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Messages - Doxkid

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1
Oslecamo's Improved Monster Classes / Re: Lobsterman
« on: April 03, 2021, 12:39:59 PM »
Royal Armor is a somewhat disappointing capstone. Would you consider putting it somewhere earlier (1 or maybe 5 if you want to prevent a dip) and just pushing other abilities back by a level?

2
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: August 23, 2020, 12:38:26 PM »
New general feats added (Shadow Avatar, Fragmentation, Meditative Hum), classes were combed over, feats were combed over.

3
Oslecamo's Improved Monster Classes / Re: Word Archon
« on: June 26, 2020, 05:28:39 PM »
*Utterances: (SLA)-
If you are directly using the original Truenamer's Truespeech mechanics there is no need to reiterate how it works; if anything, doing so creates the opportunity for niche oddities in how this version works that would not occur otherwise.

~blah~blah~ A Word Archon's use of these Utterances is identical to that of a Truenamer and can be used to qualify for feats and prestige classes.. Levels in any class with the Truespeak Class skill stack with levels in Word Archon when determining the Caster Level of Utterances; the Utterances gained by Word Archon count as bonus Known Utterances ~ blah ~ blah ~ blah ~
~
At First level Word Archons gain access to a 1st Level utterance of the Evolving Mind. At fourth level, and every three levels thereafter, the Word Archon gains access to the next higher level of Utterances from this Lexicon and learns one Utterance of that level.
~
At Fifth level Word Archons gain access to a 1st Level Utterance of the Crafted Tool. They gain access to 2nd level utterance of the Crafted Tool at Ninth level.
~
At Eighth Level Word Archons gain access to a 1st level Utterance of the Perfected Map.


*I recommend spacing the alternative rules out in the same way (and also putting them in a Spoiler, so the main class info is not cluttered).

*If those alternative rules are meant to be used instead of the overly complicated and problematic rules of Truespeech...why is the same DC system from Truespeech ported over to the SLA? I recommend just making them quick, dirty SLA.

*One single note with “DCs are Intelligence based. Caster level = Word Archon level” would suffice for the class as a whole since Truespeech also uses Int based Dcs for the Utterances with saving throws.

Parchment Mastery (SU)-
*What type of action is that Concentration check? Is it a Swift Action like the later part of the ability? If it's a nonaction can they try over and over until they succeed? There is no immediate consequence like there would be for failing a Concentration check to maintain a spell, so there isn't much stopping them from trying 500 times in a single round until they succeed.

*Why is the DC so janky? Without an Int Mod or Con mod or any other bonuses or considerations, a level 10 Word archon that maxed out concentration would be facing a DC of 15 and rolling with 13 skill ranks to try to pass that check; at level 1 in the same situation it'd be a DC of 24, while rolling with 4 skill ranks. You can probably just leave it as a flat DC 25 or 20 or 15 and avoid the Truenamer-style DC changing stuff.

*What about ammunition if they form a Longbow, which is a normal and common martial weapon? Crossbows? Can the weapons be sundered? Can the weapon be given away? Stolen?

*It'd be good to reformat the 10th level to be more reader friendly

Unimpeachable Self (EX)-
*Same deal as the others. Break it apart into smaller paragraphs.

*When does the bonus vs Power Word style spells start?

Tongues (EX)-
*I don't think this actually needs the Caster Level mention, and if it did it would be easier to just include it under the blanket CL rule suggested earlier.

4
Plenty of monsters have the option to choose from open lists of spells for SLAs. Something like this opens up abuses in such cases. Might be a good idea to put in a clause preventing this being used with such options.
Got any examples? The second feat requires at least 12 uses per day as your base number, and I can't think of any monster class with an SLA that can be used that many times but is still problematic.

At any rate, give it a few modifications and toss it back toward me. Sooner or later we'll figure out a version that achieves the target effect and is more mechanically balanced.

5
Oslecamo's Improved Monster Classes / Re: Blind Dead
« on: June 21, 2020, 04:38:12 PM »
It's just an inconvenience in those first few levels and the movement thing shatters very quickly under normal gameplay. Riding on trains, for example, or just riding a normal horse into combat, jumping off with teleports, then teleporting back using the horse as a reference point. Once it gets Rebuke Undead from Paladin/Blackguard levels it can use a skeleton-horse that it mind controls, which makes things even easier.

6
Oslecamo's Improved Monster Classes / Re: Blind Dead
« on: June 21, 2020, 04:16:36 PM »
Zeno Teleport is limited in needing a creature as an "anchor point". Going through walls fits as the Blind Dead of the first film often suddenly pop up behind corners they shouldn't have been able to reach.
Maybe I should limit the line of effect on low levels and move unrestricted teleportation up to level 4 or 5.
Ah, that'd just be a clarification then. Emphasis added to the confusing part:

"Zeno Teleport: (Su) Blind Dead mover very slowly and deliberate, but at times when no one is paying attention to them, they can cover scarily wide distances. As an immediate action, at the end of the turn of another creature, the Blind Dead may choose to teleport to the spot at half the distance between itself and the creature within 100'/HD. Alternatively, it can teleport to any spot within 30'."

Which I took to mean "It can just jump 30 feet whenever it wants, no questions asked." Which...may actually be necessary. A Blind Dead working alone is functionally Crippled when there isn't anything within its Blindsense range, which is significantly smaller than the range it can teleport in. It can't "See" anything to teleport to so it can only move at 5 movespeed, and it can't see things just outside that range so it can't try to approach anything that would let it move via teleportation. It literally cannot function until an ally or enemies or civilian enters its "vision" range even if there is a fight going on in every direction at the edge of its "Teleport" range.

Even in a group it's still problematic for a Front-Line Paladin type to not be able to approach enemies until the enemies choose to get into Medium range for spellcasters of the Blind Undead's level. Which means for the first few rounds of a fight with a mage tossing Long range spells someone delicate on the Blind Undead's team like the Mage or the Scout or the Mage's Familiar (which can die and grant the mage delicious penalties that they will surely appreciate) needs to bridge any gaps between the two groups. A normal Fighter or Paladin would be Running/Charging/Flying/Riding toward the enemies.

Blindsight at level 5 is 80 feet, Blindsense is 160 feet. Unadorned Medium range is 150 feet. Zeno Teleport range at level 5 is 500 feet, more than 3 times the range where it can detect creatures.

Following that, Blindsight at level 20 is 155 feet, Blindsense is 310 feet. Unadorned Medium range is 300 feet. Zeno Teleport range at level 20 is 2000 feet, more than 6 times the range where it can detect creatures and almost matching Long range.

So...maybe allow it to Listen as a Move Action to temporarily expand the Blindsense range? Or revamp their normal movement to include teleporting:

Move speed 0, but can teleport X distance (Blindsight range, maybe?) as a move action. Maybe replace the level 3 Aura with Zeno Teleport and just drop the aura completely?
--
Besides that, what happens when someone casts Fly on the Blind Undead? Haste or Longstrider or it takes the Dash feet or Monk levels or Barbarian levels? There are plenty of ways to get a better movement speed or more movement speed or different movespeeds in core D&D, let alone in the level of play that would have a teleporting-ganking swordmaster ghoul. The quick and dirty solution to the limited teleport range is to just ride a horse like a normal paladin while your teleporting horse follows you. Which...I don't think was your intention, but it's hilarious to imagine.

"Gee Bill, your party lets you have TWO horses?"

7
(click to show/hide)
I also think once an ability reaches more than 10/day it should probably be At-Will or Per Encounter, which is typically what the original monster has at that same CR/HD. Quite a few end up capable of using their basic ability a good 20 or 30 or 40 times per day (looking at you Mindflayer and Concordant Killer), which is functionally At-Will when it isn't put in an endurance test.

Samples of feats that'd fix this:

Mystical Wellspring [Monstrous]
"By force of will."
Prerequisites: *Levels in a monster class.
*A minimum of 6 Hit Dice

Benefit: Spell-Like Ability and Supernatural Ability granted by Monster classes with a limited number of uses Per Day may instead be used half as many times Per Hour (rounding down).

