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Messages - bhu

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1
Uncle Kitty's General Weirdness / Re: Templates
« on: June 30, 2017, 05:00:35 AM »
3.5 Invocation

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2
Uncle Kitty's General Weirdness / Re: Templates
« on: June 30, 2017, 04:45:51 AM »
D20 Modern Incantation

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3
Well I dont know if I can do the images, but i can add bbcode

4
Uncle Kitty's General Weirdness / Re: Templates
« on: June 30, 2017, 01:30:20 AM »
D20 Modern Race Template

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5
Done, will format shortly

6
Originally by Ariasderros

Altered Eldritch Source [Monstrous]
Prerequisite: Ability to use Spell-Like or Supernatural Abilities that allow Saves with a DC based on Charisma.
Benefit: Choose a mental ability score other than Charisma (Intelligence or Wisdom). From now on, any Spell-Like and Supernatural Abilities gained from race or monstrous class levels (or feats that demand levels or specific abilities gained from a monstrous class) are now based on this score, instead of Charisma.
The choice of which ability score to use is made when this feat is taken, and cannot be changed later.
Special: If you have an ability that would provide a boost to a score, and the ability precludes granting a benefit to Charisma, then the ability score chosen for this feat and Charisma are both ineligible to be boosted.
Example: A character with both levels of Monster of Legend, who has chosen the Saga ability of "Sweet Poison" decides to take this feat and have his Spell-Like and Supernatural Abilities based off of Intelligence. This causes the DC against the poison to be 10+1/2 HD+Int mod. However, the boost to an ability score allowed from draining essence with this poison can now not be used to boost either Charisma or Intelligence.


Malformed Body [Monstrous]
Prerequisite: 1st level OR Monster Hybrid feat, upon taking the first level of a monster class, or before taking levels of a monster class.
In either case, you must choose the monster class this feat is applied to.
Benefit: Choose two physical ability scores (Strength, Dexterity, Constitution). Whenever either of the two would be boosted by your monstrous class progression in the class you have taken this feat for, instead the other ability score is boosted.
Creatures that have their ability score progression altered significantly by this look quite different from their normal 'cousins' in appropriate ways.
Example: Wanting a Tarrasque that is much more defensive, one player decides to take this feat swapping Str and Dex, thus causing all of the Str boosts to go towards Dex, and all of the (non-existent) Dex boosts to go to Str. The Tarrasque produced by this gains a vast amount of Dexterity, but is much weaker than its Strength-based cousins, and looks much less bulky, and almost serpentine and lithe. Another player wants to play an Air Drake that is a bit tougher, and swaps Dex for Con, making an Air Drake that looks like it is a little more clunky in the air, but its bulk lets it take a blow better.


Malformed Mind [Monstrous]
Prerequisite: 1st level OR Monster Hybrid feat, upon taking the first level of a monster class, or before taking levels of a monster class.
In either case, you must choose the monster class this feat is applied to.
Benefit: Choose two Mental ability scores (Intelligence, Wisdom, Charisma). Whenever either of the two would be boosted by your monstrous class progression in the class you have taken this feat for, instead the other ability score is boosted.


Tough Shot [Monstrous]
Prerequisite: Attack that requires a ranged attack roll or a ranged touch attack roll gained from race.
Benefit: Chose your Strength or your Constitution and one attack that requires a ranged attack roll or a ranged touch attack roll gained from race you posses. From now on, you use the stat you chose instead of your Dexterity for your attack rolls with that attack. These choices are made when the feat is taken and cannot be changed later.
Special: If there were other factors of the ranged attack that you chose based on your ability scores (such as range), then you may have all of the ability score based factors based on the stat chosen with this feat. You must choose whether you will be using this replacement when you take this feat, and cannot be changed thereafter.
Example: a Naga with the Protector path would normally use BAB + Dex when using its Spit Poison ability, but when taking this feat the player chooses to have the attack based on Constitution (for synergy with the poison's DC :cool ). This feat could not change the range of the ability, because that is based off of Hit Dice, not an ability score. Additionally, this feat could not be used to change the DC of the poison to Strength based, because its poison and Poison Spit are separate abilities.

7
Originally by Estradus

Sinister Breath [Monstrous]
Your breath can transmit poisons and diseases.
Prerequisites: A damaging breath weapon and a poison or disease that can be transmited via bite or spit
Effect: When using a breath weapon which deals damage, you may breath a poison or disease you can transmit by bite into the weapon. Anyone who fails their save against the breath must save against the poison, if they succeed their save against the breath they are uneffected. When using this feat, add one round to the number of rounds you must wait before using your breath weapon again.
Special: You can take this feat if you can gain these abilities by other then natural means; a tooth alchemical capsule filled with poison, or manifesting breath of the black dragon, or similar events work just fine.

