: Princess Celestia's Homebrew Corner

    I've changed the Doomsday Weapon to actually be rational. In retrospect, it was a bad idea to make such a stupid class feature even if it did fit the theme of the class. I don't know how it stacks up power level wise, however, but then again, I didn't much care about balance while making this class. And as Morphic tide so elaborately pointed out, it's pretty unbalanced already. :p
    Last edited by Celestia; 2017-03-07 at 10:28 PM.
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  4. - Top - End - #244
    Ogre in the Playground
     
    Celestia's Avatar

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    Default Colossal Champion

    The Colossal Champion

    "I crush all my enemies underfoot! Fear me!" ~Gortek, Orc Colossal Champion

    Sometimes, having a clever strategy or great skill will win the day, but sometimes you just need an overwhelming amount of pure strength. The Colossal Champion is that strength.

    Adventures: A Colossal Champion adventures for much the same reasons as any: fame, fortune, power, the desire to do good. Many also do it simply for the freedom of the outdoors. Ceilings are far too restricting.

    Characteristics: Colossal Champions are known for their ability to change size. Specifically, they can get bigger, much bigger. They tower over the battlefield, figuratively and literally crushing their opponents with raw might.

    Alignment: Colossal Champions are no more drawn to certain alignments than others of their kind. Some use their strength to protect the weak, while others use it to subjugate them. They run the whole gamut.

    Religion: The Colossal Champions who choose faith tend to worship gods of strength and power.

    Background: Colossal Champions can have many backgrounds. Maybe their power comes from the gods, or maybe it's a natural ability. Maybe it's created by some form of magic or science. It could be any number of things.

    Races: Races that are already predisposed to physical strength tend to choose the path of a Colossal Champion, such as orcs, but there are also a number of smaller races who pick the class as a form of compensation for their height.

    Other Classes: Colossal Champions tend to view other melee classes as being weak and misguided but respect their value for physical prowess, nonetheless. They have no strong opinions on other classes.

    Role: A Colossal Champion is a martial character through and through and can't do much else.

    Adaptation: Colossal Champions are difficult to fit in games with a lot of dungeon delving and cave exploring due to the low ceilings, but they can otherwise fit in most any campaign with primarily outdoor battles.

    GAME RULE INFORMATION
    Colossal Champions have the following game statistics.
    Abilities: Like any martial character, Strength and Constitution are the most important ability scores.
    Alignment: Any
    Size: A Colossal Champion must be medium size or smaller.
    Hit Die: d12
    Starting Age: As Barbarian
    Starting Gold: As Fighter

    Class Skills
    The Colossal Champion's class skills (and the key ability for each skill) are Climb (Str), Craft (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Level BAB Saves Special
    1 +1 +2/+0/+0 Colossal Form (Large), Form Augmentation, Fighter Bonus Feat
    2 +2 +3/+0/+0 Damage Reduction 1/-
    3 +3 +3/+1/+1 Natural Armor +1, Fast Healing 1
    4 +4 +4/+1/+1 Damage Reduction 2/-
    5 +5 +4/+1/+1 Colossal Form (Huge), Form Augmentation
    6 +6 +5/+2/+2 Damage Reduction 3/-, Natural Armor +2, Fighter Bonus Feat
    7 +7 +5/+2/+2 Fast Healing 2
    8 +8 +6/+2/+2 Damage Reduction 4/-
    9 +9 +6/+3/+3 Natural Armor +3, Form Augmentation
    10 +10 +7/+3/+3 Colossal Form (Huge), Damage Reduction 5/-
    11 +11 +7/+3/+3 Regeneration 3, Fighter Bonus Feat
    12 +12 +8/+4/+4 Damage Reduction 6/-, Natural Armor +4
    13 +13 +8/+4/+4 Form Augmentation
    14 +14 +9/+4/+4 Damage Reduction 7/-
    15 +15 +9/+5/+5 Colossal Form (Colossal), Natural Armor +5, Regeneration 4
    16 +16 +10/+5/+5 Damage Reduction 8/-, Fighter Bonus Feat
    17 +17 +10/+5/+5 Form Augmentation
    18 +18 +11/+6/+6 Damage Reduction 9/-, Natural Armor +6
    19 +19 +11/+6/+6 Regeneration 5
    20 +20 +12/+6/+6 Colossal Form (Colossal+), Damage Reduction 10/-

    Class Features
    The following are class features of the Colossal Champion.

    Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (except tower shields).

    Colossal Form (Su): A Colossal Champion's primary ability is to increase his size. Doing so is a move action that does not provoke attacks of opportunity. At first level, he can become Large size, increasing his Strength by 4 and his Constitution by 2. All his equipment increases in size with him. He can maintain this form for a number of rounds equal to his class level plus his new Constitution modifier. He can use this ability a number of times per day equal to half his Colossal Champion level (minimum 1).

    While transformed, A Colossal Champion gains two Slam attacks that do 1d8 bludgeoning damage each. He also gains the ability to throw rocks and other large objects. Thrown objects can weigh up to 100 pounds per point of his Strength modifier and do 1d6 bludgeoning damage per 100 pounds of weight. Thrown objects function similarly to grenade weapons and deal half damage to creatures and objects within five feet of the target, Reflex negates (DC10 + 1/2 Colossal Champion level + Strength modifier). The range increment for thrown objects is 20 feet.

    If, due to the Colossal Champion's increase in size, any creatures would be within his new space, they are forcibly moved to the closest safe square. They take 1d8 bludgeoning damage per five feet moved in this fashion, Reflex save for half (DC10 + 1/2 Colossal Champion level + Strength modifier).

    While in Colossal Form, he cannot speak, cast spells or use spell-like abilities, or use any intelligence, wisdom, or charisma-based skills except Intimidate, Listen, and Spot.

