Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RegalKain

Pages: [1] 2 3
1
Oslecamo's Improved Monster Classes / Re: Purple Worm/Great Worm
« on: December 23, 2021, 10:46:49 AM »
I recommend the Improved Toughness (feat - CW): +1 HP/level instead of a flat +3 HP.

Wasn't sure how that'd go without having Toughenss first, suppose I could just give them Imp toughness at a later level as well.

We run toughness differently in our games anyway, it's an extra +3 HP per level, and Improved Toughness is +Con per level (On top of getting it once, so basically level is HD+Conx2 )

2
Oslecamo's Improved Monster Classes / Re: Purple Worm/Great Worm
« on: September 23, 2021, 04:54:11 PM »
Sorry for the late reply, FWIW it's based on the actual purple worm, which has 16d10+112 HP. The Average is around 200, which means this is still 10% or so of your HP. I'm not sure what your campaign is, or your characters are, but 25 HP isn't generally speaking a tiny amount over the course of 10 levels. Scaling on it would make it extremely unbalanced in my opinion, especially in line with some of the other stuff posted here. Hope the campaign is going well.

3
Oslecamo's Improved Monster Classes / Re: Purple Worm/Great Worm
« on: July 31, 2021, 03:25:56 PM »
Did some formatting, cause I know Oslecamo likes stuff to be neat and tidy, added picture, added some Great Worm abilities, let me know what your thoughts are! :)

Edit: I want to add some constricting type worm path abilities, but couldn't think of anything off the top of my head.

4
Oslecamo's Improved Monster Classes / Purple Worm/Great Worm
« on: July 31, 2021, 12:32:41 AM »
(I realize there is an existing Purple Worm started, but it was started 8 years ago ,and was never finished, I am gonna be more active in the coming weeks, as I'm starting a campaign soon that will require some things that aren't here. So this is my attempt at a Purple Worm.)

Purple Worm/Great Worm

 


The Chassis for this is the Purple Worm, it's a rather plain and straight forward creature however, so I am utilizing some ideals taken from the "Great Worm" advancement found in Pathfinder. ( Here https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/purple-worm/ ) Anytime I say Great Worm, or Purple Worm, it is the same base creature.

HD:d10

Level   Bab   Fort   Ref   Will    Feature
1         +0    +2    +0    +0       Great Worm Body, Improved Grab, Tremorsense, Con+1
2         +1    +3    +0    +0       Great Worm Path, Stinger,  Con+1, Str+1
3         +2    +3    +1    +1       Swallow Whole, Improved Tremorsense,Con+1
4         +3    +4    +1    +1       Worm Path, Toughness, Con+1, Str+1
5         +3    +4    +1    +1       Fast Healing, Worm Anatomy, Growth, Con+1
6         +4    +5    +2    +2       Worm Path, Hard Scales, Con+1, Str+1
7         +5    +5    +2    +2       Superior Tremorsense, Powerful Build, Con+1
8         +6    +6    +2    +2       Worm Path, Improved Toughness, Con+1, Str+1
9         +6    +6    +3    +3       Improved Worm Anatomy, Con+1
10       +7    +7    +3    +3       Worm Path, Mighty Build, Growth, Con+1, Str+1

Skills:4+Int per level (x4 At 1st Level.)  Balance, Climb, Intimidate, Knowledge (Nature), Listen, Search, Spot, Survival, Swim

Proficiencies: The Great Worm is proficient in any natural weapon it possesses.

Features :
Great Worm Body : Loses all other racial bonus, and gains Magical Beast Traits (Basically Darkvision 60 feet, and low-light vision.) It's a medium sized Magical beast with a base speed of 20 ft, a burrow speed of 20 ft, and a swim speed of 10ft, One bite attack dealing 1d6+ Str mod (For a medium creature.) They have no limbs capable of fine manipulation, however they count as having two neck slots, and two body slots where beneficial. (An increase in price is expected due to the odd size) Great Worms begin play knowing Common, and Undercommon.

In addition it gains a 1+Natural armor equal to it's Con modifier. Everytime the Great Worm grows a size from Great Worm levels, it gains an extra +1 Nat Armor.

Ability Increases : The Great worm gains 1 Con every level, and 1 Str every even level. To a total of 10 Con, and 5 Str at level 10.

Improved Grab (Ex) : To use this ability, a great worm must hit with it's bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Tremorsense : The great worm has tremorsense equal to 30ft. At 3rd level this improves to 90ft, and finally at 7th level, this improves to 120 feet, and overcomes special abilities such as Darkstalker, that would otherwise allow a creature to hide from the Great Worm. (They are still allowed a Hide/MoveSilently check as normal.)

