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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #100 on: October 13, 2010, 12:58:44 AM »
Frost Giant

[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]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #101 on: October 13, 2010, 01:20:42 AM »
Beholder



[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


PhaedrusXY

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #102 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?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #103 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.

PhaedrusXY

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #104 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.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #105 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.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #106 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.
« Last Edit: November 11, 2010, 02:25:50 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #107 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.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #108 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.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]



oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #111 on: November 13, 2010, 09:24:33 PM »
The Slaadi(green, grey, black, white)
[SPOILER][/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

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #112 on: November 13, 2010, 09:28:41 PM »

Redcap
[SPOILER][/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:
  • Type: Fey.
  • Low-light Vision.
  • Land speed: 30 feet.
  • Size: Small.
  • Powerful Build: The physical stature of redcaps lets them function in many ways as if they were one size category larger.

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

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #113 on: November 13, 2010, 09:31:33 PM »
Pyroclastic dragon From Draconomicon



[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

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #114 on: November 13, 2010, 09:35:04 PM »
Ogre

[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]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #115 on: November 13, 2010, 09:39:37 PM »
Half-Illithid

[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

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #116 on: November 13, 2010, 09:42:51 PM »
The Kaorti

[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

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #117 on: November 14, 2010, 01:44:14 AM »
Harpy


[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]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #118 on: November 14, 2010, 01:47:53 AM »
Brain in a Jar


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:
  • Type: Undead
  • Darkvision 60 feet.
  • Movement: 30 feet. The Brain in a Jar hovers one or two feet above gorund level under its own power, allowing it to ignore difficult terrain. At 4th level, this improves to a Fly speed of 30 feet with Good Maneuverability.
  • Size: Tiny.
  • Naturally Psionic: The Brain in a Jar gains 1 power point per HD.
  • Telepathy: 30 feet + 10 feet per HD.

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]
  • One Headgear.
  • One mantle, cape, vest or shirt.
  • One Belt.
  • One Ring, Necklace, Mask or lenses.
  • One armor or robe.
[/SPOILER]

Undead Type characteristics:
[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.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • 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]

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

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #119 on: November 14, 2010, 01:53:58 AM »
Winter Wolf



[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