Level | Bab | Fort | Ref | Will | Feature | |
1 | +0 | + 2 | +0 | +0 | Titanic Body, Bigger is Better, +1 Str, +1 Con | |
2 | +1 | +3 | +0 | +0 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
3 | +2 | +3 | +1 | +1 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
4 | +3 | +4 | +1 | +1 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
5 | +3 | +4 | +1 | +1 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
6 | +4 | +5 | +2 | +2 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
7 | +5 | +5 | +2 | +2 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
8 | +6 | +6 | +2 | +2 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
9 | +6 | +6 | +3 | +3 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
10 | +7 | +6 | +3 | +3 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
11 | +8 | +7 | +3 | +3 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
12 | +9 | +7 | +4 | +4 | Size Matters, Bigger is Better, +1 Str, +1 Con | |
13 | +9 | +8 | +4 | +4 | Size Matters, Bigger is Better, +1 Str, +1 Con |
The original template was also pretty dull, basically just bigger numbers and a trample attack. Time for list of abilities!
Two of them actually, one for passive stuff, another for active special attacks. I sought to add iconic abilities one expects from big badass monsters. May add some more if I get the inspiration or someone offers interesting ideas.
Original template suposedly was just to vermins and animals, but screw that, I got those custom “bigger than colossal“ rules, may as well use them.
ECL 33 Titanic Tarrasque. :D
Here are a few ideas for Bigger is Better and Size Matters
Bigger is Better
Big Picture- The Titanic Creature’s sense organs adapt to their larger size, and the larger amount of data they receive. This grants you a bonus on either spot checks, listen checks, or search checks equal to the number of size categories over medium you are. Can be chosen up to three times, each time for a different skill.
Just a Scratch- This one could be one of two, depending on how you look at it.
Either
Due to wounds being proportionally smaller, you gain fast healing equal to the number of times you have taken Growth.
Or
Due to wounds being proportionally smaller, any damage you would take from an attack is reduced by (either a fraction of HD or a flat number) for every size category you are larger than the opponent. This does not apply to attacks that target an area, although it does apply to ones that can have multiple targets without affecting an area such as chain lightning.
(This one basically represents the fact that due to increased size, things that would have been grievous injuries are much smaller on your body, but they might also therefore heal much faster)
Slow metabolism- You only need half as much food and water as a creature of your size normally would.
(Actually, does it say anywhere what the food requirements are for each size? The only thing I could find was that small characters need half as much food and water as medium characters.)
Size Matters
Vacuum- lets you pull creatures toward you if they fail a strength check. Possibly usable as a move, swift, or free action so you can draw creatures toward you and hit them in the same round
Vacuum-As a swift or move action you produce either a cone with 5 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects smaller than you inside the cone must suceed on a Str check against you (taking a -1 penalty for each size category they're smaller than you), or be pulled towards you 10 feet for each point they failed the check, until reaching a square adjacent to you. This movement doesn't provoke attacks of opportunity.
All great ideas, added them with a few tweaks of my own! What do you think?They're great! Certainly improved over what I put down. :clap
Vacuum-As a swift or move action
Improved Area Attack-Double the width, length and height of your area attacks and increase any of their DCs by 1. You can pick this multiple times, it stacks, but no more times than you picked Growth.
Raw Power- Hit Point damage from a special attack other than poison or trample increases one die step and any save DCs increase by 1. You can pick this multiple times (for example, if you had a breath weapon that dealt 1d6 per HD, it now deals 1d8 per HD, and if you picked it another time it would deal 2d6 per HD). You cannot pick this more times than you picked the Growth option.
Moving Terrain-
Shrug it Off-If you sucessfully save against any area effect that didn't fully cover your area, you don't suffer any ill effects. Single-target effects always count as smaller size than you. If you would suffer an ill effect from a creature smaller than you whitout save, you can attempt a normal Fort save with DC 10+1/2 HD of the attacker+Attacker's highest stat mod to fully resist it.
Right Under Your Nose
Big Picture
Size Matters: Starting at 2nd, the Titanic Creature picks one of the following options at each level. Unless otherwise noticed, each can only be picked one time and used once every 1d4 rounds, as the titanic creature recover its balance. Alternatively pick another from Bigger is Better.
