[Carnifex's SH] Monastic Stance feats

Carnifex

First Post
I'm going to start a thread here on House Rules for the house rules from my campaign featured in my Story Hour; the new monsters, spells, prestige classes, rules for firearms and other steamtech bits'n'pieces, etc.

The Story Hour itself is here:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=1202&pagenumber=1

The list of stuff posted on here is:

[Monster] Scything Slayer
[Spell] Baatezu Barbed Blast
[Spell] Claws of Gilamesh
[Spell] Elemental Claw
[Spell] Cold Feet
[Spell, Manipulator] Agonise
[Spell, Manipulator] Sense Physiology
[Spell, Manipulator] Diagnose
[Spell, Manipulator] Affect Physiology
[Spell, Manipulator] Bonewrench
[Spell, Manipulator] Boneshatter
[Spell, Manipulator] Flesh No Barrier
[Spell, Manipulator] Metabolise
[Spell] Moonblaze
[Spell] Rainbow Robes
[Spell] Naskha's Laughter
[Prestige Class] Cerulean One
[Feats] Four Monastic Stances

The first thing I'll put up is the Scything Slayer, a nasty little monster that I've already posted up in the SH quite a while ago...

Scything Slayer
Small Beast
Hit Dice:
2d10+2 (13 hp)
Initiative: +2
Speed: 30ft
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: 2 claws +3 melee
Damage: Claw 1d6+1
Face/Reach: 5 ft by 5 ft/ 5ft
Special Attacks: Rend 1d6+1, Sneak Attack
Special Qualities: Chameleonic, Corpse Concealment
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 12, Dex 14, Con 12, Int 5, Wis 12, Cha 10
Skills: Hide +5*, Move Silently +6, Jump +5
Climate/Terrain: Any temperate
Organisation: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Small)

Scything slayers, also called corpse trappers, are small, insectoid creatures that use corpses as bait for new prey. Standing nearly four feet tall, these six-limbed creatures bear a number of similarities to large praying mantises, including two scythe-like front claws with serrated edges that tear into prey. While they cannot fly, they do possess a tough and chameleonic carapace that lets them blend into the background, from which they can launch an ambush on unsuspecting creatures.

Combat:

A scything slayer usually sets up an ambush, using a previously slain corpse as bait. They then either use their chameleonic hide to wait nearby unseen, or use their Corpse Concealment ability to hide inside the corpse, waiting for an inquisitive or hungry creature to approach. They have a rudimentary understanding that gold and similar treasures seem to attract more prey, and so often place some on or around a corpse to make it more attractive to potential food. Once the target is in position, they try and sneak attack, and once battle is joined in full fight ferociously with their claws, although they are intelligent enough to understand when they are outmatched and should flee.

Rend (Ex): If a scything slayer hits with both claws in a round, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 1d6+1 damage.
Sneak Attack (Ex): Scything slayers are instinctively skilled at ambushing unsuspecting victims, and can sneak attack for +1d6 damage in the same manner as a rogue.
Chameleonic (Ex): The carapace of a Scything Slayer is naturally chameleonic, blending with the surroundings to give a +10 racial bonus to Hide checks if the slayer remains still for one minute.
Corpse Concealment(Ex): Sometimes scything slayers actually hide themselves inside bait corpses, especially those that they have already partially eaten. They can only use this ability on corpses of at least medium size. Doing so gives an additional +5 circumstance bonus to hide checks, on top of their chameleonic bonus, and almost always results in a surprise round for the slayer as it bursts out of the corpse to attack the unexpecting target. Once a corpse has been used for this purpose once, then unless it is Large size or larger the damage done to it is too much and a new corpse must be found.
 
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Here's a new spell, as nearly demonstrated on Kale in the SH - curse him and his Evasion ability! :D

Baatorian Barb Blast
Transmutation [Evil]
Level: Sor/Wiz 3 , Clr 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This spell was created by the fiendish inhabitants of Baator, and reflects their evil and torturous ways. The spell causes the casters hands to sudden sprout vicious, barbed spikes, which are then launched out in a cone of barbs that cause great pain to anyone hit and stick into the flesh to further agonise and torture. Anyone caught in the blast of barbs takes d6 damage for every 2 levels of the caster, to a maximum of 8d6. Further, they suffer d6 temporary Dexterity damage from the barbs lodging in their flesh and impeding their movements. A successful Reflex save results in only half damage and no Dexterity damage.
The divine version of this spell may only be cast by clerics whose deities are on good terms with baatezu.
Material Component: A small metal barb.
 

Here's the fiery spell the cleric of Gilamesh cast during the battle in the tavern when Kale, Sebastion and Wolf were info gatherign about Cancer. Note the poor cleric never actually got to attack with it since the bad guys got beaten in one round :D

Claws of Gilamesh
Transmutation [Evil]
Level: Clr 1
Components: V, S, M, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

This spell calls upon the dragon god Gilamesh to transform your hands into scaled claws with fierce, fiery talons. You become able to make melee attacks that deal d6 damage + your Strength modifier, as well as an additional d6 fire damage. The spell also absorbs the first 5 points of fire damage you suffer each round, as per the endure elements spell.
Only clerics of Gilamesh have access to this spell.
Material Components: A scrap of lizard skin.
 

