Author Topic: Denizen of Leng  (Read 9417 times)

Offline Rakoa

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Denizen of Leng
« on: May 04, 2014, 08:52:45 PM »
Denizen of Leng



HD:d8
Level   Bab   Fort   Ref   Will   Feature

1   +1   +2   +2   +0           Twisted Body, Stat Bonuses, Sneak Attack +1d6
2   +2   +3    +3   +0            Leng Connection I, Infused Body, Trapfinding
3   +3   +3    +3   +1            Distorting Bite, Unnatural Anatomy, Sneak Attack +2d6
4   +4   +4    +4   +1            Leng Connection II, Alien Mind
5      +5    +4    +4   +1            Alien Insight, Disturbing Movements, Sneak Attack +3d6
6      +6    +5   +5    +2            Leng Connection III, Completely Twisted
7      +7    +5   +5    +2            Slavemaster, Sneak Attack +4d6
8      +8    +6   +6    +2            Black Ship of Leng

Skills: 6+int modifier per level, quadruple at 1st level. Class skills are Bluff, Concentration, Diplomacy, Disable Device, Disguise, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Open Lock, Profession, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device.

Proficiencies: It's natural weapons only.

Features:

Twisted Body: A Denizen of Leng loses all previous racial traits and gains the Outsider type with the evil and chaotic subtypes. It is a medium sized Outsider with a base land speed of 40 feet. Unlike most Outsiders, Denizens of Leng do not need to breath. They gain a bonus to natural armour equal to their con modifier. It also has a bite attack that deals 1d6+str mod damage, and two claw attacks that deal 1d4+str mod damage.

Due to their basically humanoid shape, a Denizen of Leng gains a +4 bonus to disguise checks to disguise itself as a Medium Humanoid.

Stat Bonuses: A Denizen of Leng gains +1 cha at each level, and +1 dex at each even level.

Sneak Attack: As the SRD Rogue.

Leng Connection I: The connection between Leng and it's Denizens extends beyong planar limits, infusing their bodies with power. At second level, the connection between the Denizen of Leng and his home plane, the Plateau of Leng, is enhanced. The Leng no longer bleeds, granting it immunity to poisons. Instead, blood flows back into it's body when it is wounded. Severed body parts immediately dissolve into a pile of disgusting filth. The Denizen of Leng gains resistance to cold and electricity equal to it's HD.

Leng Connection abilities are lost in areas where planar connections do not function (such as within the area of a dimensional lock spell or similar ability/effect).

Infused Body: The Leng Connection also bestows spell-like abilities upon Denizens of Leng. At second level, this manifests itself as a constant Tongues effect. In addition, the Denizen of Leng can cast Plane Shift once per week in a ritual that takes two hours to complete. At 4HD, it may be used once per week without the ritual. At 6HD, it can be used once per day. The Denizen of Leng's Plane Shift ability can only ever transport itself.

At 4th level, Denizens of Leng can cast Detect Thoughts and Minor Image both 1/day/HD. Minor Image upgrades to Major Image at 8HD.

At 6th level, Denizens of Leng can cast Levitate and Hypnotic Pattern each 1/day/2HD.

At 8th level, Denizens of Leng can cast Locate Object 1/day/3HD.

Save DCs are Charisma based.

Trapfinding: As the SRD Rogue.

Distorting Bite: At third level, the bite attack of a Denizen of Leng gains a distorting quality. On a successful bite attack, an enemy must make a fortitude save (DC 10+1/2HD+con mod) or have their bodies distorted to look similar to a Denizen of Leng, taking 1d4 points of Dex drain. This damage increases by one size category for every 4HD the Denizen of Leng possesses. If the Denizen of Leng performs a sneak attack with it's bite, it can sacrifice a die of sneak attack to deal an extra point of dex damage on it's bite and add one to the saving throw DC.

At 5HD, the extra added dex drain from sacrificing sneak attack damage dice is inflicted even if the enemy succeeds on their saving throw.