8
Originally by Sirpercival


Exceptional Specimen [Monstrous]
Your abilities are harder to resist than normal for your species.
Prerequisite: Ability Focus with two or more special attacks.
Benefit: Increase the DC of all of your special attacks by 1.  This feat stacks with the benefit granted by Ability Focus.

Extraordinary Specimen [Monstrous]
Your abilities are even harder to resist than normal for your species.
Prerequisite: Exceptional Specimen.
Benefit: Increase the DC of all of your special attacks by 1.  This feat stacks with the benefit granted by Ability Focus and Exceptional Specimen.

Project Touch [Monstrous]
You can project your supernatural abilities at range, using your force of personality.
Prerequisite: Supernatural ability which requires melee touch attack.
Benefit: Choose a supernatural ability you have which requires a melee touch attack.  A number of times per day equal to your Charisma modifier, you can instead use that ability with a ranged touch attack with a 30-foot range increment.
Special: You can select this feat multiple times; each time, choose a different supernatural ability.

Unusual Anatomy [Monstrous]
Prerequisite: Any natural attack
Benefit: Your body is significantly weirder than others of your kind.  You exchange one type of natural weapon you have for another.  The damage and damage type change to that appropriate for the new natural weapon, which also gains a special ability; details are shown in the table below.  However, the number of attacks stays the same.  For example, a Displacer Beast could exchange its two tentacle attacks for two claw attacks, or its single bite attack for a single claw attack (but not both).  Any modified weapons do not alter the other functions of the associated body parts.
Special: Any special attacks dependent upon natural weapons which you give up are still linked to the original set (and therefore lost unless you regain those natural weapons through some other means).


Natural
Weapon   Base
Damage
(Medium)   

Special
Claw or Pincers   1d6   Crit 19-20/x2
Slam or Hoof   1d6   Deals double damage against objects
Bite or Sting   1d8   Crit 20/x3
Wing or Tail   1d8   Deals double Str mod to damage instead of 1.5 for primary weapon, or full Str mod for secondary weapon
Gore   1d6   Deals double damage on a charge
Tentacle   1d4   Double natural reach


9
Originally by Prime32

Aberrant Element [Monstrous]
Prerequisite: Any elemental subtype (acid, cold, fire or electricity)
Benefit: Your elemental subtype changes to any of the other three elemental subtypes above. If you have any racial abilities which inflict or prevent damage matching your original subtype (including racially granted spell-like abilities or maneuvers), they change to match your new subtype (eg. a fire elemental that changed element to electricity would deal extra electricity damage with its attacks). Any special attacks so modified increase their save DC by 1.
Special: If you have multiple elemental subtypes, only one is altered. You may select this feat a number of times equal to your number of elemental subtypes; this cannot result in the save DC of an ability increasing by more than +1, even if it uses multiple elements.

Alternate Form
[Monstrous]
Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general).
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form.
Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.

Amorphous Disguise
[Monstrous]
Prerequisite: Ooze type, Disguise 8 ranks.
Benefit: As a full-round action you may assume the form of other creatures as if casting disguise self. This is a transmutation rather than illusion effect (though interaction still allows a Will save to disbelieve), and is capable of changing your body type though this grants no mechanical benefit.

Breath Spit [Metabreath]
Prerequisite: Breath weapon
Benefit: You may use your breath weapon against a 5ft square within a range equal to your breath weapon's normal range (if it is a line) or double its normal range (if it is a cone). When you use this feat, subtract 2 from the number of rounds you must wait before using your breath weapon again.

Exotic Caster [Monstrous]
Prerequisite: Racial spellcasting ability
Benefit: Choose one spellcasting class in which you have levels. Your racial spellcasting ability becomes spellcasting of that type, stacking with the casting from that class. Eg. a dragon who casts as a 5th-level sorcerer and has 2 levels of cleric could take this feat to lose his sorcerer casting and cast as a 7th-level cleric.
Special: If your racial spellcasting ability is based on a class which grants fewer than 9 levels of spells (such as bard or paladin) it may only be used to advance equivalent or worse casting. I.e. a creature who casts as a bard (6 levels) could improve his paladin (4 levels) or duskblade (6 levels) casting but not his wizard casting.

Improved Alternate Form [Monstrous]
Prerequisite: Alternate Form, character level 6th
Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form.
Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.

Monster Lord [Monstrous]
You are a lord among your race. For some reason this means you're far more human-looking.
Prerequisites: Deceivingly Innocent Form, size Large or larger
Benefit: While in Deceivingly Innocent Form you gain the Powerful Build trait, except that you count as your original form's size rather than one size larger. In addition you gain a +2 bonus on social skill checks made against members of your own race, and a +2 bonus to your Leadership score if you have one.

