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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Ah, heck. I don't care if you say it's hard to make a high level monster class for my first monster class. I have a lot of what I think will be fun ideas for Dream Larva and I'm going to take a crack at it. 31 level class, here I come!
The smaller ones, I just don't see how to fit in that many cool abilities in only a couple levels... I know it can be done because I've seen other posters do it well, but it doesn't seem easy.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Dream Larva
Monster Class
Epic Level Handbook
Spoiler
HD: D8 Skills: Concentration, Craft(Dreamweaving), Diplomacy, Escape Artist, Hide, Jump, Knowledge(Arcana), Listen, Move Silently, Search, Sense Motive, Spot Skill Points: 4 + Int mod (x4 at first level)
Level
BAB
Fort
Ref
Will
Class Feature
1
+0
+2
+0
+2
Body of Nightmares, Soporific Touch, +1 Cha, +1 Str
2
+1
+3
+0
+3
Lesser Abomination Traits
3
+2
+3
+1
+3
Unreal Healing, Dreamcrafter, +1 Cha
4
+3
+4
+1
+4
Mental Reflection, Claws
5
+3
+4
+1
+4
Bad Dream, +1 Str
6
+4
+5
+2
+5
Dark Summoning
7
+5
+5
+2
+5
Night Fever, Growth, +1 Cha
8
+6/+1
+6
+2
+6
Up Above, Improved Grab
9
+6/+1
+6
+3
+6
Fast as Thought, Pincers, +1 Str
10
+7/+2
+7
+3
+7
Darkest Fears
11
+8/+3
+7
+3
+7
Greater Abomination Traits, +1 Cha
12
+9/+4
+8
+4
+8
Sending
13
+9/+4
+8
+4
+8
Flashing Colors, +1 Str
14
+10/+5
+9
+4
+9
Drink the Soul
15
+11/+6/+1
+9
+5
+9
Glimpse of Terror, +1 Cha
16
+12/+7/+2
+10
+5
+10
Phantasmal Protection
17
+12/+7/+2
+10
+5
+10
Arachnoid Embrace, +1 Str
18
+13/+8/+3
+11
+6
+11
Blade of Awakening
19
+14/+9/+4
+11
+6
+11
Greater Summoning, +1 Cha
20
+15/+10/+5
+12
+6
+12
Worst Nightmare
Proficiencies: A Dream Larva is proficient only with its natural weapons.
Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider native to Morpheus. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 2. It may wear only light armor. The Dream Larva is medium size and appears to be mostly humanoid, but it is made of wriggling leeches holding a solid shape. It has two arms and two legs, and one head, and its arms may be used for fine manipulation.
The Dream Larva has a primary natural bite attack. This deals 1d6 + Str modifier damage.
Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a ranged touch attack against a target who is within 10' per HD. If this succeeds, the opponent must make a will save (DC 10 + 1/2 HD + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up. This is a mind-affecting power. At level 10 or higher, they may use this ability in conjunction with a melee attack. In this case, the attack deals normal damage, and the target must make a will save or fall asleep as normal. The Dream Larva may use this ability no more often than once per round.
Ability Bonus: The Dream Larva gains +1 Cha at levels 1, 3, 7, 11, 15, and 19. It also gains +1 Str at levels 1, 5, 9, 13, and 17.
Lesser Abomination Traits: At level 2, you gain a +1 bonus per HD to resist the following effects: Polymorphing, petrification, death effects, and mind-affecting attacks. You gain resistance to fire and cold equal to 1/2 your HD. You also gain telepathy out to 20' per HD. You are immune to death from massive damage.
Unreal Healing: At level 3, you gain Fast Healing equal to half your HD.
Dreamcrafter: Starting at level 3, you gain a bonus on Craft(Dreamweaving) checks equal to your class level. If you like, you may steal one dream per day, by touching a sleeping person. This gives you a cumulative +1 bonus on your next Craft(Dreamweaving) check. If you steal someone's dream, they take a -1 morale penalty on all rolls the next day. You may not steal the same person's dream repeatedly, you must expend the bonus from them before you can steal their dream again.
Mental Reflection: At level 4, you gain Spell Resistance equal to 11 + your HD. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.
Claws: At level 4, the Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 1d6 + 1/2 strength modifier damage.
Bad Dream(su): At 5th level, whenever a creature stares at the Dream Larva, they must make a will save (DC 10+1/2 HD+Cha Modifier) or be shaken for 1 minute. Any who succeed on their save cannot be affected again for another 24 hours.
Dark Summoning: At level 6, you can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level. When the shadow vanishes, any spawn it may have created also vanish.
Night Fever(sp): Starting at level 7, you gain the ability to use Nightmare once per day for every 3 HD as a spell-like ability. At level 19, this becomes at will.
Growth: At level 7, the Dream Larva grows one size category.
Up Above(sp): At level 8, a Dream Larva gains the ability to cast Fly once per day for every 3 HD as a spell-like ability.
Improved Grab: At level 8, a Dream Larva gains the Improved Grab ability.
Fast as Thought(sp): Starting at level 9, you gain the ability to move at incredible speeds. You can use Haste once per day for every 5 HD as a spell-like ability.
Pincers: At level 9, the Dream Larva grows a second pair of arms, giving them two pincer natural attacks, each dealing 1d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things.
Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Targets of Bad Dream are now frightened instead of shaken.
Greater Abomination Traits: At level 11, you gain immunity to polymorphing, petrification, mind-affecting, death effects, ability damage, ability drain, and energy drain. You are also subject to a permanent True Seeing effect and a permanent Nondetection effect, with caster level equal to your HD. You also gain Blindsight out to 10' per HD.
Sending: Starting at level 12, if the Dream Larva succeeds on a grapple check, on their next action, if they succeed on another grapple check, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 1d6 points of wisdom damage for every 5 HD the larva has. Any excess beyond their wisdom total becomes constitution damage.
Flashing Colors(sp): At level 13, you gain the ability to use Prismatic Spray once per day for every four HD you have as a spell-like ability. At 25 HD, you can use this ability at will. The save to resist this effect is (DC 10 + 1/2 HD + Charisma Modifier.)
Drink the Soul(su): Beginning at level 14, once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 3d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained. The opponent may attempt a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this damage. Any opponent reduced to zero wisdom stands hopeless in a state of eternal sleep, helpless against anything that happens to them. Only healing their wisdom damage will revive them from this state.
Glimpse of Terror(su): Starting at 15th level, the Dream Larva learns the true meaning of fear. Anyone glimpsing it sees something terrifying beyond belief. Targets of Bad Dream are now either panicked or cowering, at the Dream Larva's choice.
Phantasmal Protection: At level 16, you gain regeneration equal to half your HD. This can be overcome by good or lawful weapons.
Arachnoid Embrace: At level 17, the Dream Larva gains two more arms with pincers, and two more arms with claws. The arms with claws may be used to carry and manipulate items.
Blade of Awakening: At level 18 your claws and teeth sharpen. The damage for each of these forms of attack increases one step.
Greater Summoning: At level 19, When using your dark summoning ability, you may, once per day, expend a use to summon a Nightwalker instead of a Shadow.
Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Targets of Bad Dream now die if they fail their save.
The Dreamwalker (Epic PrC)
Spoiler
Requirements:
Class Abilities: Worst Nightmare
Level
Class Feature
1
Night Visit, +1 Str
2
Sleepsense, +1 Cha
3
Dream Spy, +1 Str
4
Strength of the Wise, +1 Cha
5
Dreaming Puppets, +1 Str
6
True Sleep, +1 Cha
7
Harrowing Rest, +1 Str
8
Hushabye, +1 Cha
9
The Dreamer King, +1 Str
10
Consciousness Bury, +1 Cha
11
Eternal Nightmare, Dreamscape, +1 Str
Night Visit: Once every night you may visit someone's dreams. You must know the target's name and one fact about their sleeping habits. You may visit them anywhere on the same plane, and converse with them for up to five minutes in their dreams. You gain more uses of this ability, and for longer, as follows, by level: 2: 2 people, 10 minute duration 4: 4 people, 15 minute duration 5: 8 people, 30 minute duration 7: 16 people, 1 hour duration 8: 32 people, 2 hour duration 9: 64 people, 4 hour duration 10: 128 people, 8 hour duration 11: 150 people, 12 hour duration.
