Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 330878 times)

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oslecamo

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Werespider Hunter

 [spoiler]
Prerequisites To become a Werespider Hunter, the character must meet the following requirements

Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Werespider Hunter.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form (Hunter Spider), Spider empathy, Lunar body, Tremorsense, Hunter’s Tools
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Str, Ambush Attack, Growth
4th
+4
+4
+4
+1
Curse of Entomnothropy, Extra Arms
Skills Points at Each Level: (2+Intelligence Modifier)
Class Skills: The Werespider Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

Proficiencies: A Werespider Hunter gains proficiency with its own natural weapons but not with armor or shields.

Werespider Hunter Class Features: The following are the Class Features of the Werespider Hunter.

Lunar Body: The Werespider Hunter retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Darkvison 60 Ft if it did not already possess it. A Werespider Hunter gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werespider Hunter gains a bonus to natural armor equal to half its constitution modifier. The Werespider Hunter is never considered mindless.

Alternate Form: At first level, the Werespider Hunter gains a Medium Hunter Spider Alternate Form. While in Hunter Spider form, the Werespider Hunter cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d6 damage. While in Hunter Spider form the Werespider Hunter’s movement speeds are set to a 30 foot land speed, and a 20 foot climb speed.

 Alternate Form[spoiler]The Werespider Hunter has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werespider Hunter’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Werespider Hunter reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werespider Hunter:

    * The Werespider Hunter retains the type and subtype of its Humanoid or Giant form. It gains the size of its  Hunter Spider  or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werespider Hunter gains that subtype as well.
    * The Werespider Hunter loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werespider Hunter gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Spider Hunter or Hybrid Form. (As Specified).
    * The Werespider Hunter retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Spider Hunter or Hybrid Form. (Unless Specified Otherwise.)
    * The Werespider Hunter retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Spider Hunter or Hybrid Form.
    * The Werespider Hunter gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas Unlike normal creatures with Alternate Forms the Werespider Hunter gains the hit points increase from any change to its Constitution.
    * The Werespider Hunter retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werespider Hunter retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werespider Hunter retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Werespider Hunter's Humanoid or Giant form has hands.
   * The Werespider Hunter is effectively camouflaged as a creature of its Spider Hunter or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werespider Hunter that can’t be worn or carried in its Spider Hunter or Hybrid Form instead falls to the ground in its space. If the Werespider Hunter changes size, any gear it wears or carries that can be worn or carried in its Spider Hunter or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werespider Hunter can assume a Medium Hybrid form, between its Hunter Spider form and its Humanoid Form. While in Hybrid form, the Werespider Hunter gains the natural attacks of Hunter Spider form, as well as the same movement speeds, however the Werespider Hunter retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werespider Hunter can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werespider Hunter, or for every two in another class, the Werespider Hunter's Alternate Forms improve as shown below.

For every level in Werespider Hunter, or for every two in another class, the Werespider Hunter's alternate form improves as shown below
Werespider Hunter level+1/2 other levels Ability Improvements
1
+1 Dexterity
2
+ Dexterity, +1 Constitution
3
+1 Dexterity, +1 Constitution, +1 Strength
4
+2 Dexterity, +1 Constitution, +1 Strength
5
+2 Dexterity, +2 Constitution, +1 Strength
6
+2 Dexterity, +2 Constitution, +2 Strength
7
+3 Dexterity, +2 Constitution, +2 Strength
8
+3 Dexterity, +3 Constitution, +2 Strength
9
+4 Dexterity, +3 Constitution, +2 Strength
10
+4 Dexterity, +4 Constitution, +2 Strength
11
+6 Dexterity, +4 Constitution, +2 Strength
12
+6 Dexterity, +4 Constitution, +2 Strength

Hunter Spider Empathy: The Werespider Hunter can communicate with Spiders, and other Spider like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Vermin, however the Werespider Hunter gains no such bonus on influencing Magical Beasts.

Tremorsense: Beginning at first level the Werespider Hunter while in Hunter Spider form gains Tremorsense out to 5 ft per HD, or over its entire Home Web. And it also gains a bonus on Jump checks equal to its HD. At second level the Werespider Hunter gains the full benefits of Tremorsense regardless of form.

Hunter’s Tools: At first level while in both in Hunter Spider and Hybrid Alternate Form the Werespider Hunter gains a potent poison that it can use to render its opponents useless in combat. Any creature that is successfully struck by the Werespider Hunter’s bite natural attack is subjected to its natural poison and must succeed on a  (DC 10+1/2 the Werespider Hunter’s HD+Constitution Modifier) Fortitude save or suffer the initial and secondary damage of this venom, which is 1d4 Strength damage, however at every 4 HD this damage increases in size.

Upon Reaching 5 HD the Werespider Hunter may elect to have its poison instead deal acid damage equal to its intial damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

While a Werespider Hunter cannot produce as much silk as a its Weaver Cousins, it can create a Home Web. The Werespider Hunter’s Silk may not be used as rope, it is only good for making a Home Web.

The Hunter Spider May spend 3 full days  creating its Home Web. This Home Web cannot fill a space larger than 60 square feet per Medium Spider like Creature living in, and maintaining it.

No amount of Diminutive or Fine Spiders can help with this Home Web.
16 Tiny Sized spider creatures count as 1 medium Spider for these purposes.
4 Small Sized spider creatures count as 1 medium Spider for these purposes.
1 Large Sized spider creature counts as 2 medium Spider for these purposes.
1 Huge Sized spider creature counts as 4 medium Spider for these purposes.
1 Gargantuan Sized spider creature counts as 8 medium Spider for these purposes.
1 Colossal Sized spider creature counts as 16 medium Spider for these purposes.

Approaching creatures must succeed on a DC 20 Spot check to notice a Home Web (Which may be increased with a Hide Check, by an amount equal to half the Hide Check Result); otherwise they stumble into it and become entangled, and must make attempts to escape or burst from the webbing in order to move, which gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has (10+ the Werespider Hunter’s Constitution Modifier) hit points, and The Escape Artist and Burst check on this Web are both (10+ the Werespider Hunter’s Constitution Modifier). Further it has Damage Reduction 5/—.

This Home Web Requires 1 hour of maintenance per Spider Like Creature Living in it, 1/day. This fully restores any lost hp the Home Web may have suffered. Each section of web loses 5 hp per day that it is not maintained.

Lunar Hide At second level, while in either Hunter Spider or Hybrid form, the Werespider Hunter gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werespider Hunter gains a +1 increase to Strength.
 
Growth : At third level, a Werespider Hunter’s Hunter Spider or Hybrid forms may be Medium or Large. The Werespider Hunter chooses its size each time it assumes one of its Alternate Forms.

When A Werespider Hunter changes size its natural attacks are re-sized for appropriate damage.

A Werespider Hunterof 12 HD or more may choose to become Huge by expending two normal transformations.

A Werespider Hunterof 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Werespider Hunter of 20 HD or more may choose to become Colossal by expending four normal transformations.

Ambush Attack: At third level the Werespider Hunter while in Hunter Spider Alternate or Hybrid Form learns to effectively uses its ability to leap out at unsuspecting opponents to its full advantage. When making a Charge attack against a creature that is flat footed, the Werespider Hunter gains the benefits of Improved Grab, allowing it to initiate a grapple immediately if it strikes with either of these bite attacks, without the need of a touch attack, or provoking an attack of opportunity.  Further, while in a grapple, the Werespider Hunter (While in Hunter Spider Form, and only Hunter Spider Form) does not suffer any penalties to attack with its Bite Natural attack.

Extra Arms: At fourth level the Werespider Hunter While in Hybrid Alternate Form (and only Hybrid Alternate Form)  gains the ability to effectively wield weapons and manipulate objects with two of its auxiliary arms. The Werespider Hunter in Hybrid form is treated as having four arms, for all intents and purposes. Further if the Werespider Hunter has the Feats ‘Two Weapon Fighting’ or any feat related to it, it instead applies as ‘Multiweapon’ fighting Feats of the same sort while in Hybrid Form.  These new arms are weaker and more clumsy than the Werespider Hunter’s original two, and are treated as having 2 less dexterity and strength.

Curse of Entomanothropy: At fourth level the Werespider Hunter can transmit Entomanothropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Werespider Hunter’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werespider Hunter’s HD+ Constitution modifier) or contract Entomanothropy. Entomanothropy Functions exactly as Lycanthropy except as noted above. For more information on Entomanothropy, check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me

oslecamo

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Weretiger

[Spoiler]
Weretiger Prerequisites
To become a Weretiger, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Weretiger.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Tiger, Tiger empathy, Lunar body, Tiger Whiskers, Rake
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Dex, Bounding Tiger, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Drawing Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Weretiger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Weretiger gains proficiency with its own natural weapons, but not with armor or shields.

Weretiger Class Features: The following are the Class Features of the Weretiger.

Lunar Body: The Weretiger retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Weretiger gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Weretiger gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Weretiger gains a Medium Tiger Alternate Form. While in Tiger form, the Weretiger cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Tiger form the Weretiger’s movement speeds are set to a 40 feet base land speed.

Alternate Form[spoiler]The Weretiger has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Weretiger’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Weretiger reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Weretiger:

    * The Weretiger retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Tiger or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Weretiger gains that subtype as well.
    * The Weretiger loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Weretiger gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Tiger or Hybrid Form. (As Specified).
    * The Weretiger retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Tiger or Hybrid Form. (Unless Specified Otherwise.)
    * The Weretiger retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Tiger or Hybrid Form.
    * The Weretiger gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the WereTiger’s Hp score.
    * The Weretiger retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Weretiger retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Weretiger retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Weretiger's Humanoid or Giant form has hands.
   * The Weretiger is effectively camouflaged as a creature of its Tiger or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Weretiger that can’t be worn or carried in its Tiger or Hybrid Form instead falls to the ground in its space. If the Weretiger changes size, any gear it wears or carries that can be worn or carried in its Tiger or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Weretiger can assume a Medium Hybrid form, between its Tiger form and its Humanoid Form. While in Hybrid form, the Weretiger gains the natural attacks of Tiger form, as well as the same movement speeds, however the Weretiger retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Weretiger can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Weretiger, or for every two in another class, the Weretiger's Alternate Forms improve as shown below.

Weretiger Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Strength
2+1 Strength, +1 Constitution
3+2 Strength, +1 Constitution
4+3 Strength, +1 Constitution
5+3 Strength, +2 Constitution
6+4 Strength, +2 Constitution
7+5 Strength, +2 Constitution
8+5 Strength, +3 Constitution
9+6 Strength, +3 Constitution
10+7 Strength, +3 Constitution
11+7 Strength, +4 Constitution
12+8 Strength, +4 Constitution

Tiger Empathy: The Weretiger can communicate with Tigers, and other Tiger like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Weretiger gains no such bonus on influencing Magical Beasts.

Tiger Whiskers: Beginning at first level the Weretiger while in Tiger form gains Scent and gains a bonus on all Move Silently checks equal to half its HD. At second level the Weretiger gains the full benefits of Tiger Whiskers regardless of form.

Rake: At first level, While the Weretiger is in Tiger or Hybrid Alternate form it gains a single rake natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Tiger or Hybrid form, the Weretiger gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Weretiger gains a +1 increase to Dexterity.

Growth:  At third level, a Weretiger’s Tiger or Hybrid forms may be Medium or Large. The Weretiger chooses its size each time it assumes one of its Alternate Forms.

When A Weretiger changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Weretiger of 12 HD or more may choose to become Huge by expending two normal transformations.

A Weretiger of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Weretiger of 20 HD or more may choose to become Colossal by expending four normal transformations.

