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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #160 on: December 03, 2010, 03:21:16 PM »
White Dragon



[SPOILER]
HD: D12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 White Dragon body, Freezing Breath, +1 Con
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Ice Walk, Blindsense 60 ft,+1 Str
4  +4 +4 +1+4 Wings, +1 Con
5  +5 +4 +1 +4 Snow Magic, +1 Cha
6  +6 +5+2 +5 Snow Stalker, +1 Str
7  +7 +5 +2 +5 Ice Wall, Chilling Arcana +1 Con
8  +8 +6 +2 +5 Growth, Tail slap , +1 Str
9  +9  +6+3 +6 Freezing Fog, +1 Cha
10  +10 +7+3 +7 Ice Lord, +1 Str
11  +11 +7 +3+7  Arcane Skin, +1 Con
12  +12 +8 +4+8 Growth, Crush, Frightfull Presence
13  +13 +8 +4 +8 Iron Scales, +1 Str, +1 Cha
14  +14 +9 +4 +9 Lingering Cold
15  +15 +9 +5 +9 Blizzard, +1 Cha
16  +16 +10 +5 +10Chilling Arcana, +1 Cha, +1 Con
17  +17 +10 +5+10 Wear Down, +1 Cha
18  +18 +11+6 +11 Glaciar, +1 Str, +1 Con
19  +19 +11 +6 +11 Growth, Cold Oblivion, +1 Cha
20  +20 +12 +6 +12 Control Weather, Vendetta

2 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, Climb, Hide, Spot, Listen, Move Silently, Search, Swim, Intimidate, Knowledge(any), Spellcraft.

Proficiencies:
a White Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

White Dragon Body: The White Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed that increases by 10 ft for every 5 HD the White Dragon has, and is medium sized. The White Dragon also has a Burrow Speed and Swim speed that are equal to 1/2 its Base Land Speed. The White Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

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

The White Dragon is immune to Cold. It is vulnerable to Fire, making it take +50% damage from all effects with the keyword Fire.


Freezing Breath:
Line 60 ft dealing 1d6 Cold damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

Ability score increase: The White Dragon ability scores increase by the shown amount.
 
Level Total Bonus Gained
1 +1 Con
3 +1 Str, +1 Con
6 +2 Str, +2 Con, +1 Cha
7 +2 Str, +3 Con, +1 Cha
8 +3 Str, +3 Con, +1 Cha
9 +3 Str, +3 Con, +2 Cha
10 +4 Str, +3 Con, +2 Cha
11 +4 Str, +4 Con, +2 Cha
13 +5 Str, +5 Con, +2 Cha
15 +5 Str, +5 Con, +3 Cha
16 +5 Str, +6 Con, +4 Cha
17 +5 Str, +6 Con, +4 Cha
18 +6 Str, +7 Con, +4 Cha
19 +6 Str, +7 Con, +4 Cha
20 +6 Str, +7 Con, +5 Cha


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!


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

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

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


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


Icewalking:
At 3rd level this ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Areas hit by by the dragon's breath weapon count as icy for 1 minute for purposes of this ability.

Blindsense: Gained at 3rd level, as the normal ability, range 60 ft.

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

Snow Magic: At 5th level, Fog Cloud and Gust of Wind as SLAs 1/day per HD as indicated in the table. Saves=10+1/2HD+Cha mod.

Snow Stalker:
At 6th level the white dragon gains a bonus on Hide and Move Silently Checks equal to 1/2 it's HD. In adition, if it's standing near a snow or ice surface (or in the middle of a snowstorm/ blizzard), it can hide whitout actualy having anything to hide behind.

Ice Wall: At 7th level the White Dragon can use Ice Wall as a SLA 1/day for every 2 HD it has.

Chilling Arcana:
At 7th and 16th level the White Dragon can add  one spell with the cold descriptor of a level he can cast to his list of spells known.

Growth: At 8th level the White Dragon grows to large size.
At 12th level the White Dragon grows to huge size.
At 19th level the White Dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: At 8th level the White dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Freezing Fog: A White Dragon of 9th level can use this ability 1/day for every 3 hd it has. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its Ice Walk ability. This ability is the equivalent of a 5th-level spell.

Ice Lord:At 10th level a White Dragon casts spells and SLAs with the [Cold] descriptor at +2 caster level and ignores any limit on caster level on such spells and SLAs.

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

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size

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

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

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


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

Iron Scales: At 13th level the White dragon gains DR/magic equal to half his HD.

Lingering Cold: At 14th level, a number of times per day equal to his Cha modifier as a free action, the White Dragon May boost his breath weapon in such a way that creatures and objects taking damage from it lose their hardness, DR, fast healing and regeneration untill the end of the White Dragon's next turn.  

Blizzard:
At 15th level, creatures failing their reflexes against the White Dragon's breath weapon have all their speeds reduced by half for 1 round per 2 HD, even if they're immune to cold, as ice and snow form over their bodies. Multiple failed reflex saves stack (to a minimum speed of 5 foot), but the target may remove this penalty alltogheter by taking a fullround action to shake off the snow and ice covering it.

Wear Down:
As weakest of the dragons, White ones learn how to outlast their oponents. At 17th level, every round a creature is somehow damaged by the White Dragon, it takes a cumulative -1 penalty on AC, Saves, Skills and Ability checks (maximum one decrease per turn). If by any reason the White dragon fails to damage the oponent for 1 turn the penalty disapears.

