Author Topic: General Monster Feats, Flaws and Traits  (Read 56283 times)

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #80 on: August 25, 2015, 09:22:32 AM »
It's a fun idea and a different take on Vow of Poverty.  There are many fixes, but I don't believe I've ever seen one with the idea of giving "slots" of abilities to represent the items you could have had.

General Thoughts:
1.  It might be nice to relate this even closer to items ... you can have a "virtual" item in a slot with a value up to X gp.  This also saves you of needing to spec out a ton of abilities
2.  I'd suggest adding some abilities that give movement powers.  Flight especially, but potentially other things as well.

Best,
David

1. Er...  at which point, why not just have items?

2. This IS a monster feat. You generally have to actively AVOID picking up something to do about movement.

Offline ketaro

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Re: General Monster Feats, Flaws and Traits
« Reply #81 on: August 26, 2015, 01:01:52 AM »
It's a fun idea and a different take on Vow of Poverty.  There are many fixes, but I don't believe I've ever seen one with the idea of giving "slots" of abilities to represent the items you could have had.

General Thoughts:
1.  It might be nice to relate this even closer to items ... you can have a "virtual" item in a slot with a value up to X gp.  This also saves you of needing to spec out a ton of abilities
2.  I'd suggest adding some abilities that give movement powers.  Flight especially, but potentially other things as well.

Best,
David

1. Er...  at which point, why not just have items?

Because you can stack this with Vow of Poverty and get (effectively (but not really, I'm just saying it for the sake of argument)) double the bonuses? :p

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #82 on: August 26, 2015, 06:49:16 PM »
Hmm, you people realize Savage is a Trait, not a Feat, right?

Made it non-stackable with vow of poverty and cleaned around a bit. Also buffed the "reduced cooldown" options a bit.

It's a fun idea and a different take on Vow of Poverty.  There are many fixes, but I don't believe I've ever seen one with the idea of giving "slots" of abilities to represent the items you could have had.

General Thoughts:
1.  It might be nice to relate this even closer to items ... you can have a "virtual" item in a slot with a value up to X gp.  This also saves you of needing to spec out a ton of abilities
2.  I'd suggest adding some abilities that give movement powers.  Flight especially, but potentially other things as well.

Best,
David
As Raineh pointed out, only monsters can take this, and most of them get extra movement modes on their own.

Anyway added a Natural Tool Ancient Skill at levels III, IV, V and VI that allow to replicate items up to a certain GP limit for more exotic stuff as you suggested.

It, um... needs some cleaning up. That said, it's full of juicy abilities and a decent little boost to a character not using magical items. Surprised it didn't have the option for no eating, drinking, sleeping, etc.

Do abilities from lower levels stack with abilities from higher levels? I see many untyped boosts that would definitely stack with each other, even if the wording needs some fine tuning.
Yes, if they're untyped they stack.

Please do point out any particularly confusing wordings.

And well this was kinda supposed to be more of a "screw accounting, blow money on parties!" than "I'm an ascetic that wishes to let go of worldly desires".

Offline Raineh Daze

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Re: General Monster Feats, Flaws and Traits
« Reply #83 on: August 26, 2015, 07:14:15 PM »
Hmm, you people realize Savage is a Trait, not a Feat, right?

 Ooh, hadn't noticed. Snazzy; no need to give up important resources to not need items.

Get the feeling that some note should be made somewhere so it doesn't risk stacking with things like the Tarrasque's 'eat items' ability.

Offline CDTalmas

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Re: General Monster Feats, Flaws and Traits
« Reply #84 on: August 26, 2015, 08:48:28 PM »
It, um... needs some cleaning up. That said, it's full of juicy abilities and a decent little boost to a character not using magical items. Surprised it didn't have the option for no eating, drinking, sleeping, etc.

Do abilities from lower levels stack with abilities from higher levels? I see many untyped boosts that would definitely stack with each other, even if the wording needs some fine tuning.
Yes, if they're untyped they stack.

