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« on: June 29, 2017, 07:57:44 PM »
Titanic Creature
Prerequisites:
-Must be a creature that eats a LOT.
HD:d12
Level Bab Fort Ref Will Feature
1 +0 + 2 +0 +0 Titanic Body, Bigger is Better, +1 Str, +1 Con
2 +1 +3 +0 +0 Size Matters, Bigger is Better, +1 Str, +1 Con
3 +2 +3 +1 +1 Size Matters, Bigger is Better, +1 Str, +1 Con
4 +3 +4 +1 +1 Size Matters, Bigger is Better, +1 Str, +1 Con
5 +3 +4 +1 +1 Size Matters, Bigger is Better, +1 Str, +1 Con
6 +4 +5 +2 +2 Size Matters, Bigger is Better, +1 Str, +1 Con
7 +5 +5 +2 +2 Size Matters, Bigger is Better, +1 Str, +1 Con
8 +6 +6 +2 +2 Size Matters, Bigger is Better, +1 Str, +1 Con
9 +6 +6 +3 +3 Size Matters, Bigger is Better, +1 Str, +1 Con
10 +7 +6 +3 +3 Size Matters, Bigger is Better, +1 Str, +1 Con
11 +8 +7 +3 +3 Size Matters, Bigger is Better, +1 Str, +1 Con
12 +9 +7 +4 +4 Size Matters, Bigger is Better, +1 Str, +1 Con
13 +9 +8 +4 +4 Size Matters, Bigger is Better, +1 Str, +1 Con
Skills:2+int modifier per level, x4 if taken at first level.
Class Skills: Balance, Climb, Diplomacy, Jump, Intimidate, Knowledge (any), Profession (any),Perform (any), Swim, Survival.
Proficiencies:A Titanic creature gains no new Proficiencies
Features:
Titanic Body: If the Titanic creature was smaller than medium, it grows to medium sized. It also gains a bonus to Nat armor equal to its Con bonus. If it already had a better Nat armor, increase it by 1 instead.
Bigger is Better: At each level of Titanic creature, it can pick one of the following options. You can only pick each once unless noticed otherwise
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Growth-The Titanic Creature grows one size category. You need at least 4 HD to pick this option and can gain it multiple times, but you need at least 4 HD for each extra size increase (8 HD to pick twice, 12 HD to pick thrice, etc). Refer to the FAQ if this would make you grow beyond colossal size. You also gain a cumulative +1 Nat armor each time you pick this.
Mighty Frame-You gain Powerful Build and +2 Str.
Improved Area Attack-Double the width, length and height of your area attacks and increase any of their DCs by 1. You can pick this multiple times, it stacks, but no more times than you picked Growth.
Raw Power- Hit Point damage from a special attack other than poison or trample increases one die step and any save DCs increase by 1. You can pick this multiple times (for example, if you had a breath weapon that dealt 1d6 per HD, it now deals 1d8 per HD, and if you picked it another time it would deal 2d6 per HD). You cannot pick this more times than you picked the Growth option.
Moving Terrain-The Titanic creature's back becomes particularly stable and hard, even when the creature is moving and fighting. Smaller creatures can stand over it as it were normal terrain, including being moved with it. This includes the ability of building other structures over it and casting area spells/effects (with the exception that the titanic creature cannot design itself as its own personal terrain, such as Godly Realm or Sanctum spell, altough it can do so for other creatures). The Titanic Creature can try to shake-off any “riders” over it as a move action, in which case they need to suceed on a Reflex save with DC 10+1/2 HD+Str mod or be pushed to a square adjacent to the Titanic Creature of its choice (in alternative they may uattempt a Balance or Ride check to stay on top). Also you gain one of the below upgrades of your choice. You can pick this multiple times, each one gaining a new upgrade and +12 HP.
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Giant Step-Your movement speeds are doubled. You can pick this option multiple times, but no more times than you picked Growth.
Inpenetrable Hide- Your natural armor increases by an amount equal to your Titanic Creature level, and half of it now applies against touch attacks. If you had SR, resistances, Hardness or DR, they count as 1 higher against opponents for each size category they're smaller than you.
