The Thinktank > Homebrew & House Rules
[3.5]Improved monster classes: adapting creatures for player use-Taking Requests
oslecamo:
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 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 234567892 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 0000100118 00 0000001119 00 0000010120 00 00000011
When you multiclass to cleric-Spell slots per day(cumulative)
Total HD01 234567892 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+118 00 0000001119 00 0000010120 00 00000011
When you multiclass to sorceror-Spell slots per day (cumulative)
Total HD01 234567892 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 0000001319 00 0000001120 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
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature 1 +1 +2+0 +2 Red Dragon body, Fire Breath, +1 Str2 +2 +3+0 +3 Keen senses, Arcane Blood3 +3 +3+1 +3 Blindsense 60 feets, Str+1, Con+14 +4 +4 +1+4 Wings, +1 Con5 +5 +4 +1 +4 Tail slap, Growth 6 +6 +5+2+5 Sugestion, +1 Cha7 +7 +5 +2 +5 +1 Str, +1 Con, Firey Arcana8 +8 +6 +2 +5 Locate Object, +1 Cha9 +9 +6+3 +6 +1 str, +1 con, Greed10 +10 +7+3 +7 Fire Lord, +1 Cha11 +11 +7 +3+7 Arcane Skin, +1 Str12 +12 +8 +4+8 Iron Scales, +1 Con, +1 Cha13 +13 +8 +4 +8 Growth, Crush, Frightfull presence, +1 Str14 +14 +9 +4 +9Hellfire, +1 Str, +1 Con15 +15 +9 +5 +9 Burn, +1 Cha16 +16 +10 +5 +10 Firey Arcana, +1 str, +1 con17 +17 +10 +5+10 Revenge, +1 Cha18 +18 +11+6 +11 Find the Path, +1 str, +1 Con19 +19 +11 +6 +11 Wrath, +1 Str, +1 Cha20 +20 +12 +6 +12 Growth, tail sweep, Discern location2 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 casting1-2132425364748596106117128138149151016101711181219122013
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 gained1+1 Str3 +2 Str, +1 Con4 +2 Str, +2 Con6 +2 Str, +2 Con, +1 Cha7 +3 Str, +3 Con, +1 Cha8 +3 Str, +3 Con, +2 Cha9 +4 Str, +4 Con, +2 Cha10 +4 Str, +4 Con, +3 Cha11 +5 Str, +4 Con, +3 Cha12 +5 Str, +5 Con, +4 Cha12 +6 Str, +5 Con, +4 Cha14 +7 Str, +6 Con, +4 Cha15 +7 Str, +6 Con, +5 Cha16 +8 Str, +7 Con, +5 Cha17 +8 Str, +7 Con, +6 Cha18 +9 Str, +8 Con, +6 Cha19 +10 Str, +8 Con, +7 ChaNOTE: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
[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+14 +3+4+1+1 Regeneration, Tear Trough, Str+1, Con+15 +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.
oslecamo:
Index
[spoiler]
Aasimar
Abeil
Aboleth
Achaierai
Aeon, Pleroma
Air Elemental
Anaxim
Androsphynx
Angel of Decay
Ankheg
Antromorphic Animal
Aranea
Astral Stalker
Azer
Awakened Flail Snail
Awakened Gelatinous Cube
Awakened Monstruous Crab
Awakened Skeleton
Basilisk(awakened)
Beholder
Blink Dog
Brain in a jar
BugBear
Celestials
[spoiler]
Angel (planetar/solar)
Astral Deva
Bralani
Ghaele Eladrin
Hound Archon
Lantern Archon
Leonal
Monavic Deva
[/spoiler]
Centaur
Chaond
Chesire Cat
Choker
Cloaker
Coatl
Concordant Killer
Conflagration Ooze
Daelkyr
Deadly Dancer
Defacer
Derro
Djinni
Displacer Beast
Doppelganger
Drider
Dragons
[spoiler]
Black Dragon
Blue Dragon
Brass Dragon
Bronze Dragon
Copper Dragon
Fang Dragon
Gold Dragon
Green Dragon
Hellfire Wyrm
Orange Dragon
Purple Dragon
Pyroclastic Dragon
Red Dragon
