Brilliant Gameologists Forum

The Thinktank => Homebrew & House Rules => Topic started by: oslecamo on October 01, 2010, 01:32:12 AM

Title: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
Post by: oslecamo on October 01, 2010, 01:32:12 AM
Introduction
As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

Plus, monsters with higher HD than CR also aren't very usefull for players.

And then, the players have to deal with many of their monster abilities don't improving with leveling up.

In this thread, I'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
-Adjusting RHD to always match the player's level to don't punish/reward them against level dependant abilities.
-Reducing huge ability bonus and natural armor.
-Making monster special abilities level dependant so they keep increasing.
-Cut down most abuseable abilities to keep the power level in check. No stuff like teleport at will at level 5.

Since a lot of this classes change your size, I'm posting a table here to show exactly what you get when you change size.

FAQ:
[spoiler]

Do I need to take those classes at 1st level?

Yes, unless you go for the monster templates, wich are mostly treated as Prcs which you can take when you meet the pre-reqs.


No ability penalties?
Nope.


Do I need to take all the levels or can I just take what I want and then go to other class?

Just like a normal class, you can leave a monster class at any level up and then even come back later if you wish. You aren't suposed to mix diferent monster classes togheter however. Do it at your own risk. I created a couple feats here (http://brilliantgameologists.com/boards/index.php?topic=9557.msg404601#msg404601) that allow you to multiclass between monster classes.

What's this lose all racial bonus thingy?
Basicaly, these classes count as both initial race and class, so you can't be an human/ogre mage. You're just an ogre mage.

I want to play a spellcaster monster!
Monsters that cast as "class X" like the dragon and Rakshasa will stack their spellcasting with the respective classes.

Other monsters like the mind flayer don't actualy cast as "class X", but if they multiclass to certain caster classes they gain powerfull bonus.

If it isn't clear for you what spell slots you gain with those monsters, here's some tables with the main progressions laid down for you
[spoiler]

When you multiclass to wizard/druid-Spell slots per day (cumulative)
Total HD01 23456789
2 11 --------
3 00 1-------
4 01 1-------
5 00 01------
6 00 11------
7 01 001-----
8 00 011-----
9 00 1001----
10 00 0011----
1100 01001---
1200 00011---
1300 001001--
1400 000011--
15 00 0001001-
16 00 0000011-
17 00 00001001
18 00 00000011
19 00 00000101
20 00 00000011


When you multiclass to cleric-Spell slots per day(cumulative)
Total HD01 23456789
2 11 --------
3 00 1+1-------
4 01 1-------
5 00 01+1------
6 00 11------
7 01 001+1-----
8 00 011-----
9 00 1001+1----
10 00 0011----
1100 01001+1---
1200 00011---
1300 001001+1--
1400 000011--
15 00 0001001+1-
16 00 0000011-
17 00 00001001+1
18 00 00000011
19 00 00000101
20 00 00000011

When you multiclass to sorceror-Spell slots per day (cumulative)
Total HD01 23456789
2 11 --------
3 01 --------
4 01 3-------
5 00 1-------
6 00 13------
7 00 11------
8 00 013-----
9 00 011-----
10 00 0013----
1100 0011----
1200 00013---
1300 00011---
1400 000013--
15 00 000011--
16 00 0000013-
17 00 0000011-
18 00 00000013
19 00 00000011
20 00 00000002
[/spoiler]


 If you want a dragon that casts as a full sorceror, I point you for the fact that not even WOTC dragons cast as a full sorceror.

In alternative, take just one level of monster and then go fullcaster. Or polymorph yourself.

What's the Caster Level for the SLAs?

Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

What's the Starting Gold for 1st level monsters?
100 GP for simplification's sake. Enough to take care of basic gear, whitout being overpowered.
[/spoiler]


Growth modifiers
[spoiler]
Base SizeNew Size AC & Attack Bonuses*Space*Reach (Tall/Long)*Ave. Size Incr.Ave. Weight Incr.Grapple Mod.Hide Mod.
FineDiminutive-4 (size)+½’+0’/+0’+6”+1/2 lb.+4 (size)-4 (size)
DiminutiveTiny-2 (size)+1½’+0’/+0’+9”+5 lbs.+4 (size)-4 (size)
TinySmall -1 (size)+2½’+5’/+5’+18”+36 lbs.+4 (size)-4 (size)
SmallMedium -1 (size)+0’+0’/+0’|+3’+240 lbs.+4 (size)-4 (size)
MediumLarge-1 (size)+5’+5’/+0’+6’+2000 lbs.+4 (size)-4 (size)
LargeHuge-1 (size)+5’+5’/+5’+12’+8 tons+4 (size)-4 (size)
HugeGargantuan-2 (size)+5’+5’/+5’+24’+80 tons+4 (size)-4 (size)
GargantuanColossal-4 (size)+10’+10’/+5’+48’+200 tons+4 (size)-4 (size)

No you don't gain extra stats just for growing. It's not even listed on the table. Just to make it clear since every other person asks it.
Your natural weapons damage increases one die size for each size increase tough.
[/spoiler]

Red dragon

(http://images.wikia.com/forgottenrealms/images/e/e7/4e_red_dragon.jpg)
(http://www.markeedragon.com/screenshots/data/3082/10red_dragon_attacks2-med.jpg)
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Red Dragon body, Fire Breath, +1 Str
2  +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Str+1, Con+1
4  +4 +4 +1+4 Wings, +1 Con
5 +5 +4 +1 +4 Tail slap, Growth
6  +6 +5+2+5 Sugestion, +1 Cha
7  +7 +5 +2 +5 +1 Str, +1 Con, Firey Arcana
8  +8 +6 +2 +5  Locate Object,  +1 Cha
9  +9  +6+3 +6 +1 str, +1 con, Greed
10  +10 +7+3 +7 Fire Lord, +1 Cha
11  +11 +7 +3+7 Arcane Skin, +1 Str
12  +12 +8 +4+8 Iron Scales, +1 Con, +1 Cha
13  +13 +8 +4 +8 Growth, Crush, Frightfull presence, +1 Str
14  +14 +9 +4 +9Hellfire, +1 Str, +1 Con
15  +15 +9 +5 +9 Burn, +1 Cha
16  +16 +10 +5 +10 Firey Arcana, +1 str, +1 con
17  +17 +10 +5+10 Revenge, +1 Cha
18  +18 +11+6 +11 Find the Path, +1 str, +1 Con
19  +19 +11 +6 +11 Wrath, +1 Str, +1 Cha
20  +20 +12 +6 +12 Growth, tail sweep, Discern location
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), Search, Spellcraft.

Proficiencies: a red dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

Dragon Body:
The red dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite 1d8 damage+Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40 base speed, medium size. The Red dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The red dragon also gets a natural armor bonus of 2+Con modifier. Whenever the red dragon grows one size category, his natural armor increases by a further 1.


The red dragon has immunity to fire, but takes 50% more damage from cold attacks.

Fire Breath:
At 2nd level  the red dragon can fire a cone of 30 feet dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feets with each extra HD the player takes from here.

Arcane Blood:A red dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Ability score increase:
The red dragon ability scores increase by the shown amount.

Level Total bonus gained
1+1 Str
3 +2 Str, +1 Con
4 +2 Str, +2 Con
6 +2 Str, +2 Con, +1 Cha
7 +3 Str, +3 Con, +1 Cha
8 +3 Str, +3 Con, +2 Cha
9 +4 Str, +4 Con, +2 Cha
10 +4 Str, +4 Con, +3 Cha
11 +5 Str, +4 Con, +3 Cha
12 +5 Str, +5 Con, +4 Cha
12 +6 Str, +5 Con, +4 Cha
14 +7 Str, +6 Con, +4 Cha
15 +7 Str, +6 Con, +5 Cha
16 +8 Str, +7 Con, +5 Cha
17 +8 Str, +7 Con, +6 Cha
18 +9 Str, +8 Con, +6 Cha
19 +10 Str, +8 Con, +7 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

Keen senses:At 2nd level the red dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feets.


Wings:
At 4th level the red dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4+1/2 str mod damage.

Growth:
At 5th level the red dragon grows to large size.
                At 13th level the red dragon grows to huge size.
                At 20th level the red dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:
The red dragon can now make a tail slap attack dealing 1d8 +1,5 str modifier damage (already taking in acount large size).

Red dragon SLAs:At 6th level the red dragon can use Sugestion as a SLA 1/day per 3 HD it has.

At 8th level it can use locate object as a SLA 1/day per 4 HD it has.

Save DCs are 10+1/2 HD+Cha mod.

Firey Arcana: At 7th and 16th level the red dragon adds one  spell with the fire descriptor of a level he can cast to his list of spells known.

Greed:At 9th level a red dragon can instantly discern the monetary value of any objects in his view. He can also memorize the number and type of each item and notice if anything is missing or added to that group of items with a new glance.

Fire Lord:
At 10th level a red dragon casts spells with the [Fire] descriptor at +2 caster level and ignores any limit on caster level on such spells.


Arcane skin:
At 11th level the red dragon gains SR equal to his HD+11.

Iron Scales:
At 12th level the red dragon gains DR/magic equal to half his HD.

Crush:
At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Hellfire: At 14th level the red dragon's flame burns hotter than anyone can measure. The red dragon's breath weapon ignores fire resistance from any target equal to his own HD. If a creature is immune to fire, it instead counts as having Fire Resistance 30 (that's then reduced by the red dragon's HD).

Burn:At 16th level, as a free action a number of times per day equal to his Cha mod, the Red Dragon can make his breath weapon persist and keep dealing damaging on the same area. This lasts for a number of rounds equal to the dragon's HD, but deals 1 less damage dice for every turn that passes.

Revenge: At 17th level, whenever the red dragon is damaged or hindered in any way by an oponent, he automatically knows that oponent's location for 1 round. If the red dragon can't actually see this oponent then he still counts as having total concealment against the red dragon.


Find the path:
At 18th level the red dragon can now use find the path as a SLA 1/day for each 5HD it has.

Wrath:
At 19th level, 1/day per 6 HD, the red dragon can enter a state of pure destructive rage as a free action. He gains an enanchment bonus on attack and damage rolls, to Str, Con and Cha equal to 1/3 his HD. This rage lasts 3+(enanched) Con mod rounds, after wich the Red Dragon is exhausted.


Tail sweep:
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Discern location:the red dragon can now use discern location as a SLA 1/day for each 5HD it has.


[/spoiler]

Personal coments:
[spoiler]So this class allows you to play a dragon up to gargantuan size. You can breath, get some SLAs, natural armor, limited but usefull arcane casting, sold skills, fly, some ability score increases, and always have HD equal to your character level. It should be more than able to hold his own in any average/high powered campaign, being a tank, suport arcane caster of Jack of all trades.

You can also multiclass out at any time, and around half your class abilities will keep increasing, not counting the spellcasting wich can be increased by taking prcs that increase it.
[/spoiler]

Troll
(http://www.mymagic.ru/files/418/Cudgel_Troll_421.jpg)
[spoiler]HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0+0Troll body, Reckless Assault, Shrug it off, Str+1, Con+1
2  +1+3+0+0 Scent, Hunter Leap, Str+1, Con+1
3  +2+3+1+1  Rend, Lunging Throw Str+1, Con+1
4  +3+4+1+1 Regeneration, Tear Trough, Str+1, Con+1
5  +3+4+1+1  Growth , Overrun, Str+1, Con+1

Skills: 2+int modifier per level, quadruple at first level. Class skills:
spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate.

Proficiencies: all simple weapons and his own natural weapons.

Features:
Troll body: the troll loses all other racial bonuses, and gains giant traits(basically low light vision), a base speed of 30 feet, two claw attacks dealing 1d4+Str mod each and one bite attack dealing 1d4+1/2 Str mod damage . He also gains a natural armor bonus equal to his own Con modifier.

Reckless Assault:Trolls are infamous for throwing themselves at their oponents while trusting their own toughness to endure whenever the oponent throws back at them. Whenever the troll charges or full attacks, he may make an extra claw or bite attack at his highest attack bonus, but causes an attack of oportunity from their oponent. If this attack of oportunity misses, the troll may make a new bite or claw attack, provoking a new attack of oportunity, and so on. The troll cannot gain a number of bonus attacks bigger than his own HD this way, neither those extra attakcs can trigger Rend when the troll gets the ability (they're just too reckless to set up a good tearing!)

Shrug it off: At first level a troll's regeneration still isn't fully developed, but they're already able to quickly recover with mere seconds of rest. As a standard action, a number of times per day equal to his Con modifier, the Troll may heal itself for an amount of HP equal to HDxCon modifier.

At 3 HD, this ability automatically triggers should the Troll be droped below 0 HP.

Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

Scent:At 2nd level, a Troll gains the scent extraordinary ability, as the standard SRD ability.

Hunter Leap: At 2nd level, a Troll performing a charge can choose to fling itself trough the air. It can only move up to his speed (instead of twice), but counts as flying for all purposes, so ignores dificult terrain and can leap over a chasm, or reach flying targets. If it finishes it's charge on the air, then it falls back on the ground and takes damage as apropriate.


Lunging Throw: After centuries of running after agile preys while being too lazy to run faster themselves, trolls developed a natural talent for usinng thrown weapons to slow down their oponents. At 3rd level, if the Troll moves at least 10 feet on the direction of a target and then hits it with a thrown weapon, it must make a reflex save with DC 10+1/2HD+Str mod or be unable to move for 1 round (it can still attack/use items/cast, just not move). If the hit oponent was flying, it drops 10 feet for every point it failed the save. If this makes it hit the ground, it takes falling damage as apropriate.

Rend:At 3rd level, if a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+1,5 Str modifier points of damage.

Regeneration: At 4th level the Troll gains regeneration equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tear trough:At 4th level, as the Troll's regeneration awakens, it becomes even more reckless, allowing him to suffer grievous injuries in order to push trough traps and hazards at any cost. Whenever the troll would roll a save, it may deal Claw damage to itself as an immediate action and add half the self-inflicted damage as an Insight bonus on that save.

Growth:At 5th level the troll grows one size category.

Overrun: 1/day for every 2 HD it has, the Troll may push it's body to the limits. As a fullround action, it can move up to twice it's speed, ignoring hard terrain and even moving over oponents, while delivering one claw attack to every oponent he passes trough (no more than one attack per oponent), or alternatively full attack one single oponent at any time during the move. The troll causes attacks of oportunity as normal for moving, but in the turn this ability is used, and for a number of turns equal to his Con modifier afterwards, he automatically heals an amount of HP equal to his HD every time it's damaged (except if the source of damage is fire or acid).

Skraag: When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.[/spoiler]

Comments:
[spoiler]The original troll is strong, but kinda boring. Hit with claws and bite, regenerate some damage every turn, and that's it.

So the Troll class offers several new takes on the whole self-healing aspect, then new combat options for the troll, focusing on ferocious assaults while exposing yourself to enemy attacks, and some thrown weapon goodyness because I'm a WC III fan.[/spoiler]


Gotta a lot more stuff done, will be posting it during the next days as I adapt to this forums templates.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 02:01:47 AM
Index

[spoiler]
Aasimar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365806#msg365806)
Abeil (http://brilliantgameologists.com/boards/index.php?topic=9557.msg448164#msg448164)
Aboleth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368699#msg368699)
Achaierai (http://brilliantgameologists.com/boards/index.php?topic=9557.msg371404#msg371404)
Aeon, Pleroma (http://brilliantgameologists.com/boards/index.php?topic=9557.msg425562#msg425562)
Air Elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342799#msg342799)
Anaxim (http://brilliantgameologists.com/boards/index.php?topic=9557.msg418940#msg418940)
Androsphynx (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358979#msg358979)
Angel of Decay (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326166#msg326166)
Ankheg (http://brilliantgameologists.com/boards/index.php?topic=9557.msg443480#msg443480)
Antromorphic Animal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357563#msg357563)
Aranea (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323636#msg323636)
Astral Stalker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368883#msg368883)
Azer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg391291#msg391291)
Awakened Flail Snail (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368698#msg368698)
Awakened Gelatinous Cube (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369142#msg369142)
Awakened Monstruous Crab (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368700#msg368700)
Awakened Skeleton (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323202#msg323202)
Basilisk(awakened) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg450265#msg450265)
Beholder (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367138#msg367138)
Blink Dog (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325818#msg325818)
Brain in a jar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339937#msg339937)
BugBear (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364982#msg364982)
Celestials
[spoiler]
Angel (planetar/solar) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370926#msg370926)
Astral Deva (http://brilliantgameologists.com/boards/index.php?topic=9557.msg425320#msg425320)
Bralani (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344009#msg344009)
Ghaele Eladrin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357567#msg357567)
Hound Archon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323210#msg323210)
Lantern Archon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg347918#msg347918)
Leonal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344006#msg344006)
Monavic Deva (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369551#msg369551)

[/spoiler]
Centaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323211#msg323211)
Chaond (http://brilliantgameologists.com/boards/index.php?topic=9557.msg398336#msg398336)
Chesire Cat (http://brilliantgameologists.com/boards/index.php?topic=9557.msg409421#msg409421)
Choker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322771#msg322771)
Cloaker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg366230#msg366230)
Coatl (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358975#msg358975)
Concordant Killer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg384919#msg384919)
Conflagration Ooze (http://brilliantgameologists.com/boards/index.php?topic=9557.msg414027#msg414027)
Daelkyr (http://brilliantgameologists.com/boards/index.php?topic=9557.msg409959#msg409959)
Deadly Dancer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408115#msg408115)
Defacer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg441586#msg441586)
Derro (http://brilliantgameologists.com/boards/index.php?topic=9557.msg380341#msg380341)
Djinni (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323199#msg323199)
Displacer Beast (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344399#msg344399)
Doppelganger (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323675#msg323675)
Drider (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325442#msg325442)
Dragons
[spoiler]
Black Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg394984#msg394984)
Blue Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322902#msg322902)
Brass Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg435956#msg435956)
Bronze Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367587#msg367587)
Copper Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg437629#msg437629)
Fang Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354147#msg354147)
Gold Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367579#msg367579)
Green Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg348213#msg348213)
Hellfire Wyrm (http://brilliantgameologists.com/boards/index.php?topic=9557.msg446901#msg446901)
Orange Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg383265#msg383265)
Purple Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325773#msg325773)
Pyroclastic Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339854#msg339854)
Red Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322537#msg322537)
Silver Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323214#msg323214)
Song Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg441071#msg441071)
Styx Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358538#msg358538)
Wing Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323682#msg323682)
White Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg347930#msg347930)

[/spoiler]
Dragonne (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322925#msg322925)
Dracotaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369141#msg369141)
Dryad (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323638#msg323638)
Duergar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365215#msg365215)
Dvati (http://brilliantgameologists.com/boards/index.php?topic=9557.msg385271#msg385271)
Earth Elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344403#msg344403)
Entropic Reaper (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342779#msg342779)
Ethergaunt (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325493#msg325493)
Flind Gnoll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369509#msg369509)
Fire Elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358578#msg358578)
Genie, Kahayal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg413393#msg413393)
Giants
[spoiler]
Fire Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342796#msg342796)
Geriviar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg415111#msg415111)
Hill Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325822#msg325822)
Firbolg (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326159#msg326159)
Frost Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326919#msg326919)
Ogre (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339857#msg339857)
Ogre Mage (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322773#msg322773)
Stone Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326164#msg326164)

[/spoiler]
Ghoul (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325378#msg325378)
Gloom (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323217#msg323217)
Gnoll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325384#msg325384)
Golem, Force (http://brilliantgameologists.com/boards/index.php?topic=9557.msg374046#msg374046)
Golem, Iron (http://brilliantgameologists.com/boards/index.php?topic=9557.msg376262#msg376262)
Gray Jester (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323212#msg323212)
Griffon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344402#msg344402)
Grimlock (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323200#msg323200)
Gynosphynx (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325828#msg325828)
Hag, Annis (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342792#msg342792)
Hag, Green (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369529#msg369529)
Hag, Sea (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369528#msg369528)
Hagnumemnon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg382849#msg382849)
Hecantoncheires (http://brilliantgameologists.com/boards/index.php?topic=9557.msg435514#msg435514)
Harpy (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339935#msg339935)
HellWasp Swarm (http://brilliantgameologists.com/boards/index.php?topic=9557.msg387974#msg387974)
Hook Horror (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342798#msg342798)
Hydra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367618#msg367618)
Infernals
[spoiler]
Assassin Devil(Dogai) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg405143#msg405143)
Balor (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323204#msg323204)
Bone Devil(Osyluth) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg423905#msg423905)
Death Drinker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358577#msg358577)
Erinyes (http://brilliantgameologists.com/boards/index.php?topic=9557.msg390496#msg390496)
Ice Devil(Gelugon) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg378202#msg378202)
Hell Hound (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344400#msg344400)
Imp (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343986#msg343986)
Kyton(chain devil) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369506#msg369506)
Lilitu (http://brilliantgameologists.com/boards/index.php?topic=9557.msg391777#msg391777)
Malebranche (http://brilliantgameologists.com/boards/index.php?topic=9557.msg417177#msg417177)
Marilith (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323644#msg323644)
Mezzoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408909#msg408909)
Nycaloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408924#msg408924)
Pit Fiend (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357384#msg357384)
Pleasure Devil (http://brilliantgameologists.com/boards/index.php?topic=9557.msg390496#msg390496)
Succubus (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322775#msg322775)

[/spoiler]
Janni (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364975#msg364975)
Kython (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364996#msg364996)
LeShay (http://brilliantgameologists.com/boards/index.php?topic=9557.msg353775#msg353775)
Lillend (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323339#msg323339)
Living Spell (http://brilliantgameologists.com/boards/index.php?topic=9557.msg439171#msg439171)
Kaorti (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339863#msg339863)
Keeper (http://brilliantgameologists.com/boards/index.php?topic=9557.msg439694#msg439694)
Kuo-Toa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344393#msg344393)
Maug (http://brilliantgameologists.com/boards/index.php?topic=9557.msg378398#msg378398)
Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770)
Mind Flayer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322757#msg322757)
Mindstealer Drone (http://brilliantgameologists.com/boards/index.php?topic=9557.msg377884#msg377884)
Mephit (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342774#msg342774)
Merfolk (http://brilliantgameologists.com/boards/index.php?topic=9557.msg438955#msg438955)
Midgard Dwarf (http://brilliantgameologists.com/boards/index.php?topic=9557.msg409089#msg409089)
Minotaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322768#msg322768)
Mummy (http://brilliantgameologists.com/boards/index.php?topic=9557.msg452860#msg452860)
MurderJack (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358974#msg358974)
Naga(Dark, Guardian, Spirit, Water) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg387155#msg387155)
Nerra (mirror-people) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326153#msg326153)
NightWalker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg355243#msg355243)
Nimblewright (http://brilliantgameologists.com/boards/index.php?topic=9557.msg366177#msg366177)
Nixie (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323229#msg323229)
Nymph (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325449#msg325449)
Owlbear (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369138#msg369138)
Pegasus (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358969#msg358969)
Phasm (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323329#msg323329)
Phoenix (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323206#msg323206)
Pixie (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326161#msg326161)
Pseudodragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358535#msg358535)
Puppeteer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg405476#msg405476)
Rakshasa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322916#msg322916)
Rakshasa, Ak'Chazar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg384490#msg384490)
Rakshasa, Naytyan (http://brilliantgameologists.com/boards/index.php?topic=9557.msg372405#msg372405)
Rakshasa, Naztharune (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365005#msg365005)
Ravid (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358576#msg358576)
RedCap (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339851#msg339851)
Reth Dekala (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370470#msg370470)
Rukanyr (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364986#msg364986)
Rust Monster (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369547#msg369547)
Sahuagin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344405#msg344405)
Salamander (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358537#msg358537)
Scorpionfolk (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339940#msg339940)
Silthilar  (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342784#msg342784)
Sharn (http://brilliantgameologists.com/boards/index.php?topic=9557.msg407985#msg407985)
Skaven (http://brilliantgameologists.com/boards/index.php?topic=9557.msg440793#msg440793)
Slaad, Red (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322931#msg322931)
Slaadi (green, grey, black, white) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339848#msg339848)
Son/Daughter of Silence (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357865#msg357865)
Spell Weaver (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365001#msg365001)
Tarrasque (http://brilliantgameologists.com/boards/index.php?topic=9557.msg347925#msg347925)
Tengu (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357565#msg357565)
Thri-Kreen (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323216#msg323216)
Tiefling (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365809#msg365809)
Treant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369151#msg369151)
Troglodyte (http://brilliantgameologists.com/boards/index.php?topic=9557.msg405629#msg405629)
Troll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322537#msg322537)
Troll, War (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408182#msg408182)
Tsochar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358231#msg358231)
Ulgurstasta (http://brilliantgameologists.com/boards/index.php?topic=9557.msg400347#msg400347)
Unicorn (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358973#msg358973)
Urskan (http://brilliantgameologists.com/boards/index.php?topic=9557.msg411762#msg411762)
Vargouille (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323203#msg323203)
Vashutant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323207#msg323207)
Verdant Prince (http://brilliantgameologists.com/boards/index.php?topic=9557.msg414000#msg414000)
Xill (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323336#msg323336)
Xixecal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg404485#msg404485)
Yuan-Ti(Pureblood->Half-Blood->Abomination) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg386366#msg386366)
Yuan-Ti Anathema (http://brilliantgameologists.com/boards/index.php?topic=9557.msg386376#msg386376)  
Wight (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358977#msg358977)
Wild Hunt (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370459#msg370459)
Will-O'-Wisp (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364989#msg364989)
Winter Wolf (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339939#msg339939)
Wyvern (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344396#msg344396)
Zelekhut(Inevitable) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772)
Zenythri (http://brilliantgameologists.com/boards/index.php?topic=9557.msg398336#msg398336)
Zern (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342788#msg342788)

Templates (prcs)
[spoiler]
Creature of Legend (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344408#msg344408)
Death Knight (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370447#msg370447)
Guardian (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368888#msg368888)
Half-Celestial (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326157#msg326157)
Half-Dragon (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323662#msg323662)
Half-Fiend(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326156#msg326156)
Half-Golem (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354558#msg354558)
Fusion Golem (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357864#msg357864)(Half-Golem advancment)
Half-Illithid(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339862#msg339862)
Half-Troll (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342777#msg342777)
Kython Impaler (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365229#msg365229)
Kython Slaughterking (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365711#msg365711)
Kython Slaymaster (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365236#msg365236)
Kython Viscerator (http://brilliantgameologists.com/boards/index.php?topic=9557.msg401304#msg401304)
Lich(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326149#msg326149)
Demilich (http://brilliantgameologists.com/boards/index.php?topic=9557.msg443275#msg443275)
Multi-Headed Creature (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357378#msg357378)
Shade (http://brilliantgameologists.com/boards/index.php?topic=9557.msg406053#msg406053)
Spellwarped creature(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342775#msg342775)
Swarm-Shifter (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369923#msg369923)
Ulitharid( mind flayer prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343980#msg343980)
Vampire (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323331#msg323331)
War Troll(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408182#msg408182)
Wendigo(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354131#msg354131)
Werebear(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325456#msg325456)
WereCheetah (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358230#msg358230)
Wereconstrictor (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357869#msg357869)
WereHydra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg355744#msg355744)
WereLeopard (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358229#msg358229)
WereLion (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358228#msg358228)
WereLizard (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369512#msg369512)
WereRat (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357866#msg357866)
WereRhino (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358536#msg358536)
WereSpider Hunter (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358226#msg358226)
WereSpider Weaver (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358225#msg358225)
WereTiger (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358227#msg358227)
Wereviper (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357867#msg357867)
Werewolf(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325455#msg325455)
Yuan-Ti Tainted One/Broodguard (http://brilliantgameologists.com/boards/index.php?topic=9557.msg386367#msg386367)
[/spoiler]


[/spoiler]

Extra Material

General Monster Feats (http://brilliantgameologists.com/boards/index.php?topic=9557.msg404601#msg404601)
More Monster feats by Prime32 (http://brilliantgameologists.com/boards/index.php?topic=9557.msg420366#msg420366)
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 02:02:08 AM
So you want to make your own monster classes? Here's the general guidelines I use for myself.

Monster classes building guidelines.

[spoiler]
0-Put your monster class into a post of his own, statistics spoilered, spoilered comments below and a non-spoilered picture above everything, monster name in bold and size 4. Put the abilitiy descriptions by order they're gained and their names italized, the monster HD, skills and class features should be bolded.

1-Number of levels of the class=CR of the monster (or CR increase on case of template-classes). This is as simple as it gets. If the monster is epic CR then you can cut it down to 20 levels. If the monster is less than CR 20 and you feel inspired then you can do some extra levels for some kind of "paragon" or "lord" monster with completely custom abilities.

2-If it's not an undead or construct, then ignore the basic monster saves, skills, proefeciencies and Bab progression. The monster class will have those based on the extra abilities they have. The more and/or better abilities, the worst saves/skills/Bab/proefeciencies the monster should have.

2a-If it's an undead or construct, no good fort or ref saves, 2+int skill points per level and no class skills. This is for balancing the powerfull traits of those creature types. In adition, constructs get average Bab and bad will saves and undeads get bad Bab and good will saves. That's because that it's easier to buff an undead but there's also several anti-undead spells that target will, and vice-versa.

3-Monster classes remove any base race advantages at first level. Template classes do not. Take in acount this so 1st level of the monster class can be better than 1st level of most classes because you're sacrificing your race, roughly worth two-three feats.

4-For Nat armor, base it on Con modifier. The default is Nat armor=Con modifier. Stronger monsters can have something like X+Con modifier (keep X low tough), or half Con modifier for "softer" monsters. Undeads and constructs should base it on Str. For "smart" or "spellcaster" monsters you may make the Nat armor based on a mental score instead, or replace it by a deflection/insight bonus based on a mental score.

5-Ability score increases shouldn't be more than +1 to any score in any level. You may take exceptions to this at 1st level in certain cases. No ability score penalties unless you have a very really good reason.

5a-Speaking of wich, try to base each monster class in two stats, three at max. Don't go around giving bonus to every one of the six stats, players really don't need it and it clogs up the class. If you feel like a monster should be smart but has no actual Int-based abilities  it's preferable to simply give it skill points than Int boosts.

5b-Extra scores should only be used if the monster is gaining minor abilities or has bad base statistics (low Bab, saves, no proefeciencies, no hands).

6-Break down the monster abilities into separate groups, figure out the levels on wich it would be fair for them to be available to a player, then distribute them trough the monster levels so you gain something nice at every one.

6a-Flying should only come at 4th level, unless you're an handless monster whitout ranged attacks whatsoever. Growth can come online as early at level 3, but it's preferable at 4th level or higher.

6b-Melees deserve nice things. Casters deserve bad things. DR should be equal to half your HD (except for really tough monsters like the iron golem, and even then it should become available at higher level), and SR should be 11+HD, or 15+HD for monsters that are really suposed to be anti-casters like the Rakasha.

7-Make sure that at least half the monster abilities scale with HD. SLAs saves should always be 10+1/2 HD stat and the monster should gain more uses when it gains more HD. Yes, HD, not monster levels.

7a-Try to put sinergies with other classes, like the ogre mage's ability to gain extra caster level and higher level spells when it. And again make several (but not all) of the abilities scale with HD and not necessarily monster class level (except for the strongest abilities).

Do not however put synergies with classes not available on the srd.

7b-At-will SLAs just in special cases. Even tough most monsters have them, at-will is considerably stronger on the hands of a player that will live for more than 5 rounds. Please don't make every single SLA of the monster at-will. You can put a couple effects or iconic SLAs, but think carefully, does the player really needs them? Wouldn't it be best to give some custom ability instead?

The exception to the above rule it's for epic play. Monsters who reach lv 21 or higher can have all their  SLAs at-will as the power level is considerably increased at that point.

7c-It's however ok to allow certain SLAs to auto-upgrade to stronger versions when the player reaches a certain HD. The prime example of this is Dispel Magic upgrading to Greater dispel magic at 11 HD, and Summon monster X becoming X+1 every other level. This should only be used for SLAs that become considerably weaker after a certain level. Dispel magic for example is caped at +10 CL so it stops growing after you reach 10 HD.

8-Compare with base classes. I'm trying to aim at around sorceror-warblade power level around here. If you see anything that you think would curbstomp a wizard, please slap me.

8a-Compare with other monsters here of the same type/role. Gloom is the base "roguish" monster for example.

9-If a certain monster has several versions (like the diferent age categories of each dragon), then it's ok to combine them all on the same class, but try that abilities of each "stage" of the monster are gained at the apropriate level/CR. For example, the dragon classes grow at the levels corresponding at the CRs the. On the other hand, the dragons get their best SLAs pre-epic because they wouldn't be much usefull if only gained at epic levels.

10-Faster than linear progression. Each levels should give more than the last one, even if just a little.

10a-Don't be afraid to make custom abilities if the original monster doesn't have enough to fill all levels (check out the giants as the prime example of this)! Keep them creative, in theme for the monster and fun, not necessarily powerfull. One simple idea is to allow the monster to partially ignore immunity to his main combat tactic.

10b-On the same vein, monsters with really powerfull abilities should receive custom penalties, that are reduced as the character grows. The ghost, being undead and ethereal must carry his body around. The vampire must drink blood to fuel his powers. The Medusa's gaze starts weak and then improves untill it reaces full power.

[/spoiler]

Request Waiting List

-Visage
-Shadow Dragon
-Satyr
-Behir.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: SiggyDevil on October 01, 2010, 02:34:54 AM
Nicely playable, if one enjoys monster classes. Straight out of Savage Species.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 12:29:53 PM
Mind Flayer
(http://www.iwozhere.com/SRD/images/MM35_PG188.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Mind Flayer body, telepathy, Battle of minds, Superior Intellect
2+ 1+ 0+0 +3 Minor psionics
3+ 2+ 1+ 1 +3 Mind Blast, Psionic resistance
4+ 3+ 1+1 +4 Improved grab, Dissecate
5+ 3+ 1+1 +4 Advanced psionics
6+ 4+ 2+2 +5 Fast Tentacles
7+ 5+ 2+2 +5 Extract,
8+ 6+ 2+2 +6 Greater psionics
Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are  Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Spellcraft(Int), Psicraft(Int) and Spot (Wis).

Proefeciencies:a mind flayer is proefecient with simple weapons and his tentacles attacks.

Features:
Mind Flayer body: At 1st level, the mind flayer loses all other racial bonus and gets aberration traits(darkvision 60 feets basicaly). He's a medium sized aberration creature with base speed 30 with several tentacles around it's mouth. Two of those tentacles can be used as natural attacks dealing 1d4+Str damage each. The mind flayer becomes able to use one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect).

 The mind flayer takes no penalty for attacking with all his tentacles in a fullattack.
If the mind flayer coup de graces a monster and kills with it's tentacles, it can eat it's brains.

The Mind flayer gets a Nat armor bonus equal to his Int or Cha modifier, wichever is higher.

Telepathy:a mind flayer gains telepathy with a range of 10 feets for each HD he possesses. . A mind flayer who multiclasses for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but mind flayer levels wouldn't count for it.

Battle of Minds:
The Mind Flayer fights smarter not harder. It may use either his Int or Cha modifier instead of strenght in his to hit roll attacks with tentacles.

In adition, the mind flayer may add his Int modifier on top of his Cha modifier in Bluff and Intimidate checks, and may use the demoralize option in any oponent he can reach with his telepathy, not only oponents in melee range.

Superior Intellect: At each level of this class the mind flayer gets either a permanent +1 to his intellegence score  or a permanent +1 to his Charisma score.


Minor psionics: The mind flayer can use detect toughts, charm person and levitate as SLAs twice per day for each HD it possesses.  The save DCs are 10+1/2HD+Cha mod.


Mind Blast:A mind flayer can focus his mind in a powerfull stunning wave attack. It affects a cone of 10 feets and stuns all targets inside it for 1d4 rounds. A will save of 10+1/2HD of the mind flayer+Mind flayer's Cha modifier denies the stun. This ability is useable 1/day for each HD of the mind flayer.

The cone affects an extra 5 feets for each extra HD of the mindflayer beyond 3. The Mind flayer can choose to affect a smaller area than his maximum with his mind blast attack in order to don't hit allies. The stun effect lasts for an extra 1d4 rounds for each two extra HD beyond 3.

Psionic resistance:The mind flayer gets SR equal to 11+HD.


Improved Grab:To use this ability, a mind flayer must hit a Small, Medium-size, or Large creature with a tentacle attack (or a Huge creature if it can reach the creature’s head). If the grab is successful, on its next action the mind flayer may attempt to attach its remaining tentacles with a single grapple check. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target.

Dissecate:
The mind flayer's cold mind allows him to quickly figure out the best way to hurt his foes with his exceptionally flexible tentacles. He may use either his Cha or Int modifier instead of Str on tentacle damage rolls and grapple checks.

Advanced psionics: The mind flayer can now use sugestion and charm monster as SLAs once per day for each  HD it possesses. The save DCs are 10+1/2HD+Cha mod.

Fast Tentacles:
Whenever the mind flayer uses one of his SLAs, Mind Blast ability, casts a spell or manifests a power he may make an attack with an tentacle as a swift action.

As a full round action, the mindflayer may use an SLA, or cast a spell or manifest a power with a duration of a standard action or less, and then attack with all his tentacles.

Extract (Ex): A mind flayer of 7th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain).

Regardless of the victim surviving or dying, whenever the Mind flayer consumes a brain, he absorbs it's memories like a delicious delicacy, greatly invigorating himself. The mind flayer gets a bonus on his attacks, skills, saves, Mind Blast, psionics and spells DCs equal to the highest mental score modifier of the victim. The Mind Flayer can't gain a bonus bigger than half his own HD with this ability. It lasts for 1 hour for each HD of the victim.

Diferent bonus from diferent brains don't stack.

Greater psionics:The Mind flayer can now use plane shift and Astral projection as SLAs once per day for each 4 HD it has. The save DCs are 10+1/2HD+Cha mod.
[/spoiler]

Comments:
[spoiler]
A classic D&D monster, this mind flayer focus more on his mental powers. It doesn't have the versatility of your typical caster, but has some good mobility and several save or dies to choose from. It's BAB is medium to make up for that.

I created some new abilities to make the mind flayer actualy good with his tentacles so it is rewarded for trying to eat brains in combat.

My improved extract ability at 7th level gives the mind flayer a powerfull incentive to actualy hunt brains of smart beings, but the limits should probably keep it from becoming too abuseable.

Finally, the class multiclasses quite well with both arcane and psionic classes, allowing you to create true mind flayer sorcerors/psions.

For more martial dudes, the extra tentacle attacks from the mind flayer make it a juicy dip.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 12:33:37 PM
Nicely playable, if one enjoys monster classes. Straight out of Savage Species.

True, Savage species was the main inspiration for this, but my project has some key diferences, mainly that you gain one HD every level (meaning no LA or too much HD) and the monster stats and abilities are changed to suit players better.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Flay Crimsonwind on October 01, 2010, 12:37:36 PM
Which is something I like, and the reason I did my vampire template class like I did. I enjoy these, keep 'em coming! If you can, I seem to recall a badass assassin devil that could use some twinkery.

Also, for proofreading...
Quote
Extract (Ex): A mind flayer of 12th level or higher....
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 01:34:01 PM
Minotaur
(http://www.iwozhere.com/SRD/images/MM35_PG189a.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+2 + 0 +0 Minotaur body, Mighty Charge, +1 Str, +1 Con
2+1+ 3+ 0 +0 Minotaur Skills, Scent, +1 Str,  +1 Con
3+2+ 3+ 1 +1Natural cunning, Labyrinth Assault, +1 Str, +1 Con
4+3+ 4+ 1 +1 Growth, Run trough, +1 Str, +1 Con

Skills:2+int modifier, quadruple at 1st level. Class skills (and the key ability for each skills)
are Bluff (Cha), Craft (Int), Disguise (Cha), Move Silently
(Dex), Profession (Wis), and Spot (Wis).

Proficiencies: simple and martial weapons, and it's own natural weapons.

Features:

Minotaur body:At 1st level the minotaur loses all racial bonus and gains monstruous humanoid traits(basicaly dark vision 60 feets). He's a medium monstruous humanoid with base speed 30 feet. He has a natural gore attack dealing 1d6+1,5 Str modfier damage.

The minotaur also gets a natural armor bonus equal to his Con modifier.

Mighty Charge:When the minotaur charges with his gore attack, he deals 2d6 damage plus twice his str modifier. For each size above medium, the minotaur deals an aditional 2d6 damage.

In adition, oponents hit by the Minotaur's Mighty charge are moved back 5 feet for every 5 damage dealt, provoking attacks of oportunity from other creatures for the movement as normal. If they hit a surface, they take an extra 1d6 damage for every 5 feet they still had to move.

At 5 HD, the Minotaur can move the target in any direction he wishes but over itself, including throwing them into the air, in wich case they fall and take falling damage as apropriate unless they're able to fly.

At 9 HD, oponents moved back by Mighty charge that hits a surface not only takes extra damage, but the surface partially crumbles! The oponent must make a reflex save with DC 10+1/2H+Str mod or be caught in the resulting rubble, unable to take any actions (not even purely mental actions) but try to get free with a Str check or Escape Artist check with the same DC as a fullround action. Freedom of movement doesn't block this, as it's not only the rubble but the shock of the impact that incapacitates the target.

At 13HD, the Minotaur gore attack threatens a critical in a 18-20 and deals triple damage on a sucessfull critical.

At 18HD, the Minotaur may make two gore attacks with a charge instead of just one, each with all the benefits of a normal gore attack.

Minotaur skills:Minotaurs possess exceptional sharp senses. At 2nd level the minotaur gets +1 on spot, listen and search checks for each HD it has.

Ability score bonus:The minotaur permanently gets +1 Str  and +1 Con at every level of this class, for a total of +4 Str and +4 Con at 4th level.

Scent (Ex): At 2nd level a minotaur develops a keen sense of smell. It can detect opponents within the given range (double range if the scent is upwind, one-half range if it is downwind) and may take a move-equivalent action to determine the direction of a scent. If an odor source, such as an opponent, is within 5 feet, the minotaur can pinpoint that source. Minotaurs can use the scent ability to track an enemy by smell.

Natural Cunning:at 3rd level the minotaur is immune to maze spells and effects, never gets lost, and never counts as flat footed. They also gain track as a bonus feat.

Labyrint Assault:As the legend goes the original minotaur spent countless centuries trapped in a complex maze, where he would somehow ambush his oponents despite his massive bulk. At 3rd level the minotaur is able to  charge as a standard action, and may charge trough hard terrain (altough they still move at half speed).  Their charges are also very unpredictable. When the Minotaur performs a Mighty charge, no oponents may take any immediate or free action untill all it's effects are resolved.

Growth:The minotaur increases one size category. At 12 HD it grows another size category. At 20 HD it grows another size category.

Run Trough:1/day for every 2 HD it has, the Minotaur may make a charge, and then just keep going. Every time it hits an oponent with his gore attack on a charge, he may automatically perform a new charge, (including gaining a cumulative +2 to Attack and -2 to AC) against a new target, and repeat this untill it runs out of targets (cannot target the same creature twice in a round) or has moved up to four times his base speed, wichever comes first.

At any time during a Run Trough, the Minotaur may choose to Impale an oponent he hit with his horns. This automatically ends the Run Trough, but the oponent automatically counts as grappled by the Minotaur, whitout the minotaur suffering any of the penalties for grappling. The minotaur cannot use his gore attack while having an oponent Impaled, but said oponent automatically takes Mighty Charge damage at the begginning of each of the Minotaur's turns. The minotaur can move around with the Impaled oponent stuck on his horns normally, but counts his weight for his carrying purposes. This ignores freedom of movement effects.

[/spoiler]


Comments:
[spoiler]
Another D&D favorite, in my opinion the minotaur should be an iconic brute monster. Good fort save, average BAB, a lot of charge-friendly abilities and eventually impaling his oponents in his horns when not flinging them around the battlefield.

The natural cunning, extra skills and scent also make it exceptionaly good at finding enemies and playing sentry duty.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 01:56:04 PM
Medusa
(http://2.bp.blogspot.com/_uqRLzBLiAF0/TM6FKPHhASI/AAAAAAAAB9M/gc_WTR4mYXw/s1600/Medusa.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+0+2+2Medusa Body, Stone Glimpse, +1 Cha
2+2+0+3+3Blood Snakes, +1 Cha, +1 Dex
3+3+1+3+3Poison dip, Strenght in Beauty, +1 Dex
4+4+1+4+4Sudden Bite, Distant Gaze
5+5+1+4+4Stone glare,  Overwhelming beauty, +1 Cha
6+6+2+5+5Snake Crown, Vitriolic Poison, Focused Gaze, +1 Dex
7+7+2+5+5Mind Eye, Stone Gaze, +1 Dex, +1 Cha
Skills: 6+int modifier, quadruple at 1st level. The medusa’s class skills (and the key ability for each skills) are Balance (Dex), Bluff (Cha), Craft (Int), Climb (Str), Diplomacy(Cha), Disguise (Cha), Intimidate (Cha), Hide(Dex), Listen(Wis), Move Silently (Dex), Profession (Wis), Sense Motive, Spot (Wis) and Swim (Str).

Proficiencies:simple and martial weapons, and her own snakes

Features
Medusa body:At 1st level a medusa loses all racial bonus she had and gains monstruous humanoid traits (basically dark vision 60 feets). She's a medium monstruous humanoid with base speed 30.

A medusa's hair transforms into living snakes, wich may be used as a natural weapon dealing 1d4 +Str modifier damage. All the snakes count as a single natural weapon. The snake heads produce a poison dealing strenght damage. The Fort  DC is 10+1/2 medusa's HD+medusa's con modifier.
At 1st level the strenght damage is 1d4, but for every 2 extra HD the strenght damage increases 1 size category(1d6 at 3HD, 1d8 at 5HD, 2d6 at 7 HD, and so on)

A medusa gains a bonus to Nat Armor equal to her Cha modifier.

As long as the medusa covers her snake-air and eyes, she can pass as an human whitout need of disguise checks, unless she's observed by an adjacent creature, at wich point she can still pass as an human with a sucessfull disguise check.

Stone glimpse:The medusa eyes have the divine ability to petrify her oponents. She can't yet turn a creature into stone in one go, but can still slow them down signicantly.

As a standard action, a medusa can "stone glimpse" a creature whitin 10 feets(+5 feets for each HD beyond the first 3). This has all the limitations of a gaze attack, and it only affects one creature. The Fort DC is 10+Half the Medusa's HD+Medusa's Cha modifier. If the target fails the save, it takes 1d4 penalty to its Dexterity and a 10 feet penalty to all its movement speeds as their bodies partialy petrify. The Dex penalty increases by an extra 1d4 and the speed penalty an extra 10 feet penalty for every 3 extra HD of the medusa. This attack  doesn't affect creatures immune to petrification. The penalties last for 1 hour per HD.

The medusa may use stone glimpse a number of times per day equal to her HDxCha modifier.

Ability increase:A Medusa gains +1 to

Dex at levels 1, 2, 5, 7
Cha at levels  2, 3, 6, 7

For a total of +4 Dex and +4 Cha at level 7.

Poison Dip:At 2nd level, as a move action, a medusa may poison a weapon she's holding. The medusa doesn't risk poisoning herself, but such poison only remains "fresh" for 1 hour per HD or untill the weapon strikes, after wich it dries out and becomes useless. It has no commercial value. Thus medusas prefer bows as they can poison several arrows in advance.

Blood Snakes
-At 2nd level the medusa's spilled blood turns into snakes. Every time she takes at least 5 damage from a slashing or piercing weapon, a tiny viper is produced adjacent to the medusa, wich acts on her next iniative count. The medusa can command her spawned snakes for 1 round per HD, after wich they slither away and disapear. For each two extra HD from here, the medusa can spawn vipers or snakes of the next size category (small at 4 HD, medium at 6 HD both viper and constrictor, large at 8 HD, huge at 10 HD, both viper and constrictor). The medusa may stab herself to create snakes.

Since those snakes are spawned from her own blood, they come with a copy of every magic buff the medusa benefited from, including those provided by items, wich last while the medusa controls them.

In adition, a medusa of 12 HD or more has her spawned vipers automatically advanced to an amount of HD equal to her own.

Strenght in Beauty:Medusas are regarded as some the most beatifull women in existence, but they always found themselves forced to fight for their lives. At 3rd level the medusa may add her Cha mod to all attack rolls and combat maneuvers such as grapple, disarm, trip and bullrush.

Sudden bite: The medusa's hair snakes develop a will of their own and thus become able to attack whitout need of the medusa's commands. At 4th level the Medusa may user her hair-snake attack as a swift action.

Distant Gaze:
At 4th level, the Medusa can, as a move action, double the reach of her gaze for 1 round.

At 12 HD she can double the reach of her gaze as a swift action. If she spends a move and swift action, it quadruples instead for 1 round.

Stone glare:At 5th level, the medusa can now instantly petrify a creature if their eyes directly meet, but it demands they both look at each other for some seconds. Same range and DC as stone glimpse, but the target it's instantly turned to stone as a flesh to stone spell if it fails the save. A stone glare costs two uses of stone glimpse.

Overwhelming Beauty: At 5th level, the medusa can add her Cha modifier to melee and ranged damage rolls.

Snake Crown:
At 6th level, whenever the medusa uses her snake-hair natural attack, she may either perform one attack against every adjacent oponent, or attacks against a single oponent twice (this obviously doesn't stack with itself).

Vitriolic poison:At 6th level, the medusa's poison develops powerfull acid properties. It can now affect creatures immune to poison and ability damage, but it deals only half Str damage to those. This bonus applies to her spawned vipers as well.

Focused gaze: At 6th level, oponents take a cumulative -2 penalty on saves against the medusa's gaze attack for each consequitive turn they have been affected by it.

Mind Eye:At 7th level, those trying to look upon the medusa trough special means find themselves staring directly at her divine eyes. Anyone using blindsight, mindsight, lifesight, scrying or a similar ability to detect the Medusa are automatically affected by Stone Glare (saves allowed as normal), regardless of range. This doesn't take any action on the part of the Medusa, and doesn't cost her any charges. The medusa may stop this from hapening by wearing a veil or some sort of physical seal upon her own eyes if she wishes to don't get atention.

Stone Gaze:At 7th level the medusa can now temporaly fill her eyes with stoning power, affecting all who look at her.

Activating the stone gaze is a standard action wich costs four uses of the medusa's stone glimpse ability, and then one extra use for each turn she sustains the effect. She may end the gaze at any moment as a free action.

Same range and effect as stone glare , but now all creatures whitin range are automaticaly affected.

A medusa of 10 HD or more may activate any of her eye attacks as a swift action. A medusa of 15 HD or more may activate her eye attacks as an immediate action. This bonus applies even if not all medusa levels were taken, but only for the obtained eye attacks.

Finally, if all levels of this class were taken, at 9 HD a Medusa's eye attacks can affect oponents immune to petrification, but they gain a +5 bonus on their saves.[/spoiler]

Comments:
[spoiler]
The medusa is one of those really old legends that has a lot of diferent versions depending on who you ask.

In this version I decided to focus on the "Cursed beatifull women with snakes on the hair". She has poison, can spawn snake minions, set a powerfull trap, Cha to Combat and of course the typical stone gaze, divided in three levels of power. +4 Dex and +4 Cha allows to make up for the MAD. 6 skill points per level, two good saves and Full Bab don't hurt either.

Blood snakes is from one version of the legend where her dripped blood turned into vipers.

Eye mind is a "screw you" to things with extra sights that will close their normal eyes to you.

So in the end we get kinda of a skirmisher/controler, hiting hard , wearing down oponent with poison and petrification while leaving behind snakes to slow down its oponents as it gets hurt.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 01:59:41 PM
Choker
(http://www.iwozhere.com/SRD/images/MM35_PG35a.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0 +0 +2 +0 Choker body, Improved grab, constrict.
2+ 1+ 0+ 3 + 0Quickness, extend, climber

Skills:2+int modifier per level. Class skills (and the key ability for each skills) are Bluff (Cha), Concentration (Con), Craft (Int),
Intimidate (Cha), Knowledge (any two, chosen at 1st level)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
and Spot (Wis).

Proefeciencies:
a choker is proefecient with his natural weapons only.

Features:


Choker body: A choker loses all other racial bonuses and gains aberration traits (basicaly dark vision 60 feet). The choker is a small sized aberration with base speed 20. It has two tentacle attacks dealing 1d3 damage+str modifier each. It can attack with both tentacles with full attack bonus in a fullround attack.

Constrict  (Ex):
A choker deals 1d3+str points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex):To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks.

Quickness (Su):A choker is capable of suprising bursts of speed by focusing. It can take an extra standard or move action per turn. However, the choker's mind is pushed hard to work at this greater speed, so it can't use this extra action to cast spells or manifest powers.
 
Extend:The choker's tentacles become able to extend themselves, increasing his natural reach by 5 feets.

Climber:The choker's tentacles allow him to easily grab into surfaces, giving him a climb speed equal to half his land speed. A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
[/spoiler]

Coments:
[spoiler]Yes, the choker and his ba-roken quickness ability. Since I have to make the class only 2 levels long as the choker is CR2, I must cut any possible madness from the root and deny the possibility of easily casting several spells per turn every turn. You still get extra reach, two natural weapons and plenty of grapple bonus, altough this monster is probably more suited for skill monkeys in my opinion.[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 02:02:13 PM
Zelekhut

(http://thruxus.shadows-angels.com/Miniatures/Pictures/inevitable-zelekhut.gif)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 0+ 0+0 + 0Body of Law, Judgement Chains
2+ 1+ 0+ 0 +0Inevitable, +1 Str
3+ 2+ 1+ 1 +1 Mechanus blessing, lesser, Restrain, +1 Str, +1 Cha
4+ 3+ 1+ 1 + 1Wings, +1 Str
5+ 3+ 1+ 1 +1Mechanus blessing, +1 Cha, +1 Str
6+ 4+ 2+ 2 + 2Growth, +1 Str
7+ 5+ 2+ 2 + 2Mechanus blessing, advanced, +1 Str +1 Cha
8+ 6+ 2+2 + 2 Enforcer armor, +1 Str
9+ 6+ 3+3 +3 Mechanus blessing, greater,+1 Str, +1 Cha
Skills:2+int modifier per level, quadruple at first level. Class skills are Listen, Search, Sense Motive, Spot, Survival.

Proefeciencies: Spiked chains
Features:

Body of Law: a Zelekhut loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

[spoiler]
# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, wich make it lose a level.
[/spoiler]

Zelekhut is a medium sized construct with base speed 30. It has a centaur-like body, wich allows him to qualify to feats as if it had the mounted combat feat, and to count as riding a mount whenever it would be benefical, like the spirited charge feat.

It also gains a bonus to it's Nat armor equal to his Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Judgement chains:A Zelekhut can spring forth two spiked chains from his arms as a fullround action, and put them back inside his arms also as a fullround action. He takes no penalty attacking with both chains at the same time. Those chains can be enchanted as normal weapons. The Zelekhut also can "upgrade" his chains to special materials like adamantine by paying the right amount of gold.

When it reaches 3 HD it can spring forth/retrieve the chains as a standard action and the chains count as masterwork.

When it reaches 6 HD it can spring forth/retrieve the chains as a move action and they gain a +1 enanchment bonus to attack and damage rolls.

When it reaches 9 HD it can spring forth/retrieve the chains as a swift action and they gain the shocking property.

Inevitable: the Zelekhut gains fast healing equal to half it's HD, wich is bypassed by chaotic attacks. The Zelekhut also gains the lawfull subtype and any weapons it wields count as lawfull aligned for purposes of bypassing DR.

The Zelekhut also adds half it's HD to all search and sense motive checks it makes.

Mechanus blessing, lesser:The Zelekhut can use clairaudience/clairvoyance and dimensional anchor as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier.

Restrain: If the Zelekht hits an oponent with one of his chains, it may make it warp around the target and entangle it, inflicting a -4 penalty on Dex, -2 penalty on attack rolls and making it unable to move. The restrained creature can break free by either beating the inevitable in a constest of Strenght as a standard action, or with an escape artist check with DC 10+1/2HD+Str mod. The Zelekhut cannot attack with a chain wich is restraining an oponent, but can move at half speed dragging the restrained target, and also  use his own SLAs as normal, and the target can still attack. If both chains are used to restraing a single oponent, it cannot take any actions but trying to break free, with both DCs increasing by +4.

Ability increase:At 3rd, 5th, 7th and 9th level the Zelekhut gains a permanent +1 to Cha, and he gains +1 to Str at all levels except first.

Wings:The Zelekhut can now spring forth/retrieve wings from his back wich allow him to fly at speed 40 feet (average maneuverability).

Mechanus Blessing:The Zelekhut can use fear and dispel magic as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier. When the Zelekhut reaches 10 HD, it's dispel magic SLA is replaced by greater dispel magic an equal number of times per day.

Growth:The Zelekhunt grows one size category, and gains all the bonus and penalties listed on the table at the 1st page. His base speed also increases to 50 feets and his fly speed increases to 60 feets.

Mechanus blessing, advanced: the Zelekhunt can now use hold person and locate creature as SLAs once per day for each HD it possesess. The saves are 10+1/2HD+Cha modifier.

Enforcer armor:The Zelekhunt gains DR/chaotic equal to half his HD and SR equal to 11+his HD.

Mechanus blessing, greater:The Zelekhunt can now use Hold monster, mark of justice and True seeing as SLAs once per day for each 2 HD it possesses. In adition, it can now use Lesser Geas once per week for each 5HD it has. The saves are 10+1/2HD+Cha modifier.

In adition, the Zelekhunt's SLAs can now affect oponents with immunity to mind-affecting and/or divination effects, altough those gain a +5 bonus on their saves.

[/spoiler]

Comments:
[spoiler]
Well, this one was tricky. It has a lot of abilities, but they aren't really synergetic. What is he trying to do? Tracker? Save or dies? Spiked chain tank? Mounted charger?

I ended up puting a little of everything. It can rain SLAs from afar while flying and then descend to bludgeon his enemies with his chains.

It's horrible saves are more than made up for the powerfull construct traits. It doesn't have a Con score, but fast healing and eventualy the DR and SR make up for that. His skills suck to try to balance all the SLAs and extra movement.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 02:07:11 PM
Ogre Mage
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG200.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+2+0+2 Ogre mage body, Beginner Mage, +1 Str, +1 Cha
2+1+3+0+3Lesser Mage, +1 Cha
3+2+3+1+3Regeneration, +1 Str
4+3+4+1+4Mage, +1 Cha
5+3+4+1+4Flight, Mage resistance, +1 Str
6+4+5+2+5Advanced Mage, +1 Cha
7+5+5+2+5Growth, change Shape, +1 Str
8+6+6+2+6Greater Mage,+1 Str, +1 Cha
Skills: 4+int mod per level, quadruple at 1st level. Class skills are spot, listen, spellcraft, concentration, intimidate, Use Magic Device, Knowledge(Arcana, Planes, Dungeonering), Apraise.

Proficiencies: Ogre Mages are proficient with simple and martial weapons and light armor.
Features
Ogre Mage body:
the ogre mage loses all other racial bonuses and gains giant traits (basicaly low light vision). It's a medium giant with 40 feets base speed.

It also has a bonus to natural armor equal to his Con modifier.


Beginner mage:
The ogre mage can use sleep as a SLA twice per day for each HD it has. Save equal to 10+1/2 HD+Cha modifier. An ogre mage who multiclasses for an arcane class can count his Ogre mage levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Ogre Mage 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but ogre mage levels wouldn't count for it.

At 5 HD, the ogre mage's sleep SLA can affect one HD of oponents per CL.

Ability increase:The ogre mage gets a permanent bonus of +1 Str at levels 1, 3, 5, 7 and 8 and +1 Cha at levels 1, 2, 4, 6, 8, for +5 Str and +5 Cha at 8th level.

Lesser mage:At 2nd level the ogre mage can now use darkness and Charm person each 1/day as a SLA for each HD it has. Save equal to 10+1/2 HD+Cha modifier.

At 7HD the charm person upgrades to Charm Monster.

At 10 HD the Ogre Mage can ignore immunity to sleep, mind-affecting and cold from oponents inside a Darkness he created, but those who would normally be immune to those effects still gain a +5 bonus on their saves.

Regeneration:At 3rd level gains regeneration equal to 1/3 the HD of the ogre mage, rounded down.  Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Mage: At 4th level the ogre mage can now use invisibility as a SLA 1/day for each HD it has.

In adition, a number of times per day equal to his Cha mod, he may cast any of his SLAs as a swift action, but if he does so he cannot cast a spell or use another SLA on the same round (he may still move and attack oponents by more physical means however).

Flight (Su): At 5th level an ogre mage can cease or resume flight as a free action.  His fly speed is equal to his base speed. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Mage resistance:At 5th level the ogre magi gains SR equal to 15+it's HD. It may rise or lower its SR as a free action at any time even if it isn't its turn.

Advanced Mage: at 6th level the ogre mage can now use gaseous form as a SLA 1/day for each 2 HD it has.

Growth:At 7th level the ogre mage grows one size category.

Change Shape (Su):At 7th level an ogre mage can assume the form of any Small, Medium, or Large humanoid or giant 1/day for each 2HD it has as a standard action
[spoiler]    *  The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
[/spoiler]

Greater Mage: the ogre mage can now use cone of cold as a SLA 1/day for each 2HD it has. Save equal to 10+1/2 HD+Cha modifier.

In adition, the ogre mage's Cone of Cold SLA has no damage die cap, and oponents wich fail their save against it are entangled for 1 round per caster level. Even if they suceed, they're entangled for 1 round.

[/spoiler]

Comments:
[spoiler]
As I pointed out, the original ogre mage monster is quite weak.

This one offers more uses of it's rarer SLAs, cuting down the at-will SLAs in return. I also buffed up some of the SLAs with custom abilities and allowed it to cast them as a swift action sometimes per day so he can keep bashing like the giant he is.

The ogre mage is quite MAD, so it gets bonus to both Str and Cha to help him be both a caster and frontline dude. Like the Mind Flayer, he'll get bonus for multiclassing for an arcane class.

His SR is higher than normal to represent his innate connection with magic, and the regeneration doesn't hurt also.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 02:11:17 PM
Succubus

(http://castlevaniadungeon.net/Images/Scans/LoI/succubus.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+0 +2+2 Body of temptation, Corrupter initiate, Change Shape, +2 Cha
2+1+0 +3+3Demon, Gifted, Deadly Seduction, +1 Cha
3+2+1+3+3Lesser Corruptor ,Gifted, +1 Cha
4+3+1+4+4Wings, Abyss skin, +1 Cha
5+3+1+4+4Corruptor, Temptation Incarnate, +1 Cha
6+4+2+5 +5 Kiss, +1 Cha
7+5+2+ 5+5Greater Corruptor, +1 Cha

Skills:8+Int modifier per level, Class skills are Bluff, Concentration,Craft(any), Diplomacy, Disguise, Intimidate, Knowledge(any), Listen, Profession(any), Search, Sense Motive, Spot,  Use Rope, Use Magic Device.

Proficiencies:Simple weapons, Whips, and her own natural weapons.

Features:

Body of temptation: The succubbus loses all other racial bonuses and gains outsider traits. She's an outsider with base speed 30 feets and two claws as natural attacks, each dealing 1d6+Str modifier damage.

She also gains a bonus to natural armor equal to her Cha modifier.

Corrupter initiate:
The Succubus can use Detect Good, Detect Thoughts, Charm Person as SLAs twice per day per HD, any DC=10+1/2HD+Cha modifier.  If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.

If the succubus multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.

Change Shape:At 2nd level a Succubus can assume the form of any Small or Medium humanoid 1/day for each HD it has.
[spoiler]    *  The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
[/spoiler]

Ability increase:The succubus gains +2 Cha at first level and +1 every other level, for a total of +8 Cha at 7th level.

Demon:At 2nd level the Succubus gains resistance to electricity and a bonus on saves against poison equal to her HD, and resistance to fire, acid and cold equal to half her HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also she gains the evil and chaotic subtypes and her attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR.

Deadly seduction:At 2nd level if the Succubus sucessfully feints an oponent in combat, that oponent takes a penalty to AC equal to the succubbus Cha modifier untill the end of the next succubus turn.

Gifted:At 3rd level the Succubus is under a permanent Tongues effect. She also gains a bonus to listen and spot checks equal to her HD.

Lesser corruptor:At 3rd level the Succubus can use Sugestion as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.  

Wings:At 4th level the Succubus grows bat-like wings  allowing her to fly at a speed of 50 feet with average maneuverability.

Abyss skin:At 4th level the Succubus gains DR/cold iron or good equal to half her HD and SR equal to 11+HD. She may drop or raise her SR at any time as a free action. At 10 HD her DR improves to DR/cold iron and good.

Corruptor:At 5th level the Succubus can use Charm Monster as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.

Temptation Incarnate:At 6th level the succubbus benefits from a permanent sanctuary effect as the spell,  save DC= 10+1/2+Cha mod, except that creatures make must make will saves every round they try to attack the Succubus and if the Succubus attacks a creature the sanctuary effect is only lost towards that creature. The succubus can force an attacked oponent to make Will saves for this ability again by performing and suceeding on a new feint check.
  
Kiss:At 6th level a Succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10+1/2 HD+Cha modifier Will save to negate the effect of the suggestion. The DC for removing the negative level is the same, except that it demands a fortitude save.

For every two negative levels inflicted on a single sentient creature by kiss the succubus gains +1 to an ability score of her choice other than charisma for 1 hour. The succubus cannot gain a bonus to any of her ability scores trough this ability bigger than her HD.

Greater corruptor:At 7th level the Succubus can now use Ethereal Jaunt and teleport 1/day as SLAs for each 4HD she has. A succubus with 12 HD or more can use greater teleport SLA instead of the teleport SLA.

In adition, the succubus mind-affecting SLAs and spells can now affect oponents immune to mind-affecting, but they gain a +5 bonus on their saves. If they were flat-footed by deadly seduction, they gain no special bonus for having immunity instead.
[/spoiler]

Comments:
[spoiler]
Like the mind flayer,  a favorite of the community.

Again I focus on the SLAs. The Succubus is more mobile than the Mind Flayer and gets some nice defensive abilities to boot, but in return doesn't have any kind of area control, or the ability to get bonus from "eating" her victims.

Removed the summon vrock ability since it's kinda unbalanced and abilities that only have 30% chance of working aren't that much fun anyway. In return she keeps her great skills to back up her mind control stuff. Also a total of +8 Cha.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 01, 2010, 03:50:21 PM
Quote
Natural Cunning:The minotaur is immune to maze spells and effects, never gets lost, and never counts as flat footed. This also counts as the track feat.
Does this mean they count as having the Track feat for prerequisites, or do they actually gain its benefits? If it's the latter, just say "They also gain Track as a bonus feat."

Also, you've misspelled "Proficiencies". The mind flayer's ability should be "Dessicate", and "Magi" is the plural of "Magus". The Zelekhut has a reference to "40 feets" - feet is already plural.

Some of these classes end up with SLAs that can be used as many as 8/day. At that point, wouldn't it be easier to just grant them at-will? Maybe a general rule that when you can use an SLA more than 6/day it becomes at-will. Or a feat which upgrades SLAs to at-will.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on October 01, 2010, 04:09:44 PM
So.... a red dragon 7/sorcerer 2 would have:

Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.

Large size.

A fly speed of 70.

Know all fire spells from the sorc/wiz list.

A natural attack routine of bite, bite, claw, wing, wing, tail.

Racial adjustments of +3 Str, +2 Con, +1 Cha.

Natural armor of 3+Con mod.

A breath weapon.

Blindsense, and really good low-light and dark vision.

Great BAB, saves, and 7d12 hit dice (plus 2d4, but I could have entered Abjurant Champion directly I think).


Did I miss anything?

Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered. It would be fine in a Tome game, for example.

And can you multiclass back and forth between this and other classes? Could I for example go red dragon 2/sorcerer 1, and then go back to pick up 5 more levels of red dragon before hitting a gish prestige class like Abjurant Champion?

I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.




And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.

Now... you could argue that this could be broken with something like Ur-Priest, to which I'd respond that it is the fast progression classes like Ur-Priest which are broken, and not this ability.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 04:56:22 PM
So.... a red dragon 7/sorcerer 2 would have:

Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.

Large size.

A fly speed of 70.
Correct so far, but I must point out it's poor maneuverability flight.

Know all fire spells from the sorc/wiz list.
Small error on my part,  it's suposed to be just one spell each time the ability is gained, fixed it now.

Did I miss anything?
The sugestion SLA I believe.

Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered.
Yes it's aimed at higher powered games than your average game.

If you're playing average games the original Savage Species progressions work relatively fine.

It would be fine in a Tome game, for example.
Oh, no, it would get steamrolled by anything from a Tome game! It doesn't have at-will save or dies, immediate action shut downs, and tome characters get a free +5 to all stats by this level. And if they had chosen the feat to be large they would've got even more stats by now.

And can you multiclass back and forth between this and other classes? Could I for example go red dragon 2/sorcerer 1, and then go back to pick up 5 more levels of red dragon before hitting a gish prestige class like Abjurant Champion?
Yes as explained on the FAQ.

I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.
I must respectifully disagree. Races of War tells you to basically give the monster directly to the player with +1 LA, with no regard for non-scaling abilities, overpowered powers, and no way to play it from lower levels. My method goes directly against all of that.

I'll admit tough it was a tome player that convinced me on the level=HD thingy, but it's the only thing I adopted from their philosophy.

And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.
Not really balanced in my opinion. Sorcerors are already pretty powerfull casting one level behind the wizard. Losing another level for doubling your caster potential sounds a very sweet deal to me.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on October 01, 2010, 07:44:10 PM
So.... a red dragon 7/sorcerer 2 would have:

Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.

Large size.

A fly speed of 70.
Correct so far, but I must point out it's poor maneuverability flight.
Does anyone actually care about that? If they do, they can take the Hover feat. :P

Did I miss anything?
Quote
The sugestion SLA I believe.
I left that out on purpose, as 1xday abilities don't even matter, IMO, unless they give you the ability to generate semi-permanent minions. ;)

Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered.
Quote
Yes it's aimed at higher powered games than your average game.