Please do point out any particularly confusing wordings.

And well this was kinda supposed to be more of a "screw accounting, blow money on parties!" than "I'm an ascetic that wishes to let go of worldly desires".

Hyper and Mad Hunger and Assault (five extra attacks)? How about Void Spirit and Soul Booster (lots of SLA recovery)?

(Personal Book II is supposed to be Summon Monster II, I believe, not III. I also believe I missed that many bonuses were insight so ignore the other parts about "lots of untyped.")

[Edit]Added in Assaulter.[/Edit]
« Last Edit: August 26, 2015, 08:50:47 PM by CDTalmas »

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #85 on: August 30, 2015, 06:05:20 AM »
Hyper+Mad Hunger+Assault would only come online at 17th level the earliest, taking half your ancient skills, and you're still taking +30% damage. Even then it's just extra physical attacks, so I'm not too worried.

Stacking the SLA recovery is kinda intended as well. I've seen lot of people complain that they want to be able to use their SLAs more freely, so this gives them an option for that.

Fixed Personal book, thanks!

Hmm, you people realize Savage is a Trait, not a Feat, right?

 Ooh, hadn't noticed. Snazzy; no need to give up important resources to not need items.

Get the feeling that some note should be made somewhere so it doesn't risk stacking with things like the Tarrasque's 'eat items' ability.
Good catch, added clause about that.

Offline CDTalmas

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Re: General Monster Feats, Flaws and Traits
« Reply #86 on: September 01, 2015, 09:58:12 AM »
Both Assaulter and Elite Guard do not mention a bonus type for their "armor" increase, which I assume to mean grants a total of +15 to all AC types.

Also, Persevering has its example recovery times wrong, as does Blood Stone and Vyse (though that last one may simply be an extra "1" added in).

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #87 on: September 02, 2015, 04:35:30 PM »
Ups, that was supposed to be "armor bonus to AC", fixed.

Also corrected the recovery times, thanks!

Offline CDTalmas

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Re: General Monster Feats, Flaws and Traits
« Reply #88 on: September 03, 2015, 02:46:23 AM »
If I might recommend the change of verbiage on a few things:

Basilius/Void Spirit/Oblivion Sign/Persevering/Soul Booster/Orchid Malevolence/Blood Stone/Vyse:
This is a general recommendation for the wording used to indicate that you gain the reuse of a spell-like ability. I am using Basilius as the initial ability to clarify/reword for further examples down the line. Keep in mind that this is only a recommendation. It's a little bit lengthier but, I believe, cleaner and less likely to run into any far-fetched rules interpretations.

Once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 90 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.

Cunning/Might/Pride: You gain a +1 insight bonus to your Dexterity/Strength/Intelligence and Charisma/Constitution/Wisdom.

Observer: If you remain unobserved for one round and take no actions, you become invisible and inaudible until you take any actions or use the Use Magic Device skill.

Sharpened: You gain a +1 bonus to all damage rolls. Be cautious, as this can apply multiple times to things like magic missiles or scorching rays, etc.

Stout: You gain damage reduction 5/magic. This stacks with any other damage reduction you may have that requires magical weapons to bypass.

Speed: You gain a +10-foot insight bonus to your speed. Found that one from Absolute Steel Stance under the Iron Heart discipline.

Tough: You gain +5 hit points. Toughness didn't need to specify maximum and if you lose the feat for whatever reason, its effects go away just like normal.

Unnatural Armor: You gain a +2 armor bonus. Like toughness, the "to AC" part isn't super necessary. Armor bonuses are defined and only have a special exception for force effects.

So that's just a few ideas for cleaner-looking text. Not sure if you'll like the suggestions but hopefully they hold up to your standards. Many of them can easily be progressed to further abilities down the line. If you do like them, I might be able to whisk up a few more recommended changes to wording.
« Last Edit: September 03, 2015, 02:54:05 PM by CDTalmas »

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #89 on: September 05, 2015, 12:55:41 PM »
Your wording seems pretty good, but I'm somewhat short in time right now to go through the whole text and update things. If any charitable soul could update the text with those improvements I would replace it in the respective post. In alternative somebody poke me about this next thursday.

