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Messages - oslecamo

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8841
[D&D 3.5] Monster Masters / Re: OOC thread
« on: May 17, 2012, 06:04:10 PM »
In return for the increased DCs? Ok.

8842
Evolved undead is a special case because it can be applied over and over, so go ahead and make it as big as you want.

As for spell-stitched, yes it should be 1 level long, and I can't see what would be the problem with that. Some DR, some SR, some SLAs, done. It wasn't a deep template to begin with.

But sure, you can go ahead and make a SpellStitched Lord or Greater Spellstitched expanding the 1 level prc if you want. You'll still have to fit the basics on the first level. Making it interesting is the challenge. I've seen 20-level long classes with no interest whatsoever, while other classes are amazing even if used as single dips (cough martial adepts cough).

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Oslecamo's Improved Monster Classes / Re: Chimera
« on: May 17, 2012, 05:20:07 PM »
Pounce is kinda cheap, but this monster already has more than enough original goodness, so sure go ahead!

Otherwise I quite like it, in particular on how each head gains its own special powers. Three Heads are Better Than One is something I'll probably steal borrow later down the line. The whole class is flavourful and crunchy, just as I like it!

8844
Oslecamo's Improved Monster Classes / Re: Chimera
« on: May 17, 2012, 05:13:29 PM »
Ok, looking better, but I believe the hide bonus should be scale-by-hd, in particular because the chimera is growing large, which gives a penalty on hide checks. Plus the monster's name should be bolded.

Also for the record, I don't mind puting both versions on the index when they're done.


8845
More ascending divinity goodness! Can't see anything else wrong with it, added to the index!

8846
Oslecamo's Improved Monster Classes / Allip
« on: May 17, 2012, 05:08:32 PM »
Allip


HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Allip Body, Over the Brink, Madness
2+1+0+0+3Babble,  Infecting Madness, +1 Cha
3+1+1+1+3 Until The Moment you Die, Black Spite, +1 Cha

2 Skill points+Int mod per level, quadruple at 1st level. Class skills:
none.

Proficiencies:None.


Features:

Allip Body:
The Allip loses all other racial bonuses, and gains the following Undead traits, plus the Incorporeal subtype.
(click to show/hide)
As an incorporeal being, it has neither a Str score. It uses its Dex mod for melee attacks, and can get custom magic incorporeal gear by paying a 10% extra on the price. Consider it to have all the normal slots of an humanoid.

It is a medium sized undead with  a flight speed of  30 feet, but only up to 5 feet above any surface. It cannot speak intelligibly.

In addition, it gains a deflection bonus to AC equal to its Cha mod. All its future HDs become d12s.

Over the Brink: An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life, which causes it takes some time to realize it is a spirit now, and will let itself be limited by several material hindrances.
 
At 1st HD the Allip can be harmed by all forms of attacks and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 HD. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she receives a +5 circumstance bonus on move silently checks.

At 5th HD the Allip loses the ability to interact with corporal objects but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus on move silently checks.
Nonmagical attacks made by corporeal creatures at the Allip and melee attacks made by the Allip against corporeal targets are now ineffective.

Magical weapons and spells used by corporeal creatures against the Allip have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th HD (maximum of 50% miss chance, except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons, as usual)

Magical weapons used by the Allip against corporeal targets have the same miss chance if they aren't ghost touch weapons.

At 10th HD, the Allip is fully affected by the incorporeal subtype as normal.

Madness: Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Such is the insanity of the Allip that even its simple touch can drive others mad as well. As a melee touch attack, the Allip can inflict 1d4 Wisdom drain on any creature it touches. This can be used with Aoos, charge and perform iteratives, but not two-weapon fighting. On each such successful attack, the Allip regains 5 hit points. If it was already at max, it instead gains up to 5 temporary hit points. Those Hit Points don't stack.

At 4 HD, and every 4 HD thereafter, the Wisdom drain inflicted by both effects increases one die size, and the amount healed/temporary HP gained increases by 5.

At 10 HD, even creatures normally immune to Wisdom drain still suffer from the Allip's Madness ability, but at a reduced effect.  The Wisdom drain from either use of the Madness ability is halved for such creatures.

Babble: An allip constantly mutters and whines to itself. At 2nd level, this creates a hypnotic effect. All sane creatures within 60 feet of the allip at end of each of its turns must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion  effect, and the Allip adds its own HD to the total HD of creatures that can be affected at each time. The Allip can supress or resume this ability at will as a swift action.
Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. If the Allip has 10 HD or more, this can affect even creatures normally immune to it, but they gain a +5 bonus on their saves.

Infecting Madness: Even if you try to keep away from a tortured soul, it will find a way inside your head. At 2nd level, the Allip can sense anyone targeting another creature with a thought detection, mind control, or telepathic ability whitin 60 feet of itself, in which case it can inflict  Wisdom damage on the prober as if they had tried to contact the Allip's own mind as per the Madness ability as an Immediate action.