If you're playing average games the original Savage Species progressions work relatively fine.
No, those rules suck, horribly. If you like playing gimped pieces of crap that aren't even good at what they're supposed to do, you should use those rules. (Unless you go find the overpowered stuff in there, like anthropomorphic animals). (Sorry for the vitriol... Obviously you're not a fan of those rules either, or you wouldn't have made these up. So it certainly isn't directed at you. :P)

Quote
It would be fine in a Tome game, for example.
Oh, no, it would get steamrolled by anything from a Tome game! It doesn't have at-will save or dies, immediate action shut downs, and tome characters get a free +5 to all stats by this level. And if they had chosen the feat to be large they would've got even more stats by now.
As someone who is running a Tome game right now, I respectfully disagree. This class isn't very different at all from many of the Tome monster classes I've seen on the gaming den message board.

I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.
Quote
I must respectifully disagree. Races of War tells you to basically give the monster directly to the player with +1 LA, with no regard for non-scaling abilities, overpowered powers, and no way to play it from lower levels. My method goes directly against all of that.

I'll admit tough it was a tome player that convinced me on the level=HD thingy, but it's the only thing I adopted from their philosophy.
Keep reading. That's the first method they suggest. It's not the only one. The second one is much more similar to this. They also have a rule that says you only get half of either your natural armor or armor bonus, whichever is lower. So that more or less nerfs monsters that have insane NA down to a reasonable level.

Although the Tome of Tiamat method was not included in RoW, monster classes very similar to yours have been done a bunch of times on the gaming den forums. This is basically what it would have been, if they'd have finished it.

And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.
Quote
Not really balanced in my opinion. Sorcerors are already pretty powerfull casting one level behind the wizard. Losing another level for doubling your caster potential sounds a very sweet deal to me.
You're losing two levels to racial hit dice, plus the one sorcerers eat already. And at that point I disagree. I'd rather have one powerful spell per round in many cases than two weaker ones.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 08:42:09 PM
Does this mean they count as having the Track feat for prerequisites, or do they actually gain its benefits? If it's the latter, just say "They also gain Track as a bonus feat."

Also, you've misspelled "Proficiencies". The mind flayer's ability should be "Dessicate", and "Magi" is the plural of "Magus". The Zelekhut has a reference to "40 feets" - feet is already plural.
Somehow I missed this post, fixed the grammar problems you pointed out, thanks!

Some of these classes end up with SLAs that can be used as many as 8/day. At that point, wouldn't it be easier to just grant them at-will? Maybe a general rule that when you can use an SLA more than 6/day it becomes at-will.
A high level caster can easily get eight spell slots on each of his lower levels. Should the caster's low level spells become at will? At will glitterdust? Grease? Entangle? Wings of cover? Summon mount?

Or a feat which upgrades SLAs to at-will.
Not here, I'll let at will spells for tome games, wich this project isn't aiming for.


Does anyone actually care about that?
One of my group's wizard  memorized the maneuverability table and uses it to the max to get in positions flying monsters with lesser maneuverability cannot reach, and he takes it pretty seriously when they actualy manage to reach him.


If they do, they can take the Hover feat.
Feats are a scarce resource. If he's taking over then it's one less meta breath feat or metamagic feat he's taking.


I left that out on purpose, as 1xday abilities don't even matter, IMO, unless they give you the ability to generate semi-permanent minions.
Well, at 8th level he would get two uses per day, and eventually six uses per day at 8th level. And if you word it well enough it does give you semi-permanent minions for tasks that don't automatically look dangerous. :smirk

As someone who is running a Tome game right now, I respectfully disagree. This class isn't very different at all from many of the Tome monster classes I've seen on the gaming den message board.
As far as I readed, the tomes themselves don't have any monster classes.


Keep reading. That's the first method they suggest. It's not the only one. The second one is much more similar to this. They also have a rule that says you only get half of either your natural armor or armor bonus, whichever is lower. So that more or less nerfs monsters that have insane NA down to a reasonable level.

Although the Tome of Tiamat method was not included in RoW, monster classes very similar to yours have been done a bunch of times on the gaming den forums. This is basically what it would have been, if they'd have finished it.
I went to the gaming den homebrew and then remembered why I rarely go there. After tomes of "Mary Sues", "WeabooFighting", "Robots", "Naked Oil Men", I finally stumbled upon the said dragon class. It's quite diferent from mine:
-Zero support for multiclassing.
-Generic dragon class. I went to the trouble to making specific classes for several colors so far, and will be posting them.
-Ability bonus galore
-Considerably stronger progression at the begginning, that eventualy goes into full brokeness, and I can't even understand if the capstone is serious or not.


You're losing two levels to racial hit dice, plus the one sorcerers eat already. And at that point I disagree. I'd rather have one powerful spell per round in many cases than two weaker ones.
At this point we've stumbled into personal opinion matter (as you should know the right lower level spells still pack a lot of punch), so since it's my project my preference prevails. :D
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 08:49:54 PM
Blue dragon
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG72.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Blue Dragon body, Thunder Breath
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Blindsense 60 feets, Str+1, Con+1
4  +4 +4 +1+4 Wings, +1 Str
5  +5 +4 +1 +4 Create/destroy water,  +1 Cha
6  +6 +5+2 +5 Ventricolism, +1 Str.
7  +7 +5 +2 +5 +1 Cha, +1 Con, Shocking Arcana
8  +8 +6 +2 +6  Tail slap, Growth
9  +9  +6+3 +6   Sound imitation, +1 Cha
10  +10 +7+3 +7 +1 Str, +1 Con,Hallucinatory terrain
11  +11 +7 +3+7 Arcane Skin, +1 Cha
12  +12 +8 +4+8 Iron Scales, +1 Str, +1 Con
13  +13 +8 +4 +8  +1 Cha, Thunder Lord
14  +14 +9 +4 +9 Frightfull presence, Growth, crush.
15  +15 +9 +5 +9  +1 Cha, One with the Sky
16  +16 +10 +5 +10 +1 str, +1 con, Shocking Arcana
17  +17 +10 +5+10  +1 Cha, Shock Therapy
18  +18 +11+6 +11 +1 str, +1 con, Suzerain
19  +19 +11 +6 +11  +1 Cha, +1 Str, Veil
20  +20 +12 +6 +12 Overlord, +1 Str, +1 Con

4 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, climb, jump, spot, listen, apraise, bluff, Hide, Move Silently, intimidate, Knowledge(any), Search, spellcraft.

Proefeciencies: a blue dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

Blue dragon Body:
The blue dragon loses all other racial bonuses, and gains Dragon traits, electrecity subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, a burrow speed equal to half his land speed and is medium sized. The blue dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Blue dragon also gets a natural armor bonus equal to his Con modifier. Whenever the blue dragon grows one size category, his natural armor increases by a further 1.

The blue dragon is immune to electrecity. It has no particular vulnerability.


Thunder Breath:
At 1st level the blue dragon can fire a line 60 feet dealing 1d6 lighting damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 feets with each extra HD the player takes from here.


Arcane Blood:A blue dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.

Keen senses:The blue dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feets.

Ability score increase:
The blue dragon ability scores increase by the shown amount.

Level Bonus gained
3+1 Str, +1 Con
4 +1 Str
5+1 Cha
6+1 Str,
7 +1 Cha, +1 Con
9+1 Cha
10+1 Str, +1 Con
11+1 Cha
12+1 Str, +1 Con
13+1 Cha
15+1 Cha
16+1 str, +1 con
17+1 Cha
18+1 str, +1 con
19 +1 Cha, +1 Str
20+1 Str, +1 Con

For a total of +8 Str, +7 Con and +8 Cha at 20th level.


Wings:
At 4th level the blue dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

Create/Destroy Water (Sp)A blue dragon of 5th level can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.


Blue dragon SLAs:
At 6th level Ventricolism 1/day per each 3 HD.

At 10th level hallucinatory terrain 1/day for each 5 HD.

Saves DC for both are 10+1/2HD+Cha mod.


Sound Imitation (Ex):
The blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.

Shocking Arcana:
At 7th and 16th levels the blue dragon adds one spell with the [electrecity] descriptor of a level he can cast to his list of spells known.

Growth:At 8th level the blue dragon grows to large size.
                At 14th level the blue dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:
The blue dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).



Arcane skin:
At 11th level the blue dragon gains SR equal to his HD+11.

Iron Scales:
At 12th level the blue dragon gains DR/magic equal to half his HD.

Thunder Lord:
At 12th level the blue dragon gains +2 on the caster level of any spells with the [electrecity] descriptor it casts and those spells ignore any limits on caster level they may have.


Crush:
The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

One with the Sky:
At 15th level the blue dragon can reflect the light on his scales in such a way it perfectly mimics the sky color.

The blue dragon can hide while flying on an open area whitout actualy having anything to hide behind, and he gains a bonus on those hide checks equal to his HD.

Shock Therapy:
At 17th level, as a free action a number of times per day equal to his Cha mod, the blue dragon may boost his breath weapon so it lingers on oponents. Creatures failing the save against the thunder breath when this ability is used take damage as is hit by a new thunder breath on their next turn, and on the next turns, untill they make their saves. A creature may spend a fullround action to get rid of shock therapy for good.

Suzerain:
At 18th level the blue dragon grows a strong sense of inner order. It gains a bonus on diplomacy and intimidate checks equal to it's HD.

Veil: At 19th level the blue dragon can now use veil as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier.

Overlord:
At 20th level the blue dragon is an inspiring figure of power for younger ones. 1/day as a swift action the blue dragon can summon a  blue dragon built using this class of his own level-1 (using elite array for stats and NPC WBL), wich serves for one hour and then leaves. The called dragon appears adjacent to the player, either flying from the skies or bursting from the ground, but must wait one round before acting.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on October 01, 2010, 09:08:51 PM
I went to the gaming den homebrew and then remembered why I rarely go there. After tomes of "Mary Sues", "WeabooFighting", "Robots", "Naked Oil Men", I finally stumbled upon the said dragon class. It's quite diferent from mine:
-Zero support for multiclassing.
-Generic dragon class. I went to the trouble to making specific classes for several colors so far, and will be posting them.
-Ability bonus galore
-Considerably stronger progression at the begginning, that eventualy goes into full brokeness, and I can't even understand if the capstone is serious or not.
Their capstones are never serious. The often just put "X: You win the game" at level 20, where X is whatever random thing they want to stick in there. The game falls apart at level 20, and they don't even try to put something balanced there. So it's kind of an ongoing joke.

I wasn't specifically talking about a "dragon" class, just the way many of the "monster" classes I've seen on there are done. And yeah, if you don't get the humor, I could see why that board might irritate you. I find the "naked oily man" class hilarious, personally. ;)

Here  (http://www.tgdmb.com/viewtopic.php?t=51205)is another dragon class that is more similar to yours, though.

I'm not trying to start an argument, or say you shouldn't make up your own classes or anything stupid. I'm just a bit puzzled why someone who is making classes like these (which I like, and seem fairly well balanced and designed) would seemingly have such a distaste for the things created there, when there are so many obvious similarities...
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 09:20:00 PM
Rakshasa
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG212.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+0+2+2Rakshasa body, Mind Read, Change Shape, +1 Cha
2+2+0+3+3Bas Hide, +1 Con
3+3+1+3+3Arcane soul, +1 Cha
4+4+1+4+4Transparency, +1 Con
5+5+1+4+4Deceiver, +1 Cha
6+6+2+5+5Tyrant Magic, +1 Con
7+7+2+5+ 5Submit, +1 Cha
8+8+2+6+6Tyrant Hide, +1 Con
9+9+3+6+6Puppeteer, +1 Con, +1 Cha
10+10+ 3+7+7Mastermind +1 Con +1 Cha
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Bluff, Concentration, Disguise, Listen, Move Silently, Hide, Knowledge(any), Perform, Sense Motive, UMD, and Spot.

Proeficiencies:
it's own natural weapons, simple and martial weapons.

Features:


Rakshasa body: at first level loses all other racial bonus and gains outsider traits(basicaly darkvision 60 feets). It's a medium sized outsider with base speed 40, two natural claw attacks dealing 1d4+Str mod each and a bite attack dealing 1d3+half Str mod. He takes no penalty for attacking with both claws in a fullattack, but takes a -5 penalty on the bite attack if it uses togheter with the claws.

A Rakshasa also gains a bonus to it's natural armor equal to it's charisma modifier.

Mind read: the Rakshasa can use detect toughts 1/day as SLA for each HD it has. A Raksha with 3 or more HD can use and sustain it as a move action. At 6HD as a swift action and at 9HD as a free action. DC to resist is 10+1/2 HD+Cha mod.

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action 1/day for each HD it has. In humanoid form, a rakshasa loses its claw and bite attacks.  A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
[spoiler]
* The creature retains the type and subtype of its original form. It gains the size of its new form.
* The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
* The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
* The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
* The creature retains the ability scores of its original form.
* Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
* The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.[/spoiler]

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 2, 4, 6, 8, 9, 10
                        +1 to Cha at levels 1, 3, 5, 7, 9, 10

For a total of +6 Con and +6 Cha at level 10.

Bas hide:At 2nd  level the Rasksha's skin is exceptionaly strong, protecting it from both magic and weapons. It gains SR equal to 11+HD and DR/magic and piercing equal to 1/2 it's own HD.

Arcane soul:At 3rd level, the Rakshasa can cast as if he was a sorceror two levels lower than it's Rasksha level, except that it learns one enchamtent spell for free of a level it can cast every time it's sorceror casting increases.

Transparency: At 4th level, anyone using divinations to try to find out the Rakshasa's alignment, toughts and/or intentions must suceed on a sucessfull spot check against a disguise check from the Rakshasa. If they fail, the Rakshasa decides what they "see", and the oponent isn't aware they failed.

Deceiver:At 5th level the Rakshasa gains a bonus equal to half it's HD on all disguise and bluff checks. If it's reading the oponent's mind with his Mind Read ability, this bonus doubles.

Tyrant magic: Whenever the Rakshasa casts a spell of the enchantment school, it may make it affect one extra target whitin reach for every 6 HD it has.

Submit: At 7th levels, oponents never gain a bonus against charm spells against the Rakshasa if they're threatened or attacked by it or it's allies.

Tyrant Hide: At 8th level the Rakshasa's SR increases by 4 and it's DR is now equal to it's full HD.

Puppeteer:
At 9th level, the Rakshasa gains a +4 caster level bonus on all enchantment spells it casts.

Mastermind:
At 10th level, the Rakshasa spells ignore immunity to mind-affecting, enchantment and morale effects, altough oponents with said immunity still gain a +5 bonus on saves against spells with those effects from the Rakshasa.

[/spoiler]

Comments:
[spoiler]So yeah, a sorceror who's casting 3 levels behind the party and hardly has any natural abilities. The MM Raksha's is pretty cool looking and flavourfull, but besides it's huge SR, it doesn't really do anything.

My version increases the sorceror casting to 8th level, wich is actually usefull. In adition, it gains a great +6 to Cha over all 10 levels to make that casting count, several bonus for focusing on enchantment spells (since the Rakshasa's suposed to be a manipulator) , full BAB, two good saves, great skills, SR and DR wich hopefully make up for the lost caster levels. Probably better for more politic campaigns or some kind of arcane skill monkey.

[/spoiler]

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 09:29:09 PM
I'm not trying to start an argument, or say you shouldn't make up your own classes or anything stupid. I'm just a bit puzzled why someone who is making classes like these (which I like, and seem fairly well balanced and designed) would seemingly have such a distaste for the things created there, when there are so many obvious similarities...

Their "humor" for one, their base assumptions for other, wich makes a lot of diference on my opinion. As someone who has played to lv 20 and beyond I find very distastfull that other people just claim "at lv 20 everything falls apart so no need to to even try". On the contrary, the game is still as enjoyable if you just try. Nobody on my groups chains anything (except perhaps the chain metamagic), epic magic is thrown out of the window (or allowed with heavy DM control) and thus people can play into level 20 and beyond. TGD "humor" basically says my campaigns never hapened, and thus yes, it leaves a very bad taste on my mouth of wich I have no intention of experimenting more than the minimum necessary.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 09:40:16 PM
Dragonne
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG88b.jpg)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 1+2 +2 +0 Dragonne body, +1 Str
2+ 2+ 3+ 3 + 0Scent, +1 Con
3+ 3+ 3+ 3 + 1Vigilant, +1 Str
4+ 4+ 4+ 4 + 1Wings, +1 Con
5+ 5+ 4+ 4 + 1Pounce, +1 Str
6+ 6+ 5+ 5 + 2Growth +1 Con
7+7 + 5+ 5 + 2Roar, +1 Str, +1 Con

Skills:2+int modifier per level, quadruple at 1st level, Class skills are Spot, Listen, jump, climb, survival.

Proefeciencies: it's own natural weapons

Features:
Dragonne body:
loses all other racial bonus and gains magical beast traits (basicaly dark vision 60 feets and low light vision). It's a medium sized magic beast with base speed 40 feets, two claws attacks dealing 1d6+1/2 Str each and and a bite attack dealing 1d8+Str. The dragonne's claws are not capable of fine manipulation naturaly.

In adition, it gains a bonus to 2+ Nat armor equal to his Con modifier. When the Dragonne grows to Large size it gets an extra +1 Nat Armor.

Ability increase:The dragonne gains a permanent +1 to Str at  levels 1, 3, 5, 7 and +1 to Con at levels 2, 4, 6 and 7, for a total of +4 Str and +4 Con at 7th level.

Scent:At 2nd level this extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
[spoiler]
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. [/spoiler]

Vigilant: At 3rd level a dragonne adds half it's HD as a racial bonus on all spots and listen checks.

Wings:At 4th level the dragonne can now fly at a speed of 30 feets(poor).

Pounce  (Ex):At 5th level if a dragonne charges, it can make a full attack in the same round.

Growth: the dragonne grows one size category. Notice this is a long creature

Roar (Su):At 8th level the dragonne can loose a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 20 feet per HD (the dragonne may affect a smaller radius if it wishes) must succeed on a DC 10+1/2HD+Con modifier Will save or become fatigued. Those within 5 feet per HD who fail their saves become exhausted instead, or fatigued on a sucessfull save.

[/spoiler]

Comments:
[spoiler] Well, nothing much to say here. Big bad half dragon-half lion who flies, roars and pounces, pure assault machine.[/spoiler
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 01, 2010, 09:55:01 PM
Red Slaad

(http://www.wizards.com/dnd/images/ss_gallery/49108.jpg)
[spoiler]
LevelBabFortRefWillFeature
1+ 1+ 2+0 + 0Body of chaos, +1 Str
2+ 2+ 3+ 0 + 0Slaad, +1 Con
3+ 3+3 + 1 + 1Pounce, Implant, +1 Str
4+ 4+ 4+ 1 + 1Fast Healing, +1 Con
5+ 5+4 + 1 + 1Chaotic Charge, +1 Con
6+ 6+ 5+ 2 + 2Growth
7+ 7+ 5+ 2 + 2Stunning Croack, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at first level. Class skills are jump, ride, swim, climb, bluff, spot, listen, move silently, hide, tumble.

Proefeciencies:simple and martial weapons, it's own natural weapons

Features:
Body of Chaos:loses all other racial bonus and gains outsider traits (basicaly dark vision 60 feets). It's a medium sized outsider with base speed 30 feets, two claws attacks dealing 1d3+1/2 Str each and and a bite attack dealing 2d6+Str.

In adition, it gains a Nat Armor bonus equal to his Con modifier. It increases by an extra 1 when it grows to large size.

Ability increase:The red slaad gains a permanent +1 to Str at levels 1, 3, 5, 7 and +1 to Con at levels 2, 4, 6, 7

Slaad:Gains chaotic subtype, and any weapons it wields, including natural weapons, count as chaotic aligned for bypassing DR. It also gains resistance to sonic damage equal to his own HD and resistance to fire, cold, acid and electrecity equal to half his own HD.


Pounce (Ex):
If a red slaad charges, it can make a full attack in the same round.

Implant: As the red slaad's implant abilit. Consult the MM, page 229, except that the fort save to resist is 10+1/2 HD+Con mod. In adition, it may only try to implant eggs a number of times per day equal to his HDx Con modifier

Fast healing:
At 4th level the red slaad gains fast healing equal to half it's own HD.

Chaotic Charge:
At 5th level red slaad doesn't need to charge into a straight line. He can turn and change direction as many times as he wants as long as he doesn't move more than double his base speed.

Growth: At 6th level the red slaad increases one size category.

Stunning croack:Once per day for every 2HD the red slaad has, as a standard action, it can unleash a screech that stuns all nonslaad creatures whitin 5 feet for every 2 HD for 1d3 turns. Fort Save 10+1/2HD+Con mod to resist. at 10HD, and every 5 HD from there, the stun lasts an extra 1d3 rounds.
[/spoiler]

Comments:
[spoiler]The first of the slaads. Basicaly a giant pouncing frog. The slaad is clearly a frontline fighter. Full BAB and extra str and con help him fulfill that roll. 4 skill points so it can have some tricks(notice the tumble in the skill list), but only one good save. It has fast healing and several resistances to keep it going tough. Implantation may eventualy be powerfull if used creatively.  Also increased the number of croacks per day, since 1/day only isn't very nice.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:01:58 PM
Djinni
(http://teamwingman.net/uploads/bu/mahamoti_djinn1.jpg)

[spoiler]

HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+2 + 0Body of Air, Minor Wish, +1 Str
2+ 1+ 0+ 3 + 0Genie, Lesser Wish , +1 Cha
3+ 2+1 + 3 + 1Flying, whirlwind, +1 Str
4+ 3+ 1+ 4 + 1Partial Wish, +1 Cha
5+ 3+1 + 5 + 1Growth, Noble Wish, +1 Str

Skills:
6+int modifier per level, quadruple at 1st level. Class skills are diplomacy, bluff, spot, listen, concentration, apraise, craft (any), knowlege (any), profession (any), escape artist.sense motive.

Proefeciencies:simple and martial weapons, his own natural weapons.

Features:
Body of air:A djinni loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It is an outsider with 20 base speed and two slam attacks dealing 1d6 damage each. A djinni doesn't take penalty for attacking with both slam attacks in a full attack.

The djinni also gains a Nat armor bonus equal to half his Con modifier.

Minor wish:Once per each HD it has, the Djinni can use create food and water and create wine (as create water, but produces wine) as SLAs. In adition, it can choose any 1st level illusion spell and use it as an SLA once per day for each HD it has (spell choice subject to DM aproval). DC=10+1/2HD+Cha modifier.

Ability increase:
The djinni gains +1 to Str at 1st, 3rd and 5th levels and +1 Cha at 2nd and 4th levels.


Genie:
The djinni gains the air subtype, telepathy of 40 feets plus 10 feets for each extra HD beyond 2. Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.

Flying:
The djinni gains a fly speed of 10 feets per HD, with perfect maneuverability.

Whirlwind (Su):
A djinni can transform itself into a whirlwind once per day for each HD it has and remain in that form 1 round for each HD it has. In this form, it can move through the air or along a surface at its fly speed.
[spoiler]
The whirlwind is 5 feet wide at the base, up to 5 feet wide per HD at the top and up to 10 feet tall per HD. The djinni controls the exact height, but it must be at least 10 feet.

A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 10+HD+Str mod Reflex save when it comes into contact with the whirlwind or take 2d8 points of damage (damage increases when the djinni grows). It must also succeed on a second DC10+ HD+Str mod Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d6 points of damage each round(damage increases when the djinni grows). A creature with a fly speed is allowed a DC 10+ HD+Str mod Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it. [/spoiler]

Lesser  Wish:
As SLAs, the djinni can use inivisibility 1/day for each  HD it has and major creation for each 2HD it has. If the djinni has 8 more HD, vegetable matter created by the major creation is permament. In adition, it can choose any 2nd level illusion spell and use it as an SLA once per day for each 2 HD it has (spell choice subject to DM aproval). DC=10+1/2HD+Cha modifier.


Partial Wish:
As SLAs, once per day for each 4HD it has, the djinni can use gaseous form, wind walk.

 Growth:the djinni grows one size category.

Noble Wish:
As SLAs, once per day for each 5HD it has, the djinni can use persistent image. Save DC 10+1/2HD+Cha mod

In adition, as a SLA 3/day, the djinni gains the following spells at the following HDs:  
7HD  Shadow Conjuration
9 HD Shadow Evocation
13 HD Shadow Conjuration, greater
15 HD Shadow Evocation, greater
17 HD wish, to nongenies only

If a djinni use his wish SLA to create/improve items or any other permanent lasting effect (like improved ability scores), it must pay the full exp price.

[/spoiler]

Comments:
[spoiler]
This is one of my favorite monsters fluff-wise. An interesting combination of illusionist, skill monkey and flying brawler. The djinni is suposed to use it's wide array of abilities to outsmart the oponent-and then beat it to pulp. Medium BAB and only one good save to make up for the great mobility and versatile SLAs.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:08:49 PM
Grimlock
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG141.jpg)

[spoiler]

HD:d8
LevelBabFortRefWillFeature
1+ 1+0+2 + 2Grimlock body,  Blindsight, Scent, +2 Str, Camouphlage.

Skills:
2+int modifier per level Its class skills are Climb, Hide, Move silently Jump, Balance, Listen, and Spot.

Proefeciencies:
Simple weapons and martial weapons.

Features:

Grimlock body: The Grimlock loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). A grimlock is a medium monstruous humanoid with base speed 30. A grimlock is blind, wich results in him not being able to see but also to be immune against any sight based attacks like gaze attacks. The grimlock can still detect enemies with his blindsight and scent abilities.

A grimlock adds his Con modifier to his natural armor bonus.

Ability increase:a grimlock gains +2 Str

Scent: As the SRD.

Blindsight:40feets, and an extra 5 feets per extra HD from here.

Camouphlage:
The grimlock gains 3+HD to hide checks when in mountain or underground settings.
[/spoiler]

Comments:
[spoiler]Now this was a quick one. The grimlock is blind, but gets blindsight and scent togheter with Nat armor and extra strenght, making it a good start for brutish characters.[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:16:49 PM
Awakened Skeleton
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG225.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Skeleton body,  Cold as death, +1 Dex

Skills:2+int modifier per level, no class skills

Proefeciencies:Simple and Martial weapons, Light Armor, and it's own natural weapons.

Features:


Skeleton body: a skeleton loses all other racial modifiers and gains the following undead traits
[spoiler]    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  
    * Undead do not breathe, eat, or sleep.
[/spoiler]
The skeleton is a medium sized undead with two natural claw attacks dealing 1d4 damage each and base speed 30. The skeleton takes no penalty for attacking with both claws at the same time. Any class levels the skeleton takes have their HD increased to d12.

In adition, a skeleton gains a Nat armor bonus equal to it's Str.

Cold as death:The skeleton gains resistance to cold equal to it's HD and DR/bludgeoding equal to half it's HD.

Ability increase:
The awakened skeleton gains +1 Dex.

[/spoiler]

Comments:

[spoiler] Well yeah, the skeleton is a template and not a race on itself, but since it was requested I did my best here.

Basicaly, 1 level gets the amazing undead traits. As the skeleton grows it's DR and cold resistance do as well. In return crappy skills, BAB and saves. Either you're an evil yourself or get one to patch you up because heal spells will hurt you.

Necropolitan technicaly is weaker and costs 1,5 levels and some gold, but you'll then catch up with the rest of the party thanks to the experience bonus for being lower level, while this skeleton class will always leave you a level behind the party.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:19:01 PM
Vargouille
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG254.jpg)

[spoiler]

HD:d8
LevelBabFortRefWillFeature
1+ 0+0+2 + 0Vargouille body,  Wings, Poison.
2+ 1+0+3 + 0Evil soul, Shriek, Kiss

Skills:
2+int modifier per level Its class skills are Hide, Intimidate, Listen, Move Silently , Spot

Proefeciencies:
It's own natural weapon.

Features:
Vargouille body:
The Vargouille loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It is a small sized outsider. It has no limbs or torso so it doesn't have a land speed nor can it do any kind of fine manipulation or wielding weapons. It has a natural bite attack dealing 1d4 damage. The vargouill may carry objects in it's mouth, but can't do anything more complex.

Wings:
The Vargoille has wings attached to it's head, allowing it to fly at a speed of 30 feets with good maneuverability.

Poison:
Injury, Fortitude DC 10+1/2HD+Con or be unable to heal the vargouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.

Evil Soul:
The argouille gains the evil subtype and it's attacks count as evil aligned for bypassing DR.


Shriek (Su)
Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 10+1/2HD+Con Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect.

Kiss (Su):A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 10+HD+Con Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).

First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease.
[/spoiler]

Comments:

[spoiler]So yeah another bizzarre monster. The Vargouille is a flying head that bites, screams and poisons. It can fly at first level, and gets a save or die at second but the lack of hands is a brutal disadvantage. Notice the Kiss DC counts your full HD for the DC, not just half.

Not a lot of classes will work well with this monster, but a Vargoiulle barbarian or any ToB class should produce a quite interesting result.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:30:11 PM
Balor
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG41.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2Balor body, Fiend whip, +1 Str  
2  +2+3+0 +3 Demon, Flaming body +1 Con
3  +3+3+1+3 Abyss Skin, Ravage, +1 Str
4  +4+4 +1+4 Wings, +1 Con
5  +5+4+1+4 Growth, Entangle, +1 Str
6  +6+5+2+5Balor Magic, Dispel Magic, +1 Con
7  +7+5+2+5  Summon Demon, +1 Cha
8  +8+6+2+5 Executor, +1 Str
9  +9+6+3+6Telekinesis, +1 Cha
10  +10+7+3 +7Teleport, +1 Con
11  +11+7+3+7True Seeing, +1 Cha, +1 Str
12  +12+8+4+8 Firestorm, +1 Con
13  +13+8+4+8 Unholy Aura, +1 Cha, + Str
14  +14+9+4+9 Insanity, +1 Con
15  +15+9+5+9 Power Word Stun, +1 Cha, +1 Str
16  +16+10+5+10 Dominate Monster, +1 Con
17  +17+10+5+10 Blasphemy, +1 Cha, +1 Str
18  +18+11+6 +11 Implosion, +1 Con
19  +19+11 +6 +11 Carnage, +1 Str, +1 Con, +1 Cha
20  +20+12 +6 +12 Death throes, +1 Str, +1 Con, +1 Cha
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple and martial weapons, whip, it's own natural weapons.

Features:

Balor body:The balor loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d8 damage each.

The Balor also gains a bonus to Nat armor equal to his Con modifier.


Ability increase:The Balor gains +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 19, 20

The Balor gains +1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20

The Balor gains +1 Cha at levels 7, 9, 11,  13,  15,  17,  19, 20

Fiend whip:The balor can, as a fullround acion, summon/dismiss a masterwork whip apropriate to his size wich deals bludgeoding and slashing damage regardless of the target's Nat armor/armor. The Balor takes no penalty for attacking with the whip in one hand and another weapon in the other.

At 4HD it summons/dismisses as a standard actin and the whip gains +1 enanchment bonus

At 8HD it summons/dismisses as a move action and the whip gains +1 enanchment bonus and the flaming property.

At 12HD it summons/dismisses as a swift action and the whip can be further enchanted as a normal weapon, keeping it's properties when dismissed.

Demon: gain resistance to electrecity and a bonus on saves against poison equal to his HD, and resistance to fire, acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and chaotic subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

Flaming body: As a swift action, can summon/dismiss flames around it's body wich deals 1d6 fire damage per 2HD against any grappling enemy.

Abyss Skin:The Balor gains DR/cold iron and good equal to half it's HD and SR equal to 11+HD.

Ravage: The Balor is a force of pure destruction, taking special pleasure in destroying what others created. Whenever it hits or is hit with a melee attack, it may perform a sunder as a free action whitout provoking attacks of oportunity on the engaging enemy, gaining a bonus on the damage equal to it's Cha mod. Items destroyed by the Balor crystalize into jewels worth the same amount as the destroyed item.

The Balor is also capable of sundering armors.

Wings:The Balor can fly at the speed of 5 feets per HD, with good maneuverability.

Growth:
Increase one size category.

Entangle:The Balor's whip entangles foes much like an attack with a net. The whip has 5HP per HD. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body. The target remains anchored against the balor’s body until it escapes the whip.

Balor Magic: When a spell apears in the entry, the Balor can use it as a SLA acertain number of times per day depending on it's HD. Save DCs are 10+1/2HD+Cha mod.

In adition, the Balor's SLAs may have extra effects compared to the normal spell. Check each entry for details.

Dispel Magic:1/day for HD, upgrades to greater dispel magic at 11 HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit.


Summon demon:
Once per day, the Balor can summon reinforcments, depending on it's HD:

7HD:4d10 dretches,
12HD:1d4 hezrous,
14HD:glabrezu
16HD:nalfeshnee,
18HD: marilith
20HD: Another Balor

Those   demons serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

Executor: As a swift action once per day per HD, the Balor can give the vorpal and flaming properties to any slashing weapon it wields for 1 round. At 20HD, this ability is active all the time.

Telekinesis: 1/day per HD. The Balor may keep concentration as a swift action.

Teleport: 1/day for 3 HD, upgrades to greater teleport at 13HD.
 
True Seeing As the spell, permanent effect.
 
Firestorm: 1/day for each 2HD. No damage cap, and half the damage is profane damage.

Unholy Aura: 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones, and it affects even creatures immune to ability damage, but they gain a +5 bonus on their save.

Insanity:1/day for each 2HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit. It ignores immunity to Mind-affecting,  but such oponents gain a +5 on their save.

Power Word Stun:1/day for each 2HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit.

Dominate Monster:1/day for each HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit. It ignores immunity to Mind-affecting,  but such oponents gain a +5 on their save.

Blasphemy:1/day for each 2HD.

Implosion:1/day for each 4HD. The Balor may keep concentration as a swift action.

Carnage: Whenever the Balor scores a sucessfull critical hit with a weapon, he may immediatily make another attack as a free action to any target whitin reach. As long as the Balor scores sucessfull critical hits he can keep attacking while there's targets whitin reach.

 Death throes:When killed, a balor explodes in a blinding flash of light that deals 2d6 points of damage per HD to anything within 5 feets per HD (Reflex DC 10+1/2 H+Con for half damage). If he kills oponent with his death throes whose combined HD is equal or bigger to the Balor's HD, he re-forms 24 hours later on any place he has been to without experience loss.

[/spoiler]

Comments:
[spoiler]
Big, red an on fire, the Balor gets the best ability bonus so far, with a whooping +10 Str, +10 Con and +8 Cha.

In return, it is only a pseudo-caster instead of a true caster, plus slower and smaller than the dragons. Also most of his offensive SLAs are easily countered.

His SLAs only start kicking in at mid levels, so it must rely in melee at low levels. Executor grants a random don't save, just die, and with the whip, full BAB and extra Str he's quite good for frontal combat.

6 Skill points per level help counter the limited SLAs to give the Balor some utility, and finaly there's the summon demon power for some nova goodnes by summoning powerfull reinforcments. Also improved death throes so that it works as a free true ressurection if you take enough enemies down with you.


[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:37:18 PM
Phoenix
(http://images.wikia.com/marveldatabase/images/0/0c/Phoenix_Force_(Earth-616).jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+2 +2 Phoenix body, Sun sparck
2  +2 +3+3 +3 Wings, +1 Cha, +1 Str
3  +3 +3+3 +3 Sun soul, lesser
4  +4 +4 +4+4 Shriek, +1 Cha, +1 Str
5  +5 +4 +4 +4 Sun soul
6  +6 +5+5 +5 Growth, Spell-like metamagic,
7  +7 +5 +5 +5Sun soul, advanced
8  +8 +6 +6 +5Immolation
9  +9  +6+6 +6Sun soul, greater, Bonus feat.
10  +10 +7+7 +7 Defensive aura, +1 Cha, +1 Str
11  +11 +7 +7+7 Sun soul, adept
12  +12 +8 +8+8 Ritual, Bonus feat
13  +13 +8 +8 +8Sun soul, master
14  +14 +9 +9 +9 Uncanny dodge, Bonus feat +1 Str, +1 Cha
15  +15 +9 +9 +9 Sun prophet
16  +16 +10 +10 +10Planar travel, Bonus feat, +1 Str, +1 Cha
17  +17 +10 +10+10 Sun avatar
18  +18 +11+11 +11 Burning metamagic, +1 Str, +1 Cha
19  +19 +11 +11 +11Sun incarnation
20  +20 +12 +12 +12New Dawn
21  +20 +12 +12 +12Nova, +1 Str, +1Cha
22  +21 +13 +13 +13Great Phoenix,
23  +21 +13 +13 +13Mighty Phoenix, +1 Str, +1 Cha
24  +22 +14 +14 +14Elder Phoenix
Skills: 4+int modifier per level, class skills are Spot, Listen, diplomacy, Knowledge (any), concentration, heal.

Proefeciencies: it's own natural weapons.

Features:
Phoenix body: The phoenix loses all other racial bonus and gains magical beast traits (basicaly darkvision 60 feets and lowlight vision). It's a medium sized magical beast with base speed 30 feet. It has two claw attacks dealing 1d6 +str damage each and one bite attack dealing 1d8 +str damage. A phoenix doesn't have limbs capable of fine manipulation. It has telepathy 5 feets per HD.

The phoenix has a bonus to Nat armor equal to it's Cha modifier.

Sun sparck: The phoenix is filled with the fiery energy of creation, wich grant it several SLAs. Unless otherwise noticed, the save DC for a phoenix SLA is 10+1/2HD+Cha modifier.

In adition, at 1st level the phoenix can use detect evil, detect magic, produce flame and color spray 2/day for each HD it has.

Wings:The phoenix can fly at a speed of 10 feets per HD with average maneuverability.

Ability increase:
The phoenix gains +1 Str and +1 Cha at levels 2, 4, 10, 14, 16, 18, 21,  23


Sun soul, lesser:
The phoenix can now use dancing lights, blur, blindness/deafness, find traps, neutralize poison1/day for each HD it has.
 
Shriek:Every 10 minutes, the phoenix can unleash a scream wich slows as the spell all enemies (only enemies) whitin 5 feets for phoenix HD. Caster level equal to phoenix HD, except that it may affect any number of targets whitin the area. Save=10+1/2HD+Cha modifier.

Sun soul:The phoenix can now use  protection from evil, remove fear,  invisibilityand cure light wounds 1/day for each HD it has.

Growth:
The phoenix increases one size category. Notice this is a long creature.
 
Spell-like metamagic:The phoenix may use any spell-like metamagic it has (like empower SLA) combined with any of her SLAs, instead of just 1. For example, if she picked extend SLA(cure light wounds), she may empower any other SLA it has now. She's still limited to 3 uses of metamagic per day for each feat. Applying the metamagic doesn't increase the casting time of the SLA.

Sun soul, advanced:
the phoenix can now usePyrotechnics, see invisibility, remove curse 1/day for each 2 HD it has.

Immolation:
1/day for each 4 HD it has, as a full round action, a phoenix may immolate itself. This produces a column of flame up to 5 feets wide and 10 feets high per HD of the phoenix (may choose to make a smaller column than the maximum size).

Creatures inside the column take 1d6 fire damage and 1d6 divine damage for HD of the phoenix, reflex save 10+1/2HD+Con modifier for half.

The phoenix is reduced to a small pile of ashe. Next turn, the phoenix is reborn from those ashes with full HP, ability scores restored and all extra special effects like spells removed, but keeping any previous equipment held. This ability doesn't recover any phoenix SLAs or other abilities limited per day.

 Notice the phoenix must be able to take a fullround action to use this ability.

At 12 HD it may use immolation as a standard action. At 16 HD it may use immolation as a move action. At 20 HD it may use immolation as a swift action.

Sun soul, greater:greater dispel magic, dispel evil, blink, wall of fire as SLA 1/day for each 3HD it has.

 Bonus feat:The phoenix receives a meta-SLA feat of it's choice, like empower SLA or maximize SLA.

Defensive aura:
The phoenix gains a deflection bonus to it's AC equal to it's Cha. It also gains SR equal to HD+11 and DR/magic equal to half HD.

Sun soul, adept:The phoenix can now use fire seeds, veil and death ward as SLAs 1/day for each 4 HD it has. The fire seeds ability uses drops of the own phoenix's blood, but it doesn't damage the phoenix. The phoenix can throw them despite not having hands.

Ritual:If the phoenix spends one or more rounds of concentration as a standard action before using a SLA, the caster level for that SLA increases by 2 for each round spent concentrating. Maximum 10 rounds.

Sun soul, master:The phoenix can now use Mislead, heal, find the path as SLAs 1/day for each 3HD it has.

Uncanny dodge:
as the rogue ability.

Sun prophet:the phoenix can now use reincarnation, incendiary cloud 1/day for each 4HD it has.

Planar travel:
The phoenix can travel to the ethereal and astral planes and back to the material planes as a move action 1/day for each 2HD it has. She never gets lost in either the Astral Plane or the Material Plane and can use this to travel to any plane in 1d4 hours. The phoenix can guide other creatures, providing they have their own means of passing from plane to plane.

Sun avatar:The phoenix can now use Summon Nature's ally IX, dismissal 1/day for every HD it has.

Burning metamagic:Every metamagic SLA the phoenix has can be used a number of extra times per day equal to it's Cha modifier.

Sun incarnation:the phoenix can now use polymorph and polymorph any object as a SLA 1/day for every 4HD it has.

New Dawn:the phoenix can now use miracle as a SLA 1/day for every 5HD it has. If the miracle is used to create/improve a lasting effect, the phoenix must pay the full exp price.

Nova:The phoenix's SLAs have no limit on their caster level. Ritual may still only be used up to 10 turns.

Great Phoenix:After using immolation, the phoenix adds her Cha modifier to all saves, skills, attacks and damage rolls for 1 turn/HD.
Mighty Phoenix:The phoenix can now use immolation as a free action, even if it isn't it's turn.
Elder Phoenix:the phoenix may use immolation any number of times per day it wishes. Notice that it still needs 1 turn to return, so it can't choose to immolate itself an infinite number of times in a single turn.
[/spoiler]

Comments
[spoiler]Well, my first epic progression.
The original phoenix is quite under CRd, so I buffed it a bit by giving it miracle and polymorph any object as it aproaches epic and allowing it to use immolation faster than normal.

The remaining SLAs are scattered along the levels, in the positions where I believed they would be more balanced, but since there were over 30 SLAs to organize, it may have ended up somewhat wonky.

Anyway, the phoenix is mainly a flying SLA machine with a good of mix of defensive, ofensive and support SLAs, making it some kind of jack of all trades, master of none. The metamagic special bonus give it some very nice versatility. And then it gets to blow itself up on the enemy to heal itself. Should be quite interesting to play. One barely notices the lack of hands.

The phoenix gets +6 str and +6 Cha pre epic (and then an extra +2 to each after epic). All good saves and good BAB make it durable enough since it lacks SLAs that actualy buff your combat abilities besides the polymorph at 19th level, and then 4 skill points per level and 8HD to round it up.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:42:28 PM
Vasuthant
(http://www.wizards.com/dnd/images/mmiii_gallery/83072.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Vasuthant body, Light Immunity,  Entropic touch.
2+ 1+0+0 + 3Abomination, Absorb light, Reality Distortion, Unholy toughness
3+ 1+1+1 + 3Growth, +1 Str
4+ 2+1+1 + 4Void Bringer Initiate
5+ 2+1+1 + 4Distortion armor, +1 Cha
6+ 3+2+2 +5Growth, +1 Str
7+ 3+2+2 +5Void Bringer, Lesser
8+ 4+2+2 +6Alter past
9+ 4+3+3 +6Growth, +1 Str
10+ 5+3+3 +7Void Bringer
11+ 5+3+3 +7Spawn, +1 Cha
12+ 6+4+4 +8Growth, +1 Str
13+ 6+4+4 +8Void Bringer, Greater
14+ 7+4+4 +9Absorb, +1 Cha
15+ 7+5+5 +9Growth, +1 Str
16+ 8+5+5 +10Void Bringer, Supreme
17+ 8+5+5 +10Reality horror, +1 Str, +1 Cha
Skills: 2+int modifier per level, no class skills.

Proficiencies:it's own natural weapons.

Features:

Vasuthant body:a Vasuthant loses all other racial modifiers and gains the following undead traits
[Spoiler]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.
[/spoiler]

The Vasuthant is a small sized undead with two natural slam attacks dealing 1d4 damage each and fly speed 30(perfect). Any class levels it  takes have their HD increased to d12.

The Vasuthant's body is a ball composed of sheer entropic energy with tendrils. It is unable to perform fine manipulation or wielding weapons or shields, but custom armor can be made for it (follow barding rules). It's tendrils count as a pair of arms for the purposes of equipment (rings and bracers, but not gloves), and it can use it's main body as either a torso+belt slot or as a head+neck slot. Just like small elementals, a Vasuthant has no special resistance against mundane attacks.

In adition, a Vasuthant gains a Nat armor bonus equal to it's Cha mod. Whenever it grows a size category, it's Nat armor grows by +1.

Light Immunity:
The vasuthant is immune to all light based effects.

Entropic touch (Su):
A Vasuthant may move over the space of another creature, causing an attack of oportunity. At the end of the Vasuthant's turn, any creature inside it takes 1d3 Str damage and 1d3 damage. Fort save DC 10+1/2HD +Cha negates both damages. Creatures gain +2 bonus on this save for each size category they're bigger than the Vasuthant and -2 penalty for each size category they're smaller. Creatures reduced to 0 Str by entropic touch die. Both damages of the entropic touch increase a die category when the Vasuthant grows in size. The Vasuthant heals 1HP every time an oponent fails a save against his entropic touch. If it's at full HP, then it gains an extra hit points for 10 minutes. This amount of healing/extra HP doubles whenever the Vasuthant grows.

A number of times equal to it's HDxCha modifier, the Vasuthant may channel his entropic touch trough his tendrils, dealing both damages with each sucessfull slam attack. The Vasuthant can choose to use this ability after he know he has hit the enemy, but the target gets a fort save as normal.

The Vasuthant also deals entropic touch damage whenever it rolls a sucessfull grapple check.

Creatures immune to negative energy are immune to this effect. Undeads heal 1d3 HP.

Abomination:The vasuthant gains blindsight 5 feets per HD, resistance to acid and cold equal to it's HD and resistance to fire and electrecity equal to half it's HD.

Absorb Light (Ex): A vasuthant sucks light, creating a 10-foot per HD emanation of shadow around itself. All creatures within this area, including the vasuthant, gain concealment. Low light vision and darkvision pierce this effect. Light sources within the area are suppressed, not dispelled.The vasuthant can choose to produce a smaller trap light area than the maximum, minimum 5 feets.

Reality Distortion (Ex): A vasuthant can twist reality itself. 1/day for each 2 HD (but only once per round), a vasuthant can take a free action to reroll any die rolled by any creature it can see, including itself. The vasuthant must accept the result of the reroll, and must declare the use of this ability before it knows the result.

Unholy Toughness (Ex): A vasuthant uses it's CHA modifier instead of Con to calculate HP.


Growth:The vasuthant grows one size category.

Ability increase:
The vasuthant gains +1 to Str at levels 3, 6, 9, 12, 15 and 17 and +1 to Cha at levels 5, 11, 14 and 17


Void Bringer Initiate
the vasuthant slowly tears apart reality itself, allowing it to use some SLAs. The save DC for those SLAs is 10+1/2HD+Cha modifier.

In adition, the vasuthant can now use levitate and slow as SLAs 1/day for each 2 HD it has.

Distortion armor:
The vasuthant  gains DR/magic equal to half it's HD.

Void Bringer, Lesser: Telekinesis and ray of enfeeblement 1/day for every 2 HD.

Alter Past (Su): As a free action, a  vasuthant can produce a rift in time that enables it to replay its last turn. The vasuthant returns to the position it occupied when its turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that its actions provoked). If it used any spell-like abilities on the it's last turn, it regains the daily uses spent in that last turn. The vasuthant can use this ability 1/day for every 4HD it has.


Void Bringer:
Waves of fatigue and Ray of Exhaustion  1/day for every 4 HD.
Spawn:Creatures killed by the Vasuthant's enervating crush rise as zombies or skeletons (vasuthant's choice) in the next turn. They are under it's control, but the Vasuthant can only control up to 4HD of undead for each of it's own HD. Those zombies and skeletons receive a bonus to their AC, saves, attacks, grapple checks and damage rolls equal to the Vasuthant's Cha modifier, and a bonus to HP equal to the Vasuthant's HD.

Void Bringer, Greater:Reverse gravity and Ethereal Jaunt 1/day for every 4HD.

Absorb:
Whenever the vasuthant deals Str damage to a creature with it's enervating crush, it gains a bonus to it's own Str and Cha equal to the Str damage dealt for 10 minutes. Multiple absorbings don't stack, just count the bigger bonus.

Void Bringer, Supreme Time stop and temporal stasis 1/day for every 4 HD

Reality horrorthe Vasuthant can now use his reality distortion power any number of times per day it wants (still just 1/round). It can also use enervation and soul bind as SLAs 1/day for each HD it has. Captured souls are stored inside the Vasuthant's own body.

[/spoiler]

Comments:
[spoiler]
And I tought the Vargoille was weird. The Vasuthant is a deadly flying ball of entropic energy.

I changed the main feature of the monster because, well, grapple kinda sucks. Now it works as it should, damaging anything that comes too close and "drowning" his enemies in negative energy.

The Vasuthant can fly from the first level, but it's lack of limbs kinda compensates for that. It's fly speed doesn't improve and at medium-higher levels most things can outrun him, but it gets a good array of SLAs to slow down enemies and close in the distance for grapple. Blidnsight makes sure that you can run but you cannot hide.

To fill in the dead levels at the higher points of the progression I gave it the power to produce it's own usefull undead, absorb strenght from his enemies and a powerfull capstone.

In the middle of all of this, the powerfull undead traits are countered by all weak saves, BAB and crappy skills.

Thus, if you want to play a giant slow moving ball of killy energy that twists reality with it's simple presence, the Vasuthant's for you.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:52:05 PM
Mummy
(http://www.gonadan.com/dnd/mummy.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Mummy body, +1 Str
2+ 1+0+0 + 3Eternal guardian, +1 Str
3+ 1+1+1 + 3Frighten, +1 Cha, +1 Wis, +1 Str
4+ 2+1+1 + 4Mummy Rot, +1Cha, +1 Wis, +1 Str
5+ 2+1+1 + 4Despair, +1 Cha, +1 Wis, +1 Str
Skills: 2+int modifier per level, no class skills.

Proefeciencies:Simple weapons and it's own natural weapons.

Features:
Mummy body:a mummy loses all other racial modifiers and gains the following undead traits
[Spoiler]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.
[/spoiler]

The Mummy is a medium sized undead with one natural slam attacks dealing 1d6+1,5 str mod damage  and base speed 20. Any class levels it  takes have their HD increased to d12.

A mummy has a bonus to Nat armor equal to  it's Str mod.

Since it has it's body covered in dry clothings, the mummy takes 50% more damage than normal from any fire source.

Ability increase:
a mummy gains +1 Str at all levels .
                       a mummy gains +1 Cha and +1 Wis at levels 3, 4 and 5.

Eternal guardian:The mummy's body it's exceptionaly tough. It has DR/- equal to half it's HD. If it multiclasses for an arcane/divince class it can count it's mummy levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a mummy 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. It wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but mummy levels wouldn't count for it.

Frighten:As a standard action, the Mummy may look directly into an oponent whitin line of sight into the eyes. The target must make a Will save with DC 10+1/2HD+Cha mod or be paralyzed with fear for 1 round. This can affect an oponent multiple times.

Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 10+1/2HD´Cha mod, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Despair (Su):
At the mere sight of a mummy, the viewer must succeed on a DC 10+1/2HD+Cha  Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.
[/spoiler]

Comments
[spoiler]
For the mummy, I took the aproach of the caster undead. Mummies are always renowed for having strange ancient magic besides being zombies with clothes.

It is slower than the skeleton, and gets vulnerability to fire instead of resistance to cold. You also need 2 levels to get the DR.

In return you get +1 Str, and it's DR can't be bypassed.

As you level up, you get mummy rot midway and despair as the capstone. Total bonus of +3 to Cha, Wis and +5 to Str, making it specialy atractive for clerics.

As usual, the powerfull undead traits are countered by crappy skills, BAB and saves.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 01:57:04 PM
Hound Archon
(http://api.ning.com/files/T-fipViK8V9cj9AwQqqrA23uB2mFlEbgtIE40Ezw8Tw_/hound_archon.png?width=183&height=183&crop=1%3A1)
[spoiler]

HD:d8
Level Bab Fort Ref Will Feature
1 +1  + 2 + 0  + 2 Hound archon body, Change Shape, scent
2 + 2  +3 + 0  +3  Archon, Hound Hide , +1 Str
3 + 3  +3 + 1  +3  Aura of Menace, Celestia Warden, +1 Cha
4 + 4  +4 + 1  +4 Magic Circle against evil Celestia Warden, greater, +1 Str

Skills:4+int modifier per level, quadruple at 1st level. Its class skills are Balance, climb, Concentration, Diplomacy, Hide , Jump , Listen , Move Silently , Sense Motive , Spot , Swim,  Survival

Proficiencies:
it's own natural weapons, simple and martial weapons.

Features:


Hound Archon body: at first level loses all other racial bonus and gains outsider traits(basicaly darkvision 60 feets). It's a medium sized outsider with base speed 40, a natural slam attacks dealing 1d4+Str mod  and a bite attack dealing 1d8+ Str mod. In a full attack, it may use either the slam or bite attack as a secondary weapon adding only half str bonus to damage and with a -5 penalty on the secondary attack(but not any penalty on the primary). It can combine one natural attack with a manufactured weapon.

A Hound archon also gains a bonus to it's natural armor equal to it's Con modifier.

Change Shape (Su): A hound archon can assume any canine form of Small to medium size and back  1/day for each HD it has. While in canine form, the hound archon loses its bite, slam, and any manufactured weapon attack, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

At 4HD, it may also take the form of large canines by expending one extra use of change shape. For each extra 4 HD, it may make the large canine form grow one extra size (huge at 8th, gargantuan at 12th, colossal at 16th), but it must expend one extra use of change shape for each extra size increase.

While transformed into a canine, the Hound Archon gains a circumstancial bonus to Hide and Survival checks equal to it's own HD.

[spoiler]
    *  The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
[/spoiler]

Scent: as the srd ability.

Archon:The Hound Archon gains resistance to electrecity and petrification equal to it's HD and and a bonus on saves against poison equal to half it's HD.

In adition, all natural attacks and weapons wielded by the hound archon count as good aligned for purposes of bypassing DR.

Hound Hide :The hound archon gains DR/evil equal to half it's HD and SR equal to it's HD+11.

Ability increase: The hound archon gains +1 Str at levels 2 and 4 and +1 Cha at level 3.

Aura of Menace (Su):
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is 10+HD+Cha mod (yes count all the HD, not just half). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

  Celestia Warden: The Hound archon can use aid, continual flame, detect evil, message as SLAs, DC=10+1/2HD+Cha mod. Unless the hound archon uses the 50Gp of ruby dust, his continual flames just last 1 minute per CL instead of being permanent.

Magic Circle against Evil (Su):
A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). It can be dispelled, but the archon can create a new one next turn as a free action.

Celestia Warden, greater:The hound archon can use  teleport as a SLA 1/day for each 4HD it has. At 13th level, this ability upgrades to greater teleport.
[/spoiler]

Comments:
[spoiler]
The hound archon can choose to combine bite and sword in his humanoid form or turn into a wolf to unleash the pain. As it grows, whetever you stay in the class or not, you can become bigger and nastier wolves

If you do stay in the class, you get some nice suport SLAs and extra resistances. Aid is always a nice buff, and magic circle against evil keeps your mind protected. Nerfed the continual flame because I don't think it would be very funny to be able to light everything wherever you go. Aura of menace gets a bonus to DC because it's effect isn't that powerfull anyway. +1 Cha gives a little help with all those abilities,

Decent skills, good BAB, two good saves and +2 to Str allow you to play frontline warrior.

Finaly, you get teleport at level 4, but since it's just 1/day untill lv 8, I believe it's aceptable.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:01:56 PM
Centaur
(http://www.mymagic.ru/files/418/Centaur_Courser_463.jpg)(http://www.librarising.com/mythos/images/centaur2.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+2+2 + 0Centaur body, Wild Path,  +1 Str
2+ 1+3+3 + 0Hooves, Wild Warrior, +1 Con
3+ 2+3+3 + 1Growth, Wild Soul, +1 Str

Skills:
4+int modifier per level Its class skills are  Hide, Move silently, Jump, Balance, Listen, Survival, Swim and Spot.

Proficiencies:
Simple weapons, one martial weapon of its choice, and longbows.

Features:
Centaur body: The Centaur loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). A Centaur is a medium monstruous humanoid with base speed 50. A centaur's lower body is like an horse, wich allows the centaur to count as riding for benefitical purposes. For example, a centaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes.

A centaur gains a bonus to his natural armor equal to his Con bonus.

Wild Path:
The centaur is an incarnation of the wilderness, living off the land and facing the harshness of life head on. At first level they choose two of the following paths:

[spoiler]
Charger: The centaur can leap trough hindrances to quickly reach the enemy.  He can make a jump check during his charge as a swift action. If he does so, he leaps a total number of feets equal to the jump check at any point during his charge, ignoring any hard terrain and other obstacles in the zone where he jumped, as long as there's space for his body to fit trough. If there's a wall of any kind on his path, the centaur may atempt to break it as a free action whitout slowing down during the jump. The centaur adds his highest mental stat mod x 5 to this Jump check as he knows when it's best to jump.

Archer: The centaur can lose a quick volley of arrows instead of a single one as a standard action. This allows the centaur to attack multiple creatures with a ranged weapon, up to his highest Mental Stat modifier (minimum one extra target), and as long as each target is whitin 5 feet per HD of the other. So for example at first level the Centaur can only target adjacent oponents with this ability.

Khan: The centaur can push others to press onwards. Once per hour per HD as a swift action, the Centaur can grant +2 Str, +2 Con, +10 to all speeds and -2 penalty to AC to one willing creature whitin view for a number of rounds equal to his highest Mental Stat mod (minimum 1). For every 5 HD of the centaur, this bonus is doubled (+4 Str, +4 Con, +20 to all speeds at 5 HD, +6 Str, +6 Con, +30 to all speeds at 10 HD, ect).

Outrunner: The centaur can double all his movement speeds for 1 round, 1/hour per HD as a free action. He also gains a bonus to AC and to attack rolls equal to his highest Mental Stat when using this ability.

[/spoiler]

Ability increase:The centaur gains +1 to Str at 1st and 2nd level and +1 Con at 2nd level of this class, for a total of +2 Str and +1 Con at third level.

Hooves:At second level the centaur gains two natural hooves attacks dealing 1d4+1/2 str damage each. When full attacking, it may use both hooves as secondary attacks with a -5 penalty each, but no penalty on the primary attack.

Wild Warrior: At second level the chosen path of the centaur keeps improving:

[spoiler]
Charger: When performing a charge, the centaur may choose to attack with both hooves instead of a single attack. If it hits with either one, then the oponent must make a reflex save with DC 10+1/2HD+ Str mod or be tripped. Flying oponents are kicked down to the ground, droping 10 feet for each point they failed the save. If the oponent is tripped/knocked down, the centaur may choose to keep moving forward whitout provoking any attacks of oportunity from the run, up to his max charge range. If there appears a new oponent on the way, the  centaur may attack with it with both hooves again, inflicting tripping as before.

If the centaur hits with both hooves, the Reflex save DC is 10+HD+Str mod+Highest Mental Stat mod instead.

Archer: When making a ranged attack with a bow, the centaur may take a penalty to attacks up to his Bab, and add double the penalty he took as a bonus on the damage roll. Both penalty and bonus last for 1 round. In addition the centaur's arrows now ignore adverse wind conditions, even magic ones like Wind Wall, and any bows he wields gain a bonus range of (5x Highest Mental Stat mod) feets.
 
Khan: As an immediate action, the centaur may shout to an ally whitin sight to re-roll a Failed Save, Ability or Skill check of any kind with a bonus equal to the Highest Mental Stat mod of the centaur.

At 9 HD, the centaur may instead spend one attack of oportunity instead of an immediate action to use this.

At 16 HD, the centaur may allow an ally to re-roll one Attack roll, Miss chance or Random table effect instead. Only the re-rolled attack gains a bonus equal to the Highest Mental Stat mod of the centaur.

Outrunner: The Centaur may move up to twice his base speed in a straight line as a fullround action, not provoking attacks of oportunity for this movement. During this movement, he may perform melee attacks at any moment against any enemies whitin reach. Only one attack per enemy, and the centaur may only attack a total number of enemies up to his highest mental stat mod. The centaur counts as charging when using this ability for purposes of other abilities that would grant a bonus while charging.

[/spoiler]

Wild Soul: At third level, the centaur further advances his chosen paths
[spoiler]
Charger: As a fullround action, you can stomp in the ground creating a spheric shockwave with a 5 feet radius for each 3 HD that deals 1d6 damage per HD and stuns all enemies caught inside it (you can choose not to affect allies). A Fort save with DC 10+1/2HD+Fort modifier reduces the damage by half and negates the stun. If you have a magic weapon, you can use it to slam the ground, in wich case you add any of the weapon enanchments to the damage dealt, plus you can trigger any of the weapon's special bilities on those hit by your shockwave. Any bonus to attack rolls from the weapon is transfered to the save DC.

 Once used, you must wait (10-Highest Mental Stat mod) rounds before being able to use this again, minimum 1 round. If you do have a Mental Stat with a modifier of 10+, then you can add the diference to the DC of the save. If you're airborn, you can instead release a mighty battlecry to produce the same effect.

At 7 HD the centaur can use this as a standard action, and oponents cannot react to it with immediate/free actions.

At 11 HD as a move action, and even oponents immune to stun can be affected, but they gain a +5 bonus on the save.

At 15 HD as a swift action, and you can produce a Disintregate effect with CL equal to your HD, save DC equal to 10+1/2HD+Str mod on any point inside the affected area. Anything destroyed by this is shattered in pieces instead of reduced to dust.

At 19 HD as an immediate action, and a number of times per day equal to your highest Mental Stat Mod you can produce a Mormekdain's Disjuction effect on oponents inside the affected area, save DC 10+1/2HD+Str mod, except that magic items failing the save are simply supressed for 1d4 rounds instead of destroyed.

Archer: As a fullround action a number of times per hour equal to his highest mental stat mod, the centaur can perform a Wind Shot, firing a single arrow from a longbow with all normal bonus, except that this attack  has no range limit or range increment penalty. If the centaur can see it, he can shoot it with a longbow.

At 7 HD, the centaur may use Wind Shot as an attack action, and he ignores any special defenses that only work against ranged attacks/projectiles/arrows.

At 11 HD, a number of times per hour equal to his highest Mental Stat mod, the centaur may grant any arrows he fires an enanchment bonus equal to 1/4 his HD. He can only grant a bonus on attack and damage rolls up to +5, but he can grant other special abilities like flaming and holy. Remember that the same enanchments on bow and arrows don't stack, but diferent ones do.

At 15 HD, the centaur may a number of times per hour equal to his Mental Stat mod, the centaur may cause any arrow he fires to act as a Slaying arrow, Screaming Bolt or Sleep arrow, except the DC of those projectiles will be 10+1/2HD+Dex modifier instead of the normal one. Depending on the books allowed, the centaur may swap one of this options to replicate another kind of special projectile, pending DM aproval.

At 19 HD, all this Archer abilities become at-will, and the centaur adds his highest Mental Stat mod to longbow attack and damage rolls.

Khan: As a swift action, the centaur may release a rallyng cry that grants all allies (including the centaur himself) whitin a radius of 5 feet per HD a bonus on movement speeds equal to (5x Highest Mental Stat mod) feets and a bonus on attack rolls equal to half his highest Mental Stat mod (minimum +1) for 1 round.

In addition, if the centaur multiclasses for a druid or any spontaneous casting class, he can count his centaur levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a centaur 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but centaur levels wouldn't count for it.

At 8 HD the centaur can choose to allow his rallied allies to add half his highest Mental Stat mod to either  damage rolls, skill checks or ability checks when the rallying cry is used.

At 13 HD the centaur can create a blood link with a number of creatures equal to his highest mental stat mod in a 1-hour ritual. Any non-instaneous magic buff casted on the centaur is instantly replicated on all the other blood linked.

At 18 HD the benefits of the rallying cry becomes permanent for allies inside the radius whitout need of any actions from the centaur (he must still choose each turn one of the options from the 7 HD ability). If the centaur releases an actual rallyng cry as a swift action, the bonus are doubled.

Outrunner: A number of rounds per hour equal to his highest Mental Stat mod, the centaur can act as under a Freedom of Movement effect. Activating this ability takes no actual action on the part of the centaur but can only be started at the begginning of his turn, and he can divide the total number of uses during several turns.

At 7 HD this works as a permanent Freedom of Movement effect, and the centaur may now produce an Air Walk effect on himself a number of rounds per hour equal to his highest Mental Stat mod, except that he cannot stand still in the middle of the air. This isn't the centaur actually flying, but running so fast that he takes to the skies.

At 11 HD the Air Walk effect also becomes permanent (but still can't stand still in the air), and a number of times per day equal to his highest Mental Stat mod the centaur can run so fast he breaks the dimensional barriers, producing a Plane Shift effect on himself. He can bring other creatures with him provided they are either riding him or can keep up at least with his base speed.

At 15 HD the centaur refreshes his Plane Shift runs every hour, and can now a number of times per day equal to his Highest Mental Stat mod move instantly to a point he can see as a swift action, as long as he has line of effect.

At 19 the centaur can use his instant move as an immediate action, and a number of times per day equal to his highest Mental Stat mod he can produce a Time Stop effect on himself. He must spend at least a move action moving every round of this Time Stop. He can also act normally when others cast Time Stop. You can't outrun him!

[/spoiler]

Growth:At third level the centaur grows one size category (notice it is a long creature).
[/spoiler]

Comments:
[spoiler]
New take on the centaur, focusing on the "wise creature of the wilds aspect".

Since I couldn't decide if the centaur was suposed to be a tribal charger or a running archer, ended up leting the player decide by giving four paths and leting the player mix them around.

Charger is the "Hit them in the face!" type, Archer is focused on ranged combat, Khan is a leader/shaman hybrid and the outrunner focus on mobility.

If you take all three levels, the paths will keep improving to quite powerfull effects. But hopefully not too powerfull for a 3 level creature. Khan path also grants spellcasting synergy, so doesn't scale as much as the others.

Besides that, the centaur has excellent base speed, average Bab and skills, two good saves, just long growth that isn't really as good as tall growth (but still good), and minor ability score bonus to support his paths.

You may notice I made most of the abilities dependant on the highest Mental Stat score. That's because in mythology centaurs are depicted as wise,  smartass or as really proud but simple-thinking dudes depending on the story, so again I let the players pick wichever of these they want. Either way, centaurs should never be dumb brutes.

So if you want to play an human/horse hybrid that symbolizes the freedom aspect of nature, the centaur's for you!
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:06:06 PM
Gray Jester
(http://fc08.deviantart.net/fs4/i/2004/200/5/2/Jester_Girl.jpg)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+0 + 0+ 2 + 2Gray Jester body, Hideous Laughter, Dark Humor, +1Dex
2+ 1 +0 + 3 +3 Last Laugh, +1 Cha, +1 Dex
3+ 1 +1 + 3 +3 Devour Joy, +1 Dex, +1 Cha
4+ 2 +1 + 4 +4 Joy slaves, +1 Dex, +1 Cha

Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Bluff, Disguise,  Diplomacy ,  Hide, Listen , Perform (any), Move Silently, Search Sense Motive, Spot, Tumble, Use Magic Device, Profession (any) Use rope

Proefeciencies:
Simple weapons.

Features:

Gray Jester body: at first level loses all other racial bonus and gains fey traits (basicaly low light vision). The GJ is a medium sized fey with base speed 50 foot.

In adition, the GJ gains a deflection bonus to AC equal to half its Cha modifier, rounded up (yes, rounded up).

Hideous Laughter:
If the GJ hits an oponent with a melee weapon or suceeds on a touch attack, it may inflict an hideous laughter on the touched creature. This ability may be used a number of times per day equal to HDxCha mod. The save is 10+1/2HD+Cha modifier. If the creature was sucessfully feinted by the GJ, then the save is 10+HD+Cha modifier instead. Spell resistance applies, use the GJ's full HD+Cha modifier for Caster level both for duration and bypassing SR.

Dark Humor:The GJ is a true artist of humor. Creatures with the same number of HD as the GJ or less don't receive any special bonus against HD for having low int or being of a diferent type than the GJ.

Creatures immune to mind affecting abilities can be affected if the GJ suceeds on a feint check before using his hideous laughter ability (normal feinting rules), but the save is just 10+1/2HD+Cha modifier.

Creatures whitout an int score are still immune. You cannot make laugh an animated piece of rock no matter how good you are.

Last Laugh:The GJ gains DR/cold iron equal to half its HD and SR equal to 15+HD. It may rise or lower its SR at any moment as a free action even if it isn't its turn.

Devour joy:
As a standard action, a GJ can absorb the joy out of any laughing creature whitin 30 feets. The maximum number of creatures affected with each use of this ability is equal to the GJ's Cha modifier. Only creatures laughing can be affected (including those under the hideous laughter effect).

The affected creatures must make a will save (10+1/2HD+Cha mod) or take 1d4 points of Cha drain and stop laughing (but geting rid of any Hideous laughter effect on them). Creatures reduced to 0 Cha by this ability aren't disabled, but rather become unable to feel joy or laugh anymore.

The Cha damage increases by an extra 1d4 and the range increases by an extra 30 feets for every 5HD of the GJ. The Gray Jester heals an equal number of HP as the Cha drained, and gains a bonus on her own Cha score equal to the highest Cha drained for 24 Hours. Multiple drainings don't stack.

Creatures normally immune to ability drain still take half damage from this ability.

Joy slaves:Creatures drained to 0 Cha by Devour Joy that have less or equal number of HD as the Gray Jester become complete slaves to her, obeying all her commands. They lose all abilities that rely on alignment, or
those that require Charisma, but otherwise retain all their capabilities.

The gray jester can control 4 times her own HD in Joy slaves at any time.

