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Creative Corner => New Mechanics and Subsystems => Homebrew and House Rules (D&D) => Oslecamo's Improved Monster Classes => Topic started by: ~Corvus~ on August 07, 2018, 04:35:57 AM

Title: Battlebriar
Post by: ~Corvus~ on August 07, 2018, 04:35:57 AM
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HD: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Power
Points
Max
Power
Level
Powers
Known
1st+1+2+0+0Plant Body, Battle Path, Natural Skill, Thorns 1d651st1
2nd+2+3+0+0Bonus Feat, Graft, Sundering Siege61st2
3rd+3+3+1+1Earth Sense, Natural Stride, Thorns 2d681st3
4th+4+4+1+1Mulch, Light Fortification102nd4
5th+5+4+1+1Restorative Mulch, Thorns 3d6122nd5
6th+6+5+2+2Tree Stride162nd6
7th+7+5+2+2Growth(Large/small), Natural Resistance, Thorns 4d6203rd7
8th+8+6+2+2Natural Force, extra attack243rd8
9th+9+6+3+3Disease Immunity, Thorns 5d6283rd9
10th+10+7+3+3Dispelling Maul324th10
11th+11+7+3+3Improved Battle Path, Thorns 6d6404th11
12th+12+8+3+3Greater Natural Stride, Poison Immunity484th12
13th+13+8+4+4Greater Mulch, Thorns 7d6565th13
14th+14+9+4+4Greater Tree Stride, Critical Fortification645th14
15th+15+9+4+4Extra Attack, Plant Shift 2/day, Thorns 8d6725th15
16th+16+10+5+5Briar Ascension, Greater Augmentation, Growth (huge/tiny)846th16
Skills: Autohypnosis (Con), Balance (Dex), Climb (Dex), Concentration (Con), Craft (Poisons) (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Psionics) (Int), Martial Lore (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
Skill Points equal to 4+Int skills (*4 at 1st level for 3.5).

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Natural Skills (Ex): Battlebriars have innate ability others don't. It gains full ranks (updated every level) in its choice of 2 following skills: Climb (Str), Craft (poisons), Disguise (Cha), Intimidate (Cha), Knowledge (Architecture), Martial Lore (Int), or Move Silently (Dex). Furthermore, its body operates as a natural means of Masterwork equipment for itself (book, lab, tools, etc) for these 2 skills.
NB: the Guardian Battlebriar must choose Martial Lore as one of its Natural Skills.

Psionics: Battlebriars gain power points, Powers Known, and have a Maximum Power Level according to the table above. Below is the list of powers it gains.

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Thorns:Battlebriars are spiny, thorny creatures, so engaging them in close combat is painful at best. Whenever they are successfully grappled or hit in melee combat by a natural weapon or unarmed strike, battlebriars deal their Thorns damage to that creature. These Thorns gain more power according to their Battle Paths.

Battle Path: The Battlebriar must choose a Battle Path. It adds to its Ability Scores, gives a Natural Weapon, adds options for its Thorns effect, and improves with experience.

Hooked (Str): The Hooked Battlebriar is most common, and is used to threaten foes at close range.
Dashing (Dex): The Dashing Battlebriar focuses on speed and ranged attacks.
Guardian (Con): The Guardian Battlebriar is an imposing defender.

Bonus Maneuver: At 2nd level, the Battlebriar gains 1 feat of its choice from Improved Trip, Precise Shot, or Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill). It does not need to meet prerequisites for this choice. Alternatively, it may elect to gain Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab).

Graft (Ex): Beginning at second level the Battlebriar can mend some of its own wounds with a Standard-action Touch; it has a Daily-use healing pool equal to 2* its HD * its Con modifier, and you can spread this healing out among several uses. This healing may also be used to heal other creatures of the Plant type as long as you Touch them.

Sundering Siege (Ex): Originally created as siege weapons, Battlebriars excel at breaking barriers. Natural Weapons it uses to make Sunder attacks bypasses Hardness and also applies Thorns damage to these attacks. The Battlebriar may choose to *not* apply these benefits when making an attack, however, if it doesn't wish to risk destroying valuable objects.

Earth Sense (Ex):the 3rd level, as long as it touches the ground, it can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. It cannot pinpoint the location of any creature with this feat. The Battlebriar gains a +10' bonus to this sense for every 3 HD it gains (30' at 6hd, 40' at 9, etc).
This ability counts as the Earth Sense feat from Races of Stone, and counts as a prerequisite for other feats that require Earth Sense (Earth Power, etc).+

Natural Stride (Ex): At 3rd level, the Battlebriar gains Trackless Step (http://www.d20srd.org/srd/classes/druid.htm#tracklessStep) and Woodland Stride (http://www.d20srd.org/srd/classes/druid.htm#woodlandStride).

