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Topics - WarHunter

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1
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.

2
Oslecamo's Improved Monster Classes / Dokufu(WIP)
« on: March 18, 2019, 08:00:12 AM »
Ok 3rd attempt of the Dokufu is done what do you think?

As this is a spider monster there are some parts I borrowed from Oslecamo many works (mostly monsterous spider, aranea)

Dokufu

HD10

Level BAB Fort Ref Will Feature
1+1+2+2 +0Dokufu body, Dex +2
2+2+3+3 +0Silk, Web, Con +1, Dex +1
3+3+3+3+1Lure transformation, Dex +1, Str +1
4+4+4+4+1Juvenile Molt, Con +1, Str +1
5+5+4+4+1Implant eggs, Con +1, Str +1
6+6+5+5+2Vomit spawn, Con +1, Str +1
7+7+5+5 +2Improved Lure transformation, Con +1, Str +1
8 +8 +6 +6 +2Adolescent Molt, Con +1, Str +1
9 +9 +6 +6+3Arachnophobia, Con +1, Str +1
10+10 +7 +7 +3Mountainous Strength, Con +1, Str +1
11 +11 +7 +7 +3Greater Lure transformation, Con +1, Str +1
12 +12 +8 +8 +4Adult Molt, Con +1, Str +1
13 +13 +8 +8 +4Cocooning Crib, Con +1, Str +1
14 +14 +9 +9 +4Ingested Haven, Con +1, Str +1
15 +15 +10 +10 +5---, Con +1, Str +1
16 +16 +10 +10 +5Mountain Mettle, Con +1, Str +1
17 +17 +11 +11 +5Spawn Space, Con +1, Str +1,
18 +18 +11 +11 +6Mountainous Swarm, Con +1, Str +1
19 +19 +12 +12 +6Spawn Coordination, Con +1, Str +1

Skills:4+int modifier per level, quadruple at 1st level. Class skills are Bluff (Cha), Intimidate (Cha), Climb (Str), Hide (Dex), Jump (Str), Concentration (Con), Craft (all taken individually)(Int), Decipher Script (Int), Knowledge (all taken individually)(Int),  Listen (Wis), Move Silently (Dex), Profession (all taken individually)(Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Proficiencies: Its own natural weapons

Features:

Dokufu body: At 1st level, the dokufu loses all other racial bonus and gets magic beast traits(darkvision 60 feets and low light vision). It's a small sized magic beast(shadowland subtype) with base speed 30 and climb speed 20 and 2 foreclaw attacks dealing 1d4 str mod damage(each). It gains a +8 bonus to all climb checks and can always take 10 in that skill, even if rushed or threatened.

Silk: dokufu often use their webs to bring down prey. A single strand is strong enough to support the spider and one creature of the same size, and the Dofuku can produce a “ silk rope” up to 10 feet times its Con Mod times its HD per day as an immediate action, that dissolves by itself after 24 hours. The tips of this silk are naturally sticky and thus can be attached to any inanimate solid surface as a touch attack made as part of the action in creating the silk without need of any extra help. Thus a Dokufu that finds itself falling on a pit could try to attach a strand of silk in a nearby surface for example. The Dokufu can choose to produce multiple shorter ropes of diferent lenghts over the course of a day.

Web: a Dokufu can throw a Web as a standard action a number of times per day equal to 3+1/2 HD. This is similar to an attack with a net, (including a trailing rope of silk up to its maximum range, that doesn't cost Silk) with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful  Escape Artist check or burst it with a Strength check, for both actions the DCs are DC 10+HD+Con mod and takes a standard action per try. Any creature trying to use spells, SLAs, psionics or similar while in this web must suceed on a Concentration check with DC 10+HD+Con mod or fail. This web has 5 HP per HD, It cannot be used again once removed from the target one way or the other. At 12 HD the web defies any freedom of movement abilities and acts as a planar anchor.

Lure transformation: gains shapechange subtype. As a standard action, a dokufu can change between its two forms. In humanoid form, its physical ability
scores are lowered by the amount that being a dokufu granted it. Also loses any natural armor and attacks it gained from dokufu class. It cannot use its dofuku abilities besides cast web, silk, implant eggs, . This ability is otherwise similar to a shapechange spell with DC on disguise and bluff check equal to 10+hd+Con mod and skill ranks.