Stinger : At 2nd level a Great Worm gains a Stinger natural attack, this is a secondary natural attack dealing 1d6+ 1/2 Str mod (For a medium creature.)

Great Worm Path : At 2nd level, the Great Worm chooses to either evolve towards a natural poison based creature, or into a supernatural elemental creature. Either way this choice is final and alters how all future abilities work. Furthermore, a Great Worm is immune to all of it's own attacks, and abilities, both it's own poison, and in the case of an elemental Great Worm it's own energy damage.

A poisonous Great Worm, gains a poison attack on it's Stinger, it either deals Str or Dex damage (Chosen at 2nd level, this choice cannot be undone or altered after chosen.) A creature damaged by the Great Worm's Stinger receive a poison, inflicting 1d3 damage, Fort save DC 10+1/2HD+Con mod negates. For every 4 HD after 2nd level the Great Worm has, increase the poison damage die by one step. (6,10 etc) At 10 HD, even creatures immune to poison will be affected by this, but they gain a +5 bonus on their saves.

An elemental Great Worm, gains Energy Resistance to two energy types of their choice, equal to 5+5 per 4 HD, or immunity to a single Energy of their choice. (Chosen from Fire, Acid, Electricity or Cold.) In addition to the normal damage from their Stinger, they deal an addition 1d6 points of Energy damage (If they have resistance to two energy types, they choose the type they strike with, on each attack. This is true for all future abilities as well, they may choose the damage type from their resistances for every Great Worm ability.)  for every 3 HD they possess.

At 4th Level and every 2 levels there after, they choose another ability to gain from those listed below.

Great Worm Path Abilities:
(click to show/hide)



Swallow Whole : A great worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once Inside, the opponent takes 1d6+Str Mod crushing damage (This scales with Size, so a large creature would deal 1d8+Str and so on.) in addition to acid damage equal to the Great worm's HD every round. (An elemental Worm may instead choose to deal damage of a type equal to a resistance they have.) A swallowed creature can cut it's way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. (A huge worm's interior can hold 2 large, 8 medium, 32 small, 128 tiny, or 512 diminutive or smaller opponents, Medium can hold 2 small, 8 tiny, or 32 diminutive or smaller opponents.)

Toughness : At 4th level, you gain the Toughness Feat for free, if you already have the Toughness feat you instead gain another feat your meet the requirements for.

Fast Healing : At 5th level you've suffered a thousand small cuts, and have evolved to overcome, you gain Fast Healing equal to Half your HD.

Worm Anatomy :  At 5th level your vitals are difficult to pinpoint, you gain 25% fortification, stacking with other forms of fortification. At 9th level this improves to 50% fortification.

Growth : At 5th level the Great Worm grows to large size, it's size increases again at 10th and every 5 HD after. (But only if all levels of Great Worm are taken.)
It's AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonus or penalties.

Hard Scales : At 6th level, After suffering a thousand cuts more, your scales have hardened, you gain DR/Magic equal to your HD, this does not apply to creatures you've swallowed.

Powerful Build : At 7th level, a Great Worm gains Powerful Build.  The physical stature of Great Worms let's them function in many ways as if they were one size category larger. Whenever the Great Worm is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Great Worm is treated as one size larger if doing so is advantageous to it. A Great Worm is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A Great Worm can use weapons designed for a creature one size larger without penalty(If you can figure out how to wield a weapon without limbs I guess?). However, it's space and reach remain those of a creature of it's actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Mighty Build : This functions as Powerful Build, except you always count as your original size whenever beneficial, regardless of any effects that would otherwise change your size. (For instance, if something hits you with a Reduce Person spell, or similar effect you still count as your normal size. If you later take a class that let's you change shape or size, you always count as your original/largest size when beneficial.

5
Is there a reason there isn't a half-elemental template? I've tried searching around a bit, and can't seem to find one, has no one gotten around to it yet? Is it not needed? What's the deal? No rush, if it hasn't been created I'll work on it, just curious.

6
Oslecamo's Improved Monster Classes / Re: Nereid
« on: March 26, 2019, 11:47:36 PM »
I  kind of forgot that it's minimum 4 HD to grab these. So that was my apologies on the Water Gun attack, 4d2 is fine and works out ok. As for everything else sounds good. Most of it was poor understanding of Round based mechanics, and making sure there was no ambiguous wording towards stacking/ability damage buffs. And yeah when I have some time I'll make that Half- Elemental Chassis.

