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Topics - Surreal

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1
D&D 5e / advice for two builds: paladin and barbarian
« on: October 02, 2022, 01:33:25 PM »
I'm playing in two games and would just like to hear some opinions on directions to take my builds (and maybe boost a little 5e discussion on this board). Both games have some homebrew or unofficial content.

Game 1: Triton Paladin 9 (Open Seas) /Sorcerer 1 (Sea UA)
- Sea sorcerer basically adds some extra bonuses to cold/lightning cantrips or forced movement, and I was able to change booming blade/green flame blade to those elements
- I have an in-game feat that lets me make extra attack like bladesinger to mix in a cantrip with my regular attack
- fighting style: tunnel fighter (UA) which uses my bonus action and reaction, but it rarely comes up so maybe I should retrain to interception/protection instead
- I took Paladin 9 because I wanted 3rd level paladin spells (which also gets call lightning from Open Seas)
- my main role is tank, I have an AC of 23, I used to be the primary melee damage dealer but we had a dual wielding barbarian rune knight join recently who outdamages me unless I'm crit-smiting
- fear is relatively rare, but it has come up in a couple big fights
- my most frequent buff/concentration is Protection from Evil as we encounter a lot of undead, elementals and fiends
- currently halfway through Rime of the Frostmaiden, we are into the chapter after Auril descending into the magic city, which also seems full of undead so far
- If I keep pushing paladin, I get the aura of courage (10), improved divine smite (11), ASI (12), then 4th level spells for find greater steed(13);
- if I keep going sorcerer, I'll gain slots for smiting faster, but I won't gain 4th level spells until level 16, vs 14 if I went more paladin, but metamagic would likely be quicken to let me do something with my bonus action
- or maybe I could consider Bard or Warlock? bard would give me a good use for my bonus actions every round and shore up some skills; Hexblade for crit smite fishing is appealing, though I also like Form of Dread from undead warlock for inducing fear. I could also take Warlock to 3 for pact of the blade because I have a Sunblade, and this way I can never lose it (or do the same with Eldritch Knight 3)
- party roleplay = ok; party optimization = medium; party aptitude = good
- party composition: paladin (me), druid (moon), druid (stars), necromancer, rune knight/wild magic barbarian


Game 2: modified dragonborn beast barbarian 6/Fighter 1 (planning Echo Knight 4)
- modified race to be more primitive, large size, no hands (no somatic casting, very difficult to do anything on my own), but massive boosted Str/Con, breath weapon like the new Dragonborn who can use it as part of the attack action
- story wise I have a second dragon soul embedded inside, which I will flavour as the echo manifestation
- I took the feat aberrant dragonmark to boost my con and get feather fall, the cantrip doesn't matter because I can't cast it yet (feather fall because my teammates are idiots and they have an airship with no arcane caster in the party)
- the next feat at Echo4 that I plan to take is a homebrew one that allows non-somatic casting and grants mage hand and +1 to casting stat (which because I took Aberrant Dragonmark, technically I'm boosting Con  :D )
- Beyond this my fuzzy plan is dip Twilight cleric 1 for darkvision and a couple utility spells (and I want to pull a Ralph (from Simpsons) shouting "I'm helping" and somehow actually helping with guidance but not realizing how it's happening), then Gloom Stalker 4 and/or Arcane Trickster 5. Gloom because of nova ability and general nice features, arcane trickster because I think a sneaky stealthy triceratops with a climb speed dropping from the ceiling is hilarious, and bonus action mage hand legerdemain is also funny. Sadly my DM won't let me apply sneak with my claws, but at that point I just want the skills/expertise and features from Arcane Trickster. Plus some utility casting never hurts (though a find familiar and non-concentration Longstrinder/gift of alacrity are nice too)
- I have a background trait that lets me do a one-level dip into a class even if I don't meet the prerequisites; I do have Wis 13 but Cha 9
- party roleplay = high but ADHD (large group 7-9 each week); party optimization =  none; party aptitude = Leroy Jenkins
- party composition = beast barbarian (me), ancestral guardian barbarian, cleric dipped fighter, fighter dipper cleric (low attendance), rogue scout, druid dipped rogue, draconic sorcerer (low attendance), paladin
- my role: damage and more damage; I do more than everyone else combined, and somehow I have a higher AC than the paladin because she forgets to buy armour  :banghead
- I don't mind going more barbarian as the subclass features are alright and my DM likes to run fairly dangerous encounters so Relentless Rage may come in handy, but the Twilight/Gloom/ArcaneTrickster route felt more interesting and offered lots of utility magic
- or maybe there's a different route I should consider? I'm not married to any particular build for flavour reasons other than Echo 4; with such a large group we hardly get to roleplay individually anyways and I'm behind the scenes helping to manage some stuff on roll20 anyways because my DM is not very computer literate

2
Hey guys, it's been forever and a day since I've been around these parts.

I've been invited to join a Strange Aeons Pathfinder game coming up. I barely remember anything from my 3.5 days (though play in a couple 5e games right now), and have never looked at Pathfinder so I find the range of options at even the base classes staggering. Now normally I'd dig right into it and start researching, but being an adult these days means there's precious little time left so I thought I'd come to y'all for advice. Not looking for down to the nitty-gitty, but some starting points would be nice so I can try to mitigate the amount of rabbit-holing I do when I start reading.

In my other 5e games I'm already a heavy damage dealer (super tank Triton Paladin/Sorc, homebrew race Beast Barbarian, Yuan-ti Hexblade Warlock archer (I know, I know)), so for this upcoming PF game I'd like to take on a more passive role and just enhance everybody around me, though with the potential to explode in not-quite-game-breaking-ways is always fun. A concept I've kinda wanted to play would be one that does almost no rolling for himself, just enhances his team or debuffs enemies, emits auras, etc. I'm not totally married to the idea though.

Current party was 6 people but they lost two recently. One more coming in other than me.
Starting level 4.
GM has suggested a support and skills role would be useful to the party. I do not know the current party lineup (will update if I find out).

