[Tome of Tiamat] Racial Classes

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Koumei
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[Tome of Tiamat] Racial Classes

Post by Koumei »

So I thought I might make some racial classes (and prestige classes) that could more or less be used as a toolkit for creating playable monsters.


Monstrous Humanoid

HD: 1d8
Skills: 2+Int
BAB: Good
Saves: Good Ref and Will
Proficient: all simple and natural weapons, light and medium armour
Level:Abilities:
01Natural Weapons, Natural Armour
02Ability Increase, Skill Bonus or Amphibious
03Damage Reduction, Improved Grab or Trip
04Ability Increase, Resistance
05Bonus Feat, Pounce or Constrict
06Ability Increase, Natural Weapon
07Rake or Rend or Augmented Critical
08Ability Increase, Resistance
09Powerful Charge or Movement Type
10Growth Spurt, Bonus Feat

Natural Weapons: at level 1, the Monstrous Humanoid may select one of the following:
-Bite (1d8+1/2 Str for Medium) and 2 Claws or Slams (1d6+Str for Medium)
-4 Slams (1d4+Str for Medium)
-1 Gore (1d10+Str*1.5 for Medium)
-1 Bite (1d8+Str for Medium) and 1 Tail Slap (1d8+Str for Medium)

Or another combination of similar strength that makes sense. At level 6, they may select another, or improve the damage of all existing ones by 1 die size (d4 -> d6 -> d8 -> d10 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> over nine thousand).

All natural weapons have an enhancement bonus equal to 1/3 of the Monstrous Humanoid's hit dice, rounding down.

Natural Armour: the Monstrous Humanoid gains a Natural Armour bonus to AC equal to its class level.

Ability Increase: at every even level, the Monstrous Humanoid may increase 2 physical ability scores (Str, Dex or Con) by 1 each. This is not a bonus, just an increase, as though rolling better at creation or gaining 4 levels.

Skill Bonus: the Monstrous Humanoid may specialise in one skill area, gaining a +4 racial bonus to two skills and 1 [Skill] feat. Additionally, in one skill it gains Mastery, being able to take 10 in all situations.

Amphibious: the Monstrous Humanoid may instead be Amphibious

Damage Reduction: the Monstrous Humanoid gains Damage Reduction/magic, equal to its class level. At level 10, this becomes magic and Silver/Iron/Adamantine/Wood/Bludgeoning/Slashing/Piercing (pick one). It should make some kind of sense.

Improved Grab: the Monstrous Humanoid may gain the Improved Grab special attack, applying to a single natural weapon it possesses (such as "Bite" or "All Claws").

Trip: the Monstrous Humanoid may instead gain the Trip special attack (as per the Wolf), applying it to a single natural weapon it possesses (such as "Bite" or "All Claws").

Resistance: the Monstrous Humanoid may select a resistance off the following list:
-Acid Resistance equal to Hit Dice + 5
-Cold Resistance equal to Hit Dice + 5
-Electricity Resistance equal to Hit Dice + 5
-Fire Resistance equal to Hit Dice + 5
-A +4 bonus on saving throws against a single descriptor of spells (such as [Fire], [Mind Affecting] or [Evil])
-A 25% chance to negate critical hits and sneak attacks

Bonus Feat: the Monstrous Humanoid gains a bonus [Monstrous], [Celestial] or [Fiend] feat for which it meets the requirements (except for racial requirements). Upon gaining the first Bonus Feat, it then may take such feats as regular feats, although may not possess both [Celestial] and [Fiend] feats.

Pounce: the Monstrous Humanoid may gain the Pounce special attack.

Constrict: the Monstrous Humanoid may instead gain the Constrict special attack, which deals 2d6+Str*2 for a Medium creature. This may be used as an Attack action during a Grapple, and once as a free action upon establishing a grapple.

Rake: the Monstrous Humanoid may gain two Rake attacks when in a grapple. Each does 1d6+Str for a Medium Creature, and these count as natural weapons (thus gain the enhancement bonus).

Rend: the Monstrous Humanoid may instead, if it possesses claws or a bite, gain a Rend attack on any turn that it strikes with 2 or more claws or its bite. This automatically hits, dealing damage equal to the bite attack or all claw attacks.

