Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 333696 times)

0 Members and 1 Guest are viewing this topic.

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #140 on: November 23, 2010, 05:49:38 PM »
I  :love the annis hag, especially the part about abducting children and transforming them. I think the virtual damage reduction enchanted armor provides against her Tear Asunder ability is completely unnecessary, though.

Quote
Armor that offers an enhancement bonus may subtract that bonus from the damage inflicted (ie. a +3 breastplate would result in 1d4-3 armor lost), to a minimum of 1.

IMO, just get rid of this. There are existing monsters that damage armor in the game already, and their ability works on magical armor as well as non-magical. IIRC, they do usually allow a saving throw, though. So you might add that if you want to keep it "fair".
[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

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #141 on: November 24, 2010, 01:22:09 AM »
To the GITP homebrewers:

[spoiler]
-The whole monster classes thing started as a solo project. If you check the first thread, you'll see that not only the first thirty-four monsters were done by me alone, the first monster class from another person (the Xill) came out from the free iniative of said person. Multiple people working on the same thread was never the plan. It was suposed to be I doing all the work and other people requesting/critisizing.

However, burdened by too much requests to handle by myself, I decided to acept the help of those who would step forward. But it was still my project, created by my own time and hard work, and the condition for having your name in the indexes would be your class meeting my criteria. This was because the thread had greatly grown on popularity, and the only way to keep said reputation would be to impose standards. Acepting anything and everything would only lead to the destruction of something that had taken a lot of work to create.

-Several classes from other people bear the "twinked" or "contributed" marks. This was simply because a lot of people simply left half-done monster classes on the thread, and I decided it would be a waste to not finish them.

-Some people acused  my criteria of being wrong. Unlike what's been said recently, I was always open to discussion on that point, and a lot of monsters were changed and reviewed thanks to that.

-I didn't concede on all points however, because of my personal views, to wich I have all the right if you ask me. I invited the people who kept insisting I was completely wrong to do a better job running a thread themselves, and at least two other monster class threads were created. Those died because of lack of work from their authors. So as you can see it's not as easy as it seems running a project like this.

-I'll admit I was somewhat  "too open" about power level, but honestly, everybody has their favorite play style, and they're free to tweak the classes to fit it. It would be impossible to do a single power level for all classes that satisfied all people, and I would rather have several playable original monsters instead of wasting weeks into a single one.

-I very much prefer to homebrew than to review or critisize other people's work. I also have limited free time. As the number of other people submiting their own monsters grew, I had less time to do what I really liked, homebrewing. So yes, I had little patience for lenghty depth discussions, and even less for complete overhauls. I said again and again that if people wanted they could go and start their own monster classes project.

-Above everything, this whole project was started as a hobby for me. A homebrewing hobby. Not  "politics", or "perfect balancing" hobby. It was my free time, my hard work, and if you didn't like me then you could just pick what you wanted and use it as you see fit. I never got the the whole "ULTIMATE COMMUNITY BASED PERFECT BALANCING" movement that started to grow there. The playground suddenly wanted an utopia, and I aparently wasn't perfect enough to deliver. Yet they claimed they loved my work. Go figure.

Now with those things cleared, I gave direct permission to Magicyop to start his own "ultimate community based perfect balancing" monster thread, and I wish him good luck. The dude of the other thread didn't even ask permission despite I giving him my contact, but still that gives him no authority to deny other people from following their own dreams. It was never his project to begin with, and he just has as much power as you're willing to give him.

Personally, I'm quite happy to see that people finally seem to have understood my message several months after, that they're free to do things their way if they're just willing to take responsability and work hard for that.

[/spoiler]

I have no regrets.

As usual, this thread is open to specific monster class requests. In the meanwhile I'll keep updating older monsters.

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #142 on: November 24, 2010, 01:27:48 AM »
Kuo-Toa


[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+0+0+0+2 Kuo-Toa Body, Slime, Pincer Warrior, Spearfish, +1 Con, +1 Wis
2nd+1+0+0+3 Dark Bolt, Dark Sight, +1 Con, +1 Wis
Skill Points 6+Int per level
Class Skill: Climb, Craft (Any), Escape Artist, Hide, Jump, Knowledge (Dungeoneering, Nature, Religion), Listen, Move Silently, Search, Spot, Swim, Use Magic Device.

Proficiencies: Kuo Toans are proficient with simple and martial weapons and shields, but not tower shields.

Kuo-Toa Body:  The Kuo-Toa loses all other racial bonuses, and acquires Monstrous Humanoid traits (basically Darkvision 60 feet), with the aquatic subtype.  Kuo-Toa are  medium sized creatures with 20 feet land speed and a 50 feet swim speed.  Kuo Toans are amphibious and can survive indefinitely on land. They have  a bonus to Search and Spot equal to ¼ their HD, and Natural Armor equal to their Con bonus.

Ability Score Increase:  The Kuo-Toan gain +1 to Con and +1 to Wis for every level on this class, for a total of +2 Con and +2 Wis at second level.

Slime:  Kuo-Toans exude a slime from their body, wich grants them a bonus on Escape Artist checks equal to their HD, and makes them immune to Webs (both magic and mundane) and similar effects.

The Kuo-Toa can coat his own shield with this slime as a move action, in wich case when an oponents attacks the Kuo-Toa in melee and misses, it must make a reflex save with DC 10+1/2HD+Con mod or have it's weapon stuck on the shield, needing a Strenght check with DC 10+HD+Con mod to be pulled out. Natural weapons get stuck as well, in wich case the attacking creature enters a grapple with the Kuo-toa, but the Kuo-Toa gains a bonus equal to the Shield bonus and his Con modifiers on all the following grapple checks.

Pincer Warrior: The Kuo-Toa starts with a pincer-staff, a two handed weapon dealing 1d10 damage with normal critical and reach. The Kuo-Toa is automatically proficient with it, and if it hits an oponent with it he may start a grapple as a free action. For every round the hold is maintained, the pincer staff deals 1d10 damage to the holded creature. If the Pincer Staff is enchanted, the Kuo-Toa adds it's enanchment bonus to the grapple rolls.

Spearfish: The Kuo-Toa may wield a two-handed reach weapons with a single hand whitout penalty, as long as he wields a shield on the other.

Dark Bolt: The Kuo-Toa may use Lighting bolt as a SLA 1/day for every 2 HD it has, save DC 10+1/2HD+Wis mod. If two Kuo-Toas hold hands, they may charge up for 1d4 rounds, after wich they may both launch a single lighting bolt  whitout expending uses of this ability.

Dark Sight:  Kuo-Toa can see invisible and ethereal foes, but only if said creatures move.

Dark Sacrifice: Kuo-Toa come from the depths of the oceans, where they worship all manner of forgotten yet terrible gods, and they're willing to perform the most terrible rituals to satisfy their mysterious dieties.

Once per day, the Kuo-Toa may execute a 10 min ritual in wich he sacrifices a sentient (at least Int 3) creature in a gruesome ritual. Doing so grants the Kuo-Toa one of Water, Darkness, Death, Evil, or Water domains for 24 hours (Kuo-Toa's choice). The DM may allow other domains from non-core sources to be picked if they're apropriate to the Kuo-Toa's theme, like the Slime domain.

Besides the granted power, the Kuo-Toa can cast each  spell on the granted domain as a SLA 1/day, as long as he has twice as many HD as the spell's level.

Should the Kuo-Toa take levels in a divine spellcasting class, it may elect to have that class & Kuo-Toa levels stack for the purposes of determining CL and spells per day. This does not apply retroactively; An 2nd level Kuo-Toa acquiring one level of cleric would gain the spells per day it would have gained going from 2nd level cleric to 3rd level cleric, but wouldn't retroactively gain the spell options of a 1st level cleric.[/Spoiler]

Comments:
[spoiler]
Fish people strongly inspired on the Deep Ones, a key race of the infamous Chtutluverse. They don't blink, they live in dark cold places worshiping all kind of tentacle dieties, when not raiding the surface for slaves.