Thank - full of awesome.QuoteImproved Area Attack-Double the width, length and height of your area attacks and increase any of their DCs by 1. You can pick this multiple times, it stacks, but no more times than you picked Growth.
Doubling area (which is a real-world item) 4 times --> *16 in each dimension. an attack that targets 1 square becomes an attack that targets a 16 square radius ... pretty boss.
Hi, me again. I just had a glance at it to make sure there wasn't anything left over and the action to activate Vacuum is.It is suposed to be activeable as either move or swift action.Vacuum-As a swift or move action
I'll never get a job as a proof reader. :(
Love watching StarCraft. Probably too complex to play.I'll admit that ladder is pretty cutthroat, however the campaign is pretty nice (customize your army weee), and then there's the arcade where there's hundreds of player-made mods for all tastes.
Thank - full of awesome.Yet still didn't get a single +1 respect. :P
And the damage you deal from a number of natural attacks increase with size anyway, so this stacking would allow massive damage with natural attacks.Raw Power only applies to special attacks, which doesn't include natural weapons.
Done.QuoteShrug it Off-If you sucessfully save against any area effect that didn't fully cover your area, you don't suffer any ill effects. Single-target effects always count as smaller size than you. If you would suffer an ill effect from a creature smaller than you whitout save, you can attempt a normal Fort save with DC 10+1/2 HD of the attacker+Attacker's highest stat mod to fully resist it.
A Wow-cool ability. Sort of like mettle+evasion. Great flavor. A little strong - perhaps make it 2 picks total?
Big Picture now adds Spot and Listen as class skills and allows you to use Con instead of Wis for them.QuoteBig Picture
This is a little weak ... the bonuses are ~+4 at 20th level to a few skills and + 20' to range? Perhaps beef this up?
I would say that's up to the player. If you want to load up on passives and just get 1-2 tricks you can, but the class still offers the option of gaining combat variety every level except first for those who want more variety.QuoteSize Matters: Starting at 2nd, the Titanic Creature picks one of the following options at each level. Unless otherwise noticed, each can only be picked one time and used once every 1d4 rounds, as the titanic creature recover its balance. Alternatively pick another from Bigger is Better.
I think the bigger is better picks are ... well ... better :). I suspect if it were me, I'd focus on a more limited offense (1 or 2 ways of effective offense) and great defense.
Vacuum: Good thing this is Dnd because I have drawing a penny towards me with air inhalation alone. Can more easily blow it away though.Added option to push things away from you with vacuum.
Right Under Your NoseGood point, added prerequisite of having to pick Growth at least once to pick Right Under Your Nose.
Very weird ability. High level of medium monsters could ironically just take a dip in Titanic for the sole purpose of getting a one ability bundle deal to instantly become a ninja. Getting into Titanic not to get bigger and better at being bigger, but only to become a ninja. Very weird.
Moving TerrainI'll admit that makes sense, but I also feel like that will add just another layer of complication for too little gain. The whole point of that ability is making the titanic creature a viable mobile plataform for fortresses/cities/armies, so forcing ride checks from everyone inside whenever combat starts will just bog down the game if you ask me.
Depending on the size different of those on the creature (Ie; a huge creature walking on a gargantuan creature platform comparent to a small creature on the same platform being), it might be a good idea to have them roll Ride checks when the creature is moving or fighting without caring for the well-seatedness of his passengers to avoid the violent motions throwing them off-board. Can still actively try to shake hem off, but its more logical that way. I mean, it shouldn't be that easy to stay on it when the platform creature is, say, tumbling.
CrashDone.
Wouldn't range increment doubling be more appropriate by making it in relation to how much bigger you are than the thrown creature? Throwing a rat far is easier than throwing a cow.
Body SlamIt is suposed to combo with other single target attacks as well, tried to clarify as best as possible. Also changed the area of effect to be two size category smaller than the creature.
Might want to put a size requirement on this one. Medium creature gets a 5ft area attack.
We get the idea but for clarity you might want to specify that you roll attack once against the Ac of those within the space of the attack instead of just having your attack become an area effect. Mostly because area effects usually do not require attack rolls and there is no saving throw indicated for half or negated damage.
Also perhaps the area of effect should be two size category smaller than the creature, since the fist of a medium sized creature is considered tiny sized, with maybe taking it again allowing for one size smaller than you instead.