Augmented Critical: the Monstrous Humanoid may instead improve the critical hits of one natural weapon it possesses, doubling both the threat range and the critical multiplier.

Powerful Charge: the Monstrous Humanoid may gain the Powerful Charge special attack, adding damage to all Charge attacks depending on size: Small or Smaller: 1d4, Medium: 1d6, Large: 2d6, Huge: 3d6, Gargantuan: 4d6, Colossal: 6d6, Fucking Enormous: 8d6

Movement Type: the Monstrous Humanoid may instead gain one of the following movement types:
-Flight (Perfect) with a speed equal to its normal movement speed
-Flight (Average) with a speed equal to double its normal movement speed
-Swim (with all the usual benefits) with a speed equal to double its normal movement speed
-Climb (with all the usual benefits) with a speed equal to its normal movement speed
-Burrow with a speed equal to half its normal movement speed (round up to the nearest 5')

Growth Spurt: the Monstrous Creature grows one size category, gaining the modifications as normal for growing larger.

Magical Beast

HD: 1d10
Skills: 2+Int
BAB: Good
Saves: Good Fort and Ref
Proficient: all natural weapons, all barding
Level:Abilities:
01Natural Weapons, Natural Armour
02Subtype, Damage Reduction
03Sphere, Ability Increase
04Resistance, Natural Weapon
05Movement Type, Improved Grab or Trip
06Ability Increase, Sphere
07Natural Weapon, Pounce or Rake or Rend
08Resistance, Constrict or Powerful Charge
09Ability Increase, Sphere
10Growth Spurt, Natural Weapon

Natural Weapons: at level 1, the Magical Beast may select one of the following:
-Bite (1d8+1/2 Str for Medium) and 2 Claws or Slams (1d6+Str for Medium)
-4 Slams (1d4+Str for Medium)
-1 Gore (1d10+Str*1.5 for Medium)
-1 Bite (1d8+Str for Medium) and 1 Tail Slap (1d8+Str for Medium)
-Spines that deal 1d8 damage (for Medium) to anyone in a Grapple/striking with a melee weapon.
-Spines that can be fired (1d6 for Medium) out to 60' range. It has a number equal to its Con bonus + 1, they regenerate every hour.
-Pincers (1d4 Str for Medium) and Stinger (1d6+Str for Medium, plus 1d4+Con Acid)

Or another combination of similar strength that makes sense. At level 6, they may select another, or improve the damage of all existing ones by 1 die size (d4 -> d6 -> d8 -> d10 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 -> over nine thousand).

All natural weapons have an enhancement bonus equal to 1/3 of the Monstrous Humanoid's hit dice, rounding down.

Natural Armour: the Magical Beast gains a Natural Armour bonus to AC equal to its class level.

Subtype: the Magical Beast may gain any one of the following Subtypes and all benefits: Aquatic*, Air, Earth, Cold, Fire, Water.

*If Aquatic is selected, it may also elect to be Amphibious.

Damage Reduction: the Magical Beast gains Damage Reduction/magic, equal to its class level. At level 10, this becomes magic and Silver/Iron/Adamantine/Wood/Bludgeoning/Slashing/Piercing (pick one). It should make some kind of sense.

Sphere: at levels 3, 6 and 9, the Magical Beast gains a Sphere. This starts at Basic access, but can be improved to Advanced and Expert access by selecting the same Sphere multiple times.

Ability Increase: at every third level, the Magical Beast may increase 2 ability scores (any) by 1 each. This is not a bonus, just an increase, as though rolling better at creation or gaining 4 levels.

