Author Topic: Lobsterman  (Read 5311 times)

Offline bhu

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Lobsterman
« on: August 19, 2015, 02:36:06 AM »
I had a request, note this is a wip

LOBSTERMAN



 So toootally not the X-Com Lobsterman.  Totally.


Class Skills
 The Lobsterman's class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Lobsterman Body, Swim, Amphibious, Four Arms, Warm Water Critter, +1 Str, +1 Con
2. +2    +3     +0     +0    Multi-arm Fighting, +1 Str, +1 Con
3. +3    +3     +1     +1    Rend, Enhanced Defenses, +1 Str, +1 Con
4. +4    +4     +1     +1    Fortification, +1 Str, +1 Con
5. +5    +4     +1     +1    Thick Shelled, +1 Str, +1 Con
6. +6    +5     +2     +2    Enhanced Defenses, +1 Str, +1 Con
7. +7    +5     +2     +2    Fortification, Military Occupational Specialty, +1 Str, +1 Con
8. +8    +6     +2     +2    Thick Shelled, +1 Str, +1 Con
9. +9    +6     +3     +3    Enhanced Defenses, +1 Str, +1 Con
10.+10   +7     +3     +3   Nigh Well Invulnerable, +1 Str, +1 Con

Weapon Proficiencies: Lobstermen are proficient with Simple and Martial weapons, but no Armor or Shields.

Lobsterman Body: The Lobsterman loses all other racial traits and bonuses and gains Monstrous Humanoid traits (Basically darkvision 60 feet). It is a medium sized Monstrous Humanoid with a base speed of 30 feet. It has two natural claw attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.

It's claws are not capable of fine manipulation, and cannot wield weapons.

It also gains a natural armor bonus equal to 3+con modifier.

Swim: The Lobsterman has a Swim Speed equal to it's Land speed and can always Take 10 on a Swim Check.

Amphibious The Lobsterman can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.

Four Arms:  The Lobsterman's two smaller arms can wield ranged or melee weapons, which the Lobsterman can use on a Full Attack (all attacks take a -2 Penalty).

Warm Water Critter: Lobstermen take +1 point of damage per die against cold attacks.  for example an attack doing 2d4 normally, would do 2d4+2.

Multi-arm Fighting: The Lobsterman can now make Full Attacks as a Standard Action, and no longer takes the -2 Penalty.

Rend: At Level 3 your claws now do 2d6 plus Str Modifier damage.  In addition, if you hit with both claws on a Full Attack, you automatically rend for an additional 4d6 plus one and a half times Str Modifier damage.

Enhanced Defenses: At Levels 3, 6, and 9 your Natural Armor Bonus to AC increases by +1.  You also gain Energy Resistance 5 at Level 3, but may only choose from among Electricity, Fire or Sonic damage.  At Level 6 the first Energy Resistance you chose increases to Energy Resistance 10, and you may choose Energy Resistance 5 against an additional Type of energy.  At Level 9 the first Energy Resistance increases to 15, the second to 10, and you gain Energy Resistance 5 against the last Type of Energy you haven't selected.

Fortification: At Level 4 there is a 50% chance a successful Critical hit instead becomes a normal hit against you instead.  At Level 7 this chance increases to 75%.

Thick Shelled: At Level 5 you gain DR 10/Piercing.  This increases to DR 20/Piercing at Level 8.

Military Occupational Specialty: At 7th Level the Lobsterman can choose one of the following Military Occupational Specialties:

Soldier You gain use Intimidate as a Class Skill and may always Take 10 on Checks.  If you successfully use Intimidate to Demoralize an opponent, he is Shaken for 1 Round per point of Charisma Modifier instead of just 1 Round.

Commander You gain the Leadership Feat as a Bonus Feat, with a +4 Bonus to your Leadership Score.

Techie You gain use Magic Device as a Class Skill and may always Take 10 on Checks.  Once you have successfully made a Check to activate an Item, you no longer need to make checks to subsequently activate that same item.

Nigh Well Invulnerable: With the exception of Piercing and Cold damage, Lobstermen ignore the first 10 points of damage from any source (even Untyped damage).  They also gain immunity to Electricity damage.
« Last Edit: March 03, 2022, 12:42:49 AM by bhu »

Offline bhu

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Re: Lobsterman
« Reply #1 on: September 02, 2015, 07:40:39 PM »
Okay, tentatively this is done and ready for feedback.

Offline Psysama

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Re: Lobsterman
« Reply #2 on: September 02, 2015, 10:35:11 PM »
Hey cool!  This is awesome, you even found a picture!  I am going to test it out and see how it works next Tuesday, I'll let you know how it goes!
Signature here.