Spiked Body [Monstrous]
Prerequisite: Natural armor +1 or greater
Benefit: You grow spikes all over your body, which can be used as a secondary natural weapon dealing 1d4 damage for a Medium creature. Your other natural attacks (if any) deal piercing damage in addition to their normal damage type. Once per round, you may make a spike attack against a creature grappling you as a free action.

Variable Element [Monstrous]
Prerequisite: Aberrant Element
Benefit: Select one elemental subtype (acid, cold, fire or electricity). You may treat that subtype as the one chosen for your Aberrant Element feat whenever it is more convenient. This allows you to base abilities that inflict or prevent elemental damage on either element, and benefit from the immunities of both elements without incurring their vulnerabilities.
Special: You may select this feat multiple times, choosing a different element each time.

10
i got one, where should i post

11
Uncle Kitty's General Weirdness / Re: 1776 Campaign
« on: June 29, 2017, 08:56:42 PM »
Changes to existing classes

Soldier Skills: Drive applies to coaches or wagons only (and watercraft).
Bonus Feats: Remove Burst Fire and replace it with Quick Reload.

Infiltrator Skills: Remove Investigate, Knowledge (Art), and Tumble.  Replace with Ride, Survival, and Swim.

Bodyguard Skills: Remove Knowledge (Behavioral Sciences, Civics) and replace with Bluff and Hide.  Drive applies to coaches and wagons (and watercraft).

Personality Skills:
Remove Knowledge (Behavioral Sciences) and Perform (Standup).  Replace with Knowledge (Theology and Philosophy) and Sense Motive.

Negotiator Skills:
Remove Computer Use, Drive, Investigate, and Knowledge (Behavioral Sciences).  Replace with Craft (Writing), Knowledge (History, Theology and Philosophy), and Listen.
Bonus Feats: Replace the Bonus Feats list with the following: Brawl, Confident, Deceptive, Defensive Martial Arts, Dodge, Educated, Iron Will, Low Profile, Renown, Stealthy, Studious, Trustworthy, Windfall.


D20 Past:

The Explorer Unchanged.

Frontier Marshall Prerequisites: Remove the requirement for the Close Combat Shot class ability.
Bonus Feats: Replace Double Tap with Secret Identity.


D20 Future:

Field Officer Skills: Remove Computer Use, and Knowledge (Behavioral Sciences).  Replace with Knowledge (Current Events) and Ride.
Bonus Feats: Remove the 4 armor proficiency Feats and replace with Archaic Weapons Proficiency, Educated, Quick Reload, and Simple Weapons Proficiency.

12
Uncle Kitty's General Weirdness / Re: 1776 Campaign
« on: June 29, 2017, 08:47:34 PM »
Purchase DC's for Equipment

Weapons
Snaplock Pistol DC 20
Blunderbuss Pistol DC 19
Brown Bess DC 13
Ferguson Rifle DC 18
Compound Bow DC 10
Heavy Crossbow DC 11
Crossbow DC 9
Longbow DC 10
Sling DC 2
Club DC 4
knife or Dagger DC 7
Quarterstaff -
Sap DC 2
Sickle DC 9
Brandistock DC 8
Cutlass/machete/scimitar DC 5
Greatsword DC 9
Halberd/Spontoon DC 6
Hatchet/hand axe/tomahawk DC 4
Lance DC 6
Longsword DC 4
Pike DC 7
Spear DC 6
Rapier/Smallsword DC 10
Saber DC 10
Pistol-axe or mace DC +1
Bayonet DC 7
Sword Cane DC 9
Brass Knuckles DC 5
Cleaver DC 5

Ammo
Musket shot and powder (10) DC 8
Pistol shot and powder (12) DC 8
Blunderbuss shot and powder (10) DC 6
Arrows (12) DC 6
Bolts (12) DC 5
Sling bullets (12) DC 3
Cartridge Box (leather or tin box on a strap holding flints, up to 30 rounds of musket ammo, and a musket tool) DC 4 (does not include ammo)
Powderhorn DC 2
Hunting Pouch (patch knife, loading block, charger and cloth) DC 4

Explosives
Gunpowder barrel DC 12
Blast grenade DC 14
Mild Acid vial DC 6
Molotov DC 6

Armor
Buff Coat DC 11
Studded Leather DC 12
Breastplate DC 19
3/4 Plate DC 21

General
Haversack/Backpack, Empty Barrel, Empty Chest, Crowbar, Spade/Shovel  DC 7
Knapsack, Bedding, Wool Blanket, Fishhook, Pint of Oil DC 0
Tinderbox, Map Case, Flint and Steel, 50' Rope (hemp), Pound of sealing wax, Canteen/Waterskin, Magnifying Glass DC 2
Tent (2 man), Lantern, Small Mirror, 50' Silk Rope DC 11
Tent (4 man) DC 12
Tent (8 man), Basic Mechanical Tools kit DC 13
Chemical Kit DC 16
Deluxe Mechanical Tool Kit DC 20

