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Topics - littha

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1
Homebrew and House Rules (D&D) / The Restrainer - Binder ACF
« on: December 05, 2015, 01:59:33 PM »
Restrainer
Binder alternate class feature.

Most binders gain their power through contracts with vestiges, however some have a darker fate. Restrainers are binders who, either voluntarily or through force are used to trap extraplainar beings that are too powerful to fight normally.

A restrainer has one vestige, they do not need to make contact with it but still need to make binding checks to resist its influence. Restrainer vestiges gain power as the restrainer increases in level, their increasing experience allowing them to tap into more of their captive's powers.
Instead of any special requirements or manifestations binding  one of these vestages leaves permanent marks upon the restrainer's body. Generally the words of whatever curse binds the entity to its prison, these marks appear as tattoos and are irremovable. These marks are so powerful that their imprint goes through skin and muscle and finally into bone. When a restrainer is slain these marks vanish.
Vestiges
The seven
The seven are Proto-Archfiends, created before the fundamental forces of the universe split Chaos and Law. They each represent a flaw in mortal character and if unleashed would cause the dissolution of free will across the multiverse.  Each of the seven has a single restrainer, however safeguards are in place to prevent them from ever becoming free. If the restrainer is killed their charge passes to their closest blood relative.
If a defeated restrainer is resurrected their powers are returned from whoever gained them.
The seven do not have material bodies, being from a time when the multiverse was composed entirely of energy, however they can choose to appear however they wish when talking to their restrainer and each of the seven has a few favoured forms.
The Binding DC of each of these vestiges varies with class level. the DC is 15 + Class Level.

Ira   (Wrath)
Vestige level: 10th
Binding DC: Varies
First of the seven is Ira, the extraplainar embodiment of anger in all its forms. In the minds of its restrainer Ira commonly appears as a great iron fortress, all aflame or as a warrior in blood drenched armor 60 feet tall.
Mark:
The curse that restrains Ira appears as thick angular red tattoos across the torso and arms, the words of binding are hidden red upon red.
Sign:
The words of the curse begin to glow with a malevolent crimson light and scroll across the tattooed areas.
Influence:
Falling under the influence of Ira you are filled with a consuming hatred of everything and a desire to smash and destroy. You must do whatever possible to sate your infinite blood lust
Granted abilities:
While bound to Ira you gain the following abilities at the relevant levels:

Avidita   (Greed)
Lussuria   (Lust)
Golosita   (Gluttony)
Bradipo   (Sloth)
Invidia   (Envy)
Orgogolio   (Pride)




2
Homebrew and House Rules (D&D) / Essence Devotee [3.5]
« on: August 31, 2014, 03:56:59 PM »
Essence Devotee
Magic flows in rivers, invisible to even the most skilled mages. These rivers contain infinite power and expand in infinite directions. When a mage casts a spell they create a tiny stream of energy, a tributary of the true river and channel its power into their spells. Spells are like moulds, you fill them with magic from the stream and then harden that energy into shape with incantations and rituals.
 An Essence Devotee tries to direct the torrent itself. Such a massive amount of power cannot be shaped with the same precision granted to those who dabble in the streams, all but the most resilient mould would shatter at the thought of containing all that energy. Instead they draw the energy of the river into themselves and expel it as bursts of raw energy, shaped in only the most fundimental ways.

There are many methods for drawing this energy into the body. Some devotees use interlocking arcane tattoos spreading from the back to the limbs that attune the body with the river of magic while others use complex clockwork and steam devices connected to metal wires.
There are three types of Devotees. Strikers, Artillerists and Channellers.
Strikers channel the force of magic through their bodys and use it to enhance their physical prowess. Punches and kicks that can shatter stone or blade-work so fast that they could parry all the raindrops in a storm.
Artillerists focus on projecting energy over a distance, throwing or firing blasts of raw elemental energy that can blow holes in most things.
Channellers take the flow of the river and try to bend it into the moulds of  the spellcasters, the vast power they channel requires their spells to be specially hardened which means the effects of their spells are generally weaker than those of a true mage but the infinite flow of energy allows for incredible repetition that a mage would find impossible to sustain.



Level   Base Attack   Fort   Ref   Will   Special
1      +*       +*    +*     +*   Essence pathway, Chain Feats (1)
2      +*       +*    +*     +*   
3      +*       +*    +*     +*   Chain Feats (2)
4      +*       +*    +*     +*   
5      +*       +*    +*     +*   Chain Feats (3)
6      +*       +*    +*     +*   
7      +*       +*    +*     +*   Chain Feats (4)
8      +*       +*     +*     +*   
9      +*       +*    +*     +*   Chain Feats (5)
10     +*       +*    +*     +*   
11     +*       +*    +*     +*   Chain Feats (6)
12     +*       +*    +*     +*   
13     +*       +*    +*     +*   Chain Feats (7)
14     +*       +*    +*     +*   
15     +*       +*    +*     +*   Chain Feats (8)
16     +*       +*    +*     +*   
17     +*       +*    +*     +*   Chain Feats (9)
18     +*       +*    +*     +*
19     +*       +*    +*     +*   Chain Feats (10)
20     +*       +*    +*     +*


Weapon and Armour proficiencies:
An Essence Devotee is proficient with light armour, simple weapons and shields (but not tower shields)

Essence Pathway: At level 1 an Essence devotee must choose to devote themselves to one of the three disciplines. Might, Skill or Power. This choice permanently alters the basic abilities of the class:
Might- Fighter BAB, Good Fort Save.
Skill- Cleric BAB, Good Ref save.
Power- Wizard BAB, Good Will Save.

Chain feats: Essence devotees have access to special feat chains that grant them the majority of their class features. A devote must spend the feats granted by this class on parts of the appropriate chain but can spend feats granted by levelling up or other means on any of the chains (though they still need to meet the prerequisites)


Might Feats:

Monastic devotion-
Requires: Essence Pathway.
Benefit: You gain the monk's Unarmed Strike Class feature.
Your levels in the Essence Devotee class count as monk levels for determining your unarmed damage, AC bonus and speed bonus. (note that you do not gain these class features unless you also take levels in the monk class)
Your levels in the monk class count as Essence Devotee levels for determining your maximum essence and per round essence gain.

Field of pure thoughts-
Requires: Monastic Devotion
Benefit: You gain a deflection bonus to AC depending on the amount of essence you currently have. (See the Essence bonus table)
You gain half this bonus to your Reflex and Will saves

Blade of the Infinite River-
Requires: Essence Pathway
Benefit: You gain proficiency with all Martial weapons. You also gain the choice of either the Two weapon fighting or Power Attack feats.

Armoured Might-
Requires: Blade of the infinite River
Benefit: You gain proficiency with all Medium and Heavy armour as well as Tower Shields. You also gain a deflection bonus to AC depending on the amount of essence you currently have (See the Essence bonus table)

Shattering strikes-
Requires: Blade of the Infinite River or Monastic Devotion
Benefit: Your attacks deal additional damage depending on the amount of essence you currently have (See the Essence bonus table)

Perfect attacks-
Requires: Shattering Strikes
Benefit: You gain a bonus to attack rolls depending on the amount of essence you currently have (See the Essence bonus table)



Magic

Arcane Channelling-
Requires: Essence Pathway
Benefit: You may cast spells by spending Essence points on them. You only have knowledge of 4 level 0 spells (of your choice) from the Wizard or Cleric Spell lists. Refer to the Spell costs table to see how many essence points each level of spell costs to cast. If a spells duration is not Instantaneous or Permanent you must pay the essence cost again at the start of each of your turns. Maintaining a channelled spell requires no action on your part. If you either choose not to pay for the spell or are unable to pay the effect ends immediately. This is a spell like ability.

To cast a spell you must first choose a spell that you know, then pay the appropriate essence cost from your essence pool. If you are unable to pay the cost the spell fails.

An Essence Devotee's Caster level is equal to their Essence Devotee Class level.

Mastery of 1st level spells
Requires: Arcane Channelling
Benefit: You know 4 level 1 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 1 spells.

Mastery of 2nd level spells
Requires: Mastery of 1st level spells
Benefit: You know 4 level 2 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 2 spells.