This ability is subject to spell resistance.
Sleepsense: You gain a powerful tool, allowing you to locate anyone and everyone with the audacity to sleep. You immediately sense the location of any sleeping creature within 1 mile/HD.
Dream Spy: While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist. This may even be a question they do not consciously know the answer to. In addition you can try to learn their greatest desire or worst fear, they get a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist each of these effects. You may perform each of these once per night on each person.
Strength of the Wise: Foes need both mental and physical strength effectively fight a dream larva. When battling an opponent, you may, at your option, force them to use their Charisma in place of their Strength, their Intelligence in place of their Dexterity, and their Wisdom in place of their constitution. This does not require an action, but once the decision is made of whether they will use their mental or physical scores when attacking you, it cannot be changed. They may attempt a fortitude save or a will save, with DC 10 + 1/2 HD + Charisma Modifier to choose for you-- so a weak opponent could use their mental scores instead if they succeed on the save. You may use your mental ability scores in place of your physical ones if you wish, but you must convert all scores. (So you can't say 'I want to keep Strength as it is but substitute Wisdom for Constitution.')
Dreaming Puppets: While you are visiting someone's dreams, you may take control of their body without their knowledge. They get a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this effect. If they fail, you control their body for the length of the Night Visit. While under your control, they are sleepwalking, and will appear with their eyes closed(though you can see normally out of their eyes, despite this fact.)
True Sleep: You stare into a foe's eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day. This is a mind-affecting gaze attack.
Harrowing Rest: When you use your night visit ability, you may make your target wake up fatigued if you wish. There is no save against this effect. Being fatigued two nights in a row does not make them exhausted.
Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone within 2,000 ft. must make a will save (DC 10 + 1/2 HD + Charisma Modifier) or fall asleep as if affected by your Soporific Touch.
The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Once per week, you may make a DC 30 Craft(Dreamweaving) check to edit a creature's personality while you are visiting them. The DC to save against this is (10 + 1/2 HD + Charisma Modifier) You may erase or add memories as you see fit and alter emotions, opinions, and even alignment. When you are done, the creature is seemingly unaffected, without any memory of the intrusion. Break Enchantment may remove the changes you make.
Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. They may make a will save to resist, if they are successful, you take 1d10 damage per HD of the creature you were trying to invade, and if they have divine ranks, 1d12 per divine rank. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you. If they become aware of your presence in their mind, they may make an opposed check each night to try and push you out. They roll Concentration, and you roll Craft(Dreamweaving). If you get a higher result, they are unable to push you out. If they do push you out, you take 1d6 damage for every HD they have, and if they have divine ranks, 1d10 for every divine rank they have.
The Eternal Nightmare: When you are using your Night Visit power, you do not need to know anything about your targets, you must simply know they exist. So you could specify anything as vague as, "The 150 strongest members of the population of the village called Tyville". In addition, your targets get no save to resist sleepwalking, though they still get the save if you try to force them to do anything violent or to do something which would endanger their life. Beings with Divine Rank may still save against sleepwalking. Finally, you immediately know someone's greatest desire and greatest fear just by physically looking at them.
Dreamscape(sp): Once per day, you may travel through the world of dreams. You can use the epic spell Dreamscape as a spell-like ability 1/day.
Craft(Dreamweaving)
Spoiler
Only the Dream Larva may take ranks in this skill. You may make dreams to send to your allies or your enemies. If the person does not wish to receive the dream, they gain a will save, with DC equal to 10+1/2 HD+Cha Modifier. They see the dream next time they sleep.
Dream
DC
Regular vision next time they sleep
10
Dream confers morale bonus or penalty on attack rolls, AC, and damage rolls
+5 for every point of bonus or penalty*
Send to a specific target from a range
+1 for every X away it must be sent
Effect an area
+1 for every Y spread from you
Recurs nightly
+1 per night you want it to repeat
Jumps to anyone the person tells about the dream
+1 for maximum number of times it can jump from a single person
Increase DC by 1
+5
*Maximum of 5 bonus or penalty. Each point after the first increases the DC by one more, with the second increasing by +6, and the third increasing by +7. X: This is 150' per point of Cha Modifier if below 10 HD, 1,500' per point of Cha Modifier between 10 and 20 HD, and 1.5 miles per point of Cha Modifier if higher than 20 HD. If the Dream Larva has more than 30 HD, it may instead increase the DC by +10 to affect a person at any range, even if they are on a different plane. Y: This is 100' per point of Cha Modifier if below 10 HD, 1,000' per point of Cha Modifier between 10 and 20 HD, and 1 mile per point of Cha Modifier if higher than 20 HD.
You may not visit your own dreams to give yourself a bonus or penalty.
A Dream Larva may take 10 on a Craft(Dreamweaving) check. It normally takes 1 minute per point of DC to craft a dream.
The Dream Larva may decide what modifiers to apply to a Dream after they have made the check. They may never fail to craft a Dream unless they get below 10 on the check.
Comments:
Spoiler
Oh, man. This was my first Monster Class, and boy, was it a whopper to build. I know it probably wasn't the easiest choice for a first Monster Class, but I'm satisfied and I don't think I failed horribly. The Dream Larva to me appears as a creature of nightmare, haunting the dreams of an entire planet. There is nothing more horrifying. This is what keeps little children up at night... The epic abilities were the most difficult, but also the most fun, to create.
Changelog:
Spoiler
10/18/2010:
Created a changelog
Specified that you cannot use different fear auras at higher levels
Halved the charisma and strength bonuses
Deleted redundant information on Soporific Touch
The Larva can now wear light armor
Reduced damage of each natural weapon by one
10/23/2010:
Reduced skill points to 4+Int per level.
Changed all natural weapon damage increases to simply be 'increases by one step' instead of specifying damage.
Turned the Bad Dream sequence into a gaze attack.
Simplified the effects of each fear aura by relating it to Bad Dream.
Changed the eternal nightmare so that creatures with Divine Rank still can save.
Night Visit can now be blocked by using spell resistance.
10/29/2010:
Jaws has now been integrated into the body feature as a primary natural attack.
Claws have been moved from level 6 to level 2.
Simplified wording of Bad Dream.
Craft: Dreamweaving now has a standard DC and scaling distance and area.
Craft: Dreamweaving is now only usable by a Dream Larva.
11/7/2010:
Removed unnecessary data from each of the natural weapons.
Added specifics of using Soporific Touch with melee attacks.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
comments(very long)
Spoiler
Quote:
Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 4.
this should be equal to con modifier, no +4. what size is it?
Quote:
Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a touch attack. If this succeeds, the opponent must make a will save (DC 12 + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up
the dc should be 10+1/2HD+cha modifier, i would suggest that you can use it 1day/HD not the best ability and shouldnt it work like the sleep spell?
Quote:
Jaws: The Dream Larva gains a natural bite attack. This deals 2d8 + Str modifier damage. At level 12, the damage increases to 3d8 + Str modifier, and at level 22, the damage increases to 4d8 + Str modifier
.
this should be with the body traits and it should be 1d8/first lv maybe 2d8 8th level
Quote:
Claws: The Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 2d6 + 1/2 strength modifier damage. They also grow a second pair of arms, giving them two pincer natural attacks, each dealing 2d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things. At level 18 the damage for both of these increases to 3d6 + 1/2 strength modifier. At level 26, the damage increases to 4d6 + 1/2 strength modifier
same thing like the jaws
Quote:
Dream Spy: You can use your Night Visit ability on two people per night, and it lasts twice as long. While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 13 + Charisma Modifier) to resist. In addition you can try to learn what they like or fear, they get a will save (DC 15 + Charisma Modifier) to resist each of these effects. You may perform each of these once per night.
save should be 10+1/2HD+Cha modifier, maybe a bit more time to use it also
Quote:
Improved Grab: At level 8, a Dream Larva gains the Improved Grab ability
i dont see a promble but not very use full
Quote:
Dark Summoning: You can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level.
Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Anyone seeing the Dream Larva for the first time from 30 ft. or less must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be frightened. This replaces Bad Dream
for the shadow maybe more time you can summon(1time/3hd), nothing wrong with the fear aura
Quote:
Unreal Defense: The Dream Larva gains Regeneration and Fast Healing equal to half his class level. The regeneration can be overcome by good or lawful weapons, or weapons forged by a sleepwalking blacksmith, or critical hits. They also gain resistance to energy drain, polymorphing, and death effects equal to half their class level. At level 25 they gain immunity to all these things
with fast healing Or regeneration. Cut the sleepwalking blacksmith and criticals, The resistance is good but at Lv 25 they get resitancers equal to there HD
Quote:
Dreaming Puppets: You can use your Night Visit ability on up to four different people every night for 15 minutes each. You can visit these people at the same time if you wish. In addition, while you are visiting someone's dreams, you may take control of their body without their knowledge. They get a will save (DC 16 + Charisma Modifier) to resist this effect. If they fail, you control their body for the length of the Night Visit. They appear as though they are sleepwalking, with their eyes closed, while under this effect
.
save should be 10+1/2Hd+cha modifer. also what would happen if someone woke them up?
Quote:
Growth: The Dream Larva grows one size category
write what size
Quote:
Arachnoid Embrace: The Dream Larva gains two more arms with pincers, and two more arms with claws. The arms with claws may be used to carry and manipulate items
say the number of hands /limbs it has
Quote:
Drink the Soul: Once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 1d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained
no very powerfull, a lv 14 wouldnt even use this
Quote:
Mental Reflection: You gain Spell Resistance equal to 1/2 HD + Cha Modifier. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.
SR=10+1/2HD
resitance to sonic=1/2 Hd and Hd at X lv
Quote:
Flashing Colors: You gain the ability to use Prismatic Spray once per day for every four HD you have. At level 27, you can use this ability at will
no at will
Quote:
The View from Beyond: You gain Blindsight 200 ft. and Telepathy 500 ft. In addition, you are subject to a perpetual true seeing and nondetection effect
Blindsight 50ft+5ft/HD
Telepathy 50ft+5ft/HD
Quote:
Harrowing Assault of Vision: You may now use your Night Visit ability on up to 8 people per night, for up to half an hour. If you wish, anyone you visited wakes up fatigued, with no save
.
there has to be a save
Quote:
Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Anyone seeing the Dream Larva from the first time while within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or die. This replaces Glimpse of Terror.
no death effect, panic instead(the glimpse should be shaken)
Quote:
Greater Summoning: When using your dark summoning ability, you may, once per day, expend a use to summon a Nightwalker instead of a Shadow
this should replace the other ability
Quote:
Sending: If the Dream Larva succeeds on a grapple check, on their next action, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 4d6 points of wisdom damage. Any excess beyond their wisdom total becomes constitution damage.
they should have a will save to be able to counter, also it's not going to happen very often beacuse of the BAD Bab
Quote:
Phantasm Lord: When using Night Visit, you may visit your subjects for up to an hour, and visit up to 16 subjects. When your subjects wake up, you may plant one false memory or emotion in them, they get a will save (DC 18 + Charisma Modifier) to resist
save equals 10+1/2hd+Cha modifier
Quote:
The Widest View: Your blindsight is now 400 ft. and your Telepathy is now 1,000 ft. You can directly see within 10 ft. of any dreaming creature within your Telepathy, and you instantly detect the alignment of every creature in your telepathy
should be tooken out
Quote:
The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Additionally, by meeting the same DC, once per week, you may execute a mindrape effect on one person who you are visiting in dreams. You can visit your subjects for up to two hours, and up to 32 subjects. When they awake, if you wish, you may make them exhausted.
explain what mind rape does and needs a save to resist getting there mind screwed up(will) and not to be exhausted(fort)
Quote:
World of Dreams: You may draw your enemies into a battlefield where it is the strength of mind, not the strength of body, that guarantees success. In this battlefield, you are the one true master, and all must bow before your will or flee before your wrath. Once per day, you may draw all enemies within 30 ft. into a world of dreams. They fall asleep and lay helpless. They face an alter-ego of you in a dream world, their ability scores are substituted: Charisma becomes Strength, Intelligence becomes Dexterity, and Wisdom becomes Constitution. Your mental ability scores are doubled before they are converted. If your alter ego dies, you die. You face your dream foes in a strange, twisting maze-- they may run from you, but you will inevitably catch them one day. They will never die of old age while they remain in the maze. The only way out is the find some way out through magic or your friends helping you, or to kill the Dream Larva. If you band up with others trapped in the maze, you may stand a chance...
I'll let the Gorg do this, im confused
Quote:
Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone must make a will save (DC 21 + Charisma Modifier) or fall asleep if they are within your telepathy. They remain asleep for one minute per level, as Soporific Touch.
say how many ft and the save should be 10+1/2hd +cha modifier
Quote:
Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. After their save against sleepwalking is at zero for at least one week, this shifts to being dominated. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you.
True Sleep: You stare into a foes eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day.
The Eternal Nightmare: Even if no one physically knows where you are, everyone will feel your wrath and your presence as you scar the minds of the sleeping. You may visit up to 128 people each night for up to eight hours. If you visit someone for three continuous days, you may draw them into your World of Dreams, though they get the save as normal.
Saves
this is my opinion about your class, Gorg when he comes will tell you if what i wrote is good
__________________
awesome avatar made by Trazoi Totem Cleric:A divine fighter that uses a totem which empowers him.
I will not have as much acces to a computer so I will not post as much.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
I'd like to try my hand at this, so I'm going to do the Dwarf Ancestor. I've got some preliminary notes made - I'll post the full thing soonish.
__________________ The Great Wave off Kanagawa by Hokusai Me. "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Well, let's see here... Vauron: That's all pretty tough: honestly, all I can say is... figure it out. I've been really busy lately, so I don't have time to judge its balance thoroughly. In the end, though, it's biggest problem is the blandness, not the balance: fun comes first, then you can worry about making everything all nice and unoffensive.
Monkman: Would you mind if I took evolved undead from here? Just to, y'know, clean everything up.
Niezck:Ooooohhh....
See, there's a problem there. Most people don't know magic of incarnum... and even more people don't have access to the book. I'm one of those people. I mean, honestly, there's not much incarnum stuff there... and from what I know of it (just a quick once-over on the book) it seems alright. Actually, it's a little boring... you have attacks, stat increases, and some static bonuses. Oh, and telepathy.
And then it gets some real incarnum stuff, which I really don't know much about.
Beyond that, I believe one of the mission statements is to not make any classes that require books beyond the SRD that aren't accessible online. Which is a good mission statement. Sorry.
Magicyop: It would be totally cool if you wanted to make the dream larva only 20 levels. Tota-holycrap.
Ooookay. It's... well, it's kindof off. Everything. Could use a lot of rewording and specifying. Also, it just sortof has the dream thing- anything that doesn't sleep, well, it can claw it really hard?
Anyways, I'll critique it later- I have a headache and a midterm to finish, and lemme tell ya, you're making neither of those any better.
Panda: Hm. Regeneration, incorporeality, some actual psionics, continuations on other abilities? Use your imagination! Sky's the limit, panda. Sky's the limit.
Chambers: Ah, the dwarf ancestor, with its blessed 5 HD, accessible type, and +18 natural armor. No aasimar sorcerer with alter self would be complete without it.
