Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 330971 times)

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oslecamo

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Dracotaur

[SPOILER]Dracotaur
HD=d10
LevelBABFortRefWillSpecial
1st
+1
+2
+0
+0
Dracotaur body, +1 str,+1 con
2nd
+2
+3
+0
+0
Spit fire, +1 str,+1 con
3rd
+3
+3
+1
+1
+1 str,+1 con, Growth
Skills: 2 skill points +int, quadruple at 1st level Class skills: Balance, Intimidate, jump, Knowledge Arcana, listen, sense motive, spellcraft, spot, survival, swim

Proficiencies simple weapons, martial weapons, light armor and light sheilds

Class Features

Dracotaur body At 1st level a Dracotaur loses all racial bonus it had and gains monstrous humanoid traits, with the reptilian subtype. He's medium sized with darkvision 60', 2 natural claw attacks dealing 1d4+str modifier damage each as primary natural attacks, and one bite attack dealing 1d6+str modifier damage as a secondary natural attack. He has a base speed of 50. Because of their tails, Dracotaurs gets a bonus to balance ,jump and swim checks.At 1 HD it is a +2 bonus,At 3 HD it's a +4 bonus and for every 2 HD it gains a additonal +2.A dracotaur's lower body is like an horse, wich allows the dracotaur to count as riding for beneftical purposes. For example, a dracotaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes

In addition, a Dracotaur gains a bonus to natural armor equal to his constitution bonus.

Spit fire A Dracotaur can spit a glob of fire as a standard action. His spit is a sticky adhesive subsistence similar to alchemist’s fire. After he has spit he cannot spit again for 1 minute. It has a max range of 20 ft at 2HD, every 2HD after the second it's range increase by 10ft. Spit fire is treated as a ranged touch attack. At lv 2 it damages 1d6 and will augment by another 1d6 per 2HD. It last one round per 2 HD. Beacuse of it being a sticky substance it cannot be removed untill it's effects ends.

Growth At 3th HD a Dracotaur grows to large size(long).
[/SPOILER]

Done by Monkman from GITP

oslecamo

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Awakened Gelatinous Cube



Class
[SPOILER]Hit Dice: d10
LevelBABFortRefWillSpecial
1+1+2+0+2Acid, Iconic Body, +1 Con
2+2+3+0+2Engulf, Holy Cr*p Where Did You Come From?, Paralysis, +1 Con
3+3+3+1+2Bud, Hypercube, +1 Con

Class Skills: (2+Int/level, x4 at Level 1) Balance, Climb, Escape Artist, Hide, Intimidate, Move Silently, Search

Proficiencies: Gelatinous Cubes are only proficient with their own natural attacks.

Class Features:

Iconic Body (Ex): The Gelatinous Cube is a legend amongst adventurers and scholars alike. At first level it loses it's racial traits and features and gains the Ooze type and the following Ooze traits:
[SPOILER]- Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
- Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
- Not subject to critical hits or flanking.
- Oozes eat and breathe, but do not sleep.
[/SPOILER]
It is Medium size with a land speed of 20ft.

It gains a slam attack that deals 1d4+Str damage+acid (see below). It also has a natural armour bonus equal to it's Con Score.
It has neither eyes, mouth nor a brain in the traditional sense, but to make up for this it gains Blindsight 60ft, and is immune to Mind Affecting effects. It can also "speak" by vibrating itself to create soundwaves that mimic speech.

It is incapable of fine manipulation, but can extend a tendril of goo and use it as a hand (assuming the thing it touches can resist it's acid/paralysis (see below).
Gelatinous Cubes may use magic items by engulfing them into bubbles that protect them from it's acid. It may only absorb one item for each body slot eg. if it absorbed a Cloak of Charisma and then tried to absorb a Cloak of Resistance, the Cloak of Charisma would be wrecked by it's acid.

Acid (Ex): Gelatinous Cubes endlessly excrete a corrosive acid. Any creature hit with it's slam attack, is engulfed by it or makes contact with it at all is dealt 1d6+1d6/2 additional HD acid damage.
This acid can be applied to objects/surfaces by touching them, and ignores 5 points of hardness/HD, melting the object/surface away is it loses hit points.
The acid has no effect on metal or stone.

Holy Cr*p, Where Did You Come From (Ex): Gelatinous Cubes are specialist hunters. Generally they have a green or blue tinge to their mass, but as an immediate action useable at will they can make that fade to near perfect translucency, granting themselves a form of crude all-purpose camoflague.
They gain a racial Hide bonus equal to their HD, which doubles as long as they take no actions besides move actions. They do not need cover  or any other factors to use this ability, and may move their full speed without penalty to the Hide checks.
Any creature that fails to spot the Gelatinous Cube and enters it's space is automatically Engulfed with no Attack of Opportunity or Save.

Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down creatures of it's size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10+1/2HD+Str Mod) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.

Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a Fortitude save (DC 10+1/2HD+Con Mod) or be paralyzed for 1d6+1/4HD rounds. The cube can automatically engulf a paralyzed opponent.

Stat Boosts: At each level the Gelatinous Cube gains +1 Con.

Hypercube (Ex): At third level it becomes a Gelatinous Hypercube, Lord of All Oozes. It grows to large size and it's slam now deals 1d6+Str+acid.
As a Hypercube, is no longer vulnerable to the effects of the Ring of Ooze Riding.
It also gains Electric Resistance equal to 1/HD, which becomes full Immunity at 15HD.

Bud (Ex): 1/day for each 3HD it has the Gelatinous Hypercube may bud off a portion of it's mass, granting it a semblance of the sentience it posesses.
Budding requires a full round action and the resulting "stub cube" uses the elite array and is a Gelatinous Cube of the creator's HD-2 (though they never gain their own Bud ability), except it is Small size (20ft land speed, 1d3+Str+acid slam damage), becoming Medium at 4HD.
After the three Gelatinous Cube Levels they gain generic Ooze HD (d10HD, Good BAB, Good Fort & Will Saves, 2 skill points/level with the Gelatinous Cube class skills). For the first of generic HD and for every two generic HD they gain one of these abilities:
[SPOILER]Fly speed doubling land speed with Good Maneouverability.
Swim Speed doubling land speed.
DR 1/2HD/magic & bludgeoning.
SR 10+HD.
Fast Healing 1/2HD.
Slam gains +1 enhancement bonus/4HD.
+1/2HD insight bonus to AC.
+2 enhancement bonus to stat of creator's choice.
1/2HD resistance to any one element.
Slam attack harms incorporeal targets.
Slam attack takes on one material or alignment quality.[/SPOILER]

It will obey commands from it's creator to the best of it's abilities, and if left without instruction it will move in random directions until it comes across organic material, at which point it will use it's Holy Cr*p... ability and move to engage them.

Stub Cubes last for 1 hour before melting into a pool of acid that covers a single 5ft square and deals 1d6 acid damage to any creature that makes contact with it, becoming inert after 3 rounds. The creator may intentionally melt it's Stubs as a free action.[/SPOILER]

Comments
[SPOILER]A monster very close to my heart, the Gelatinous Cube.

The acid as well as the Engulf & Paralysis DCs now all increase.

Hypercube is to differentiate it from normal cubes and to make up for the fact that it's a cube of goop with nothing too special otherwise (an also means another player/enemy can't jump into it and use it as a mount).

Bud is something based on their reproducion methods according to Wikipedia.
[/SPOILER]

Done by Kobold-Bard from GITP

oslecamo

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Treant
 

 
[spoiler]
HD: D8
 
Skills: 2 + Int mod (x4 at first level)
Class Skills: None
Weapon and Armour Proficiencies: You are proficient only with your natural weapons.
 
LevelBase Attack BonusFortRefWillClass Features
1+0+2+0+0Treant Body, Like a tree Str +1
2+1+3+0+0Animate Trees, Str +1, Con +1
3+2+3+1+1Growth, Str +1
4+3+4+1+1Reinforced Bark, Str +1, Con +1
5+3+4+1+1Trample, Entangle, Str +1
6+4+5+2+2Growth, Str +1, Con +1
7+5+5+2+2Woodland Guardian, Str +1
8+6+6+2+2Master of the Wild, Str +1, Con +1

Class Features:
 
Treant Body:
You lose all other racial bonuses, and gains Plant traits. You gain two slam attacks that deal 1d6 damage + Str mod each. You suffer no penalty for attacking with both your natural weapons in the same round, and can attack with both as a standard action. Additionally, your natural attacks deal double damage against objects. You also gain the Improved Sunder feat as a bonus feat.
 
You gain 30 base speed and medium size.
 
You takes +50% damage from any fire-based attack and gain a bonus to natural armor equal to 1 + Con mod. Whenever you increase in size, your natural armor bonus increases by 1.
 
Like a tree:When standing perfectly still and holding togheter his legs, a treat is nearly undistinguishable from a tree. Only by digging below it may one notice it has no actual roots.

Ability Bonuses:
You gain a +1 bonus to Strength at each level and a +1 bonus to Constitution at each even-numbered level.
 
Animate Trees:
At 2nd level you gain the ability to animate nearby trees. You may use this ability once per day per HD. This ability takes a standard action to activate.
 