Clothing
Hunting shirt DC 1
Set of clothes (Common) DC 0
Set of Clothes (Professional or Traveler's) DC 2

Transportation (land)
Horse
Saddle
Feed
Cart/Wagon
Coach/Carriage

Transportation (water)

Oar DC 7
Raft DC 20
Canoe DC 20
Corvette DC 33
Cutter DC 34
Dinghy DC 20
Frigate DC 38
Rowboat DC 20
Ship of the Line DC 44

13
Uncle Kitty's General Weirdness / Re: 1776 Campaign
« on: June 29, 2017, 08:43:46 PM »
Starting Point

The September 11th meeting on Staten Island by Franklin and others begins the secret phenomenon that will be the end of the war.

On September 21st what will be the first of many tragic fires erupts in New York, and many ships (British or otherwise) are destroyed or disappear around this time.  On the 22nd appearing pale and possibly terrified, Benjamin Franklin begin informing the public the war is over, though they refuse to go into specifics other than the cost was great.  Unknown to all, General Washington and all forces, American or otherwise, have perished in disaster at New York.  Ships begin to disappear if they go out of sight of land and there are rumblings of discontent.  The remaining British, uncertain of what to do after being cut off from their homeland, hole up and begin to plot and ponder.  The local Natives begin to go into hiding.  Franklin disappears on some unknown errand.

Hit Points: Max 1st Level, average after.

Stats: 28 point buy

There are some skill/feat/profession differences twixt d20 modern/past.

Here are some highlights for the Feats:

Advanced Firearms Proficiency, Aircraft Operation, Burst Fire, Double Tap, Drive-by Attack, Force Stop, Gearhead, Medical Expert, Strafe, Surgery, and Vehicle Dodge aren't available.

Personal Firearms Proficiency covers virtually all handheld firearms.  Cannons require exotic weapon proficiency.

Archaic weapons covers all bows

Simple weapons cover crossbows

Simple or Archaic will cover almost all melee weapons unless truly exotic

a few other feats have some differences

http://www.12tomidnight.com/d20modernsrd/Home.php  this should help some


Starting Occupations: Dilletante, Emergency Services, and Technician are not available, some others have minor differences.

Skills: Computer Use, Investigate, Knowledge (Behavioral Sciences, Technology), and  Pilot are unavailable, some others have changes.


New Skill

Knowledge (Reality)
This Knowledge skill has a variety of uses, is difficult to come by, and is dangerous to the possessor.  Human beings evolved to be psychically blind to reality, which makes them difficult to perceive to those outside sometimes.  Having ranks in this Knowledge skill means you have voluntarily given up the main defense evolution has provided you with as what you may perceive can now also see you, so you'd better learn more of the truth of existence (which is essentially what this skill is) if you want to stay alive.  But the more you learn the harder it is to remain sane, and eventually you may become other than human.  This skill has some overlap.  For example Knowledge (Theology and Philosophy) will give you information on world faiths (Anubis worship for example).  Reality also give you the horrifying truth hidden behind those beliefs, such as the actual entity Anubis is.  Physical Sciences covers astronomy, chemistry, physics, etc.  Combined with Reality, you learn how the rules of the universe actually work.  Arcane Lore tells you about the occult, monsters, and to some extent real magic.  Reality tells you the truth behind the legends of monsters, and explains magic is just another form of science that uses a set of rules reality is actually based on.  For each rank in Reality, your maximum possible Sanity is lowered by 3.  Should this ever lower your maximum possible Sanity to 0, you become an Outsider with the Native Subtype.


New Feats


Continuous Learning
You keep up with the times.
Prerequisites: Ranks in any Craft skill (Chemical, Mechanical, Pharmaceutical, Structural)
Benefits: You gain a +2 Bonus on a specific Craft skill of your choice.  Also, when new inventions come out with that Craft skill you keep up with them, and take no penalties in working with them.  For example if a new form of lock was invented, and your bonus was in Craft (Mechanical) you wouldn't take penalties in Open Lock checks because you were unfamiliar with it.  If a new explosive were invented, and you had ranks in Craft (Chemical) you wouldn't take penalties on Demolitions when using it.  May be taken multiple times, once for each Craft skill.