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Critical Failures by Strawberries & Captain Happy, respectively.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Quote:
Originally Posted by Kobold-Bard
Titan
Class:
Spoiler
Hit Dice: d8
Level
BAB
Fort
Ref
Will
Special
1
+1
+2
+0
+0
Titanic Body, Titanic Strength, Titanic Magic (Least), +1 Con
2
+2
+3
+0
+0
Brute Force, +1 Str
3
+3
+3
+1
+1
Titan Battle Style (Damage), +1 Con
4
+4
+4
+1
+1
Skin of the Titan (DR/Magic), +1 Str, +1 Cha
5
+5
+4
+1
+1
Growth (Large), +1 Con
6
+6
+5
+2
+2
Skin of the Titan (SR), Titanic Magic (Lesser), +1 Str
7
+7
+5
+2
+2
Bonus Feat, +1 Con
8
+8
+6
+2
+2
Change Shape, +1 Str, +1 Cha
9
+9
+6
+3
+3
Titan Battle Style (Full Attack), +1 Con
10
+10
+7
+3
+3
Growth (Huge), +1 Str
11
+11
+7
+3
+3
Titanic Magic (Intermediate), +1 Con
12
+12
+8
+4
+4
Skin of the Titan (DR/Lawful), +1 Str, +1 Cha
13
+13
+8
+4
+4
Swat, +1 Con
14
+14
+9
+4
+4
Bonus Feat, +1 Str
15
+15
+9
+5
+5
Skin of the Titan (SR+Cha), +1 Con
16
+16
+10
+5
+5
Titanic Magic (Greater), +1 Str, +1 Cha
17
+17
+10
+5
+5
I'll be back!, +1 Con
18
+18
+11
+6
+6
Titan Battle Style (Overcome DR), +1 Str
19
+19
+11
+6
+6
Get to da choppa!, +1 Con
20
+20
+12
+6
+6
Skin of the Titan (DR/Epic & Lawful), +1 Str, +1 Cha
21
+21
+12
+7
+7
Bonus Feat, Supreme Titanic Magic, +1 Con
Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.
Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.
Class Features:
Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else. If a Titan is no longer Chaotic aligned it loses his Chaotic subtype, it gains the Native subtype when on the astral plane and the Extraplanar subtype when anywhere else.
It is medium sized and has a base land speed of 30ft.
It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.
Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.
Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the HD shown on the table below and may be used as many times as shown. The Titanic Magic level shown (Least, Lesser, Intermediate, Greater) is the ability level that you require before being able to use those spell-likes.
Brute Force (Ex): A Titan's raw strength is their biggest asset. Titans may use their Str Mod instead of the usual one on Disable Device, Open Lock & Survival checks.
Titan Battle Style (Ex): Titans train from birth with weapons far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, and only when using a masterwork weapon (excluding natural weapons) one size bigger than themselves do they gain the benefits of this ability.
- At third level they gain a bonus on damage equal to their Titan level.
- At ninth level they may make a full-attack as a standard action.
- At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).
Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
- At fourth level they gain DR/Magic equal to half their HD.
- At sixth level they gain Spell Resistance equal to 10+HD.
- At twelfth level their DR becomes DR/Lawful.
- At fifteenth level they gain +Cha Mod to their Spell Resistance.
- At twentieth level their DR becomes DR/Epic & Lawful.
Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.
At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and their land speed increases to 60ft. Their natural armour again increases by one.
Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.
Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.
Changing shape is a move equivalent action that may be done at will, but no more than 1/round.
Swat (Ex): At second level, the Titan may turn his strength to knocking enemies around rather than simply harming them. A Swat is a standard-action, touch based attack delivered with the Titan's slam attack. Enemies take standard slam damage, but the Titan does not add his Str to damage. Instead, enemies are knocked 5' in the direction of the Titan's choice (excepting movement into the Titan's occupied area), plus 5' for every size category the giant has over them. Increase the distance increment by 5' for every 5HD of the Titan.
Enemies who are knocked into obstacles must make a balance test (DC is 10 + the damage dealt + the Titan's Str modifier) or fall prone. If an enemy is knocked into another enemy's square, both foes must make balance tests.
Flying enemies must pass the same balance test or lose flying for 1 round per size category the Giant has over them.
I'll be back (Su): Titans are unbelievably difficult to keep down. 1/week a Titan may utter the name of this ability whilst engaged in combat (initiative has been rolled, must have made at least one melee attack or used one of his SLAs against an enemy since initiative was rolled). This effect lasts for 1 round/HD. If the Titan is killed during that duration, anyone attempting to resurrect him at any point after that may forgo any material or XP costs involved.
If killed whilst under the effects of this ability the Titan's soul may also not be trapped or bound in any way.
The power of this effect only works once, and must be renewed after the Titan is raised if they wish to benefit from it again. The week delay before it is usable again begins the day after the previous use expires, unless he is killed whilst under it's effect in which case it begins the day after he is revived.
Get to da choppa! (Su): Titan's may be wild and powerful, but when it's time to fall back they never leave a man behind. As a Swift action he may yell out the name of this ability in the same round that he uses his Gate SLA, and anyone he considers an ally within 50ft/HD may move at the base speed of their choice (land, flight, swim, burrow, climb) during your turn.
Additionally, on an affected ally's next turn all their movement speeds are doubled for that one round as long as they are genuinely aiming to go through the Titan's gate.
Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/round may now be used at will. This has no effect on other spell-like abilities either from other sources or from the Titan class that can only be used less than 1/round.
Titanic Magic:
Spoiler
1HD
- Cure Light Wounds 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Cure Moderate Wounds at 4HD
-- Upgrades to Cure Serious Wounds at 8HD (Requires Lesser Titanic Magic)
-- Upgrades to Cure Critical wounds at 11HD (Requires Intermediate Titanic Magic)
2HD
- Summon Monster I 1/day (Requires Least Titanic Magic)
-- Upgrades to Summon Monster II etc. as a Sorcerer would gain access to that level of spells (II at 4HD, III at 6HD ... IX at 18HD). Upgrades never require additional Titanic Magic Abilities.
-- Gain an additional use at 10HD (Requires Lesser Titanic Magic) and a third use at 19HD (Requires Greater Titanic Magic)
- Silent Image 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Major Image at 8HD (Requires Lesser Titanic Magic)
-- Upgrades to Persistent Image at 13HD (Requires Intermediate Titanic Magic)
3HD
- Invisibility 1/HD each day (Requires Least Titanic Magic)
4HD
- Levitate 1/HD each day (Requires Least Titanic Magic)
5HD
- Lightning Bolt 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Chain Lightning at 12HD (Requires Intermediate Titanic Magic)
6HD
- Dispel Magic 1/HD each day (Requires Lesser Titanic Magic)
-- Upgrades to Greater Dispel Magic at 13HD (Requires Intermediate Titanic Magic)
- Daylight [Good] or Deeper Darkness [Evil] 1/HD each day (Requires Lesser Titanic Magic).
7HD
- Hold Person 1/HD each day (Requires Lesser Titanic Magic)
-- Upgrades to Hold Monster at 10HD
- Invisibility Purge 1/HD each day (Requires Lesser Titanic Magic)
8HD
-
9HD
- Charm Monster 1/HD each day (Requires Lesser Titanic Magic)
- Remove Curse [Good] or Bestow Curse [Evil] 1/HD each day (Requires Lesser Titanic Magic).
10HD
-
11HD
- Holy Smite [Good] or Unholy Blight [Evil] 1/HD each day (Requires Intermediate Titanic Magic).
12HD
-
13HD
-
14HD
- Fire Storm 1/HD each day (Requires Intermediate Titanic Magic)
15HD
- Word of Chaos 2/day (Requires Intermediate Titanic Magic)
-- Gain a third use at 19HD (Requires Greater Titanic Magic)
-- If a Titan isn't Chaotic aligned, it may not use Word of Chaos until it (re)turns to the Chaotic alignment and recieves an Atonement spell from another Chaotic creature.
---------------------------------
Good aligned Titans gain SLAs with the [Good] tag, whereas Evil aligned Titans gain SLAs with the [Evil] tag. Neutral aligned Titans may choose at Level 1 whether they wish to gain the [Good] or [Evil] SLAs, this decision cannot be changed once made.
If the Titan's alignment changes they may not use these alignment based SLAs until they receive an Atonement spell from a creature of their new alignment.