Light Fortification (Ex): The Battlebriar of 4th level has a 25% chance to negate critical hits, Sneak Attacks, or Skirmish attacks. This ability is lost if the Battlebriar wears any Light, Med or Heavy armor.

Mulch (Ex):Beginning at 4th level, the Battlebriar may consume the bodies of fallen creatures to restore some of its own vitality. The Battlebriar may expend either 12 Hitpoints or 5 PP to affect up to 2x its Hit Dice of creatures within its physical reach. The bodies decompose at an extremely accelerated rate, and after 1 minute's time, they restore Xd8 HP and X Power Points to the Battlebriar, where X is equal to the total Hit Dice of creatures consumed.
It can only restore PP from slain foes with at least 10 CR or the Battlebriar's HD-3.

At level 5, the Battlebriar may instead use 5 HD of creatures to gain 1 use of Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm), like the spell.

Tree Stride (Sp):Beginning at 6th level, the Battlebriar gains Tree Stride (http://www.d20srd.org/srd/spells/treeStride.htm), as a spell-like ability, 1/day per 2 HD. Its caster level = its HD.

At 14th level, this ability improves Greater Tree Stride, which increases its range to 6 miles to any kind of tree.

At 20 Hit Dice, the Battlebriar may use this ability an unlimited number of times per day, and can travel up to 100 miles in a single Stride.

Growth (Ex): At 7th level, the Battlebriar has enough experience to grow. It may choose to increase (http://www.d20srd.org/srd/spells/enlargePerson.htm) or decrease (http://www.d20srd.org/srd/spells/reducePerson.htm) its size by 1 stage; this choice remains permanent.
The Battlebriar gains another such growth at level 16.

Natural Resistance (Ex): At 7th level, the Battlebriar gains its choice of either Spell Resistance or Power Resistance equal to 11+ its HD.

Natural Force (Ex):At 8th level, the Battlebriar can overpower [Force] effects. Any attack the Battlebriar makes or Power it manifests bypasses [Force] effects and spells such as Wind Wall (http://www.d20srd.org/srd/spells/windWall.htm) that simply negate ranged attacks. Finally, it cannot be contained by [Force] effects such Forcecage or Wall of Force, etc.

Dispelling Maul (Su): At 10th level, the Battlebriar gains the power to undo magic with its attacks. It may spend 10 PP to grant its Natural Attacks a Dispel effect for 1 minute. During this time, any creature or object it hits with its Natural Attack is subject to a Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) effect, where the Battlebriar's Effective Caster Level is equal to its Manifester Level. This ability ONLY applies to Natural Attacks gained through either this class' abilities or by its own acquired Psionic Powers; it may, of course, benefit from an improved Manifester Level through other classes.

Improved Battle Path (Ex): At 11th level, the Battlebriar greatly advances the utility of its Battle Path.
Hooked: The Hooked Battlebriar's Natural Armor score becomes Deflection AC.
It also gains a Trample Attack that deals half its Thorns value (3d6 at 11), rounded down, plus its Strength modifier.

Dashing: The Dashing gain it choice of 4 abilities. It may gain each choice more than once, doubling the base effect: A +10 bonus to its move speed; a Swim Speed equal to half its move speed; a Burrow Speed equal to half its move speed; Move 1x its Speed as a Swift Action at a cost of 2 PP. These choices may be exchanged only upon a level-up.

Guardian:The damage Dice of the Guardian's Thorns are affected by Size Increases. The Guardian may also move up to half its base move speed or use Tree Stride without exiting its Mountain Tower Stance.

Greater Natural Stride (Ex): At 12th level, the Battlebriar ignores any terrain penalties, even magically-altered terrain, including movement penalties and damage effects from terrain, and adds +10 to any Survival check intended to track it. Furthermore, it gains a bonus equal to its hit dice to resist any [Divination] or [Scry] effect that would be used to track it.

Poison Immunity (Ex): At level 12, the Battlebriar becomes immune to all poisons.

Greater Mulch (Ex):At 13th level, the Battlebriar can recover from almost any malady with time and resources. It may expend either 36 hitpoints or 15 Power Points to affect up to 3x its Hit Dice of creatures within its physical reach. The bodies decompose and after 10 minute's time, the Battlebriar gains 1 effect of its choice per 10 Hit Dice of bodies effected: 1) it may restore lost limbs and hitpoints as if it had Regneration 1 for the last 10 minutes (this does not allow self-replication; severed parts become mulch); 2) it gains 1 use of Greater Restoration (http://www.d20srd.org/srd/spells/restorationGreater.htm) like the spell; 3) it gains the benefit of a Full Rest. This third option (full rest) may only be used once a week.