Notice that since Joy Slaves cannot use social skills, any people they contact with will quickly notice they're not on their normal state.
[/spoiler]

Comments:
[spoiler]
The gray jester is kinda one trick pony clown. Make people laugh, then beat them to death, or suck their delicious charisma.

Notice that this one gets a defense bonus in form of deflection and not Nat armor, since the original Grey Jester doesn't have nat armor but a deflection bonus out of nowhere.

The Capstone is the ability to make weak enemies drained your complete slaves. This is, you're using the ability in enemies right? Not going around enslaving poor inocents?

Two good saves, 6 skill points per level and +4 to Dex and +3 to Cha help rounding up the class.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:10:41 PM
Silver dragon:

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG86.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+1 +2 +0 +2Silver Dragon body, Blizzard Breath, Alternate form
2+2 +3 +0 +3 Keen senses, Arcane Blood
3+3 +3 +1 +3 Blindsense 60 feets , Cloudwalking, Lesser Silver Magic
4+4 +4 +1 +4 Wings.
5+5 +4 +1 +4  Paralyzing breath
6+6 +5 +2 +5  Silver Flier, +1 Str, +1 Con
7+7 +5 +2 +5  Trickster, +1 Cha.
8+8 +6 +2 +5  Domain
9+9 +6 +3 +6 Quicksilver, +1 Str, +1 Cha
10+10 +7 +3 +7Tail slap, Growth
11+11 +7 +3 +7 Silver Magic , +1 Cha
12+12 +8 +4 +8 Arcane Skin, Iron Scales, +1 Str
13+13 +8 +4 +8Patience, +1 Con
14+14 +9 +4 +9 Greater Quicksilver,+1 Con, +1 Cha
15+15 +9 +5 +9 Frightfull presence, Growth, crush.
16+16 +10 +5 +10Quick Learner, +1 Str, +1 Con.
17+17 +10 +5 +10 Greater Silver Flier+1 Con, +1 Str.
18+18 +11 +6 +11Domain, +1 Cha
19+19 +11 +6 +11 Greater Silver Magic, +1 Str, +1 Con
20+20 +12 +6 +12 Reverse Gravity, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, Disguise, Jump, spot, listen, apraise, bluff, intimidate, Knowledge(any), Search, spellcraft.

Proefeciencies: a silver dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

Silver dragon Body:
The silver dragon loses all other racial bonuses, and gains Dragon traits, cold subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The silver dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Silver dragon also gets a natural armor bonus equal to his Con modifier. Whenever the silver dragon grows one size category, his natural armor increases by a further 1.

The silver dragon gains resistance to electrecity and acid equal to it's HD, but takes +50% damage from fire attacks.

Blizzard Breath:
Cone 30 foot dealing 1d6 cold damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 foot with each extra HD the player takes from here.

Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Arcane Blood:A silver dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.

The silver dragon may choose to learn spells from the cleric spell list instead of the sorceror/wizard list. That choice must be made when this ability is gained and can't be changed afterwards.

Keen senses:The silver dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feets.


Cloudwalking (Su):
At 3rd level the silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Lesser silver magic:
At 3rd level the silver dragon can use fog cloud and feather fall as SLAs 1/day for every 3 HD it has.


Ability score increase:
The silver dragon ability scores increase by the shown amount.

Level Bonus gained
6+1 Str, +1 Con
7+1 Cha.
9+1 Str, +1 Cha
11+1 Cha
12+1 Str
13+1 Con
14+1 Cha, +1 Con
16+1 Str, +1 Con
17+1 Con, +1 Str
18+1 Cha
19 +1 Str, +1 Con
20 +1 Str, +1 Con, +1 Cha


Wings:
The silver dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

Paralyzing breath:Gained at 5th level, Cone 45 feets, fort DC 10+1/2HD+Con or be paralyzed 1 round for each 2HD of the silver dragon. Cone increases by 5 feets for every extra HD from here. Once used must wait 1d4 turns before using again

Silver Flier:
A Silver Dragon can fly all day long whitout geting tired. As long as it gets it's 8 hours of daily rest it takes no penalty for flying for long periods of time.

In adition, as a fullround action the Silver Dragon may fly up to five times it's flight speed.

Trickster: The Silver dragon gains a bonus on Bluff and Disguise checks equal to half it's HD.

Domain: At levels 8 and 18 the silver dragon can add the spells from one domain to his spells known list. The choices are Air, Good, Law, and Sun.

Quicksilver:
At 9th level the silver dragon can use his Alternate Form abilit as a swift action. At 18 HD as an immediate action.

Growth:At 10th level the silver dragon grows to large size.
                At 15th level the silver dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:
The silver dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Silver Magic:
At 11th level the silver dragon can use Control Winds and Control weather as SLAs 1/day for every 5 HD it has

Arcane skin:At 12th level the silver dragon gains SR equal to his HD+11.

Iron Scales: At 12th level the silver dragon gains DR/magic equal to half his HD.

Patience: At 13th level, the silver dragon can ready up a fullround worth of actions instead of just one standard or move action.

Greater Quicksilver:At 14th level, when the silver dragon uses alternate form he may choose to keep his original ability scores, natural armor, and the ability to use his breath attacks. In adition he may choose to keep his claws natural attacks, except they're "disguised"  on the new form. Transforming as a human for example, the silver dragon could choose for his fists to deal damage as if they were his claws, altough they would look like normal hands. The silver draon will still be fully disguised as a member of the transformed race on all it's other aspects as well.

Crush: At 15th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Quick Learner:At 16th level the Silver Dragon gains any feat for wich he meets the pre-requisites, except the Silver Dragon may count himself as a member of a specific race for gaining this feat. Every time he regains spells, he may swap one of his feats for another one, as long as in the end he still meets all pre-requisites, but he cannot change his "extra" race.

Greater Silver flier:At 17th level the Silver Dragon is a blur on the skies. For every 40 foot it flies on it's own turn it gains a 10% miss chance against all attacks (even area attacks and spells) for that round, up to 90% miss chance for flying 400 feet.  

Greater Silver Magic: At 19th level the Silver Dragon adds one spell from any list of a level he can cast to his list of spells known.

Reverse gravity: At 20th level the silver dragon can now use reverse gravity as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier.

[/spoiler]

Comments:
[spoiler]
The first metalic dragon I converted, the silver dragon literaly walks atop the clouds, unleashing justice with his cold breath and paralyzing breath. It eventualy grows up to huge size and shows several tricks to control the battlefield before crushing his oponents. It can also disguise as human from the first level.

Well, the silver dragon doesn't grow as much as the red dragon nor it gets as good stats and skills as the silver dragon, but it gets better SLAs and special dragon abilities, plus the powerfull paralyzing breath. For secondary theme I choosed to give him some air-superiority and improved alternate form since Silver dragons are suposed to spend a lot of time on it.

Since he had two immunities for just one vulnerability, I downgraded said immunities to a couple of resistances.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:20:19 PM
Yuan-Ti
(http://www.wizards.com/dnd/images/oe_yuanti_med.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0 + 0 +2 Yuan-ti body, Snake Magic initiate
2+ 2+ 0+ 0 + 3Poison, Snake Shape, Scent
3+ 3+ 1+ 1 + 3Chamaleon, Vitriolic soul, +1 Cha
4+ 4+ 1+ 1 +4 Snake Magic, Poison spit, +1 Cha
5+ 5+ 1+ 1 + 4Snake Skin, Aversion +1 Cha
6+ 6+ 2+ 2 +5 Growth, Snake bite +1 Str, +1 Con
7+ 7+ 2+2 + 5Snake Magic adept +1 Cha, +1 Wis, +1 Int
Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Move silently, bluff, intimidate, knowledge(any), profession(any), balance, climb, jump, apraise, swim, search, spellcraft

Proefeciencies:Light armor, light and heavy shields, simple and martial weapons, and her own natural attacks.

Features:
Yuan-ti body:Loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feets)  She's a medium sized monstruous humanoid with base speed 30. While in her original shape, the Yuan-ti gains a +5 racial bonus to disguise when pretending to be an human.

Snake Magic initiate:The yuan-ti can use entantle, animal trance, darkness, charm person and cause fear 1/day for each HD it has. The saves are 10+1/2HD+Cha modifier.

Poison:The yuan-ti becomes able to produce poison from her fangs. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 con. For every other HD from here, increase the poison damage by one die category (1d4 at 4HD, 1d6 at 6HD, ect). This poison can be used in any of the Yuan-ti's forms, but doesn't stack with other poisons she may gain.

Snake Shape:This ability works as the change shape ability and can only be used to take the form of tiny to medium vypers and back to yuan-ti shape 1/day for each HD.

At 4HD the yuan-ti can take the form of large vypers with two uses of this ability. At 8HD of huge vypers with 3 uses. For each extra 4HD from there it can grow an extra size by burning an extra use of this ability.(gargantuan at 12HD, colossal at 16HD).

In adition, the yuan-ti may choose to fuse her legs into a snake tail. This makes her retain all her abilities and equipment, reduces her base speed to 20 feets, grants her a swim and climb speed of 15 feets and can constrict grappled creatures for 1d6+1,5 Str damage.

Whatever the form the yuan-ti takes, she loses the +5 bonus to disguise as human while on it.

Scent:as the srd ability.

Ability increase:The yuan-ti gains +1 Cha at levels 3, 4, 5, 7. The yuan-ti gains +1 Str and +1 com at level 6. The yuan-ti gains +1Int and +1 Wis at level 7.

Chamaleon :the yuan-ti gains a permanent +10 to hide checks as she can change the color of her skin and equipment to match the enviroment.

Vitriolic soul:As a swift action the yuan-ti can cover a part of her body in acid. This acid deals 1d6 acid damage to the next creature hit by a natural or touch attack from the Yuan-Ti, plus 1d6 for each 2 extra HD(2d6 at 3HD, 5d6 at 5HD, ect) and then dissipates. If the Yuan-ti uses this power while grappling a creature, it deals double vitriolic soul damage on the next sucessfull grapple.

Snake Magic:the yuan-Ti can now use sugestion, deeper darkness as SLAs 1/day for each 2HD it has. Saves are 10+1/2 HD+Cha modifier.

Spit poison:The Yuan-ti can “spit” poison on weapons to poison them as a move action, but such poison only remains fresh for 1 hour for HD of the Yuan-Ti.

[/td][td]Snake Skin:The yuan-ti gains a bonus to nat armor equal to her con modifier and SR=11+HD.

Repulsion:The yuan-ti can now, as a swift action and 1/day for each HD it has, target a creature whitin 30 feets and make it have a overwhelming repulsion to snakes. If the targeted creature fails a will save 10+1/2HD+Cha mod, it cannot willingly aproach less than 20 foot from any kind of snake or yuan-ti, even dead ones, for 10 minutes. If it is whitin 20 foot from a snake or yuan-ti, it moves away as soon as possible. If it cannot move away (or a snake/yuan-ti aproaches to attack outside of their turn) they take a -4 penalty to dex.

If the creature had been sucessfully feinted by the Yuan-ti, the save DC is 10+HD+Cha mod instead.

Growth:By burning one use of her snake shape ability, the yuan-ti can grow one size category and later return to normal whe she wishes. She retains all her abilities and equipment, but she loses the +5 racial bonus to disguising as human.

Snake bite:The yuan-ti gains a bite attack that can always be used regardless of her form(but doesn't stack with other bite attacks), dealing 1d6+str modifier damage(adapt for size changes) plus poison. The yuan.-ti also gains the improved grab ability for her snake bite.

Snake Magic adept:The yuan-ti can now, as SLAs, use fear and baleful polymorph (snakes only) 1/day for each 3 HD it has. Saves are 10+1/2 HD+ Cha mod.
[/spoiler]


Comments:
[spoiler]
The yuan-ti plays pretty much like a rogue, but with some magic and the ability to turn into poisonous snakes.

Full BAB, acid, poison and the change shape abilities gives the yuan-ti what it needs to go in melee, but only one fort save and no DR or fast healing make it more fragile than the other monsters. It makes up for that with some nice control SLAs and good skills to close the gap before striking. +4 Cha and some minor ability bonus allow to reduce MAD. The original Yuan-.Ti does have wisdom and int as it's highest scores, but considering that none of their abilities are tied to it, I focus on giving Cha bonus.

If you want to play a vyperin corruptor with an acid tongue in all the senses of the word, the yuan-ti is for you.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:27:23 PM
Thri-Kreen
(http://www.wizards.com/dnd/images/xph_gallery/46026.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0 + 0+0 +0 Thri-Kreen body, poison, Kreen mind
Skills:2+int modifier, no class skills

Proefeciencies:Simple weapons and it's own natural attacks.

Features:
Thri-Kreen body:The thri-Kreen loses all other racial bonus and gains monstruous humanoid traits(basicaly dark vision 60 feet), It is a monstruous humanoid with base speed 40. It has four arms with claws (dealing 1d4+Str each) and a bite attack(1d4+1/2 str modifier). A thri-kreen full attacking may use all claws at full Bab and bite at -5 or one manufactured weapon at full Bab and all remaining claws and bite at -5.

A thri-kreen gains a +4 racial bonus on jumps for each HD it has.

Poison:Delivered by bite attack, only one per day for every 5HD it has. Fort DC 10+1/2 HD+Con mod. Initial damage 1d4 Dex, secondary damage paralysis for 1 round/HD of the thri-Kreen. The dex damage increases 1 die size every 5HD.

Kreen mind: It can use chamaleon, know direction and location, greater concealing amorpha, metaphysical claw as Psionic Like Abilities 1/day for every 5HD. Manifester level equal to HD.

In adition, a thri-kreen gains a bonus against sleep effects equal to it's HD.
[/spoiler]

Comments:
[spoiler]
When it came out, the thri-kreen was very popular for all kind of crazy rogue builds in order to abuse it's multiple natural attacks, but eventualy, the RHD and LA made it forgoten.

Anyway, did you know the Thri-Kreen is CR1? No? Forget kobolds, the EXPH thri-kren has a freaking 5 natural attacks, good stats, HP and several tricks all around!

In order to make it a lv1 class, you don't get any ability score or natural armor bonus. You get all 5 natural attacks. Weak saves and skills make room for the PLAs and the poison wich got nerfed.The number of uses increases slowly with level.
The jump bonus starts weaker, but eventualy becomes much stronger than the original monster.

Like the original, rogues and any class with fixd bonus to damage will be specialy usefull for the thri-kreen
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:32:43 PM
Gloom
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44167_C5_gloomman.jpg)
[spoiler]
HD:d8
Level Bab Fort Ref Will Feature
1 +1 + 0 +2  +0 Gloom body, Sneak attack +1d6, Quietescence
2 +2 + 0 +3  +0 True Strike, Gloom dagger, +1 Dex
3 +3 + 1 +3  +1 Sneak attack +2d6
4 +4 + 1 +4  + 1 Poisoner, +1 Dex, +1 Int
5 +5 + 1 +4  +1 Sneak attack +3d6, Armor Piercer
6 +6 + 2 +5  +2 Terror, +1 Int
7 +7 + 2 +5  + 2 Sneak attack +4d6, +1 Dex
8 +8 + 2 +6  +2 Oportunist, Blindsight
9 +9 + 3 +6  +3 Sneak attack +5d6, +1 Int, Vile Poison
10 +10 +3 +7  +3 Shadow Walk, Armor Breaker
11 +11 +3 +7  +3 Sneak attack +6d6, Shadow jump
12 +12 +4 +8  +4 Gloom cloack, Hide in plain sight
13 +13 +4 +8  +4 Sneak attack +7d6, Shadow concealment
14 +14 +4 +9  +4 Killing edge
15 +15 +5 +9  + 5 Sneak attack +8d6, Armor Ravager
16 +16 +5 +10  +5 Killing blow
17 +17 +5 +10  + 5 Sneak attack +9d6, +1 Dex
18 +18 +6 +11  +6 Gloom speed.
19 +19 +6 +11  +6 Sneak attack +10d6, +1 Dex, +1 Int
20 +20 +6 +12  +6  Killing strike
21 +21 +6 +12  +6 Sneak attack +11d6, +1 Dex, +1 Int
22 +21 +7 +13  +7 Gloom Specialist
23 +22  +7 +13  +7 Sneak attack +12d6, +1 Dex, +1 Int
24 +22 + 8 +14  +8 Gloom Master
25 +23 + 8 +14  +8 Sneak attack +13d6, Master Poisoner, +1 Dex, +1 int
Skills:8+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Climb(Str), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal (wis), Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock,Search (Int), Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex), Use Magic Device(Cha)

Proficiencies: simple weapons

Features:
Gloom body: the Gloom loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). It is a medium sized monstruous humanoid with base speed 30 feet.

The Gloom also gains an insight bonus to AC equal to its Int modifier,

Quietescence:The Gloom can produce an effect very similar to the Silence spell (CL=HD, save=10+1/2HD+Int modifier). Starting this effect takes a standard action and the Gloom can maintain it for a number of rounds equal to HDxInt mod per day. The Gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.

Unlike a silence spell, the Gloom may choose to affect only the target of the effect to be silenced. It may change between the area and singular target versions as a swift action.

If it uses this ability on an unwilling flat footed creature, the save DC is 10+HD+Int mod.

Sneak attack: As the rogue ability, increases as shown in the table

True Strike:the Gloom can use true strike as a SLA 1/day for each HD it has.
At 5HD it can use it as a move action. At 10 HD as a swift action. At 15 HD as a free action.

Gloom dagger:The Gloom crafts a dagger out of his own dark soul. Even if dropped, thrown or stolen the Gloom dagger mysteriously reapears on the Gloom's hands on the next moment. The Gloom can thus use the Gloom dagger to perform multiple iterative thrown attacks and can never be truly disarmed. It can melt the dagger in his body and bring it forth in his hand as a free action.

It's stats are like a regular dagger, but it gains an enanchment bonus of +1 for every 2HD of the Gloom. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The Gloom can change his dagger's properties with 8 hours of meditation.

If the Gloom has more than 20HD, it can choose to get epic properties and/or an enanchment bonus to damage and attacks up to +10.

Ability increase:The Gloom gains +1 Dex at levels 2, 4, 7, 17, 19, 21, 23, 25
The Gloom gains +1 Int at levels 4, 6, 9, 19, 21,23, 25

Poisoner:
A sharp blade isn't always enough to finish the job. The Gloom learns how to create one dose of any poison  from raw substances worth 1/10th of that poison's market price and one hour of work by adding a pinch of his dark soul, but they can only be applied to his Gloom Dagger, being thus useless for merchants. The Gloom is always immune to his own crafted poisons.

At 8 HD the Gloom can apply poison as a move action.

At 12 HD the Gloom's poisons can affect creatures normally immune to them, but they receive a +5 bonus on their saves.

At 16 HD the Gloom can apply poison as a swift action.

At 20 HD the Gloom can apply poison as a free action, basically making all his attacks poisoned as long as he has enough doses.

Armor Piercer:Each blow of the Gloom has 25% chance of ignoring all immunities to crit and sneak attack of the target.

Terror:The Gloom knows how to use his body language to strike pure fear on the hearts of his victims. Starting this effect takes a standard action and the Gloom can maintain it for a number of round equal to HDxInt mod per day. The Gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.

Enemies that look at the Gloom while he's using his terror ability must make Will saves DC 10+1/2HD+Int modifier or be affected as by a Fear spell with CL=HD.

If the enemy is flatfooted, the DC increases to 10+HD+Int modifier.

At 11 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

Oportunist:as the rogue ability

Blindsight:as the srd ability, 60 feet.

Vile Poison:The Gloom adds its Int modifier to the DC of its poisons.

Shadow Walk:SLA as the spell 1/day for each HD, Save DC=10+1/2HD+Int mod.

Armor Breaker:Each blow of the Gloom has 50% chance of ignoring all immunities to crit and sneak attack of the target.

Shadow jump:the Gloom may, once per turn as a swift action, teleport to any shadow it can see whitin 60 feet.

Gloom cloack:The Gloom gains SR=11+HD and DR/magic equal to half it's HD. It may rise or lower it's SR as a free action at any time, even if it isn't its tur.

Hide in plain sight: as the shadow dancer ability.

Shadow concealment:While standing in a shadow, a Gloom gains 10% concealment for each 4HD it has, up to 50% at 20HD. Neither darkvision or True sight  deny this effect, but any effect that removes the shadow will.

Killing edge:Whenever the Gloom delivers a sucessfull critical, it adds +1d6 damage to the damage. If the weapon has an higher crit mod than normal, it deals an extra +1d6 for each point that it is higher than x2 (+2d6 for x3, +3d6 for x4, etc)

In adition, for any simple weapon it wields, the Gloom can either replace the threat range by half its int modifer, or the crit multiplier by half its int modifier.

So, a Gloom with an int of 22 could either make a normal dagger threaten a crit on a range of 18-20  or change the dagger's crit multipler to x3.

Killing blow:Creatures that suffer a sucessfull crit from the Gloom must make a save 10+1/2HD+Dex modifier+Int modifier or instantly die. Creatures immune to crits are immune to this effect, but Armor breaker/ravager/piercer/killing strike bypasses that.

Armor Ravager:Each blow of the Gloom has 75% chance of ignoring all immunities to crit and sneak attack of the target.

Gloom speed.:The Gloom can take one extra standard or move action per turn.

Killing strike:Each blow of the Gloom completely ignores immunties to crit/sneak attack, miss chances, mirror images and concealment.

Gloom Specialist:The Gloom can use his Quietescence, terror,  true strike and shadow walk abilites any number of times per day it wishes, all as free actions. His DR improves to DR/epic. His terror ability can now affect creatures immune to fear.

Gloom Master:As a free action, the Gloom can teleport to any shadow it can see whitin 60 feet. While standing in a shadow, all attacks against it suffer a 75% miss chance. This miss chance now applies even to area attacks-the Gloom is literaly a flickering shadow! It may use thie teleport ability a number of times per round equal to his Dex modifier, even if it isn't it's turn. It can also change his Gloom dagger's properties as a swift action.

Master Poisoner: the Gloom can now instantly craft any poison he knows for free as a free action and apply it to his dagger.
[/spoiler]

[spoiler]
The Gloom is an assassin that strikes from the shadows like nobody else. Nobody is safe from it. And when you see him, it's already too late for you

Like the phoenix, the Gloom wasn't that strong for an epic monster, so I pimped him all around.

First of all buffed up his silence ability so it's more versatile and you can use it to silence pesky spellcasters. You can notice several epic feats filling dead levels pre-epic, they're based on the feats he gets in the epic handbook. They're all powerfull, ranging from extra actions to insta-gib with crits, but since the gloom's geting them at medium-high levels when casters rule the jungle, it isn't that bad.  The gloom also gets anti-crit immunities to deliver the pain to constructs, undeads and fortified adventurers. Also unlike most other monsters here, it has only two simple SLAs, is medium sized, and doesn't grow in size nor he gets much extra ability scores. Focused on Dex and Int.

The epic levels allow him to use most of his abilities at will, faster and better.

Full BAB, one good save and d8HD. A rogue gets more proefeciencies and defensive/utility abilities. The Gloom is more glass-cannonish, but hits pretty hard.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:36:43 PM
Erinyes

(http://www.wizards.com/dnd/images/alumni_erinyes_FC2.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+2 +0 +2 Body of seduction, Sadism initiate
2+ 2+3 + 0 +3Devil, Hell Skin, +1 Str
3+ 3+ 3+1 +3 Lesser sadist, +1 Cha
4+ 4+ 4+ 1 +4Wings, +1 Str
5+ 5+ 4+ 1 +4+1 Str, +1 Cha
6+ 6+ 5+2 +5Sadist, +1 Cha
7+ 7+ 5+ 2 +5Greater Sadist, +1 Str
8+ 8+ 6+ 2 +6Master Sadist, +1 Cha

Skills:4+int modifier per level, Class skills are Bluff, diplomacy, intimidate, knowledge(any), concentration, search, spot, listen, sense motive, use rope, profession(any), disguise.

Proefeciencies:simple and martial weapons

Features:

Body of seduction: The erinyes loses all other racial bonuses and gains outsider traits(basicaly dark vision 60 foots). She's an outsider with base speed 30 feets.

She also gains a bonus to natural armor equal to her Cha modifier.

Sadism initiate:
As a fullround action the erinyes can summon a special rope that has HP equal to half her own HP, hardness 1 for every HD she has and break DC 20+1/2HD+Cha mod+Str mod. This rope can be summoned as a standard action at 2HD, move action at 4HD, swift action at 6HD and free action at 8HD. When she summons a new one, any old rope quickly incinerates itself, whitout however dealing damage.

The erinyes can throw this rope as a ranged touch attack with base range 30 feets. If she hits, the target must make a reflex save 10+1/2HD+Cha mod+Str modifier or become entangled, regardless of it's size. It can only escape either by breaking the rope with a str check, cuting himself out with a light slashing weapon or making an escape artist check with DC equal to the reflex save.

Entangled creatures trying to cast a spell/power/SLA/ any other ability that would demand concentration must pass an extra concentration check with DC 10+1/2HD+Cha mod+Str mod or fail at that action.

The erinyes can choose to hold on the rope. If she does, the victim must suceed on a str check against the erinyes to move away from her.  The rope can extend up to 150 feets. If the Erinyes suceeds on a str check, she can pull the creature closer 5 feets for each point she beat the target.

If the erinyes takes flight, she can "lift" an entangled creature by suceeding on a single strenght check. If the victim doesn't have a fly speed, it cannot move away or closer from the erinyes, but the erinyes can freely pull up or descend it with her normal speed (but taking the victim's weight as carried weight).  She can also drop her victim as a free action, use the normal falling rules from there.

The erinyes adds her BAB on all the above Str checks besides her own Str. Size modifiers don't apply. But the erinyes needs at least one hand to keep a creature in the "leash". If she uses both hands, all DCs related with the rope increase by half her HD and she gains an extra bonus on all str checks equal to half her HD.

 If she multiclasses for an arcane/divince class she can count her erinyes levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example a erinyes 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror.  She would get the familiar ability, but erinyes levels wouldn't count for it.

A erinyes 8 who takes a level of sorceror would count as having 9 levels of sorceror(8+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 8 to 9, but not the spell slots and spell knowns that a sorceror gets from level 1 to 8, nor the familiar ability
If the erinyes multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.

Devil:Erinyes gains  a bonus on saves against poison and resistance to fire equal to their HD, and resistance to acid and cold equal to half HD. She can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feets and an extra 10 feets for each extra HD besides this.

She also gains the evil and lawfull subtypes, and her natural attacks and any weapon she wields count as evil and lawfull aligned for purposes of bypassing DR.

Hell skin:the erinyes gains DR/good equal to half her HD and SR=11+HD

Ability increase:
The erinyes gains +1 Str at levels 2, 4, 5, 7 and +1 Cha at levels 3, 5, 6, 8.

Lesser Sadist:the erinyes can now use minor image as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.

Wings :the erinyes can now fly at a speed of 50 foot with good maneuverability.

Sadist :The erinyes can now use charm monster as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.

Greater Sadist:The erinyes can now use unholy blight as a SLA 1/day for each HD it has. Save DC=10+1/2 Cha mod.


Master Sadist:the erinyes can now use teleport as a SLA 1/day for each 4 HD it has. At 13th level this ability increases to greater teleport.

In adition, the erinyes is now constantly under a true seeing effect.
[/spoiler]

Comments:
[spoiler]
Unlike her sly chaotic cousin, the erinyes isn't shy of charging in the frontline.

Besides martial weapon proefeciency, she can entangle oponents with a rope, her signature ability. She gains a series of bonus to make sure she's the one in control once the rope lands, so the main hope of escape is cuting free or bursting out.

Besides BDSM, she also gets some SLAs, fly speed and +4 to Str and Cha, plus solid skills. The capstone is teleport and juicy permanent true seeing. Feel free to multiclass as caster or pure warrior from there.

If you want to play a devilish femme fatale , the erinyes is for you.

The succubus is  weaker at direct combat, but gets her SLAs faster and much better skills, not to mention change shape.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 02, 2010, 02:38:39 PM
Why does everyone seem to think that erinyes are a single-gender race? :p
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:44:00 PM
Why does everyone seem to think that erinyes are a single-gender race? :p

Well, if you have a picture of a male erinyes by all means link it and I'll put it side by side.  :rollseyes
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 02, 2010, 02:54:37 PM
There was one in that Dragon (Dungeon?) comic strip about the drow. Otherwise, I guess most artists prefer to draw attractive women over attractive men.  :p
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 02:57:52 PM
Angel (planetar/solar)
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG12.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+ 0+0 +2Celestial body, Celestial blood, Angel
2+1+ 0+0 +3 Heaven Miracle(Invisibility, Continual flame)
3+1+ 1+1+3Celestial Skin
4+2+ 1+1+4Detect snares and pits, See invisibility, Wings
5+2+ 1+1+4Lesser Protective aura, regeneration
6+3+ 2+2+5Discern lies, holy smite
7+3+ 2+2+5Greater protective aura
8+4+ 2+2+6Polymorph
9+4+ 3+3+6True seeing
10+5+ 3+3+7Growth
11+5 + 3+3+7Waves of fatigue
12+6+ 4+4+8+1 Wis, +1 Cha
13+6+ 4+4+8+1Wis, +1 Cha, greater teleport
14+7+ 4+4+9Earthquake
15+7+5 +5+9 Power word stun
16+8+ 5+5+10Mass charm monster
17+8+ 5+5+10 Prismatic spray, Power Word blind
18+9+ 6+6+11Power Word Kill, Waves of Exhaustion
19+9+ 6+6+11Imprisonment, +1 Wis, +1 Cha
20+10+ 6+6+12Judgement arrows, +1 Wis, +1 Cha
21+11+ 6+6+12Solar, +1 Wis, +1 Cha
22+11+7 +7+13Permanency, +1 Wis, +1 Cha
23+12+ 7+7+13Wish, +1 Wis, +1 Cha
Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)
Proficiencies: simple weapons, two martial weapons of it's choice, slam attacks.


Features:


Celestial body:The angel loses all other racial bonus and gains outsider traits(basicaly darkvision 60 foot). He is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has his hands free.
 
Celestial blood: The angel casts spells as if it was a cleric of the same angel level. It must either choose a deity and it's domains or pick two from War, Good, Air, Destruction, Law. If he multiclasses as a cleric angel levels and cleric levels stack for determining his spellcasting ability, but he doesn't get any extra domains. It does get turn undead, but angel levels don't stack with that ability.


Angel: The angel gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to it's HD and resistance to fire and electrecity equal to half it's HD.

In adition it gains the good subtypes and his natural attacks and any weapon it wields count as good  aligned for bypassing DR.


Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in his own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on his own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

Invisibility:SLA 1/day for each 2HD


Continual flame: SLA 1/day for each 2HD, if the component cost is not paid then only lasts 1 minute per HD.

Celestial skin:The angel gains DR/evil equal to half it's HD and SR equal to 11+HD.

Detect snares and pits:Always active.

 See invisibility:SLA 1/day for each 2HD.

Wings:The angel becomes able to fly at a speed of 5 foot for each 2HD it has, with good maneuverability.

Lesser Protective aura:Always active, as magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is +4.

Regeneration: 1 for each 5HD, bypassed by evil attacks, effects and spells.

Discern lies: always active.

Holy smite:SLA 1/day for each 2HD.

Greater protective aura:Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel.

Polymorph:1/day for each 5HD, self only.

True seeing:1/day for each 4HD.

Growth of mind/body:The angel grows one size category.

Waves of Fatigue: 1/day for each 5HD it has.

Ability increase: At levels 12, 19, 20, 21, 22, 23 the angel gains +1 to Wis and Cha, for a total of +6 Wis and +6 Cha at level 23.

greater teleport:
sla 1/day for each 4HD.

Earthquake:SLA 1/day for each 10 HD it has.

 Power word stun:SLA 1/day for each 5 HD it has

Mass charm monster:SLA  1/day for each 5 HD it has.

Prismatic spray:SLA 1/day for each 10 HD it has

Power Word blind:SLA 1/day for each 5HD it has

Power Word Kill:SLA 1/day for each 10 HD it has
Waves of Exhaustion: SLA 1/day for each 10 HD it has

Imprisonment: SLA 1/day for each 10 HD it has.

Judgement arrows.:Whenever the solar fires an arrow, he can imbue it with the slaying property as a free action. He can use this ability a number of times per day equal to his Wis modifier.

Solar:The angel's DR upgrades to DR/epic and evil. Any melee weapon wielded by the angel can be given  the dancing property by the angel as a free action, wich lasts while it is holded by the angel or dancing. Only one dancing weapon at a time.

Permanency:SLA 1/day for each 20HD.

Wish: SLA 1/day for each 20HD. If the angel uses it to create a permanent lasting effect (like creating/improving an item, or increasing an ability score), he must pay the full exp cost.
[/spoiler]


Comments
[spoiler]
First of all, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.

Now, the angel is a full spellcaster. Point. Then it gets wings, growth, a couple of ability bonus and several SLAs and constant buffs. I left out the SLAs present on the cleric spell list because of redudancy, but it's still probably the strongest monster class I designed so far because he's a damn fullcaster.

In return, the angel has  one less good save, no racial bonus and no turn undead. It also doesn't get neither armor proefeciencies or natural armor, altough that can be partialy solved with a quick cleric dip.

The best comparison I can think off is the archivist, who can learn pretty much every spell out there. The angel has more limited choices (wich is still a lot when you have the base cleric spells), in particular because it can't cherry pick domains willy-nilly, but in return gets some permanent buffs like flying, growth, DR, ect. Minor globe of invulnerability to allies may prove specialy usefull. Hopefully this, combined with the weak saves, skills and BAB shall keep the angel from being stronger than the archivist, and more or less at the same power level of the cleric.

Since he's a true fullcaster, he doesn't get permanent see invisibility and true seeing like the Balor and Erinyes, but can still use them some times per day whitout paying costs.

Despite his weak Bab, the cleric list is full of powerfull self-buffs, allowing the angel to jump into melee with some preparation. Or cleric dip for turn undead and DMM. A pathetic concentration skill makes for much harder casting in melee tough.

So, if you want to play a cleric who trades  saves for becoming more celestial-like and some flavourfull and usefull SLAs, the angel is for you.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 03:02:25 PM
Nixie
(http://pics.livejournal.com/richgreen01/pic/000dp6a4/s320x240)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+0 + 0+ 2 + 2Nixie body, Sprite skin, Charmer, Amphibious, Water breathing, Wild empathy, +1 Dex

Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Bluff, Disguise,  Diplomacy , Handle animal  Hide, Listen , ride Perform (any), Move Silently, Search Sense Motive, Spot, Tumble, Use Magic Device, Profession (any) Use rope, Survival

Proficiencies:
Simple weapons.

Features:
Nixie body: the nixie loses all other racial bonus and gains fey traits (basicaly low light vision). It is a small sized fey with base speed 20 foot and swim speed equal to her base speed.

It gains the aquatic subtype, wich means it can breathe underwater and doesn't take penalties for fighting while swimming.

Sprite skin: the nixie gains DR/cold iron equal to half her HD and SR equal to 11+HD.

Charmer: The nixie can use charm person as a SLA 2/day for each HD it has.
             When it reaches 3HD, it can use charm animal as a SLA 1/day for each HD it has.
              When it reaches 5 HD, it can use sugestion as a SLA 1/day for each  HD it has.
              When it reaches 7 HD, it can use charm monster as a SLA 1/day for each 2HD it has.
             When it reaches 9HD, it can use dominate person as a SLA 1/day for each 3HD it has.
             When it reaches 17HD, it can use mass charm monster as a SLA 1/day for each 4HD it has.
            When it reaches 18HD, it can use dominate monster as a SLA 1/day for each 5HD it has.

Save DCs are 10+1/2HD+Cha mod.

Ability increase: the nixie gains +1 Dex at first level.


Amphibious (Ex):
Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp)


Water breathing:
Once per day pr HD, a nixie can use water breathing as a SLA.

Wild Empathy (Ex):This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills

A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water.
[/spoiler]

Comments:
[spoiler]
The nixie is a cute little fairy that lives in the water, but can last on ground for any amount of time.

It's main feature is the ability to charm people and then take them under water. My version gets some stronger charms as it levels up since charm person quickly becomes useless.

Besides that, 6 skill points and several usefull skills as class skills don't hurt, and there's still some space for an extra point to dex. It also gets SR and an increasing DR with just one monster level, making it specialy tempting for skill monkeys, particularly in aquatic campaigns.

If you want to play an aquatic fairy wich combines skills with several natural charm abilities, the nixie's for you.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 03:16:37 PM
There was one in that Dragon (Dungeon?) comic strip about the drow. Otherwise, I guess most artists prefer to draw attractive women over attractive men.  :p

I aprove!

On the other hand notice that the humanoid-looking classes are suposed to be for both gender, it's just common policy to only use "he" or "she" in the descriptions, instead of "he/she".
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 09:21:16 PM
Phasm
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG208b.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+0+ 0 +2 Phasm body, amorphous, Shaper initiate.
2+ 1+ 0+ 0 + 3Telepathy, Scent, shaper power +1
3+ 2+ 1+ 1 + 3 Shaper
4+ 3+ 1+ 1 +4 Tremorsense, Shaper power +2
5+ 3+ 1+ 1 + 4 Greater shaper
6+ 4+ 2+ 2 +5 Shaper power +4, resilient
7+ 5+ 2+2 + 5 Supreme shaper, Shaper power +6
Skills:4+int per level, class skills are Bluff , Climb , Craft (any one), Diplomacy , Disguise , Intimidate, Knowledge (any one) , Listen , Spot , Survival

Proefeciencies:simple weapons and any natural weapons it gains.

Features:
Phasm body:Loses all other racial bonus and gains aberratio traits (basicaly darkvision 60 feets) . It's a medium sized aberration with base speed 30. It has a slam attack dealing 1d3+1,5 str modifier. It doesn't have limbs capable of fine manipulation on it's normal form, but it can speak.

A phasm also gains a bonus to nat armor equal to it's Con modifier when in it's natural form.

A phasm has no equipment slots on his natural form, but it can integrate them inside his body and automatically equip them when he transforms in a form able to use them. So a phasm can carry a crossbow inside it's body, and when it turns into an humanoid, it can instantly shoot said crossbow.

Amorphous:A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Shaper initiate: the phasm gains the alternate form ability as in the srd
[spoiler] A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

    * The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
    * The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
    * The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
    * The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
    * The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
    * The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]
It takes a standard action to transform and the phasm can transform in any medium creature it is familiar with and back 2/day for each HD it has. The phasm cannot assume the form of a creature with more HD than itself.

At 5HD it can transform as a move action. At 10 HD as a swift action. At 15 HD as a immediate action.

Besides the base +10 to disguise from alternate form, the phasm gains an extra +1 circumstance bonus to disguise checks for each HD it has when transforming.

As levels in the phasm class are taken, the phasm becomes able to turn into other sizes of creatures.



Telepathy:40 feets +10 feets per extra HD from here.

Scent:as the srd ability.

Shaper power:the phasm can improve one of it's own ability scores by an amount as show on the table. The bonus can all be applied to one ability or spread across several scores . Every time it changes shape it can change wich of it's ability scores receives the bonus.

Shaper:the phasm can now take the shape of small and tiny creatures.

Tremorsense as the srd ability, 10 feets per HD.

Greater shaper:the phasm can now take the shape of large creatures.

Resilient:The phasm adds half it's HD on all fortidude and reflex saves in any form it takes.

Supreme shaper:the phasm can now assume the form of huge creatures and creatures smaller than tiny. If all phasm levels were taken, it's transformation abilites keep improving:

At 10 HD it can take the form of gargantuan creatures and swarms.

At 13 HD it can take the form of colossal creatures and inanimate objects. If taking the shape of an object, it can still move as an animated object of the same size.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 09:23:33 PM
Vampire (prc)
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG251.jpg)

[spoiler]
REQUIREMENTS:
To qualify to become a Vampire, a character must fulfill all the following criteria.

Special: The character must have been killed by a Vampire's bite (see Greater Blood Powers).

-OR-

Feats: Alertness, Dodge, Combat Reflexes.
Special: Constitution 10+ and the character must have a special evil ritual performed upon him.

This class may be taken at first level by using flaws to gain extra feats.

HD: d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Vampire Body, Vampire Vulnerabilities, Resting Place,  Blood Drain, Blood Power
2+ 1+0+0 + 3 Greater Blood Powers

Skills: 2 + Intelligence modifier per level, no class skills

Proficiencies: The Vampire is proficient with all simple weapons.

Vampire body: Unlike other monster classes, the Vampire doesn't lose his racial ability modifiers, but he does gain undead traits:
[spoiler]    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
    * Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  * Vampires don't need to breath, eat, or sleep. However, a Vampire may do any of the three if desired.
[/spoiler]

The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.

Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.

In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.

Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.
[spoiler]
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

A Vampire casts no reflection on a mirror.

Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
[/spoiler]

Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Strength bonus or Charisma bonus (whichever one is higher).

If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.

The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.

The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.

Each day, the Vampire loses a number of Blood Charges equal to his HD. If he rested 8 hours in his resting place, he only loses half that number, rounded up. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to twice his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.

Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.

Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD

Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed the Vampire's HD.

Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the Alternate Form ability.

If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.

According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.

Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 minute. If reduced to 0 hit points while Dark Healing is active, the Vampire automatically assumes a Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.

Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a Spider Climb spell for 1 hour.

Greater Blood powers: At second level, the Vampire can use his drained blood to fuel even stronger abilities. The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Greater Blood Power is a free action.

Children of the Night (Sp): By expending one Blood Charge, a Vampire may cast a Summon Nature's Ally spell as a spell-like ability as a standard action, with a caster level equal to his HD. As a Vampire gains more HD, more powerful spells become available to him.

At 3HD, it may use Summon Nature's Ally II for three Blood Charges
At 5HD, it may use Summon Nature's Ally III for five Blood Charges
At 7HD, it may use Summon Nature's Ally IV for seven Blood Charges
At 9HD, it may use Summon Nature's AllyV for nine Blood Charges
At 11HD, it may use Summon Nature's Ally VI for eleven Blood Charges.
At 13HD, it may use Summon Nature's Ally VII for thirteen Blood Charges
At 15HD, it may use Summon Nature's Ally VIII for fifteen Blood Charges.
At 17HD, it may use Summon Nature's Ally IX for seventeen Blood Charges

If the Vampire summons a single creature, add the Vampire's Charisma or Strenght modifier(whicever's higher) to its attack rolls, damage rolls, skills and saves.

If the vampire chooses to summon more than one creature with Summon Nature's Ally, double the number of summoned creatures.

The summoned creatures are all evil-aligned and have dark and wolfish features. For example, a wolf might have pitch black fur, sprites might have red eyes and sharp fangs.The Vampire cannot drain blood from creatures summoned in this way.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. As a standard action, a Vampire may expend any number of Blood Charges. Any creature looking at the Vampire's eyes must make a DC (10 + Blood Charges spent + Strength or Charisma bonus) will save or fall under the Vampire’s influence as though controlled by a Charm Monster spell with a caster level equal to the number of Blood Charges spent. The ability has a range of 30 feet, and lasts 24 hours. The Vampire cannot spend more than 1/2 his HD (rounded down) in this way.

At 10 HD, this ability functions as Dominate Monster, but with the same exceptions noted earlier.

Create Spawn (Su) If a Vampire lowers a victim’s Constitution score to 0 and then expends Blood Charges equal to the victim's HD, the victim returns to life 1d4 days after burial (it must be properly buried and not too much damage) with one level of vampire. The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a Vampire may control up to two times his HD of Vampire Spawns; any spawns he creates that would exceed this limit are created as free-willed Vampires. A Vampire that is enslaved may create and enslave spawn of its own once it gains another Vampire level, so a master Vampire can control a number of lesser Vampires in this fashion. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.

Energy Drain (Su): By expending one Blood Charge, a Vampire can cause living creatures hit by his slam attack (or any other natural weapon the Vampire might possess) to gain two negative levels. The Vampire gains one Blood Charge for each negative level bestowed in this way(2 for sentient creatures, 4 for same race). A Vampire can use its Energy Drain ability once only once per round. The save DC to remove the levels is 10 + 1/2 HD + Charisma or Strength bonus (whichever is higher). Creatures killed by energy drain don't return as vampires, but the vampire can weaken them with the energy drain and finish them with blood drain.

Unholy skin: By expending one Blood Charge, the Vampire gains DR/silver and magic equal to half of his HD, and cold, electricity, and turn resistance equal to it's HD, for one hour. While unholy skin is active, the vampire's natural attacks count as magic for bypassing DR.

Dark magic: If a Vampire has caster or manifester levels, it may spend Blood Charges when regaining spell slots or power slots. He may expend Blood Charges equal to his HD multiplied by the highest spell level he can cast normally. If he does, his Vampire levels stack with caster levels and or manifester levels for determining spells known, spells per day, powers known, powers per day, power points per day and the caster or manifester levels for such spells or powers.

For example, a wizard 1 / Vampire 2 rests, and in the morning before preparing his spells, expends 3 Blood Charges, his two Vampire levels count as wizard levels for all purposes mentioned above.

Alternatively, a Vampire may expend Blood Charges equal to half his HD when regaining spell slots to increase his caster or manifester level by two, but without gaining any extra spells/powers known or spell slots/power points.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 09:42:29 PM
Xill

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG259b.jpg)
[spoiler]
Hit Die:d8
Level Base Attack<br>Bonus Fort Save Ref Save Will Save Special
1st
+1
+2
+0
+0
Xill Body
2nd
+2
+3
+0
+0
Multiattack, +1 Dex
3rd
+3
+3
+1
+1
Improved Grab
4th
+4
+4
+1
+1
Paralysis, +1 Str
5th
+5
+4
+1
+1
Implant, +1 Dex
6th
+6
+5
+2
+2
Planewalk, +1 Con

Skills:4+Int modifier, (4+Int modifier)*4 at first level. The Xill's class skills are: Balance(Dex), Climb(Str), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Tumble(Dex), Use Rope(Dex).


Xill Body
Upon entering this class, a creature loses all of its racial abilities. It gains the Outsider type and its traits (Darkvision 60ft (Ex), proficiency with Simple and Martial Weapons, Light Armour and Shields (except Tower Shields)). Its size changes to Medium. A Xill has four arms with hands suitable for weilding weapons or for the somatic components of spells. It has four claw attacks which deal 1d4 damage plus the Xill's Strength modifier. It also has a bite attack, which deals no damage but can eventually deliver a paralysing venom. Finally, it gains a Natural Armour bonus to its Armour Class equal to half it's Con modifier or +2, whichever is higher.

Multiattack
A Xill gains Multiattack as a bonus feat. If they already have this feat, they may select one feat of their choice. In addition a Xill gains Multiweapon Fighting any time it would normally gain the Two-Weapon Fighting feat.

Improved Grab (Ex)
To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time.

Paralysis (Ex)
Those bitten by a xill must succeed on a Fortitude save (DC 10+1/2HD+Con modifier) or be paralyzed for 1d4 hours.

Implant (Ex)
As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside, acting like a Destruction spell (DC 10+1/2HD+Con modifier). A remove disease spell rids a victim of the egg, as does a Heal check (DC 10+2*HD+Con modifier). If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Planewalk (Su)
These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.
[/SPOILER]

Class Comments:
[SPOILER]I did this whilst sleep deprived and with the passing fancy to play as something Gilgamesh-esque so don't expect the height of reason. Some stat boosts and all it's abilities are in there, with a small perk if you go into Ranger or something similar. Altered the DCs for some abilities, hopefully they've turned out about right. I left Planewalk for last because of it's obvious uses in stealth and escape, but kept it in the class because casters were doing the same three levels ago to a lesser extent. It felt good to make and should provide a decent chassis for a build using three or more weapons, so I feel I've done well.[/SPOILER]

Done by ScionoftheVoid from GITP.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 02, 2010, 10:00:51 PM
Lillend
(http://img6.imageshack.us/img6/1457/lillend.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +0 +2+2 Lillend body, Muse.
2  +1 +0 +3+3 Artistic Soul
3  +2+1 +3 +3Constrict, Improved grab, +1 Str
4  +3 +1+4 +4 Understanding , +1 Cha
5  +3 +1+4  +4 Trickster, +1 Str
6  +4 +2+5+5 Wings, +1 Cha
7  +5 +2+5 +5 Growth, +1 Str
Skills:6+int modifier per level, quadruple at first level. Class skills are Appraise, Concentration , Climb, Diplomacy , Knowledge (arcana) ,
Listen , Perform (any ) , Sense Motive , Spellcraft ,
Spot , Survival, swim

Proefeciencies: proficient  with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip

Features:

Lillend body: At 1st level the lillend loses all other racial bonus and gains outsider traits(basically darkvision 60 foot). It is a medium sized outsider with base speed 20 with a snake tail instead of legs and a natural tail slap attack dealing 1d6+1/2 str damage. When full attacking, the lillend can use her tail slap as a secondary attack with -5 penalty whitout taking penalty on it's other attacks.

In adition, she gains a bonus to natural armor equal to her Cha modifier.

Muse:the lillend gains a bonus on saves against poison  equal to her HD and fire resistance equal to half her HD. In adition, she gains a racial bonus on survival checks equal to half her HD.

The lillend also gains the chaotic and good subtypes and her natural weapons and wielded weapons count as chaotic and good for purposes of bypassing DR.


Artistic soul:A lillend casts spells and can use bardic music as a bard of the same level-1. Only lillend levels count for this ability, but they stack with any other class or prc that gives bard spellcasting and/or bardic music.

Ability increase: the lillend gains +1 Cha at levels 4 and 6 and +1 Str at levels 3, 5, 7


Constrict  (Ex):
A lillend deals 1d10+str points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex):To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


Understanding:The lillend can now use speak with animals and speak with plants as SLAs 1/day for each 4HD it has.

 Trickster:
The lillend can now use knock and illusionary terrain as SLAs 1/day for each 2 HD it has. Saves are 10+1/2HD+Cha modifier.

Wings:
The lillend grows feathery wings of bright colors wich allow her to fly at a speed of 10 foot per HD, average maneuverability.

Growth: the lillend grows one size category.

[/spoiler]

Comments:
[spoiler]
It's a plane? It's a bird? No, it's a freaking bard with wings and snake tail!

The MM lillend casts and sings as a bard one level behind, and can't pick any of the races that boost bard abilities. In return, it gets flying, one size increase, some minor SLAs, +2 to Cha and +3 STR and a constrict attack.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 03, 2010, 11:53:26 PM
Aranea
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG16.jpg)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Aranea body, poison, change shape, web.
2+ 1+ 0+0 +3 Arcane soul, +1 Cha
3+ 1+ 1+ 1 +3 Spider sense, +1 Dex, +1 Cha
4+ 2+ 1+1 +4 Poison spit, +1 Cha, +1 Dex
Skills:2+int modifier per level, quadruple at 1st level. Class skills are class skills (and the key ability for each skill) are Bluff, Intimidate, Climb, Jump, Concentration  (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft  (Int).

Proefeciencies:an aranea is proefecient with it's natural weapons ,  and web attack.

Features:
Aranea body: At 1st level, the aranea loses all other racial bonus and gets magic beast traits(darkvision 60 feets and low light vision basicaly). She's a medium sized magic beast  with base speed 50 and climb speed equal to half her land speed and a natural bite attack dealing 1d6+1,5 str damage. It gains a +8 bonus to all climb checks and can always take 10 in that skill, even if rushed or threatened.

In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.  Those arms are capable of fine manipulation, in particular spellcasting. An aranea can also wield weapons with them.

She also gets a bonus to nat armor equal to her Con modifier.

Poison:Delivered by bite attack, fort save DC=10+1/2HD+Con mod, 1d4 Str damage initial damage, 1d8 secondary damage. For each two extra HD of the aranea, both the initial and secondary damage increase one die size.


 Web:
In spider or hybrid form (see below), an aranea can throw a web up to 2 times per day for each HD it has. This is similar to an attack with a net but has a maximum range of 10 feets per HD, with a range increment of 10 feet, and is effective against targets of up to one size category bigger than the aranea. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10+1/2HD+Con modifier Escape Artist check or burst the web with a DC 10+HD+Con modifier Strength check. The web has 2 hit points per HD of the aranea, hardness 0, and takes double damage from fire.

Change Shape (Su):An aranea’s natural form is that of a Medium monstrous spider as described on aranea body. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 10+HD+Cha mod Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wear normal humanoid armor and equipment. When in hybrid form, an aranea’s speed is 30 feet and it doesn't have a climb speed.

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

This ability can be used 2/day for each HD of the aranea.

Ability increase: An aranea gains a permanent +1 to Dex at levels 1, 3 and 4 and +1 to Cha at levels 2, 3 and 4.

Arcane soulAn aranea casts as a sorceror of it's aranea level-1. Sorceror levels stack with this ability.

Spider sense:The aranea gains a bonus to spot, listen and climb checks equal to half her HD, rounded up.

Spit poison: the aranea can now apply her poison in any weapon it has holded as a move action. This poison lasts 1 hour per HD or untill used, wichever comes first.
[/spoiler]

Comments:
[spoiler]The aranea is a sorcerous spider. She casts one level away from a sorceror and has no basic weapon proefecinecy, but backs it up with a great base speed, web, poison, superior HD and a bonus to cha and dex over it's 4 levels.

Altough the obvious course for this monster is going sorceror, 1 level dip could be usefull for other builds thanks to the climb speed, web and poisonous bite.
[/spoiler]

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 03, 2010, 11:59:47 PM
Dryad
(http://www.ravenmedium.com/dryad_lg.jpg)(http://th08.deviantart.net/fs7/300W/i/2005/173/c/1/dryad_by_guri_chan.jpg)
[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 0+0 +2 +2 Nature Embodied, Tree Dependent, Nature's Attendant, Cha+1
2+ 1+ 0+3 +3 Wild Empathy, Nature's Guardian, Fey body, Cha+1
3+ 1+ 1+ 3 +3 Nature's Advocate, Cha +1
Skills:6+Int modifier per level, Class skills are Handle Animal, Knowledge (nature), Spot, Listen, Survival, Escape Artist, Hide, Move Silently.

Proficiencies: Dryad are proefecient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear

Features:

Nature Embodied: The dryad loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet. She also gains a bonus to natural armor equal to her Cha modifier.

If she multiclasses for an arcane/divine class it can count its dryad levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a dryad 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but dryad levels wouldn't count for it.

If the multiclassed class is druid, or a cleric with the plant domain, the dryad can use Cha instead of Wis for casting.

Tree Dependent: A dryad must stay always within 100 yards per HD of her chosen tree. Any who do become ill and die within 1d6 hours per HD. A dryad’s oak does not radiate magic.  Dryad  can choose a new tree by doing a 24 hour ritual.


Nature's Attendant: Entangle, Tree Shape, Speak with Plants as SLAs 2/day for each HD it has. Save DCs are 10+1/2HD+Cha modifier.

Fey body: DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Dryad gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Dryad levels stack with that class for Wild Empathy (you still get +6 bonus).

Nature's Guardian: Deep Slumber, Tree Stride 1/day for each HD it has. Save DCs are 10+1/2HD +Cha modifier.

Nature's Advocate: Charm Person, Charm animal and  Suggestion 1/day for each HD it has.

At  9 HD the dryad can use charm monster as a SLA for each 2HD she has.

At 15HD the dryad can use mass charm monster as a SLA 1/day for each 4 HD she has.

Save DCs are 10+1/2HD+Cha modifier.
 
Ability increase: Dryad gains Cha + 1 Cha at all levels.
[/spoiler]

Comments:
[spoiler]
The dryad is a beatifull servant of nature with a powerfull connection to trees. Tree dependant is a powerfull disadvantage, but in return the dryad gets +3 Cha, several powerfull SLAs and can then multiclass as sorceror, cleric or druid with several goodies. Plus good skills never hurt.

[/spoiler]

Contributed by Bodez from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 12:15:00 AM
Marilith
(http://www.finalfantasy.com.br/ffs/ff1/img/Marilith.jpg)(http://images3.wikia.nocookie.net/forgottenrealms/images/thumb/8/84/Marilith_-_Sam_Wood.jpg/250px-Marilith_-_Sam_Wood.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Marilith body, +1 Str
2  +2 +3+0 +3 Demon, Improved grab, constrict, Con+1
3  +3 +3+1 +3 Abyss Skin, Magic weapon, Str+1
4  +4 +4 +1+4 Extra Arms(+2), Con+1
5  +5 +4 +1 +4 Align Weapon, See invisibility, Str+1
6  +6 +5+2 +5 Extra Arms(+4), Con +1
7  +7 +5 +2 +5 Suffocate, Str+1
8  +8 +6 +2 +5 Growth, Con+1
9  +9  +6+3 +6Dance of Chaos, Str+1
10  +10 +7+3 +7 Teleport, Con+1, Cha+1
11  +11 +7 +3+7 True Seeing  Str+1
12  +12 +8 +4+8 Telekinesis , Con+1, Cha+1
13  +13 +8 +4 +8 Unholy aura Str+1, Cha+1
14  +14 +9 +4 +9 Blade barrier, Con+1, Cha+1
15  +15 +9 +5 +9 Project Image, Str+1, Cha+1
16  +16 +10 +5 +10 Mirror Blades, Con+1, Cha+1
17  +17 +10 +5+10 Dance of Death, Str+1, Con+1, Cha+1
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proefeciencies:Simple and martial weapons, her own natural weapons.

Features:

Marilith body:
The marilith loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d6+Str modifier damage each and a tail slap attack dealing 3d6+1/2 str damage.

The Marilith also gains a bonus to Nat armor equal to his Con modifier.


Ability increase:
The marilith gains
+1 Str at levels 1, 3, 5, 7, 9, 11, 13, 15, 17

+1 Con at levels 2, 4, 6, 8, 10, 12, 14, 16, 17

 +1 Cha at levels 8, 10, 12,  14,  15, 16, 17

Demon: gain resistance to electrecity and a bonus on saves against poison  equal to her HD, and resistance to fire, acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and chaotic subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

Constrict  (Ex):
A marilith deals 3d6+1,5 Str modifier points of damage with a successful grapple check. The damage dies increase apropreatily when the marilith's size changes.


Improved Grab (Ex):
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Abyss Skin:The Marilith gains DR/cold iron and good equal to half it's HD and SR equal to 11+HD.

Marilith SLAs: When a spell apears in the entry, the Marilith can use it as a SLA acertain number of times per day depending on it's HD. Saves are 10+1/2HD+Cha mod.

Magic Weapon:1/day for HD, upgrades to Greater Magic Weapon magic at 9 HD.


Extra arms:
the marilith grows two extra completely fuctional arms from her torso. They can be used to deliver slam attacks and wield weapons just as her normal arms.

Align Weapon:1/day for HD.

See invisibility:
1/dah for each HD.


Suffocate:
Creatures constricted by the marilith  must succeed on a DC 10+1/2HD+Str modifier Fortitude save or lose consciousness for as long as they remains in the coils and for 2d4 rounds thereafter.


Growth:
Increase one size category.

Dance of Chaos:
At will, the marilith may execute a deadly dance with all her arms, moving up to her base speed while delivering a full attack. The attacks may be executed against any enemies she passes trough.

After performing a dance of death, the Marilith must wait 2d4 rounds before performing a new one.

Teleport: 1/day for 3 HD, upgrades to greater teleport at 13HD.
 
True Seeing As the spell, permanent effect.

Telekinesis: 1/day for HD. The Marilith may keep concentration as a swift action.

Unholy Aura: 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones, and it affects even creatures immune to ability damage, but they gain a +5 bonus on their save.

Blade Barrier:1/day for each HD. No damage cap, and creatures failing their save against it have all their movement speeds reduced by half until they receive magic healing or someone performs an Heal check on them with DC equal to the DC of the blade barrier.

Project image: 1/day for each HD, and you may direct it as a free action.

Mirror Blades: Once per day, by performing a one hour ritual, the Marilith may create up to five perfect copies of any nonspecial melee weapons she's wielding. Those copies instantly crumble to worthless dust if they leave the marilith's possession.

Nonspecial weapons are weapons with normal enchantments only. A +5 vorpal sword can be copied. A blade of luck cannot, neither an artifact weapon.

The Marilith can divide copies between diferent weapons. So for example she could create two copies of the fighter's +5 vorpal sword and three copies of the cleric's +3 thundering frosting mace.

Dance of death:
The Marilith can nove move at twice her base speed while using dance of chaos and doesn't need to wait time before using it again.
[/spoiler]

Comments:
[spoiler]
What you can do with 6 arms? Not a lot actualy since you can only use them all if you stand still.

Thus, I added the dance of chaos and death so she can move while fullattacking. Pretty powerfull, but she doesn't have natural flying or much in the field of SLAs, so it should be allright.

Since buying 6 weapons is a pain, the marilith gets GMW to buff mundane weapons at mid-levels and then mirror blades so she can dance around with 6 vorpal scimitars if she wants.

Since her SLAs aren't that hot, she gets a whooping +9 Str, +9 Con and +7 Cha, puting her right behind the Balor in stat bonus.

The marilith does get an impressive 3d6 tail slap attack at first level, but since she's only adding half her str, it isn't worst than that barbarian dude with 22 starting Str.

So, if you want to play something with lots of arms and hard bondage abilities, the Marilith is for you.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 04, 2010, 12:25:22 AM
Dryad
The trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)

Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.

My favourite trick, however, has to be "livewood warforged".
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 01:02:29 AM
Dryad
The trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)
As the source of the artificer and planar sheperd among others, I hold no responsability for combos with Eberron material.

But meh that drawback more of a flavour thing than anything else. For all I care you could go like that One Piece girl and carry your tree in a giant pot.

Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.
AGH! Reference... Overload... :lol

My favourite trick, however, has to be "livewood warforged".
I'm not really sure you can just make warforgeds out of anything you want.  There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 04, 2010, 01:07:10 AM
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something.  :p

I'm not really sure you can just make warforgeds out of anything you want.  There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.
Rule of Cool. Warforged already contain some wood, it's not specified what kind. Plus, Darkwood Body exists, so livewood isn't much of a stretch. Here (http://brilliantgameologists.com/boards/index.php?topic=6880.0)'s an alternate interpretation.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 01:10:57 AM
Half-Dragon
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG147.jpg)

[spoiler]
HD: d12
LevelBabFortRefWillFeature
1+ 1+2+0 + 2Draconic blood, Draconic body, Breath Weapon
2+ 2+3+0 + 3 Draconic Heritage, +1 Str, +1 Cha

Skills: 2 + Intelligence modifier per level, Class skills are Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), spellcraft.

Proefeciencies: His own natural weapons.

Features:

Draconic blood:
Unlike other monster classes, the Half Dragon doesn't lose his racial ability modifiers, but he does gain dragon traits. Darkvision  out to 60 feet and low-light vision, plus immunity to sleep and paralysis  effects, and one energy immunity of it's choice.

Draconic body:
The half-dragon's body presents several dragon features, like powerfull long teeths and claws and tick scales covering it's skin.

The half-dragon gains two claw attacks dealing 1d4+Str damage each and a bite attack dealing 1d6+1/2 Str damage. Those are the values for a medium sized half-dragon, and should be adjusted to half-dragons of other size by the standard die size changes.

In adition, the half-dragon gains a bonus to nat armor equal to it's Con modifier.

Breath Weapon:
Either a cone of 30 foot or a line of 60 foot dealing 1d6 damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The damage type is the same as the player immunity. Cone increases by 5 foot and line by 10 foot with each extra HD the player takes from here.

The energy and shape of the breath must be chosen at 1st level and then cannot be changed.

Draconic heritage:
The half-dragon keeps revealing draconic traits as it learns and grows.

First, Half dragon levels stack with levels of any caster class the half-dragon takes for purposes of spells per day, caster level and spells known. So for example a half-dragon 2 who takes a level of sorceror would count as having 3 levels of sorceror(2+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 2 to 3, but not the spell slots and spell knowns that a sorceror gets from level 1 to 2, He would get the familiar ability, but half-dragon levels wouldn't count for it.

At 4HD the half dragon grows wings wich allow him to fly at double his land speed with average maneuverability


Ability increase:the half dragon gains +1 cha and +1 Str at level 2.

[/spoiler]

Comments:
[spoiler]
The half-dragon, being a template, allows you to keep your racial bonus.

Besides that, you get a nice nat armor bonus, full BAB, minor ability bonus, two good saves, claws, bite, breath, it partialy counts for spellcasting and then you get wings at 4th level.

If you want to play a normal character with a  draconic "touch" on it, the half-dragon's for you.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 04, 2010, 01:16:25 AM
If you want to go outside the MM a little, I did a minor revision of the half-dragon template (http://brilliantgameologists.com/boards/index.php?topic=7875) a while back.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 01:28:28 AM
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something.  :p
Would make an interesting NPC, but for a player not being able to move or communicate directly would be somewhat crippling.

Rule of Cool.
Rule of Cool.

Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?

If you want to go outside the MM a little, I did a minor revision of the half-dragon template a while back.
Already had seen something like that, and  it raises the big problem that then every half-dragon is either half-shaddow, half-force or half-mist, because their breath weapons are way better than the classic energy breaths.

I'm however willing to work on homebrew monsters, wait just a moment to check it.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 01:30:38 AM
Doppelganger
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG67b.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+ 2 +2 Doppelganger body, Copycat, Adapt +1
2+1 + 0+ 3 +3 Mind read, Adapt +2
3+ 2+ 1+3 +3 Weaver of lies, Adapt +3
Skills: 8+int modifier, quadruple at 1st level. All skills are class skills for the doppelganger.

Proefeciencies:simple weapons, his own natural weapons.

Features
Doppelganger body:At 1st level a doppelganger loses all racial bonus it had and gains monstruous humanoid traits (basically dark vision 60 feets). He's a medium monstruous humanoid with base speed 30 and a natural slam attack dealing 1d6+1.5 Str damage.

In adition, it gains a bonus to nat armor equal to his Int modifier.

Copycat:
2/day for each HD it has, a doppelganger can assume the shape of any Small or Medium humanoid as per the change shape ability. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

In alternative, the doppelganger may simply change his surface aperance as with a Disguise Self spell, except that it's a physical change and thus counts as a transmutation effect and not as an illusion effect. This option doesn't expend any uses and can this be used at will.


Adapt:
The doppelganger gains a total bonus to one of his ability scores as shown on the table. He can choose to divide this bonus across several of his ability scores. He can change to where this bonus is applied as a swift action. So at 3rd level, the doppelganger could get +3 to str, or +2 to Str and +1 to Con, or +1 to Str, +1 to Con and +1 to Dex for example.


Mind read:
A doppelganger can continuously use detect thoughts as the spell (caster level equal to HD; Will DC 10+1/2HD+Int modifier negates). It can suppress or resume this ability as a free action, but can only use it a total number of rounds per day equal to his HDxInt modifier.

In addition, the doppelganger is now immune to sleep and charm effects.

Weaver of lies: the doppelganger gets a bonus on bluff and diguise checks equal to his HD. If he's sucessfully reading the mind of the person he's trying to fool, this bonus doubles.

In adition, if using the change shape ability, he gets an extra +10 on disguise checks(wich is doubled if sucessfully reading minds).

[/spoiler]

Comments:
[spoiler]
The doppelganger is an cunningg monster with little combat ability but powerfull trickery skills to infiltrate humanoid societies. He also gets two good saves and powerfull skills.

It is definetely better suited for urban and/or political heavy campaigns where his sick disguise and bluff bonus not to mention his mind read ability can be well applied. Rogue/factotum multiclassing is advised once all the class levels are taken.


[/spoiler]

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 04, 2010, 01:39:50 AM
Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?
Sure. I have some very rough material in this thread (http://brilliantgameologists.com/boards/index.php?topic=9358.0) (needs some way for someone to operate multiple weapons at once). Otherwise the closest I've seen is this (http://dsp-d20-srd.wikidot.com/astral-juggernaut-power).
EDIT: Also, Statting SRW (http://brilliantgameologists.com/boards/index.php?topic=5811)

Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 01:44:30 AM
Wing Dragon

[spoiler](http://www.taur.net/~ottercomics/mps/barnardfinal.jpg)[/spoiler]
[spoiler]
HD:d6
Level BAB Fort Ref Will Feature
1 +0 +0+2 +0 Wing Dragon body , Limited spider climb, Smoke Breath, Fog immunity
2  +1 +0+3 +0 Improved Keen senses, Wings, Arcane blood, Dogfighting
3  +1 +1+3 +1 Blindsense 90 feets, Know direction, +1 Dex
4  +2 +1 +4+1 Unblinking, scent bonus feat, Sneack attack+1d6
5  +2 +1 +4 +1 Evasion, WingClaws Limited Snatch, +1 Cha
6  +3 +2+5 +2 Heroic Idiocy, Bonus Feat,  Weather Master
7  +3 +2 +5 +2Uncanny Dodge, Bonus Feat
8  +4 +2 +6 +2   Sneack attack +2d6, Create Air, Control Winds.
9  +4 +3+6 +3 Expeditious Movement, Fast Healing, +1 Dex
10  +5 +3+7+3 Improved Uncanny Dodge, Control Weather, Freedom of the Clouds
11  +5 +3 +7+3 Tail slap, Growth, Iron Scales, Arcane Skin
12  +6 +4 +8+4 On your Tail, Walk Among Them, Reactive Casting Sneack attack +3d6
13  +6 +4 +8 +4Improved Evasion, Bonus Feat, +1 Cha
14  +7 +4 +9 +4 Frightfull presence, Growth, crush.
15  +7 +5 +9 +5 Breath of Dreams, Cats Grace, +1 Dex, +1 Cha
16  +8 +5 +10 +5  Sneack attack +4d6, True Haste, Watch This!
17  +8 +5 +10+5 Defensive Roll , +1 Dex, +1 Cha
18  +9 +6+11+6 True Seeing, +1 Dex, +1 Cha
19  +9 +6 +11 +6 Flying Skill Mastery , +1 Dex, +1 Cha
20  +10 +6 +12 +6 Growth, tail sweep,  Sneack attack +5d6
2 Skill points+int per level, quadruple at 1st level. The class skills for a Wing Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, Heal, Hide, Knowledge (Any), Listen, Move Silently, Search, Spot, Search, and Tumble.

Proficiencies: a wing dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Wing dragon Body:
The wing dragon loses all other racial bonuses, and gains Dragon traits, no subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 30 base speed, medium size. The wing dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Wing dragon also gets a natural armor bonus equal to half his Con modifier. Whenever the wing dragon grows one size category, his natural armor increases by a further 1.