Mastery of 3rd level spells
Requires: Mastery of 2nd level spells
Benefit: You know 4 level 3 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 3 spells.

Mastery of 4th level spells
Requires: Mastery of 3rd level spells
Benefit: You know 4 level 4 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 4 spells.

Mastery of 5th level spells
Requires: Mastery of 4th level spells
Benefit: You know 4 level 5 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 5 spells.

Mastery of 6th level spells
Requires: Mastery of 5th level spells
Benefit: You know 4 level 6 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 6 spells.

Mastery of 7th level spells
Requires: Mastery of 6th level spells
Benefit: You know 4 level 7 spells.
This feat may be taken multiple times. Each time you learn an additional 4 level 7 spells.

Reuse
Requires: Arcane Channelling
By using this feat an Essence Devotee may activate scrolls by spending the relevant amounts of essence (equal to if they were trying to cast it themselves). The scroll is not consumed in the process of casting a spell using this ability. Reusing a scroll uses the same action as activating the scroll normally.

An Essence Devotee counts as having every spell on their spell list for the purposes of activating spell trigger and spell completion items. If the caster level of an item activated by an Essence devotee is higher than their own caster level the caster level of the item is reduced to match.

Refuel
Requires: Reuse
Benefit: This feat allows an Essence Devotee to add charges to wands and staves. Each charge costs essence equal to the the cost for casting a spell of that level. Essence spent this way reduces your maximum essence pool by an amount equal to the cost of activating this ability.

You can release stored essence from an item as a standard action.

Empower
Requires: Refuel
Benefit: The caster level of all magic items in your possession is equal to your caster level. This may increase or decrease that item's caster level.

Consume
Requires: Refuel
Benefit: You may drain the charges of magic items in your possession to grant you extra Essence points which you can then spend to activate other magic items or cast spells using your Arcane Channelling ability. Draining a charge or a spell trigger item or destroying a spell completion item grants you additional temporary essence equal to the amount it would cost you to cast a spell of that level.

Consumed essence must be used within one round before it drains away. You must provide at least 1/4 of the essence used to cast any spell. Using this ability requires no action.

Thus a level 20 Essence Devotee could drain 2 level 8 spell slots from an item, granting 512 essence in addition to the 128 Essence in their pool. However to activate a level 9 scroll using Reuse requires 512 essence, 1/4 of which must be provided from your own pool. Casting this 9th level spell would leave the Essence Devotee with 128 temporary essence in their pool that must be spent before their next turn or it will drain away to nothing.


Spell Costs Table
Spell Level    Cost
0      1
1      2
2      4
3      8
4      16
5      32
6      64
7      128
8      256
9      512


3
Homebrew and House Rules (D&D) / Quick question
« on: August 31, 2014, 01:38:38 PM »
I am designing a class with something akin to a warlock's at will spellcasting but off the wizard/sorcerer list. It should actually behave more like a psion with recharging PP I suppose...

Anyway, what do you think the maximum allowable spell level should be? At the minute the spells go up to 7th level in this pattern:

Level   Spells
1          Level 0 every turn
2          Level 1 every other turn
3          Level 1 every turn
4          Level 2 every other turn
5          Level 2 every turn
6          Level 2 every turn
7          Level 3 every other turn
8          Level 3 every turn
9          Level 3 every turn
10        Level 4 every other turn
11        Level 4 every turn
...
19       Level 7 every other turn
20       Level 7 every turn

Now this to me seems like it might be a bit overwhelming until I think about how sorcerers spells work for those levels. A sorcerer has 16+bonus level 7+ spells a day at level 20. More than enough for one a round for basically every combat...

Note that the table denotes the maximum level of spell cast able, each level of spell is given a point value (128 points for a level 7 spell) which you spend your regenerating essence points to cast (128 a turn at level 20, 64 a turn at level 19) this means that if you did cast your level 7 spell at level 20 you could not then cast anything at all until your next turn, no feather fall for example.

Also the class is incompatible with metamagic so there will be no quickened spells to take into account.

Anyway, opinions welcome.

4
Off Topic Fun / The Small Rants Thread VI: Festering Anger
« on: September 03, 2013, 12:15:32 PM »
For continued ranting

5
Min/Max 3.x / Faun?
« on: August 27, 2013, 08:36:36 PM »
Ok, so I was going through deities and demigods earlier today and came across the faun (I must have seen it a few times, but not marked it as interesting enough to use...).

Mostly they suck. +2 Dex -2 Wis -2 Cha for the fey type, some racial skill bonuses and minor boost to saves vs "musical effects"

The interesting thing is that they can also use pipes like a Satyr. Which is a CL 10 version of Charm Person, Sleep or Fear and I was wondering, is there any way to abuse CL 10 SLA for prc entries or the like?

Unfortunately whoever wrote the satyr didn't read the rules, because their pipe use is an SU ability that emulates spells and has a caster level... rather than an SLA but I bet a lot of DMs would let that fly.


I suppose other than all that they might make semi passable bards, the +4 racial bonus to Preform should help offset the Cha penalty (which makes no sense for them to have in the first place)


EDIT: sorry if I dont make that much sense... had quite a bit to drink...

6
Homebrew and House Rules (D&D) / Stormcaller [3.5]
« on: March 17, 2013, 08:33:12 AM »
Stormcaller




Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+2Armor of the Stormlords, Upgrade (1)
2nd+1+3+0+3Thundering Blow (+1)
3rd+2+3+1+3
4th+3+4+1+4Thundering Blow (+2)
5th+3+4+1+4Upgrade (2)
6th+4+5+2+5Thundering Blow (+3)
7th+5+5+2+5
8th+6+6+2+6Thundering Blow (+4)
9th+6+6+3+6Upgrade (3)
10th+7+7+3+7Thundering Blow (+5)
11th+8+7+3+7
12th+9+8+4+8Thundering Blow (+6)
13th+9+8+4+8Upgrade (4)
14th+10+9+4+9Thundering Blow (+7)
15th+11+9+5+9
16th+12+10+5+10Thundering Blow (+8)
17th+12+10+5+10Upgrade (5)
18th+13+11+6+11Thundering Blow (+9)
19th+14+11+6+11
20th+15+12+6+12Thundering Blow (+10)

Lightning Points: A Stormcaller generates a number of Lightning points per round equal to class level, this is also the maximum amount of lightning points you may have, any more discharge harmlessly as they are generated. Lightning Points can be spent on the Lightning abilities below. By spending lightning points you generate either +ve or -ve static points equal to the charge value of the ability.
Overcharge: Static points can be spent to enhance the power of your lightning abilities (as noted at the bottom of each ability) but +ve and -ve charges cancel each other out at a 1:1 ratio and are wasted. Static points are also dangerous to maintain in large amounts. Once per round when you have more static points (either +ve or -ve) than your total HD you must make a Fortitude save. You deal damage to yourself and all other creatures within 5 feet equal to your static point total minus the result of your Fortitude save (minimum 0 damage). This damage is not electricity damage. Abilities and effects that modify damage taken on failed saves do not apply to this damage. Static points discharge themselves harmlessly at the end of combat or once every minute out of combat.
 
Stormcasting (Sp): Stormcallers may spend lightning points to use any lightning ability they have access to provided they are wearing a functioning suit of Stormlord armor. By default stormcallers may only access lightning abilities with no modifiers (Touch of Lightning for example)

Armor of the Stormlords: At level 1 every stormcaller will have either built or been given a full suit of Stormlord Armor, this specially modified suit of Masterwork Full plate is made from highly conductive alloys laid over an undermesh of highly resistant materials. Copper tracery covers the outside of the armor, connecting each individual piece to the most important part of the armor, the generator. A Basic suit of Stormlord armor has a electro-arcane condenser built into the back which gathers the ambient magical energies and converts them into electrical energy for use in the suits defensive facilities. Due to the bizarre construction methods and materials involved it is nigh impossible to sell a suit of stormlord armor, without knowledge of how it functions the generator is likley to kill the wearer.

