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Messages - WarHunter

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1
Oslecamo's Improved Monster Classes / Re: Totem Giant (WIP)
« on: June 27, 2020, 04:42:57 PM »
New Soulmelds

Hydra choker
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: throat, heart, brow (Totem)
Saving Throw: reflex

Hydra chroker grants a +2 circumstance bonus to spot and listen.
Essentia: Every point of essentia you invest in your hydra choker
increases the circumstance bonus to spot and listen by +2.

Chakra bind (brow)
Gains all around vision.

Chakra bind (heart)
Gains Fast Healing at 1+ essentia invested.

Chakra bind (throat)
Gains a breath attack with a 1d4 round recharge. Upon binding this soulmeld select either fire or ice and this can not be change until this soulmeld is rebound, if also bound to heart chakra gain resistance 4 times essentia invested. This attacks are 20ft lines from each mouth you have, doing 1d6 damage per essentia invested- reflex save for half damage.

Chakra bind (totem)
The hydra heads on your choker become small serpents from your neck, your neck also extends a bit as you gain sharp teeth. You gain a bite attack at 1d6 +str modifier, per essentia invested you gain an additional bite at half str modifier.

Kavu Pantaloons
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: feet, shoulder, waist, (totem)
Saving Throw: reflex

Starting ability ignore natural difficult terrian. Essentia bonus increases one of the following skills by 4 for every essentia, once decided can not be changed until you reshape this soulmeld, jump, move silently, climb, swim.

Feet bind, depending on your skill bonus choice, jump get 5ft ignore fall damage, move silently get 5ft increase to landspeed, climb gets 5ft of climb speed, swim gets 5ft of swim speed per essentia(that may have to be increased.

Shoulder bind counts you as a size larger for carry capacity, resisting bullrush and other movement effects, resisting grapple checks

Waist bind gives you a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is considered trampled only if you move over all the squares it occupies. Your trample attack deals 1d8 points of bludgeoning
damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. If you are larger than Medium or smaller than Small, the damage scales up or down accordingly. Reflex halves

Totem bind gives you extra limbs that match your feet and a tauric body to rear up with(consider your self a quadruped for combat purposes) . You gain 2 claw/hoof attacks made at -5 your attack bonus. You count as a quadruped as long as this is bound to your totem chakra. If two claws hit deals rending damage of str mod plus 1d4 per essentia(if 3 claws hit deal 1.5 strength mod plus 1d6 per essentia, if 4 claws hit deal 2 times strength mod plus 1d8 per essentia).

Metalmaster
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Shoulder, (Totem)
Saving Throw: Reflex

Mooncalf*
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Crown, Brow, (Totem)
Saving Throw: Reflex

Mudmaw
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Shoulder, (Totem)
Saving Throw: Fortitude

Phargion Dastanas
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: arm (Totem)
Saving Throw: None

Phargion Carapace grants a +4 insight bonus on tumble checks.
Essentia: Every point of essentia you invest in your Phargion Carapace increases the insight bonus on tumble by +2 insight

Chakra Bind (arm)
you gain a +2 insight bonus to reflex checks. Every essentia bonus invested grants you a dodge bonus to your AC.

Chakra bind (totem)
You grow armblades that each do d6 of damage + strength modifier and you are treating as having two weapon defense with armblades.
Essentia: every point of essentia you invest grants you +1 enchantment bonus to attack and defence.

Porcine avatar
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Feet, Shoulder,(Totem)
Saving Throw: Reflex

Roper
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Feet, (Totem)
Saving Throw: fortitude

Terra Avatar
Descriptors: Earth
Classes: Totemist (Totem Giant)
Chakra: Feet, Waist, (Totem)
Saving Throw: Reflex

Tirbandana
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: crown, brow, shoulder, (Totem)
Saving Throw: fortitude

You can use a detect magic effect as the spell, with a range of 10 feet. You can use this ability as often as desired, but no more than once per round (as a standard action).
Essentia: For every point of essentia you invest in your disenchanter mask, the range of its detect magic effect increases by 10 feet.

Chakra Bind (crown)
You gain skirmish, stacks with other sources of skirmish, sudden strike, and sneak attack if applicable. See table below for skirmish dice and ac bonus.