The wing's dragon color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+1/2HD+ Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + 1/2 HD + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).

Fog Immunity (Su): Wing Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.


Smoke breath (Su): The breath weapon of the Wing Dragon is harmless magical smoke. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck peasant gazing at a Wing Dragon's 'Sky painting' would believe this. Anyone who has ever fought a Wing Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Wing Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of fog, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Wing Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the fog, but merely prevents the fog from glowing within its area of effect and turns the area dark as it normally would. At any one time a Wing Dragon may maintain a cloud or clouds of totally opaque fog equal to the amount it could expel in 10 rounds, provided it is within 1 mile per each 2HD. Any excess dissipates, however the Wing Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Wing Dragon may manipulate its fog changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Wing Dragons 1/2HD. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized fog sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.

The Wing dragon can produce the following number of cubes depending on it's HD:
[spoiler]
3-9 cubes
4-27 cubes
8-61 cubes
12-116 cubes
20-197 cubes
[/spoiler]


Limited Spider Climb (Su):
This works as per Spider Climb, except that movement is only 5 feet per round while climbing, and ANY solid surface can be attached to, not just one that a normal spider could climb. Any slickness short of that provided by Oil of Slipperiness does nothing to prevent this. Thus a Wing Dragon can land and cling to a Wall of Force (even upside down to an horizontal one), melting icy cliff, or just merely a wooden palisade. Note, however, that those last two might collapse under the dragon's weight. This ability is always active.

Arcane Blood:A wing dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon, and also that Create Air  reduces the range of Blindsense to 60 feet (as well as imposing a -4 penalty to Listen checks within it).

In adition, the Wing dragon also gains +1 to spot and listen checks for every 4HD it has.

Wings:The Wing dragon becomes able to fly at the speed of 15 feets per HD, with good maneuverability. Each wing can also be now used to deliver a natural atack dealing 1d4 damage.


Dogfight (Ex):
A Wing Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.


Unblinking (Ex): A wing dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from Sunbeam, but not Blindness/Deafness. The exception is if the wing dragon causes such a condition on himself, so a wing dragon using celerity gets dazed despite this ability, for example.

Scent:
as the srd ability.


Blindsense:
as the regular ability, but it has a range of 90 feets.

Ability increase:
The wing dragon gains a permanent +1 to Dex at levels 3, 9, 15 17, 18, 19

The wing dragon gains a permanent +1 to Cha at levels 5, 13, 15, 17, 18, 19.



Bonus Feat:Chosen from the following list:Hover, Flyby Attack, Faster Healing(From 'Masters of the Wild'), Wingover, Weapon Finesse, Expertise, Weapon Focus[dropped/flung Object only], Greater Weapon Focus[dropped/flung Object only] .

Sneack attack: As the rogue ability, dealing the indicated amount of damage.

Evasion: as the rogue abilit


Wingclaws (Su):
Wing dragons shapechanging wings include the ability to grow a set of small claws at the joint where the wing fingers are. These are useless as weapons (including weilding any weapon except perhaps a hand crossbow) or for fine manipulation of most sorts, but can each hold an object of up to 1/20th of a light load and can release/throw (with a forward sweep of the wing) them. This means that when they gain the Limited Snatch ability listed below, they can drop up to 7 objects at a time (4 in the feet, 2 in the wingclaws, and 1 in the mouth).

Limited Snatch (Ex):
The Dragon can drop any object(s) it holds as a free action (unaimed), or use a standard action to drop any number (aimed as a proficient weapons) or fling them aside (also counts as proficient attacks). Wing Dragons like dropping rocks and grenade like missiles (including bundles of smoke sticks which scatter as they fall), both as an exercise in skill and as a combat tactic to make up for their lack of offensive breath weapon.

Heroic Idiocy (Ex):
Wing dragons gain a bonus equal to  half their HD versus fear effects, when on the wing and in combat this bonus is doubled.

Weather Master (Ex): For purposes of wind effects wing dragons count as one size category bigger They are immune to damage from naturally occurring lightning and natural environmental temperatures (except those tinged with strong spiritual energies). Thus, while they could comfortably sunbathe in the light of a supernova at any range (at least until the blast wave of particles OTHER than photons hit them), but the flames that are natural to an infernal plane or those of the elemental plane of fire would give them trouble.

Uncanny Dodge (Ex):
as the rogue ability.

Create Air (Sp): The Wing Dragon creates an envelop of continuously generated air around itself (and any creatures it is in contact with or comes in contact with at its option), allowing it to breath even underwater (although it will be giving off bubbles like crazy and surrounded in a "skin" of air) and to fly and breath in airless environments. This gives a +10 bonus on all saves against inhaled threats including the Druid spell Miasma and the internal claws of a Belker. While using this ability the Wing Dragon (and anyone in contact with it) can mostly only smell the air it is creating, and it is insulated to a degree from the minute motions of the air around it. For these reason it cannot use the Scent special quality if it has it while under the effects of this, and its blindsense is reduced to 60 feet. Wing Dragons may freely use their breath weapon as normal while using this ability.

Wing Dragon SLAs:
The wing dragon can use the following SLAs at the following levels, 3/day each:

Know direction at 3rd level
Control winds  at 8th level.
Control weather(as druid)  at 10th level.
Cat's grace at 15th level.
True seeing at 18th level.

Expeditious Movement (Sp): A wing dragon  may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.

Fast healing:
1 HP for every 10 turns.

Improved uncanny dodge: as the rogue ability.

Freedom of the Clouds (Su): For a total time per day of 1 round per Hit Die, a Wing Dragon with this ability can act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Growth:At 11th level the wing dragon grows to large size.
                At 14th level the wing dragon grows to huge size.
                At 20th level the wing dragon grows to gargantuan size.

Tail slap:The blue dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Arcane skin: The blue dragon gains SR equal to his HD+11.

Iron Scales: The blue dragon gains DR/magic equal to half his HD.



On your Tail (SU ):
Wing dragons may expend spell slots to follow transportation and other effects to keep up with enemies or friends using teleportation and some other effects. This must be done within one round of the casting of the effect by the target being followed and requires using a spell slot equal to (or greater than) that of the spell or effect (including psionic powers) being copied, but can still do it even if no spell slots remain. If no spell slots of high enough level remain but still can cast for that day then expend two highest-level spell slots. If a spell or effect has multiple levels (for multiple classes) always use the lowest one. For spells that involve instantaneous relocation (as opposed to changing form or ONLY melding into objects) the wing dragon always arrives in the same relative position to where the creature being followed arrived as they were to the target when it transported unless this area contains a solid object and the spell being copied does not allow arrival within a solid object (For an example of spells or effects that in fact REQUIRES such an arrival, see Tree Stride and Teleport via Plants). In case of arrival within a solid object for a spell that doesn't normally allow such the dragon appears in the nearest open space, taking 1d6 for each 10' so displaced. For spells with a non-instantaneous duration the spell ends during the first turn for the wing dragon after the parallel effect ended for the target (or earlier if the wing dragon chooses and the spell can be ended at such a point). A Wing Dragon may expend 5 rounds of its Freedom of the Clouds ability overcome Dimensional Anchor or a similar effect to use On Your Tail for the duration of one such following.
Examples of spells that can be followed using this include but are not limited to:[spoiler]Astral Projection
Banishment
Binding (in which case any effect that frees the target creature also frees the wing dragon)
Blink (can do at any point in its duration, not just when the spell is initially cast)
Dimension Door
Ethereal Jaunt
Etherealness
Gaseous Form
Gate
Imprisonment (any effect that frees the target creature also frees the Wing Dragon)
Looking Glass (No Scrying, teleportation effect only. From "Master's of the Wild" p.90)
Meld Into Stone
Passwall
Phase Door
Plane Shift
Prismatic Sphere (to follow a creature teleported by it)
Prismatic Spray (to follow a creature teleported by it)
Prismatic Wall (to follow a creature teleported by it)
Refuge
Shadow Walk
Teleport(functions like Teleport, Greater)
Teleportation Circle (functions like Teleport, Greater)
Teleport, Greater
Transport Via Plants
Tree Stride(but only to remain in a particular tree, or to follow target. Following can be done flawlessly provided the dragon never delays more than 1 round behind the target's movement.)
Temporal Stasis? (in which case any effect that frees the target creature also frees the Wing Dragon)
Vanish(roll 1% chance of disintegration separately from object, dragon not subject to separate dispel magic, but may chose to follow object back if it is returned by that method as per the usual rule for this ability.)
Word of Recall.[/spoiler]

Walk Among Them (Su):
As per "Alternate form" ability except as follows. A wing dragon can assume any the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the wing dragon's natural form OR a half-wing dragon version of any such race as a standard action twice per day. The wing dragon retains its own dexterity score in alternate forms. If it decreases 2 or more size categories when using this ability to turn into a half-wing dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular wing dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).

Reactive Casting (Su):
Wing Dragons are the essence of speed and quick reactions to unpredictable circumstances. As such when using metamagic feats for spell casting abilities that do not have to have the slots filled beforehand, they do NOT require a full round action unless the base time is a full round action. This means, for instance, that they could cast an empowered quickened ray of frost as a 6th level spell as a free action (assuming of course that they had those feats, knew that spell, and had a 6th level spell available to cast it from). Note ESPECIALLY that this means that the Quicken Spell feat is an effective option for them, including for their innate sorcerous abilities.
 
Improved evasion:as the rogue ability.

Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). [/spoiler]


frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Breath of Dreams ( Su):
The Wing Dragon may now maintain the size and position of any of its fog clouds even in its sleep as if it was awake stationary. Complex patterns may require concentration checks at the GM's discretion.

True Haste (Su):
As per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of touch. A Wing Dragon may use this ability 3 times per day. CL=HD, but only on himself.

Watch This! (Ex):
Once per day, for a number of rounds equal to half it's HD, a Wing Dragon may raise its maneuverability to Perfect. This is a free action and does not provoke attacks of opportunity.

Defensive Roll (Ex):
A wing dragon  can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wing dragon can attempt to roll with the damage. To use this ability, the wing dragon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the wing dragon's evasion ability does not apply to the defensive roll.

Flying Skill Mastery (Ex):
While flying, with the following skills the Wing Dragon may take 10 on a check even if stress and distractions would normally prevent it from doing so: Balance, Tumble, and Move Silently. This ability also applies to checks to avoid becoming lost, but for those the dragon doesn't have to be flying.


Tail sweep:
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
[/spoiler]

Comments:
[spoiler]Well, DracoDei's creation is indeed filled with abilities, so following his sugestion I give it just a d6 HD, just 2+int skills per level and one good save, reflex, to make evasion relevant. Altough this is homebrewing, I'm really not very confortamble with non-standard save progressions and half int modifier to skills, so I do the closest thing possible.


Anyway, the result is a freakingly fast flier that can outrun pretty much anything and evade most obstacles. Sneack attack+dragon tons of weapons make it a powerfull damage machine, assuming you find a way of bypassing the weack BAB. Bonus to ability scores are scarce at the begginning but increase by the end of the class since the original monster didn't have much in the realm of high level abilities. His breath weapon doesn't do damage, but can be quite usefull with some imagination, and it can deliver death from above by making rocks fall. Somewhat fragile, but his air superiority should allow it to keep away from most dangers.
[/spoiler]

(Custom monster, original here (http://www.giantitp.com/forums/showpost.php?p=3788332&postcount=9) )

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 04, 2010, 02:01:48 AM
EDIT: Also, Statting SRW (http://brilliantgameologists.com/boards/index.php?topic=5811)
Had already seen that, and altough a very fun optimizing experiment, I still want my humungous mechas that run on the spirits of their pilots! :D

(I must however say I greatly respect your work on that thread. There's oficial prcs, equipment and other stuff I had no idea they even existed in there)

Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.

Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 04, 2010, 02:10:16 AM
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.

Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.
Hence "even if you gain no real benefit from it". You might want to specify that it's a transmutation rather than illusion effect, like changelings. The text is here (http://www.wizards.com/default.asp?x=dnd/psm/20070314a), as an egoist ACF.
Quote
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 02:16:18 PM
Ghoul

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG119.jpg)

[spoiler]The Ghoul
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+0
Ghoul body, Ghoul strike, Feed
2nd
+1
+0
+0
+0
Improved ghoul strike, Devour, +1 dex
3rd
+1
+1
+1
+1
Stench, Predator's Edge

Skills: 2+int modifier. No class skills.

Proficiencies: A ghoul is proficient with  its own natural wepons.

Features:

Ghoul body: a ghoul loses all other racial modifiers and gains the following undead traits

[Spoiler]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.[/spoiler]


The ghoul is a medium sized undead with two natural claw attacks dealing 1d3 damage each, a bite attack dealing 1d6 damage and base speed 30. The ghoul can attack with all three attacks at once, but takes a -5 penalty to attacks with its claws. Any class levels the ghoul takes have their HD increased to d12

In addition, the ghoul gains natural armour equal to its strength modifier

Ghoul strike: A number of times per day equal to 2xHDx wisdom bonus(minimum 1), for 1 round, a ghoul who hits an oponent with one of his natural attacks can cause disease and paralysis. Any creature hit by the enanched attack must make a fortitude save(DC10+1/2 HD+wis bonus) or be paralyzed for 1d4+1 rounds. A creature hit by the ghoul's bite attack must make a second fortitude saving throw(same DC) or catch Ghoul fever (check the srd entry for details). Elves are immune to the paralysis effect. Activating this ability is a free action.


Feed:
The ghoul is able to assimilate fresh flesh it eats on his own body. If it fully consumes a corpse that has been dead for no more than 1 minute per ghoul HD, the ghoul gains 5 temporary hit points for each HD of the eaten corpse. The ghoul cannot have more temporary HP than 5 times it's own HD. Small corpses count as half HD, large creatures count as twice HD, huge corpses as quadruple HD, Gargantuan as 8xHD and Colossal as 16xHD. Tiny or smaller corpses provide no bonus, neither do undead corpses of any kind.

But the ghoul grows hungry again quickly. It loses 1 temporary HP per his own HD every 8 hours.

If a ghoul has no temporary hit points, it must make a will save 10+HD+number of days whitout eating corpses every nightfall or go into a frenzy, attacking the first living creature it finds and attacking it untill it dies and then eat it. A frenzied ghoul may be calmed by presenting a freshly killed corpse of at least medium size.


Ability increase:
the ghoul gains +1 dex at level 2.

Improved ghoul claw: At 2nd level, the duration of the ghoul's paralysis can affect elves.

Devour:
The ghoul takes a sick satisfaction for feasting on the living. For every 10 temporary HP it has from his feed ability, it gains a +1 bonus on attacks, skills and saves.

Stench: At third level, on any round a ghoul uses their ghoul strike they may choose to generate a nauseating stench. any living creature within 10ft must make a fortitude save(same DC as their ghoul strike) or be sickened for 1d6+4 minutes. any creature that makes its saving throw cannot be affected by the same ghoul's stench for 24 hours. This ability counts as poison for the purposes of resistance/immunity, and a Delay poison or Neutralize poison spell end the effect.


Predator's edge: at third level, a ghoul's natural attacks improve. their bite now deals 1d8 points of damage and their claws each deal 1d4 points of damage[/spoiler]

Comments
[spoiler]
The ghoul gains a melee save or die from 1st level useable several times per day plus 3 natural weapons, so it gets no proefeciencies. As it levels up his disabling abilities improve untill it becomes a ghast.

Like all other undeads, it has bad skills, saves and Bab to make up for the undead immunities and the fact you can dump Con.

The ghoul is suited for those players who want the stereotopycal "BRAINS!" zombie filled with diseases and adept at stoping enemies at close range. I also added an ability to reward you for feasting on mortal flesh.

The wisdom instead of Charisma was sugested by Crafty Cultist wich pointed correctly the ghoul being more of a hunter than some kind of manipulator/leader like the vampire or a highly spiritual monster like the mummy. Reduced the number of uses per day for ghoul strike however, as now each use only boost your next attack, not all your three natural weapons for the round.

Compared with the skeleton, the ghoul trades the DR and cold resistance for an extra natural attack, feed and save or die, altough he risks going into frenzy if he doesn't feed regularly enough.
[/spoiler]

Contributed by Crafty Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 02:23:24 PM
Gnoll
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG130.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 2+ 2 +0 Gnoll body, Path, +2 Str.
Skills: 4+ Int modifier, quadruple at 1st level. Class skills are Climb (Str), Concentration  (Con), Craft (Int), Handle Animal (Cha), Heal  (Wis), Hide (Dex), Jump (Str), Knowledge  (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen  (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival  (Wis), Swim (Str), and Use Rope (Dex).

Proficiencies:simple weapons, light armor, light and heavy shields.

Features
Gnoll body:At 1st level a gnoll loses all racial bonus it had and gains  humanoid traits. He's a medium humanoid with base speed 30 and darkvision 60 foots.

In addition it gains a bonus to Nat armor equal to it's Con modifier.

Path: At 1st level the gnoll must choose one of the following paths.

Hunter:The gnoll gains
-Proficiency with one weapon of his choice (even exotic weapons).
-As long as the gnoll and an ally are adjacent to an oponent, they both count as flanking that oponent.
-The gnoll ignores armor and shield check penalty when using the Hide and Move silently skills.

In addition, at 5 HD the Gnoll can flank oponents normally immune to flanking, as long as he fulfills the normal conditions for it (gnoll and ally must be in oposite positions in relation to the oponent).

At 10 HD the attack bonus gained for flanking becomes equal to half HD.

At 15 HD whenever an ally hits an oponent in melee that the gnoll flanks, the gnoll may make an attack of oportunity against that oponent.

At 20 HD the attack bonus for flanking applies to melee damage as well while the gnoll is flanking the target.

Shaman:The gnoll chooses a fullcasting class (wizard, cleric, druid, ect) and gains spell slots, caster level and spell knowns as if he had one level of said class. This ability stacks with levels of said class, so a gnoll 1 who took the shaman path for wizard and then takes one level of wizard would cast as a wizard 2. The gnoll doesn't gain any other ability from the chosen fullcaster class like familiar or turn undead untill he actualy takes levels on that class.

At 5 HD, and every 5 HD thereafter, the gnoll gains +1 to Spell Penetration rolls and Spell DCs against flanked targets.

Ability increase: the gnoll gets a permanent +2 to Str.
 [/spoiler]


Comments:
[spoiler]
The gnoll is actualy a very vanilla monster. No special abilities whatsoever besides high str. Luckily it has quite a bit of fluff. Gnolls, like hyenas, are hunters that specialize in ambushes and flanking operations. So a flanking specialist you get!

The class also allows for warrior or magic path, because gnoll shamans seem to be kinda everywhere.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: bkdubs123 on October 08, 2010, 05:52:11 PM
I'm incredibly impressed and my players will be very excited to find out about these classes! Well done and thanks a bunch!
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 07:16:49 PM
Drider
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG89.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+ 0 +2 Drider body, poison
2+ 1+ 0+ 0 +3 Soul of Magic (+1), Drider perception powers
3+ 1+ 1+ 1 +3 Arcane resistance
4+ 2+ 1+ 1 +4 Soul of Magic (+2), Drider light and darkness powers
5+ 2+ 1+ 1 +4 Growth
6+ 3+ 2+ 2 +5 Soul of Magic (+3), spit poison
7+ 3+ 2+ 2 +5 Drider utility powers

Skills: The drow get 2+int modifier skill points each level, x4 at first level. His class skills are Climb (str), concentration (con), hide (dex), listen (wis), Move silently (dex) and spot (wis).

Proefeciencies:The drider is proficient with simple weapons, but no armor or shield

Features
Drider body : At 1st level, the Drider loses all other racial bonus and gets aberration traits. He’s a medium-sized aberration with a base speed of 30ft and a climb speed equal to half of his land speed. He gains a natural bite attack causing 1d6+str damage, It gains a  bonus in Hide and Move silently equal to half his HD and also have +8 bonus to all climb checks and can always take 10 in that last skill, even if rushed or threatened. Finally, he has a natural armor bonus equal to his Con modifier.

Poison : The drider can inject poison in his victims on a successful bite attack. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 strength. For every other HD after that, the initial and secondary damage grows by one size.

Soul of magic: The drider gains the ability to cast spells as a wizard, cleric or sorcerer of a level equal to its drider level-1. The drider must choose one of those choices when he gains this ability and cannot change his choice later on. He also gains a +1 to the ability that governs his spellcasting.
At level 4, the bonus becomes +2, and then it grows to +3 at level 6.

Drider perception powers: The Drider gains the following SLAs 1/day as a caster of his level-1: clairaudience/clairvoyance, detect good, detect law, detect magic. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.

Arcane resistance: The drider gains spell resistance equal to 11+his HD.

Drider light and darkness powers: the Drider gains the following SLAs 1/day as a caster of his level-1: dancing light, darkness, faerie light. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.

Growth: The Drider grows to large size.

Spit poison: the Drider can now apply his poison in any weapon he has held as a move action. This poison lasts 1 hour per HD or until used, whichever comes first.

Drider utility powers: the Drider gains the following SLAs 1/day as a caster of his level-1: Dispel magic, levitate, suggestion. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.
At 11 HD, the dispel magic SLA is replaced by greater dispel magic.

*the stat used in these abilities is the one that governs the spellcasting of the drider in question (int for wizards, wis for clerics and cha for sorcerers).
[/spoiler]

Done by I_am_an_undead from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 07:31:00 PM
Nymph
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG198.jpg)
[spoiler]
HD:d6
LevelBABFortRefWillFeature
1+0+0+0+2Nature's Child, Cha+1
2+1+0+0+3Fey Body, Wild Empathy, Dex+1
3+1+1+1+3Unearthly Grace, Cha+1
4+2+1+1+4Stunning Glance, Dex+1
5+2+1+1+4Unnatural Beauty, Cha+1
6+3+2+2+5Dimension Door, Dex +1
7+3+2+2+5Blinding Beauty, Cha +1
Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim.

Proficiencies: Nymph is proefecient with club, dagger, dart, quarterstaff, sickle, shortspear, sling.

Features:

Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet and swim speed 20.

The nymph casts spells as if it was a druid of the same Nymph level. If she multiclasses as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multiclassed with druid, the Nymph can use Cha instead of Wis for casting.

Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.

Fey Body: At second level, Nymph gains DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Nymph gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get +6 bonus).

Unearthly Grace: At third level Nymph adds her Charisma modifier as a bonus on all her saving throws.

Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.

Unnatural Beauty:
The Nymph gains a deflection bonus to AC equal to her Cha modifier.

Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.

Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't effect same target more then once in a single day. This ability can be active for HD rounds per day.

[/spoiler]


Nymph cleric(substitution level)
[spoiler]
Hit Die: d6
Quote
LevelBABFortRefWillSpecial
1st+0+0+0+2Natural faith

Skills (2+Int, quadruple at first level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession (Wis), and Spellcraft (Int).

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking a level of this class). In addition, her cleric casting is based on Charisma rather than Wisdom.

A nymph cleric who selects this racial substitution level must select Plant or Animal as one of her domains, and does not gain Turn Undead.
[/spoiler]

Comments:
[spoiler]
Druid casting, along with paladin's grace, good spell like ability, and stun.

Hope I did justice to nymph.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 07:43:56 PM
Werewolf
(http://images.epilogue.net/users/mckenna/HowlOfTheWerewolf.jpg)

[spoiler]Prerequisites
to become a werewolf, the character must meet the following requirements

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another werewolf and contracted lycanthropy
HD:d8
LevelBABFortRefWillSpecial
1st+1+2+2+0Alternate form(wolf), Wolf empathy, Lunar body, Hunter's nose
2nd+2+3+3+0Alternate form(hybrid), Lunar hide, Improved hunter's nose
3rd+3+3+3+1Growth
4th+4+4+4+1Curse of lycantropy, Alpha wolf
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A werewolf gains proficiency with their own natural wepons

Features:

Lunar body(ex): Werewolves retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.

A werewolf gains natural armor equal to its con bonus while in wolf or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Wolf empathy: a werewolf can communicate with wolves and dire wolves regardless of form and gains a +4 bonus on charisma based checks to influence them. While in alternate form, a werewolf can howl to communicate at long distances with other wolves or werewolves, up to a distance of 1mile/HD

Alternate Form(su): At first level, a werewolf can take wolf form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains a bite attack dealing 1d6 damage and their move speed increases to 50ft. In addition, hitting with their bite attack allows them to make a trip attack as a free action. If the trip fails, the target cannot react to trip the werewolf. A werewolf can transform 1/day/HD, and can remain transformed indefinitely.

For every level in werewolf, or for every two in another class, the werewolf's alternate form improves as shown below
werewolf level+1/2 other levelsability improvements
1
+1dex
2
+1dex, +1con
3
+1str, +1dex, +1con
4
+1str, +2dex, +1con
5
+1str, +2dex, +2con
6
+2str, +2dex, +2con
7
+2str, +3dex, +2con
8
+2str, +3dex, +3con
9
+3str, +3dex, +3con
10
+3str, +4dex,+3con
11
+3str, +4dex, +4con
12
+4str, +4dex, +4con
At second level, a werewolf can assume hybrid form. While in hybrid form, a werewolf gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can wield any weapons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size.

Hunter's nose: a werewolf in wolf form gains the scent ability and gains a + bonus on survival checks to track by scent equal to his HD. At second level this ability works regardless of form.

Lunar hide: At second level, a werewolf gains DR equal to 1/2 their HD/Silver while in alternate form

Growth: At 3rd level, a werewolf's alternate forms become large. their bite attack deals 2d6 and their claws deal 1d6. In addition their natural armour improves by 1 while in alternate form.

A werewolf of 12 HD or more may choose to become huge by expending two normal transformations.


A werewolf of 16 HD or more may choose to become gargantuan by expending three normal transformations.


A werewolf of 20 HD or more may choose to become colossal by expending four normal transformations.

Curse of lycanthropy:
At 4th level a werewolf can transmit lycanthropy to other creatures. if a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Alpha wolf:
At 4th level a werewolf becomes a werewolf lord. Lesser werewolves instinctively veiw the alpha wolf as a leader; treat their attitude as being one step better than in would be normally, and their wolf empathy also applies to werewolves without the alpha wolf ability

In addition, the alpha wolf's aura of command allows them to draw a pack of loyal wolves and werewolves with total HD equal to the alpha wolf's HDx2. Werewolves who received their curse from the alpha wolf do not count their first werewolf HD for purposes of this ability and regular wolves are strengthened as if they were the animal companion to a 4th level druid(their bonus HD do not count for purposes of this ability). Dire wolves and worgs can be part of the alpha wolf´s pack, but gain no special bonuses

Followers gained through this ability are not mindless, and may leave if mistreated. any werewolf follower who becomes a 4th level werewolf leaves to establish their own pack, but will usually remain on good terms with their former leader.[/spoiler]
Comments
[spoiler]
Crafty_Cultist original comments:

I decided to have werewolf build into werewolf lord- the first two levels are the former while the last two are the latter. I ignored the rule that only natural lycanthropes can spread the disease, instead it can only be spread by a werewolf who has mastered their curse. The alpha wolf ability was to give the werewolf lord authority over their brethren(and their very own pack).

Personal comments:

Very nice and original job. Just cleaned up a little the formation, added the image and allowed the werewolf to become bigger at higher levels.

[/spoiler]

Done by Crafty_Cultist.

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 07:51:08 PM
The Werebear
(http://rhalinor.files.wordpress.com/2009/02/werebear.jpg)
[spoiler]Prerequisites
to become a werebear, the character must meet the following requirements

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another werebear and contracted lycanthropy
HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Alternate form(bear), Bear empathy, Lunar body, Hunter's nose
2nd
+2
+3
+3
+0
Alternate form(hybrid), Lunar hide, Improved hunter's nose
3rd
+3
+3
+3
+1
Growth
4th
+4
+4
+4
+1
Curse of lycantropy, Indominable
Skills: 2+int mod. Class skills are handle animal, swim, listen, spot, survival

Proficiencies: A werebear gains proficiency with their own natural wepons

Features:

Lunar body(ex): Werebears retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.

A werebear gains natural armor equal to its con bonus while in bear or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Bear empathy: a werebear can communicate with bears and dire bears regardless of form and gains a +4 bonus on charisma based checks to influence them.

Alternate Form(su): At first level, a werebear can take bear form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains two claw attacks and a bite attack dealing 1d6 damage and their move speed increases to 40ft. In addition, they gain the improved grab ability. A werebear can transform 1/day/HD, and can remain transformed indefinitely.

For every level in werebear, or for every two in another class, the werebear's alternate form improves as shown below

werebear level+1/2 other levelsability improvements
1
+1con
2
+1str, +1con
3
+1str, +2con
4
+2str, +2con
5
+2str, +3con
6
+3str, +3con
7
+3str, +4con
8
+4str, +4con
9
+4str, +5con
10
+5str,+5con
11
+5str, +6con
12
+6str, +6con
At second level, a werebear can assume hybrid form. While in hybrid form, a werebear gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can weild any wepons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size. A werebear in alternate form gains a +4 bonus to swim checks

Hunters nose: a werebear in bear form gains the scent ability and gains a + bonus on survival checks to track by scent equal to his HD. at second level this ability works regardless of form.

Lunar hide: At second level, a werebear gains DR equal to 1/2 their HD/Silver while in alternate form

Growth: At 3rd level, a werebear's alternate forms become large. their bite attack deals 2d6 and their claws deal 1d8. In addition their natural armour improves by 1 while in alternate form.

A werebear of 12 HD or more may choose to become huge by expending two normal transformations.


A werebear of 16 HD or more may choose to become gargantuan by expending three normal transformations.


A werebear of 20 HD or more may choose to become colossal by expending four normal transformations.

Curse of lycanthropy: At 4th level a werebear can transmit lycanthropy to other creatures. if a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Indominable: At 4th level, a werebear gains the ability to shrug off damage. 1/day for every 4HD they possess, the werebear can try to resist an attack. If the werebear succeeds a fortitude save(DC=damage dealt) then half of the damage of the attacks is ignored and the other half is converted into subdual damage. Using this ability is a free action.

They also gain diehard as a bonus feat, regardless of whether or not they meet the prerequisites, except that they werebear only drops dead when it reaches negative HP equal to 1/4 his maximum HP instead of -10.

If the werebear already has this feat they may choose a different one, and his diehard beat improves like shown above anyway.[/spoiler]

Comments
[spoiler]
Crafty_Cultist comments:

The werebear is basically the werewolf with a few modifications. They have higher strength and constitution, but no bonuses to dexterity. Their capstone ability reflects their incredible endurance rather than becoming a pack leader

My comments:
Another very nice job from Crafty Cultist. Just cleaned up a bit and added the image. The capstone seems a little weaker than the werewolf's one, but I can't really think of anything better for now. Inspired by Eldan's sugestion buffed dieheard so you only drop at -1/4 your total HP instead of -10.
[/spoiler]

Done by Crafty_Cultist
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 08, 2010, 08:17:02 PM
The nymph's Cha-based druid casting could make an interesting Fochlucan lyrist (http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=2).
Nymph 7/Sorcerer 1/Prestige bard 1/Green whisperer 1/Fochlucan lyrist 10

There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 09:49:54 PM
Ethergaunt
(http://www.wizards.com/dnd/images/ff_gallery/50357.jpg)(http://cghub.com/files/Image/000001-001000/759/650_large.jpg)(http://www.iwozhere.com/SRD/images/50358.jpg)

[spoiler]HD:d4
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Ethergaunt body, Arcane mind, Ether Blade, Blue Caste
2+ 1+ 0+0 +3 Total Vision
3+ 1+ 1+ 1 +3 +1 Int
4+ 2+ 1+1 +4 Enslave
5+ 2+ 1+1 +4 +1 Int
6+ 3+ 2+2 +5 Doubt Bomb
7+ 3+ 2+2 +5 Arcane Logic
8+ 4+ 2+2 +6 Stupefying Gaze
9+ 4+ 3+3 +6 Red Caste, Etherealness, material jaunt
10+5 + 3+3 +7 Enslave Mind, +1 Int, +1 Cha
11+5+ 3+ 3 +7 Ether Spear
12+ 6+ 4+4 +8 Nerve Bomb
13+ 6+ 4+4 +8 White Caste +1 Int, +1 Cha
14+ 7+ 4+4 +9 Ether Glaive
15+ 7+5 + 5 +9 Mind Bomb
16+ 8+ 5+ 5 +10 Ether Study, +1 Int, +1 Cha
17+8+ 5+5 +10 Black Caste, Cold Logic, +1 Int, +1 Cha
Skills: 2+int modifier. An ethergaunt’s class skills are Concentration (con), Heal (wis), Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Weapon and armor proficiencies: An ethergaunt is only proficient with the Ether Blade and Mind Bombs.

Features:
Ethergaunt Body: At first level, the ethergaunt loses all other racial bonuses and gains aberration traits (basically darkvision 60 foot). It is a medium-sized aberration with a base speed of 30ft. It has no natural attacks.

Ability increase: The ethergaunt gains a permanent +1 at levels:
3, 5, 10, 13, 16, 17 to Intelegence

10, 13, 16, 17 to Charisma.

For a total of +6 Int and +4 Cha at 17th level.

Arcane Mind: The ethergaunt casts as a wizard of its ethergaunt level, except that it must choose one of the following combination of schools

Creator-Conjuration school only.

Changer-Transmutation only.

Fooler- llusion, Divination, Enchantment.

Channeler- Evocation, Necromancy, Abjuraction.

The ethergaunt can only learn and cast spells from the chosen schools and Universal ones, and cannot activate scrolls/wands replicating spells from the other school.

 This spellcasting stacks with wizard levels if the ethergaunt multiclasses, but the chosend and barred schools remains.

Ether Blade: At 1st level you receive an Ether Blade, an extremely advanced weapon created and mass produced by the Ethergaunt.

An etherblade looks line a exceptionaly perfect long metal tube. It may or not have handles and decorations depending on the ethergaunt city that produced it and the customization of the wielder.

 It must be wielded with both hands and has 50 charges. Concentrating on the right way causes the Etherblade to shoot a ray  ranged touch attack dealing 1d6 damage, 40 foot range increment, that drains a charge from the Etherblade. An Etherblade whitout charges can't be fired.

As long as the Ether Blade has one charge, it can project a short blade at one of the tips as a free action, becoming a two-handed melee weapon that deals 1d10 slashing damage. Ethergaunts will only resort to this as a desesperate measure tough.

Ether blades automatically recover 1 lost charge per hour.

Blue Caste:Your parent was a specially weak individual, and thus you belong to the blue caste, at the bottom of ethergaunt society. You receive a special opaque blue mask wich you must wear at all times, but it doesn't hinder your senses in any way. Failure to do so means you cannot further progress the ethereal monster class untill you sucessfully atonne to the ethergaunt society.

Total vision: An ethergaunt can “see” with his facial sensory organs, allowing them to discern all objects within 40ft. An ethergaunt does not need to do a spot or listen check to notice creatures within that range. A silence spell has no effect on this ability.

Enslave: once per day per 4 HD the ethergaunt has, it can attempt to enslave a single living creature within 30 feet. This ability functions like dominate monster, except that the effect lasts 1 minute per HD, the save DC is 10+1/2HD+Cha mod. An Ethergaunt can have a maximum of slaves equal to its charisma modifier.

Doubt Bomb: By expending 50 GP of exotic materials and 1 hour, the ethergaunt can build a special grenade with 10 foot range that deals 1d6 Wis damage damage on a 10 foot spread, Fort DC 15 negates. The save DC can be increased by 1 by expending an extra 50GP and hour of work. This improvement can be done multiple times if enough resources and time are available. Ethergaunts are naturally immune to Doubt Bombs (or more acurately, they designed Doubt bombs to affect everybody but them)

In adition, the ethergaunt learns how to craft Ether Blades by expending 150 GP and 24 hours of work for each. They can be made masterwork by expending an extra 350 gold and expending one week instead of one day, in wich case they can be further enchanted as normal masterwork weapons.

Altough it's fine to hand those weapons to allies/minions, ethergaunt society will hunt and punish any member who tries to sell those weapons for pure profit, the reason why there's no market price for them.

Arcane Logic: Ethergaunts can choose to treat any arcane spell or 1st level or lower cast on them as if failing to penetrate spell resistance (even if the ethergaunt tecnically doesn't have SR) . This ability doesn't affect divine spells, as the ethergaunts refuse to believe in gods and ideals, only science and arcane.

For each two extra HD, this ability grants protection from the next level of spells. 2nd level spells at 9HD, 3rd level spells at 11HD , ect

Stupefying Gaze: As a free action, the ethergaunt can open and close its mask, revealing his alien visage. Anyone within 30ft of the ethergaunt must make a will save (DC 10+1/2 HD+cha). Those who fail their will save take 1d4 point of Intelligence, Wisdom and Charisma damage. A creature that successfully saves against this effect cannot be affected by the same ethergaunt’s stupefying gaze for one day. An ethergaunt can use this ability 1/day, and gains another use per day for each extra 3 HD it gains. An ethergaunt whitout mask cannot use this ability. Like all gaze attacks, the oponent must be able to see the ethergaunt for this ability to work.

Red Caste:The Ethergaunt rises to the red caste as recognitizion for its talent. He receives a new red mask he must wear at all times and all blue ethergaunts are one step more friendly to him than they would otherwise be.

Etheralness: The Ethergaunt becomes permanantly etheral as his artificial bonds to the material plane are cut. It needs a spell or ability to become material.

Material Jaunt:As a standard action, the ethergaunt can shift from the ethereal plane to the material plane, effectively becoming material. They can dismiss this effect with a standard action. An ethergaunt can remain in the material plane for 1 round per HD it possesses. It then must remaing 1 hour on the ethereal plane before returning.

At 12 HD, an ethergaunt can use Material Jaunt as a move equivalent action and he must only wait 10 minutes before using it again.

At 15 HD, an ethergaunt can use Material Jaunt as a swift action and must only wait 1 minute before using it again.

At 18HD it can use it as an immediate action and can remain as long as he wants in the material plane, and doesn't need to "recharge".

Enslave Mind: At 10th level, the Ethergaunt's enslave is now permanent, but affected creatures can atempt a new Will save every day to break free.

Ether Spear:As recognition for it's deeds the ethergaunt receives the upgraded version of the ether blade, the ether spear. This one is masterwork.

It works the same way, except that it deals 1d8 damage with ranged attacks, 80 foot range increment, 2d8 damage in melee(and can extend and retract itself, granting the wielder reach as an actual spear, but still able to strike adjacent oponents), and that it's attacks are considered force attacks and thus can fully affect creatures on the material plane when the ethergaunt is on the ethereal plane and vice-versa.

In adition, the Ether Spear can channel spells, by spending a number of charges equal to twice the spell level, and taking as much time as the spell itself.

- Ranged spells can be channeled by ranged shots, in wich case the spell is also considered a Force effect in adition to it's other types, but it must hit the target for the effect to happen.

-Touch range and single target spells spells can be channeled by the ether spear when in melee mode, in wich case they don't only count as a Force effect, they ignore SR, and if the target had immunity to any or all of the effects of the spell, they are ignored, altough the target gains +5 Bonus on the save for each relevant immunity ignored. If the spell didn't allow a save normally, the target can still roll a Will save to resist the effects he would normally be immune to, but without the bonus (DC=10+Spell level+Int mod). The ethergaunt must hit the target in melee with the ether spear to gain this benefit.

Finally, the ethergaunt also learns how to build ether spears. A regular ether spear takes 1000 GP and one week of work to build. A masterwork takes two weeks and 1500 GP. Again, selling such weapons for personal profit will result in ethergaunt society mercilessly hunting the character.

Nerve Bomb: The upgraded version of the Doubt bomb, Nerve bombs make it much harder to think. It has the same reach and area of effect as a Doubt Bomb, but oponents on the a affected must instead suceed on Concentration checks of DC 30 to perform any task harder than moving, normal attacks, basic combat maneuvers and picking up/droping stuff. This includes casting spells, manifesting powers, initiating maneuvers and activating magic items. The effect lasts for 1d12 rounds, and ethergaunts are immune to it.

Nerve bombs take 1 hour of work and 200 GP to craft. By expending an extra hour of work and another 200 GP the Concentration DC increases by 2. Again, selling such weapons for personal profit will result in ethergaunt society mercilessly hunting the character.

White Caste:The ethergaunt is promoted to the white caste and receives the respective white mask. All red and blue ethergaunts treat him two steps friendlier than they would otherwise.

Ether Glaive:
You receive a masterkwork version of pinnacle of ethergaunt mass-produced weaponry.

The ether Glaive "shots" deals 2d6 damage with 120 foot range increment, and it's melee option deals 3d6 damage.

Just Like the Ether Spear, the Ether Glaive can be used to channel magic, but this time it costs 4 charges per spell level. In adition to the benefits of the Ether Spear channeling, the Ether Glaive channeling also provides the following benefits.

-Ranged channeled spells ignore immunities and SR as well, altough the target gains +5 Bonus on the save for each relevant immunity ignored. If the spell didn't allow a save normally, the target can still roll a Will save to resist the effects he would normally be immune to, but without the bonus (DC=10+Spell level+Int mod). The Ethergaunt must still hit the target with a ranged touch attack.

-Melee channeled spells ignore all miss chances and cover or any other obstacles, as long as the ethergaunt can sense his target with any of his senses. No immediate actions may be taken against a Melee channeled spell by an Ether Glaive. The Ethergaunt must still hit the target in melee with its Ether Glaive.

Ether Glaives cannot be built by a single ethergaunt. It takes massive installations and several skilled crafters to make a single one. Giving or just burrowing his Ether Glaive to anyone will be seen as treason by Ethergaunt society and punishment will be swift and deadly. On the other hand, the Ether Glaive is as hard to destroy as a minor artifact.

Mind Bomb: Directly from ethergaunt society you receive a terrific weapon, the Mind bomb. It has a range increment of 50 foot and affects a 50 foot spread. Oponents on it take 3d6 penalty to all their mental stats. Will Save DC 10+1/2 HD+Cha mod reduces the penalty by half, and ethergaunts are immune to it. Notice that it is a penalty, so it cannot lower stats below 1. The effect lasts for 1d6 rounds.

Unlike the other bombs, this one is re-useable. It takes 4 hours of focus from the ethergaunt on the Mind Bomb to make it ready to use again. Each Mind Bomb is custom built for a specific ethergaunt, and only that ethergaunt can recharge it.

Ether Study: The Ethergaunt gains any metamagic or item creation feat for wich it qualifies. Whenever it prepares new spells, it may change this choice, as long as he didn't use said feat for the pre-requisite of something else.


Black Caste:
The ethergaunt is promoted to the supreme ruler Black Caste, and receives the respective black mask. All red, blue and white ethergaunts treat him three steps friendlier than they would otherwise.

Cold Logic:The ethergaunt's mind reaches its pinnacle, able to easily outthink any oponent. By spending one fullround action planning, the Ethergaunt may select a spell he has prepared with a casting time of one standard action or less. That spell can now be cast as an immediate action. In alternative a spell with casting time of more than one standard action may be "planned" so that it only takes one standard action to cast. No more than one such spell may be "planned" at any time, and the ethergaunt can only do this a number of times per day equal to his Cha modifier.

[/spoiler]

Comments:
[spoiler]
Ah, the ethergaunts. Lords of Arcane Magic.

Well, first of all, they're full wizards, and they get a whooping +6 bonus to Int, so that alone makes them pretty strong.

However, competing with wizard isn't enough. You gotta compete with all the wizard prcs out there. So the ethergaunt gets a bunch of extra abilities, some of them from the original monsters, and then some extra created by me. Most of them based on charisma to make it a little more MAD and because ethergaunts aren't suposed to be closet nerds whitout social skills. They love bullying other races for Vecna's sake!

The others are based on upgraded versions of the ether blade and mind bomb since ethergaunts are suposed to be tech experts.

The cast thingies are semi-based on the fluff, and they're indeed mostly fluff abilities, since the DM may not be bothered to include other ethergaunts on the campaign, but you get plenty of other abilities to make up for it.


Thanks for I_am_an_undead for doing the red ethergaunt draft which motivated me to do the whole thing.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: bkdubs123 on October 08, 2010, 09:56:35 PM
Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 08, 2010, 09:59:43 PM
There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.

Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.
Another good point, changed it to 1 minute per HD.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 08, 2010, 10:07:24 PM
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.
I don't see why they should lose a class feature they already have. Maybe if you made it a racial substitution level.

Quote
Nymph cleric
Hit Die: d6
Skills (4+Int): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Spellcraft.
Quote
LevelBABFortRefWillSpecial
1st+0+2+0+2Natural faith

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking levels in cleric). In addition, her cleric casting is based on Charisma rather than Wisdom.

A nymph cleric who selects this racial substitution level must select Animal or Plant as one of her domains, and does not gain Turn Undead.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 09, 2010, 03:30:43 PM
Could I make a request? The orange, yellow and purple dragons from Dragon Compendium. They have some awesome breath weapons - orange covers things in sticky goo that explodes after a while, purple breath can be used as a standard cone, a blinding flash or a lightsaber, and yellow causes its targets to be encrusted in salt so they can't move.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 05:06:16 PM
Purple dragon

(http://www.157arw.ang.af.mil/shared/media/ggallery/webgraphic/AFG-080211-003.jpg)
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Purple Dragon body, Energy Breath
2 +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Pyrochnetics Str+1
4+4 +4 +1+4 Wings
5+5 +4 +1 +4 Tail slap, Growth
6+6 +5+2 +5 Energy Blade, +1 Cha
7+7 +5 +2 +5 +1 Str, +1 Con, Purple Fiction
8+8 +6 +2 +5 Heat Metal, Gust of Wind, +1 Cha
9+9  +6+3 +6 +1 str, +1 con, Sugestion, Fire Shield.
10+10 +7+3 +7 Blinding Burst, +1 Cha
11+11 +7 +3+7 Arcane Skin
12+12 +8 +4+8 Iron Scales, +1 Str
13+13 +8 +4 +8 Growth, crush, Frightfull presence
14+14 +9 +4 +9 +1 Str, +1 Con, Night Flier
15+15 +9 +5 +9 Night Lord
16+16 +10 +5 +10 +1 str, +1 con, Submit
17+17 +10 +5+10 Cunning Lord, +1 Cha
18+18 +11+6 +11 +1 str, +1 con, Purple Fiction
19 +19 +11 +6 +11 Wall of force
20+20 +12 +6 +12 Growth, tail sweep, Dark Ruler
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), hide, move silently, Search, spellcraft.

Proficiencies: a purple dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

Dragon Body:
The purple dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, burrow speed equal to half it's base speed, and is medium sized. The purple dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The purple dragon also gets a natural armor bonus equal to it's Con modifier. Whenever the purple dragon grows one size category, his natural armor increases by a further 1.


Energy Breath:
cone 30 feet dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feets with each extra HD the player takes from here.

Arcane Blood:A purple dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Keen senses:The purple dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.



Blindsense:
as the normal ability, range 60 feets.

Purple dragon SLAs: At 3rd level the purple dragon can use pyrochnetics as a SLA 1/day for ever 3 HD it has.

At 8th level it can use Heat Metal and gust of wind as SLAs, 1/day for each 2HD it has.

At 9th level it can use fire shield(fire version only) and Sugestion 1/day for every 3 HD it has.

 Save DCs are 10+1/2 HD +Cha mod.

Ability score increase: The purple dragon ability scores increase by the shown amount.

Level Total bonus gained
3 +1 Str,
6 +1 Str,  +1 Cha
7 +2 Str, +1 Con, +1 Cha
8 +2 Str, +1 Con, +2 Cha
9 +3 Str, +2 Con, +2 Cha
10 +3 Str, +2 Con, +3 Cha
12 +4 Str, +2 Con, +3 Cha
12 +5 Str, +3 Con, +3 Cha
16 +6 Str, +4 Con, +3 Cha
17 +6 Str, +4 Con, +4 Cha
18 +7 Str, +5 Con, +4 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!


Wings:
At 4th level the purple dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

Growth:
At 5th level the purple dragon grows to large size.
                At 13th level the purple dragon grows to huge size.
                At 20th level the purple dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.(see table at the 1st post for details)

Tail slap:
The purple dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).


Energy blade:
At 6th level the purple dragon focuses his breath weapon on a blade of energy that has the same reach as his bite attack and deals half the damage of the normal breath. This attack doesn't allow saves but the dragon must suceed in a melee touch attack to use it. The purple dragon doesn't add his strenght modifier or power attack to the damage but can make iterative attacks with the blade of energy if it has enough Bab and is full attacking. Blade of energy can be combined with the other natural weapons of the purple dragon except the bite attack.


Purple Fiction:
At 7th and 16th levels the Purple dragon adds any one spell of the enchantment school from a level he can cast to his list of spells known.



Blinding burst:
At 10th level, instead of his normal breath, the purple dragon may release a flash of energy. Everybody whitin a burst of 5 foot per purple dragon HD must make a fort save with the same DC as the breath weapon or be permanently blinded.

Arcane skin: At 11th level the purple dragon gains SR equal to his HD+11.

Iron Scales: At 12th level the purple dragon gains DR/magic equal to half his HD.

Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected oponent that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Night flier:At 14th level, during night time, the shaddow dragon can blend with the sky, being able to use the hide skill while airborne even if it has nothing to hide behind, and ignoring size penalties for hiding while doing so.

Night Lord:At 15th level the purple dragon casts spells from the enchantment school at +1 Caster level and ignores any limit on caster level on such spells.

Submit: At 16th level the Purple dragon knows well how to strike terror on his oponents by slaying his friends. Whenever the purple dragon kills a creature all of it's allies whitin sight must make a Will Save DC 10+1/2 HD+Cha mod or take a penalty on saves, AC, skills and ability checks against the purple dragon equal to 1/4 it's HD. This is a fear mind affecting effect, and slaying multiple allies doesn't stack.

Cunning Lord: At 17th level the Purple dragon gains a bonus equal to 1/4 it's HD on all Cha and Int based skills, and counts as having at least 1 rank on all knowledge skills.


Wall of force: At 19th level the purple dragon can now use wall of force as a SLA 1/day for each 6 HD it has.


Tail sweep:
At 20th level, this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Dark Ruler:
At 20th level the duration of any enchantment spell or SLA from the purple dragon is doubled for free, and they receive a bonus to resist dispel checks equal to 1/4 the purple dragon's HD.

[/spoiler]

Comments:
[spoiler]
The purple dragon is basically a red dragon in disguise when you look closer so this one was actualy quite easy. They have pretty much the same CRs and base stats.

The main diferences are:
-The purple dragon doesn't have a subtype.
-More SLA variety but less custom abilities
-Better skill points as the purple dragon is described as a sneaky bastard.
-Burrow speed and multiple ways to use his breath weapon.
-Worst ability scores (-2 str, -2 con and -2 cha total) and nat armor than the red dragon to make up for the above.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 09, 2010, 05:11:56 PM
Quote
The purple dragon doesn't add his force modifier or power attack to the damage
???

Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?


On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?


EDIT: I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)
Quote
Succubus cleric
Hit Die: d8
Skills (4+Int): Bluff, Concentration, Craft, Diplomacy, Disguise, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Quote
LevelBABFortRefWillSpecial
1st+0+2+0+2Lustful faith, Profane conversion, Rebuke undead

Lustful faith: A succubus cleric who selects this racial substitution level bases her cleric casting on Charisma rather than Wisdom.

Profane conversion: A succubus cleric may spontaneously cast any spell on her list of racial SLAs, as if it were an inflict spell of the same level. She may use this ability even if she does not possess enough levels in succubus to use the SLA normally. This replaces the standard cleric's ability to spontaneously cast inflict spells.

A succubus cleric who selects this racial substitution level gains only one domain, which must be the LustMIC or Trickery domain.

And an ability which I considered:
Quote
Seduce the Dead (Su): As a swift action, a succubus cleric may allow her next use of a racial SLA to ignore immunity to mind-affecting effects based on type, at the cost of reducing the DC by -4. She may use this ability 1/day per point of Charisma modifier. This replaces the standard cleric's rebuke undead ability.
Because "Bed the Dead" was too corny.

Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.

The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 06:00:51 PM
Quote
The purple dragon doesn't add his force modifier or power attack to the damage
???
It means they cannot be jedis or sith It was suposed to be strenght modifier, fixed.

Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?
Put the blade at level 6, blinding burst at level 10, moved some other abilities up to make space. Area blindness whitout strings attached is very powerfull.

On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?

Check out the FAQ in the first post. This base classes aren't intended to be mixed one with the other, but I can't stop you from doing so if you feel like it. I'm not even sure how it would work out because of the "lose all racial modifiers" clause, but I'm pretty sure that there would be plenty of unexpected nasty combos possible.

On the other hand, I've got several half-something classes on the works (the half dragon's already out), and those are suposed to be mixed with the monster classes out of the bat to produce hybrids.

I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)
The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.

And an ability which I considered:
If I want a monster to bypass immunities, I do so (check out the medusa and joy stealer). Right now I don't believe the succubus needs it however.


Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.
I'm still not very sure how you want to represent that mechanically.


The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 09, 2010, 06:20:46 PM
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.
The text seems contradictory.
Quote
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.
Did you mean:
Quote
If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.

Quote
The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.
Normally clerics can spontaneously convert spells into cure/inflict spells of the same level. The ability lets them do this with spells which appear on their list of racial SLAs.

It's basically the same as the "spontaneous domain casting" ACF, except that replaces your ability to cure/inflict spontaneously. Which this should too. *changes*
EDIT: Accidentally clicked a :eh smiley
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 06:42:28 PM
The text seems contradictory.
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.

Quote
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.

Did you mean:
Quote
If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.
No, because that version doesn't allow you to jump straight to the big spell slots(skipping the small spell slots), and you end up severly behind normal spellcasters.

Check out the example provided.
It's basically the same as the "spontaneous domain casting" ACF, except that replaces your ability to cure/inflict spontaneously. Which this should too. *changes* :eh
It ends up stronger than it is now, and I really don't want that. Cleric is stronger than sorceror, so you need to pay something to be a viable cleric, in this case your domains.

The Fiendish Codex has one "upgraded" succubus that casts as a cleric, using Cha instead of Wis, but doesn't get domains. The fluff behind it's that the succubus is pulling an ur-priest, cheating the powers that are to get divine magic. It's what inspired me for that.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 09:07:25 PM
Blink Dog

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG28a.jpg)
[spoiler]

Hit Die: d10
LevelBABFortRefWillFeatures
1+1+2+2+0Dog body, Blink, +1 Dex, +1 Wis, Scent
2+2+3+3+0Dimension Door, +1 Dex, +1 Wis
Skills: 4+Int mod. Class skills are A Blinkdogs class skills are Hide, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: A blinkdog is proficient with its own natural weapons.

Features

Dog Body:
The Blink dog loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 40 foot, and a natural weapon bite attack dealing 1d6+1,5 Str modifier damage. Blink dogs have no limbs capable of fine manipulation.

A blink dog also gains a natural armor bonus equal to his Con modifier.

Blink: Blink dogs have the ability to travel to and from the ethereal plane for brief bursts of time, because of this blink dogs often appear to be winking in and out of existence. A blink dog can use blink as a spell like ability 4/day for each HD it possesses. Using this ability requires a move action. When a Blinkdog reaches 5 HD he can use this ability as a free action. The caster level for this effect is the blinkdog’s HD

Ability Increase: A blink dog gains +1 to Dex at 1st level, +1 to Dex at 2nd level, +1 to Wis at 1st and second level, for a total of +2 Dex and +2 Wis at second level.

Scent:
As the SRD ability.

Dimension Door: Blink dogs are masters of dimensional movement and can leap from one point to another in the blink of an eye. A blink dog can use Dimension Door as a spell-like ability 4/day for each HD it possesses, except that the range is equal to the Blink Dog's base speed, but you can take any remaining actions after blinking. Using this ability requires a move action. At 8 HD this ability can be used as a free action, but only 1/round.
 
[/spoiler]

Done by AustontheGreat1 from GITP

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 09, 2010, 09:18:53 PM
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.
That's... awkward. Spellcasters don't gain new spell slots when they level up so much as replace their old set.
Things are much easier with psionics, since you can just say that their racial levels stack for ML and maximum power level known.

I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three. Maybe for every two racial levels they can "upgrade" all their existing slots by one level?


EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide (http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm) powers.

They might or might not be able to make longer jumps a limited number of times per day.
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 09:22:54 PM
Hill Giant
(http://i39.tinypic.com/35lxpi9.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0 +0Hill Giant body, Powerful Build, Brute, Str+1, Con+1
2  +1 +3+0 +0 Brute Blow,  Str+1, Con+1
3  +2 +3+1 +1Pound Trough, Faster, Str+1, Con+1
4  +3 +4 +1+1 Growth, Throw Rock, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Swinging Blow, Trample, Str+1, Con+1
6  +4 +5 +2 +2  Wrecking Ball, Str+1, Con+1
7  +5 +5 +2 +2 Simple is Best, Overconfidence, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Jump, Listen and Spot.

Proficiencies: All simple and martial weapons and his own natural weapons, plus light and medium armor.

Features:
Hill Giant body: the Hill Giant loses all other racial bonuses, and gains giant traits (Mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

Ability score increase: a Hill Giant gains +1 Str and +1 Con at each level, for a total of +7 Str and +7 Con at 7th level.

Powerful Build: At first level, a Hill Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Brute: At 1st level, if your bull rush pushes an opponent into a wall or other solid object, he stops as normal.  However, your momentum crushes him against it, dealing 1d6 bludgeoning damage for every HD you have, plus your strength bonus. You also gain a bonus on bullrushes equal to your HD.

At 6 HD, you can bullrush multiple oponents in a single round as a fullround action, as long as they're all whitin your reach when you bullrush the first.

Brute Blow:  At second level, you know how to stagger your oponents with sheer force.  When you hit an opponent with a natural slam attack, a thrown boulder or an attack with a two handed weapon, your opponent must make a fortitude save with DC 10+1/2HD+Con mod or be able to just take a standard or move action on their next turn.

Pound Trough: At third level, you ignore difficult terrain, and you gain a bonus equal to your HD on Str checks to break objects. If you Pound Trough an object as part of a charge, you can keep charging as long as you have movement left.

At 6 HD you may Pound Trough magic fogs and similar non-force effects created by magic that would shape the battlefield.

At 12 HD you may Pound Trough force effects, with the Str break DC being equal to 10+CL of the effect.

Faster: Despite their rough bodies, Hill giants are faster than they look. At third level, you gain +5 to all your movement speeds for each 3 HD you have.

Growth: At fourth level, the Hill Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  

Most Hill Giants lead lives that are poor, nasty, brutish and short.  Those who do not meet an early demise continue to grow:
At 8HD, the Hill Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Hill Giant grows to Huge size and loses Powerful Build.
At 16HD, the Hill Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Hill Giant grows to Gargantuan size and loses Powerful Build.

Throw Rock:  At fourth level, the Hill Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be used as well, but they deal the same damage as a rock of same weight.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Swinging blow:  At fifth level, the Hill Giant can use the momentum of his own blows to move around. Whenever it makes an attack, it may make a 5-foot step as a free action.

Trample:  At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times its Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ creature’s HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Wrecking Ball:  At sixth level, the Hill giant may perform a bullrush as a free action against any trampled oponents.

In addition, if it hits an oponent with a thrown rock, it may initiate a bullrush as a free action against that oponent, using the rock's size category and its own stats for everything else.

Simple is Best: At seventh level, the Hill Giant doesn't much care for fancy weapons or armor, prefering a good piece of rock on a stick. Any non-magic weapon made of normal materials  wielded by the Hill Giant  (including rocks) gains an enanchment bonus to attack and damage rolls equal to 1/4 his HD, can strike incorporeal creatures whitout trouble, ignores half the DR and Hardness of targets it hits and can re-roll miss chances. If it is a simple weapon, it also deal damage as if they were two size categories larger. All this bonus disapear 1 round after the Hill Giant drops the weapon.

Overconfidence:  At seventh level, the Hill Giant has grown so big and strong that he starts to think nothing can hurt it. Whenever it fails any save, it may ignore the effects of the failed save for a number of rounds equal to 1/4 it's HD.[/spoiler]

Comments:
[spoiler]The Hill Giant is the most basic one, whitout any fancy powers or elemental abilities, so it gets several brute force abilities, focusing on hiting oponents hard, breaking trough stuff, throwing oponents around and eventually prefering big sticks to master crafted blades

[/spoiler]

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 09:31:39 PM
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.
That's... awkward. Spellcasters don't gain new spell slots when they level up so much as replace their old set.
That's  why it isn't crystal clear, but it's not that hard to check the spell slot diference between, say, a sorceror 3 and a sorceror 4.

Things are much easier with psionics, since you can just say that their racial levels stack for ML and maximum power level known.
My Mind flayer works that way. Kinda. Because each psion level gives more extra power points than the last level. So when my mind flayer takes one psion level he ends up with more PP than a 1st level psion.

I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.
Sorcerors deserve nicer things than wizards! :p

(in particular because the wizard can easily make up for less spells know by scribing some cheap stuff in his book, but for the sorceror, it's really a punch in the stomach being unable to learn the low level utility stuff).

Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?

Well, at this rate I guess I should make a bunch of tables. Luckily there's just like, 4 diferent progressions to care about (sorceror, wizard=druid, cleric, psion).

EDIT
EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide (http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm) powers.
Or just go play a shaddow hand swordsage.

Anyway, increased the number of uses of Blink and dimensional door so they can do their stuff better. In return lowered the initial Dex bonus, and put a limit on how far away you can "dimensional door".
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)
Added that they can act after dimensional door, but not that they cannot carry other creatures, since it's still limited per day, and well, blink dogs should be able to help allies move around since they have no hands and stuff.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 09:49:04 PM
Gynosphinx
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG233.jpg)
[spoiler]
Hit Die: d8
LevelBABFortRefWillFeatures
1+0+2+2+2Sphinx body, +1 Con, Lore
2+1+3+3+3+1 Wis, Rake, Minor Enigma
3+2+3+3+3+1 Str, Speed boost
4+3+4+4+4+1 Wis, Growth, Pounce
5+3+4+4+4+1 Con, Major Enigma
6+4+5+5+5+1 Wis, Flight
7+5+5+5+5+1 Wis, Speed boost
8+6/1+6+6+6+1 Wis, Symbolist
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft

Proficiencies: A gynosphinx is proficient only with it’s claws.

Features

Sphinx Body: At 1st level, the gynosphinx loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision). It’s a medium magical beast with a base speed of 30ft. The gynosphinx has 2 natural claw attacks, both dealing 1d4+Str mod damage. The Gynosphinx gets a Nat armor bonus equal to her Con modifier. Additionally, a gynosphinx that multiclasses with a spellcasting class can count her gynosphinx levels as levels of that class for determining CL, new spells per day and new spells known, but doesn't get spells for the gynosphinx levels themselves.

So for example, a gynosphynx 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but gynosphynx levels wouldn't count for it.

The gynosphinx can use her Wisdom score instead of her Int mod for Decipher Script, Knowledge and Spellcraft checks.

Lore: At 1st level, the Gynosphinx gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Gynosphinx adds half her HD and her Wisdom modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Rake: When in a grapple, the Gynosphinx can make another 2 claw attacks at its highest base attack bonus, dealing 1d6+1/2 Str mod damage.

Minor Enigma: At 2nd level, the Gynosphinx can use detect magic, read magic, see invisibility once a day per 2 HD it has, and comprehend languages and locate object once a day per 4 HD it has as SLAs .

Speed Boost: At 3rd level, the Gynosphinx gains +10 base land speed. It gains another 10ft at 7th level.

Growth: At 4th level, the Gynosphinx grows to Large size. Her claws now deal 1d6+Str mod damage.

Pounce: At 4th level, the Gynosphinx can make a full attack at the end of a charge.

Major Enigma: At 5th level, the Gynosphinx can cast dispel magic 1/ day for every 2 HD, and remove curse, legend lore, clairaudience/clairvoyance once a day per 5HD it has as SLAs. DC=10+1/2HD+Wis modifier.

At 11 HD the dispel magic upgrades to Greater Dispel Magic.

Flight: At 6th level, the Gynosphinx can fly at a speed of 5ft per HD it has. She has poor manoeuvrability.

Symbolist: At 8th level, the Gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning each once a week per 6HD it has as SLAs. DC=12+1/2HD+Wis modifier.
[/spoiler]

Done by Volthawk from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 09, 2010, 10:20:14 PM
I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.
Sorcerors deserve nicer things than wizards! :p
No, I mean normally a sorcerer gains three spell slots when a wizard gains one. So you can't just give all spellcasters 1 bonus spell slot since that favours wizards.

Quote
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 09, 2010, 10:34:24 PM
Quote
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.


But then you don't learn higer level spells. Also I don't really like messing with non-standard progressions.

Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 09, 2010, 11:39:02 PM
Quote
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.


But then you don't learn higer level spells. Also I don't really like messing with non-standard progressions.

Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.
You might want to note that the bonus spell slots are cumulative.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 12:40:05 AM
Lich
(http://www.rederpg.com.br/portal/uploads/img48151b54250cf.jpg)
(http://www.dadomestre.com.br/wp-content/uploads/2009/06/d_d4th__lich_by_udoncrew.jpg)

[spoiler]Prerequisites
To become a lich, the character must meet the following requirements

Feats: Craft wondrous item
Spells: Able to cast Spells and caster level 11 or higher.
Special: Must create a Phylactery. See page 168 of the monster manual for the requirements a lich must meet to construct its phylactery.
HD:d12
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+2
Fell magic, Dark touch, Undying body
2nd
+1
+0
+0
+3
Dark refuge, Fell defense, Undying terror, Improved dark touch, Dark Mind
Skills: 2+int mod. A lich has no class skills

Proficiencies: A Lich gains proficiency with their dark touch

Features:

Undying Body:
Unlike other monster classes, the Lich doesn't lose his racial ability modifiers, but he does gain undead traits:[spoiler]* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Liches don't need to breath, eat, or sleep. However, a Lich may do any of the three if desired.[/spoiler]
In addition, a lich gains a natural armor bonus equal to the ability bonus they use for spellcasting and all current and future hit dice become d12s

Fell Magic:
An lich who takes further levels in a spellcasting class can count his lich levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a lich 2 wizard 11 who took another level of wizard could choose to have CL 14, get 1 6th level spell slot, and 1 7th level slot. He wouldn't get the spell slots of a wizard 12 however.

Dark Touch:
A lich gains a touch attack that deals damage equal to 1d8+ the lich's ability bonus of the ability score it's spellcasting is based on. A lich with multiple spellcasting classes uses the class with the highest ability bonus.

Dark Refuge:
At second level, a lich Gains the ability to retreat into their phylactery when their body is destroyed. While in it's phylactery, a lich can see and hear out to a radius of 120ft but cannot take any actions. After 1d10 days, the lich will form a new body near its phylactery that is identical to its previous form.

Fell Defense:
At second level, the unholy magic that animates the lich begins to ward off certain attacks. They gain electricity resistance, cold resistance, and a bonus on saves against polymorphing equal to their hit dice. They also gain  DR/magic and bludgeoning equal to half their HD.

Undying Terror:
A second level lich gains an aura of fear that effects any enemies in a 5ft per HD radius. Any enemy inside that radius must make a will save (DC10+1/2HD+the lich's spellcasting ability modifier) or be shaken for 1 round per HD of the lich. If the creature has fewer than half the liches HD(rounded down), then the creature becomes panicked instead and is still shaken for 1 round on a successful saving throw. A creature that makes a successful saving throw is immune to this ability for 24 hours. This can affect even creatures normally immune to fear, but they gain a +5 bonus on their saves. The lich may produce a smaller radius than maximum if it wishes so, to a minimum of 5 feets.

Improved Dark Touch: Any creature hit by the dark touch of a second level lich must make a fortitude saving throw(DC10+1/2HD+spellcasting ability mod) or become paralyzed. This paralysis last until removed, either by a remove paralysis spell or magic that can remove a curse. The paralyzed creature appears dead but a DC20 spot check or a DC15 heal check will reveal the creature is still alive

Dark Mind:
At 2nd level the Lich gains an extra +2 to a mental ability score of its choice.
[/spoiler]

Comments
[spoiler]When making the lich it took a while to decide how to handle the spellcasting. In the end I went with the same method used for other monsters designed to multiclass into spellcasting classes. I also made their fear aura more useful, so it can affect creatures above 6HD.[/spoiler]

Contributed by Crafty Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:12:40 AM
Nerra
(http://www.wizards.com/dnd/images/ff_gallery/50087.jpg)

[spoiler]HD: d8
LevelBABFortRefWillFeatures
1   +1   +0   +2   +2   Man in the Mirror, Mirror Sheath, Shard Blade
2   +2   +0   +3   +3   Mirror Magic Initiate, Shard Spray, Dex +1
3   +3   +1   +3   +3   Reflective Spell Resistance, Mirror Jump, Cha +1
4   +4   +1   +4   +4   Mirror Magic, Dex +1
5   +5   +1   +4   +4   Greater Shard Spray, Dex +1, Cha +1
6   +6/+1   +2   +5   +5   Mirror Magic Master, Dex +1
Class Skills (6+ Int Modifier): Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Sleigh of Hand, Spot, Tumble, Use Magic Device.

Proficiencies: Nerra are proficient with simple and martial weapons and with light and medium armor.

Man in the Mirror: A Nerra loses all other racial bonus and gains outsider traits (basically darkvision 60 feet). It is a medium sized outsider with base land speed of 30 feet, resistance to cold, electricity and fire equal to his HD and vulnerability to sound.

In addition, the Nerra gains a Natural Armor bonus equal to his charisma modifier.

Mirror Sheath (Su): The Nerra has a special extradimensional storage space that he can access through any mirror or reflective surface (including his own skin), this storage space can hold up to 5 pounds per HD.

Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.

As the Nerra grows in power, so does the shard blade. At 4th level it gains a +1 enhancement bonus on attack and damage rolls, this enhancement bonus increases by +1 every 4 HD thereafter (+2 at 8 HD, 3 at 12 HD, etc). At 7th level it gains the Keen property, and at 10th level it gains the Wounding property.

If the shard blade leaves the Nerra’s possession it vanishes one round later, if the blade is lost or destroyed the Nerra can recreate it in his hand as a move action.