At 8HD, this distortion ignores immunity to ability drain, but the enemy receives a +5 bonus on it's saving throw.

Unnatural Anatomy: The body of the Denizen of Leng is infused with even more energy from Leng, distorting it even further into some alien form. At third level, there is a 25 percent chance that the Denizen of Leng ignores critical hits or sneak attacks. At 8HD, this becomes 50 percent. At 13 HD, this becomes 75 percent.

Leng Connection II: The connection between the Denizen of Leng and the Plateau of Leng is made even stronger. At fourth level, the Denizen of Leng gains Fast Healing equal to 1/2HD, and SR 11+HD. This SR can be raised or lowered as a free action, even when it isn't the Denizen of Leng's turn.

Alien Mind: The Denizen of Leng possesses a mind that none can understand. At fourth level, this strange mental functioning grants it a bonus equal to it's HD against mind-affecting effects. Additionally, it's advanced mental faculties allow the Denizen to add it's charisma modifier to dexterity checks (including skills and initiative checks).

Alien Insight: The Denizen of Leng's twisted mind also makes it an extremely effective adviser. At fifth level, the Denizen of Leng gains an Adviser Pool equal to 4xHD. As a swift action, it can remove points from this pool to add an equal insight bonus to the next d20 roll that an ally makes, or to cause an equal insight penalty on the next d20 roll that an enemy makes. The number removed cannot exceed the Denizen of Leng's own HD. The enemy may attempt a reflex save (DC 10+1/2HD+cha mod) in an effort to avoid the scheme that the Denizen of Leng has created. If successful, their current roll is not treated as their next d20 roll.

The Advisor Pool is refreshed every day.

At 10HD, this ability becomes an immediate action. At 15HD, the brilliance of the Denizen of Leng can even be used to benefit itself.

Disturbing Movements: The Denizen of Leng does not move as humans do. It often hides these movements as best it can to blend in, but doesn't have to. At fifth level, as a swift action, the Denizen of Leng can perform a disturbing movement (such as unhinging it's distended mouth and revealing tentacles) to feint an enemy. If this feint is successful, the opponent must also make a Will save (DC 10+1/2HD+Cha mod) or be Shaken for 1 round. A successful save makes it immune to being shaken by this ability for 24 hours.

This ability ignores immunity at 8HD.

Leng Connection III: At sixth level, while the Denizen of Leng maintains it's Leng Connection, it is not killed when it reaches -10 hitpoints. Instead it is transported to the Plateau of Leng, fully healed. Once there, it cannot return to the plane from which it was killed for a one week period. This restriction is lifted at 8HD.

The Denizen of Leng's equipment is left behind, coated in the disgusting filth that it's body dissolved into. This unpalatable ooze completely eliminates the market value of any equipment the Denizen of Leng held or carried at the time of it's death. It can only be removed by a Denizen of Leng as a full-round action per item (also restoring the market value of the items).

Completely Twisted: At sixth level, the Denizen of Leng's body changes to behave in ways that are completely strange, and should be impossible. The Denizen of Leng can change the key ability of score of any skills it has ranks on, up to one per point of unmodified charisma modifier it has. In addition, it can change the ability score that is added to each of it's saves (but the same ability score cannot apply to more than one save).

Slavemaster: At seventh level, the Denizen of Leng is granted an assortment of slaves by his fellow marauding Denizens. This ability functions like the Leadership feat, except penalties for causing death, being cruel, possessing a special mount, etc do not apply as the granting Denizens care not for these things. However, being a failure and moving around a lot do, and having a reputation for fairness and generosity applies a -1 penalty instead of a +1 bonus.

Dead/lost slaves are replenished every month, unless the Denizen of Leng possesses a Black Ship of Leng, in which case they are replenished upon the ship every 24 hours, the ship counts as a base of operations, and the penalty for moving around no longer applies. Due to the unspeakable treatment the slaves received at the hands of other Denizens of Leng (and possibly this Denizen, too), they are completely loyal and will never rebel outside of magical compulsion.