Glaciar:
At 18th level, a number of times per day equal to it's Cha modifier as a free action, the White Dragon can boost his breath weapon to leave behind a Wall of Cold (as the spell) filling the area of the breath, except that the wall doesn't need to be anchored anywhere. Creatures doing their reflex saves can choose an adjacent empty square to escape to, but those who fail their saves are trapped in the ice and can't take actions besides trying to break free (Str check with DC equal to HD) from the ice as a fullround action. Either way, the Ice lasts for 1 round per Dragon HD.

Cold Oblivion:
1/day, as a fullround action, when using Glaciar, the White Dragon may further boost the effect to entomb his oponents in an ice prison.

Works as Glaciar, but creatures who make their saves are trapped as if they failed the save against the normal ability, and creatures who fail their saves are completely frozen, unable to take actions at all.

In adition, the ice created this way is permanent (even in hot climates), has ten times more hitpoints than normal, and creatures who failed their saves are left on a state of suspended animation (time doesn't pass at all for them, they don't suffocate, starve, grow older, diseases don't advance, ect).

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


Change Weather: The White dragon can now use Control Weather as a SLA 1/day for every 5 HD it has, except it has a casting time of just one Standard Action.

Vendeta:White Dragons never forgive, never forget. At 20th level, they gain a +2 Sacred bonus to AC, Saves, Skills and Ability Checks, Attack rolls, Damage Rolls and DCs from their spells, SLAs and breath weapon against oponents who they already faced in the past and injured the White Dragon somehow. This bonus is cumulative for multiple ecounters (with at least 24 hours interval) and has no limit.

[/SPOILER]

Comments:

[spoiler]
The White Dragon is the weakest of the dragons, but that doesn't mean he should be understimated. He has little problems playing dirty, and specializes in wearing down his oponent before going in for the kill.

The White Dragon receives several cold-related abilities, including some battlefield control, plus some stealth to aproach unnoticed. It doesn't have much on the way of messing up his oponent's minds but eventually it can lock them in ice and do with them as he wills.

If you want to play a cold blooded animalistic dragon, then the White one is for you.
[/spoiler]

Contributed by un_known from GITP, several tweaks by me.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #161 on: December 03, 2010, 08:52:11 PM »
Tarrasque. Is. Awesome. :D

The lantern archon doesn't list a maneuverability for its flight speed though.
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]

PhaedrusXY

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #162 on: December 03, 2010, 08:57:07 PM »
Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...
[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 #163 on: December 03, 2010, 09:12:45 PM »
Tarrasque. Is. Awesome. :D
Glad you liked it, that monster took me more work than any of the dragons. :)

The lantern archon doesn't list a maneuverability for its flight speed though.

Fixed.

Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.

PhaedrusXY

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #164 on: December 03, 2010, 09:44:47 PM »
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.
They're also known for having uber-keen senses. So I (the greedy monster who wants to be able to enter Unseen Seer with this) say yes.  :smirk
[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]

Kajhera

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #165 on: December 03, 2010, 10:16:58 PM »
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

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


Okay, those tables are helpful. Looks like they don't start stacking until Half-Dragon 2, so sandwiching a sorcerer level between those two levels should get me my beloved 0th-level spells (then go and be complicated, but I deserve that for my complicated classtaking).


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #167 on: December 04, 2010, 12:14:13 AM »
Green Dragon



[SPOILER]Green Dragon

HD 12
Level    BAB    Fort    Ref    Will    Feature
1+1+2+0+2  Green Dragon body, Acid Breath
2+2+3+0+3  Arcane blood, Keen senses
3+3+3+1+3  Blindsense 60 ft. Con+1
4+4+4+1+4  Wings, +1 Str
5+5+4+1+4  Amphibious, +1 Cha
6+6+5+2+5  Sugestion, +1 Str
7+7+5+2+5  Virtrolic Arcana, +1 Cha, +1 Con
8+8+6+2+5   Growth, Tail Slap, +1 Cha
9+9+6+3+6   Dominate Person
10+10+7+3+7  Plant Growth, +1 Str, +1 Con
11+11+7+3+7  Arcane Skin, +1 Cha
12+12+8+4+8  Iron Scales, +1 Str, +1 Con
13+13+8+4+8   Corrosion Lord, +1 Cha
14+14+9+4+9  Intriguist
15+15+9+5+9   Gasify, +1 Cha
16+16+10+5+10  Growth, Crush,  Frightful presence, +1 Str, +1 Con
17+17+10+5+10   Vitriolic Arcana, +1 Cha
18+18+11+6+11 Slither,+1 Str, +1 Con
19+19+11+6+11   Politics, +1 Cha
20+20+12+6+12  Command Plants, Honey Tongue.

4 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, Climb, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Search, Spellcraft.

Proficiencies:
a Green Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

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

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

The Green Dragon is immune to Acid. It has no particular vulnerability.


Acid Breath:
line 60 ft dealing 1d6 Acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

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

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

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


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

Blindsense:
as the normal ability, range 60 ft.

Ability score increase:
The Green Dragon ability scores increase by the shown amount.
Level   Total bonus gained
3    +1 Con
6    +2 Str, +1 Con, +1 Cha
7    +2 Str, +2 Con, +2 Cha
8    +2 Str, +2 Con, +3 Cha
9    +2 Str, +2 Con, +4 Cha
10    +3 Str, +3 Con, +4 Cha
11    +3 Str, +3 Con, +5 Cha
13    +4 Str, +3 Con, +6 Cha
15    +4 Str, +3 Con, +7 Cha
16    +5 Str, +4 Con, +7 Cha
17    +5 Str, +4 Con, +8 Cha
18    +6 Str, +5 Con, +8 Cha
19    +6 Str, +6 Con, +9 Cha

NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

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


Amphibious (Ex):
At 5th level this dragon can now breathe underwater indefinitely and can freely use its breath weapon, spells, weapons and other abilities while submerged.