Juvenile Molt: when able to get 8 hours uninterrupted rest the Dokufu can molt once. Grow 1 size category larger thus increasing the size of its natural  weapons, is a long creature, and increase natural armor by 1 after 24 hours.

Implant Eggs (Ex): in spider form, a dokufu that hits with a claw attack can inject an egg into the opponent's body The affected creature must succeed at a Fortitude save (DC 10+1/2 HD+ con mod) to avoid implantation, in either form, the dokufu often implants an unconscious or otherwise helpless creature (which gets no saving throw). The young hatch in four weeks, literally devouring the host from inside.

Vomit spawn: a dokufu can spit out any number of its developing spawn from its digestive system, either spewing them on the ground or hurling them directly at opponents up to 60 feet away (a successful ranged touch attack at +14 puts up to 1 large swarm covering atleast 1 square of opponent’s space without provoking an attack of opportunity). Dokufu spawn are Tiny
Dokufu(size down small Dokufu). Once a dokufu uses this ability, it can’t use it again until 1d4 rounds later. At any time as long as they are still alive it can withdraw them back into its stomach as a swift action. Dokufu spawn can be taught to ignore allies.

Improved lure transformation: This form is naturally gifted at slipping in to places as well as slipping poison into food and drink (Sleight of Hand, diplomacy, intimidate, and Bluff skill bonuses increased by HD). Can transform as a move action now and gains half the stat bonus and natural armor it gains from the Dokufu class.

Adolescent Molt: when able to get 8 hours uninterrupted rest the Dokufu can molt once. Grow 1 size category larger thus increasing the size of its natural weapons, is a long creature, and increase natural armor by 1 after 24 hours.

Arachnophobia: A dokufu in its natural form unsettles foes with its mere presence. The ability takes effect automatically whenever the creature attacks, charges, or changes into its natural form. Creatures within a radius of 50 feet are subject to the effect if they have fewer HD than the dokufu.
A potentially affected creature that succeeds at a Will save (DC 10+HD) remains immune to that dokufu’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Mountainous Tenacity : a Dokufu can add its Str mod to Initiative checks, AC and Will saves.

Great lure transformation: can change forms as a free action once per round. Keeps all stat and natural armor increases in human form.

Adult Molt: when able to get 8 hours uninterrupted rest the Dokufu can molt once. Grow 1 size category larger thus increasing the size of its natural weapons, and is a long creature and increase natural armor by 1 after 24 hours.

Cocooning Crib: Any creature rendered entangled may be the host of your eggs as you inject into them, con mod plus your dokufu hd in d20 of eggs. After 24 hours they will kill their host if not removed with a heal check DC 10+1/2HD+Con mod. When the dokufulings burst forth if not around their parent dokufu will wander away without much chance of survival, the dokufu spawn are a swarm once they reach a number of 300. They are tiny creatures and a swarm have the following (cap of 1200 spawn are controllable, the rest wander away),
(click to show/hide)

Ingested Haven: a Dokufu can swallow prey whole instead of pinning it with a grapple, any freedom of movement, teleportation, and shifting planes is disable for its prey for this. If prey isn't already packaged host of its offspring it will be attacked by any of the dofuku's spawn currently in its stomach(taking swarm damage if their are enough spawn inside to make a swarm). A swallowed creature that manages to escape from the dokufu’s web can cut its way out of the stomach by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the stomach (current ac, this damage is done to the dokufu but damage reduction applied to the damage done to the dokufu but not the required amount to escape). When the creature exits, all swarm currently attacking it spill out with it; then muscular action closes the hole. Other swallowed creatures must then cut their own paths out. The dokufu’s interior can hold one Large, two Medium size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents (as a huge creature/not including spawn).


Mountain Mettle: can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect.

Spawn Space: your spawn are very unnerving, treat area that spawn are in and the adjacent space as difficult terrain. This area also affects skill checks of opponents penalizing them equal to dokufu con mod. This is a mind effecting ability.

Mountainous Swarm: the Dokufu's swarm damage increases by the the Dokufu str and con mod bonuses.

Spawn Coordination: Your Spawn swarm do threaten adjacent squares and can apply swarm damage to enemies in those squares, they also can flank enemies for yourself or allies.

3
Oslecamo's Improved Monster Classes / Kitsu(catfolk[lion]) PrC Tsuno
« on: January 16, 2018, 09:03:36 PM »
Tsuno



HD8

Prerequisites: Catfolk lvl1(credit to oslecamo) and able to shape any necrocarnum soulmeld.