Part of the treatment that the slaves receive involves horrible mental trauma. No slave may have a mental ability score higher than 10.

For more on the Black Ship of Leng, see below.

Black Ship of Leng:  The Denizen of Leng is granted a great Black Ship of Leng at eighth level. This ship is Huge in size, and requires at least 10 to row, or 2 to man the sails. Under favourable wind conditions, the ship can move 30 feet per round under sail power. Being rowed, the ship can move 40 feet per round. Through both sail power and rowing power, the ship can move 60 feet per round. The ship has 30HP/HD and hardness equal to HD, and an AC of 10+natural armour+size modifiers+dex modifier. It's natural armour is treated as the Denizen of Leng's HD, it's size modifier is based upon the ship's size (and that is based on the size of the crew), and it's dex modifier is based upon the speed at which the ship moved in it's last round (0 if stationary, 4 if 20 feet or more, 6 if 40 feet or more, and 10 if 60 feet or more). The ship make saving throws using the Denizen of Leng's total values, but only if the Denizen of Leng is on board. Otherwise, it has a +2 to each. The break DC of the ship is 20+the Denizen of Leng's HD.

The ship possesses the ability to travel through dimensions, carrying it's occupants with it. After an hour of constant movement through water, the ship can seamlessly transition from a body of water on one plane to a body of water on another. In addition, the ship produces an Obscuring Mist effect wherever it goes, except it extends 20 feet beyond the prow and stern of the ship instead of just 20 ft. The Denizen of Leng can end this ability as a free action, should it desire to do so. Reactivating it requires a move action. The Denizen of Leng can see through this mist as if it wasn't present, and so navigating with the mist present generally requires the Denizen of Leng to direct the crew.

The ship also possesses cannons which can be fired as a combined full-round action on the part of the Denizen of Leng and at least 2 people manning a cannon. This attack has a range of 30ft/HD, dealing 1d6 bludgeoning damage/HD. A reflex save (DC 10+1/2HD+Cha mod) halves this damage. These cannons can be removed from the ship or reattached with 8 hours of careful work, but weigh approximately 400 pounds, making them incredibly cumbersome. Wheels can be attached, allowing two people to move the cannon at their own movement speed, but not over difficult terrain. The restriction requiring actions on behalf of two people manning a cannon and the Denizen remain in place. Cannons are replaced weekly.

The Denizen of Leng can summon this ship by merely approaching a body of water large enough to contain the ship. Over a course of 10 minutes, a heavy mist sits in and the ship emerges from it. When the Denizen leaves the ship, it disappears into the same mist to return to Leng. Curiously, the ship can be summoned and dismissed regardless of whether or not any crew is present upon or within it.

Should the Denizen of Leng acquire more slaves than the ship can carry, the ship increases in size to accommodate them. This only applies to slaves gained through this class. Slaves can work on the ship to restore damage dealt to it at the rate of 1/day/HD of slave. A destroyed ship will be replaced after one year. This time can be expedited should the Denizen of Leng do a favour for another, more powerful Denizen of Leng.

Slaves aboard the ship can be targeted normally, though they receive cover as long as they remain above deck, and slaves below decks are generally not within line of sight.

Finally, the Denizen of Leng can designate his ship as the location to which it returns upon being reduced to -10 hitpoints, should the ship be on Leng.

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« Last Edit: May 27, 2014, 03:30:27 PM by Rakoa »
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Offline Rakoa

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Re: Denizen of Leng
« Reply #1 on: May 04, 2014, 09:07:33 PM »
Alright, done with that one for now. Should be ready for critiquing. I based this class off of the Rogue pretty heavily, and it is quite clearly better than straight Rogue (but straight Rogue kinda sucks, so y'know), losing out only in skill points. I've never made a class that progresses 3 stats before, so I just went with the same total as the basic dual progression (+16 to 3 stats by level 8 instead of +16 to 2 stats by level 8).

