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Old 08-04-2010, 12:34 PM   Top  -  End  -  #1171
Hyudra
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Quote:
Originally Posted by AustontheGreat1 View Post
GRIFFON
  • You didn't list HD size.
  • I don't know that a high # of skill points is appropriate. Being that Griffons are more of a dumb beast, it might be more appropriate to de-emphasize skills and emphasize stats more.
  • Balance, Climb and Move Silently kind of stand out on the skill list. Balance is nigh useless (The Griffon gets sizeable bonuses vs. trip for being four legged & later, being large, and later on it flies, anyways), Climb is questionable (I can't envision a Griffon scaling a cliff) and Move Silently is not so fitting (If you want to emulate a great cat, it might be better to have hide but not move silently, so it is encouraged to lay in wait).
  • Indeed, in 'Griffon Body', I'd make a special note that it is four legged.
  • And give it natural armor. No armor proficiency + no natural armor is pretty crippling for a melee beast.
  • Scent description is overlong. It's a core ability like regeneration, so the class doesn't need an involved description any more than the troll does. 'Generally within 30 feet' is kind of strange too. Set hard limit.
  • Stat bonuses could stand to be bigger. Remember, the Griffon is unable to speak or use tools, so it has to do a great deal with what it has. (It can't use command word magic items, weapons, etc). The Griffon gets a lot of abilities that melee characters like, so this balances it out. I'd say definitely a bit more in the way of stats, but don't go overboard.
  • Grace is really out of place. Neither of the skill bonuses are terribly useful, and in truth, I'm not so sure what the intention is with the 'running start' thing.
  • Flight comes 1 level too early. It's exceedingly powerful at third level. The standard is for it to show up at fourth-fifth.
  • Growth arguably shows up a bit too early. If we're acknowledging that the griffon is rather limited by lack of hands and speech, it can debatably get away with this.
  • I would argue Vigil and Pounce should show up earlier. Grace could maybe be reworked. Flight should show up later.
  • I'd also attach the Rake attacks to the acquisition of claw attacks, not pounce. Also, note that the Griffon's Rake is not an additional attack (or two additional attacks), but a bonus when grappling. It's a minor bonus that the Griffon could earn at second level, when it gets claws.
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Old 08-04-2010, 03:01 PM   Top  -  End  -  #1172
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Creature of Legend
Prestige/Template Monster Class
Monster Manual II


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Last edited by Hyudra : 10-11-2010 at 12:10 PM.
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Old 08-04-2010, 03:21 PM   Top  -  End  -  #1173
Gorgondantess
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I like the creature of legend... but it's a bit off. Let's see why!
*Body of legend: What happens if you're a construct? Or an undead? You suddenly change to outsider? That's a bit... iffy, in my book.
*Fabled strength: so, for the materials, what do you choose at 12 HD once you've already chosen cold iron, silver, and adamantium? Byeshk? What do you choose after that?
*Fabled Power: Okay, let's go blow by blow here.
-Define "partial action". I know D&D like the back of my hand, and I've never heard that term.
-Enchanced power is a bit too powerful, as far as I'm concerned. As a caster, this would be a fantastic 1 level dip, for +5 to DCs by 20 HD. WOW. That's FANTASTIC. Trust me, pumping DCs can get really scary, really quick.
-Immunities: Why put fear there if you're going to put mind-affecting? I believe fear is considered mind-affecting. And, hell, mind-affecting trumps everything else on that list.
*Reflective Hide: Scale it. I'd say spell levels equal to HD: so, at 5 HD, you have 5 spell levels. That's fine, isn't it? But getting a 7 spell level spell turning at 20 isn't so amazing.
Also: SR? Really? Pretty much all the other options trump SR.

*Legendary Strength: +4 to lowest ability score... huh. I don't like it: that can either be really useless or really useful. I'd make that an "or" choice.