Resistance: the Magical Beast may select a resistance off the following list:
-Acid Resistance equal to Hit Dice + 5
-Cold Resistance equal to Hit Dice + 5
-Electricity Resistance equal to Hit Dice + 5
-Fire Resistance equal to Hit Dice + 5
-A +4 bonus on saving throws against a single descriptor of spells (such as [Fire], [Mind Affecting] or [Evil])
-A 25% chance to negate critical hits and sneak attacks

Movement Type: the Magical Beast gains one of the following movement types:
-Flight (Perfect) with a speed equal to its normal movement speed
-Flight (Average) with a speed equal to double its normal movement speed
-Swim (with all the usual benefits) with a speed equal to double its normal movement speed
-Climb (with all the usual benefits) with a speed equal to its normal movement speed
-Burrow with a speed equal to half its normal movement speed (round up to the nearest 5')

Improved Grab: the Magical Beast may gain the Improved Grab special attack, applying to a single natural weapon it possesses (such as "Bite" or "All Claws").

Trip: the Magical Beast may instead gain the Trip special attack (as per the Wolf), applying it to a single natural weapon it possesses (such as "Bite" or "All Claws").

Pounce: the Magical Beast may gain the Pounce special attack.

Rake: the Magical Beast may instead gain two Rake attacks when in a grapple. Each does 1d6+Str for a Medium Creature, and these count as natural weapons (thus gain the enhancement bonus).

Rend: the Magical Beast may instead, if it possesses claws or a bite, gain a Rend attack on any turn that it strikes with 2 or more claws or its bite. This automatically hits, dealing damage equal to the bite attack or all claw attacks.

Constrict: the Magical Beast may gain the Constrict special attack, which deals 2d6+Str*2 for a Medium creature. This may be used as an Attack action during a Grapple, and once as a free action upon establishing a grapple.

Powerful Charge: the Magical Beast may instead gain the Powerful Charge special attack, adding damage to all Charge attacks depending on size: Small or Smaller: 1d4, Medium: 1d6, Large: 2d6, Huge: 3d6, Gargantuan: 4d6, Colossal: 6d6, Fucking Enormous: 8d6

Growth Spurt: the Magical Beast grows one size category, gaining the modifications as normal for growing larger.

Gargantuan Creature

Requirements:
Base Attack Bonus: +5
Size: Large or Larger

HD: 1d12
Skills: 2+Int
BAB: Good
Saves: Good Fort and Will
Level:Abilities:
01Powerful Build
02Driven Blow
03Trample
04Growth Spurt
05Tremors, Tempest Breath
06Hurl, Body Slam
07Awesome Blow
08Swallow Whole
09Spit Up, Sweeping Strike
10Growth Surge

Powerful Build (Ex): the Gargantuan Creature gains the Powerful Build ability.

Driven Blow (Ex): starting at second level, when the Gargantuan Creature hits somebody with a melee attack, they must pass a Fort save (DC 10 + half HD + Str + number of successful attacks he made against them that round) at the end of his turn or fall Prone.

Trample (Ex): starting at third level, the Gargantuan Creature gains a Trample Attack that deals 4d6+Str damage for a Large creature.

Growth Spurt (Ex): at level four, the Gargantuan Creature grows one size category. This is treated as a hit dice based size increase, thus gains the various ability score and natural armour modifiers.

Tremors (Ex): starting at fifth level, whenever the Gargantuan Creature moves, there are minor quakes. Everyone within 30' of any square he moved out of or into must make a Reflex save (DC 10 + half HD + Str) or fall Prone (once per target per round).

Tempest Breath (Ex): starting at level five, the Gargantuan Creature can cause powerful winds just by breathing. With a Standard action it may create a cone effect with Hurricane force winds (save DCs are changed to 10 + half HD + Con) that last for one full round. The size of the cone depends on the size of the Creature:
Huge:30'
Gargantuan:60'
Colossal:90'
Titanic:120'
Awesome:240'

Hurl (Ex): at sixth level, the Gargantuan Creature learns how to chuck people far away. If it has someone in a Grapple, it may throw them with a Standard action providing they are at least one size category further. For every size category they are smaller than it by, they are thrown 30 feet, plus its Strength bonus multiplied by 10 feet. They take falling damage upon landing, if applicable, which it probably is, and land Prone.

Body Slam (Ex): at sixth level, the Gargantuan Creature figures out the art of falling on top of people. With a Move-Equivalent action, he may fall Prone onto a Prone foe, dealing 1d6 damage per size category larger than Medium, plus his Con modifier. It may use this to start a Grapple if it wants.