Mechanic wise, the Kuo-toan is kinda of a roguish gish, with great skills, some slime tricks, and the possibility of going grapple-focused with Pincer staff. Then lighting bolt, sacrificing sentient creatures for power and great divine caster potential with their +2 Wis.

[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #143 on: November 24, 2010, 01:30:39 AM »
Wyvern


[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+0+2+2+0 Wyvern Body, Poison, +1 Dex
2nd+1+3+3+0 Wings, Scent, +1 Str, +1 Con
3rd+2+3+3+0 Long Tail, Circle, +1 Dex
4th+3+4+4+0 Full Wings, Improved Grab, +1 Str, +1 Con
5th+3+4+4+0 Growth, Carefull Hunter, +1 Dex
6th+4+5+5+0  Sweep, +1 Str, +1 Con
Skill Points 4+Int per level
Class Skill Skills:Climb, Jump, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot

Proficiencies: The Wyvern is proficient only with its own natural attacks.

Wyvern Body:  The Wyvern loses all other racial bonuses, and acquires Dragon traits, (basically Darkvision 60 feet, low light vision and immunity to magical sleep and paralysis effects).  Wyverns are medium sized dragons with 20 feet base speed  a 1d10+Str damage Bite attack and a Sting that deals 1d4+1/2 Str damage. The Wyvern has wings, but they're too weak to do anything for now. Wyverns have a racial bonus to Spot equal to ½ their HD and Natural Armor equal to their Con.

Wyverns have no limbs capable of fine manipulation.

Attribute Bonus:  The Wyvern gains +1 to Dexterity at every odd numbered level in the class.  With even numbered levels, the Wyvern gains +1 Str and +1 Con, for a total bonus of +3 Str, +3 Dex and +3 Con at sixth level.

Poison:  Delivered by the sting, Fort DC of 10 + ½ the Wyvern's HD + its Con bonus.  It deals 1d4 Con damage as both the initial and secondary effects. For every 6 HD, the poison's Iniatial and secondary damage both increase one die step.

At 10 HD, the poison can affect creatures normally immune to it, but they gain a +5 bonus to their saves. If they don't have a Con score to be damaged, the Wyvern's poison deals Wis damage instead.

Wings: Wyverns of second level or higher can use their natural wings to transport themselves about the battlefield. The Wyvern may fly at a speed of 60 feet poor maneuverability, but for now can't fly up and unless they end their turn in a solid surface, they fall at the end of their turn.

Scent:  At second level the Wyvern gains the SRD Scent ability.

Long Tail:  At third level the Wyvern's tail reach doubles.

Circle: At third level, the Wyvern can make a number of attaks of oportunity per round equal to his Str mod, and 5-feet steps provoke attacks of oportunity from the Wyvern.

Full Wings:  At fourth level the Wyvern's wings have become strong enough to let it fly whitout restrictions. While flying, the Wyvern can use two Talon attacks,  that deliver 2d4+Str damage each.  In addition, Wyverns have

Improved Grab At fourth level, the Wyvern hiting an oponents with his talons can start a grapple check as a free action when they hit an oponent with their talons.

At 8 HD this ability ignores Freedom of Movement effects.

Growth:  A fifth level Wyvern grows one size category.

Carefull Hunter: At fifth level, the Wyvern's sharp hunting instincts allow it to keep just out of his prey's sight. It gains a bonus on Hide checks equal to his HD, the Fly-By attack feat, and can hide whitout actually having anything to hide behind, even in the sky (normally involving positioning itself against the sun).

Sweep: At sixth level, as a fullround action, the Wyvern can fly up to his speed and deliver a full attack at any moment during that movement, but must wait 1d4 rounds before doing so again.

The Wyvern's wings also become strong enough to fight, each dealing 1d8+half Str mod damage.

[/Spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #144 on: November 24, 2010, 01:35:08 AM »
Displacer Beast


[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+1+0+2+0 Displacer Beast Body, Displacement, +1 Str
2nd+2+0+3+0 Mirror Trick, Never there, +1 Str, +1 Con
3rd+3+1+3+1 Beast Tentacles, Evasion, +1 Str
4th+4+1+4+1 Growth, Double Illusion, +1 Str, +1 Con
Skill Points 4+Int per level
Class Skill Skills: Bluff, Hide, Jump, Listen, Move Silently, Spot

Proficiencies: The Displacer Beast is proficient only with its own natural attacks.

Displacer Beast Body:  The Displacer Beast loses all other racial bonuses, and acquires Magical Beast traits, giving it Darkvision 60 feet and low light vision.  Displacer Beasts are medium sized creatures with 40 feet base speed , a 1d6+half Str mod bite attack and two tentacle attacks dealing 1d4+Str damage each as natural weapons.  Tentacles are reach weapons, and Displacer Beasts can use them to attack opponents 10' away. Displacer Beasts have Natural Armor equal to their Con.

Diplacer beast lack limbs capable of fine manipulation, altough their tentacles are flexible and capable of simple tasks.

Ability Score Bonus:  The Displacer Beast gains +1 to Str at all levels and +1 Con at 2nd and fourth level, for a total of +4 Str and +2 Con at 4th level.

Displacement:  The Displacer Beast has the ability to bend light around itself, meaning it's never on the place where you see it.

All attacks against the displacer beast have 20% miss chance. For every other level in the Displacer beast class, this miss chance increases by another 10%, up to 50% miss chance at 4th level.

For every non-displacer beast taen, the miss chance increases by 2%, up to 82% miss chance total.

See invisibility doesn't negate this bonus, but True Seeing does.
A displacer beast of 10 HD however is such adept at bending light that not even true seeing can pierce it, and abilities that ignore or allow to re-roll miss chances are useless against this.

Mirror trick:  A second level the Displacer beast can use its light bending abilities to use Silent Image as a SLA 1/hour for every 2 HD, except that starting it is only a move action and the Displacer beast can keep concentration on it as a swift action. At 10 HD, this Silent Image cannot be pierced by True seeing or other anti-illusion effects.

Never there:  At second level, the Displacer's beast trickery is so good that it can confuse even oponents wich normally wouldn't care about targeting at all. The Displacer's beast miss chance applies to area effects whitout any specific target now.

Beast Tentacles:  A third level the Displacer Beast's tentacles threat range increases to 19-20, and the tentacles gain an enanchment bonus equal to half HD. The Displacer beast may only get up to +5 to to-hit and damage rolls from enanchment bonus, but it may get weapon special abilities like freezing and speed with this enanchment as well.
 
Evasion:  At third level the Displacer beast gains evasion as the rogue ability. If it was going to gain evasion again, it gains Improved Evasion instead.

Growth: A fourth level Displacer Beast grows one size category. It's tentacles now have 20 feet reach.

A Displacer Beast of 12 HD grows another size category, and it's tentacles will have a reach of 30 feet reach.

Double Illusion: at fourth level, once per day for every 2 HD it has, as an immediate action, the Displacer beast may force an oponent that managed to hit trough his miss chance to roll it again.