The choice of whether a specific ability affected by this feat is Per Day or Per Hour can be changed in the same way that a Sorcerer readies their spells for the day, typically requiring 8 hours of Rest followed by at least 15 minutes of concentrating on the abilities in question.

Mystical Reservoir [Monstrous]
"My potential is limitless!"
Prerequisites: *Levels in a monster class.
*A minimum of 12 Hit Dice
Benefit: Any Spell-Like Ability or Supernatural Ability granted by a Monster classes with 6 or more uses Per Encounter or Per Hour or Per Minute may instead be used At-Will.



8
Oslecamo's Improved Monster Classes / Re: Blind Dead
« on: June 21, 2020, 01:56:57 PM »
Zeno basically functions as the Pounce special ability with the added benefit of bypassing walls+doors; it's a huge power boost that needs a lot of key terms to be added in like "Line of Effect" or "Line of Sight" and so on. I'm not saying you shouldn't have this ability at all and I'm not saying it can't be a level 1 ability, but you need to beat this ability into a Game-Mechanics Friendly form with clear limitations other than the range for people to be able to use this in their games.

Natural Armor = Strength Mod-> This is hefty Natural Armor for a class that gets full access to Armor+Shields. For most monsters its one, or the other, or both at a reduced level; would you consider using Wisdom as the key stat instead of Strength? Cha wouldn't really be appropriate since Cha is the Blind Dead's second most important stat, what with it being a Paladin.

Anti-Paladin: it seems a level 5 Blind Dead that takes 1 level of Paladin gains the Spells known+Spells per day of a level 6 Paladin. Most monster classes are nitpicky about this kind of thing, allowing CLs to stack but not Spell related things.

Is the mount just there to allow the Blind Dead to Zeno Teleport twice per round?

9
Oslecamo's Improved Monster Classes / Re: Word Archon
« on: June 21, 2020, 01:24:43 PM »
I'll pop in to review this later, but until then take this table

(click to show/hide)

10
Oslecamo's Improved Monster Classes / Re: Blind Dead
« on: June 21, 2020, 12:52:15 PM »
While the intention was to build a Paladin synergistic Undead, it looks a lot more like it's a Ruby Knight Vindicator entry method that needs a few levels of Tyrant/Slaughter Paladin (Blackguard is actually much more synergistic) to get in.

Movement Speed & Zeno Teleport: In theory this is a nifty trick, but this is awkward mechanically and I think this is the only instance of At-Will teleportation at level 1 among all of the monster classes; usually that's reserved for level 4 or higher.

Can the Blind dead bring party members? Enemies Familiars? Clothing? Weapons//Objects that it can carry? Buildings//Objects that it CAN'T carry?
Abusable feats *Sun School's Flash of Sunset
*Telflammar Shadowlord

Deadly touch: The DC formula uses "Paladin Level" instead of "Blind Dead Level", so the DC would only ever be (10 + Cha mod) until it multiclasses into Paladin.

Aura of Loud Step: So what does this actually do? If it's a method of detecting sneaky people, the Blind Dead has Blindsense and Blindsight which would do the job better. It actually serves to warn enemies that there is a hostile presence targeting them if it's a sneaky enemy with a high will save, because succeeding on a saving throw alerts you to there being a hostile effect but doesn't tell you what the hostile effect was or where it came from.

Also, why is the Aura of Loud Step dc based off Wisdom and not Charisma?

11
Oslecamo's Improved Monster Classes / Re: Volibear
« on: March 19, 2020, 12:41:58 AM »
This seems more fitting as a prestige class for your Ursa (which it already improves upon) than as a standalone, but that's a matter of preference.

-Volibear Talent Cooldowns-
*)-Would you consider breaking the cooldowns apart a bit to match the in-game CDs? 1d3 for Rolling Thunder, 1d6 for Frenzy, 1d4 for Majestic Roar; possibly reducing each ability's standing cooldown by 1 for every 10 HD?

-Rolling Thunder-
*)-I would split off "ignore the movement speed penalty for medium/heavy armor" and add that to -Volibear Body- if only to declutter the ability. Something like this:

(click to show/hide)

-Frenzy-
*)-For the first part of the ability it would be easiest to just grant the 'Rend' ability for Claw attacks and allow the 'Two Weapon Fighting' feat chain to work on the Claws. The sudden Bite portion should probably have an attack roll associated with it if it's going to be an execution-type ability; it's fun when used by players but unfun when used against players.

-Majestic Roar-
*)-Nitpick, but consider this wording: "As a standard action the Volibear's roar erupts forth as a squall."

-Snow/Storm resistance-
*)-Kind of weird that it gets Cold resist before Sonic or Electric resist considering that it can learn to physically channel storms at level 1. Also a bit weird that its Cold resist matches its Electric+Sonic resist for that same reason; consider swapping the two and allowing Storm Resist to become Sonic+Electric immunity at some point after all Volibear levels are taken?

12
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: March 16, 2020, 12:11:18 AM »
(click to show/hide)

Alrighty, I finally got around it fixing everything. All Yokai Classes scale off of HD and their respective ability modifiers; there is no more 'Yokai Level" based scaling.

The Yokai feats were brought in line a bit more and are as follows.

Greater Vicious Yokai: Pounce for Natural weapons only
Vicious Daiyokai: Natural weapons are treated as Two Handed weapons when it would be beneficial.

Greater Serene Yokai: Domain deals Sonic OR Force damage, as opposed to just dealing sonic damage.
Serene Daiyokai: Domain can now deal Sonic, Force, or Divine damage.

Greater Tyrant Yokai: SR (10+HD) raise or lower as free action.
Tyrant Daiyokai: Level check (1d20+HD) to resist being moved. Uses the forced-movement effect's DC or (11+enemy HD) if the ability doesnt have a DC. DC is 20 for natural phenomenon, 25 for magical phenomenon, and 30 for Supernatural phenomenon.

Greater Covetous Yokai: spend 1 hour congealing a Slime ball that grants Fast Healing for (Covetous Int Mod) rounds.
Covetous Daiyokai: the Share Spells familiar ability for Slime Spirits.

Greater Progenitor Yokai: Gain Alertness when Saimyosho are nearby
Progenitor Daiyokai: Gain All Around Vision

Greater Ravenous Yokai: Immune to ingested poison, and can digest anything for sustenance.
Ravenous Daiyokai: Destroy wealth or creatures to improve the size and capacity of a stomach.

Greater Mirage Yokai: Mirage Warriors are incorporeal if that would be beneficial.
Mirage Daiyokai: Mirage Warriors are Ethereal if that would be beneficial.
---
@Corvus
Domain has been fixed and expanded.

The feats have been brought to a much lower power level; now they're good options, but not the ONLY option

A wizard or spellcaster going into Tyrant Yokai would be pretty interesting. Clarified Devastating Strike a single melee attack to put a tighter leash on some of the weird combos. At any rate, I removed the "Single Handedly" clause and clarified that it must only make a large contribution to a group victory.

Level Checks have been clarified: For Forbid enemies roll (1d20+their HD) vs DC (10+ Tyrand HD/2) because its a passive ability. Dismiss is a strength check against DC (10+ Tyrant HD) because its an active ability. Eminence is another passive ability so enemies roll (1d20+HD) vs the Tyrant Yokai's DC of (10+Tyrant HD/2).

Forbid+devastating is a bit of anti-synergy, but I like the way it works. The Tyrant approaches enemies; enemies don't approach the tyrant. Those who get inside its range are slapped back out unless they prove themselves worthy of going toe to toe with it.

Unassailable has been changed to make the Tyrant immune to being Flanked and Flatfooted.

Excellence has been adjusted to grant immunity to Precision damage and Critical Hits.
---
(click to show/hide)

13
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: January 12, 2020, 11:47:44 PM »
Alright, I've done a bit more work for each Yokai class.

General Improvements:
Greater Yokai and Daiyokai feats are now level-locked properly.
---
Progenitor:
Daiyokai: Self sustaining Miasma, requiring a Fullround action and 5 Rebuke Insect uses. Move action doubles the expansion rate, Standard action triples it, fullround actionquintuples it.