Green Dragon SLAs:At level 6 Suggestion 1/day for ever 3 HD .
                                     At level 10 Plant growth 1/day for every 5 HD.

Saves=10+1/2HD+Cha mod.

Growth: At 8th level the Green Dragon grows to large size.
At 16th level the Green Dragon grows to huge size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: At 9th level the Green dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Dominate Person (Sp): At 9th level the Green Dragon can now use Dominate Person as an SLA 2/Day for every 3 HD it has. Save DC 10+1/2HD+Cha mod. At 18 HD this upgrades to dominate monster.

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

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

Corrosion Lord:
At 13th level the Green Dragon  casts spells with the [Acid] descriptor at +2 caster level and ignores any limit on caster level on such spells.

Intriguist: The green dragon gains a bonus to bluff and intimidate checks equal to half it's HD.

Gasify:At 15th level, a number of times per day equal to his Cha mod and as a move action, the green dragon can make his breath persist in the form of an acidic cloud of gas with the same area as the breath. The acidic cloud can be shaped in any way the dragon wants and moves at a flight speed  equal to the dragon's base speed with perfect maneuverability. It doesn't hinder movement but creatures and objects that start their turn inside it take damage equal to the dragon's breath weapon (reflex save allowed). The dragon needs to spend a move action every turn to keep the acidic cloud going, and can only persist it up to 1 round per HD.

Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size
[spoiler]
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

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

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

Frightful Presence: At 16th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Slither:
At 18th level the green dragon is well used to walk trough the dirt. It ignores all difficult terrain and can treat himself as a large or medium creature in hide checks and/or passing trough small spaces.

Politics:
At 19th level, if the green dragon sucessfully feints or demoralizes an oponent in combat, that oponent takes a penalty on saves against the green dragon spells and abilities equal to 1/2 HD untill the end of the green dragon's next turn.

Command Plants (Sp): At 20th level the Green dragon can now use Command Plants as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier

Honey Tongue:
At 20th level, 1/day, the green dragon can spend one minute talking smoothly and shopisticatedly to one sentient creature that can hear him (spending his standard action every turn, but the dragon can still move). At the end of his speech, the green dragon makes an intimidate or bluff check, and the target of his speech must make a Will save with DC equal to the check or come under the Green Dragon's permanent control and must now obey all his orders whitout new saves allowed. This isn't a mind affecting ability and thus cannot be stoped by mindblank, undead/construct traits and similar protections, altough having Int under 3 or no Int score at all protects the listener from this ability.

The combined HD of the controled creatures cannot exceed the green dragon's HD. The green dragon can release older slaves to make room for new ones (they won't be happy). If the speech is interrupted this ability fails and the green dragon must try again on the next day. Just blocking your ears won't work, but a silence spell would.

Other green dragons know better and are immune to this ability.

[/SPOILER]

Comments:
[spoiler]
The green dragon is the manipulator wyrm, bullying you if you look weak and whispering sweet words at your hear if you look strong. It has an excellent charisma and several controling abilities to manipulate his oponents.

If you feel like playing a dragon whose tongue is as powerfull as his muscles then the green dragon's for you.

[/spoiler]


Contributed by un_known from GITP.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #168 on: December 10, 2010, 02:33:25 AM »
I notice two reserved posts at the start of the thread. An index would be nice. :p
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 #170 on: December 10, 2010, 03:37:39 PM »
Half-Golem Materials(O-Z)
[spoiler]
Outer- This material is made from metals from planes unknown by even the wisest of wizards. The Half Outer Golem’s natural armor increases to equal its constitution modifier and when a Half Outer Golem gains Damage Reduction at third level, it gains additional DR equal to its Strength modifier. Further the Half Outer Golem gains a bonus equal to its HD to all saves against divination spells, clairsentience powers, and all teleportation effects.

Peanut-Butter- This Material is different depending upon the Brand of the Peanut-Butter Golemaic graft, the Half Peanut-Butter Golem gains a one of the following material traits at first level, this decision may not be changed after first level.

[spoiler][indent]Jif: After it has engaged at least in one round of combat the Half Jif Peanut-Butter Golem can act as if it were under the effects of haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Jiff Peanut-Butter Golem has.  In addition the Half Jif Peanut-Butter Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Peter Pan: The Half Peter Pan Peanut-Butter Golem is continuously affected as if by Feather Fall spell. Further it may fly for a number of rounds per day equal to its HD at a speed of 60 feet with average maneuverability. These rounds may be used all at once or interspersed across the day.

Plumpy'nut: Once per day the Half Plumpy'nut Peanut-Butter Golem may increase in size by one size category as the Enlarge Person spell, treat the Half Plumpy'nut Peanut-Butter Golem’s HD as caster level.

Reese’s: There's no one way to attack a Half Reese’s Peanut-Butter Golem. It gains immunity to either one damage type (Slashing, Bludgeoning, Piercing, Fire, Acid, Electricity ect.) or one Material (Silver, Adamantine, Cold Iron, Ect.) type, chosen by the last attack to damage it before it's turn.

Skippy: The Half Skippy Peanut-Butter Golem moves erratically so that in any round it moves more than five feet all attacks against it are assessed a 20% miss-chance. This is not the same as concealment. It also gains a racial bonus to jump checks equal to its HD.