It has full BAB, as the original monster and the Outsider type suggest, so I went with it but I don't see it as fitting either balance-wise or thematically. Quite willing to nerf that down to Medium progression. The Denizen's only offensive ability comes from it's bite, so I made it as powerful as I felt necessary, basing the dex damage off of the Medusa's progression of increase. Dex drain is more powerful than str damage, of course, but considering that the Denizen should only be fighting quickly killed monsters anyway, the difference between permanent and temporary damage should be irrelevant.

The few SLAs that the Denizen does get aren't terribly useful, just a few utility abilities with the best probably being Locate Object (handy for locating that gear you left behind after "dying"). Slavemaster was based off of the Death Knight's faux-Leadership, but not quite as useful since you can't choose the stat and it your cohort is still stuck being at HD-2. The Black Ship took some inspiration from the Skaven Grey Seer's Bell, with identical HP and Hardness, damage of the cannons being equal to the Ruinous Charge, and so on. The differences being that the Cannon has better range, while the Charge can hit multiple enemies. The ship can Plane Shift and has Obscuring Mist, but none of the fancy Bell Tolling abilities.

I'd like to do the Leng Spider next, but I don't know what'll come of that. It's almost twice as long as this one, and has even less fluff to go off of (as far as I know). So anybody reading this can feel free to go crazy on it! :P
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Offline oslecamo

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Re: Denizen of Leng
« Reply #2 on: May 20, 2014, 09:21:03 AM »
Guess I could take a look here while I wait you to finish tweaking the leng spider.

-Distorting Bite scales too fast. It would probably be best to start at an higher value (like 1d4) and scale up slower.
-New SLAs should be unlocked with levels, not HD.
-Lacking the "can drop/raise SR as a free action" clause.
-Alien Insight has no mention of when/how you recharge your advisor pool. Anyway, being able to apply a penalty on enemy saves equal to your HD without defenses allowed is definetely too strong. The bonus should probably also have a type.
-Slavemaster should probably have some kind of limitation on what kind of minions you can get, otherwise it'll get a bit weird as all your "slaves" happen to be clerics and wizards. :p
-I like that you worked to keep the Black Ship simple, but there's some details that could use clarification. Like can you target the crew inside normally? What is its AC and saves? Break DC?  Anything stopping you from ordering your slaves to rip the cannons out of the ship and carrying them around as mobile artillery? Do the cannons deal untyped damage? :P

Offline Rakoa

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Re: Denizen of Leng
« Reply #3 on: May 20, 2014, 05:00:41 PM »
-Distorting Bite scales too fast. It would probably be best to start at an higher value (like 1d4) and scale up slower.
Set at 1d4 to start, goes up by one size/4HD.

-New SLAs should be unlocked with levels, not HD.
Right, d'uh. Shoulda changed that when you mentioned it on the spider.

-Lacking the "can drop/raise SR as a free action" clause.
Added.

-Alien Insight has no mention of when/how you recharge your advisor pool. Anyway, being able to apply a penalty on enemy saves equal to your HD without defenses allowed is definetely too strong. The bonus should probably also have a type.
Recharges daily. Allowed a save to temporarily avoid if a saving throw is targeted. Set as insight bonus/penalty. I have never heard of an insight penalty, but don't see why one can't exist.

-Slavemaster should probably have some kind of limitation on what kind of minions you can get, otherwise it'll get a bit weird as all your "slaves" happen to be clerics and wizards. :p
Good thinking. Slaves now arrive sans tongues, preventing them from casting spells with the verbal component. Of course, they could all take silent spell, or only cast somatic spells, or the Denizen of Leng can pay for Regenerate for all of them. Without paying a crapload of gold, though, you're stuck with casters that are effectively casting behind levels, or are only casting very select somatic spells.