Bounding Tiger: At third level the Weretiger suffers half damage from all falls, regardless of form. While in Tiger or Hybrid form , the Weretiger may make a full attack with its natural weapons at the end of a charge.

Drawing Claws: At fourth level, while in Alternate or Hybrid form, the Weretiger may draw in opponents into its vicious grip by striking with its claws. In any round where the Weretiger successfully strikes an opponent with both of its claw attacks may attempt to begin a grapple as an immediate action, as with improved grab this does not require an additional touch attack, and does not provoke attacks of opportunity. Further, while in Hybrid form the Weretiger may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Weretiger can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large Size is hit by the Weretiger’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Weretiger’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy, check the Lycanthrope entry in the monster manual. [/spoiler]

Done by Chumlump from GITP, some tweaks by me

oslecamo

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Werelion


[Spoiler]
Werelion Prerequisites
To become a Werelion, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Werelion.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Lion, Lion empathy, Lunar body, Lion Mane, Rake
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Str, Roaring, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Overpowering Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Werelion’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Werelion gains proficiency with its own natural weapons, but not with armor or shields.

Werelion Class Features: The following are the Class Features of the Werelion.

Lunar Body: The Werelion retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werelion gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werelion gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Werelion gains a Medium Lion Alternate Form. While in Lion form, the Werelion cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Lion form the Werelion’s movement speeds are set to a 40 feet base land speed.

Alternate Form[spoiler]The Werelion has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werelion’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Werelion reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werelion:

    * The Werelion retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Lion or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werelion gains that subtype as well.
    * The Werelion loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werelion gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Lion or Hybrid Form. (As Specified).
    * The Werelion retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Lion or Hybrid Form. (Unless Specified Otherwise.)
    * The Werelion retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Lion or Hybrid Form.
    * The Werelion gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Werelion’s Hp score.
    * The Werelion retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werelion retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werelion retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Werelion's Humanoid or Giant form has hands.
   * The Werelion is effectively camouflaged as a creature of its Lion or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werelion that can’t be worn or carried in its Lion or Hybrid Form instead falls to the ground in its space. If the Werelion changes size, any gear it wears or carries that can be worn or carried in its Lion or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werelion can assume a Medium Hybrid form, between its Lion form and its Humanoid Form. While in Hybrid form, the Werelion gains the natural attacks of Lion form, as well as the same movement speeds, however the Werelion retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werelion can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werelion, or for every two in another class, the Werelion's Alternate Forms improve as shown below.

Werelion Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Strength
2+1 Strength, +1 Dexterity
3+1 Strength, +1 Dexterity, +1 Constitution
4+2 Strength, +1 Dexterity, +1 Constitution
5+2 Strength, +2 Dexterity, +1 Constitution
6+3 Strength, +2 Dexterity, +1 Constitution
7+3 Strength, +3 Dexterity, +1 Constitution
8+3 Strength, +3 Dexterity, +2 Constitution
9+4 Strength, +3 Dexterity, +2 Constitution
10+4 Strength, +4 Dexterity, +2 Constitution
11+5 Strength, +4 Dexterity, +2 Constitution
12+6 Strength, +4 Dexterity, +2 Constitution

Lion Empathy: The Werelion can communicate with Lions, and other Lion like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werelion gains no such bonus on influencing Magical Beasts.

Lion Mane: Beginning at first level the Werelion while in Lion form gains Scent and gains a bonus on all Intimidate checks (Including checks opposing intimidation) equal to half its HD. At second level the Werelion gains the full benefits of Lion Mane regardless of form.

Rake: At first level, While the Werelion is in Lion or Hybrid Alternate form it gains a single rake natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Lion or Hybrid form, the Werelion gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werelion gains a +1 increase to Strength.

Growth:  At third level, a Werelion’s Lion or Hybrid forms may be Medium or Large. The Werelion chooses its size each time it assumes one of its Alternate Forms.

When A Werelion changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Werelion of 12 HD or more may choose to become Huge by expending two normal transformations.

A Werelion of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Werelion of 20 HD or more may choose to become Colossal by expending four normal transformations.

Roaring: At third level the Werelion learns it may play its part extempore, for it is nothing but Roaring. While in Lion or Hybrid form the Werelion may let out a Powerful Roar as a move action to demoralize all opponents within a 60ft radius This functions similar to the demoralize function of the Intimidate skill, except all targets that fail their opposed check are Dazed for one round, and then left frightened instead of shaken. Targets that fail their opposed check by 10 or more are stunned for one round, and then panicked rather than frightened. Roaring is a fear effect. The Werelion can use this ability a number of times per day equal to its HD.

Overpowering Claws: At fourth level, while in Lion or Hybrid form, the Werelion may charge over obstacles, and no longer needs a clear path to make a charge attack. If the Werelion strikes an opponent with one of its claws at the end of a charge attack it may make a bulrush attempt as an immediate action. Further, while in Hybrid form the Werelion may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Werelion can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werelion’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werelion’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy, check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me

oslecamo

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Wereleopard

 [Spoiler]
Wereleopard Prerequisites
To become a Wereleopard, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Wereleopard.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Leopard, Leopard empathy, Lunar body, Leopard Spots, Rake
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Wis, Rend Attack, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Ambushing Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Wereleopard’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Wereleopard gains proficiency with its own natural weapons, but not with armor or shields.

Wereleopard Class Features: The following are the Class Features of the Wereleopard.

Lunar Body: The Wereleopard retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Wereleopard gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereleopard gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereleopard gains a Medium Leopard Alternate Form. While in Leopard form, the Wereleopard cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Leopard form the Wereleopard’s movement speeds are set to a 40 feet base land speed.

Alternate Form[spoiler]The Wereleopard has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereleopard’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Wereleopard reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereleopard:

    * The Wereleopard retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Leopard or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereleopard gains that subtype as well.
    * The Wereleopard loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Wereleopard gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Leopard or Hybrid Form. (As Specified).
    * The Wereleopard retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Leopard or Hybrid Form. (Unless Specified Otherwise.)
    * The Wereleopard retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Leopard or Hybrid Form.
    * The Wereleopard gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Wereleopard’s Hp score.
    * The Wereleopard retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Wereleopard retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Wereleopard retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Wereleopard's Humanoid or Giant form has hands.
   * The Wereleopard is effectively camouflaged as a creature of its Leopard or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Wereleopard that can’t be worn or carried in its Leopard or Hybrid Form instead falls to the ground in its space. If the Wereleopard changes size, any gear it wears or carries that can be worn or carried in its Leopard or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Wereleopard can assume a Medium Hybrid form, between its Leopard form and its Humanoid Form. While in Hybrid form, the Wereleopard gains the natural attacks of Leopard form, as well as the same movement speeds, however the Wereleopard retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereleopard can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereleopard, or for every two in another class, the Wereleopard's Alternate Forms improve as shown below.

Wereleopard Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Strength
2+1 Strength, +1 Dexterity
3+1 Strength, +1 Dexterity, +1 Constitution
4+2 Strength, +1 Dexterity, +1 Constitution
5+2 Strength, +2 Dexterity, +1 Constitution
6+2 Strength, +2 Dexterity, +2 Constitution
7+3 Strength, +2 Dexterity, +2 Constitution
8+3 Strength, +3 Dexterity, +2 Constitution
9+3 Strength, +3 Dexterity, +3 Constitution
10+4 Strength, +3 Dexterity, +3 Constitution
11+4 Strength, +4 Dexterity, +3 Constitution
12+4 Strength, +4 Dexterity, +4 Constitution

Leopard Empathy: The Wereleopard can communicate with Leopards, and other Leopard like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereleopard gains no such bonus on influencing Magical Beasts.

Leopard Spots: Beginning at first level the Wereleopard while in Leopard form gains Scent and gains a bonus on all Hide checks made within a highly vegetated environment equal to half its HD. At second level the Wereleopard gains the full benefits of Leopard Spots regardless of form.

Rake: At first level, While the Wereleopard is in Leopard or Hybrid Alternate form it gains a single rake natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Leopard or Hybrid form, the Wereleopard gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereleopard gains a +1 increase to Strength.

Growth:  At third level, a Wereleopard’s Leopard or Hybrid forms may be Medium or Large. The Wereleopard chooses its size each time it assumes one of its Alternate Forms.

When A Wereleopard changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Wereleopard of 12 HD or more may choose to become Huge by expending two normal transformations.

A Wereleopard of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Wereleopard of 20 HD or more may choose to become Colossal by expending four normal transformations.

Rend Attack: At third level the Wereleopard suffers half damage from all falls, regardless of form. While in Leopard or Hybrid form, if it strikes with both of its claw attacks, it may make an immediate rend attack that deals damage equal to both of its claws’ base damages +1.5 strength damage.

Ambushing Claws: At fourth level, while in Leopard or Hybrid form the Wereleopard may draw in opponents into its vicious grip by striking with its claws. In any round where the Wereleopard successfully strikes an opponent with both of its claw attacks may attempt to begin a grapple as an immediate action, as with improved grab this does not require an additional touch attack, and does not provoke attacks of opportunity. Further, while in Hybrid form the Wereleopard may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Wereleopard can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Wereleopard’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereleopard’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy, check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me

oslecamo

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Werecheetah


[Spoiler]
Werecheetah Prerequisites
To become a Werecheetah, the character must meet the following requirements

Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Werecheetah.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Cheetah, Cheetah empathy, Lunar body, Cheetah Whiskers, Cheetah Stamina
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Wis, Cheetah Rush, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Swift Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Werecheetah’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Werecheetah gains proficiency with its own natural weapons, but not with armor or shields.

Werecheetah Class Features: The following are the Class Features of the Werecheetah.

Lunar Body: The Werecheetah retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werecheetah gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werecheetah gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Werecheetah gains a Medium Cheetah Alternate Form. While in Cheetah form, the Werecheetah cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Cheetah form the Werecheetah’s movement speeds are set to a 60 feet base land speed.

Alternate Form[spoiler]The Werecheetah has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werecheetah’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Werecheetah reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werecheetah:

    * The Werecheetah retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Cheetah or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werecheetah gains that subtype as well.
    * The Werecheetah loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werecheetah gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Cheetah or Hybrid Form. (As Specified).
    * The Werecheetah retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Cheetah or Hybrid Form. (Unless Specified Otherwise.)
    * The Werecheetah retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Cheetah or Hybrid Form.
    * The Werecheetah gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Werecheetah’s Hp score.
    * The Werecheetah retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werecheetah retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werecheetah retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Werecheetah's Humanoid or Giant form has hands.
   * The Werecheetah is effectively camouflaged as a creature of its Cheetah or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werecheetah that can’t be worn or carried in its Cheetah or Hybrid Form instead falls to the ground in its space. If the Werecheetah changes size, any gear it wears or carries that can be worn or carried in its Cheetah or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werecheetah can assume a Medium Hybrid form, between its Cheetah form and its Humanoid Form. While in Hybrid form, the Werecheetah gains the natural attacks of Cheetah form, as well as the same movement speeds, however the Werecheetah retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werecheetah can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werecheetah, or for every two in another class, the Werecheetah's Alternate Forms improve as shown below.

Werecheetah Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Dexterity
2+2 Dexterity,
3+2 Dexterity, +1 Strength
4+3 Dexterity, +1 Strength,
5+4 Dexterity, +1 Strength
6+4 Dexterity, +1 Strength, +1 Constitution
7+5 Dexterity, +1 Strength, +1 Constitution
8+6 Dexterity, +1 Strength, +1 Constitution
9+6 Dexterity, +2 Strength, +1 Constitution
10+7 Dexterity, +2 Strength, +1 Constitution
11+7 Dexterity, +2 Strength, +2 Constitution
12+8 Dexterity, +4 Strength, +4 Constitution

Cheetah Empathy: The Werecheetah can communicate with Cheetahs, and other Cheetah like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werecheetah gains no such bonus on influencing Magical Beasts.

