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Messages - Draconas

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1
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: April 29, 2014, 02:04:10 PM »
Your welcome  :)  There is only one problem.

Improved Earth Mastery: The penalty creatures take from Earth Mastery is enhanced to -1 per 4 HD

"Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Additionally, an Elemental may move across any sort of earth or stone (such as jagged rocks, quicksand, and similar terrain) at its normal speed and without taking damage or suffering any other impairment."

There is no penalty given for Earth Mastery to other people you see  :)  Unless of Course you want the Earth Elemental to get worse with levels.
:banghead
Fixed, thanks.

2
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: April 27, 2014, 03:03:45 PM »
The Earth Elemental Prestige class appears to have improved air master for an air elemental instead of improved earth mastery for an earth elemental.
Fixed, thanks!

3
Oslecamo's Improved Monster Classes / Re: Hound of Tindalos
« on: March 12, 2014, 10:24:51 PM »
Ripping Gaze: At 5th level creatures looking at the Hound of Tindalos take 1d6 slashing damage, This ability has a range of 30 feet and a Fortitude DC 10+1/2 HD+ Wis mod negates. DR applies against this damage, but it counts as magic and slashing for bypassing it. Creatures that save against this become immune to this Hound of Tindalos gaze for 24 hours.
Is the damage supposed to increase with level? Because the monster in Pathfinder deals 5d6.

From Beyond Time: Hounds of Tindalos enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality—time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.

At 7th level the Hound of Tindalos can use its Angled Entry ability as a swift action, and it gains a bonus equal to 1/3 its HD on all attack rolls, damage rolls, ability DCs, saves, AC, ability checks and skill checks against enemies currently out of their natural time, under the effect of time-bending effects such as Haste, or used any ability to twist time in the last 24 hours, like Time Stop, celerity or any ability that grants extra actions, or used any kind of teleportation effect.

In addition, should any other creature whitin the Hound of Tindalos sight attempts to use any teleportation or time-altering effect whitin the Hound of Tindalos sight, it can instantly teleport to any position adjacent to them and perform a melee attack that ignores all miss chances (including mirror image and similar), DR and hardness. Then the ability resolves as normal, demanding a concentration check to don't lose it if applicable.
Phanes must hate these guys, considering this ability applies to them all the time, and nearly all of their abilities are time-related.

4
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: October 10, 2013, 10:04:32 PM »
WATER ELEMENTAL MONOLITH

Hit Die: d8
Prerequisites: Water Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +0+2+0 Growth, Improved Air Mastery, +1 Con
2 +1 +0+3+0 Enhanced Water Use, +1 Con
3 +2+1 +3+1Enhanced Water Use, +1 Con
4 +3+1 +4+1 Enhanced Water Use, +1 Con
5 +3+1 +4+1 Enhanced Water Use, +1 Con
6 +4+2 +5+2Enhanced Water Use, Watery Discorporation

Class Skills: (2 + Int. Mod.): Escape Artist, Hide, Move Silently, and Swim.

Proficiencies: A Water Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan.

Improved Water Mastery: The penalty creatures take from Water Mastery is enhanced to -1 per 4 HD

Ability Increases: A Water Elemental Monolith receives a bonus to its Constitution score at every level except 6th. At 6th level these bonuses total +5 Con.

Enhanced Water Use: At each level except first, a Water Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)

Watery Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it dissolves into water and targets water instead of open flame, it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

5
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: October 10, 2013, 10:04:05 PM »
FIRE ELEMENTAL MONOLITH

Hit Die: d8
Prerequisites: Fire Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +0+2+0 Growth, Improved Burn, +1 Dex
2 +1 +0+3+0 Enhanced Fire Use, +1 Cha or Con
3 +2+1 +3+1Enhanced Fire Use, +1 Dex
4 +3+1 +4+1 Enhanced Fire Use, +1 Cha or Con
5 +3+1 +4+1 Enhanced Fire Use, +1 Dex
6 +4+2 +5+2Enhanced Fire Use, Fiery Discorporation

Class Skills: (2 + Int. Mod.): The Fire Elemental Monolith's class skills are Concentration, Escape Artist, and Intimidate.

Proficiencies: A Fire Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan.