Other notes from the GM:
Background skills enabled
include the world is square/elephant in the room rules
2 normal traits plus one free trait from strange aeons campaign set
25 point buy
anything Paizo is ok
Dreamscarred Press Ultimate Psionics is ok
anything from the d20pfsrd.com

edit: got more info about the current party
half-elf slayer, heavy ranged damage
human(?) sorcerer, ranged damage
half-elf investigator, moderate support/skill and tanky, but respeccing for more support and healing due to healer leaving
human soulknife, tanky psychic frontline damage - player left
dromite psychic Vitalist healer - player left
lizardfolk dread, new player, aiming to be a tank/damage

my friend who plays the investigator thinks we need more healing and/or tank

3
Oslecamo's Improved Monster Classes / Behir
« on: January 19, 2012, 02:18:26 AM »
Behir


HD: d10
Class Skills (2+Int): Climb, Hide, Listen, Spot, Survival
Proficiencies:
Code: [Select]
Level Bab Fort Ref Will Feature
1 +1 +2 +2 +0 Behir Body, Spines, Dragonspite, Serpentine Frame, Stability, +1 Str,
2 +2 +3 +3 +0 Breath Weapon, Scrabble, +1 Str, +1 Con
3 +3 +3 +3 +1 Growth, Quickstep, +1 Str
4 +4 +4 +4 +1 Galvanized, Improved Grab, Constrict, Rake, +1 Str, +1 Con
5 +5 +4 +4 +1 Swallow Whole, Slither  +1 Str
6 +6 +5 +5 +2 Poison Spines, Focused Breath, +1 Str, +1 Con
7 +7 +5 +5 +2 Devour, Tremorsense, +1 Str
8 +8 +6 +6 +2 Ride the Lightning, Breath Recovery, +1 Str, +1 Con

Features:

Skills: +2 per HD on Climb and can always choose to take 10, even if rushed or threatened.

Behir Body: At first level the Behir loses all other racial traits and is a medium sized magical beast. It has low light vision, darkvision 60', scent, a natural attack (bite: 1d6), natural armor equal to its Con modifier, a land speed of 40', and a racial bonus to grapple checks equal to its HD. Only the first two hands of a Behir are capable of fine manipulation and these are considered the primary hands. Should a Behir lose one or both of its primary hands, the next hand(s) down becomes the primary.

Spines: While many adventurers are aware of the long spines that crest a Behir's head, not many have ever been close enough (or survived) to notice that a Behir's entire body is covered in a fine layer of thorny spines atop the scales. These spines shed and regrow at a rapid pace, and provide an armour bonus equal to its class level. This bonus is also effective against touch attacks.

Dragonspite: Behir loathe dragons and will go to great lengths to kill them or drive them from their territory. A Behir receives a bonus of 1+1/3HD (up to a maximum of their class level) on attack rolls, opposed rolls, and on save DCs of abilities used or inflicted upon a dragon.

Serpentine Frame: The narrow bodies of the Behir let them function in many ways as if they were one size category smaller. Whenever a Behir is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Behir is treated as one size smaller if doing so is advantageous to the character. A Behir is also considered to be one size smaller when "squeezing" through a restrictive space. However, the space and reach of a Behir remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. At 7th level (or when the Behir becomes huge), the Behir may count as two size categories smaller.

Stability: Due to their dozen legs, Behir are immune to tripping and add their Str bonus (in addition to any that may already be applied) to any opposed rolls to avoid being moved.

Ability Bonus: The Behir gains +1 Str at every level, and +1 Con at every second level.

Breath Weapon: A line of electricity, range = 5'/HD, damage (1/2HD)d6. Reflex save (DC = 10 + 1/2HD + Con) for half damage, recharge 2 rounds. Alternatively, a Behir may trade in 2 die of damage to do 1 Dex damage; electrical resistance or immunity does not prevent this ability damage. For every 5HD, the line may reflect once off a wall or suitable solid surface. Creatures struck multiples times by a single reflecting breath weapon take additional damage, but each successive strike's damage is halved.

Behir are immune to the breath weapons from other Behir, including the alternate Dex damage.

Scrabble: A Behir has the unique ability to slither and walk simultaneously. It ignores difficult terrain and gains a climb speed equal to half its land speed. It may also charge at 3x speed.

Growth: At 3rd level the Behir grows one size category. At 7th level it grows another.

Quickstep: Along with their many legs and the ability to coil and writhe their bodies, Behir can move with alarming speed around the battlefield. When large, they make make a 10-foot step instead of a regular 5-foot step. The 10-foot step must be in a straight line. At 7th level (or when the Behir is Huge), it may make a 15-foot step instead. The Quickstep does not provoke an attack of opportunity.

Galvanized A Behir's body is suffused with electrical energy. It becomes immune to electricity damage and poison. Any creature striking it with metallic or natural weapons is subject to half its breath weapon damage. Creatures grappling the Behir take the same damage at the end of the Behir's turn.

Improved Grab (Ex): To use this ability, a Behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Creatures under the effects of Freedom of Movement or similar do not automatically escape, but receive a +4 bonus to their grapple check. At 7th level, the Behir ignores any Freedom of Movement effects the target has.

Constrict (Ex): A Behir deals 2d6 + Str damage (at large size) on a successful grapple check. It can also make six rake attacks against a grappled foe as well.

Rake (Ex): 6 claws, 1d4+1/2Str each

Swallow Whole: If a Behir has established a grapple, it may attempt to swallow a creature (up to one size category smaller than itself) by making a successful grapple check. A swallowed opponent takes constrict damage plus another 2xCon mod acid damage from the Behir's gizzard. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal one quarter the Behir's HP to its gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

For every 5 HD, a Behir that has successfully swallowed a creature can immediately attempt to bite and hold another creature within reach.

A Behir may contain multiple creatures in its stomach; 1 large creature = 4 medium creatures = 16 small, etc

Slither: Adept at snaking its way through obstacles and enemies, a Behir may designate a single square of its body as the only square its body actually occupies during movement for determining whether it will provoke any attacks of opportunity. It is a free action to change the designated square. The “non-occupied” squares may freely travel through opponent's squares or other obstacles without impediment.