Baatorian Barb Blast is cool, but I think it needs to be 5th level Wiz and 6th for Clerics. The damage is pretty high considering other spells of the same level, as are the extras that go with it.
I would put it under the necromancy catagory, too.
 

MarauderX said:
Baatorian Barb Blast is cool, but I think it needs to be 5th level Wiz and 6th for Clerics. The damage is pretty high considering other spells of the same level, as are the extras that go with it.
I would put it under the necromancy catagory, too.

Well, regarding spell levels, remember that BBB :) does 1d6 damage per 2 levels, not 1. As such, an 8th level caster casting a BBB does 4d6 damage and 1d6 Dex damage in a small cone, while the same person throwing a fireball deals 8d6 damage with a much larger range. The advantage BBB has is that it's damage does continue to improve, but slowly, at levels past 10, but it has a much smaller range due to the cone area. I think there might be a case for it being shifted up to level 4, but definitely not 5 - cone of cold being brutally better.

I think the cleric level is right though, since for a cleric this kind of direct damage spell is on par with Flamestrike, IMO. A level 10 cleric casting FS will do 10d6 in a small area, but BBB will do 5d6 + 1d6 Dex damage, also in a small area. Remember that other direct damage spells have their damage halved on a successful save, but BBB has its damage halved and the Dexterity damage is avoided entirely on such a save.

I do think Transmutation is correct rather than Necromancy. The spell doesn't involve any death/life magic or souls, it simply uses baatorian energy to transmute the casters hands into nastily barbed appendages; and it's evil source is why I gave it the [Evil] tag.

Thanks for the feedback though, I appreciate any and all discussion of the stuff I post in this thread!
 

Good points. I misread the damage for the BBB, and I would go with 4th level wiz with it just because of the DEX damage, which is a cool concept. I was also thinking since there are hooks in this spell, would opponents struck possibly be pulled off balance?

On the Claws of Gilamesh, I think it is also a little tough as it provides offensive as well as the defensive fire component, and I would raise it up to 2nd level to keep all the abilities it has.
 

MarauderX said:
Good points. I misread the damage for the BBB, and I would go with 4th level wiz with it just because of the DEX damage, which is a cool concept. I was also thinking since there are hooks in this spell, would opponents struck possibly be pulled off balance?

On the Claws of Gilamesh, I think it is also a little tough as it provides offensive as well as the defensive fire component, and I would raise it up to 2nd level to keep all the abilities it has.

In terms of people being knocked off balance, I do have house rules for that kind of thing if people are near edges and long drops :) but normally this spell wouldn't force Balance checks, no. I may well bump it up to level 4, but I'm going to playtest it a bit more and see how it does on par with old Fireball. If it does prove more powerful, then up to level 4 it'll go. (Much to the relief of the PC's in my campaign :D )

Remember that with Claws of Gilamesh, the defensive capabilities are a brutally subpar version of Endure Elements.That spell lasts hours whereas Claws only lasts a few rounds; and although it adds d6 fire damage it does also mean you can't use a normal weapn, you have to use the d6-damage claws; and most clerics will have a weapon of d8 damage or more as their standard one. Comparing it to second level spells, it would be quite underpowered - for instance bull's strength which lasts hours, or resist elements which resists quiet a lot more elemental damage for a lot longer, and can be used for elements other than just fire...
 

And another 'claw' spell, this time Elemental Claw. Once again, the party's first encounter with this spell was at the hands of the wizard Cancer...

Elemental Claw
Evocation [Fire, Cold, Sonic, Acid or Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

When you cast this spell, energy made up of one of the elements seeps over your hand and covers it in a shimmering claw. Beginning with your next action, you may use the claw to make unarmed attacks, dealing 1d6 damage of the appropriate energy type for every three caster levels, to a maximum of 5d6. The attacks count as natural weapons, and thus do not draw attacks of opportunity.

Casting the spell a second type sheathes your other hand in another claw, allowing you to make off-hand attacks as well. You do not have to choose the same element again.

Material Component: A nail clipping.
 
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Thanks :D

And from all the way back at the beginning of the Story Hour, the spell that was cast on Burl to hold him in place :D

Cold Feet
Evocation [Cold]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Target: 1 creature
Duration: 1 minute per level.
Saving Throw: None
Spell Resistance: Yes

This spell only works against creatures with legs; it forms a solid block of ice out of thin air around the target’s feet. They are caught fast by it, and cannot move their legs, though they can of course continue to use the rest of their body. They can break free from the ice by attacking it, either with a Strength check of DC 15 + caster level to break it in a single blow, or by inflicting 6 points of damage to it (the magic of the spell gives it hardness 2). Fire deals full damage to the ice (rather than the half damage normally done to objects).
 

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