Comments
Spoiler
There's my Titan. Not really that much to put in here, everything should be pretty self explanatory (the capstone is in epic levels, so it shouldn't be too bad, but maybe I should limit it to a certain amount of it's spell-likes). Basically it's a Battle Sorcerer except it's on a restricted spell list. Is it too much?
OK:
1. Reduced Cha bonuses, because they weren't supposed to get that many, I was just tired at the time.
2. Redid SLAs as a list rather than the table, is it better now?
3. Changed Titan Hammer Technique to Titan Battle Style, allowing it to work with all weapons (added a clause saying it doesn't work with natural weapons).
4. Added Brute Force (2), Swat (13), I'll be back! (17) & Get to da choppa! (19) to fill in the dead levels (you don't have to play one as Arnie, the whole "speaking the name of the ability" thing can be ignored in favour of a roar or something else if you wish).
Anything else? Do I need to reduce the uses of any of the SLAs?
--------------------------- Edit: @Gorgon: Just noticed that the Werewhathaveyou title needs to be added next to the Wererhino so people know where to find it.
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Zenith Caste Solarbold-Bard by Lord Raziere. | Backer #121 of the Giantitp Kickstarter | My homebrew
Quote:
Originally Posted by OverlordJ
New law: Obey me or you'll be crushed by a MOUNTAIN.
Last edited by Kobold-Bard : 10-08-2010 at 04:40 AM.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Hey i realy love this project and have followed it for half a year, when it was run by the one that shall not be named .
If posible i would realy like someone to do the Half-Farspawn template from Lords of madness since i realy love it and have played it before, but i cant realy get around the fact that 5 levels just makes it way underpowered for a normal group.
If anyone takes up the mantle then i would like to thank them in advance.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Quote:
Originally Posted by monkman
this should be equal to con modifier, no +4. what size is it?
Medium at start. I'm sure that I've seen other monsters who start with more than their con modifier bonus... I mean, come on, he doesn't have any armor proficiencies, and no con bonuses. Give the poor guy an AC break. :-P
Quote:
the dc should be 10+1/2HD+cha modifier, i would suggest that you can use it 1day/HD not the best ability and shouldnt it work like the sleep spell?
This is what I did for the Worst Nightmare line but I didn't do it for the others, intentionally so that certain people might be able to resist certain powers of the dream larva and not others. Will make it 1/day.
Quote:
this should be with the body traits and it should be 1d8/first lv maybe 2d8 8th level
same thing like the jaws
Other monsters have gained natural attacks as they level up, and didn't want the Dream Larva to start out with 10 natural attacks...
Quote:
save should be 10+1/2HD+Cha modifier, maybe a bit more time to use it also
Quote:
i dont see a promble but not very use full
Ohh, but improved grab is always fun...
Quote:
for the shadow maybe more time you can summon(1time/3hd), nothing wrong with the fear aura
Gotcha.
Quote:
with fast healing Or regeneration. Cut the sleepwalking blacksmith and criticals, The resistance is good but at Lv 25 they get resitancers equal to there HD
Well, the actual Dream Larva has both fast healing and regeneration. All that really gives it is the ability to heal some damage per turn, period, whether it is nonlethal or lethal. I wanted to give a lot of stuff to bypass the regeneration so as not to make it overpowered...
Quote:
save should be 10+1/2Hd+cha modifer. also what would happen if someone woke them up?
Then your night visit ends, but they'd require a dispel magic. Should I specify that? The idea was that once you are inside, the only way out is for them to awaken naturally or dispel you.
Quote:
write what size
Okay.
Quote:
say the number of hands /limbs it has
Okay.
Quote:
no very powerfull, a lv 14 wouldnt even use this
Maybe 2d4 or even 3d4 wisdom damage? Keep in mind they don't get a save against the damage and too much becomes overpowered...
Quote:
SR=10+1/2HD
resitance to sonic=1/2 Hd and Hd at X lv
Okay.
Quote:
no at will
Come on, it only becomes at will when the Dream Larva reaches 7 levels into epic. By 7 levels into epic, at will prismatic spray is not *that* powerful...
Quote:
Blindsight 50ft+5ft/HD
Telepathy 50ft+5ft/HD
It kinda needs to get to 1,000 ft telepathy and 400 ft blindsight though...
Quote:
there has to be a save
It only works when your opponent is sleeping, and it's not like something that would kill you. This high level, I don't think it's overpowered.
Quote:
no death effect, panic instead(the glimpse should be shaken)
What? Sorry, the signature ability of the Dream Larva is Worst Nightmare. I mean, literally, that's the ability that defines it, and the ability that the whole fear line was leading up to. Dream Larva without Worst Nightmare is basically just a spider with powers related to sleep.
Quote:
this should replace the other ability
But then they could summon a ton of nightwalkers daily...
Quote:
they should have a will save to be able to counter, also it's not going to happen very often beacuse of the BAD Bab
I gave it improved grab and it has a total STR bonus of +16...
Quote:
save equals 10+1/2hd+Cha modifier
Okay.
Quote:
should be tooken out
Without the ability to broadcast for a mile...?
Quote:
explain what mind rape does and needs a save to resist getting there mind screwed up(will) and not to be exhausted(fort)
Mindrape does require a save, I'll make that more obvious.
Quote:
say how many ft and the save should be 10+1/2hd +cha modifier
I said within their telepathy, which is 1,000 ft. at that point. I figured if they expand their telepathy somehow the radius would expand also.
Quote:
Saves
These are epic level abilities at levels 29, 30, and 31. There are level 9 spells and powers that allow no save. (Microcosm and stuff in that vein). That means Psions can get a no-save attack at level 17, I'm not worried about giving the Dream Larva a similar ability, except only 1/day and at level 29.
Thank you very much for the critique, I'll change some of the things you said but I disagree with some others as I feel they would cut some of the core values of the class... will see what some others say.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
they dont fall asleep, they'll just stand there not understanding anything and nothing will wake them up other than something that restores wisdom.
and this will allow coup de grace for your party members
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Quote:
Originally Posted by monkman
they dont fall asleep, they'll just stand there not understanding anything and nothing will wake them up other than something that restores wisdom.
and this will allow coup de grace for your party members
But if they fall asleep, they are subject to all your Night Visit abilities, which (I hope) is a major staple of the class. And yes, coup de grace for your party members.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Eh, I can understand the desire to not have anything outside of the SRD, but perhaps have a seperate section for ToB/MoI/ToM/etc etc?
There's far too much out there to simply ignore it and a large portion of people could use such things. Plus, this is hardly a core-only project as anybody wishing to play such things properly will generally have to go to the relevant book and look up fluff and whatnot. I know I have to whenever I play anything I'm unfamiliar with.
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Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
First, nice to see that the work continues.
Titan
The newest version looks better, but still could use some trimming.
# The order of features should be checked, they seem to be out of order.
# All other creatures keep their alignment sub types, even if their alignment changes, or is different from the begining. Titans should too retain that.
# What languages they speak? These should be specified in the Titanic Body feature. Perhaps Common, Giant and the third depending on your starting alignment (good = Celestial, neutral = Dragonic & evil = Abyssal)?
# How about making a list or table of ability incresements. It would help a lot to keep track of them, especially if would start with higher level character.
Look at Pit Fiend or Fire Giant, for example.
# Swat: ok, but you shoud maybe rename it, like "Give ya' a LIFT"
# Skin of the Titan: Might be nitpicking, but usually only creatures that are specifically resistant to magic should have SR: 10+hd+ability score. However, as Titan gains only +4 to Cha, it does not seem to be really unbalancing.
# Titan Battle Style: +HD to damage seems quite a lot, with that ½hd strength bonus particularly big, with possible high multiplier crit weapon.
When you combine that with feature to penetrate DRs it seems unreasonably high. The damage alone should make it easy to cut throught from anything one might need to. Consider removing it.
