Author Topic: Oslecamo's Improved Monster classes extra material.  (Read 1818 times)

oslecamo

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Oslecamo's Improved Monster classes extra material.
« on: June 29, 2017, 10:50:59 PM »
For things besides the monster classes itself.

bhu

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Re: Oslecamo's Improved Monster classes extra material.
« Reply #1 on: June 29, 2017, 11:23:30 PM »
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.
« Last Edit: June 30, 2017, 04:20:42 AM by bhu »

bhu

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Re: Oslecamo's Improved Monster classes extra material.
« Reply #2 on: June 29, 2017, 11:26:13 PM »
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

« Last Edit: June 30, 2017, 04:23:11 AM by bhu »

bhu

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Re: Oslecamo's Improved Monster classes extra material.
« Reply #3 on: June 29, 2017, 11:27:25 PM »
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.
« Last Edit: June 30, 2017, 04:23:59 AM by bhu »

bhu

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Re: Oslecamo's Improved Monster classes extra material.
« Reply #4 on: June 29, 2017, 11:29:47 PM »
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.
« Last Edit: June 30, 2017, 04:27:29 AM by bhu »