Medium
You were born sensitive to odd things.
Prerequisites: Must be taken at 1st Level
Benefits: You gain a +2 Bonus on Listen and Spot checks against anything Supernatural.  This means any creature withe Supernatural abilities or that has the ability to cast spells, or to notice any trap/event/whatever with a supernatural origin.

New Flaws

Apprentice
You have accepted a Wizard or entity as a teacher, and may whatever God you pray to have mercy on you.
Prerequisites: Must have made peaceful contact with a caster (human or otherwise) and agreed to the bonds of apprenticeship as it's student.
Benefits:  Instead of an additional Feat, time to learn spells is halved.  On the downside you learn what spells your teacher wants you to learn, and you have to be it's whipping boy/possible slave/meal.  The minute you disobey and manage to live through the experience you are cast out and lose the benefits of this Flaw until you gain a new master.  DM's should note having this Feat will likely put the PC in harms way quite often.

Deific Bargain
You have agreed to some sort of horrific bargain with a Deity for power, or just to convince it to let you live, although life as a God's pawn can hardly be called a life.
Prerequisites: Must have made peaceful contact with a Deity, and accept it's bargain for letting you live as it's servant
Benefits:  Instead of a Bonus Feat you get penalties/benefits listed in the Deities thread (usually 2 ranks in a spell of the deities choice).  If you ever disobey your God and it can't destroy you personally because lack of access to this realm, it will direct it's minions to murder you at the earliest opportunity

14
Uncle Kitty's General Weirdness / Re: 1776 Campaign
« on: June 29, 2017, 08:33:48 PM »
Informative Links

Philadelphia

Philadelphia

http://en.wikipedia.org/wiki/Philadelphia

http://pabreweryhistorians.tripod.com/colonialbeer.html

http://www.ushistory.org/philadelphia/

http://en.wikipedia.org/wiki/History_of_Philadelphia

http://en.wikipedia.org/wiki/Province_of_Pennsylvania

http://en.wikipedia.org/wiki/Great_Wagon_Road

http://www.google.com/search?q=colonial+philadelphia&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a#q=philadelphia+colonial+history&hl=en&client=firefox-a&sa=X&rls=org.mozilla:en-US:official&prmd=ivns&tbs=tl:1&tbo=u&ei=a8bxTfqCHI74gAeIr9XjCw&oi=timeline_result&ct=title&resnum=11&ved=0CG8Q5wIwCg&bav=on.2,or.r_gc.r_pw.&fp=7ff7d408b5d36764&biw=1144&bih=665

http://www.foodtimeline.org/foodcolonial.html#pa

http://www.ushistory.org/pennsylvania/birth2.html



Colonial America

http://en.wikipedia.org/wiki/Colonial_history_of_the_United_States

http://www.usgennet.org/usa/topic/colonial/

http://www.jaegerkorps.org/NRA/Hunting%20Guns%20in%20Colonial%20America.htm

http://www.americanrevolution.org/artillery.html

http://www.ithacapress.com/kennethjewett/rifled-gun.html

http://www.scarborough.k12.me.us/wis/teachers/dtewhey/webquest/colonial/colonial%20era%20timeline.htm

http://www.historyplace.com/unitedstates/revolution/rev-early.htm

http://www.pinzler.com/ushistory/timeline1.html

http://www.americaslibrary.gov/jb/index.php

http://freepages.genealogy.rootsweb.ancestry.com/~riss/hrtg/coltmln.html

http://www.foodtimeline.org/foodcolonial.html

http://www.revolutionarywararchives.org/49september1776.html

http://www.revwar75.com/battles/177609.htm

http://www.history.com/this-day-in-history/worlds-first-submarine-attack

http://www.usahistory.info/colonial/newspapers.html

http://www.chroniclesofamerica.com/colonial_folkways/colonial_travel.htm

http://www.wtps.org/wths/imc/teacher_assignment/english/barnett/barnett%20colonial%20america.htm