[/Spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #145 on: November 24, 2010, 01:37:24 AM »
The Hell Hound

[spoiler]HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Body of cerberus, Scent, +1 str, +1 dex
2nd
+2
+3
+3
+0
Flaming maw, Abyssal breath, Shadow affinity, +1 str, +1 con
3rd
+3
+3
+3
+1
Trip, Savage, Hellish Howl, +1 dex, +1 con
Skills: 2+ int mod. A Hell hound's class skills are Hide, Jump, Listen, Move Silently, Spot, Survival

Proficiencies: a Hell hound is proficient in its natural wepons

features:

Body of cerberus: A Hell hound loses all racial abilities and gains outsider traits. It is a medium sized outsider with a speed of 40ft and a bite attack that deals 1d8+1.5x strength bonus in damage. They are immune to fire but take 50% more damage from cold. The hell hound has four legs that give it a +4 bonus against trip and bull rush checks. Their paws aren't capable of fine manipulation. Hell hounds do not speak but can understand languages.

In addition, the hell hound gains natural armour equal to its constitution bonus

Scent: A hell hound gains the scent ability and adds it's level to survival checks to track by scent

Flaming maw: A second level hell hound deals 1d6 points of fire damage whenever it makes a bite attack. For every six HD beyond two the hell hound gains the fire damage increases by 1d6.

Abyssal breath: At second level, a hell hound can breath fire once every 2d4 rounds. The area is a cone with a range of 5ft per level, and it deals 1d6 fire damage per HD with a reflex save(DC10+1/2HD+ Constitution modifier) for half damage.

Shadow affinity: a second level Hell hound gains a bonus equal to half its HD to hide and move silently checks.

Trip: A third level Hell hound can make a trip attempt as a free action when it hits with its bite attack. the hell hound gains a bonus on its strength check to trip equal to 1/4 its HD.

Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage, as a free action whitout need of new attack rolls.

Hellish howl: A third level hell hound can make a terrifying howl that can be heard in an area of the hell hound's choice, up to 100ft per HD. Any creature within the area with fewer HD than the hell hound is forced to make a will save(DC10+1/2HD+Con modifier) or be shaken for 10 minutes per HD of the hell hound. Animals that fail their saves are panicked instead. Any creature that succeeds its saving throw against this ability is immune to the hell hound's howl for 24 hours.

At 12 HD even oponents immune to fear can be affected by this ability, but they gain a +5 bonus on their saves.
[/spoiler]

Comments

[spoiler]I see the hell hound as an abyssal hunting dog, and gave it the trip and savage abilities to help it bring down game for its masters. I also added the hellish howl ability, because a demonic attack dog can never be to scary[/spoiler]

Done by Crafty_Cultist from GITP


oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #146 on: November 24, 2010, 01:40:02 AM »
GRIFFON



Class
[spoiler]
GRIFFON

HD: d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Griffon Body, Scent, +1 Dex, +1 Str
2nd
+2
+3
+3
+0
Talons, +1 Dex, +1 Str
3rd
+3
+3
+3
+1
Pounce, Vigil, +1 Dex, +1 Str
4th
+4
+4
+4
+1
Wings, Growth, +1 Str

Class Skills: (4 + Int. Mod.) x4 at first level. The Griffons class skills are  Hide, Intimidate, Jump, Listen, and Spot.

Class Features

Proficiencies: Griffons are proficient only with their own natural weapons. They are not proficient with any armor.

Griffon Body: At first level, the Griffon loses all racial bonuses, traits, and abilities and becomes a magical beast with the following traits.
[spoiler]
•   Medium Size.
•   40ft. base land speed.
•   One natural bite attack, dealing 1d6 + Str. Mod.
•   Dark Vision 60ft.
•   Low-light Vision
•   Griffons are four legged creatures and do not possess hands or limbs capable of fine manipulation. Therefore, Griffons cannot wield weapons or manipulate objects.
•   Griffons cannot speak but they can understand common and an additional number of languages of their choosing for ever point of intelligence modifier.

Additionally, the Griffon recieves a bonus to its AC equal to its constitution score in the form of a natural armor bonus.
[/spoiler]
Scent (Ex): At second level, the Griffon gains the scent ability.

Ability Increases: A griffon receives a permanent increase to its strength score at each Griffon level as well as a permanent increase to its dexterity score at levels one, two, and three. At 4th level, assuming the griffon has taken all 4 levels available, the increases total at +4 Strength and +3 Dexterity.

Talons (Ex): At second level, the Griffon gains 2 claw attacks which deal 1d4 + strength modifier damage each. Additionally, when grappling, the Griffon drag the sharp talons across the flesh of the opponent. A Griffon has 2 rake attacks which deal 1d6 + Strength modifier damage each.

Vigil (Ex): Griffons have extremely keen eyesight and hearing. At 3rd level, a Griffon receives a racial bonus to spot and listen checks equal to ½ its HD.

Pounce (Ex): Griffons are lighting quick and ferocious. At 3rd level, whenever a griffon makes a charge, he may follow with a full attack.

Wings (Ex): At 4th level, a Griffon’s wings have developed fully and the Griffon may now fly at a speed of 40ft. with average maneuverability. The speed at which a Griffon can fly increases by 10ft. for every 3 HD the Griffon possesses, excluding the first three.

Growth: At 4th level, a Griffon’s size increases by one category.[/spoiler]

Done by AustontheGreat1 from GITP

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #147 on: November 24, 2010, 01:42:57 AM »
EARTH ELEMENTAL



CLASS
[spoiler]Hit Die: d12

Earth Elemental
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+0
Body of Stone, Push, Earth Mastery
2nd
+1
+3
+0
+0
Bonus Feat, +1 Str
3rd
+2
+3
+1
+1
Growth, Shockwave, +1 Con
4th
+3
+4
+1
+1
Stone Skin, +1 Str
5th
+3
+4
+1
+1
Bonus Feat, Earth Glide, Whispering Stone, +1 Con
6th
+4
+5
+2
+2
Rolling Stone
7th
+5
+5
+2
+2
Sweeping Strike, +1 Str
8th
+6/+1
+6
+2
+2
Bonus Feat, +1 Con
9th
+6/+1
+6
+3
+3
Earth Asunder, +1 Str
10th
+7/+2
+7
+3
+3
Earth's Embrace, +1 Con
11th
+8/+3
+7
+3
+3
Bonus Feat, Elder Elemental
Class Skills: (2 + Int. Mod.) x 4 at first level. An Earths Elemental’s class skills are Appraise, Hide, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering, Geography, Nature).

Class Features
Proficiencies: An Elemental is proficient with its own natural weapons.

Body of Stone: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.[spoiler]
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.[/spoiler]
The Elemental begins as a small elemental with a land speed of 20ft. Earth Elementals can wear equipment, use weapons, and manipulate objects normally. Earth Elementals have the Earth subtype.

The Elemental possesses a single slam attack which deals damage according to its size. 1d6 when small, 1d8 when medium, 2d6 when large, 2d8 when huge.

Finally, an Earth Elemental gains a bonus to its armor class in the form of a natural armor bonus equal to its constitution modifier.

Push (Ex): An Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, also apply to the elemental’s opposed Strength checks.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Additionally, an Elemental may move across any sort of earth or stone (such as jagged rocks, quicksand, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

Bonus Feat: At second level, the Elemental gains Power Attack as a bonus feat. At 5th level, the Elemental gains Improved Bullrush as a bonus feat. At 8th level, the Elemental gains Awesome Blow as a bonus feat. At 11th level the Elemental gains Shock Trooper (p.110 CW) as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he may instead choose another bonus fighter feat. He must meet all prerequisites for the replacement feat.

Ability Increase: An Elemental is a powerful opponent who wields the immense strength and durability of the earth itself. An Earth Elemental receives a permanent increase to his strength score at 2nd, 4th, 7th, and 9th level. Additionally, the Elemental receives an increase to his constitution score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Strength and Constitution and 11th level.

Stone Skin (Ex): At 4th level, the soft soil that comprises the Elemental’s body hardens into an incredibly dense shell of rock. The elemental gains DR/-, equal its 1/2 HD.