Vicious Yokai
Noble became an "X/day" Greater Dispel Magic that uses its Attack roll and is performed as an attack action, so it can penetrate defenses to some extent.

Chase: Now this ability is 100% about movespeed. Stacking +5 buff to all speeds for every round the Vicious Yokai moves at least half of its highest speed, up to (Vicious Level*5).

Claw damage: Clarified to be 1d4 per increase.

Havok: Prevents AoOs for movement
---
Ravenous Yokai:
Stomachs: If the Ravenous Yokai dies it's stomachs become free Bags of Holding.

Hearty: Deals Vile damage on Bites attacks.

Large Meal: Effectively allows the Yokai to lock down a non-FoM opponent that it can consistently hit with its Bite.

Greater Yokai feat: Devour a creature without a grapple check, which can combo with things like Traps or anti-travel wards like 'Dimensional Lock'.

General Improvements: Treat and Supper now allows it to consume+destroy items held in a Stomach to regain HP; (Item GP value/5) HP at level 3, or (Item GP value/2) at level 6.

Daiyokai feat: The Stomach Demiplane radius expands by 1 foot for every 150 GP destroyed in a Stomach, and for every 5 CR of monsters devoured+slain. Getting in and out of the Stomach Demiplane was been clarified so it cannot accidentally lock itself inside.
---
Mirage
Apparition: Incorporealness is locked to 1 round when it is first received, then increases to (level/2) rounds at level 7.

Greater Yokai: Two Mirage Warriors as a Move action, one as a Swift Action.
---
Covetous Yokai:
Daiyokai: Stops progression of harmful effects, or Gentle Repose when used on a corpse. Can emulate Revivify with 10 minutes of work (Gentle Repose extends the Revivify grace-window to make that viable), or other revival spells with longer periods of work.

Slime Spirit/Sealed Slime/Bound Slime: progression is Covetous Level (Level)-> (+1)-> (+2) which should specifically make it impossible to ever have a higher CR monster than the Level of the Yokai.
---
Tyrant:
General: fiddled with language here and there.
---
Serene:
General: Fiddled with language here and there.
--- --- ---
Vicious still needs a bit of work, but I'm pretty happy with the others. More importantly, I think these classes are in a good place for improving wild monster in games.

I'm testing these against players in one of my own games, but I would love to hear about what happens when level 14 PCs meet up with a 'Mirage Dire Tiger'

14
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 28, 2019, 04:55:58 PM »
General adjustment: the feats have been tweaked. I'll comb them down later, but the new version should be usable.

Serene Yokai:
-Domain has been adjusted.
-no activating action for Selfless or Intercept, they're usable when Domain is active
--adjusted the language away from "mystical"
-clarified and rewrote Reflect Torment. It's now and active ability, competing with the Serene Yokai's AC and Saves boosting action.
-Liberate has a CL cap of Serene Level + Wis Mod, so I'm not especially worried about it not keeping up.

Tyrant
-adjusted to be a level check
-would you mind clarifying?
-/- Moved Improved Uncanny to level 3 and granted SR at level 6

Covetous
-opened Sooth up to just be "attacks"
-adjusted Slime Stasis
-adjusted all slime creation DCs and CR limits.
-Recall...hm, No limits for how often you can do it atm, but I did increase the time it takes to recall something.
-adjusted Rejuvenate.

Progenitor
Spiders are vile little creatures that aren't worthy of being called arachnids alongside scorpion-bros.

Vicious
-chase was adjusted. It didnt really need a Movespeed most in the first place so that was dropped.
-If you have any suggestions for diluting this one I'm all ears. I've thinned down a few abilities, but this is still a distinctly awesome class for melee-dps types and pouncers.

Ravenous
-fixed proficiencies and moved abilities around a little
Bulky is Temporary Health and Corpulent is a normal size increase.
-I might end up putting the anti-antimelee stuff into the Greater Ravenous Feat instead of Vile damage, but I'm still fiddling with ideas.
-clarified what happens when expelled from a digestion dimension
-Increased the Skill points, but I'm not sure about it needing a good will save. I might just be biased from budgeting the save progressions for each class against the others, though.

Mirage
-Clarified Mirage Warrior
-adjusted the incorporeal and Ethereal abilities
-clarified that fake supernatural abilities act like Major Image.


15
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 09, 2019, 07:27:32 PM »
Mirage Yokai: Living Illusions that fuse fact and fiction.


Prerequisites:
At least 8 skill ranks in both 'Hide' AND 'Disguise'
OR
+2d6 Sneak Attack
OR
The 'Shadow Avatar' feat

Primary Ability Score: Dexterity
HD: d6
LevelBABFortReflexWillSpecial
1st
+0
+0
+2
+2
Enlightenment, Sneak Attack +1d6, Mirage Warrior
2nd
+1
+0
+3
+3
Biased Eye, Shadow Guise
3rd
+2
+1
+3
+3
Slip away, Apparitions
4th
+3
+1
+4
+4
Sneak Attack +2d6, Falsehood
5th
+3
+1
+4
+4
Phantasms, Dissembled
6th
+4
+2
+5
+5
Artifice, Hide in Plain Sight
7th
+5
+2
+5
+5
Sneak Attack +3d6, Disbelieve

Skill Points: 6 + Int modifier per level.

Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge ( Local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magical Device.

Proficiencies: Mirage Yokai are proficient with all simple and martial weapons, with their own Natural Weapons, and with Unarmed Strikes. They are not proficient with any armor or shields.

LVL 1:
Enlightenment(EX): The Mirage Yokai's type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Mirage Yokai levels stack with other Classes and Racial Hit Dice when determining the DC of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Half of any levels in other Yokai classes count toward the Mirage Yokai's Effective Level when determining the strength of Mirage Yokai class abilities, but do not grant access to new Mirage Yokai class abilities.

Sneak Attack +1d6(EX): Mirage Yokai deal an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This damage increases to +2d6 points at level 4, and +3d6 points at level 7.

This ability function as per the Rogue class feature. If a Mirage Yokai gains Sneak Attack, or a bonus to Sneak Attack, from another source then the bonuses on damage stack.

Mirage Warrior (SU): As a Move Action the Mirage Yokai may craft an illusory imitation of itself from aether and shadow-stuff. The Mirage Warrior appears in a square adjacent to the Mirage Yokai and takes its actions immediately, thereafter serving its creator thoughts and intentions faithfully without the need for commands during the Mirage Yokai's turn. A Mirage Yokai may maintain a Mirage Warrior by concentrating upon it as a Move Action and Mirage Warriors last for (Mirage HD/3) rounds after the Yokai stops concentrating on it.

Mirage Warriors possess the Ability Scores, Attacks, To-Hit modifier, and Saving Throw Modifiers of their creator but they deal no damage and they possess nonfunctional imitations of their creator's equipment. The Armor Class for a Mirage Warrior is equal to (Mirage Yokai's Dexterity Score) and Mirage Warriors are destroyed upon failing any Saving throw or upon taking even a single point of damage. Beings within 15 feet of the Mirage Warrior are allowed a Spot check DC (10 + Mirage HD/2+ Mirage Dex Mod) at the start of their turn to determine that a Mirage Warrior is a mere illusory trick, while beings further away than that cannot discern that the Mirage Warrior is fake by means of vision alone.

LVL 2:
Biased Eye (Ex): The Mirage Yokai no longer needs to directly interact with Illusions before being allowed a saving throw; upon seeing any part of an illusion the Mirage Yokai may attempt a Save against that effect.

Shadow Guise (EX): The Mirage Yokai's body blurs ever so slightly as reality twists around it. The Mirage Yokai gains a (Level/2) Deflection bonus to AC or increase the Deflection bonus to AC by (Level/2), rounding up when necessary, if the Mirage Yokai gains a Deflection bonus to AC from another source.

LVL 3:
Slip Away (Ex): Upon creating an illusion effect the Mirage Yokai may now attempt a Hide Check as if observers were Momentarily Distracted. This Hide check is made at a -5 penalty.

