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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 03-02-2012, 01:13 PM   Top  -  End  -  #1
Mystic Muse
Titan in the Playground
 
 
Join Date: Mar 2009
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Default Community Monster Class Competition VII: One Level Wonders

One Level Wonders



The contest begins with the posting of this thread and will continue until the midnight, March 20th (EST) deadline.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.

Rules

1) You will create any monster that you think fits.

The creature itself does not have to be unique, though it can be; we encourage you to create a monster class for official WotC monsters or races, preexisting homebrewed monsters or races, or creatures you make up for this contest.

2) Entries must follow the monster class guidelines as spoilered below:
[spoiler]
Quote:
Originally Posted by Hyudra View Post
Community Based Monster Classes VI

For the player that wants to play D&D and be a monster, there's often a bitter pill to swallow. Maybe you're expected to deal with a kludgy level adjustment? Or perhaps the monster class they've already put out there has less-than-full HD per level? Or maybe there's just no LA or monster class option for that obscure monster you're so keen on, and you're forced to throw something together and beg your DM for its acceptance. Whatever the case, you're inevitably imbalanced one way or another. The session ends and people will often find themselves thinking things would have worked more smoothly if that monster hadn't been there to muck up the works.

No more!

In this thread, you will be able to play as any monster you want by entering these monster classes as though they were regular classes. Huge stat bonuses and screwy HD have been done away with, monsters with abilities that would throw campaigns into disarray (24/7 petrifying gaze! Woo!) have been rebalanced and made suitable for play. Monsters have been tweaked for your playing enjoyment.

If you love these monster classes, like so many do, there are two ways you can help out. You can critique or you can submit new monster classes.

l FAQ[/b]
Spoiler


The rest of the rules are split into three parts. Use Guidelines will teach you all the general rules for using these Monster Classes in a game, with specifics on changing size or multiclassing several monster classes (unintended by the project, but people are liable to try it anyways). Critique Guidelines will explain how you can help the project by commenting on other people's monsters. The Homebrew Guidelines state how you can help us by making your own Monster Class.


Use Guidelines

You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class develops your abilities as that particular monster. Normally you should take the first level of a Monster Class at level 1, but in some cases you might wish for your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely; for example one might take 1 level of troll, then 3 of barbarian, then a second level of troll, then another level of barbarian.

Upon taking the first level of a monster class, you lose all other racial traits: what this means is that while you may select a race in character creation, you lose that race when you take your first level in a monster class. You do not gain any traits or bonuses from being a race, as the first level of a Monster Class replaces both class and race. That said, the monster classes are typically a step more powerful than a standard class to make up for the lack of racial bonuses.

Growth Table
Spoiler


Under normal circumstances you may not multiclass two Base Monster Classes. Below are some suggested rules should you decide to go against the grain and attempt such:

Multiple Natural Armor Bonuses
Spoiler


Multiclassing Monsters
Spoiler


Critique Guidelines

Critiquing Rules
Spoiler


3) The entry must include name, source (if not an original creature creation), complete class (including prerequisites––if any––hit dice, class skills and skill points, BAB, saves, and detailed descriptions of all class abilities). Incomplete entries will be disqualified at the deadline.

If the monster class is your own homebrewed creation, fluff text is also necessary. If it is based off of an existing official, third party or homebrewed creature, then a link to that creature's fluff text will suffice, though mentioning the source is good too. An image at the head of your entry will not only attract more attention and votes, but will also aid players and DMs in their ability to visualize your monster class.

4) Entries must be D&D 3.5 edition, using the standard format.

5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread.

If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

6) One entry per participant. No double-teaming.

7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contest––no previously made, previously posted monster classes.

8) No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

First Place Prize

I make one Monster class of your choice, CR 12 or less with the following restrictions.
1. No mind altering or changing who a person is against their will being a part/key part of their class.
2. No messing with a soul's final destination (Short of willing temptation or redemption) or destroying it.