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Shock Wave (Su): With a stomp of his heavy foot, an Earth Elemental can send out a powerful shock wave. At 4th level, the Elemental gains the ability to, as a full round action that does not provoke an attack of opportunity, send out a rippling tide of seismic waves in the form of a 20ft. cone. Any creature in contact with the ground inside this cone, must succeed on a reflex save (DC = 10 + ½ the Elemental’s HD + the Elementals Strength Modifier) or be knocked prone and flung back 5 feet for every point of the elementals strength modifier. If the creature succeeds then he is not knocked prone and is only moved back half the distance.

Earth Glide (Su): At 5th level, an earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The elemental glides at a speed of 40ft. and leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Each time the elemental increases in size through its growth ability, the speed the elemental travels increases by 10ft.

Whispering Stone (Ex): Earth Elementals speak with the stone around them to feel its way through the earth while using its earth glide ability. The elemental gains tremorsense while moving through the ground via its earth glide ability. The range of this sense extends 10ft. for every 2 HD the Elemental possesses to a maximum of 100ft. at 20 HD.

Rolling Stone (Su): Earth Elemental wields the power of the unstoppable avalanche. At 7th level, an Earth Elemental may, as a free action which does not provoke an attack of opportunity, condense its form to that of a spherical boulder. In this form the elementals size decreases by one. While in this form, the elemental can roll at a speed of 40ft. This speed doubles when the elemental travels at a decline and halves when the elemental travels up an incline. In any round the Elemental moves into a space occupied by another creature that creature takes 4d6 + (2x the elemental strength modifier) damage and the Earth Elemental attempts a bullrush as a free action. The creature is allowed to make a reflex save (DC = 10 + ½ the Elemental’s HD + The Elemental's Strength Modifier) to avoid the damage and the bullrush, though by doing to, the creature loses his move action on his next turn. The Elemental may take this form once a day for every 4 HD it possesses, and can maintain this form for a number of rounds equal to its HD. While the Elemental is in this form, he can take no other action accept to move.

Sweeping Strike (Su): At 8th level, a sweep of the Elemental’s arm can effect multiple targets. As a full-round action, the elemental can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Elemental uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a sweeping strike. Start with one square that the Elemental threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a sweeping strike. The Elemental may not skip creatures, and must attack all creatures in the designated squares. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the Elemental must effect all three squares. If a Elemental drops one of his foes with a great sweeping strike, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe. At 12 HD, This ability becomes a standard action instead of a full round action, allowing the Elemental to move before using the ability.

Earth Asunder (Su): Earth Elemental possess ferocious strength. At 9th level, the Elemental can slam the ground with such incredible force that the area around him quakes from his might. Performing this ability is a full round action that does not provoke an attack of opportunity. All creatures within 5ft./HD of the Elemental who are in contact with the ground must make a Balance check (DC 10 + ½ the Elemental’s Hit Die + the Elemental’s Strength modifier) or fall prone. Creatures who fail this save by more than 5 also take 1d10 for every 4 HD the elemental possesses, and those that fail by more than 10 become stunned for 1d4 rounds. Additionally, this tremor causes all the ground within the area to crack and shift, becoming difficult terrain. An Earth Elemental may only use this ability once a day for every 5 HD it possesses.

Earth’s Embrace (Su): At 10th level, the Earth Elemental can drag his enemies into the ground, dooming them to an early grave of stone. As a standard action, an elemental who occupies the square underneath an opponent who is not aware of his presence may attempt to drag the opponent down into the stone. First, the elemental must succeed on a melee touch attack, the opponent is also considered flat-footed for this attack. If the attack is successful then the opponent is required to make a reflex save with DC 10+1/2HD+Str mod, if he fails then he is drawn down and immediately begins to take 1d6 points of nonlethal damage per minute for as long as he remains trapped in this way. If a trapped character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The stone or earth around him conforms perfectly to his form, making any type of movement impossible, even purely mental ones as the pitch darkness and overwhelming pressure make concentration of any kind impossible. Freedom of movement does not make a creature immune to the effects of this ability, though creatures that have such an effect active receive a +4 bonus to the reflex save to avoid becoming enveloped.

Once embraced, their only hope of salvation is someone digging them out before they die (consider them to be 20 feet under the surface where they were captured), or the earth elemental taking them out.

Elder Elemental (Su): At 11th level, The Earth Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the earth subtype. Additionally, the Elemental can call the stone to its aid. The Earth Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon earth elementals. At 13th level, and every two levels thereafter, the earth elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.[/spoiler]
COMMENTS[spoiler]Another attempt at the elementals. The Earth Elemental is the strongest, physically, of the elementals and is supposed to be a bastion of power and durability on the battlefield. The elemental has bonuses to both strength and constitution, and a couple of bonus feats which help him put that strength to good use. I decided to the give him abilities which help him to effect groups of opponents at once. Allowing him to wade into a battlefield and immediately start causing a ruckus. [/spoiler]


Done by AustontheGreat1 from GITP

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #148 on: November 24, 2010, 01:47:29 AM »

Sahuagin

Sahuagin Hunter
[spoiler]HD:d10
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Blood frenzy, Sea born, Body of the deep, Speak with sharks, Rake, Aquaticic superiority, +1str, +1int
2nd
+2
+3
+3
+0
Tidal sense, Hunter Instict, +1str, +1dex
Skills: 4+ int mod. A Sahuagin's class skills are Handle Animal, Hide, Listen, Move Silently, Profession, Ride, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep:
The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

Sea born:
a Sahuagin can only survive out of water for a number of hours equal to Half his constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Speak with Sharks:
a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +2 bonus on handle animal checks to train sharks, with an additional +1 bonus for every 4HD

Rake:
If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage

Blood frenzy:
A sahuagin that takes damage in combat can fly into a rage on its next turn as a free action, gaining a +2 bonus to strength and constitution and taking a -2 penalty to AC until it or its opponent are dead. This ability is useable once per day at first level with an additional use per 4HD. If the sahuagin gains the barbarian rage ability, the bonuses and penalties granted by rage stack with those granted by blood frenzy

Aquatic superiority:
a sahuagin fighting in water deep enough to swim in gains a +1 dodge bonus to AC for every 20ft by which their swim speed exceeds that of their opponent.

Tidal Sense:
At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus per 4hd, as well as blindsense 30ft, while underwater.

Hunter instict:
A second level sahuagin learns gains gains a favoured enemy, as the ranger ability, but with a +3 bonus if the chosen creature type is humanoid. If the sahuagin takes levels in ranger, they stack add their sahuagin level for purposes of the favoured enemy bonus, and the increased bonus for choosing a humanoid racial enemy applies to later choices.[/spoiler]

Sahuagin Preist
[spoiler]HD:d6
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Sea born, Body of the deep, Rake, Speak with sharks, Sea priestess, +1wis, +1int
2nd
+1
+0
+0
+3
Tidal sense, Tidal pulse, +1str, +1wis
Skills: 2+ int mod. A Sahuagin's class skills are Concentration, Listen, Knowledge(arcana, religion), Profession, Spellcraft, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep:
The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to her own Con modifier.

Sea born:
a Sahuagin can only survive out of water for a number of hours equal to half her constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Speak with Sharks:
a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +4 bonus on handle animal checks to train sharks.

Rake:
If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage

Sea priestess:
A sahuagin can cast spells as a cleric of their sahuagin level, Including domains.

Tidal Sense:
At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus for every 4hd, as well as blindsense 30ft, while underwater.