*Legendary Power: It's sad that some of these abilities are worse than fables power. Spells is pretty much the only really good choice: poison is meh (and mostly useless by level 20), frightful presence and breath weapon are pretty good, but still not that valuable, and raging blood is going to be potent at level 5, and useless at level 20 (scale it!). I mean, come on, 17th level cleric casting by level 20? This is a ridiculously good choice for your last 2 levels just because of that. I'd put the cleric casting at 1/2 HD (yes, 1/2 HD, that's still pretty damn useful), and let them key it off of any mental ability score.
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Old 08-04-2010, 04:55 PM   Top  -  End  -  #1174
Hyudra
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Quote:
Originally Posted by Gorgondantess View Post
I like the creature of legend... but it's a bit off. Let's see why!
Woo.

Quote:
Originally Posted by Gorgondantess View Post
*Body of legend: What happens if you're a construct? Or an undead? You suddenly change to outsider? That's a bit... iffy, in my book.
The augmented type doesn't cover that?

I'll just specify disallowed types.

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Originally Posted by Gorgondantess View Post
*Fabled strength: so, for the materials, what do you choose at 12 HD once you've already chosen cold iron, silver, and adamantium? Byeshk? What do you choose after that?
Hrm. I just figured you'd take more obscure materials as you saw fit. I'll add another option.

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Originally Posted by Gorgondantess View Post
*Fabled Power: Okay, let's go blow by blow here.
For the record, I'm aware that many choices are subpar, but I was trying to be faithful to the options provided by the original template. If you have suggestions as to where a given entry can be rebalanced, I'm open to changing them.

Quote:
-Define "partial action". I know D&D like the back of my hand, and I've never heard that term.
Taken verbatim from the entry. I'm familiar with the intention of the wording, but I'll clarify.

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Originally Posted by Gorgondantess View Post
-Enchanced power is a bit too powerful, as far as I'm concerned. As a caster, this would be a fantastic 1 level dip, for +5 to DCs by 20 HD. WOW. That's FANTASTIC. Trust me, pumping DCs can get really scary, really quick.
I agree. The text in the original template was just a flat +4. Which would be scary at level 5. I wrote it up as listed as just a thought exercise on how I'd rebalance it, and then moved on without really thinking about it. I'll reduce its effect and stop it from applying to spells. That way, it emphasizes the monster using its own natural abilities.

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Originally Posted by Gorgondantess View Post
-Immunities: Why put fear there if you're going to put mind-affecting? I believe fear is considered mind-affecting. And, hell, mind-affecting trumps everything else on that list.
Was in the original template, which I copied from. One wouldn't take it, except in the most bizarre situations, but I'll remove it to help idiot-proof the class.

Quote:
Originally Posted by Gorgondantess View Post
*Reflective Hide: Scale it. I'd say spell levels equal to HD: so, at 5 HD, you have 5 spell levels. That's fine, isn't it? But getting a 7 spell level spell turning at 20 isn't so amazing.
Hrm. I think that's too good. It basically winds up being a better SR, since you've got the potential to turn back spells on unwitting foes.

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Originally Posted by Gorgondantess View Post
Also: SR? Really? Pretty much all the other options trump SR.
*Shrug* Was one of the template options. Didn't see any reason not to include it. What about SR 16+HD?

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Originally Posted by Gorgondantess View Post
Legendary Strength: +4 to lowest ability score... huh. I don't like it: that can either be really useless or really useful. I'd make that an "or" choice.
My original plan was a flat charisma bonus, to represent how the creature is just that awesome and how it has such presence. But I didn't want a huge bonus to cha based creatures. In general, it's just a bonus where most people wouldn't make the investment, amending one's greatest flaws. I feel it's fitting with the class concept, and will only make a notable difference for the most MAD classes.

Quote:
Originally Posted by Gorgondantess View Post
*Legendary Power: It's sad that some of these abilities are worse than fables power. Spells is pretty much the only really good choice: poison is meh (and mostly useless by level 20), frightful presence and breath weapon are pretty good, but still not that valuable, and raging blood is going to be potent at level 5, and useless at level 20 (scale it!). I mean, come on, 17th level cleric casting by level 20? This is a ridiculously good choice for your last 2 levels just because of that. I'd put the cleric casting at 1/2 HD (yes, 1/2 HD, that's still pretty damn useful), and let them key it off of any mental ability score.
I'll buff some of the existing powers and take your suggestion of 1/2 HD casting.