Or perhaps replacing it with feature to use both melee abd SLAs on the same round. Perhaps when using battle style weapon and scoring critical (even on threath?) Titan could use one of it's SLAs as swift action? Ability score/Fixed times per day? Maybe limit what spells could be used this way?
# Action economy starts to important at higher levels, and as combat healing is often seeing as a waste of time, maybe Titan could be allowed to use his cure spells as swift action, but only when using them for himself? Call that "Just a Flesh Wound" or something.
# And the capstone, Suprime Titanic Magic: I think with the current wording, it does nothing, as you have no SLAs with 1/round limitation. So it at least needs cleared out what it does.
# Titan magic: These are much, much easier to read now, good work.
Consider possible changes (nothing especially wrong, just suggestions):
Remove Curse loses it's point with greater dispel magic, so how about upgrading it to Break Enchantment, for some use at higher levels. Maybe even cutting on the uses, as even 1 day/ for every 2 HD should be more than enough (I hope, as then you are in big troubles). Same goes for Bestow Curse, about the uses.
Levitate might be able to switch for Fly
Firestrom should be cut down, to at most 1 day/ every 2 HD, maybe even to every 4 HD? Titan is already cable to do alot of damage.
Word of Chaos might be increased to 1 day/ every 3-5 HD, and make it work for even non-chaotic Titans. Compere to Pit fiend and palor, for example.
Maze could use few extra uses, for 1 day/ every 5-6 HD?
Meteor Swarm for 1 day/ every 5-7 HD?
Greater Restoration/Crushing Hand for 1 day/ every 4-7 HD?
Hope that find any use for this. Overall, I like it.
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Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Quote:
Originally Posted by monkman
there are some creatures in the waiting list on the first page, if you dont want to do any of those you can do arrow demon(MM 3 page 34)
I think most of the things on the waiting list have been done already and it just hasn't been updated to reflect it yet. I think I'll give the arrow demon a shot; try something a bit more complex than the other two.
EDIT: Only creature on the waiting list that hasn't been done already is the ultraloth...and there's no way I'm touching that beast. Doing anything with more than 10 levels is kinda intimidating to me at the moment.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Quote:
Originally Posted by Niezck
Eh, I can understand the desire to not have anything outside of the SRD, but perhaps have a seperate section for ToB/MoI/ToM/etc etc?
There's far too much out there to simply ignore it and a large portion of people could use such things. Plus, this is hardly a core-only project as anybody wishing to play such things properly will generally have to go to the relevant book and look up fluff and whatnot. I know I have to whenever I play anything I'm unfamiliar with.
Und zhat is vhy hyoo need to be creatiff!
For example, the Reth Dekala. It is ToB... but there are enough resources for it that it can be pulled off, with the source online and the new maneuvers it gets, without ever cracking open that book. It's not that you have to be all-core- it's that you need to use things that are free to access online. Thus, saying it gets levels of a class in a book many people don't have is a no-no... but I'm sure you could swing the essentia, and maybe some limited incarnum-based ability. Figure it out, yah?
Magicyop: I disagree with many of the things monkman said, by the way: he's being just a little strict. SO! *cracks knuckles*
Let's do this thing.
Spoiler
As for the table, we ignore the ELH. BAB and saves still progress past level 20. What does craft: dreamweaving do, aside from work with one epic level ability?
Quote:
Proficiencies: A Dream Larva is proficient only with its natural weapons.
Oookay.
Quote:
Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 4.
Whoah, whoah! This is a problem, right here. You need more info.
First of all, can it wear armor? What size is it? Does it have limbs capable of fine manipulation? Does its form restrict movement or dexterity in any way? You don't have to say what it can do, but you have to say what it can't do. Also, without a picture, we'll need a basic body plan of this thing: what kind of limbs it has, and what of those it can use.
Quote:
Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a touch attack. If this succeeds, the opponent must make a will save (DC 12 + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up.
Specify that it's a mind-affecting effect, and standardize saves. Also, it would be cool if you gave the ability sometime later to channel it through a melee attack.
Quote:
Jaws: The Dream Larva gains a natural bite attack. This deals 2d8 + Str modifier damage. At level 12, the damage increases to 3d8 + Str modifier, and at level 22, the damage increases to 4d8 + Str modifier.
Specify that this is a primary natural attack. Also, the damage progression is a bit odd... First of all, the damage WILL progress one dice step when it increases size. I'd start it out at 2d8, and not give it any increases based on level. I'll elaborate later.
So for levels 1-3: sortof a problem. At level 1, it can't do ANYTHING. At level 2, it's useless against anything that is immune to sleep. Finally, at level 3, it can do something. Move everything to level 1, and give soporific touch a short scaling range.
Okay, so here's what I'm thinking, just glancing it over: this would be suited better as a 20 level class. It's a 2-trick pony: lots of natural attacks, and sleep. Now, it's really good at these things... but it's still a 2-trick pony. Beyond that, everything is spread out over 31 levels... and the spreading feels forced. There's just not enough content here for a 31 level class.
Finally, it waits to get its cool tricks until 31. This is a problem. If you're designing an epic level class, it needs to get everything cool by level 20, and then a continuation on all that for level 20+. The reason for this is that most games do not go beyond level 20, so you don't want anyone who wants to play a dream larva feel gimped just because they're not going to a very very high level. I've played 1 game in my whole life above 20 (okay, more like 10, but all of those other ones were AD&D.) The one I played in 3.5 was level... 24, I think.
The only really significant reason to make a 20+ level class is if it has too much stuff for a mere 20 levels. This does not.
Now, back to the level-by-level.
Quote:
Night Visit: Once every night you may visit someone's dreams. You must know the target's name and one fact about their sleeping habits. You may visit them anywhere on the same plane, and converse with them for up to five minutes in their dreams.
So... it mimicks a 4th level spell, essentially? Powerful. Okay, but powerful.
Quote:
Bad Dream(su): Starting at 5th level, a Dream Larva carries traces of everyone's greatest fear. Getting too close to one, a person begins to feel something is seriously wrong. Anyone within 30 ft. of the Dream Larva seeing it for the first time must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be shaken.
Awwww, useless against the recurring villain?
Quote:
Claws: The Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 2d6 + 1/2 strength modifier damage. They also grow a second pair of arms, giving them two pincer natural attacks, each dealing 2d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things. At level 18 the damage for both of these increases to 3d6 + 1/2 strength modifier. At level 26, the damage increases to 4d6 + 1/2 strength modifier.
Hm. Well, first of all, it says "pincers" in the table, though you never actually get that ability. Second, specify they're natural attacks. Third, actually break them apart, giving claws early on and pincers later.
Now, a good progression would be: 2d6 for claws, and 2d8 for jaws. Let growth increase it to 3d6 and 3d8, then give it an ability some time after arachnoid embrace that increases all of its natural attacks by 1 step.
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Forged of Dream: The Dream Larva's familiarity with dreams lends them a greater understanding of the universe, and strengthens them against assault. They gain fire and cold resistance equal to their level (maximum 20) and resistance to mind-affecting spells and effects equal to their level. At level 15, they gain complete immunity to mind-affecting effects.
No. Y'know how on the outsiders, they'll have devil, or demon, or yugoloth, and each of those gives the "traits"? Same thing for abomination, though I'd break it up into lesser & greater abomination traits.
Lesser: +1/HD vs. polymorphing and petrification, not subject to death from massive damage, resistance to cold & fire equal to 1/2 HD, and telepathy out to 20'/HD. Give all this at level 2.
Greater: Immune to polymorphing & petrification, energy drain, ability drain, ability damage, nondetection with CL=HD and blindsense out to 5' per HD. I'd give this at level 6-11.
Finally, at level 11+ I'd give true seeing. Combine them if you give the greater at level 11. Ta dah!
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Dream Spy: You can use your Night Visit ability on two people per night, and it lasts twice as long. While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 13 + Charisma Modifier) to resist. In addition you can try to learn what they like or fear, they get a will save (DC 15 + Charisma Modifier) to resist each of these effects. You may perform each of these once per night.