Mirror Magic Initiate (Sp): A Nerra is a master of deception and magic that tricks the sight comes naturally to him. When applicable, the save DCs for these spell-like abilities is 10+1/2 HD+ Cha modifier, with a caster level equal to his HD.

The Nerra can use Disguise Self once per day per character level and Mirror Image once per day per two character levels.

Shard Spray (Su): Starting at 2nd level, once per day per character level, the Nerra can release a shower of sharp glass from his hand. The shard spray is a ranged attack with a range of 30 feet, plus 10 feet per character level past second and deals 1d4 points of slashing damage per HD. In addition, wounds caused by the shard spray bleed for an additional 1 damage per round until it is stopped by either a DC 10 Heal check or by any Cure spell. Periodic damage from multiple shard sprays stacks.

At 5th level the shard spray grows in strength. Its damage increases to 1d6 and the periodic damage increases to 2. The Nerra can also use his shard spray as a cone attack with a range equal to half the range of the targeted attack, dealing 1d6 points of damage per two HD.

Ability Score Increase: The Nerra gains +1 to Dexterity at levels, 2, 4, 5 and 6, and gains +1 to Charisma at levels 3 and 5.

Reflective Spell Resistance (Sp): At 3rd level, the Nerra gains spell resistance 12+HD, any time a targeted spell fails to pierce this resistance it is reflected back at the caster, who becomes either the spell’s target or point of origin. The Nerra also becomes immune to gaze attacks, and all such attacks are reflected back to the origin.

Mirror Jump (Su): At 3rd level the Nerra may travel short or long distances through the plane of mirrors. As a standard action, by touching a mirror or another reflective surface (clear glass, still water or shiny metal), he can enter the plane of mirrors and instantly exit through any other mirror within 20 feet per HD. If no mirror is avaiable in range, the Nerra becomes stuck in the mirror plane until he can find a mirror to cross through.

Starting at 13 level, this ability can be used to cross long distances, as per the Shadow Walk spell, with a caster level equal to the Nerra's HD. This transport must begin and end at a mirror. This function of Mirror Jump can be used once per day per four HD.

Mirror Magic Adept (Sp): The Nerra can use Invisibility and Misdirection once per day per HD.

Mirror Magic Master (Sp): The Nerra can use Mislead and False Vision once per day per two HD. [/SPOILER]

Comments:
[SPOILER]So yes. This is meant to fill in for the Varoot, Kalareem and Sillit. The mirror people have some fun things going for them.

Out of the box the nerra is a finesse warrior with several skills useful in social scenarios. Mirror sheath is a useful little thing I added so the first level didn't resume to "skill points, resistances and a weapon". Fortitude saves were left low because there was already plenty of high "basic stats" (BAB, Ref, will and skills).

Shard spray deals slashing damage and is subject to damage reduction, following similar rules to those presented in Complete Psionic regarding powers such as Crystal Shard.

The spell-like abilities are very good for combat and social scenarios. Invisibility and Misdirection are not in the original monster, but I needed something for level 4 since Mislead and False Vision are both 5th level spells. These two are pretty much just weaker versions of those two spells, so not a big stretch.

Dexterity and Charisma increases round up the Nerra. These are the two ability scores that figure most prominently between the three basic monsters.

So, there you have the Nerra. Good followups would be rogue and other  sneaky classes I presume.

And indeed, Shard Blade can give free EWP with any one exotic slashing weapon. Luckly, the Spiked Chain isn't a slashing weapon. Heh.[/SPOILER]

Done by Draken from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:20:42 AM
Half-fiend
(http://i735.photobucket.com/albums/ww351/Bromomancer/HalfFiendEpicShadowcaster.jpg)
[spoiler]Prerequisites

To become a Half-Fiend, the character must meet the following requirements
-Must have an ancestor who was an outsider native to the lower planes

OR

Skills: Knowledge(the planes):8 ranks
Alignment: any non-good
Special: Must drink fiend blood in a special ritual

HD:d8
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+2
Tainted body, Smite good, Lesser fiendish magic, +1 Con
2nd
+1
+0
+3
+3
Tainted Soul,Wings, +1 dex, Intermediate Fiendish magic
3rd
+2
+0
+3
+3
Tainted Hide, Greater fiendish magic, +1str, +1int
Skills: 4+int mod. Class skills are bluff, hide, intimidate, listen, knowledge(arcana) knowledge(the planes), move silently, sense motive, spellcraft, and spot

Proficiencies: A Half-fiend gains proficiency with their own natural wepons

Features:

Tainted body:
Unlike other monster classes, the Half-fiend doesn't lose its racial ability modifiers, but he does gain native outsider traits.

The half-fiend gains two claw attacks dealing 1d4+Str damage each and a bite attack dealing 1d6+1/2 Str damage. Those are the values for a medium sized half-fiend, and should be adjusted to half-fiends of other size by the standard die size changes.

The half fiend also gains a +1 bonus to natural armor(stacking with any previous natural armor bonus they had) and gain a bonus on saves against poison equal to her HD.

Smite good:
A number of times per day equal to 1+1/5HD, a Half fiend can make a normal melee attack that deals extra damage equal to its HD against a good foe.

Fiendish magic:
A half-fiend gains spell like abilities. the abilities gained, requirements, and uses per day are shown below. Save DCs are 10+1/2HD+charisma modifier
HD RequiredFeindish Magic RequiredSpellUses per day
1lesserDarkness1/HD
3lesserDesecrate1/2HD
5lesserUnholy Blight1/2HD
7lesserpoison1/HD
9intermediateContagion1/HD
11intermediateBlasphemy1/2HD
13intermediateUnhallow1/4HD
13GreaterUnholy Aura1/2HD
15GreaterHorrid Wilting1/4HD
17GreaterSummon MosterIX1/4HD
19GreaterDestruction1/4HD
If they multiclasses for an arcane/divince class they can count its Half-fiend levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Half-fiend 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. it wouldn't get the spell knowns and spell slots of a sorceror 3 however. They would get the familiar ability, but half-fiend levels wouldn't count for it

Ability Increase:
The Half-fiend gains +1 to Con at first level, +1 to Dex at second level and +1 to Str and Int at 3rd level, for a total of +1 Con, +1 Dex, +1 Str, +1 Int at 3rd level.

Tainted soul: A second level Half-fiend gains spell resistance equal to 15+HD.

Wings: A half fiend at gains wings that allow it to fly at its land speed with average manueverabilty

Tainted Hide: At third level, the Half-fiend's hide becomes supernaturally resilient. he gains damage reduction/magic equal to half his HD and resistance to acid, cold, fire and electricity equal to half its HD
[/spoiler]
Comments
[spoiler]The main challenge with the half-fiend class was making the levels balanced. I made the spell-like abilities dependent on both half-fiend levels and total HD[/spoiler]

Done by Crafty Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:34:44 AM
Half-celestial
(http://sonsofisis.files.wordpress.com/2009/11/serra_angel_greg_staples.jpg)
[spoiler]Prerequisites

to become a Half-celestial, the character must meet the following requirements
Must have an ancestor who was an outsider native to the upper planes

OR

Skills: Knowledge(the planes):8 ranks
Alignment: any non-evil
Special: Must drink celestial blood in a special ritual
HD:d8
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+2
Angelic body, Smite evil, Lesser celestial magic, +1 Con
2nd
+1
+0
+3
+3
Angelic Soul,Wings, +1 Wis, Intermediate celestial magic
3rd
+2
+1
+3
+3
Angelic skin, Greater celestial magic, +1 Str, +1 Cha
Skills: 4+int mod. Class skills are diplomancy, intimidate, listen, knowledge(arcana) knowledge(the planes), knowledge(religion), perform, sense motive, spellcraft, spot

Proficiencies: A Half-celestial gains no proficiencies

Features:

Angelic body:
Unlike other monster classes, the Half-celestial doesn't lose its racial ability modifiers, but she does gain native outsider traits.

The half-celestial also gains a +1 bonus to natural armor(stacking with any previous natural armor bonus) and a bonus on saves against diseases equal to half her HD.

Smite evil: A number of times per day equal to 1+1/5HD, a Half-celestial can make a normal melee attack that deals extra damage equal to its HD against a evil foe

Celestial magic:
A half-celestial gains spell like abilities. the abilities gained, requirements, and uses per day are shown below. Save DCs are 10+1/2HD+charisma modifier
HD RequiredCelestial Magic RequiredSpellUses per day
1lesserDaylight, Detect Evil1/HD
3lesserAid1/2HD
5lesserHoly Smite1/2HD
7lesserNeutralize Poison, Cure Serious Wounds1/HD
9intermediateRemove Disease1/HD
11intermediateHoly Word1/2HD
13intermediateHallow1/4HD
13GreaterHoly Aura1/2HD
15GreaterMass Charm Monster1/4HD
17GreaterSummon MosterIX1/4HD
19GreaterResurrection1/6HD
If they multiclasses for an arcane/divince class they can count its Half-celestial levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Half-celestial 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. it wouldn't get the spell knowns and spell slots of a sorceror 3 however. They would get the familiar ability, but half-celestial levels wouldn't count for it.

Ability Increase:
The Half-Celestial gains +1 Con at first level, +1 Wis at second level and +1 to Str and Cha at 3rd level, for a total of +1 Con, +1 Wis, +1 Str, +1 Cha at third level.


Angelic soul:
At second level Half-celestial gains spell resistance equal to 15+HD.

Wings:
A half-celestial gains wings that allow it to fly at twice its land speed with good manueverabilty

Angelic skin:
At third level, the Half-celestial's hide becomes supernaturally resilient. he gains damage reduction/magic equal to half her HD and resistance to acid, cold, fire and electricity equal to half her HD.
[/spoiler]
Comments
[spoiler]Well, this class wasn't hard. I just retooled the half fiend class with different abilities. I decreased the uses of their capstone spell-like ability, since ressurection normally has an expensive material component[/spoiler]

Done by Crafty Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:42:31 AM
Firbolg
(http://i4.photobucket.com/albums/y147/jan_sobieskiii/mitologia/fir-bolg.gif)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0 +0Firbolg body, Wilderness initiate.
2  +1 +3+0 +0 Powerfull build,  Str+1, Con+1
3  +2 +3+1 +1  Wilderness link,  Str+1, Con+1
4  +3 +4 +1+1 Growth, Str+1, Con+1
5  +3 +4 +1 +1 Wilderness adept, Str+1, Con+1
6 +4+4+2+2Fast Healing, Str+1, Con+1
7 +5+4+2+2Throw Rock, Smart Catch, str+1, con+1
8 +6+5+2+2Trample, Wilderness Specialist, Str+1, Con+1
9 +6+5+3+3Wilderness companion, Str+1, Con+1
10+7+6+3+3Wilderness Master, Str+1, Con+1
11+8+6+3+3Eternal Watcher, Str +1, Con+1
12+9+7+4+4Wilderness Lord, Str+1, Con+1

Skills: 4+int modifier per level
, quadruple at first level. Class skills are Climb, Jump, Listen, swim, handle animal, knowledge(nature, dungeonoring), diplomacy, bluff, hide, move silently, craft(any), profession(any), swim,  and Spot

Proficiencies:
All simple and martial weapons and light armor.

Features:
Firbolg body: the Firbolg loses all other racial bonuses, and gains giant traits (Mainly low light vision), a base speed of 30 foot and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

Wilderness initiate:
The firbolg have a deep connection with nature wich grants them natural magic powers. This grants him some SLAs he  may choose to use as swift actions a certain number of times per day. Save DCs are 10+1/2HD+Wis modifier.

At 1st level the available SLAs are ghost sound, silent image and detect magic 2/day for each HD. He can also choose to keep concentration of the silent image with a swift action.

In adition, if the firbolg multiclasses into a  casting class, he can choose to count his firbolg levels for purposes of CL and learning new spells and gaining new spell slots. Firbolg levels don't count for any other class ability.

So for example a firbolg 2/druid 1 he could choose to gain one 2nd level spell slot instead of one 1st level spell slots and three zero level slots.


Ability score increase: a Firbolg gains +1 Str and +1 Con for each level in this class except the first.

Powerful Build: At first level, a Firbolg gains Powerful Build.  The physical stature of firbolgs lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the firbolg is treated as one size larger if doing so is advantageous to him. A firbolg is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A firbolg can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Wilderness link:
The firbolg can now use the SLAs alter self, know direction and ventricolism 1/day as a swift action for each HD it has.


Growth: At fourth level, the Firbolg finishes growing to large size but loses Powerful Build. His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

Firbolgs keep growing as they age, altough the oldest individuals normaly retreat into specially secluded areas are thus rarely seen.

At 8HD, the Firbolg reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Firbolg grows to Huge size and loses Powerful Build.
At 16HD, the Firbolg reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Firbolg grows to Gargantuan size and loses Powerful Build.



Wilderness adept:The firbolg can now use the SLAs displacement, major image and whispering wind as SLAs 1/day for each 2HD it has.


Fast healig:
Equal to 1/2 of the HD of the firbolg, rounded down.

Throw Rock:  The Firbolg may begin throwing boulders or other large objects.  A firbolg of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge Firbolg can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan firbolg can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.

Smart Catch:  A firbolg that would normally be hit by any projectile (not only rocks) can make a Reflex save to catch it as a free action. The DC is 15 for a Small projectile, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The firbolg must be ready for and aware of the attack in order to make a smart catching attempt.

Trample: The Firbolg can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Firbolg merely has to move over the opponents in its path; any creature whose space is completely covered by the Firbolg's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (2d6 damage + 1½ times its Str modifier, increase the die size if the firbolg also increases his size).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the firbolg’s trample attack is 10 + ½ creature’s HD + firbolg’s Str modifier. The firbolg can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Wilderness Specialist:
The firbolg can now use the SLAs Hallucinatory terrain, Shaddow conjuration and reduce person as SLAs 1/day for each 4HD it has. In adition, his reduce person SLA can affect any creature, not just humanoids.

Wilderness companion:
As the druid ability, except that the firbolg may replace it with a 10min ritual and it gains a bonus to AC, attack and damage rolls and saves equal to the Firbolg's Wis modifier. The firbolg is still expected to treat his animal companion with respect, and if he willingly sends it to his death (like ordering him to pass trough a traped tunnel or sacrificing it for some ritual), the firbolg must receive an atonement spell before being able to summon a new animal companion. Death in combat is considered honorable as long as the firbolg fighted at his animal companion's side. Druid levels stack with this ability.

Wilderness Master:The Firbolg can now use the SLAs feeblemind, persistent image and shaddow evocation as SLAs 1/day for each 4HD it has.

Eternal Watcher:
The firbolg gains an extra swift action per turn and may catch any number of projectiles per turn with his Smart Catch ability, altough each projectile beyond the first has his DC increased by +2, cumulative.


Wilderness Lord:
The firbolg can now use the SLAs animal growth, mislead and veil as SLAs 1/day for each 4 HD it has.

[/spoiler]

Comments:
[spoiler]
The firbolg is a more obscure giant, wich curiously fits right on with their fluff of being giants who like to live in isolation and keep contact with other races and species at minimum.

They're suposed to at the same time having a deep connection with nature and a big love for trickery, thus all the wilderness magic stuff. Do notice he can use ALL his class SLAs as swift actions wich allow him to use his tricks while unleashing the pain in melee.

Kinda running out of ideas for the higher levels so gave him an animal companion since he's pictured with a big badass bear and extra swift action to help using the SLAs.

He gets solid skills and a whooping +11 to Str and Con, altough he only has one good save and medium Bab. Also no natural slam attack. He does gets a small fast healing.

The end result is a powerfull gish wich uses a variety of illusion powers to slow down his oponents while either crushing them in melee or at ranged with rocks.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:48:56 AM
Pixie
(http://i134.photobucket.com/albums/q108/marj69/Anime/705-Redfruit.png)(http://gurpsnet.sjgames.com/Archive/Magic/Rituals/IMG00004.GIF)

[spoiler]

HD:d6
LevelBABFortRefWillFeature
1+0+0+2+2Pixie Body, Pixie Initiate, Fey Senses, Cha+2, Dex+2, Str-2
2+1+0+2+3Sprite Skin, Fey Blood, Int+1
3+1+1+3+3Pixie Adept, Cha+1, Dex+1
4+2+1+4+4Pixie Finesse, Int+1
5+2+1+4+4Irresistible Dance, Pixie Mage, Cha+1, Dex+1
Skills:6+Int modifier per level, Class skills are Bluff, Concentration, Diplomacy, Escape Artist, Hide, Listen, Move Silently, Sense Motive, Search, Slight of Hand, Spot and Tumble.

Proficiencies: A pixie is proficient with all simple weapons, and with the short sword, shortbow and longbow.

Features:

Pixie Body: A pixie loses all other racial bonus and gains fey traits (basically low light vision). It is a small sized fey with base speed of 20 feet.

Pixie Initiate: A pixie becomes adept at casting several spell-like abilities. At level one, a pixie can cast the following SLA's. All SLA save DC's are equal to 10+1/2HD+Cha mod.

Charm Person 1/day per HD. (Upgraded to Charm Monster at 7 HD)
Entangle 1/day per HD.
Sleep 1/day per HD.
Reduce or Enlarge Person 1/day per HD. (Self only)

A pixie's sleep SLA is unique, in that it does not have a HD cap. Instead, it can affect a number of HD equal to the pixie's HD, plus her Cha modifier. In addition, as a full round action, a pixie may fire one sleep arrow from a bow. This sleep arrow uses up one of her daily uses of the sleep SLA, but if it hits, the save DC is raised by half of the pixie's HD.


Fey Senses:
At first level, a pixie gains a bonus to all Listen, Spot, and Search checks equal to her HD.


Ability Changes: A pixie gains Cha +2 at level 1, and +1 at levels 3 and 5, Int +1 at levels 2 and 4,  Dex +2 at level 1, and +1 at levels 3 and 5, and Str -2 at level one.


Fey Blood: At 2nd level a pixie receives spells known and spells per day as a as a sorceror of 2/3 her level, but she has CL equal to her HD.
 In addition, spells from the Air, Healing, and Plant domains are treated as being on the pixie's spell list, but the necromancy school is treated as a barred school, and the pixie may never gain a familiar, even if she multi-classes into a sorcerer.

If she multiclasses as a sorceror, the casting stacks.

Pixie level Sorceror casting
1-
21
32
42
53

If a pixie takes a casting prc, it may choose to advance his casting as that of a sorceror. So a pixie 5/loremaster 10 would cast as a 13th level sorceror.


Sprite Skin: At second level, a pixie gains DR/cold iron equal to half her HD, and Spell Resistance equal to 11 + HD.

Pixie Adept: At third level, a pixie is able to cast more spells as SLA's.

Lesser Confusion 1/day per HD. (Upgraded to Confusion at 7 HD)
Detect Good, Evil, Law, Chaos or Thoughts 2/day per HD.
Invisibility 1/day per 2 HD. (Upgraded to Greater Invisibility at 7 HD)

Pixie Finesse: At fourth level, a pixie adds her Charisma modifier as a dodge bonus to her AC and gains the feat Weapon Finesse. She also gains a fly speed of 60 feet (Good). Her maneuverability increases to perfect at level 5.

Irresistible Dance: At fifth level, a pixie may cast irresistible dance 1/day per 5 HD.

Pixie Mage: At fifth level, a pixie is able to cast even more SLA's.

Dispel Magic 1/day per 2 HD.
Suggestion 1/day per HD.
Hold Person 1/day per HD. (Upgrade to Hold Monster at 9 HD)
[/spoiler]

Comments:
[spoiler]
The pixie was a hard one due to it's horrible weakness in some areas (SLA's and combat), and amazing abilities in other areas (Permanent Greater Invisibility, and Irresistible Dance). I tried to flavor the pixie as more of a spellcaster, with some rogue elements. A few nice SLA's, some defensive abilities, and casting as a dragon will make this class viable, without making it overpowered.

Oslecamo's comments:
Aranii takes a quite interesting aproach to the pixie, of the the magic trickster instead of invisible hunter the normal pixie is used for. Dragon casting backed up by powerfull SLAs and excellent skills allows for a versatile support character and skillmonkey hybrid.

The paragon path allows the pixie to focus on her manipulation part, in particular ignoring immunity to mind affecting, making a fully focused enchanter a viable character.

[/spoiler]

Pixie Paragon

(http://th01.deviantart.com/fs32/300W/f/2008/210/a/5/Night_Fairy_by_namesjames.jpg)

[spoiler]
Prerequisites: Pixie level 5

HD:d6
LevelBABFortRefWillFeature
1+0+0+2+2Improved Sprite Skin, Combat Charming, Cha+1, Dex+1
2+1+0+2+3Improved Spell-Like Abilities
3+1+1+3+3Improved Pixie Finesse, Pixie Enchantress, Cha+1, Dex+1
Skills:6+Int modifier per level, Class skills are Bluff, Concentration, Diplomacy, Escape Artist, Hide, Listen, Move Silently, Sense Motive, Search, Slight of Hand, Spot and Tumble.

Improved Sprite Skin: At first level, a pixie paragon becomes more resilient to attacks. For purposes of determining her DR, her HD is treated as 4 higher. (Giving an effective +2 bonus to her DR)

Combat Charming:
At first level, a pixie paragon becomes more adept at charming enemies during combat. When she casts an spell or SLA from the (Charm) subschool, the target does not receive a +5 bonus on it's save if it is being threatened by you or your allies. In addition, the DC of all enchantment spells and SLAs cast by the pixie paragon is increased by 1. This ability stacks with other effects that increase the DC of enchantment spells.

Ability Increases: At levels 1 and 3, a pixie paragon's Charisma and Dexterity scores increase by 1.

Improved Spell-Like Abilities: At second level, a pixie paragon becomes able to improve her normal spell-like abilities, and to cast additional ones. She is able to cast the following SLAs.

Crushing Despair 1/day per HD
Mass Charm Person 1/day per 2 HD. (Upgraded to Mass Charm Monster at 15 HD)
Her Dispel Magic SLA is upgraded to Greater Dispel Magic at 11 HD.
Her Suggestion SLA is upgraded to Mass Suggestion at 11 HD.
She gains a permanent speak with animals effect, as the spell.
She is able to use tongues, as the spell, a number of rounds per day equal to her HD x 10. Activating this ability requires a swift action, and deactivating it requires a free action.

Improved Pixie Finesse: At third level, a pixie paragon improves her skill of avoiding attacks. She adds half of her Cha modifier to all saving throws, and gains evasion, as a rogue.

Pixie Enchantress: At third level, a pixie paragon becomes able to affect creatures with its abilities that it normally wouldn't be able to. Any intelligent creature that would normally be unaffected by mind-affecting effects can now be targeted by mind-affecting spells and SLA's from the pixie paragon. The creature receives a +5 bonus on its save. Any creature that is normally immune to magical sleep can also be affected the the pixie's sleep SLA, though it receives a +5 bonus on its save.[/spoiler]

Done by Aranii from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:53:11 AM
Stone Giant
(http://i48.tinypic.com/332cxsz.jpg)

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2 +0 +0  Stone Giant body, Powerful Build, Powerfull Throw, Str+1, Con+1
2  +1 +3 +0 +0  Brutal Throw, Powerfull Balance, Str+1, Con+1
3  +2 +3 +1 +1  Mountain Weapon, Str+1, Con+1
4  +3 +4 +1 +1  Growth, Throw Stone, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Trample, Avalanche Throw, Str+1, Con+1
6  +4 +5 +2 +2  Soul of Stone, Crushing Weapon, Str+1, Con+1
7  +5 +5 +2 +2  Rolling Stones, Impact, Str+1, Con+1
8  +6 +6 +2 +2  Living Mountain, Meteor Gamble, Str+1, Con+1

Skills: 2+int modifier per level,
quadruple at first level. Class skills are Climb, Jump, Intimidate, Listen and Spot.

Proficiencies:
All simple and martial weapons and his own natural weapons, plus light and medium armor.

Features:
Stone Giant body: The Stone Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), Darkvision 60', a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  He gets a racial bonus to his Hide skill when in any terrain featuring rough hewn rock, equal to his HD.  Lastly, he gains natural armor equal to his Con bonus.

Ability score increase: a Stone Giant gains +1 Str and +1 Con for each level in this class.  By eighth level, a Stone Giant has +8 Str and +8 con.

Powerful Build: At first level, a Stone Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Powerfull Throw: The Stone Giant may use his Str modifier for to-hit rolls with thrown weapons.

Brutal Throw: At second level, the Stone Giant can quickly hurl a projectile after another. When the stone giant performs a full attack with thrown weapons, he may make an extra attack at his highest attack bonus. If the Stone Giant uses a thrown weapon with both hands, he may add 1,5 times his Str modifier to the damage. In addition, the Stone Giant can combine power attack with thrown weapons.

Powerfull balance:  At second level, the Stone Giant learns how to use his powerfull frame to get trough landslides and the roughest natural hazards. He may add his Con modifier for Balance checks and reflex saves.

Mountain Weapon: At third level, the Stone giant can slam his fist on a piece of rock as a move action, pulling a piece of it a large fragment that forms a crude, yet effective weapon. It's stats are the same as a single melee weapon the Stone Giant is proficient with, chosen when created, it's masterwork, and starting at 4 HD gains an enachment to attack and damage rolls bonus equal to 1/4 the Stone giant's HD. The Stone weapon is only good for two blows per HD untill it crumbles into pieces, it's too heavy and rough for anyone else to use it, and has no market value. The Stone Giant may create as many as he wishes, but he can carry two at a time due to their massive load. They count as magic for bypassing DR and hiting incorporeal creatures.

The Stone Giant can initiate a bullrush as a free action whitout provoking attacks of oportunity whenever he hits an oponent with his Mountain Weapon.

Growth: At fourth level, the Stone Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The Giant continues to grow throughout his life:
At 8HD, the Stone Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Stone Giant grows to Huge size and loses Powerful Build.
At 16HD, the Stone Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Stone Giant grows to Gargantuan size and loses Powerful Build.

Throw Stone:  At fourth level, the Stone Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Trample:  At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times his Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ Giant's HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Avalanche Throw: At  At fifth level, as an attack action, the Stone Giant may grab an oponent and throw it against another oponent. It must hit the oponent with a sucessfull touch attack, suceed on a Str check against the oponent (apply Size modifiers as normal, but an oponent on fire takes a -4 penalty on this check), and if it suceeds it can fling that oponent against another target, counting it as a Rock of the same size for damage, racial bonus and range purposes. Regardless of hiting or missing, the flinged oponent takes falling damage as apropriate, even if it could normally fly. A reflex save DC 10+1/2HD+Str mod halves this falling damage.

In adition, the Stone Giant may start a bullrush as a free action when it hits an oponent with a thrown attack, whetever it's with a weapon or hapless enemy. Use the Stone giant's stats as if he was in melee.

Soul of Stone:  At sixth level, the Stone Giant can talk to the earth, and it answers.  He may use  Stone Shape as a SLA 1/day for every 3 HD he has.

At 9 HD, he may use Transmute Rock to Mud and Transmute Mud to Rock 1/day for every 4 HD he has.
At 12 HD, he may use Stoneskin and Stone Tell 1/day for every 5 HD he has.
At 15 HD, he may use can cast Earthquake 1/day for every 6 HD he has.
At 18 HD, he may use Summon Elemental Swarm 1/day for every 9 HD he has, but only for earth elementals.

A Stone Giant who multiclasses into an arcane caster class can count his Stone Giant levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and getting new spell slots/power points. However, he does not retroactively gain spell slots or new spells for caster levels he did not take, nor does he add his Stone Giant level to his character level for the purpose of class features, such as familiars.  

Crushing Weapon: at sixth level, the Stone giant's Mountain weapon ignores DR and hardness from it's targets, and can strike ethereal creatures whitout any miss chance. In adition, whenever it lands a blow, the Stone giant may apply extra pressure, shattering the weapon instantly but forcing the oponent to make a Fort Save with DC=10+1/2HD+Str modifier or be stunned.

At 10 HD this ability ignores any immunity to stun, but oponents with such immunity gain a +5 bonus on their saves.

Rolling Stones:At seventh level, as a standard action, the Stone Giant may throw a rock in a straight path instead of an arc, affecting all on a line with 20 feet per HD and width equal to the size of the thrown rock. Oponents on the area of effect are automatically hit, but allowed a reflex save with DC 10+1/2 HD+Str mod for half damage.

If there's an unatended inanimate object on the path, the thrown rock ignores it's hardness and deals double damage. If it's enough to destroy the object, the rock continues trough at full strenght.

Impact: At seventh level, oponents hit by a Stone Giant's thrown rocks/creatures must make a reflex save with DC 10+1/2HD+Str mod or lose their next move action as they're too busy recovering themselves from the extreme impact. In addition thrown stones from the Stone Giant now receive an enanchment bonus to attack and damage rolls equal to 1/4 HD, and count as magic for bypassing DR and hiting incorporeal creatures.

Living Mountain:  At eighth level, the Stone Giant's body is so roughed and hard that if he stands still, he can pass for a piece of rock. It takes a sucessfull Spot or search check with DC 10+HD+Con modifier to notice it's actually a Stone Giant, as long as he doesn't take any actions.

Meteor Gamble:
At eight level, a number of times per day equal to his Con modifier, as a fullround action, the Stone Giant can throw a rock or any other weapon, and immediatily jump on it, leting it carry him trough the air, before both crashing over an oponent!

Treat this as a thrown attack, except that it deals double the normal damage, it affects an area equal to the Stone Giant's area, oponents inside that area are automatically hit (reflex save with DC 10+1/2HD+Con mod for half), and those failing their saves are dazed for 1 round. The Stone Giant ends on the area of impact, but takes no damage at all from the whole process.

[/spoiler]

Comments:[spoiler]
The stone giants are suposed to be nicier of giants. Wich means instead of crushing you under their foot, they prefer to throw rocks at each other. But their failed shots can easily hit innocent a passer-by.

So I decided to focus on the whole rock-throwing thingy, plus allowing them to bash oponents with random slabs of rock. The Stone Giant also has a natural knack for magic on top of the other giants, wich makes caster a possibility.

The capstone combines the best of both worlds by being a powerfull thrown attack and geting you in melee in one go!
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 01:57:26 AM
Angel of Decay
(http://www.wizards.com/dnd/images/art_preview/20080522_114848_0.jpg)

[SPOILER]
HD: d12
Level
BAB
Fort
Ref
Will
Features
1+0+0+0+2Dead Angel, Rotting Touch
2+1+0+0+3Unholy Grace, Str +1, Cha +1
3+1   +1   +1   +3   Fallen Orisons, Str +1, Wis +1
4+2   +1   +1   +4   Rotting Aura, Str +1
5+2   +1   +1   +4   Profane Resilience, Str +1, Cha +1
6+3   +2   +2   +5   Fallen Initiate, Str +1, Wis +1
7+3   +2   +2   +5   Wings, Str +1
8+4   +2   +2   +6   Size Increase, Str +1, Cha +1
9+4   +3   +3   +6   Profane Presence, Str +1, Wis +1
10+5   +3   +3   +7   Fallen Adept, Str +1
11+5   +3   +3   +7   Str +1, Cha +1
12+6/+1   +4   +4   +8   Str +1, Wis +1
13+6/+1   +4   +4   +8   Unhallowed Presence, Str +1
14+7/+2   +4   +4   +9   Fallen Magus, Str +1, Cha +1
15+7/+2   +5   +5   +9   Damned Magic, Str +1, Wis +1
Class Skills (2+ Int Modifier): None.

Proficiencies: An angel of decay is proficient with his natural weapons only.

Dead Angel: The angel of decay loses all racial modifiers and receives the following:
[SPOILER][/SPOILER]

The angel of decay has all the characteristics of the undead type, which includes:
[SPOILER][/SPOILER]

Lastly, all past and future HD the Angel of Decay might receive from class levels become 12-sized die, and he gains natural armor bonus equal to his wisdom modifier. This natural armor bonus increases by 1 when the angel's size increases.

Rotting Touch (Su): Whenever the Angel of Decay hits a corporeal opponent with both claws, he rots the victim’s flesh dealing 1d6 extra damage, +1 for every 3 HD the angel of decay has. In addition, the angel heals a number of hit points equal to the damage dealt, up to his maximum normal hit points.

Once per day per HD, the Angel of decay can perform a touch attack, this attack deals damage equal to twice the normal damage of the rotting touch.

Ability Score Increases: At every level except 1th, the angel of decay’s strength increases by 1. At levels 2, 5, 8, 11 and 14, his charisma increases by 1. At levels 3, 6,9 12 and 15, his wisdom increases by 1.

Unholy Grace (Su): An angel of decay of 2nd level adds his charisma modifier as a bonus on all saving throws and as a deflection bonus to his armor class.
 
Fallen Orisons (Sp): At 3rd level the angel of decay gains the power to use a number of spell-like abilities. Their save DCs, when applicable, are equal to 10 + spell level + wisdom modifier.

Starting at 3rd level, the angel of decay can use Bane, Inflict Light Wounds, Curse Water , Spectral Hand and Death Watch, each of these spell-like abilities can be used once per day per HD.

Rotting Aura (Su): When an angel of decay is not flying, rivulets of vile corruption stream from his body, constantly regenerating and renewing a pool of odiferous rot around him.
The pool of rot is a 5 foot radius spread, which increases to 10 feet at level 8 and 15 feet at level 12. Any corporeal creature standing on the ground over the pool of rot must make a reflex save (DC 10 + half HD + charisma modifier) each round or take 1d6 damage per three HD of the angel of decay. Whenever a creature takes damage from the rotting aura, she must make a will save (same DC) or be sickened for one round. At 15 level, creatures failing their will saves are instead nauseated for 1 round.
Whenever a creature takes damage from the rotting aura, the angel of decay is healed of a number of hit points equal to the number of die of damage dealt.

Profane Resilience (Su): Starting at 5th level, the Angel of Decay gains damage reduction equal to half his HD, this damage reduction is defeated by magic and adamantine weapons. He also gains spell resistance equal to 10 + HD + charisma modifier.

Fallen Initiate (Sp): At 6th level, the angel of decay can use Inflict Moderate Wounds, Darkness, Death Knell and Crushing Despair, each once per day per two HD.

Wings: At 7th level, the Angel of decay’s wings are fully developed, he can fly with a speed of 50 feet and poor maneuverability. In addition, the angel of decay can perform two wing slams as secondary natural attacks, dealing 1d4 + ½ strength modifier damage each.

Size Increase: At 8th level the angel of decay’s size increases to large. It is considered a tall creature. The base damage dealt by the claws of the angel of decay increases to 2d6 + strength modifier, instead of the normal increase.

Profane Presence (Sp): At 9th level, the angel of decay is constantly surrounded by the effect of the Desecrate spell. The angel of decay is considered an altar to an evil deity for the purpose of the spell.

Fallen Adept (Sp): At 10th level, the angel of decay can use Inflict Serious Wounds, Bestow Curse, Animate Dead and Contagion, each once per day per three HD.

Unhallowed Presence (Sp): At 13th level, the angel of decay generates the effect of the Unhallow spell with a radius of 100 feet. No secondary spell is attached to this effect, which can be activated or suppressed as a swift action.

Fallen Magus (Sp): At 14th level, the angel of decay can use Inflict Critical Wounds, Antilife Shell, Create Undead and Unholy Blight, each once per day per four HD.

Damned Magic (Sp): At 15th level, the angel of decay can use Harm, Finger of Death, Avasculate, Energy Drain and Soul Bind, each once per day per five HD. Additionally, once per day per ten HD he can use Despoil, Etherealness and Avascular Mass.

[/SPOILER]

Comments:
[SPOILER]Fourteen extra strength. Let me sink that in. Fourteen. Sounds like a big number. But the Angel of decay is a frontliner with half BAB, so he needs those extra fourteen points of strenght to even up the attack bonus.

The angel of decay is a monstrous machine of debuffing and bringing the hurt. A paladin gone horribly wrong, and he even keeps the MAD, depending on strenght, charisma and wisdom (which he gains bonuses in at least!). An unholy avatar of all that is corrupt, with vast necromantic powers. And he is no slouch in melee either.

Flight is quite poor, does not scale and comes in somewhat late, this is intentional, because the angel is supposed to stay on ground to make use of his Rotting Aura, the prime gimmick of the class, the defining feature, I should say (because Rotting Rend Touch isn't all that unique, really).

So, if you feel like playing something that is gruesome for the sake of being gruesome, open your arms wide and give a big hug to the Angel of Decay. Because like Tsukiko says, all the undead really want is someone to love them.[/SPOILER]

Done by Draken from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on October 11, 2010, 02:20:42 AM
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 11, 2010, 02:51:43 AM
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.

How about this:

"Magic Potential (insert sinergetic fullcaster classes for the monster in question here): blah blah usual text blah blah check out FAQ at first post for more details."
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 13, 2010, 12:58:44 AM
Frost Giant
(http://www.wizards.com/dnd/images/excerpt_mm2_0420a.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2 +0 +0  Frost Giant body, Powerful Build, Slow Down, Str+1, Con+1
2  +1 +3 +0 +0  Shattering Storm, Str+1, Con+1
3  +2 +3 +1 +1  Blizzard Shout, Frostbite, Str+1, Con+1
4  +3 +4 +1 +1  Growth, Throw Stone, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Trample, Cold Forged Steel, Str+1, Con+1
6  +4 +5 +2 +2  Freeze, Ice Breaker, Str+1, Con+1
7  +5 +5 +2 +2  Frost armor, Str+1, Con+1
8  +6 +6 +2 +2  Trophy Gear, Str+1, Con+1
9  +6 +6 +3 +3  Snowstorm, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Craft, Jump, Listen and Spot.

Proficiencies:
All simple and martial weapons and his own natural weapons, plus light and medium armor.

Features:
Frost Giant body: The Frost Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

The Frost Giant also gains the Cold Subtype, which grants it immunity to Cold damage but taking +50% damage from Fire attacks.

Ability score increase: a Frost Giant gains +1 Str and +1 Con for each level in this class, for a total of +9 Str and +9 Con at 9th level.

Powerful Build: At first level, a Frost Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Slow Down: At 1st level, the Frost Giant may drain the heat of an oponent's body with his strikes. As a standard action, the Frost giant delivers a single melee attack. If it hits, the target is fatigued for 2 rounds. If Slow Down hits a fatigued oponent, the condition worsens to Exhausted for 2 rounds. Slow Down may be used as a melee touch attack, in which case it deals no damage.

At 10 HD, Slow down ignores immunity to Fatigue and Exhaustion.

Shattering Storm:  At second level, the Frost Giant may attack a solid unatended object as a standard action, dealing normal damage to it and causing shower of fragments in a cone with 10 feet per HD. The cone produces one of the following effects on all the creatures inside the cone:

Dust :  blinded for 1 round per 2 HD, Reflex save  negates.
Shards: 1d6 slashing and piercing damage per HD, Reflex save for half.
Loud Bang: 1d4 sonic damage per HD, deafened for 1 minute per HD, Fort save for half damage and negating Deafened.
Rubble: 1d4 bludgeoding damage per HD, be pushed back 5 feet for every 5 damage taken, Reflex save for half damage.
Detritus: 1d4 bludgeoding damage per HD, flying oponents drop 20 feet for every 5 damage taken. Reflex save for half damage.
Crushing Wreckage: Suffer 1d4 bludgeoding damage per HD, take a -1 penalty on all saves for each 5 damage taken for 1 round per 2 HD, Reflex save halfs the damage.
Devastating Strike: Combine two other diferent options you can use. You must know at least two other options to pick this.

All DCs are equal to 10+1/2HD+ Str modifier.

The Frost Giant gains only one of those options at second level, and a new one for every 3 HD it gains from here on. Only one effect at a time every time the cone is used tough.

Blizzard Shout:  At third level, the Frost Giant may let a blood freezing shout that freezes his prey in place as a move action. Oponents whitin 10 feet per HD must make a Will save with DC 10+1/2HD+Con modifier or be unable to move from their place for 1 round per 3 HD. They can still take any other actions like attacking as normal, just not any action that would allow them to move. If they fail, they may atempt a new save as a standard action during their own turn.

At 10 HD the Frost Giant may use Blizzard Shout as a swift action.

At 17 HD as an immediate action.

Frost Blade:At third level, a number of times per day equal to his Con modifier, the Frost Giant may cover one weapon he wields (or up to 50 ammo on his possession) on a thin layer of extremely cold ice as a move action, that lasts 1 round per HD. The weapon/ammo deal an extra 1d6 cold damage for every 2 HD of the Frost Giant, and oponents struck by it are fatigued for 2 rounds. If they were already fatigued, they're exhausted for 2 rounds instead.

Thrown weapons/rocks affected by Frost Blade bounce out of their targets and instantly return to the Frost Giant's hands.

At 8 HD, Frost Blade may be used as a swift action.

At 13 HD, Frost Blade ignores immunity to Fatigue and Exhaustion.

At 18 HD, the extra cold damage doubles in a sucessfull critical hit.

Growth: At fourth level, the Frost Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The Giant continues to grow throughout his life:
At 8HD, the Frost Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Frost Giant grows to Huge size and loses Powerful Build.
At 16HD, the Frost Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Frost Giant grows to Gargantuan size and loses Powerful Build.

Throw Stone:  At fourth level, the Frost Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Trample:  At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times his Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ Giant's HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Ice Path: At 5th level, when the Frost giant moves on ground, he may choose to freeze the surface where he passes, causing them to become slippery as a Grease spell, with DC 10+1/2HD + Con modifier and CL equal to the Frost Giant's HD. This also allows the Frost Giant to walk on water by freezing it below him as he steps over it.

If it somehow gains flying, the Frost Giant can partially freeze the air trough which he passes, creating an hard fog that slows down the speeds of oponents that enter it to 5 feet.

The Frost giant may exclude allies from this ability.
The Frost giant also becomes immune to grease, slippery surfaces, unstable ice and other such effects.

Freeze:  At sixth level, when the Frost Giant hits an oponent with a Frost Blade in melee or with a thrown attack, it may choose to discharge the Frost Blade effect from the weapon in order to cover its oponent in ice. It is then unable to take any actions (even purely mental actions) besides trying to break free, which demands a sucessfull Str check or Escape Artist check with DC 10+1/2HD+Str mod.

Creatures trapped by Freeze however cannot be attacked by others whitout breaking the ice, which has 10 HP per Hd and hardness equal to half HD. The Frost Giant iself however can instantly break the ice with a single melee attack with a new Frost Blade, which scores an automatic critical hit.

Ice Breaker: At sixth level, the Frost Giant ignores immunity to critical hits while wiedling a Frost Blade, and the threat range of any Frost Blade is doubled.

Frost Armor:  At seventh level, the Frost Giant may freeze its own armor by spending an use of Frost Blade as a move action. This makes it counts towards his touch AC, and melee weapons  (both manufactured and natural weapons) that strike it get covered by a block of ice, making them useless untill the wielder spends a move action to break them free from said ice. It also grants the Frost Giant temporary HP equal to his HD+Str modifier for the duration of the effect, which is 1 round per HD.

Trophy Gear:
At eight level, the Frost Giant becomes able to craft armor and weapons from foes he has personally slain. It demands one hour of work per HD of the slain creature, and the options are:

-Natural weapon into Manufactured weapon dealing the same damage and with the same critical stats. If the Monster had any ability that triggered when that natural weapon hit (poison, a wolf's improved trip, ect), the Trophy weapon benefits from it as well, but uses the Frost Giant stats. Any DCs are turned to 10+1/2 HD+Str mod.
-Natural Armor converted into an Armor with the same bonus to AC (up to the Frost Giant's HD), Max Dex bonus equal to the slayed creatures Dex bonus, and no skill penalty. If the monster had any energy resistances,  the Frost Giant gains half of them. Immunities count as resistance equal to twice the slain creature's HD for purposes of this ability.

Only the Frost Giant can wear those weapons/armor, and only one trophy Weapon and one trophy Armor at a time. He's automatically proficient with them and they're also automatically considered masterwork. They can be enchanted as normal.

SnowStorm: At ninth level, 1/dy for every 3 HD it has, the Frost Giant can drop the temperatures around him to such a point that it calls forth  a mighty snowstorm to smite his oponents. All save DCs are 10+1/2HD+Con mod. The Frost Giant is always immune to the ill effects of his own Snowstorm.

This works like a Control Winds SLA.
At 13 HD can work as a Control Weather SLA by two uses as a standard action
At 17 HD  can work as a Storm of Vengeance SLA by three uses as a standard action, except it deals cold damage instead of acid.

Regardless of the spell it is replicating, on top of all the base effects, heavy snow falls inside the spell's area (no actual mechanical benefit), and oponents inside a radius of 5 feet per HD of the Frost giant while the Snowstorm lasts take -2 Dex penalty and -10 feet penalty to all movement speeds every round the SnowStorm lasts. This penalties are cumulative, and can reduce an oponent's Dex/ movement speed to zero. Oponents which have their Dexterity reduced to zero are frozen solid, and if the Frost Giant hits them with a melee attack they instantly shatter, killing them and rendering their remains useless for any purposes.

Even if the oponents leave the area, the penalty lasts 1 min per HD of the Frost giant.

The Frost Giant can exclude allies from this ability.
[/spoiler]

Comments:
[spoiler]The Frost Giant is a pretty nasty fellow, whitout any kind of mercy. It specializes in messing up the battlefield while tiring out his oponents with multiple col-based abilities.

Trohphy hunter is based on the Frost Giants living in wild mountains filled with nasty beasts (on top of the ocasional human).

The capstone calls your personal snowstorm to smite your oponents.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on October 13, 2010, 01:20:42 AM
Beholder

(http://www.wired.com/images_blogs/underwire/images/2008/06/06/beholder.jpg)

[spoiler]

HD:d8
LevelBABFRWSpecial
1st
+0
+0
+0
+2
Eye of the Beholder, Gaze of Slumber, Tyrant Magic, +1 Con
2nd
+1
+0
+0
+3
Gaze of Charm
3rd
+2
+1
+1
+3
Gaze of Fear, +1 Int, +Cha
4th
+3
+1
+1
+4
Gaze of Pain, Bonus Feat, Omni-gaze
5th
+3
+1
+1
+4
Gaze of Encumbrance, Anti-Magic Eye, All Around Vision +1 Con
6th
+4
+2
+2
+5
Growth, Bonus Feat
7th
+5
+2
+2
+5
Gaze of Charming (Greater), +1 Int, +1 Cha
8th
+6/+1
+2
+2
+6
Bonus Feat, Buoyant
9th
+6/+1
+3
+3
+6
Gaze of Force, Anti-magic Eye (Greater) +1 Con
10th
+7/+2
+3
+3
+7
Omega Gaze, Bonus Feat
11th
+8/+3
+3
+3
+7
Gaze of Petrification, +1 Int, +1 Cha
12th
+9/+4
+4
+4
+8
Gaze of Destruction, Bonus Feat
13th
+9/+4
+4
+4
+8
Gaze of Death, Gaze of the Eye Tyrant, +1 Con

Class Skills: (4+ Int Mod.) x4 at first level. a beholders class Skills are appraise, bluff, concentration, decipher script, hide, intimidate, knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), move silently, search, spellcraft, spot.

Proficiencies: The beholder is proficient with no armor or shields and is only proficient with its own natural weapons.

Features:
Eye of the Beholder: The beholder loses all racial features and becomes an aberration. A beholder has no land speed but can hover above the ground at a speed of 20ft to a maximum hight of 5ft at 1st level. the maximum hight increases by an addition 5ft for every 2 HD the beholder possesses. Because of this the beholder ignores all damage from falling any distance. The beholder gains darkvision out to 60 feet. Beholders do not possess limbs capable of fine manipulation of wielding conventional weapons; however the beholder does have a bite attack that deal 2d4 + Str. Mod. Damage.

Additionally, the beholder receives a bonus to its natural armor equal to either his Int or Cha modifier, wichever is higher..

Tyrant Magic: A beholder who multi-classes into an arcane casting class can count his beholder levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a beholder 3 who took 1 level of wizard could choose to have CL 4, get 3 [2nd] level spell slots, 1 [1st] level spell slot, 1 [2nd] level spell known and 1 [0th] level spell known. He wouldn't get the spells known and spell slots of a wizard 3 however. He would get the familiar ability, but beholder levels wouldn't count for it.

Gaze of Slumber (Su): When a beholder is born, it begins life with a single eye stalk capable of firing a ray that Lulls its target into slumber. This ray (and all other eye rays possessed by the beholder) have maximum range of 10ft per beholder level. The beholder must succeed on a ranged tough attack, if the attack is successful the target is allowed a will save (DC = 10 + 1/2 HD + Charisma Modifier) or he fall asleep. The effect of this ray is identical to that of a sleep spell with a caster level equal to the beholder's HD. The beholder can use this ability twice a day for every HD it possesses.

Ability Increases: A beholder receives a permanent increase to its Constitution  scores at 1st, 5th, 9th, and 13th, level. And bonuses to his charisma and intleggence score at 3rd, 7th, and 11th levels. These bonuses total to +3 Int, +3 Cha and +4 Con at 13th level.

Gaze of Charming (Su): As the beholder grows, it begins to sprout addition, more powerful eye stalks. at 2nd level the beholder grows an eye capable of firing a ray which can charm a human or humanoid into becoming more friendly with the beholder. If the beholder succeeds on a ranged touch attack, then the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or become charmed as per the charm person spell with a caster level equal to the beholder's HD. The beholder can use this ability once a day for every HD it possesses.

Gaze of Fear (Su): At 3rd level the beholder grows a new eye stalk capable of firing a ray which instills emotions of dread, panic, and fear in the target. If the beholder succeeds on a raged touch attack, then the target is entitled to a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be a effected buy the fear spell, caster level equal to the beholders HD. The beholder can use this ability once day for every HD it possesses.

Gaze of Pain (Su): At 4th level the beholder grows another eye stalk capable of firing a ray of pure negative energy to damage their foes. If the beholder succeeds on the attack, the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be affected as if by a Inflict Moderate Wounds Spell with a caster level equal to the beholders HD. The beholder may use this ability once a day for every HD it possesses.

Bonus Feat: At 4th level the beholders growing arcane knowledge enables him to alter his eye rays in varying ways. At each even numbered level beginning at 4th, he may choose any one metamagic feat he meets the requirements for (the beholder treats his HD as his caster level for the purpose of determining which prerequisites he meets). Metamagic the beholder gains may be used to augment the spell his eye ray mimics as though it were actually being cast. Though the spell the eye ray is mimicking must still be eligable to be affected by the metamagic. Using any metamagic feat to augment the spell uses up a number of uses of that eye ray equal to the number of levels that would be added to the spell level. Eye rays are already considered stilled and silenced, so those two would be pointless.

Omnigaze (Ex): The bizarre brain structure of a beholder allows him to intemperate visual signals from varying angles and positions as well as coordinate his eyes to take advantage of this. The most useful aspect of this ability is that it allows him to coordinate his eye rays efficiently so that he can optimally use many simultaneously. As a full-round action a beholder can fire any and all eye rays it possesses though it may only fire up to 3 separate eye rays in any 90 degree arc. Each eye ray fired may have different targets. Each eye ray may only be fired to a maximum of 1/round.

Gaze of Encumbrance (Su): At 5th level, a beholder grows another eye stalk. This eye stalk is capable of firing a ray which inhibits the targets movements and causes him to move more sluggishly. If the beholder succeeds on the attack, then the target must a make a will save or become slowed as per the spell. The caster level for this effect is equal to the beholder's HD. The beholder may use this ability once a day for every HD it possesses.

Anti-magic Eye (Su): At 6th level, the beholder's central eye has finally matured to the point to where it can fire brief bursts of energy that suppress magical effects and abilities. The beholder activates this ability opening its central eye, this requires a move equivalent action that does not provoke an attack of opportunity. This ability takes the form of a cone which extend 10ft for every HD that the beholder Possesses (Maximum 150 ft.) everything caught in the cone is effected as if caught in the area of a dispel magic spell with a caster level equal to the beholder's HD. This ability can be used a maximum of once every 2d4 rounds. after each use the beholder must close its eye to allow the magical energies of the eye to recharge

All Around Vision (Ex): The beholder's eye stalks have grown in the form a crown, he can now see in all direction simultaneously granting him a +4 to all spot and search checks. In addition, the beholder can no longer be flanked.

Growth: the beholder's body has reached physical maturity and becomes larger. At 6th level, the beholder increases one size category.

Gaze of Charm, Greater (Su): at 7th level, the beholder grows another eye stalk. this eye is much like his eye of charm person but instead works on any creature targeted, not just humans and humanoids. the beholder may use this ability once a day for every 2 HD it possesses.

Buyouant: At 8th level the beholder's body reaches it's physical pinnacle. It has no limit to how high it can fly, and now adds both his Cha and Int scores to Nat armor.

Gaze of Force (Su): At ninth level, the beholder grows another eye stalk. This eye is capable of firing a ray of pure mental energy, allowing him to exert his will over physical creatures and objects. This eye allows the beholder to use telekinesis with a caster level equal to the beholder's HD. Creatures are allowed will saves (DC = 10 + 1/2 HD + Charisma Modifier) to resist the effect. The beholder may use this ability once a day for every 4 HD it possesses.

Greater Anti-magic Eye (Su): The power of the beholder's central eye increases. Creatures and objects inside the cone are now effective as if within the radius of a Greater Dispel Magic spell.

Omega Gaze:
At 10th level the beholder can use his omni-gaze as a standard action, but then he must wait 1d4 turns before using it again.

Gaze of Petrification (Su): At eleventh level the beholder grows on of his most powerful eye stalks, a ray capable of transforming almost any living creature into stone. If the beholder succeeds on the ranged touch attack then the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be petrified as per the spell Flesh to Stone with a caster level equal to the beholder's HD. The beholder may use this ability once a day for every 4 HD it possesses.

Gaze of Destruction (Su): Arguably the beholder's most powerful weapon in it's arsenal, the beholders 9th eye stalk is capable of firing a ray of pure destructive energy. This eye stalk fires a ray which exactly duplicates the effects of a disintegrate spell with a caster level equal to the beholders HD. The beholder may use this ability once a day for every 5 HD it possesses.

Gaze of Death (Su): The final eye stalk gained by the beholder is capable of firing a ray which drains the very life force from its targets. If the beholder succeeds on the ranged attack, then the target must must make a will save or be instantly stricken dead as per the Finger of Death spell. this ability has a caster level equal to the beholder's HD and can be used once a day for every 5 Hd the beholder Possesses.

Gaze of the Eye Tyrant (Su): The powerful eye of the beholder has finally reach its pinnacle. The area within the cone is now affected as if by an antimagic field as per the spell. The caster level for this effect is equal to the beholder's HD. Additionally, the effect remains active constantly as long as the beholder's central eye is open and no longer requires regular periods of recharge. The beholder can close or open his eye once per turn as a free action.
[/spoiler]
Comments
[spoiler]
Well, where to start

To begin with theres a couple of dead levels and that seems like a problem. The beholder doesn't really have a lots of abilities just a few powerful ones. In addition, I'm pretty sure that the ability increases are a little much but, with so few things to put in I felt like it needed something.

So here you have it, the beholder, a floating head shooting all kind of nastyness.
[/spoiler]

Done by AustontheGreat1 from GITP

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on November 10, 2010, 05:59:58 PM
This racial casting mechanic is still tripping me up a bit. I think I understand it, but I have a hard time believing that you meant for it to suck as badly as it seems to. So if I take two levels of Red Dragon, and then one level of Sorcerer, you're saying that I would only have a single cantrip spell slot and single first level spell slot, instead of having the 5 cantrip spell slots and three 1st level spell slots that I would have just from my single sorcerer level alone? So this ability is actually making me a worse sorcerer than if I didn't have it at all? Literally, a fighter 2/sorcerer 1 would have better casting than a dragon 2/sorcerer 1 using this system... Am I misinterpreting something here?
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 10, 2010, 08:30:48 PM
This racial casting mechanic is still tripping me up a bit. I think I understand it, but I have a hard time believing that you meant for it to suck as badly as it seems to. So if I take two levels of Red Dragon, and then one level of Sorcerer, you're saying that I would only have a single cantrip spell slot and single first level spell slot, instead of having the 5 cantrip spell slots and three 1st level spell slots that I would have just from my single sorcerer level alone? So this ability is actually making me a worse sorcerer than if I didn't have it at all? Literally, a fighter 2/sorcerer 1 would have better casting than a dragon 2/sorcerer 1 using this system... Am I misinterpreting something here?
1-You would have CL 3, wich is considerably better than CL 1.
2-Two more sorceror levels and you would get 2nd level spells, while the fighter 2/sorceror 1 would need to take three more sorceror levels before reaching 2nd level spells.

So, well, the system isn't perfect. There's good breaking points and bad breaking points. For the dragon you will probably want to break at level 4. You would then gain 3 2nd level spell slots with CL 5, while fighter 4/dragon 1 would have 3 1st level spell slots with CL 1.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on November 10, 2010, 10:44:44 PM
For the dragon you will probably want to break at level 4. You would then gain 3 2nd level spell slots with CL 5, while fighter 4/dragon 1 would have 3 1st level spell slots with CL 1.
And only one 1st level spell slot, and no cantrips at all. That's just... weird.

And how do the Spells Known work? A sorcerer doesn't learn any new 1st level spells when going from 1st to 2nd level. So would a Dragon 2/Sorc 1 not actually know any 1st level spells to use with his spell slots?

I don't see a prohibition on taking these monster classes later on in my career, either. If there isn't one, a sorcerer 1/dragon X would be considerably better off than a dragon X/sorcerer 1, at least as far as casting spells goes. Of course, you'd miss out on the maximized d12 hit die at 1st level, and some skill points, but I think better spellcasting for the rest of your career more than makes up for that.

What about having them lose a static number of spells known and spell slots, rather than all of the previous ones? That would greatly simplify things, and equalize characters that take the classes in different orders, also. Maybe they lose 1 spell slot and spell known of each level that they can cast? That combined with the lost casting progression at levels 1, 7, etc, would be enough of a penalty to make up for what they gain from the monster class, I think. (Of course I'm referencing the red dragon here, but other monster classes that stack with spellcasting classes could be similarly modified).

I don't mean to be overly critical or give you a hard time. I actually like these monster classes overall, and am trying to offer suggestions for improving them. I'm actually considering using one in a game soon, in fact.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 11, 2010, 12:00:44 AM
And only one 1st level spell slot, and no cantrips at all. That's just... weird.
I see it as skipping the basics and jumping ahead for the more advanced stuff.

Plus, the dragon still retains his bard/sorceror cantrips now that I think about it.

And how do the Spells Known work? A sorcerer doesn't learn any new 1st level spells when going from 1st to 2nd level. So would a Dragon 2/Sorc 1 not actually know any 1st level spells to use with his spell slots?
Remember the dragon 2 gives him casting as bard 2 (but uses sorceror spell list), so a dragon 2 knows two 1st level spells, wich can then be used with the new slot.

I don't see a prohibition on taking these monster classes later on in my career, either. If there isn't one, a sorcerer 1/dragon X would be considerably better off than a dragon X/sorcerer 1, at least as far as casting spells goes. Of course, you'd miss out on the maximized d12 hit die at 1st level, and some skill points, but I think better spellcasting for the rest of your career more than makes up for that.
It's intended to be 1st level only, but I guess I should make it more explicit then.

What about having them lose a static number of spells known and spell slots, rather than all of the previous ones? That would greatly simplify things, and equalize characters that take the classes in different orders, also. Maybe they lose 1 spell slot and spell known of each level that they can cast? That combined with the lost casting progression at levels 1, 7, etc, would be enough of a penalty to make up for what they gain from the monster class, I think. (Of course I'm referencing the red dragon here, but other monster classes that stack with spellcasting classes could be similarly modified).
Then you would end with a lot more power than you end now. A dragon 6/sorceror 1 would have almost as many spells as a sorceror 6, and a a sizeable chunk of spell knowns. That's simply too powerfull for my tastes.

Again, I remind you the dragon's own spell slots and spell knowns can be used for the sorceror casting.



I don't mean to be overly critical or give you a hard time. I actually like these monster classes overall, and am trying to offer suggestions for improving them. I'm actually considering using one in a game soon, in fact.
No problem, I've had to endure much worst back in GITP.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on November 11, 2010, 02:24:02 AM
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 11, 2010, 02:20:35 PM
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.

Almost
works, but dragons are suposed to have between 11th and 15th sorceror caster level at CR 20, not just 10.

However that's an idea worth exploring. How about turning the "virtual sorceror casting" table into  actual "sorceror casting"?

So untill level 7 you're a sorceror 1 level behind, then fall behind another casting level at 8, 11, 14, 17, 19 and 20.

Or we could make as actual dragons and make the casting just start at level 7 and then progress at full speed, but I honestly feel like that kinda sucks.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on November 11, 2010, 03:05:47 PM
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.

Almost
works, but dragons are suposed to have between 11th and 15th sorceror caster level at CR 20, not just 10.
lv1: -
lv2: +1 casting
lv3: +1 casting
lv4: -
lv5: +1 casting
lv6: +1 casting
etc.

Though having full CL would make up for the poorer casting somewhat.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 12, 2010, 03:09:05 PM
Sounds good enough to me, but I'll only have time to properly implement it during the weekend.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:07:33 PM
All dragons and pixie casting updated!
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:24:33 PM
The Slaadi(green, grey, black, white)
[SPOILER](http://i762.photobucket.com/albums/xx265/Death_Slaad/TheTrueSlaadi.jpg)[/SPOILER]

[spoiler]HD: d8
LevelBABFortRefWillFeatures
1st+0+2+0+2Body of Chaos
2nd+1+3+0+3Green Slaad, +1 Str, +1 Dex
3rd+2+3+1+3Sunder, Slaad SLAs, Tools of Anarchist
4th+3+4+1+4Fast Healing, +1 Dex, +1 Cha
5th+3+4+1+4Anyone, anywere
6th+4+5+2+5Manttle of Chaos, Summon Slaad, +1 Dex, +1 Con
7th+5+5+2+5Disruption of Society
8th+6+6+2+6Limbo Skin, Predator's Weapons (claws), You can't hide (or even run, really), +1 Str, +1 Dex
9th+6+6+3+6Fall of Sivilization
10th+7+7+3+7Disciple of Chaos, Gray Slaad, Predator's Weapons (bite), +1 Con, +1 Cha
11th+8+7+3+7Movement of Mind
12th+9+8+4+8Predator's Weapons (claws), Stun, +1 Str, +1 Con
13th+9+8+4+8Death Slaad, End of a Line
14th+10+9+4+9Predator's Weapons (bite), +1 Con, +1 Cha
15th+11+9+5+9Words of Power
16th+12+10+5+10Adept of Chaos, Blood of Chaos, Chaos Bite, +1 Str, +1 Cha
17th+12+10+5+10Whims of Limbo
18th+13+11+6+11Predator's Weapons (claws), +1 Str, +1 Cha
19th+14+11+6+11Hmmm, upgrades
20th+15+12+6+12Master of Chaos,  +1 Str, +1 Cha
21th+15+12+7+12White Slaad, Growth, +1 Con
22th+16+13+7+12Chaos Spittle, Limit Break, Weaponbreaker, +1 Str, +1 Con
23th+16+13+7+13Butterflies and Hurricanes
24th+17+14+8+14Anarchic Magic, Tongues, Chaos Touch, Growth, +1 Con, +1 Cha
25th+17+14+8+14Black Slaad, Overlord of Chaos, +1 Str, +1 Con
Skills: 4 +Int modifier per level, quadruple at first level. Class skills are Bluff, Climb, Concentration, Diplomancy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Spellcraft, Spot, Survival, Swim, Use Magic Devise.

Proficiencies: simple and martial weapons, it's ow  natural weapons

Features:
Body of Chaos: loses all racial bonuses and penalties, gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base speed of 30 feets, two claw attacks dealing 1d6 +Str each and a bite attack dealing 2d6 + ½ Str. All slaads speak their own language, slaad, in addition with common.
Nobody has ever found written form of slaad language, and many doupt if it even exists.

In addition, it gains a Natural Armor bonus equal to it's Con modifier.

Green Slaad: Green slaadi are defensive about weaknesses and selfaggrandizing in triumph. Tremendous braggarts, they sometimes pause even during combat to gloat over opponents. Green slaadi are above red and blue slaadi, so they are one step more friendly to him than they would otherwise be. The slaad gains chaotic subtype, and any weapon it wields, including natural weapons, counts as chaotic aligned for bypassing DR. It also gains resistance to sonic damage equal to his own HD, and resistance to acid, cold, electricity and fire equal to half his own HD.

In addition, the slaad is immune to harmful effects of Limbo, expect of cource  any random encounters.
Thus wild magic does not effect slaadi magic (expect if slaad wishes that to happen...)

Ability increase: The Slaad ability scores increase permanently by the shown amount:
LevelTotal bonus gained
2+1 Str, +1 Dex
4+1 Str, +2 Dex, +1 Cha
6+1 Str, +3 Dex, +1 Con, +1 Cha
8+2 Str, +4 Dex, +1 Con, +1 Cha
10+2 Str, +4 Dex, +2 Con, +2 Cha
12+3 Str, +4 Dex, +3 Con, +2 Cha
14+3 Str, +4 Dex, +4 Con, +3 Cha
16+4 Str, +4 Dex, +4 Con, +4 Cha
18+5 Str, +4 Dex, +4 Con, +5 Cha
20+6 Str, +4 Dex, +4 Con, +6 Cha
21+6 Str, +4 Dex, +5 Con, +6 Cha
22+7 Str, +4 Dex, +6 Con, +6 Cha
23+7 Str, +4 Dex, +6 Con, +7 Cha
24+7 Str, +4 Dex, +7 Con, +8 Cha
25+8 Str, +4 Dex, +8 Con, +8 Cha
NOTE:This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Sunder: The slaad gains Improved Sunder as a bonus feat. The slaad need not have any of the prerequisites normally required for this feat.

Slaad SLAs: The Slaad becomes able to use some SLAs. Saves are 10 +½ HD +Cha modifier. Caster level equals his own HD.

Tools of Anarchist: The Slaad gains the following abilities:
Detect Magic: as a SLA 1/day for each HD.
Identify: as a SLA 1/Day for each 5 HD or portion of it.
Protection from Law: as a SLA 1/day for each HD, upgrades to Magic Circle agains Law at 8HD
Shatter: as a SLA 1/day for each HD.

Fast Healing: Equal to half it's own HD.

Anyone, anywere: The Slaad gains the following abilities:
Change Shape (Su): A slaad can assume any humanoid form of medium size or smaller as a standard action 1/day for each HD it has. The slaad can remain in its humanoid form until it chooses to assume a new one or return to its natural form. After level 21, the slaad may use this power to change it's size smaller, up to medium size.
Invisibility: as a SLA 1/day for each 2 HD, upgrades to Improved Invisibility at 11.
Detect Thoughts: as a SLA 1/day for each 4 HD.

Manttle of Chaos: The slaad gains spell resistance 15 + his own HD against spells or effects with the lawful descriptor.

Summon Slaad (Sp): Twice per day, the slaad can summon reinforcements, depending on it's HD.
6 HD: 1 red slaad
9 HD: 1 blue slaad, or 2 red slaads
13 HD: 1 green slaad, or 2 blue slaads, or d3+1 red slaads
16 HD: 1 gray slaad, or 2 green slaads, or d3+1 blue slaads, or d4+1 red slaads
19 HD: 1 death slaad, or 2 gray slaads, or d3+1 green slaads, or d4+1 blue slaads, or d6+1 red slaads
24 HD: 1 white slaad, or 2 death slaads, or d3+1 gray slaads, or d6+1 blue slaads, or 2d4+1 red slaads

These slaadi serve for 1 minute per HD and then disappear. The summoned slaadi can't use their own summoning abilities.
However, slaadi never actually cooperate, so only one slaad will be attacking induvidial target. Leftovers wait for their turn, prepairing theirself for battle, unless they are provoked by been attacked.
For instance, if four slaadi were facing one human warrior, they would take turns fighting that soul. Only if the first slaad were defeated or human attacks second slaad while first is still standing, would the next begin to fight, and so on.

Even if the original summonner were to die, the summoned slaadi will continue to fight, untill their time runs up.

Disruption of Society: The Slaad gains the following abilities:
Chaos Hammer: as a SLA 1/day for each 2 HD.
Dispel Magic: as a SLA 1/day for each HD, upgrades to Greater Dispel Magic at 12 HD.
Fireball: as a SLA 1/day for each HD, at 10 HD may instead use Lightning bolt.

Limbo Skin: The Slaad gains DR/lawful to half of it's own HD.

Predator's Weapons: The slaads natural weapons grew more powerful. At 8th level his claw attacks damage increases to 2d4, and at level 12 their damage increases to 2d6, and again at level 18 their damage increases to 3d6.
At lv 10 his bite damage increses to 2d8, and at lv 14, the damage increases again, to 2d10.

You can't hide (or even run, really): As bizare predators the slaadi can hunt even clever and fast prey. Starting at level 8th, the slaad has See Invisibility as the spell, but permanent effect, and it upgrades to True Seeing at 22th level.
In addition, the slaadi becomes more faster, at levels 8, 9 & 10 add + 5 feet to its speed, and every 2 HD past 10th it gains additional +5 feet to its speed, for total speed of 80 feet at HD 24.

Fall of Sivilization: The Slaad gains the following abilities:
Deeper Darkness: as a SLA 1/day for each 3 HD.
Dispel Law: as a SLA 1/day for each 3 HD.
Fear: as a SLA 1/day for each 2 HD.

Disciple of Chaos (Su): The Slaad can manifest small amounth of the Ever-Changing Chaos of Limbo to change the appearance of the enviroment for short time. This is similar to Hallucinatory Terrain-spell, but the slaad may use it as a swift action for total amounth of 1 minute / HD in a day, and he may end it as a free action. Uses don't have to be continual, but each use of this ability spents 5 minutes at least. In addition, caster level of all Chaotic spell is +1 in this area, while Lawful spells have -1 to caster level.

Gray Slaad: A Green slaad that lives to advanced age (a century or achieves the necessary power) sometimes withdraw into wilderness isolation. Most are never seeing again, but after sometime, even over a year, some slaadi return to their fellows as gray slaadi. Unintrested in lesser slaadi, grays become fascinated by power and magic, apperantly seeking the near-immortality of the most powerful slaadi. All red and blue slaadi threat him as  two steps friendlier than they would otherwise, and green slaadi threat him as  one step friendlier than they would otherwise.