Upgrade:
Perhaps the most important thing about stormlord armor is its capability to be upgraded, a basic suit has the capability to discharge its electrical output in a variety of ways but upgrades allow for many more different and unique effects. Each upgrade costs 10gp and a DC 15 Craft(Electroforging) check however managing the effects of upgrades is however rather difficult and so until they are more experienced most stormcasters can only use a limited number (as noted on the table). Upgrades take 10 minutes to install and 1 minute to remove. The upgrades (and their effects) are listed below.
(click to show/hide)

Thundering Blow (Su): Beginning at level 2 Successfully striking an opponent with a melee weapon, unarmed strike or natural attack deals 1 point of sonic damage to that target. The damage of this ability increases by 1 every even stormcaller level.



Lightning Abilities
1 Point
Minor Repulsion (-ve ability, grants an AC bonus) [kinetic]
Touch of Lightning (+ve ability, Touch attack deals damage)
Minor Shock Armor (-ve ability, deals damage to attackers)
Electroflame touch (+ve ability, Touch attack deals damage)[Fusion]
Magnetic Grasp (-ve ability, as mage hand but only on metal)[Magnet]
Temporal Ebb (-ve ability, grants a +5 bonus to initiative)[Time]

3 Point
Spectral Lightning (+ve Ability, deals half of another kind of damage) [fusion]
Kinetic Blast (+ve Ability, Deals Force damage at range)[kinetic]
Barrier (-ve ability, blocks one attack) [kinetic]
Electropulse (+ve ability, deals damage to surrounding targets)
Shock Armor (-ve ability, deals damage to attackers and may daze)
Shrapnel armor (-ve ability, grants DR and damages attackers) [Magnetic]
Chronoton bolt (+ve ability, deals damage and ages the target) [Time]

6 Point

9 Point

12 Point

15 Point

18 Point
(click to show/hide)

7
Enhanced Monster Classes / Wood Elf
« on: December 10, 2012, 01:54:22 AM »


Wood Elf
+2 Dex, -2 Cha
Medium size.
A Wood elf’s base land speed is 30 feet.
Wood elves have Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
Weapon Proficiency: Wood Elves are automatically proficient with the longbow, composite longbow, shortbow, composite shortbow, greatbow(CW) and Composite greatbow(CW).
+2 racial bonus on Listen, Search, and Spot checks. A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard or Wood Elf.

Wood Elf Highborn
(click to show/hide)
Class Skills
The Class Name's class skills (and the key ability for each skill) Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d10


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+2+2Bow arts of Athel Loren, Spite magic
2nd+2+3+3+3Woodland Stride, Wood Elf Blade Mastery
3rd+3+3+3+3Trackless Step, Heirlooms of Athel Loren

Weapon and Armor Proficiencies: Proficient with all simple and martial weapons, light armor, medium armor and shields (but not tower shields). Additionally all wood elf highborn share the druids vows against metal armor and the related penalties for its use.

Dexterity Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Dex mod. Caster Level is always equal to HD unless otherwise noted.

Bow arts of Athel Loren (Ex): All wood elves train from birth to use bows with deadly precision even in close quarters combat, highborn even more so than usual. Wood elf Highborn do not provoke attacks of opportunity for making bow attacks, nor do they take any penalty for firing into combat. Wood elf Highborn are treated as having the Point Blank shot and Precise shot feats for the purposes of prerequisites.

Spite Magic (Su): Spites are small magical beings, manifestations of a forests power and will. Wood elves have such a deep connection to their homelands that they are able to call and control small numbers of spites even while far from home. At the beginning of the day a Highborn must choose one spite from the following list, they gain the bonuses listed until they pick a new spite. At 10 HD a Highborn may call and control two spites a day. Activating any ability of a Spite is a standard action unless otherwise noted.
(click to show/hide)

Woodland Stride (Ex): Starting at 2nd level, a Highborn may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.

Wood Elf Blade Mastery (Ex):
All Wood Elves may use their Dexterity modifier instead of their Strength modifier for attack and damage rolls.
 
Trackless Step (Ex): Starting at 3rd level, a Wood Elf Highborn leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Heirlooms of Athel Loren (Ex): At 3rd level a Wood Elf Highborn gains access to the armories of Athel Loren, here they may purchase any magic weapon or armor constructed of natural materials (not metal) at a 20% discount. They also gain access to the unique items from the list below.
 
Wood Elf Spellsinger
(click to show/hide)
Spellsinger

1  Mastery of the Forest


4  Spite Magic


Poor BAB, Good Will, 2+ Int Skill Points

Mastery of the Forest
A Spellsinger is so in tune with the magical weave of the natural world that they gain access to several new spells. This Class feature functions in an identical manner as the Cleric Domains feature with these exceptions. One of your two domains must be the Lore of Athal Loren (see below), your other domain must be selected from the following list: Air, Animal, Earth, Healing, Knowledge, Magic, Plant, Protection, Travel or Water Additional domains from sources outside the SRD may be available at your DMs concent. Clerics may not choose the Lore of Athal Loren as a domain.


Wood Elf Wardancer
(click to show/hide)
Full BAB, Good Saves, Highborn PRC. Agile, lightly armored.

Wood Elf Wildrider
Full BAB, Good Saves, Highborn PRC. Mounted Combat

Wood Elf Waywatcher
(click to show/hide)
Full BAB, Good Saves, Highborn PRC. Sniper

Wood Elf Ruler
(click to show/hide)
Poor BAB, One good save. Spellweaver PRC, Transformation?



Lore of Athal Loren
Granted Power: Forest Mastery - Whilst within 15' of at least two trees the caster gains +2 Caster Level

1 Tree Singing - As fabricate but only on living wood, wood still lives after spell.
2 Forest's Wrath- Deals d4/level damage or d8/level to anyone within 15' of a tree
3 The Twilight Host - enemies within 5' of target ally take a will save or cower as though
4 Fury of the Forest - As Forest's Wrath but d6/level or d10/level rebuked
5 The Forest Walks - Moves a cluster of trees 10d6'in the chosen direction, any enemy that comes in contact with it takes d6 damage/level 
6  The Call of the Hunt - target is immune to fear and is hasted
7 Ariel's Blessing - Target gains regeneration 1 (negated by fire) for one round
8 The Hidden Path - target ally and all allies within 5' become incorporeal
9 Silveogenesis - Forest appears around the caster, radius 1 mile/level. Instantaneous Duration

8
Min/Max 3.x / Making the Mark of Storm more powerful
« on: December 03, 2012, 04:32:07 PM »
I am currently writing a NPC for a game I will be DMing in a couple of weeks and I need ways to make the Mark of Storm dragonmark more powerful.

So far my build looks like this:

Duskblade 4/Storm Sentry 1/Dragonmark Heir 5/Storm Sentry 4/Windwright Captain 5/XXX 4

Feats:
Flaw: Least Dragonmark
Flaw: Favoured in House
1: Dragonmark Prodigy
3: Mighty Dragonmark
B: Lesser Dragonmark
6: Dragonmark Adept
9: Ability Focus (Gust of Wind)
 

The idea is to get the caster level/save DC/number of uses on the Gust of Wind SLA as high as possible but I need more advice on levels/feats/items

9
Enhanced Monster Classes / Barghest Racial Classes
« on: December 03, 2012, 05:16:14 AM »
Barghest
A Barghest's true form is a bizarre mix of Wolf and Goblin
+2 Str, -2 Con
Outsider: A barghest is an outsider and is unaffected by spells of abilities that only target humanoids.
Barghests have the Shapechanger Subtype.
Medium: As medium creatures, Barghests have no special bonuses or penalties due to size.
A Barghest's base land speed is 30ft
Claws: Barghests have two claws that deal 1d4 damage each
Bite: Barghests have a bite attack that deals 1d6 damage.
Automatic Languages: Common, Goblin, Worg and Infernal. Bonus Languages: Any
Favored Class: Barghest


Barghest Hound


HD: d8

Skill Points: Barghest Hounds gain 6+Int mod Skill Points per level and 4*(6+Int mod) skill points at first level.