Silver Dragon
Song Dragon
Styx Dragon
Wing Dragon
White Dragon
[/spoiler]
Dragonne
Dracotaur
Dryad
Duergar
Dvati
Earth Elemental
Entropic Reaper
Ethergaunt
Flind Gnoll
Fire Elemental
Genie, Kahayal
Giants
[spoiler]
Fire Giant
Geriviar
Hill Giant
Firbolg
Frost Giant
Ogre
Ogre Mage
Stone Giant
[/spoiler]
Ghoul
Gloom
Gnoll
Golem, Force
Golem, Iron
Gray Jester
Griffon
Grimlock
Gynosphynx
Hag, Annis
Hag, Green
Hag, Sea
Hagnumemnon
Hecantoncheires
Harpy
HellWasp Swarm
Hook Horror
Hydra
Infernals
[spoiler]
Assassin Devil(Dogai)
Balor
Bone Devil(Osyluth)
Death Drinker
Erinyes
Ice Devil(Gelugon)
Hell Hound
Imp
Kyton(chain devil)
Lilitu
Malebranche
Marilith
Mezzoloth
Nycaloth
Pit Fiend
Pleasure Devil
Succubus
[/spoiler]
Janni
Kython
LeShay
Lillend
Living Spell
Kaorti
Keeper
Kuo-Toa
Maug
Medusa
Mind Flayer
Mindstealer Drone
Mephit
Merfolk
Midgard Dwarf
Minotaur
Mummy
MurderJack
Naga(Dark, Guardian, Spirit, Water)
Nerra (mirror-people)
NightWalker
Nimblewright
Nixie
Nymph
Owlbear
Pegasus
Phasm
Phoenix
Pixie
Pseudodragon
Puppeteer
Rakshasa
Rakshasa, Ak'Chazar
Rakshasa, Naytyan
Rakshasa, Naztharune
Ravid
RedCap
Reth Dekala
Rukanyr
Rust Monster
Sahuagin
Salamander
Scorpionfolk
Silthilar
Sharn
Skaven
Slaad, Red
Slaadi (green, grey, black, white)
Son/Daughter of Silence
Spell Weaver
Tarrasque
Tengu
Thri-Kreen
Tiefling
Treant
Troglodyte
Troll
Troll, War
Tsochar
Ulgurstasta
Unicorn
Urskan
Vargouille
Vashutant
Verdant Prince
Xill
Xixecal
Yuan-Ti(Pureblood->Half-Blood->Abomination)
Yuan-Ti Anathema
Wight
Wild Hunt
Will-O'-Wisp
Winter Wolf
Wyvern
Zelekhut(Inevitable)
Zenythri
Zern
Templates (prcs)
[spoiler]
Creature of Legend (prc)
Death Knight
Guardian
Half-Celestial
Half-Dragon (prc)
Half-Fiend(prc)
Half-Golem
Fusion Golem(Half-Golem advancment)
Half-Illithid(prc)
Half-Troll (prc)
Kython Impaler
Kython Slaughterking
Kython Slaymaster
Kython Viscerator
Lich(prc)
Demilich
Multi-Headed Creature
Shade
Spellwarped creature(prc)
Swarm-Shifter (prc)
Ulitharid( mind flayer prc)
Vampire (prc)
War Troll(prc)
Wendigo(prc)
Werebear(prc)
WereCheetah
Wereconstrictor
WereHydra
WereLeopard
WereLion
WereLizard
WereRat
WereRhino
WereSpider Hunter
WereSpider Weaver
WereTiger
Wereviper
Werewolf(prc)
Yuan-Ti Tainted One/Broodguard
[/spoiler]
[/spoiler]
Extra Material
General Monster Feats
More Monster feats by Prime32
oslecamo:
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.
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Request Waiting List
-Visage
-Shadow Dragon
-Satyr
-Behir.
SiggyDevil:
Nicely playable, if one enjoys monster classes. Straight out of Savage Species.
oslecamo:
Mind Flayer
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HD:d8
LevelBabFortRefWillFeature1+ 0+0 +0 +2 Mind Flayer body, telepathy, Battle of minds, Superior Intellect2+ 1+ 0+0 +3 Minor psionics3+ 2+ 1+ 1 +3 Mind Blast, Psionic resistance4+ 3+ 1+1 +4 Improved grab, Dissecate5+ 3+ 1+1 +4 Advanced psionics6+ 4+ 2+2 +5 Fast Tentacles 7+ 5+ 2+2 +5 Extract, 8+ 6+ 2+2 +6 Greater psionicsSkills: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.
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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.
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