Adam’s: The Half Adam’s Peanut-Butter Golem is exceptionally good for the Half Adam’s Peanut Butter Golem’s health, but requires constant restirring.  The Half Adam’s Peanut-Butter Golem’s Constitution improves by an extra +4 and its Natural armor increases to equal its constitution modifier. Further the Half Adam’s Peanut-Butter Golem gains a bonus on escape artist checks equal to its HD. However every day it must make a Fortitude save (DC 15+number of days since maintenance) or start to separate. The Half Adam's Peanut-Butter Golem suffers a -1 cumulative penalty to Constitution each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successful profession or craft check the appropriate type with DC (18) to remove each point of this Constitution penalty. A purify food and drink spell will automatically recover the this Constitution penalty and will prevent separation for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.[/indent][/spoiler]

Perfector- This material is gathered in peaceful planes and is designed to resonate tranquility. Any Humanoid or Outsider type creature within a range of 5 feet plus an extra 5 feet for every 4 HD the Half Perfector Golem possesses must make a will save DC (10+1/2 The Half Perfector Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Emotions effect, Caster level equal to the Half Perfector Golem’s HD.  Further, upon reaching 4 HD the Half Perfector Golem may use Remove Disease as a spell like ability 1/week per 4 HD it possesses.

Piñata- This material is filled with wonderful delicious candies. The Half Piñata Golem gains fast healing equal to half its HD, however it may willing stop this fast healing for 1 round in order to produce a handful of candy. This functions as a Goodberry spell of Caster Level equal to the Half Piñata Golem’s HD, except it requires no material component, and produces a number of ‘good-candies’ equal to its constitution modifier. It may use this ability a number of times per day equal to its HD.

Plague- This grisly material is the monkey-stitched result of a recent outbreak of disease, various parts of sickly corpses are unceremoniously bound to create this limb.  The Half Plague Golem gains racial bonus on saves against all diseases, including supernatural diseases, equal to its HD. If it defeats any disease by natural means, including having aid from a heal check, the Half Plague Golem becomes immune to that disease, any becomes a carrier of said disease but has no means to spread them (yet). Further  because their bodies are whipstitched together, the Half Plague Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Prismatic- This material is constructed out of a mixture of energy types, allowing the Half Prismatic Golem may change the energy that heals it via ‘Prototype’ once every 24 hours, This process requires 10 minutes of uninterrupted concentration. Further Any creature that damages the Half Prismatic Golem with a melee attack suffers 1d4  damage per 4 HD, as prismatic light violently lashes out towards them, roll on the following listto determine the type of damage.

1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Wisdom damage**
7|Violet|Sonic Damage
8|White|Force Damage
*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate
**Widom damage offers a Will save DC (10+1/2HD+Cha Mod) for half. Creatures reduced to 0 wisdom through this attack are rendered permanently Insane as per the spell of the same name.


Replicant- This material is naturally simple, and quickly cobbled together. The Half Replicant Golem’s Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further, as a swift action the Half Replicant Golem may equip any tool that may be used in the creation of golems’ bodies, granting the Half Replicant Golem a racial bonus to all Craft checks equal to half its HD.

Rubber-Chicken- This material is strangely bouncy and crafted of odd alchemical substances. The Half Rubber-Chicken Golem gains immunity to crushing and falling damage, and gains a bonus on swim checks to remain afloat or to travel towards the surface of the water equal to its HD. In addition, when the Half Rubber-Chicken Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Piercing.

Sand- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half-Sand Golem.  Any time the Half Sand Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne sand, causing a -4 penalty to Dexterity and Vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne sand. Further, if the creature that did the damaging is in an adjacent square to the Half-Sand Golem, it must make a Reflex save DC (10+1/2 The Half Sand Golem’s HD+Strength Modifier) or be blinded for as long as the Sand Cloud lasts.  The Half-Sand Golem may also  leave clouds of sand behind it as part of a move action, filling any square moved through by the Half Sand Golem with this same airborne sand. This sand dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Sand Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

Sentinel of Mithardir- This material is forged from the Ire of the Storm gods, The Half Sentinel of Mithardir Golem's Dexterity improves by an extra +2 and its Natural Armor increases to equal its constitution modifier. Any creature that damages the Half Sentinel of Mithardir Golem with a melee attack suffers 1d4 points of electricity back-lash damage per 4 HD the Half Sentinel of Mithardir Golem has.

Shacklelock- This material is loose and dangly, but also very effective for binding and holding on to what it needs to hold.  A Half Shacklelock Golem’s natural armor increases to equal its constitution modifier, further it gains a bonus on grapple checks, opposing disarmed checks, and strength checks to hold its ground (Against such attacks as Bull-rush attempts, or Trip attacks) equal to half its HD.

Shadesteel- This material was mined and forged entirely on the plane of shadow, granting the Half Shadesteel Golem the ability to blend into the shadows. In any lighting condition less than Full light, (Low-light, Darkness, ect.) the Shadesteel Golem gains a bonus on Hide checks equal to half its HD, further the Half Shadesteel Golem gains a +2 bonus to Strength.

Shield-Guardian- This material has been magically treated for certain purposes. 1/day per 4 HD the Half Shield-Guardian Golem has it may cast Shield Other as a spell like ability, Caster level equal to the Half Shield-Guardian Golem’s HD. The Half Shield-Guardian may store one spell in its body, either ‘peacefully’ cast into it by a willing creature, or any spell  that has failed to overcome the Half Shield- Guardian Golem’s Spell Resistance. It may only have one spell within it at any given time, but it may immediately drop an old spell for a new available spell. It may cast this spell at any time, however while this spell is cast from the Half shield-guardian Golem, it’s Caster Level and DCs are all based on the original caster. A Half-Shield-guardian Golem may only store spells of levels up to 1/2 its HD.