Offline Rakoa

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Re: General Monster Feats, Flaws and Traits
« Reply #90 on: September 05, 2015, 05:01:49 PM »
Savage (Trait)
You've grown on primitive lands or in isolation, and thus highly suspicious of fancy magic items. In return, you've learned how to fully unlock your potential.

Prerequisite: Levels in a monster class.

Benefit: You gain the following benefits.

(click to show/hide)



If you're a PC or a named NPC that isn't somebody's cohort/minion, you also gain six Ancient Skills chosen from the list below. With each level up you can choose new abilities to fill those slots, or with one year of uninterrupted meditation.


If you're slain, your body wields high quality materials that can be harvested as essence for crafting magic items worth the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion).

Loss: You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth  more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going!

If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities.

(click to show/hide)

Special: A Savage creature can't take Vow of Poverty, as they wouldn't be rennouncing anything.

(click to show/hide)

You can call me Mr. Charity! I think I got all of the suggested edits included. Let me tell you, if there is one thing you can trust Ol' Rakoa for, it's a good proofreading.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline DavidWL

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Re: General Monster Feats, Flaws and Traits
« Reply #91 on: September 05, 2015, 10:40:19 PM »
With the Monster Blooded/Hybrid feats it is possible to have 2 types.  (Or flesh golem).

What happens when you have an Outsider --> Construct --> Aberation -->  Dragon?  Are you effected by effects that target Outsiders?  Constructs?  Dragons?  Do you have construct immunities?  Do you have a CON score?

My instinct is just to let the player choose (either get the CON score or the immunities) for Construct/Undead, and in other cases let it stack (you count as all).  Your thoughts?

Thanks!
David

Offline Daedroth

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Re: General Monster Feats, Flaws and Traits
« Reply #92 on: September 11, 2015, 11:15:49 AM »
With the Monster Blooded/Hybrid feats it is possible to have 2 types.  (Or flesh golem).

What happens when you have an Outsider --> Construct --> Aberation -->  Dragon?  Are you effected by effects that target Outsiders?  Constructs?  Dragons?  Do you have construct immunities?  Do you have a CON score?

My instinct is just to let the player choose (either get the CON score or the immunities) for Construct/Undead, and in other cases let it stack (you count as all).  Your thoughts?

Thanks!
David


Monster Hybrid[Monstruous]
Quote
You don't lose your old racial abilities, but if your actual creature type would change, you may choose to keep your old one or you must lose it in favor of the new one.




Now I've lost it, I know I can kill. The truth exists beyond the Gate!

Offline oslecamo

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Re: General Monster Feats, Flaws and Traits
« Reply #93 on: September 15, 2015, 01:09:22 AM »
Savage (Trait)
You've grown on primitive lands or in isolation, and thus highly suspicious of fancy magic items. In return, you've learned how to fully unlock your potential.

Prerequisite: Levels in a monster class.

Benefit: You gain the following benefits.

(click to show/hide)



If you're a PC or a named NPC that isn't somebody's cohort/minion, you also gain six Ancient Skills chosen from the list below. With each level up you can choose new abilities to fill those slots, or with one year of uninterrupted meditation.


If you're slain, your body wields high quality materials that can be harvested as essence for crafting magic items worth the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion).

Loss: You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth  more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going!

If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities.

(click to show/hide)

Special: A Savage creature can't take Vow of Poverty, as they wouldn't be rennouncing anything.

(click to show/hide)

You can call me Mr. Charity! I think I got all of the suggested edits included. Let me tell you, if there is one thing you can trust Ol' Rakoa for, it's a good proofreading.

Thanks a lot! Added to the 1st post. :D

And yes your clarification is correct, Monster Hybrid makes you choose between one of the creature types.