Chakra Bind (brow)
Gain all round vision

Chakra Bind (shoulder)
Gain flight speed 30 average maneuverability

Chakra Bind (totem)
Your natural attacks are now secrete poison

Serpent avatar
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Crown, Throat, Hands, Waist, (Totem)
Saving Throw: Fortitude

Steel Cloak
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Shoulder, (Totem)
Saving Throw: Reflex

Spellgauntlet
Descriptors: None
Classes: Totemist (Totem Giant)
Chakra: Waist, (Totem)
Saving Throw: Reflex

2
Oslecamo's Improved Monster Classes / Totem Giant (WIP)
« on: June 26, 2020, 09:31:36 PM »
Totem Giant


HD:d8
Level BAB Fort Ref Will FeatureSoulmeldsEssentiaBinds
1+0+2+0 +2Totem Mind&Body, Magical Beast Companion, Con+2210
2+1+3+0 +3Chakra Bind(totem), Con+1, Str+1321
3 +2+3+1+3Lesser Totem, Rage, Con+1, Str+1321
4+3+4+1+4Powerful Build, Con+1, Str+1431
5+3+4+1+4Throw & Catch Rock, Raging Totem, Con+1, Str+1431
6+4+5+2+5Chakra Binds(crown, hand, feet), Con+1, Str+1442
7 +5+5+2+5Greater Totem, Con+1, Str+1552
8 +6+6+2+6Growth, Greater Rage, Con+1, Str+1552
9 +6+6+3+6Chakra Binds(arms, brow, shoulders), Con+1, Str+1562
10+7+7+3+7Mighty Totem, Con+1, Str+1673

Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Jump, Listen, Handle Animal, knowledge(nature, dungeoneering ), Diplomacy, Bluff, Hide, Move Silently, Craft(any), Profession(any), Swim,  and Spot

Proficiencies: All simple and martial weapons and light, medium, and heavy armor


Features:
Meldshaping: Totem giants gain soulmeld and essentia progression as a totemist. If gaining another incarnum class that furthers meldshaping count the totem giant's levels towards that new progression. DC for soulmelds are 10 + Con mod +essentia invested.

Totem mind & body: the totem giant loses all other racial bonuses, and gains giant traits, dark vision 60ft & low light vision, is medium sized and a base speed of 30 feet. Totem Giants have the incarnum subtype, are illiterate and lastly gains natural armor equal to his Con bonus.

Lesser Totem: select a category of magical beast totem from list below and after getting a tattoo of it as the bottom of a totem tattoo gain +1 essentia capacity on those soulmelds. You will also gain the lesser feature of that category list below.

Rage(ex): A Totem Giant can fly into a rage a certain number of times per day. In a rage, a Totem Giant temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Totem Giant’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Totem Giant cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he 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. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Totem Giant may prematurely end his rage. At the end of the rage, the Totem Giant loses the rage modifiers and restrictions and becomes fatigued(-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17 HD Totem Giant, at which point this limitation no longer applies).
A Totem Giant can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Totem Giant can do it only during his action, not in response to someone else’s action.

Chakra bind(totem): totem bind isn't a slot on the body so any soulmeld bound to totem chakra must be assigned to another of its possible chakra bind locations.

Powerful build: A Totem Giant gains Powerful Build.  The physical stature of Totem Giant lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Totem Giant is treated as one size larger if doing so is advantageous to him. A Totem Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Totem Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Magical beast companion: as Monster companion of Beast Heart Adept (Dungeonscape variant, p. 48) except can only select magical beasts, improves with your HD as a druids animal companion. Any class that has improves an animal companion stacks for determining your magical animal companions stats.

Throw & Catch rock: The Totem Giant may begin throwing boulders or other large objects. They can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range. A Totem Giant that would normally be hit by any projectile (not only rocks) can make a Reflex save to catch it as a free action. The DC is 15 for a Small projectile, 17 for a Medium one, and 19 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Totem Giant must be ready for and aware of the attack in order to make a catching attempt.

Raging totem: gains Cobalt Rage feat for free even if they don't meet the requirements, the feat and totem chakra are fused and can be invested in as long as a soulmeld of their totem archetype is bound there(as they are fused you can change the invested essentia in the feat because its also a soulmeld not just an incarnum feat). If their animal companion is in the same archetype of their totem soulmeld bind the animal companion also rages.

Greater totem: select a category of magical beast totem from the lists below and after getting a tattoo of it as the middle of their totem tattoo gain +1 essentia capacity on those soulmelds. You will also gain the greater feature of that category list below

Chakra Binds(crown, hand, feet)

Growth: you increase in size and no longer have powerful build feature's. Your natural armor increases by 1 and movement speed increased by 10ft.

Greater rage(ex): At 8th level, a Totem Giant’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Mighty totem: select a category of magical beast totem from the lists below and after getting a tattoo of it as the top of their totem tattoo gain +1 essentia capacity on those soulmelds. You will also gain the mighty feature of that category list below

Chakra Bind(arm, brow, shoulder): at level 9.