Movement of Mind: The Slaad gains the following abilities:
Animate Objects: as a SLA 1/day for each 3 HD.
Fly: as a SLA 1/day for each 3 HD.
Telekinesis: as a SLA 1/day for each 5 HD.
Teleport: as a SLA 1/day for each 3 HD, upgrades to Greater Teleport at 14 HD. Starting at 16 HD may spent two uses to use Plane Shift instead.

Stun: The slaad gains Stunning Fist as a bonus feat. The slaad need not have any of the prerequisites normally required for this feat.

End of a Line: The Slaad gains the following abilities:
Circle of Death: as a SLA 1/day for each 4 HD.
Finger of Death: as a SLA 1/day for each 2 HD.

Death Slaad: The greatest of their kind, these few powerful slaadi have achieved near-immortal longevity through weird ceremonies. Most of the half-dozen known death slaadi work to propagate their race, marshalling mob of red and blue slaadi to invade small villages on the Lower Planes. They imprison the population as host and icubate a new generation of slaadi.
All red, blue, green and gray slaadi treat him three steps friendlier than they would otherwise.
Death slaadi can communicate with all races through telepathy: the death slaad gains telepathy with range of 40 feets, and it increases with 5 feet per every HD after 13.

Words of Power: The Slaad gains the following abilities:
Power Word: Blind: as a SLA 1/day for each 2 HD.
Power Word: Stun: as a SLA 1/day for each 3 HD.
Power Word: Kill: as a SLA 1/day for each 4 HD.

Adept of Chaos: Connection of Limbo and the slaad grews more powerful. He may now use Mirage Arcana instead of Hallucinatory Terrain when he manifests Limbo.

Blood of Chaos (Ex): The slaad is more in tune with the true principle of chaos than his lesser cousins. As such, the slaadi can summon forth the force of chaos to degrade and destroy that which they bite, spit upon, or touch. The chaos, once released, burns all substances almost like acid. Even creatures protected against chaos, such as by a magic circle against chaos spell, take half damage. The Chaotic damage is d4, +1d4 for every HD past after 16. The slaad is immune to it's own chaos attacks.

Chaos Bite(Ex): On a successful bite attack, the slaad deals an additional chaotic damage as shown in Blood of Chaos (above). Unless the chaos infecting the wound is somehow neutralized, it deals another half of  chaotic damage of the original attack on every subsequent round for Con modifier rounds.

Whims of Limbo: The Slaad gains the following abilities:
Cloak of Chaos: as a SLA 1/day for each 2 HD.
Song of Discord: as a SLA 1/day for each 4 HD.
Word of Chaos: as a SLA 1/day for each 3 HD.

Hmmm, upgrades: The Slaad gains the following abilities:
Chain Lightning: as a SLA 1/day for each 5 HD.
Delayed Blast Fireball: as a SLA 1/day for each 5 HD.
Implosion: as a SLA 1/day for each 6 HD.

Master of Chaos: The slaad is a living link to Limbo. Now when he manifests the power of Limbo, threat the are as a wild magic area.

White Slaad: A death slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the white—and devotes most of its time and attention to the study of yet more lethal art. A white slaad is as pale as snow, seeming to glow in even the dimmest light.
The slaads DR upgrades to DR/epic and lawful.

When the slaad manifests Limbo, his chaotic magic stars to leak from him. This allows the slaad a potential to use, once per turn, one of his spell like abilities as free action, but the spell is determinated randomly. The slaad may opt to use this ability after using another SLA or when he hits with a natural attack: if so, then the slaad rolls 1d12 and may activate one SLA from corresponding set that granted it.
1d12Effect
12Roll twice more, ignoring any “12” and “1-4” results.
11Hmmm, upgrades
10Whims of Limbo
9Words of Power
8End of a Line
7Movement of Mind
6Fall of Sivilization
5Disruption of Society
1-4nothing happens
After rolling and determing the set, the slaad activates the power of his choice from the set as a free action, but he still has to spent use of the power.

Growth: At 21th level the slaad grows to large size and gains +1 to Natural Armor. At 24th level the slaad grows to huge size gains another +1 to Natural Armor.

Chaos Spittle (Ex): The slaad can spit a glob of chaos at any target it can see within 60 feet, + 20 feet for every HD past 22, as a ranged touch attack. The chaos deals douple of the chaotic damage shown in Blood of Chaos (above, no splash damage). Unless the chaos is somehow neutralized, the glob deals another half of the chaotic damage of the original attack on every subsequent round for Con modifier rounds.

Limit Break: The slaad can now manifest Limbo indefinitely. It is swift action to start manifestation and free action to end it.


Weaponbreaker (Ex): When the slaad uses his Improved Sunder feat, he rolls damage twice and takes the higher of the two rolls as the roll to break the weapon.

Butterflies and Hurricanes: The Slaad gains the following abilities:
Baleful Polymorph: as a SLA 1/day for each 4 HD.
Insanity: as a SLA 1/day for each 4 HD.
Irresistable Dance: as a SLA 1/day for each 5 HD.
Miracle: as a SLA 1/day for each 20 HD.

Anarchic Magic (Ex): The slaad can use his magic faster, but at extra cost. The slaad may use his SLAs as move action by spending an 1 extra uses of the same power, and as a swift action by spendin 2 extra uses.

Tongues (Ex): The slaad has a 15-footlong prehensile tongue split into equal lengths, allowing it to make four melee touch attacks per round. This replaces the slaadi bite attack.

Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals chaotic damage as shown in Blood of Chaos (above). Unless the chaos infecting the wound is somehow neutralized, it deals another half of  chaotic damage of the original attack on every subsequent round for Con modifier rounds.

Black Slaad: A white slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the black. A black slaad is a blot of darkness, a toad-shaped-void from which only two evil stars of its eyes gleam.

The Slaad knows how to squeeze more magic out of him when manifesting Limbo. Now, before rolling the 1d12 to determine what power he may use, the slaad may choose to roll more than one die, for a maximum of 4 rolls: after he has rolled the 1d12, he rolls again, and then again etc. If the result would be same as earlier roll on the same round, the slaad treats it as he had rolled one lower. After deciding which power he uses the slaad selects the targets for each spell as he wishes, and then they all take effect simultaneously.
Use of this power is costly, however. The slaad must use daily uses equal to number of times he rolled this round, to determine the powers, from each of SLAs he wishes to use with this feature in corresponding round.

Overlord of Chaos: The Slaad is one with the Chaos. When manifesting Limbo, the slaad may mimic the effect of Rod of Wonder once per round as a free action. The slaad rolls twice and chooses what happens (he may chooce one or both if so desires) and selects target(s) after deciding the effect. When determing effects of Rod of Wonder (either this ability or use of item) the slaad uses his HD for the caster level and his SLA DCs for these effects, if better.
In addition, whenever there is a random roll (not an attack, save, skill, atribute check ect.) the slaad rolls twice and decides which roll he takes.
[/spoiler]
Comments
[spoiler] Slaadi has always had a special place in my heart. Well, they are carnivorous psychopathic giant frogs, but...

Slaadi are strong physicly and have ton of spell like powers to play with. They have little weaker stat bonuses than balor or pit fiend, but ended up with more spell-like abilities. Summoning has a limiter for their usefulness. Their defences are bit weak, but thus they use offence to compencate that.
[/spoiler]
Done by Trenelus from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:28:41 PM

Redcap
[SPOILER](http://theartofzac.com/redcap800%20copy.jpg)[/SPOILER]

[SPOILER]
HD: d6
Level   BAB   Fort   Ref   Will   Features
1+0+0   +2   +2   Twisted Gnat, Eldritch Stone, Bloody Cap
2+1   +0   +3   +3   Fey Skin, Str +1, Bonus Feat
3+2   +1   +3   +3   Str +1, Dex +1, Con +1
4+3   +1   +4   +4   Eldritch Weapon, Bonus Feat
5+3   +1   +4   +4   Str +1, Con +1
6+4   +2   +5   +5   Str +1, Dex +1, Bonus Feat
7+5   +2   +5   +5   Budding
Class Skills (4+ Int Modifier): Hide, Intimidate, Listen, Move Silently, Spot, Survival.

Proficiencies: A redcap is proficient with simple and martial weapons and with light armor, but not with shields.

Twisted Gnat: The redcap loses all racial modifiers and gains the following:

Whenever a redcap is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to him.
A redcap is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A redcap can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.[/list]

Finally, a redcap has a natural armor bonus equal to his constitution modifier.

Eldritch Stone (Su): At first level, the redcap gives a +1 enhancement bonus to attack and damage rolls to all stones he flings from any sling. At 5 HD and every 5 HD afterwards, this enhancement bonus increases by +1.

At 4th level in this class, the die of damage dealt by stones the redcap flings from any slings increases by one step.

Bloody Cap (Ex): As a full-round action the redcap can dip his cap in the blood of a victim who died no longer than 1 minute per HD of the redcap before, to gain strength from the suffering and death. Whenever the redcap does so, he gains a +1 morale bonus on attack rolls, saves and skill checks for 24 hours, this bonus stacks with itself, but never beyond half of the redcap’s class level (minimum +1), and it does not stack with morale bonuses gained from other sources.

The redcap only gains any benefit from this ability if the victim's CR is at least 2 lower than the redcap's character level.

At 6th level, the morale bonus from Bloody Cap can stack to a maximum equal to half of the Redcap's HD.

Fey Skin (Ex): At second level, the redcap gains damage reduction X/cold iron, where X is equal to half of his HD (rounded down).

Ability Score Increases: The redcap gains a +1 to Strength at levels 2, 3, 5 and 6, he gains a +1 to Dexterity at levels 3 and six and a +1 to Constitution at levels 3 and 5.

Bonus Feats: The redcap gains a bonus feat at levels 2, 4 and 6. This feat can be any fighter bonus feat for which the redcap qualifies.

Eldritch Weapon (Su): At 4th level, any melee weapon the redcap wields gains a +1 enhancement bonus to attack and damage rolls. This enhancement bonus increases by 1 for every four HD the redcap has beyond four.

Budding (Ex): Redcaps are asexual beings that propagate by budding. At 7th level the redcap produces a bud from which, 24 hours later, a new redcap emerges. The new redcap has a maximum character level up to 2 lower than his parent and obeys his orders without questioning (up to and including what class levels it takes). The young redcap advances up to sixth level in the redcap monster class before multiclassing into another class he qualifies for. So long as the parent redcap is still alive, the offspring never takes the 7th level in the redcap racial class.

If the redcap’s son dies he can bud a substitute in a process that takes 24 hours to complete.
[/SPOILER]

[SPOILER]What can I say about the redcap... It is a small psychotic fairy. The bully of the fairy world. No spell-like abilities here, unless you count the passive Greater Magic Weapon it has. All the advantages of small size, none of the drawbacks, go powerful build! Pretty damn big strength, decent dexterity, decent con. This is a pure melee warrior, but starts off as an archer type, before being safer in melee, specially after taking the blood of an enemy into the bloody cap.

7th level gives ABSOLUTELY NOTHING other than the cohort son, which, like all cohorts, is a very strong class feature (which eventually doubles in benefit), but for those who don't want the hassle of making a second, lower level character, it can be easilly ignored. The disclaimer that the cohorts never take the 7th level while under control of the parent has an obvious purpose, to prevent a chain of cohorts. Goes well with swarmfighting, by the way.

Fighter Bonus feats... Yeah, didn't have a lot else to add. Also relatively many skill points, very few class skills. Focus is, obviously, an ambush warrior.

Basic followups would be Fighter, Ranger or Rogue, or decent classes, like warblade or totemist.

Here ya go, the redcap.[/SPOILER]

Done by Draken from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:31:33 PM
Pyroclastic dragon From Draconomicon

(http://i120.photobucket.com/albums/o178/tramirez89/magmaDragon.jpg)

[spoiler]
HD: d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Pyroclastic Body, Produce Flame, +1 Str
2  +2 +3+0 +3 Keen senses, Pyroclastic Breath
3  +3 +3+1 +3 Blindsense 60 feet, Sound Burst
4  +4 +4 +1+4 Wings, +10 Speed +1 Con
5  +5 +4 +1 +4  Growth, Tail Slap, Magma Body
6  +6 +5+2 +5  Pyrotechnics, Shatter, +1 Cha
7  +7 +5 +2 +5  Destruction Breath, See no Evil
8  +8 +6 +2 +6 Wall of Fire, Improved Sunder
9  +9  +6+3 +6 Elemental Fury, +1 Strength, +1 Constitution
10  +10 +7+3 +7 Shout, Wall of Stone, +1 Charisma
11  +11 +7 +3+7 Pyroclastic Scales, Destruction Body, +10 Speed
12  +12 +8 +4+8 Growth, Frightful presence, Crush, +1 Str, +1 Con
13  +13 +8 +4 +8 Hear No Evil, Gehenna Sunder, +1 Cha
14  +14 +9 +4 +9 Power Word Stun, Volcano +1 Str, +1 Con
15  +15 +9 +5 +9 Fire Storm, Pyroclastic Magic
16  +16 +10 +5 +10 Incendiary Cloud, Pyroclastic Assault, +1 Cha
17  +17  +10 +5  +10Meteor Swarm, +1 Strength, +1 Constitution, +1 Cha
18  +18  +11 +6  +11 Growth, Tail Sweep, +1 Str, +1 Con
19 +19  +11 +6  +11Immobile, +1 Str, +1 Con, +1 Cha
20 +20  +12 +6  +12Magma Body, Eruption

6 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft.


Proficiencies
: a Pyroclastic dragon isn't proficient with any armor or weapons, besides his own natural weapons

Pyroclastic BodyThe Pyroclastic dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 claws for 1d6 damage each, a 40 foot base land speed and medium size, plus a climb and burrow speed equal to half his land speed each. The Pyroclastic dragon has wings but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for anything a human hand could do.

The Pyroclastic dragon also gets a natural armor bonus equal to 1+Constitution modifier. Whenever the Pyroclastic dragon grows one size category, his natural armor increases by a further 1.

The Pyroclastic dragon has resistance to Sonic damage equal to its total hit dice. In addition to this, The Pyroclastic dragon has complete immunity to mundane fire and resistance to magical fire equal to its total hit dice.

Pyroclastic Magic:
Whenever a spell appears at the Pyroclastic Dragon table the pyroclastic dragon gains it as a SLA useable a certain number of times per day. Save DCs are 10+1/2HD+Cha mod.

Level 1: Produce Flame 1/day per HD

Level 3: Sound Burst 1/day per HD

Level 6: Pyrotechnics and Shatter 1/day per 2 HD each

Level 8: Wall of Fire 1/day per 2 HD

Level 10:Shout, Wall of Stone, 1/day per 2 HD each

Level 14: Power Word, Stun, 1/day per 3 HD

Level 15:Fire Storm, 1/day per 4 HD

Level 16:Incendiary Cloud, 1/day per 5 HD

Level 17:Meteor Swarm, 1/day per 6 HD

Ability Increase:
The pyroclastic dragon gains the following bonus at the following levels

Level Ability Bonus
1 +1 Str
4 +1 Con
6 +1 Cha
9+1 Strength, +1 Constitution
10+1 Charisma
12  +1 Str, +1 Con
13  +1 Cha
14   +1 Str, +1 Con
16   +1 Cha
17   +1 Strength, +1 Constitution, +1 Cha
18  +1 Str, +1 Con
19  +1 Str, +1 Con, +1 Cha
For a total of +7 Str, +7 Con and +6 Cha at 20th level.

Keen Senses: At second level, the Pyroclastic dragon's senses become far stronger. The Pyroclastic dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet

Pyroclastic Breath: At second level the Pyroclastic dragon gains a breath weapon. The breath weapon is a 30 foot cone dealing 1d6 damage/HD, half fire and half sonic damage, with a reflex save DC of 10+1/2 HD+Constitution modifier for half an takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains.

Blindsense: At third level the dragon gains Blindsense as the normal ability, range 60 feet.

Wings: At 4th level The Pyroclastic dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Speed Increase: At 4th and again at 11th level the pyroclastic dragon gains +10 foot to his base speed.

Growth:At 5th level the Dragon grows to large size. At 12th he grows to huge and at 18th he grows to Gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.


Tail Slap:At fifth level The Pyroclastic dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Magma Body:
At 5th level, the Pyroclastic dragon body itself starts to change into magma. It gains light fortification and a bonus on saves against poison, stun and polymorph effects equal to his HD.

Destruction Breath:
line 130 feet, Creatures hit are destroyed and reduced to ash unless they suceed on a Fort save DC of 10+1/2 HD+Con modifier,  1d4 turns recharge time. Even if they make the save they still take 1d8 damage per HD. Line increases by 10 feets with each extra HD the player takes from here.

See No Evil - The Pyroclastic Dragon is used to dwelling amid exploding geysers of magma. At 7th level, the middling effects of spells such as Pyrotechnics and Glitterdust can simply be shrugged off. The Pyroclastic Dragon is immune to the Blind status effect. It is still affected normally by lighting conditions and darkness.

Improved Sunder: at 8th level the Pyroclastic dragon gains the Improved Sunder feat even if he does not meet the prerequisites.

Elemental Fury:
Nothing can be hit by a Pyroclastic Dragon and remain unschated. At 9th level as a swift action, the next breath weapon attack/natural attack from the Pyroclastic Dragon during this round ignores all Resistances,DR and Hardness, and deal even half damage to creatures/objects normally immune to the Pyroclastic Dragon's breath weapon/natural attacks. This includes ethereal creatures, and force effects count as having 10 HP per the Caster level that created it for purposes of this ability. If no breath weapon/natural attack is performed until next round, this ability is wasted.

Pyroclastic Scales. at 11th level the Pyroclastic dragon gains SR equal to his HD+11 and gains DR/magic and good equal to half his HD.

Destruction body:
At 11th level the Pyroclastic dragon deals an aditional 1d6 fire damage with each sucessfull natural attack. This extra damage increases one die step for every 3 HD gained from here.

Frightfull Presence: at 12th level the dragon gains frigthful presence.The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Hear No Evil  - Having spent hundreds of years in Gehenna, hearing the constantly exploding volcanoes the souls screaming and moaning in despair, the Pyroclastic Dragon is practiced in ignoring what it does not wish to hear. At 13th level it may treat itself as being under the effects of a silence spell when such would be beneficial to it. This is an extraordinary effect and is not suppressed by an anti-magic field.

Gehenna Sunder: At 13th level,  In addition to the improved sunder feat, When attempting to sunder an item (Or construct) the Dragon's weapons count as having a shatter effect upon them. The caster level for the effect is equal to the Dragon's caster level.

Volcano:
At 14th level the pyroclastic dragon has sudden bursts of activity. It may take an extra standard or move action on his turn, but after taking it he needs to wait 5 turns before using this ability again.

Pyroclastic Magic: At 15th level, whenever the pyroclastic dragon uses an SLA that would deal fire damage, he may have half the damage dealt be sonic. In adition his caster level for all [Fire] and [Sonic] spells increases by 2, and now ignore any Caster level limits on such spells.


Pyroclastic Assault:
At 16th level, the Pyroclastic dragon may charge at an enemy even if there's nonworked nonmagical ground, earth and/or stone between them, automatically destroying the obstacles. This includes any material trough wich the pyroclastic dragon can burrow and Stone Walls. The dragon must still find his oponent's position trough some mean.


Tail sweep:This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Immobile:The pyroclastic dragon represents the very core of the world. It can ignore any effect that would cause it to move and/or change dimensions against his will.

Volcanic body:
The pyroclastic dragon is now fully immune to criticals, poison, stun, and polymorph effects against his will, and is also fully immune to fire and sonic.

Eruption:
The Pyroclastic dragons explosions are a sight to behold. It may now take an extra fullround action on his turn instead of just an extra partial action. It must wait five turns before using this again.
[/spoiler]

Comments:
[spoiler]As a planar dragon the pyroclastic doesn't receive spellcasting, but has considerably better skills and a wide support of extra abilities to make up for it.

In particular climb and burrow speed at 1st level, destruction breath for an at-will save or die, extra actions, see and hear no evil, several immunities, genhea sunder, ect.

So if you want to play a fire dragon that trades spellcasting for sheer brute power the pyroclastic dragon's for you.
[/spoiler]

Contributed by Kyuubi from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:35:04 PM
Ogre
(http://3.bp.blogspot.com/_tjkQUZ9f9gk/Swq5cz6787I/AAAAAAAAB6Y/Ch50GUBt2JQ/s400/ogrebull.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1  +0 +2+0 +0 Ogre body, Smash and Grab, Str+1, Con+1
2  +1 +3+0 +0 Clobber, Break Ranks, Str+1, Con+1
3  +2 +3+1 +1 Heavy Step, Growth, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills: Climb, Intimidate, Jump, Listen and Spot.

Proficiencies: All simple and martial weapons and light armor.

Features:
Ogre body: At first level, the Ogre loses all other racial bonuses, and gains giant traits (primarily low-light vision) a base speed of 30 feet and a natural armor bonus equal to his own Con modifier.

Ability score increase: The Ogre gains +1 Str and +1 Con for each level in this class for a total +3 Str and +3 Con at 3rd level.

Smash and Grab: At first level, whenever the Ogre hits an oponent in melee, it may atempt a Trip, Disarm or Grapple as a free action whitout causing attacks of oportunity.

Clobber: At second level, when the Ogre wields a bludgeoding simple weapon, it deals damage as if were one size bigger. For every 5 HD, it deals damage as it it was one size category more bigger.

Break Ranks: At second level, if an ogre charges and sucessfully hits his target, he may keep charging forward in a straight line while he has movement left, and attack any new enemy on his path. If it hits it, he can then keep charging forward again. The Ogre doesn't provoke attacks of oportunity for this movement from oponents he already hit.

Heavy Step: at third level, the Ogre gains +10 to all it's movement speeds for every 3 HD it has, and ignores hard terrain.

Growth:  At third level, the Ogre grows one size category.[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:39:37 PM
Half-Illithid
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Half-illithidlizardfolk.jpg)
[spoiler]Prerequisites
To become a Half Illithid, the character must meet the following requirements

Race: Any humanoid except human

Must have an illithid tadpole implanted in their head OR perform a ritual that requires live illithid tadpoles and 8 ranks in knowledge(psionics or dungeonering)

HD:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Flayer-touched body, Lesser cerebral power
2nd
+1
+0
+3
+3
Improved grab, Intermediate cerebral power, Psychic soul, Telepathy, +1 Int
3rd
+2
+1
+3
+3
Extract,  Greater cerebral power, Mind blast, +1 Cha

Skills: 2+int mod. Class skills are Bluff, Concentration, Diplomancy, Hide, Intimidate, Knowledge(any), Listen, Move Silently, Psicraft, Sense Motive and Spot

Proficiencies: a Half-illithid gains no proficiencies

Features:

Flayer-touched body: Unlike other monster classes, the Half-Illithid doesn't lose its racial ability modifiers, but he does gain Abberation traits.

The Half-Illithid also gains a +1 bonus to natural armor and bonus power points equal to their HD

A half illithid also loses any bite attack it had but gains 2 tentacle attacks that deal 1d4 points of damage for a medium sized creature. with each additional level of half illithid gained, another tentacle is gained

Cerebral power:
The Half-illithid gains psi-like abilities as shown on the table below. the save DCs for these powers is 10 + 1/2HD + charisma modifier

HD requiredCerebral power requiredPowerUses per day
1LesserRead Thoughts1/day/HD
3LesserPsionic Suggestion1/day/HD
5LesserPsionic Levitate1/day/HD
7LesserPsionic Charm1/day/2HD
9IntermediateDispel Psionics1/day/2HD
11IntermediatePlane Shift1/day/4HD
13IntermediatePsionic Dominate1/day/2HD
15GreaterPsionic Dimension Door1/day/2HD
17GreaterMind Probe1/day/4HD
19GreaterUltrablast1/day/4HD
If they multiclass to a psionic class they can count their Half-illithid levels as levels of that class for purposes of ML and for the purposes of learning new powers and gaining additional power points. So for example, a Half-illithid3 who took 1 level of psion could choose to have CL 4, get 2 new powers known and gain 6 power points. They would not gain the powers of a 3rd level psion however.

Improved grab: At second level, a Half-illithid that hits a creature of its own size or smaller with its tentacle attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets hold, it attaches the tentacle to the opponents head. After a successful grab the half-illithid can try to attach its remaining tentacles with a successful grapple check. the opponent can escape with a successful grapple or escape artist check, but the half-ilithid gets a +2 circumstance bonus for every tentacle that was attached at the start of the opponent's turn.

Psychic soul: A second level Half-illithid gains power resistance equal to its HD+11

Telepathy: Also at second level, a Half-illithid gains telepathy with a range of 10ft per HD

Extract: When a third level Half-illithid mantains its hold with all four tentacles for 1 full round, it automatically extracts the creature's brain at the beggining of its next turn, Instantly killing that creature.

Mind blast: A third level Half illithid can use its mind blast once per day per four HD. Anyone caught in 40ft cone must succeed a will save(DC10 + 1/2HD + Charisma modifier) or be stunned for 1d4 rounds.[/spoiler]

Comments
[spoiler]Here it is, the half-illithid. I used the same method as I did for the other half-breeds I made. I also made the class fully psionic and expanded the power list to include higher levels[/spoiler]

Done by Crafty_Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 13, 2010, 09:42:51 PM
The Kaorti
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Kaorti.jpg)
[spoiler]
HD:d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Body of madness, Warped arcana, Vile transformation, Material vulnerability, Twisted physiology

Skills: 4+int mod. Class skills are Concentration, Craft, Heal, Intimidate, Knowledge(arcana, the planes), Spellcraft, and Use Magic Device

Proficiencies: A Kaorti is proficient with all simple wepons as well as the ribon dagger

Features:

Body of madness:
A Kaorti loses all other racial Traits, but gains outsider traits, a base speed of 30ft, bite attack dealing 1d6 points damage and is medium sized.

A Kaorti gains natural armour equal to its charisma bonus.

Warped Arcana(sp):
Twice per day per HD, a Kaorti can duplicate one of the following spells with a caster level equal to the kaorti's HD; alter self, color spray, feather fall, ray of enfeeblement, reduce or spider climb. the save DC is 10 + 1/2HD + Charisma bonus. A Kaorti that takes levels in an arcane casting class gains a +1 bonus to caster level

Vile transformation:
A Kaorti can lock its jaws around a willing or helpless creature in order to turn it into another Kaorti. After 8 hours, the creature must make a Fortitude save (DC 10+ 1/2HD+ Constitution modifier) or be corrupted by madness. A humanoid that fails instantly gains a level in Kaorti, but must wait for their XP to catch up before they continue leveling. A non-humanoid that fails its save becomes a Kaorti thrall, gaining the pseodonatural template.

The Kaorti can control Kaorti thralls, as long as the total hit dice of the thralls controled is no more than the Kaorti's own HD and the thralls have and intellegence score of 2 or lower. Uncontrolled thralls and any kaorti created are freindly to the kaorti, but are under no compulsion to obey their creator, and will generally head toward the nearest Kaorti cyst unless prevented.

Material vulnerability:
A Kaorti outside of a protected area must make a fortitude save every hour(DC15+1 per previous check) or take 1d6 points of nonlethal damage and become fatigued. the fatigued condition lasts until the nonlethal damage is healed. If a kaorti is rendered unconsious by this damage, then they continue making hourly checks, but take lethal damage instead.

Twisted physiology:
A Kaorti can manipulate its body structure, sacrificing strength for agility or mental power. By taking a penalty to strength, a Kaorti can gain a bonus to dexterity, intellegence or charisma equal to the penalty taken. The penalty taken by the kaorti cannot be greater than -4, but the bonus can be split among multiple abilities. The Kaorti can change the size of the penalty and the alocation of the bonuses by spending 8 hours in meditaion.

At 10HD, the penalty/bonus ratio becomes -1/+1.5. at 20HD it becomes -1/+2[/spoiler]
Comments
[spoiler]For the Kaorti, physical weakness is a defining characteristic, but the rule with these monster classes is no ability penalties, so the twisted physiology ability was born. Converting physical strength to agility or intellect doesn't make much sense, but Kaotri are by their very nature incomprehensable. The kaorti also lack combat ability, so I let them use their contolled thralls to give them guardians[/spoiler]
Items
[spoiler]Here are a few items homebrewed to help with a kaorti's material vulnerability. I guess they're the Kaorti equivalent of clothing and a sleeping bag.

Resin bindings:
these thin strips of treated resin are wound around a kaorti's limbs and torso to provide protection against the material world. A kaorti wearing these bindings makes a save to resist nonlethal damage every two hours rather than every one, and gains a +2 circumstance bonus on their saving throw. Market price: 15gp, Weight: 5lb.

Kaorti cocoon:
This two foot long ovoid is made of resin, alchemically treated for flexibility. it can be streched large enough for a kaorti to fit inside. While inside, a kaorti cannot move exept to leave the cocoon, but they are protected from the material plane. Market price: 12gp, Weight: 4lb.[/spoiler]

Done by Crafty_Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 14, 2010, 01:44:14 AM
Harpy
(http://www.wizards.com/dnd/images/ss_gallery/49118.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 0+ 2 + 0 Harpy body, Harpyc Song, +1 Dex
2+ 2+ 0+ 3 + 0 Hit and Fly, +1 Cha
3+ 3+ 1+ 3 + 1 Simphony, +1 Dex
4+ 4+ 1+ 4 + 1 Flight (80', average), Kidnap, +1 Cha
Skills:6+int per level, class skills are Bluff, Climb, Concentration, Diplomacy, Hide, Intimidate, Jump, Listen, Perform (Oratory), Spot, Tumble.

Proficiencies: The Harpy is proficient with simple weapons and her own natural weapons

Features:
Harpy Body:  The Harpy loses all other racial bonus and gains monstrous humanoid traits (basically darkvision 60')  She's a medium sized monstrous humanoid with base land speed of 20' and two natural claw attacks dealing 1d3+Str damage each.  The Harpy also gains natural armor equal to her Con bonus.

The Harpy has wings, but they're too weak to lift her for now.

Ability Increase:  The Harpy gains +1 Dexterity for every odd level taken in the Harpy Class and +1 Charisma for every even level taken in the class, for a total of +2 Dex and +2 Cha at 4th level.

Harpyc Music:
Twice per day per harpy level, an harpy can use her song to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of harpyc music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum harpy level and a minimum number of ranks in the Perform skill to qualify; if a harpy does not have the required number of ranks in at least one Perform skill, he does not gain the harpyic music ability until he acquires the needed ranks.

Starting a harpyc music effect is a standard action. Some harpyc music abilities require concentration, which means the harpy must take a standard action each round to maintain the ability. Even while using harpyic music that doesn’t require concentration, a harpy cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf harpy has a 20% chance to fail when attempting to use harpyic music. If she fails, the attempt still counts against her daily limit.

Mocking song (Su):
A harpy with 3 or more ranks in a Perform skill can use her music or poetics to mock her oponents attacks, making their attacks less prone to work.  Each round of the Mocking song, she makes a Perform check. Any ally within 30 feet of the harpy (including the harpy herself) that is affected by any effect that demands a save may use the harpy’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous attack that allowed a save, it gains another saving throw against the effect each round it hears the Mocking Song, but it must use the harpy’s Perform check result for the save. Mocking Song has no effect against effects that don’t allow saves. The harpy may keep up the Mocking Song for 3  rounds per HD.

Captivate(Sp): The most insidious ability of the harpy is its song. When a harpy sings, all creatures within a 75-foot per HD spread must succeed on a DC 10´1/2 HD+Cha mod Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the harpy’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

The harpy may choose to not affect allies with this ability.

Inspire Cowardice (Su): A harpy with 3 or more ranks in a Perform skill can use song or poetics to inspire cowardice in her oponents oponents, exposing them against fear and decreasing their combat abilities. To be affected, an enemy must be able to hear the harpy sing. The effect lasts for as long as the enemyy hears the harpy sing and for 5 rounds thereafter. An affected enemy receives a -1 penalty on saving throws against charm and fear effects and a -1 morale bonus on attack and weapon damage rolls. At 8 HD, and every six HD  thereafter, this penalty increases by 1 (-2 at 8HD, -3 at 14HD, and -4 at 20HD). Inspire Cowardice is a mind-affecting ability.

Inspire Incompetence (Su)
A harpy of 3rd level or higher with 6 or more ranks in a Perform skill can use her music or poetics to help an enemy fail at a task. The enemy must be within 30 feet, but doesn't need to actually be able to see the Harpy. The Harpy's song is delivered trough a very subtle and low melody on the back of the enemy's mind, in such a way that it can't be tracked back to the Harpy, so it doesn't reveal her presence if she was hidden.

The ally gets a penalty on all skill checks equal to the Harpy's Cha mod as long as he or she continues to hear the harpy’s music. The effect lasts as long as the harpy concentrates, up to a maximum of 2 minutes. A harpy can’t inspire competence in herself. Inspire incompetence is a mind-affecting ability.

At 10 HD, al of the Harpy's songs ignores immunity to mind-affecting, but oponents wich would normally be immune gain a +5 bonus on their saves against this ability.

If the Harpy multiclasses as a bard, both classes stack for unlocking new Bardic songs, and the Harpy may use Bardic song uses to activate her Harpy songs and Harpy songs uses to activate Bardic music.

Hit and Fly: At second level, the Harpy can flap her wings as a swift action to double her land speed. In adition, as a fullround action she may move up to her speed and perform a standard action at any point during that move. She can also choose to attack with both claws as a standard action now.

Simphony:  At third level, the Harpy can keep the concentration of any of her songs that demand it as a swift action, but still cannot take any other actions that would demand her to speak.

Flight:  At fourth level, the harpy's wings finnally are strong enough for full flight at a speed of 80 feet, average maneuverability.

Kidnap: At fourth level, when the Harpy hits an oponent with a claw attack, she may start a grapple as a free action whitout provoking attacks of oportunity, except that she uses her combined Cha and Dex modifier instead of Str modifier for all grapple checks.

If she suceeds, she may move at normal speed carrying her prey and doesn't count as grappled, but the enemy adds his weight to the Harpy's load and she can't use her claws for attacking. While in the air, the Harpy may automatically end the grapple as a standard action, droping her target to fall to his demise, taking apropriate falling damage.

At 8 HD this ignores freedom of movement effects.
[/spoiler]

Comments:
[spoiler]
The harpy is an obscure mythological monster that actually got a lot of popularity around the world. It's basically a combination of evil singing women and bird of prey.

On top of the classic captivating song, the harpy gets other musics to her reportoire, and some aerial combat bonus.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 14, 2010, 01:47:53 AM
Brain in a Jar
(http://cdn-www.cracked.com/articleimages/dan/dnd/brain.jpg)

Crunch
[SPOILER]
HD: d12
Level   BAB   Fort   Ref   Will   Features
1+0   +0   +0   +2   Brain in a Jar, Mind Thrust, The Brain Unbound
2+1   +0   +0   +3   Rebuke Undead, The Brain Unequalled, Int +1, Wis +1, Cha +1
3+1   +1   +1   +3   The Brain Unleashed, Madness, Int +1, Cha +1
4+2   +1   +1   +4   The Brain Absolute, Int +1, Wis +1, Cha +1
Class Skills (2+ Int Modifier): None.

Proficiencies: The brain in a jar is proficient with no weapons and no armor.

Brain in a Jar: The Brain in a Jar loses all racial features and instead gains the following:

Furthermore, the brain in a jar has no Strength score, keeping itself mobile through psionic power alone, it gains a deflection bonus to AC equal to his Charisma modifier.

Lastly, all current and future HD it has become d12s.

The Brain in a Jar’s unusual body shape gives it different body slots than most other creatures. The brain can use Head slot items on top of its Jar, wrap a Body or Shoulders slot item around it and wear a belt slot item at the base of the Jar. It can use an Eyes slot item, Ring or Necklace inside the Jar, with the brain itself. Finally, it can wear specially crafted armor or robes.

Brain in a Jar Body slots:
[SPOILER][/SPOILER]

Undead Type characteristics:
[SPOILER][/SPOILER]

Mind Thrust (Su): The brain in a Jar can deliver a massive assault on the thought pathways of any one creature within 60 feet as a standard action. This mind thrust deals 1d10 points of damage to any creature that fails a will save, DC 10 + ½ HD + Cha modifier.

At 3 HD and every two HD afterwards, the damage of the Mind Thrust increases by 1d10. Additionally, the Brain in a Jar may spend 1 power point to increase the damage of the Mind Thrust by 1d10 and increase the DC by 1 for every two extra dice of damage, this augmentation can never increase the dice of damage dealt by the Mind Thrust beyond the Brain in a Jar’s HD.

The Brain Unbound (Pl): The Brain in a Jar is a creature with a potent mind, and it has access to several psi-like abilities. The manifester level for the psi-like abilities is equal to the Brain in a Jar’s HD, and the save DC for them is 10 + ½ HD + Cha modifier.

Starting at 1st level, the Brain in a Jar can use Psionic Charm Person and Control Object 1/day per HD, and it can use Far Hand at will.

Rebuke Undead (Su): At 2nd level, the Brain in a Jar may rebuke undead with an effective cleric level equal to his HD. This ability can be used a number of times per day equal to 3 + Charisma Modifier.

The Brain Unequalled (Ex): At 2nd level the Brain in a Jar gains Blindsight out to 5 feet per HD and Turn Resistance equal to half its HD. Furthermore, he gains a racial bonus on all Intelligence, Wisdom and Charisma based skill checks equal to his class level.

Ability Score Increases: At 2nd, 3rd and 4th levels, the Brain in a Jar gains +1 to Intelligence and Charisma. At 2nd and 4th levels it gains a +1 to Wisdom.

The Brain Unleashed (Pl): Starting at 3rd level the Brain in a Jar can use Psionic Suggestion, Read Thoughts and Id Insinuation as psi-like abilities 1/day per two HD.

Madness (Su): At 3rd level, anyone targeting the Brain in Jar with a thought detection, mind control or any telepathic or psionic effect that makes contact with his mind takes 1d4 points of wisdom damage.

The Brain Absolute (Pl): Starting at 4th level, the Brain in a Jar can use Psionic Dominate, Telekinetic Force, Telekinetic Thrust and Telekinetic Maneuver 1/day per four HD.
[/SPOILER]

Comments
[SPOILER]Play a Brain in a Jar if you want to Mind your own business.

Heh. You get it? Mind your own business! Priceless. Ok, the brain in a jar is a psionic undead. It is a brain with no body (doh) that hovers and uses telekinesis and mind controlz, along with a smattering of necromantic dabbling (Rebuke Undead), and Madness gives it a protection against non Mind-Affecting mind effects. And makes telepathy the Brain's mightiest weapon, sometimes. COMA INDUCING BRAIN SHOUTS HHHHAAAAAHAHAAAHAAAAAAAAA.

Ahem...

Well, there ya go. For all of you potheads here in this forum.[/SPOILER]

Done by Draken from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 14, 2010, 01:53:58 AM
Winter Wolf
(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG256.jpg)


[Spoiler]
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Winter Wolf Body, Vulnerability to Fire, Cold Resistance, Wolf Trip
2nd
+2
+3
+3
+0
Scent, Frostbite, +1 Str
3rd
+3
+3
+3
+1
Freezing Bite, +1 Con
4th
+4
+4
+4
+1
Cold Subtype, +1 Str
5th
+5
+4
+4
+1
Growth, Freezing Breath, +1 Con

Skill Points: The winter wolf gains 4 skill points per level (x4 at level 1).
Class Skills: The class skills for a winter wolf are, Balance, Handle Animal Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim

Weapon&Armor Proficiency: Proficient with it's natural attacks

Winter Wolf Body
The Winter Wolf loses all existing racial traits and gains the magical beast type  (Darkvision 60ft, low light vision). The wolf and gains a bite attack that deals 1d6+1,5x str damage. The wolf also gains 50ft base landspeed and natural armor equal to it's con modifier. The wolf may not use weapons or manipulate objects, as it has wolf paws, not hands. The winter wolf gains a +2 bonus to Spot, Listen, Hide and Move Silently checks. The wolf gains a +4 to survival checks when tracking by scent and a +7 to hide checks when in an area of snow and ice. All the skill bonuses raise by +1 ever three hd.

Vulnerability to Fire
The winter wolf takes 1,5 extra damage per HD from all fire attacks. At level 4, the winter wolf instead takes 50% extra damage from all fire attacks.

Cold Resistance
The winter wolf gains cold resistance equal to 3 per HD

Wolf Trip (EX)
A wolf that hits with it's bite attack can immediately attempt to trip as a free action without a touch attack. The target is not allowed an attack of opportunity and may not react to a failed trip attempt.

Scent (EX)
The winter wolf has Scent. (Monster Manual, page 314.)

Frostbite
Any target hit by the winter wolf's bite must make a fortitude saving throw (DC 10+1/2 HD+Con modifier) or be fatigued until they heal the damage. At 8HD, this no longer allows a saving throw.

Ability Score Bonuses
The wolf gains a +1 to str at levels 2 and 4 and a +1 to con at levels 3 and 5

Cold Subtype
The winter wolf gains the cold subtype and with it, Immunity to cold. The fire vulnerability stays the same.

Freezing Bite (SU)
The bite attacks of a winter wolf deal 1d6 extra cold damage, as if they were frost weapons. Every 3 HD after gaining this ability, the damage increases by 1d6.

Freezing Breath (SU)
The wolf gains a breath weapon that deals 1d6 cold damage per HD in a 15ft cone. Reflex save DC is 10+1/2 HD+constitution modifier. Using this is a standard action and after use, it may not be used again in 1d4 rounds.At 12 hd, it becomes a 30ft cone.

Growth
The wolf becomes increases in size by one category (long)[/Spoiler]

Comments
[Spoiler]It's a winter wolf from the monster manual. This was pretty easy to make, since the winter wolf has a nice storage of stuff to spread around to 5 levels. This one has no ability score adjustments, since I thought it gets enough nice stuff anyway.
[/Spoiler]

Done by Frog Dragon from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 14, 2010, 01:56:18 AM
Scorpionfolk
(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_111.jpg)

[Spoiler]HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Scorpionfolk Body, Poison
2nd
+2
+0
+3
+3
Str +1, Mirror Image 1/day
3rd
+3
+1
+3
+3
+1 Wis, +1 Cha, Trample
4th
+4
+1
+4
+4
Str +1,  Mirror Image 2/day, Claws
5th
+5
+1
+4
+4
Str +1, Major Image 1/day
6th
+6
+2
+5
+5
+1 Wis, +1 Cha, Mirror Image 3/day
7th
+7
+2
+5
+5
Str +1, Growth, Major Image 2/day

Skill Points: A scorpionfolk gains 2+int modifier skill points per level (x4 at level 1).
Class Skills: Craft, Diplomacy, Intimidate, Jump, Knowledge: Nature, Listen, Profession, Sense Motive, Spot, Tumble

Weapon&Armor Proficiencies: A scorpionfolk is proficient with all simple and weapons and it's own natural attacks. No armor proficiencies.

Scorpionfolk Body
The scorpionfolk loses all other racial traits and gains the Monstrous Humanoid type (darkvision out to 60ft) and a sting attack that deals 1d6 damage+str. He also gains natural armor equal to his constitution bonus (if positive). The scorpionfolk is medium and has a base movement speed of 40ft.

Ability Score Increase
A scorpionfolk gains a +1 to str score at levels 2, 4, 5 and 7
In addition, he gains a +1 bonus to wis and cha at level 3 and 6.

Trample
As a standard action during its turn in a round, a scorpionfolk can trample creatures at least one size category smaller than itself. This attack deals 1d8+1,5x str score points of bludgeoning damage damage. A trampled opponent can attempt either and attack of opportunity at a -4 penalty or a reflex save (DC 20) for half damage.

Poison
A scorpionfolk delivers it's poison (Fortitude save DC 10+1/2 character level+con modifier) with each successful sting attack. The initial and secondary damage is 1d4 points of dex damage. The save dc (unmodified by con modifier) may not exceed 10+class level. When the scorpionfolk gains it's seventh HD, both secondary and primary dexterity damage becomes 1d6. At fourteenth HD, both become. 1d8

Claws
The scorpionfolk gains two claw attacks that deal 1d4+1/2 str each.

Spell-Like Abilities
Times per day indicated in the table, a scorpionfolk may use one of it's spell-like abilities (Mirror Image or Major Image) with caster level equal to hit dice and a save DC of 10+Spell Level + Cha modifier. After the scorpionfolk has reached level seven in this class, for every 4 hit dice, he gains another use of his Major Image SLA. For ever 3 hit dice, he gains another use of his Mirror Image SLA

Growth
The scorpionfolk becomes one size category larger (long)[/Spoiler]

Comments
[Spoiler]It's the scorpionfolk from MMII. I remembered it from NWN, and I wanted to give this a shot. I beefed up the uses for the SLA:s to make it relevant, but it's mostly copypasta.[/Spoiler]

Done by Frog Dragon from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:00:05 AM
Mephit
(http://i46.tinypic.com/m0ltx.jpg)

[spoiler]HD:d8
LevelBabFortRefWillFeature
1+ 0 +0+ 0 + 0 Mephit body,  Elemental Heritage, Mephit Breath, +1 Cha
2+ 1+ 0+ 0 + 0Mephit Skin , +1 Cha
3+ 2+ 1+ 1 + 1 Elemental Magic, +1 Cha
Skills: 6+int modifier, quadruple at 1st level. Class skills are Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Use Rope (Dex).

Proficiencies:  None.

Features
Mephit Body: At 1st level the Mephit loses all other racial bonuses and adopts the Outsider type (primarily gaining Darkvision 60').  They are small creatures with a move speed of 30' and two natural claw attacks dealing 1d3+Str each.  The Mephit gains a natural armor equal to its Con bonus.

Elemental Heritage:  At 1st level, the Mephit gains a subtype of the player's choice from the following list, and gains the respective bonuses:
ElementExtra bonus
Air Reflex save becomes 'Good',  gains flight equal to double base speed, perfect maneuverability, at 4HD.
Cold Reflex save becomes 'Good', Cold immunity, +50% damage from fire. Gains flight equal to double base speed, average maneuverability, at 4HD
Earth Fort save becomes 'Good', +2 str at 1st level and +1 at the other two levels. Gains flight equal to double base speed, poor maneuverability, at 4HD.
Fire Fort save becomes 'Good', Immunity to fire, +50% damage from cold. Gains Flight equal to double base speed, average maneuverability, at 4HD
Water Fort save becomes 'Good', Gains a swim speed equal to land speed and can breathe and move/fight underwater whitout problems. Gains Flight speed equal to double base speed, perfect maneuverability, at 4HD.

Mephit Breath:  At 1st level the Mephit may use an elemental breath weapon.  This breath weapon deals damage appropriate to the Mephit's subtype. Water deals acid, air deals slashing, earth deals bludgeoding. Once used, the Mephit must wait 1d4 rounds  before it can be used again. They all affect a cone of 5 feet per HD, and any save DCs are 10+1/2 HD+Con modifier.

Air/Fire/Water- 1d6 damage per HD, reflex save for half.

Earth/Cold-1d4 damage per HD, oponents struck by the breath weapon are covered by dust/ice particles that are extremely itchy and cause an Irritation that results on -4 penalty to AC and -2 to attack rolls for 1 round per HD. A sucessfull reflex save halves the damage and negates the Irritation.

Ability Score Increase: at each level the Mephit gains +1 to Cha, for a total of +3 Cha at 3rd level.

Mephit Skin:  At 2nd level, the Mephit gains DR/Magic and Fast Healing both equal to half  HD.  

Elemental Magic:  At 3rd level, the Mephit can use certain SLAs based on it's element. Save DCs are 10+1/2 HD+Cha mod.

Air-Blur 1/hour for every 2 HD, Gust of Wind 1/day for every 2 HD.
Cold-Magic Missile 1/hour for every 2 HD, Chill Metal 1/day for every 2 HD.
Earth-Enlarge Self (as Enlarge Person, but only affects the Mephit itself) 1/hour for every 2 HD, Soften Earth and Stone 1/day for every 2 HD.
Fire-Scorching Ray 1/hour for every 2 HD, Heat Metal 1/day for every 2 HD.
Water-Melph's Acid Arrow 1/ hour for every 2 HD, Stinking cloud 1/day for every 2 HD.

In addition, a Mephit who multiclasses into a  casting class can count its Mephit levels as levels of that class for purposes of CL and for the purposes of learning new spells and obtaining new spell slots.  This would allow a third level Mephit acquiring a level of Druid to gain the spells known and spells per day that she would obtain from going from Druid3 to Druid4, but does not retroactively grant the spells known or spells-per-day that she would have obtained with the first four levels of Druid.  Mephits cast spells of their subtype at +2 caster level.[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:04:02 AM
Spellwarped Creature(prc)
(http://www.wizards.com/dnd/images/mmiii_gallery/83055.jpg)

[Spoiler]
Pre-requisites:
-Must be a living corporeal creature.

HD: D8
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Spellwarped Body, Spell Resistance, Experiment
2nd
+1
+3
+0
+3
Experimental Power, Advanced Experiment
Skill Points 2+Int per level
Class Skill Skills: Concentration, climb, jump, swim, spot, listen, intimidate, Knowledge(any), spellcraft

Proficiencies: Spellwarped creatures don't gain any new proefeciencies.

Spellwarped Body: Unlike with other monster classes, the traits of the original race are retained. The Spellwarped Creature then gains aberration traits (basically darkvision 60 foot) and is now an aberration, with the augmented subtype if necessary.

It also gains a natural armor bonus of +1. If it already had a natural armor bonus it increases by an extra +1.

Spell Resistance: The Spellwarped creature gains Spell Resistance equal to 15+HD.

Experiment:
the spellwarped creature gains +1 to the ability score of his choice.

Experimental Power:Spellwarped creatures were engineered to be strenghtned by magic. Whenever a spell or SLA fails to bypass it's spell resistance the Spellwarped creature gains the following bonus of his choice for 1 minute, where Y is the level of the spell or SLA stoped by the SR

Power: +Y enanchment bonus to the ability score of his choice.
Life: +Y x 5 temporary hit points.
Speed: all move speeds increased by Y x 5 foot.
Resistance: The spellwarped creature gains resistance Y x 2 to the energy type of his choice.

Bonus of the same kind don't stack.
Whenever a spell or SLA is absorbed the body of the spellwarped creature is temporaly warped in some hideous way acording to the bonus gained, like muscles stretching when a strenght enanchment is chosen.

Advanced experiment:
the spellwarped creature gains an extra +1 to each of two ability scores of it's choice.
[/Spoiler]

Comments
[Spoiler]
The first level of the spellwarped creature grants powerfull SR and a minor natural armor bonus togheter with a small ability score increase of his choice to make it less dul. The second grants two extra ability scores and the experimental power ability to absorb spells.

Some showed problems with the original ability being too strong with spellcaster allies using low CL stuff, so I made the bonus dependant on the spell level and last very little time. Sure the spellwarped creature can gain +9 to all ability scores, but that now demands six valuable 9th level spells, and they don't stack with enanchment bonus and will only last 1 minute. You're better off using those spell slots for actual buffs.

Plus you don't gain any other ability for the second level.

Kudos to Frog Dragon by contributing the base template for this.
[/Spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:11:23 AM
Half-Troll


(http://images.elfwood.com/art/a/n/anna84/aya_doddle.jpg)

[Spoiler]d8 HD
Prerequisites: Must be an Animal, Dragon, Fey, Giant, Humaoid, Magical Beast, Monstrous Humanoid, or Outsider, that isn't a troll, scrag, or half-race already.
LevelBaBfort saveRef saveWill saveSpecial
1st
+0
+2
+0
+0
Half-Troll Body, Scent, +1 Str
2nd
+1
+3
+0
+0
Fast healing, Rend, +1 Con
Skills:2+ Int mod. Class skills are Intimidate, Spot, listen, Climb, Jump.

Proficiencies: a half-Troll has no proficiencies, except with it's own natural weapons.

Features:

Half-Troll Body: Unlike other monster classes, the half troll doesn't lose it's racial abilities, but he does gain Giant traits, and a natural armor bonus equal to half it's Con modifier. If it already had natural armor, it instead increases by +1.

The half-troll also gains a bite attack, if he didn't have one already, that deals 1d4 damage, and two claw attacks dealing 1d6 damage each (if medium, adjust acordingly for half trolls of other sizes).

Scent: The half Troll gains Scent after reaching 4 HD (Monster Manual, page 314)

Fast healing: The Half troll gains Fast Healing equal to Half his HD. If damaged by acid or fire, there is a 75% chance that they lose Fast Healing for 1d3-1 rounds.

Rend: After second level and 5 HD, if both claws hit, does a rend attack that is 2x the damage dice of a claw attack + one and a half str moddifier.

Ability increase: A half troll gains +1 strength at first level and +1 Constitution at second level.

Half-Skraag:
when taking  this template you may choose to be an half-skraag instead of an half-troll. In that case you gain a swim speed equal to your base speed at 2nd level but your fast healing only works when submerged inside water.
[/spoiler]


Comments:
[spoiler]Extremely similar templates. Just, one is suited for land, the other for water.
I probably should have put Scent at second level, and fast healing at first, but fast healing is an extremely powerfull ability, and I forsaw one level dips to gain fast healing that scales with HD, and ignoring the ability increases and scent. Yes, there will still be dips, but they are more likely to take both levels now.
+1 in two melee stats basically garentees that he'll be used in melee builds, but +1 con could be great for spell casters, too. I didn't add in penalties, after all. no-one does, that I've seen.
Uh, yes. It should be rule zeroed that you can't take both of these classes on one character.

Obviously, If your having a sea based campain, take half-scrag. If not, half-troll is much better (doesn't need to be submerged).

Changes:
added HD (oops!)
reduced and spread out ability gain.
Moddified fast healing to HALF HD, removed cap
Added prereq that removes ability to have a half-troll troll.
Moddified Natural armor.
Moved rend from Troll body ability, made it second level.
Added acid and fire disabling fast healing.
Put an HD requirement on Scent and Rend.
Reduced Natural armor again, by half
reduced ability scores, also to half (and to think the original template has +6 each!)[/spoiler]

Done by flarbort, some tweaks by me.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:14:08 AM
The Entropic Reaper
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Entropicreaper.jpg)
[spoiler]
HD:d12
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Body of the reaper, Scythe master, Undead traits
2nd
+1
+0
+0
+3
+1str, Fast healing, Power attack
3rd
+1
+1
+1
+3
+1cha, Lesser reality tear
4th
+2
+1
+1
+4
+1str, Lesser entropic blade
5th
+2
+1
+1
+4
Reapers warding
6th
+3
+2
+2
+5
+1str, Full swing
7th
+3
+2
+2
+5
+1cha, Dark harvest
8th
+4
+2
+2
+6
+1str, Greater reality tear
9th
+4
+3
+3
+6
Greater entropic blade
10th
+5
+3
+3
+7
+1str, Dimensional charge
11th
+5
+3
+3
+7
+1cha, Master executioner
12th
+6
+4
+4
+8
+1str, Harvest lord


Skills: 2+int mod. An Entropic Reaper has no class skills

Proficient: an Entropic Reaper is proficient with all simple weapons, as well as scythes

Features:

Body of the reaper:
An Entropic Reaper loses all other racial modifiers and gains the following undead traits
[spoiler]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.[/spoiler]

An entropic reaper has a natural armor bonus equal to its charisma bonus, A land speed of 30ft, and all its HD become d12's

Scythe master:
The Entropic reaper can use a scythe one size category larger than normal without penalty. In addition, if an Entropic reaper gains the cleave feat, they gain the ability to make one additional cleave attempt per turn.

Ability bonus:
An entropic reaper gains +1 to strength at every even level and +1 charisma at level three and every four levels thereafter

Fast healing:
A second level Entropic reaper gains fast healing equal to 1/2HD

Power attack:
At second level an entropic reaper gains power attack as a bonus feat. If they already have the power attack feat they gain cleave instead. If they already possess both these feats they may choose a different feat to gain.

Lesser Reality Tear:
A third level entropic reaper gains the ability to use their scythe to tear holes in the fabric of reality, Duplicating the effects of a dimension door spell with a range of 20ft per HD as a move action, except that they can take any remaining actions they have for the turn after moving. This ability can be used once per day per HD.

Lesser Entropic blade: Once per day per HD, the entropic reaper can channel raw chaos into their scythe as a free action. a struck target must succeed a fortitude save(DC10 +1/2HD +charisma modifier) or become a spongy, amorphous mass for 1 round per HD. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it is treated as blinded (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can regain its own shape by taking a standard to attempt a DC 15 Charisma check (this check DC does not vary for a entropic reaper with different Hit Dice or ability scores). A success reestablishes the creature’s normal form. On a failure, the victim can still repeat this check each round until successful.


Reapers warding:
At 5th level, the Entropic reaper gains DR/cold iron and lawful equal to half their HD and spell resistance equal to 11+HD.

Full swing: A 6th level Entropic reaper learns to use his scythe's momentum to his advantage. When making a charge attack with a scythe, the damage bonus from power attack becomes equal to the penalty to the attack roll x3 rather than x2.

Dark harvest:
For every creature a 7th level entropic reaper kills with its scythe or transforms with it's entropic blade, it heals a number of hit points equal to their victims HD,  gaining any excess as temporary hit points that last 1 hour. The entropic reaper can't harvest more creatures per turn than his Cha bonus.

Greater reality tear: At 8th level, an Entropic reaper can also duplicate the effects of a plane shift spell as a standard action, once per day per 4HD. If used on an unwilling target, the entropic reaper uses his scythe for the touch attack, gaining the benefits of its enhancement bonus or similar effects, And the save DC is 10 +1/2HD+ charisma modifier

Greater entropic blade
At 9th level, the effects of the entropic blade no longer have a maximum duration and persist until the creature dies or is cured (see below). Even if the creature regains its form as described above it must make another check every minute or return to their transformed state. In addition, they take 1 point of wisdom drain each round they remain transformed due to mental shock. A creature that falls to 0 wisdom dissolves into nothingness

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.


Dimensional charge:
If an 10th level Entropic reaper travels at least 20ft with its reality tear ability then attacks an adjacent creature, the attack is treated as a charge.


Master Executioner:
An eleventh level Entropic reaper can perform a coup de grace as a free action that doesn't provoke an attack of opportunity, a maximum number of times per round equal to his Cha modifier.

In adition, the entropic repaer gains +5 foot bonus reach when wielding a large scythe.


Harvest Lord:
At 12th level, an Entropic reaper's dark harvest can drain the strength of those it fells as well as their vitality. For every creature felled, they gain a +X bonus for their strenght for one minute, where X is that creature's HD. Multiple creatures killed don't stack, count just the higher bonus. [/spoiler]

Comments
[spoiler]This is the biggest class I've done. I added the ability to gain power from killing opponents and expanded on their capability for dimensional travel.

My comments:
Nice work overall but the wording and organization needed some cleanup and tweaking. Also increased the reach of the entropic reaper when it reaches 11th level as just performing free coup de graces isn't that usefull.

Overall, the entropic reaper is a dangerous melee glass cannon with great mobility.
[/spoiler]

Done by Crafty_Cultist  from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:18:14 AM
SILTHILAR (LoM p.168)
(http://www.wizards.com/dnd/images/lom_gallery/88152.jpg)

CLASS
[spoiler]Hit Die: d8

SILTHILAR
LevelBABFortRefWill Special
Graft Reserve
1st
+0
+0
+0
+2
Silthilar Body, Infestation, +1 Int, +1 Dex
-
2nd
+1
+0
+0
+3
Swarm Form, +1 Cha
-
3rd
+1
+1
+1
+3
Graft Flesh, Natural Grafter, Graft Reserve, +1 Con
250
4th
+2
+1
+1
+4
Enhance Creature, +1 Int, +1 Dex
500
5th
+2
+1
+1
+4
Deform Creature, +1 Cha
700
6th
+3
+2
+2
+5
Ancient and Powerful, Hive Mind, Flight, +1 Con
900
7th
+3
+2
+2
+5
Master of Form, Extra arms, +1 Int, +1 Dex
1100

Class Skills: (4 + Int. Modifier) x 4 at first level. The silthilar’s class skills are Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Heal, Knowledge (All skills; taken individually), Search, Sense Motive, and Spellcraft.

Class Features
Proficiencies: Silthilar’s are proficient with its own natural weapons and attacks and all simple weapons.

Silthilar Body: At first level a Silthilar loses all other racial bonuses and traits and gains aberrations traits, essentially darkvision 60ft. Silthilars are medium aberrations with the shapechanger subtype. Silthilar can move along the ground at a speed of 20ft.  All Silthilars speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. The equipment slots available to Silthlar differ from that of a humanoid due to its alien form. A Silthilar may not wear items that occupy the eyes, head, or feet, but in exchange a Silthilar may wear two additional rings in this form. The Silthilar in this form has two arm-like limbs making capable of fine manipulation and wielding weapons normally. When the silthilar changes to his swarm form, items worn or held are stored in an extra dimensional space and return when the coalesced form is resumed. Lastly, the Silthilar in this form possesses a  number of sharp spines which he can use to attack, therefore he gains a natural attack which deals 1d4 + the Silthilar’s strength modifier damage. For every 2 HD he gains after the first two, the Silthilar gains an additional spine attack to a maximum of 4 spine attacks at 8 HD.

Additionally, a Silthilar gains a bonus to its AC in the form of a natural armor bonus equal to its constitution modifier from the dense plates of hardened bone and chitin that cover its body.

Ability Increase: At first, fourth, and seventh level, a Silthilar receives a permanent increase to both its intelligence and dexterity. At second and fifth level it receives an increase to its charisma score and at third and sixth level it receives a permanent increase to its constitution score. At 7th level these increases total at +3 Int and Dex, +2 Con and Cha.

Infestation (Su): A Silthilar can infest any living creature it strikes with its claws or its swarm damage. A creature so struck must make a Fortitude save or take 1d4 points of ability damage selected randomly from Strength, Dexterity, or Constitution (roll 1d4 1 -Strength, 2-Dexterity, 3- Constitution, 4- roll again). The DC for this effect is equal to 10 + ½ the Silthilar’s HD + the Silthilar’s Constitution Modifier.

Swarm Form (Ex): Silthilars spend a short duration in their sold form. When a Silthilar reaches 2nd level, he has gained enough control over his own physiology to be able to divide into a swarming hive mind, gaining many of the benefits of the swarm subtype. As a standard action that provokes attacks of opportunity, a Silthilar can switch from its solid form to its swarm form. A Silthilar does not regain lost hit points when it changes form. It can remain in either form as long as it likes. In its swarm form, a Silthilar is treated as a fine aberration with a space/reach of 10 feet/0 feet. It gains a +8 size bonus to its Armor Class and attack rolls. It gains the swarm subtype, but only gains a few benefits associated with the subtype. In either form, a Silthilar is immune to extra damage from critical hits or sneak attacks and cannot be flanked, though like a swarm a Silthilar in swarm form takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. At 2nd level, the Silthilar gains a swarm attack that it can use in while in swarm form. This attack deals 1d6 damage for every 5 HD the Silthilar possesses. (Swarm attacks described in detail p.315-16 MM.) They also possess the distraction ability listed on this page when in this form. While in swarm form, Silthilars cannot manipulate objects or wield weapons nor can they wear equipment or activate magic items. When the silthilar changes to his swarm form, items worn or held are stored in an extra dimensional space and return when the coalesced form is resumed. They also cannot cast spell which require somatic or verbal components due to their lack of appendages. A Silthilar in swarm form has a strength score of 1.

Graft Flesh: At 3rd level, a Silthilar gains Graft Flesh (p.27 or Libris Mortis) as a bonus feat. At this level the Silthilar must choose silthilar grafts. At 8 HD and every 5 HD after that, the Silthilar may choose an additional type of graft to add to his repertoire.

Natural Grafter (Ex): A Silthilar can create a grafts even if he does not have access to the spells that are prerequisites for the graft. The Silthilar must make a successful Heal check (DC 20 + (2 x the spell level)) to emulate each spell normally required to create the graft. Thus, to make a graft which requires a 1st level spell, a Silthilar would need a heal check result of 22 or higher. The Silthilar must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Graft Flesh, p. 27 Libris Mortis). Regardless of the check made, a Silthilar cannot use this ability to emulate knowledge of a spell whose level is more than half his HD.

Graft Reserve (Ex): A Silthilar receives a small pool of points he can spend instead of experience points when creating a new graft. Each time he gains a Silthilar class level, he receives a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your graft reserve to supplement the XP cost of a graft you are creating, taking a portion of the cost from your graft reserve and a portion from your XP.

Enhance Creature (Su): Throughout their ancient heritage, Silthilars have mastered the art of altering creature’s bodies. At 4th level, a Silthilar can use this power to enhance a creatures physical abilities granting one of many benefits. A creature may only have one enhancement on it at a time, an attempt to further enhance a creature simply replaces the previous enhancement. An enhancement lasts a number of rounds equal to the Silthilars HD, after which, the body reverts to original state. Enhancing a creature is a standard action which requires physical contact (5ft. reach in coalesced form, must occupy same space in swarm form). A Silthilar may not enhance itself. This is a magical polymorphing effect. The silthilar may choose to bestow one of the following enhancements:

•   +2 enhancement bonus to, Strength, Dexterity, or Constitution. At 10 HD this bonus increases to +4, +6 at 15 HD, and +8 at 20 HD.
•   An enhancement bonus to any one movement speed of +10 feet. At 10 HD this bonus increases to +20 feet, and again at 20 HD to +30 feet.
•   A +1 bonus to the natural armor bonus. This bonus increase further by an additional +1 for every 2 HD the Silthilar possesses.
•   2 claw attacks which deal 1d6 + strength modifier damage. This damage increases to 1d8 at 10 HD, 2d6 at 15 HD, and 2d8 at 20 HD.
•   The creatures size increases 1 category. A creature’s size cannot be increased beyond Huge through a use of this ability.
•   The creatures size decreases 1 category. A creature’s size cannot be decreased beyond Tiny through a use of this ability.
•   He can grant the creature the use of the Scent ability (p.314 MM)
•   He can grant the creature low light vision. (p.311 MM)
•   He can grant the creature fast healing 1. This fast healing increases to Fast Healing 2 at 10 HD, Regeneration 1 (overcome by acid and fire) at 15 HD, and Regeneration 2 (overcome by acid and fire) at 20 HD.
•   DR 1/-. This damage reduction increases to DR 2/- at 10 HD, DR 3/- at 15 HD, and DR 4/- at 20 HD

Deform Creature (Su): Further into their career, Silthilar learn to use the form-altering energies to detriment their foes. At 5th level, a Silthilar can use this power to deform a creature. A creature may only have one alteration on it at a time; any attempt to further alter a creature simply replaces the previous alteration. A mutation lasts a number of rounds equal to the Silthilars HD, after which, the body reverts to original state. Deforming a creature is a standard action which requires melee touch attack (a silthilar in swarm form is already considered to have succeeded on the touch attack, though he must still expend the standard action.) If the attack is successful the target must succeed on a fortitude save (DC = 10 + ½ HD + Con. Mod.) or be inflicted with the mutation. A Silthilar may not deform itself. The Silthilar may choose to bestow one of the following deformations:

•   -2 penalty to Strength, Dexterity, or Constitution. At 10 HD this penalty increases to -4, and increases further to -6 at 20 HD. A creatures score cannot be reduced to lower than 1 through a use of this ability.
•   A penalty to one movement speed of – 10 feet. At 15 HD this penalty decreases further to -20 feet. No movement speed can be reduced an lower than 0 through a use of this ability. A creature with a fly speed of 0 cannot fly.
•   He may choose to cover the eyes causing blindness and temporarily nullifying any gaze attacks the creature might possess.
•   He may cover the ears to cause deafness.
•   He may seal the creatures mouth removing the creatures ability to speak or taste, additionally removing the creatures ability to cast spells or use abilities which require verbal components. A use of this ability cannot cause a creature to suffocate.
•   He may cove the creatures nose, removing the creatures ability to smell if he possessed it. A use of this ability cannot cause a creature to suffocate.
•   The creature’s size increases by 1 category. A creature’s size cannot be increased beyond Huge through a use of this ability.
•   The creature’s size decreases by 1 category. A creature’s size cannot be decreased beyond Tiny through a use of this ability.



Ancient and Powerful (Ex): Silthilar’s are a race as old as much of the world. At 6th level, having reached full maturity, a Silthilar ceases to age, and cannot be harmed by effects that cause magical aging. In addition, a Silthilar becomes immune to any forms of disease both magical and mundane.

Hive Mind (Ex): At 6th level, the Silthilar gains even more benefit from his swarm form. Whenever a Silthilar in solid form takes damage, he must make a fortitude save (DC = 10 + damage dealt) or immediately be forced into swarm form and be nauseated for 1d4 rounds. However, while in swarm form, the Silthilar becomes immune to weapon damage and to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects.)

Flight(Ex):
The Silthilar can now fly at twice his base speed with perfect maneuverability.

Master of Form (Sp): At its full maturity, a Silthilar has mastered the ability to bestow more complex shapes onto living creatures. At 7th level, as a full-round action that provokes attacks of opportunity, a Silthilar in swarm form can focus its attention on a single living creature that shares one of its squares and transform that creature into another creature. This effect is identical to polymorph. A Silthilar can use this ability once per day for every 4 HD it possesses. A Silthilar does not deal normal swarm damage or cause distraction on a round in which it attempts to polymorph a creature. At 11 HD the Silthilar may instead choose to use baleful polymorph though doing so still expends a use of this ability. Finally, at 15 HD, the Silthilar may choose to expend a use of this ability to use polymorph any object as a spell-like ability, but only for turning living beings into other living beings. The save DC for this ability is (10 + ½ HD + Con. Mod.) and the caster level is equal to the Silthilar’s HD. A Silthilar cannot use any of these effects on himself.

Extra arms:
When in solid form the Silthilar now has an extra pair of arms able to perform fine manipulation and wielding weapons.

New Feat
REFLEXIVE DISCORPORATION
Prerequisites: Silthilar, 7 HD, Dodge
Benefit: When a Silthilar in solid form takes physical damage. Instead of a fortitude save, the Silthilar may make a reflex save against the same DC. If the save is successful the Silthilar is still forced into swarm form, but is not nauseated and does not take any damage.