Apparitions (EX): Mirage Warriors now possess a very slight physical presence. Mirage Warriors may now use the Aid Another action, Flank opponents, and perform Skill Checks with half of their creator's Skill Modifiers.

LVL 4:
Sneak Attack +2d6 (EX)

Falsehood (SU):
The Mirage Yokai may change appearances using the Disguise Skill as a Fullround Action.

Alternatively the Mirage Yokai may alter a willing subject's appearance with One Minute of direct contact and dedicated mental effort. The result is that of a 'Polymorph' spell, cast by a Sorcerer with as many levels as the Mirage Yokai has HD, but this alteration is only a visual illusion; the subject gains no physical benefit from Falsehood and the Falsehood is dispersed upon the subject failing any Saving Throw or taking any damage. Observers that become suspicious of the Falsehood for reasons unrelated to the disguise itself, such as a dragon safely standing on thin ice, are allowed a Spot check DC (10 + Mirage HD/2+ Mirage Dex Mod) to discern that the Falsehood is illusory.

The Mirage Yokai may apply either version of Falsehood to a Mirage Warrior as a Swift Action.

LVL 5:
Phantasms (EX)
The Mirage Yokai may always choose to deal Nonlethal damage, or no damage at all, with its attacks or abilities, while Mirage Warriors may deal (Mirage HD/3) untyped-lethal damage on a successful attack. Should the Mirage Yokai elect to deal no damage with an attack then that attack counts as a Feint attempt.

Dissembled (SU): As a Move Action the Mirage Yokai may exchange locations with a Mirage Warrior within Close Range; observers must make a new Spot Check to discern which is the the Mirage Yokai and which is the Mirage Warrior.

Once per encounter the Mirage Yokai may use Dissembled as an Immediate action.

LVL 6:
Artifice (SU):
The Mirage Yokai's illusions now infest the world around it. As a Move Action the Mirage Yokai may create a static and unchanging illusion in up to (HD/3) 5-foot cubes of space within Medium Range; these cubes need not be adjacent, but the dispersal of any single piece of the illusion destroys the entire Artifice. A Mirage Yokai's Artifice is only a visual illusion and is automatically dispersed with any physical contact with any creature other than the Mirage Yokai and its Mirage Warriors, or upon the Mirage Yokai moving beyond Medium Range of the effect. Observers that become suspicious of the Artifice are allowed a Spot check DC (10 + Mirage HD/2+ Mirage Dex Mod) to determine that the entire Artifice is illusory.

An Artifice lasts (Mirage HD/2) rounds or until disturbed.

Hide in Plain Sight(EX):
While adjacent to, or under the influence of, any illusion effect the Mirage Yokai may use the Hide skill even while being observed.

LVL 7:
Sneak Attack +3d6 (EX)

Disbelieve (SU):
The Mirage Yokai is so thoroughly steeped in illusions that it can now directly extract foes from reality. The Mirage Yokai must devote a Move Action each round for 3 consecutive rounds to studying its target, and then perform a single attack against the target as a Fullround Action. This attack automatically hits, dealing damage and forcing the victim to make a Fortitude save DC (Damage Dealt) to avoid being reduced to fine dust as per the 'Disintegrate' spell. Victims that are slain by the attack's damage are also reduced to fine dust in this way, regardless of the result of the Fortitude Save.

While studying the victim the Mirage Yokai can undertake other actions so long as its attention stays focused on the target. A Disbelieve attempt is valid if the Mirage Yokai is not recognized as an enemy by the victim or if the victim does not detect the Mirage Yokai. Once the Mirage Yokai has completed the 3 rounds of study it must attack the victim within 3 rounds or the Disbelieve attempt is canceled.

New Feats
(click to show/hide)

16
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 09, 2019, 07:27:19 PM »
Ravenous Yokai: Implacable hunter-gatherers.
 

Prerequisites:
A 'Bite' Natural Weapon
OR
A minimum of 75 HP
OR
The 'Baciferrous Being' feat
OR
At least 8 ranks in 'Survival'

Primary Ability Score: Constitution
HD: d12
LevelBABFortReflexWillSpecial
1st
+1
+2
+0
+0
Enlightenment, Eat, (Deep) Stomach
2nd
+2
+2
+0
+0
Tasty Treat, Gnaw
3rd
+3
+3
+1
+1
Bulky, Taste Test
4th
+4
+3
+1
+1
(Second) Stomach, Hearty Snack
5th
+5
+4
+1
+1
Devour, Large Meal
6th
+6
+4
+2
+2
Corpulent, Big Supper
7th
+7
+5
+2
+2
(Bottomless) Stomach, Feast

Skill Points: 4 + Int modifier per level.

Class Skills: Appraise, Balance, Climb, Craft, Handle Animal, Heal, Knowledge (each taken individually), Jump, Listen, Profession, Search, Sense Motive, Spot, Survival, Swim, and Tumble.

Proficiencies: Ravenous Yokai are proficient with their own natural weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields)

LVL 1:
Enlightenment(EX): The Ravenous Yokai's type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Ravenous Yokai levels stack with other Classes and Racial Hit Dice when determining the DC of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Half of any levels in other Yokai classes count toward the Ravenous Yokai's Effective Level when determining the strength of Ravenous Yokai class abilities, but do not grant access to new Ravenous Yokai class abilities.

Eat (EX): The Ravenous Yokai gains a primary Bite attack that deals (2d6 + Strength Modifier) damage for Medium sized Ravenous Yokai. Should the Ravenous Yokai gain another Bite attack, or possess a Bite Attack from another source, it increases the damage of the better Bite Attack by 1 damage die.

(Deep) Stomach (SU): The Ravenous Yokai’s Stomach becomes a stable pocket dimension; a cube with an edge length of (Ravenous HD/4) feet and a maximum capacity of (Ravenous HD) pounds of material. After the Ravenous Yokai's death its Deep Stomach can be removed, and functions as a Type 1 Bag of Holding with the Deep Stomach's internal capacity.

Accessing this Deep Stomach requires a Fullround Action (or a Standard action should the Ravenous Yokai possess the Quick Draw Feat).

LVL 2:
Tasty Treat (EX): On a successful Bite attack the Ravenous Yokai gains Temporary Hit Points equal to the half the damage dealt by its Bite Attack. These Temporary Hit Points last 1 Minute.

Upon accessing a Stomach dimension the Ravenous Yokai may destroy items or currency held within to heal itself for (Total GP Value/25) hit points, using the lesser of the item's GP market value and the item's appraised value.

Gnaw (EX): The Ravenous Yokai may use the higher of (Strength Modifier) or (Constitution Modifier) for Combat Maneuvers and Attack rolls with Natural Weapons. The Ravenous Yokai's Bite Attack is now treated as the most beneficial combination of Piercing, Slashing, Bludgeoning, Acid and Desiccating damage.

LVL 3:
Bulky (EX): Half of the excess healing received by the Ravenous Yokai is now converted into Temporary Hit Points up to a Maximum of (Ravenous Maximum HP/4). These Temporary Hit Points expire One Minute after the Ravenous Yokai becomes even slightly hungry; typically this occurs 4 hour after either eating half of its daily food intake or after Digesting a creature smaller than Medium, 24 hours after Digesting a Medium creature, and an additional 12 hours later for each size category the digested prey was larger than Medium.

Taste Test (EX): The Ravenous Yokai's Tongue becomes more flexible and tensile granting the Ravenous Yokai a Tongue Attack Secondary Natural weapon with 15 feet of reach; Ravenous Yokai larger than Medium gain an additional 15 feet of reach with this Tongue for every size category they are larger than Medium. This Tongue deals no damage but may be used to perform Ranged Touch Attacks, Melee Touch Attacks, and Combat Maneuvers. When using its Tongue to Grapple an opponent the Ravenous Yokai does not count as Grappled, but it may not use it's Tongue for other purposes at that time.

The Ravenous Yokai is never obstructed from using Bite Attacks by its tongue, which molds itself into the gaps between the Ravenous Yokai's teeth.