Poison Spines: The spines covering a Behir's body become poisonous to the touch. Contact poison, Fort DC = 10 + 1/2HD + Con, initial and secondary damage: 1d4 Dex. Any creatures that touch the Behir's squares when it moves past using its Slither ability are subject to the poison. Creatures that have been swallowed must make a save every round to resist the poison.

Focused Breath: Rather than using its breath weapon in a line, a Behir can choose to focus its breath weapon on an adjacent foe or one that is it currently grappling or has swallowed. If it does so, the breath weapon deals double damage and ignores electricity resistance and the DC increases by 4.

Devour: At 7th level, a Behir that successfully uses its Improved Grab ability may immediately make a free grapple check to attempt to Swallow Whole.

Tremorsense: The Behir's feet and body become keenly sensitive to vibration. It gains tremorsense 5' per HD.

Ride the Lightning: A Behir may ready a standard action to ride along a lightning bolt (or similar electrical effect). It's body temporarily merges into the lightning, and reemerges at the destination (or anywhere along the path with a successful reflex check DC=20). A Behir may also choose to ride its own breath weapon; using its breath weapon this way takes a full round action. Upon reemerging, if the target was struck by the lightning the Behir may make one free bite attack upon the same target.

Breath Recovery: The breath weapon recharge improves to 1 round.

(click to show/hide)

4
Oslecamo's Improved Monster Classes / Worg
« on: January 15, 2012, 07:10:39 PM »
Worg


HD: d10
Skills: 2 + Int. Class Skills: Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, Survival
Proficiencies:: none
Code: [Select]
Level BAB Fort Ref Will Special
1 1 2 2 0 Worg Body, Trip, Pack Hunter, Str +1, Dex +1
2 2 3 3 0 Dogged Opportunist, Ideal Cohort, Str +1, Con +1
Features

Skills: A Worg has a +1 racial bonus per 2 HD to Hide/Listen/Move Silently/Spot (minimum 1). It also gains a +1 per HD to Survival when tracking by scent.

Worg Body: At first level a Worg loses all other racial traits and is a medium sized magical beast. It has a land speed of 50', darkvision 60', low light vision, natural armour bonus equal to its Con mod, scent, and a natural weapon: bite (1d6).

Trip: A Worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Worg.

Pack Hunter: Worg are accustomed to hunting in groups and circling their prey to keep them off balance. A Worg can treat its threat range as 5' greater for the purpose of determining if an opponent is flanked. Additionally, the Worg receives an extra +1 to his flanking attack bonus and +2 to opposed trip rolls per flanking ally, and the flanked opponent has one less attack of opportunity per round. For every 6 HD, the bonuses double and the opponent has again one less attack of opportunity per round. If this would reduce the flanked opponent's number of attacks of opportunity below 0, it instead receives a -1 to all its attack rolls and opposed rolls for each reduction below zero.

Ability Bonus: A Worg gains +1 Str and Dex and first level, and +1 Str and Con at second level.

Dogged Opportunist: Once per round, when an opponent the Worg flanks is struck for damage by the other flanker he can make a melee attack against that opponent or take a single 5ft step. This counts as an attack of opportunity, and cannot be used if he has no attacks of opportunity remaining for the round. For every 10 HD the Worg possesses, he can use this ability one additional time per round and gains an additional attack of opportunity per round (stacking with the Combat Reflexes feat, if he has it).

Ideal Cohort: A Worg who has been chosen as the cohort of a rider (or vice versa) has a maximum level of one lower than the rider rather than two. A Paladin who has chosen the the Worg as a cohort mount (DMG p.200) need not apply the +2 level adjustment. A goblin may select a Worg as an animal companion (at effective druid level -3) or special mount.

(click to show/hide)

5
Oslecamo's Improved Monster Classes / Giant Eagle
« on: January 13, 2012, 02:22:18 AM »
Giant Eagle

image: Boris Vallejo - White Eagle

HD: d10

Skills: 2 + Int. Class Skills: Intimidate, Knowledge (nature), Listen, Sense Motive, Spot, Survival

Code: [Select]
Level BAB Fort Ref Will Special
1 0 2 2 0 Eagle Body, Swift Flight, Screech, Powerful Build, +1 Str, +1 Dex
2 1 3 3 0 Evasion, Bonus Feat, +1 Str, +1 Dex
3 2 3 3 1 Growth, Diving Blitz, Ideal Cohort, +1 Str, +1 Dex

Features

Skills: Their keen eyes grant them a +2 +1/HD racial bonus to spot checks. Riders with whom the Giant Eagle is friendly receive a +1/HD to their ride bonus.

Eagle Body: At first level a Giant Eagle loses all other racial features and becomes a medium magical beast. It has low light vision, natural weapons: 2 claws (1d6) and 1 bite (1d4), a base land speed of 10' and flying speed of 50' (average), and a natural armour bonus equal to its Con modifier.

Swift Flight: The Giant Eagle can fly like no other, gaining a +5' to flight speed per HD. For every 6HD its manoeuverability improves one step.

Screech: Perhaps one of the most recognizable sounds in nature, an Eagle's screech both herald's its arrival and strikes fear into its opponent's hearts. A Giant Eagle may make an intimidate check as a swift action during a charge/dive. This is a sonic & fear based effect.

Powerful Build: As per the Half-Giant entry. It retains this feature when it later attains Growth.

Ability Bonus: A Giant Eagle receives +1 Str and +1 Dex at every level.

Evasion: As the rogue special ability. If the Giant Eagle would gain evasion from another source, it gains Improved Evasion instead.

Bonus Feat: At 2nd level a Giant Eagle gains Flyby Attack. At 8HD it gains Improved Flyby Attack even if it does not meet the prerequisites.

Growth: At 3rd level a Giant Eagle increases one size category.

