Wiseman's 100th Post Blowout Extravaganza!

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Wiseman's 100th Post Blowout Extravaganza!

Post by Wiseman »

So in honor of my 100th post. I've decided to do what I said I was going to do and start making that Lycanthrope Paragon.


Lycanthrope Paragon
HOOOWWWL!

A Lycanthrope Paragon channels their inner beast in order to make it their outer beast. They're at their best when their right in the face of the enemy, ripping off said faces.

That said, a Lycanthrope Paragon's abilities are not strictly limited to the battlefield.

Hit Die: d12
BAB: Full
Saves: All Good
Skills: 4+INT
Class Skills: Any except UMD.
Alignment: Any
Proficiencies: Simple Weapons, Light Armor, No shields.
LevelBenefit
1Wolf Form, Join the Pack, Savage
2Scent
3Speed of the Wolf, Thick Fur
4Sense Intentions, Pack Leader
5Terrifying Howl, Call the Pack
6Hybrid Form, Speak with Animals, Greater Savage
7Destroying Howl, Lick the Wounds
8Blood Rush, Enhanced Weapons
9Improved Grab, Regrowth
10Power of the Wild
11Might of the Wolf, Shredder
12Deadly Claws, Painful Roar
13Tear the Boundaries
14Pack Lord
15Claws of Death

Abilities:
Wolf Form (Su): At will, a Lycanthrope paragon may assume the form of a wolf their size category, or medium size, whichever's larger. While in this form they gain +4 Str and +2 Con. They are quadrupedal, and gain a bite attack for 1d8 base damage. They also gain a +4 natural armor increase that increases by one at every level past first and darkvision out to 60 feet. They also gain the Shapechanger subtype. The Lycanthrope may speak as normal in this form. Anyone they bite in this form must make a DC20 fort save or contract lycanthropy, though they probably won't be alive long enough for this to be an issue.

Join the Pack (Su): The lycanthrope gains the ability to speak with and understand any canine creature as if they shared a language, in any form.

Savage (Ex): When the Lycanthrope Paragon strikes with it's bite attack, it may make a trip attempt on that foe as a free action. If they succeed they may make another bite attack as a free action on that opponent, if they fail, the opponent doesn't get a chance to trip them back.

Scent (Ex): At second level the Lycanthrope Paragon's senses increase. They gain the scent ability while in wolf form. They also gain Track as a bonus feat.

Speed of the Wolf (Ex): At third level, the Lycanthrope's speed increases by ten feet, it continues to increase by another ten feet at levels 5, 7, 9 and so on.

Thick Fur (Ex): The lycanthrope gains DR5/silver at third level. This DR upgrades by 5 every four levels beyond third.

Sense Intentions (Ex): At fourth level, a Lycanthrope gains the ability to detect the alignment of any creature it can smell with it's scent ability.

Pack Leader: At fourth level, a Lycanthrope paragon gains an animal companion. This works exactly like the tome rangers animal companion.

Terrifying Howl (Su): At fifth level, the Lycanthrope may unleash a howl reminding all enemies to fear the predator. All enemies within 60ft. must make a will save (10+1/2HD+Con) or become shaken. This is a [mind affecting], [fear] effect. All allies (including the Lycanthrope) within the same range receive the benefits of a Heroism spell at a caster level equal to the Lycanthropes HD.

Call the Pack (Su): Also at fifth level, the Lycanthrope may howl to summon a wolf, dire wolf, worg, or shadow mastiff as a standard action. At sixth level, they may summon yeth hounds, howlers or hell hounds. At Seventh level they add winter wolves and hound archons to this list.
At eleventh level they may summon nessian warhounds. Templates or advancements may be added to these creatures so long as their CR becomes no more than two less than the Lycanthrope Paragons.
There are probably some canine monsters that I'm overlooking or that aren't in the SRD so feel free to add to this list but remember the CR limitation.

Hybrid Form (Su): At Sixth level the lycanthrope may assume a hybrid form that's a mix of their human and wolf traits. In this form they have a bite attack and two claw attacks, all as primary natural weapons.
Their claw attacks do 1d8 base damage for medium, and their bite attack (in any form) now does 2d6 base damage (for medium). Both forms now gain +8 Str and +4 con.