Ability Score Increase: At 2nd level and 3rd level the Allip gains +1 to Cha, for a total of +2 Cha at 3rd level.

Until the Moment You Die: An Allip craves only revenge and unrelentingly pursues those who tormented it in life. When they cannot be found, it's easy for the Allip to throw the guilt of its own demise to anyone in front of it.

At 3rd level as a swift action the Allip may “mark” any target whitin view, fuelling all its hate and frustation into it. The Allip never takes attacks of oportunity for moving closer to that target, and whenever he is dealt Wisdom drain by the Allip, it must suceed on a Will save with DC 10+1/2 HD+Cha mod or double the amount drained. The Allip also heals double HP every time it drains Wisdom from its marked target, and gain up to twice the amount of normal temporary HP if already at max. The target also always provokes attacks of oportunity for trying to 5-feet step away from the Allip or defensive casting/manifesting/similar while threatened by the Allip.

The Allip can “mark” a number of creatures at a time up to its Cha mod, and has no duration limit. If it tries to mark more, the oldest one fades away.

Black Spite: At 3rd level the Allip gains Turn Resistance equal to 2+1/2 HD.

New Feat
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Comments

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8847
[D&D 3.5] Monster Masters / Re: OOC thread
« on: May 17, 2012, 06:06:11 AM »
Any thoughts on how you'd rework it?  I can increase the restrictions.

It's sort of the Chaos version of vow of poverty
Disclaimer: I'm not really a fan of the whole vow of poverty thing. Lots of suposed drawbacks for lots of suposed benefits from a single feat is a nightmare to get right. Doubly so because I then would need a pretty big excuse for not applying it to every big "naked" monster you may find out there.

I may allow a lesser version, like you know, all the other vows that aren't poverty. Some drawbacks for some bonus.

-Gain luck bonus to AC equal to 1/4 your HD and permanent endure elements.
-Cannot use torso items (vests, armor).
-The first time  each ecounter you try to affect someone with a mind-affecting anything,  the DC (if any) increases by 1, but any later atempts on the same ecounter don't gain that bonus for at least 1 hour because the suprise effect is gone.


8848
Very good work you have here!

-Isn't the Undying Soldier a little too frontloaded? You're geting a crazy bit of immunities, good Bab, two good saves, solid proficiencies and skill points, Cha to HP and then get to keep Elf traits (making their Con penalty irrelevant in between)? I would sugest at least puting the "must have 10+ Con" clause I usually use for my other undead prcs. Probably also drop the good fort save (even the original one has a meager +1).

-The two Councilors look pretty strong. I'm usually not a big fan of at-will SLAs, but since those ones are somewhat limited, and you're not geting that much variety, and it looks thematic, I'll make an exception for now. I like how indeed it "ascends" into some godlike entity, and Arcane Talent is very nice too.

8849
Oslecamo's Improved Monster Classes / Re: Chimera
« on: May 17, 2012, 05:24:56 AM »
I guess that there's a certain irony the first draft of the chimera class is a mash-up of other monster classes. But this still needs some work.

-Chimeras aren't suposed to have wing attacks, and they should have a fixed 50 ft speed since they aren't as fast fliers as dragons.
-Needs some racial bonus on hide. Chimeras are described as ambushing creatures, which makes sense for their lion part.
-I still see space for an original capstone. For example, the combat section of the chimera sugests the dragon head can breath while the others attack.

Quote
I think this is a WIP

What WIP means?
Work In Progress.

8850
[D&D 3.5] Monster Masters / Re: OOC thread
« on: May 16, 2012, 06:30:16 PM »
You know the Vow Feats the made for Vile Darkness and Exalted?  Well I made some parody feats for Chaos.  I'm specifically considering these two:
...

I don't have anything against nudity, but +2 to DCs, +8 AC and -2 to other's attack rolls for a feat and an half and some minor drawbacks is kinda too much for my tastes.

8851
[D&D 3.5] Nintendo Universe / Re: Pre-Campaign Discussion
« on: May 16, 2012, 06:02:00 PM »
Yes, you can run while flying. Lucky me wotc still keeps those old articles around. You'll still lose your dex bonus to AC.

Also need rolls for Mystic Cold Wind.

8852
[D&D 3.5] Nintendo Universe / Re: Pre-Campaign Discussion
« on: May 16, 2012, 04:24:50 PM »
Yes, the guard and militia were finishing reloading the bottom one right now that's still operational.

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Even with her weariness, the target of Pha is an easy one and her ray explodes over the pirate commander, making his skin turn to a pale blue and his whole body slows down, to a point his trembling is barely perceptible.

The other pirates rush to the upper deck angrily waving more javelins, clearly trying to get a good aim at Kong. The remaining pirate still operating the catapult however turns at them and shouts:

Oy, forgot the ugly flying monkey! If we can't get this catapult working, we're all fish food!