Awesome Blow (Ex): starting at seventh level, whenever the Gargantuan Creature strikes someone with a melee attack he may elect to knock them back. They travel in a straight line at its choosing - directly away from it, or at an adjacent 45 degree diagonal. The distance is 10' per size category smaller than it, plus its Strength bonus multiplied by 5'. This movement provokes Attacks of Opportunity, and a pair of these may play pinball with an opponent.

Swallow Whole (Ex): at level eight, the Gargantuan Creature gains the Swallow Whole ability, with variables based on size:
Size:Swallowed Creatures:Damage:
Hugeone Large or two Medium etc.2d6+Str and 2d6 Acid
Gargantuanone Huge or two Large etc.3d6+Str and 2d6 Acid
Colossalone Gargantuan or two Huge etc.4d6+Str and 3d6 Acid
Titanicone Colossal or two Gargantuan etc.6d6+Str and 4d6 Acid
Awesomeone Titanic or two Colossal etc.10d6+Str and 6d6 Acid

Spit Up (Ex): starting at level nine, the Gargantuan Creature may spend a Standard action to spit up all swallowed foes (except those already destroyed). They travel in a line 30' long per size category the Gargantuan Creature exceeds Medium by, or until they collide with something. If they collide with a creature, they may make a Trip attempt using the Gargantuan Creature's Strength modifier, and if they fail they take falling damage and fall Prone next to the target - same with if they collide with an object that can't be tripped. If they succeed, they keep moving and the creature blocking their path falls Prone and takes the falling damage instead.

Sweeping Strike (Ex): at level nine, the Creature gets better at clobbering people. With a Standard action or a Charge, the Gargantuan Creature can make one attack that targets everything it can reach. It makes one attack roll, and compares that with the Armour Class of every target.

Growth Surge (Ex): at tenth level, the Creature grows another size category, complete with ability score and natural armour changes.
Monster in the Closet

Requirements:
Base Attack Bonus: +3
Special: Pounce

HD: 1d10
Skills: 2+Int
BAB: Good
Saves: Good Fort and Ref
Level:Abilities:
1Prowler, Hide in Plain Sight
2Out of Nowhere, Leap Attack
3It's Behind You!
4Rake or Rend, Soaring Pounce
5Murderous Charge

Prowler (Ex): when Hiding, a Monster in the Closet is Invisible, thus requiring a sufficient Spot check and a See Invisible effect to spot.

Hide in Plain Sight (Ex): the Monster in the Closet can Hide even when observed and with nothing to hide behind.

Out of Nowhere (Su): at second level, the Monster in the Closet gains the ability to Dimension Door 30 feet as a Move action, and may attack after this movement.

Leap Attack (Ex): starting at second level, whenever charging a foe, the Monster in the Closet may make a DC 15 Jump check. If successful, all Power Attack damage is doubled and the Monster in the Closet may choose to end up on any square adjacent to the target.

It's Behind You! (Su): starting at level three, the Monster in the Closet may shadow its foes. This requires a Standard action to begin doing, but from then on only requires a Free action to maintain. The Monster is undetectable to the target in any way except through regular Spot checks, and still counts as Hiding (so may make Hide checks to oppose these), however is unable to Hide from anyone else. Additionally, any time the target moves, the Monster may move along with them, keeping pace, with an Immediate action. Any attacks made treat the target as Flat-Footed, however at the end of the turn when they attacked, the effect ends.

Rake or Rend (Ex): at level four, the Monster in the Closet gains any one of the two following:
[*]Two Rake attacks to be used in a Pounce or a Grapple, each dealing 1d8+Str for a Medium creature.
[*]An automatic Rend attack when at least two natural weapons hit, dealing 2d6+2*Str for a Medium creature.

Soaring Pounce (Su): starting at level four, the Monster in the Closet may move any direction, including straight up, when charging, as though it had (Perfect) Flight.