Shrug it Off-If you sucessfully save against any area effect that didn't fully cover your area, you don't suffer any ill effects. Single-target effects always count as smaller size than you. You can take this a second time, in which case if you would suffer an ill effect from a creature smaller than you whitout save, you can attempt a normal Fort save with DC 10+1/2 HD of the attacker+Attacker's highest stat mod to fully resist it.
Fearsome Presence-Whenever you attack or run, creatures smaller whitin 30 feet of your path must suceed on a Will save with DC 10+1/2 HD+Con mod or become shaken for 1d12 rounds. If they fail the save by 5 or more they become frightened instead. If they fail the save by 10 or more they become panicked instead. They take a -1 penalty on the save for each size category they're smaller than you. If you have 13 or more HD, even creatures normally immune can be affected, but they gain a +5 bonus on their saves.
Overwhelm-The DCs of any of your abilities increases by 1 for each size category you're bigger than your target. You also gain a +2 bonus to spell penetration rolls, CL checks, mental ability score/skill checks against opponents for each size category you're bigger than your opponent. Neither of those bonus stacks with similar abilities, including titanic creature abilities whose DCs are already bigger against smaller victims.
Right Under Your Nose-Hide and Move Silently become class skills for the Titanic Creature (applying retroactively if you had bought cross-class ranks before), it can use Con instead of dex for such checks, and doesn't take size penalties to hide anymore. If you have 5 or more HD special senses such as scent/tremorsense/blindsense/mindsight/metasense don't detect you while hiding unless the observer suceeds on a regular spot or listen check. If you have 10 or more HD you can attempt to hide whitout actually having anyting to hide behind, slightly changing to look as part of the scenery (altough still not if being directly observed). If you have 15 or more HD you benefit from an Ex mindblank effect while hiding. You need to have picked Growth at least once to choose this.
Catch Insect-You ignore cover less than total and all concealment from smaller opponents for purposes of being able to make attacks of opportunity against them, and you can make an extra number of Aoos per round equal to your Con mod. In the case of total cover provided by an obstacle you could break rolling a Natural 1 on a Str check, you can ignore it as well (in which case said cover is destroyed when you take the Aoo).
Big Picture- The Titanic Creature’s sense organs adapt to their larger size, and the larger amount of data they receive. Listen and Spot become class skills for the Titanic creature and it also can use Con instead of Wis for those skills. This also grants you a bonus on spot checks, listen checks, and search checks equal to twice the number of size categories over medium you are, and the range of any of your special senses (scent, darkvision, tremorsense, blindsense, blindsight) increases by 10 feet for each size category you're bigger than medium as well.
Just a Scratch-Due to wounds being proportionally smaller, you gain fast healing equal to the number of times you have taken Growth (stacking with any other fast healing you may have), and any damage you take is reduced by 10% for each size category the attacker is smaller than you, up to 90% damage reduction. This does not apply to attacks that target an area, although it does apply to ones that can have multiple targets without affecting an area such as chain lightning. Enemies with cleave count as two size category bigger than normal for purposes of overcoming this reduction. Opponents with greater cleave count as four size category bigger than normal for purposes of overcoming this reduction.
Slow metabolism- You only need half as much food and water as a creature of your size normally would, and your lifespan is doubled. Poisons and diseases take double normal time for their effects to apply against you, minimum 1 extra round. Can be taken multiple times, stacks.
Ability Score Increase: The Titanic Creature gains +1 Str and +1 Con at each level, for a total of +13 Str and +13 Con at 13th level.
Size Matters: Starting at 2nd, the Titanic Creature picks one of the following options at each level. Unless otherwise noticed, each can only be picked one time and used once every 1d4 rounds, as the titanic creature recover its balance. Alternatively pick another from Bigger is Better.
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Trample- As a standard action, The Titanic Creature can move up to its speed and literally run over any opponents at least one size category smaller than itself. The Titanic Creature merely has to move over the opponents in its path; any creature whose space is completely covered by the Titanic Creature’s space is subject to the trample attack that deals 2d6+1,5 Str mod for a large sized titanic creature, adapt acordingly for Titanic creatures of other sizes. If a target’s space is larger than 5 feet, it is only considered trampled if the Titanic Creature moves over all the squares it occupies.