    As he increases in level, a Colossal Champion can become larger sizes. When he transforms, he can choose which size to become. At level five, he can become Huge, increasing his Strength by 8, his Constitution by 4, and his Slam damage to 1d10 and decreasing his Dexterity by 2. At level ten, he can become Gargantuan, increasing his Strength by 12, his Constitution by 6, and his Slam damage to 2d6 and decreasing his Dexterity by 4. At level 15, he can become Colossal, increasing his Strength by 16, his Constitution by 8, and his Slam damage to 2d8 and decreasing his Dexterity by 6. Finally, at level 20, he can become Colossal+, increasing his Strength by 20, his Constitution by 10, and his Slam damage to 2d10 and decreasing his Dexterity by 8.

    Form Augmentation: At level one and every four levels after, a Colossal Champion can choose to acquire one of the following abilities.

    Armored Form (Ex): Your natural armor bonus triples instead of doubles when in Colossal Form.

    Cloudy Change (Su): Your transformation creates a thick cloud of steam. When you change into Colossal Form, the area within 30 feet of you becomes filled with a fog that blocks all line of sight. The fog lasts 1d4+1 rounds.

    Durable Form (Ex): Your damage reduction triples instead of doubles when in Colossal Form.

    Elemental Form (Su): You become encased in an aura of one of the following energy types: acid, cold, electricity, fire, or sonic. Whenever you are hit in melee combat, your enemy takes 1d4/2 levels damage of that type (minimum 1d4), and all your melee attacks deal 2d6 damage of that type. You also gain immunity to that type. The energy type chosen cannot be one that bypasses your regeneration. If you gain this ability before regeneration, you cannot pick this energy type to deal you normal damage.

    Explosive Change (Su): Your transformation releases a shockwave of sheer force that blasts everything around you. When you change into Colossal Form, everything within 30 feet of you takes 1d4/level force damage and must make a Fortitude save (DC10 + 1/2 Colossal Champion level + Strength modifier) or be knocked prone.

    Powerful Form (Ex): Your Colossal Form is even stronger than normal, granting you an extra 4 points of Strength and increasing your Slam attacks by one die step. You also gain the Awesome Blow feat while transformed, even if you don't qualify for it.

    Rapid Change (Su): You can now change into your Colossal Form as a swift action.

    Regenerative Form (Ex): Your fast healing/regeneration triples instead of doubles when in Colossal Form.

    Terrifying Change (Ex): The sight of your transformation is horrifying to behold. When you change into Colossal Form, you can make a free Intimidate check against all creatures that can see you, substituting your Colossal Form's Strength modifier for your Charisma modifier. Any creature that fails becomes panicked for as long at you remain in Colossal Form. A successful roll reduces this to shaken.

    Thunderous Change (Su): Your transformation creates a loud crack of sound, like thunder. When you change into Colossal Form, all creatures within 60 feet of you must make a Fortitude save (DC10 + 1/2 Colossal Champion level + Strength modifier) or become permanently deafened. A successful save reduces this to 1d4+1 rounds of temporary deafness.

    Bonus Feats: At first level and every five levels after, a Colossal Champion can acquire one Fighter Bonus Feat for which he qualifies.

    Damage Reduction (Ex): At second level, a Colossal Champion's skin grows tougher, granting him damage reduction of 1/-, which increases by one every even level. When adopting his Colossal Form, this damage reduction doubles.

    Natural Armor (Ex): At third level, a Colossal Champion becomes more resistant to blows and gains a natural armor bonus of +1 or increases any existing natural armor bonus by one. This bonus increases every three levels. When he enters his Colossal Form state, this bonus doubles.

    Fast Healing (Ex): At level three, a Colossal Champion can utilize the process that allows him to rapidly grow body tissue when he increases in size to also heal himself. He gains fast healing 1, which doubles in his Colossal Form. This fast healing increases by 1 ever four levels.

    At level eleven, his fast healing is replaced by regeneration. He takes normal damage from two of the following energy types chosen when he acquires the regeneration: acid, cold, electricity, fire, or sonic. He can regrow missing limbs in 1d4 minutes or reattach them in one round by holding the limb to the stump.
    Last edited by Celestia; 2017-03-15 at 09:25 AM.
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  5. - Top - End - #245
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    I've changed the Doomsday Weapon to actually be rational. In retrospect, it was a bad idea to make such a stupid class feature even if it did fit the theme of the class. I don't know how it stacks up power level wise, however, but then again, I didn't much care about balance while making this class. And as Morphic tide so elaborately pointed out, it's pretty unbalanced already. :p
    that´s sad to hear, I really liked that class feature, and balance be damned, you just took 20 levels on a class in one of the most dip and prc encouraging of the d20 class systems, you deserve your cool capstone (maybe just keeping a the old version on a spoiler tab, perhaps with a warning:unbalanced sign and lots of exclamation marks wouldn´t be too bad.)
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.


  6. - Top - End - #246
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by neriractor View Post
    that´s sad to hear, I really liked that class feature, and balance be damned, you just took 20 levels on a class in one of the most dip and prc encouraging of the d20 class systems, you deserve your cool capstone (maybe just keeping a the old version on a spoiler tab, perhaps with a warning:unbalanced sign and lots of exclamation marks wouldn´t be too bad.)
    It can still be found in the contest thread. Sure, that's not convenient since I don't link to it, but I don't really care.
    Last edited by Celestia; 2017-03-14 at 10:53 PM.
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  7. - Top - End - #247
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Celestia View Post
    It can still be found in the contest thread. Sure, that's not convenient since I don't link to it, but I don't really care.
    fair enough
    Quote Originally Posted by Coidzor View Post
    Ah, yes, trolls, the monsters that are such wusses their primary means of reproduction is being eaten by other creatures.
    Quote Originally Posted by 5ColouredWalker View Post
    With all this talk of half dragon cohorts I may need to scrap riding a actual Dragon given how unoptimized it is.
    hey, order a gig here: https://www.fiverr.com/neriractor

    I would really appreciate it.


  8. - Top - End - #248
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    Default Re: Princess Celestia's Homebrew Corner

    Okay, I've finished the Colossal Champion.
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    Default Anima Thief

    Anima Thief

    "My power is the strength of my enemies." ~Shira, Human Anima Thief

    There are those who study and train for years to gain new abilities and perfect their skills. They put their very heart and soul into bettering themselves the hard way. Then their are those who walk the easy path and take the shortcut to power. The Anima Thief is the shortest of all shortcuts.