Cheetah Whiskers: Beginning at first level the Werecheetah while in Cheetah form gains Scent and gains a bonus on all Move Silently equal to half its HD. At second level the Werecheetah gains the full benefits of Cheetah Whiskers regardless of form.

Cheetah Stamina: At first level, While the Werecheetah is in Cheetah or Hybrid Alternate form it may run for four times as long before needing to rest, or suffering from fatigue or exhaustion.

Lunar Hide At second level, while in either Cheetah or Hybrid form, the Werecheetah gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werecheetah gains a +1 increase to Strength.

Growth:  At third level, a Werecheetah’s Cheetah or Hybrid forms may be Medium or Large. The Werecheetah chooses its size each time it assumes one of its Alternate Forms.

When A Werecheetah changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Werecheetah of 12 HD or more may choose to become Huge by expending two normal transformations.

A Werecheetah of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Werecheetah of 20 HD or more may choose to become Colossal by expending four normal transformations.

Cheetah Rush: At third level the Werecheetah suffers half damage from all falls, regardless of form. While in Cheetah or Hybrid form, the Werecheetah may move ten times its normal speed as a full round action, 1/hour. She also may charge ten times her normal land speed, instead of the normal 2 times, 1/minute. She may use either of these abilities a number of times per day equal to her HD.

Swift Claws: At fourth level, while in Cheetah or Hybrid form,  the Werecheetah’s claws flash and dance at a deadly pace,  when making a full-attack action with both of its claws the Werecheetah gains an additional attack at full base attack bonus with one of its claws. At 11 HD this increases to 2 additional claw attacks. Further, while in Hybrid form the Werecheetah may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Werecheetah can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werecheetah’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werecheetah’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy, check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me

oslecamo

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Tsochar(LoM pg. 121)



[spoiler]
Hit Die: d8

Tsochar
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+2
Parasitic Body, Alien Mind, +1 Int
2nd
+1
+0
+0
+3
Improved Grab, +1 Dex
3rd
+1
+1
+1
+3
Wear Flesh, +1 Int
4th
+2
+1
+1
+3
Alien Flesh, Constrict, Poison, +1 Dex

Class Skills: ((6 + Int. Modifier) x 4 at first level) A Tsochar’s class skills are Climb, Concentration, Bluff, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Knowledge (Arcana), Move Silently, Search,  Spellcraft, and Use Magic Device.

Proficiencies: Tsochari are proficient only with their own natural weapons.


Class Features

Parasitic Body: At first level, a Tsochar loses all racial bonuses, traits, and abilities and gains aberration traits (essentially darkvision 60ft.). Tsochari are small aberrations with the shapechanger subtype. They can slither along the ground at a speed of 20ft. and they have a climb speed equal to their land speed. Having a climb speed mean that a Tsochar receives a +8 racial bonus to all climb checks and always take 10 on climb checks even when rushed or threatened. Additionally, Tsochari may use their dexterity modifiers in place of their strength modifiers when making climb checks. At first level, Tsochari have two natural tentacle attacks that deal 1d4+Str damage each and have 10 foot reach. A Tsochar gains an additional tentacle attack for every 2 HD it possesses. These tentacles are equipped with sharp barbs.  These tentacles do allow the Tsochari to wield weapons and manipulate objects normally. Tsochari speak their own language and common, and may speak an additional language for every point of their intelligence modifier.

Lastly, a Tsochar receives a bonus to its armor class equal to its constitution score in the form of a natural armor bonus.

Alien Mind (Ex): A Tsochar can speak telepathically with any creature that has a language within 10ft. The range of this ability increases by an additional 10ft, for every 2 HD the Tsochar gains after the first.

If it multiclasses for an arcane/divince class it can count Tsochar 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 Tsochar 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. It would get the familiar ability, but succubus levels wouldn't count for it.

Ability Increases: A Tsochar receives a permanent increase to its Intelligence score at each odd numbered Tsochar level as well as a permanent increase to its dexterity score at each even numbered Tsochar level. At 4th level, assuming the Tsochar has taken all 4 levels available, the increases total at +2 Intelligence and +2 Dexterity.

Improved Grab (Ex):  To use this ability, a Tsochar must hit with two tentacle attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Additionally, Tsochari receive a +4 racial bonus on grapple checks and may use their Dex modifier instead of their Str modifier on grapple checks.

Wear Flesh (Ex): A Tsochar can bore its way into a helpless living creature’s body, slipping its ropy tendrils into the spaces between organs and muscles and disappearing into the victim. The victim must be the same size as the Tsochar or larger, and the process requires 1 minute. The Tsochar can choose to replace or inhabit the victim (see below). Incorporeal creatures and constructs, elementals, oozes, plants, and undead are immune to this ability. A Tsochar can abandon a body it has inhabited or replaced with a full-round action that deals 3d6 points of damage to the host. A Tsochar can be forced to abandon the body by a remove disease or dispel evil spell (the caster must succeed on a caster level check (DC = 10 + the Tsochar's HD + the Tsochar's intelligence modifier) to expel the monster, which deals damage as described above) or a heal or limited wish spell (which automatically succeeds and causes no damage to the host).

Inhabit: The Tsochar leaves its victim alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing up to 1d6 for every 2 HD the Tsochar possesses or as little as 1d6 points of damage and requiring the host to succeed on a Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's intelligence modifier) or be nauseated by the pain for 2d4 rounds. The Tsochar chooses how much damage it deals with this attack. The Tsochar can take no physical actions while inhabiting a host, but it can use purely mental actions (such as communicating with its host by means of its telepathy power and threatening to injure or kill the host unless the host does as the monster wishes). When the host takes damage (other than damage the Tsochar inflicts on it), the inhabiting Tsochar takes half that damage. For example, if the host takes 28 points of cold damage from a cone of cold spell, the Tsochar takes 14 points of cold damage. A Tsochar inhabiting a humanoid’s body feeds on the creature’s blood and tissues, dealing 1d3 points of Constitution damage per day. A successful Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's constitution modifier) reduces this damage by half. Over the course of days, frail humanoids carrying Tsochari sicken and die, although Tsochari are clever enough to direct their hosts to acquire curative magic to keep themselves alive indefinitely, if the situation calls for it.

Replace: The Tsochar bores out the victim’s nervous system, killing the victim. It then animates the body, effectively acting as the nervous system of the dead host. The body remains alive, hosting the Tsochar. This functions like a polymorph spell into the victim’s exact form, except that the Tsochar can remain in the victim’s form for up to a year, and it leaves the victim’s corpse behind when it chooses to end the effect. The Tsochar uses the victim’s physical ability scores in place of its own, as described by polymorph. The Tsochar can remain in this form indefinitely, but once it abandons the form, it cannot reanimate the body. Tsochari that have replaced a humanoid slowly devour their new shell from the inside out. A replaced body takes 1d4 points of Constitution drain per month, which does not heal naturally and can be restored only by magical means. A successful Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's constitution modifier) reduces this damage by half. Naturally, Tsochari imposters choose to abandon bodies they have replaced before they become too weak to be serviceable.

Aditionally, A Tsochar that replaces a spellcaster retains any arcane spells prepared by the dead character, and can cast them as if it had prepared the spells itself. The Tsochar must meet the minimum ability score needed to cast the spell based on the type of caster replaced (Intelligence for a wizard, for example), or else the spell is unavailable to it. If the Tsochar replaces a spontaneous caster such as a sorcerer, it retains the available spell slots of the dead spellcaster, and can use any spells the dead host knew. In either case, the Tsochar cannot regain spells or spell slots it expends from the dead character’s spellcasting ability.

Alien Flesh (Ex): Despite a Tsochar’s frail and squishy appearance, their aberrant flesh is actually quite resistant to damage. At 4th level, the Tsochar gains damage reduction equal to ½ half its HD. This DR is penetrated by adamantine. The Tsochar also gains spell resistance equal to its HD + 11 and a resistance to cold damage equal to its HD.

Constrict (Ex): A Tsochar deals 2d4+1,5 Str mod points of damage with a successful grapple check. When a Tsochar deals damage by means of its constrict attack, it injects its victim with poison.

Poison(Ex):the Tsochar begins to produce a potent poison and may deliver this poison whenever it deals damage with his constrict attack. This poison deals 1d3 Dex damage as its initial and secondary damage. A successful fortitude save (DC = 10 + ½ the Tsochar’s HD + the Tsochar’s Constitution Modifier) negates the poison. The damage die increases one size category for every two extra HD from now on.

[/spoiler]
Comments
[spoiler]
The Tsochar gains extra tentacles as it grows, can use Dex modifier for grapple checks, gained pseudo-spellcaster, corrected the poison and made it scale.

The Tsochar starts as a tentacled skill monkey, slow but able to climb, and then evolves into a solid grappler. At third level it finally gains it's main ability, to enter other creatures and make them do it's bidding while eating them from inside. 4th level adds DR, SR and poison, always nice stuff to have.

If you feel like playing a wearer of flesh, the Tsochar's for you!
[/spoiler]

VennDygrem

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For the Son/Daughter of Silence's Sound Immunity, just what consitutes sound-based attacks? Are they just immune to sonic damage, or effects/spells like, say, the Power Word spells? Does it extend to any spell cast with a somatic component? It just seems a little vague, and thus somewhat abuse-able.

Otherwise, it seems really interesting for a stealth character (even if I have to wonder how it's going to be effective at grappling most creatures to make use of bestow incorporeality). It seems a little weaker than some of the monsters at level 1 (seeing as how the others gain some benefit from not being humanoids), but most characters are weak at level 1. I'd really like to try playing one sometime, especially in a gestalt setting along with swordsage or rogue or something. :)

oslecamo

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For the Son/Daughter of Silence's Sound Immunity, just what consitutes sound-based attacks? Are they just immune to sonic damage, or effects/spells like, say, the Power Word spells? Does it extend to any spell cast with a somatic component? It just seems a little vague, and thus somewhat abuse-able.
Clarified it. I tought that mentioning that Holy Word still worked was enough to clarify about the Power Word spells, but aparently it wasn't enough.

Otherwise, it seems really interesting for a stealth character (even if I have to wonder how it's going to be effective at grappling most creatures to make use of bestow incorporeality).
Well, it's suposed to be an extra thing on top of the stealth theme, so I'll let to the player how to best grapple oponents.

It seems a little weaker than some of the monsters at level 1 (seeing as how the others gain some benefit from not being humanoids), but most characters are weak at level 1. I'd really like to try playing one sometime, especially in a gestalt setting along with swordsage or rogue or something. :)
Yeah, 1st level is always harder to balance because you have so little. But glad to see it caught people's atention! :)

oslecamo

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Pseudodragon



Class
[SPOILER]
Hit Dice: d12

LevelBABFortRefWillSpecial
1+1+0+2+2Demi-Dragon Body, Poison, Telepathy, Blindsense, Advancement

Class Skills: (6+Int Mod, x4 at 1st level) Concentration, Diplomacy, Heal, Hide, Know (Arcana), Know (Nature), Listen, Move Silently, Sense Motive, Spot, Spellcraft, Survival

Proficiencies: Pseudodragons are proficient with their own natural attacks.