Tidal Pulse:
A second level sahuagin can sacrifice a prepared spell slot to produce an underwater pulse. This pulse can take the form of a 5ft/caster level cone or a 10ft/caster level line. Anything within the area takes 1d6 points of bludgeoning damage per level of the spell slot sacrificed.[/spoiler]

Done by Crafty_Cultist from GITP

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #149 on: November 24, 2010, 01:56:33 AM »
Monster of Legend (Prestige/Template Monster Class)



[Spoiler]
Prerequisites:
To become a Monster of Legend, a creature must fulfill the following requirements:
-At least four levels in a monster class.
-Any  type but humanoid (Monstrous humanoid is ok), undead, construct, ooze or swarm.
-Must have performed a deed worthy of legend.

HD: D8

LevelBABFortRefWill Special
1st+0+0+0+2 Body of Legend, Legendary Might, Legendary Skill, Legendary Prowess
2nd+1+0+0+3 Saga
Skill Points 4+Int mod per level.
Class Skill Skills: As Base Creature

Proficiencies: Monsters of Legend do not gain any new proficiencies.

Class Features:


Body of Legend:  Unlike other monster classes, the creature's original racial traits are retained.  The Monster of Legend gains Outsider traits, if it did not already have them, with the augmented subtype if necessary.  Their native plane is the plane where they were born.

Legendary Might: The Monster of Legend has gone trough a lot, and this reflects on it's body. It may have any number of cosmetic changes or even special effects like body parts made of energy, as long as his original race is still recognizable. Those changes grant no mechanical benefit.

If they still weren't, the Monster of Legend's attacks count as it's own alignment for bypassing defenses. It's melee attacks can strike incorporeal oponents whitout trouble, and ignore half the DR of any target they strike. If the Monster of Legend already had any of those abilities, then it gains +1 to attack and damage rolls for every overlap.

Finally, a Monster of Legend is immune to polymorphing effects against its own will.

Legendary Skill:  Choose one of the following:
-Fast Healing equal to 1/2 the creature's HD.
-Immunities to two of the following:  acid, electricity, fire, cold, poison.
-Immunity to Mind-affecting
-Permanent Spell Turning effect, except that it reflects one spell level for 2 HD of the Monster of Legend, and automatically recharges at the start of the Monster of Legend's turn.


Alternately, pick two of the following (you can't pick the same option twice):
-DR/material, with the material being iron, silver or adamantium, equal to 1/2 the Creature's HD.  If a Creature already has DR from other sources, increase it by +2.
-SR equal to 11+HD.  If a Creature already has SR from other sources, increase it by +4.
-Permanent See Invisibility. At 14 HD also works  as permanent True Seeing.
-Wings, allowing it to fly at twice its base land speed at average maneuverability.  If the creature already has wings, it grows an additional, matching pair, giving them additional flight speed of +5 feet per HD and one step of increased maneuverability

Legendary Prowess: At 1st and 2nd level, the Monster of Legend gains +1 to an ability score of it's choice.

Saga: at second level, pick a second option from Legendary skill, and an option from below.

-Breath Weapon: The Monster of Legend can use a breath weapon  that fills either a cone with 30+5 feet/HD feet or a 60+10 feet/HD line, dealing 1d6 damage/HD, with a reflex save (DC 10 +1/2 HD +Con mod).  This breath weapon can look of any energy type, but it actually deals untyped damage and thus ignores all resistances and immunities. Once the breath weapon is used, the Creature of Legend must wait 1d4 rounds to use it again.

-Frightful Presence: When the Creature of Legend attacks or charges it inspires terror in all creatures within 5 feet per HD. Oponents in range must suceed on a Will save (DC 10 +1/2 HD + Con mod) or become shaken.  A foe that fails by 4 or more is Frightened, and a creature that fails by 8 or more is Panicked.  Regardless of suceeding or failing, creatures cannot be affected again by this for 24 hours.

At 10 HD, this affects even creatures immune to fear, but they gain a +5 bonus on their Will saves.

-Hot Blooded: When the Creature of Legend is damaged in melee, elementally infused blood splashes onto a 5 feet per 4 HD cone, that must include the attacker on it's area, and deals 1d4 untyped damage for every 2HD.

Aditionally, 1/day per 6 HD, the Monster of Legend may push itself trough it's limits as a free action, even if unable to take actions, it's own elemental blood surfacing at it's skin and granting it a Freedom of Movement effect, plus temporary HP equal to half it's max HP. This state lasts for a number of rounds equal to Con modifier, and during it the Monster of Legend can ignore any ill effects it received before activating this ability. Any new ill effects will affect it as normal, except for ones that would be blocked by Freedom of Movement.

-Spells: Provided it does not already have divine casting or divine caster advancement from another source, the Creature of Legend can now spontaneously cast divine spells, with the ability to cast each spell known once a day.  For spells known, the Creature of Legend must pick two domains, and can access any spell of a level that's no more than 1/2 it's HD.  (A level 6 creature could cast up to level 3 spells). It doesn't gain the extra bonus from the domains.

Should the creature take levels in a divine spellcasting class, it may elect to have its Monster Class & Creature of Legend levels stack for the purposes of determining CL and spells per day.  This does not apply retroactively; An 8th level Creature of Legend acquiring one level of cleric would gain the spells per day it would have gained going from 8th level cleric to 9th level cleric, but wouldn't retroactively gain the spell options of a 1st to 8th level cleric.

[/Spoiler]

SiggyDevil

  • Hong Kong
  • ****
  • Posts: 1111
  • Magmar, the ultimate butthead
    • Feybook Project
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #150 on: November 24, 2010, 05:53:27 AM »
I played a L15 Creature of Legend Wild Elf Barbarian briefly. The template was granted by devil lords for an arena battle (I know, it's cheating), but seriously.. that strength score was stupendous.

Kajhera

  • Hong Kong
  • ****
  • Posts: 1167
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #151 on: December 01, 2010, 03:14:09 AM »
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #152 on: December 01, 2010, 03:26:26 AM »
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
What about "If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."
« Last Edit: December 01, 2010, 04:05:59 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]

Kajhera

  • Hong Kong
  • ****
  • Posts: 1167
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #153 on: December 01, 2010, 03:31:02 AM »
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
"If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."

First and zero you mean? Erm, where is this? Not seeing the source even checking back on the half-dragon, though it is helpful.  :) ... Effective sorcerer level of zero?


PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #155 on: December 01, 2010, 05:56:52 AM »
I like the new version of the red dragon a lot more, although 7th level would be painful to take.  ;) 6 levels of this would make a very good start for a "gish", though.
[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

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #156 on: December 03, 2010, 02:52:59 PM »
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

Check the tables on the 1st post to figure out your spells when you take sorceror levels. And no, I won't be giving it spells by default just for starting first level.

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #157 on: December 03, 2010, 02:56:49 PM »
Lantern Archon



[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 1+0 + 2 +0 Body of Light, Light Ray, Lesser Guide
2+ 2+0 + 3 +0 Archon, Holy Warding, Aura of Menace, Greater Guide

Skills:4+int modifier per level, Class skills are Concentration, Diplomacy, Disguise, Heal, Knowledge (the planes), Listen, Search, Sense Motive, Spot

Proficiencies:  The Lantern Archon is proficient with its light rays.

Features:

Body of Light: The Lantern Archon loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 ft), as well as low-light vision.  Lantern Archons are tiny outsiders. Lantern Archons have no land speed but have a fly speed of 20ft, perfect maneuverability, increasing by 5ft per HD. However untill they reach 4HD they can only float some foot above the ground. They also glow, giving light as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it with a DC 15 Disguise check as a swift action. Success means that no light is given out by the archon for 1 hour per HD but the light imediatily returns if the Lantern Archon uses his light rays. The Lantern Archon gains a bonus to natural armor equal to its Con bonus.

Lantern Archons lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.

Lantern archons can use their body as either head+neck slot or body+belt slot. The lantern archon can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Finally a lantern archon takes a -40 penalty on hide checks, unless it hides its light.