    Adventures: Most Anima Thieves value power, especially power that is easy to use. They adventure to acquire that power, typically through whatever means they can. Some pursue specific goals or ambitions, but they all value power.

    Characteristics: An Anima Thief is typically arrogant and egotistical, often unjustifiably. They flaunt and exaggerate whatever strength they have, but when the going gets tough, they usually run or hide.

    Alignment: Anima Thieves are usually evil or chaotic, but they can be of any alignment.

    Religion: Some Anima Thieves worship gods, hoping to buoy favor. Others reject such faith and trust only in themselves. There are, ironically, few who walk the middle ground.

    Background: The back stories of most Anima Thieves are characterized by cheating and cutting corners. If they tended towards responsibility and hard work, they'd pick a different class.

    Races: The short lived races are more likely to become Anima Thieves than those with more time to devote to training. Humans, especially, seem to be the most common.

    Other Classes: Anima Thieves like adventuring with a wide variety of classes, giving them a larger selection of abilities that they can siphon. Some classes, most notably paladins, tend to have concerns, however, with the way Anima Thieves function.

    Role: An Anima Thief can literally fill any role in the party given the proper material to work with.

    Adaptation: Anima Thieves can probably fit most settings.

    GAME RULE INFORMATION
    Anima Thieves have the following game statistics.
    Abilities: The most important ability score for an Anima Thief is Charisma as it govern her Soul Siphon ability.
    Alignment: Any
    Hit Die: d4
    Starting Age: As a Barbarian.
    Starting Gold: As a Cleric.

    Class Skills
    The Anima Thief's class skills (and the key ability for each skill) are Listen (Wis), Hide (Dex), Move Silently (Dex), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Psionic Device (Cha)

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +0
    Soul Siphon
    2nd
    +1
    +0
    +0
    +0
    3rd
    +1
    +1
    +1
    +1
    4th
    +2
    +1
    +1
    +1
    5th
    +2
    +1
    +1
    +1
    Reactive Soul Siphon
    6th
    +3
    +2
    +2
    +2
    7th
    +3
    +2
    +2
    +2
    8th
    +4
    +2
    +2
    +2
    9th
    +4
    +3
    +3
    +3
    10th
    +5
    +3
    +3
    +3
    Greater Soul Siphon
    11th
    +5
    +3
    +3
    +3
    12th
    +6
    +4
    +4
    +4
    13th
    +6
    +4
    +4
    +4
    14th
    +7
    +4
    +4
    +4
    15th
    +7
    +5
    +5
    +5
    Fatal Soul Siphon
    16th
    +8
    +5
    +5
    +5
    17th
    +8
    +5
    +5
    +5
    18th
    +9
    +6
    +6
    +6
    19th
    +9
    +6
    +6
    +6
    20th
    +10
    +6
    +6
    +6
    Soul Absorption

    Class Features
    All of the following are class features of the Anima Thief.

    Weapon and Armor Proficiencies: One simple weapon and light armor. If the Anima Thief is proficient in a light or one-handed weapon, then she is also proficient in light shields.

    Soul Siphon (Su): The one and only trick that an Anima Thief learns is the ability to tap into the soul of another and siphon off some of its power for herself. She can use this ability at will by making a melee touch attack. If the attack is successful, she acquires some of the skills and abilities of her target. She chooses a number of features off the following list equal to one plus one half her Anima Thief level. She gains those features for a number of rounds equal to twice her Anima Thief level plus her Charisma modifier.

    Acquirable features:
    Increase one of her ability scores to the target's respective value. (Can be selected multiple times, once per ability score.)
    Increase one of her saving throw bonuses to the target's respective value. (Can be selected multiple times, once per saving throw.)
    Increase her base attack bonus to the target's base attack bonus.
    Gain temporary hit points equal to one half the target's hit point total.
    Gain ranks in one skill equal to the target's respective value. (Can be selected multiple times, choosing a different skill each time.)
    Gain one feat possessed by the target. (The perquisites need not be met.) (Can be selected multiple times, choosing a different feat each time.)
    Gain one class feature possessed by the target. (Spellcasting grants a number of random memorized spells or spells known/spell slots equal to her Charisma modifier and must be ones that the target has memorized or knows, starting with the highest level the target can cast.) (Manifesting grants power points equal to one quarter the amount of the target and a number of random powers known equal to her Charisma modifier and must be ones the target knows, starting with the highest level the target can manifest) (Can be selected multiple times, choosing a different class feature each time.)
    Gain one special ability possessed by the target. (Can be selected multiple times, choosing a different special ability each time.)

    An Anima Thief can only possess the features of one target at a time. She can, as a swift action, choose to prematurely give up her siphoned features before the duration expires to gain the features of another target.

    When an Anima Thief uses her Soul Siphon ability on an unwilling opponent, the target must make a Fortitude save (DC10 + 1/2 Anima Thief level + Charisma modifier). On a failed save, the target is stunned for 1d4 rounds and fatigued for 1d4+1 minutes. On a successful save, the target is, instead, dazed for one round.

    The Soul Siphon can only work on creatures with a soul. Non-living creatures, thus, are immune to this ability.

    Reactive Soul Siphon (Su): At level five, an Anima Thief learns how to use her Soul Siphon ability defensively. When she is hit with an unarmed strike or natural weapon, when she is grappled, or when she is otherwise touched by an opponent, her Soul Siphon ability automatically activates without an attack roll if she can acquire the features of the target.

    Greater Soul Siphon (Su): By level ten, an Anima Thief's Soul Siphon ability has grown more powerful. She can now acquire the features of multiple targets, up to a limit equal to her Charisma modifier. In addition, targets who fail their Fortitude save are knocked unconscious for 1d4 minutes and fatigued for one hour. Targets who succeed are also fatigued for 1d4 minutes.

