Author Topic: General Monster Feats, Flaws and Traits  (Read 56285 times)

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #20 on: April 04, 2013, 08:25:22 AM »
There's a gold dragon class? :huh

Hmm... if you have Monster Blooded from one of the other dragon classes, could you get choices for that instead?

Offline Concerned Ninja Citizen

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Re: General Monster Feats, Flaws and Traits
« Reply #21 on: April 04, 2013, 01:48:48 PM »
There's 28 different dragon classes. All the core dragons and lots of the more obscure ones, including a couple of homebrew types.

The requirements are 6 levels in the class, so presumably even if you had monster blooded/hybrid you'd also need 6 levels to pick abilities from that dragon.
« Last Edit: April 04, 2013, 01:58:04 PM by Concerned Ninja Citizen »

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #22 on: April 04, 2013, 01:56:09 PM »
That's to pick the feat at all. The breed of dragon is what determines the actual bonuses, and I was wondering if the monster blooded/hybrid would let you qualify for the benefits of another dragon type.

Offline Concerned Ninja Citizen

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Re: General Monster Feats, Flaws and Traits
« Reply #23 on: April 04, 2013, 01:58:12 PM »
Given that the number of abilities you get is dependent on the levels you have in the dragon class I don't see why you'd be able to pick abilities for a class you have fewer than 6 levels in.

It does want a ruling one way or the other, though.

One of the Bronze Dragon abilities says it is available to "ancient and older" dragons only. Is this intentional and, if so, how does that work with the monster class?

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #24 on: April 04, 2013, 05:25:13 PM »
Ancient or older not intentional, removed.

I would say that if you're a true dragon with Monster Blood of another true dragon, you can choose to pick the abilities from another one, using the levels of your first dragon type. You can still only pick Dragon Path once tough, so then you would be unable to pick the abilities from your own dragon type.

Offline Concerned Ninja Citizen

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Re: General Monster Feats, Flaws and Traits
« Reply #25 on: June 14, 2013, 03:07:35 PM »
Does deceivingly innocent form grant fine manipulation to monsters that don't have it naturally? How about things like speech or sight?

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #26 on: June 14, 2013, 06:30:50 PM »
Depends. If you didn't have sight, you stay blind even if you have aparent eyes. If you couldn't talk, you still can't talk. If you couldn't perform fine manipulation, you're really clumsy with your hands. Actually the feat already specifies you can.
« Last Edit: June 14, 2013, 08:27:02 PM by oslecamo »

Offline Concerned Ninja Citizen

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Re: General Monster Feats, Flaws and Traits
« Reply #27 on: June 14, 2013, 09:11:29 PM »
Damnit, I read the feat 3 times and still missed that clause. Sorry about that.

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #28 on: June 15, 2013, 07:11:39 AM »
I would still assume a Zodar can't speak, because that seems dangerous. :lmao

Wonder if I can afford Adamantine Shackles in sizes up to colossal? Cold Iron, Mythril, and Gold seem the other good choices here (also, the way it's written, Gold stacks with itself, which would mean that shackling someone twice makes them Friendly... :lmao)
« Last Edit: June 15, 2013, 11:23:03 AM by Raineh Daze »

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #29 on: June 16, 2013, 03:57:42 PM »
Key word on pure gold shackles being that they stack with other such effects, not the same one.

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #30 on: June 16, 2013, 04:00:14 PM »
... you know, it actually came in handy that I posted the second bit in the wrong thread. @_@

I have got to stop clicking the wrong link.

Offline picklejuice

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Re: General Monster Feats, Flaws and Traits
« Reply #31 on: August 02, 2013, 09:14:26 PM »
Is there a list of appropriate monster feats? I think all of these are in the SRD.

Ability Focus
Empower Spell-Like Ability
Flyby Attack
Hover
Improved Natural Attack
Multiattack
Multiweapon Fighting
Quicken Spell-Like Ability
Snatch
Wingover

Should some of these also have level requirements? As monster abilities, game balance from a PC perspective isn't taken into account. Should some of them be simply not available to PCs? The general theme is to keep the classes as core as possible, introducing abilities and feats into the class itself, but having a list of possibilities might be good for the aspiring monster class-creator to have...


Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #32 on: August 02, 2013, 09:22:23 PM »
Why should Multiweapon Fighting be any less accessible than TWF? Or is a Marilith supposed to pretend it only has two arms?

Eh, the abilities are fine. Ability Focus is actually worse than some of SirP's feats, I think, and the SLA Metamagic stuff is accessible anyway (it's in a book with Warlocks, after all). Flyby Attack is used anyway...

Honestly, if people want to find the default monster feats, nothing stopping them; they don't need to be listed here.

Some of the feats gain effective level requirements based upon class ability acquiring, too.