Class Features:

Demi-Dragon Body: A Pseudodragon loses all Racial Traits & Features and gains the Dragon type, including all Traits determined by that.
The Pseudodragon is small size with a land speed of 20ft.
It gains a primary tail sting attack that deals 1d4+Str damage & Poison (see below), and a secondary bite attack that deals 1+1/2Str damage.
The Pseudodragon gains a Natural Armour bonus equal to it's Con Modifier and a racial Hide bonus of +2, or +4 if hiding in a forest or overgrown trees.

Poison: When the Pseudodragon successfully hits an opponent with it's tail sting it injects them with it's Poison. If the opponent fails a Fort Save (DC 10+1/2HD+Con Mod) it falls asleep for 1 round/HD, and take a -1 to all attack rolls, Saves, skill checks and ability checks for 1d3 hours.
It may use the poison as often as it likes, but only 1/round.

Blindsense: A pseudodragon can locate creatures within the range of it's Telepathy (though the two abilites are not connected) by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Telepathy: A Pseudodragon may communicate telepathically with any creature that can speak Common or Sylvan and is within 10ft/HD.

Advancement: When a Pseudodragon hits 4HD it becomes Tiny, gains all benefits and penalties associated with the change, unless otherwise stated. It's land speed drops to 15ft but it gains a fly speed of 30ft (average), which increases by 5ft/2HD & becomes Good Maneouverability at 10HD. It's tail retains a reach of 5ft despite it's reduced size. It's poison Save DC gains a +2 racial bonus and it's racial hide bonus increases to +4/+8.[/SPOILER]

Done by Kobold-Bard from GITP


oslecamo

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Wererhino


[SPOILER]
Wererhino Prerequisites
To become a wererhino, the character must meet the following requirements

Race: Any humanoid or giant
Special: Must have been injured by the natural attack of another wererhino and contracted lycanthropy

HD:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+0
Alternate form(Rhino), Rhino empathy, Lunar body, Rhinose
2nd
+2
+3
+0
+0
Alternate form(hybrid), Lunar hide
3rd
+3
+3
+1
+0
+1 Con, Growth, Tough Hide
4th
+4
+4
+1
+1
Curse of lycantropy, Powerful Charge
Skills (2+Int Modifier): Intimidate (Cha), Listen (Wis), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: A wererhino gains proficiency with their own natural weapons

Features:
Lunar body(ex): Wererhino retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it. A wererhino gains natural armor equal to its con bonus while in rhino or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Rhino empathy: A wererhino can communicate with rhinoceros and other rhinoceros like Magical Beasts regardless of form and gains a +4 bonus on charisma based checks to influence such animals, however he gains no bonus on influencing magical beasts.

Alternate Form(su): At first level, a wererhino can take on a medium rhinoceros form. While in rhinoceros form, a wererhino cannot use weapons or do anything requiring the use of hands, but gains a gore attack dealing 1d8 damage, their land speed is set to 30 ft speed. A wererhino in rhinoceros form gains a bonus on all strength checks involving a bull-rush, including opposing a bull-rush, equal to his Wererino class level.  

A wererhino can transform 1/day/HD, and can remain transformed indefinitely.

For every level in wererhino, or for every two in another class, the wererhino's alternate form improves as shown below

Wererhino level+1/2 other levels Ability Improvements
1
+1str
2
+1str, +1con
3
+2str, +1con
4
+3str, +1con
5
+3str, +2con
6
+4str, +2con
7
+5str, +2con
8
+5str, +3con
9
+6str, +3con
10
+6str, +4con
11
+7str, +4con
12
+8str, +4con


At second level, a wererhino can assume hybrid form. While in hybrid form, a wererhino gains a gore attack dealing 1d8 damage. They can wield any weapons they could use in humanoid form.  Both alternate forms are Medium sized, regardless of the creature's humanoid size. A wererhino in alternate form gains a +4 bonus to intimidate checks.

Rhinose:A wererhino in rhinoceros form gains scent and gains a bonus on all Listen checks equal to his HD. At second level this ability works regardless of form.

Lunar hide: At second level, a wererhino gains DR/Silver equal to their HD/2 while in alternate form.

Growth:At 3rd level, a wererhino's alternate forms become large. Their gore attack deals 2d6 damage, in addition their natural armor improves by 1 while in alternate form.

A wererhino of 12 HD or more may choose to become huge by expending two normal transformations.

A wererhino of 16 HD or more may choose to become gargantuan by expending three normal transformations.

A wererhino of 20 HD or more may choose to become colossal by expending four normal transformations.

Tough Hide: At third level a wererhino form becomes able to shrug off blows and pain more effectively. The wererhino gains a bonus to any saves against pain effects equal to his Wererhino class level, and may stay conscious down to his constitution modifier in negative hp, this does not increase his negative hp threshold however, he still dies when he reaches his limit, and cannot remain conscious after death.

Powerful Charge: Starting at fourth level a wererhino in alternate form deals additional damage on a charge that ends with a gore attack. Double the damage on any such charge. (For purposes of abilitys that allow for more than one attack on a charge, only double the first gore attack the wererhino uses.)

Curse of lycanthropy: At 4th level a wererhino can transmit lycanthropy to other creatures. If a medium or large humanoid  or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.
[/SPOILER]

Done by Chumplump from GITP


oslecamo

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Salamander


[SPOILER]
HD:d8
Level BABFort Ref Will Feature
1 +1+2+0+2    Salamander Body, +1 Str
2 +2+3+0+3   Tail slap, Heat, +1 Con
3 +3+3+1+3Multiattack, Improved grab, Constrict +1 Str
4 +4+4+1+4Powerfull tail, +1 Str, +1 Con
5 +5+4+1+4Growth, +1 Str
6 +6+5+2+5Salamander Skin, +1 Con, +1 Cha
7 +7+5+2+5Flame Initiate, +1 Cha
8 +8+6+2+5Flame Adept, Melt +1 Cha
9 +9+6+3+6Growth +1 Str, +1 Con
10 +9+6+3+6Noble, Flame Master, +1 Str, +1 Cha.

8 Skill points+int per level, quadruple at 1st level. Class skills:
Bluff, Craft, Escape artist, Intimidate, Hide, Profession(any) Spot, Listen, Search, Knowledge (any) Move silently, Diplomacy, Hide and Sense motive.

Proficiencies:
A Salamander is proficient just simple weapons and  also  with its tail slap.

Features:


Salamander Body:
The Salamander loses all other racial bonuses, and gains outsider traits(basically darkvision 60 foot) and the fire subtype. It is a small outsider. The salamander has no legs, instead having a powerful tail allowing him to move at a speed of 20ft. He cannot use boots of any kind.

The salamander also has a natural armor of 2+con modifier. His natural armor also go up by 1 when it grows.

Salamanders are immune to fire, but takes 50% more damage from cold attacks.

A Salamander also gains a bonus on any craft rolls involving metal equal to their HD.

Ability increase:
The Salamander gains +1 Str at levels 1, 3, 4, 5, 9 and 10, +1 Con at levels 2, 4, 6 and 9, and +1 Cha at levels 6, 7, 8 and 10, for a total of +6 Str, +4 Con and +4 Cha at level 10.


Tail slap:
At level 2 the salamander can make a tail slap dealing 1d4+ 1/2 str dmg.

Heat:
At 2nd level a salamander generates so much heat that its mere touch deals additional fire damage. This applies to natural weapons of the salamanders. Melee weapons wielded by the salamander also conduct this heat. This ability can be suppressed and resumed as a free action. At level 2 the heat deals 1d6. For every extra 5 HD from there this damage increases one size category (1d8 at 7 HD, 2d6 at 12 HD, 2d8 at 17 HD )

Multiattack: At level 3 the Salamander gain the multiattack feat even if he do not have the requisites of three natural weapons. It can attack with a manufactured weapon as primary attack and it's tail slap as secondary attack with just -2 penalty on the tail slap instead of -5.


Improved Grab:
At 3rd level, to use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Powerfull tail: At level 4, the tail slap of the salamander now deals 1d8+1/2 Str mod damage, and it's reach is doubled (10 foot for small/medium size, 20 for large size, etc). If the salamander changes size adjust the damage acordingly as well.


Constrict :
A salamander deals automatic tail slap damage (including fire damage) whit a successful grapple check against creatures up to one size larger than itself. A large or larger salamander can constrict multiple creature simultaneously provided they are all at least two size smaller than it.

Growth: At level 5 the salamander grows to medium size. At level 9 the salamander grows to large size.

Salamander Skin: The Salamander gains DR/magic equal to half his HD.

Flame Initiate:
The Salamander can now use Burning Hands, Fireball and Flaming Sphere as SLA's each 1/day for each HD it has. Save DCs are 10+1/2 HD+Cha mod.

In adition, a salamander who multiclasses for an arcane or divine casting class can count his salamander 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 Salamander 7 who took 1 level of sorceror could choose to have CL 8, get 3 4th level spell slots, 1 3rd level spell slot, 1 4th level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 7 however. He would get the familiar ability, but Salamander levels wouldn't count for it.


Flame Adept:
The Salamander can now use Wall of Fire and Dispel Magic 1/day for each 2 HD it has. Save DCs 10+1/2HD+Cha mod. At 11 HD the Dispel Magic is upgraded to Greater Dispel Magic.

Melt: The Salamander's expertise with the forge teaches him how to focus heat untill it can burn trough anything. If the Salamander would use any ability that deals fire damage (like a SLA, spell or heat), as a swift action the salamander may instead reduce the fire damage  by half and make it count as untyped damage.

Noble:Any spells or SLAs cast by the Salamander with the [Fire] descriptor have no limit on the number of dice they deal and are cast at +2 CL. In adition, a number of times per day equal to their Cha mod, a Noble Salamander may use his Melt ability to deal full untyped damage with a fire SLA or spell.

Flame Master:the Salamander can now use Summon Monster VII as a SLA 1/day for every 5 HD it has, but only for summoning huge or smaller fire elementals.

At 13 HD it may use Summon Monster VIII (greater fire elemental) instead.

At 16 HD it may use Summon Monster IX (elder fire elemental) instead

At 19 HD it may use Elemental Swarm (fire only) instead.

[/SPOILER]

Comments:
[spoiler]
Salamanders are hard and skilled workers with pyromaniac tendencies. They seem to just use simple weapons and are slow moving but get better skills than normal and a tick natural armor.

The Salamander has full Bab, two good saves and +6 Str, +4 Con and +4 Cha, but it's somewhat lacking on mobility and SLAs, plus just DR/magic. Melt ability helps to deal with oponents with fire resistance/immunity, and the capstone should help make Fire focused salamanders more viable. Also pumping out powerfull fire elementals to help.

If you feel like playing a skilled, slow but tough fire-focused monster, the Salamander's for you.
[/spoiler]

oslecamo

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The Styx dragon Source, Draconomicon.



class
[spoiler]
HD: D12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Stygian Body, Styx adaptation, Fog Cloud
2  +2 +3+0 +3 Keen senses, Stygian Breath
3  +3 +3+1 +3 Blindsense 60 feet, Strength +1, Constitution +1
4  +4 +4 +1+4 Curse Water, Summon from the Deeps, +1 Charisma
5  +5 +4 +1 +4  Improved Breath weapon, Improved tail blades
6  +6 +5+2 +5   Deeper Darkness, Stinking Cloud
7  +7 +5 +2 +5Constrict, Improved grapple, Diseased tail blades
8  +8 +6 +2 +6 Growth, Mind Fog, Feeblemind, +1 Charisma
9  +9  +6+3 +6 Stygian grab, +1 Strength, +1 Constitution
10  +10 +7+3 +7 Improved breath, Hold Monster
11  +11 +7 +3+7 Stygian Scales, Stygian Influence, Stygian Corruption
12  +12 +8 +4+8 Frightful presence, Growth, Crush.
13  +13 +8 +4 +8 Bonus Feat, +1 Charisma
14  +14 +9 +4 +9Stupefying breath, +1 strength +1 Constitution
15  +15 +9 +5 +9 Disease ascension, Bonus Feat
16  +16 +10 +5 +10 Horrid Wilting, Corrosion, +1 Charisma
17  +17  +10 +5  +10 Stygian bite +1 Strength, +1 Constitution
18  +18  +11 +6  +11 Bonus Feat, Diseased Body, +1 Str, +1 charisma
19   +19 +11 +6 +11Growth, Tail Sweep, +1 strength, +1 Constitution, Pestilence
20  +20 +12 +6 +12 Disease perfection, Bonus Feat, +1 Str, +1 Cha, +1 Con

6 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft.