Some of his brethern stop in realization and quickly drop the javelins they were ready to launch as they rush to the catapult and start helping pull the strings and cogs. The other keep piling each other on the upper deck, almost throwing some of them overboard as they launch their javelins at escaping Kong. Five drop in the sea, one is deflected by his battered armor,  two manage to slip by and some more sharp wood burrows itself on Kong's flesh.

Back in the docks, the guard captain seems more awed than his subordinates at Zax.

He's... a Dragonborn? I... I can't let myself be left behind like this... Hyrulian Guard! Press on the pirates! The day is almost ours!


As he sends his orders, he quickly draws his own sword and shield and starts running forward. As he reaches the ice-covered pot barricade, he suddenly jumps right over it, flinging himself trough the air at great speed!

FOR PRINCESS GRISELDA!

He almost falls on the nearby water hole, but somehow manages to land on the nearby ice and keep his balance.

The remaining guards seem somewhat dumbolded at their officer's behavior, but neverthless keep doing their jobs, four of them pouring more rain over the aproaching pirates while a small group works with the militia on taking care of the burned wounded and the last bombard crew hurries up in their reloading.

However this time no pirate falls, even with the elves still adding their own shots. The orcs press forward as if oblivious of their wounds, one still chugging a javelin while the other four grasp their battle axes with both hands as they close in, barely slowed down by the ice. Bayleef finds itself struck by a javelin and then brutally hacked by two pirates. Zax as well finds himself heavily pressured as two orcs gank on him, striking with pure savagery.

Back in the ship, the pirate commander seems to recover some of his senses again, his face still a mess of frozen blood.

Please, no m- What? Ah, look at them run, I scared them off good I did gronf! Hey, what are you guys doing? Why isn't that catapult firing? And where's my ramp gronf? And why's so hard moving now gronf?

Situation
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Crunch
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8854
[D&D 3.5] Nintendo Universe / Re: Rolling Thread
« on: May 16, 2012, 02:43:56 PM »
Couple more rolls
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8855
[D&D 3.5] Monster Masters / Re: OOC thread
« on: May 16, 2012, 02:38:01 PM »
perchance might i be allowed some homebrew feats if they are appropriate :D

Ah repeats mah question :D

Hmm, what feats exactly?

8856
[D&D 3.5] Nintendo Universe / Re: Rolling Thread
« on: May 16, 2012, 02:33:55 PM »
More rolls

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8857
[D&D 3.5] Nintendo Universe / Re: Rolling Thread
« on: May 16, 2012, 02:15:29 PM »
Rolls!
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8858
[D&D 3.5] Nintendo Universe / Re: Pre-Campaign Discussion
« on: May 16, 2012, 01:52:04 PM »
In the absence of precise coordinates, I'll note that Kong could get to X-35 (elevation 15ft) by following his stated itinerary.

I don't see how that's possible. Even if he had a perfectly clear path (there's pirates between you two, and they still block movement even if they're cowering), diagonal movement still costs more than straight movement, so at a 45ºangle he can't get away from the ship map.

Well, will still move him as far away as possible in that direction while picking you up.

8859
[D&D 3.5] Monster Masters / Re: OOC thread
« on: May 16, 2012, 01:46:53 PM »
my background is that i sorta got kicked out of the abyss, so you could just have me pop up in the middle of things

Reminds me that time when I introduced a new character by having his plane shift scatter him right among the party. While they were in an airship.

I'm completely lost as to a background.  Why would this eldritch being of judgement and balance be working for a douchebag lich?
Mindraped?  :P Or maybe the good guys are winning, and in order to bring "balance" he has to work for evil for a while?  :D
More like the forces of Law are winning, and the lich is the best bet right now to spread some CHAOZ along the land. :p

Now that I think about it, there's quite a bit of villains out there that go along "civilization is corrupt and decadent, the only solution is to tear everything down so we can begin anew".

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Oslecamo's Improved Monster Classes / Re: Shoggoth
« on: May 15, 2012, 05:52:43 PM »
First of all, I would like to congratulate you on your unspeakable whispers-cry-howl-shriek. Original, flavourful and crunchy, I love how it presents you with the decision of escalating your powers or opening with stronger ones by sacrficing the chance of using lesser ones. I'll certainly use this as an inspiration in the future.

Double carrying capacity and some bonus on craft and/or profession checks should be enough for the builder aspect.

Also since this is a "tankish" monster, it probably could earn upgrading their DR to being equal to HD at some point. Also resistance to fire and electricity like Bhu pointed out.

Finally, perhaps make Consume the Living optional for the Shoggoth himself? He may need to take a live prisioner now and then. Plus quick deaths aren't exactly very horror-craftian. Perhaps he can choose to render them comatose (and temporaly disable stuff like constructs) them instead of killing if they fail the save.

Keep up the good work!

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