Improved Burn: The damage die from Burn change to d8's

Ability Increases: A Fire Elemental Monolith receives a bonus to its Dexterity score at every odd level except, and a bonus to either it's Charisma or Constitution scores at every even level except 6th. At 6th level these bonuses total +3 Dex and +2 Cha and/or Con.

Enhanced Fire Use: At each level except first, a Fire Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)

Fiery Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

6
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: October 10, 2013, 10:03:35 PM »
EARTH ELEMENTAL MONOLITH

Hit Die: d12
Prerequisites: Earth Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +2+0+0 Growth, Improved Earth Mastery, +1 Str
2 +1 +3+0+0 Enhanced Earth Use, +1 Con
3 +2+3 +1+1Enhanced Earth Use, +1 Str
4 +3+4 +1+1 Enhanced Earth Use, +1 Con
5 +3+4 +1+1 Enhanced Earth Use, +1 Str
6 +4+5 +2+2Enhanced Earth Use, Earthy Discorporation

Class Skills: (2 + Int. Mod.): Appraise, Hide, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering, Geography, Nature).

Proficiencies: An Earth Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan

Improved Earth Mastery: The bonus gained from Earth Mastery is enhanced to +1 per 4 HD 

Ability Increases: An Earth Elemental Monolith receives a bonus to its Strength score at every odd level except, and a bonus to it's Constitution score at every even level except 6th. At 5th level these bonuses total +3 Dex and +2 Con.

Enhanced Earth Use: At each level except first, an Earth Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)


Earthy Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it dissolves into earth and targets earth instead of open flame, it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

7
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: October 10, 2013, 10:03:07 PM »
Posting them seperate.  Sorry it took so long, my computer was sent in to be fixed right before I moved back to college on the other side of the Country, so it took a while.

 AIR ELEMENTAL MONOLITH

Hit Die: d8
Prerequisites: Air Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +0+2+0 Growth, Improved Air Mastery, +1 Dex
2 +1 +0+3+0 Enhanced Air Use, +1 Dex
3 +2+1 +3+1Enhanced Air Use, +1 Dex
4 +3+1 +4+1 Enhanced Air Use, +1 Dex
5 +3+1 +4+1 Enhanced Air Use, +1 Dex
6 +4+2 +5+2Enhanced Air Use, Airy Discorporation[

Class Skills: (2 + Int. Mod.): Escape Artist, Hide, Jump, Move Silently.

Proficiencies: An Air Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan,

Improved Air Mastery: The penalty airborne creatures take from Air Mastery is enhanced to -1 per 4 HD

Ability Increases: An Air Elemental Monolith receives a bonus to its Dexterity score at every level except 5th. At 6th level these bonuses total +5 Dex.

Enhanced Air Use: At each level except first, an Air Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)


Airy Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it dissolves into air and targets air instead of open flame, it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

8
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: August 15, 2013, 11:12:08 PM »
Um...
Osclecamo, are you going to add these to the Index, and if not, can you tell me what I need to fix so they'll be usable?

9
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: August 09, 2013, 09:14:50 PM »
Yeah, those all look pretty nice overall.

My only critique is that you put all four in a single post, which isn't that convenient for reading/indexing. :p
Sorry! :banghead
Now I just need to finish up the Omnimental.(which oddly enough is turning out to be very castery and focused more on manipulating the elements)
Then I can get started on the Primal Elementals!(Which really only included another size increase and iterative slams so I'm making them capable of enhancing their abilities by converting their element into a more primal :P version for the 20th level capstone and outright defying the normal behaviors of their elements for the 35th level capstone to do thinks like make vaccuums for air or floating islands for earth.)

Text for improved oppressive heat references blistering heat.
Fixed, thanks!

10
Oslecamo's Improved Monster Classes / Re: Elemental Monolith PrCs
« on: August 08, 2013, 11:16:16 PM »
Why does the Air Elemental get three more options than any of the others?
The air elemental base class can pick between a finesse or high-power option three times, so it has more options to upgrade.
But since all the abilities only work if you have the preceding ability, getting more then six is still worthless.