Speak with Animals (Sp): Also at sixth level the Lycanthrope is under a constant speak with animals, this can be dispelled, although it resumes at the beginning of the lycanthropes next turn.

Greater Savage (Ex): Whenever the Lycanthrope succesfully trips an opponent, they may make a full attack against them as a free action.

Destroying Howl (Su): At seventh level, the lycanthrope gains the ability to release a deafening howl. This duplicates the effects of a shout spell.

Lick the Wounds (Ex): The lycanthrope gains fast healing 5. This upgrades to fast healing 10 at twelvth level, and 15 at level fifteen. This stacks with any other form of fast healing the lycanthrope may have.

Blood Rush (Ex): At eighth level, a lycanthrope may now as a full round action move in a straight line up to twice their full move speed in any direction and make an attack against any opponent they could reach at any time during their movement. Roll one attack roll and compare it to the AC of each target. This movement allows them to move through empty space (such as straight up), however if they don't end on something they can stand on they quite obviously fall unless they can somehow fly or whatever.

Enhanced Weapons (Su): Also at eighth level, the lycanthrope may as a swift action make their natural weapons magical giving them a +1 enhancement bonus +3 levels (round up) and granting them one non-epic weapon property of their choice. This last until the end of the battle or until the lycanthrope uses this ability again to change the property.

Improved Grab (Ex): At ninth level the lycanthrope gains improved grab, and may automatically rake any opponent they sucessfully grapple for their normal claw damage. They may also choose to hold opponents smaller than them in their mouths, dealing automatic bite damage each round. This leaves their claws free, but they take a -5 penalty to their grapple check.

Regrowth (Ex): Also at ninth level the Lycanthrope gains Regeneration 1 overcome by silver.

Power of the Wild: At tenth level, the Lycanthrope gains the spellcasting ability of an 7th level druid. This advances when they take additional levels in either Lycanthrope Paragon or any class that advances Druid spellcasting. If they already have druid spell casting, it's added to this. They may choose to use either their Wis or Con as their spellcasting modifier. Once this choice is made, it can't changed.

Might of the Wolf: At eleventh level, the Lycanthropes may choose to make their transformations one size category larger whenever they transform, or large size, whatever is bigger. Also, their bonus's in said forms become +12 Str +8 Con (in addition to the size bonuses).

Shredder (Ex): The lycanthropes claws tear enemies to ribbons. If the lycanthrope mananges to hit an enemy with two claw strikes, they may rend the enemy for additional damage equal to their normal claw damage.

Deadly Claws (Ex): At twelfth level the lycanthropes natural weapons become even sharper. They now ignore all material damage reduction and hardness. Their crit range and multipliers double and they may plant their claws into walls and use them as a climbing tool, gaining a climb speed equal to half their land speed.

Painful Roar (Su): The lycanthropes sonic howl upgrades, and now emulates a greater shout effect.

Tear the Boundaries (Su): At thirteenth level the lycanthrope's claws are so sharp that they cut through space-time. As a standard action the lycanthrope can open a gate (travel version) by slicing the universe with their claws.

Pack Lord: At fourteenth level, the Lycanthrope is now a leader of the wild. They gain a leadership score equal to the BAB+5, however their followers must be animals, magical beasts, lycanthropes (whether this class or the template), druids, barbarian's, rangers, or any other class or creature that's at least vaguely nature themed. They may also choose to gain a cohort, although they must also fall into this category.

Claws of Death (Su): The lycanthrope's claws become so sharp they may claw at the very soul itself. Any creature struck by their claws must make a fort save (10+1/2HD+Str) or die. Creatures that die from this have their soul consumed by the Lycanthrope, causing it to recover 5HP per HD of the soul. Creature's killed in this method cannot be raised or resurrected unless the Lycanthrope wills it (it does so by releasing the soul). While Lycanthrope possesses the soul, it may view the it's memories. Creatures that make their save still take 1d4 negative levels. This is a [Death] effect.