Diving Blitz: Able to lash out with its claws and beak in a flash, at 3rd level a Giant Eagle when flying can attack with all its natural weapons as a standard action. It may only target a single creature when doing so.

Ideal Cohort: A Giant Eagle who has been chosen as the cohort of a rider (or vice versa) has a maximum level of one lower than the rider rather than two. A Paladin who has chosen the the Giant Eagle as a cohort mount (DMG p.200) need not apply the +2 level adjustment.

(click to show/hide)

6
Homebrew and House Rules (D&D) / The Heartbreaker (PrC)
« on: January 06, 2012, 12:21:51 AM »
So rather than be mopey today, I've decided to be semi productive. Hence 10 minutes of my time resulted in this...

I'm sure we've all been there.


The Heartbreaker

prereqs: Bluff 8, Gather Information 8, Sense Motive 8, must spend several years pursuing a target creature and learning its weaknesses

Code: [Select]
BAB Fort Ref Will Features
0 0 2 2 Foreshadowing
1 0 3 3 False Reassurance
2 1 3 3 Twist the Knife
3 1 4 4 It's Not You It's me
3 1 4 4 Leave You For Dead

Foreshadowing - Through a combination of social interaction and denial of actions, the Heartbreaker leaves the target with a sense of unease. If the target fails a Will save, he is fatigued. Each day he must make another save. Effects are cumulative. If Exhausted already, target becomes nauseated or confused (flip a coin).

False Reassurance - The Heartbreaker makes a bluff check. Target makes a will save, but fails it anyways. Each time Heartbreaker makes the bluff check, the foreshadowing moves back one step. However, foreshadowing will continue to take effect each day so new saves must constantly be made. This results in moving up and down the status conditions rapidly. If the target tires of rolling saves, he may simply declare himself staggered. Flip a coin anyways for nausea or confusion.

Twist the Knife - The player gains 10d6 sudden strike and the target is always flat footed. Target takes bleeding damage.

It's Not You It's Me - Sudden strike damage is double and is additionally not precision damage. All damage reduction is ignored. Heal checks are not possible to recover this damage, although potions provide temporary relief. Target cannot be healed by any means, natural or magical or otherwise. Potions only provide temporary relief.

Leave You For Dead - Targeted creature is left for dead, regardless of hit points or will or sanity remaining; the player returns to a previous target to add insult to injury.

Special: The Heartbreaker may take this PrC multiple times. The same target may be chosen, in which case the target gains the [chump] subtype.

7
Oslecamo's Improved Monster Classes / Mountain Troll
« on: January 02, 2012, 02:26:35 AM »
Mountain Troll



image source: http://skiorh.deviantart.com/art/Mountain-Troll-198945462


Prerequisites: Must have all levels of the Troll class

HD: d10
Class Skills (2+Int): Climb, Craft, Hide, Jump, Listen, Spot, Survival
Proficiencies: A Mountain troll is proficient with simple weapons and medium armor, but not with shields.

Code: [Select]
Lv Bab Fort Ref Will Feature
1 +0 +2 +0 +0 Stability, Stony Hide, Hunger, +1 Str, +1 Con
2 +1 +3 +0 +0 Rock Throwing/Catching, Lunging Toss, +1 Str, +1 Con
3 +2 +3 +1 +1 Fast Food, Clodhopper, +1 Str, +1 Con
4 +3 +4 +1 +1 Sweeping Strike/Boulder, Hillock, +1 Str, +1 Con
5 +3 +4 +1 +1 Growth, Giant Potential, +1 Str, +1 Con

Features:

Skills: A Mountain Troll’s rough and knobbled hide grants a bonus to hide checks in mountainous terrain equal to +2 per class level.

Stability (Ex): Mountain Trolls are exceptionally stable on their feet. They receive a +2 per class level bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. At 4th level, once per encounter as an immediate action a Mountain Troll can channel the weight of a mountain itself and become completely immovable for one round.

Stony Hide (Ex): A Mountain Troll's skin is tough like the stone beneath its feat. Its natural armor bonus increases by 1 per class level, and it gains DR 1/adamantine per class level (this DR stacks with others of similar type). As well, its skin becomes resistant to corrosion and acid now only deals half normal damage.

Hunger: Due to its constantly growing body, a Mountain Troll’s appetite is significantly greater than those of a normal Troll. It must consume four times as much food as a creature of equivalent size, and can only go half a day before having to make constitution checks to avoid fatigue. Regardless of if they avoid fatigue or not, a hungry Mountain Troll is irritable and easily distracted. Interactions with others are shifted one attitude worse. The smell of nearby food may also distract a Mountain Troll from its current activities, similar to that of a Bard’s Fascinate ability, except the result is to eat rather than sit and do nothing.

Ability Bonus: A Mountain Troll gains +1 Str and +1 Con at every level.

Rock Throwing (Ex): Mountain Trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. They can hurl rocks up to one size category smaller than themseves.
Range: 120 feet (+30’ per size category above large), 5 range increments
Damage: 2d6+Str (medium projectile)

Rock Catching (Ex): A Mountain Troll can catch rocks (or projectiles of similar shape) up to one size category smaller than itself. Once per round, a Mountain Troll that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 10 for a Small rock, plus 5 per size category. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The Mountain Troll must be ready for and aware of the attack in order to make a rock catching attempt.

Lunging Toss (Ex): When using the Troll's Lunging Throw ability, the DC increases by +4 and if the target fails the save it is unable to move for 1+1d4 rounds. If the opponent was flying, it drops 20 feet for every point it failed the save instead of 10'; if this makes it hit the ground, it takes double the falling the damage.

Fast Food (Ex): A Mountain Troll is accustomed to chasing down his meals with his ever increasing strides. For every three class levels he gains a +10’ to his speed.