11
Oslecamo's Improved Monster Classes / Elemental Monolith PrCs
« on: August 08, 2013, 06:13:51 PM »
AIR ELEMENTAL MONOLITH

Hit Die: d8
Prerequisites: Air Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +0+2+0 Growth, Improved Air Mastery, +1 Dex
2 +1 +0+3+0 Enhanced Air Use, +1 Dex
3 +2+1 +3+1Enhanced Air Use, +1 Dex
4 +3+1 +4+1 Enhanced Air Use, +1 Dex
5 +3+1 +4+1 Enhanced Air Use, +1 Dex
6 +4+2 +5+2Enhanced Air Use, Airy Discorporation[

Class Skills: (2 + Int. Mod.): Escape Artist, Hide, Jump, Move Silently.

Proficiencies: An Air Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan,

Improved Air Mastery: The penalty airborne creatures take from Air Mastery is enhanced to -1 per 4 HD

Ability Increases: An Air Elemental Monolith receives a bonus to its Dexterity score at every level except 5th. At 6th level these bonuses total +5 Dex.

Enhanced Air Use: At each level except first, an Air Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)


Airy Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it dissolves into air and targets air instead of open flame, it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

EARTH ELEMENTAL MONOLITH

Hit Die: d12
Prerequisites: Earth Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +2+0+0 Growth, Improved Earth Mastery, +1 Str
2 +1 +3+0+0 Enhanced Earth Use, +1 Con
3 +2+3 +1+1Enhanced Earth Use, +1 Str
4 +3+4 +1+1 Enhanced Earth Use, +1 Con
5 +3+4 +1+1 Enhanced Earth Use, +1 Str
6 +4+5 +2+2Enhanced Earth Use, Earthy Discorporation

Class Skills: (2 + Int. Mod.): Appraise, Hide, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering, Geography, Nature).

Proficiencies: An Earth Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan

Improved Earth Mastery: The bonus gained from Earth Mastery is enhanced to +1 per 4 HD

Ability Increases: An Earth Elemental Monolith receives a bonus to its Strength score at every odd level except, and a bonus to it's Constitution score at every even level except 6th. At 5th level these bonuses total +3 Dex and +2 Con.

Enhanced Earth Use: At each level except first, an Earth Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)


Earthy Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it dissolves into earth and targets earth instead of open flame, it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)


FIRE ELEMENTAL MONOLITH

Hit Die: d8
Prerequisites: Fire Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +0+2+0 Growth, Improved Burn, +1 Dex
2 +1 +0+3+0 Enhanced Fire Use, +1 Cha or Con
3 +2+1 +3+1Enhanced Fire Use, +1 Dex
4 +3+1 +4+1 Enhanced Fire Use, +1 Cha or Con
5 +3+1 +4+1 Enhanced Fire Use, +1 Dex
6 +4+2 +5+2Enhanced Fire Use, Fiery Discorporation

Class Skills: (2 + Int. Mod.): The Fire Elemental Monolith's class skills are Concentration, Escape Artist, and Intimidate.

Proficiencies: A Fire Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan.

Improved Burn: The damage die from Burn change to d8's

Ability Increases: A Fire Elemental Monolith receives a bonus to its Dexterity score at every odd level except, and a bonus to either it's Charisma or Constitution scores at every even level except 6th. At 6th level these bonuses total +3 Dex and +2 Cha and/or Con.

Enhanced Fire Use: At each level except first, a Fire Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)

Fiery Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

WATER ELEMENTAL MONOLITH

Hit Die: d8
Prerequisites: Water Elemental lv11
Level Bab Fort Ref Will Feature
1 +0 +0+2+0 Growth, Improved Air Mastery, +1 Con
2 +1 +0+3+0 Enhanced Water Use, +1 Con
3 +2+1 +3+1Enhanced Water Use, +1 Con
4 +3+1 +4+1 Enhanced Water Use, +1 Con
5 +3+1 +4+1 Enhanced Water Use, +1 Con
6 +4+2 +5+2Enhanced Water Use, Watery Discorporation

Class Skills: (2 + Int. Mod.): Escape Artist, Hide, Move Silently, and Swim.

Proficiencies: A Water Elemental Monolith gains no additional proficiencies with weapons or armour.

Features:

Growth: The elemental can assume Gargantuan size. It's slams deal 3d8 damage when Gargantuan.

Improved Water Mastery: The penalty creatures take from Water Mastery is enhanced to -1 per 4 HD

Ability Increases: A Water Elemental Monolith receives a bonus to its Constitution score at every level except 6th. At 6th level these bonuses total +5 Con.