7
Oslecamo's Improved Monster Classes / Re: Nereid
« on: March 26, 2019, 11:12:34 AM »
Some of the ranges seem super high on the Aqua Assault abilities. I like most of the abilities honestly, I really think we should team up and make a Half-Elemental template and give them a bunch of Water, Fire, Acid, Earth themed abilities. I have a ton of work right now, but I'll start thinking something like that up. I put my replied in Bold for the abilities I had questions/issues with. Excellent job though.


Aqua Jet-Move up to 10 feet whitout provoking attacks of opportunity, or 20 feet if you’re swimming.

As these abilities are immediate actions, does this mean you can use this to interrupt an attack? For instance if an Archer shoots you, can you immediate action move to avoid the attack? If so, is their attack action still wasted? 

Aqua Ring-Envelop itself in a veil made of water, gaining Fast Healing 1 until they take damage, or Fast Healing 2 if swimming.

  My only worry with this is that it's at-will all day healing. Not a huge deal, but I wanted to point that out. (Doesn't matter to me, as Fast Healing/Regeneration have hefty house rules at my tables.)

Bubble-A spray of countless bubbles is jetted at everybody in a cone with 30 feet, dealing 1 bludgeoning damage per HD and inflicting a -4 penalty to their Dex for 1 round. A Reflex save with DC 10+1/2 HD+Highest stat mod negates this damage and negates the Dex penalty.

  Petty, I know. But it should probably read in a 30 Foot Cone, not a cone with 30 feet, for clarification purposes. Also do these Dex penalties stack? If I have a group of 4 Nereids Each using this ability, do the enemies take a -16 Dex? That' massive if they stack, maybe add a non-stacking clause.

Brine-Your next attack within 1 round deals double damage and has any DCs increased by 2 if the target is below half HP.

I'd personally re-word this to be. "Your next attack, until the end of your next turn." To clarify, as some times a round can be confusing as to when the bonus wears off. I do like this ability though. Further in I have a few questions with how it might stack, and exactly what damage it doubles.

Dive--For 2 rounds your swimming movement speed increases by 10 miles but you can only swim underwater. You need at least 7 HD to learn this. In addition whenever you move more than twice your base swim speed with this ability, you are Exhausted until you rest, and cannot use this ability while Exhausted. (This affects creatures normally immune to Exhaustion.)

  I think we had a discussion about an ability close to this when I was making Winged Creature, 10 miles is a massive movement. Also maybe word it so that it reads. "You are Exhausted until you rest, this ability cannot be used again while Exhausted." This way it cannot be read as the ability immediately stops functioning (Losing the rest of the movement) when you move double your swim speed.

Hydro Cannon-Hits the target with a watery blast. Make a ranged attack with range increment 600 feet that deals 1d10 damage per HD (half bludgeoning, half force). Then you cannot take any actions until the end of your next turn. You need at least 16 HD to learn this.
  So here is my first issue with range. You specifically call out and say "Range Increment" I'm not sure if these are thrown attacks, if not they have a Maximum Range Increment of x10 for a projectile weapon attack. Which means the maximum range of this ability (Admittedly at a -20 at that point.) is 6,000 feet. You may want to change it to a fixed range. (Which is still long but acceptable.)


Liquidation-Slams into the target using a full-force blast of water. Your next attack whitin 1 round deals an extra 1d12 damage per HD and inflicts a -10 penalty to their AC, DR (if any), Hardness (if any) and Fort saves for 1 round. A Fort save halves this extra damage and the penalty. This can affect objects and can only be learned if you have 18 HD or more.

  First question of Combo Attacking. If I use Brine (Immediate Action) On my next turn, I then use Liquidation (Immediate Action in a new Round.) Then Swing a sword. Does this deal double damage as well? Is that even possible or does Brine wear off at the start of your turn? Otherwise Combo Stacking these abilities will get to crazy damage quickly.


Scald-Shoots boiling hot water at the opponen whitin 60 feet, dealing 1d4 damage per HD (half bludgeoning, half fire) and inflicting 4 ability damage to an ability score of your choice (only 2 if Con is picked). A Fort save with DC 10+1/2 HD+Highest stat mod negates this damage and the ability damage. You need at least 5 HD to pick this option.

Does Brine also double the Ability damage of this attack? 