Changes made, with the above noted. Changelog at the bottom of the post. Thanks for the feedback.

Last edited by Hyudra : 08-04-2010 at 05:05 PM.
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Old 08-04-2010, 05:11 PM   Top  -  End  -  #1175
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Frog Dragon:Very good overall of the arcanoloth but 15th level kinda empty.


Crafty Cultist:
Ok, an interesting take...But why the extra set of arms? Also scaling bonus please. And allow the male to choose what kind of thing it likes to hunt like a proper ranger.

AustontheGreat1:
Good job there! However I think it could have a good fort save. And 2nd level looks kinda empty so I would put an +1 to Dex there.

Hyudra:Excellent original take on the Monster of Legend, but as Gorgondantess pointed out the abilities are too dispar.

At first level extra partial action is made of win. At second level cleric casting trumps everything else. Some sugestions:

-DR and SR as a single choice, and stacking with already existing DR and SR in some way.
-Mind affecting is worth at least two of the other immunities.
-All seeing, flight, fast healing and greater damage just too weak by themselves, could probably be condensed into a single one with some tweaks.
-Instead of "cast as cleric" I would do "Cast as sorceror but chooses one-three domains and can only cast spells from those domains with his slots". Casts as cleric of half level just doesn't seem that atractive to me as you can't hope to bypass SR and your buffs will be easily dispelled.
-Poison kinda weak. Could be condesned with frightfull presence.
-Raging blood just weak. Should be combined with breath weapon.

Last edited by Oslecamo : 08-04-2010 at 05:13 PM.
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Old 08-04-2010, 05:25 PM   Top  -  End  -  #1176
Gorgondantess
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Ohhh.... oh, my. That quickening is ridonkulously good. I honestly wouldn't take anything else, no matter what I'm playing. Beg beefy attacker? Lets you make a move action before you full attack. Caster? 2 spells in one turn FTW. Skirmisher? Move action, attack, move action. It's like spring attack on crack. Change it to something like... +10' speed, and +1 attack on a full attack action. Then maybe cut it into two abilities, where one does the above, and the other one grants an additional swift/immediate action every round.

Also, I agree with Oslecamo on all of those. Except combining the natural weapons with the others (the big natural weapons would be devastating on, say, a red dragon).
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Old 08-04-2010, 05:25 PM   Top  -  End  -  #1177
Hyudra
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Quote:
Originally Posted by Oslecamo View Post
Hyudra:Excellent original take on the Monster of Legend, but as Gorgondantess pointed out the abilities are too dispar.
They're disparate because of flaws in the original class as written. MMII was not the best written WotC material around. I'll continue updating stuff so the individual features are worthwhile choices unto themselves.

Quote:
-DR and SR as a single choice, and stacking with already existing DR and SR in some way.
Alright.

Quote:
-Mind affecting is worth at least two of the other immunities.
I'll change that.

Quote:
-All seeing, flight, fast healing and greater damage just too weak by themselves, could probably be condensed into a single one with some tweaks.
I've got an idea for that.

Quote:
-Instead of "cast as cleric" I would do "Cast as sorceror but chooses one-three domains and can only cast spells from those domains with his slots". Casts as cleric of half level just doesn't seem that atractive to me as you can't hope to bypass SR and your buffs will be easily dispelled.
I'll work with it.

Quote:
-Poison kinda weak. Could be condesned with frightfull presence.
Just for clarification - is this in keeping with the updates to poison I recently made? (the various upgrades?)

Quote:
-Raging blood just weak. Should be combined with breath weapon.
Again, this is in keeping with the changes I made to how it advances? Would really rather not condense it. I'll see what I can do to tweak it.
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Old 08-04-2010, 05:33 PM   Top  -  End  -  #1178
Oslecamo
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Quote:
Originally Posted by Hyudra View Post
They're disparate because of flaws in the original class as written. MMII was not the best written WotC material around. I'll continue updating stuff so the individual features are worthwhile choices unto themselves.