LVL 4:
(Second) Stomach (SU): The Ravenous Yokai gains a larger Stomach pocket dimension; a cube with an edge length of (Ravenous HD/2) feet and a maximum capacity of (Ravenous HD * 5) pounds of material. After the Ravenous Yokai's death its Second Stomach can be removed, and functions as a Type 2 Bag of Holding with the Second Stomach's internal capacity.

Accessing the Second Stomach requires a Fullround Action (or a Standard action should the Ravenous Yokai possess the Quick Draw Feat) and accessing the Deep Stomach now requires a Standard Action (or a Move action should the Ravenous Yokai possess the Quick Draw Feat)

Hearty Snack (EX): The Ravenous Yokai now deals (Constitution Modifier) additional damage with its Bite attacks. The Ravenous Yokai's Bite Attack is now treated as the most beneficial combination of Piercing, Slashing, Bludgeoning, Acid, Desiccating and Force damage.

LVL 5:
Devour (SU): While Grappling an opponent of its own size or smaller the Ravenous Yokai may directly swallow that opponent into a temporary Digestion Dimension with a successful Grapple Check. The Ravenous Yokai may automatically subject Devoured opponents in its Digestion Dimension to its Bite attack each round, but the Ravenous Yokai is no longer considered grappled and may use its Bite and Tongue attacks normally; it may not, however, Devour another opponent until the first is either digested or expelled.

A Devoured creature can cut its way out by destroying the subtle boundaries of the Digestion Dimension to escape to a square of its choosing adjacent to the Ravenous Yokai; these boundaries have an AC of (10 + Ravenous Constitution Modifier), (Ravenous Maximum HP/5) Hit Points, and any Temporary HP the Ravenous Yokai has at the moment the Digestion Dimension was created. Digestion Dimensions also benefit from any Regeneration or Fast Healing the Ravenous Yokai possesses and have the same Damage Reduction and resistances as the Ravenous Yokai, but do not benefit from the Ravenous Yokai's healing from other sources.

Should a creature die within a Digestion Dimension its possessions are shunted into one of the Ravenous Yokai’s Stomachs or expelled into an adjacent square as the Ravenous Yokai prefers, and the body is immediately digested healing the Ravenous Yokai for Half the Maximum Hit Points of that digested opponent.

The Ravenous Yokai may expel a Devoured target from a Digestion Dimension as a move action; the expelled target is ejected to a square of the Ravenous Yokai's choosing up to (Ravenous HD * 5) feet away and rendered Prone.

Large Meal (EX): On a Successful Bite Attack the Ravenous Yokai may choose to either Heal for half the damage dealt by the Bite or gain Temporary Hit Points equal to the damage of the Bite.

When destroying items held within one of its Stomachs the Ravenous Yokai now heals itself for (Total GP Value/5) hit points, using the item's GP market value.

LVL 6:
Corpulent (EX): The Ravenous Yokai's physical stature lets it function as if one size category larger whenever it would be beneficial, although its space and reach remain those of a creature of its actual size. The benefits of this ability stacks with all other effects that change the Ravenous Yokai's size or allow the Ravenous Yokai to function as a different size.

Big Supper (EX): On a confirmed Natural 20 with any melee attack the Ravenous Yokai may forgo the damage from the attack to directly Devour the victim.

As a Full Round Action the Ravenous Yokai may ready a Digestion Dimension and adjust its state of mind. As long as the Ravenous Yokai does not take any movement action it's Bite Attacks and Tongue Attacks target Touch AC. Should the Ravenous Yokai strike an opponent with a Bite Attack or a Tongue attack before taking any movement actions the Ravenous Yokai may forfeit any damage dealt to immediately Devour the opponent that was struck.

LVL 7:
(Bottomless) Stomach (SU): The Yokai gains a special Stomach pocket dimension much larger than the others. This Bottomless Stomach is a cube with an edge length of (Ravenous HD) feet and a maximum capacity of (Ravenous HD * 25) pounds of material.

Accessing this stomach requires a Fullround Action (or Standard Action should the Ravenous Yokai possess the Quick Draw Feat); accessing the Second Stomach now requires a Standard Action (or Move Action should the Ravenous Yokai possess the Quick Draw Feat) and accessing the Deep Stomach now requires a Move Action (or a Swift action should the Ravenous Yokai possess the Quick Draw Feat). After the Ravenous Yokai's death its Bottomless Stomach can be removed, and functions as a Type 3 Bag of Holding with the Bottomless Stomach's internal capacity.

Feast (SU): The Ravenous Yokai’s Digestion Dimensions are infinite and boundless. The Ravenous Yokai may now Devour opponents of any size and it may swallow any number of targets at a time; each individual is sent to a separate and distinct Digestion Dimension unless the Ravenous Yokai elects to do otherwise. The Ravenous Yokai's may, as a move action, reset the Temporary HP of any or all of it's Digestion Dimensions to the Ravenous Yokai's current Temporary Health value.

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17
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 09, 2019, 07:27:09 PM »
Vicious Yokai: Selfless warriors, born and bred to fight.
 

Prerequisites:
A Base Attack Bonus of at least +5
OR
Suffer at no less than 50 points of damage from a Vicious Weapon within a day.
OR
The 'Frenzy' feat

Primary Ability Score: Strength
HD: d8
LevelBABFortReflexWillSpecial
1st
+1
+2
+2
+0
Enlightenment, Terrible Beast, Vicious Strike
2nd
+2
+2
+2
+0
Clever Beast, Chase
3rd
+3
+3
+3
+1
Savage Beast, Slash
4th
+4
+3
+3
+1
Crazed Beast, Carnage
5th
+5
+4
+4
+1
Horrible Beast, Cut
6th
+6
+4
+4
+2
Noble Beast, Might
7th
+7
+5
+5
+2
Perfect Beast, Havoc

Skill Points: 4 + Int modifier per level.

Class Skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (each taken individually), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Tumble

Proficiencies: Vicious Yokai are proficient with Simple and Martial Weapons, and their own Natural Weapons. They are not proficient with any armor or shields.

LVL 1:
Enlightenment(EX): The Vicious Yokai's type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Vicious Yokai levels stack with other Classes and Racial Hit Dice when determining the DC of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Half of any levels in other Yokai classes count toward the Vicious Yokai's Effective Level when determining the strength of Vicious Yokai class abilities, but do not grant access to new Vicious Yokai class abilities.

Terrible Beast (EX): At first level the Vicious Yokai gains two Claw Attacks that each deal (1d4 + Strength modifier) damage. Larger Vicious Yokai deal an additional (0.5 * Str Mod) damage with their claws for each size category they are larger than 'Medium'.

Vicious Strike (SU): The Vicious Yokai employs a strange, mutually destructive resonance against opponents it attacks. As a Free Action the Vicious Beast may alter any of its Natural Attacks, as well as any of its attack that deals Slashing damage, to be a Vicious Strike. Vicious Strikes deal an extra (1d8 + Vicious' HD/2) untyped damage to the enemies struck by the attack and an equal amount of untyped damage to the Vicious Yokai itself.

LVL 2:
Clever Beast (EX): The Vicious Yokai's claws become capable of Fine Manipulation and the Vicious Yokai may spend five minutes to align a Claw with an item or weapon in its possession, allowing that Claw to bypasses Damage Reduction as if it were made from that material. That Claw loses this property should this item leave the Vicious Yokai's possession or should the Vicious Yokai align that Claw with a different item.

Chase (EX): When a Vicious Yokai is chasing a subject the Vicious Yokai may treat its Movement speeds as an additional 5 feet faster than usual for each consecutive round the Vicious Yokai has been chasing that target; this may grant the Vicious Yokai a maximum bonus to its movement speeds equal to (Level * 10 feet). This bonus is applied after the Vicious Yokai moves its full movement speed toward a target it can detect or that it is tracking and the bonus is removed at the end of any turn the Vicious Yokai does not move at least half of its movement speed toward that target.

LVL 3:
Savage Beast (EX): The damage dealt by the Vicious Yokai’s Natural Attacks increase by one damage die and the Vicious Yokai may attack with both Claws as a Standard Action.