Finished now. Added some new abilities and edited others.
Last edited by Wiseman on Sat Nov 09, 2013 3:29 am, edited 10 times in total.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Prak »

At first I thought it said Lycanthrope Dragon which would be... concerning.

Please get a table in there. It's a bit confusing to see a class without a table (ie, the table is what tells you [me?] that it's a class)

Edit: otherwise, it looks pretty good. There was a player in my Thursday game who wanted her character to become a lycanthrope this class would have been good for, unfortunately she's no longer in the group.
Last edited by Prak on Wed Jun 12, 2013 9:40 pm, edited 1 time in total.
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Post by Foxwarrior »

Well, a Dragon with this class would be a Lycanthrope Dragon.
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Post by Wiseman »

Updated!

Added additional levels and abilities. Please give me your opinion.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Seriously? Nobody? If nobodies responding, then im just going to assume that this is okay?
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Maxus »

Didn't see this at first. You ought to fix up a table, first of all. Whether a fancy coded table or just a

1 (abilities)
2 (abilities)
3 (abilities)

format.

What I saw looks sorta interesting, but I'm too brainfried at the moment to really tell what's what
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

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Post by Meikle641 »

LevelBenefit
1Wolf Form, Join the Pack, Savage
2Scent
3Speed of the Wolf, Thick Fur
4Sense Intentions, Pack Leader
5Terrifying Howl, Call the Pack
6Hybrid Form, Speak with Animals
7Destroying Howl, Lick the Wounds
8Blood Rush
9Improved Grab
10Power of the Wild
11Might of the Wolf, Shredder
12Deadly Claws, Painful Roar
13Tear the Boundaries
14
15

Last edited by Meikle641 on Sat Jul 27, 2013 9:43 pm, edited 2 times in total.
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Post by Wiseman »

Wow! Thanks. I'll go edit that into the first post.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Maxus »

Deafening howl should be within a certain radius; Shout is a cone-shaped effect.

I'm a touch iffy on tying the DC to the con bonus, but, fuck. Terrifying Howl is only a fear effect and there's lots of stuff that tells that to fuck off.

This reminds me a lot of Skyrim and Dawnguard. Not a bad thing, running around bitch slapping enemies so hard you blight their homeland was fun.

Which, I notice a lack of a Big Megahit thing there, apart from Blood Rush. Might wanna throw in something--maybe to the tune of:

"As a standard action, you may make an mighty swing at enemies. If it hits, it does max weapon damage; furthermore roll 1d6--and the enemy is moved that many squares away away with [usual penalties for interrupted movement, 'round here it's like a 1d6 for each square they're denied] and fall prone."

A critical would...I dunno. Double damage and double movement, or something.
Last edited by Maxus on Sun Jul 28, 2013 3:43 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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Post by Heisenberg »

awoooooooooooooooooooooooooo


werewolves of london
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Post by Wiseman »

So yeah. I'm finished. This was originally intended to be a 20 level class, but I couldn't think of anything to give past level 15.

As for the last few levels, I guess you could take them in druid or some druid prestige class. I here there's a prestige class for lycanthropes somewhere in ebberon, is it any good?
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Swok »

Shouldn't there be a duration on enhanced weapons?
Last edited by Swok on Thu Sep 05, 2013 9:33 pm, edited 1 time in total.
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Post by Wiseman »

can someone help me do a SGT on this? I tried my self, but came up with mostly losses. Am i doing it right?
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by JonSetanta »

I like how this class effectively replaces the monster template without being too overpowered.

A medium tier.
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Re: Wiseman's 100th Post Blowout Extravaganza!

Post by ubernoob »

I'm back from the dead. Don't ask me how.


Greater Savage is really, really stupid. Full attack as a free action every time you get a trip on someone? That's actually WORSE than giving a permanent pounce effect since pounce requires you to move first. Giving the opportunity to use a full attack as a free action when it is not your turn... Just no. Just replace that with pounce or something.