Critical Fortification (Ex): The Battlebriar of at least 14th level negates all critical hits, Sneak Attacks, and Skirmish attacks. This ability is lost if the Battlebriar wears any Light, Med or Heavy armor.

Plant Shift (Sp)Twice a day at 15 HD, the Battlebriar may use Plane Shift (http://www.d20srd.org/srd/spells/planeShift.htm) like the spell, except that it arrives within range of another plant (or Plant-type creature) instead of an "intended destination." If the plane of choice has no plant life, the Battlebriar cannot Plant Shift there.

Battlebriar Ascension (Ex)At 16th level, the Battlebriar is ready for terrible forays. First, it may act as if under a continuous Freedom of Movement effect, and it gains immunity to effects that would block extradimensional travel such as Dimensional Anchor.
Second, It may use its Dispelling Maul ability even under an Antimagic Field, and its Natural Attacks may be chosen to instead gain a Disjunction effect (http://www.d20srd.org/srd/spells/magesDisjunction.htm) with a bonus to dispel Antimagic Fields equal to its HD.

Greater Augmentation (Ex): When the Battlebriar manifests a power, it may choose to spend double the Power Points for any single instance of Augment and double that augment's effects and bonuses or increase/decrease the augment's non-numeric bonuses by 1 stage. E.G: It could spend 12 points to Augment Expansion and gain 4 size categories instead of 2 and gain appropriate Str/Dex adjustments (double); it could spend 12 points to Augment Expansion and manifest it as an Immediate Action (swift downgrades to Immediate); or it could spend 4 Power Points and change its duration to 1 hour per level (10 minutes increases to 1 hour).

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3/20/20 edit: Guardian should be forbidden all Special attacks in Mountain Tower; it just shouldn't take Std/Full actions there.
Title: Re: Battlebriar [WIP]
Post by: oslecamo on September 08, 2018, 11:23:43 PM
This still seems quite WIP but some early comments:
-Starting Natural Armor seems a bit too high. Sure this monster is actually supposed to be tough, but with 15 levels to fill there's plenty of space to add extra NA bonus later on.
-Different paths is interesting, but I think grappler and titan should be the same thing since they're basically both about being bigger and using that size for a good purpose. For a third parth I would suggest instead something based in the thorn volley allowing for a ranged-focus build since it seems to be the only original ability of the monster.
-For skirmisher instead of reduced size perhaps able to ignore some size penalties, able to squeeze through tighter spaces (it is a giant bush after all, not a solid body). Probably extra speed since base 30 feet won't skirmish a lot.
-All the paths should be able to "disguise" as a giant plant.
-Starting with just 2 good slams is good, the other 2 can be added later and then maybe some kind of pseudo-pounce so they can all be used.
-If you're having trouble with ideas for the paths, you can always "loot" some stuff from other monster classes, like the Titanic Creature for the Titanic/Grappler path.
Title: Re: Battlebriar [WIP]
Post by: ~Corvus~ on March 28, 2019, 12:18:36 AM
Some GROWTH ideas. Cost remains to be specified:

Increase 1 Size category
Increase +1 Size Category (How much should each increment cost?)

Pounce

Mettle: 1 or 2?

Upgrade choice of Will/Ref to "good" progression? Increased cost to buy a 2nd time?

Enhancement bonuses to Nat weapons. In order to prevent "dipping" abuse, might need to spend growths on increasing this.

Title: Re: Battlebriar [WIP]
Post by: oslecamo on March 29, 2019, 11:17:28 PM
Considering that 2 points buys you a new tier of psionic powers, growth/+growth (HD capped)/pounce/mettle/better save progressions are probably all worth 1 point. Maybe 2 for 3rd good save.

Yes to not auto-scaling to natural weapons.

Not sure why you decided to turn this into psionic plant, but I guess it does help to make it more different from all the other melee plant monsters.

Also, why exactly are simple feats costing more than reality-bending/shattering psionics again?
Title: Re: Battlebriar [WIP]
Post by: ~Corvus~ on April 30, 2019, 09:10:52 PM
Thank you for the feedback! I hope this becomes something truly fun to play/create with..without too much  :banghead

Also, why exactly are simple feats costing more than reality-bending/shattering psionics again?
They're already magically-engineered plants. However, going down the PP path requires a lot of investment & ends up being fixed-list.
Title: Re: Battlebriar [WIP]
Post by: oslecamo on May 04, 2019, 10:50:00 PM
For the "1 feat for 1 growth", as it reads now non-Hooked battlebriars can just take it as many times as they want.