http://www.kidinfo.com/american_history/colonization_colonial_life.html



Maps

http://media-3.web.britannica.com/eb-media/88/70388-050-60AC0E12.jpg

http://www.history-map.com/picture/004/Philadelphia-1776-in.htm

http://www.pbs.org/wgbh/amex/adams/maps/maps_text_02.html



Native Americans

http://en.wikipedia.org/wiki/Category:Native_American_tribes_in_Pennsylvania

http://www.native-languages.org/lenape-legends.htm

http://www.native-languages.org/lenape_culture.htm

http://www.native-languages.org/wyandot-legends.htm



Legends and Ghost Stories

http://www.cryptozoology.com/cryptids/thunderbird.php

http://naturalplane.blogspot.com/2007/08/mountain-lion-report-in-northeast.html

http://naturalplane.blogspot.com/2010/01/search-for-pennsylvania-bigfoot.html

http://blog.pennlive.com/wildaboutpa/2010/01/bigfoot_in_pennsylvania_some_o.html

http://theshadowlands.net/places/pennsylvania.htm

http://www.pennsylvania-mountains-of-attractions.com/haunted-pa.html

http://www.americanfolklore.net/folktales/pa1.html

http://www.cryptomundo.com/bigfoot-report/pa-lakemonster/

http://nepablogs.blogspot.com/2006/02/nepa-monsters-legends-and-lore.html

http://americanfolklore.net/folklore/2010/07/tommy_knockers.html

http://www.legendsofamerica.com/gh-tommyknockers.html

http://books.google.com/books?id=D0oLhatcGxAC&pg=PA180&lpg=PA180&dq=pennsylvania+werewolves&source=bl&ots=JrIxu8dPvj&sig=qmO6cdylvZj0f6z4SuEtudkNu04&hl=en&ei=otPxTfS-PPKu0AG_46XwCw&sa=X&oi=book_result&ct=result&resnum=5&ved=0CDYQ6AEwBDgK#v=onepage&q=pennsylvania%20werewolves&f=false




15
Oslecamo's Ideas / Re: Oslecamo's Improved Monster Classes
« on: June 29, 2017, 08:01:04 PM »
Thrym Hound
A PrC for the Winter Wolf


(click to show/hide)
From MMV pg 170-171
Init +1; Senses Scent; Listen +11, Spot +8
Languages Common, Draconic, Orc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AC 39, touch 9, FF 38 (-2 Size, +1 Dex, +30 natural)
13 HD;
Resist Cold 15
Saves F +22; R +15; W +15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Speed 40' (8 squares)
Melee Bite +19 (3d6+8) and 2 claws +18 (2d6+4 each)
Space 15ft; Reach 10'
Base Atk+13 Grapple +29
Atk Options Counterstrike, Frigid Stare
Spell-Like Abilities 3/day--Ice Storm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Abilities Str 26, Dex 12, Con 27, Int 4, Wis 20, Str 15
Feats Alertness, Multiattack, Skill Focus (Intimidate), Quicken SLA (Ice Storm), WF (claw)
Skills Intimidate +22, Jump +12, Listen +11, Survival +9, Spot +8
Advancement 14-32HD (huge); 33-39 (Gargantuan)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saves THrym hounds get a +6 racial to SavingThrows
Counterstrike (Ex): Any adjacent creature that swings at a Thrym hound and misses has a Strnce to be struck by the creature’s spines. The Thrym hound receives a free attack at +19 on the attack roll, dealing 1d8+4 points of damage if it hits.
Frigid Stare (Su) 60-foot line, once every 1d4 rounds, damage 13d6 cold, Reflex DC 24 half.
Skills Thrym hounds have a +10 racial bonus on Intimidate checks.

Description & Information
This creature resembles an enormous wolf, twice as tall as a human at the shoulder. As it approaches, however, what you took to be fur is revealed as spikes of icy stone. With glowing white eyes, the great beast watches you intently.
Thrym hounds are cunning predators that dwell in lands of ice and snow, originally a gift from the deity Thrym to his frost giant worshipers. Some Thrym hounds serve the frost giants as fearsome steeds, and others run in feral packs through the polar wastes.

STRATEGIES & TACTICS
Whether they are the hunters or the hunted, Thrym hounds make intelligent use of their special abilities in combat. When facing large numbers, they use ice storm (a swift action thanks to their Quicken Spell-Like Ability feat) to disorient and confuse their foes. They then close to take advantage of their reach. Once engaged in melee, they use their frigid stare as often as possible, attacking with bite and claws the rest of the time.
When fighting small numbers of foes, a Thrym hound uses its frigid stare to take probable spellcasters out of combat quickly, hoping to keep an enemy’s magic off the battlefield. It reserves its ice storm ability for spellcasters, ranged combatants, and other Strracters who hang back from the fray. Against weaker opponents, Thrym hounds engage as many foes as possible in melee, relying on their counterstrike ability to quickly even the odds. They freely use tactics that provoke attacks of opportunity, trusting that Strracters who have seen the Thrym hound’s counterstrike will think twice before making those attacks.
Though Thrym hounds are resistant to cold, they are not immune to it. As such, these creatures are careful not to catch each other in the line of their frigid stare. In larger packs, specific members whose injuries limit their usefulness in melee use ice storm and frigid stare, while the others take the fight to the foe.

ECOLOGY
Thrym hounds are at the top of the food Strin in their frigid homelands. White dragons are the only creatures a Thrym hound fears, but packs of hounds can stand up to younger dragons if threatened.
If a Thrym hound eats voraciously for a week or two, it can go hungry for nearly a year without suffering any ill effect. Thrym hounds can eat smaller meals throughout the year if they so choose, but most of them prefer to binge and then fast, since prey can be scarce in the frigid lands where the hounds dwell.