Totem lists(all damage set for medium size)
Arthropod, corpse crab archetype
(click to show/hide)
ANKHEG Breastplate
KRUTHIK Claws
Phase cloak
Brood Keeper's Heart'
Tirbandana*
Spellgaunt*

Tentacle, balaner archetype
(click to show/hide)
Kraken Mantle
Shadow mantle
Displacer Mantle
Mooncalf*
Roper*
Mudmaw*

Lizard, frost salamander archetype
(click to show/hide)
BASILISK Mask
BEHIR Gorget
Landshark Boots
Kavu Pantaloons*
Sirrush frill*

Serpent fiendwurm archetype 
(click to show/hide)
Frost helm
Heart of fire
Wormtail belt
Hydra choker*
Serpent avatar*
Metalmaster*

Predator guulvorg archetype
(click to show/hide)
Blink Shirt
Winter mask
Worg pelt
Brass Mane
Krenshar Mask

Humaniod garngarth archetype
(click to show/hide)
Dreadcarpace
Girallon Arms
Totem avatar
Urskan Greaves
Phargion dastanas*

Hoofed gaspar archetype
(click to show/hide)
Disenchanter Mask
Gorgon Mask
PEGASUS Cloak
Unicorn Horn
Shedu Crown
Porcine avatar*

Winged Thunderbird archetype
(click to show/hide)
Bloodtalons
Great Raptors mask
Phoenix Belt
Yrthak Mask
Chaos roc's span'
Steel Cloak*

Combo creature- Opinicus- archtype
(click to show/hide)
Lammasu Mantle
Lamia belt
Manticore belt
Sphinx claws
Threefold Mask of the Chimera

Other
(click to show/hide)
Hunter’s Circlet
Beast Tamer Circlet
Rageclaws
Gravorg Tail'
Riding Bracers
Terra Avatar*

' indicates soulmelds located in dragon magazine.
* indicates new soulmelds list below.

3
Oslecamo's Improved Monster Classes / Re: Blood Golem
« on: June 26, 2020, 04:52:01 PM »
How does this compare to the blood of war?

4
Oslecamo's Improved Monster Classes / Re: Skaven
« on: November 25, 2019, 09:01:47 AM »
I have a player that wants to know what enchant works with his warplock jezzail, keen or impact... I don't know the nature of this chaotic nature projectile weapon, if it was something that was meant to be augmented this way. My gut says to say no but I don't want to just shut them down without considering it.

5
Oslecamo's Improved Monster Classes / Re: Volibear
« on: October 31, 2019, 06:48:27 PM »
Its going to be sad when the volibear rework is finished.

6
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: June 18, 2019, 01:26:00 AM »
Sorry i forgot to included in the revision

7
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: June 08, 2019, 09:12:33 AM »
Alright made some swarm changes.

8
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 29, 2019, 06:55:52 AM »
Yeah, I'll get around to it this week hopefully

9
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 24, 2019, 07:32:28 PM »
I looked at the mob stuff and that feels like too much. I think i would have to go back on my meds to understand that. Seems more complicated than having individual small dofuku.

10
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 24, 2019, 06:27:11 PM »
Personal recent experience has me clear on the rule that only Tiny and smaller creatures can be Swarms. Small sized and larger creatures cannot make up swarms.

Considering the original monster doesn't stat its hatchlings or refer to any use for them beyond their chestburster quality of killing creatures they hatch from, why does the Dokufu need to be a Leadership archetype monster? Spiders are not known for their familial qualities.

You reading the l5r dokufu or the oriental adventure dokufu? Cause it mentions shooting at opponents and attacking thing it swallows and they stat as small monsterous spiders. This is neither here nor there.

Magical creatures are not limited buy their mundane counter parts.

11
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 22, 2019, 05:19:12 AM »
I didn't know dragon magazine had a questionable reputation.

Yeah but i don't think they make that many eggs in d&d.

Making the swarm out of small creatures would their swarm damage reach adjacent squares?

Also how should the swarm hd scale? Should it increase by time pasted since they hatched, when the parent reaches certain levels, or just match the parents HD?

What should the swarm cap be?

12
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 20, 2019, 10:43:06 AM »
Off topic but their is a soulmeld in dragon magazine about based off broodkeeper and in one of its chakra binds give you swarm traits but now i am confused to what that means.

I think i will go with small dofuku swarm as i don't want to deal with 300 spawn counting, would have to up the egg amount by a lot for that to be viable.

This is what i get for not every playing a 3.5 cleric i don't know how many domains they get.