Light Ray: The Lantern Archon's method of attack are it's light rays. The Lantern Archon starts with one ray, but gains one more for every 5HD it possesses. The rays have a range of 20ft, increasing by 5ft for every HD the Lantern Archon possesses. The rays start out dealing 1d6 damage, increasing by 1d6 for every 3HD the Archon possesses. The light rays also overcome all DR, and count as natural weapons. Thus attacking with all light rays demands a full attack, but the lantern archon takes no penalty on his attack rolls with light rays for using multiple natural weapons.

Lesser Guide: The Lantern archon can use aid, continual flame, detect evil as SLAs 2/day for each HD it has, save DC=10+1/2HD+Cha mod. Unless the lantern archon uses the 50Gp of ruby dust, his continual flames just last 1 minute per CL instead of being permanent. If it multiclasses into cleric it can count its lantern archon levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a lantern archon 2 who took 1 level of cleric could choose to have CL 3, get 1 2nd level spell slot and one. She wouldn't get the spell slots of a cleric 2 however. She would get the turn undead ability, but lantern archon levels wouldn't count for it.

Archon: At second level, the Lantern Archon becomes immune to petrification and gains a resistance to electricity equal to its HD, and a bonus to saves against poison equal to half it's HD. They also gain the good and lawful subtype.

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

Holy Warding (Su): At second level, the Lantern Archon gains DR/good and magic equal to half it's HD. It is also permanently affected by a Protection from Evil effect, which upgrades to a Magic Circle against Evil effect at 4HD. This effect is centered on the lantern archon.

Greater Guide: The lantern archon can use teleport as a SLA 1/day for each 4HD it has. At 13th level, this ability upgrades to greater teleport. It can also use tongues on itself as a SLA 1/day for each HD it has.

[/spoiler]

Comments
[spoiler]
Original:

Well, I took cues from the hound archon for the archon abilities. I made the light rays progress slower than Eldritch Blast, and gave out extra rays as extra iterative attacks became available. I made the magic circle only become that strong at 4HD, as that's when the Hound Archon gains it.

Personal comments:

The Lantern archon is a powerfull skirmisher with it's light rays and flight speed. The class is short but sinergies well with "roguish" classes for stacking precision damage on top of the multiple light rays or cleric for spellcasting.

[/spoiler]

Done by VoltHawk from GITP, some final tweaks by me

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #158 on: December 03, 2010, 03:07:58 PM »
Tarrasque


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +0 +2+0 +2 Ancient body, Assimilation, Brutal Grab, +1 Str, +1 Con
2  +1 +3+0 +2 Monstrosity, Rush +1 Str, +1 Con
3  +2 +3+1 +3  Claws +1 Str, +1 Con
4  +3 +4 +1+4 Growth, Stomp, +1 Str, +1 Con
5  +3 +4 +1 +4  Horns,  Beginning of the end, Terror from below  +1 Str, +1 Con
6  +4 +5+2 +5 Primal Roar, +1 Str, +1 Con
7  +5 +5 +2 +5 Reality bend, +1 Str, +1 Con
8  +6 +6 +2 +6 Growth, Devouring bite, +1 Str, +1 Con
9  +6  +6+ 3+6 Reality Tear, +1 Str, +1 Con
10  +7 +7+3 +7 Destroyer, +1 Str, +1 Con
11  +8 +7 +3+7 Carapace, Prevail  +1 Str, +1 Con
12  +9 +8 +3+8 Growth, Tail Slap +1 Str, +1 Con
13  +9 +8 +4 +8 Augmented Critical, +1 Str, +1 Con
14  +10 +9 +4 +9 Doom, +1 Str, +1 Con
15  +11 +9 +4 +9  Trample, +1 Str, +1 Con
16  +12 +10 +5 +10Growth,  Earthquake +1 str, +1 con
17  +12 +10 +5+10  Counter, +1 Str, +1 Con
18  +13 +11+5 +11 Sky Breaker, +1 str, +1 con
19  +14 +11 +5 +11 Eruption, +1 Str, +1 Con
20  +15 +12 +5 +12 Apocalypse, Ancient Heart, +1 Str, +1 Con

2 Skill points+int per level, quadruple at 1st level.
Class skills: Concentration, Climb, Jump, Spot, Listen, Appraise, Bluff, Intimidate, Knowledge(any).

Proficiencies: the tarrasque isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Ancient body: The tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.

It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1.
Unless otherwise noticed all of the Tarrasque abilities are Ex abilities, even those that replicate spells.


 Assimilation:
The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.

As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque.  Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word.  As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.

Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Str check against the tarrasque.

The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.

Brutal Grab:As the srd Improved Grab ability, applied to the Tarrasque's bite attack, except it may atempt to grapple creatures of any size.

Ability score increase: the tarrasque gains +1 Str and +1 Con at every level, for a total of +20 Str and +20 Con at 20th level.

Monstrosity:The tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD.

If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration.

Rush:Once per minute the Tarrasque can quadruple his base for one round as a free action.

Claws: The tarrasque gains two claw attacks dealing 1d4+Str damage each as secondary attacks. They also benefit from the Improved Grab ability.

Growth: The tarrasque grows one size category.

Stomp: As a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier.

At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round).
At 12 HD the Tarrasque may use this ability as a swift action.
At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round.
At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once.

Horns: The tarrasque gains two horn attacks dealing 1d6+1/2 Str mod damage each as secondary attacks.


Beginning of the end:
The tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD.

Terror from below: The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In adition the tarrasque no longer needs to breath and it can eat anything as sustenance, as well as gaining tremorsense with a range of 10 foot per HD.

Primal Roar:The tarrasque can roar with such strengh it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures.

Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying.

The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but whitout dealing it damage.

At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).
 
Reality bend:The tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod.

In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open untill it's large enough simply by moving through it.

Devouring bite:The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices(both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.

Reality tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something.  DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any   ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.

Prevail:The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.

For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.

Tail Slap:The tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.

Augmented critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.

Doom: As the tarrasque grows it resembles more and more an avatar of destruction. The first time the tarrasque attacks or charges each round, every oponent of the same size or smaller than the tarrasque that can see it must make a Will save DC 10+1/2 tarrasque's HD+Con modifier or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked.  Even oponents immune to fear can be affected by this ability as nothing is truly safe from the tarrasque, but they gain a +5 bonus on the save.


Trample: As a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the tarrasque at a -4 penalty.

This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage, save DC 10+1/2 HD+Str modifier.

You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Earthquake: The tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it.

Counter:Whenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved

Sky Break: The skies themselves cry when the tarrasque approaches. This works as a storm of vengeance SLA useable a number of times per day equal to half the tarrasque's Con modifier, except the tarrasque can start it as a standard action, doesn't need to keep concentration to maintain it, it can last up to one hour per HD and the tarrasque is completely immune to all the ill effects of the storm, including being able to perfectly see through it. The tarrasque can have multiple storms in existance at the same time but if their areas of effect overlap the effects don't stack. Save DCs are 10+1/2 HD+Con modifier.

Eruption:Even the land itself screams at the tarrasque's coming. A number of times per day equal to half its Con modifier, as a full-round action the tarrasque can roar while slamming the ground, making the earth start to tremble. 1D4+1 rounds later a torrent of lava erupts on a place within view of the tarrasque of its choice. It is a cylinder with a radius up to 5 feet per tarrasque HD reaching up to 100 feet high per tarrasque HD. Creatures inside the cylinder get a reflex save DC 10+1/2 HD+Str modifier to get out of the area on time once it explodes. Anyone left inside the cylinder is treated as immersed in lava. This lava is especially hot and burns even creatures with resistance to fire, altough the resistance still applies to the total damage dealt, except the tarrasque itself. The eruption lasts 1 round per tarrasque HD.