Proficiencies
: a Styx dragon isn't proficient with any armor or weapons, besides his own natural weapons

Features:

Stygian Body: The Styx dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 tail blades for 1d8 damage each, (They are secondary attacks and both are seperate attacks) a 40 foot base land speed which starts increasing by 10 every hit dice after its fourth and medium sized.  In addition, the Styx dragon gains a swim speed equal to the base speed, and a burrow speed equal to half the base speed.

 The tail blades only add your strength modifier to damage until level 5 at which point it becomes 1 and a half strength modifier

The Styx dragon's arms are vestigial and cannot be used for any purpose.

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

Styx Adaptation:Ex The Styx dragon has complete immunity to poisons and diseases, magic or mundane. In addition, the dragon can breathe in water, Is not hampered in combat by being in an aquatic environment, and is immune to the harmful effects of the river Styx and cannot be affected by the disease ascension or disease perfection abilities of other Styx dragons.


Styx dragon SLAs: At 1st level Fog Cloud SLA 2/day per HD.

At 4th level Curse Water SLA 2/day per HD.

At 6th level Stinking Cloud and Deeper Darkness 1/day per HD.

At 8th level Mind Fog and Feeblemind 1/day per 2 HD.

At 10th level Hold Monster 1/day for each 5 HD.

At 16th level Horrid Wilting 1/day for each 4 HD.

Keen Senses:Ex At second level, the Styx dragon's senses become far stronger. The Styx 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

Stygian Breath:Su At second level the Styx dragon gains a breath weapon. The breath weapon is a  60 foot line dealing 1d6 acid damage/HD, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The line increases by 10 feet for every extra hit die the dragon gains. In addition, at 5th level the damaging effects of the line cling to enemies. The next round the acid deals half the damage it dealt the previous round. At tenth level it affects them again dealing one quarter the damage it originally dealt.

Blindsense:Ex At third level the dragon gains Blindsense as the normal ability, range 60 feet.

Ability increase: The stygian dragon gains

+1 Str at levels 3,  9,  14, 17,18, 19, 20

+1 Con at levels 3,  9, 14, 17, 19, 20

+1 Cha at levels 4, 8, 13, 16,18, 20

For a total of +7 Str, + 6 Con and + 6 Cha at level 20.

Styx dragon SLAs: At 1st level Fog Cloud SLA 2/day per HD.

At 4th level Curse Water SLA 2/day per HD.

At 6th level Stinking Cloud and Deeper Darkness 1/day per HD.

At 8th level Mind Fog and Feeblemind 1/day per 2 HD.

At 10th level Hold Monster 1/day for each 5 HD.

At 16th level Horrid Wilting 1/day for each 4 HD.

Summon From the Deeps:
At 4 HD the Styx dragon can use Summon Monster Y, where Y it's half the Styx Dragon's HD, as a SLA 1/day per HD.

Creatures summoned this way have a swim speed equal to their best speed and gain the Styx Adaptation ability. If they already had a swim speed it is doubled.

Diseased Tail blades:Ex At seventh level anybody who is hit by the tail blades must succeed on a Fortitude save equal to the Dragon's breath weapon save or contract a disease of the player's choice. The player must choose once he gets this ability and the ability cannot be changed after this. There are several diseases on Page 292 of the dungeon master's guide or they can choose Stygian wasting from Draconomicon.

Improved grapple:at 7th level the Styx dragon gains the improved grapple feat regardless of whether or not they meet the prerequisites.

Constrict: At seventh level, after the Styx dragon makes a successful grapple check, it can make a constrict attack. The constrict attack deals twice the tail blade's damage as bludgeoning damage. 

Growth:At 8th level the Dragon grows to large size. At 12th he grows to huge and at 19th he grows to gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.


Stygian Grab:Ex At 9th level the Styx dragon gains the improved grab extraordinary ability.  To use this ability a Styx dragon must hit an enemy that is at least one size category smaller than him with his tail blades attack. The dragon can immediately make a Grapple check and if it's successful can use it's constrict ability in the same turn. In adition, this ability ignores freedom of movement effects.

Stygian scales:Ex At 11th level the Styx dragon gains DR/magic and good equal to half its total HD and SR equal to its total HD plus 11

Stygian influence: After swimming through the river Styx for centuries the planes they swim through have affected the dragon's attacks. At 12th level The Dragon can now bypass any form of damage reduction that can be bypassed by any evil alignment as if their weapons were attuned to that alignment.

Stygian Corruption:
No mind can resist the river Styx. The Stygian dragon can now affect creatures immune to mind affecting with his Mind Affecting SLAs, but those creatures receive a +4 bonus on their saves.

Crush: At 12th 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]

Frightful Presence:Ex at 12th level the dragon gains frightful presence. ability takes effect automatically whenever the dragon attacks or charges. 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 Charisma 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.

Bonus feat:
At levels 13, 15 and 20 the Styx Dragon gains Extrarodinary disease as a bonus feat (see after this monster entry) or a fighter bonus feat for wich it qualifies for.


Stupefying breath:Su
At 14th level the dragon gains an additional breath weapon. The breath is a cone with a radius of 30 feet+5 feet per HD of the dragon and deals 1 intelligence damage for every 4 HD of the dragon. The damage can be halved with an appropriate fortitude save of DC10+Con Mod+Half its HD. The breath weapon recharges in 1d4 rounds.

Disease ascension: At 15th level, the dragon can now bypass immunity to disease derived from class features (Such as the Paladin's divine health) and any ability not derived from a creature's type. However, Styx dragons cannot affect each other with this ability. In addition, the damage die for both Stygian wasting and devil chills increase by one die size.

Corrosion:
At 16th level, the Stygian Dragon's natural weapons deal an aditional 1d8 Acid Damage. This Damage increases one die step for every 4 HD gained from here.

Stygian bite: At level 17 the Styx Dragon's bite is a weapon to be feared. The Dragon can now channel its Stupefying breath weapon into its bite attack to be used along with it. This still counts as a use of the breath weapon and you must wait 1d4 rounds before using the breath weapon in any way shape or form again. Channeling the breath weapon is a swift action.

Disease Body: At 18th level all of the Styx Dragon's natural weapons can transmit diseases as his tail.

Tail sweep:At 19th level this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Pestilence:
At 19th level the Styx Dragon can contaminate anything it touches. As a fullround action the Styx dragon can "rub" the area where he's standing or a number of objects equal to his Con modifier. The next creature steping on that area or touching the object willingly receives a disease as if hit by the Styx's dragon natural weapons, same Fort Save to resist. The disease must be chosen when the Styx Dragon rubs. The effect is permanent but each contaminated square /object can only try to infect one creature per HD. A rogue can spot and safely "clean" an object with his trap sense, search and disable DCs are 10+HD+Con modifier.

Disease perfection Su: At 20th level, the Styx dragon's affinity for disease has reached it's peak. From this point on, the dragon's disease based abilities* affect even those normally immune to them. The dragon now bypasses any immunity derived from type, race, class, or anything else besides being a Styx dragon (or summoned by a Styx Dragon). Styx dragons are still immune to each other's diseases. In addition, anything that is not normally immune to disease receives no save and the saves on the disease are now equal to the save of the dragon's breath weapon.

*The abilities that disease ascension and perfection apply to are the dragon's tail blades, its SLAs, and any spells it can cast due to the class.
[/spoiler]

Comments
[spoiler]
The Styx Dragon can't fly, but it swims and burrows quite well. It has a powerfull array of SLAs and disease abilities to back up it's melee-grappling abilities and bard-sorceror spellcasting.

If you feel like playing an aquatic dragon that lays down plagues upon his oponents, the Styx Dragon's for you!
[/spoiler]

In addition to the features described herein, there are new feats to enhance the Styx dragon's disease based abilities. (Credit to Hyudra)

Extraordinary Disease [Monstrous]
Your disease works in a manner above and beyond that of other creatures of your type.
Prerequisite:  A natural weapon that can transmit disease, 13 Con and 6HD, at least one of which must be a level in a monster class.
Benefit:  Choose one of the following from the list to enhance your poison:
[spoiler]
  • Pathogen:  Each time the victim fails a save against the disease (including the initial save to find if the disease was contracted), the DC is increased by +2.
  • Rapid Onset:  The Disease now has an incubation period of 1d3 rounds.  This may be taken a second time, reducing the incubation period to 1d3-2 rounds.
  • Scourge:  The victim must save against the disease twice as often (ie. from every 24 hours to every 12 hours).  This option may be taken multiple times, halving the amount of time the victim must save each time it is taken.  (from 24 to 12, 12 to 6, 6 to 3, and so on).
  • Fever:  Once the poison enters the victim's system, the victim displays a rapidly progressing fever.  From the point the victim fails the saving throw up until the time the disease is removed, the victim is Fatigued.  Once the disease is incubated, the victim must make a fortitude save on any given hour or Exhausted, instead. (DC is 10 + ½ creature's HD + creature's Con)
  • Systemic Shock:  When an opponent fails their save against disease, they are immediately sickened.  Further, if the disease affects physical stats, the creature must make another fortitude save or be nauseated for 1d4 rounds, and if the disease affects mental stats, the creature must make a will save or be confused for 2d3 rounds.  The DC for both saves isis 10 + ½ creature's HD + creature's Con.

Once the disease has incubated, the victim must save or be nauseated/confused (again, as appropriate to the disease) on any given hour.
  • Miasma:  After a disease has finished incubating, a contagious vapor begins leaking out of their nose and mouth to taint the air around them.  The disease effectively becomes inhalation and contact based, transmitted with the victim themselves as the origin point.  Any infections transmitted in this way have the traits of the original disease, but with only a 50% chance the new victim will also show signs of the miasma.

1d3 rounds after a victim afflicted with Miasma dies, the miasma begins consuming their body, filling all adjacent squares with the inhaled version of the disease.
  • Blight:  The disease becomes potent enough to affect targets that are normally immune, as the individual elements in the disease produce byproducts that consume, occlude or taint even inanimate matter or energies.  The Disease can now affect any creature that cannot produce the disease itself, including those creatures that are typically immune or that lack constitution scores.  The effects of the poison are halved when affecting such opponents, rounding down.  Diseases that would deal Con damage to creatures with no Con score deal Cha damage instead.
[/spoiler]
Special: This feat may be taken multiple times, choosing a different option each time (or choosing options that specifically allow multiple instances).

Contributed by Kyuubi from GITP


oslecamo

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Ravid



Class
[SPOILER]Hit Dice: d8

LevelBABFortRefWillSpecial
1+1+2+0+2Serpent Body, Positive Energy Lash
2+2+3+0+3Flame Retardant, Improved Positive Energy Lash
3+3+3+1+3Airborne, Skilled Combatant
4+4+4+1+4Greater Positive Energy Lash
5+5+4+1+4Animate Objects

Class Skills: (4+Int Mod, x4 at 1st level) Escape Artist, Heal, Hide, intimidate, Know (Planes), Listen, Move Silently, Spot, Survival, Use Rope

Proficiencies: Ravids are proficient with their own natural attacks.