SOCIETY
Thrym hounds live in arctic and subarctic lands, preferring glacial regions of snow and ice. They are commonly found in cold mountains and cold hills, though they prefer temperate regions for hunting and sport. When hunting, they can be found in a broad range of climes, though they rarely linger long before returning to their arctic homes. Packs of two to a dozen Thrym hounds form to hunt and raid. Raids into warmer lands are a strange feature of Thrym hound pack culture. Lone Thrym hounds occasionally go raiding, though this is normally an activity for a large pack. But even a small pack of Thrym hounds can wreak havoc in a civilized area.

Thrym hounds hunt for pleasure as much as they do for sustenance. They are intelligent enough to engage in cruelty for its own sake, putting their victims through torturous cat-and-mouse games before consuming them.

These creatures have a couple of habits that extend beyond instinct or intelligence. They have an intuitive sense of and respect for territorial boundaries, so conflicts between individuals or packs are rare. Thrym hounds also have a natural subservience toward frost giants. Thus, frost giants receive a +4 bonus on Handle Animal checks and Ride checks when dealing with Thrym hounds.


Level   Base
Attack Bonus
Increase   Fort
Save
Increase   Ref
Save
Increase   Will
Save
Increase   
Special   Ability Score
Increase
1st   
+1
   +1   +1   +1   Frozen Metabolism, Ice Walker, Pierce Resistance 10   
-
2nd   
+1
   +0   +0   +0   Aura of Cold, Sleet Storm 1/day/HD   +1 Con
3rd   
+1
   +1   +1   +0   Jump through Ice, Pierce Resistance 20    +1 Str
4th   
+1
   +0   +0   +1   Growth, Freezing Glare 4/day   +1 Con
5th   
+1
   +1   +1   +0   Frost Fever, Pierce Resistance 30   +1 Str
6th   
+1
   +0   +0   +0   Powerful Build, Bilzzard 2/day   +1 Con
7th   
+1
   +1   +1   +1   Freezing Fog, Pierce Immunity   +1 Str
Skill Points: 4 + Int mod / level.
Class Skills: Balance, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim.
The Thrym Hound has following Body and Class Features, as well as the features from the Winter Wolf.
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    d10 Hit die
    full BAB
    Good Fort & Ref
    4+Int Skills
    Darkvision 60 ft& Low-Lit Vision
    Nat weapon prof (bite & claw) & no armor or shields
    Eat, sleep & breathe.
    Languages: Giant; can communicate with Winter Wolves and other Thrym Hounds

(click to show/hide)
Ability Score Increases: The Thrym Hound gains a +1 to Con at levels 2, 4 and 6 and a +1 to Str at levels 3, 5 and 7.

1 - Frozen Metabolism (Ex): The Thrym Hound can go 5 weeks without food, and does not have need for water.

1 - Ice Walker (Ex): The Thrym Hound ignores any penalties to vision, movement and Survival skill in snow or icy terrain, including such magically-altered terrains. Furthermore, it has +10 to Jump and Balance checks in snowy and icy terrain.

1 - Pierce Resistance (Ex): Damage from any of the Thrym Hound's abilities ignore 10 Cold Resistance of any creature; at level 3, it ignores 20 Cold resistance; at level 5, it can ignore 30 Cold Resistance of any creature.
Frost Giants, Winter Wolves and Thrym Hounds are not affected by this ability.

2 - Aura of Cold (Su): The Thrym Hound radiates cold from its icy fur. It chills the air and ground near it. It leaves icy tracks, turns water and snow to ice, and it freezes all ground in a 10' radius, up to a half-foot of depth per minute (max 5' depth). Furthermore, creatures within 10' of a Thrym Hound that are equipped with metal armor or weapons take 1d8 cold damage / round.

2 - Sleet Storm (Sp): Once per day per Hit Die, the Thrym Hound can conjure a Sleet Storm, as the spell, with CL 10+1/2 HD + Con.

3 - Jump through Ice (Su): Tales of Hounds include their mythical ability to appear in the midst of storms. As long as the Thrym Hound is currently standing on snowy or frozen ground it may transfer itself from its current location to any other icy or snowy terrain it can see up to 1 mile away. This is a Standard action that does not provoke Attacks of opportunity, but it cannot use any other actions until the beginning of its next turn.
Other than these changes, this ability functions like Dimension Door.

4 - Growth: At 3rd-level, the Thrym Hound again grows in size, becoming Huge-sized (long).

