Author Topic: Battlebriar [WIP]  (Read 473 times)

Offline ~Corvus~

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Battlebriar [WIP]
« on: August 07, 2018, 04:35:57 AM »
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HD: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Power
Points
Max
Power
Level
Powers
Known
1st+1+2+0+0Plant Body, Battle Path, Natural Skill, Thorns 1d651st1
2nd+2+3+0+0Graft, Sundering Siege61st2
3rd+3+3+1+1Natural Stride, Thorns 2d681st3
4th+4+4+1+1?102nd4
5th+5+4+1+1Thorns 3d6122nd3
6th+6+5+2+2Tree Stride162nd6
7th+7+5+2+2??, Thorns 4d6203rd7
8th+8+6+2+2Natural Force243rd8
9th+9+6+3+3Disease Immunity, Thorns 5d6283rd9
10th+10+7+3+3???324th10
11th+11+7+3+3Thorns 6d6404th11
12th+12+8+3+3Greater Natural Stride484th12
13th+13+8+4+4????, Thorns 7d6565th13
14th+14+9+4+4Greater Tree Stride645th14
15th+15+9+4+4Thorns 8d6725th15
16th+16+10+5+5Briar Ascension846th16
Skills: Autohypnosis (Con), Balance (Dex), Climb (Dex), Concentration (Con), Craft (Poisons) (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Martial Lore (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
Skill Points equal to 4+Int skills (*4 at 1st level for 3.5)

(click to show/hide)

Psionics:Battlebriars gain power points, Powers Known, and have a Maximum Power Level according to the table above. For any unaddressed concerns, this class (mostly) follows the Psychic Warrior class.

Natural Skills:
Battlebriars are magically skilled. It gains full ranks (updated every level) in its choice of 2 following skills: Craft (poisons), Intimidate, Knowledge (Architecture), or Martial Lore. Furthermore, it may apply its Constitution Modifier to these chosen skills.

(click to show/hide)

Thorns:Battlebriars are spiny, thorny creatures, so engaging them in close combat is painful at best. Whenever they are succesfully grappled or hit in melee combat by a natural weapon or unarmed strike, battlebriars deal their Thorns damage to that creature. These Thorns can be used to greater effect by other briars of other Battle Paths.

Battle Path:The Battlebriar must choose a Battle Path; this adds to its Ability Scores, gives options for its Thorns effect, and adds periodic improvements.

Hooked (Str): The Hooked Battlebriar gains powerful melee abilities.
  • It gains +1 Str at even levels; at level 15, the Battlebriar Titan will have -2 Int, +7 Str and +8 Con.
  • It starts with two primary Slam attacks, each dealing 1d6+Str damage.
  • It also starts with Natural Armor Spikes that deals its Thorns damage when maintaining a grapple.
  • Your Manifesting stat is your choice of Int, Wis, or Cha.

Dashing (Dex): The Dashing Battlebriar focuses on speed and ranged attacks.
  • +1 Dex at even levels; at level 15, the Dashing Battlebriar will have -2 Int, +7 Dex and +8 Con.
  • You gain a Natural Tail Spike, dealing your Thorns + Dex damage. This Tail Spike starts with a 120' range. You may attack at melee range with no penalty.
  • Gains +10' move.
  • Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.

Graft:
Beginning at second level the Battlebriar can mend some of its own wounds; it gains a healing pool equal to 2* its HD * its Con modifier, and you can spread this healing out among several uses. This healing may also be used to heal other creatures of the Plant type.

Sundering Siege:Originally created as siege weapons, Battlebriars excel at breaking barriers. Natural Weapons it uses to make Sunder attacks bypasses Hardness and also applies Thorns damage to these attacks.

Natural Stride (Ex):At 3rd level, the Battlebriar gains Trackless Step and Woodland Stride.

Tree Walker (Sp):Beginning at 6th level, the Battlebriar gains Tree Stride, as a spell-like ability, 1/day per 2 HD. Its caster level = its HD.