Class Features:

Serpent Body: Ravids lose all racial traits & features and gains the Outsider type including all traits determined by that. They are Native to the Positive Energy Plane, and recieve the Extraplanar subtype when anywhere else.
Ravids are Medium sized and have a base land speed if 20ft. Because they don't have legs Ravids technically slither an inch off the ground, however this is not flight yet and as such they are subject to all normal effects for land bound creatures; falling damage, rough terrain etc.
They have a primary tail slap that deals 1d6+Str damage and a secondary claw that deals 1d4+1/2Str damage.
Ravids have a natural armour bonus of 1+Con Mod.

Positive Energy Lash (Su): Ravids are suffused with Positive Energy and may release it as part of an attack. 4/day for each HD it has a Ravid may add an overstimulating effect to any tail lash attack it makes. If the target takes damage from the attack it must make a Fort Save (DC 10+1/2HD+Con) or suffer an effect identical to the Dazzled condition for 1 round.

Flame Retardant (Ex): At second level Ravids gain Fire Resistance 1/HD. At 15HD this instead becomes full Fire Immunity.

Improved Positive Energy Lash (Su): At second level the Ravid hones it's Energy Lash's capabilities. By spending two uses of Positive Energy Lash instead of one a target that fails it's Save is Fatigued, an Dazzled if it successfully makes it Save.
The Ravid's claw attack now inherits the lesser Lash effect as described at level 1.
The Ravid may choose which of these effects it uses in a full attack or none if it chooses. It cannot however use both in the same full attack.

Airborne(Su): From third level Ravids are able to move further from the ground. They are no longer hampered by rough terrain and may treat a fall as being 10ft less than it was. They may also fly at a speed of 60ft(A) for a number of rounds equal to their Con Modifier (min 1) each day before having to land for at least 1 round.
At 5HD their flight speed increases to 60ft(G) and they may fly indefinitely.
At 12HD their fly speed increases to 60(P) and their flight becomes an (Ex) ability.

Skilled Combatant (Ex): From third level the Ravid becomes a master of battling with it's unusual physique. It may take the Multiattack feat despite not having the requisite three natural weapons.

Greater Positive Energy Lash (Su): At fourth level the Ravids energy lash becomes more potent. If the target takes damage from it's tail slap and fails it's Save it instead now suffers an effect identical to the Sickened condition, becoming Fatigued if they do make their Save successfully. If the target is a mindless undead it also acts as though Turned (see Turn Undead). Greater lash costs 3 uses of it's Positive Energy Lash to activate.
The Ravid's claw attack now inherits the Improved Lash effect as described at level 2.
The Ravid may choose which of these effects it uses in a full attack or none if it chooses. It cannot however use both in the same full attack.

It may also choose to forego it's usual tail slap damage & the Sickened/Fatigued effect when using Greater Lash and instead make a touch attack with it's tail that deals 2d10+1/HD pure positive energy damage (thus bypassing DR etc). This damage harms both living and undead targets alike and can affect incorporeal undead as easily as corporeal ones.

Animate Objects (Su): At fifth level the Ravid learns to channel the raw positive energy that suffuses it in a much more complex way. A Ravid may use this ability 1/day for each HD it has. The Ravid may imbue an object with the semblance of life as though it had cast the spell Animate Objects, where the Caster Level equals the Ravid's HD. This ability can affect any unattended object within 20ft of the Ravid.
1/day for every 10HD it has the Ravid may choose to make an object it animated with this ability last for 24 hours before becoming inanimate again.[/SPOILER]

Done by Kobold-Bard from GITP


oslecamo

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Death Drinker



[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Slaughter body, DeathDrink, +1 Str
2  +2 +3+0 +3 Demon,  +1 Con
3  +3 +3+1 +3 Glory in Slaughter,  Abyss Skin, +1 Str
4  +4 +4 +1+4 Growth, +10 Speed
5  +5 +4 +1 +4 See Invisibility,+1 Str, +1 Con
6  +6 +5+2 +5 Dispel Magic +1 Con
7  +7 +5 +2 +5  Air Walk , +1 Str
8  +8 +6 +2 +5 Growth, +10 Speed +1 Con
9  +9  +6+3 +6 Teleport, +1 Str, +1 Con
10  +10 +7+3 +7 Aura of Unlife, Death Disciple
11  +11 +7 +3+7 True Seeing, +1 Str, +1 Con
12  +12 +8 +4+8 Warrior Magic
13  +13 +8 +4 +8 Bonus Feat, +1 Str
14  +14 +9 +4 +9 Battle-hardened
15  +15 +9 +5 +9 Bonus Feat, +1 Str, +1 Con
16  +16 +10 +5 +10 Death Weaponry, +1 Str, +1 Con
17  +17 +10 +5+10 Bonus Feat, Death Tracker, +1 Str, +1 Con
18  +18 +11+6 +11 Soul Taker, +1 Str, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy ,  Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive, Spot , Survival

Proefeciencies:Simple and martial weapons, light and medium armor

Features:

Slaughter body:
The Deathdrinker loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets

At 4th and 8th levels of this class the base speed of the Death Drinker increases by an extra 10 foot.

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

Ability increase:The DeathDrinker gains
+1 Str at levels 1, 3, 5, 7, 9, 11,  13,  15, 16, 17, 18
+1 Con at levels 2, 5, 6, 8, 9, 11, 15, 16, 17, 18

For a total of +11 Str and +10 Con at level 18

DeathDrink:
Whenever the DeathDrinker kills a creature, whetever with a melee attack, spell or undeath aura, it heals 1d8 HP for each HD of the victim. A DeathDrinker cannot "drink" more creatures per turn that it's Con modifier.

Demon:gain resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to 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 lawfull subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

In adtion, it's darkvision applies to all kinds of darkness, even deeper darkness.

Glory in Slaughter:
Whenever the deathdrinker kills a creature, it gains +1 moral bonus on Attack rolls, Damage rolls and Saves for each 2 HD of the creature killed, rounded down, for 1 minute.

Abyss Skin:
The deathdrinker gains DR/good or Lawfull equal to half it's HD and SR equal to 11+HD. At 5 HD the DR upgrades to DR/Good and Lawfull

Growth:
At 4th level the deathdrinker grows to large size. At 8th level he grows to huge size.

See Invisibility: Permanent effect on self as the spell.

Dispel Magic:
SLA as the spell, useable 1/day per HD. At 11 HD upgrades to Greater Dispel Magic.

Air Walk:
SLA as the spell, useable 1/day per HD.

Teleport:
SLA as the spell, useable 1/day per 3 HD. At 13 HD upgrades to to greater teleport.

Aura of unlife:
At the end of each DeathDrinker's turn every other creature, whitin 5 feet for every 4 DeathDrinker HD takes 1d6 damage per 4 DeathDrinker HD. Undeads are instead healed for the same amount. Notice this isn't negative energy damage, so  constructs and creatures protected by Death Ward take the damage as well. This ability can be supressed and restarted at will by the DeathDrinker.

Death Disciple:The deathdrinker now benefits from a permanent (Ex) Death Ward effect as the spell. In adition, if the DeathDrinker multiclasses as a cleric can can count his DeathDrinker levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, he does not retroactively gain spell slots or new spells for caster levels he did not take, nor does she add his DeathDrinker level to her character level for the purpose of other class features, such as turn undead.

So for example, a DeathDrinker 10 who took 1 level of cleric would receive one 6th level spell slot, one 6th level domain spell slot, one 3rd level spell slot and one 1st level spell slot instead of one 1st level normal spell slot, one 1st level domain spell slot and three 0th level slots.

If the DeathDrinker picks two from the Death, Evil and Destruction Domains, he can use his Str score instead of his Wis for cleric spellcasting purposes, but only adds half his Str mod to the DC of his spells.

True Seeing: Permanent effect, as the spell.

Warrior Magic: A number of times per day equal to his Con modifier, the DeathDrinker may cast one of his SLAs as a swift action.

Bonus Feat:
At levels 13, 15 and 17 the DeathDrinker receives a bonus feat from either the Fighter Bonus feat list or a feat with the [Vile] descriptor.

Battle-Hardened:
The DeathDrinker life of war has made him a seasoned warrior. His DR is now equal to his HD. In adition, 1/day for each HD it can add his Str modifier to a skill of his choice for 1 minute as a swift action.

Death Weaponry:
On the hands of a DeathDrinker any weapon is a deadly implement of destruction. 1/day for each HD it has as a swift action, the DeathDrinker can make any weapon he wields gain an enanchment bonus equal to 1/4 his own HD and bypass all DR and hardness for 1 round. If the weapon is used to kill a creature while this effect is still active, the bonus lasts for 1 hour instead.

Death Tracker:
You can run from a deathdrinker but you cannot hide. By meditating for 1 hour, the blooddrinker can discern the location of any creature he has personally damaged with a weapon as long as he still has said weapon. This ability just tells the direction to that creature, not how far away it is, or the conditions it is in, so the DeathDrinker cannot teleport directly. If the creature is in another plane, Death Tracker can be combined with a planeshift spell cast on the deathdrinker to carry the DeathDrinker to that plane, altough he has no idea what the plane actualy is untill he arrives there.


Soul Taker:
Whenever the Death Drinker kills a creature with a weapon, he may capture his soul inside that weapon. If used to destroy an undead/construct/something not normally alive it may capture it's essence anyway, preventing it from coming back with effects like limited wish, wish, miracle, rejuvenation or a lich's pylachtry. The only way for geting the creature back is to track and destroy the weapon where the soul/essence is captured.

In adition, the DeathDrinker can call the power of a captured soul for himself. 1/day per 10 HD as a free action the DeathDrinker can grant himself +1 moral bonus on attack rolls, damage rolls and saves for each HD of the captured soul/essence with more HD stored inside his wielded weapon. A DeathDrinker cannot gain a bonus bigger than his own HD this way.

[/spoiler]

Comments:
[spoiler]
TheDeath Drinker is actualy a simple yet effecient high level monster on it's original shape. Powerfull melee, true seeing, air walk and quickened greater teleport and greater dispel magic to close in with casters and debuff them, plus a no save damage aura, bonus for killing stuff plus all the standard demon package.

But that so fills around half the levels. So I gave it improved DR at higher levels, some bonus feats and some custom abilities to follow the whole "KILL!" theme. Also gave it the ability to quicken his SLAs by himself since the original DeathDrinker "cheats" by having 27 HD to qualify for a lot of feats. As a capstone the DeathDrinker can stop defeated enemies from coming back for good and gain a pretty fat moral bonus once per day (twice at level 20) that however doesn't stack with

Death Disciple it's because cleric is the deathdrinker's favored class. They seem to like death that much. Str as spellcasting stat may be too good, so you can only add half the bonus to spell DCs. Still a pretty good deal.

Massive +11 to Str and Con rounds with full Bab, two good saves and powerfull skills it up.

If you want to play a bloodthirsty demon who loves melee and doesn't loses times with silly fireballs and other ofensive SLAs the deathdrinker's for you.