4 - Freezing Glare (Sp): The Thrym Hound can stop foes in their tracks by simply focusing its wintery eyes. Four times per day, it can use the following as a Standard action with CL 10+1/2 HD + Con:
(click to show/hide)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level; see text
Saving Throw: Will negates
Your eyes stop the life in those who meet your glare.
 - Each round you may target a single living creature. It must make a Will saving throw or be frozen in place.
 - Frozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further –4 penalty to Armor Class. Frozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze. A creature that has been immobilizing with a freezing glance, then restored to motion after an attack, can still be the target of the same freezing glance in a later round.
 - Though the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level.

5 - Frost Fever (Su): An opponent that takes damage from a 5th-level Thrym Hound's Freezing Bite (See Winter Wolf) becomes subject to this curse (Will DC 10+The Hound's HD + its Con). A subject that succeeds on its Saving Throw is still much easier to track by any Winter Wolf or Thrym Hound, and cannot obscure or hide its tracks (Such as by Trackless Step or by spells/powers). If the subject fails its save, it loses any immunity to the Fatigued condition, cannot be cured of Fatigue, and it also has trouble with Sleep, requiring 1.5 times the normal amount of rest for any of its benefits (4 becomes 6; 8 becomes 12, etc).
This curse may be removed only by a Remove Curse spell cast by a creature with a CL of least 11 HD.

6 - Powerful Build (Ex): At 6th-level, the Thrym Hound gains Powerful Build, with all the benefits as described in the Half-Giant's racial entry.

6 - Blizzard (Sp): A powerful  Thrym Hounds with experience can be deadly. A Thyrm Hound of 6th level can, twice per day, use Blizzard (see below). Multiple Blizzards do not stack; the one with the longest duration replaces any one in place.
(click to show/hide)
Inspiring Source: Frostburn
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft.-radius/level spread
Duration: 1 round/level; see text
Saving Throw: Will negates
Your eyes stop the life in those who meet your glare.
 - Immediately upon completion of this spell, the temperature drops to below freezing and a powerful blizzard erupts in the area. Visibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible. Unprotected flames are automatically extinguished and protected flames have a 75% chance of being doused. Creatures unprotected from the cold must make a Fortitude save or take 2d6 points of cold damage; Creatures protected from the cold still take 1d6 nonlethal damage per turn.
 - One foot of new snow falls each round. Movement within the area is impeded, depending on the creature’s size and depth of snow (See Frostburn pg 12)
 - A Thrym Hound within 30' of the caster may expend a use of their own Blizzard to double the spell's base duration.

7 - Pierce Immunity (Ex)At the height of its power, the Thrym Hound's abilities even affect creatures normally immune to cold; such creatures are treated as if they have a base resistance to cold of 40, and are subject to the Thrym Hound's Pierce Resistance ability (and thus have it reduced to Cold Resist 10).
Frost Giants, Winter Wolves and Thrym Hounds are not affected by this ability.

7 - Freezing Fog (Ex): The following abilities increase all applicable damage dice by one category (As the SRD's progression of the Longsword): The Winter Wolf's Frostbite, Freezing Bite, Freezing Breath; damage from the Thrym Hound's Aura of Cold, damage from Sleet Storm and damage of Blizzard. At 15 HD, and again at 20 HD, these damage dice increase by another step.
« Last Edit: April 26, 2017, 07:13:34 AM by ~Corvus~ »
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Quote from: HuskyBoi

    I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.


Greedling avatar by Ceika from Giantitp.

16
Did you get all of the stuff listed under extra material in the original index ported over?

17
Oslecamo's Ideas / Re: Oslecamo's Improved Monster Classes
« 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
(click to show/hide)
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.
(click to show/hide)

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.

(click to show/hide)
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.



(click to show/hide)
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!

18
Uncle Kitty's General Weirdness / 1776 Campaign
« on: June 29, 2017, 04:51:28 AM »
Advanced Classes
Changes to existing Classes

New Skills and Feats
As well as Campaign info

Sanity Rules

Spellcasting Rules

The Grimoire

Equipment
Purchase DC's for Equipment

Informative Links
Links

Bestiary

Those We Do Not Speak Of

19
Uncle Kitty's General Weirdness / The Cat Burglar
« on: June 29, 2017, 04:30:04 AM »
The Core Class

Prestige Classes

Kitteh Magic

The Kitteh Gawds

Kitty Monsters

Itty Bitty Kitty Races

Kitteh Magic Items

Kitteh Feats

Example Guilds

20
Uncle Kitty's General Weirdness / The Bee-Guiler
« on: June 29, 2017, 04:25:41 AM »
The Core Class

Prestige Classes

Bee Magic

Bee Gawds

Bee Monsters

Bee Races

Bee Magic Items

Bee Feats

Hivemind Feats

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