Out of My Way- As a fullround action, the Titanic Creature can perform a Charge ignoring hard terrain, and performing a free overrun attempt against each creature on its path. Unlike a normal charge, you don't need a clear path to your target (or even an initial target, you can just start charging and then stop when you find a suitable target). You can attempt to break each obstacle in your path as a free action once. You can perform a melee attack as a free action against each creature smaller than you that you sucessfully overrun. If you have SR, you can attempt to dispel any magic effects in your path that would block your path when using this attack, using your SR-11 as your dispel CL. Even force effects may be destroyed this way, but the dispel DC increases by 4. If you have the Trample ability, you may choose to deal trample damage to creatures you sucessfully overrun, as well as any objects in your path, including the ground itself. You can pick this option a second time, in which iniating it is a standard action.
Crash-As a standard action, you can pick an adjacent object or creature smaller than you, neither can weight more than your light carrying capacity. Picking up an unwilling creature demands a sucessful touch attack and winning an opposed Str check. If you suceed, you throw the object/victim as a regular thrown attack with a range increment of 50 feet (doubled for each size category you're bigger than the picked creature/object), and deals 1d6 damage per HD to the target and thrown object/victim, plus an extra 1d6 per 200 pounds of weight of the projectile. If you miss the attack the victim/object scatters and deals takes half damage. Either way a creature thrown this way is left prone. You can pick this option up to four times, the second you become able to use this as a move action, the third as a swift action, the fourth as an immediate action. This movement doesn't provoke attacks of opportunity. You can also use this to throw allies carefully, in which case you only deal half damage to the target, but the thrown ally takes no damage at all.
Shockwave- You scream loudly or clap your limbs or just stomp the ground, but either way the effect is the same. As a standard action you produce either a cone with 5 feet per HD or a line with 10 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects in the area take 1d6 sonic damage per HD and are left deafened for 1d12 rounds. A sucessful Fort save with DC 10+1/2 HD+Con mod halves this damage and negates being deafened. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. You can pick this up to three times, the second you can use this as a move action, the third you can use it as a swift action.
Flex Muscles- As a swift or move action you can gain +2 Str for one round. You can pick this multiple times, each one increasing the Str bonus gained by an extra +2. You don't need to wait 1d4 rounds to use this ability again, but you can't use it more than once per round.
Body Slam-If you would perform a single-target attack, as a free action it instead affects all creatures smaller than you inside an area two size category smaller than you fill. Roll once and compare to their ACs if it would normally demand an attack roll, or otherwise apply any normal targeting rules for the attack (if you used an Hold Monster SLA for example, you wouldn't need an attack roll but each target would get save as normal, roll once for SR). This attack also ignores any miss chances.
Send Flying-As a free action when you hit a melee attack (even if it isn't your turn), the target must make a reflex save with DC 10+1/2 HD+Str mod, taking a -1 penalty on the save for each size category they're smaller than you, or a +1 bonus for each size category they're bigger than you. If they fail, they're pushed 5 feet per point of failed save in a straight line in a direction of your choice away from you other than down and then knocked prone. If they hit an object or another creature that would block its movement, they both take 1d6 bludgeoding damage for each 10 feet it still had to move. You can pick this up to four times, each extra time reducing the “cooldown” by 1 and gaining +1 to opportunity attack rolls, to a minimum of zero rounds cooldown. This movement doesn't provoke attacks of opportunity.
Tremors-As a Fullround action, you can shake the very world. Creatures smaller than you in a burst of 5 feet per HD (doubled for each size category you're bigger than medium) must suceed on a Reflex save with DC 10+1/2 HD+Con mod or take 1d6 bludgeoding damage per HD and be knocked prone. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. Terrain in the area becomes hard terrain against creatures smaller than you, and unatended objects take the damage as well (apply hardness, but don't halve damage). Creatures riding you are unnafected by this, but flying creatures are still affected due to air vibrations, falling to the ground if they fail their reflex save. You can pick this up to three times, the second you can use this as a move action, the third you can use it as a swift action.