    Fatal Soul Siphon (Su): At level fifteen, the Anima Thief has grown strong enough in her ability to steal souls that she can rip them straight out of their bodies. When using her Soul Siphon ability, she can choose to attempt to kill her target instead of merely knocking them unconscious. A target who fails the save is instantly slain, and the Anima Thief gains the target's features for twice the normal length. A target that succeeds the save is only dazed for one round and is not fatigued. In addition, if the save is successful, the Anima Thief gains none of the target's features. This ability can be used a number of times per day equal to her Charisma modifier.

    Soul Absorption (Su): By level twenty, an Anima Thief has reached the pinnacle of soul stealing and can fully absorb a target's life force. By maintaining physical contact with a target for one minute, she can force the target to make a Fortitude or Will save (whichever is higher). If the save is unsuccessful, the Anima Thief merges the target's soul with her own. The target dies and cannot be resurrected by mortal magic until the Anima Thief dies. She gains the target's features as with her Soul Siphon ability, except she keeps them permanently. Once the Soul Absorption is complete, the Anima Thief must make an opposed Charisma check against the target. If she loses, the target's mind takes over her body, and the Anima Thief's personality is permanently destroyed. She can only be restored by the use of Psychic Chirurgery. This ability can only be used once per month.

    The Anima Thief cannot gain temporary hit points with this ability. Instead, she increases her Anima Thief hit dice to that of the target's highest hit die and rerolls her hit point total. Neither spellcasting nor manifesting can be acquired with this ability.
    Last edited by Celestia; 2017-03-27 at 10:00 AM.
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  10. - Top - End - #250
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    Default Re: Princess Celestia's Homebrew Corner

    In Gestalt, that class will go for a Charisma caster or manifester basically always, and will often be used as a dip for MAD characters.

    Generally, the Anima Thief will be acting as a copy of whatever abilities prove most needed, taking exactly the tricks that are most useful for the fight. Of note is being able to heal effectively by copying a Paladin's Lay on Hands pool. The capstone makes for a character that is quickly going to assimilate the powers of everything the party fights, attaining Godlike power fairly quickly. Sure, they can't take casting, but they can loot every SLA from every summoned creature.

    Overall, it's broken in an easily manageable way.

  11. - Top - End - #251
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Morphic tide View Post
    In Gestalt, that class will go for a Charisma caster or manifester basically always, and will often be used as a dip for MAD characters.

    Generally, the Anima Thief will be acting as a copy of whatever abilities prove most needed, taking exactly the tricks that are most useful for the fight. Of note is being able to heal effectively by copying a Paladin's Lay on Hands pool. The capstone makes for a character that is quickly going to assimilate the powers of everything the party fights, attaining Godlike power fairly quickly. Sure, they can't take casting, but they can loot every SLA from every summoned creature.

    Overall, it's broken in an easily manageable way.
    I mean, it's level 20. Most campaigns never get there, and even when they do, they likely end there. It won't see much use unless the game goes epic, and even in that case, the wizard still wins.
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    Default Arborean

    The Arborean

    The arboreans are humanoid shaped plants with two arms and legs. Their bodies are covered in bark, and atop their heads are large canopies of leaves, similar in appearance to long hair. Their leaves change with the seasons, just like a tree. They are generally peaceful and stoic and prefer living alone in nature.

    +2 Dex, +2 Con, -2 Str
    Plant
    Small: As a Small creature, an arborean gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    Space/Reach: 5 feet/5 feet.
    An arborean’s base land speed is 30 feet
    Natural Weapon: Slam (1d4)
    Photosynthesis (Ex): An arborean does not eat or drink as normal. Instead, she must plant her roots in fertile soil and bask in the sun for one hour each day for sustenance. While planted, an arborean cannot move. Planting and unplanting each take a full round action. She may still speak, manifest powers, expel spores, or use other skills and abilities that do not require movement.
    Spores (Ex): An arborean can expel spores from her body that can either sicken or stun foes for 1d4+1 rounds. This is a standard action with a 20 foot radius spread originating from the arborean. Those affected are entitled a Fortitude save to negate the effect with a DC of 10 + 1/2 the arborean’s HD + the arborean’s Constitution modifier. This ability can be used once per hour.
    +2 Natural Armor
    +2 Racial bonus on Listen and Survival checks
    Favored Class: Druid
    Level Adjustment: +0

    Arborean Aging
    Unlike other races, arboreans do not age in the normal manner. They advance through categories that modify their statistics as below. The standard arborean depicted above is the Springling. Arboreans have no maximum age and can live indefinitely. However, they do not advance beyond Winterling, no matter how long they live.

    Sproutling Springling Summerling Autumnling Winterling
    Age 0 to 29 years 30 to 79 years 80 to 149 years 150 to 299 years 300+ years
    Size Tiny Small Medium Large Huge
    Ability Scores +4 Dex, +2 Con, -4 Str, -2 Wis +2 Dex, +2 Con, -2 Str +2 Con, +2 Wis +4 Str, +2 Con, +2 Wis, -2 Dex +6 Str, +2 Con, +4 Wis, -4 Dex
    Natural Weapons N/A Slam (1d4) Slam (1d6) 2 Slams (1d8) 2 Slams (1d10)
    Natural Armor +1 +2 +4 +7 +11

    Arborean Variants

    The Fungean
    Fungeans are mostly found underground. Their smaller bodies are pale white, and their heads are topped with large mushrooms.

    Ability Scores: Increase Dexterity by +2 and decrease Strength by -2 in all ages.
    Size: Decrease size category by one in all ages.
    Darkvision: Gain Darkvision out to 60 feet.
    Photosynthesis (Ex): A fungean does require sunlight to survive. In addition, she receives Fast Healing 1 while her roots are planted.
    Spores (Ex): The spores can inflict poison (1d4 Str/1d4 Con) or put target's to sleep instead of sicken or stun. The ability otherwise functions the same.
    Natural Armor: Decrease by -4 in all ages (minimum 0).

    The Cactean
    Found in barren deserts, the cacteans are survivors. They have green and spiked bodies. Most do not have anything on their heads, but they rarely possess flowers.