Clodhopper (Ex): The only thing more exciting than chasing down their prey is to surprise it from above and crush it into the ground. If a Mountain Troll is able to achieve sufficient elevation (from starting at a higher point, or from a jump check, etc), he can attempt to land on his opponent(s) as a standard action (or as part of a charge). The opponent takes 2d6 + Str damage (if the Mountain Troll is large size) plus the equivalent falling damage if the Mountain Troll started high enough (the Troll only takes half this damage, since the target cushions his landing) and becomes flat-footed. Additionally, the target(s) must make a reflex save with DC = 10 + 1/2 HD + Str mod + 4 per size category the Mountain Troll is larger. If they pass, they suffer no further effect and are pushed to the nearest open square outside the Troll's area. Otherwise, they suffer the effects as listed below (effects are cumulative):
- if fail by 4 or less: opponent is knocked prone as if the Mountain Troll successfully tripped him
- if fail by 5 or more: opponent is pinned under the Mountain Troll as if successfully grappled. The Troll is not considered grappled, but moving off the target automatically ends the pin.

The Mountain Troll can target as many creatures as can fit under his area when he lands. Creatures who are only partially covered gain a +1 on their reflex save per square outside the Troll’s area.

Sweeping Strike: At 4th level, a Mountain Troll gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a Mountain Troll makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A Mountain Troll can use this ability on any attack, even an attack of opportunity or a cleave attempt.

If a Mountain Troll drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.

Sweeping Boulder: A Mountain Troll is able to throw rocks that affect two squares. The second square must be farther away from the Mountain Troll than the first square and share the same line of effect as well as being within one range increment. Make one attack roll and apply the result to each target.

Hillock: Sometimes when food is scarce, or to heal from wounds, or perhaps simply out of boredom, a Mountain Troll can lie down and enter a state similar to hibernation, though he remains tangentially aware of his surroundings as if in a lucid dreaming state. He sinks into the ground and becomes covered in a thick layer of dirt, effectively hidden and extremely difficult to distinguish from the natural terrain. His hide bonus is doubled, his natural healing rate is doubled, and he does not have to eat while in this state. Mountain Trolls have been known to rest for a decade or more while in a Hillock state.

Growth: At every fifth level, the Mountain Troll grows one size category.

Giant Potential: At fifth level, a Mountain Troll becomes greater than the sum of its parts. All Mountain Troll class features calculated on class level are now calculated on class level + 1/2 other HD. All other racial feature and other class features calculated from level or HD are now calculated from 1.25 * class level or HD. Save DCs are unaffected. Only racial class HD or class level HD may apply towards Giant Potential. Epic hit dice, bonus hit dice, or those gained from any other sources do not stack. Giant Potential does not apply towards attribute bonuses, or spellcasting/manifesting.

(click to show/hide)

8
Oslecamo's Improved Monster Classes / Bladerager Troll
« on: January 02, 2012, 01:14:51 AM »
Bladerager Troll



Prerequisites:
- Must be a living creature with natural regeneration

HD: d12
Skills: 2 + Int. Class Skills: Climb, Intimidate, Jump, Listen, Spot
Proficiencies: None
Code: [Select]
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Plated Husk, Jagged Body, Tortured Mind, +1 Str, +1 Con
2 +2 +3 +0 +0 Fragmentation, Twisted Form, +1 Str, +1 Con
3 +3 +3 +1 +1 Gash, Tooth and Nail, +1 Str, +1 Con

Plated Husk (Ex): A Bladerager tears out sections of his own flesh and replaces it with pieces of broken armour, forcing his body to regenerate around it and permanently adding it to his body. This grants him an armour bonus equal to (1+ 1/3 his base Con modifier) per Bladerager level. Plated Husk does not count as wearing armour for the purpose of movement or skill checks or casting penalties, but its armour bonus does not stack with regular armour. A Bladerager may enhance his Plated Husk, however the total enhancements between his Plated Husk and Jagged Body (see below) may not exceed 2/3 his HD.

Jagged Body (Ex): While its body is covered in protective plates, a Bladerager's limbs are covered in sharp scraps of metal. They are also known to tear out their own nails and teeth and replace them with all manner of razor sharp weaponry. A Bladerager's natural weapons damage increase by one step per Bladerager level. Additionally, a Bladerager may enhance all his natural weapons as a single unit by enhancing his body as a whole. However, a Bladerager's body can only contain so much magic and the total enhancements between his Plated Husk (see above) and Jagged Body may not exceed 2/3 his HD.

Tortured Mind (Ex): A Bladerager's mind has been torn to shreds by the constant pain of its implanted armour. Anyone who makes direct contact with a Bladerager's mind (such as by using a detect thoughts spell) takes 1d2 Wisdom damage per Bladerager level. Additionally, a Bladerager is highly resistant to any forms of coercion or debilitation due to physical pain, and receives a bonus to saves to resist such equal to its HD. At third level, the agony is incomprehensible to most mortal minds; the Bladerager becomes immune to any mind-affecting spells or abilities.

Ability Bonus: A Bladerager gains +1 Str and +1 Con at every level in this class.

Fragmentation (Ex): Originally created as living bombs, Bladerager Trolls have the ability to embed shrapnel in their bodies and expel it with great force. A Bladerager can “load” its body with up to X shrapnel charges, where X is one quarter of its base hp. This also imposes X damage to its hp which cannot be healed by any means until the shrapnel is expelled. All the shrapnel must be released at once, which takes a standard action (or it may be performed as part of a charge) and provokes an attack of opportunity, dealing 3*X damage to the Bladerager and Xd6 damage to all within a 50' radius (reflex save DC = 10 + 1/2HD + Con for half damage). Opponents currently grappled by the Bladerager take double damage with no chance for save. Enemies that have swallowed (or engulfed, or otherwise enveloped around) the Bladerager take triple damage with no chance of save.

“Loading” is a tedious process of jamming metal and other suitable debris into its body which takes 1 minutes per shrapnel charge without aid. Taking damage from ammunition or other explosive/debris effects can also load the Bladerager's body, gaining 1 shrapnel charge per 5 damage taken.

If the Bladerager is killed or loses consciousness or otherwise loses control of its body, the Fragmentation ability automatically triggers.

Twisted Form (Ex): All the pieces of metal and debris have now worked their way deeper into the Bladerager's body, slashing and rearranging his organs as they cut their way through him. A Bladerager is no longer subject to precision damage.