When this ability is activated, you must pick a number of trees equal to your HD/4 (minimum 1) within 100ft + 10ft/level. These trees become Treants (as per this monster class, each animated tree has number of levels equal to your Treant level-2, minimum 1.) for a number of hours equal to your HD.
 
Treants created this way take one round to uproot. They may not use their Animate Trees ability. They are created with the elite array (15, 14, 13, 12, 10, 8).

You can control a maximum number of Treants equal to your HD/4 (minimum 1).

Growth:
At 3rd and 6th level, you increase by one size category and gain all the benefits and penalties associated with that. You do not gain any stat improvements.

Reinforced Bark:
At 4th level, you gain DR/Slashing equal to half your HD.

Trample:
At 5th level, you gain the ability to make a Trample attack. The save DC for your Trample is equal to 10 + 1/2 HD + Str mod.

Entangle:
At 5th level, once per day per HD the Treant can root itself in the ground and bring to bear its most lethal weapons; its roots. The Treant may, as a full-round action, unleash a number of roots equal to ¼ its HD. Each root may target a different opponent and more than one root can target a single opponent.

Each root is counted as a ranged touch attack with an increment of 10ft/HD. Any opponent successfully hit by a root takes damage as if hit by one of the Treant's slam attacks. Additionally, the Treant may attempt to start a grapple as a free action.

A root that targets an opponent touching the ground gets a bonus on the grapple check equal to ½ its HD but does not gain a size bonus. A root that targets an opponent not touching the ground does not get this bonus but, once grappled, the opponent immediately falls to the ground and takes falling damage appropriate for the height fallen.

Once the Treant is rooted, additional uses of this ability require only a standard action to use. The Treant cannot move until it unroots itself, requiring a full-round action.

Woodland Guardian:
At 7th level, you gain the ability to create trees around you. As a standard action once per day per HD you can cause 1/HD trees to grow at any location within 300ft + 100ft/HD. These trees can be turned into Treants with your Animate Trees ability. You cannot create trees at a location where it would be unsuitable; such as in a square currently containing a creature or immovable object.

Additionally, when you are within 100ft of a tree you gain a bonus to hide checks equal to your HD, you ignore the penalty any penalty to hide checks for big size, and can hide whitout actualy having any cover, as long as the trees around you are at least your size.

Master of the Wild:
At 8th level, you gain a permanent aura out to 60ft + 10ft/HD. Any creatures with the Plant type that are affected by this aura gain a competence bonus on all attack and damage rolls equal to your Con mod. Additionally, they gain a morale bonus to save equal to 1/2 your Con mod. You do not benefit from this aura, but your DR/slashing doubles to be equal to your HD.

[/spoiler]

Done by Niezk from GITP

Littha

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That picture scares me :sofa

oslecamo

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Kyton (Chain Devil)

[spoiler]
Hit Dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Body of Bindings, Chain Rakes 1d4, +1 Str
2nd
+2
+3
+0
+3
Devil, Clattering Skin +1 Dex
3rd
+3
+3
+1
+3
Unerving Gaze, Chain Reach +1 Str
4th
+4
+4
+1
+4
Dancing Chains +1 Dex
5th
+5
+4
+1
+4
Regeneration, +1 Str
6th
+6
+5
+2
+5
Capture, +1 Dex
Skills:4+int modifier per level, Class skills are The Kyton’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Listen (Wis), Profession (Wis), and Spot (Wis).

Weapon and Armor Proficiencies: Kytons are proficient with their own natural weapons, simple weapons, any 2  martial weapons,  and with the spiked chain, but with not armor or shields. A Kyton’s body chains do not count toward the weight of its equipment.

Class Features:
Body of bindings(Ex): The Kyton loses all other racial bonuses and gains Outsider  traits. He's a medium sized Outsider with base land speed of 30 feet and  darkvision 60 feet, two ‘Chain Rake’ natural attacks (See Chain Rakes) and a natural armor bonus equal to his Constitution modifier.

Chain Rakes(Ex): At first level a  Kyton gains two natural ‘Chain Rake’ attacks that use the chains wrapping its body as deadly weapons. These ‘Chain Rakes’ deal 1d4+Str Damage.   Any feats the Kyton has regarding its chain rakes (such as Weapon Focus or Improved Critical) apply to using a spiked chain and vice versa.

A Chain Rake may be sundered, with the chain treated as having hp and hardness as a Spiked Chain, but immediately after this the broken pieces broken from the sundered chain wrap themselves automatically in around the Kyton and recreate a whole chain, and the Kyton may continue to use both of his Chain rake attacks without penalty.