Thanks for the help

PS (haha) my d&d group says i just should have made this PrC for monsterous spider and they are saying this now after all this time....

13
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 19, 2019, 04:44:56 AM »
Ok i see your point, how about we keep the swarm idea but let them be small using the size conversion of the next 2 smaller size and assume 18 small dofuku spawn make up 4 swarm squares(as 300 tiny creatures make up 4 swarm squares and 5000 diminutive creatures make up 4 spawn squares), well remove the slashing damage reduction so it will just take half damage from piercing damage. Since the swarm does swarm damage i guess they don't need the bite and i can remove it from the dokufu, does the swarm still get venom?

Where can i find this scaling swarm damage and dc?

My friends say i should lower the ammount of domains it has access to from 3 to 2, i told them if i did that i would like to increase their options of domains- whats your opinion on this?

14
Oslecamo's Improved Monster Classes / Re: Battlebriar [WIP]
« on: May 16, 2019, 11:10:09 PM »
Mentions battlebriar titan under hooked path.

I may not have been a fan of the 3rd "ashen" path but i was hoping for like a guardian path maybe something with a thorn punishment mechanic.

Dasher having that range (120") and up to 8d8 thorn damage is a little broken, sneak attack damage is limited to situations and is percision damage and limited to 30ft (is that with a feat or no?) Sudden strike dice are even more limited situations and percision damage and also 30ft(?) And i question if it should be full bab with extra damage dice. Skirmish damage is less damage dice and less situational and I'm not sure if its percision damage but I'm pretty sure its limited to 30ft. Also it appears the dasher can apply thorn damage at 120ft to multiple targets which is a lot more than other damage dice classes (maybe not so much warlock but i have never played a 3.5 warlock).

If you wanted to split the thorn damage dice amongst each attack and keep the range with 30ft or 60ft other wise i would say lower the thorn damage equal to monk unarmed damage if you don't want to make it precision damage and lower that attack bonuses for 2nd arms and addition range attacks. This would beat the swift ranger pretty much everytime, 6th level powers, 8d8 damage, full bab... its a little much.

Hooks path if your target escapes your grapple should cause bleeding damage.

15
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 15, 2019, 06:39:44 PM »
Just to back track when you said i should either not lose the dokufus bite and venom or not get them in the first place i was trying to stay true to the original monster page, says to treat the spawn as monsterous spiders which have a bite and vemon while the adult dokufu doesn't.

16
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 15, 2019, 08:05:00 AM »
So how would this a psuedo swarm vrs an actual swarm? Things i know about swarms 50% miss chance with handheld weapons, i image they are not crit-able. Thats it.

17
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 13, 2019, 08:46:08 AM »
My d&d group are saying i should move the  spawning abilities away from the end of the class as they are not powerful and thus not capstone...

I am going to do some math, to see if that clears it up with everybody, lets assume 22 str, 20 dex and level 19 for this. So the dokufu parent has to foreclaw attacks at 2d4 each with an attack bonus of 28(size penalty included) each and damage bonus of 11. Spawn as of current text, maximum number-8 1d4 bite+ 6 damage, attack bonuses 23(size penalty still applied).

I have no opinion or analytical skills to this end. I would like to keep the number of spawn higher and not lower. What i am trying to say is i would like to lower their combat potential. Lets remove either the bite damage dice or the ability mod of the damage. Possibly need to add in venom to balance their lack of damage. For attack bonuses, how about every additional spawn attacking has a -5 to attack, would like to grant them their size modifier bonuses to lift these new attack values.

For the these suggested changes with the earliar stats. The spawn would have either 1d4 bite or 6 damage bite, attack rolls 26, 21, 16, 11, 6, 1, -4, -9 (may want to change to -2 penatly to each additional attack if taking multiattack feat) with each spawn attack apply venom?

18
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 10, 2019, 02:02:21 AM »
Both caster progression penalties are in play. I guess i could have worded that better.

So we thinking half HD for total spawn cap(total spawn cap was the intention sorry it didn't read that eay)

19
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: May 05, 2019, 04:07:08 AM »
Alright this is my revision

20
Oslecamo's Improved Monster Classes / Re: Dokufu(WIP)
« on: April 30, 2019, 11:30:48 PM »
Plan to redo this class, should I delete this thread and repost it after I make alterations? Planning I add spell casting and removing the shadow, ghost, and storm abilities, moon abilities (those will be changed and renamed.) Spider points and essentia feat going to.

My d&d group thinks it should be a lower level class, like 9-12 levels and I just don't want to change it back to where it started.

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