Author Topic: Kelpie  (Read 4086 times)

Offline oslecamo

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Kelpie
« on: June 11, 2014, 12:03:03 PM »
Kelpie

HD:d6
Level BAB Fort Ref Will Feature
1+0+0+2+2 Kelpie Body, Alternate Form, Trip +2 Str
2+1+0+3+3 Lesser Water Horse Magic, +1 Str
3+1+1+3 +3Scent, Adhesive Hide, +1 Str, +1 Cha
4+2+1+4+4 Growth, Sudden Change, +1 Str
5+2+1+4+4Adept Water Horse Magic, +1 Str, +1 Con
6+3+2+5+5Unfriendly Current, +1 Str
7+3+2+5+5Greater Water Horse Magic, +1 Str, +1 Cha
8+4+2+6+6My Little Kelpie, +1 Str
9+4+3+6+6Room for Everybody, +1 Str, +1 Con
10+5+3+7+7Dangerous Waters, +1 Str, +1 Cha, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Appraise, Balance,  Bluff , Climb Concentration , Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently, Sense Motive , Spellcraft , Spot , Survival, Swim.

Proficiencies:Its own natural weapons.

Features:
Kelpie Body: The Kelpie loses all other racial bonus and gains Fey traits (basicaly low-light vision). It's a medium sized fey with the [Aquatic] subtype, base speed 50 feet, swim speed 50 feet,  two natural hoof attacks dealing 1d4+Str mod damage each plus a natural Bite attack dealing 1d6+1/2 Str mod damage. It can speak but not perform fine manipulation, unless it uses Alternate Form (see below).

The Kelpie also gains a bonus to Nat armor equal to 1+its Con modifier, and gains a +5 racial bonus to disguise itself as a regular horse when on its natural form.

Alternate Form: A Kelpie can assume the form of a medium-sized humanoid (either gender) as a standard action at will. Regardless of the option chosen, it will have long stringy hair, that look just like algae. Otherwise this works as the regular alternate form ability.

Trip: A Kelpie that hits with an hoof attack can attempt to trip its opponent as a free action without maing a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Kelpie. If the Kelpie trips an opponent that is swimming, they lose one round of holding breath for each point they failed the opposed trip check. If they're already make Constitution checks, then instead increase the DC of the next such check by an equal amount.

Ability Score Increase:
The Kelpie gains +2 Str at first level, +1 Str at the other levels, +1 Con at levels 3,7,10 and +1 Cha at levels  5, 7, 10, for a total of +11 Str, +3 Con, +3 Cha at level 10.

Lesser Water Horse Magic: At 2nd level the Kelpie can use Detect Thoughts as a SLA 2/day per HD and Charm Person 1/day per HD. Save DCs are 10+1/2 HD+Cha mod.

Scent: At  3rd level the Kelpie gains the Scent ability.

Adhesive Hide:
At 3rd level when another creature willingly touches the Kelpie in its original form (either trying to pet it, start a grapple, made a touch attack, or trying to ride it), then the Kelpie can will for the toucher to get stuck. They can break free by succeeeding in a Str check as a standard action with a DC of 10+Kelpie's HD+Kelpie's Str mod+size mod (+4 per size category the kelpie is bigger, or -4 per size category the kelpie is smaller). Otherwise they count as entangled, being unable to move away from the Kelpie, and are dragged around automatically when the Kelpie moves, but they count towards its encumbrance. If the Kelpie is underwater, the adhesive becomes even stronger, increase the DC by 10.   They Kelpie can end this effect sooner as an Immediate action, and it also ends sooner if the Kelpie is slain.  If the Kelpie has 8 or more HD Freedom of Movement effects are useless against this, and if the Kelpie has 12 or more HD planar travel is blocked as well. Desperate victims have been known to cut off their own limbs that had been stuck to the Kelpie to avoid being dragged underwater and drowning.

Growth: At 4th level the Kelpie grows a size category. It doesn't take size penalties to hide while underwater.

Sudden Change: At 4th level the Kelpie can use Alternate Form as an immediate action (or back) as long as in contact with a large body of water.



Adept Water Horse Magic:
At 5th level the Kelpie can use Rage and Heroism each 1/day per 2 HD. Save DCs are 10+1/2 HD+Cha mod.