I though about this as a was putting the bit about the fort save.
[/spoiler]

COMMENTS AND CORRECTIONS
[spoiler] Designed to specialized in enhancing his allies and has the ability to debuff his foes. I'm worried that he may be a little too powerful but I'll see what anyone else has to say before I worry too much. You people are a better judge of balance than me. Also, please make me aware of any copy and pasting errors. I know why people don't like copy/pasted work, but when your writing up abilities with similar themes and functions, it's just faster.

Fixed the spelling mistakes and tried to reword some stuff. I don't want to change much else without getting proper advice on how to change it.

My comments:
Ok, this is one of those really bizzarre monsters. Auston, with the help of Hyudra, did a good job adapting the abilities for player use, but a creature of this complexity is something I want to take my time reviewing so I copy-pastad it here.

In particular, it started with four arms capable of manipulation, wich really isn't ok in my book. So he now starts with two and gains the other two at the last level.

1st level levitation also isn't something I really like, in particular because at best you would be "floating" at 100 foot tops at 20th level. Possibly abuseable at low levels and weak at high levels. So changed to simply gaining flight at 6th level. Let him walk the earth untill then.

Multiple ability enanchments are something I try to evade but sometimes are necessary when there's nothing much to give the monster. Since it's buffs only work on others it isn't so bad he gets some enanchments to himself.

Also some nitpicks with the final ability. It didn't state uses per day and the PoA is suposed to only allow you to turn living creatures into other living creatures.
[/spoiler]

Done by AustontheGreat1
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:31:57 AM
ZERN(MM IV p.195)

(http://www.wizards.com/dnd/images/mm4_gallery/98739.jpg)

CLASS
[spoiler]Hit Die: d8

ZERN
LevelBABFortRefWill Special
1st
+1
+0
+2
+2
Morphic Body, Warping Energy, Transmutation Affinity
2nd
+2
+0
+3
+3
Adaptive Defenses
3rd
+3
+1
+3
+3
Shifting Guise, Shifter's Power
4th
+4
+1
+4
+4
Shifting Anatomy, Morphic Healing
5th
+5
+1
+4
+4
Greater Shifter's Power
6th
+6
+2
+5
+5
Mutable Form
Class Skills: (2 + Int. Modifier) x 4 at first level. A Zern’s class skills are Concentration, Craft, Disable Device, Disguise, Escape Artist, Heal, Knowledge (Arcana, Nature, and Religion), Search, Spellcraft, and Use Magic Device.

Class Features
Proficiencies: Zern’s are proficient with its own natural weapons and attacks, as well as all simple weapons. A zern in proficient with light armor but not with shields.

Morphic Body: At first level a Zern loses all other racial bonuses and traits and gains monstrous humanoid traits (essentially darkvision 60ft.) A Zern also has the shapechanger subtype and is immune to polymorphing, petrification, and any other form-altering attack that he does not wish to be subject too. A Zern is a medium monstrous humanoid with a base land speed of 30ft. All Zern speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. Additionally, a Zern receives a bonus to its natural armor score equal to its constitution modifier.

Warping Energy (Su): Zerns have control over a powerful form of mutating energy which can damage a creature by causing its flesh to shift and tear. This attack is a standard action and can take the form of either a melee or ranged touch attack. When used as a ranged touch attack it has a range of 120 feet with no range increment. This attack deals 1d6 for every 2 HD the Zern possesses + the Zern’s intelligence modifier damage. This attack can only effect living creatures. This attack is a polymorphing effect.

Transmutation Affinity (Ex): the Zern race specializes in transmutation magic due to their own shapeshifting abilities. The save DC’s of any transmutation spells or spell-like abilities the Zern uses increase by +1 for every 4 HD the Zern possesses. Additionally, a Zern who multiclasses for an arcane casting class can count his Zern levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. He wouldn't get the spells known and spell slots of a sorcerer 3 however. He would get the familiar ability, but his Zern levels wouldn't stack for determining the familiar’s abilities.

Adaptive Defenses (Ex): A Zern’s ever-changing physiology allows it to shrug off effects that attack its endurance or disrupt its bodily functions. At 2nd level a Zern gains a +2 racial bonus against effects that require fortitude saves unless those effects also affect objects or are harmless. This bonus increases to +4 at 6th level, and again to +6 at 10th level. At 14th level the Zern loses these bonuses and instead becomes immune to any effect that those bonuses would have applied against.

Shifting Guise (Su): Zerns are capable of changing their body into nearly any form. This effect is identical to the effects to the alter self spell. A Zern can shift in this manner once a day for every HD it possesses. At 10th level, a Zern can use this ability at will and may stay in any form it assumes for any amount of time.

Shifter’s Power (Sp): Zern are masters or transformative magics. At 3rd level a zern can reduce person and enlarge person each as a spell-like ability once a day for every HD it possesses.

Shifting Anatomy (Ex): A Zern’s body is constantly moving and shifting; even when it doesn’t appear to be. At 4th level, a Zern becomes immune to stunning and extra damage from critical hits and sneak attacks. At 10 HD, the zern also become immune to poisons and diseases.

Morphic Healing (Ex): When wounded, a Zern's body naturally repairs itself by forming undamaged flesh. The Zern gains fast healing 1. This fast healing increases by another point for every 4 HD the Zern possesses.

Shifter's Power, Greater (Sp): At 5th level, a Zern’s natural transmutation magic becomes more powerful. He may use gaseous form once a day for every two HD it possesses. As a Zern gains levels, these powers continue to grow.
At 8 HD, a Zern may use polymorph as a spell-like ability once a day for every 4 HD it possesses.
At 10 HD, the Zern can use baleful polymorph as a spell-like ability once a day for every 5 HD it possesses.
At 15 HD, a Zern can use polymorph any object once a day for every 6 HD it possesses.
Finally, at 20 HD, a Zern can use shapechange as a spell-like ability once a day for every 10 HD it possesses.

Mutable Form (Ex): At 6th level a Zern has mastered its own morphic powers to the point to where he can rapidly alter its metabolism, internal structures, organs, and other bodily systems to cope with a variety of environments and situations. As a swift action, a Zern can gain one of the following benefits. Each benefit has an unlimited duration. Generally, a Zern remains in one form, and then slips into another one as the situation dictates. When a Zern uses a swift action to gain one of these forms, it loses the benefits of the form it previously held.
[/spoiler]

COMMENTS AND CORRECTIONS
[spoiler]Doing the silthilar reminded me of this creature which was one of my favorite forms for my Master of Many Forms. Anyway, slightly more combat focused master of alteration. Once again, please inform me of any mistakes.[/spoiler]

Done by AustontheGreat1 from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:34:54 AM
Annis Hag

(http://i25.tinypic.com/1znobuv.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 2+ 0+ 2 Hag Body, Power in Decay, Fake Face +1 Con
2+ 2+ 3+ 0+ 3 Rend, Hag Hide, +1 Str
3+ 3+ 3+ 1+ 3 Improved Grab, Evilness, +1 Con
4+ 4+ 4+ 1+ 4 Rake, Sudden Fog, +1 Str
5+ 5+ 4+ 1+ 4 Black Heart, Murder Claws, +1 Con
6+ 6+ 5+ 2+ 5 Growth, Twist Infant, Final Curse, +1 Str
Skills:6+int per level, class skills are Bluff, Craft, Diplomacy, Disguise, Hide, Intimidate, Listen, Move silently, Sense Motive and Spot.

Proficiencies: The Annis Hag is proficient with her own natural weapons only.

Features:
Annis Body:  The Annis Hag loses all other racial bonuses and gains monstrous humanoid traits.  She's a medium sized monstrous humanoid with base land speed of 30', darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Constitution modifier.

Ability Score Increases:  The annis Hag gets +1 Str with every even numbered level in the class (2nd, 4th and 6th) and +1 Con with every odd numbered level in the class (1st, 3rd and 5th), for a total of +3 Str and +3 Con at sixth level.

Power in Decay:  The first level Annis Hag appears little different than an healhy young woman. However, her true nature will soon asserts itself.  The Hag grows old unnaturaly fast from here on, and even faster by performing evil and immoral acts.  At the end of a day that the hag commited an evil act (like murder of an innocent, spreading lies about good people), she adds 1d6 months to her current age.  A day spent killing for the sake of killing advances her age by 1d4 months, whiintentionally killing only evil creatures would only advance her age by 1d3-1 months.  The DM can and should adjudicate how evil certain other actions are and how they contribute to the Hag's swift aging.

The hag takes  penalties to her physical statistics for aging, instead actually gaining +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per  Annis Hag level.  She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she will never die of old age (altough she can always get uglier).

Fake Face:  At first level, the Hag may cast disguise self 2/day for every HD she has.

Rend: At second level, an Annis Hag that strikes a foe with both claws may tear at the opponent, automatically delivering 1d8+1,5 Str mod damage.

Hag Hide:  at second level the Annis Hag gains DR/Bludgeoning equal to half her HD and SR equal to 11+HD.

Improved Grab:  At third level, the Hag gains the Improved Grab ability, allowing her to automatically initiate a grapple as a free action on a foe of her size  or smaller that she has struck with a claw attack.

At 8 HD this ability ignores freedom of movement effects.

Evilness:  At third level, the Hag gains a bonus on Intimidate checks equal to her HD, and any damage she deals with her natural attacks, including Rend damage, can only be cured by combining an healing effect with either being in the area of an Hallowed spell or with a sucessfull Heal check with DC 10+1/2 HD+Str mod.

Rake:  At fourth level, the Hag can rake her victims when she sucessfully grapples them, delivering 1d4+Str damage witheach of her claws at no penalty. Rake cannot trigger rend.

Sudden Fog:  At fourth level, the Hag can summon forth clouds a swift action to cover her hideous acts, as per the Fog Cloud spell, once a day for every HD she has.

Black Heart: At fifth level, the Hag's hideous claws tear right trough an oponent's blessings. Whenever it hits an oponent with a claw attack, that oponent automatically loses one of its temporary spells or supernatural effects benefiting him, chosen at random. If it has no temporary magical effects left on him, then the Hag disables one of it's magic items granting a permanent effect, or Supernatural permanent effect such as a paladin's Divine Grace, for 10 rounds, again chosen at random. Alternately (or if the enemy has no such bonuses to remove), the Hag may elect to deal 1d4 damage to the opponent's armor class.  Natural armor heals as ability damage, while physical armor must be repaired or replaced to remove the penalty.  Magic armor is allowed a Reflex Save with DC 10+1/2HD+Str modifier to negate this damage.

At 10HD and every 5HD thereafter, the Hag removes one additional effect and/or causes an added 1d4 damage to the opponent's armor class.

Murder claws:  At fifth level, the Hag's claws now bypass DR and can harm incorporeal creatures, and gain an enanchment to attack and damage rolls equal to 1/4 her HD.

Growth:  At sixth level, the Hag grows to large size.

Faster At sixth level, the Hag's base speed increases by 5 feet for every 3 HD she has.

Twist Infant:  At sixth level, the Hag kidnaps an humanoid child of a civilized race.  Its a commoner with a number of levels equal to the Annis Hag-2.  Unlike a normal cohort, the Hag's Infant isn't really willing to be nice and will try to run away and/or fight the Annis Hag by any means possible, probably demanding constant surveillance from the Annis Hag to be kept in check.

For each day passed with the Annis Hag, the Infant is corrupted and fouled, having a commoner level replaced with a level in the Ogre (or any other Giant of the Annis Hag's choice) class (if male) or the Annis Hag class (if female). The child (aka DM) chooses what feats and specific class choices it makes, altough the Annis Hag spending time "taking care" of the Infant may allow her to direct him/her towards specific choices. When all commoner levels are lost, the Infant is now a twisted creatured of evil that fanatically follows and serves the Annis Hag to the best of it's ability.

Should it die, the Annis Hag can get a new Infanty by spending 24 hours in any populated area, and start everything again.

Final Curse:  At sixth level, the Hag may use Bestow Curse as a SLA once per day, save DC 10+1/2HD+Str mod. If she's been reduced to less than half full hit points, or would be rendered unable to act by any effect, she may use this ability as an immediate action on the oponent that dropped her below half life/rendered unable to act, even if not in melee  and the save DC increases to 10+HD+Str mod.

At 9 HD, when the Hag curses someone, the curse extends to all family members and loved ones of the target, regardless of distance (each one still gets a saving throw tough). This curse cannot be removed whitout slayng both the Hag and her Infant.

At 12HD, if an oponent saves against the Hag's curse, she may force the oponent to re-roll the save by telling a dirty fact about its past as a free action. The Annis Hag must have acquired said dirty fact trough normal means.[/spoiler]

Comments:
[spoiler]
The Annis Hag is an evil wicked woman that gave in to her worst side, becoming an horrible monster that spreads corruption trough the land.

Lots of fluff abilities here, not exactly the strongest of monsters, but I believe can make for quite some good roleplaying.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:38:32 AM
Fire Giant
(http://i48.tinypic.com/mlphdg.jpg)

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2 +0 +0  Fire Giant body, Powerful Build, Heavy Swing, Str+1, Con+1
2  +1 +3 +0 +0 Fire Artisan, Threat of Fire, Str+1, Con+1
3  +2 +3 +1 +1  Threat of Fire, Armored Giant, Str+1, Con+1
4  +3 +4 +1 +1  Growth, Throw Stone, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Trample, Overwhelming Flame, Str+1, Con+1
6  +4 +5 +2 +2  Meteor Throw, Str+1, Con+1
7  +5 +5 +2 +2  Char, Str+1, Con+1
8  +6 +6 +2 +2  Fire Reach, Str+1, Con+1
9  +6 +6 +3 +3  Melt, Burning Grudge, Str+1, Con+1
10  +7 +7 +3 +3 Consuming Hatred, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills: Climb, Concentration, Craft (Any one), Jump, Intimidate, Listen, Profession (any) Sense Motive and Spot.

Proficiencies: All simple and martial weapons and his own natural weapons, plus light, medium and heavy armor.

Features:
Fire Giant body: The Fire Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

The Fire giant also gains the Fire subtype, becoming immune to fire damage, high temperatures and the like, but taking +50% damage from cold attacks.

Ability score increase: a Fire Giant gains +1 Str and +1 Con for each level in this class, up to a total of  +10 Str and +10 Con at 10th level.

Powerful Build: At first level, a Fire Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Heavy Swing: Fire giants love large weapons, and specialize in using them to crush multiple foes. As a standard action the Fire Giant may attack every oponent whitin his reach as long as he's wielding a two-handed weapon.

Fire Artisan:At 2nd level, the Fire Giant develops a natural knack on how to develop volatile substances to set things on fire. Once per day, with one hour of work and mundane materials at hand (no pratical cost), it may craft a number of Alchemist's fire equal to his Con modifier x HD. Those alchemist's fire become useless in 24 hours due to their cheap nature, unless the Fire Giant is willing to spend 25 GP per flask for higher quality materials, in wich case they're permanent. They deal 1d6 fire damage for every 2 HD of the giant (both on the first and second turn), plus 1 fire damage per 2 HD as splash damage, and the save DC is 10+1/2HD+Con modifier.

Instead of throwing them at an oponent, the Fire Giant may splash them over a metal/rock weapon he wields as a move action. In that case the weapon is wreathed in flames, dealing an extra 1d6 fire damage per hit for every 2HD. The flames on the weapon last 1 round per HD, and oponents struck by it catch fire as if hit by an Alchemist's fire crafted by the giant (only one round of burning).

Oponents who caught fire and are trying to use a spell/SLA power must suceed on a Concentration check with DC 15+Damage dealt by the burning to suceed.

At 8 HD the fire from these abilities keeps burning indefenetely untill they're put out as a fullround action and a sucessfull reflex save.

Threat of Fire: At third level, Fire Giants are experts on using the primordial fear for fire most creatures have. He gains a bonus equal to his HD on Intimidate checks against oponents set on fire by any of his abilities, and can atempt to demoralize said oponents as a move action as long as he can see them Creatures immune to fire are immune to this ability.

At 9 HD he may demoralize burning creatures as a swift action.

Armored Giant:  At third level, the Fire Giant suffers no movement penalties for wearing Heavy Armor, and the Skill penalties for said Armor are reduced by an amount equal to his Con modifier (minimum 0 Skill penalty). The Fire Giant can also sleep in heavy armor whitout any penalty.

Growth: At fourth level, the Fire Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The Giant continues to grow throughout his life:
At 8HD, the Fire Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Fire Giant grows to Huge size and loses Powerful Build.
At 16HD, the Fire Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Fire Giant grows to Gargantuan size and loses Powerful Build.

Throw Stone:  At fourth level, the Fire Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be used as well, counting as rocks of the same type.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Trample:  At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times his Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ Giant's HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Overhwelming Flame: At fifth level, fires created by any of the Fire Giant's abilities burn even in normally impossible conditions to fire to exist, like underwater on under extreme temperatures. They even deal normal damage to ethereal creatures whitout any miss chance.

In adition, creatures dealt fire by any of the Fire Giant's abilities lose any Fast Healing and Regeneration for 1 round per HD.

Meteor Throw:  At sixth level, as an attack action, the Fire Giant may grab an oponent and throw it against another oponent. It must hit the oponent with a sucessfull touch attack, suceed on a Str check against the oponent (apply Size modifiers as normal, but an oponent on fire takes a -4 penalty on this check), and if it suceeds it can fling that oponent against another target, counting it as a Rock of the same size for damage, racial bonus and range purposes. Regardless of hiting or missing, the flinged oponent takes falling damage as apropriate, even if it could normally fly. A reflex save DC 10+1/2HD+Str mod halves this falling damage.

If either the flinged oponent or the target were on fire, if this attack hits, they're now both on fire.

Char: At seventh level, the Fire Giant can make induce extreme pain combining his brute strenght with hot-searing weapons, both slowing down his oponents and breaking their confidence. Targets set on fire  by a flaming weapon or rock from the Fire Giant take a penalty to Dex and Cha equal the Fire Giant's Con modifier while the burning lasts. This penalty cannot reduce Ability scores below 1 and multiple hits don't stack.

Fire Reach:  At eighth level, the Fire Giant's flames go pretty far. It doubles his reach with any weapon set on fire, flaming rocks reach twice as far, and his alchemist's fires now affect an area equal to the Fire Giant's space.

Melt: At ninth level, attacks from the Fire Giant ignore an amount of fire resistance equal to his HD, and oponents immune to fire still take damage equal to the Fire Giant's HD.

Burning Grudge:At ninth level, Fire Giants prefer to burn themselves out than going down quietly. At the start of their turn, they may remove any harmfull spell, condition or effect they have by dealing themselves 1d4 damage for each HD of the oponent that inflicted them that spell/condition/effect to end it. This takes no actions and can be used even if the Fire Giant normally couldn't take actions, but only once per turn.

Consuming Hatred:  At tenth level, 1/day for each 5 HD the Fire Giant can unleash his full rage as an immediate action, rising the temperature in a 5 feet radius around him to untolerable levels. Water boils and flammable objects catch fire. Oponents whitin the radius automatically take 1d6 fire damage for every 4 HD at the end of each of the Fire Giant's turns. Striking the Fire giant in melee in any way deals 1d6 fire damage forevery 4 HD and the attacker must make a reflex save with DC 10+1/2HD+Con modifier or catch fire as if striken by the Fire Giant's flaming weapon. The air itself distorts and burns, blocking any ranged attacks (even magical ones) coming from outside the radius of this effect. Spellcasters/manifesters inside the radius must still suceed on a concentration check with DC 20+1/2HD+Con modifier to cast/manifest. Consuming hatred lasts a number of rounds equal to the Fire Giant's Con modifier, and he's fatigued at the end of it.

The fire giant may excluse allies from this ability.
[/spoiler]

Comments:
[spoiler]
The Fire giant prefers heavy weapons and armor, and, of course, seting stuff on fire. It can supply the party with a virtually endless supply of improved alchemist's fire, but he's the one who uses them best. You can also pick up oponents on fire and throw them against other oponents to set them on fire as well! The higher levels also allow the Fire Giant to focus his flaming hatred to overcome hardships, altough at a cost.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:41:05 AM
Hook Horror
(http://img.photobucket.com/albums/v730/jfwalls/Hook_Horror3CLR.jpg)

[Spoiler]HD: D12
[table=head]
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Body of Horror, Power Sunder, +1 Str
2nd
+1
+3
+0
+3
+1 Natural Armor, +1 Str, Horrific reach
3rd
+2
+3
+1
+3
Rend, +1 Str, Hardened Body
4th
+3
+4
+1
+4
+1 Natural Armor, Horror Grab, +1 Str
5th
+3
+4
+1
+4
Bite, +1 Str, Grasp of the Horror
6th
+4
+5
+2
+5
Growth, +1 Natural Armor, +1 Str, Grasp of the Horror
Skill points: 4+int/level
Class Skills: Listen, Jump, Knowledge: Nature, Intimidate, Tumble, Survival, Hide, move silently, Swim.

Features:

Body of Horror: The hook horror loses all previous racial traits and gains the aberration type (Darkvision out to 60ft). In addition, it gains blindsight out to 60ft (hearing dependent). However, it's normal vision is very weak, and only extends out to 10ft (so it basically has darkvision 10 foot in practise). The blindsight range increases by 10ft per class level. The hook horror also suffers from light blindness, suffering a -2 to attacks rolls in bright light. It gains a +8 bonus to hide checks when underground. It gains natural armor equal to it's constitution bonus. This natural armor bonus increases by one every even level of this monster class.
I gains two claw attacks that deal 1d4+str bonus damage. It does not have hands capable of manipulation. It has a move speed of 20ft and a climb speed equal to it's landspeed.

Strength Bonus:The hook horror gains a +1 bonus to strength per level.

Power Sunder:An hook horror does not provoke attacks of opportunity when sundering. In addition, it's sunders deal double damage.

Horrific reach:At 2nd level the hook horror gains +5 reach with his claws. For every 2 extra HD this reach increases by an extra +5.

Rend:At 3rd level if a hook horror hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+1,5 Str modifier points of damage.

Hardened Body:At third level, and ever 2 hd after that, the hook horror gains dr 1/-.

Horror Grab:At 4th level if an hook horror's claw attack hit a creature it may make a grapple attempt as a free action with no attacks of opportunity.

Bite:At 5th level the hook horror gains a bite attack that deals 1d8 damage. In addition, when the hook horror bites a grabbed foe, it deals 3d6+1,5 str bonus damage.


Growth:At 6th level the hook horror becomes one size category larger (tall).

Grasp of the Horror:At 6th level the hook horror ignores freedom of movement effects when grappling and escape artist checks may not be made against its grapple. In adition it can now grapple creatures of any size and oponents don't gain any grapple bonus for being larger than the hook horror.
[/Spoiler]

Comments
[Spoiler]The hook horror is pretty much a melee monster. It has 3/4 BAB, but a strength bonus to compensate, in addition to some natural attacks. Since the hook horror in the MMII has some abnormally impressive natural armor, I gave it some extra in it throughout the levels. The power sunder and such are basically just gravy. I'm a bit worried about the level 1 blindsight, but I guess it should be okay with all the limitations.

My comments:
If the hook horror is to be a couple tricks pony it may as well be damn good at it.

I made the reach increase with HD. Yes it ends up with 60 reach at 20HD but it can't use ranged weapons and is still only doing two attacks per turn. Not to mention it can't "see" anything outside of that reach.

Also added move silently and hide so at least it can sneak up on his enemies as he's suposed to.

So if you want to play some half-blind monster with long tentacles that grabs his oponents and then pulls them mercilessly to snack on them the hook horror is for you.
[/Spoiler]

Done by Frog Dragon from GITP, some tweaks by me.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 20, 2010, 05:47:34 AM
Air Elemental

(http://www.wizards.com/mtg/images/daily/li/li54_airElementalSplash.jpg)

CLASS
[spoiler]Hit Die: d8

AIR ELEMENTAL
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+0
Body of Wind, Whirlwind, Air Mastery
2nd
+1
+0
+3
+0
Bonus Feat, +1 Dex
3rd
+2
+1
+3
+1
Growth, Dancing Wind, +1 Dex
4th
+3
+1
+4
+1
Immaterial, Wake, +1 Dex
5th
+3
+1
+4
+1
Bonus Feat, Zephyr, +1 Dex
6th
+4
+2
+5
+2
Hurricane Shroud
7th
+5
+2
+5
+2
Force of Nature/Wind Reach, +1 Dex
8th
+6
+2
+6
+2
Bonus Feat, Reaving Whirlwind,+1 Dex
9th
+6
+3
+6
+3
Tempest Breath/Suffocate, +1 Dex
10th
+7
+3
+7
+3
Roaring Winds/Whispering Winds, +1 Dex
11th
+8
+3
+7
+3
Bonus Feat, Elder Elemental

Class Skills: (2 + Int. Mod.) x4 at first level. The Air Elemental's class skills are Escape Artist, Hide, Jump, Move Silently.

Class Features
Proficiencies: An Elemental is proficient with its own natural weapons.

Wind Body: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

[spoiler]
•   Darkvision out to 60 feet.
•   Immunity to poison, sleep effects, paralysis, and stunning.
•   Not subject to critical hits or flanking.
•   Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
•   Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.[/spoiler]

The Elemental begins as a small creature but grows quickly. Early in life the elemental cannot yet fly, but it can hover up to 5ft. off the ground, along the ground at a speed of 40ft. Despite being made of wind, air elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. Air elementals have the Air subtype.

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge. It counts as an humanoid for equipment slots.

Finally, an Air Elemental gains a bonus to it’s armor class in the form of a natural armor bonus equal to its constitution modifier.

Whirlwind (Su): The Elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 2 round for every HD it has. In this form, the Elemental can move along a surface at its ground speed and at 5th level the Elemental may move through the air at its fly speed. Equipment keeps working as normal, floating inside the whirlwind, and is just as hard to remove as if the air elemental was in his normal form. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the Elemental’s size. The Elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the Elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the Elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the Elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. The elemental may not carry any number of creatures or objects which would exceed its heavy load. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects is 10 + 1/2 the Elemental's HD + The Elemental's Dex mod. Creatures trapped in the whirlwind cannot move except to go where the Elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + 2*spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The Elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The Elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned Elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + 2*spell level) to cast a spell. An Elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Whirlwind Statistics
HDDamageHeight
1-3
1d4
10ft.-20ft.
4-6
1d6
10ft.-30ft.
7-9
1d8
10ft.-40ft.
10-12
2d6
10ft.-50ft.
13-15
2d8
10ft.-60ft.
16-20
2d10
10ft.-60ft.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Ability Increases: An Air Elemental receives a bonus to its dexterity score at every level except 1st, 6th, and, 11th. At 10th level these bonuses total at +8 Dex.

Bonus Feats: At second level, the Elemental gains Weapon Finesse as a bonus feat. At 5th level, the Elemental gains Mobility as a bonus feat. At 8th level, the Elemental gains Flyby Attack as a bonus feat. At 11th level the Elemental gains Improved Flyby Attack as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he instead choose another feat from the following list. He must meet all prerequisites for the replacement feat.
[spoiler]
PHB
•   Acrobatics
•   Agile
•   Combat Expertise
•   Combat Reflexes
•   Dodge
•   *Spring Attack
•   Improved Initiative
•   Lightning Reflexes
PHBII
•   Bounding Assault
•   *Rapid Blitz
Races of the Wild
•   Aerial Reflexes
•   Aerial Superiority
•   Diving Charge
[/spoiler]

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size.  It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Dancing Wind (Ex): Once per round in any round the Elemental is adjacent to an enemy, the Elemental may, as a free action, move a number of squares equal to its dexterity modifier provided that the square moved to is also adjacent to the same enemy. This movement does not provoke an attack of opportunity from the adjacent enemy, but it does provoke an attack from any enemies who threaten either the original square or the square the Elemental moves to. When the Elemental moves he is still considered to be occupying the original square for the purpose of flanking. An Elemental may do this an number of times per encounter equal to its dexterity modifier. An Elemental cannot use this ability when wearing any armor heaver than light armor or when carrying any more than a light load.

Immaterial (Ex): It is difficult to harm the wind and equally difficult to harm an Air Elemental. At 4th level, the Elemental gains DR/- equal to 1/2 its HD.

Zephyr (Ex): At 5th level, the Elemental may fly at a speed of (5 x HD)ft, with perfect maneuverability. An Elemental cannot fly when wearing any armor heaver than light armor or when carrying any more than a light load.

Wake (Ex): An Air Elemental in motion can clear paths through the battlefield with the sheer force of its own movement. At 6th level in any turn in which a whenever an Elemental charges, all creatures adjacent to any square the Air Elemental moved through must make a balance check DC (10 + 1/2 the Air Elemental's HD + the Air Elementals Dexterity modifier) or be knocked prone. Airborne creatures are rendered unable to move from their position for 1 round(even those flying by magic means). The air elemental can also now charge over other creatures, but still provokes attacks of oportunity  normally.

Hurricane Shroud (Ex): The swirling air of the Elemental’s body can rip projectiles right out of the air. At 6th level, the Elemental gains a miss chance which applies to all ranged attacks except those from spells such as a lighting bolt or fireball spell that don't demand an attack roll, or projectiles sized for creatures more than one size category larger than the Elemental. This miss chance is equal to (2.5 x The Air Elemental’s HD)% (rounded down). Any ranged attack that fails to affect the Elemental due to this ability is immediately drawn into the Elementals body and begins to encircle it adding to the debris. Additionally, once per round as a free action, the Elemental can fire any projectile is has absorbed in this way at any opponent within 30ft. as if it were thrown or fired from the appropriate weapon by the Elemental (therefore using the elementals attack bonus and not the original attacker's.) The ammunition retains any magical properties that it possessed when it was fired. The elemental may only hold ammunition drawn into itself in this way for a number of rounds equal to its dexterity modifier, any longer than this and the ammunition is ejected harmlessly from its body or destroyed by other pieces of debris, in either case the ammunition is destroyed.

At 7th level, an Air Elemental may choose from the two following abilities:

Force of Nature (Su): The slam of the Air Elemental can bring with the power of gale force winds. At 7th level, Whenever Elemental makes a successful attack with his slam, he may choose to drop the damage die by one step in order to force the target to make a Reflex save (DC = 10 + damage dealt.) If the target fails then he is knocked back 5 feet for every point of the Air Elemental's dexterity modifier. If the target is stopped before he reaches the distance he would have been pushed, he takes damage equal to 1d6/10ft remaining. Creatures larger than the Air Elemental get a +4 circumstantial bonus to the save for every category larger than the Air Elemental that the creature is. Alternatively, the creature gets a -4 for every category smaller it is.

Wind Reach (Su): The Air Elemental can control the air around it, allowing him to manipulate creatures and objects around it as a standard action. This ability functions identically to the Greater Mage Hand spell with a caster level equal to the elemental's HD and is usable at will. At 12 HD, the spell this ability replicates  the Telekinesis spell with CL equal to HD and any saves are 10+1/2 HD+Dex mod.


Reaving Whirlwind: At 8th level, the Air elemental adds his Dex mod to Whirlwind damage.

At 9th level the elemental chooses from the two following abilities:

Tempest Breath (Su): At 9th level, an Elemental gains a breath weapon which can be used once every 1d4+1 rounds as a standard action. This attack takes the form of a 60ft. cone, all creatures within the cone must make a Reflex save or be moved back a number of squares equal the Elementals constitution modifier. The DC for this effect is 10 + ½ the Elemental’s HD + the Elemental’s constitution modifier. If the target fails the save by more than 5, he is also knocked prone (airborne creatures unable to move for 1 round).

Suffocate (Su): At 9th Level, the elemental can draw the very air from the a creatures lungs. As a full-round action the elemental can attempt to suffocate an adjacent creature. The creature must succeed on a fortitude save (DC = 10 + 1/2 Air elementals HD + the Elementals constitution modifier) or have the oxygen pulled from its body, immediately dropping to 0 hp. On the following round, the elemental can spend another full-round action to continue this treatment. If it does do, the target drops to -1 hp and is dying. On the third round, if the elemental spends another full-round action to continue suffocating the target, the creature gets one final fortitude save. If the creature fails, it suffocates and dies. Using this ability does not wake a sleeping target and can be an effective means of assassination, especially to make it appear as if the target had died of natural causes. If the target suceeds on any of the saves, the air elemental must restart the process, but the target is still left on its previous condition (if it was in negatives, failing the first save won't get them back to 0 HP).

At 10th level the elemental chooses one of the two following abilities:

Roaring Winds (Su): Air Elementals are the embodiment and masters of the element of wind. At 10th level, an Air Elemental can as a, standard action that does provoke an attack of opportunity, can summon a mighty gale and fill an area with violent winds that make doing anything very difficult. The area of this effect extends outward 5ft for every HD the elemental possesses from the square the elemental initiated the ability in and does not move. To begin, any creature within the area must succeed of a will save each turn to ignore the violent storm or become flat-footed. Sonic effects or any ability which relies on sound to function (such as the harpy’s captivating song and most forms of blindsight and blindsense) do not as long as they are within the effects area. If any creature attempts to cast a spell while in the area they must first succeed on a concentration or the attempt fails, though the spell or spell slot remains unspent. The winds filling the area also kicks up dust and debris; so much so that all creatures within the area are considered to have concealment. Lastly, the violent turbulence within the area makes ranged attacks especially difficult. All ranged attack suffer a -4 circumstantial penalty when fire within or through the area. The Air Elemental is immune to all penalties and effects from this ability and can act normally in all way while in its area. The DC of the saves and checks this ability imposes are 10 +1/2 the Elemental’s HD + the Elementals Dexterity Modifier. The Elemental can create this effect once an encounter and this ability last one round for each HD the elemental possesses. The Air Elemental can also exclude any number of allies he wishes from the negatve effects.


Whispering Winds (Ex): At 10th level, the elemental can take the form of a gentle breeze. In this form, the wind elemental gains the incorporeal subtype. The elementals movement produces no noise and is treated as if within the area of a silence spell. Additionally, the elemental becomes completely invisible, and treated as if under the effects of a greater invisibility spell. The elemental may stay in this form for as long as it wishes, and assuming this form or returning to its regular form is a standard action.

Elder Elemental (Su): At 11th level, The Air Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the air subtype. Additionally, the Elemental can call the air to its aid. The Air Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon air elementals. At 13th level, and every two levels thereafter, the Air Elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level[/spoiler]

COMMENTS
[spoiler]Air Elementals specialize in mobility. They get a huge bonus to dexterity (+8) as well as bonus feats to compliment their usual attack-on-the-fly tactics. they also get plenty of abilities that allow them to spend most of their time flanking (especially with themselves) making rogue a nice compliment to the class. In addition, I tried to include some abilities that allow them to move their enemies around and keep them off balance.

Also, I experimented with letting elementals choose how big they become, for ones who would see it as a disadvantage to become bigger.

If it turns out I didn't do too bad on this one, I might try and do the other ones[/spoiler]

Contributed by AustontheGreat1 from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: SiggyDevil on November 20, 2010, 06:04:13 AM
I'd play Entropic Reaper. That looks like loads of fun.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: The_Mad_Linguist on November 21, 2010, 02:00:52 PM
Your troll in the first post is pretty much unreadable
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 21, 2010, 03:04:49 PM
Your troll in the first post is pretty much unreadable
Fixed, aparently I somehow messed it up on my last update of the 1st post.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 23, 2010, 12:28:28 AM
Ulitharid(prc)
(http://www.wizards.com/dnd/images/lom_gallery/88147.jpg)
[spoiler]Prerequisites

To become an Ulitharid a player must have taken at least 1 levels of the Mind Flayer class and have at least 11 ranks in concentration.

HD:d8
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+2
Superior Body, Growth, Ultra Psionics, +1 Con, Alien Mind
2nd
+1
+3
+0
+3
Horror grasp, Psionic Genius, +1 Str
3rd
+2
+3
+1
+3
Alien Hide, Master Psionics, +1 Con
4th
+3
+4
+1
+4
Deep Analysis, Supreme Psionics, +1 Str


Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha) and Spot (Wis).

Proficiencies: An ulitharid gains no proficiencies

Features:

Superior body:
Unlike other monster classes, the Ulitharid doesn't lose its racial ability modifiers. His telepathy range doubles.

Levels of Ulitharid also stack with caster/manifester classes like mindflayer levels did.


Growth:
The Ulitharid grows one size category.

Ultra psionics:
The Ulitharid can now use Dimension door as a SLA as a free action 1/day for each HD it has, but no more than once per turn.

In adition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 3 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier (wichever is higher).

Alien Mind:
For each level of this prestige class the Ulitharid gains a permanent +1 to his Int or Cha scores.

Ability increase:
the Ulitharid gains +1 Con at 1st and 3rd levels and +1 Str at 2nd and 4th levels of this class.

Horror Grasp:
The  Ulitharid now ignores freedom of movement effects when grappling with his tentacles and can grapple oponents of any size.
 

Psionic Genius:
The Ulitharid can now use Mass Sugestion as a SLA 1/day for each 2HD it has.

In adition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 3 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.


Save DCs are 10+1/2 HD+Int or Cha modifier(wichever is higher).

Alien Hide:the Ulitharid gains a bonus to his nat armor equal to 1/3 his HD, stacking with the Mind Flayer class nat armor, and his total nat armor now applies to uncorporeal attacks as well.

Master Psionics:
The Ulitharid can now use dominate monster as a SLA 1/day for each 3HD it has.

In adition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 4 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier(wichever is higher).


Deep Analyzis:
Whenever a creature is damaged by the Ulitharid's tentacle attack it takes a -1 penalty to his saves against any following attack from that Ulitharid attack for 1 hour. Multiple tentacle attacks stack.

In adition, the Ulitharid can ignore mind-affecting immunity from any creature hit by his tentacle attacks, but those creatures still gain a +10 on saves against mind affecting effects from the Ulitharid. Penalty to saves from the despair ability applies tough.


Supreme Psionics:
The Ulitharid can choose any two spell or psionic power of a level no higher than half his own HD and use each as an SLA/PLA 1/day for each 6 HD it has. If a chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier(wichever is higher).

[/spoiler]


Comments:
[spoiler]
The Ulitharid is the bigger, nastier cousin of the mind flayer. Bigger size makes grappling easier, and the ulitharid then can add spells and/or powers of his choice to his SLA reportoire. In adition he gains the ability to bypass freedom of movement and mind-affecting immunity and gets yet more rewards for puting his tentacles to work. And some extra AC.

If you liked the mind flayer class, then the Ulitharid offers a powerfull option to expand his powers.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 23, 2010, 12:43:07 AM
Imp

(http://i28.tinypic.com/2yxkw7n.jpg)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 1+0 + 2 +0 Imp Body , Poison , Fake Form
2+ 2+0 + 3 +0 Devil, Hell Skin, Twisted Soul, Wings

Skills:6+int modifier per level, Class skills are Concentration, Diplomacy, Intimidate, Hide, Knowledge(any), Move Silently, Listen, Search, Sense motive, Spot, Use Magic Device.

Proficiencies:  The Imp is proficient with its own natural weapons.

Features:

Body of Mischief: The Imp loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 foots).  Imps are small outsiders with a base speed of 20 feet and a natural Sting attack that delivers 1d4+Str damage  The Imp gains a bonus to natural armor equal to its Con bonus.

At 3 HD, the Imp decreases to Tiny size, but still has 5 feet reach with it's Sting.

Poison:Delivered by the Sting,  fortitude save (DC is 10 + 1/2 Imp's HD + Imp's Con mod) negates.  The initial damage is 1d4 Dex, with the secondary damage being 1d4 Dex.


 At 4HD it increases to initial damage 1d6 dex with secondary damage of 1d6 dex, and both initial and secondary damage increase by one die size for every 4 HD from here on.

At 10 HD, their poison ignores immunity to ability damage and poison, but oponents with those immunities still gain a +5 bonus on their saves.

Fake Form:  A first level imp can turn itself into a mundane creature, in order to spread mischief whitout atracting too much atention. This works as the Alternate Form SRD ability, takes  a standard action to activate, can be used 1/day per HD (back and forth for each use), and allows for Monstrous Spiders (Small or Medium), Ravens, Rats and Boars. Unlike normal Alterate Form, the Imp may have his gear meld with his body, altough it's still non-fuctional.

At 6HD, the Imp can assume the form of a large Monstrous Spider or a Dire Boar.

At 12HD, the Imp can assume the form of a huge Monstrous Spider or a Dire Boar advanced to huge size (including the extra stats for changing size trough HD advancment)

At 18 HD the Imp can assume the form of a gargantuan Monstruous spider.

Devil: At second level, the Imp gains a bonus on saves against poison and a resistance to fire equal to its HD, with resistance to acid and cold equal to half its HD.  It can also see under any kind of darkness, even deeper darkness.  Imps have telepathy out to 40 feet, plus an extra 10 feet for every HD from here on.

The Imp also gains the evil and lawful subtypes, and their natural attacks and any weapon they wield count as being evil and lawful aligned for purposes of bypassing DR.

Hell skin:  The Imp gains DR/good equal to half its HD and SR=11+HD.

Twisted Soul: A second level Imp can use Detect Good and Detect Magic 1/hour for every HD it has,  Invisibility 1/day for every two HD it has, Tongues and Sugestion 1/day for every HD it has, save DCs 10+1/2HD+Cha mod.

If the Imp manages to use his Sugestion to make a good/neutral character to perform an evil action, or a chaotic/neutral character to perform a lawfull action, it recovers the SLA use.

At 13 HD, an Imp's sugestion ignores immunity to mind-affecting effects, but oponents with said immunity still gain a +5 bonus on their saves.

Wings:  At second level the Imp can fly at a speed of 50 feet with perfect maneuverability, but can't fly upwards, and must end his turn on the ground or fall.

At 5 HD, the Imp's wings become strong enough to lift him all day long.[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 23, 2010, 01:20:12 AM
Mezzoloth
(http://www.balo42.com/conans_iron_coc/Journal/images/mezzoloth.jpg)

[Spoiler]HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Mezzoloth Body
2nd
+2
+3
+0
+3
Mezzoloth Hide
3rd
+3
+3
+1
+3
+1 Str, Yugoloth Magic 1/day
4th
+4
+4
+1
+4
Yugoloth Resistance
5th
+5
+4
+1
+4
+1 Str, Yugoloth Magic: Improved 2/day
6th
+6/+1
+5
+2
+5
Spell Resistance
7th
+7/+2
+5
+2
+5
+1 Str, Yugoloth Magic: Greater 3/day

Proficiencies
The mezzoloth has proficiency in all simple and martial weapons and light and medium armor.

Skill Points: 6+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device  

Mezzoloth Body
The Mezzoloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round.

Mezzoloth Hide
The Mezzoloth gains Damage Reduction/Good equal to half it's HD.

Ability Bonus
At levels 3, 5 and 7, the Mezzoloth gains a +1 bonus to its strength score.

Yugoloth Resistance
The Mezzoloth gains immunity to Acid and Poison and resistance to Cold, Fire and Electricity equal to it's HD.

Spell Resistance
The Mezzoloth gains spell resistance equal to 11+HD

Yugoloth Magic
The indicated times per day, The Mezzoloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based).
At third level, the Mezzoloth may cast Cause Fear and Darkness as Spell Like abilities
At fifth level, Produce Flame and See Invisibility are added to the list.
At seventh level, Dimension Door and Dispel Magic
In addition, when the creature gains it's ninth HD, it gains Cloudkill as a spell-like ability, if it already has the Yugoloth Magic: Greater class feature. After it has gained cloudkill, at it's 11th HD it gains Teleport and Greater Dispel Magic.
At 15hd, greater teleport.
In addition, every three HD after the seventh level in this class, the Mezzoloth can use each ability an additional time. [/Spoiler]

Comments
[Spoiler]Mezzoloth, Ala Manual of the Planes. Yugoloths needed more love. This was rather straightforward. I just dropped in the Mezzoloth abilities at suitable intervals and yeah. I did change the SLA:s around a bit and dropped the demon summoning, but otherwise this is mainly straight from the book. It has monklike defenses, but unlike the monk, it can attack quite well, and the spell-likes ensure it stays relevant. I think I nailed this down pretty well, but still.[/Spoiler]

Done by Frog Dragon from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 23, 2010, 01:25:26 AM

Nycaloth
(http://a.imageshack.us/img842/1969/thisisyournycaloth.jpg)

[Spoiler]HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Nycaloth Body
2nd
+2
+3
+0
+3
Nycaloth Hide
3rd
+3
+3
+1
+3
+1 Str, Powerful Build
4th
+4
+4
+1
+4
+1 Con, Yugoloth Resistance, Yugoloth Magic 1/day
5th
+5
+4
+1
+4
+1 Str, Wounding Claws
6th
+6/+1
+5
+2
+5
+1 Cha, Yugoloth Magic 2/day, Wings
7th
+7/+2
+5
+2
+5
+1 Str, Yugoloth Resistance,
8th
+8/+3
+6
+2
+6
+1 Con Yugoloth Magic 3/day, Improved Grab
9th
+9/+4
+6
+3
+6
+1 Str, Multi-Armed
10th
+10/+5
+7
+3
+7
+1 Cha, Yugoloth Magic 4/day
11th
+11/+6/+1
+7
+3
+7
+1 Str, Spell Resistance
12th
+12/+7/+2
+8
+4
+8
+1 Con, Yugoloth Magic 5/day
13th
+13/+8/+3
+8
+4
+8
+1 Str, Growth

Proficiencies
The nycaloth has proficiency in all simple and martial weapons and light armor and medium armor.

Skill Points: 6+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device 

Nycaloth Body
The Nycaloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round.

Nycaloth Hide
At second level the Nycaloth gains Damage Reduction/Good equal to half it's HD.

Ability Bonuses
The Nycaloth gains a +1 to Str at levels 3, 5, 7, 9, 11 and 13 (Total +6). He gains a bonus to Cha at levels 6 and 10 (+2). He gains a bonus to Con at levels 4, 8 and 12 (Total +3).

Powerful Build
At third level, the physical stature of nycaloths lets them function in many ways as if they were one size category larger.
Whenever a nycaloth is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nycaloth is treated as one size larger if doing so is advantageous to him.
A nycaloth is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nycaloth can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Yugoloth Magic
The indicated times per day, The Nycaloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based). This means the uses are per sla.
At fourth level, The Nycaloth may use Mirror Image, See Invisibility and Cause Fear as spell like abilities
At sixth level, invisibility and deeper darkness are added to the list.
At eight level, dimension door, fear, and desecrate are added to the list
At tenth level, Teleport and Greater Invisibility are added to the list
At twelfth level, True Seeing is Added to the list.
After the Nycaloth has gained true seeing, at it's 14th HD, it gains the use of Greater Teleport and planeshift
Every 3 HD after it's 12th level, it gains another use of every spell like ability it has gained from it's Nycaloth Levels

Improved Grab
The level 8, if a nycaloth's claw attack hit a creature it may make a grapple attempt as a free action with no attacks of opportunity. If it gets a hold, it may fly with the the grabbed creature, provided it does not go over the light load limit and is at least one size category smaller than the Nycaloth.

Wings
At level 6, the nycaloth gains a fly speed equal to twice it's base land speed. Any increase to the nycaloth's land speed also increases the fly speed.

Wounding Claws
At level 5, any claw attack dealt by the nycaloth bleeds. For every claw attack the nycaloth has landed on a creature, the creature loses one hit point per round. This may only be stopped with a DC 15 heal check or the application of a healing spell.

Yugoloth Resistance
At level 7, the Nycaloth gains immunity to Acid and Poison and resistance to Cold, Fire and Electricity equal to it's HD.

Spell Resistance
At level 11, the Nycaloth gains spell resistance equal to 11+HD.

Multi-Armed
At 9th, the nycaloth's extra arms become functional. This means they can take the multiweapon fighting feat. If they had two weapon fighting prior to gaining this ability, the two weapon fighting feat changes into multiweapon fighting. Also, they kill things with four arms. Great, no?

Growth
At level 13, the nycaloth becomes large (tall). Their powerful build continues to apply.  [/Spoiler]

Comments
[Spoiler]Now the Nycaloth. Again from the manual of the planes. At levels one and two, this is identical to the Mezzoloth, but after that, they start to differentiate. Most of what I did was just copypasta from various sources. It gets resistances and spell likes later than the Mezzoloth, but gains a bunch of extra abilities to compensate. This one also gets extra cha and con.[/Spoiler]
Done by Frog Dragon from GITP[/i]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 23, 2010, 01:29:53 AM
LEONAL
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG142.jpg)
[SPOILER]
Leonal
Hit Die: D10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialspeed
1st
+1
+2
+0
+2
Leonal Body, Lay on hands,  Speak with animals
+0
2nd
+2
+3
+0
+3
+1 Str, Celestial , Detect thoughts
+0
3rd
+3
+3
+1
+3
+1 Con, Heavens Blessings, Natural Attacks, fireball
+0
4th
+4
+4
+1
+4
+1 Str, cure critical wounds, Speed, pounce
+10
5th
+5
+4
+1
+4
+1 Con, Lesser Protective aura
+10
6th
+6/+1
+5
+2
+5
+1 Str, Remove disease, Lion Form
+10
7th
+7/+2
+5
+2
+5
+1 Dex, Neutralize Poison, Greater protective aura, Rake
+10
8th
+8/+3
+6
+2
+6
+1 Str, Hold Monster, Improved Grab
+20
9th
+9/+4
+6
+3
+6
+1 Cha, +1 Dex, Wall of force
+20
10th
+10/+5
+7
+3
+7
+1 Str, Huge Lion form
+20
11th
+11/+6/+1
+7
+3
+7
+1 Cha, Heal
+20
12th
+12/+7/+2
+8
+4
+8
+1 Str, Roar
+30
                                  
Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier
Skills: Balance, Concentration, Diplomacy, hide, Intimidate, Jump, Knowledge(any), Listen, Move silently, Sense Motive, Spot, Survival.
The Leonal gains +1 Str at levels 2, 4, 6, 8, 10, 12
The Leonal gains +1 Con at 3rd and 5th level
The Leonal gains +1 Dex at 7th and 9th level
The Leonal gains +1 Cha at 9th and 11th level  
Leonal body: The Leonal loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and two natural claw attacks (1d6 + Str). He also gains a racial bonus equal to ½HD to Move silently and Hide skills. A Leonal also gets a Nat armor bonus equal to its Con modifier.
Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Leonal is not proficient with any kind of armor.
Lay on Hands: Beginning at 1st level a Leonal can heal himself a number of hit points per day equal to the Leonal’s HD X Cha modifier. This ability is identical to the Paladins Lay on hands ability.
Celestial: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.
 Natural Attacks: A Leonal gains 1 bite attack (1D8 + ½ str) at 3rd. Any natural attacks the Leonal has are considered good aligned for purpose of overcoming damage reduction.
Heavens Blessings: A Leonal gains DR/silver and evil equal to half its HD and SR equal to 11+HD.
Leonal SLA’s: When a spell appears in the entry, the Leonal can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Leonal can recreate them in his own turn as a free action. The Leonal can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Speak with animals: 1/day/HD as a free action that does not require sound.
Detect Thoughts: 1/day/HD
Fireball: 1/day/3HD
Cure Critical wounds: 1/day/3HD
Lesser Protective aura: Always active, as magic circle against evil (double strength), but affects all within 20 feet of the Leonal.
Remove disease: 1/day/5HD
Neutralize Poison: 1/day/5HD
Greater protective aura: Always active, as minor globe of invulnerability, but affects all allies within 20 feet of the Leonal, and blocks spells up to (Half HD)-3.
Hold Monster: 1/day/2HD
Wall of force: 1/day/5HD
Heal: 1/day/5HD
 Speed: A Leonal’s speed increases at 4th and every 4 levels after by 10ft (cumulatively for a total of )
Pounce: A Leonal of 4th level gains the ability to Pounce on its target, A Leonal can make a full attack when charging including 2 rakes (if any).
Lion Form: A Leonal can change as the druid wildshape ability but only into medium and large cats. The amount of times per day is the same as a druid of the same level, all SLA’s work in this alternate form. A Leonal can never assume a form other than a cat (for example from Prc’s). At 10th a Leonal can change into increasingly larger forms utilizing his lion form, for additional uses of Lion form the Leonal uses it can increase the size category as follows.
1 use: medium or large.
(10th Level) 4  uses: Huge
(14th Level) 5 uses: Gargantuan
(18th Level) 6 uses: Collosal
 Rake: At 6th a Leonal can make a Rake attack on a successful grapple (or two on a pounce). Rakes are at the Leonal’s highest attack and deal 1D8 + Str.   
Improved Grab: At 8th a Leonal gains the Improved Grab ability, when he successfully hits with his bite attack he can make a grapple attempt as a free action. If successful it establishes a hold and can rake.
 Roar: At 12th Level a Leonal is Capable of Roaring with the wrath of the heavens, this roar is a 60ft cone and duplicates the Holy word spell, he can use it 1/day/4 Levels and it deals an extra 1D6 sonic damage per 5HD. DC = 10 + ½ HD + CHA modifier. Caster level equals HD.


[/SPOILER]

Done by BelGareth from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 23, 2010, 01:31:57 AM
BRALANI
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG94.jpg)
[SPOILER]
Hit Die:D6
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
+1 Con, Bralani body, Blur, Wind wall
2nd
+1
+0
+3
+3
+1 Dex, Eladrin, Gust of Wind
3rd
+2
+1
+3
+3
+1 Cha, Heavens Blessings, Mirror image
4th
+3
+1
+4
+4
+1 Con and Str, Tongues, charm person
5th
+3
+1
+4
+4
+1 Dex, Alternate form, whirlwind blast, Lightning Bolt
6th
+4
+2
+5
+5
+1 cha and Str, Cure serious wounds, Holy power
                                  
Skill points at 1st: (6 + INT Modifier) x 4
Skill points at Each additional level: 6 + INT Modifier
Skills: Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move silently, Ride, Sense Motive, Spot, Tumble, Use Rope.
The Bralani gains +1 Con at 1st and 4th level
The Bralani gains +1 Dex at 2ndand 5th level
The Bralani gains +1 Cha at 3rd and 6thlevel
The Bralani gains +1 Str at 4th and 6th level  
Bralani body: The Bralani  loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and one slam attack (1d8 + Str). A Bralani also gets a Natural armor bonus equal to its Con modifier.
 Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Bralani is not proficient with any kind of armor.
Eladrin: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. Resistance to fire and cold equal to half his HD. Also gains the good and chaotic subtype, and weapons wielded are considered Chaotic and good for purposes of bypassing DR.
Heavens Blessings: A Bralani gains DR/cold iron and evil equal to half its HD and SR equal to 11+HD.
 Bralani SLA’s: When a spell appears in the entry, the Bralani can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Bralani can recreate them in his own turn as a free action. The Bralani can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Blur: 1/day/HD
Wind Wall: 1/day/2HD
Gust of Wind: 1/day/2HD
Mirror Image: 1/day/2HD
Charm Person: 1/day/HD, improves to Charm Monster at 8th level
Tongues: As the spell but always active
Lightning Bolt: 1/day/2HD
Cure Serious wounds: 1/day/4HD
Alternate Form(Su): At 5th level Bralani can shift between his humanoid and whirlwind form as a standard action. While in whirlwind form the Bralani can fly at 40ft (perfect), use whirlwind blast, slam attacks and use spell like abilities. He can use this ability a number of times equal to 1/day/3HD. The fly speed improves by 20ft every 5 HD (for 100ft at 20th)
Whirlwind Blast: 2D6 + 1D6/4 HD, 20 + 5ft/2HD  ft line (Ref DC 10 + ½ HD + Con), A Bralani can use this a number of times equal to 1/day/HD.
Holy power: As a swift action 1/day/1HD, the Bralani can give the Holy property to any weapon it wields for 1 round. At 20HD, this ability is active all the time.
[/SPOILER]

Done by BelGareth from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on November 23, 2010, 05:49:38 PM
I  :love the annis hag, especially the part about abducting children and transforming them. I think the virtual damage reduction enchanted armor provides against her Tear Asunder ability is completely unnecessary, though.

Quote
Armor that offers an enhancement bonus may subtract that bonus from the damage inflicted (ie. a +3 breastplate would result in 1d4-3 armor lost), to a minimum of 1.

IMO, just get rid of this. There are existing monsters that damage armor in the game already, and their ability works on magical armor as well as non-magical. IIRC, they do usually allow a saving throw, though. So you might add that if you want to keep it "fair".
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:22:09 AM
To the GITP homebrewers:

[spoiler]
-The whole monster classes thing started as a solo project. If you check the first thread, you'll see that not only the first thirty-four monsters were done by me alone, the first monster class from another person (the Xill) came out from the free iniative of said person. Multiple people working on the same thread was never the plan. It was suposed to be I doing all the work and other people requesting/critisizing.

However, burdened by too much requests to handle by myself, I decided to acept the help of those who would step forward. But it was still my project, created by my own time and hard work, and the condition for having your name in the indexes would be your class meeting my criteria. This was because the thread had greatly grown on popularity, and the only way to keep said reputation would be to impose standards. Acepting anything and everything would only lead to the destruction of something that had taken a lot of work to create.

-Several classes from other people bear the "twinked" or "contributed" marks. This was simply because a lot of people simply left half-done monster classes on the thread, and I decided it would be a waste to not finish them.

-Some people acused  my criteria of being wrong. Unlike what's been said recently, I was always open to discussion on that point, and a lot of monsters were changed and reviewed thanks to that.

-I didn't concede on all points however, because of my personal views, to wich I have all the right if you ask me. I invited the people who kept insisting I was completely wrong to do a better job running a thread themselves, and at least two other monster class threads were created. Those died because of lack of work from their authors. So as you can see it's not as easy as it seems running a project like this.

-I'll admit I was somewhat  "too open" about power level, but honestly, everybody has their favorite play style, and they're free to tweak the classes to fit it. It would be impossible to do a single power level for all classes that satisfied all people, and I would rather have several playable original monsters instead of wasting weeks into a single one.

-I very much prefer to homebrew than to review or critisize other people's work. I also have limited free time. As the number of other people submiting their own monsters grew, I had less time to do what I really liked, homebrewing. So yes, I had little patience for lenghty depth discussions, and even less for complete overhauls. I said again and again that if people wanted they could go and start their own monster classes project.

-Above everything, this whole project was started as a hobby for me. A homebrewing hobby. Not  "politics", or "perfect balancing" hobby. It was my free time, my hard work, and if you didn't like me then you could just pick what you wanted and use it as you see fit. I never got the the whole "ULTIMATE COMMUNITY BASED PERFECT BALANCING" movement that started to grow there. The playground suddenly wanted an utopia, and I aparently wasn't perfect enough to deliver. Yet they claimed they loved my work. Go figure.

Now with those things cleared, I gave direct permission to Magicyop to start his own "ultimate community based perfect balancing" monster thread, and I wish him good luck. The dude of the other thread didn't even ask permission despite I giving him my contact, but still that gives him no authority to deny other people from following their own dreams. It was never his project to begin with, and he just has as much power as you're willing to give him.

Personally, I'm quite happy to see that people finally seem to have understood my message several months after, that they're free to do things their way if they're just willing to take responsability and work hard for that.

[/spoiler]

I have no regrets.

As usual, this thread is open to specific monster class requests. In the meanwhile I'll keep updating older monsters.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:27:48 AM
Kuo-Toa
(http://i36.tinypic.com/33fb0on.jpg)

[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+0+0+0+2 Kuo-Toa Body, Slime, Pincer Warrior, Spearfish, +1 Con, +1 Wis
2nd+1+0+0+3 Dark Bolt, Dark Sight, +1 Con, +1 Wis
Skill Points 6+Int per level
Class Skill: Climb, Craft (Any), Escape Artist, Hide, Jump, Knowledge (Dungeoneering, Nature, Religion), Listen, Move Silently, Search, Spot, Swim, Use Magic Device.

Proficiencies: Kuo Toans are proficient with simple and martial weapons and shields, but not tower shields.

Kuo-Toa Body:  The Kuo-Toa loses all other racial bonuses, and acquires Monstrous Humanoid traits (basically Darkvision 60 feet), with the aquatic subtype.  Kuo-Toa are  medium sized creatures with 20 feet land speed and a 50 feet swim speed.  Kuo Toans are amphibious and can survive indefinitely on land. They have  a bonus to Search and Spot equal to ¼ their HD, and Natural Armor equal to their Con bonus.

Ability Score Increase:  The Kuo-Toan gain +1 to Con and +1 to Wis for every level on this class, for a total of +2 Con and +2 Wis at second level.

Slime:  Kuo-Toans exude a slime from their body, wich grants them a bonus on Escape Artist checks equal to their HD, and makes them immune to Webs (both magic and mundane) and similar effects.

The Kuo-Toa can coat his own shield with this slime as a move action, in wich case when an oponents attacks the Kuo-Toa in melee and misses, it must make a reflex save with DC 10+1/2HD+Con mod or have it's weapon stuck on the shield, needing a Strenght check with DC 10+HD+Con mod to be pulled out. Natural weapons get stuck as well, in wich case the attacking creature enters a grapple with the Kuo-toa, but the Kuo-Toa gains a bonus equal to the Shield bonus and his Con modifiers on all the following grapple checks.

Pincer Warrior: The Kuo-Toa starts with a pincer-staff, a two handed weapon dealing 1d10 damage with normal critical and reach. The Kuo-Toa is automatically proficient with it, and if it hits an oponent with it he may start a grapple as a free action. For every round the hold is maintained, the pincer staff deals 1d10 damage to the holded creature. If the Pincer Staff is enchanted, the Kuo-Toa adds it's enanchment bonus to the grapple rolls.

Spearfish: The Kuo-Toa may wield a two-handed reach weapons with a single hand whitout penalty, as long as he wields a shield on the other.

Dark Bolt: The Kuo-Toa may use Lighting bolt as a SLA 1/day for every 2 HD it has, save DC 10+1/2HD+Wis mod. If two Kuo-Toas hold hands, they may charge up for 1d4 rounds, after wich they may both launch a single lighting bolt  whitout expending uses of this ability.

Dark Sight:  Kuo-Toa can see invisible and ethereal foes, but only if said creatures move.

Dark Sacrifice: Kuo-Toa come from the depths of the oceans, where they worship all manner of forgotten yet terrible gods, and they're willing to perform the most terrible rituals to satisfy their mysterious dieties.

Once per day, the Kuo-Toa may execute a 10 min ritual in wich he sacrifices a sentient (at least Int 3) creature in a gruesome ritual. Doing so grants the Kuo-Toa one of Water, Darkness, Death, Evil, or Water domains for 24 hours (Kuo-Toa's choice). The DM may allow other domains from non-core sources to be picked if they're apropriate to the Kuo-Toa's theme, like the Slime domain.

Besides the granted power, the Kuo-Toa can cast each  spell on the granted domain as a SLA 1/day, as long as he has twice as many HD as the spell's level.

Should the Kuo-Toa take levels in a divine spellcasting class, it may elect to have that class & Kuo-Toa levels stack for the purposes of determining CL and spells per day. This does not apply retroactively; An 2nd level Kuo-Toa acquiring one level of cleric would gain the spells per day it would have gained going from 2nd level cleric to 3rd level cleric, but wouldn't retroactively gain the spell options of a 1st level cleric.[/Spoiler]

Comments:
[spoiler]
Fish people strongly inspired on the Deep Ones, a key race of the infamous Chtutluverse. They don't blink, they live in dark cold places worshiping all kind of tentacle dieties, when not raiding the surface for slaves.

Mechanic wise, the Kuo-toan is kinda of a roguish gish, with great skills, some slime tricks, and the possibility of going grapple-focused with Pincer staff. Then lighting bolt, sacrificing sentient creatures for power and great divine caster potential with their +2 Wis.

[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:30:39 AM
Wyvern
(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG259a.jpg)

[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+0+2+2+0 Wyvern Body, Poison, +1 Dex
2nd+1+3+3+0 Wings, Scent, +1 Str, +1 Con
3rd+2+3+3+0 Long Tail, Circle, +1 Dex
4th+3+4+4+0 Full Wings, Improved Grab, +1 Str, +1 Con
5th+3+4+4+0 Growth, Carefull Hunter, +1 Dex
6th+4+5+5+0  Sweep, +1 Str, +1 Con
Skill Points 4+Int per level
Class Skill Skills:Climb, Jump, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot

Proficiencies: The Wyvern is proficient only with its own natural attacks.

Wyvern Body:  The Wyvern loses all other racial bonuses, and acquires Dragon traits, (basically Darkvision 60 feet, low light vision and immunity to magical sleep and paralysis effects).  Wyverns are medium sized dragons with 20 feet base speed  a 1d10+Str damage Bite attack and a Sting that deals 1d4+1/2 Str damage. The Wyvern has wings, but they're too weak to do anything for now. Wyverns have a racial bonus to Spot equal to ½ their HD and Natural Armor equal to their Con.

Wyverns have no limbs capable of fine manipulation.

Attribute Bonus:  The Wyvern gains +1 to Dexterity at every odd numbered level in the class.  With even numbered levels, the Wyvern gains +1 Str and +1 Con, for a total bonus of +3 Str, +3 Dex and +3 Con at sixth level.

Poison:  Delivered by the sting, Fort DC of 10 + ½ the Wyvern's HD + its Con bonus.  It deals 1d4 Con damage as both the initial and secondary effects. For every 6 HD, the poison's Iniatial and secondary damage both increase one die step.

At 10 HD, the poison can affect creatures normally immune to it, but they gain a +5 bonus to their saves. If they don't have a Con score to be damaged, the Wyvern's poison deals Wis damage instead.

Wings: Wyverns of second level or higher can use their natural wings to transport themselves about the battlefield. The Wyvern may fly at a speed of 60 feet poor maneuverability, but for now can't fly up and unless they end their turn in a solid surface, they fall at the end of their turn.

Scent:  At second level the Wyvern gains the SRD Scent ability.

Long Tail:  At third level the Wyvern's tail reach doubles.

Circle: At third level, the Wyvern can make a number of attaks of oportunity per round equal to his Str mod, and 5-feet steps provoke attacks of oportunity from the Wyvern.

Full Wings:  At fourth level the Wyvern's wings have become strong enough to let it fly whitout restrictions. While flying, the Wyvern can use two Talon attacks,  that deliver 2d4+Str damage each.  In addition, Wyverns have

Improved Grab At fourth level, the Wyvern hiting an oponents with his talons can start a grapple check as a free action when they hit an oponent with their talons.

At 8 HD this ability ignores Freedom of Movement effects.

Growth:  A fifth level Wyvern grows one size category.

Carefull Hunter: At fifth level, the Wyvern's sharp hunting instincts allow it to keep just out of his prey's sight. It gains a bonus on Hide checks equal to his HD, the Fly-By attack feat, and can hide whitout actually having anything to hide behind, even in the sky (normally involving positioning itself against the sun).

Sweep: At sixth level, as a fullround action, the Wyvern can fly up to his speed and deliver a full attack at any moment during that movement, but must wait 1d4 rounds before doing so again.

The Wyvern's wings also become strong enough to fight, each dealing 1d8+half Str mod damage.

[/Spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:35:08 AM
Displacer Beast
(http://www.snailinaturtleneck.com/blog/wp-content/uploads/2010/10/displacer-beast.jpg)

[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+1+0+2+0 Displacer Beast Body, Displacement, +1 Str
2nd+2+0+3+0 Mirror Trick, Never there, +1 Str, +1 Con
3rd+3+1+3+1 Beast Tentacles, Evasion, +1 Str
4th+4+1+4+1 Growth, Double Illusion, +1 Str, +1 Con
Skill Points 4+Int per level
Class Skill Skills: Bluff, Hide, Jump, Listen, Move Silently, Spot

Proficiencies: The Displacer Beast is proficient only with its own natural attacks.

Displacer Beast Body:  The Displacer Beast loses all other racial bonuses, and acquires Magical Beast traits, giving it Darkvision 60 feet and low light vision.  Displacer Beasts are medium sized creatures with 40 feet base speed , a 1d6+half Str mod bite attack and two tentacle attacks dealing 1d4+Str damage each as natural weapons.  Tentacles are reach weapons, and Displacer Beasts can use them to attack opponents 10' away. Displacer Beasts have Natural Armor equal to their Con.

Diplacer beast lack limbs capable of fine manipulation, altough their tentacles are flexible and capable of simple tasks.

Ability Score Bonus:  The Displacer Beast gains +1 to Str at all levels and +1 Con at 2nd and fourth level, for a total of +4 Str and +2 Con at 4th level.

Displacement:  The Displacer Beast has the ability to bend light around itself, meaning it's never on the place where you see it.

All attacks against the displacer beast have 20% miss chance. For every other level in the Displacer beast class, this miss chance increases by another 10%, up to 50% miss chance at 4th level.

For every non-displacer beast taen, the miss chance increases by 2%, up to 82% miss chance total.

See invisibility doesn't negate this bonus, but True Seeing does.
A displacer beast of 10 HD however is such adept at bending light that not even true seeing can pierce it, and abilities that ignore or allow to re-roll miss chances are useless against this.

Mirror trick:  A second level the Displacer beast can use its light bending abilities to use Silent Image as a SLA 1/hour for every 2 HD, except that starting it is only a move action and the Displacer beast can keep concentration on it as a swift action. At 10 HD, this Silent Image cannot be pierced by True seeing or other anti-illusion effects.

Never there:  At second level, the Displacer's beast trickery is so good that it can confuse even oponents wich normally wouldn't care about targeting at all. The Displacer's beast miss chance applies to area effects whitout any specific target now.

Beast Tentacles:  A third level the Displacer Beast's tentacles threat range increases to 19-20, and the tentacles gain an enanchment bonus equal to half HD. The Displacer beast may only get up to +5 to to-hit and damage rolls from enanchment bonus, but it may get weapon special abilities like freezing and speed with this enanchment as well.
 
Evasion:  At third level the Displacer beast gains evasion as the rogue ability. If it was going to gain evasion again, it gains Improved Evasion instead.

Growth: A fourth level Displacer Beast grows one size category. It's tentacles now have 20 feet reach.

A Displacer Beast of 12 HD grows another size category, and it's tentacles will have a reach of 30 feet reach.

Double Illusion: at fourth level, once per day for every 2 HD it has, as an immediate action, the Displacer beast may force an oponent that managed to hit trough his miss chance to roll it again.