Murderous Charge (Ex): at fifth level, the Monster in the Closet gains the ability to horribly maim people. At the end of its turn, if it charged and struck a foe, they must make a Fort save (DC 10 + half HD + Str) or take 2d6 damage per hit die and 2d4 Str and Con damage. If this kills the foe, a 15' radius spread of gore (treat as a Grease effect) covers the ground and the blood in the air grants the Monster Concealment for one round.
Kiting Flyer

Requirements:
Base Attack Bonus: +5
Special: Flight

HD: 1d8
Skills: 4+Int
BAB: Good
Saves: Good Ref and Will
Level:Abilities:
1Fly-By Attack
2Jetstream, Aerial Combat
3Skydive, Expeditious Retreat
4Turbo Boost, Air Raid
5Bungee Attack, Stealth Bomber

Fly-By Attack (Ex): the Kiting Flyer gains the Fly-By Attack feat.

Jetstream (Su): starting at second level, whenever the Kiting Flyer moves in a straight line, everyone within 10 feet of any point of its movement risks being dragged along. They must make a Ref save or Fort save (their choice, DC 10 + half HD + Str) or be pulled behind and end up Prone in a square right behind the Flyer, taking 1d6 damage per 10 feet moved. They gain a +4 bonus to the save if larger than the Flyer, or a -4 penalty if smaller.

Aerial Combat (Ex): starting at level two, the Kiting Flyer may make a Move action while flying, but deliver a Full Attack at any single point in the movement. It also gains a +4 bonus to hit other flying creatures when airborne.

Skydive (Ex): at third level, the Kiting Flyer learns how to dive-bomb enemies. While flying and at least 30 feet above a grounded foe, it may make a special Charge attack. This attack knocks the foe Prone if it hits, and deals +1d6 damage per 10' moved, plus 1d6 damage per size category the Flyer exceeds its target by.

Expeditious Retreat (Ex): at level three, the Kiting Flyer adds +50 feet to its Fly speed, and gains a bonus to Initiative and Reflex saves equal to its class level.

Turbo Boost (Su): starting at level four, the Kiting Flyer may go extra fast for short bursts. Any round, it may elect to triple its Fly speed but be counted as (Clumsy). It takes a -4 penalty to all attack rolls when doing this.

Air Raid (Ex): at level four, the Kiting Flyer learns how to swoop and attack multiple foes. It may make a Move action while flying, and deliver a full attack on the way, dividing the attacks up however it wishes during this movement.

Bungee Attack (Ex): at level five, the Kiting Flyer can make a Move action as a Swift action after using its Skydive ability.

Stealth Bomber (Su): at level five, a Kiting Flyer is invisible whenever it is flying.

Force of Nature

Requirements:
Base Attack Bonus: +5
Type: Magical Beast
Skills: Know (Nature) 8 ranks

HD: 1d8
Skills: 4+Int
BAB: Good
Saves: Good Fort and Ref
Level:Abilities:
01You Can't See Me
02Nature Power
03Sphere
04Spell Resistance
05Teleport Without Error
06Sphere
07Spellgaze
08Arcane Bite
09Sphere
10Planeshift

You Can't See Me (Su): the Force of Nature gains one ability that is always on:
[*]Haste
[*]Displacement
[*]Blink
[*]Mirror Image (Images regenerate at a rate of 1 per round)

Nature Power (Su): starting at second level, the Force of Nature gains an aura out to 20 feet that affects everyone inside it except for the Force itself. Select one from this list - it cannot be changed later.
[*]Entangled by vines growing from the ground
[*]Affected by Spike Stones
[*]Enveloped in Faerie Fire
[*]Covered in Glitter Dust
[*]Surrounded by Solid Fog

Sphere (Su): at levels three, six and nine, the Force of Nature gains access Basic to a Sphere, or improves their existing competency with a single Sphere.

Spell Resistance (Su): starting at level four, the Force of Nature has Spell Resistance 11 + Hit Dice

Teleport Without Error (Sp): starting at level five, the Force of Nature can Teleport Without Error at will as per the spell, but only teleporting itself plus up to 50lbs of carried gear.