Unfriendly Current: At 6th level the Kelpie gains resistance against Fire and Cold equal to 10+HD. In addition when a creature mounts it, or the Kelpie hits someone with an hoof, it can use one of its SLAs as an immediate action on them, but they only affect that target even if they would normally affect more.

Greater Water Horse Magic:
At 7th level the Kelpie can use Crushing Despair, Good Hope and Fear as SLAs each 1/day per 3 HD.

My Little Kelpie: Hate is magic. Or was it friendship? Perhaps both.  At 8th level as a standard action the Kelpie can pick any creature it can see. They must make a Will save with DC10+1/2 HD+Cha mod or become one step friendlier towards the Kelpie while becoming one step more hostile towards everybody else that the Kelpie doesn't consider an ally. Increase the DC by 5 if the victim hasn't yet seen trough the Kelpie's disguise. This doesn't stack with other effects that change a creature's behavior, and lasts until the Kelpie or one of its allies attacks the victim. A creature that succeeds against this becomes immune to this effect from the same Kelpie for 1 hour. In addition the Kelpie now adds its Cha mod to its Nat armor.

Room for everybody:
At 9th level the Kelpie's carrying capacity is increased tenfold while in its Natural form, and it can stretch its body to fit as many riders as  it can hold as a light load.

Dangerous Waters:
At 10th level the Kelpie is immune to indirect divinations as long as it is inside a large body of water. Special senses such as Blindsight, Mindsight, Tremorsense and similar cannot detect it while  there's a large body of water in range of that sense. Even True seeing cannot see the Kelpie's true form as long as a large body of water is within view as well. Finally it now adds its Cha mod to Initiative checks and the DC of its Adhesive Hide.

(click to show/hide)
« Last Edit: July 01, 2019, 06:45:50 AM by oslecamo »

Offline GuesssWho

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Re: Kelpie
« Reply #1 on: June 11, 2014, 06:38:02 PM »
Yay, I love you!

There's a couple of typos: thoughts and desperate, and you say 4th level when you mean 3rd once. But that's okay.
« Last Edit: June 11, 2014, 06:40:33 PM by GuesssWho »

Offline Rakoa

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Re: Kelpie
« Reply #2 on: June 11, 2014, 07:00:15 PM »
Yes, there does seem to be some disagreement between text and table (as well as the order in which the abilities are presented) as to which abilities are gained when. Otherwise, I really like this class.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline GuesssWho

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Re: Kelpie
« Reply #3 on: June 11, 2014, 11:35:40 PM »
Oh, and I'm guessing a large body of water is a river or a lake, right?

Offline oslecamo

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Re: Kelpie
« Reply #4 on: June 12, 2014, 06:50:32 AM »
Correct. Also fixed typos. Great to see people like it! :D

Offline Rakoa

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Re: Kelpie
« Reply #5 on: June 24, 2014, 04:15:34 PM »
Looks like Reflexes in the tables suddenly becomes Good progression at second level.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline oslecamo

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Re: Kelpie
« Reply #6 on: June 27, 2014, 07:00:05 AM »
Fixed.

Offline Doxkid

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Re: Kelpie
« Reply #7 on: July 01, 2019, 12:35:24 AM »
Adhesive Hide: At 3rd level when another creature willingly touches the Kelpie in its original form (either trying to pet it, start a grapple, made a touch attack, or trying to ride it), then the Kelpie can will for the toucher to get stuck. They can break free by succeeeding in a Str check as a standard action with a DC of 10+Kelpie's HD+Kelpie's Str mod+size mod.
-----
Whoa, wait a minute. This is basically an impossible save DC. Assuming the enemy somehow has the exact same Strength and Size as the Kelpie, it needs to roll 10+Kelpie HD. The bonus from Size Mod is not explained (and its hard to say whether the enemy gets its own size mod added to its roll, or cancels Kelpies Size mod if they are the same size). And then at level 10 it adds its Cha mod to that DC. Even melee specialists with higher Str than the Kelpie will probably end up auto-failing that save and after a certain point there is no method to escape other than self-dismemberment; isn't life for melee warriors already hard enough?

Offline oslecamo

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Re: Kelpie
« Reply #8 on: July 01, 2019, 06:44:15 AM »
Clarified size mod.

And armed fighters can't get stuck, only by touching directly. So who needs to worry are melee monsters with natural attacks like that annoying druid pet and summons (which are probably bigger and/or stronger) and, well, monks I guess. But then who can't screw over a monk? :p