A Barghest Mauler's class skills (and the key ability for each skill) are: : Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Wis), Sense Motive (Cha), Spot (Wis), Survival


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+0+2+2+0Change Shape, Scent, Rage+2 Str, +2 Con
2nd+1+3+3+0Feed, Crushing Despair+2 Dex, +2 Cha
3rd+2+3+3+1Blink, Levitate+2 Str, +2 Int, +2 Wis
4th+3+4+4+1Misdirection, Dimention Door+2 Dex, +2 Cha, +2 Con
5th+3+4+4+1Large Size, Greater Barghest Hound+2 Str, +2 Wis, +2 Int

Weapon and Armor Proficiencies: A Barghest Hound is proficient with all simple and martial weapons, light armor, medium armor and shields (but not tower shields)

Ability Bonuses (Ex): A Barghest Hound is stronger, faster, tougher and more intelligent than most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Charisma Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Cha mod. Caster Level is always equal to HD unless otherwise noted.

Change Shape (Su): Starting at the first level of this class a Barghest Hound has the ability to take the form of a Small goblin or a Medium wolf using this ability.

Scent (EX:) At level 1 the Barghest Hound gains the Scent ability.

Rage (Sp): At level 1 a Barghest Hound gains the rage ability, identical to the barbarian class feature. This ability may be used once a day at level one and one additional time a day for every 4 HD the Barghest has. A Barghest Hound does not receive the other Rage enhancements that a barbarian would (Greater Rage, Tireless Rage or Mighty Rage)

Feed (Ex): At level 2 all Barghests gain the ability to gain power by feeding on their prey See the bottom of this post for details.

Crushing Despair (Sp): Starting at level 2 a Barghest Hound gains the ability to emit a howl that crushes the spirits of those who hear it. Once per day and one additional time per day for every 3 HD the Barghest Hound has it may use Crushing Despair as a spell like ability.

Blink (Sp): Once they reach level 3 a Barghest can rapidly shift between the etherial and material planes. Once per day per class level a Barghest Hound may use Blink as a spell like ability. Once the Barghest Hound has 12 HD they may use this ability at will.

Levitate (Sp): A Level 3 or higher Barghest Hound gains the ability to use Levitate as a Spell Like ability once a day per class level. A Bargest Hound may use Levitate at will once they reach 12 HD.

Misdirection (Sp): Beginning at level 4 a Barghest Hound learns to use Misdirection as a Spell Like ability at will.

Dimension Door (Sp): A Level 4 or higher Barghest Hound may use Dimension Door as a Spell like ability once per day per class level. A Barghest Hound may use this ability at will once they reach 12 HD.

Large Size (Ex): A Level 5 Barghest Hound is a monstrous thing to behold. Its Size increases to Large and all related modifiers (Reach, AC, Attack bonus and natural weapon damage but not Ability scores) change along with it.

Greater Barghest Hound: A Greater Barghest Hound gains the Lawful and Evil Subtypes and the ability to use Mass Bull's Strength as a spell like ability once per day plus one additional time for every 5 HD the Greater Barghest Hound has. In addition it may take the form of a Large Goblin or Wolf using its Change Shape ability.


Barghest Mauler


HD: d10

Skill Points: Barghest Maulers gain 4+Int mod Skill Points per level and 4*(4+Int mod) skill points at first level.

A Barghest Mauler's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+1+2+2+2Change Shape, Enhanced Attacks, Powerful Rage+2 Str, +2 Con
2nd+2+3+3+3Feed, Pounce+2 Str, +2 Int,+2 Dex
3rd+3+3+3+3Rending Claws, Scent+2 Str, +2 Con
4th+4+4+4+4Armored Hide+2 Str, +2 Wis, +2 Dex
5th+5+4+4+4Large Size, Greater Barghest Mauler+2 Dex, +2 Con, +2 Str

Weapon and Armor Proficiencies: A Barghest Mauler is proficient with all simple and martial weapons, light, medium and Heavy armor and with shields (but not tower shields)

Ability Bonuses (Ex): A Barghest Mauler is stronger, faster, tougher and more inteligent than most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Constitution Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Con mod. Caster Level is always equal to HD unless otherwise noted.

Change Shape (Su): All Barghests have the ability to take the form of other creatures. Starting at the first level of this class a Barghest Mauler has the ability to take the form of a Small goblin or a Medium wolf using this ability.

Enhanced Attacks (Ex): The attacks of a Barghest Mauler are stronger than those of its kin. Its claws deal 1d6 damage and its bite deals 1d8 damage.

Powerful Rage (Ex): A Barghest Mauler can enter a rage identical to that of a barbarian. It also receives the later enhancements to this ability (Greater Rage, Tireless Rage and Mighty Rage) when its HD reach 11 for Greater Rage, 17 for Tireless Rage and 20 for Mighty Rage. This ability may be used a number of times a day equal to the Barghest Mauler's HD and counts as a Barbarians Rage for all purposes.

Feed (Ex): At level 2 all Barghests gain the ability to gain power by feeding on their prey See the bottom of this post for details.

Pounce (Ex) At the Second Level a Barghest gains the ability to furiously attack while charging. A Barghest Mauler may make a full attack at the end of a charge, rather than a single attack as per usual.

Rending Claws (Ex): By level 3 a Barghest Maulers claws are proficient at tearing through even the toughest materials. They are treated as Adamantine for all purposes.

Scent (Ex): At level 3 a Barghest Mauler gains the Scent ability.

Armored Hide (Ex) A level 4 Barghest Mauler begins to become highly resistant to damage, it gains Damage Reduction 5/Magic and a +5 natural armor bonus to AC.

Large Size (Ex): A Level 5 Barghest Mauler is a monstrous thing to behold. Its Size increases to Large and all related modifiers (Reach, AC, Attack bonus and natural weapon damage but not Ability scores) change along with it.

Greater Barghest Mauler A Greater Barghest Mauler is a terrifying sight, It gains the Lawful and Evil subtypes, its damage reduction increases to 10/- and its claws now overcome any damage reduction other than /Epic or /-



Barghest Shadow


HD: d6

Skill Points: Barghest Shadow gain 8+Int mod Skill Points per level and 4*(8+Int mod) skill points at first level.

The Barghest Shadow’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+0+0+2+2Change Shape, Scent, Pass Without Trace+2 Dex, +2 Con
2nd+1+0+3+3Feed, Sneak Attack +1d6+2 Str, +2 Int,+2 Dex
3rd+2+1+3+3Blink, Evasion+2 Dex, +2 Int
4th+3+1+4+4Uncanny Dodge, Sneak Attack +2d6+2 Str, +2 Wis, +2 Dex
5th+3+1+4+4Shadowed Large Size, Greater Barghest Shadow+2 Dex, +2 Wis, +2 Str

Weapon and Armor Proficiencies: A Barghest Shadow is proficient with all simple and martial weapons and light armor but not with shields.

Ability Bonuses (Ex): A Barghest Shadow is stronger, faster, tougher and more inteligent than most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Dexterity Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Dex mod. Caster Level is always equal to HD unless otherwise noted.

Change Shape (Su): All Barghests have the ability to take the form of other creatures. Starting at the first level of this class a Barghest Shadow has the ability to take the form of a Small goblin or a Medium wolf using this ability. Barghest Shadows may also use this ability as a kind of camouflage to blend into their surroundings. In any Illumination other than direct sunlight a Barghest Shadow gains a +5 to its hide checks.

Scent (EX:) At level 1 the Barghest Hound gains the Scent ability.

Pass Without Trace (Su): Barghest Shadows are aptly named, they leave no trail to find or tracks to follow. They are continually under the effects of the Pass Without Trace spell.

Feed (Ex): At level 2 all Barghests gain the ability to gain power by feeding on their prey See the bottom of this post for details.

Sneak Attack (Ex) At level 2 and Level 4 Barghest Hounds gain Sneak attack damage identical to that provided by the rogue class feature.

Blink (Sp): At level 3 and higher, Barghest Shadows gain the ability to cast Blink as a spell like ability a number of times a day equal to half their HD (Rounded down)

Evasion (Ex): Level 3 Barghest Shadows gain the Evasion ability. If they already have the Evasion ability they instead gain Improved Evasion.