Ashen path doesn't seem to have much of a use for Thorns.
Title: Re: Battlebriar [WIP]
Post by: WarHunter on May 16, 2019, 11:10:09 PM
Mentions battlebriar titan under hooked path.

I may not have been a fan of the 3rd "ashen" path but i was hoping for like a guardian path maybe something with a thorn punishment mechanic.

Dasher having that range (120") and up to 8d8 thorn damage is a little broken, sneak attack damage is limited to situations and is percision damage and limited to 30ft (is that with a feat or no?) Sudden strike dice are even more limited situations and percision damage and also 30ft(?) And i question if it should be full bab with extra damage dice. Skirmish damage is less damage dice and less situational and I'm not sure if its percision damage but I'm pretty sure its limited to 30ft. Also it appears the dasher can apply thorn damage at 120ft to multiple targets which is a lot more than other damage dice classes (maybe not so much warlock but i have never played a 3.5 warlock).

If you wanted to split the thorn damage dice amongst each attack and keep the range with 30ft or 60ft other wise i would say lower the thorn damage equal to monk unarmed damage if you don't want to make it precision damage and lower that attack bonuses for 2nd arms and addition range attacks. This would beat the swift ranger pretty much everytime, 6th level powers, 8d8 damage, full bab... its a little much.

Hooks path if your target escapes your grapple should cause bleeding damage.
Title: Re: Battlebriar [WIP]
Post by: ~Corvus~ on July 16, 2019, 09:09:42 PM
Thanks for your suggestions! Split the Dashing into an Area-Attack with recharge and a Std. Attack. Seems better now.
Title: Re: Battlebriar
Post by: oslecamo on July 17, 2019, 03:38:06 AM
-Hooked battlebriar still mentions titan.
-Natural armor bonus equal to HD with just a dip is probably too much, maybe should be limited to actual racial levels.
-How does Dashing area attack works? Roll ranged attack against everybody inside? Auto-hit?
-Guardian says it gains +1 con at each level, but probably means even level like the others.
-Guardian appears to lack a manifesting stat.
-Graft lacks an activation action. Also what's the range to use in others? And when does the pool recharge? Does it recharge at all?
-If you're going to add abilities from splatbooks, please provide a link at least (https://www.dndtools.net/feats/races-of-stone--82/earth-sense--797/).
-Mulch probably shouldn't be recovering PP, otherwise it's trivial to just get a bunch of animal corpses from the market and keep PP topped up all the time between battles.
-Wind Wall isn't a force effect...
-How does Plant Shift even works? Do you name a specific plant or area and go to the plant closest to the area? What if they aren't where they're supposed to be, do you just waste an acion or you go to the next closest plant?
-Unless you're playing the Dashing battlebriar, you'll be extremely vulnerable to any flying enemy with ranged attacks until level 10 when psionic flight can be manifested.
-It has shifted perhaps too much from the original monster. No permanent growths when it's supposed to end huge size by default. Only up to two slams (or one or none) when it's supposed to end up with 4. The ranged attack is mutually exclusive with the slams and trample. No improved grab at all nor the ability to impale opponents upon its body. At its core the battlethron is meant to be a huge plant grappler that can also shoot thorn volleys, but none of the paths actually allow that. You could remove some of the many anti-magic abilities that aren't in the original monster to put back the bruiser abilities that are supposed to be default.
Title: Re: Battlebriar
Post by: ~Corvus~ on July 17, 2019, 06:41:18 PM
Personally, I'd have hoped that allowing the Expansion power would shore up its "it doesn't become huge" but I get that this has become a matter of principle. Fixed everything else.
Title: Re: Battlebriar
Post by: oslecamo on July 22, 2019, 03:56:03 AM
Unless I'm missing something, it still has no option for 4 slams nor Improved Grab. The original is a grappler monster. It needs to have at least one option for that.
Title: Re: Battlebriar
Post by: ~Corvus~ on July 23, 2019, 12:25:45 PM
Look for Bonus Feat at 2nd level.

Added extra natural attacks for each type.
Title: Re: Battlebriar
Post by: oslecamo on July 24, 2019, 12:21:19 AM
Improved Grapple feat is not the same thing as the Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) ability. The feat is significantly worst overall since you a) can only use iteratives and b) need to sacrifice damage, while Improved Grab allows to deal normal damage then grapple with potentially multiple natural attacks.
Title: Re: Battlebriar
Post by: ~Corvus~ on July 27, 2019, 05:30:54 PM
Modified the Guardian's stance to forbid abuses of intended power and added Imp. Grab.
Title: Re: Battlebriar
Post by: oslecamo on August 02, 2019, 10:56:13 AM
No further critiques, added to the index.