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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #20 on: October 01, 2010, 09:20:00 PM »
Rakshasa

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+0+2+2Rakshasa body, Mind Read, Change Shape, +1 Cha
2+2+0+3+3Bas Hide, +1 Con
3+3+1+3+3Arcane soul, +1 Cha
4+4+1+4+4Transparency, +1 Con
5+5+1+4+4Deceiver, +1 Cha
6+6+2+5+5Tyrant Magic, +1 Con
7+7+2+5+ 5Submit, +1 Cha
8+8+2+6+6Tyrant Hide, +1 Con
9+9+3+6+6Puppeteer, +1 Con, +1 Cha
10+10+ 3+7+7Mastermind +1 Con +1 Cha
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Bluff, Concentration, Disguise, Listen, Move Silently, Hide, Knowledge(any), Perform, Sense Motive, UMD, and Spot.

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

Features:


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]

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

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

[/spoiler]


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #21 on: October 01, 2010, 09:29:09 PM »
I'm not trying to start an argument, or say you shouldn't make up your own classes or anything stupid. I'm just a bit puzzled why someone who is making classes like these (which I like, and seem fairly well balanced and designed) would seemingly have such a distaste for the things created there, when there are so many obvious similarities...

Their "humor" for one, their base assumptions for other, wich makes a lot of diference on my opinion. As someone who has played to lv 20 and beyond I find very distastfull that other people just claim "at lv 20 everything falls apart so no need to to even try". On the contrary, the game is still as enjoyable if you just try. Nobody on my groups chains anything (except perhaps the chain metamagic), epic magic is thrown out of the window (or allowed with heavy DM control) and thus people can play into level 20 and beyond. TGD "humor" basically says my campaigns never hapened, and thus yes, it leaves a very bad taste on my mouth of wich I have no intention of experimenting more than the minimum necessary.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #22 on: October 01, 2010, 09:40:16 PM »
Dragonne

[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 1+2 +2 +0 Dragonne body, +1 Str
2+ 2+ 3+ 3 + 0Scent, +1 Con
3+ 3+ 3+ 3 + 1Vigilant, +1 Str
4+ 4+ 4+ 4 + 1Wings, +1 Con
5+ 5+ 4+ 4 + 1Pounce, +1 Str
6+ 6+ 5+ 5 + 2Growth +1 Con
7+7 + 5+ 5 + 2Roar, +1 Str, +1 Con

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

Proefeciencies: it's own natural weapons

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]

Comments:
[spoiler] Well, nothing much to say here. Big bad half dragon-half lion who flies, roars and pounces, pure assault machine.[/spoiler

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #23 on: October 01, 2010, 09:55:01 PM »
Red Slaad


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

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

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

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

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

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


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

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

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

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

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

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

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

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #24 on: October 02, 2010, 01:01:58 PM »
Djinni


[spoiler]

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

 Growth:the djinni grows one size category.

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

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

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

[/spoiler]

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

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #25 on: October 02, 2010, 01:08:49 PM »
Grimlock


[spoiler]

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

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

Proefeciencies:
Simple weapons and martial weapons.

Features:

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

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

Ability increase:a grimlock gains +2 Str

Scent: As the SRD.

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

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

Comments:
[spoiler]Now this was a quick one. The grimlock is blind, but gets blindsight and scent togheter with Nat armor and extra strenght, making it a good start for brutish characters.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #26 on: October 02, 2010, 01:16:49 PM »
Awakened Skeleton


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

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

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

Features:


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

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

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

Ability increase:
The awakened skeleton gains +1 Dex.

[/spoiler]

Comments:

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

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

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

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #27 on: October 02, 2010, 01:19:01 PM »
Vargouille


[spoiler]

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

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

Proefeciencies:
It's own natural weapon.

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

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

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

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


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

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

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

Comments:

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

Not a lot of classes will work well with this monster, but a Vargoiulle barbarian or any ToB class should produce a quite interesting result.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #28 on: October 02, 2010, 01:30:11 PM »
Balor

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2Balor body, Fiend whip, +1 Str  
2  +2+3+0 +3 Demon, Flaming body +1 Con
3  +3+3+1+3 Abyss Skin, Ravage, +1 Str
4  +4+4 +1+4 Wings, +1 Con
5  +5+4+1+4 Growth, Entangle, +1 Str
6  +6+5+2+5Balor Magic, Dispel Magic, +1 Con
7  +7+5+2+5  Summon Demon, +1 Cha
8  +8+6+2+5 Executor, +1 Str
9  +9+6+3+6Telekinesis, +1 Cha
10  +10+7+3 +7Teleport, +1 Con
11  +11+7+3+7True Seeing, +1 Cha, +1 Str
12  +12+8+4+8 Firestorm, +1 Con
13  +13+8+4+8 Unholy Aura, +1 Cha, + Str
14  +14+9+4+9 Insanity, +1 Con
15  +15+9+5+9 Power Word Stun, +1 Cha, +1 Str
16  +16+10+5+10 Dominate Monster, +1 Con
17  +17+10+5+10 Blasphemy, +1 Cha, +1 Str
18  +18+11+6 +11 Implosion, +1 Con
19  +19+11 +6 +11 Carnage, +1 Str, +1 Con, +1 Cha
20  +20+12 +6 +12 Death throes, +1 Str, +1 Con, +1 Cha
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

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

Features:

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

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


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

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

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

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

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

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

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

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

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

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

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

The Balor is also capable of sundering armors.