Power of the Wild is beyond stupid. Being 3 levels under doesn't matter when you cast shit like lions pounce or owls wisdom or any of the other stupid stupid buffs on the druid list. This class is now CoDzilla on steroids. Just no. You're already unkillable due to regeneration, and now you can make everyone else unkillable because you get to cast reincarnation. Dumb, breaks the theme, and just generally fuck the druid spell list. You already have wildshape++++ so adding even delayed druid casting is retarded.


Same game test:

Levels 1-5: You're like a tome monk that doesn't have to spend swift actions on his stances, get a free pet. You don't have any real utility, but you're just Better(tm) than having an equal level druid in your team.
Level 6-10: If it isn't bigger than you, and it stays on the ground you can just maul it to death because your stats are better. Flying mages with orbs can still dunk you as can flask rogues. Really large undead also dunk you.
Level 11+: You're CoDzilla with better base stats. There isn't a problem you can't defeat with the right buff. Your DCs are con based, so being a level behind doesn't matter since you can cast everything with stupid high DCs. Also you get leadership sooner or later so you can have an additional druid in your party.

TLDR: The spellcasting is dumb, the leadership is dumb, and your class gets dunked by anything with a touch attack/flying.


The direction I'd like to see it go: "Turn into a wolf" is a low level concept. The simple solution to deal with high level enemies is to have more forms/options as you get higher level. I think I created something called a shifter at some point. Not sure if it's still around. I'll look.

Edit: Found it
http://tgdmb.com/viewtopic.php?p=131601#131601

On further review, what are the major differences in my class vs yours?

Your Class-
Has a bunch of tank stat abilities. Has full attacks as free actions. Zero mobility beyond a land speed and jump. Yeah, you're a really big wolf with really big stats. But that doesn't help you against anything that beats Dumb Melee Fighters categorically.

My class-
Fewer tank stats. Way more utility/adaptability/contribute to the story abilities that aren't either (be a druid) or (have a druid follow me around).
Last edited by ubernoob on Fri Nov 15, 2013 6:35 am, edited 2 times in total.
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Post by Wiseman »

so what would you recommend to replace greater savage and spellcasting?

EDIT: Maybe I could rename this beast lord or guardinal channeler or something, and have more animal forms like avoral or leonal.

Avoral Form: +8 Dex +4 Con Fly 60ft (good) greater sight. maybe some spell likes.

Lupinal Form: Same modifiers as bipedal wolf form.

Musteval Form: +8 Dex +4 Cha Sneak attack 1d6 (+1d6 per 4 levels) invisibility and shit.

Leonal Form (level 11): +12 Str +8 Con some of it's spell likes. Maybe it's holy word roar?

Huh, all equinals get is some whinny 1/hour that stuns everyone for 1d6 rounds. is that worthwhile?

Ursinals are wizards, so casting like that is straight out, maybe some spheres?

Cervidals get horn powers, like dispel magic and some healing stuff.
Last edited by Wiseman on Fri Nov 15, 2013 7:01 pm, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by JonSetanta »

Just be careful with those massive STR boosts. I got sloppy with that for a while, not caring about effect DCs and hit rolls...
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Post by ubernoob »

Wiseman wrote:so what would you recommend to replace greater savage and spellcasting?
I'd scrap the whole god dam thing. Your class has a fuck ton of RNG breaking/Tons of Damage abilities, and still fails against all the same enemies that a stock 3E PHB only fighter fails to. I'd maybe build the class around an idea other than DOING TONS OF DAMAGE and HAVING RIDICULOUS DEFENSIVE STATS. As written, (keep in mind I'm ignoring the whole CoDzilla aspect at high levels and the leadership cheese since the moment you get either of those the game will just fall apart at most tables) your class is just Dumb Melee Fighter on autism. That's fine for a monster the PCS want to cut down, but honestly you should be freeform crafting any special monsters so you can make the stats line up with your PCs abilities if you're going to be making your own monsters. When I want to make a special monster for my players, I'll just take a stock monster and modify it (trade one ability for another maybe tweak the stats a bit, but none of this RNG breaking bullshit).
EDIT: Maybe I could rename this beast lord or guardinal channeler or something, and have more animal forms like avoral or leonal.