Soak-Your next attack whitin 1 round grants the [Water] subtype to any targets hit/damaged and removes any [Good], [Evil], [Chaotic], [Lawful], [Fire], [Air], [Earth] and [Cold] subtypes from them. While this change lasts any non-bludgeoning damage they deal is halved as well as any non-[Water] abilities they use take a -4 penalty to DCs. It takes a fullround action drying themselves to reverse this. You need at least 7 HD to learn this option.

This is super cool, and it sort of makes me wish more of the abilities in Aqua Assault dealt more with the Water Subtype.   

Steam Eruption-Your next attack whitin 1 round deals an extra 1d6 damage per HD (half bludgeoning, half fire) and inflicting 8 ability damage to an ability score of your choice (only 4 if Con is picked). A Fort save with DC 10+1/2 HD+Highest stat mod negates this extra damage and the ability damage. You need at least 13 HD to pick this option.

Can I stack Steam Eruption and Brine then make a weapon attack? Would Brine then double the 1d6 per Hd, the 8 ability damage, and the Weapon attack? 

Surf-Attacks everything in front by swamping its surroundings with a giant wave. You move in a straight line up to 30 feet ignoring creatures and able to go over obstacles 30 feet high or lower and everybody you pass through takes 1d6 bludgeoning damage per HD. A Reflex save with DC 10+1/2 HD+Highest stat mod negates this damage. This movement provokes attacks of opportunity as normal but anybody attempting them counts as automatically failing their reflex save. If you’re moving over water, you can bring any adjacent willing creatures with you. You need at least 10 HD to learn this option.

  I really like this ability. Powerful though. Maybe not so much at 10HD in a Vancian world. Otherwise though very powerful.

Water Gun-Target is blasted with a forceful shot of water. Make a ranged attack with range increment 40 feet that deals 1d2  damage (half bludgeoning, half force) per HD.  You need at least 4 HD to learn this.

  I'm not sure if 1d2 damage is a typo or not. Also because it's split damage, what happens when they roll a 1? Is it Bludgeoning, or Force damage at that point? (Since you can't deal 0.5 Damage.) Might be better to just say it deals 2 Damage per HD, (Half Bludgeoning Half Force) that makes it marginally better, but stops any confusion as to dealing with a d2. Also this has the same Range Increment issue that Hydro Cannon and a few others have. As written this means the attack has a Maximum range of 400 Feet.

Water Pledge-A column of water strikes the target whitin 40 feet, dealing 1d3 bludgeoning damage per HD. A Will save with DC 10+1/2 HD+Highest stat mod negates this damage. If the target had already taken fire damage in the same round, this deals double damage and the target still takes normal damage even if they save then a rainbow appears, Dazzling all enemies that can see you for 1 round.  You need at least 6 HD to pick this option.

The wording on this one is pretty rough. I'd suggest. "Water Pledge-A column of water strikes a target within 40 feet, dealing 1d3 bludgeoning damage per HD. A Will save with DC 10+1/2 HD+Highest stat mod negates this damage. If the target has already taken fire damage in this round, this deals double damage,  the target still takes normal damage even if they make the Will Save, in addition  a rainbow appears, Dazzling all enemies that can see you for 1 round.  You need at least 6 HD to pick this option."  Also does this mean that there is no Save for the Dazzle effect? Maybe put the Dazzle effect earlier in the ability description? Not sure, it's a tough ability to word well. 


Water Shuriken-For 1 round you can produce  light weapons out of water to attack with that deal 1d12 base slashing/piercing damage (regardless of your size), take no penalties for being used underwater and can be thrown with range increment 30 feet (including underwater) and have a magic +1 enhancement to attack and damage rolls per 4 HD. The Water Shurikens evaporate/dissolve when the duration is over.  You need at least 4 HD to learn this.

  1d12 Is pretty massive damage, I guess it's not horrible since you'd only have this weapon available to you every other, or every third round. Still though Iterative Attacks are gonna be super strong here.


Whirlpool-Traps one target whitin 30 feet in a violent swirling whirlpool, dealing 1d4 bludgeoning damage per HD and leaving them Entangled for 1d12 rounds. A Reflex save with DC 10+1/2 HD+Highest stat mod negates this damage and reduces the Entnaglement duration to 1 round. You need at least 5 HD to pick this option.

  I'd actually like to see this re-worked. "Whirlpool-Traps a target within 30 feet in a violent swirling whirlpool, dealing 1d4 bludgeoning damage per HD and Entangling them. You may spend a Standard Action each round to concentrate on this effect, dealing the same damage, and keeping them entangled each round. A Reflex save with DC 10+1/2 HD+Highest stat mod negates the same, and the Entangling effect. They get a new save each time you spend a standard action to concentrate. You need at least 5 HD to pick this option."   