[/spoiler]

oslecamo

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Fire Elemental



CLASS
[spoiler]Hit Die: d8

FIRE ELEMENTAL
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+0
Body of Fire, Burn
2nd
+1
+0
+3
+0
Bonus Feat, +1 Cha or +1 Con
3rd
+2
+1
+3
+1
Growth, Spitfire, +1 Dex
4th
+3
+1
+4
+1
Flame Skin, +1 Cha or +1 Con
5th
+3
+1
+4
+1
Bonus Feat, Leap of Flames, +1 Dex
6th
+4
+2
+5
+2
Holocaust Cloak
7th
+5
+2
+5
+2
Blistering Heat, +1 Cha or +1 Con
8th
+6
+2
+6
+2
Bonus Feat, +1 Dex
9th
+6
+3
+6
+3
Oppressing Heat, +1 Cha or +1 Con
10th
+7
+3
+7
+3
Nova, +1 Dex
11th
+8
+3
+7
+3
Bonus Feat, Elder Elemental

Class Skills: (2 + Int. Mod.) x4 at first level. The Air Elemental's class skills are Concentration, Escape Artist, and Intimidate.

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

Body of Fire: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

[spoiler]
•   Darkvision out to 60 feet.
•   Immunity to poison, sleep effects, paralysis, and stunning.
•   Not subject to critical hits or flanking.
•   Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
•   Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.[/spoiler]

The Elemental begins as a small creature with a base land speed of 30ft.. Despite being made of flames, fire elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. fire elementals have the fire subtype meaning they are immune to fire damage and take +50% more damage from cold damage.

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge.

Burn (Ex): A Fire Elemental’s slam attack deals bludgeoning damage plus additional 1d6 fire damage from the Elemental’s flaming body. The additional damage done by this ability increases by an additional d6 for every 4 HD the elemental possesses. Those hit by a Fire Elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC for this effect is 10 + ½ the Elemental’s HD + The Elemental’s Charisma Modifier or Constitution Modifier (whichever is greater). The additional damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, or Maximize Blaze feats.

Meta Blaze: At second, fifth, eighth, and eleventh level, the Elemental may choose from the following list of Meta-Blaze feats. These feats can be used to modify many of the Elemental’s abilities. Any use of a power may only be enhanced by one meta-blaze feat at a time.
[spoiler]
- Maximize Blaze – The damage die dealt by an ability enhanced by this meta-blaze feat are treated as if all die had rolled the maximum value possible. The fire elemental may only use this ability to enhance 3 abilities per day.

- Empower Blaze – The damage dealt by an ability enhanced by this meta-blaze feat is increased by one half. The fire elemental may only use this ability to enhance 5 abilities per day.

- Intensify Blaze – The damage dealt by an ability enhanced by this meta-blaze feat ignores resistance to fire damage and deals half damage to creatures immune to fire damage. The fire elemental may only use this ability to enhance 3 abilities per day.

- Lingering Blaze – This feat causes the attack to cling to the target dealing damage over time. Creatures who are dealt damage by an ability enhanced by this feat must succeed at fortitude save (DC = 10 + ½ The Elementals HD + the Elemental Charisma Modifier or Constitution Modifier (whichever is higher)) or take ¼ of the damage dealt by the attack. The target must continue making saves to prevent this damage each round for a number of rounds equal to the elemental charisma modifier or constitution modifier (whichever is higher) (to a minimum of 1 round.)The fire elemental may only use this ability to enhance 3 ability per day.

- Quicken Blaze - An ability enhanced with this feat requires only a swift action to activate. An elemental may use this feat to enhance 3 abilities per day, though may only use one quickened blaze during any given round.

*More meta-blaze feats needed.*
[/spoiler]
Ability Increase: The Fire Elemental burns brightly in both body and soul. A Fire Elemental receives a permanent increase to either his charisma score or constitution at 2nd, 4th, 7th, and 9th level. It chooses which one to increase at each instance is isn't forced to make the same ability increase each time. Additionally, the Elemental receives an increase to his dexterity score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Charisma and/or Constitution and +4 to Dexterity by 11th level.

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

Spitfire (Su): At 3rd level, a Fire Elemental gains the ability to hurl balls of fire at his enemies. This is a ranged touch attack which has a range of 60ft. with no range increment. Using this ability requires one standard action and deals 1d8 for every 4 HD the elemental possesses and an additional point of damage for every point of the elemental charisma modifier or constitution modifier (whichever is greater). The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

Flame Skin (Ex): At 4th level, The elemental gains DR/-, equal its 1/2 HD. Additionally, Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage and are subject to being caught on fire as though they were hit with the elemental's slam attack.

Leap of Flames (Su): In a burst of fire and speed, the fire elemental surges forth, leaving a trail of flames in its wake. As a full-round action, the elemental transform itself into a ball of fire and may hurl itself in a straight line in any direction. This line can be of any length from 10 feet to up to 5ft/HD. The Elemental reappears in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of its heavy load limit). Creatures in occupying any square the line travels through takes ld6 points fire damage for every 2 HD the elemental possesses. A successful Reflex save halves this damage. The fire elemental may use this ability once per day for every 2 HD it possesses. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

Holocaust Cloak (Su): At 6th level, the incredible heat of the elementals body can even turn away attacks. The elemental receives a bonus to his AC equal to his Charisma modifier or Constitution modifier (whichever is higher) in the form of a deflection bonus. Additionally, whenever an opponent attacks the elemental with a natural attack or unarmed strike, they take one point of fire damage for each point of the Elemental’s charisma modifier or constitution modifier (whichever is higher.)

Blistering Heat (Su): At 7th level, the flame of the Elemental’s soul begins to burn with even greater intensity. Each round on the fire elementals turn, All creatures within 10ft. for every 4 HD the Elemental possesses must make a successful fortitude save or take 1 point fire damage for every point of the Elemental’s charisma modifier or constitution modifier (whichever is greater.) The Elemental can suppress or activate this ability as a free action.

Oppressive Heat (Su): The blistering heat created by the elemental is a burden to all creatures near the elemental. At 9th level, the Fire Elemental produces an incredible aura of intense heat. This aura extends in all directions from the elemental 10ft. for every 4 HD the elemental possesses. Creatures within this aura who are not immune to fire or do not possess fire resistance greater than the Elemental's HD, must succeed on a fortitude save (DC = 10 + 1/2 the elementals HD + the elementals charisma modifier or constitution modifier (whichever is greater.)) or take a penalty to all attack rolls, saving throws, skill checks, and ability checks equal to the elementals charisma modifier or constitution modifier (whichever is greater.) for as long as they remain in the radius of the aura. Any creature who succeeds on the save is immune to the effects of this ability for 24 hours. Creatures who are affected by this ability but move out of its area due to its own movement or the movement of the elemental are entitled to a new save each time they re-enter the aura's radius. An Elemental can suppress or activate this ability as a free action.

Nova (Su): The Culmination of the elementals power, at 10th level, the elemental gains the ability to, once per day for every 10 HD it possesses, erupt into a brilliant explosion of flame and light. The explosion fills a radius that extend 5ft./HD and deals 2d6 for every HD the Elemental possesses. Creatures within the area are entitled to a reflex save. Those that succeed take only half damage. Additionally, any creature within this area must also succeed on a fortitude save or be blinded for a number of rounds equal to the elementals charisma modifier or constitution modifier. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

Elder Elemental (Su): At 11th level, The Fire Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the fire subtype. Additionally, the Elemental can call fire to its aid. The Fire Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon fire elementals. At 13th level, and every two levels thereafter, the fire elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.
[/spoiler]

Done by AustontheGreat1 from GITP

Prime32

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The Pseudodragon is small size with a land speed of 20ft.
[...]
Advancement: When a Pseudodragon hits 4HD it becomes Tiny, gains all benefits and penalties associated with the change, unless otherwise stated. It's land speed drops to 15ft but it gains a fly speed of 30ft (average), which increases by 5ft/2HD & becomes Good Maneouverability at 10HD. It's tail retains a reach of 5ft despite it's reduced size. It's poison Save DC gains a +2 racial bonus and it's racial hide bonus increases to +4/+8.
It... grows backwards! Like those frogs!
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Pegasus

[SPOILER]HD: d8
LevelBabFortRefWillFeature
1+ 1+2+2 + 0Pegasus Body, Spell-like Abilities, Divine Blood, Scent
2+ 2+3+3 + 0Wings, Teeth, Skill Bonuses, +1 Str, +1 Con
3+ 3+3+3 + 1Growth, Steed of the Gods, +1 Str, +1 Con

Class Skills: (4+Int Mod)x4 at first level. The pegasus class skills are Balance, Concentration, Jump, Listen, Sense Motive, Spellcraft, Spot, and Survival.

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

Class Features:

Pegasus Body:
A pegasus loses all other racial traits and gains the following traits:

[SPOILER]Medium size
40 ft. base land speed
Two natural hoof attacks, dealing 1d6+Str mod damage
Darkvision 60'
Low-light vision
Pegasi are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
Pegasi cannot speak, but understand Common (and gain bonus languages as normal).
Additionally, the pegasus gains a bonus to natural armor equal to its Con modifier.[/SPOILER]

Scent (Ex): At first level, pegasi gain the scent ability.

Divine Blood: Although pegasi levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Multiclassed pegasi may also choose to let their pegasus levels stack for purposes of determining spells known and spells per day gained (not total). For instance, a pegasus 3/cleric 1 may choose to either gain 3 0th and 1 1st level spell or 1 0th, 1 1st, and 1 2nd level spell. Despite their lack of hands or speech, pegasi may cast spells with somatic and verbal components.

Ability Increases:
At second and third level, the pegasus gains a permanent +1 bonus to Str and Con.

Spell-like Abilities: Beginning at first level, the pegasus can cast detect good or detect evil 2/day per HD.

Wings (Ex): At second level, the pegasus' vestigial wings develop fully, and it gains a fly speed of 30' (average maneuverability). This improves by 10' every 3 HD thereafter.

Teeth (Ex): At second level, the pegasus gains a secondary bite attack that deals 1d6+1/2 Str damage.

Skill Bonuses (Ex): At second level, the pegasus gains a racial bonus to Spot and Listen equal to HD/2.

Growth: At third level, the pegasus grows to Large (long) size.

Steed of the Gods (Ex): At third level, the pegasus gains a +10 inherent bonus to land and fly speeds. Additionally, it gains the bonus feat Flyby Attack, and its maneuverability increases one step (to good).
[/SPOILER]
Comments:
[SPOILER]My first attempt at a monster class - the pegasus' fluff wants badly to be a paladin, hence the reasoning for Divine Blood (and the note about them being able to do somatic/verbal components, which Savage Species considers worth a feat), but I don't want to step on the unicorn's toes here, similar as they are.

Cut scent from the original monster - seemed extraneous. Can add it back in, though.

The pegasus gains flight fairly early, at second level, and it scales slowly - up to 100' at 20th level, including the bonus at third. It gets Pounce at third, so it's a fair charger, but lacks defensive capability (doesn't have the nat. armor bonus that's common around here).

Basically - flight, pounce, three natural attacks, large size, and a fluffy spell-like, but it's got no AC to speak of and can't talk or wield weapons. Rounded out with okay hit dice, decent skills, two good saves, and good BAB.
[/SPOILER]

Done by FirebirdFlying from GITP

oslecamo

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Unicorn

[SPOILER]HD: d6
LevelBabFortRefWillFeature
1+ 0+2+0 + 2Unicorn Body, Divine Blood, Guardian of the Forest, Scent
2+ 1+3+0 + 3Alicorn, +1 Cha, +1 Con
3+ 2+3+1 + 3Growth, Bastion Against Evil, +1 Cha, +1 Con

Class Skills: (4+Int Mod) x4 at first level. Unicorn class skills are Balance (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

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

Unicorn Body:
A unicorn loses all other racial traits and gains the following traits:

[SPOILER]Medium size
40 ft. base land speed
Two natural hoof attacks, dealing 1d4+Str damage
Darkvision 60'
Low-light vision
Unicorns are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
Unicorns speak Common and Sylvan, and gain bonus languages as normal.
Additionally, the unicorn gains a bonus to natural armor equal to its Con modifier.[/SPOILER]

Scent (Ex): At first level, unicorns gain the scent ability.