Gash (Ex): A Bladerager's natural attacks leave terrible gaping wounds on its enemies that continue to bleed for 1 hp per round. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a successful heal check (DC = 10 + Str mod) or the application of any cure or healing spell or effect.

Tooth and Nail (Ex): Once per encounter, a Bladerager can launch itself into a frenzy for one round. It can perform one extra full attack action or physical Troll ability in that round. However, this exerts a heavy toll on even the Bladerager's physiology and it can do nothing in the round following except for a single move action.


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9
Lizardfolk


HD: d8
Skills: 2 + Int. Class Skills: Balance, Climb, Craft, Jump, Survival, Swim.
Proficiencies: Simple weapons and shields.

Code: [Select]
Level BAB Fort Ref Will Special
1 +0 +2 +0 +0 Lizard Body, Scales, Hold Breath, Reptilian Mind, +1 Str, +1 Con

Skills: Lizardfolk have a +4 racial bonus to Balance, Jump and Swim

Lizard Body: At first level a Lizardfolk loses all other racial traits and becomes a medium sized humanoid with Reptilian subtype. It has a base land speed of 30', natural weapons: 2 claws (1d4) and 1 bite (1d4)

Scales (Ex): A Lizardfolk is covered in strong protective scales which provide a natural armour bonus equal to its Con bonus.

Hold Breath (Ex): A Lizardfolk can hold its breath for four times its constitution score before it risks drowning.

Reptilian Mind (Ex): Though intelligent, a Lizardfolk's mind is at times more instinct than civilized thought. It is susceptible to any spell or effect that influences animals. However, it also gains a bonus on saving throws vs any mind or behaviour effects equal to 1 + 1/3HD.

Ability Bonus: A Lizardfolk gains a permanent +1 Str and +1 Con bonus at first level.

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10
Oslecamo's Improved Monster Classes / Cockatrice
« on: December 23, 2011, 11:16:24 PM »
Cockatrice

(I only just noticed the picture says 12' wingspan... just ignore that part)

HD: d4

Skills: 4 + Int. Class Skills: Bluff, Concentration, Hide, Intimidate, Listen, Move Silently, Spot

Code: [Select]
Level BAB Fort Ref Will Special
1 0 0 0 2 Cockatrice Body, Confound, Bonus Feat
2 1 0 0 3 Browbeat
3 1 1 1 3 Living Statue, Aura of Despair

Cockatrice Body: At first level a Cockatrice loses all racial traits and is a small magical beast. It has base land speed of 20' and a fly speed (poor) of 60', darkvision 60', and low light vision. It has a bite attack (1d4) and no hands. Being of frail body, a Cockatrice has no natural armor bonus. However, its body is highly toxic and any attacks made against it with natural weapons suffers the effects of its Living Statue ability.

Confound (Ex): A Cockatrice may fascinate a target creature. The target must be within 20' + 5' per HD of the Cockatrice and be able to see and hear and pay attention to it. To start and maintain the Confound effect is a standard action.

To use this ability, the Cockatrice makes an Intimidate check. The check result is the DC for target's Will save against the effect. Confound loses effectiveness at longer ranges however; the targeted creature receives a +1 bonus to their save for every 5' beyond 20'.

If the creature succeeds on the save, the Cockatrice can not attempt to Confound it for the rest of the encounter. If the creature fails its saving throw, it must sit and perform no action other than pay attention to the cockatrice for as long as the Cockatrice maintains the Confound effect.

While confounded, targets take a -4 penalty to skill checks made as reactions (such as Spot and Listen). Any potential threat requires the Cockatrice to make another intimidate check and allows the targets a new saving throw. Any obvious threats (such as someone drawing a weapon or casting a spell at the target) ends the Confound effect as if they had successfully made their saving throw.

As a Cockatrice gains HD, its Confound ability improves:
- at 4 HD, threats do not automatically end the confound effect, but grant the target another saving throw to break free
- at 7 HD the creature additionally becomes fatigued on a failed save (multiple instances of Confound will not stack to make render the target exhausted)
- at 10 HD the Cockatrice may target two creatures in range simultaneously (a second creature entering within range while a single Confound is already in effect must make the appropriate saving throw or fall under its effect as well)
- at 13 HD a targeted creature is fatigued even on a successful save
- at 16 HD threats do not break the Confound effect, but taking damage or being subject to other spells/effects still do
- at 19 HD, Confound becomes an aura effect with radius 20'; the Cockatrice may still expend an action to target creatures at greater range

Bonus Feat: Weapon Finesse at first level

Browbeat (Su): A Cockatrice gains a dreadful gaze attack with a range of 20' + 5' per 2 HD, useable at will against a single target as a standard action. Using Browbeat also requires spending a number of gaze points to produce the desired effect. The cost of each effect is equal to the level at which the effect is gained. Higher level effects are cumulative with the effects below them. A Cockatrice has a maximum number of gaze points equal to twice its HD. These gaze points are recovered at the rate of 1 per round.

Targets of Browbeat are allowed a Fort save of DC =10 + 1/2HD + Cha to negate the effect unless otherwise noted.