Spellgaze (Su): starting at seventh level, the Force of Nature has a Gaze attack that it can suppress at will, out to 50 feet. The effects are negated by a successful Will save (DC 10 + half HD + Cha), and the duration is 2d4 rounds. Anyone who passes the save cannot be affected by it for one hour. Once selected, the Gaze cannot be changed:
[*]Panic [Fear]
[*]Cower [Fear]
[*]Paralysis [Compulsion]
[*]Charm [Charm]
[*]Daze [Compulsion]

Arcane Bite (Su): starting at eighth level, the Force of Nature has a magical Bite attack that deals 1d6+Str damage for a Medium creature, unless it already has a better Bite attack. Either way, the Bite is treated as having a Greater Magic Fang effect cast upon it, and delivers a magical effect each time (Fort negates, DC 10 + half HD + Con):
[*]Target begins to Drown, as per the spell
[*]Black Tentacles grow from the wound and grapple the target, only occupying their square
[*]Target bursts into flame as per Blackfire
[*]Target's Gravity is Reversed
Once chosen, the effect cannot be changed.

Planeshift (Sp): at tenth level, the Force of Nature learns how to Planeshift (as per the spell) at will.
Last edited by Koumei on Tue Apr 20, 2010 7:20 am, edited 6 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

This raises some questions, I think.
[*]How much of a monster's progression should be based on class abilities, and how much on feats (which might be bonus feats from the class)? Because it is possible to write an arbitrary number of classes, this is really more of a broad classes vs. narrow classes issue.
[*]Should there be otherwise identical feats that are separately available to fiends, celestials, and whatever else, or will the more generic ones be united under the 'monster' heading? The advantage of keeping it separate is being able to give access to 'fiend feats' without having to allow access to monster feats as well. The disadvantage is a bunch of identical feats.

Komei, sorry for being an asshole and raising design issues after you've started the real work. I'm still interested in seeing whether we want to go with the original conception of classes like 'white dragon' and 'metallic dragon' vs. 'magical beast'.
Last edited by CatharzGodfoot on Sun Jul 26, 2009 5:19 pm, edited 1 time in total.
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Post by Emerald »

CatharzGodfoot wrote:[*]Should there be otherwise identical feats that are separately available to fiends, celestials, and whatever else, or will the more generic ones be united under the 'monster' heading? The advantage of keeping it separate is being able to give access to 'fiend feats' without having to allow access to monster feats as well. The disadvantage is a bunch of identical feats.
One option would be to have the feats in question take on the [Celestial], [Fiend], or whatever descriptor based on the creature taking it, like how summoning spells in core take on descriptors based on what you summon. That way, you'd only need one feat, but it would count as a [Fiend] feat for someone who has access to [Fiend] feats without letting them take all the monster ones.
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Post by Dominicius »

I so wish these were finished.
How much of a monster's progression should be based on class abilities, and how much on feats (which might be bonus feats from the class)? Because it is possible to write an arbitrary number of classes, this is really more of a broad classes vs. narrow classes issue.
I agree with this, I would have liked broader classes. Still one workabout that I have managed to come up with is let monster HD count as levels in their respective monster class for the purpose of determining what level in the class you can start out in. That HD also comes into play for class level dependant abilaties.

For instance, a minotaur will have 5 HD. This means that were he to ever take levels in the monstrous humanoid class he will be able to cherry pick any level from 1 to 6 to start in and every time he levels up in this class he will retain the ability to cherry pick.
Last edited by Dominicius on Thu Apr 15, 2010 5:26 am, edited 2 times in total.
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Post by For Valor »

Dominicius wrote:I so wish these were finished.
How much of a monster's progression should be based on class abilities, and how much on feats (which might be bonus feats from the class)? Because it is possible to write an arbitrary number of classes, this is really more of a broad classes vs. narrow classes issue.
I agree with this, I would have liked broader classes. Still one workabout that I have managed to come up with is let monster HD count as levels in their respective monster class for the purpose of determining what level in the class you can start out in. That HD also comes into play for class level dependant abilaties.

For instance, a minotaur will have 5 HD. This means that were he to ever take levels in the monstrous humanoid Monster Class he will be able to cherry pick any level from 1 to 6 to start in and also if he proceeds to take levels in the class.
heh... Celestial Minotaur... I laugh.