Avoral Form: +8 Dex +4 Con Fly 60ft (good) greater sight. maybe some spell likes.

Lupinal Form: Same modifiers as bipedal wolf form.

Musteval Form: +8 Dex +4 Cha Sneak attack 1d6 (+1d6 per 4 levels) invisibility and shit.

Leonal Form (level 11): +12 Str +8 Con some of it's spell likes. Maybe it's holy word roar?

Huh, all equinals get is some whinny 1/hour that stuns everyone for 1d6 rounds. is that worthwhile?

Ursinals are wizards, so casting like that is straight out, maybe some spheres?

Cervidals get horn powers, like dispel magic and some healing stuff.
Hey look, more stuff to break the RNG. Stop with the STR/DEX/CON bonuses fullstop. SLAs limited to the form (like in my class) are good, but you want discrete abilities. No open ended "Plunder a spell list" crap. That's going to lead to more cheese at your table and as a DM you don't actually know what your PC is capable of, so it's just bad design.

Scrap the whole thing, and give level appropriate abilities that don't break the RNG. The most important thing is that you give abilities rather than statistics. Abilities are fun, interesting, and dynamic. Stat bonuses are boring, broken, and stupid.

One of the biggest advantage of 3E is that you can seriously just write up the ability and have it do what you want. Yeah, you might reference conditions, spells, or what not but you can decide that at level X ability Y is flavorful, not RNG raping, and a useful contribution to a fight in the same party as a flask rogue and a cleric.

Avoid: No save effects that instantly win fights. RNG raping grapple bonuses are under this umbrella. RNG raping free action full attacks are under this umbrella. The ability to fly for five rounds before touching the ground at level 7 is not.

Add: Options. Like, one half of your class is just RNG breaking boring fighter nonsense and the other half is self buffing CoDzilla on crack, heroin, and meth. Before level 10 you are super binary because you either kill it in a single round or you can't damage it. After level 10 your class has constitution based DCs and untyped bonuses to constitution as well as the best defensive base stats a CoDzilla could dream of. Just no. Scrap the whole fucking thing.
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Post by JonSetanta »

Instead of massive STR and DEX boosts consider granting damage and Dodge bonuses.
While it doesn't seem any worse than say Half-Dragon it does expire quickly in the high levels. You attempted to extend the class's lifespan by granting a Gate effect but that doesn't make sense.

I recommend capping it at 10 levels.
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Post by ubernoob »

sigma999 wrote:I recommend capping it at 10 levels.
This right here. Your concept is basically "things that scare commoners" and that isn't a high level concept. If you have a werewolf above CR 5 without it being a special named baddie that has other things that make him scary besides "Can turn into a wolf" you are doing it wrong. If you'll look at my attempted writeup I basically gave up after level 10 because once you get to level 15 real characters are doing shit like Clone and Polymorph Any Object. Shit, a level 11 wizard has Circle of Death to just wipe out a whole village as a standard action.

Conceptually, "Big Scary Monster" falls off right around the point where the enemy mage can just kill your entire village as a standard action. Now, you can give similar abilities (but you should do so without raping the RNG or stepping on someone elses toes), but that's a different concept than "Turns into a wolf."

Some concepts are just low level concepts in 3E mechanics. That's ok. There is no reason that every concept has to scale up to Wish and Shapechange. Fuck, the game is basically unplayable past level 15 anyways.

If you look around at any of the tome martial writeups, at high levels you can basically just look at a target and decide it dies that round, and that's ok. But most of those classes also have some way to do more than be a Dumb Melee Fighter. Most of them have some way to deal with flying targets. Most have some ability to make a ranged attack. Most have the ability to do something to protect their mages. Your class is just a fat pile of RNG raping bullshit without dealing with the core problems of either DMF OR the bullshit of high level spellcasters. It's trivial to keep you from participating in the game at low levels and impossible to kill you at high levels. Worst of both worlds.

The best things this class does is Con based druid casting. Everything else in the class is secondary to your bullshit DCs (it's even easier to boost con to auto fail DC range than it is wisdom; owls insight requires some special cheese for druids to keep it up all day).