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Originally Posted by Hyudra View Post
Just for clarification - is this in keeping with the updates to poison I recently made? (the various upgrades?)
Hmm, very good job with that poison upgrades. I would just sugest you get the upgrades a little faster, like every 4 HD. Kyuubi, perhaps you could add some of this stuff to your Styx dragon?



Quote:
Originally Posted by Hyudra View Post
Again, this is in keeping with the changes I made to how it advances? Would really rather not condense it. I'll see what I can do to tweak it.
The problem with the blood it's that it's a reactive ability that isn't even assured to work every ecounter. It would be great for dealing with melee minions, but otherwise there's plenty of monsters that won't be fazed by it, because they're either dealing bludgeoding damage or attacking you with spells/SLAs or sniping you from afar or are just resistant/immune to the element in question.

To make it a worthwile choice it should trigger on a bigger variety of situations and perhaps even be useable in an offensive way (thus combining it with breath weapon).

Last edited by Oslecamo : 08-04-2010 at 05:35 PM.
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Old 08-04-2010, 06:00 PM   Top  -  End  -  #1179
Hyudra
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Originally Posted by Gorgondantess View Post
Ohhh.... oh, my. That quickening is ridonkulously good. I honestly wouldn't take anything else, no matter what I'm playing. Beg beefy attacker? Lets you make a move action before you full attack. Caster? 2 spells in one turn FTW. Skirmisher? Move action, attack, move action. It's like spring attack on crack. Change it to something like... +10' speed, and +1 attack on a full attack action. Then maybe cut it into two abilities, where one does the above, and the other one grants an additional swift/immediate action every round.
Yeah. Maybe works for a boss monster a DM wants to upgrade with the template, but it's pretty bugnuts crazy when you let loose with it. For the record, though, it did specify attacks, not just any standard action, so it wouldn't work with spellcasting.

I'm too lazy to try and make it workable, so I've deleted it.

Quote:
...
Changes made:
  • SR changed back to 11+HD, and merged with DR. Now offers stacking benefits with other sources, just in case.
  • Immunity to mind affecting effects is now a standalone ability pick.
  • Some of the weaker choices are now part of a 2 for 1 package deal on the list. This includes improved natural attack size, but only if you have 2 or less natural attacks.
  • Poison now progresses more swiftly, from every 6HD to every 4HD after 4th.
  • Raging Blood now offers a more active option in addition to the dangerous blood: the Raging Blood Surge, which lets the creature tear past many obstacles or ignore failed saving throws, or ignore the effects of unconsciousness so it can keep on fighting. It's refresh conditions can allow it to be used multiple times per encounter, so it's a good option if you really want to stay in the fight.
  • Spellcasting changed to Oslecamo's suggested domain method.
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Old 08-04-2010, 06:05 PM   Top  -  End  -  #1180
Gorgondantess
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Move the DR and SR into the second abilities (from which you can choose 2). That way there's actually some versatility there.
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Old 08-04-2010, 06:06 PM   Top  -  End  -  #1181
Hyudra
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Done.

10x Done.
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Old 08-04-2010, 07:47 PM   Top  -  End  -  #1182
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

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Crafty Cultist:
Ok, an interesting take...But why the extra set of arms? Also scaling bonus please. And allow the male to choose what kind of thing it likes to hunt like a proper ranger.
[b]
Sahuagin mutants grow extra arms, would making it dependent on an ability score be more appropriate?(extra set of arms at 16 con for example) bonuses now scale and the male can choose a favoured enemy(but gains better bonuses if the choice is human)
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Old 08-04-2010, 07:58 PM   Top  -  End  -  #1183
Gorgondantess
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

I meant to put the DR & SR into the "choose 2" area, but split them apart: both of them are more powerful than any other ability.

Also... y'know, most of these creatures already have DR. Might want to have it add a certain amount to that.
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Old 08-04-2010, 08:06 PM   Top  -  End  -  #1184
Hyudra
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Originally Posted by Crafty Cultist View Post
Sahuagin mutants grow extra arms, would making it dependent on an ability score be more appropriate?(extra set of arms at 16 con for example) bonuses now scale and the male can choose a favoured enemy(but gains better bonuses if the choice is human)
Humans are already a pretty great choice for favored enemies (most campaigns, you mostly fight humans). I wouldn't offer better bonuses.