Siege- This material is created out of complicated machines designed from wood , weight, and rope. The Half Siege Golem is treated as if it posses Powerful Build: The physical stature of the Half Siege Golem lets it function in many ways as if it were one size category larger. Whenever the Half Siege Golem is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Half Siege Golem is treated as one size larger if doing so is advantageous to it. The Half Siege Golem is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. The Half Siege Golem can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this upgrade stack with the effects of powers, abilities, and spells that change the Half Siege Golem’s size category. However every time the Half Siege Golem takes slashing or fire damage it must make a Fortitude save DC (10+ damage dealt) or it takes a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of Strength penalty. The Half Siege Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of Strength damage to the Hp damage it recovers.

Skywatcher- This material is designed to bend the light in such a way to offer perfect vision. The Half Skywatcher golem gains Darkvision out to 20 feet per HD it has. It also gains Improved Low-light vision increasing the distance it can see in low light conditions to four times that of a normal human, if it already has low-light vision this quadruples the range of the creature’s low-light vision. The Half Skywatcher golem also gains a racial bonus on all Spot and Search Checks equal to half its HD, if it spends a full round action focusing on such a check this increases to equal its HD. Further, upon reaching 5 HD, for an amount of rounds per day equal to its HD the Half Skywatcher Golem may Levitate as per the spell, caster level equal to its HD. Activating or ending this is a swift action.

Split-rail- This Material is incredibly simple, and most calming to creatures of the wild. The Half Split-rail Golem gains a +2 bonus to Strength. Further any animal or magical beast type creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Split-rail Golem possesses must make a will save DC (10+1/2 The Half Split-rail Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Animals effect, Caster Level equal to the Half Split-rail Golem’s HD. (Untrained, non-dire animals get no save against this ability.)

Stained-Glass- This material has impressive self-preservation properties. The subject gains fast healing equal to half its HD. It also is translucent and may change colors to blend into its surroundings, granting a bonus on hide checks equal to half the Half Stained-Glass Golem’s HD while not moving.

Stone- This material is especially sturdy. The Half Stone Golem’s strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Further the Half Stone Golem may wield a weapon of 1 size larger than normal in its Stone-limb. This does not stack with Powerful Build or Feats such as Monkey-Grip. It may not wield a two-handed weapon in this manner.

Tangled-Seasonal-Lights- This material is woven from magical vines of  glowing light fruits, that seems to have a mind of its own, constantly tangling and tying terrible knots than no Expert with ranks in Profession (sailor) ever knew. The Half Tangled-Seasonal-Lights Golem gains fast healing equal to half its HD, further it may choose to have its lights on, or off, as it chooses, casting light out up to 10 feet per HD the Half Tangled-Seasonal-Lights Golem has, and low-light conditions out to twice this amount. This is treated as a light affect of spell level equal to 1/2 the Half Tangled-Seasonal-Lights Golem’s HD.

Tombstone- While this material is especially sturdy, it also is covered in the names of ancient forgotten dead. The Half Tombstone Golem’s natural armor increases to equal its constitution modifier. Further the Tombstone Golem may use a Turn/Rebuke attempt 1/day as a Cleric of level equal to the Half Tombstone Golem’s HD. The Half Tombstone Golem decides at each use whether it wants to Turn/Destroy, or Rebuke/Bolster. It uses strength in place of charisma for this effect. These Turning/Rebuking attempts cannot be used as a part of divine metamagic, because the source of this energy is an inherent tie to the dead, not a divine source.

Trainer- This material is filled with resonating chambers, and various instrument like mechanisms. The Half Trainer Golem is capable of using its body as any musical instrument that it has 4 or more ranks in Perform (That instrument) for any task that requires one. This does not require the use of its hands as that the noise is created internally. The Half Trainer Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day and Bardic Music as if it had gained a level in Bard for each level of Half Golem it takes, if the Half Trainer Golem did not have Bard class before it gains this benefit as for a 1rst level Bard.

Valorhammer- This material is the stone of the heavens, carved into a powerful body of Good and Righteousness. The sheer force of Good and Righteousness override any auras the Half Valorhammer Golem would normally project. Any divination power that reveals alignment reveals only Good about the Half Valorhammer Golem. All spells and effects that affect creatures based on alignment treat the Half Valorhammer Golem as if it were Good or its own alignment, whichever would be better for the Half Valorhammer Golem. Further, the Half Valorhammer Golem is particularly adept at dealing non lethal damage, it never suffers a penalty to attack when dealing non-lethal damage, and deals additional non-lethal damage on any such attack equal to its HD.

Warforged- This material is made from the body of a Living Construct, designed to mirror the Half Warforged Golem’s own species, it is naturally strong and the Half Warforged Golem gains a +2 bonus to Strength, and suffers only a -2 penalty to disguise its grafted nature. Further, the naturally living state of the Warforged material makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5.
   
Web- This material is extremely sticky and surprisingly strong.  Any weapon that deals damage to a Half Web Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+ 1/2 The Half Web Golem’s HD + Strength) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Web Golem receives a racial bonus to equal to half its HD. Further the Half Web Golem gains a continual Spider Climb effect, as well as slow-falling for a distance equal to 10 feet per HD the Half Web Golem possesses.

Woodwrath- This material was bound together in the outer planes of the wild. The Half Woodwrath Golem gains a +2 bonus to Constitution (Or Wisdom if it is a Failed Half-golem, See The Danger), further any square moved through by a Half Woodwrath Golem is left covered in overgrown wild assassin-vine like plants. These plants never become fully grown, but they do entangle any creature that walks into their space, and attempt to hold fast the creature there. The creature must make an opposed strength check in order to exit any such square, use the Woodwrath Golem’s strength for this opposed check. These overgrown plants last for three rounds after forming, and do not effect the Half Woodwrath Golem.