HAHAno. Anyone on the plane, and all you need is their name and a little about them? The biggest problem here is you can do it every effin' night, and it's ANY question. Just wait a few weeks until they crack, and you can interrogate the BBEG. I'd scrap this one.
Improved grab's fine.
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Dark Summoning: You can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level.
I like it!
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Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Anyone seeing the Dream Larva for the first time from 30 ft. or less must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be frightened. This replaces Bad Dream.
Again, fine, but "for the first time" is kinda lame. Make it a free action, and it can only be used against a certain person once every 24 hours.
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Unreal Defense: The Dream Larva gains Regeneration and Fast Healing equal to half his class level. The regeneration can be overcome by good or lawful weapons, or weapons forged by a sleepwalking blacksmith, or critical hits. They also gain resistance to energy drain, polymorphing, and death effects equal to half their class level. At level 25 they gain immunity to all these things.
First off, see Abomination. Second, just cut it to good or lawful weapons. Third, I'd start with fast healing at an earlier level, then later give regeneration as well.
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Dreaming Puppets:
Crap in a sack that's broken! NO.
Quote:
Growth:
There's a standardized description for growth. Use it. Also, give growth much earlier- 5-8th level.
Quote:
Arachnoid Embrace:
Fine.
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Drink the Soul: Once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 3d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained. The opponent may attempt a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this damage. Any opponent reduced to zero wisdom stands hopeless in a state of eternal sleep, helpless against anything that happens to them. Only healing their wisdom damage will revive them from this state.
You could make it a swift action and cut the save and reduce the damage significantly, or you could cut the save and reduce the damage just a little. Better yet, scale the damage.
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Glimpse of Terror(su): Starting at 15th level, the Dream Larva learns the true meaning of fear. Anyone glimpsing it sees something terrifying beyond belief. Anyone seeing the Dream Larva for the first time within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or become panicked. This replaces Darkest Fears.
Let 'em choose from 'cowering' or panicked. More versatile that way, as panicked isn't much better than frightened.
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Mental Reflection: You gain Spell Resistance equal to 1/2 HD + Cha Modifier. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.
Oh, it's fine, but you could honestly scale this back to 2nd, 3rd or 4th level.
Give prismatic spray at level 13.
Quote:
The View from Beyond
Once again, see abomination.
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Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Anyone seeing the Dream Larva from the first time while within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or die. This replaces Glimpse of Terror.
Okay for a capstone, but I wouldn't give it to a 20 level class.
In retrospect, you could keep it at 31 levels and just give stuff like this. Up the content of the rockets you're using in your tag and all that.
Quote:
Sending: If the Dream Larva succeeds on a grapple check, on their next action, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 4d6 points of wisdom damage. Any excess beyond their wisdom total becomes constitution damage.
Once again, scale damage, otherwise good.
Phantasm Lord: See Dream Spy. I mean, it's okay for epic levels, but not for pre epic.
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The Widest View: Your blindsight is now 400 ft. and your Telepathy is now 1,000 ft. You can directly see within 10 ft. of any dreaming creature within your Telepathy, and you instantly detect the alignment of every creature in your telepathy.
Good if you're going to make it epic-level.
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The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Additionally, by meeting the same DC, once per week, you may execute a mindrape effect on one person who you are visiting in dreams. You can visit your subjects for up to two hours, and up to 32 subjects. When they awake, if you wish, you may make them exhausted.
You do realize that by this level, just by putting max ranks in the skill it'd be piss easy to pass the check? Also, mindrape isn't a free to access spell.
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World of Dreams: You may draw your enemies into a battlefield where it is the strength of mind, not the strength of body, that guarantees success. In this battlefield, you are the one true master, and all must bow before your will or flee before your wrath. Once per day, you may draw all enemies within 30 ft. into a world of dreams. They fall asleep and lay helpless. They face an alter-ego of you in a dream world, their ability scores are substituted: Charisma becomes Strength, Intelligence becomes Dexterity, and Wisdom becomes Constitution. Your mental ability scores are doubled before they are converted. If your alter ego dies, you die. You face your dream foes in a strange, twisting maze-- they may run from you, but you will inevitably catch them one day. They will never die of old age while they remain in the maze. The only way out is the find some way out through magic or your friends helping you, or to kill the Dream Larva. If you band up with others trapped in the maze, you may stand a chance...
It's a bit complicated, quite vague, and requires A LOT of work on the DM's part.
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Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone must make a will save (DC 21 + Charisma Modifier) or fall asleep if they are within your telepathy. They remain asleep for one minute per level, as Soporific Touch.
Action? At epic levels, this is lame.
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Army of Sleepwalkers: You may now visit up to 64 people each night for up to four hours. They take a -2 penalty on their save against sleepwalking for every night they have succumbed to sleepwalking in the past.
What's sleepwalking? In D&D terms, I mean.
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Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. After their save against sleepwalking is at zero for at least one week, this shifts to being dominated. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you.
...Interesting. Sortof an epic magic jar. Though the inevitability of it is bunk: just use it against the most powerful creature in the planes not immune to mind affecting, and that's by RAI: by RAW, you can use it against a god, so long as it sleeps, you know it's name, and one thing about it's sleeping habits. A little too powerful, even for epic levels.
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True Sleep: You stare into a foes eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day.
Mind affecting?
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The Eternal Nightmare: Even if no one physically knows where you are, everyone will feel your wrath and your presence as you scar the minds of the sleeping. You may visit up to 128 people each night for up to eight hours. If you visit someone for three continuous days, you may draw them into your World of Dreams, though they get the save as normal.
Lame for a capstone.
All in all, I'd advise you condense it into a 20-level class, specify what the various abilities work against, and then make an 11 level epic PrC called the dreamwalker from which you get the night visit line, true sleep, consciousness bury, hushabye, world of dreams, dreamer king, widest view, and worst nightmare. Push everything else back to the 20-level class, and actually condense it a bit, then give it all of its SLAs- flight, haste, and nightmare (the last one at will). Give dreamscape to the PrC.
That way, it can be a fine 20 level class, and then you can make it a full epic.
Sthorup: I'm doing pseudonatural right now, which will be a mix of the one from complete arcane, the one from the ELH, and half farspawn. It's a 10 level class.
Astral Construct: Looks good, but have you ever actually read the PLA rules? It has PP use and augmenting covered. Just say it gets the PLA, and say it's DC.
Also, energy touch: specify that it's for natural attacks, or whatever: doesn't say. Increase it to 1d6. Extra attack does nothing: it's already 2 attacks and only +str.
For the deflections, make them require the previous one to get it: otherwise, little point in taking the earlier ones.
Poison touch is LAME. Make the damage scale.
For psionic enhancement, I'd let it take a 4th level PLA from C if it has already taken psionic enhancement C once, and let D get up to 5th level.
Perfected Flight obsoletes improved fly, from B.
Go ahead and improve Extreme Deflection to +7, and Perfect Deflection to +10.
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Assume Mantle (Ps): You gain access to one psionic mantle. You may manifest any of the powers from it with a level of no greater than 1/2 your HD as a PLA a number of times per day equal to your HD/the power's level.
You also gain the mantle's power.
Good choice! In that case, let Psionic Enhancement C get up to 5th level PLAs if it is taken a 3rd time.
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Perfected Stability (Ex): The Astral Construct is no longer automatically destroyed at 0 HP. For these purposes, it is now treated as a living creature and dies at -10 HP instead.
You do realize that this is the equivalent of +10 hp, and is thus 6.5 times worse than perfected buff? Speaking of which, Buff can get pretty silly pretty fast: I'd reduce buff B to +12, buff C to +25, and buff D to +60.
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Divide (Ex): 1/day per 4HD, he Astral Construct may bud off and create an additional Astral Construct of a level 1/2 HD (maximum 9). This construct does not count towards the usual limit for the number of constructs manifested by the Astral Construct Power.
Is there a duration for this? If not... that is actually pretty cool. In fact, screw it, make it a leadership-esque companion! It has levels equal to the astral construct's HD-2, his HD-1 if he takes leadership, and at least half of its levels have to be in astral construct.