Slash (EX): As a Swift Action the Vicious Yokai may grant one of its attacks that deals Piercing or Slashing damage an additional (Vicious' HD * 5) feet of reach until the start of its next turn.

LVL 4:
Crazed Beast (EX): While the Vicious Yokai's Current Health is at or below half of its Maximum Health it gains (Level + Vicious' HD/3) as a bonus to hit for its Natural Weapons. While its Current Health is at or below one quarter of its Maximum Health this bonus doubles.

Carnage (SU): Vicious Strikes now deal (1d10 + Vicious HD/2) untyped damage to the enemy struck and an equal amount of untyped damage to the Vicious Yokai itself.

LVL 5:
Horrible Beast (EX): The damage dealt by the Vicious Yokai’s Natural Attacks increases by one damage die and the Vicious Yokai may attack with both Claws at the end of a Charge.

Cut (EX): As a Fullround Action the Vicious Yokai may move its maximum speed in a straight line and deal Claw damage to everything it passes. A Reflex save DC (Vicious' Strength Score) Halves the damage dealt by this attack. After using Cut the Vicious Yokai must wait 1d4+3 rounds before using Cut again.

LVL 6:
Noble Beast (EX): (Vicious' HD/3) times per day the Vicious Yokai may target an ongoing magical effect with a natural attack. The Vicious Yokai compares their Attack Roll against a Dispel DC of (10 + the spell’s caster level). Should the Attack Roll exceed that Dispel DC then that magical effect is dispelled.

Might (EX): The Vicious Yokai may now treat its Natural Weapons as a Two-Handed weapons when doing so would be beneficial.

LVL 7:
Perfect Beast (EX): The damage dealt by the Vicious Yokai’s Natural Weapons increases by one damage die and the Vicious Yokai may now perform a Charge attack or a Cut attack as a Standard action.

Havoc (SU): Vicious Strikes now deal (1d12 + Vicious' HD/2) untyped damage to the enemy struck and an equal amount of untyped damage to the Vicious Yokai itself.

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18
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 09, 2019, 07:26:55 PM »
Progenitor Yokai: Peerless explorers who rule over immense swaths of land.


Prerequisites:
At least 8 Ranks in 'Craft: Poison'
OR
A Poison Special attack
OR
The 'Saimyosho Sage' feat

Primary Ability Score: Charisma
HD: d6
LevelBABFortReflexWillSpecial
1st
+0
+0
+2
+0
Enlightenment, Rebuke Insect, Saimyosho Poison
2nd
+1
+0
+2
+0
Spit Egg, Saimyosho Scout
3rd
+2
+1
+3
+1
Thousand Eyes, Enemy of the Hive
4th
+3
+1
+3
+1
Spit Larva, Convert Corpse
5th
+3
+1
+4
+1
Saimyosho Form, Envenom
6th
+4
+2
+4
+2
Launch Pupae, Infect
7th
+5
+2
+5
+2
Indirect Assault, Miasma

Skill Points: 6 + Int modifier per level.

Class Skills: Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (All skills taken individually) Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, and Use Rope

Proficiency: Progenitors are proficient with all simple weapons, with their own Natural Weapons, and with Unarmed Strikes. They are not proficient with any armor or shields.

LVL 1:
Enlightenment(EX): The Progenitor Yokai's type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Progenitor Yokai levels stack with other Classes and Racial Hit Dice when determining the DC of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Half of any levels in other Yokai classes count toward the Progenitor Yokai's Effective Level when determining the strength of Progenitor Yokai class abilities, but do not grant access to new Progenitor Yokai class abilities.

Rebuke Insects (SU): The Progenitor Yokai gains the ability to Rebuke and Command ‘Insects’, just as a (HD) level evil cleric can Rebuke Undead except the strength of 'Insect' affected is based off the Combat Rating of the 'Insect' and not it's Hit Dice. ‘Insects’ include Vermin like Spiders, Outsiders like Formian, Aberrations like Drider, and other creatures similar to arthropods. Commanded Insects gain the Saimyosho template listed below.

A Progenitor may attempt to Rebuke Insects a number of times per day equal to (3 + Cha mod). A Progenitor with 5 or more ranks in the Knowledge skill relevant to a specific 'Insect' gains a +2 bonus on turning checks against that 'Insect'. A given insect receives a bonus or penalty to its Effective HD equal to its Intelligence Modifier, or -5 if it is Mindless.

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Saimyosho poison (EX): Carefully cultivating many poisonous plants and insects has granted the Progenitor Yokai the ability to produce Saimyosho Poison. All Saimyosho Poisons deals (1d2 Strength and Dexterity and Constitution damage) Initial damage and Secondary damage. The Fort save DC for any Saimyosho Poison produced by a Progenitor, or the Saimyosho that Progenitor cultivates, is equal to (10 + Progenitor's HD/2+ Progenitor's Cha Mod).

Extracting (Injury/Contact/Inhalation) Saimyosho Poison is a Standard Action and this poison expires one minute after being extracted from the Progenitor Yokai. The Progenitor, and all of its Saimyosho, are always immune to the Progenitor’s strain of Saimyosho Poison.

LVL 2:
Spit Egg (EX): Various specialized glands and organs automatically arrange inert insect eggs to function as crossbow bolts within the Progenitor, granting the Progenitor a natural attack that functions and deals damage as Light Crossbow of an appropriate size for it to wield and allowing the Progenitor to reload this natural crossbow as a free action.

The Progenitor may perform iterative or Two Weapon Fighting attacks with Spit egg should it possess the ability to do so with the Crossbows it is imitating. Spit Egg benefits from effects that improve the Crossbow type it is currently mimicking as well as effects that benefit Natural Attacks; the Progenitor may recalibrate Spit Egg to function as any type of Crossbow it is proficient with by concentrating on its body's internal configuration for One Minute. The Progenitor chooses at the start of it’s turn whether Spit Egg is treated as a Manufactured weapon or a Natural weapons when rules would conflict, such as when choosing between using Two Weapon Fighting attacks or Multiattack.

Saimyosho Scout (EX): The Progenitor Yokai’s body is now an environment well suited for rearing basic combat insects called Scout Saimyosho. With Five Minutes of uninterrupted work the Progenitor Yokai can isolate, mutate, and empower a particular insect larva until it finally leaves the Progenitor Yokai’s body as a Scout Saimyosho bearing little resemblance to its original form. A Progenitor can command up to (Pregenitor Level + Cha Bonus) Scout Saimyosho at a time; if this number is exceeded then the Progenitor automatically loses control over the most distant Saimyosho. Uncontrolled Saimyosho remain friendly with their creator, but permanently lose 1 Hit Point each minute until they expire naturally.

Commanding any number of Scout Saimyosho is a free action while they are within Close Range. At Medium Range issuing a command to a single Scout Saimyosho requires a swift action and at Long range issuing a command to a single Scout Saimyosho requires a Move action. Beyond Long Range issuing a command to a Scout Saimyosho requires a Standard Action.

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LVL 3:
Thousand Eyes (SU): As a Move action the Progenitor may gather information from a particular Scout under it's control. This ability functions as per the Arcane Eye spell except that it uses the Saimyosho Scout’s statistics and the Progenitor’s Skill Ranks instead of those of a generic magical sensor.

Enemy of the Hive (EX): The Progenitor gains (Progenitor's Cha Mod/2) as a bonus Attack and Damage rolls against enemies suffering from Saimyosho Poison. All of a Progenitor's Saimyosho gain (Progenitor Cha Mod) as a bonus when attacking enemies suffering from Saimyosho Poison.

Saimyosho Poison now deals (1d3 Strength and Dexterity and Constitution Damage) as Initial damage and (1 Strength and Dexterity and Constitution Drain) as secondary damage.

LVL 4:
Spit Larva (EX): Once per round the Progenitor can launch a bloated Saimyosho Larva in place of a normal Spit Egg attack. If this attack hits it deals double damage and the Larva explodes into a 5 ft radius burst of semitransparent Saimyosho Poison (Inhalation) centered on where the attack landed. This cloud of Saimyosho poison lasts until the start of the Progenitor’s next turn.