All the same, very neat template you just made - especially considering how unexciting he original is.Thanks! I've grown to quite enjoy the challenge of picking up those dull templates and coming up with abilities to fill them in. :D
Moving Terrain
Well, it isn't that much of a complication considering there are rules for handling armies quickly.
Otherwise I think there is a reason airliners don't do barrel rolls.
If the titanic creature is a dumb giant turtle with an island on its back, it can be trained to move gently at all times for the sake of its passengers.
It feels a little more fair that way considering that, like a mount, it grants free move actions to everyone on it.
Moving TerrainThere's also a reason most modern people don't willingly go to dangerous warzones in order to attempt to gain fame and fortune by fighting in the frontlines. Or we don't just walk into fires (pfft, just 1d6 damage?)
Well, it isn't that much of a complication considering there are rules for handling armies quickly.
Otherwise I think there is a reason airliners don't do barrel rolls.
If the titanic creature is a dumb giant turtle with an island on its back, it can be trained to move gently at all times for theUpon which someone will come complaining how it would make more sense for the giant turtle to have a random chance to go bersek based on damage taken/weather/time of the year, adding yet more layers of complication, and... Why do you hate mounts so much? Why do you want to make it completely inpratical to ride a giant beast into battle? :(
sake of its passengers.
It feels a little more fair that way considering that, like a mount, it grants free move actions to everyone on it.Yes, that's kinda the purpose of the ability. You know, to have an actual mechanic benefit, since you didn't pick one of the other options that helps you stay alive or helps you hit harder.
Right Under Your NoseYou can't hide while being observed whitout some special ability.
Maybe it should just work against smaller creatures. As in the classical 'so big you don't notice it'.
I don't mind the mindblank while hiding but I don't think it is quite the effect you had in mind. Maybe just make it undetectable by divination spell and effects.
It otherwise leads to strange situations where the creature under an heroism effect loses the benefits while hiding as part of movement. Or activating it to temporarily to cancel a mindaffecting effect since the act of hiding technically doesn't need an action by itself and isn't dependent on a success. You can hide under a cardboard box while jumping around, playing a trumped and swinging a flail at enemies and declare you're hiding, just with huge penalties.
Hmm... I wonder if you can turn the back of a moving creature into a god's personal domain thingy if it starts counting as scenery. :lmao
Shockwave- You scream loudly or clap your limbs or just stomp the ground, but either way the effect is the same. As a standard action you produce either a cone with 5 feet per HD or a line with 10 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects in the area take 1d6 sonic damage per HD and are left deafened for 1d12 rounds. A sucessful Fort save with DC 10+1/2 HD+Con mod halves this damage and negates being knocked down and deafened. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. You can pick this up to three times, the second you can use this as a move action, the third you can use it as a swift action.
You need to spend a week in an area to make it your godly realm, but since you can't stand over yourself, you cannot design your back as your godly realm.Hmm... I wonder if you can turn the back of a moving creature into a god's personal domain thingy if it starts counting as scenery. :lmao
What would happen if a god took a level of this class and designated itself as its own godly realm?
Leftover from an earlier edition, is just suposed to deafen.QuoteShockwave- You scream loudly or clap your limbs or just stomp the ground, but either way the effect is the same. As a standard action you produce either a cone with 5 feet per HD or a line with 10 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects in the area take 1d6 sonic damage per HD and are left deafened for 1d12 rounds. A sucessful Fort save with DC 10+1/2 HD+Con mod halves this damage and negates being knocked down and deafened. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. You can pick this up to three times, the second you can use this as a move action, the third you can use it as a swift action.
Being knocked down is mentioned in the successful save section but not in the previous section that describes the effects of the attack.
Thank - full of awesome.Yet still didn't get a single +1 respect. :P
You need to spend a week in an area to make it your godly realm, but since you can't stand over yourself, you cannot design your back as your godly realm.Hmm... I wonder if you can turn the back of a moving creature into a god's personal domain thingy if it starts counting as scenery. :lmao
What would happen if a god took a level of this class and designated itself as its own godly realm?
altough it can do so for other creatures)
For "Raw Power"does this affect all of your abilities, like "Improved Area Attack", or does it only augment one ability?Only one, picked when taken.
If it only augments one, can you later change what ability it augments, or is it a "choose at time taken" type?
For all of the BiB options that state "You can pick this multiple times, it stacks, but no more times than you picked Growth", can you still take it once, even if you haven't taken "Growth" yet?You need to have taken Growth at least once to start picking those up.