Effects:
- at 2 HD the target is dazed for 1 round
- at 5 HD the target is sickened for 1d4 rounds on a failed save
- at 8 HD the target is sickened even on a successful save
- at 14 HD the target is nauseated for 1d4 rounds on a failed save
- at 20 HD the target takes one negative level for 1d4 rounds on a failed save

Other options:
- at 11 HD a Cockatrice may spend 3 extra gaze points to use Browbeat as a swift action
- at 17 HD a Cockatrice may spend 6 extra gaze point to target one extra creature simultaneously as long as they are within a 90° arc of each other

Living Statue (Su): A creature bitten by a Cockatrice is subjected to a terrible fate. If the creature fails a Fort save of DC 10 + 1/2HD + Con, its body and actions slow down, the effects of which are identical to those caused by the Slow spell. This ability improves as the Cockatrice gains HD:
at 6 HD - the target is turned to stone, as per the Flesh to Stone spell
at 9 HD - the true horror of a Cockatrice's bite comes to bear; if the target is turned to stone and also fails a second Will save (DC of 10 + 1/2HD + Con), the statue animates and fights for the Cockatrice (simple commands only) for a number of rounds equal to the Cockatrice's HD. Treat the statue as an Animated Object of the appropriate hd (change the size/reach as logic dictates)
at 12 HD - the target is slowed even if they make the Fort save
at 15 HD - a successful Fort save only delays the onset of petrification by a number of rounds equal to what they beat the Fort save by, after which they must attempt the Fort save again. The same applies for the Will save to avoid turning into a Living Statue.
at 18HD - a Cockatrice may animate a statue created by its Living Statue ability to fight for a number of rounds equal to its HD

Aura of Despair: The Cockatrice radiates a malign aura that causes all enemies within 10' to take a -2 penalty to saving throws


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11
Here's my first take at homebrewing some races...

Hobgoblin

HD: d10

Skills: 4 + Int modifier, quadruple at 1st level. Class skills are: Hide, Intimidate, Listen, Move Silently, and Spot

Proficiencies: simple and martial weapons, medium armour and shields (but not tower shields)

Code: [Select]
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Hobgoblin Body, Versatility, +1 Dex, +1 Con

Hobgoblin Body: At first level a Hobgoblin loses all other racial traits and gains humanoid traits and the goblinoid subtype. It is a medium sized humanoid with base speed of 35', darkvision 60', and a +4 racial bonus to Move Silently.

Versatility: A Hobgoblin has an equivalent fighter level equal to his BAB for the purpose of qualifying for feats. He may also take Fighter ACFs in lieu of a feat gained as long as his HD is greater than or equal to the minimum required fighter level of that particular ACF and he meets all other prerequisites.

Ability Increase: A Hobgoblin receives a permanent +1 to Dex and Con at first level. At every 5th HD the Hobgoblin gains, he may choose to increase either Dex or Con by +1.

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Sunscorched Hobgoblin (racial variant)

HD: d8

Skills: 4 + Int, Class Skills: Bluff, Concentration, Hide, Intimidate, Listen, Move Silently, Spellcraft, Spot

Proficiencies: Simple weapons, medium armour

Code: [Select]
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Sunscorched Body, Dragonblooded, Inner-Focus, +1 Con

Sunscorched Body: At first level a Sunscorched Hobgoblin loses all other racial traits and gains Humanoid traits and the Goblinoid and Dragonblood subtypes. It is medium sized with base speed of 30', darkvision 60'.

Dragonblooded: With an ancestry of Blue Dragons in his blood, a Sunscorched Hobgoblin gains electricity resistance equal to its HD, and adds +1 to his effective caster/manifester level should he later gain a casting/manifesting class.

Inner Focus: Any level dependent effect the Sunscorched Hobgoblin places on itself is treated as though it were one level higher.

Ability Increase: A Sunscorched Hobgoblin receives a permanent +1 Con at first level. At every 5th HD the Hobgoblin gains, he may choose to increase either Wis or Con by +1.



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12
Min/Max 3.x / Dragon PC races
« on: November 20, 2011, 03:56:52 PM »
copied over from my thread on 339...

copied over from my original thread on BG... http://brilliantgameologists.com/boards/index.php?topic=3070.0

********************

I was browsing through Dragons of Faerun earlier today and noticed that the Mercury/Steel/Mist wyrmlings all have low hd (3 or 4) and LA+2. They also have some nice movement modes (Mercury is insane for speed with a 200' perfect flight), good stats, and a few good special abilities (Steel gets alternate form, Mist gets gaseous form). I think this actually puts them into the realm of playable races, even starting at ecl 5-6.

Looking around briefly, the White wyrmling and Sapphire wyrmling have near the same hd/LA, but their stats and abilities are not as good. The pseudodragon gets mention for blindsense and telepathy and reasonably good stats, but unfortunately has 2hd and LA+3 (why couldn't it be the other way?).

Are there any other good dragons out there? And what can be done with them?

--------------------------
will update list later with more info...
DoF - Dragons of Faerun
Dcn - Draconomicon
MoF - Monsters of Faerun
MoI - Magic of Incarnum

Ambush Drake (online; MM3) 7HD/0LA medium - debatable about the LA

Brass (MM) 4HD/2LA tiny - breath weapon: sleep

Brown (MoF) 6HD/2LA medium - tremorsense 500' (it's a bit high for ECL, but yikes that's a powerful tremorsense)

Copper (MM) 5HD/2LA tiny - immune acid, spider climb, breath weapon: slow

Crested Felldrake (MM2) 2HD/2LA small - scent, no flight

Deep (Drow of the Underdark) 6HD/3LA tiny - burrow, detect magic, true seeing, immune to charms

Faerie (Dcn) 8HD/2LA small - decent SLAs, breath weapon: daze, can be advanced in HD/size without changing LA

Fang (Dcn) 3HD/3LA tiny - bite: ability drain, increased damage, trip, sound imitation, detect/read magic

Incarnum (MoI) 4HD/2LA tiny - Meldshaping (Soulborn list)

Mercury (DoF) 3HD/2LA tiny - high speed (200' perfect flight!), apply the Shadow template for 300'

Mist (DoF) 3HD/2LA tiny - gaseous form

Pseudodragon (MM) 2HD/3LA tiny - telepathy, blindsense, spell resistance

Rattelyr (Shining South) 2HD/2LA tiny - immune to fire, resist elec 20, no flight, burrow 60', no breath weapon, strong fear ability, tremorsense 60'

Sand (Sandstorm) 3HD/2LA tiny - Immunity to Fire, 20' burrow, Tremorsense 60 ft.