Convert Corpse (SU): By expending a use of the Rebuke Insect ability as a Fullround action a Progenitor may convert a touched corpse into a large mass of Saimyosho Scouts. Over the course of One Minute the Saimyosho larva devour the corpse and then rapidly pupate into adult Saimyosho Scouts.

Medium sized corpses produces a single Saimyosho Scout, or two Saimyosho Scouts if the creature was either an 'Insect' or poisonous, and larger corpses produce three additional Saimyosho Scout for each size category beyond Medium the creature was when alive.

LVL 5:
Saimyosho form (SU): As a Standard action a Progenitor may assume the appearance of a Saimyosho under its control, as per the Alternate Form special ability. While in this form the Progenitor may also command any of its Saimyosho on the same plane as a free action and it uses the better of it's own statistics of the Saimyosho form's statistics for its Natural Weapons, Natural Armor, Movement moves, and Ability Scores. Although the Progenitor is capable of speech in this form it lacks limbs capable of fine manipulation. Any worn equipment that is not appropriate for this new form to wear is inertly fused into the Progenitor's body; the Progenitor may retrieve an item fused into its body as a Move action or fuse a carried piece of equipment into its body as a Standard Action.

Returning to its normal form is a Move Action.

Envenom (EX): The Progenitor Yokai fully incorporates Saimyosho poison into its own body; The Progenitor’s natural weapons, including its Spit Egg attack, now carry general purpose Saimyosho Poison. Extracting Saimyosho Poison for other uses now only requires a Swift action and this extracted poison lasts for one hour before becoming inert.

Saimyosho Poison now deals (1d4 Strength and Dexterity and Constitution damage) Initial damage and (1d2 Strength and Dexterity and Constitution drain) Secondary damage.

LVL 6:
Infest (EX): As a Swift Action the Progenitor may empower its next Spit Egg attack by expend a use of its Rebuke Insect ability. Should this empowered attack strike the target it deals normal damage and allows a Saimyosho larva to burrow into that foe. For (Progenitor's HD) rounds, or until the larva is removed, the foe takes (Progenitor's Cha Mod) damage at the end of the Progenitor’s turn and is subjected to the secondary damage of Saimyosho Poison with no Save to resist.

The afflicted opponent may remove the larva with a Heal check DC (10 + Progenitor's HD) or by receiving any effect that removes diseases. Should the foe die while Infested in this way the corpse generates Saimyosho Scouts as if the Progenitor used the Convert Corpse ability, but the Saimyosho produced this way mature instantly.

Launch Pupae (EX): The Progenitor doubles the range increment of its Spit Egg attack.

LVL 7:
Miasma (EX): As a Fullround Action the Progenitor may immobilize a Saimyosho Scout, anchoring it to a location and stimulating it to release a cloud of nearly transparent Saimyosho poison. Each round thereafter the Progenitor may maintain the current area of the Miasma as a Move Action or expand the Miasma as a Standard Action, increasing the Radius of the Miasma cloud by 5 feet.

On any round that the Progenitor neither maintains nor expand the Miasma the Miasma instead contracts inward, reducing the radius of the Miasma cloud by 5 feet. A Miasma cloud dissipates instantly upon the demise of its Progenitor or its Saimyosho Scout, or if the immobilized Saimyosho Scout is moved away from the place it was anchored.

Saimyosho Poison now deals (2d3 Strength and Dexterity and Constitution damage) as Initial damage and (1d3 Strength and Dexterity and Constitution drain) as secondary damage. Any creature that dies while afflicted with Saimyosho Poison now produce a single Saimyosho Scout over the course of 1 minute, as per the Convert Corpse Ability.

Indirect Assault (EX): By expending a use of Rebuke Insect as a Standard Action the Progenitor Yokai may perform a Spit Egg Full Attack that uses a Saimyosho Scout as the point of origin. The Progenitor Yokai uses its own statistics and abilities to make the attack, but launches the attacks from the Saimyosho Scout’s current location.

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19
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 09, 2019, 07:26:46 PM »
Covetous Yokai: The Masters of grand research.


Prerequisites:
At least 8 ranks in the Truespeak skill OR 8 ranks in at least 3 different Knowledge Skills
OR
A Base Will Save modifier of at least +3
OR
The 'Ofuda Crafter' feat

Primary Ability Score: Intelligence
HD: d4
LevelBABFortReflexWillSpecial
1st
+0
+0
+0
+2
Enlightenment, Slime Blast, Create Slime Servant
2nd
+1
+0
+0
+3
Sooth, Study Soul
3rd
+1
+1
+1
+3
Slime Totem
4th
+2
+1
+1
+4
Quicklime blast, Sealed Slime
5th
+2
+1
+1
+4
Interrogate, Rejuvenate
6th
+3
+2
+2
+5
Slime Master, Slime Stasis
7th
+3
+2
+2
+5
Recall Slime, Bound Slime

Skill Points: 2 + Int modifier per level.

Class Skills: Appraise, Concentration, Craft, Decipher Script, Gather Information, Heal, Knowledge (all skills, taken individually), Profession, Speak Language, Spellcraft, Truespeak, Use Magical Device.

Proficiencies: Covetous Yokai are proficient with Slime Blast, Unarmed Strikes, and their own natural weapons. They are not proficient with any armor or shields.

LVL 1:
Enlightenment(EX): The Covetous Yokai's type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Covetous Yokai levels stack with other Classes and Racial Hit Dice when determining the DC of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Half of any levels in other Yokai classes count toward the Covetous Yokai's Effective Level when determining the strength of Covetous Yokai class abilities, but do not grant access to new Covetous Yokai class abilities.

Slime Blast (EX): The Covetous Yokai gains a Slime Blast natural Weapon; this functions as a Thrown Splash Weapon which deals (Covetous' Intelligence Score) Acid damage on a direct hit and (Covetous Int Mod) Acid damage as splash damage. Slime Blast has a range increment of (Covetous' Hit Dice * 5) feet and a splash radius of 5 feet.

Create Slime Servant (SU): As a Full Round Action the Covetous Yokai may attempt to thoroughly infuse a creature that has been dead for less than One Minute with supernatural slime. The Covetous Yokai must make direct contact with the corpse of a creature of CR (Covetous HD - 3) or lower and then succeed on either a Truespeak check or the appropriate Knowledge check for that creature against DC (15 + Target’s Hit Dice) to reanimate the creature as a Slime Servant.

The Covetous Yokai may only control a single Slime Servant at a time and its Slime Servant acts during the Covetous Yokai's turn. A Slime Servant is treated as a being conjured by a level (Covetous' HD/3) summoning spell cast by the Covetous Yokai at Caster Level (Covetous' HD) for most purposes and the Slime Servant retains no memories of its personal life beyond its combat capabilities. Slime Servants are reduced into a pile of inert and unsalvageable goo if become separated by more than (Covetous HD * 5) feet from its creator, if the Covetous Yokai loses Line of Effect to its Slime Servant , if the Slime Servant is slain, or if the Covetous Yokai choses to dismiss the Slime Servant as a Free Action.

Slime Servant Template
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LVL 2:
Sooth (EX): As a Swift Action the Covetous Yokai may infuse its next attack, or its next offensive ability, with medicinal slime. Once enhanced in this way the attack deals no damage, instead restoring health equal to the damage that attack would otherwise deal; this may heal a target up to a maximum of half their maximum Hit Points.

The Covetous Yokai may also use its Intelligence Modifier in place of its Wisdom Modifier when making Heal checks.

Study Soul(EX): Each time the Covetous Yokai or its Slime Servant injures an entity the Covetous Yokai gains a +1 to any Knowledge, Heal, or Truespeak checks made against that individual, to a maximum bonus of (Covetous Level) against a particular target. Bonuses accumulated in this way last until the abilities of that individual creature change significantly; while the Covetous Yokai can immediately discern that it has lost this bonus against an individual, it may not be able determine the reason for this without further examination of the target.