Anyway, is Dragon a viable option for level progression? Or is that not a good idea? I would like to assist in the creation of a class progression so I can learn things from you expert-people, and I know a lot about Dagrons (er... Dragons).
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Post by Maxus »

He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by Koumei »

Seeing as there is new interest, I will get onto it at some point.

Current projects:
[*] this
[*] Dungeon Crusade (Glorius Tier and Xenos)
[*] my Races thread (just need to fix some stuff)
[*] Pokeymans project
[*] the Mana Alchemist
[*] your mum (highly satisfying for everyone involved, critics gave it a 9 out of 10)

*Finished the Gargantuan Creature
*And the Monster in the Closet
*Kiting Flyer, too. Only one left.

Yes, I started this ages ago and lost interest since. I'm just doing it to be nice.
Last edited by Koumei on Mon Apr 19, 2010 1:41 am, edited 3 times in total.
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Post by Koumei »

There we go, it's all complete.
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Post by Utterfail »

Awesome. Another thing that was needed is finished, I'll have to LaTeX this stuff.
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Post by Maxus »

This seems as good a place as any...

I've got someone wanting to play a Grimlock. Why? I think this may have something to do with it.

Unfortunately, WotC decided to punish anyone who dared to play a filthy subhuman.

So for Blindsight, immunity to gaze attacks, and a net +2 to ability scores and +10 to Hide when in mountains or underground, they expect you to pay a +2 LA and 2 Racial HD.

Here's the page. http://dungeons.wikia.com/wiki/SRD:Grimlock

I'd like to get it down to LA +0. I'm thinking of nixing the Natural armor, ditching the LA and Racial HD and telling the player to have fun. Anyone see any problems with that?
Last edited by Maxus on Wed Apr 21, 2010 4:33 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

Being a Grimlock should be a Tome feat. Probably one that requires the base creature be a Human. Then maybe say that all Grimlocks are going to typically going to be at least level 2 warriors.
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Maxus
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Post by Maxus »

Avoraciopoctules wrote:Being a Grimlock should be a Tome feat. Probably one that requires the base creature be a Human. Then maybe say that all Grimlocks are going to typically going to be at least level 2 warriors.
So, a feat like Product of Infernal Dalliance... Gives a ton of bonuses and goodies, some drawbacks, and must be taken at level 1.

That's workable enough for this (just a time-passing solo to help a newbie get used to the system. He's smart, so I think he'll be able to handle the blindsight and other things). Thanks, Av.
Last edited by Maxus on Wed Apr 21, 2010 4:47 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Avoraciopoctules
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Post by Avoraciopoctules »

You're welcome. Here's a very tentative example of what I'd see a feat like this looking like. Inspired by this thread: http://tgdmb.com/viewtopic.php?t=40345&start=0

Grimlock [Bloodline]
Where you lived, they didn't need eyes

This feat scales to character level.

Benefits: You have Blindsight 30 ft. when you aren't using your eyes. If you don't have working eyes, this improves to 40 ft.

Level 2: You have a level-appropriate Enhancement Bonus to Natural Armor.

Level 6: You now have Scent, and your Blindsight improves to 40 ft., 60 without functional eyes.

Level 11: Your Blindsight can be active at the same time as your eyes. You have the equivalent of All-Around Vision when not using actual sight.

Level 16: You may trigger Mind Blank on yourself as an extraordinary ability with a minute of meditation, and brain eating things gain no sustenance for snacking on your cranium.
Last edited by Avoraciopoctules on Wed Apr 21, 2010 5:05 am, edited 1 time in total.
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JonSetanta
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Post by JonSetanta »

I'm always torn between the concept of adding feats to a character or level progressions to represent a "monstrous bloodline".

One can be applied to any class/race combination, which is nice and modular, but broken as fuck unless you cap it off at "You may only have one".
Which is sad, but oh well, cry me a river.

The latter works with only non-casters; it chips away at caster progressions in exchange for some short-term linear power. A strange progression with its own cap, but easily regulated as far as finding new race/class combinations because the race is the class.

It might be stating the obvious here, but this is how I see the situation.
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