8
Oslecamo's Improved Monster Classes / Re: Nereid
« on: March 22, 2019, 10:59:14 AM »
Looks a lot better now honestly, the only other thing I see is a typo.

Novice- At first level the Nereid can use Create Water 2/hour and Air Breathing 2/day per HD. If the Nereid targets herself with Water Breathing, she doesn't expend any uses.


Water Breathing should be Air Breathing here, otherwise it looks excellent, looking forward to the Water moveset. :)


Edit: Upon reading this line again. At first level the Nereid can use Create Water 2/hour and Air Breathing 2/day per HD.

 People may take that as they get Create Water 2/Hour per HD as well, not sure if that is intended or not.

9
Oslecamo's Improved Monster Classes / Re: Nereid
« on: March 21, 2019, 10:52:32 PM »
So levels 2 and 4 have the [/Row2] closer still in the table, may want to remove that.

Otherwise you don't specify that the Nereid is Amphibious, just that it has the Aquatic type, thus making it not be able to breathe air. (So a Nereid will "drown" when out of water as is written currently.) I'm not sure if that's intentional or not, may want to add a claus that they can breathe outside of the water, or give them the amphibious quality.


Also I'm kind of surprised that they don't get Create Water as an at-will Cantrip. (Maybe make it so it has an hourly cooldown or something so people aren't flooding everything, but still.)

Past that it looks ok. I feel like it sits in a really odd place for power. Because you basically have a Save-or-Die and nothing else in your kit that's offensive in nature. (Except the summon water elementals.)

10
Oslecamo's Improved Monster Classes / Re: Cannomorph, Shadurakul
« on: November 28, 2018, 05:53:03 AM »
Ability Score Increase: The Cannomorph, Shadurakul gains +1 Str at all levels, plus +1 Con at levels 2, 4 and 5, for a total of +5 Dex, +3 Con at 5th level.

This should read- "for a total of +5 Str, +3 Con at 5th level." Or the table should give Dex bonuses instead and the first point should be. "gains +1 Dex at all levels,"

"In a mission from The Shadow Plane" I know you don't do little typos, but this reads better as "On a Mission from The Shadow Plane" though I could be wrong, there is also an extra Y in the word Often further into this same ability.

Brutal Bay- Neat-o an ability that actually uses Spread instead of Burst, score one for the home team!

Little nitpicks and spelling fixes that I saw mostly, I am a bit curious as to what Opportunistic Trip allows them to use their Dex mod, despite getting a +5 bonus to Str through out the class, hold over from copy/paste or just figured just in case their Dex is higher?

Looks good past that!


11
Oslecamo's Improved Monster Classes / Re: Centaur
« on: November 04, 2018, 09:16:19 PM »
As it takes an Immediate Action, which burns your Swift for the following turn, I'd assume it is not. Since to my limited understanding you can only do one immediate action a round.

12
Oslecamo's Improved Monster Classes / Re: Tome Dragon
« on: October 01, 2018, 04:13:46 AM »
Sweet reads well, eliminates any would-be headaches of logistics thanks for adding it, sorry to have pointed out such an edge case, as someone who runs almost only Gestalt campaigns, I tend to get a lot of edge cases for classes.

13
Oslecamo's Improved Monster Classes / Re: Tome Dragon
« on: September 13, 2018, 03:02:17 AM »
Sorry for the super necro, I was going through and reading classes, looking for nifty ideas and things. I found Tome Dragon, saw it's breath weapon basically works like a Fireball, that you can choose the element of each time you use it, with a cooldown of every single round.


So to clarify that I have this right Tome Dragon 1/Multi-Headed 5, Strange Skill Special Heads x 2, I can now breath this fireball weapon (That has a burst of 10 ft currently.) Now, if you have 5 heads using this, can each head use it's own energy type? For instance could I choose a square, and just aim Fire, Acid, Electricity, Cold and Sonic at it? I realize this is an edge case of multi-classing, but that basically means you're dealing 6d4x5 damage every round at a range of 640 ft in a 10ft burst? Just making sure I've done the math right on all of that.

It feels...uhhh kind of powerful, again I understand it's an edge case, because of the multi-classing but dang, that feels pretty potent to me. Suppose it's time would be better spent casting spells but yeah.