    Photosynthesis (Ex): The soil a Cactean plants her roots in need not be fertile.
    Spikes (Ex): Whenever a cactean is hit by unarmed strikes, natural weapons, or melee touch attacks, the opponent takes 1d4 piercing damage. In addition, the cactean's Slam attacks do bludgeoning and piercing damage and are increased by one die step in all ages. This ability replaces Spores.
    Natural Armor: Decrease by -2 in all ages (minimum 0).
    Skills: +2 Racial bonus on Heal and Listen checks. +4 Racial bonus on Survival checks. Survival is always a class skill for a cactean.

    The Sequoean
    Sequoeans are similar in appearance to arboreans except they tower above their deciduous cousins. Their heads are full of sharp pine needles rather than leaves that stay green year round.

    Ability Scores: Increase Strength by +4 and decrease Dexterity by -2 in all ages.
    Size: Increase size category by one in all ages.
    Sap (Ex): Sequoeans excrete a sticky sap that clings to anything. As a melee touch attack, a sequoean can attempt to cover an opponent. If successful, the opponent acts as slowed until they clean themselves off. Cleaning off the sap takes 1d4+1 rounds and provokes attacks of opportunity. This ability can be used once per hour and replaces Spores.
    Natural Armor: Increase by +2 in all ages.
    Last edited by Celestia; 2017-03-29 at 07:09 AM.
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  13. - Top - End - #253
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    Default Re: Princess Celestia's Homebrew Corner

    Neat. Also, I see you did that class you said you wanted to try.

    Not bad.

    Although I'd argue you cheated because of it having more than Perception on its list.
    Last edited by Almarck; 2017-03-28 at 04:55 PM.
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    Default Re: Princess Celestia's Homebrew Corner

    Quote Originally Posted by Almarck View Post
    Neat. Also, I see you did that class you said you wanted to try.

    Not bad.

    Although I'd argue you cheated because of it having more than Perception on its list.
    I was going to do just Listen/Spot and Profession, but when I wrote out the fluff for it, I realized that it wouldn't make any sense to not include the others.
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    Quote Originally Posted by Celestia View Post
    I was going to do just Listen/Spot and Profession, but when I wrote out the fluff for it, I realized that it wouldn't make any sense to not include the others.

    It's fair. Fluff arguably is what determines skills most of the time anyways.
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  16. - Top - End - #256
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    Default Re: Princess Celestia's Homebrew Corner

    I added three variant arboreans: the fungean, the cactean, and the sequoean.
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    Default Hydrablood Warrior

    The Hydrablood Warrior

    "People always say that two heads are better than one." ~Magnolia Whitfoot, Halfling Hydrablood Warrior

    So many family trees are muddied with the blood of who knows how many creatures. Sometimes, that heritage can manifest stronger in a individual. A Hydrablood Warrior possesses a very particular heritage that she focuses on and develops. She exploits her blood for all that it's worth to gain an unconventional sort of power.

    Adventures: Hydrablood Warriors, like many impure offspring, are often cast out and are forced to adventure for lack of another option. Many, though, choose the life, drawn to combat and danger because their great healing powers convince them that they are unkillable.

    Characteristics: Hydrablood Warriors gain the features of their hydra ancestors, most notably, the growth of extra heads. They can also tap into the more specialized powers of their cryo- and pyro-hydra kin.

    Alignment: Hydrablood Warriors are not drawn to any particular alignment any more than a normal member of their race. Their path to power is merely a tool to be used, not a lifestyle.

    Religion: Hydrablood Warriors are no more or less religious than others of their race.

    Background: Most Hydrablood Warriors receive standard combat training, though not often to the same extent as a pure fighter. They have an aspect of self-discovery and self-tutoring that is based more on instinct, and some are entirely self-trained.

    Races: As humans are normally the mutts of races, they tend to be the most likely to possess hydra ancestry, but any race is capable of having deep family secrets.

    Other Classes: Hydrablood Warriors typically respect the prowess of other combat oriented classes, such as the fighter and barbarian. They usually have no strong opinions on the other classes, though.

    Role: The Hydrablood Warrior is a martial character and primarily fills that role. She does get some ranged blasting with her breath weapon, however.

    Adaptation: This class could be easily refluffed in numerous ways. Perhaps the class is the result of magical or scientific experimentation. Or it's some sort of anomalous mutation. Maybe it's a blessing or a curse by some sort of powerful entity. There is a multitude of options.

    GAME RULE INFORMATION
    Hydrablood Warriors have the following game statistics.
    Abilities: Strength is important for dealing damage, and constitution helps survive damage.
    Alignment: Any
    Hit Die: d10
    Starting Age: As Barbarian
    Starting Gold: As Fighter

    Class Skills
    The Hydrablood Warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Level BAB Saves Special
    1 +1 +2/+2/+0 Fast Healing, Bite Attack
    2 +2 +3/+3/+0 Fighter Bonus Feat
    3 +3 +3/+3/+1 Darkvision 30 ft
    4 +4 +4/+4/+1 Breath Weapon 1d8, Energy Resistance 10
    5 +5 +4/+4/+1 Extra Head +1, Combat Reflexes
    6 +6 +5/+5/+2 Fighter Bonus Feat
    7 +7 +5/+5/+2 Breath Weapon 2d8
    8 +8 +6/+6/+2 Energy Resistance 15
    9 +9 +6/+6/+3 Swim 20 ft
    10 +10 +7/+7/+3 Extra Head +2, Breath Weapon 3d8, Fighter Bonus Feat
    11 +11 +7/+7/+3 Darkvision 60 ft
    12 +12 +8/+8/+4 Energy Resistance 20
    13 +13 +8/+8/+4 Breath Weapon 4d8
    14 +14 +9/+9/+4 Fighter Bonus Feat
    15 +15 +9/+9/+5 Extra Head +3
    16 +16 +10/+10/+5 Breath Weapon 5d8, Energy Resistance 25
    17 +17 +10/+10/+5 Regeneration
    18 +18 +11/+11/+6 Fighter Bonus Feat
    19 +19 +11/+11/+6 Darkvision 90 ft, Breath Weapon 6d8
    20 +20 +12/+12/+6 Extra Head +4, Energy Resistance 30

    Class Features
    The following are class features of the Hydrablood Warrior.