Divine Blood: Although unicorn levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Despite their lack of hands or speech, unicorns may cast spells with somatic and verbal components.

Guardian(Ex/SL): Unicorns have an affinity with nature. At first level, they gain wild empathy as the druid class feature, with a +6 racial bonus on the check.

At second level, the unicorn gains a racial bonus to Move Silently equal to its HD/2.

At third level, the unicorn may designate an area with a radius in feet equal to 100xHD as its home. Once per day/3 HD, it may greater teleport (as the spell) to any location within from any location within (thus, it cannot use this ability to teleport from outside the area). The designated home may be changed if the unicorn gains sufficient knowledge of another location (usually requiring 24 hours of exploration of the new land).

Ability Increases: The unicorn gains a permanent +1 bonus to Cha and Con at second and third levels.

Alicorn (Ex/SL): At second level, the horn protruding from the unicorn's head hardens, and it gains a secondary natural gore attack dealing 1d6+Str damage. Additionally, the unicorn may touch the horn to a subject in order to cast the follow spell-like abilities, gained at 2, 3, and 5 HD respectively:

Cure Light Wounds once per day/HD
Cure Moderate Wounds once per day/3 HD
Neutralize Poison once per day/5 HD

At third level, the unicorn gains a 1+Cha mod bonus to saves against poison, charms, and compulsions. This bonus increases by 1 each HD thereafter, and becomes an immunity at 8 HD.

Bastion Against Evil (SL/Su): At third level, the unicorn may use detect evil as a spell-like ability at will. Additionally, it continuously exudes an aura of pure goodness, which may be suppressed and resumed as a free action. Evil summoned creatures/non-native outsiders must make a Will Save (DC 10+1/2 HD+Cha) to enter (although need not do so if the unicorn approaches them), and when inside the aura must make an additional Will Save to avoid taking your Cha modifier/2 damage per round. The unicorn gains a +2 divine bonus to Diplomacy and Sense Motive checks made against Good creatures within the aura. This aura extends out to a 10' radius.


Growth: At third level, the unicorn grows to Large (long) size.
[/SPOILER]

Done by FirebirdFlying from GITP

oslecamo

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Murderjack

[SPOILER]HD: d6

LevelBabFortRefWillFeature
1+0 +0 +2 +0 Fey Body, Sneak Attack +1d6, Spells
2+1+0+3 +0 Woodland Camouflage, +1 Str
3+1+1+3 +1 Sneak Attack +2d6
4+2+1+4 +1 Sudden Lunge +1 Cha
5+2+1+4 +1 Sneak Attack +3d6, +1 Str
6+3+2+5 +2   Greater Fey Body, +1 Cha
7+3+2+5 +2 Sneak Attack +4d6, +1 Str
8+4+2+6 +2 Frightful Presence, +1 Cha
9+4+3 +6 +3 Sneak Attack +5d6, True Fey Body
Skill Points: 4+int modifier per level, quadruple at 1st level.
Class skills: Balance  (Dex), Bluff (Cha), Climb (Str), Concentration  (Con), Craft (Int), Diplomacy (Cha), Disguise  (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently  (Dex), Perform  (Cha), Profession  (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft  (Int) and Tumble (Dex).

Proficiencies: Murderjacks are proficient with natural weapons and light armour

Fey Body: A Murderjack loses all racial features and becomes a Fey. It gains low-light vision, a base speed of 30 feet and two claw attacks that deal 1d4 damage and are treated as the Murderjack's primary attacks. It takes no penalty for attacking with both claws as a fullattack. A Murderjack has natural armor equal to his Con modifier.

Sneak Attack: As the Rogue ability.

Spells: A Murderjack knows and  casts spells just like a Bard of it's MurderJack. Murderjack levels that grant casting stack with Bard levels for the purpose of determining the Bard's caster level, spells known and spells per day

Woodland Camouflage (Su): In woodland areas, the murderjack's green and brown seems to blur and fade into the brackground. Attacks directed at a murderjack of 2nd level or higher when it is in a woodland area suffer a 5% miss chance, plus an additional 5% for every two HD the murderjack possesses (up to 50% at 20th level).

Ability increase:
At levels 2, 5 and 7 the MurderJack gains +1 to Str.
                            At levels 4, 6, 8 the MurderJack gains +3 to Cha.
                            So at level 9 the MurderJack has +3 to Str and Cha.

Sudden Lunge (Su): Once per hour, a murderjack of 4th level or higher can move up to its speed as a free action.


Greater Fey Body: At 6th level, the murderjack's base land speed increases to 40ft and it gains a climb speed of 40ft. Its claw damage improves to 1d6. It gains DR/cold iron equal to half it's HD.

Frightening Presence (Su): When a murderjack of 8th level or higher charges or attacks, it inspires terror in all enemies within 5 feet per  HD that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (10 + 1/2 of the murderjack's HD + its CHA modifier) or become panicked. Even if they suceed they are shaken. Enemies with equal or more Hit Dice become shaken only on a failed save. This is a mind-affecting fear effect.

True Fey Body: At 9th level, the murderjack's base land speed increases to 50ft and its climb speed increases to 50ft. It gains spell resistance of 11+its HD.
 [/SPOILER]

Comments
[SPOILER]
Original

I had to reduce its Sneak Attack by two dice and give it a not-useless SR (Standard has 6+HD). Bardic casting mirrors the original at 2/3 HD. It's not quite as good as the Rogue (less BAB, skill points, skills, proficiencies) or the Bard (no songs, less BAB, less skills, less casting) but can enter PrCs intended for both without too much hassle and has tasty ability bonuses.

My comments:

Pumped out the spellcasting, lowered the skills and stat bonus. So we get a songless bard with sneak attack, DR, SR, +3 to Str and Cha, less skill points and just one save to make space for some extra feyish abilities.

Better picture needed. Google search for Murderjack only gives photos of real people. Something elvish, savage, but whitout manufactured weapons.
[/SPOILER]

Contributed by Flickerdartfrom GITP



oslecamo

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Coatl



Class
[SPOILER]Hit Dice: d8

LevelBABFortRefWillSpecial
1+1+0+0+2Lesser Psionics, Rainbow Body, +1 Str, +1 Cha
2+2+0+0+3Superior Sorcery, Telepathy
3+3+1+1+3Improved Grab, +1 Str, +1 Cha
4+4+1+1+4Flight, Moderate Psionics
5+5+1+1+4Growth, Shape Change, +1 Str or Cha
6+6/+1+2+2+5Constrict, +1 Str, +1 Cha
7+7/+2+2+2+5First Domain
8+8/+3+2+2+6Venom
9+9/+4+3+3+6Greater Psionics, +1 Str, +1 Cha
10+10/+5+3+3+7Rainbow Master, Second Domain, +1 Str or Cha


Class Skills: (4+Int, x4 at 1st level) Concentration, Diplomacy, Heal, Jump Know (Arcana, Nature, Planes, Psionics, Religion), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Proficiencies: Couatls are proficient with their own natural weapons.

Class Features

Rainbow Body: Couatls lose all racial traits & features and gains the Outsider type including all traits determined by that. They are Native to the Material Plane, and recieve the Extraplanar subtype when anywhere else.
They are Medium sized with a land speed of 20ft. They have wings but are not able to fly yet; however they can use them to slow their descent, meaning they never take more than 1d6 falling damage, and flapping grants them a +4 racial bonus on Jump Checks.
They gain a bite attack that deals 1d2+Str damage and inflicts it's Poison.
Couatls gain a natural armour bonus equal to it's Con Mod.

Lesser Psionics (Sp): A Couatl may use Detect Chaos, Detect Evil, Detect Good, Detect Law & Hypnotism as the spells 1/day for each HD it has. The Save DC for all current and future Couatl Psionics abilities is 10+1/2HD+Cha Mod.

Poison: (Ex) The Couatl inflicts it's Poison on any target that takes damage from it's bite attack. It deals 1d4 Str damage, and the same again 1 minute later. The Save DC is 10+1/2HD+Con Mod.
It may use the poison as often as it likes, but only 1/round.
At 6HD and every 6 after that the Poison deals an additional die of primary & secondary damage.

Stat boosts (Ex): At first, third, sixth & ninth level the Coual gains +1 to Str and Cha. At fifth and tenth level it gains +1 to either Str or Cha, representing that individual's choice to focus more on it's physical or magical abilities.

Superior Sorcery: From second level a Couatl casts spells as a Sorcerer of it's Couatl level -1. Despite having no hands Couatls use a
combination of wing beats an snake-like movements to provide the somantic components for spells as easily as any other race can.
Couatl Caster Levels stack with Sorcerer levels for spells/day and spells known, but not Familiar advancement. Couatl levels can also be used as Sorcerer levels for PrC pre-requisites.

Telepathy (Su): The Couatl's blossoming magical abilities allow it to speak directly into the minds of others. It gains Telepathy at a range of 10ft/HD.

 Improved Grab (Ex): To use this ability, a Couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Once it reaches 6th level, if it wins the grapple check, it establishes a hold and can use it's Constrict.

Flight (Ex): At fourth level the Couatl's wings become strong enough to sustain flight. It gains a fly speed of 40ft(A).

Moderate Psionics (Sp): The Couatl may now use Detect Thoughts and Invisibility 1/day for each 2HD it has.

Growth (Ex): The Couatl grows to large size. It's bite now deals 1d3+Str damage.

Change Shape (Su): A Couatl may assume the form of any Small or Medium Humanoid for 1 hour/HD each day. Changing form is a Move equivalent action.

Constrict (Ex): At sixth level the Couatl also develops it's physical strength. On a successful Grapple check it deals 2d8+Str damage to the target.

First Domain (Ex): At seventh level the Couatl unlocks new power from the jungle cults that worship it's species. It may select any one of the following Cleric Domains (Air, Good & Law) and add all the spells up to and including the level they can currently cast as a Sorcerer (under usual circumstances this would be 1-3) as bonus spells to their Spells known automatically, and it may choose any remaining spells from that Domain as spells known in future.
All spells from domains are considered arcane in nature for the Couatl so try don't require a divine focus, but are subject to arcane spell failure.

Venom (Ex): At eighth level the Couatl's poison takes on new potency. The Couatl may either:
-Increase all it's Poison damage to d6s
or
-Change the stat that the poison affects each time they recover their spells for the day.

Greater Psionics (Sp): At ninth level the Couatl may use Plane Shift And Ethereal Jaunt as the spells 1/day for every 4HD they have.

Second Domain (Ex): The Couatl gains another Domain from the previous list, and again adds the spells of levels that it can currently castas bonus spells to it's spells known (usually 1-4). As with it's First Domain the Couatl can now choose from the remaining spells in the domain as regular spells known.

Rainbow Master (Ex): At tenth level the Couatl becomes a paragon of it's kind. It's Fly Speed improves to 60ft(G). They also gain the Domain power for the two Domains they have chosen. Finally they gain a +1 racial bonus to the DCs of their Psionics abilities and their Poison.[/SPOILER]

Comments
[SPOILER]And there's the Couatl, my third lizardy monster in one day. Totally a coincidence, but maybe I'm just a weirdo :smalltongue:

Gave it good BAB to make us of it's combat abilities, and some Str & Cha boosts to improve it's abilities. Took away it's at will stuff and based it on HD, and topped up it's Poison.

The Domains are to incorporate the Rainbow Servant PrC fluff.

I'm worried I overdid it, have a look and let me know.[/SPOILER]

Done by Kobold-Bard from GITP