Plus, my favorite interpretation of Sahaugin doesn't have humans as their most hated enemy, really.

Quote:
Originally Posted by GorgonDantess
I meant to put the DR & SR into the "choose 2" area, but split them apart: both of them are more powerful than any other ability.
Alright. Suggestion implemented.

Quote:
Originally Posted by GorgonDantess
Also... y'know, most of these creatures already have DR. Might want to have it add a certain amount to that.
It already does. +5 to DR or SR if you already have it.

Last edited by Hyudra : 08-04-2010 at 08:55 PM.
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Old 08-04-2010, 09:26 PM   Top  -  End  -  #1185
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Wyvern


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Old 08-04-2010, 10:10 PM   Top  -  End  -  #1186
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Hmm... the Wyvern... what's wrong with it...
Oh, I see. Nothing! I like it.
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Old 08-04-2010, 10:47 PM   Top  -  End  -  #1187
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Hmm... the Wyvern... what's wrong with it...
Oh, I see. Nothing! I like it.
Actually, On the table it says Terrible venom and in the ability list it's called Legendary venom.

Other than that, it looks fine.
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Old 08-04-2010, 10:53 PM   Top  -  End  -  #1188
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Good catch, Kyuub.
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Old 08-04-2010, 10:54 PM   Top  -  End  -  #1189
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Good catch, Kyuub.
Glad to be of service.

Now I'm off to look at magic items.
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Old 08-04-2010, 11:08 PM   Top  -  End  -  #1190
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Reptilians

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Old 08-04-2010, 11:17 PM   Top  -  End  -  #1191
Mystic Muse
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

I like the reptilians. Blackscales are actually playable now, and the normal version isn't nearly as bad anymore. Plus Troglodytes are good now.

I approve.

The only possible balance issue I can see is the Poison dusk getting a rather big hide modifier for a first level character.
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Old 08-04-2010, 11:18 PM   Top  -  End  -  #1192
Hyudra
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I wonder if Lizardfolk isn't disadvantaged compared to the poison dusk lizardfolk.

Both get a stat bonus.
Poison Dusk gets a hide bonus of X at all times, and a pretty damn useful special ability.
Lizardfolk get a conditional hide bonus of X in niche situations, and a niche ability.

Barring an aquatic campaign, is there really a compelling reason to use Lizardfolk over poison dusk?

Also, it seems just a little out of place that the reptilian's natural attacks are claw primary (½ str) and bite secondary (Full str bonus). What I've read on natural weapons suggests the bite would be their primary weapon.

And darn, I had Troglodyte as one of the classes I have half written up (Alongside Cloud Giant revision, Bugbear, Kuo-Toa and one template concept).

Last edited by Hyudra : 08-04-2010 at 11:20 PM.
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Old 08-04-2010, 11:20 PM   Top  -  End  -  #1193
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Quote:
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The only possible balance issue I can see is the Poison dusk getting a rather big hide modifier for a first level character.
Less than a kobold: that's just their schtick, hiding.

My only concern is that blackscale will be taken every time over a standard lizardfolk. Yes, wielding large weapons is that much better than a myriad of flavorful abilities.

@Hyudra: You take lizardfolk if you want damage, or the swim speed. Poison dusk are powerful, but you don't take it if you want a melee type.

And, well, pretty much every reptilian has the claw as their primary natural attack. It's silly, but I'm willing to keep that: claws are cooler, anyways.
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Old 08-05-2010, 12:34 AM   Top  -  End  -  #1194
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Kuo-Toa


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Old 08-05-2010, 01:13 AM   Top  -  End  -  #1195
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Two things.
1. You say skills again after "Class skills"
2. The Natural armor of the Kuo-toa says it's equal to their Con

Well, I'm bored and can't decide on a feat for my character so have a (Possibly poorly done) Gargoyle.



Spoiler


Edit: some last minute changes.