At 14th level, the Battlebriar replaces this ability with Greater Tree Stride, which allows it to travel 1 mile per 500 feet it would normally be able to travel with Tree Stride (thus, it may travel up to 6 miles to an oak/ash/yew tree).

Natural Force (Ex):At 8th level, the Battlebriar can overpower [Force] effects. Any attack the Battlebriar makes or Power it manifests bypasses any [Force] effect, including spells such as Wind Wall.

Greater Natural Stride (Ex): At 12th level, the Battlebriar ignores any terrain penalties, even magically-altered terrain, including movement penalties and damage effects from terrain. Furthermore, the Battlebriar gains a +10 bonus to resist any [Divination] or [Scry] effect targeting it, and adds +10 to any Survival check intended to track it. Finally, it may choose to break Force effects--instead of bypassing them--as if were able to cast Disintegrate
« Last Edit: May 14, 2019, 10:08:14 PM by ~Corvus~ »
Quote from: HuskyBoi
I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.

Greedling avatar by Ceika from Giantitp.

Offline oslecamo

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Re: Battlebriar [WIP]
« Reply #1 on: September 08, 2018, 11:23:43 PM »
This still seems quite WIP but some early comments:
-Starting Natural Armor seems a bit too high. Sure this monster is actually supposed to be tough, but with 15 levels to fill there's plenty of space to add extra NA bonus later on.
-Different paths is interesting, but I think grappler and titan should be the same thing since they're basically both about being bigger and using that size for a good purpose. For a third parth I would suggest instead something based in the thorn volley allowing for a ranged-focus build since it seems to be the only original ability of the monster.
-For skirmisher instead of reduced size perhaps able to ignore some size penalties, able to squeeze through tighter spaces (it is a giant bush after all, not a solid body). Probably extra speed since base 30 feet won't skirmish a lot.
-All the paths should be able to "disguise" as a giant plant.
-Starting with just 2 good slams is good, the other 2 can be added later and then maybe some kind of pseudo-pounce so they can all be used.
-If you're having trouble with ideas for the paths, you can always "loot" some stuff from other monster classes, like the Titanic Creature for the Titanic/Grappler path.

Offline ~Corvus~

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Re: Battlebriar [WIP]
« Reply #2 on: March 28, 2019, 12:18:36 AM »
Some GROWTH ideas. Cost remains to be specified:

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

Pounce

Mettle: 1 or 2?

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

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

« Last Edit: March 28, 2019, 12:23:30 AM by ~Corvus~ »
Quote from: HuskyBoi
I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.

Greedling avatar by Ceika from Giantitp.

Offline oslecamo

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

Yes to not auto-scaling to natural weapons.

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

Also, why exactly are simple feats costing more than reality-bending/shattering psionics again?
« Last Edit: March 29, 2019, 11:22:56 PM by oslecamo »

Offline ~Corvus~

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Re: Battlebriar [WIP]
« Reply #4 on: April 30, 2019, 09:10:52 PM »
Thank you for the feedback! I hope this becomes something truly fun to play/create with..without too much  :banghead

Also, why exactly are simple feats costing more than reality-bending/shattering psionics again?
They're already magically-engineered plants. However, going down the PP path requires a lot of investment & ends up being fixed-list.
« Last Edit: April 30, 2019, 09:17:31 PM by ~Corvus~ »
Quote from: HuskyBoi
I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.

Greedling avatar by Ceika from Giantitp.

Offline oslecamo

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Re: Battlebriar [WIP]
« Reply #5 on: May 04, 2019, 10:50:00 PM »
For the "1 feat for 1 growth", as it reads now non-Hooked battlebriars can just take it as many times as they want.

Ashen path doesn't seem to have much of a use for Thorns.

Offline WarHunter

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Re: Battlebriar [WIP]
« Reply #6 on: May 16, 2019, 11:10:09 PM »
Mentions battlebriar titan under hooked path.

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

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

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

Hooks path if your target escapes your grapple should cause bleeding damage.