Enhanced Water Use: At each level except first, a Water Elemental Monolith chooses one of these options. It may also take the Extra Option feat for this class feature.

(click to show/hide)

Watery Discorporation: 1/day, the elemental can use the power Fiery Discorporation, save that it dissolves into water and targets water instead of open flame, it does not need to make a will save to succeed, and it does not affect anything worn or carried. In addition, anyone seeing the elemental use this ability must succeed on a Spot Check with DC 10+HD+Dex mod to realize it has not died, since dissolving into their element is what Elementals do when they actually die. Since the elemental does not exist while discorporated, it does not regain abilities with a limited use per day.

(click to show/hide)

12
Monstrous Builds / Re: Best Class for Skills?
« on: August 08, 2013, 05:57:52 PM »
If you want skills besides Knowledge(which is already covered by aboleth) the Doppelganger classes are good. They all have 8+int modifier skills, and all skill are class skills for them.

13
Oslecamo's Improved Monster Classes / Re: Nightwalker
« on: August 04, 2013, 09:11:43 AM »
Monsters with darkvision can see trough any Darkness whitout trouble if I'm not mistaken. However Deeper Darkness can only be bypassed by something like a Devil's "See trough every darkness" ability.

Fixed claws typo.

Infernal memories looks pretty nice, but also a bit too strong if you ask me. With infernals such as the Nupperibo, it would mean gaining Rage as a feat. Class skills and monster hybrid (that would normally cost you a feat by itself) are already pretty good if you ask me.

Umbralocation seems good as it is.
Thx! :)
Actually, the Darkness spell also blocks Darkvision, since it is magical in nature, seehttp://www.d20srd.org/srd/spells/darkness.htm
Also removed the class features bit for the Infernal memories feat.

14
Oslecamo's Improved Monster Classes / Re: Nightwalker
« on: August 01, 2013, 09:51:06 PM »
Can creatures with darkvision see inside their own Darkness or Deeper Darkness SLA's? I'm asking here because I also have some feat suggestions.
Also, in Nightwalker body it says claws instead of slams the second time

This feat is based off of the Pathfinder explanation for Nightshades.(It might need to be made into two feats or made less powerful though) That explanation is that they are formed from powerful fiends who tried to harness the powers of the intersection between the Planes of Shadow and Negative Energy and were instead broken down and remade into new creatures. Nightshades also throw lots of souls in to make new ones, but I couldn't think of a feat for that.
Infernal Memories [Monstrous]
You gain some of the knowledge of your past existence.
Prerequisites: At least one level in one of the Nightshade monster classes(i.e., Nightwalker, Nightwave, etc.)
Benefit: Choose one monster class in the Infernal folder. You gain it's skills as class skills. You also have the benefits of Monster Hybrid for that class.
Special: You can also choose the half-fiend and Tiefling monster classes. If you choose the half-fiend template instead of the benefits of Monster Hybrid you count as having a fiendish ancestor for the purpose of qualifying for the template.

This one is due to the Nightshades connection to darkness. If you don't want to make it a feat, it might be a possible class feature if/when you make the Nightwing monster class since they're shaped like bats.
Umbralocation [Monstrous]
You can use your connection to darkness to sense everything within it's area.
Prerequisites: At least one level in one of the Nightshade monster classes(i.e., Nightwalker, Nightwave, etc.)
Benefit: As long as you are in an area of shadowy illumination or darker, you gain blindsight with a radius equal to 5 feet per HD. Areas brighter then shadowy illumination block perception using this blindsight.

15
So, where is the Living-Positive plane, Undead-negative plane described? I don't think I've seen that specifically outlined. Also, I always thought undead lacked souls, being simply animated bodies. Death, usually, releases a soul to the afterlife, while resurrecting the dead usually requires the willingness of the soul to return to the body. I guess I can see most intelligent undead keeping their soul. *shrug*
Libris Mortis states that Undead have a link to the negative energy plane, and evolved undead is what happens when that link gets bigger.
As for living things, most of them aren't as full of positive energy as undead are of negative energy(shown by the fact that living things don't usually have healing abilities in contrast to undead who cause ability damage and how undead don't die on the negative energy plane while living can die on the positive energy plane) so the positive energy plane is 'merely' where their souls come from, as opposed to something they are continually linked to.