Apocalypse:The true purpose of the Tarrasque comes into being. To slay all the gods and their creations. The Tarrasque becomes fully immune to all salient divine abilities and epic magic, and can freely use his reality bend ability to enter any private realms (assuming it has heard about them). The tarrasque also becomes immune to artifacts and can destroy any such trinket by swallowing them. It cannot assimilate them however.

Creatures slain by the tarrasque's natural weapons or offensive abilities are utterly destroyed and can't be brought back to life/existence by any means known, even divine intervention (especially divine intervetion).

Ancient Heart: The tarrasque's regeneration can't be bypassed by anything, and any effect that would kill it outright instead simply deals it nonlethal damage equal to it's total HP +10, and it no longer automatically fails saves on a natural 1.

To kill the tarrasque one needs to leave it unconscious by dealing enough non-lethal damage and then cast Wish or Mircale to finish it off.

[/spoiler]

Comments
[spoiler]
And here's it ladies and gentlemens, Mr. Big T!

The Tarrasque gains a massive +20 to Str and Con, average Bab and more custom abilities that you can shake a stick at.

It's skills kinda suck but gets scent and tremor sense.

The Tarrasque is a melee monster with several powerfull defensive abilities, including DR, SR, regeneration and multiple natural attacks, altough no natural pounce.

The Tarrasque also gets several powers to slow down enemies at distance and negate ranged attacks. With Primal Roar the Tarrasque can force it's oponents into a ground battle.

As it aproaches it's final levels it becomes able to unleash several natural catastrophes to properly set the battle mood. Finally an use for storm of vengeance yay!

The capstone it's the Tarrasque becoming immune to all epic cheese so it explains why  the gods would rather run away in fear and only mortal adventurers actualy have a shot at taking it down.
[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #159 on: December 03, 2010, 03:12:37 PM »
Anaxim


[spoiler]
LevelBABFortRefWillFeatures
1   +0   +0   +0   +0   Apocalyptic Engine, Electricity Discharge, Spinning Blades, Slams
2   +1   +0   +0   +0   Divine Construction, Str +1, Cha +1
3   +2   +1   +1   +1   Minor Divine Artifice, Dex +1, Wis +1
4   +3   +1   +1   +1   Created Abomination, Bolter Gun, Str +1
5   +3   +1   +1   +1   Improved Divine Construction, Heliblades, Dex +1
6   +4   +2   +2   +2   Lesser Divine Artifice, Str +1, Cha +1
7   +5   +2   +2   +2   Undivine Will, Dex +1, Wis +1
8   +6/+1   +2   +2   +2   Weapons of Mass Destruction, Str +1
9   +6/+1   +3   +3   +3   Greater Divine Construction, Divine Artifice, Dex +1
10   +7/+2   +3   +3   +3   Pneumatic Pummeler, Str +1, Cha +1
11   +8/+3   +3   +3   +3   Sonic Blast, Dex +1, Wis +1
12   +9/+4   +4   +4   +4   Greater Divine Artifice, Str +1
13   +9/+4   +4   +4   +4   Tools of Deicide, Dex +1
14   +10/+5   +4   +4   +4   Undivine Slaughter, Str +1, Cha +1
15   +11/+6/+1   +5   +5   +5   Master’s Divine Artifice, Dex +1, Wis +1
16   +12/+7/+2   +5   +5   +5   Summon Iron Golem 1/day, Str +1
17   +12/+7/+2   +5   +5   +5   Supreme Divine Artifice, Dex +1
18   +13/+8/+3   +6   +6   +6   Summon Iron Golem 2/day, Str +1, Cha +1
19   +14/+9/+4   +6   +6   +6   Apocalyptic Drive, Dex +1, Wis +1
20   +15/+10/+5   +6   +6   +6   Undivine Spark, Summon Iron Golem 3/day, Str +1
21   +15/+10/+5   +6   +6   +6 Potential unleashed, Str+1, Cha+1.
22   +16/+11/+6   +7   +7   +7Ghost in the Machine, Str+1, Cha+1.
Class Skills (2+ Int Modifier): None.

Proficiencies: Anaxim are proficient with their natural weapons only.

Apocalyptic Engine: An anaxim is a monstrosity pieced together by a deranged god, following an apocalyptic design. It loses all racial traits and gains the following:
  • Type: Construct (Extraplanar, Lawful)
  • Land speed: 30 feet.
  • Size: Medium.
  • Immune to Electricity.

The anaxim has all the characteristics of the construct type, which include:
No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires Fortitude saves (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Constructs do not eat, sleep, or breathe.
Finally, the anaxim gains a natural armor bonus equal to its charisma modifier, and is constantly under the effect of a Nondetection spell, with caster level equal to its HD.

Slam: As a swift action the anaxim can reconfigure one or both of its hands into Slams, these are primary natural weapons that deal 1d6 + Str modifier Bludgeoning damage Further, the slams count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a slam and another hand configured into a spinning blade if it so wishes, both attacks are treated as primary.

Spinning Blades: As a swift action the anaxim can reconfigure one or both of its hands into spinning blades, these are primary natural weapons that deal 1d6 + Str modifier Slashing damage Further, the spinning blades count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a spinning blade and another hand configured into a slam if it so wishes, both attacks are treated as primary.

Electricity Discharge (Su): At 1st level, the anaxim has the ability to unleash a potent electrical discharge from its body as a standard action. This discharge can take the form of either a touch attack or, starting at 2nd level, a ranged touch attack.
If used as a touch attack, the electrical discharge deals 1d6 damage, plus extra damage equal to the anaxim’s charisma modifier.
At second level, the anaxim can release the electricity discharge as a ranged touch attack against a target within 60 feet, with no range increment. This attack deals 1d6 points of damage per two class levels of the anaxim.

Divine Construction (Ex): At 2nd level the anaxim gains 1 extra hit point per HD and its base land speed increases by 10 feet.
In addition, the anaxim gains damage reduction X/magic, where X is equal to half of its HD. At 20th level, only epic weapons can pierce the anaxim’s damage reduction.

Ability Score Increases: At 2nd level and every two levels afterwards and at epic levels (4, 6, 8, 10, 12, 14, 16, 18, 20, 21, 22), the anaxim gains a +1 bonus to strength. At 2nd level and every four levels afterwards and at epic levels (6, 10, 14, 18, 21, 22) the anaxim gains a +1 bonus to Charisma). At 3rd level and every four levels afterwards (7, 11, 15, 19) the anaxim gains a +1 bonus to both dexterity and wisdom.

Minor Divine Artifice (Sp): Starting at 3rd level, the anaxim gains the power to ignite the latent divine power within itself to imitate magic, gaining the power to cast spell-like abilities. These spell-like abilities have a caster level equal to the anaxim’s HD.

At 3rd level, the anaxim can use Blur, Inflict Light Damage and Repair Light Damage once per day per HD. It can also use Lesser Armor Enhancement and Magical Vestment once per day per two HD.

The anaxim can target spells and spell-like abilities such as Magical Vestment and Lesser Armor Enhancement on its own body as if it were armor.

Created Abomination (Ex): Starting at 4th level the anaxim gains resistance to fire and cold equal to its HD, it also gains Blindsight with a range of 5 feet per HD and telepathy with a range of 10 feet per HD. Finally, the anaxim is under constant effect of the See Invisibility spell, this effect improves to a constant True Seeing at class level 14.

Bolter Guns: At 4th level, the anaxim adds two bolter guns to its arsenal, a bolter gun is a ranged weapon with a range increment of 120 feet that deals damage equal 1d6 + strength modifier, and counts as both a natural weapon and as a manufactured weapon. The anaxim can perform iterative attacks with its bolter guns and dual wield them effectively.
The anaxim can take two-weapon fighting, improved two-weapon fighting and greater two-weapon fighting, without needing the minimum dexterity requirement.