Uncanny Dodge (Ex): Level 4 Barghest Shadows have the Uncanny Dodge ability

Shadowed Large Size (Ex): Unlike other Barghests, a Barghest Shadow does not naturally increase in size. However, it may use its Change Shape ability to increase its size  to Large whenever it wants, gaining the same bonuses and penalties as the other Barghests but without the inconvenience and that being permanently large would have to such sneaky creatures.

Greater Barghest Shadow A Greater Barghest Shadow has a true mastery of hiding using its change shape ability. It may attempt to hide even while observed provided it is within 10 feet of a shadow of some kind. Barghest Shadows can not hide in their own shadow.


Feed: All Barghest's gain power from feeding upon the corpses of their enemies. A barghest may not gain a new level in any of these classes unless they have consumed at least one corpse  this level with equal or more HD than they already possess. Corpses consumed by a Barghest are fouled and tainted so badly that mortal magic can not restore them to life 50% of the time, even if they are capable of being resurrected a Wish, Miracle or True Resurrection must be used. For each corpse consumed per day a Barghest gains a +2 bonus to Str, Dex and Con for 24 hours provided the corpse had more HD than the Barghest currently does. It takes 10 minutes to consume a corpse. A barghest may only feed on corpses that have been dead for less than a day. A Barghest may only feed on a number of corpses a day equal to 1/2 their HD.

10
Enhanced Monster Classes / Comments thread
« on: December 02, 2012, 03:04:17 PM »
If you have any comments on the project, feel free to post them here.

11
Enhanced Monster Classes / Requests
« on: December 02, 2012, 03:03:27 PM »
If you want to request a class, do so here.

12
Enhanced Monster Classes / Monster Index
« on: December 02, 2012, 02:55:00 PM »
Will fill up over time... hopefully.

Succubus Seductor, Tormentor, Dominatrix and Poisonblood

13
Enhanced Monster Classes / Monster Building Guidelines.
« on: December 02, 2012, 03:06:14 AM »
General Guidelines
1. Each individual monster class should be presented as a basic race (Warforged Equivilent) followed by a class.
2. A good target for the number of levels a class should have is the monsters CR. However, if the class seems too weak you should compress the levels.
3. Each type of monster race may have several classes, to represent divergent abilities.
4. Monster Classes are treated as PRCs but with only a racial requirement, this means if you reincarnate or something you will lose class features. This is to prevent multiclassing between races. There are however other ways of doing this.
5. Racial immunities (construct, undead etc) should be granted in the base race. However, strong racial traits may mean that the base race will have few abilities.
6. The Base race should be no larger than medium and no smaller than Small.
7. The first size change in a class should be no earlier than level 4 and the second shouldn't be before level 8.
8. The racial mods of your class should be equal to the base monsters ability scores -10 or -11 to get even modifiers. Alternate classes for the same race use the same total but may alter the distribution
9. Only ever give out racial modifiers in even numbers.
10. Certain abilities don't really work for player characters until extremely high levels. You can delay an ability (or uses of an ability) until higher levels. For example the Succubus Seductor gets Greater Teleport at level 7 but does not get it at will until they have 17 HD.
11. To make the base race balanced you may need to give it negative ability mods even if the actual monster has none. Just make up the difference in the class.
12. Monsters generally shouldn't get a spell like ability at will before a wizard could cast the same spell.
13. Each monster has an attribute focus, This should be stated in the class, after weapon and armor proficiencies but before class abilities using this text: "Attribute" Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + "Attribute" mod. Caster Level is always equal to HD unless otherwise noted.  This saves a lot of repetition.
14. BAB and Saves should be based off the monsters role. Spellcasters get 1/2 BAB and 1 good save, Melee get full BAB and three good saves. Everyone else gets mid BAB and 2 good saves. Melee classes have a max of 5th level spells, Spellcasters can have any and everyone else is capped at 7th level.
15. Skill points are also based off role. Spellcasters are capped at 2/level, melee at 4/level and everyone else is uncapped.
16. Every monster should speak Common provided it is capable of speaking at all.
17. Every monster (provided it has ability bonuses higher than +6 total) needs to include this below its weapon and armor proficiencies:
Quote
Ability Bonuses: A CLASS is REASON, their physical and mental abilities greatly surpass those of most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

14
Enhanced Monster Classes / Succubus Racial Classes
« on: December 01, 2012, 07:14:05 PM »
I am starting my own monster classes project and I decided that the Succubus would be my first monster. My classes are liable to be balanced differently to Oslecamo's but I feel that they are going to hang around tier 2-3 for the most part. Hopefully at least. Anyway, here is the succubus racial class.

Succubus
Outsider Type: Succubi are unaffected by spells or abilities that only target humanoids.
-2 Str, +2 Cha
Medium: As Medium creatures, Succubi have no special bonuses or penalties due to their size.
Claws: Succubi have two claws that deal 1d3 damage each.
Racial +4 bonus to Listen and Spot Checks. This increases to a +8 bonus once the Succubus has 8 HD.
Succubi base land speed is 30 feet.
Automatic Language: Common, Abyssal, Celestial and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Succubus

A Succubus has access to the following classes, she does not need to take levels in any of these and may multiclass freely between them.


Succubus Seductor

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (Any 1, chosen at 1st level) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int) and Spot (Wis)

Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + int

Hit Dice: d6


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+0+0+2+2Enhanced Claws, Detect Good+2 Str, +2 Cha
2nd+1+0+3+3Change Shape, Chaotic+2 Int, +2 Cha
3rd+2+1+3+3Wings, Detect Thoughts+2 Wis, +2 Cha
4th+3+1+4+4Suggestion, Evil+2 Str, +2 Cha, +2 Con
5th+3+1+4+4Kiss of Death, Summon Demon+2 Int, +2 Cha
6th+4+2+5+5Charm Monster, Tongues+2 Dex, +2 Cha
7th+5+2+5+5Greater Teleport, Ethereal Jaunt, Demon+2 Wis, +2 Int, +2 Cha

Weapon and Armor Proficiencies: Succubus Seductors are proficient with all martial weapons and light armor.


Ability Bonuses: A Succubus is infused with the pure essence of chaos and evil, their physical and mental abilities greatly supass those of most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Charisma Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Cha mod. Caster Level is always equal to HD unless otherwise noted.

Enhanced Claws (Ex): Upon entering this class a Succubus Seductors claws deal 1d6 damage as they begin to embrace their demonic powers.

Detect Good (Sp): At level 1 a Succubus Seductor may cast Detect Good at will as a spell like ability.

Change Shape (Su): Beginning at level 2 a Succubus Seductor may take the form of any medium or small humanoid using this ability.

Chaotic: A Succubus Seductor gains the Chaotic Subtype at level 2.

Wings (Ex): At level 3 a Succubi's wings are strong enough to hold her aloft for a short amount of time. She has a 50' fly speed and Average maneuverability but may only fly for a number of rounds a day equal to double her class level. At level 7 She may fly as long as she likes.

Detect Thoughts (Sp): Starting at level 3 a Succubus has the ability to detect the thoughts of those around her. She may use this ability at will but may not concentrate on the spell for 1 round. She may concentrate for 2 rounds at level 5 and as many as she likes at level 7.

Suggestion (Sp): A Succubus may use Suggestion 1/day per class level once she reaches level 4. Once she has 12 HD she may use Suggestion at will.

Evil: A Succubus gains the Evil Subtype at level 4.

Kiss of Death (Su): A Succubi's kiss is lethal. Starting at level 5 whenever a Succubus engages in an act of passion or even a kiss, she may choose to bestow one negative level upon her victim. The kiss also has the effect of a Suggestion spell, asking the victim to accept another kiss from the Succubus. As per usual there is a will save against the Suggestion and a fortitude save to remove the negative level after 24 hours. If the target is not willing the Succubi must first start a grapple.

Summon Demon (Sp): A Succubi may attempt to summon another demon once per day beginning at level 5. This ability behaves like Summon Monster and she may summon any demon with no more HD than her own -3.

Charm Monster (Sp): Once she reaches level 6 a Succubus can use Charm Monster 1/day per class level. Once she has 12 HD she may use it at will.

Tongues (Su): A Succubi has a permanent Tongues ability starting at level 6.