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

Growth:
Increase one size category.

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Blasphemy:1/day for each 2HD.

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

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

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

[/spoiler]

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

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

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

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


[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #29 on: October 02, 2010, 01:37:18 PM »
Phoenix

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+2 +2 Phoenix body, Sun sparck
2  +2 +3+3 +3 Wings, +1 Cha, +1 Str
3  +3 +3+3 +3 Sun soul, lesser
4  +4 +4 +4+4 Shriek, +1 Cha, +1 Str
5  +5 +4 +4 +4 Sun soul
6  +6 +5+5 +5 Growth, Spell-like metamagic,
7  +7 +5 +5 +5Sun soul, advanced
8  +8 +6 +6 +5Immolation
9  +9  +6+6 +6Sun soul, greater, Bonus feat.
10  +10 +7+7 +7 Defensive aura, +1 Cha, +1 Str
11  +11 +7 +7+7 Sun soul, adept
12  +12 +8 +8+8 Ritual, Bonus feat
13  +13 +8 +8 +8Sun soul, master
14  +14 +9 +9 +9 Uncanny dodge, Bonus feat +1 Str, +1 Cha
15  +15 +9 +9 +9 Sun prophet
16  +16 +10 +10 +10Planar travel, Bonus feat, +1 Str, +1 Cha
17  +17 +10 +10+10 Sun avatar
18  +18 +11+11 +11 Burning metamagic, +1 Str, +1 Cha
19  +19 +11 +11 +11Sun incarnation
20  +20 +12 +12 +12New Dawn
21  +20 +12 +12 +12Nova, +1 Str, +1Cha
22  +21 +13 +13 +13Great Phoenix,
23  +21 +13 +13 +13Mighty Phoenix, +1 Str, +1 Cha
24  +22 +14 +14 +14Elder Phoenix
Skills: 4+int modifier per level, class skills are Spot, Listen, diplomacy, Knowledge (any), concentration, heal.

Proefeciencies: it's own natural weapons.

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Uncanny dodge:
as the rogue ability.

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

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

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

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

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

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

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

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

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

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

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

The phoenix gets +6 str and +6 Cha pre epic (and then an extra +2 to each after epic). All good saves and good BAB make it durable enough since it lacks SLAs that actualy buff your combat abilities besides the polymorph at 19th level, and then 4 skill points per level and 8HD to round it up.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #30 on: October 02, 2010, 01:42:28 PM »
Vasuthant


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

Proficiencies:it's own natural weapons.

Features:

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Growth:The vasuthant grows one size category.

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


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

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

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

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

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


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

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

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

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

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

[/spoiler]

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

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

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

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

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

Thus, if you want to play a giant slow moving ball of killy energy that twists reality with it's simple presence, the Vasuthant's for you.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #31 on: October 02, 2010, 01:52:05 PM »
Mummy


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

As usual, the powerfull undead traits are countered by crappy skills, BAB and saves.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #32 on: October 02, 2010, 01:57:04 PM »
Hound Archon

[spoiler]

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

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

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

Features:


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

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

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

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

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

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

Scent: as the srd ability.

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

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

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

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

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

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

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

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

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

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

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

Finaly, you get teleport at level 4, but since it's just 1/day untill lv 8, I believe it's aceptable.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #33 on: October 02, 2010, 02:01:56 PM »
Centaur


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

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

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

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

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

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

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

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

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

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

[/spoiler]

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

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

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

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

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

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

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

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

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

[/spoiler]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]

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

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

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

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

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

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

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

So if you want to play an human/horse hybrid that symbolizes the freedom aspect of nature, the centaur's for you!
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #34 on: October 02, 2010, 02:06:06 PM »
Gray Jester


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

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

Proefeciencies:
Simple weapons.

Features:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Two good saves, 6 skill points per level and +4 to Dex and +3 to Cha help rounding up the class.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #35 on: October 02, 2010, 02:10:41 PM »
Silver dragon:



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

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


Features:

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

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

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

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

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

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

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

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

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

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

Blindsense:
as the normal ability, range 60 feets.


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


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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]

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

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

Since he had two immunities for just one vulnerability, I downgraded said immunities to a couple of resistances.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #36 on: October 02, 2010, 02:20:19 PM »
Yuan-Ti


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

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

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

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

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

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

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

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

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

Scent:as the srd ability.