Collapse-You need Shockwave and Tremors to pick this. Its iniation action is equal to the higher iniation action between Tremors and Shockwave. It affects an equal area (cone, line or burst, your choice with each use), dealing 1d4 sonic damage and 1d4 bludgeoding damage per HD, and creatures inside it are deafened for 1 hour and knocked prone. .A Fort save with DC 10+1/2 HD+Con mod negates the deafness and halves the sonic damage, a Reflex save with DC 10+1/2 HD+Con mod negates the prone and halves the bludgeoding damage. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. Failing the Fort save by 10 or more makes the deafness permanent, failing the Reflex save by 10 or more halves all movement speeds until all damage is healed. If they fail both the reflex and fort saves by 10 or more, then they're destroyed, reduced to pulp. Collapse takes 2d4 rounds to recharge, and you can't use it if either Tremors or Shockwave is in “cooldown”. You also can't use Shockwave or Tremors in the same round you used Collapse.
Looks Edible-You gain a bite natural attack dealing 1d6+1,5 Str mod damage for a medium creature, that can be used as normal (if you already had a bite attack, increase its damage one size category). When you hit a creature two or more size categories smaller than you with it, you can attempt to start a grapple as a free action and whitout need of a touch attack or provoking attacks of opportunity. If you suceed on this or a subsequent grapple with your bite by 10 or more, you can swallow the creature as a free action. They count as grappled but you no longer count as so, and they can only break free by somehow dealing you damage equal to 20% your max HP against your usual defenses, in which case they manage to break out, after which muscular action closes any leftover hole. You cannot attack them while they're swallowed, but you automatically deal them regular bite damage plus 1d6 acid damage per HD every round thanks to digestion process. If you have 8 HD or more this ignores freedom of movement effects. If you have 16 HD or more even planar travel is blocked. Your stomach can hold up to 1 creature two size categories smaller than you, 2 three size categories smaller, 4 four size categories smaller, etc.
This Isn't Even My Final Form-You gain Deceivingly Innocent Form as a bonus feat. If you already had it, you can now use it as a move or swift action every 1d4 rounds and gain Monster Lord as a bonus feat. You must still satisfy the other feat requirements. If you already had Monster Lord, then you can pick a shape for each size category between your original size and your current “maximum” size. Besides size, your abilities remain the same between each other form, except you always count as your greater size as per the Monster Lord feat and you can now change as an immediate action every 1d4 rounds. In addition each time you use this ability in an ecounter, you gain a cumulative +1 to AC, saves, attack rolls and weapon damage rolls, as long as you don't change back to a form you had already used in that ecounter. Those bonus end when the ecounter is over. You can pick this option up to three times in order to gain the two feats if you didn't have them already and then the final bonus one.
Vacuum-As a swift or move action you produce a cone with 5 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects smaller than you inside the cone must suceed on a Str check against you (taking a -1 penalty for each size category they're smaller than you), or be pulled towards you 10 feet for each point they failed the check, until reaching a square adjacent to you. This movement doesn't provoke attacks of opportunity. Alternatively you may exhale, producing the opposite effect (affected creatures and objects smaller than you pulled away 10 feet for each point they failed the check). This also snuffs out nonmagical fires smaller than you.
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The basic Titanic creature concept is pretty simple, enlarge something to massive proportions, yet also pretty popular.
Want to make something look scarier? Just make them bigger! Doesn't really matter what, it's much more menancing when it's towering over the main characters. And their homes. And their cities. And that mountain in the background.
Original template suposedly was just to vermins and animals, but screw that, I got those custom “bigger than colossal“ rules, may as well use them.
The original template was also pretty dull, basically just bigger numbers and a trample attack. Time for list of abilities!
Two of them actually, one for passive stuff, another for active special attacks. I seeked to add iconic abilities one expects from big badass monsters. May add some more if I get the inspiration or someone offers interesting ideas.
So if you want to become bigger and meanier, the Titanic Creature's for you!