Level BAB Fort Ref Will Feature
1 +1 +0 +2 +2Tsuno Body, Scent, +1 Str, +1 to any mental stat
2 +2 +0 +3 +3Bravery, Roar of Fear, +1 Con
3 +3 +1 +3 +3Least spells, +1 Str, +1 to any mental stat
4 +4 +1 +4 +4Growth, Toughen Hide, +1 Con
5 +5 +1 +4 +4Lesser spells, +1 Str, +1 to any mental stat
6 +6/+1 +2 +5 +5Spirit Vision, +1 Str
7 +7/+2 +2 +5 +5Spiritborn, Devour Spirits, +1 Con, +1 to any mental stat
8 +8/+3 +2 +6 +6Bleed Spirit, +1 Str
9 +9/+4 +3 +6 +6Greater Spells, +1 Con, +1 to any mental stat
10 +10/+5 +3 +7 +7Brutish Combat, +1 Str
11 +11/+6/+1 +3 +7 +7Totem Spirit, +1 Con, +1 to any mental stat
12 +12/+7/+2 +4 +8 +8Vile Tactics, +1 Str
13 +13/+8/+3 +4 +8 +8Spirit Auras, +1 Con, +1 to any mental stat
14 +14/+9/+4 +4 +9 +9Fluid Spirit, +1 Con
15 +15/+10/+5 +5 +9 +9+1 Str, +1 to any mental stat
16 +16/+11/+6/+1 +5 +10 +10Second Growth, +1 Str
17 +17/+12/+7/+2 +5 +10 +10 +1 Con, +1 to any mental stat
18 +18/+13/+8/+3 +6 +11 +11Shared Spirit, +1 Str
19 +19/+14/+9/+4 +6 +11 +11+1 Con, +1 to any mental stat
20 +20/+15/+10/+5 +6 +12 +12Reshape Spirit, +1 Str
21 +21/+16/+11/+6/+1 +7 +12 +12+1 Con, +1 to any mental stat
22 +22/+17/+12/+7/+2 +7 +13 +13Feats of Spirit, +1 Str
23 +23/+18/+13/+8/+3 +7 +13 +13 +1 Con, +1 to any mental stat

Class Skills
The Tsuno's class skills (and the key ability for each skill) are Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Hide(Dex), Jump(Str), Knowledge(arcana, the planes, religion)(Int), Listen(Wis), Search(Int), Sense Motive(Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points at Each Additional Level: 2 + Int modifier.

Weapon and Armor Proficiency
Keeps weapon proficiencies; gains proficiency with natural weapons. Gains light, medium, and heavy armor proficiencies.

Class Features

Tsuno Body: type changed from Humanoid to Monstrous Humanoid, which grants it Darkvision 60' and gains bite and gore attack each doing 1d6 and half strength modifier of damage for a medium creature. Natural armor increases to constitution modifier.

Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Spiritborn: gains amount of essentia, soulmelds, chakra slots and binds as a soulborn 3 levels lower than your total HD, no other class features, hit points, saves or base attack bonuses. For dc calculate with your hit dice.
(click to show/hide)

Devour Spirits: as a swift action can consume the flesh of the recently slain, up to 1 hour after death per Tsuno HD. Gaining 1 essentia per 2 HD of victim for a number of minutes equal to tsuno constitution modifier and up to an amount of Tsuno's HD. This becomes 1 per 1 HD if the victim was a spirit(living) or could be be considered an incarnum subtype. At 16 HD the essentia lasts 1 hour per Tsuno HD.

Bravery: HD to saves against fear effects. At 6 HD to saves against death effects.

Roar of Fear: same as fear usable once per day per 2HD. DC is 10+ your choice of mental stat+ HD.

Least Spells: once per day can cast Castigate, Divination, Dream Sight and Speak with Dead as a spell like ability. For dc use highest mental stat modifier, once selected can not change the mental stat.

Growth: permanently grow up one size category and natural armor goes up by 1.

Toughen Hide: damage reduction is equal to double Con mod.

Lesser Spells: can cast additional time per day Castigate, Divination, Dream Sight and once a day of Rebuke.

Spirit Vision: Tsuno can now see those with soulmelds or essentia. As well as their HP within increments of 10.

Bleed Spirit: every 10 points of damage Tsuno inflicts on any one Victim grants him 1 essentia for constitution number of rounds.