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

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

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

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

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

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

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

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

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

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

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


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

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

If you want to play a vyperin corruptor with an acid tongue in all the senses of the word, the yuan-ti is for you.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #37 on: October 02, 2010, 02:27:23 PM »
Thri-Kreen

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0 + 0+0 +0 Thri-Kreen body, poison, Kreen mind
Skills:2+int modifier, no class skills

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

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

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

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

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

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

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

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

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

Like the original, rogues and any class with fixd bonus to damage will be specialy usefull for the thri-kreen
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #38 on: October 02, 2010, 02:32:43 PM »
Gloom

[spoiler]
HD:d8
Level Bab Fort Ref Will Feature
1 +1 + 0 +2  +0 Gloom body, Sneak attack +1d6, Quietescence
2 +2 + 0 +3  +0 True Strike, Gloom dagger, +1 Dex
3 +3 + 1 +3  +1 Sneak attack +2d6
4 +4 + 1 +4  + 1 Poisoner, +1 Dex, +1 Int
5 +5 + 1 +4  +1 Sneak attack +3d6, Armor Piercer
6 +6 + 2 +5  +2 Terror, +1 Int
7 +7 + 2 +5  + 2 Sneak attack +4d6, +1 Dex
8 +8 + 2 +6  +2 Oportunist, Blindsight
9 +9 + 3 +6  +3 Sneak attack +5d6, +1 Int, Vile Poison
10 +10 +3 +7  +3 Shadow Walk, Armor Breaker
11 +11 +3 +7  +3 Sneak attack +6d6, Shadow jump
12 +12 +4 +8  +4 Gloom cloack, Hide in plain sight
13 +13 +4 +8  +4 Sneak attack +7d6, Shadow concealment
14 +14 +4 +9  +4 Killing edge
15 +15 +5 +9  + 5 Sneak attack +8d6, Armor Ravager
16 +16 +5 +10  +5 Killing blow
17 +17 +5 +10  + 5 Sneak attack +9d6, +1 Dex
18 +18 +6 +11  +6 Gloom speed.
19 +19 +6 +11  +6 Sneak attack +10d6, +1 Dex, +1 Int
20 +20 +6 +12  +6  Killing strike
21 +21 +6 +12  +6 Sneak attack +11d6, +1 Dex, +1 Int
22 +21 +7 +13  +7 Gloom Specialist
23 +22  +7 +13  +7 Sneak attack +12d6, +1 Dex, +1 Int
24 +22 + 8 +14  +8 Gloom Master
25 +23 + 8 +14  +8 Sneak attack +13d6, Master Poisoner, +1 Dex, +1 int
Skills:8+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Climb(Str), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal (wis), Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock,Search (Int), Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex), Use Magic Device(Cha)

Proficiencies: simple weapons

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Oportunist:as the rogue ability

Blindsight:as the srd ability, 60 feet.

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

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

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

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

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

Hide in plain sight: as the shadow dancer ability.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #39 on: October 02, 2010, 02:36:43 PM »
Erinyes



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

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

Proefeciencies:simple and martial weapons

Features:

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

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

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

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

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

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

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

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

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

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

Devil:Erinyes gains  a bonus on saves against poison and resistance to fire equal to their HD, and resistance to acid and cold equal to half HD. She can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feets and an extra 10 feets for each extra HD besides this.

She also gains the evil and lawfull subtypes, and her natural attacks and any weapon she wields count as evil and lawfull aligned for purposes of bypassing DR.

Hell skin:the erinyes gains DR/good equal to half her HD and SR=11+HD

Ability increase:
The erinyes gains +1 Str at levels 2, 4, 5, 7 and +1 Cha at levels 3, 5, 6, 8.

Lesser Sadist:the erinyes can now use minor image as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.

Wings :the erinyes can now fly at a speed of 50 foot with good maneuverability.

Sadist :The erinyes can now use charm monster as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.

Greater Sadist:The erinyes can now use unholy blight as a SLA 1/day for each HD it has. Save DC=10+1/2 Cha mod.


Master Sadist:the erinyes can now use teleport as a SLA 1/day for each 4 HD it has. At 13th level this ability increases to greater teleport.

In adition, the erinyes is now constantly under a true seeing effect.
[/spoiler]

Comments:
[spoiler]
Unlike her sly chaotic cousin, the erinyes isn't shy of charging in the frontline.

Besides martial weapon proefeciency, she can entangle oponents with a rope, her signature ability. She gains a series of bonus to make sure she's the one in control once the rope lands, so the main hope of escape is cuting free or bursting out.

Besides BDSM, she also gets some SLAs, fly speed and +4 to Str and Cha, plus solid skills. The capstone is teleport and juicy permanent true seeing. Feel free to multiclass as caster or pure warrior from there.

If you want to play a devilish femme fatale , the erinyes is for you.

The succubus is  weaker at direct combat, but gets her SLAs faster and much better skills, not to mention change shape.
[/spoiler]