Crazy question: Can you still choose "I don't want to grow!" when choosing "Growth" from BiB?You could, but then you don't gain the Growth ability at all, and it thus wouldn't count towards unlocking the titanic abilities that need it.
I think that makes sense as well. If you go straight Titanic Creature you grow fairly slowly. If you go into titanic creature from something that already grows, you grow faster. So a Titanic Giant will be larger than a Titanic Human.
Hm, question: if Growth from this (or other monster classes) is applied to a creature with the swarm template, does the creature or the swarm increase in size? I think it's the swarm in the case of the actual class, but otherwise...That creature type is specifically limited to creatures of a certain size by definition (diminutive-tiny). There's no such thing as a swarm of colossal anything, just as there aren't spellcasters whitout caster level.
I think that makes sense as well. If you go straight Titanic Creature you grow fairly slowly. If you go into titanic creature from something that already grows, you grow faster. So a Titanic Giant will be larger than a Titanic Human.
But if you go into Titanic Creature from a 15th level fighter, you grow much faster than if from a level 1 fighter, too. So it's not really a size thing.
I think that makes sense as well. If you go straight Titanic Creature you grow fairly slowly. If you go into titanic creature from something that already grows, you grow faster. So a Titanic Giant will be larger than a Titanic Human.But if you go into Titanic Creature from a 15th level fighter, you grow much faster than if from a level 1 fighter, too. So it's not really a size thing.
15th level characters can fall from orbit to take a swim in a lake of lava. They clearly have much better body structure than 5th level ones.
I think that makes sense as well. If you go straight Titanic Creature you grow fairly slowly. If you go into titanic creature from something that already grows, you grow faster. So a Titanic Giant will be larger than a Titanic Human.But if you go into Titanic Creature from a 15th level fighter, you grow much faster than if from a level 1 fighter, too. So it's not really a size thing.
15th level characters can fall from orbit to take a swim in a lake of lava. They clearly have much better body structure than 5th level ones.
Also, a 15th lv human who takes 5 levels of Titanic Creature may grow faster than a 1st lv human who takes 15 levels, but they'll still cap out at gargantuan by lv 20, so a Titanic Giant is still bigger than a Titanic Human.
Hm, looking at this again has drawn it to my attention that taking, say, five levels of this at level 16-20 is better than taking it at all from level 2-14. In the first case, you get to grow up to Colossal+, whilst you'd only get to Gargantuan in the second case. Or an extra few levels in the first one to pick up some of the other abilities.
I'm not sure if it's good, bad, or neither that the class is vastly more useful the later you take it, but there we are. @_@
Also, Titanic Monstrous Spider. I think that's Colossal+++++ by level 20. That's one big spider.
Also, Titanic Monstrous Spider. I think that's Colossal+++++ by level 20. That's one big spider.
Won't work.
In order to get the full 13 Growths made possible by this PrC, you'd have to have 52HD. Since 13x4=52.
So you'd also need another 39HD from other sources.
Last level could be anything. Say, Pseudonatural Creature for more WTF.
It's a class with so many options, though! @_@It'll be a hot day in the fifth layer of Hell before I make a feat that grants permanent growth.
... honestly think adding it to the extra option list would be fitting.
It's a class with so many options, though! @_@It'll be a hot day in the fifth layer of Hell before I make a feat that grants permanent growth.
... honestly think adding it to the extra option list would be fitting.
Hmm... Ok, put it in with the condition you need to have taken 13 levels of Titanic creature.It's a class with so many options, though! @_@It'll be a hot day in the fifth layer of Hell before I make a feat that grants permanent growth.
... honestly think adding it to the extra option list would be fitting.
Not even with a clause like saint, requiring you to have X levels of Titanic Creature first?
For the elementals that can change sizes, if they pick growth can they be any size category down to small if they pick growth?Yes.
And a cool Prc that could be based off of this and require construct/undead/elemental would be the ability to turn into a living city.I would be definetely in hearing more about that, even if it's just drafts. :p
I'd do it myself, but I can never stay on one project for long enough, although I do have some ideas for class features typed up if you want to look at it, like having workshops and markets inside you, or the ability to build housing and charge rent.