Homebrewing Guides

3.5 Homebrew Theory by Djinn in Tonic

Vorpal Tribble's Monster Making for the Feebleminded

Main Discussion thread.

List of contests thus far.
7: One level Wonders
6: Beneath the waves
5: It Came from the North
4: From Folklore
3: Horrors and Spooks
2: The thing that should not be
1: Elemental Appeal
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Old 03-02-2012, 06:15 PM   Top  -  End  -  #2
DeAnno
Barbarian in the Playground
 
 
Join Date: Jun 2011
Gender: Male
Default Re: Community Monster Class Competition VII: One Level Wonders

Drow


Credits
Spoiler


A character may be a member of the drow race before taking the level in this racial class. If they are, use the high elf racial traits until they do, with the following adjustments:

-Darkvision 60 feet This trait replaces the Elf's Low Light Vision.

-Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

-Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf's weapon proficiency.

-Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Koa-toan. This trait replaces the high elf's weapon automatic and bonus languages.

-Favored Class: Wizard (male) or cleric (female). In addition, all drow automatically treat their racial class as a favored class. This trait replaces the high elf's favored class.

Hit Die: d6
LevelBABFortRefWillRacial Features
1st+0+0+2+0Drow Race, Drow Ability Boost, Spell Resistance, Drow Power

Skill Points: (6 + Int modifier), x4 at first character level
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Note: For campaigns using fractional BaB and Saves, the drow racial class has Medium (3/4) BaB.

Drow Race: Any character that takes the level in the drow racial class becomes a drow. If they weren't already a drow, they lose their old race and all of its traits, and gain the drow racial statistics as described above.

Drow Ability Boost: Cutthroat drow society means drow must be clever to survive. You gain either +2 Int or +2 Cha, your choice. Once this choice is made, it cannot be changed later.

Spell Resistance: (Ex) Drow are naturally resistant to magic. You gain Spell Resistance equal to 9 + your Hit Dice, which can be raised or lowered as a free action.

Drow Power: (Su) Choose one Drow Power from the list below. You can use it once per day, plus one additional time per day per 4 Hit Dice you have. Once this choice is made, it cannot be changed later.

-Blackfire: As a swift action, you can make a creature within 60 feet erupt in Blackfire, limiting its vision and revealing its location. For 1 round, the creature is blinded, can't benefit from any concealment, and takes a -20 penalty to Hide checks. On a successful reflex save (DC = 10 + 1/2 your Hit Dice + your Charisma bonus) the target is dazzled instead of blinded for the duration of the effect.

-Darkness: As a swift action, you can produce a Darkness effect centered on you within a 20 foot radius emanation. This effect moves with you and cloaks the affected area in magical shadow. Any bright light in the area is reduced to shadowy illumination, and all creatures within the area have partial concealment (20% miss chance), even from creatures that can see normally in mundane darkness. You, other drow, and any creatures able to see in magical darkness ignore this concealment. Any light created by any spell with spell level higher than half your hit dice overrides all these effects while within the Darkness' area. Darkness lasts for one minute per character level, or until you dismiss it as a free action.

-Shadow Weave Casting: As a free action when casting any spell you can imbue it with extra power from the shadow weave. The spell's caster level is increased by +4, and its save DC (if it has one) is increased by +2. You can only use Shadow Weave Casting once per spell you cast.

-Spell Reflection: As an immediate action, you can fortify your natural defense against magic. Your Spell Resistance increases by +8, and any spell which has you as a target and is negated by your Spell Resistance is turned back targeting the original caster. Turned spells use the same values for caster level and save DC as the original spell (though you make new attack rolls or caster level checks if they are required), and the original spell still affects any other targets it had as normal. Area spells and effect spells can't be turned, but your increased SR may still protect you from their effects. Spell Deflection lasts for one round, or until you voluntarily lower your Spell Resistance.