14
Oslecamo's Improved Monster Classes / Re: Valkyrie
« on: August 08, 2018, 01:45:16 PM »

A bit off-topic, I've been seriously considering taking the time to write up the rules my house uses for your monster classes, because we play in a Gestalt campaign. Off-hand, do you know how many people who use the classes actually utilize gestalt? As these monster/races get super potent with Gestalt, especially with Monster Hybrid/Blooded.

From what I've seen around the web lots of people running gestalt campaigns with a monster class in one side (including some of mine hahaha), and all the scaling HD effects kinda become a lot stronger in those. So at the top of my head, make all the HD scaling effects tied to the respective monster levels only.

Yeah, we use a Half-Gestalt thing basically. If you use a Monster class (Or two monster classes.) that side is your primary side, and you have to take BAB/Saves/STat Boosts from that side only. The rule came into play when I made a Troll/Wartroll // Titanic Creature that had like a 38 Str by level 7 or 8. We agreed that double stat boosting was way to strong, and if you make it so you can only get certain stats each level. (Str/Con doesn't stack since it's the same bonus each time.) You just find a monster class with decent abilities that gives Dex/Wis instead, makes it so that you can be super MAD. So basically like if you are going say Troll//WingedCreature, Troll is your primary, and you don't get the attribute boosts that Winged Creature gives you. (You still get the better of your skill points, gain all skills as class skills of both classes.) As well as all abilities as normal. Made for a lot more balanced and reasonable characters, but we also play High OP so it's balanced for us.


Also, I haven't had a summer vacation in over a decade, I miss the simple days of school.   :lmao

15
Oslecamo's Improved Monster Classes / Re: Valkyrie
« on: August 05, 2018, 10:57:32 PM »
Thanks for clearing things up, the ECL bit makes a lot more sense I suppose at higher levels, it just felt initially like it'd be challenging at earlier levels. Which is fine honestly, as they are already a powerful early game class/race.

Something to note. The ability "If it's death you seek then death shall you have:" with the Feat, they clash directly, maybe make it so that if they have Valkyrie of Sorrow, then "If it's death you seek then death shall you have" doesn't make it so they need a wish/miracle to come back, but they can only come back if they are in service to the valkyrie. (That could actually be an interesting side bit/ RP thing.) Make it sort of a pact, if they valkyrie/einherjars kill the enemy, it works as normal, if they are a Valkyrie of Sorrow, they can bargain with the person, allowing them to trade service to the valkyrie for the ability to be brought back sooner than normal. Sort of a redemption type of shtick, I dunno mechanically they clash as they are written now. :)

I honestly sometimes completely forget Manuever's are a thing, because of how often I use Spheres of Might and almost never get to use/touch Tome of Battle, I'll think of some ACFs that might work though that we can hammer out together, it might take me some time, got a bunch of IRL stuff going on.

The capstone isn't bad, I'll try to think of something else that might be granted at 20 that feels super epic as well. Since very few (At least of my own campaigns.) actually reach level 20.

Soul Crush and the Feat synergize wierdly perfectly actually. In that, a level 18 Valkyrie is going to absolutely destroy their Charisma, and make the Valkyrie of Sorrow check much easier, I dunno if that's intentional now or not, but I think it could be left in, seeing as it's such a late level/game thing.

A bit off-topic, I've been seriously considering taking the time to write up the rules my house uses for your monster classes, because we play in a Gestalt campaign. Off-hand, do you know how many people who use the classes actually utilize gestalt? As these monster/races get super potent with Gestalt, especially with Monster Hybrid/Blooded.

16
Oslecamo's Improved Monster Classes / Re: Valkyrie
« on: August 03, 2018, 09:01:39 PM »
I love all things Norse Mythology, I was also a big fan of the Valkyrie Profile games, first though I realize it's just a typo, I think it's spelled Einherjar. But that's a very minor thing. On to the meat!

Valkyrie Body- It says they gain outsider traits, but doesn't actually seem to say if there is a type change. Maybe clear that up (Such as Outsider (Native)

The limitation on Chooser of the Slain, might make it difficult to see real-time play. That limitation being "Can collect freshly killed. Cannot collect any she or her allies killed. " this is obviously a campaign by campaign thing, but that might make it difficult for some Valkyries to ever fulfill their job. Maybe make it more difficult (Like a diplomacy check or something akin.) to turn someone you personally have slain, with a higher penalty for someone your allies have slain. (See it as a chance at Redemption.)