Worker- This material is built with heavy labor in mind, The Half Worker Golem’s Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when the Half Worker Golem is considered one size larger for purposes of lifting and carrying capacities, as well the Half Worker Golem gains a bonus on all Profession checks involving construction and heavy labor, and Knowledge (Architecture and Engineering) checks. [/spoiler]

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #171 on: December 10, 2010, 05:59:25 PM »
:poke Could I request a leShay class? :p

My own thoughts:
30 levels long
leShay weapons have +1 enhancement bonus (or equivalent) per 2 HD which the character can assign as he wishes. The leShay receives Improved Critical for his weapons as a bonus feat.
Turn the epic feats into unique abilities (ie. bursts of haste, speak any language, gain benefits from any nearby [Healing] spell).
« Last Edit: December 10, 2010, 06:07:24 PM 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 #172 on: December 10, 2010, 06:42:01 PM »
30 levels long

My rule here is Levels=CR. 28 will already be the biggest class I've done so far and take plenty of work (what exactly do you consider sane for level 28 since we're at it?)

Other sugestions look good, and look a lot like what I've done for the Gloom, so I acept the request!

Once the 28 levels long version is done, we can talk about a "paragon" or "lord" version to fill more levels.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #173 on: December 10, 2010, 07:36:50 PM »
30 levels long
My rule here is Levels=CR. 28 will already be the biggest class I've done so far and take plenty of work (what exactly do you consider sane for level 28 since we're at it?) [...] Once the 28 levels long version is done, we can talk about a "paragon" or "lord" version to fill more levels.
It was mainly so that a character with all levels in the class could have a +15 equivalent weapon like the ELH version without complicating the formula. Though that could be done if they start with a +1 weapon before adding the +1/2 levels.

EDIT: A thought. If soulknives get this, the leShay should too. :p
Quote
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Maybe they could start as Humanoid (elf) and become Fey at higher levels?


EDIT2: leShay SLAs (R = 1 round/level), including ones from feats
Quote
1: disguise self
2: detect thoughts, knock
3: displacementR, hasteR (self-only limited use), speak with plants, tongues (self-only Ex), water breathing
4: greater invisibilityR
5: -
6: greater dispel magic, heal
7: spell turning, greater teleport
8: -
9: freedom
Could probably introduce freedom of movement (4th) instead of freedom. Tongues and water breathing are the sorts of things which shouldn't be too overpowered as at-wills - granting them at higher levels could help fill out the SLA progression. Likewise, greater dispel magic can be easily granted at a lower level (since it's identical to dispel magic before the level you can get it).
« Last Edit: December 10, 2010, 09:50:22 PM 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]

Prime32

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Care to take a look at this?
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]


Prime32

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Hmm, having some trouble thinking of custom abilities for the last epic levels. Already gave it all the normal abilities and I don't feel like leaving dead levels. Anything special you would like to see?
Let their weapons ignore defences? Let their weapons count as light and two-handed? Upgrade some abilities to at-will?

Looking at the fluff...
They are "shrewd judges of others' capabilities and skilled tacticians" (Great Ally?). They can imitate any language down to the most subtle accent (Sound Mimicry maybe?). They have complex codes of etiquette and attack people if they cross one of their whims (resistance to mental influence against certain things?). They existed before the current multiverse, a great catastrophe decimated their race and made it so that their time never existed (as survivors they're resistant to time/reality warping?).
« Last Edit: December 18, 2010, 04:42:58 PM 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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LeShay

[spoiler]
HD:d6
Level Bab Fort Ref Will Feature
1 +1 + 0 +2  +2 Eternal Body, Charming Eyes, Twin Slash
2 +2 + 0 +3  +3 LeShay Weapons
3 +3 + 1 +3  +3 Eternal Magic Initiate
4 +4 + 1 +4  +4 Eternal Beauty, +1 Dex
5 +5 + 1 +4  +4 Eternal Magic User
6 +6 + 2 +5  +5Gracefull Slash, +1 Cha
7 +7 + 2 +5  +5 Eternal Magic Adept
8 +8 + 2 +6  +6 Language Mimicry, +1 Dex
9 +9 + 3 +6  +6 Eternal Magic Master
10 +10 +3 +7  +7Perfect Health, +1 Cha
11 +11 + 3 +7  +7 Superior Slash
12 +12 + 4 +8  +8Charming Gaze
13 +13 + 4 +8  +8 Eternal magic Lord
14 +14 + 4 +9  +9 Flashing Slash, +1 Dex
15 +15 + 5 +9  +9 Attune Magic, +1 Cha
16 +16 + 5 +10  +10 Perfect Slash
17 +17 + 5 + 10  +10 Eternal Magic Servant
18 +18 + 6 + 11  +11 Great Insight, +1 Dex
19 +19 + 6 + 11  +11Impossible Slash, +1 Cha
20 +20 + 6 + 12  +12Sword and Magic, +1 Dex, +1 Cha
21 +20 + 6 + 12  +12 Overwhelming Gaze, +1 Dex
22 +21 + 7 + 13  +13Perfect Eternal Magic, +1 Cha
23 +21  + 7 + 13  +13 Enigma, +1 Dex, +1 Cha
24 +22 + 8 + 14  +14 Etiquette, +1 Dex, +1 Cha
25 +22 + 8 + 14  +14 Greater LeShay Weapons, +1 Dex, +1 Cha
26 +23 + 9 + 15  +15 Soul Slash, +1 Dex, +1 Cha
27 +23 + 9 + 15  +15 Superior Reflexes, +1 Dex, +1 Cha
28 +24 + 10 + 16  +16Eternal Will, +1 Dex, +1 Cha
Skills:4+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, spot, listen, search, move silently, hide, climb, swim, search, bluff, diplomacy, intimidate, tumble, use magic device.