16
For what it's worth, undead creatures do have a soul and sentient ones have the will and some certainly do not lack the ambition to perform deeds worthy of legend. They aren't alive and exist in a different state of being, yes, but they remain excellent awe-inspiring material from which legends are made of.
One thing I always found interesting is that since they are based off negative energy and the positive energy plane is the birthplace of normal souls, their souls are likely either inverted during undying process, or if they get new souls, the souls are 'photonegative' versions of normal souls.
In fact, the fact that negative and positive energies are inherently opposed and undead are much more attuned to the negative energy plane then most living creatures are attuned to the positive energy plane might be why undead kill so much. They literally can't stand being near living creatures, so they tend to remove the living part.

17
Oslecamo's Improved Monster Classes / Re: Tiefling
« on: July 30, 2013, 10:23:17 AM »
Darknessbringer: 1/day per HD the Tiefling can use Darkness as a SLA. If she uses her Darkness on her weapon, she can add her Int to to Hit and Damage rolls with that weapon for the duration of the SLA. While the effect lasts,
You left a bit out at the end.

18
Oslecamo's Improved Monster Classes / Re: Daelkyr
« on: July 26, 2013, 07:45:16 PM »
The original Daelkyr symbiotes also caused ability damage.

But that's both too easy to ignore/heal and some guys simple don't care about that because it's a dump stat or they don't even have that ability score at all.

Anyway I have no real interest on suporting a world where everybody has a zillion of those things because daelkyr suddenly can make them for free from grass and bacterias.

Perhaps I can salvage something out of that thread tough.

EDIT Spellfilter claws cast as 3rd level sorceror. For CR 1, or 8000 GP. Why bother attaching them to someone? They even have base speed 20 feet and a decent 17 AC.
Ah...
Well would a feat that lets you make more types of symbiotes be possible?

19
Oslecamo's Improved Monster Classes / Re: Deepspawn
« on: July 25, 2013, 10:46:23 AM »
I thought up a feat when I saw that this guy had done a pathfinder conversion for symbionts and a way to make them as well as new ones here(http://www.giantitp.com/forums/showthread.php?t=285089). I put some alternate variants in case you thought one of them was better

(for pathfinder)
Child of the Collective[Racial]
And the mother smiled, for her new child was loyal, dependable, and would aid it's siblings.
Prerequisites: At least 1 level of Deepspawn, Craft Seru
Benefit: You can now use Spawn Child for any type of Seru without having to Gene Devour them, and can direct them at birth to attach to a specific creature or group, although they may conflict with their host normally.

Here are two possible different prequisites if you don't want to force people to get two feats and spellcasting levels first
Prerequisites: At least 1 level of Deepspawn, 8 ranks in Knowledge (Dungeoneering)
Prerequisites: At least 1 level of Deepspawn, 8 ranks in Knowledge (Dungeoneering) and any one Craft skill

Or you could make the Hoard feat a prerequisite and use this
Benefit: You can now use Spawn Child for any type of Seru without having to Gene Devour them so long as you have gp in your Hoard equal to at least it's crafting cost. You do not lose money from your Hoard when spawning them. You can direct them at birth to attach to a specific creature or anyone in a specific group, although they may conflict with their host normally.

20
Oslecamo's Improved Monster Classes / Re: Daelkyr
« on: July 25, 2013, 10:42:08 AM »
I thought up an alternate class feature to replace Breed War Symbiont when I saw that this guy had done a pathfinder conversion for symbionts and a way to make them as well as new ones here(http://www.giantitp.com/forums/showthread.php?t=285089). It's especially useful because they cause ability damage when bonded or removed, but Daelkyr become immune to that. Of course, they won't increase in power by HD of their hoser, but you can make a lot more types.

(for pathfinder)
Breed Seru: You gain the Craft Seru feat, even if you do not meet the prerequisites. You also count as a half-Seru for the purpose of this feat
At level 6 you no longer require an aberration to grow them, and can use any living creature(including regular plants, although uprooting them without replanting will kill the plant and growing symbiote)
At level 10 the time it takes to grow them is halved
At level 14 you no longer need to pay gp to grow them
At level 18 you can grow them in 24 hours

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