Greater Spells: can cast additional time per day Castigate, Divination, Dream Sight and once a day of Ancestral Vengeance.

Brutish Combat: Tsuno may make single natural attack combining bite and gore doing 2d8 + str modifier as a secondary attack. While charging a Tsuno may do 4d8 + str modifier as a primary attack.

Totem Bind: Tsuno can bind to their totem chakra.

Vile Tactics: While flanking an enemy they receive 1 extra point of vile damage which bleed, that stacks with each attack from flanking allies or the Tsuno itself. Stacks disappear once opponent is no longer flanked.

Spirit Auras: allies within your auras' radius(equal to your landspeed) can pick a number of auras to be effected by equal to their Con modifier (undead that aren't mindless can use their wisdom modifier).
(click to show/hide)

Fluid Spirit: can treat each incarnum feat as a soulmeld in regards to being able to as a swift action invest essentia (up to his soulmeld capacity for essentia) in that feat as long as the Tsuno has essentia and that feat.

Second Growth: Tsuno increases in size permanently gains 1 natural armor.

Shared Spirit: ally within your spirit aura have your soulmelds as well.

Reshape Spirit: number of times per day equal to half HD you can choose to change your shaped soulmelds as a full round action, if they were bound you may bind the new soulmeld.

Feats of Spirit select one chakra, for the rest of your life all your feats get essentia from that chakra.

4
Oslecamo's Improved Monster Classes / Kavu, Awaken
« on: August 18, 2017, 04:44:23 AM »
Kavu


10HD
LevelBabFortRefWillFeature
1+1+2+2+0Kavu Body, Adaptation(+1)+1 Str, +1 Con
2+2+3+3+0Phyrexian Hunter, Adaptation(+2), +1 Str, +1 Con
3+3+3+3+1Phyrexian Predator, Adaptation(+1), +1 Str, +1 Con
4+4+4+4+1 Phyrexian accustomed,  Adaptation(+1), +1 Str, +1 Con
5+5+4+4+1Growth, Adaptation(+1), +1 Str, +1 Con

Skills: 2+Int modifier per level (x4 at 1st level.
Class Skills: Balance, Climb, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot.

Proficiencies: Its own hide and its natural weapons only.

Kavu Body:The Kavu loses all other racial bonus and gains Magical Beast traits. It's a medium sized Magical Beast has lowlight and darkvision out 60', with base speed 40 feet. It has a bite attack dealing 1d6+Str mod damage plus two claw attacks each dealing 1d4+1/2 Str mod damage. It has no limbs capable of fine manipulation. Gains natural armor equal to Con modifier.


Adaptation List
(click to show/hide)

Growth: at level 5 a Kavu increases in size, also increasing natural weapon dice accordingly.

Phyrexian Hunter:A Kavu gains a +HD racial bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against a Construct/Undead, this stacks with any favored enemy bonus.

Phyrexian Predator: any successful attack against  construct/undead has a +HD bonus to damage, this stacks with any favored enemy bonus. Also a Kavu may also eat any construct/undead without risking it's health.

Phyrexian accustomed: A Kavu can now ignore a Construct/Undead immunity to critical hits/damage and poisons/energy types. Also Kavu now have dmg reduction and a bonus on saves vrs damage and abilities from Constructs/Undeads equal to the 1/2 the Kavu's HD.

5
Oslecamo's Improved Monster Classes / Thri-Kreen 2.0
« on: July 07, 2017, 04:13:08 AM »
Thri-Kreen

D8 HD

Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Thri-Kreen Body, Desert Adaptation, Venom, Leap +10, +2 Dex
2 +2 +0 +3 +3 Create Chatkcha, Molt, Deflect Arrow, Leap +20, +1 Str, +1 Dex
3 +3 +1 +3 +3 Create Gythka, Psi like abilities, Leap +30, +1 Str, +1 Dex

Skills: 2 Skill points+int per level, quadruple at 1st level.
Class skills: Balance, Climb, Craft, Hide, Jump. Listen, Spot, and Survival

Proficiencies: a Thri-Kreen is Proficient with Light Armor, Simple Weapons, Chatkcha and Gythka

Features:

Thri-Kreen Body: the Thri-Kreen loses all other racial bonuses, and gains Monstrous Humanoid traits (Darkvision 60ft). It is a small sized monstrous humanoid with base speed 30 feet. Has a 1d3 bite at str modifier. Thri-kreens are immune to sleep, they still need 6 hours to be fully rested but they are completely aware of their surroundings. Speaks Thri-kreen and Common

Desert Adaptation: Thri-Kreens gain a +1 to hide per Thri-Kreen and Thri-kreen PrC HD. Gains natural armor equal to Constitution modifier. Only needs half amount of water compared to creatures the same size to survive.