Proficiencies:Light armor, Simple weapons, Longsword, Longbow, one Exotic Weapon of their choice,

Features:
Eternal Body: The LeSHay  loses all other racial traits and becomes a medium sized fey with all the related traits (basically low light vision), but also gains elf traits in adition (except for the ability score modiers) and counts as both an elf and a fey. He's a medium sized creature with base speed of 30 feet.

Charming Eyes: As a standard action the Leshay can focus another creature whitin 30 feets on the eyes and replicate a Charm Animal effect as a Supernatural Ability, DC 10+1/2 HD+Cha modifier. The LeShay can use this ability a number of times per day equal to HDxCha modifier.

At 5 HD this works as a Charm Monster effect instead..

Twin Slash:. The LeShay gains Two weapon fighting as a bonus feat even if he doesn't meet the pre-requisites. In adition, he can attack with both weapons once at the end of a charge.

LeShay Weapons: At 2nd level the LeShay becomesable to manifest his own soul essence in the form of two beatifully crafted weapons. He can both call them forth and dismiss them as a free action once per turn. They always count as light weapons for the LeShay.

They have the stats of one single-handed weapon the LeShay is proefecient with, but they gain an enanchment bonus of +1 for every 2HD of the LeShay. They can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The LeShay can change this weapons properties, including weapon type, with 8 hours of meditation.
 
If the LeShay has more than 20HD, it can choose to get epic properties and/or an enanchment bonus to damage and attacks up to +10.

Since these weapons are manifestation of the LeShay's soul, they cannot be dispelled, and even in an Anti-Magic-Field or similar effect the LeShay can keep them in existence by suceeding on a Will save with DC 10+1/2 Caster Level of the effect. Sucess means the weapons last 1 round per LeShay level, after wich another Will save must be done. Failure makes the weapons dissipate, but the LeShay can try a new Will save next turn to call them again.

Eternal magic: The LeShay's blood is filled with arcan potential, allowing them to unlock several magic abilities as they grow. Save DCs are 10+1/2 HD+Cha modifier.

[spoiler]
Initiate: At 3rd level, Alter Self , Knock, Speak With Plants and Detect Toughts 1/day per  HD.

User: At 5th level Displacement, Haste, Water Breathing, Dispel Magic 1/day per 2 HD. At 11 HD the Dispel Magic upgrades to greater Dispel Magic.

Adept: At 7th level Freedom of Movement and Improved Invisibility 1/day per 3 HD.

Master: At 9th level Teleport and Heal 1/day per 4 HD. At 13 HD this upgrades to Greater Teleport.

Lord: At 13th level Spell Turning 1/day per 5 HD.

Servant: At 17th level Freedom, Refuge and Foresight 1/day per 6 HD.

Perfect: At 22th level, the LeShay may use all his SLAs at will.

[/spoiler]


In adition, if the LeShay multiclasses into a casting class, he may count his LeShay levels for purposes of casterl level and learning new spells and receiving new spell slots. So for example a LeShay 3 wich took 1 level of sorceror could choose  to receive 3 2nd level spell slots and one 1st level spell slot, and knowing one 2nd level spell and one 0th level spell, casting them at CL 4. He wouldn't receive the spells known and spell slots of a sorceror 3 however.

Finally, the LeShay can perform the somatic components for magic spells with his LeShay weapons instead of his free hands.

Eternal Beauty:At 4th level the LeShay's skin becomes harder to taint. He gains DR/magic equal to half his HD and SR equal to 11+HD.

Ability Increase: The LeShay gains a permament +1 to Dex at levels 4, 8, 14, 16, 18, 20 and a permanent +1 to Cha at levels 6, 10, 15, 17, 19, 20, for a total of +6 Dex and +5 Cha untill level 20.

At level 21 the Leshay gains an extra +1 to Dex, and at level 22 an extra +1 to Cha. From levels 23 to 28 he gains a +1 to both Dex and Cha, for a total of +13 Dex and +12 Cha at 28th level.

Gracefull Slash:at 6th level the LeShay gains Improved Two Weapon Fighting as  bonus feat even if he doesn't meet the pre-requisites. In adition when performing an attack of oportunity or cleave atempt he may use both his weapons instead of one.

Language Mimicry: At 8th level, the LeShay can perfectly imitate any language. This works as a permanent Tongues effect, but in adition it grants the Leshay a bonus on all Cha-based checks and skills equal to half his HD.

Perfect Health: At 10th level the LeShay becomes immune to all diseaseses and poisons, and gains fast healing equal to half his HD.

Superior Slash: At 11th level the LeShay gains Greater Two-Weapon Fighting and Whirlwind attack as bonus feats even if he doesn't meet the pre-requisites. He can use both his weapons when performing the WhirlWind attack. His reach with his LeShay weapons increases by 5 feet.

Charming Gaze: At 12th level, when using his Charming Eyes ability the LeShay may choose to spend three uses for it to affect every creature whitin 30 feet for 1 round instead. He can persist this effect by spending one extra use every turn and end it as a free action. He can also still use his Charming Eyes ability to force an oponent to save two times in a single round. In adition he can now Charm creatures normally immune to this ability, but they gain a +5 bonus on their saves.

Flashing Slash: At 14th level the LeShay can unleash sudden bursts of violence with a little prepration. If the LeShay spends one turn whitout taking any offensive action besides his Charming Gaze, he may perform a full attack on the next round as a standard actiom.