Last edited by Kyuubi : 08-05-2010 at 01:37 AM.
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Old 08-05-2010, 01:29 AM   Top  -  End  -  #1196
Hyudra
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

The trouble I perceive with the gargoyle is that it's terribly passive. It doesn't get to do anything except, what, full attack, standard attack? Maybe a maneuver here or there?

Its skills are very minimalist, all things considered, and it could stand to have an expanded list & more skill points.

At second level, on the table, you have a +1 but nothing after it. (+1 +1 Con)

Freeze needs a better name (It's misleading), and could stand to have the gargoyle emulate natural rock, rather than have the "suspend your disbelief" nature of them appearing like a statue in plain sight where foes are looking for it & having people be fooled (or, alternately, having it be utterly useless).

It's terribly underpowered, and needs something of a buff. As it stands, it doesn't even scale.
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Old 08-05-2010, 01:31 AM   Top  -  End  -  #1197
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

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Originally Posted by Oslecamo View Post
Frog Dragon:Very good overall of the arcanoloth but 15th level kinda empty.
I basically ran out of ideas there and thought one abilityless level wasn't going to kill the monster.
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Old 08-05-2010, 01:53 AM   Top  -  End  -  #1198
Hyudra
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Dead levels make Flumphs cry. Don't make Flumphs cry.

Think flavor. What does the Arcanaloth do in the lower planes? They're scribes, record keepers, merchants and businessmen. Sometimes they are governors (reaching into earlier editions there). Key elements there are manipulation, knowledge, words and more words.

Just brainstorming, what if you gave him the ability to corrupt words? Like, he can touch a written work and change it so it spreads misinformation, misleads or outright lies. Whatever he wants. It might be keyed off of forgery, but the basic idea would be that it would let the Arcanaloth turn scrolls, spellbooks and symbols to his own purposes. As a touch attack against a spellcaster, he could corrupt their spellbook. With a bluff check, he might even do it without their knowledge.

What would this do? Maybe a suggestion effect, or a geas, or something like making a set number of spells have unintended effects until the wizard/archivist figures out what's what. In simpler terms, it would work like a curse spell. If you feel the Arcanaloth is viable as a class (and I can't pass verdict here, it's a mess as written, and I can't interpret it), then it's a thematic ability that works as an adventure seed (If the Arcanaloth is a player, using the ability on the big bad is a story element. If he's a monster you're throwing at the group, well, it's just lulzy.)

Last edited by Hyudra : 08-05-2010 at 01:54 AM.
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Old 08-05-2010, 02:05 AM   Top  -  End  -  #1199
Frog Dragon
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Well, basically, it's a sorcerer at -2 casting, better HD, saves and a ton of class features.
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Old 08-05-2010, 05:16 AM   Top  -  End  -  #1200
Oslecamo
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Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

Hyudra:Fantastic job with the new raging blood! Just one thing still bugging me, why doesn't the reflective hide scale? It's good when it starts but when you reach high level and the oponent starts flinging 9th level spells you're not even assured to block one.

The wyvern however looks perfect as it is, gonna add it to the list.

The Kuo-Toa is a more exotic take but still I can't find problems with it now so gonna add it as well. You're on a roll again there!


Crafty Cultist:
That's just the mutants. Make a prc for it if you want.

Also I'm reminded of another important purpose on this project. We don't want to pidgeon-hole roles to the race too much. What if somebody wants to play a male Sahuagin spellcaster or female Sahuagin warrior? Please make it like the gnoll, divide the monster in two "paths" and let the player choose what he wants to be. PCs are suposed to be exceptional inidividuals after all and shouldn't be tied down by tradition. And again human hate isn't that particularly usefull in a campaign.

Gorgondantess:Good stuff with the reptilians but the poisondusk's hide ability needs some clarifying. If you use a fullround action how long does it last? Can you still hide when you do it?

Kyuubi:Gargoyle whitout proefeciencies. Also like Hyudra said could use some custom special ability. Or bonus feats. Also a couple more skill points wouldn't hurt.

Frog Dragon:
Speaking of class features that poison could use some scaling.
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