TLDR: Your class is garbage. Rewrite it as either a five level class to segway into a higher level concept or change your concept.
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Post by JonSetanta »

ubernoob wrote:Rewrite it as either a five level class to segway into a higher level concept or change your concept.
That gives me an idea of doing the Half Fiend as a small class, but the SLAs scale all the way up to Destruction.

I could chop off the last few spell effects and make it scale up to Unholy Aura though. That would be about 12 levels of class.
Or just ignore the SLAs and make it 5 levels with stat boosts, natural attacks, and wings.
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Post by ubernoob »

sigma999 wrote:
ubernoob wrote:Rewrite it as either a five level class to segway into a higher level concept or change your concept.
That gives me an idea of doing the Half Fiend as a small class, but the SLAs scale all the way up to Destruction.

I could chop off the last few spell effects and make it scale up to Unholy Aura though. That would be about 12 levels of class.
Or just ignore the SLAs and make it 5 levels with stat boosts, natural attacks, and wings.
Here you go:
http://www.dnd-wiki.org/wiki/Fiendish_B ... e_Class%29

If you want SLAs, there is also:
http://www.dnd-wiki.org/wiki/Conduit_of ... e_Class%29

No need to rehash what has already been playtested.
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Post by JonSetanta »

ubernoob wrote: Here you go:
http://www.dnd-wiki.org/wiki/Fiendish_B ... e_Class%29

If you want SLAs, there is also:
http://www.dnd-wiki.org/wiki/Conduit_of ... e_Class%29

No need to rehash what has already been playtested.
Thanks, I've seen them before, but what I had in mind was something more like a direct adaptation of the Half Fiend. I'll call it the Cambion base class.
I'll write it up later.

And I swear so few people come to this subforum maybe no one will complain that I've been online all day trying to have conversations, posting a lot here....
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Post by ubernoob »

sigma999 wrote:
ubernoob wrote: Here you go:
http://www.dnd-wiki.org/wiki/Fiendish_B ... e_Class%29

If you want SLAs, there is also:
http://www.dnd-wiki.org/wiki/Conduit_of ... e_Class%29

No need to rehash what has already been playtested.
Thanks, I've seen them before, but what I had in mind was something more like a direct adaptation of the Half Fiend. I'll call it the Cambion base class.
I'll write it up later.

And I swear so few people come to this subforum maybe no one will complain that I've been online all day trying to have conversations, posting a lot here....
Just so we're clear, you think this Half Fiend template is enough to justify a whole class for:
http://www.d20srd.org/srd/monsters/halfFiend.htm
Let's look at what that package actually gives.
Stat bonuses. Who cares.
Basically a shitty sphere. There are ways to pick up a sphere on a PC if you want one. Better spheres than that.
Smite 1/day. I'd rather have a wand of true strike.
The outsider type. This is worth a feat if you're using polymorph/proficiency cheese. If you're not, lesser aasimar gets you everything you want.
Special Qualities (immunities, resistances, SR). Only thing notable in the whole package.

OK, so the Special Qualities list basically comes at the cost of a feat at first level (Product of Infernal Dalliance). The stat bonuses are bullshit so we're going to ignore them. The smite is not worth writing on your character sheet, so we're gunna skip that too.

So to replicate the important things a half fiend does, we're going to have to be a level 2 Conduit (or any other way to get a single sphere at basic access) and take Product of Infernal Dalliance as our first feat.

Are you SURE you have a conceptual space that needs filling here? Because your concept is a level 2 concept in Tome of Fiends. The only thing you miss out on are a worthless smite and stupid fiddly stat bonuses. And if you just want to break the RNG why aren't you playing a wizard?
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Post by JonSetanta »

If I give a Half Fiend some Outsider Hit Dice, combined with the +4 stat boosts that's nothing to scoff at.

I never did like the spheres from Tome. I've said it before and I say it again.

Well, as long as the special qualities are distributed evenly, should be no problem.

Maybe I'll leave off Smite.
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