    Weapon and Armor Proficiency: All simple and martial weapons, light and medium armor, and all shields (except tower shields).

    Fast Healing (Ex): At first level, a Hydrablood Warrior gains an amount of Fast Healing equal to her class level plus her Constitution modifier.

    Bite Attack (Ex): A first level Hydrablood Warrior gains a bite attack if she does not already have one. This attack deals 1d6 damage for medium creatures or it's previous amount, whichever is higher.

    Bonus Feats: At second level and every four levels after, a Hydrablood Warrior gains a Fighter Bonus Feat. At level five, she gains Combat Reflexes.

    Darkvision (Ex): At level three, a Hydrablood Warrior gains Darkvision out to 30 feet. This improves by 30 feet every eight levels.

    Breath Weapon (Su): Upon reaching fourth level, a Hydrablood Warrior can manifest her inner energy into a breath weapon. It deals 1d8 damage, improving by another 1d8 every three levels. The type of damage done can either cold or fire. The weapon can be used as either a 30 foot cone or a 60 foot line. This ability is usable once every 1d4 rounds.

    Energy Resistance (Ex): At level four, a Hydrablood Warrior gains 10 points of resistance to both cold and fire. This improves by 5 points every four levels.

    Extra Head: By level five, a Hydrablood Warrior's heritage has grown strong enough to manifest itself in a more overt manner, and she grows a second head. She gains an additional head every five levels. Each head possesses its own Bite Attack, and she can use each bite she has in a single attack action, just like a hydra. She can also simultaneously use her Breath Weapon from all heads, each of which deals normal damage and can be aimed in a different direction. Lastly, she gains a +2 bonus on Listen and Spot checks for each head she has beyond the first. If one of her heads is ever severed, she does not die unless they are all removed. Her heads regrow in 1d6+1 rounds. Like a hydra, she gains two heads for each one cut off, up to maximum of double her normal number of heads. Any extra heads above her normal amount rot and fall off after 2d4 minutes.

    Swim: At ninth level, a Hydrablood Warrior gains a swim speed of 20 feet if she did not already have one or her swim speed improves to 20 feet if it is lower. She gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. Finally, she can use the run action while swimming, provided she swims in a straight line.

    Regeneration (Ex): At level seventeen, her Fast Healing becomes Regeneration. She can regrow severed limbs in 1d4 minutes, and she can regrow her heads in 1d4 rounds. She takes normal damage from acid.
    Last edited by Celestia; 2017-04-04 at 02:05 PM.
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    Personally, I'd prefer a Cryo-Pyro choice to be made at first level, with Energy Resistance coming in at first level and scaling continuously at something like 2 per level, or 1 per level + Con. It'd let you have class skills be affected by the choice a little bit, like having Cryo give Swim and Pyro give Climb. Stuff that doesn't come up a lot, but can be useful to have.

    Although why the heck you have Ride on the class, I don't know. If it was about survival skills, then why doesn't the class have the actual Survival skill?
    Last edited by Morphic tide; 2017-04-04 at 02:04 PM.

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    Quote Originally Posted by Morphic tide View Post
    Personally, I'd prefer the Cryo-Pyro choice to be made at first level, with Energy Resistance coming in at first level and scaling continuously at something like 2 per level, or 1 per level + Con. It'd let you have class skills be affected by the choice a little bit, like having Cryo give Swim and Pyro give Climb. Stuff that doesn't come up a lot, but can be useful to have.

    Although why the heck you have Ride on the class, I don't know. If it was about survival skills, then why doesn't the class have the actual Survival skill?
    It's not a choice, actually. You gain both cold and fire resistance, and you can use either cold or fire breath whenever you use the breath weapon.

    It has Ride because I just copied the Fighter skill list. Well, my Fighter fix skill list, anyway. I should give it Survival, though. That would make sense.
    Last edited by Celestia; 2017-04-04 at 02:06 PM.
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    Quote Originally Posted by Celestia View Post
    It's not a choice, actually. You gain both cold and fire resistance, and you can use either cold or fire breath whenever you use the breath weapon.

    It has Ride because I just copied the Fighter skill list. Well, my Fighter fix skill list, anyway. I should give it Survival, though. That would make sense.
    I noticed that. That's why I edited it to change "the choice" into "a choice" Having both at that pace is a bit OP, and making choices to shape the class without getting AFCs involved is something I like.

    As a bit of a compromise between the two ways of doing it, it could have a line about changing the scaling pace of the energy-based abilities based on the number of choices you make. This allows you to have a veritable rainbow of Hydra choices and get the option to use as many as you want, provided you are willing to take a massive reduction to the pace of the scaling.

    Like, you can easily have three options, two for the odd-Hydras and one for a more generally tanky basic version that trades the Breath Weapon for added Bite or Fast Healing scaling, or resistance to physical damage types.

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    Quote Originally Posted by Morphic tide View Post
    I noticed that. That's why I edited it to change "the choice" into "a choice" Having both at that pace is a bit OP, and making choices to shape the class without getting AFCs involved is something I like.

    As a bit of a compromise between the two ways of doing it, it could have a line about changing the scaling pace of the energy-based abilities based on the number of choices you make. This allows you to have a veritable rainbow of Hydra choices and get the option to use as many as you want, provided you are willing to take a massive reduction to the pace of the scaling.

    Like, you can easily have three options, two for the odd-Hydras and one for a more generally tanky basic version that trades the Breath Weapon for added Bite or Fast Healing scaling, or resistance to physical damage types.
    I allowed it to have both cold and fire to avoid the issue of energy resistance/immunity, and I didn't add any sorts of options or improvements to avoid stepping on the toes of the DFA.