Venom: Thri-Kreens can use Venom after successful bite initial damage- 1d6 Dex, secondary damage paralysis, DC 11 + Con modifier- must decided if using venom before the bite attack roll. Thri-Kreen have one use of their venom per Thri-Kreen and Thri-kreen PrC HD per day.

Leap: Current bonus to horizontal Jump distance, +10ft at lvl 1 Thri-Kreen, +20ft at lvl 2 Thri-Kreen, and +30ft at lvl 3 Thri-Kreen- do not add.

Create Chatkcha: Thri-Kreen can create a Chatkcha providing they have 3 lbs of sand (or something comparable), 1lb of special herbs, and one use of their venom available, consuming that use. Takes 3 hours to create. Thri-Kreen can also repair a broken Chatkcha proving that they have 1lb of sand, 8 oz of special herbs, and 1 use of your venom, consuming it- takes 1 hour. Thri-Kreens do not sell their Chatkcha unless it is to for food or medicine for a pack mate. Thri-kreens may gift a Chatkcha to a Pack mate that saved their life but only replace it upon repaying the life debt.

Molt: This is the last Molt in most Thri-Kreen’s life. For 6 hours while they rest they become a size larger. Land speed becomes 40 and 4 1d4 claw attacks at full str modifier a 1d4 bite at half str modifier.

Create Gythka: Thri-Kreen can create a Gythka providing they have 6 lbs of sand (or something comparable), 2 lbs of special herbs, a stick around the size of a quarterstaff and two uses of their venom available, consuming those uses. Takes 6 hours to create. Thri-Kreen can also repair a broken Chatkcha proving that they have 2 lbs of sand, 1 lb of special herbs, and 1 use of your venom, consuming it- takes 2 hours. Thri-Kreens do not sell their Gythka unless it is to for food or medicine for a pack mate. Thri-kreens may gift a Gythka to a Pack mate that saved their life but only replace it upon repaying the life debt.

Deflect Arrow: As the feat even if Thri-Kreen don’t meet the prerequisites.

Psi Like Abilities: Thri-keens can use Chameleon, Know Direction- 3/day; Psionic Displacement, Metaphysical Claw-1/day . Manifester level is equal to Hit Dice. The save DCs are Wisdom-based. Can become psionically focused as long as you still have a psi like ability to use.

weapons
Chatkcha: The chatkcha returns to a proficient thrower on a missed attack roll. To catch it, the character must make an attack roll against AC 10 using the same
bonus they threw the chatkcha with. Failure indicates the weapon falls to the ground 10 ft. in a random direction from the thrower. Catching the chatkcha is part of the attack and does not count as a separate attack.
As medium weapon does 1d6 and as a range of 20ft.

Gythka: A gythka is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off‐hand weapon (PH 160). A creature using a. double weapon in one hand, such as a half‐giant using a gythka can’t use it as a double weapon. As a medium weapon does 1d8/1d8.

6
Oslecamo's Improved Monster Classes / Drow PrC Draegloth
« on: April 29, 2017, 09:34:22 AM »
Draegloth


HD: d10

Prerequisites: Drow lvl1 credit to oslecamo.
Father being a Glabrezu or preforming a dark ritual.

LevelBABFortRefWillSpecialSpell-Like Abilities
1st0202Draegloth Body, Advanced Studies (Desecrate 1/day)
2nd1303Draegloth Hide(Darkness 1/day, Unholy Blight 1/day)
3rd2313Second Web Path, Draegloth Maul(Darkness 2/day)
4th3414Growth(Unholy Blight 2/day)
5th3424Lolth's Diploma(Darkness 3/day)

Class Skills
The Draegloth's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft(Int), Hide (Dex), Jump (Str), Knowledge (arcana,the planes, religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points at Each Additional Level: 6 + Int modifier.

Weapon and Armor Proficiency
Keeps weapon proficiencies; gains proficiency with natural weapons and simple weapons. Gains no new armor proficiencies, keeps old ones.