Offline oslecamo

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Re: Lobsterman
« Reply #3 on: September 03, 2015, 06:48:35 AM »
Looks great!

Only critique is that the Speciality options don't look ver balanced between them. Leadership is very powerful, gaining a new class skill not so much, even if you can now take 10 on it. Would suggest that the class at least gives you a bunch of free skill ranks if you pick those options to fill the new skillls.

Offline bhu

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Re: Lobsterman
« Reply #4 on: September 03, 2015, 05:21:22 PM »
what if i added a minor fear power to solder and some minor ability wiht magic items for the techie?

Offline oslecamo

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Re: Lobsterman
« Reply #5 on: September 05, 2015, 12:37:53 PM »
Sounds good.

Offline bhu

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Re: Lobsterman
« Reply #6 on: September 29, 2015, 08:09:45 PM »
I has revised, sorry for delay.  Lemme know what you think.

Offline oslecamo

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Re: Lobsterman
« Reply #7 on: September 30, 2015, 10:40:30 AM »
That's some original takes on the skills. The UMD is particularly fluffy, representing the whole "It took work to figure out how this thing works, but now I'll be able to use it easily all the time". Added to the index!

Offline bhu

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Re: Lobsterman
« Reply #8 on: March 22, 2021, 01:13:56 AM »
nother request

LOBSTERMAN SOVEREIGN


   
"Shell we dance?"

 Some Lobstermen mutate as they get older, becoming more thoroughly Humanoid.  Instead of 4 arms they end up with 10 arms: 2 giant pincers, 6 smaller pincers, and 2 humanoid arms with clawed hands.  They are the rulers and diplomats of the Lobsterman world.

BECOMING A LOBSTERMAN SOVEREIGN
10 Levels in Lobsterman usually does you.

 ENTRY REQUIREMENTS
   Race:  10 Levels in Lobsterman
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks
   Feats:  Negotiator, Leadership


Class Skills
 The Lobsterman Sovereign's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis),  Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Enhanced Claws, +1 Dex, +1 Cha
2. +2    +3     +0     +0    Piercing Claws
3. +3    +3     +1     +1    Regeneration 1
4. +4    +4     +1     +1    Enhanced Claws, +1 Dex, +1 Cha
5. +5    +4     +1     +1    Piercing Claws
6. +6    +5     +2     +2    Regeneration 2
7. +7    +5     +2     +2    Enhanced Claws, +1 Dex, +1 Cha
8. +8    +6     +2     +2    Piercing Claws
9. +9    +6     +3     +3    Regeneration 3
10.+10   +7     +3     +3  Royal Armor

Weapon Proficiencies: A Sovereign gains no new weapon or armor proficiencies.

Enhanced Claws (Ex): At 1st Level you ow have 2 large pincers doing 2d6 plus Str modifier, and 2 clawed arms doing 1d6 plus half Str modifier, and 2 smaller pincers doing 1d6 plus 1/2 Str modifier.  On a Full attack you get 2 large pincers, 2 claws and 2 small pincers.  At 4th Level you gain an additional 2 small pincers n a Full Attack.  At 6th Level you gain an additional 2 small pincers n a Full Attack.  This also affects your Rend ability, whose damage will now be determined by how many of your claw attacks hit.  It does 2d6 per large pincer, plus 1d6 per small pincer, plus 1d6 damage per claw, plus one and a half times Str modifier in damage.  For example if the Lobsterman has Str 20, and hits with 2 large pincers, it does  4d6+7 damage.  If it hits with one large pincer and three small pincers it does 5d6+7 damage.  If a 7th Level Sovereign hits with all claws it does a massive 12d6+7 damage.

Piercing Claws (Ex): At 2nd Level you ignore some of your opponents Damage Reduction.  His DR is effectively  point lower versus your claw attacks.  For example if he has DR 5/whatever, he now has DR 4.  At 5th Level it counts as being 2 points less.  At 8th Level it counts as being 3 points less.

Regeneration (Ex): This is identical to the ability listed in the Monster Manual.  The Sovereign cannot regenerate Acid or Cold damage.

Royal Armor (Ex): You are no longer subject to critical hits.
« Last Edit: March 30, 2021, 08:23:44 PM by bhu »

Offline Doxkid

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Re: Lobsterman
« Reply #9 on: April 03, 2021, 12:39:59 PM »
Royal Armor is a somewhat disappointing capstone. Would you consider putting it somewhere earlier (1 or maybe 5 if you want to prevent a dip) and just pushing other abilities back by a level?

Offline bhu

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Re: Lobsterman
« Reply #10 on: April 19, 2021, 06:35:24 PM »
I'm maybe up to changing it.  I put it as is because they were already pretty combat intensive.  At the  time I didn't think it  would need to be a particularly powerful capstone.