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Crystallization (Ps): The Astral Construct may store extra power points in it's body as a Cognizance Crystal. It may store up to it's HD in power points (Maximum 17.)
Move this one to C.
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Psionic Void (Ps): The Astral Construct is surrounded by a constant Anti Psionics Field with a radius of 30 ft. This field may be suppressed and resumed at will as an immediate action.
I'm not sure if this is too powerful, or too cool... probably both, but I'll let it slide.
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Regeneration (Ex): The Astral Construct gains Regeneration equal to it's Cha modifier+1. All damage dealt to it is considered nonlethal.
Constructs are immune to nonlethal damage... make it fast healing and move it to C.
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Arcane Transferal (Ex): The Astral Construct gains Spellcraft and Use Magical Device as class skills. An Astral Construct who multiclasses for an arcane class can now count his Astral Construct levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, an Astral Construct 10 who took 1 level of sorcerer could choose to have CL 11, get 2 5th level spell slots, 3 4th level spell slots, 4 3rd level spell slots, 5 2nd level spell slots, 5 1st level spell slots and 6 0th level spell slots.
A bit weak, compared to the others... what I'd do is, instead of this, let it gain casting as a 6th level manifester of its choice, instantly. It's lost 9th level powers, but it works.
Otherwise, good job! This is now probably my favorite monster class.
Titan: Everything Trenelus says is spot-on. Trenelus, you going to get back into making classes?
Temotei: Are you finished with the Ettin & Nimblewright? Have you made the revisions I suggested?
Everyone: I'll be updating the waiting list and all that.
__________________
Marceline Abadeer by Gnomish Wanderer
Spoiler
Classic Cthulhu by RTGoodman
Critical Failures by Strawberries & Captain Happy, respectively.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
So, I must say, I'm absolutely in love with the Pixie class on this, but I was wondering: can there be a Seelie and Unseelie PrC or template? I think that would open up many other playing options for an otherwise awesome class!
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Quote:
Originally Posted by Divide by Zero
Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!
Evolved undead
Spoiler
Prerequisite: Must be an undead with an intelligence score of at least 4 and a charisma of 10 or greater, and at least 4 HD.
Level
BAB
Fort
Ref
Will
Special
1
+0
+0
+0
+2
Evolved Body, Evolved Ability, Evolution
2
+1
+0
+0
+3
Evolved Ability, +1 Cha
3
+1
+1
+1
+3
Evolved Ability, Evolved Power
4
+2
+1
+1
+4
Evolved Ability, +1 Cha
5
+2
+1
+1
+4
Pinnacle of Evolution, Evolved Power
2+int mod skill points per level. No class skills.
No new proficiencies. Evolved Body: Unlike most other monster classes, the Evolved Undead does not lose its racial abilities or change type.
If it is corporeal and does not already possess natural armor, it gains natural armor equal to its strength modifier plus its levels in Evolved Undead minus one. If it does already possess natural armor, it gains a bonus to natural armor equal to its levels in the evolved undead class.
If it is incorporeal, it gains an additional deflection bonus to AC equal to its levels in the evolved undead class.
Evolved Ability: The Evolved Undead may choose one of the below abilities for the first 4 levels of the class.
Spoiler
Evolved Healing: The Undead gains fast healing equal to 1/2 HD. If it already possesses fast healing of this amount or greater, it gets a +3 bonus to its fast healing. This ability may be taken multiple times.
Evolved Flight: The Undead becomes capable of flight, gaining a fly speed equal to its land speed and average maneuverability. If this ability is taken a second time, it improves to double land speed and good maneuverability.
If the Undead already has flight, the fly speed doubles and increases by 1 maneuverability step.
Evolved Hunt: The Undead's land speed doubles, and it gains climb speed equal to 1/2 its new speed, and a burrow speed equal to 1/4 its new speed. If the undead already has either of these movement speeds, the speed doubles. It gains track as a bonus feat: if it already has track, it gains a +5 bonus to tracking. This ability may be taken only once.
Evolved Kill: All of the Undead's natural attacks increase in damage by one step. This ability may be taken only once.
Evolved Physical Resistance: The undead gains DR/Silver and Magic equal to 1/2 HD. If it already has DR, it may improve its DR by 5 points, and may also change it to DR/Silver and Magic. This increase may only be applied once.
Evolved Magical Resistance: The Undead gains SR equal to 10+HD. If it already has SR, it adds its charisma bonus to its SR. This may only be applied once.
Grave Power: All of the Undead's SLAs & abilities gained through monster classes (though no spellcasting) DC's increase by 1.
Grave Magic: The Undead gains one of the below SLAs. This may be taken multiple times: each time, a new SLA may be chosen. If the same one is chosen twice, its uses per day doubles. If the same one is chosen three times, it becomes usable at will.
Minimum HD defines minimum HD to use the SLA, not to take the SLA.
SLAs have DCs of (10+1/2 HD+Cha mod)
Spoiler
SLA
Uses per day
Minimum HD
Circle of Death
1/5 HD
11
Cloudkill
1/5 HD
9
Cone of Cold
1/3 HD
9
Confusion
1/3 HD
6
Contagion
1/2 HD
5
Creeping Doom
1/7 HD
13
Dispel Magic
1/4 HD
5
Haste
1/3 HD
5
Hold Person
1/3 HD
4
Invisibility
1/3 HD
4
See Invisibility
1/3 HD
3
Teleport
1/6 HD
10
Unholy Blight
1/3 HD
7
Advancement:
At 18 HD, Wail of the Banshee may be used once per day in place of Circle of Death.
At 12 HD, Acid Fog may be used once per day in place of Cloudkill.
At 15 HD, Polar Ray may be used interchangeably with Cone of Cold.
At 14 HD, Insanity may be used once per day for every 3 uses available of confusion.
At 12 HD, Greater Dispel Magic may be used once per day for every 2 uses available of Dispel Magic, and at 20 HD Disjunction may be used once per day in place of Dispel Magic.
At 10 HD, Hold Monster may be used once per day for every 2 uses available of Hold Person.
At 7 HD, Greater Invisibility may be used once per day for every 2 uses available of Invisibility.
At 10 HD, True Seeing may be used once per day instead of See Invisibility.
At 13 HD, Greater Teleport may be used once per day instead of teleport.
At 13 HD, Blasphemy may be used once per day instead of Unholy Blight.
Each of these uses require the original SLA, and still take up one use of that SLA.
Evolution:At first level, the undead chooses one of the below to evolve by as it advances in the evolved undead class.
Spoiler
Skill Evolution: This level and each level thereafter, the evolved undead class gives 4+int mod skill points and gains the class skills of any one core class in the SRD. Might Evolution: The evolved undead class now grants full BAB. Magic Evolution: When this ability is taken, it initially does nothing; however, all subsequent levels of evolved undead grant +1 spellcasting level of the spellcasting class of the undead's choice, just like a PrC would. Resilience Evolution: The evolved undead class now grants all good saves.
Ability Score Increases: The Evolved undead gains +1 charisma at levels 2 and 4.
Evolved Power: When this ability is gained, the undead gains +1 to the ability score of its choice.
Pinnacle of Evolution: When this ability is gained, the undead becomes a truly evolved being, ascending to a higher state; while before it stripped away the bounds of life, now it strips away the bounds of death as well.
It gains the evolved subtype, which confers the following benefits:
Immunity to turning.
Immunity to spells with the [light] descriptor.
A natural rate of healing as if it were living for both ability score and hp damage.
Is affected by positive energy as if it were not undead, and is healed by positive energy spells.
Uses its charisma modifier as a bonus for fortitude saves.
Is now disabled at 0 hit points, unconscious at -1 to -9 hit points, and not destroyed until -10 hit points.
__________________
Marceline Abadeer by Gnomish Wanderer
Spoiler
Classic Cthulhu by RTGoodman
Critical Failures by Strawberries & Captain Happy, respectively.
Scizor by Mr. Saturn.
Last edited by Gorgondantess : 11-08-2010 at 11:35 AM.