Greater Teleport (Sp): A Succubus may use greater teleport 1/day per class level once she reaches level 7. She gains an additional use of this ability for every odd HD after she leves the class (9, 11, 13 and so on). At level 17 she may use this ability at will. A Succubus may never teleport more than herself and 50' of additional equipment.

Ethereal Jaunt (Sp): Starting at level 7 a Succubus may use Ethereal Jaunt 1/day per class level. She gains an additional use of this ability for every even HD after she leaves this class (8, 10, 12 and so on). At level 17 she may use this ability at will.

Demon: A Succubus at the height of its power has several additional demonic powers. She gains Demon Traits.

Succubus Tormentor


Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy, Escape Artist (Dex), Intimidate (Cha), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int) and Spot (Wis)

Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+1+2+2+2Enhanced Claws, Detect Good, Smite Good+2 Str, +2 Cha
2nd+2+3+3+3Unholy Grace Chaotic+2 Int, +2 Dex
3rd+3+3+3+3Wings, Unholy Fortitude+2 Wis, +2 Cha
4th+4+4+4+4Evil, Aura of Despair, Blighted Armor+2 Str, +2 Dex, +2 Con
5th+5+4+4+4Black Blade, Special Mount+2 Int, +2 Cha
6th+6+5+5+5Rebuke Evil, Tongues+2 Dex, +2 Con
7th+7+5+5+5Rapid Ethereal Jaunt, Demon+2 Wis, +2 Int, +2 Cha

Weapon and Armor Proficiency: A Succubus tormentor is proficient with Simple and Martial weapons, Light, medium and Heavy armor and shields (But not Tower Shields)

Ability Bonuses: A Succubus is infused with the pure essence of chaos and evil, their physical and mental abilities greatly supass those of most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Charisma Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Cha mod. Caster Level is always equal to HD unless otherwise noted.

Enhanced Claws (Ex): Upon entering this class a Succubus Tormentor's claws deal 1d8 damage as they begin to embrace their demonic powers.

Detect Good (Sp): A first level or higher Succubus Tormentor may use Detect Good as a spell like ability at will.

Smite Good (Su): At level 1, once per day a Succubus Tormentor may attempt to Smite Good with a normal melee attack. She adds her Charisma bonus to her attack roll and deals an additional 1 point of damage per HD. If she accidentally smites a creature that is not good the smite has no effect but the ability is still used up for that day. A Succubus Tormentor gains an additional use of her smite ability at each level.

Unholy Grace (Su): At 2nd level a Succubus Tormentor gains a bonus on all of her saving throws equal to her charisma modifier.

Chaotic: A Succubus Tormentor gains the Chaotic Subtype at level 2

Wings (Ex): At level 3 a Succubi's wings are strong enough to hold her aloft for a short amount of time. She has a 50' fly speed and Average manuverability but may only fly for a number of rounds a day equal to double her class level. At level 7 She may fly as long as she likes. A Succubus Tormentor is capable of flying in heavy armor but not while carrying a heavy load.

Unholy Fortitude (Su): A Succubus Tormentor becomes immune to all diseases, including magical or supernatural diseases at level 3.

Evil: A Succubus gains the Evil Subtype at level 4.

Aura of Despair (Su):A Succubus Tormentor is immune to fear (magical and otherwise) once she reaches level 4 additionally each enemy within 30' takes a -2 penalty on all saves against fear effects.

Blighted Armor (Ex): Succubi are lithe and fast combatants, heavy armor unfortunately tends to restrict this. The solution to this problem is Blighted Armor. Beginning at level 4 a Succubus Tormentor may designate one suit of armor to be blighted at a time. While she wears Blighted Armor she ignores the maximum Dex bonus of that armor and she moves as though she were unarmored. Choosing a new set of Blighted armor takes 10 minutes of unholy rituals but can be preformed at any time. Blighted armor worn by anyone other than a Succubus Tormentor has its normal max dex and speed restrictions.

Black Blade (Su): By level 5 a Succubus Tormentor has learned to channel her latent powers into a blade rather than into a kiss. Whenever she successfully strikes her enemy with a weapon that enemies AC drops by 2 points until the end of the combat. In addition, all attacks by a Succubus Tormentor deal an additional 1 point of negative energy damage per HD.

Special Mount (Su): This behaves exactly as the Paladin ability of the same name though the creature is always coal black with burning red eyes. A Succubus Tormentor gains this ability at level 5

Rebuke Evil (Su):A Succubus Tormentor never really loses her ability to influence others. When a Succubus Tormentor reaches level 6 she gains the supernatural ability to Rebuke Evil (As Rebuke Undead). She may use this ability a number of times a day equal to 3+ her Charisma Modifier. She Rebukes Evil as a Cleric of the same level Rebukes Undead.

Tongues (Su): A Succubi has a permanent Tongues ability starting at level 6.

Rapid Etherial Jaunt (Su): Once she reaches the height of her demonic powers as an Immediate action a Succubus Tormentor can become Etherial. She may use this ability for a number of rounds a day equal to 1/2 her HD (round down). She may dismiss this ability as at any time with no action but each use of this ability uses at least one of her daily rounds even if it is dismissed immediately. At level 18 she may use this ability at will.

Demon: A Succubus at the height of its power has several additional demonic powers. She gains Demon Traits.

Succubus Dominatrix


d4 HD

Class Skills
The Succubus Dominatrix's class skills (and the key ability for each skill) are....
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (Any) (Int), Listen (Wis), Profession (Wis),  Search (Int), Spellcraft (Int) and Spot (Wis)

Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+0+0+0+2Enhanced Claws, Spellcasting+2 Wis, +2 Cha
2nd+1+0+0+3Chaotic+2 Int, +2 Cha
3rd+1+1+1+3Wings+2 Wis, +2 Cha
4th+2+1+1+4Evil+2 Int, +2 Cha, +2 Con
5th+2+1+1+4Suggestive Kiss+2 Wis, +2 Cha
6th+3+2+2+5Tongues+2 Int, +2 Cha
7th+3+2+2+5Demon+2 Wis, +2 Int, +2 Cha

Weapon and Armor Proficiencies: A Succubus Dominatrix is proficient in martial weapons but no armor.

Ability Bonuses: A Succubus is infused with the pure essence of chaos and evil, their physical and mental abilities greatly supass those of most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Charisma Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Cha mod. Caster Level is always equal to HD unless otherwise noted.


Spellcasting:
A Succubus Dominatrix casts spells as a sorcerer does, however at least one spell of each level (chosen as early as possible) must be an enchantment spell. Save DC and caster level is determined as normal for a sorcerer.

Enhanced Claws (Ex): As she enters this class a Succubus Dominatrix's claws deal 1d4 damage as they begin to embrace their demonic powers.

Chaotic: A Succubus Seductor gains the Chaotic Subtype at level 2.

Wings (Ex): At level 3 a Succubi's wings are strong enough to hold her aloft for a short amount of time. She has a 50' fly speed and Average manuverability but may only fly for a number of rounds a day equal to double her class level. At level 7 She may fly as long as she likes.

Evil: A Succubus gains the Evil Subtype at level 4.

Suggestive Kiss (Su): Once she reaches level 5 a Succubus Dominatrix gains the ability to use a Suggestive Kiss. The Kiss is somewhat weaker than usual for a Succubus. Instead of inflicting negative levels as the Seductress does this kiss allows a Dominatrix to channel a spell through her lips. An enchantment spell channeled this way has a +4 bonus to its save DC. If the target is not willing the Succubi must first start a grapple.

Tongues (Su): A Succubi has a permanant Tongues ability starting at level 6.

Demon: A Succubus at the height of its power has several additional demonic powers. She gains Demon Traits.

Succubus Poisonblood


d6 HD

Class Skills
The Succubus Poisonblood's class skills (and the key ability for each skill) are.... Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).


Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: 8 + int


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Ability Bonuses
1st+0+0+2+2Enhanced Claws, Trapfinding, Demonsblood Venoms+2 Str, +2 Cha
2nd+1+0+3+3Chaotic, Evasion+2 Int, +2 Dex
3rd+2+1+3+3Wings, Change Shape+2 Str, +2 Cha
4th+3+1+4+4Evil, Uncanny Dodge+2 Int, +2 Dex, +2 Con
5th+3+1+4+4Poisoned Kiss, Short Jump+2 Dex, +2 Cha
6th+4+2+5+5Tongues, Essence of Evil +2 Int, +2 Dex
7th+5+2+5+5Demon, Etherial Jaunt+2 Dex, +2 Int, +2 Cha

Weapon and Armor Proficiencies: A Succubus Poisonblood is proficient in simple and martial weapons and Light armor but not shields.

Ability Bonuses: A Succubus is infused with the pure essence of chaos and evil, their physical and mental abilities greatly supass those of most humans. To represent this they have enhanced stats given in the table above. These bonuses are Enhancement bonuses and thus do not stack with most items that increase your ability scores. All bonuses on the table are cumulative.

Charisma Based: All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Cha mod. Caster Level is always equal to HD unless otherwise noted.

Enhanced Claws (Ex): When she enters this class a Succubus Poisonblood's claws deal 1d6 damage as they begin to embrace their demonic powers. Additionally A Succubus Poisonblood's claws inflict Burning Blood Venom on each strike.

Trapfinding (Ex): At level 1 a Succubus Poisonblood gains Trapfinding. This works exactly the same way that the Rogue ability of the same name does.

Demonsblood Venoms (Ex): Demons blood is in in itself a potent poison, distilled and refined it is yet stronger, that is the skill of a Poisonblood. At each class level the Succubus Poisonblood must choose a poison from the list below to learn. At level 1 this is always Burning Blood. A Poisonblood never risks losing doses poisoning herself whilst using these venoms and is immune to all poison. A Poisonblood produces one dose of poison per round, chosen at the start of the round. All Demonsblood Vemoms that deal damage do so based on the number of HD the Succubus Poisonblood that produced it has. Applying Demonsblood venom to a weapon is a swift action. Demonsblood venoms denature rather fast when exposed to the outside world, Injury poisons degrade 1 round after they are made (unless used), other poisons degrade 1 minute after creation.
(click to show/hide)
Chaotic: A Succubus gains the Chaotic Subtype at level 2.

Evasion (Ex): At 2nd level and higher, a Poisonblood can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. A helpless Poisonblood does not gain the benefit of evasion.

Wings(Ex): At level 3 a Succubi's wings are strong enough to hold her aloft for a short amount of time. She has a 50' fly speed and Average maneuverability but may only fly for a number of rounds a day equal to double her class level. At level 7 She may fly as long as she likes.

Evil: A Succubus gains the Evil Subtype at level 4.

Uncanny Dodge (Ex):  Starting at 4th level, a Succubus Poisonblood can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Succubus Poisonblood already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Poisoned Kiss (Su): A Succubus Poisonblood commonly coats her lips in a lethal mixture of poisons. Beginning at level 5 she may deliver any Contact or Ingested poison with her kiss without the targets knowledge. If the target is not willing the Succubi must first start a grapple. The enemy still receives their save but the effects of the poison may be delayed for up to 10 minutes by the succubus.

Short Jump (Sp): A number of times a day equal to her HD starting at level 5 a Succubus Poisonblood may use Dimention Door as a Spell like ability. use the spells normal casting  time for this ability.

Tongues (Su): A Succubi has a permanent Tongues ability starting at level 6.

Essence of Evil:The most potent demonsblood poison is near purified evil. It is an injury poison with Primary Effect 1 Con Damage/HD. Secondary Effect 1 Con Damage/HD. A Succubus Poisonblood learns to create this poison at level 6

Demon: A Succubus at the height of its power has several additional demonic powers. She gains Demon Traits.

Ethereal Jaunt (Sp): A fully powered Succubus may use Ethereal Jaunt 1/day per class level. She gains an additional use of this ability for every even HD after she leaves this class (8, 10, 12 and so on). At level 17 she may use this ability at will.

15
Enhanced Monster Classes / The Avatar of Menoth
« on: October 20, 2012, 04:24:21 PM »
The Avatar of Menoth


"And lo, the mightiest of heathens will bow before His holy light or be set ablaze by His wrathful touch." -The Canon of True Law

HD:d10
(click to show/hide)
Skills: 2+Int modifier, No class skills.

Proficiencies: The Avatar is only Proficient with its Burning Wrath and Divine Shield.

Features:

Body of Faith The Avatar loses all other racial bonuses and becomes a construct, with all of its penalties and disadvantages, except for the extra HP:
(click to show/hide)

The Avatar is a medium sized construct with base speed 30 feet. It has a Slam attack that deals 1d6 damage. The Avatar is Immune to Fire. The Avatar also gains +2 Str at first level and an additional +1 at each additional level.

Godforged (Ex)
The Avatar may never wear armor or wield weapons other than the Burning Wrath and the Divine Shield (detailed below), however it may have its body enchanted as though it were a suit of armor. In addition it has a natural armor bonus equal to 5 + Str mod. Each time the Avatar increases in size it gains +1 to its natural armor.

Unstoppable (Ex): The Avatar is no mere construct, it contains the true might and power of Menoth and as such is harder to destroy than usual. While it does not gain the normal bonus hit points based on size as most constructs do it has a sort of vitality granted by its holy state. While the Avatar still has no Constitution score it is treated as though it had 14 Constitution for determining Hit points. This effective constitution score cannot be boosted by any means however it increases by 1 every odd HD.

Burning Wrath (Ex): In its right hand the Avatar wields a massive blade named the Burning Wrath, to fall beneath this weapon is to suffer the unmediated judgement of the Creator. It takes the form of a large sword. The Burning Wrath has the following stats: Damage 2d6, Critical 19-20/x2, 4lbs, Slashing and Piercing damage. It may be enchanted as usual for any weapon. When the Avatar increases in size the Burning Wrath does also and its damage increases as appropriate. Due to its immense power only the Avatar may safely wield the Burning Wrath any other creature recieves a negative level and is set on fire with no save, this fire persists until the weapon is removed. Due to the way a warjack's arms are attached it is impossible for the Avatar to wield the Burning Wrath in two hands.

Divine Shield (Ex): In its left hand the Avatar bears the Divine Shield which carries the words of the lawfiver spoken to the first Menites as her raised the first wall. It provides a +4 Shield bonus, has no max deterity bonus, no armor check penalty and no Arcane spell failure chance. It weighs 15lbs and is made of metal. The Divine shield may be used in shield bash attacks and deals 1d8 damage. If any creature other than the avatar attempts to wield the Divine shield it recieves a negative level and is dazed until the shield is removed. It may be enchanted in the same way as any other shield. When the Avatar increases in size so does the Divine Shield.

Holy Vessel (Su): Each round the Avatar gains 1d4 Faith points. It may never have more faith points than its class level +4. At the start of each combat the Avatars Faith points are set to 0 (before rolling for the first rounds points).

Menoth's Purity (Sp):
The Avatar gains the ability to use certain spell like abilities, the caster level for these abilities is equal to its class level. The save DC is 10+1/2 Class level + Str mod. You must still provide expensive material components to use these abilities. The Avatar may use these abilities by spending a faith point but no more than a number of times a day equal to its class level divided by the minimum required level of the ability rounding down. Thus a 10th level Avatar could use Protection from Chaos and Sanctuary 5 times a day, Calm Emotions and Shield Other 2 times a day and the rest of its abilities once a day.
Level 2 Protection from Chaos, Sanctuary
Level 4 Calm Emotions, Shield Other
Level 6 Magic Circle against Chaos, Protection From Energy
Level 8 Order's Wrath, Spell Immunity
Level 10 Dispel Chaos, Spell Resistance
Level 12 Hold Monster, Antimagic Field
Level 14 Dictum, Repulsion
Level 16 Shield of Law, Mind Blank
Level 18 Summon Monster IX(Lawful only), Prismatic Sphere

Sacred Ward (Su): The Avatar's shield generates a constant field of divine energy that deflects and nullifies incoming magic. By spending a Faith point as a swift action the Avatar gains the effect of the Spell Turning Spell until the beginning of its next action. It only deflects a number of spell levels equal to half the Avatar's levels in this class.