Sapphire (MM2) 5HD/2LA tiny - breath weapon: sonic & causes panic (not listed as mind or fear effect), all four movement modes, the only psionic dragon with low LA on this list

Shadow (Dcn) 4HD/3LA tiny - breath weapon: energy drain

Silver (MM) 7HD/4LA small - alternate form, breath weapon: paralyze

Spiked Felldrake (Dcn) 6HD/2LA large - very good mount (at Paladin -6), can be advanced in HD/size without changing LA

Spire (Sharn: City of Towers) 2HD/2LA tiny - evasion, blindsense 60', flight, breath weapon = fog cloud, high dex

Steel (DoF) 4HD/2LA small - alternate form, 1st level arcane casting (with access to divine plus a couple domains)

Tome (Dragon Magazine #343) 3HD/5LA - 3rd level arcane casting (knows all sorcerer divination/conjuration spells and knowledge domain)

White (MM) 3HD/2LA tiny - has all four movement modes

Other stuff
Feats from Dragons of Eberron (p.15)
- Alternate Form: gain alternate form Su ability
- Half-Dragon Form: use alternate form to become a humanoid with the half-dragon template applied
- Hidden Strength: higher stats while in alternate form

Spells from Dragons of Eberron (p.15)
- Strength of the True Form (Sor 1, transmutation) : gain NA, DR and stats of your original form while in an alternate/polymorph form

Alternate dragon features from Dragons of Eberron (p.30) - most trade away clerical spells
- Child of Eberron: learn Druidic, class skills: survival, cast druid spells
- Flame of the Forge: CL+2 for crafting, class skills: craft & UMD, a few more spells known, retain essense like an artificer
- Fortune's Fang: spells from cleric and feast, luck and trickery domains, class skills: bluff & disguise
- Guide of the Weak: spells from cleric and community and protection domain, class skills: diplomacy & intimidate
- Lightkeeper: divine aura as a cleric, take Extra Turning to gain turning as a cleric 4/day, spells from cleric and glory, law, sun and war
- Loredrake: effective sorcerer level +2, reduces hit dice to d10s
- Master of the Hoard: spells from cleric and charm, commerce and travel domains, class skills: appraise, diplomacy, sense motive
- Passion's Flame: gain rage, spells from cleric and madness and passion, class skills: perform
- Stalking Wyrm: gain favored enemies, bonus feat Track, spells from Cleric and air, animal and earth domains, class skills: hide, move silently, survival
- Wyrm of War: proficient with all simple & martial weapon, and all armor and shields, bonus feat every 4 hd, treat sorcerer level as initiator level and trade spell slots for maneuvers/stances from Tiger Claw

Races of the Dragon - see this quote from p.4
Quote
Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers or spells that require the dragonblood subtype.
- depending how you read that, this could mean you automatically qualify for anything requiring the dragonblood subtype simply by virtue of being a true dragon, allowing you to ignore other prereqs
- Singer of Concordance (RotD, p.91) - any true dragon can enter immediately, and it progresses casting fully

14
Min/Max 3.x / Lists of Stuff
« on: November 20, 2011, 02:25:06 PM »
Updated 23 May 2010


Notes
A lot of categories I'm just putting in ad hoc, and then I don't feel like going back through the books to fill in the blanks, so lots of things will be missing. If you find something I don't have, or have a new category, let me know.

Most of the time whenever you see me list "ECL X", it's generally the lowest ecl that you can get it

Table of Contents
Post #2
Acrobatic Charge
"Alter Self"
Animal Companion
Arcane Spell Failure (ASF) reduction or casting in armor
Armor Proficiency
Auras
Bardic Knowledge
Bardic Music
Blindsense
Blindsight
Bonus Domains
Bonus Feats - not selectable
Bonus Feats - selectable
Breath Weapon
Camouflage
Channel Spell
Close Combat Shot
Concealment
Crippling Strike

Post #3
Damage Reduction
Darkvision
Death Attack
Defensive Roll
Detect Evil
Detect Magic
Detect Thoughts
Divine Grace
Early Entry
Evasion
Familiar
Fast Healing
Favored Enemy
Flawless Stride/Woodland Stride/etc
Flurry of Blows
Fortification
Freedom of Movement
Hide in Plain Sight


Post #4
Immunity to Ability Damage/Drain
Immunity to Daze/Stun
Immunity to Disease
Immunity to Energy Drain
Immunity to Fatigue/Exhaustion
Immunity to Fear
Immunity to Non-Lethal Damage
Immunity to Mind Effects
Immunity to Paralysis
Immunity to Poison
Immunity to Stunning
Improved Evasion
Inspire Courage
Lay on Hands
Low-light Vision
Mettle
Monk Abilities - for increasing monk damage, see post #5
Mount
Nondetection (or similar)
Opportunist
Poison Use
Pounce
Powerful Build
Powerful Grip/Uncanny Blow
Rage
Reach
Rend
Scent
Skill Mastery
Skirmish
Slippery Mind
Smite
Sneak Attack - see post #6


Post #5
Speed Increase
 - land
 - burrow
 - climb
 - flight
 - swim
Spell Resistance
Steal Spell (or similar)
Supreme Cleave
Swift Tracker
Telepathy
Timeless Body
Trackless Step
Trap Sense
Trapfinding
Tremorsense
Turn/Rebuke Undead
Uncanny Dodge/Improved Uncanny Dodge
Weapon Proficiency
Wild Empathy
Wild Shape


Post #6
Sneak Attack

15
Introduce Yourself / once upon a time... I was the librarian
« on: November 15, 2011, 04:39:55 AM »
I used to be the guy who organized all the other guys, back in the olden days of 339. Nowadays, I'm not sure who remembers me anymore.

I hail from the wintry wonderland of Canada, from the quaint little city of Winnipeg that sitcoms make occasional obscure references to. I am a rocket scientist, a swing dancer, and a math teacher, none of which are necessarily mutually exclusive but it does make for interesting dinner conversation. I've probably spent ten times as much time talking about D&D than I have spent playing it, though these last few years have seen me more embroiled in battle with mortgage demons which seem to be perpetually CR+4.

Something tells me I should say more, but 4am and sleep beckons lest I start taking penalties on the DC sanity checks.

Ciao y'all.

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