LVL 3:
Slime Totem (SU): The Covetous Yokai may spend One Minute to force its active Slime Servant to assume a totally inanimate Totem form, allowing the Covetous Yokai to control a different Slime Servant in its place. Upon assuming Totem form the Slime Servant is transformed into a Diminutive depiction of itself, typically a pocket-sized portrait or palm-sized effigy or even a tattoo on the Covetous Yokai's body, and rendered incapable of taking any actions. With a Fullround Action the Covetous Yokai can transform a Slime Totem in its possession back into an active Slime Servant under their direct control.

A Slime Servant in Totem form possesses its normal Hit Points but otherwise counts as a magical object. While in Totem form a Slime Servant regains one HP per round.

LVL 4:
Quicklime Blast (EX): The Covetous Yokai can now covert its Slime Blast into a Quicklime Blast. A Quicklime Blast deals no damage, instead Entangling those exposed to the Splash Weapon for (Int Mod/2) rounds. A successful Strength Check or Dexterity Check against DC (Covetous HD/2 + Int Mod) negates this Entanglement.

Sealed Slime (SU): The Covetous Yokai no longer needs Line of Effect to its Slime Servants and may now attempt to create a Slime Servants as a Standard Action.

LVL 5:
Interrogate (SU): (Covetous HD) times per day a Covetous Yokai may attempt to extract information from a Slime Servant, a helpless creature, or a corpse. As a Fullround Action the Covetous Yokai may use its slime to physically and spiritually probe an eligible target for useful information; treat this as the Speak with Dead spell except that the target always attempts a Will Save against DC (10 + Covetous HD/2 + Int Mod) to avoid answering the Covetous Yokai’s questions.

As a Free Action the Covetous Yokai may ask one question to the target that failed their save against Interrogate and immediately receive one answer; this exchange may be repeated up to (Covetous Int Mod) times for each use of this ability. Each exchange also grants the Covetous Yokai a +1 bonus to Truespeak, Heal, and Knowledge Checks made against the target as if the Covetous Yokai had used Study Soul against it.

Rejuvenating Slime (EX): As a Fullround Action the Covetous Yokai may submerge a willing or helpless target in a deluge of restorative sludge. Each full minute spent in Rejuvenating Slime counts as one hour for the purpose of Heal Checks, Fast Healing, and other sources of natural healing; providing Long Term Care for a subject would thus require 8 minutes. Passive healing such as Fast Healing or Regeneration or getting a Full Night's Sleep will automatically benefit from Rejuvenating Slime, but the Covetous Yokai must personally attend to the subject to apply Rejuvenating Slime's benefit to Long Term care and other such active healing effects. Time spent in Rejuvenating Slime never counts as Restful Sleep.

The Covetous Yokai may also attend to a submerged creature for one uninterrupted hour to regrow severed limbs and ruined organs, as per the Regeneration special quality or the Regenerate spell.

LVL 6:
Slime Master (EX): The Covetous Yokai grants its Slime Servant an Insight bonus to Saving Throws, To Hit, and Armor Class equal to (Covetous Int Mod/2) while the Covetous Yokai and its Slime Servant are within 30 feet of each other. This bonus doubles to (Covetous Int Mod) while the Covetous Yokai and its Slime Servant are adjacent, in the same square, or in direct contact.

Slime Stasis (EX): As a Fullround Action the Covetous Yokai may absorb a Slime Servant into its mind, putting that Slime Servant into a state of hibernation and allowing the Covetous Yokai to control a different Slime Servant in its place. Returning a Slime Servant to its active state requires a Standard Action and reforms the Slime Servant in a square adjacent to the Covetous Yokai.

While in stasis a Slime Servant regains (Covetous HD/2) Hit Points each round. A Covetous Yokai may have up to (Covetous Int Mod) Slime Servants in stasis at a time.

LVL 7:
Recall Slime (SU): The Covetous Yokai may attempt to reassemble a destroyed Slime Servant by spending (destroyed Slime Servant's HD) Minutes manipulating slime and mucus into its likeness. At the end of this period of time the Covetous Yokai must attempt either a Truespeak check or Heal check against DC (15 + Destroyed Slime Servant's HD).

Should the Covetous Yokai succeed on this skill check the Slime Servant is recalled to service and is subject to one Negative Level for one hour.

Bound Slime (EX): Slime Servants are now Extraordinary effects and the Covetous Yokai may now swap an active Slime Servant with one that is currently a Slime Totem, or one that is currently in Slime Stasis, as a Fullround Action.

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20
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 09, 2019, 07:26:38 PM »
Tyrant Yokai: Glorious leaders that bend entire battlefields to their will.


Prerequisites:
None

Primary Ability Score: None.
HD: d10
LevelBABFortReflexWillSpecial
1st
+1
+2
+2
+2
Enlightenment, Devastating Strike
2nd
+2
+3
+3
+3
Forbid
3rd
+3
+3
+3
+3
Unassailable
4th
+4
+4
+4
+4
Dismiss
5th
+5
+4
+4
+4
Eminence
6th
+6
+5
+5
+5
Excellence
7th
+7
+5
+5
+5
Cataclysmic Strike

Skill Points: 4 + Int modifier per level (x4 at 1st level).

Class Skills: The Tyrant Yokai may choose any ten skills as class skills (Knowledge skills must be selected individually).

Proficiencies: Tyrant Yokai are proficient with all simple and martial weapons, with their own Natural Weapons, and with Unarmed Strikes. They are not proficient with any armor or shields.

LVL 1:
Enlightenment(EX): The Tyrant Yokai's type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Tyrant Yokai levels stack with other Classes and Racial Hit Dice when determining the DC of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Half of any levels in other Yokai classes count toward the Tyrant Yokai's Effective Class Level when determining the strength of Tyrant Yokai class abilities, but do not grant access to new Tyrant Yokai class abilities.

Devastating Strike (EX): As a Full Attack Action the Tyrant Yokai may perform a single attack at its highest Attack Bonus. This attack, as well as any other attacks made before the start of its next turn, deals double damage.

LVL 2:
Forbid (EX): Upon landing an attack the Tyrant Yokai ‘Checks’ all enemies within a radius of (Tyrant's Level * 5) feet around it, preventing these opponents from approaching until its next turn. Creatures are allowed a Will Save DC (10 + Tyrant's HD), to negate this effect.

LVL 3:
Unassailable (EX): The Tyrant Yokai reduces the HP damage it takes from all sources by (Tyrant's HD/3).

LVL 4:
Dismiss (EX): Opponents struck by the Tyrant Yokai’s Devastating Strike must make a Fortitude Save against DC (10 + Tyrant HD). On a failed save the opponent is knocked (Tyrant's HD * 5) feet away in the direction of the Tyrant Yokai’s choosing, taking (Tyrant's HD) points of Bludgeoning damage in the process.

The Tyrant Yokai may only push the opponent in a straight line and the opponent cannot be moved closer to the Tyrant Yokai than the square it started in. Collision with an object causes Dismiss to deal double damage and leaves the opponent Prone, while collision with a creature renders both creatures Flat Footed until the end of the Tyrant's next turn; in either case the opponent stops in a square adjacent to the obstacle.

LVL 5:
Eminence (EX): Opponents struck by the Tyrant Yokai, or affected by one of its special abilities, must make succeed on a Reflex Save DC (10 + Tyrant's HD), or be considered Flatfooted until they either injure the Tyrant or move (Tyrant's Level * 5) feet away from it.

LVL 6:
Excellence (EX): As a Swift Action the Tyrant Yokai may directly leverage its power against its foes. For the next (Tyrant's HD/6) rounds the Tyrant may replace the DC of an ability, a Level Check, a HD Check, a Skill Check, or an Attack Roll with an Opposed Check. The Tyrant would thus pit its Will Save against nearby foes when using Forbid, or could pit it's Intimidate Check against a foe's Intimidate Check when attempting to demoralize them.

LVL 7:
Cataclysmic Strike (EX): The Tyrant Yokai may now perform a second Devastating Strike at -5 Attack Bonus when performing a Full Attack. It may also perform a single Devastating Strike as a Standard Action, when damaging an opponent with a Grapple Check, or during any action that would normally allow a single attack. Enemies affected by Dismiss are now repositioned after the Tyrant Yokai finishes performing attacks that round.

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