Flame Burst (Su): Whenever the Avatar successfully slays an enemy using the Burning Wrath its target explodes in a blaze of pure white flames, creatures within 5' of it catch on fire unless they pass a DC 10+1/2 HD+Str mod Reflex save (rather than the usual DC 15). At level 5 and level 15 the radius of the flame burst increases by 5'

Eight Walls of Menoth (Sp): The Wall is a Sumbol of Menoth, it represents Order, Law and a bastion against Chaos. The Avatar of Menoth may expend some of its divine power to raise a wall in the glory of Menoth. Each of the Eight Walls may be used once a day plus one additional time a day by spending a number of faith points equal to the number of times it has been used that day -1. Thus the first use of each wall is free, the second costs 1 faith point, the third 2 and so on. Each wall is a spell like ability as noted below. The caster level of each ability is equal to the Avatars class level and the save DC (if necessary) is 10+1/2 HD+Str Mod.
-First Wall. Wind Wall
-Second Wall. Illusory Wall
-Third Wall. Wall of Fire
-Fourth Wall. Wall of Ice
-Fifth Wall. Wall of Stone
-Sixth Wall. Wall of Iron
-Seventh Wall. Wall of Force
-Eighth Wall. Prismatic Wall

Size Increase (Ex): At level 5 the Avatar increases in size to Large and again at level 15 to Huge.

Menoth's Gaze (Su): The eyes of the avatar constantly burn with the smoldering fires of menoths law. By spending a faith point as a standard action it may exert control over every enemy within 30' that it has line of sight to. Unless they can pass a DC (10+1/2 HD+Str mod) Will Save the targeted foes may not end their turn further away from the Avatar than they began it.

Damage Reduction (Ex): At level 8 the Avatar gains Damage Reduction 5/Adamantine, this increases to DR 10/Adamantine at level 13 and DR 15/Adamantine at level 17.

Menoth's Might (Su): The power of Menoth constantly surges through the Avatar, it may spend faith points to enhance its abilities.  Each faith point spent allows it to make an additional attack at its highest attack bonus with one of its weapons. In addition faith points may be spent to increase the Avatar's accuracy or damage. After declaring an attack but before rolling to see if it hits the Avatar may spend a faith point, if it does roll two d20 instead of 1 and take the best result. Faith points may also be spent to boost damage, if a faith point is spent before damage is rolled the total damage of the attack is multiplied by 1.5. Spending faith points is a Free action.

Divine Protection (Sp): The Avatar is protected by the hand of Menoth himself, ailments of lesser beings are of no consequence to Him. By spending a faith point as a Swift action the Avatar may cast Greater Dispel Magic. However this ability may only be used as a targeted dispel and may only target the avatar itself. You may choose which spells are affected by this ability. In addition, this ability removes Ability Damage, Ability Drain, Blindness, Confusion, Daze, Dazzle, Deafened, Energy Drained, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralysed, Petrified, Shaken, Sickened, Staggered, Stunned, Turned and Unconscious. This ability may be used even if an effect may otherwise prevent it.

The Avatar of Menoth (Ex): The Avatar is no normal warjack, it has no cortex and it accepts no commands. It is an empty shell, filled with the true awesome power of Menoth's Wrath, a fragment of his total power. The Avatar gains Divine Rank 5 and all of the related benefits. It has the Annihilating Strike, Battlesense, Divine Weapon Mastery (Burning Wrath), Frightful Presence and Power of Truth Salient Divine abilities even if it does not meet the prerequisites. The Salient Divine abilities should be drawn from the list in this thread.  Its portfolio consists of Law, War and Protection. The Avatar itself has no worshippers, holy locations or holy objects (for that would draw them away from the church of Menoth) and can not grant spells. Due to its construct nature it does not gain any of the benefits a god normally receives for having a high Cha score. It may only utilise the Greater Teleport ability 3 times a day and it has no godly realm.

16
[D&D 3.5] The Open Sea / There is no Honor
« on: September 16, 2012, 11:45:41 AM »
Each of you recieve a letter


Having made your ways to the eastern section of the Merchant District you are greated with the sight of the manor itself.
The seven foot high stone wall that surrounds the estate is impossible to miss, as is the towering, Gothic, three story house that dominates the grounds within. Leering gargoyles and capering nymphs festoon the eaves of the manor's roof and several trees give the manor grounds a nice buffer from the bustle of the city. The front gates have obviously been left open for you but nobody is here to greet you.

There are some unusual characters who seem to have arrived at around the same time as yourself.
(introduce yourselves plus descriptions please)

17
As the title says I have no idea where to post this, basically I want to request someone to homebrew something for me.... I would do it myself but am hitting a brick wall for ideas and my computer is packed away in boxes because I am travelling 300 miles or so tomorrow (posting from phone).

What I want is a base class that specialises in buffing allies and general battlefield control, however to fit with what I want to do it needs to have:
1. Heavy armor (for aesthetics)
2. Hopefully an interesting mechanic for use, not the endlessly used Psionics/Spellcasting/Maneuvers systems. Invocations maybe but I would rather use something relatively unique.
3. Able to cast without moving
4. BFC should revolve around energy cages, push and pull abilities and gravity distortion. Same with buffs.
5. No real use for weapons, maybe unarmed strike but probably not hitting people with a sword all that much.
6. Ranged attacks should rely on flinging objects with gravity rather than fireballs/lightning bolts/eldrich blast.

I know this is an awful lot to ask but you guys are some of the best homebrewers I have ever had the joy of coming across and I am certain someone here will be able to help me. Again I apologise if this is in the wrong place.

18
[D&D 3.5] The Open Sea / Character Sheet Thread
« on: August 27, 2012, 05:05:24 PM »
No talking here, character sheets only.

19
[D&D 3.5] The Open Sea / OOC
« on: August 27, 2012, 05:04:38 PM »
OOC thread. Talking here.

20
Homebrew and House Rules (D&D) / Nanoha Project: Aerial Mage
« on: August 11, 2012, 05:53:38 PM »
Aerial Mage


   
"Zenryoku Zenkai"
-Nanoha Takamachi, Aerial Mage

An areal mage specialises is high speed air to air or air to ground combat. While many mages gain the ability to fly during their careers only an areal mage can be said to have truily specialised in high speed aerial combat.

MAKING AN AERIAL MAGE
Abilities: Constitution and Charisma are your most important stats.
Races: Nearly every Artificial Mage is an aerial mage but there low population means that the majority of aerial mages are human.
Starting Gold: 3d4x10(average gp)
Starting Age: As Sorcerer

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skill Points at 1st Level: (x + int)x4
Skill Points at Each Additional Level: x + int

Hit Dice: d6


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Attack FormDefence FormOther FormFocus Points
1st+0+2+0+2Focus Magic, Barrier Jacket1002
2nd+1+3+0+3-1106
3rd+2+4+1+3-11111
4th+3+4+1+4-21117
5th+3+4+1+4-22125
6th+4+5+2+5-22235
7th+5+5+2+5-32246
8th+6/+1+6+2+6-33258
9th+6/+1+6+3+6-33372
10th+7/+2+7+3+7Focus Form43388
11th+8/+3+7+3+7-443106
12th+9/+4+8+4+8-444126
13th+9/+4+8+4+8-544147
14th+10/+5+9+4+9-554170
15th+11/+6/+1+9+5+9-555195
16th+12/+7/+2+10+5+10-655221
17th+12/+7/+2+10+5+10-665250
18th+13/+8/+3+11+6+11-666280
19th+14/+9/+4+11+6+11-766311
20th+15/+10/+5+12+6+12-776343
Weapon and Armor Proficiencies: An aerial mage is proficient with all simple weapons, light armor and Devices.

Barrier Jacket (Su):

Focus Magic (Su): An aerial mage has the innate ability to manipulate their force of personality into a tangible energy, this allows them to cast Magical Techniques by expending this energy.

Focus Form (Sp): At 10th level the Aerial mage can choose one of their Forms to be permanently enhanced. Whenever the aerial mage uses that Form add up all of the FP spent by everyone within 200' during the current encounter and add 1/2 of that to the number FP spent by that form. This additional FP breaks the normal cap of FP equal to your Focus level.
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
 Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.


EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

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