Offline bhu

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Re: Lobsterman
« Reply #11 on: October 15, 2023, 08:35:15 PM »
Lo, I have had another request.


HALF-LOBSTERMAN



 The Lobsterman army noticed at some point that it had no means of being great at stealth, despite it being taught in their military academies.  So a scientist pureed some Human and Lobsterman DNA in a blender, and created the Half-Lobsterman.  They have their limits.  An enchanted seal written on paper and affixed to them is all that keeps them from going berserk and murdering everything in sight.  They have powerful claws, but no manual dexterity.  In short, they're used as stealthy sacrifice troops.


Class Skills
 The Half-Lobsterman's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Half-Lobsterman Body, Swim, Amphibious, Warm Water Critter, Seal Talisman, Unsealed Rage 1/Day, +1 Str, +1 Con
2. +2    +3     +0     +0    Enhanced Claws, +1 Dex, +1 Con
3. +3    +3     +1     +1    +1 Str, +1 Dex, Regeneration 1
4. +4    +4     +1     +1    Unsealed Rage 2/day, +1 Str, +1 Con
5. +5    +4     +1     +1    Enhanced Claws, +1 Dex, +1 Con
6. +6    +5     +2     +2    +1 Str, +1 Dex, Regeneration 2
7. +7    +5     +2     +2    +1 Str, +1 Con, Enhanced Defenses
8. +8    +6     +2     +2    Enhanced Claws, Unsealed Rage 3/day, +1 Dex, +1 Con
   

Weapon Proficiencies: A Half-Lobsterman gains no weapon or armor proficiencies.

Half-Lobsterman Body: The Hal-Lobsterman loses all other racial traits and bonuses and gains Monstrous Humanoid traits (Basically darkvision 60 feet). It is a medium sized Monstrous Humanoid with a base speed of 30 feet. It has two natural claw attacks dealing 1d8+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.  It takes a -4 Penalty to either Intelligence or Charisma, and a -2 Penalty to the other one.

It's claws are not capable of fine manipulation, and cannot wield weapons.

It also gains a natural armor bonus equal to 1+con modifier.

Swim: The Half-Lobsterman has a Swim Speed equal to it's Land speed and can always Take 10 on a Swim Check

Amphibious (Ex): The Half-Lobsterman can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.

Warm Water Critter (Ex): Half-Lobstermen take +1 point of damage per die against cold attacks.  for example an attack doing 2d4 normally, would do 2d4+2.

Seal Talisman: The paper seal attached to the Half-Lobsterman's head.  Removing it is a Move Action, and if done by anyone but the Half-Lobsterman it requires a DC 20 Strength Check.  While worn, it suppresses the Half-Lobsterman's Rage, and provides Energy Resistance 5 (Electricity) and a +1 Circumstance Bonus to Willpower Saves against Mind-Affecting Effects.

Unsealed Rage (Ex): IF the Half-Lobsterman's Seal is removed, it goes berserk and flails about in a blind, feeding frenzy.  The Frenzy lasts a number of rounds equal to (3 plus the Half-Lobsterman's Con modifier), though the Half-Lobsterman can make a DC 20 Willpower Save once per round as a Free Action to end the rage early.  For the duration of the Rage it has an increase of +6 to it's Strength score, one extra attack per round at it's highest BAB, and a -4 Penalty to AC.  While raging, a Half-Lobsterman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat it has except Combat Expertise, item creation feats, and metamagic feats. The Half-Lobsterman must also continuously attack any creatures it hears or sees when raging, and will attack allies if it runs out of enemies.  Once the rage ends, it is Fatigued for the rest of the encounter (or Exhausted if it were already fatigued).  It can Rage 1/day at 1st Level, 2/day at 4th Level, and 3/day at 8th Level.  Willfully entering a Rage if the seal has already been removed can be done any time as a Free Action, and is automatic if the Half-Lobsterman takes damage from any source.

Enhanced Claws (Ex): At 2nd Level your Claw damage increases to 2d6, and you do x3 damage on a critical.  At 5th Level your claws do 3d6 damage, and threaten a critical hit on a 19-20.  At 8th Level your claws do 4d6 damage, and threaten a critical on an 18-20.

Regeneration (Ex): This is identical to the ability listed in the Monster Manual.  The Half-Lobsterman cannot regenerate Acid or Cold damage.

Enhanced Defenses (Ex):  At 7th Level you gain one of the following: Energy Resistance 10 (your choice of Electricity, Fire or Sonic) or DR 10/Piercing.
« Last Edit: October 16, 2023, 10:47:58 PM by bhu »