Attune Magic: At 15th level the LeShay's connection to magic allows him to benefit from other's boons.  Whenever another creature whitin 15 feets per HD uses a spell or SLA that produces a benefit , the  LeShay may as an immediate action receive those benefits as if he had been targeted by said spell by spending one of his SLA uses of a level equal or higher than of the attuned magic. The original target(s) still receive the effects of the spell/SLA.

Perfect Slash: At 16th level, when performing a full attack, the LeShay may perform as many attacks with his off-hand as he performs with his main hand, including bonus attacks from effects like Haste, with the same bonuses. His reach with LeShay weapons increases an extra 5 feet, for  a 10 feet bonus total.

Great Insight: LeShay are shrewd judges of other's capabilities and skilled tacticians. At 18th level they gain an insight bonus to AC equal to their charisma, and may as an immediate action grant an ally a bonus on their next d20 roll equal to ¼ the Leshay's HD, rounded down.

Impossible Slash: At 19th level the LeShay no longer takes an attack bonus penalty for using both his weapons, and he adds his full Str modifier to both hands. His reach with LeShay weapons increases an extra 5 feet, for a 15 feet bonus total.

Sword and Magic: At 20th level the LeShay perfectly fuses his fighting style with his magic. He may as a standard action use an SLA and attack with both his weapons. Alternatively he may use one of his SLAs as a free action when fullattacking. The SLA can be used before, after or between the attacks, LeShay's choice.

Overwhelming Gaze: At 21st level the LeShay can use his Charming Eyes and Gaze attacks at will. In adition a number of times per day equal to his Charisma Modifier he may upgrade both to replicate a Dominate Monster effect for 1 round.

Enigma:LeShay existed before the current multiverse, but a great catastrophe decimated their race and made it so that their time never existed. The survivors are thus those with mysterious and powerfull resistances to reality reshaping. At 23th level the LeShay becomes immune to  Wish, Miracle (and spells/effects/items replicated with it) and any harmfull time manipulations. This includes (but isn't limited) to acting normally when others use Time  Stop, Epic Spells with the Time Seed, and a Phane's Stasis Touch, Cronal Blast, and Time Leach.

Etiquette : LeShays develop extremely complex personal codes of etiquette, wich are almost impossible to understand and follow by simple mortals. . At 24th level LeShay become immune to all harmfull mind-affecting effects, but they can still benefit from mind-affectinb bonuses. If a mind-affecting spell/effect would grant both a boon and a penalty (like a rage effect), the LeShay may acept only the boon.

Greater LeShay Weapons:At 25th level the  LeShay can wield the heaviest weapons with a single hand whitout losing his grace.  He can shape his LeShay weapons as two-handed weapon and yield each with a single hand, but count them as being yielded by two hands for benefical purposes, like adding +1,5 Str modifier to damage. They still count as light weapons.

Soul Slash: At 26th level the LeShay can strike directly at his oponent's soul instead of a normal attack. The target must make a  Fort, Reflex or Will save (oponent's choice), with the DC being the LeShay's attack roll. Failure means the target takes the damage normally. Ignore all other defenses, including obstacles, etherealness and the like. Soul Slash doesn't even need line of sight or effect, as long as the LeShay knows the square where his oponent is. This can affect even undeads and constructs, as long as they aren't mindless.

Creatures killed/destroyed by Soul Slash cannot be ressurected/raised by any means.

Superior Reflexes:At 27th level oponents can never take actions during the LeShay's own turn, even free/immediate actions. Oponents aren't aware of this ability, and if they do try to take immediate/free actions during the LeShay's the action automatically fails and the ability still counts as used.

 In adition, the LeShay may move up to his move speed as a free action 1/round, even if it isn't his turn, and gains +10 feet to all his speeds.

Eternal Will:LeShay think they're better than everybody else but the immortal gods. Altough that may be up to discussion, nobody can deny a LeShay doesn't have an amazing sense of self-confidence, to the point he can easily crush any other in a constest of wills.

By spending three uses of overwhelming gaze, he can extend the reach of this ability to 10 foot per HD for 1 round. By spending another three uses and focusing on an oponent whitin this reach he may try to Dominate Monster them, but if they suceed their save they're charmed instead. The Charm effect instantly ends if the LeShay takes offensive action against someone charmed this way.
[/spoiler]

Comments:
[spoiler]
As humans are to elves, so elves are to LeShays.

No, I'm not talking about being squisiher. I'm talking about being longer-lived, with special mysterious powers and reflexes.

The Leshay combines a powerfull two-weapon fighting theme with a nice array of ofensive and defensive abilities. Language mimicry and Charming gaze make the LeShay a great party face as well.

The class goes all the way up to 28, making it the longest I've done so far. Yay!

If you feel like playing a super-elf, the LeShay's for you.
[/spoiler]

New feats:
[spoiler]
LeShay Skirmisher
Pre-Requisite:At least two levels on the LeShay class.
Benefit: As a full round action you may fuse your LeShay weapons into the form of any two-handed ranged weapon you're proefecient with. It has the same total enanchment bonus as your LeShay weapons. Reverting the transformation takes another fullround action. This doesn't allow you to change the specific enchantments for your weapons. You must supply the ammunition.

At 6 HD you may do this as a standard action.
At 10 HD as a move action.
At 14 HD as a swift action.
At 18 HD as a free action even if it isn't your turn.

[/spoiler]


Prime32

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Well that was fun.
It looks... impressive. Though I notice that despite the ELH leShay having both Improved Critical and the keen enchantment on his weapons (no, they don't stack in his Attacks stats), you didn't give them anything crit-related. :smirk
Also, you might want to double-check the text of Greater LeShay Weapons.

Maybe a feat to let them turn their weapons into a bow? (he has a bow in the picture! :p)
« Last Edit: December 19, 2010, 04:06:05 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]