New Feats

Extra Drow Power
Prerequisite: Drow Power
Benefit: Choose a Drow Power option you don't already have. You gain that Drow Power, and can use it once per day plus once per 4 Hit Dice you have.
Special: You can take this feat multiple times. Choose a new Drow Power each time you take the feat.

Improved Spell Resistance
Prerequisite: Spell Resistance
Benefit: Your Spell Resistance increases by +4.
Special: You can take this feat multiple times. Its effects stack.

Comments
Spoiler

Last edited by DeAnno : 03-05-2012 at 03:09 AM.
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Old 03-03-2012, 02:27 PM   Top  -  End  -  #3
TheGeckoKing
Barbarian in the Playground
 
 
Join Date: Oct 2009
Location: 
In a flying castle
Gender: Male
Default Re: Community Monster Class Competition VII: One Level Wonders

Kaorti



Class
Spoiler


Feats
Spoiler


Items
Spoiler


Comments/Changes
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__________________
Spoiler

Last edited by TheGeckoKing : 03-04-2012 at 01:36 PM.
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Old 03-04-2012, 03:05 AM   Top  -  End  -  #4
NineThePuma
Ettin in the Playground
 
 
Join Date: Feb 2010
Location: 
Seattle, WA
Gender: Male
Default Re: Community Monster Class Competition VII: One Level Wonders

Lizardfolk


Credits
Spoiler


In order to take levels in the Lizardfolk racial class, the character must be a member of the Lizardfolk race. Below is a "trimmed down" Lizardfolk appropriate for baseline play.

Lizardfolk Base Racial Features
Spoiler


Lizardfolk
Hit Die: d8
LevelBABFortRefWillRacial Features
1st+0+2+0+0Natural Weapons, Resilient Scales, Lizardfolk Breed

Skill Points: (4 + Int modifier), x4 at first character level
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Natural Weapons: A Lizardfolk entering this class gains 2 claw natural weapons (1d4) and a bite natural weapon (1d6).

Resilient Scales (Ex): Lizardfolk increase their Natural Armor by an amount equal to their Constitution Modifier.

Lizardfolk Breed: Upon taking this level, a Lizardfolk's dormant "breed" capabilities emerge. Choose one from the below.
Spoiler


Comments
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Kris Avatar made by Thormag.

Last edited by NineThePuma : 03-04-2012 at 11:13 PM.
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Old 03-05-2012, 03:09 PM   Top  -  End  -  #5
Igneel
Ogre in the Playground
 
 
Join Date: Jun 2010
Location: 
In a cave w/piles of gold
Gender: Male
Default Re: Community Monster Class Competition VII: One Level Wonders


Petal

Credits
Spoiler


Petal
Hit Die: d6
LevelBABFortRefWillRacial Features
1st+0+0+2+2Flora-Fey Body, Sleep Songs, Damage Reduction

Class Skills: (6+Int Mod, x4 at 1st level) Concentration, Craft, Diplomacy, Escape Artist, Hide, Knowledge (arcana), Knowledge (nature), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Survival, Tumble.

Proficiencies: Petals are proficient with all Simple weapons, and light armor, but not with any shields.

Flora-Fey Body: At 1st level, the Petal’s loses all previous racial benefits, and their race changes to become the following;
  • Fey
  • Low-Light Vision.
  • Small Size, with a base Land speed of 20ft. At 4 HD it gains the Slight Build ability; whenever it would be beneficial it is treated as being Tiny sized rather then Small. This also drops their Land speed to 15ft.
  • +2 Cha, -2 Str.
  • A Petal has wings that are too weak for flight. At 4 HD it gains a Fly speed of 30ft (average), which increases by 5ft/2 additional HD & becomes (good) at 10 HD.
  • A Petal gains Natural Armor equal to its Constitution Modifier.
  • All Petals have a racial Hide bonus of +2, or +4 if hiding amongst flowers.
  • Petals have DR 1/Cold Iron
  • Automatic Languages: Common and Petal. Bonus Languages; Elven, and Slyvan.
  • Favored Class: Bard. A multiclass Petal's Bard class does not count when determining whether an experience point penalty applies. In addition, all Petal's automatically treat their racial class as a favored class.