-I like that you worked to keep the Black Ship simple, but there's some details that could use clarification. Like can you target the crew inside normally? What is its AC and saves? Break DC?  Anything stopping you from ordering your slaves to rip the cannons out of the ship and carrying them around as mobile artillery? Do the cannons deal untyped damage? :P
Dang, that is a lot of questions. Alright, let's see.... crew can be targeted normally, but the railings of the ship do provide cover. The ship has an AC with some modifiers based on it's size, how fast it was moving, and the HD of the Denizen of Leng. Saves will be...hmmm...I'll go with the same as the Denizen for the sake of simplicity, but only if he is on board. Break DC? Ai yi yi, that should be high, probably...hrrmm...just spitballing, but I'll go with 20+Denizen HD. Cannons can be removed, and have a few options to move them around, but they're big and it ain't easy. They are also hard to replace, and you're never getting more than one shot per round.
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Offline oslecamo

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Re: Denizen of Leng
« Reply #4 on: May 22, 2014, 06:48:51 AM »
-Alien Insight has no mention of when/how you recharge your advisor pool. Anyway, being able to apply a penalty on enemy saves equal to your HD without defenses allowed is definetely too strong. The bonus should probably also have a type.
Recharges daily. Allowed a save to temporarily avoid if a saving throw is targeted. Set as insight bonus/penalty. I have never heard of an insight penalty, but don't see why one can't exist.
I would say it's better to offer the save in all cases when trying to screw an opponent, because even outside of saves, in stuff like opposed rolls you can buff an ally in your own turn with a swift action and then cripple the opponent's roll in your ally's turn as an immediate action.

-Slavemaster should probably have some kind of limitation on what kind of minions you can get, otherwise it'll get a bit weird as all your "slaves" happen to be clerics and wizards. :p
Good thinking. Slaves now arrive sans tongues, preventing them from casting spells with the verbal component. Of course, they could all take silent spell, or only cast somatic spells, or the Denizen of Leng can pay for Regenerate for all of them. Without paying a crapload of gold, though, you're stuck with casters that are effectively casting behind levels, or are only casting very select somatic spells.
Altough a flavourful idea, the problem persists as now all your slaves will now be psionic classes that don't need to speak to use their "spells".

A suggestion I may offer is that slaves can't have mental stats above 10, representing them having been beaten into submission, having lost all their willpower.

-I like that you worked to keep the Black Ship simple, but there's some details that could use clarification. Like can you target the crew inside normally? What is its AC and saves? Break DC?  Anything stopping you from ordering your slaves to rip the cannons out of the ship and carrying them around as mobile artillery? Do the cannons deal untyped damage? :P
Dang, that is a lot of questions. Alright, let's see.... crew can be targeted normally, but the railings of the ship do provide cover. The ship has an AC with some modifiers based on it's size, how fast it was moving, and the HD of the Denizen of Leng. Saves will be...hmmm...I'll go with the same as the Denizen for the sake of simplicity, but only if he is on board. Break DC? Ai yi yi, that should be high, probably...hrrmm...just spitballing, but I'll go with 20+Denizen HD. Cannons can be removed, and have a few options to move them around, but they're big and it ain't easy. They are also hard to replace, and you're never getting more than one shot per round.
Looking good there.

Offline Rakoa

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Re: Denizen of Leng
« Reply #5 on: May 23, 2014, 10:50:40 PM »
Good thinking, especially on the slaves. I always forget about Psionics messin' stuff up. Changes incorporated.
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Offline oslecamo

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Re: Denizen of Leng
« Reply #6 on: May 27, 2014, 08:50:34 AM »
Right, the last thing that seems off is that I noticed now you're giving it quite the big stat progression, with +8 Cha, +4 Con and +4 Dex in just 8 levels. That's probably too much considering it already has full Bab, great skills and two strong saves.

Offline Rakoa

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Re: Denizen of Leng
« Reply #7 on: May 27, 2014, 03:30:45 PM »
Right, the last thing that seems off is that I noticed now you're giving it quite the big stat progression, with +8 Cha, +4 Con and +4 Dex in just 8 levels. That's probably too much considering it already has full Bab, great skills and two strong saves.

Removed con bonus.
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Offline oslecamo

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Re: Denizen of Leng
« Reply #8 on: May 29, 2014, 11:22:34 AM »
No further critiques, added to the index.