    I don't really feel like hydras have enough unique features going for them to give three separate class paths without a lot of making things up. I mean, I already gave this class everything a hydra gets, and I still had to stretch it with adding regeneration.
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    Quote Originally Posted by Celestia View Post
    I allowed it to have both cold and fire to avoid the issue of energy resistance/immunity, and I didn't add any sorts of options or improvements to avoid stepping on the toes of the DFA.

    I don't really feel like hydras have enough unique features going for them to give three separate class paths without a lot of making things up. I mean, I already gave this class everything a hydra gets, and I still had to stretch it with adding regeneration.
    Maybe have some options/abilities based on how Hydras wound up in the family tree(such as by means of Dragons in-between you and the hydra)? And you can always make up more Hydras to draw abilities from. I mean, Pyro and Cryo are already basically just templates, so any CR +2 template works.

    As for stepping on DFA's toes, if you think that metabreath is enough to step on the toes of DFA, then you have a very narrow view of the class. There's a lot more to DFA than breath weapon spam.
    Last edited by Morphic tide; 2017-04-04 at 02:56 PM.

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    Quote Originally Posted by Morphic tide View Post
    Maybe have some options/abilities based on how Hydras wound up in the family tree(such as by means of Dragons in-between you and the hydra)?
    That would cause the class to completely lose focus.

    And you can always make up more Hydras to draw abilities from. I mean, Pyro and Cryo are already basically just templates, so any CR +2 template works.
    I could, but I'd still just be making stuff up that I'd rather not do for this one. It would draw the class away from "hydra" to "a bunch of stuff plus hydra."

    As for stepping on DFA's toes, if you think that metabreath is enough to step on the toes of DFA, then you have a very narrow view of the class. There's a lot more to DFA than breath weapon spam.
    I know that. There are also invocations and such, but I'd still like to distance myself from it. This class isn't supposed to have anything to do with DFA.
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    Quote Originally Posted by eggynack View Post
    Eh, it's structured differently from most casting even beyond the difference in ability type. Also, innate spellcasting ain't clearly normally anything. It's basically always completely unmentioned what the ability type is, and the only reason it very likely is natural is by way of crazy rules arguments that pull from multiple books. This isn't them putting down an ability type different from what is typical. It's them giving an explicit type at all, which is itself weird.
    Quote Originally Posted by SRD
    Natural Abilities

    This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.
    I didn't even have to look at one book to find that. Seems pretty clear what, exactly, a natural ability is and, therefore, that innate spellcasting is usually that.

    It's a problem with both. That's kinda my point. Form changing is problematic. More than you'd expect. More than anyone expects, even after discovering again and again how fundamentally problematic it is. You're acting like these things are just editing errors. Scattered issues that I'm bringing up to poke holes in an otherwise perfectly reasonable thing. They're not. Not really. They're a consequence of a bunch of people all over the place coming up with interesting and creating monster ideas and filling books with them. They're a consequence of those selfsame people not recognizing that these abilities are accessible by way of some ability in some book someone else wrote, or, hell, will write, and thus not even starting to consider balancing for that fact. All these people with wacky and disparate design philosophies, which means a wide variety of crazy to choose from. Jeez, just look at the dire tortoise. Yes, it has that weird always acting in the surprise round thing, which is crazy. Even crazier though is that it's inexplicably a special attack. That's so weird.

    Lemme put it this way. If you haven't already, check out the aberration wild shape section of my druid handbook, and if you have, maybe look anyway, cause it's fundamental to the point I'm making. It's 22 pages, essentially devoted to one basic fact; a druid is capable of acquiring the extraordinary special qualities of aberrations. Sure, there's the occasional entry that's like, "Weirdly enough, you don't need enhance wild shape this time," but they're rare. One creature type, one ability type, 22 pages. What would you expect to happen when that's opened up to a massive quantity of other creatures, as well as supernatural abilities? Not a rhetorical question, because I have literally no idea. But a good first order approximation is more than either you or I think.
    Quote Originally Posted by Eggynack
    Wild shape is either the second or third best druid ability, ...
    Quote Originally Posted by Eggynack
    Overall, master of many forms is a class that lowers you in power by a whole hell of a lot, ...
    I'll be honest and say that I have not read through your entire handbook (I'm only meh towards druids), but I do remember these parts well enough. I'm just not sure what the problem here is. The Beastblood Shifter has a few extra bells and whistles, but it's essentially just MoMF as a base class. You have explicitly stated that MoMF is weaker than a druid, and my version doesn't even get any casting or other druid class features. It does wild shape better, yes, but that should be expected when it is literally the one and only trick this class gets. It's still not enough to bump it above base druid.
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    I mean, you're probably going to come up short when comparing yourself to a well-played Druid, because Druid is one of the strongest classes in the game. (And they can access all the Wild Shape power they need with feats + Enhanced Wild Shape, so MoMF is doubly unnecessary). Your point of balance should probably instead be a Ranger/Master of Many Forms, which is still an impressively strong shapeshifter... and the Bloodbound Shifter tramples all over it. You get (Ex) abilities from level one, you get Large and Huge sizes faster, you get to use it as a Swift action, you get huge stat boosts while shifted, you get Magical Beasts, you get you get (Su) abilities... and you get to do it all at will.

    In simple terms, you took what is, arguably, the most potent non-spellcasting ability in the game (Wild Shape) and made it stronger.


    ...And honestly, the more I look at this thing, the closer the Shifter-vs-T1-caster question gets. Leaving the question of spellcasting aside, you can do some reeeeaaaaalll gross things with all (Ex) and (Su) qualities. As I mentioned in the other thread, just in the SRD you can pick up stunning or petrifying gaze attacks, dominate person, greater invisibility, magic immunity, double-shapeshifting (however that works), friggin' beholders... with Undead Shifting, you can start doing ability damage, level drain, the Bodak's death gaze, multiple types of Create Spawn...