[/Spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:37:24 AM
The Hell Hound
(http://i868.photobucket.com/albums/ab249/crafty-cultist/HellHound_of_the_Night_by_ZephyrUltima.jpg)
[spoiler]HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Body of cerberus, Scent, +1 str, +1 dex
2nd
+2
+3
+3
+0
Flaming maw, Abyssal breath, Shadow affinity, +1 str, +1 con
3rd
+3
+3
+3
+1
Trip, Savage, Hellish Howl, +1 dex, +1 con
Skills: 2+ int mod. A Hell hound's class skills are Hide, Jump, Listen, Move Silently, Spot, Survival

Proficiencies: a Hell hound is proficient in its natural wepons

features:

Body of cerberus: A Hell hound loses all racial abilities and gains outsider traits. It is a medium sized outsider with a speed of 40ft and a bite attack that deals 1d8+1.5x strength bonus in damage. They are immune to fire but take 50% more damage from cold. The hell hound has four legs that give it a +4 bonus against trip and bull rush checks. Their paws aren't capable of fine manipulation. Hell hounds do not speak but can understand languages.

In addition, the hell hound gains natural armour equal to its constitution bonus

Scent: A hell hound gains the scent ability and adds it's level to survival checks to track by scent

Flaming maw: A second level hell hound deals 1d6 points of fire damage whenever it makes a bite attack. For every six HD beyond two the hell hound gains the fire damage increases by 1d6.

Abyssal breath: At second level, a hell hound can breath fire once every 2d4 rounds. The area is a cone with a range of 5ft per level, and it deals 1d6 fire damage per HD with a reflex save(DC10+1/2HD+ Constitution modifier) for half damage.

Shadow affinity: a second level Hell hound gains a bonus equal to half its HD to hide and move silently checks.

Trip: A third level Hell hound can make a trip attempt as a free action when it hits with its bite attack. the hell hound gains a bonus on its strength check to trip equal to 1/4 its HD.

Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage, as a free action whitout need of new attack rolls.

Hellish howl: A third level hell hound can make a terrifying howl that can be heard in an area of the hell hound's choice, up to 100ft per HD. Any creature within the area with fewer HD than the hell hound is forced to make a will save(DC10+1/2HD+Con modifier) or be shaken for 10 minutes per HD of the hell hound. Animals that fail their saves are panicked instead. Any creature that succeeds its saving throw against this ability is immune to the hell hound's howl for 24 hours.

At 12 HD even oponents immune to fear can be affected by this ability, but they gain a +5 bonus on their saves.
[/spoiler]

Comments

[spoiler]I see the hell hound as an abyssal hunting dog, and gave it the trip and savage abilities to help it bring down game for its masters. I also added the hellish howl ability, because a demonic attack dog can never be to scary[/spoiler]

Done by Crafty_Cultist from GITP

Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:40:02 AM
GRIFFON

(http://www.wizards.com/dnd/images/eo_griffon_med.jpg)

Class
[spoiler]
GRIFFON

HD: d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Griffon Body, Scent, +1 Dex, +1 Str
2nd
+2
+3
+3
+0
Talons, +1 Dex, +1 Str
3rd
+3
+3
+3
+1
Pounce, Vigil, +1 Dex, +1 Str
4th
+4
+4
+4
+1
Wings, Growth, +1 Str

Class Skills: (4 + Int. Mod.) x4 at first level. The Griffons class skills are  Hide, Intimidate, Jump, Listen, and Spot.

Class Features

Proficiencies: Griffons are proficient only with their own natural weapons. They are not proficient with any armor.

Griffon Body: At first level, the Griffon loses all racial bonuses, traits, and abilities and becomes a magical beast with the following traits.
[spoiler]
•   Medium Size.
•   40ft. base land speed.
•   One natural bite attack, dealing 1d6 + Str. Mod.
•   Dark Vision 60ft.
•   Low-light Vision
•   Griffons are four legged creatures and do not possess hands or limbs capable of fine manipulation. Therefore, Griffons cannot wield weapons or manipulate objects.
•   Griffons cannot speak but they can understand common and an additional number of languages of their choosing for ever point of intelligence modifier.

Additionally, the Griffon recieves a bonus to its AC equal to its constitution score in the form of a natural armor bonus.
[/spoiler]
Scent (Ex): At second level, the Griffon gains the scent ability.

Ability Increases: A griffon receives a permanent increase to its strength score at each Griffon level as well as a permanent increase to its dexterity score at levels one, two, and three. At 4th level, assuming the griffon has taken all 4 levels available, the increases total at +4 Strength and +3 Dexterity.

Talons (Ex): At second level, the Griffon gains 2 claw attacks which deal 1d4 + strength modifier damage each. Additionally, when grappling, the Griffon drag the sharp talons across the flesh of the opponent. A Griffon has 2 rake attacks which deal 1d6 + Strength modifier damage each.

Vigil (Ex): Griffons have extremely keen eyesight and hearing. At 3rd level, a Griffon receives a racial bonus to spot and listen checks equal to ½ its HD.

Pounce (Ex): Griffons are lighting quick and ferocious. At 3rd level, whenever a griffon makes a charge, he may follow with a full attack.

Wings (Ex): At 4th level, a Griffon’s wings have developed fully and the Griffon may now fly at a speed of 40ft. with average maneuverability. The speed at which a Griffon can fly increases by 10ft. for every 3 HD the Griffon possesses, excluding the first three.

Growth: At 4th level, a Griffon’s size increases by one category.[/spoiler]

Done by AustontheGreat1 from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:42:57 AM
EARTH ELEMENTAL

(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG98.jpg)

CLASS
[spoiler]Hit Die: d12

Earth Elemental
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+0
Body of Stone, Push, Earth Mastery
2nd
+1
+3
+0
+0
Bonus Feat, +1 Str
3rd
+2
+3
+1
+1
Growth, Shockwave, +1 Con
4th
+3
+4
+1
+1
Stone Skin, +1 Str
5th
+3
+4
+1
+1
Bonus Feat, Earth Glide, Whispering Stone, +1 Con
6th
+4
+5
+2
+2
Rolling Stone
7th
+5
+5
+2
+2
Sweeping Strike, +1 Str
8th
+6/+1
+6
+2
+2
Bonus Feat, +1 Con
9th
+6/+1
+6
+3
+3
Earth Asunder, +1 Str
10th
+7/+2
+7
+3
+3
Earth's Embrace, +1 Con
11th
+8/+3
+7
+3
+3
Bonus Feat, Elder Elemental
Class Skills: (2 + Int. Mod.) x 4 at first level. An Earths Elemental’s class skills are Appraise, Hide, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering, Geography, Nature).

Class Features
Proficiencies: An Elemental is proficient with its own natural weapons.

Body of Stone: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.[spoiler]
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.[/spoiler]
The Elemental begins as a small elemental with a land speed of 20ft. Earth Elementals can wear equipment, use weapons, and manipulate objects normally. Earth Elementals have the Earth subtype.

The Elemental possesses a single slam attack which deals damage according to its size. 1d6 when small, 1d8 when medium, 2d6 when large, 2d8 when huge.

Finally, an Earth Elemental gains a bonus to its armor class in the form of a natural armor bonus equal to its constitution modifier.

Push (Ex): An Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, also apply to the elemental’s opposed Strength checks.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Additionally, an Elemental may move across any sort of earth or stone (such as jagged rocks, quicksand, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

Bonus Feat: At second level, the Elemental gains Power Attack as a bonus feat. At 5th level, the Elemental gains Improved Bullrush as a bonus feat. At 8th level, the Elemental gains Awesome Blow as a bonus feat. At 11th level the Elemental gains Shock Trooper (p.110 CW) as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he may instead choose another bonus fighter feat. He must meet all prerequisites for the replacement feat.

Ability Increase: An Elemental is a powerful opponent who wields the immense strength and durability of the earth itself. An Earth Elemental receives a permanent increase to his strength score at 2nd, 4th, 7th, and 9th level. Additionally, the Elemental receives an increase to his constitution score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Strength and Constitution and 11th level.

Stone Skin (Ex): At 4th level, the soft soil that comprises the Elemental’s body hardens into an incredibly dense shell of rock. The elemental gains DR/-, equal its 1/2 HD.

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Shock Wave (Su): With a stomp of his heavy foot, an Earth Elemental can send out a powerful shock wave. At 4th level, the Elemental gains the ability to, as a full round action that does not provoke an attack of opportunity, send out a rippling tide of seismic waves in the form of a 20ft. cone. Any creature in contact with the ground inside this cone, must succeed on a reflex save (DC = 10 + ½ the Elemental’s HD + the Elementals Strength Modifier) or be knocked prone and flung back 5 feet for every point of the elementals strength modifier. If the creature succeeds then he is not knocked prone and is only moved back half the distance.

Earth Glide (Su): At 5th level, an earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The elemental glides at a speed of 40ft. and leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Each time the elemental increases in size through its growth ability, the speed the elemental travels increases by 10ft.

Whispering Stone (Ex): Earth Elementals speak with the stone around them to feel its way through the earth while using its earth glide ability. The elemental gains tremorsense while moving through the ground via its earth glide ability. The range of this sense extends 10ft. for every 2 HD the Elemental possesses to a maximum of 100ft. at 20 HD.

Rolling Stone (Su): Earth Elemental wields the power of the unstoppable avalanche. At 7th level, an Earth Elemental may, as a free action which does not provoke an attack of opportunity, condense its form to that of a spherical boulder. In this form the elementals size decreases by one. While in this form, the elemental can roll at a speed of 40ft. This speed doubles when the elemental travels at a decline and halves when the elemental travels up an incline. In any round the Elemental moves into a space occupied by another creature that creature takes 4d6 + (2x the elemental strength modifier) damage and the Earth Elemental attempts a bullrush as a free action. The creature is allowed to make a reflex save (DC = 10 + ½ the Elemental’s HD + The Elemental's Strength Modifier) to avoid the damage and the bullrush, though by doing to, the creature loses his move action on his next turn. The Elemental may take this form once a day for every 4 HD it possesses, and can maintain this form for a number of rounds equal to its HD. While the Elemental is in this form, he can take no other action accept to move.

Sweeping Strike (Su): At 8th level, a sweep of the Elemental’s arm can effect multiple targets. As a full-round action, the elemental can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Elemental uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a sweeping strike. Start with one square that the Elemental threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a sweeping strike. The Elemental may not skip creatures, and must attack all creatures in the designated squares. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the Elemental must effect all three squares. If a Elemental drops one of his foes with a great sweeping strike, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe. At 12 HD, This ability becomes a standard action instead of a full round action, allowing the Elemental to move before using the ability.

Earth Asunder (Su): Earth Elemental possess ferocious strength. At 9th level, the Elemental can slam the ground with such incredible force that the area around him quakes from his might. Performing this ability is a full round action that does not provoke an attack of opportunity. All creatures within 5ft./HD of the Elemental who are in contact with the ground must make a Balance check (DC 10 + ½ the Elemental’s Hit Die + the Elemental’s Strength modifier) or fall prone. Creatures who fail this save by more than 5 also take 1d10 for every 4 HD the elemental possesses, and those that fail by more than 10 become stunned for 1d4 rounds. Additionally, this tremor causes all the ground within the area to crack and shift, becoming difficult terrain. An Earth Elemental may only use this ability once a day for every 5 HD it possesses.

Earth’s Embrace (Su): At 10th level, the Earth Elemental can drag his enemies into the ground, dooming them to an early grave of stone. As a standard action, an elemental who occupies the square underneath an opponent who is not aware of his presence may attempt to drag the opponent down into the stone. First, the elemental must succeed on a melee touch attack, the opponent is also considered flat-footed for this attack. If the attack is successful then the opponent is required to make a reflex save with DC 10+1/2HD+Str mod, if he fails then he is drawn down and immediately begins to take 1d6 points of nonlethal damage per minute for as long as he remains trapped in this way. If a trapped character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The stone or earth around him conforms perfectly to his form, making any type of movement impossible, even purely mental ones as the pitch darkness and overwhelming pressure make concentration of any kind impossible. Freedom of movement does not make a creature immune to the effects of this ability, though creatures that have such an effect active receive a +4 bonus to the reflex save to avoid becoming enveloped.

Once embraced, their only hope of salvation is someone digging them out before they die (consider them to be 20 feet under the surface where they were captured), or the earth elemental taking them out.

Elder Elemental (Su): At 11th level, The Earth Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the earth subtype. Additionally, the Elemental can call the stone to its aid. The Earth Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon earth elementals. At 13th level, and every two levels thereafter, the earth elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.[/spoiler]
COMMENTS[spoiler]Another attempt at the elementals. The Earth Elemental is the strongest, physically, of the elementals and is supposed to be a bastion of power and durability on the battlefield. The elemental has bonuses to both strength and constitution, and a couple of bonus feats which help him put that strength to good use. I decided to the give him abilities which help him to effect groups of opponents at once. Allowing him to wade into a battlefield and immediately start causing a ruckus. [/spoiler]


Done by AustontheGreat1 from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:47:29 AM

Sahuagin
(http://i868.photobucket.com/albums/ab249/crafty-cultist/sahuagin.jpg)
Sahuagin Hunter
[spoiler]HD:d10
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Blood frenzy, Sea born, Body of the deep, Speak with sharks, Rake, Aquaticic superiority, +1str, +1int
2nd
+2
+3
+3
+0
Tidal sense, Hunter Instict, +1str, +1dex
Skills: 4+ int mod. A Sahuagin's class skills are Handle Animal, Hide, Listen, Move Silently, Profession, Ride, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep:
The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

Sea born:
a Sahuagin can only survive out of water for a number of hours equal to Half his constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Speak with Sharks:
a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +2 bonus on handle animal checks to train sharks, with an additional +1 bonus for every 4HD

Rake:
If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage

Blood frenzy:
A sahuagin that takes damage in combat can fly into a rage on its next turn as a free action, gaining a +2 bonus to strength and constitution and taking a -2 penalty to AC until it or its opponent are dead. This ability is useable once per day at first level with an additional use per 4HD. If the sahuagin gains the barbarian rage ability, the bonuses and penalties granted by rage stack with those granted by blood frenzy

Aquatic superiority:
a sahuagin fighting in water deep enough to swim in gains a +1 dodge bonus to AC for every 20ft by which their swim speed exceeds that of their opponent.

Tidal Sense:
At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus per 4hd, as well as blindsense 30ft, while underwater.

Hunter instict:
A second level sahuagin learns gains gains a favoured enemy, as the ranger ability, but with a +3 bonus if the chosen creature type is humanoid. If the sahuagin takes levels in ranger, they stack add their sahuagin level for purposes of the favoured enemy bonus, and the increased bonus for choosing a humanoid racial enemy applies to later choices.[/spoiler]

Sahuagin Preist
[spoiler]HD:d6
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Sea born, Body of the deep, Rake, Speak with sharks, Sea priestess, +1wis, +1int
2nd
+1
+0
+0
+3
Tidal sense, Tidal pulse, +1str, +1wis
Skills: 2+ int mod. A Sahuagin's class skills are Concentration, Listen, Knowledge(arcana, religion), Profession, Spellcraft, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep:
The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to her own Con modifier.

Sea born:
a Sahuagin can only survive out of water for a number of hours equal to half her constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Speak with Sharks:
a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +4 bonus on handle animal checks to train sharks.

Rake:
If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage

Sea priestess:
A sahuagin can cast spells as a cleric of their sahuagin level, Including domains.

Tidal Sense:
At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus for every 4hd, as well as blindsense 30ft, while underwater.

Tidal Pulse:
A second level sahuagin can sacrifice a prepared spell slot to produce an underwater pulse. This pulse can take the form of a 5ft/caster level cone or a 10ft/caster level line. Anything within the area takes 1d6 points of bludgeoning damage per level of the spell slot sacrificed.[/spoiler]

Done by Crafty_Cultist from GITP
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on November 24, 2010, 01:56:33 AM
Monster of Legend (Prestige/Template Monster Class)

(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_134.jpg)

[Spoiler]
Prerequisites:
To become a Monster of Legend, a creature must fulfill the following requirements:
-At least four levels in a monster class.
-Any  type but humanoid (Monstrous humanoid is ok), undead, construct, ooze or swarm.
-Must have performed a deed worthy of legend.

HD: D8

LevelBABFortRefWill Special
1st+0+0+0+2 Body of Legend, Legendary Might, Legendary Skill, Legendary Prowess
2nd+1+0+0+3 Saga
Skill Points 4+Int mod per level.
Class Skill Skills: As Base Creature

Proficiencies: Monsters of Legend do not gain any new proficiencies.

Class Features:


Body of Legend:  Unlike other monster classes, the creature's original racial traits are retained.  The Monster of Legend gains Outsider traits, if it did not already have them, with the augmented subtype if necessary.  Their native plane is the plane where they were born.

Legendary Might: The Monster of Legend has gone trough a lot, and this reflects on it's body. It may have any number of cosmetic changes or even special effects like body parts made of energy, as long as his original race is still recognizable. Those changes grant no mechanical benefit.

If they still weren't, the Monster of Legend's attacks count as it's own alignment for bypassing defenses. It's melee attacks can strike incorporeal oponents whitout trouble, and ignore half the DR of any target they strike. If the Monster of Legend already had any of those abilities, then it gains +1 to attack and damage rolls for every overlap.

Finally, a Monster of Legend is immune to polymorphing effects against its own will.

Legendary Skill:  Choose one of the following:
-Fast Healing equal to 1/2 the creature's HD.
-Immunities to two of the following:  acid, electricity, fire, cold, poison.
-Immunity to Mind-affecting
-Permanent Spell Turning effect, except that it reflects one spell level for 2 HD of the Monster of Legend, and automatically recharges at the start of the Monster of Legend's turn.


Alternately, pick two of the following (you can't pick the same option twice):
-DR/material, with the material being iron, silver or adamantium, equal to 1/2 the Creature's HD.  If a Creature already has DR from other sources, increase it by +2.
-SR equal to 11+HD.  If a Creature already has SR from other sources, increase it by +4.
-Permanent See Invisibility. At 14 HD also works  as permanent True Seeing.
-Wings, allowing it to fly at twice its base land speed at average maneuverability.  If the creature already has wings, it grows an additional, matching pair, giving them additional flight speed of +5 feet per HD and one step of increased maneuverability

Legendary Prowess: At 1st and 2nd level, the Monster of Legend gains +1 to an ability score of it's choice.

Saga: at second level, pick a second option from Legendary skill, and an option from below.

-Breath Weapon: The Monster of Legend can use a breath weapon  that fills either a cone with 30+5 feet/HD feet or a 60+10 feet/HD line, dealing 1d6 damage/HD, with a reflex save (DC 10 +1/2 HD +Con mod).  This breath weapon can look of any energy type, but it actually deals untyped damage and thus ignores all resistances and immunities. Once the breath weapon is used, the Creature of Legend must wait 1d4 rounds to use it again.

-Frightful Presence: When the Creature of Legend attacks or charges it inspires terror in all creatures within 5 feet per HD. Oponents in range must suceed on a Will save (DC 10 +1/2 HD + Con mod) or become shaken.  A foe that fails by 4 or more is Frightened, and a creature that fails by 8 or more is Panicked.  Regardless of suceeding or failing, creatures cannot be affected again by this for 24 hours.

At 10 HD, this affects even creatures immune to fear, but they gain a +5 bonus on their Will saves.

-Hot Blooded: When the Creature of Legend is damaged in melee, elementally infused blood splashes onto a 5 feet per 4 HD cone, that must include the attacker on it's area, and deals 1d4 untyped damage for every 2HD.

Aditionally, 1/day per 6 HD, the Monster of Legend may push itself trough it's limits as a free action, even if unable to take actions, it's own elemental blood surfacing at it's skin and granting it a Freedom of Movement effect, plus temporary HP equal to half it's max HP. This state lasts for a number of rounds equal to Con modifier, and during it the Monster of Legend can ignore any ill effects it received before activating this ability. Any new ill effects will affect it as normal, except for ones that would be blocked by Freedom of Movement.

-Spells: Provided it does not already have divine casting or divine caster advancement from another source, the Creature of Legend can now spontaneously cast divine spells, with the ability to cast each spell known once a day.  For spells known, the Creature of Legend must pick two domains, and can access any spell of a level that's no more than 1/2 it's HD.  (A level 6 creature could cast up to level 3 spells). It doesn't gain the extra bonus from the domains.

Should the creature take levels in a divine spellcasting class, it may elect to have its Monster Class & Creature of Legend levels stack for the purposes of determining CL and spells per day.  This does not apply retroactively; An 8th level Creature of Legend acquiring one level of cleric would gain the spells per day it would have gained going from 8th level cleric to 9th level cleric, but wouldn't retroactively gain the spell options of a 1st to 8th level cleric.

[/Spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: SiggyDevil on November 24, 2010, 05:53:27 AM
I played a L15 Creature of Legend Wild Elf Barbarian briefly. The template was granted by devil lords for an arena battle (I know, it's cheating), but seriously.. that strength score was stupendous.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Kajhera on December 01, 2010, 03:14:09 AM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on December 01, 2010, 03:26:26 AM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
What about "If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Kajhera on December 01, 2010, 03:31:02 AM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
"If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."

First and zero you mean? Erm, where is this? Not seeing the source even checking back on the half-dragon, though it is helpful.  :) ... Effective sorcerer level of zero?
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: SiggyDevil on December 01, 2010, 04:02:18 AM
Pretty sure there's no effective Sorcerer level 0. That's a warrior.

Also, I made a True Dragon racial class as well.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on December 01, 2010, 05:56:52 AM
I like the new version of the red dragon a lot more, although 7th level would be painful to take.  ;) 6 levels of this would make a very good start for a "gish", though.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 03, 2010, 02:52:59 PM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

Check the tables on the 1st post to figure out your spells when you take sorceror levels. And no, I won't be giving it spells by default just for starting first level.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 03, 2010, 02:56:49 PM
Lantern Archon

(http://paizo.com/image/content/PathfinderRPG/PZO1112-PreviewMonster5.jpg)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 1+0 + 2 +0 Body of Light, Light Ray, Lesser Guide
2+ 2+0 + 3 +0 Archon, Holy Warding, Aura of Menace, Greater Guide

Skills:4+int modifier per level, Class skills are Concentration, Diplomacy, Disguise, Heal, Knowledge (the planes), Listen, Search, Sense Motive, Spot

Proficiencies:  The Lantern Archon is proficient with its light rays.

Features:

Body of Light: The Lantern Archon loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 ft), as well as low-light vision.  Lantern Archons are tiny outsiders. Lantern Archons have no land speed but have a fly speed of 20ft, perfect maneuverability, increasing by 5ft per HD. However untill they reach 4HD they can only float some foot above the ground. They also glow, giving light as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it with a DC 15 Disguise check as a swift action. Success means that no light is given out by the archon for 1 hour per HD but the light imediatily returns if the Lantern Archon uses his light rays. The Lantern Archon gains a bonus to natural armor equal to its Con bonus.

Lantern Archons lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.

Lantern archons can use their body as either head+neck slot or body+belt slot. The lantern archon can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Finally a lantern archon takes a -40 penalty on hide checks, unless it hides its light.

Light Ray: The Lantern Archon's method of attack are it's light rays. The Lantern Archon starts with one ray, but gains one more for every 5HD it possesses. The rays have a range of 20ft, increasing by 5ft for every HD the Lantern Archon possesses. The rays start out dealing 1d6 damage, increasing by 1d6 for every 3HD the Archon possesses. The light rays also overcome all DR, and count as natural weapons. Thus attacking with all light rays demands a full attack, but the lantern archon takes no penalty on his attack rolls with light rays for using multiple natural weapons.

Lesser Guide: The Lantern archon can use aid, continual flame, detect evil as SLAs 2/day for each HD it has, save DC=10+1/2HD+Cha mod. Unless the lantern archon uses the 50Gp of ruby dust, his continual flames just last 1 minute per CL instead of being permanent. If it multiclasses into cleric it can count its lantern archon levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a lantern archon 2 who took 1 level of cleric could choose to have CL 3, get 1 2nd level spell slot and one. She wouldn't get the spell slots of a cleric 2 however. She would get the turn undead ability, but lantern archon levels wouldn't count for it.

Archon: At second level, the Lantern Archon becomes immune to petrification and gains a resistance to electricity equal to its HD, and a bonus to saves against poison equal to half it's HD. They also gain the good and lawful subtype.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is 10+HD+Cha mod. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Holy Warding (Su): At second level, the Lantern Archon gains DR/good and magic equal to half it's HD. It is also permanently affected by a Protection from Evil effect, which upgrades to a Magic Circle against Evil effect at 4HD. This effect is centered on the lantern archon.

Greater Guide: The lantern archon can use teleport as a SLA 1/day for each 4HD it has. At 13th level, this ability upgrades to greater teleport. It can also use tongues on itself as a SLA 1/day for each HD it has.

[/spoiler]

Comments
[spoiler]
Original:

Well, I took cues from the hound archon for the archon abilities. I made the light rays progress slower than Eldritch Blast, and gave out extra rays as extra iterative attacks became available. I made the magic circle only become that strong at 4HD, as that's when the Hound Archon gains it.

Personal comments:

The Lantern archon is a powerfull skirmisher with it's light rays and flight speed. The class is short but sinergies well with "roguish" classes for stacking precision damage on top of the multiple light rays or cleric for spellcasting.

[/spoiler]

Done by VoltHawk from GITP, some final tweaks by me
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 03, 2010, 03:07:58 PM
Tarrasque
(http://guerreirosdavirtude.files.wordpress.com/2009/07/4e_tarrasque.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +0 +2+0 +2 Ancient body, Assimilation, Brutal Grab, +1 Str, +1 Con
2  +1 +3+0 +2 Monstrosity, Rush +1 Str, +1 Con
3  +2 +3+1 +3  Claws +1 Str, +1 Con
4  +3 +4 +1+4 Growth, Stomp, +1 Str, +1 Con
5  +3 +4 +1 +4  Horns,  Beginning of the end, Terror from below  +1 Str, +1 Con
6  +4 +5+2 +5 Primal Roar, +1 Str, +1 Con
7  +5 +5 +2 +5 Reality bend, +1 Str, +1 Con
8  +6 +6 +2 +6 Growth, Devouring bite, +1 Str, +1 Con
9  +6  +6+ 3+6 Reality Tear, +1 Str, +1 Con
10  +7 +7+3 +7 Destroyer, +1 Str, +1 Con
11  +8 +7 +3+7 Carapace, Prevail  +1 Str, +1 Con
12  +9 +8 +3+8 Growth, Tail Slap +1 Str, +1 Con
13  +9 +8 +4 +8 Augmented Critical, +1 Str, +1 Con
14  +10 +9 +4 +9 Doom, +1 Str, +1 Con
15  +11 +9 +4 +9  Trample, +1 Str, +1 Con
16  +12 +10 +5 +10Growth,  Earthquake +1 str, +1 con
17  +12 +10 +5+10  Counter, +1 Str, +1 Con
18  +13 +11+5 +11 Sky Breaker, +1 str, +1 con
19  +14 +11 +5 +11 Eruption, +1 Str, +1 Con
20  +15 +12 +5 +12 Apocalypse, Ancient Heart, +1 Str, +1 Con

2 Skill points+int per level, quadruple at 1st level.
Class skills: Concentration, Climb, Jump, Spot, Listen, Appraise, Bluff, Intimidate, Knowledge(any).

Proficiencies: the tarrasque isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Ancient body: The tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.

It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1.
Unless otherwise noticed all of the Tarrasque abilities are Ex abilities, even those that replicate spells.


 Assimilation:
The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.

As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque.  Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word.  As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.

Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Str check against the tarrasque.

The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.

Brutal Grab:As the srd Improved Grab ability, applied to the Tarrasque's bite attack, except it may atempt to grapple creatures of any size.

Ability score increase: the tarrasque gains +1 Str and +1 Con at every level, for a total of +20 Str and +20 Con at 20th level.

Monstrosity:The tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD.

If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration.

Rush:Once per minute the Tarrasque can quadruple his base for one round as a free action.

Claws: The tarrasque gains two claw attacks dealing 1d4+Str damage each as secondary attacks. They also benefit from the Improved Grab ability.

Growth: The tarrasque grows one size category.

Stomp: As a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier.

At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round).
At 12 HD the Tarrasque may use this ability as a swift action.
At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round.
At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once.

Horns: The tarrasque gains two horn attacks dealing 1d6+1/2 Str mod damage each as secondary attacks.


Beginning of the end:
The tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD.

Terror from below: The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In adition the tarrasque no longer needs to breath and it can eat anything as sustenance, as well as gaining tremorsense with a range of 10 foot per HD.

Primal Roar:The tarrasque can roar with such strengh it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures.

Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying.

The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but whitout dealing it damage.

At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).
 
Reality bend:The tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod.

In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open untill it's large enough simply by moving through it.

Devouring bite:The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices(both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.

Reality tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something.  DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any   ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.

Prevail:The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.

For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.

Tail Slap:The tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.

Augmented critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.

Doom: As the tarrasque grows it resembles more and more an avatar of destruction. The first time the tarrasque attacks or charges each round, every oponent of the same size or smaller than the tarrasque that can see it must make a Will save DC 10+1/2 tarrasque's HD+Con modifier or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked.  Even oponents immune to fear can be affected by this ability as nothing is truly safe from the tarrasque, but they gain a +5 bonus on the save.


Trample: As a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the tarrasque at a -4 penalty.

This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage, save DC 10+1/2 HD+Str modifier.

You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Earthquake: The tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it.

Counter:Whenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved

Sky Break: The skies themselves cry when the tarrasque approaches. This works as a storm of vengeance SLA useable a number of times per day equal to half the tarrasque's Con modifier, except the tarrasque can start it as a standard action, doesn't need to keep concentration to maintain it, it can last up to one hour per HD and the tarrasque is completely immune to all the ill effects of the storm, including being able to perfectly see through it. The tarrasque can have multiple storms in existance at the same time but if their areas of effect overlap the effects don't stack. Save DCs are 10+1/2 HD+Con modifier.

Eruption:Even the land itself screams at the tarrasque's coming. A number of times per day equal to half its Con modifier, as a full-round action the tarrasque can roar while slamming the ground, making the earth start to tremble. 1D4+1 rounds later a torrent of lava erupts on a place within view of the tarrasque of its choice. It is a cylinder with a radius up to 5 feet per tarrasque HD reaching up to 100 feet high per tarrasque HD. Creatures inside the cylinder get a reflex save DC 10+1/2 HD+Str modifier to get out of the area on time once it explodes. Anyone left inside the cylinder is treated as immersed in lava. This lava is especially hot and burns even creatures with resistance to fire, altough the resistance still applies to the total damage dealt, except the tarrasque itself. The eruption lasts 1 round per tarrasque HD.

Apocalypse:The true purpose of the Tarrasque comes into being. To slay all the gods and their creations. The Tarrasque becomes fully immune to all salient divine abilities and epic magic, and can freely use his reality bend ability to enter any private realms (assuming it has heard about them). The tarrasque also becomes immune to artifacts and can destroy any such trinket by swallowing them. It cannot assimilate them however.

Creatures slain by the tarrasque's natural weapons or offensive abilities are utterly destroyed and can't be brought back to life/existence by any means known, even divine intervention (especially divine intervetion).

Ancient Heart: The tarrasque's regeneration can't be bypassed by anything, and any effect that would kill it outright instead simply deals it nonlethal damage equal to it's total HP +10, and it no longer automatically fails saves on a natural 1.

To kill the tarrasque one needs to leave it unconscious by dealing enough non-lethal damage and then cast Wish or Mircale to finish it off.

[/spoiler]

Comments
[spoiler]
And here's it ladies and gentlemens, Mr. Big T!

The Tarrasque gains a massive +20 to Str and Con, average Bab and more custom abilities that you can shake a stick at.

It's skills kinda suck but gets scent and tremor sense.

The Tarrasque is a melee monster with several powerfull defensive abilities, including DR, SR, regeneration and multiple natural attacks, altough no natural pounce.

The Tarrasque also gets several powers to slow down enemies at distance and negate ranged attacks. With Primal Roar the Tarrasque can force it's oponents into a ground battle.

As it aproaches it's final levels it becomes able to unleash several natural catastrophes to properly set the battle mood. Finally an use for storm of vengeance yay!

The capstone it's the Tarrasque becoming immune to all epic cheese so it explains why  the gods would rather run away in fear and only mortal adventurers actualy have a shot at taking it down.
[/spoiler]
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 03, 2010, 03:12:37 PM
Anaxim
(http://i7.photobucket.com/albums/y265/Nny2/Anaxim.jpg)

[spoiler]
LevelBABFortRefWillFeatures
1   +0   +0   +0   +0   Apocalyptic Engine, Electricity Discharge, Spinning Blades, Slams
2   +1   +0   +0   +0   Divine Construction, Str +1, Cha +1
3   +2   +1   +1   +1   Minor Divine Artifice, Dex +1, Wis +1
4   +3   +1   +1   +1   Created Abomination, Bolter Gun, Str +1
5   +3   +1   +1   +1   Improved Divine Construction, Heliblades, Dex +1
6   +4   +2   +2   +2   Lesser Divine Artifice, Str +1, Cha +1
7   +5   +2   +2   +2   Undivine Will, Dex +1, Wis +1
8   +6/+1   +2   +2   +2   Weapons of Mass Destruction, Str +1
9   +6/+1   +3   +3   +3   Greater Divine Construction, Divine Artifice, Dex +1
10   +7/+2   +3   +3   +3   Pneumatic Pummeler, Str +1, Cha +1
11   +8/+3   +3   +3   +3   Sonic Blast, Dex +1, Wis +1
12   +9/+4   +4   +4   +4   Greater Divine Artifice, Str +1
13   +9/+4   +4   +4   +4   Tools of Deicide, Dex +1
14   +10/+5   +4   +4   +4   Undivine Slaughter, Str +1, Cha +1
15   +11/+6/+1   +5   +5   +5   Master’s Divine Artifice, Dex +1, Wis +1
16   +12/+7/+2   +5   +5   +5   Summon Iron Golem 1/day, Str +1
17   +12/+7/+2   +5   +5   +5   Supreme Divine Artifice, Dex +1
18   +13/+8/+3   +6   +6   +6   Summon Iron Golem 2/day, Str +1, Cha +1
19   +14/+9/+4   +6   +6   +6   Apocalyptic Drive, Dex +1, Wis +1
20   +15/+10/+5   +6   +6   +6   Undivine Spark, Summon Iron Golem 3/day, Str +1
21   +15/+10/+5   +6   +6   +6 Potential unleashed, Str+1, Cha+1.
22   +16/+11/+6   +7   +7   +7Ghost in the Machine, Str+1, Cha+1.
Class Skills (2+ Int Modifier): None.

Proficiencies: Anaxim are proficient with their natural weapons only.

Apocalyptic Engine: An anaxim is a monstrosity pieced together by a deranged god, following an apocalyptic design. It loses all racial traits and gains the following:

The anaxim has all the characteristics of the construct type, which include:
No Constitution score.
Finally, the anaxim gains a natural armor bonus equal to its charisma modifier, and is constantly under the effect of a Nondetection spell, with caster level equal to its HD.

Slam: As a swift action the anaxim can reconfigure one or both of its hands into Slams, these are primary natural weapons that deal 1d6 + Str modifier Bludgeoning damage Further, the slams count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a slam and another hand configured into a spinning blade if it so wishes, both attacks are treated as primary.

Spinning Blades: As a swift action the anaxim can reconfigure one or both of its hands into spinning blades, these are primary natural weapons that deal 1d6 + Str modifier Slashing damage Further, the spinning blades count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a spinning blade and another hand configured into a slam if it so wishes, both attacks are treated as primary.

Electricity Discharge (Su): At 1st level, the anaxim has the ability to unleash a potent electrical discharge from its body as a standard action. This discharge can take the form of either a touch attack or, starting at 2nd level, a ranged touch attack.
If used as a touch attack, the electrical discharge deals 1d6 damage, plus extra damage equal to the anaxim’s charisma modifier.
At second level, the anaxim can release the electricity discharge as a ranged touch attack against a target within 60 feet, with no range increment. This attack deals 1d6 points of damage per two class levels of the anaxim.

Divine Construction (Ex): At 2nd level the anaxim gains 1 extra hit point per HD and its base land speed increases by 10 feet.
In addition, the anaxim gains damage reduction X/magic, where X is equal to half of its HD. At 20th level, only epic weapons can pierce the anaxim’s damage reduction.

Ability Score Increases: At 2nd level and every two levels afterwards and at epic levels (4, 6, 8, 10, 12, 14, 16, 18, 20, 21, 22), the anaxim gains a +1 bonus to strength. At 2nd level and every four levels afterwards and at epic levels (6, 10, 14, 18, 21, 22) the anaxim gains a +1 bonus to Charisma). At 3rd level and every four levels afterwards (7, 11, 15, 19) the anaxim gains a +1 bonus to both dexterity and wisdom.

Minor Divine Artifice (Sp): Starting at 3rd level, the anaxim gains the power to ignite the latent divine power within itself to imitate magic, gaining the power to cast spell-like abilities. These spell-like abilities have a caster level equal to the anaxim’s HD.

At 3rd level, the anaxim can use Blur, Inflict Light Damage and Repair Light Damage once per day per HD. It can also use Lesser Armor Enhancement and Magical Vestment once per day per two HD.

The anaxim can target spells and spell-like abilities such as Magical Vestment and Lesser Armor Enhancement on its own body as if it were armor.

Created Abomination (Ex): Starting at 4th level the anaxim gains resistance to fire and cold equal to its HD, it also gains Blindsight with a range of 5 feet per HD and telepathy with a range of 10 feet per HD. Finally, the anaxim is under constant effect of the See Invisibility spell, this effect improves to a constant True Seeing at class level 14.

Bolter Guns: At 4th level, the anaxim adds two bolter guns to its arsenal, a bolter gun is a ranged weapon with a range increment of 120 feet that deals damage equal 1d6 + strength modifier, and counts as both a natural weapon and as a manufactured weapon. The anaxim can perform iterative attacks with its bolter guns and dual wield them effectively.
The anaxim can take two-weapon fighting, improved two-weapon fighting and greater two-weapon fighting, without needing the minimum dexterity requirement.

Improved Divine Construction (Ex): At 5th level the anaxim gains spell resistance equal to 11 + HD and fast healing equal to half of its HD. Its base land speed also increases by another 10 feet. It can lower or rise its spell resistance at any time as a free action, even if it isn't his turn.

Heliblades: Starting at 5th level, the anaxim gains a fly speed equal to 10 feet per class level (up to 220 feet at 22th level), with average maneuverability. At 10th level this maneuverability improves to good, and at 15th level it increases to perfect.

Lesser Divine Artifice (Sp): At 6th level the anaxim gains the ability to cast Inflict Moderate Damage and Repair Moderate Damage as spell like abilities once per day per HD. It can also use Invisibility, Lightning Bolt, Lesser Weapon Enhancement and Greater Magical Weapon as spell like abilities once per day per two HD.

Undivine Will (Ex): At 7th level, the divine spark within the anaxim grows in power, giving it a limited control of its own fate. The anaxim no longer automatically fails any d20 roll on a natural one.

Weapons of Mass Destruction (Ex): At 8th level, the damage from the anaxim’s slam, spinning blades, melee electrical touch and bolt spikes increases to 1d8. In addition, the anaxim’s slam, spinning blades and bolt spikes may be enchanted as magic weapons; the anaxim must be present for the entirety of the enchanting process.

Greater Divine Construction (Ex): Starting at 9th level the anaxim gains bonus hit points per HD based on his charisma modifier and gains a bonus to all saving throws equal to its wisdom modifier. Finally, the anaxim's base land speed increases by another 10 feet.

Divine Artifice (Sp): At 9th level the anaxim gains the ability to cast Inflict Serious Damage and Repair Serious Damage as spell-like abilities once per day per HD. It also gains the ability to cast Armor Enhancement, Lesser Dispel Magic and Displacement as spell-like abilities once per day per three HD.

Pneumatic Pummeler (Ex): Starting at 10th level, whenever the anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush or trip attempt as a free action that does not cause an attack of opportunity.
If the anaxim chooses to bull rush its target, it does not need to move along the victim.
If this attempt fails, the target cannot attempt to trip the anaxim in return.

Sonic Blast (Su): At 11th level, the anaxim gains the power to unleash a destructive sound wave. This is a sonic attack that deals 1d6 points of damage per HD of the anaxim to everything in a 60 feet cone, a reflex save can halve the damage, and the DC 10+1/2HD+Cha mod. Once the sonic blast has been used, the anaxim must wait 5 rounds before using it again.

Greater Divine Artifice (Sp): At 12th level the anaxim gains Inflict Critical Damage and Repair Critical Damage as spell-like abilities useable once per day per two HD. It also gains Greater Invisibility and Weapon Enhancement as spell-like abilities useable once per day per three HD.

Instruments of Deicide (Ex): At 13th level, the base damage of the anaxim’s slam, spinning blade, melee electrical touch and bolt spikes increase to 2d6. And the anaxim’s physical attacks count as adamantine weapons for the purpose of ignoring hardness and damage reduction.

Undivine Slaughter (Ex): Starting at 14th level, whenever the anaxim strikes a target with both spinning blades, the weapons latch to the victim and tear at her flesh, instantly dealing damage equal to the combined damage of the two spinning blade attacks (4d6+ twice the anaxim’s strength modifier, normally).

Master’s Divine Artifice (Sp): At 15th level the anaxim may use Disable Construct and Total Repair as spell-like abilities once per day per three HD.  It can also use Greater Dispel Magic and Greater Armor Enhancement as spell-like abilities useable once per day per four HD.

Summon Iron Golem (Sp): Starting at 16th level, the anaxim gains the power to summon an iron golem to its side. Using this spell-like ability is a standard action, but the iron golem takes one round to arrive, and remains for one hour after being summoned, this effect is equivalent to a spell of a level equal to half the anaxim’s HD and has a caster level equal to the anaxim’s HD.
The anaxim can summon an iron golem once per day, at 18th level and 20th level it gains the power to use this ability one additional time per day.

Supreme Divine Artifice (Sp): At 18th level the anaxim may use Ethereal Jaunt, Chain Lightning and Greater Weapon Enhancement once per day per four HD.

Apocalyptic Drive (Ex): At 19th level, the anaxim gains the ability to deliver a brutal onslaught with its natural weapons. The anaxim may perform iterative attacks with its spinning blades and slams (but can only perform iterative attacks with its offhand blade or slam if it has Improved Two Weapon Fighting and Greater Two Weapon fighting), and gains Whirlwind Attack as a bonus feat even if he does not qualify for it.

Undivine Spark (Ex): At 20th level, the divine spark latent within the anaxim flares to power, giving it the power to force reality to comply to its designs like a god would, but in a much more limited fashion. Once per day per four HD, the anaxim can treat the result of any d20 roll as a 20. This is not a natural 20 however, and an actual roll must still be made to determine if it is an automatic success or a critical threat (if such are possible). The anaxim can declare the use of this ability after the actual roll is made.

Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of it's SLAs (except summon iron golem) at will. The HD limit on all of it's SLAs and other abilities is removed.

Ghost in the Machine: At 22th level the Anaxim realizes it isn't actualy a construct. It is a design, an idea. As a free action at any time even if it's it's turn (but only one try per round) the Anaxim can transfer it's consciouness to any manufactured object (including magic items and artifacts) or construct that it can see or one of his summoned iron golems, even if it can't seem them. Intelegent constructs, artifacts and worn items are allowed a Will save to resist this ability (DC 10+1/2HD+Cha mod). The Anaxim can jump again to another object/construct in view on the next turn if it wishes.

The original body can keep following a simple set of instructions of the Anaxim's choice like it was a mindless construct.  If entering a normally inanimate object the Anaxim can make it move as if under the effect of an Animate objects spell (CL=HD). The Anaxim retains it's blindsight under it's new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxim's consciouness is inside something.

The Anaxim can return to his original body as another free action regardless of the distance and barriers between them. Should the Anaxim's original body be destroyed, the Anaxim's divine spark causes the surrounding world to start shaping his current body in a new Anaxim. The original body crumbles into worthless scrap, useless even as magic component to track the Anaxim, including the magic items on it's possession. Bypassers stop to work on the Anaxim's current body, animals join pieces as best as possible with their claws and teeths, the wind and sun themselves start shaping a new Anaxim. The process is completed in 1d10 days, after wich the old object/construct is now completely replaced with a new Anaxim of same level, altough it may look diferent. The new body comes with the same magic items the Anaxim's original body had at it's time of destruction, in the same state/number of charges/etc.

Should the Anaxim have controled an object bigger than medium size the new Anaxim body is of that size, but the construction is unstable. Whenever the Anaxim takes damage it must make a Fort Save DC 10+Damage taken or it's massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.

[/spoiler]

Comments:
[SPOILER]The first abomination is up!

One might notice that I put some abilities scaling with HD, and others with Class levels. This is intentional because... Well. It is a 20 level class (with an epic progression coming later, I will do that with all abominations) I need to give reason to stick to it, and not just by cramming more stuff into the upper levels.

The anaxim is all about tearing things apart with its claws spinning blades, hammering stuff into smush with its slam, eletrocuting people and... Well, killing things in a thousand of ways. Also all about adaptating its weapons and (body) armor to better murder whatever it is fighting. FInally, as a capstone, this divine misdeed can say "failure is not an option" to the universe and practically declare any action successful a few times per day.

Motivations for anaxim are simple. Deicide, deicide, deicide.[/SPOILER]

Done by Draken from GITP, Epic levels added by me.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 03, 2010, 03:21:16 PM
White Dragon

(http://www.cooldragonpictures.com/data/media/51/White-Dragon-9.jpg)

[SPOILER]
HD: D12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 White Dragon body, Freezing Breath, +1 Con
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Ice Walk, Blindsense 60 ft,+1 Str
4  +4 +4 +1+4 Wings, +1 Con
5  +5 +4 +1 +4 Snow Magic, +1 Cha
6  +6 +5+2 +5 Snow Stalker, +1 Str
7  +7 +5 +2 +5 Ice Wall, Chilling Arcana +1 Con
8  +8 +6 +2 +5 Growth, Tail slap , +1 Str
9  +9  +6+3 +6 Freezing Fog, +1 Cha
10  +10 +7+3 +7 Ice Lord, +1 Str
11  +11 +7 +3+7  Arcane Skin, +1 Con
12  +12 +8 +4+8 Growth, Crush, Frightfull Presence
13  +13 +8 +4 +8 Iron Scales, +1 Str, +1 Cha
14  +14 +9 +4 +9 Lingering Cold
15  +15 +9 +5 +9 Blizzard, +1 Cha
16  +16 +10 +5 +10Chilling Arcana, +1 Cha, +1 Con
17  +17 +10 +5+10 Wear Down, +1 Cha
18  +18 +11+6 +11 Glaciar, +1 Str, +1 Con
19  +19 +11 +6 +11 Growth, Cold Oblivion, +1 Cha
20  +20 +12 +6 +12 Control Weather, Vendetta

2 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, Climb, Hide, Spot, Listen, Move Silently, Search, Swim, Intimidate, Knowledge(any), Spellcraft.

Proficiencies:
a White Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

White Dragon Body: The White Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed that increases by 10 ft for every 5 HD the White Dragon has, and is medium sized. The White Dragon also has a Burrow Speed and Swim speed that are equal to 1/2 its Base Land Speed. The White Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The White Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the White Dragon grows one size category, his natural armor increases by a further 1.

The White Dragon is immune to Cold. It is vulnerable to Fire, making it take +50% damage from all effects with the keyword Fire.


Freezing Breath:
Line 60 ft dealing 1d6 Cold damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

Ability score increase: The White Dragon ability scores increase by the shown amount.
 
Level Total Bonus Gained
1 +1 Con
3 +1 Str, +1 Con
6 +2 Str, +2 Con, +1 Cha
7 +2 Str, +3 Con, +1 Cha
8 +3 Str, +3 Con, +1 Cha
9 +3 Str, +3 Con, +2 Cha
10 +4 Str, +3 Con, +2 Cha
11 +4 Str, +4 Con, +2 Cha
13 +5 Str, +5 Con, +2 Cha
15 +5 Str, +5 Con, +3 Cha
16 +5 Str, +6 Con, +4 Cha
17 +5 Str, +6 Con, +4 Cha
18 +6 Str, +7 Con, +4 Cha
19 +6 Str, +7 Con, +4 Cha
20 +6 Str, +7 Con, +5 Cha


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!


Arcane Blood:A white dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Keen senses: The White Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.


Icewalking:
At 3rd level this ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Areas hit by by the dragon's breath weapon count as icy for 1 minute for purposes of this ability.

Blindsense: Gained at 3rd level, as the normal ability, range 60 ft.

Wings: At 4th level the White Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Snow Magic: At 5th level, Fog Cloud and Gust of Wind as SLAs 1/day per HD as indicated in the table. Saves=10+1/2HD+Cha mod.

Snow Stalker:
At 6th level the white dragon gains a bonus on Hide and Move Silently Checks equal to 1/2 it's HD. In adition, if it's standing near a snow or ice surface (or in the middle of a snowstorm/ blizzard), it can hide whitout actualy having anything to hide behind.

Ice Wall: At 7th level the White Dragon can use Ice Wall as a SLA 1/day for every 2 HD it has.

Chilling Arcana:
At 7th and 16th level the White Dragon can add  one spell with the cold descriptor of a level he can cast to his list of spells known.

Growth: At 8th level the White Dragon grows to large size.
At 12th level the White Dragon grows to huge size.
At 19th level the White Dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: At 8th level the White dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Freezing Fog: A White Dragon of 9th level can use this ability 1/day for every 3 hd it has. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its Ice Walk ability. This ability is the equivalent of a 5th-level spell.

Ice Lord:At 10th level a White Dragon casts spells and SLAs with the [Cold] descriptor at +2 caster level and ignores any limit on caster level on such spells and SLAs.

Arcane skin: At 11th level the White Dragon gains SR equal to his
HD+11.

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size

[spoiler]
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
[/spoiler]


Frightful Presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Iron Scales: At 13th level the White dragon gains DR/magic equal to half his HD.

Lingering Cold: At 14th level, a number of times per day equal to his Cha modifier as a free action, the White Dragon May boost his breath weapon in such a way that creatures and objects taking damage from it lose their hardness, DR, fast healing and regeneration untill the end of the White Dragon's next turn.  

Blizzard:
At 15th level, creatures failing their reflexes against the White Dragon's breath weapon have all their speeds reduced by half for 1 round per 2 HD, even if they're immune to cold, as ice and snow form over their bodies. Multiple failed reflex saves stack (to a minimum speed of 5 foot), but the target may remove this penalty alltogheter by taking a fullround action to shake off the snow and ice covering it.

Wear Down:
As weakest of the dragons, White ones learn how to outlast their oponents. At 17th level, every round a creature is somehow damaged by the White Dragon, it takes a cumulative -1 penalty on AC, Saves, Skills and Ability checks (maximum one decrease per turn). If by any reason the White dragon fails to damage the oponent for 1 turn the penalty disapears.

Glaciar:
At 18th level, a number of times per day equal to it's Cha modifier as a free action, the White Dragon can boost his breath weapon to leave behind a Wall of Cold (as the spell) filling the area of the breath, except that the wall doesn't need to be anchored anywhere. Creatures doing their reflex saves can choose an adjacent empty square to escape to, but those who fail their saves are trapped in the ice and can't take actions besides trying to break free (Str check with DC equal to HD) from the ice as a fullround action. Either way, the Ice lasts for 1 round per Dragon HD.

Cold Oblivion:
1/day, as a fullround action, when using Glaciar, the White Dragon may further boost the effect to entomb his oponents in an ice prison.

Works as Glaciar, but creatures who make their saves are trapped as if they failed the save against the normal ability, and creatures who fail their saves are completely frozen, unable to take actions at all.

In adition, the ice created this way is permanent (even in hot climates), has ten times more hitpoints than normal, and creatures who failed their saves are left on a state of suspended animation (time doesn't pass at all for them, they don't suffocate, starve, grow older, diseases don't advance, ect).

Tail sweep:This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).


Change Weather: The White dragon can now use Control Weather as a SLA 1/day for every 5 HD it has, except it has a casting time of just one Standard Action.

Vendeta:White Dragons never forgive, never forget. At 20th level, they gain a +2 Sacred bonus to AC, Saves, Skills and Ability Checks, Attack rolls, Damage Rolls and DCs from their spells, SLAs and breath weapon against oponents who they already faced in the past and injured the White Dragon somehow. This bonus is cumulative for multiple ecounters (with at least 24 hours interval) and has no limit.

[/SPOILER]

Comments:

[spoiler]
The White Dragon is the weakest of the dragons, but that doesn't mean he should be understimated. He has little problems playing dirty, and specializes in wearing down his oponent before going in for the kill.

The White Dragon receives several cold-related abilities, including some battlefield control, plus some stealth to aproach unnoticed. It doesn't have much on the way of messing up his oponent's minds but eventually it can lock them in ice and do with them as he wills.

If you want to play a cold blooded animalistic dragon, then the White one is for you.
[/spoiler]

Contributed by un_known from GITP, several tweaks by me.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on December 03, 2010, 08:52:11 PM
Tarrasque. Is. Awesome. :D

The lantern archon doesn't list a maneuverability for its flight speed though.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on December 03, 2010, 08:57:07 PM
Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 03, 2010, 09:12:45 PM
Tarrasque. Is. Awesome. :D
Glad you liked it, that monster took me more work than any of the dragons. :)

The lantern archon doesn't list a maneuverability for its flight speed though.

Fixed.

Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: PhaedrusXY on December 03, 2010, 09:44:47 PM
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.
They're also known for having uber-keen senses. So I (the greedy monster who wants to be able to enter Unseen Seer with this) say yes.  :smirk
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Kajhera on December 03, 2010, 10:16:58 PM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

Check the tables on the 1st post to figure out your spells when you take sorceror levels. And no, I won't be giving it spells by default just for starting first level.


Okay, those tables are helpful. Looks like they don't start stacking until Half-Dragon 2, so sandwiching a sorcerer level between those two levels should get me my beloved 0th-level spells (then go and be complicated, but I deserve that for my complicated classtaking).
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: SiggyDevil on December 03, 2010, 11:45:31 PM
A level 1 Tarrasque! Kill it now before it gets too big!

Reality Bend... wow. Jesus. That's brutal.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 04, 2010, 12:14:13 AM
Green Dragon

(http://ebenvantonder.files.wordpress.com/2010/01/dragon.jpg)

[SPOILER]Green Dragon

HD 12
Level    BAB    Fort    Ref    Will    Feature
1+1+2+0+2  Green Dragon body, Acid Breath
2+2+3+0+3  Arcane blood, Keen senses
3+3+3+1+3  Blindsense 60 ft. Con+1
4+4+4+1+4  Wings, +1 Str
5+5+4+1+4  Amphibious, +1 Cha
6+6+5+2+5  Sugestion, +1 Str
7+7+5+2+5  Virtrolic Arcana, +1 Cha, +1 Con
8+8+6+2+5   Growth, Tail Slap, +1 Cha
9+9+6+3+6   Dominate Person
10+10+7+3+7  Plant Growth, +1 Str, +1 Con
11+11+7+3+7  Arcane Skin, +1 Cha
12+12+8+4+8  Iron Scales, +1 Str, +1 Con
13+13+8+4+8   Corrosion Lord, +1 Cha
14+14+9+4+9  Intriguist
15+15+9+5+9   Gasify, +1 Cha
16+16+10+5+10  Growth, Crush,  Frightful presence, +1 Str, +1 Con
17+17+10+5+10   Vitriolic Arcana, +1 Cha
18+18+11+6+11 Slither,+1 Str, +1 Con
19+19+11+6+11   Politics, +1 Cha
20+20+12+6+12  Command Plants, Honey Tongue.

4 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, Climb, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Search, Spellcraft.

Proficiencies:
a Green Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Green Dragon Body:
The Green Dragon loses all other racial bonuses, and gains Dragon traits, Acid subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size, and a swim speed equal to it's land speed. The Green Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Green Dragon also gets a natural armor bonus equal to his 1+Con modifier. Whenever the Green Dragon grows one size category, his natural armor increases by a further 1.

The Green Dragon is immune to Acid. It has no particular vulnerability.


Acid Breath:
line 60 ft dealing 1d6 Acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

Arcane Blood:A green dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Keen senses:
The Green Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Blindsense:
as the normal ability, range 60 ft.

Ability score increase:
The Green Dragon ability scores increase by the shown amount.
Level   Total bonus gained
3    +1 Con
6    +2 Str, +1 Con, +1 Cha
7    +2 Str, +2 Con, +2 Cha
8    +2 Str, +2 Con, +3 Cha
9    +2 Str, +2 Con, +4 Cha
10    +3 Str, +3 Con, +4 Cha
11    +3 Str, +3 Con, +5 Cha
13    +4 Str, +3 Con, +6 Cha
15    +4 Str, +3 Con, +7 Cha
16    +5 Str, +4 Con, +7 Cha
17    +5 Str, +4 Con, +8 Cha
18    +6 Str, +5 Con, +8 Cha
19    +6 Str, +6 Con, +9 Cha

NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Wings:
At 4th level the Green Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.


Amphibious (Ex):
At 5th level this dragon can now breathe underwater indefinitely and can freely use its breath weapon, spells, weapons and other abilities while submerged.

Green Dragon SLAs:At level 6 Suggestion 1/day for ever 3 HD .
                                     At level 10 Plant growth 1/day for every 5 HD.

Saves=10+1/2HD+Cha mod.

Growth: At 8th level the Green Dragon grows to large size.
At 16th level the Green Dragon grows to huge size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: At 9th level the Green dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Dominate Person (Sp): At 9th level the Green Dragon can now use Dominate Person as an SLA 2/Day for every 3 HD it has. Save DC 10+1/2HD+Cha mod. At 18 HD this upgrades to dominate monster.

Arcane skin:At 11th level the Green Dragon gains SR equal to his HD+11.

Iron Scales: At 12th level the Green dragon gains DR/magic equal to half his HD.

Corrosion Lord:
At 13th level the Green Dragon  casts spells with the [Acid] descriptor at +2 caster level and ignores any limit on caster level on such spells.

Intriguist: The green dragon gains a bonus to bluff and intimidate checks equal to half it's HD.

Gasify:At 15th level, a number of times per day equal to his Cha mod and as a move action, the green dragon can make his breath persist in the form of an acidic cloud of gas with the same area as the breath. The acidic cloud can be shaped in any way the dragon wants and moves at a flight speed  equal to the dragon's base speed with perfect maneuverability. It doesn't hinder movement but creatures and objects that start their turn inside it take damage equal to the dragon's breath weapon (reflex save allowed). The dragon needs to spend a move action every turn to keep the acidic cloud going, and can only persist it up to 1 round per HD.

Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size
[spoiler]
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
[/spoiler]

Frightful Presence: At 16th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Slither:
At 18th level the green dragon is well used to walk trough the dirt. It ignores all difficult terrain and can treat himself as a large or medium creature in hide checks and/or passing trough small spaces.

Politics:
At 19th level, if the green dragon sucessfully feints or demoralizes an oponent in combat, that oponent takes a penalty on saves against the green dragon spells and abilities equal to 1/2 HD untill the end of the green dragon's next turn.

Command Plants (Sp): At 20th level the Green dragon can now use Command Plants as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier

Honey Tongue:
At 20th level, 1/day, the green dragon can spend one minute talking smoothly and shopisticatedly to one sentient creature that can hear him (spending his standard action every turn, but the dragon can still move). At the end of his speech, the green dragon makes an intimidate or bluff check, and the target of his speech must make a Will save with DC equal to the check or come under the Green Dragon's permanent control and must now obey all his orders whitout new saves allowed. This isn't a mind affecting ability and thus cannot be stoped by mindblank, undead/construct traits and similar protections, altough having Int under 3 or no Int score at all protects the listener from this ability.

The combined HD of the controled creatures cannot exceed the green dragon's HD. The green dragon can release older slaves to make room for new ones (they won't be happy). If the speech is interrupted this ability fails and the green dragon must try again on the next day. Just blocking your ears won't work, but a silence spell would.

Other green dragons know better and are immune to this ability.

[/SPOILER]

Comments:
[spoiler]
The green dragon is the manipulator wyrm, bullying you if you look weak and whispering sweet words at your hear if you look strong. It has an excellent charisma and several controling abilities to manipulate his oponents.

If you feel like playing a dragon whose tongue is as powerfull as his muscles then the green dragon's for you.

[/spoiler]


Contributed by un_known from GITP.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: Prime32 on December 10, 2010, 02:33:25 AM
I notice two reserved posts at the start of the thread. An index would be nice. :p
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 10, 2010, 01:14:43 PM
I notice two reserved posts at the start of the thread. An index would be nice. :p

Yeah that's one of the reasons I put it there, but I've been postponing that. Guess It's about time I finally do it.
Title: Re: [3.5]Improved monster classes: adapting creatures for player use!
Post by: oslecamo on December 10, 2010, 03:37:39 PM
Half-Golem Materials(O-Z)
[spoiler]
Outer- This material is made from metals from planes unknown by even the wisest of wizards. The Half Outer Golem’s natural armor increases to equal its constitution modifier and when a Half Outer Golem gains Damage Reduction at third level, it gains additional DR equal to its Strength modifier. Further the Half Outer Golem gains a bonus equal to its HD to all saves against divination spells, clairsentience powers, and all teleportation effects.

Peanut-Butter- This Material is different depending upon the Brand of the Peanut-Butter Golemaic graft, the Half Peanut-Butter Golem gains a one of the following material traits at first level, this decision may not be changed after first level.

[spoiler][indent]Jif: After it has engaged at least in one round of combat the Half Jif Peanut-Butter Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Jiff Peanut-Butter Golem has.  In addition the Half Jif Peanut-Butter Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Peter Pan: The Half Peter Pan Peanut-Butter Golem is continuously affected as if by Feather Fall (http://www.d20srd.org/srd/spells/featherfall.htm) spell. Further it may fly for a number of rounds per day equal to its HD at a speed of 60 feet with average maneuverability. These rounds may be used all at once or interspersed across the day.

Plumpy'nut: Once per day the Half Plumpy'nut Peanut-Butter Golem may increase in size by one size category as the Enlarge Person (http://www.d20srd.org/srd/spells/enlargeperson.htm) spell, treat the Half Plumpy'nut Peanut-Butter Golem’s HD as caster level.

Reese’s: There's no one way to attack a Half Reese’s Peanut-Butter Golem. It gains immunity to either one damage type (Slashing, Bludgeoning, Piercing, Fire, Acid, Electricity ect.) or one Material (Silver, Adamantine, Cold Iron, Ect.) type, chosen by the last attack to damage it before it's turn.

Skippy: The Half Skippy Peanut-Butter Golem moves erratically so that in any round it moves more than five feet all attacks against it are assessed a 20% miss-chance. This is not the same as concealment. It also gains a racial bonus to jump checks equal to its HD.

Adam’s: The Half Adam’s Peanut-Butter Golem is exceptionally good for the Half Adam’s Peanut Butter Golem’s health, but requires constant restirring.  The Half Adam’s Peanut-Butter Golem’s Constitution improves by an extra +4 and its Natural armor increases to equal its constitution modifier. Further the Half Adam’s Peanut-Butter Golem gains a bonus on escape artist checks equal to its HD. However every day it must make a Fortitude save (DC 15+number of days since maintenance) or start to separate. The Half Adam's Peanut-Butter Golem suffers a -1 cumulative penalty to Constitution each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successful profession or craft check the appropriate type with DC (18) to remove each point of this Constitution penalty. A purify food and drink spell will automatically recover the this Constitution penalty and will prevent separation for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.[/indent][/spoiler]

Perfector- This material is gathered in peaceful planes and is designed to resonate tranquility. Any Humanoid or Outsider type creature within a range of 5 feet plus an extra 5 feet for every 4 HD the Half Perfector Golem possesses must make a will save DC (10+1/2 The Half Perfector Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) effect, Caster level equal to the Half Perfector Golem’s HD.  Further, upon reaching 4 HD the Half Perfector Golem may use Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) as a spell like ability 1/week per 4 HD it possesses.

Piñata- This material is filled with wonderful delicious candies. The Half Piñata Golem gains fast healing equal to half its HD, however it may willing stop this fast healing for 1 round in order to produce a handful of candy. This functions as a Goodberry (http://www.d20srd.org/srd/spells/goodberry.htm) spell of Caster Level equal to the Half Piñata Golem’s HD, except it requires no material component, and produces a number of ‘good-candies’ equal to its constitution modifier. It may use this ability a number of times per day equal to its HD.

Plague- This grisly material is the monkey-stitched result of a recent outbreak of disease, various parts of sickly corpses are unceremoniously bound to create this limb.  The Half Plague Golem gains racial bonus on saves against all diseases, including supernatural diseases, equal to its HD. If it defeats any disease by natural means, including having aid from a heal check, the Half Plague Golem becomes immune to that disease, any becomes a carrier of said disease but has no means to spread them (yet). Further  because their bodies are whipstitched together, the Half Plague Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Prismatic- This material is constructed out of a mixture of energy types, allowing the Half Prismatic Golem may change the energy that heals it via ‘Prototype’ once every 24 hours, This process requires 10 minutes of uninterrupted concentration. Further Any creature that damages the Half Prismatic Golem with a melee attack suffers 1d4  damage per 4 HD, as prismatic light violently lashes out towards them, roll on the following listto determine the type of damage.

1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Wisdom damage**
7|Violet|Sonic Damage
8|White|Force Damage
*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm). 
**Widom damage offers a Will save DC (10+1/2HD+Cha Mod) for half. Creatures reduced to 0 wisdom through this attack are rendered permanently Insane (http://www.d20srd.org/srd/psionic/powers/insanity.htm) as per the spell of the same name.


Replicant- This material is naturally simple, and quickly cobbled together. The Half Replicant Golem’s Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further, as a swift action the Half Replicant Golem may equip any tool that may be used in the creation of golems’ bodies, granting the Half Replicant Golem a racial bonus to all Craft checks equal to half its HD.

Rubber-Chicken- This material is strangely bouncy and crafted of odd alchemical substances. The Half Rubber-Chicken Golem gains immunity to crushing and falling damage, and gains a bonus on swim checks to remain afloat or to travel towards the surface of the water equal to its HD. In addition, when the Half Rubber-Chicken Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Piercing.

Sand- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half-Sand Golem.  Any time the Half Sand Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne sand, causing a -4 penalty to Dexterity and Vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne sand. Further, if the creature that did the damaging is in an adjacent square to the Half-Sand Golem, it must make a Reflex save DC (10+1/2 The Half Sand Golem’s HD+Strength Modifier) or be blinded for as long as the Sand Cloud lasts.  The Half-Sand Golem may also  leave clouds of sand behind it as part of a move action, filling any square moved through by the Half Sand Golem with this same airborne sand. This sand dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Sand Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

Sentinel of Mithardir- This material is forged from the Ire of the Storm gods, The Half Sentinel of Mithardir Golem's Dexterity improves by an extra +2 and its Natural Armor increases to equal its constitution modifier. Any creature that damages the Half Sentinel of Mithardir Golem with a melee attack suffers 1d4 points of electricity back-lash damage per 4 HD the Half Sentinel of Mithardir Golem has.

Shacklelock- This material is loose and dangly, but also very effective for binding and holding on to what it needs to hold.  A Half Shacklelock Golem’s natural armor increases to equal its constitution modifier, further it gains a bonus on grapple checks, opposing disarmed checks, and strength checks to hold its ground (Against such attacks as Bull-rush attempts, or Trip attacks) equal to half its HD.

Shadesteel- This material was mined and forged entirely on the plane of shadow, granting the Half Shadesteel Golem the ability to blend into the shadows. In any lighting condition less than Full light, (Low-light, Darkness, ect.) the Shadesteel Golem gains a bonus on Hide checks equal to half its HD, further the Half Shadesteel Golem gains a +2 bonus to Strength.

Shield-Guardian- This material has been magically treated for certain purposes. 1/day per 4 HD the Half Shield-Guardian Golem has it may cast Shield Other (http://www.d20srd.org/srd/spells/shieldother.htm) as a spell like ability, Caster level equal to the Half Shield-Guardian Golem’s HD. The Half Shield-Guardian may store one spell in its body, either ‘peacefully’ cast into it by a willing creature, or any spell  that has failed to overcome the Half Shield- Guardian Golem’s Spell Resistance. It may only have one spell within it at any given time, but it may immediately drop an old spell for a new available spell. It may cast this spell at any time, however while this spell is cast from the Half shield-guardian Golem, it’s Caster Level and DCs are all based on the original caster. A Half-Shield-guardian Golem may only store spells of levels up to 1/2 its HD.

Siege- This material is created out of complicated machines designed from wood , weight, and rope. The Half Siege Golem is treated as if it posses Powerful Build: The physical stature of the Half Siege Golem lets it function in many ways as if it were one size category larger. Whenever the Half Siege Golem is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Half Siege Golem is treated as one size larger if doing so is advantageous to it. The Half Siege Golem is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. The Half Siege Golem can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this upgrade stack with the effects of powers, abilities, and spells that change the Half Siege Golem’s size category. However every time the Half Siege Golem takes slashing or fire damage it must make a Fortitude save DC (10+ damage dealt) or it takes a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of Strength penalty. The Half Siege Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of Strength damage to the Hp damage it recovers.

Skywatcher- This material is designed to bend the light in such a way to offer perfect vision. The Half Skywatcher golem gains Darkvision out to 20 feet per HD it has. It also gains Improved Low-light vision increasing the distance it can see in low light conditions to four times that of a normal human, if it already has low-light vision this quadruples the range of the creature’s low-light vision. The Half Skywatcher golem also gains a racial bonus on all Spot and Search Checks equal to half its HD, if it spends a full round action focusing on such a check this increases to equal its HD. Further, upon reaching 5 HD, for an amount of rounds per day equal to its HD the Half Skywatcher Golem may Levitate (http://www.d20srd.org/srd/spells/levitate.htm) as per the spell, caster level equal to its HD. Activating or ending this is a swift action.

Split-rail- This Material is incredibly simple, and most calming to creatures of the wild. The Half Split-rail Golem gains a +2 bonus to Strength. Further any animal or magical beast type creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Split-rail Golem possesses must make a will save DC (10+1/2 The Half Split-rail Golem’s HD+ Wisdom Modifie