Sleep Songs: Once per day per HD, a Petal can sing songs that deal no damage but can lull a creature into a state of relaxation or sleep. Each ability requires both a minimum HD and a minimum number of ranks in Perform (Sing) to qualify; if the Petal does not have the required number of ranks, it does not gain the Sleep Song ability until it acquires the needed ranks.
Starting a Sleep song effect is a standard action. Some sleep song abilities require concentration, which means the petal must take a standard action each round to maintain the ability. Even while using sleep songs that don't require concentration, a petal cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items with a verbal component, a deaf petal has a 20% chance to fail when attempting to use sleep songs.
Sleep songs do not stack with the Bard's Bardic Music.
  • Lullaby: A Petal with 3 or more ranks in Perform (Sing) can use this song to make enemy creatures drowsier. Any enemy creature within a 20ft-radius that fails a Will save is affected as though by a lullaby spell. Unlike other Sleep Songs, their Lullaby song doesn't use their daily total of songs per day.
  • Sleep: A Petal with 3 or more ranks in Perform (Sing) can use this song to put enemy creatures to sleep. Any creature within a 25ft-radius that fails a Will save is affected as though by a sleep spell.
  • Calm Emotions: A Petal with 4 HD or higher with 7 or more ranks in Perform (Sing) can use this song to help calm creatures. Any creature within a 30ft-radius that fails a Will save is affected as though by a calm emotions spell.
  • Deep Slumber: A Petal with 7 HD or higher with 10 or more ranks in Perform (Sing) can use this song to put even more creatures to sleep. Any creature within a 25ft-radius that fails a Will save is affected as though by a deep slumber spell.
  • Enhanced Song: Starting at 10 HD a Petal can choose to use twice its daily song uses per song to make them even stronger, enough so that it can effect even creatures normally immune to Sleep. For creatures that don't sleep (Constructs or Undead) they take a -6 penalty to Dexterity.
  • Endless Slumber: A Petal with 13 HD or higher with 16 or more ranks in Perform (Sing) can use this song to put creatures in a deeper sleep. Any creature within a 30ft-radius that fails a Will save is affected as though by a Endless Slumber (Complete Mage; pg 103) spell.

Damage Reduction (Ex): Petal increase their Damage Reduction by +1 at every 4 HD after the first.

Comments/Changelog
Spoiler
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"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter."

-Doomraga's Revenge by T.A. Barron

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Old 03-08-2012, 12:25 AM   Top  -  End  -  #6
The Winter King
Dwarf in the Playground
 
 
Join Date: Aug 2010
Gender: Male
Default Re: Community Monster Class Competition VII: One Level Wonders


Thri-Kreen

Thri-Kreen
Hit Die: d8
LevelBABFortRefWillClass Features
1st+0+2+2+0Mantid Body, Leap, Poison

Class
Spoiler


Feats
Spoiler


Weapons
Spoiler


Additional Images
Spoiler

Spoiler

Spoiler


Comments
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My Homebrew
Spellweaver,Jovoc,Phase Wasp, Reflex AC variant

Last edited by The Winter King : 03-08-2012 at 02:47 AM.
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Old 03-09-2012, 01:35 AM   Top  -  End  -  #7
Mystic Muse
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Join Date: Mar 2009
Location: 
My Equestria
Gender: Female
Default Re: Community Monster Class Competition VII: One Level Wonders

Muckdweller (Serpent Kingdoms)



Class
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Comments
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Changelog

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Old 03-21-2012, 12:53 AM   Top  -  End  -  #8
Mystic Muse
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Join Date: Mar 2009
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My Equestria
Gender: Female
Default Re: Community Monster Class Competition VII: One Level Wonders

Alright, the contest is now Closed.

The voting thread will e put up when I can get to it tomorrow. Sorry, but this post is the extent of what I can do tonight.
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