Offline Jackinthegreen

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Re: General Monster Feats, Flaws and Traits
« Reply #33 on: August 02, 2013, 09:28:52 PM »
Many of those feats actually crept up into normal PC building.  Totemists from Magic of Incarnum and Shifters from Eberron Campaign setting both get boosts from Improved Natural Attack, for example, and INA was even given the Shifter feat type for Shifters so they could eke more from it.

Likewise, the Warlock class has support for Ability Focus and the various Metamagic-like feats for SLAs since their invocations are indeed SLAs.

Of that list, the one that has the most problems being used by PCs is Snatch due to its requirement of Huge size and using claws or a bite, which don't tend to come up often together though there are plenty of ways to do it.

All of them are appropriate for PC use as-is, perhaps with the exception of Multiweapon Fighting because it really ought to say "Ability to wield three or more weapons at once."  A reason for that change is the Mouthpick weapon enhancement in Lords of Madness which allows a creature with a bite attack to wield a weapon using their mouth.  Warforged can take a feat called Jaws of Death which gives them a bite attack, and evil characters can get one as well if they take the Willing Deformity (Teeth) feat, and those are only two easy examples of a character getting regular access to MWF.
« Last Edit: August 02, 2013, 09:44:15 PM by Jackinthegreen »

Offline TiaC

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Re: General Monster Feats, Flaws and Traits
« Reply #34 on: October 26, 2013, 02:03:18 AM »
Thank you greatly.

I could see space for allowing a player to take another spell of a lower level in place of a higher level one, but it makes the wording clumsy.

Offline samnemath

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Re: General Monster Feats, Flaws and Traits
« Reply #35 on: January 30, 2014, 09:34:10 AM »
Does a large creature with the Deceivingly Innocent form, transforming into a medium one, keep its reach?

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #36 on: January 31, 2014, 11:48:34 AM »
Does a large creature with the Deceivingly Innocent form, transforming into a medium one, keep its reach?

No.

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #37 on: February 01, 2014, 05:39:41 PM »
What Raineh Daze said.

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #38 on: April 16, 2014, 07:32:02 AM »
Something I've been toying with in my head:

Monstrous Combination
Prerequisite: Must be a corporeal construct or a corporeal undead.
Benefit: If you're adjacent to an ally that has this feat and has the same amount of HD and creature type as you, if you simultaneously spend a move action, you can combine into a single stronger being, thereafter refered as the Union!

The Union uses the best base statistics from each of the combining members, including ability scores,  natural armor, skills, base saves, DR, SR, fast healing, hardness, elemental resistances and regeneration. If they had both the exact same base statistic, increase it by 2. HD remains the same, but Max and current HP of the Union is instead added togheter.  In the case of size category, instead the Union has the bigger size from among its combining members. If both combining members had the same size, then the Union is one size category larger. This doesn't grant any benefit or penalty to ability scores. Natural weapons of the same type use the best base damage, adapted to the new size. If they both dealt the same damage, increase it by another size category.

The Union otherwise gains all the special qualities and attacks from the base members, including SLAs, spells, maneuvers, feats and so on. It cannot gain an ability that provides the same effect more than once. For example, if each base member could gain Cha to saves, the Union only gains Cha to saves once, even if the base members had different names for those abilities.

Each round, the Union gets a full set of actions for each base member (only a standard and swift action on the first round tough). However, it cannot perform the same kind of action more than once per round except for basic movement. So for example it cannot perform two full attacks or cast two spells in the same round. It could full attack and cast one spell. If multiple players combined, each controls one of the set of actions.

Gear is automatically equipped and resized to the union, altough it doesn't benefit from extra item slots, it must choose to use the item slots from one of the base members. Equipment that would have no valid slot to fit in is simply absorbed and becomes inactive until the Union is ended.

A Monstrous Combination is unstable by nature. After 1d4+1 rounds, the Union must make a Cha check with DC 10+number of rounds the Union lasted to hold togheter. After it ends, the base members cannot combine again for 10 minutes. The Union can be ended previously as a move action. Either way the base members appear in squares previously filled by the union (or adjacent if there isn't enough space) and cannot act again this round. Damage is evenly distributed among the base members, and status effects randomly distributed.

Special:More than two creatures can form an Union, as long as they all meet the prerequisites. In the case of size category, you need double the base units for each bigger size. So for example three or two medium creatures would result in a Large Union, while  four to seven would result in an Huge Union, and you would need at least eigh for a Gargantuan Union.

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #39 on: July 03, 2014, 09:16:41 AM »
Changed Innocence
Prerequisite: Deceivingly Innocent Form
Benefit: When you transform with Deceivingly Innocent Form, you may choose to swap your Wis and/or Cha scores for your Str and/or Dex scores. You must swap them on a 1-by-1 basis (you can't swap Wis for both your Str and Dex scores for example), and the changes are reversed when you transform back.