And a cool Prc that could be based off of this and require construct/undead/elemental would be the ability to turn into a living city.
market- gets money based on amount of people not in party inside you from percentage payed by shopkeepers(probably smaller amount then housing), can sell items for higher amount as well as buy things for lower prices due to innate knowledge of market since it's inside you and you can observe it Housing- Housing that forms inside is now comfortable enough that people will buy if you charge rent. Selling is inadvisable due to legal implications of selling bits of your body, up to GM how high rent can go before people start leaving or don't rent. battlements- ranged attacks can be fired by inhabitants, and range of attack by inhabitants is doubled, and then increased by original range again each size above Colossal+ communications- allows inhabitants to use aid another action on living city for mental skills as well as just plain communicate with character and other inhabitants as if right next to each other. craft- can give up space worth one creature of a particular size to create a same-sized workshop with masterwork tools for one craft skill and any similar ones (example is woodworking and bowcrafting or weapon and armor making). Tools cannot be removed from workshop and workshop does not come with raw materials or fuel for forges/ovens/etc. Can reverse process to regain space. Servitors- ability to make 1 unseen servant per unit of space and control them or grant control of them to people. Troops- can make and maintain 1 human skeleton for every 3 space, but skeletons type and subtype is same as living city and immunities, resistances, and DR type(but not amount) are changed to living cities' as well.(probably some better way to do this) Siege weapons- Slaughterhouse- allows one to butcher and sell killed beings made of flesh or of the plant subtype at a rate of ? gp for medium creatures, with each size category above medium selling for double the next smallest and each size category below selling for half the next largest. Dragons sell for double the price, aberrations sell for 1/2 the price, and undead and constructs made of flesh sell for 1/4 the price. menagerie- allows one use space to store living(includes animate undead and constructs) non-sapient creatures, and sell them at any time for x gp per hd. Certain creatures may be higher or lower at DM's discretion. prison- prison for sapient creatures and interrogation. Uses space food each prisoner. cooperative casting chamber- check dragonmech for cooperative/combined casting feat, all casters in this chamber can use it.(didn't check before lost interest) Weapon of the people- allows you to have a ranged or melee weapon you wield gain a +1 enhancement bonus per x HD of people inside you(assume the average person has 1 HD unless stated otherwise). Enhancement bonus can be also be spent on these enchantments(constructs get ones involving animating, spells, and that only affect the weapon; undead get ones involving negative/positive energy, negative levels, fear, and life/death; and elementals get ones involving planes, elements, and acid/electricity/sonic/fire/cold) Upsize- you grow one size category. You may choose this option more then once Exradimensional Structure- Changing size has no effect on the amount of space you have. In addition, people inside you can no longer be damaged if you are. Bulwark- you are no longer damaged by environmental conditions, and the people inside you are not affected either. Environmental conditions includes temperature, weather, wind, and natural meteors.(The natural meteors because that's what the city mechs in Dragonmech are supposed to protect from) |
all +1 Conserving Distance Allying Bane Benevolent Courageous Cunning Defending Distance Furious Guardian Huntsman Jurist Keen Ki focus Limning Lucky Menacing Merciful Mighty cleaving Mimetic Neutralizing Reliable Valiant +2 Advancing Anarchic Axiomatic Designating, lesser Furyborn Holy Ki intensifying Stalking Unholy +3 Lucky, greater Reliable, greater Repositioning Speed +4 Brilliant energy Designating, greater Nimble shot undead +1 Conductive Cruel Deadly Ghost touch Grayflame Heartseeker Ominous Vicious +2 Defiant Disruption Glorious Invigorating Lifesurge Wounding +5 Vorpal construct +1 Adaptive Called Conserving Countering Dispelling Glamered Impervious Throwing Spell storing Returning Seeking +2 Anchoring Endless Ammunition Impact Negating +3 Nullifying Spellstealing Transformative +4 dancing Second Chance elemental +1 Corrosive Flaming Frost Grounding Quenching Shock Thawing Thundering Planar Phase locking Seaborne Shocking burst +2 Corrosive burst Dispelling burst Flaming burst Icy burst Igniting +3 |
Construct- can cast animate objects, but ability has a range of long instead of medium, and can animate 4 objects per caster level Elemental- can create 5 5-foot cubes per HD of elemental matter within a range of long. Blocks must be touching either the ground or another block, although they can be held up from any side(this means you can make ceilings, not just walls and floors). Elemental matter has the hardness of stone, and a different ability depending on your elemental subtype. Air- You may designate any number of creature who can pass through the matter freely, as well as attack and see through it. You can change who is allowed at will. Fire-?(not sure, only things I can think of is cause damage, but that would invalidate structures; or produce illumination, but that wouldn't be as good as the rest) Water- You can spend a standard action to move any number of blocks 5 feet. Earth- Has hardness and hit point per inch of adamantine. Undead- can cast animate undead, but ability has a range of long instead of touch |
That is a little problematic as the ability to change form into another shape with a fixed size comes from a race with a fixed size as well, yet titanic increases it.