Class Features

Draegloth Body: The Draegloth retains its old racial traits, Type changes to native Outsider; other racial types become subtypes, Darkvision improves to 120 feet; if somehow they don't have DV, they gain it to 60' Gains 2 primary claw attacks. These each deal 1d4+Str mod damage. 

Advance Studies: At first level the Draegloth chooses one of the following options.

(click to show/hide)

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Spell-Like abilities: The Draegloth can use certain SLAs. Any DCs of SLAs are 10+1/2 HD+highest of Int, Wis, or Cha. Once this selection has been made, it is fixed. Your drow web path abilities that have to used near your drow SLAs can be used with your draegloth SLAs

Ability Score Increase: The Draegloth gains different stat progressions depending on the Advance Studies they have chosen.

Chaos Major -Each level gain +1 to two different stats of their choice,but cannot pick the same stats two levels in a row.

Martial Major -Each level gain +1 Dex or Str (selection is fixed), plus +1 Con at levels 2, 3, 4,and 5 and +1 Wis at levels 4 and 5.

Shadow Major -Each level gain +1 Cha  stat, plus +1 Int at levels 2, 3, 4, and 5 and +1 Con at Levels 4 and 5.

Incarnum Major -Each level gain +1 Dex or Str (selection is fixed), plus +1 Con at levels 2, 3, 4, and 5 and +1 Cha at levels 4 and 5.

Traditional Major -Males and Psionics get +1 Int each level, while Females get +1 Wisdom each level.
Males and Psionics get +1 Dex at levels 2, 3, 4, and 5, while Females get +1 Con at levels 2, 3, 4, and 5.
Males and Psionics get +1 Con at levels 4 and 5, while Females get +1 Str at levels 4 and 5.

Draegloth Hide: Gains natural armor equals Con modifier, Has resistance to Acid, Cold, Fire and Electricity equal 1/2 its total HD and gains HD as a Resistance bonus to Poisons. At 9 HD, this become immunity to poisons.

Second Web Path: Draegloth gains a different web path then the one they has when a drow.

Draegloth Maul Draegloth learn to speak and write Abysmal and gain a bite 1d6 + half str.

Growth: Draegloth increase in size, increasing their reach and damage dices of natural attacks.

Lolth's Diploma:
Chaos graduates claws transform into pincers that do 1d10 damage as a large creature. If they hit the same target with both pincers the victim takes +1d4 extra damage as bleeding damage (roll every time bleeding damage applies and use new result.)

Martial graduates smaller arms gain claws that do 1d4 plus str mod that adds to their claw standard attack, these claws gain a +1 to attack with martial disciplines.

Shadow graduates can cast apprentice mysteries as spell like abilities, if during a turn they can use two different apprentice mysteries they may do so using up a standard and Swift action. Is now able to see in magical darkness.

Incarnum graduates gain the ability to bind arm and hand soulmelds to their smaller arms.

Traditional Males graduates gain a free metamagic feat and any metamagic they have can be reassigned once a turn as a free action, but once its used it can not be reused unless it misses or opponents fully negate it having zero effect on them. Ability to reassigned metamagic resets when assigning metamagic. Also can cast spells with target self or 1 person on up to their Hit Dice worth of allies(must include self) these individuals are immune to this spell effect from each other(example invisibility can effect them all but they can still see each other), they must stay within 20ft of each other or they will leave the spell's effect, and this can be done equal to half his Hit Dice per day. Every week they go without sharing a spell they can make any one spell permanent with no experience and material cost.
Traditional Females gain the ability to Rebuke/Control demons, elementals of earth or fire and Arachnids(can only control Arachnids) using their Wisdom modifier a number of times per day equal to your HD(use wisdom for turning checks instead of Cha, as best possible you can take feats that augment rebuke/control undead-if such feat would normally allow a cleric to turn demons, elementals of earth and fire or rebuke any arachnids you can rebuke undead.)
Traditional Psionic graduates gain the ability to use their Int modifier for Will saves and to regain any power points on powers that miss or kill enemies in the active effect range of any or your drow or draegloth spell like abilities.

7
Introduce Yourself / Hello, I have finally arrived
« on: April 15, 2016, 04:18:47 PM »
its been tiresome experience getting on to be a member here but its finally been set right.
 :p
Hi I'm WarHunter, I mostly play D&D and warframe- some LoL and HotS. I like Homebrewing for D&D 3.5 and 4e.

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