Improved Divine Construction (Ex): At 5th level the anaxim gains spell resistance equal to 11 + HD and fast healing equal to half of its HD. Its base land speed also increases by another 10 feet. It can lower or rise its spell resistance at any time as a free action, even if it isn't his turn.

Heliblades: Starting at 5th level, the anaxim gains a fly speed equal to 10 feet per class level (up to 220 feet at 22th level), with average maneuverability. At 10th level this maneuverability improves to good, and at 15th level it increases to perfect.

Lesser Divine Artifice (Sp): At 6th level the anaxim gains the ability to cast Inflict Moderate Damage and Repair Moderate Damage as spell like abilities once per day per HD. It can also use Invisibility, Lightning Bolt, Lesser Weapon Enhancement and Greater Magical Weapon as spell like abilities once per day per two HD.

Undivine Will (Ex): At 7th level, the divine spark within the anaxim grows in power, giving it a limited control of its own fate. The anaxim no longer automatically fails any d20 roll on a natural one.

Weapons of Mass Destruction (Ex): At 8th level, the damage from the anaxim’s slam, spinning blades, melee electrical touch and bolt spikes increases to 1d8. In addition, the anaxim’s slam, spinning blades and bolt spikes may be enchanted as magic weapons; the anaxim must be present for the entirety of the enchanting process.

Greater Divine Construction (Ex): Starting at 9th level the anaxim gains bonus hit points per HD based on his charisma modifier and gains a bonus to all saving throws equal to its wisdom modifier. Finally, the anaxim's base land speed increases by another 10 feet.

Divine Artifice (Sp): At 9th level the anaxim gains the ability to cast Inflict Serious Damage and Repair Serious Damage as spell-like abilities once per day per HD. It also gains the ability to cast Armor Enhancement, Lesser Dispel Magic and Displacement as spell-like abilities once per day per three HD.

Pneumatic Pummeler (Ex): Starting at 10th level, whenever the anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush or trip attempt as a free action that does not cause an attack of opportunity.
If the anaxim chooses to bull rush its target, it does not need to move along the victim.
If this attempt fails, the target cannot attempt to trip the anaxim in return.

Sonic Blast (Su): At 11th level, the anaxim gains the power to unleash a destructive sound wave. This is a sonic attack that deals 1d6 points of damage per HD of the anaxim to everything in a 60 feet cone, a reflex save can halve the damage, and the DC 10+1/2HD+Cha mod. Once the sonic blast has been used, the anaxim must wait 5 rounds before using it again.

Greater Divine Artifice (Sp): At 12th level the anaxim gains Inflict Critical Damage and Repair Critical Damage as spell-like abilities useable once per day per two HD. It also gains Greater Invisibility and Weapon Enhancement as spell-like abilities useable once per day per three HD.

Instruments of Deicide (Ex): At 13th level, the base damage of the anaxim’s slam, spinning blade, melee electrical touch and bolt spikes increase to 2d6. And the anaxim’s physical attacks count as adamantine weapons for the purpose of ignoring hardness and damage reduction.

Undivine Slaughter (Ex): Starting at 14th level, whenever the anaxim strikes a target with both spinning blades, the weapons latch to the victim and tear at her flesh, instantly dealing damage equal to the combined damage of the two spinning blade attacks (4d6+ twice the anaxim’s strength modifier, normally).

Master’s Divine Artifice (Sp): At 15th level the anaxim may use Disable Construct and Total Repair as spell-like abilities once per day per three HD.  It can also use Greater Dispel Magic and Greater Armor Enhancement as spell-like abilities useable once per day per four HD.

Summon Iron Golem (Sp): Starting at 16th level, the anaxim gains the power to summon an iron golem to its side. Using this spell-like ability is a standard action, but the iron golem takes one round to arrive, and remains for one hour after being summoned, this effect is equivalent to a spell of a level equal to half the anaxim’s HD and has a caster level equal to the anaxim’s HD.
The anaxim can summon an iron golem once per day, at 18th level and 20th level it gains the power to use this ability one additional time per day.

Supreme Divine Artifice (Sp): At 18th level the anaxim may use Ethereal Jaunt, Chain Lightning and Greater Weapon Enhancement once per day per four HD.

Apocalyptic Drive (Ex): At 19th level, the anaxim gains the ability to deliver a brutal onslaught with its natural weapons. The anaxim may perform iterative attacks with its spinning blades and slams (but can only perform iterative attacks with its offhand blade or slam if it has Improved Two Weapon Fighting and Greater Two Weapon fighting), and gains Whirlwind Attack as a bonus feat even if he does not qualify for it.

Undivine Spark (Ex): At 20th level, the divine spark latent within the anaxim flares to power, giving it the power to force reality to comply to its designs like a god would, but in a much more limited fashion. Once per day per four HD, the anaxim can treat the result of any d20 roll as a 20. This is not a natural 20 however, and an actual roll must still be made to determine if it is an automatic success or a critical threat (if such are possible). The anaxim can declare the use of this ability after the actual roll is made.

Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of it's SLAs (except summon iron golem) at will. The HD limit on all of it's SLAs and other abilities is removed.

Ghost in the Machine: At 22th level the Anaxim realizes it isn't actualy a construct. It is a design, an idea. As a free action at any time even if it's it's turn (but only one try per round) the Anaxim can transfer it's consciouness to any manufactured object (including magic items and artifacts) or construct that it can see or one of his summoned iron golems, even if it can't seem them. Intelegent constructs, artifacts and worn items are allowed a Will save to resist this ability (DC 10+1/2HD+Cha mod). The Anaxim can jump again to another object/construct in view on the next turn if it wishes.

The original body can keep following a simple set of instructions of the Anaxim's choice like it was a mindless construct.  If entering a normally inanimate object the Anaxim can make it move as if under the effect of an Animate objects spell (CL=HD). The Anaxim retains it's blindsight under it's new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxim's consciouness is inside something.

The Anaxim can return to his original body as another free action regardless of the distance and barriers between them. Should the Anaxim's original body be destroyed, the Anaxim's divine spark causes the surrounding world to start shaping his current body in a new Anaxim. The original body crumbles into worthless scrap, useless even as magic component to track the Anaxim, including the magic items on it's possession. Bypassers stop to work on the Anaxim's current body, animals join pieces as best as possible with their claws and teeths, the wind and sun themselves start shaping a new Anaxim. The process is completed in 1d10 days, after wich the old object/construct is now completely replaced with a new Anaxim of same level, altough it may look diferent. The new body comes with the same magic items the Anaxim's original body had at it's time of destruction, in the same state/number of charges/etc.

Should the Anaxim have controled an object bigger than medium size the new Anaxim body is of that size, but the construction is unstable. Whenever the Anaxim takes damage it must make a Fort Save DC 10+Damage taken or it's massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.

[/spoiler]

Comments:
[SPOILER]The first abomination is up!

One might notice that I put some abilities scaling with HD, and others with Class levels. This is intentional because... Well. It is a 20 level class (with an epic progression coming later, I will do that with all abominations) I need to give reason to stick to it, and not just by cramming more stuff into the upper levels.

The anaxim is all about tearing things apart with its claws spinning blades, hammering stuff into smush with its slam, eletrocuting people and... Well, killing things in a thousand of ways. Also all about adaptating its weapons and (body) armor to better murder whatever it is fighting. FInally, as a capstone, this divine misdeed can say "failure is not an option" to the universe and practically declare any action successful a few times per day.

Motivations for anaxim are simple. Deicide, deicide, deicide.[/SPOILER]

Done by Draken from GITP, Epic levels added by me.