    And at 18th level, once you get SLAs and Outsiders, you blow past just about everything in the game.
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    Quote Originally Posted by Grod_The_Giant View Post
    I mean, you're probably going to come up short when comparing yourself to a well-played Druid, because Druid is one of the strongest classes in the game. (And they can access all the Wild Shape power they need with feats + Enhanced Wild Shape, so MoMF is doubly unnecessary). Your point of balance should probably instead be a Ranger/Master of Many Forms, which is still an impressively strong shapeshifter... and the Bloodbound Shifter tramples all over it. You get (Ex) abilities from level one, you get Large and Huge sizes faster, you get to use it as a Swift action, you get huge stat boosts while shifted, you get Magical Beasts, you get you get (Su) abilities... and you get to do it all at will.

    In simple terms, you took what is, arguably, the most potent non-spellcasting ability in the game (Wild Shape) and made it stronger.


    ...And honestly, the more I look at this thing, the closer the Shifter-vs-T1-caster question gets. Leaving the question of spellcasting aside, you can do some reeeeaaaaalll gross things with all (Ex) and (Su) qualities. As I mentioned in the other thread, just in the SRD you can pick up stunning or petrifying gaze attacks, dominate person, greater invisibility, magic immunity, double-shapeshifting (however that works), friggin' beholders... with Undead Shifting, you can start doing ability damage, level drain, the Bodak's death gaze, multiple types of Create Spawn...

    And at 18th level, once you get SLAs and Outsiders, you blow past just about everything in the game.
    It's powerful. Okay? Not every martial class has to be as weak as the fighter. I see so many people complaining about martisl/caster disparity. I make a class that attempts to close that gap, and people complain. I'm starting to think people on the Internet just like complaining.

    Now, if you have legitimate concerns about the class, that's one thing. This thread shows that I have a history of listening to such comments. However, if your problem is just that the class is too strong, then I certainly won't do anything.
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    Quote Originally Posted by Celestia View Post
    It's powerful. Okay? Not every martial class has to be as weak as the fighter. I see so many people complaining about martisl/caster disparity. I make a class that attempts to close that gap, and people complain. I'm starting to think people on the Internet just like complaining.

    Now, if you have legitimate concerns about the class, that's one thing. This thread shows that I have a history of listening to such comments. However, if your problem is just that the class is too strong, then I certainly won't do anything.
    I admit to not being familiar with your intended level of homebrew balance. Personally, I tend to look to things like the Swordsage, Psychic Warrior, Bard, and Totemist as my point of reference, and this easily overshoots them-- a very legitimate concern, I think. On the other hand, if your intention is to create something more like the Druid, Cleric, or Wizard... then bravo; you've made a tremendously fun T1ish shapeshifter.

    So... yeah. What sort of power level were you intending to hit?
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    Quote Originally Posted by Grod_The_Giant View Post
    I admit to not being familiar with your intended level of homebrew balance. Personally, I tend to look to things like the Swordsage, Psychic Warrior, Bard, and Totemist as my point of reference, and this easily overshoots them-- a very legitimate concern, I think. On the other hand, if your intention is to create something more like the Druid, Cleric, or Wizard... then bravo; you've made a tremendously fun T1ish shapeshifter.

    So... yeah. What sort of power level were you intending to hit?
    None, honestly. When I make classes, I don't have a goal of intended power level. Whatever it end up being, it ends up being. Most of them, I feel, end up in the middle road.
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    Quote Originally Posted by Celestia View Post
    None, honestly. When I make classes, I don't have a goal of intended power level. Whatever it end up being, it ends up being. Most of them, I feel, end up in the middle road.
    Ehhh... well... 3.5 classes do have an insane range of power, from single-classed Monks to Wizard/Incantrix/IotSVs, so it's hard to make categorical statements like "this class is too strong." The best you can usually do is "this class' floor is higher than many groups will be comfortable with" or "this class is objectively better than comparable options."

    And, well... your Beastbound Shifter is objectively better than comparable options-- as I said, it blows the standard Wild Shape Ranger/MoMF/Warshaper right out of the water. It does the same for a hypothetical Divine Minion/MoMF/Warshaper, too. It's got much more power than a Warblade, a Duskblade, a Psychic Warrior, a Totemist. That's what I mean when I say it's too strong. Does that make sense?

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    Quote Originally Posted by Celestia View Post
    I didn't even have to look at one book to find that. Seems pretty clear what, exactly, a natural ability is and, therefore, that innate spellcasting is usually that.
    It's far from clear. Other sources say other things, and the overall situation is pretty crazy. And, as you say, usually. This definitely isn't a, "Spellcasting is explicitly natural in all cases, and they forgot in this case." It's a, "Spellcasting happens to place in natural by dint of some rules interactions, but in this case they explicitly made it an ability type at all." This argument happens all the time, and it definitely isn't solved instantly by way of that quote.

    I'll be honest and say that I have not read through your entire handbook (I'm only meh towards druids), but I do remember these parts well enough. I'm just not sure what the problem here is. The Beastblood Shifter has a few extra bells and whistles, but it's essentially just MoMF as a base class. You have explicitly stated that MoMF is weaker than a druid, and my version doesn't even get any casting or other druid class features. It does wild shape better, yes, but that should be expected when it is literally the one and only trick this class gets. It's still not enough to bump it above base druid.
    It's not just MoMF as a base class. It's way stronger. You get supernatural abilities, for one thing, extraordinary special qualities really early, for another, and magical beasts, which is a really broad and potentially problematic type, for a third. Is it as strong as a druid? Probably not. Could it still plausibly play at lower tier one levels without any outside resources used, just because you know the books real good? Very possibly. You're getting these kinda variable and crazy abilities so early.

    And, honestly, for all I know, it could be stronger than a druid, at least from 10th level on. Su abilities are sometimes spells. Really often, when that happens, this class will have access to it, and they can do so at no cost at any time. If that set of spells is reasonably close in power to an optimized druid list (I have no idea whether this is the case), then this is clearly better than a druid. Accounting for stuff like a beholder's crazy multiple per per turn thing, I wouldn't be at all surprised. So, in summary, it may or may not be the case that this is just the most powerful class. And I'm not sure which because I haven't read every monster in the world. At that level, what you have isn't really wild shape any more. It's a whole hell of a lot closer to shapechange.

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