I'd also recommend making it so that they have a general knowledge of WHERE a person died. The way it reads, they can sense when a humanoid dies in combat, but it doesn't specify if they know the direction/location. While the Valkyrie does get Plan Shift at a later date, there is still no mention of knowing the location of a fallen/killed humanoid. Other then Sense, which is vague.

Angel of Death- I actually quite like this, and it makes me want to add another option or two to the winged creature template, I'll give it thought.

Battle Maiden- I'd strongly recommend changing Longsword's bonus to a maximum of 15-20 (Doesn't stack with other forms of improving critical threat.) As if someone plays it right/well, and gets an abnormally high Cha, they'll basically threaten a critical strike on every attack, or nearly every attack. Since right now it doesn't call out that it doesn't stack.

I personally think the chassis is super good. Maybe add a bit more of a buffer/supportive role though. Like a weaker or (comes online later) variant of Lay on Hands, but it only works on the Valkyrie or their einherjars. I feel like it'd be interesting to explore the possibilities of making it a battle field commander type, as that's usually how Lenneth was portrayed from what I remember of the first. I'll give it some more thought and see if I can come to a non-hamfisted way to do such.

No Honor Equal reads...in a very confusing way. Does this mean your Einherjars gain permanent spells even though you don't? So long as the person you sent was related to them by blood? Sorry I don't think I'm grasping how that's supposed to work well.

The way Divine Assault works, seems to require you to be running 3 Einherjars at least. As well as reading Sacred Phase, this means that a level 6th level Valkyrie has to have two level 1s, and a level 2 following the Valkyrie around. (6-2=4 Levels to split up between them.) Taking a level 1 into an ECL 6 encounter is tricky, and requiring all 3 of these companions to actively attack and damage the creature for Divine Assault to proc. (Unless I'm reading it wrong, as I said it doesn't seem to be worded super well.) I really, really like the concept though.

All in all it seems like it'd be fun, but it'd be tricky to play in a party. I'd honestly be super excited to see some options for a Valkyrie to have party members as Einherjars. As I think that'd be a very fun RP thing to do. That's all I can think of for now, other then obviously a few missing abilities, and missing text. (Such as Valkyrie profile being empty.) It'd be super cool to see this get worked on, and I'll certainly read it again here and there to better understand it, as well as help you work on it.

17
Oslecamo's Improved Monster Classes / Re: Arrow Demon
« on: June 19, 2018, 12:08:03 AM »
Curious about something. This line under Volley

Furthermore, all iterative attacks with a bow are made at a -5 attack penalty. Thus, at level 11, the Arrow Demon could make 7 attacks at (+11 | +11/+11/+6/+6/+(6)/+(6) ) BaB.

How is it getting the last two attacks? Normally you'd have 11/6/1, Volley changes this to 11/11/6/6, where are the last 2 attacks coming from? Since it explicitly states it doesn't stack with Symmetrical Archery?

Edit: Sorry I forgot I had already posted.

18
Oslecamo's Improved Monster Classes / Re: Arrow Demon
« on: June 18, 2018, 07:37:02 PM »
Excellent, thanks so much for the responses, certainly looking forward to trying this out and building a character out of it! :D

 I certainly understand your concern with Telepathy as well, Mindsight or Lifesight if the DM allows are both kind of borked and make it rather difficult to "sneak up" on a party, short of "everything is a golem forever now go away."

19
Oslecamo's Improved Monster Classes / Re: Arrow Demon
« on: June 17, 2018, 03:48:03 PM »
Major updates. Ready for re-evaluation. I did most of the changes. Changes that were not made are addressed here:

As written right now, doesn't seem like Arrow Works allows you to get aligned cold iron/silver arrows.

-Arrows from Hell is a nice touch [...] otherwise just seems standard archery stuff.

There are few ranged characters on this board-section, and no Archers that I've found. So yes, it is meant to be neat archery stuff.
Well there's the Paragon then the forest giant and some fey like the Thorn and Pixie are good with bows but the Arrow Demon's supposed to be all about that that so fair enuff.

-Dimension door should either have a cooldown or /day or at least/hour limit.

The monster listing grants it uses at will. Besides being entirely true to design, it gains much-needed mobility, and note that it gains no flight-like ability; this ability will be useful and add a dangerous dimension to an otherwise excellent archer.

The original monster can't use it as swift/free action however, which alone makes an huge difference. Other problems related to being part of a party include:
-At 11 HD the Arrow Demon suddenly becomes the party's ferry.
-If it's a full ranged party, then the arrow Demon becomes a crazy mobility multiplier.
-If it's 2+ Arrow Demons, then the extra ones can ready/delay up their dimensional doors against enemy attacks to make an archery death ball that can never be reached.