Which form is the 'real' one that increases when they are all technically the real one? You chose which?
Also, if, say, a Dragon with Deceivingly Innocent Form at 1st level becomes Titanic and grows can it increase the DIF instead of the dragon form?
That is a little problematic as the ability to change form into another shape with a fixed size comes from a race with a fixed size as well, yet titanic increases it.
Which form is the 'real' one that increases when they are all technically the real one? You chose which?
Trample- As a standard action, The Titanic Creature can move up to its speed and literally run over any opponents at least one size category smaller than itself. The Titanic Creature merely has to move over the opponents in its path; any creature whose space is completely covered by the Titanic Creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Titanic Creature moves over all the squares it occupies.
Ups, fixed. :blush
Catch Insect-You ignore cover and concealment from smaller opponents for purposes of being able to make attacks of opportunity against them, and you can make an extra number of Aoos per round equal to your Con mod.
Send Flying-As a free action when you hit a melee attack (even if it isn't your turn), the target must make a reflex save with DC 10+1/2 HD+Str mod, taking a -1 penalty on the save for each size category they're smaller than you, or a +1 bonus for each size category they're bigger than you. If they fail, they're pushed 5 feet per point of failed save in a straight line in a direction of your choice away from you other than down and then knocked prone. If they hit an object or another creature that would block its movement, they both take 1d6 bludgeoding damage for each 10 feet it still had to move. You can pick this up to four times, each extra time reducing the “cooldown” by 1 and gaining +1 to opportunity attack rolls, to a minimum of zero rounds cooldown. This movement doesn't provoke attacks of opportunity.
QuoteSend Flying-As a free action when you hit a melee attack (even if it isn't your turn), the target must make a reflex save with DC 10+1/2 HD+Str mod, taking a -1 penalty on the save for each size category they're smaller than you, or a +1 bonus for each size category they're bigger than you. If they fail, they're pushed 5 feet per point of failed save in a straight line in a direction of your choice away from you other than down and then knocked prone. If they hit an object or another creature that would block its movement, they both take 1d6 bludgeoding damage for each 10 feet it still had to move. You can pick this up to four times, each extra time reducing the “cooldown” by 1 and gaining +1 to opportunity attack rolls, to a minimum of zero rounds cooldown. This movement doesn't provoke attacks of opportunity.
Mentions reducing a cooldown, does not list a cooldown.
Size Matters: Starting at 2nd, the Titanic Creature picks one of the following options at each level. Unless otherwise noticed, each can only be picked one time and used once every 1d4 rounds, as the titanic creature recover its balance. Alternatively pick another from Bigger is Better.
Might be best to just specify partial cover/concelament though.
Altho piercing Total Concealment miss chance would probably be fine, the issue is more ignoring walls.
Might be best to just specify partial cover/concelament though.
Altho piercing Total Concealment miss chance would probably be fine, the issue is more ignoring walls.
Giant creatures bust through walls in feats of dramatic destruction all the time to get the hero on the other side!
I am sorry, call me dumb, but whenever Growth is selected, does that have the same effect as a size increase (+str, -dex, +con, etc)? Sorry, I must have rolled a 1 on my knowledge check (doh!).
I don't suppose the 13 level requirement could be specific to the growth option? Trying to keep up with Improved Area Attack, Giant step, and Growth without missing the other goodies is hard enough without waiting until max level to spend feats on them.Hmm... Ok, put it in with the condition you need to have taken 13 levels of Titanic creature.Not even with a clause like saint, requiring you to have X levels of Titanic Creature first?It's a class with so many options, though! @_@It'll be a hot day in the fifth layer of Hell before I make a feat that grants permanent growth.
... honestly think adding it to the extra option list would be fitting.