Notice that Dimension Door has a whooping range of 400 feet+40 feet per level. That's greater mobility than the size of most battle maps, let alone the mobility of other creatures. Only enemies with at-will swift/free teleportation will have any hope to keep up, but if the arrow demon teams up with another arrow demon, then they basically have unbeatable mobility. In an archer specialist. Something needs to be cut down here. Either cooldowns, limited uses, no bringing allies or drastically reduced range so enemies lacking teleportation of their own have a chance to keep up.

EDIT: Also the Natural armor bonus is still a bit too high, very few monsters get 3+Con at first level and they're supposed to be tanks, this is supposed to be an archer. The custom summoning list looks nice. Also why the custom telepathy penalty of may be "heard" by creatures it can't detect? Also "may"? How does the DM determines if an hiding enemy can eavesdrop in that telepathy or not? Why not just good old regular telepathy? :psyduck

Uhhh, as I read the DImension Door ability it says 200 pounds of objects only? Wouldn't that immediately make it invalid to carry the party? Or anyone other then itself? Perhaps I'm mistaken though. If I were a DM and read the ability I'd say it only works on their own gear/belongings and only up to 200 pounds. Which is still quite handy, but not nearly as useful as it might otherwise be with either a heigher weigh limit, or the ability to transport living matter. It may have also been edited since your posting, but I dunno that either.

Edit: Maybe it was done after your post, since it seems that there is a daily limit on the swift/free action variants. I personally think the pound and object only is a strong stop on it.

Edit2: So reading through this I had a few questions myself.  This line under Symmetrical Archery "The arrow demon takes no additional penalties for using multiple weapons as long as it is using only bows.
At 4th level and again at 7th, this penalty decreases by 1." what happens if I gain 6 extra arms? I realize earlier in the description it says 2 bows, but maybe add a point of clarification here just in case a future DM reads this and has a player who has multiple sets of arms.

Also on multiple arms, the picture shows 4 arms, they can wield two bows. But I don't see anywhere in their description that actually states that they have 4 fully working and functional arms, is that intentional or is that an oversight of some kind?

I think a better clarification on Telepathy would be.

Telepathy (Su): At the apex of its growth, the Arrow Demon gains Telepathy out to 100'+10'/HD. Unlike normal telepathy, this ability only functions if the Arrow Demon can perceive the recipient through other means. (They must be able to see, or hear the target or otherwise know it is there.) However it can instead use it's telepathy over it's entire available range as a sort of broadcast, this simply allows it's thoughts to be heard by any creature in range, though the Arrow Demon cannot use this to determine if there is a creature in range.

I think that might fix the issues Oslec is having with it's wording, and it makes it clear cut without any questionable wording (Unless my own wording is confusing, though it reads fine to me.)

Enchant and Enhancement- Do these abilities stack in any way with an enchantment already on the bow? For instance can you have a +1 flaming bow, and use your enhancement from this class to add say Frost/Shocking or Keen or something else? Or does it overwrite the abilities on the bow?


All in all, I'm super excited to try to utilize this class. We're running an evil gestalt campaign and I was using a Centaur/Dvati for all my ranged goodness, but I think Arrow Demon/Dvati might produce more potent results! :D

Edit3: The Power ability, this reads a bit murky to me. To clarify, does this mean if you have a 12 Str (A +1 bonus) and have Power taken once, you get a +4 bonus from the bow? Or does it mean that you can treat the bow as though it had a +4 modifier on it, but you still need the 18 Str to utilize that bonus?

20
Oslecamo's Improved Monster Classes / Re: Winged Creature
« on: March 21, 2018, 12:35:42 PM »
It is satisfactory, thank you for your understanding. And how you play at your own table is your own business, but indeed I'll rather prefer the version present here is something I would allow at my table. :p

Yup I understand completely. I did add a blurb about it in the Comments section if that's ok, I also added another feat (Hopefully with the proper formatting.) Let me know if the Feat is ok, I'm usually ok with Feats giving some what potent bonuses because they are a fairly limited resource, and I think I worded it in such a way as to make it not broken or over powering. I added Energy Wings as posted in my last post, in addition I changed the other Flourish effects to be a round cooldown system instead of a per encounter system. At this point I think it's mostly done. Unless in some made fever rambling at 5 AM I think of another interesting or awesome set of wings.

Pages: [1] 2 3