I don't want to grow!Means that titanic creature's growth power can be used to not grow and still unlock a new step of Improved Area Attack and Giant Step.
If a monster class would make you grow but you would rather stay in your previous size, you may instead simply gain a +2 to a physical stat of your choice.
Crazy question: Can you still choose "I don't want to grow!" when choosing "Growth" from BiB?You could, but then you don't gain the Growth ability at all, and it thus wouldn't count towards unlocking the titanic abilities that need it.
There is no mention of scaling penalties. You only gain bonus after colossal here.
I combined two monster classes with gestalt/monster hybrid and now I'm suposed to grow beyond colossal! What happens?
Your character's space and reach increase by 10 feet, height is doubled, its natural armor increases by an extra 1, its natural weapons increase one die size, gain an extra +4 on grapple/bullrush/trip and similar maneuvers that care about size.
It's an issue I noticed in some cases, as the stat increases don't really keep up. Most D&D monsters utilized the bonus strength from size increase which at Gargantuan already is +24.
Quote from: FAQThere is no mention of scaling penalties. You only gain bonus after colossal here.
I combined two monster classes with gestalt/monster hybrid and now I'm suposed to grow beyond colossal! What happens?
Your character's space and reach increase by 10 feet, height is doubled, its natural armor increases by an extra 1, its natural weapons increase one die size, gain an extra +4 on grapple/bullrush/trip and similar maneuvers that care about size.
Also:It's an issue I noticed in some cases, as the stat increases don't really keep up. Most D&D monsters utilized the bonus strength from size increase which at Gargantuan already is +24.
That is false. The bloody table with stat boosts for growth is only for DMs advancing monster through HD-and only for that. Actual monsters already stated have whatever ability progression the author feels like. For a simple example take the black dragon. Juvenile is medium and has 17 Str, young adult is large and has 19 Str. Ancient has 33 Str and is huge, Wyrm has 35 and is Gargantuan. A good part of what inspired me to start this whole project was precisely that there is no rhyme nor reason to how monsters get their stats in 3rd edition, the authors just threw numbers at the wall until they felt they were big enough, and that's one of the main reasons there's no balanced way of making them playable beyond complete rewrites.
For a simple example take the black dragon. Juvenile is medium and has 17 Str, young adult is large and has 19 Str. Ancient has 33 Str and is huge, Wyrm has 35 and is Gargantuan. A good part of what inspired me to start this whole project was precisely that there is no rhyme nor reason to how monsters get their stats in 3rd edition, the authors just threw numbers at the wall until they felt they were big enough, and that's one of the main reasons there's no balanced way of making them playable beyond complete rewrites.*Feels warm inside*
Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity.
Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
So I'm a bit curious as to how much of an issue it might cause if "Growth" from other classes counted for the purposes of Titanic Creature ability limits? For instance the Minotaur gets Growth, would it get completely borked if it's natural Growth's counted as taking instances of Titanic Creature's Growth ability?An interesting question. In one hand it may not be broken per se, but in the other hand it would feel like a "win more" where Creatures that are already quite big would benefit exponentially more from Titanic Creature when it's more supposed to help smaller creatures go big. Plus some monster classes like the Animated Object get really fast growths (and the giants get a bunch of free growths per HD with a dip), so I feel like not making it stack is better.
Edit: Also any chance it'd be possible to add in an option either in BiB or SM that lets you exclude allies from your massive AoE attacks?Added Gentle Giant to Bigger is Better.
Edit2: I was also thinking of another possible ability. To Big to Fail: The titanic creature treats the minimum roll on any damage roll as 1 higher. (For instance if they roll 2d6 and get a 1 and a 5 it counts as a 2 and a 5) You may take this a number of times equal to the times you've taken Growth, each time increasing your minimum by 1. (1 and 2s become 3s, 1, 2 and 3s become 4s etc.)Now that seems a bit clunky to use in actual play and all you gain is slightly bigger numbers whitout any real tactical considerations.
-Yes.
Technical questions:
Does Monster Lord allow a titanic creature to damage, reach, grapple, trample, swallow, and shrug off as if he were a Colossal+ size while still being medium size?
Does Shrug Off make him immune to all special abilities that allow a save that come from creatures smaller than Colossal+?
Does Shrug Off(2) turn all saves to Con saves or just saves from no-save abilities?