The Kyton’s Chain Rakes are treated as a spiked chain for all weapon-like  purposes (2-handed weapon when dealing with Disarm attempts, Weapon Finesse applies, They are Trip Weapons and Disarm Weapon, etc) However the Kyton is able to’ wield’ the chains one-handed. In order to use both of his chain rake natural attack’s the Kyton must have both of his hands free, in order to use one chain rake attack, he must have one hand free.

Upon reaching  3HD the Chains deal 1d6+Str damage each, and at 6HD the chains deal 2d4+Str damage each.

Ability increase:
The Kyton gains +1 Str at levels 1, 3, 5, and +1 Dex at levels 2, 4, and 6.

Chain Reach(Ex): At second level  Kyton’s chain rakes have a reach of 10 feet. Like a spiked chain, a Kyton’s chains may be used against adjacent targets as well as targets at its maximum reach in the same round.

Devil(Ex): At second level the Kyton gains a bonus on saves against poison and resistance to cold equal to their HD, and resistance to acid and fire equal to half HD. He can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feet and an extra 10 feet for each extra HD besides this.

He also gains the evil and lawful subtypes, and his natural attacks and any weapon he wields count as evil and lawful aligned for purposes of bypassing DR.

Clattering  skin(Ex): At second level  the Kyton gains DR/good equal to half his HD and SR=11+HD.  In addition, the Kyton gains a racial bonus on all Craft (Metalworking) skills equal to his HD.

Unnerving Gaze (Su): Starting at 3rd level, a Kyton can make its face resemble one of the opponent’s departed loved ones or bitter enemies. Those subjected to the gaze must succeed on a Will save (DC 10 + 1/2 HD + Cha modifier) or take a –2 morale penalty on all attack rolls for 1d3 rounds. The gaze affects all enemies within a 15 foot radius, plus 5  feet  for every 3 HD the Kyton has. The Kyton can use this ability a number of times per day equal to his HD. Any creature that successfully saves against this effect cannot be targeted by it again for 24 hour.

Dancing Chains (Su): As a standard action, a Kyton of 4th level or higher may attempt to control one  unattended chain within a 20ft radius per 3HD. In order to target a chain, it must be within 20ft, but after this the Kyton can make it move as a dancing weapon as he wishes.  In addition, the Kyton can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs (the chains return to their normal length and shape when the Kyton stops controlling them).
 Each chain may make one attack per round, as if the Kyton were wielding it directly, on any creature within a 10 foot radius of the chain. A Kyton can climb chains it controls at its normal speed without a Climb check.

Any attended chain may also be affected, but the creature attending to the chain gets to make a will save (DC 10+1/2HD+Cha) mod, or else they lose control of the chain. If they succeed on this check the Kyton may not possess this chain for the next 24 hours (unless it becomes unattended)

A Kyton may use this ability for a number of rounds per day equal to his (HDxCha mod) if a Kyton controls two chains, each round is treated as two rounds, and if a Kyton controls three chains each round is treated as three rounds, and so forth.

Regeneration (Ex): A Kyton of 5th level or higher takes normal damage from fire, acid, and blessed weapons (if they bypass the Kyton’s damage reduction), but otherwise is treated as Having Regeneration equal to half its HD.

Capture (Ex): At sixth level woe befalls any opponents struck by the Kyton’s terrible chain attacks, and creature struck by 2 of the Kyton’s Chain Rake attacks (or by 2 dancing chains, or 1 Dancing chain and 1 rake attack) in the same round  the target becomes entangled, as per the net, and can only move within the limits that the chain allows. The chain needs no folding. Every round the target is entangled, it suffers damage equal to 1d4+the Kytons strength modified.   The Kyton gains a +4 racial bonus on the opposed strength check to gain control of the trailing chain.
[/Spoiler]

oslecamo

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Flind gnoll

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 2+ 0 +2 Flind body, Flind Combat, +2 Str.
2+ 2+ 3+ 0 +3 Brutality, +1 Str.
Skills: 4+int modifier, quadruple at 1st level. Class skills are Climb (Str), Concentration  (Con), Craft (Int), Handle Animal (Cha), Heal  (Wis), Hide (Dex), Intimidate(Cha), Jump (Str), Knowledge  (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen  (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival  (Wis), Swim (Str), and Use Rope (Dex).

Proficiencies:Simple weapons, light armor, light and heavy shields, one exotic weapon of their choice.

Features
Flind body:At 1st level a flind gnoll loses all racial bonus it had and gains  humanoid traits. He's a medium humanoid with base speed 30 and darkvision 60 foots.

It gains a bonus to natural armor equal to his Con modifier.

Ability increase: the flind gnoll gets a permanent +2 to Str at first level and +1 at level 2 for a total of +3 Str at 2nd level.

Flind combat: flind gnolls are specialists at fighting both harder and smarter. Whenever they threaten a critical hit in melee they may perform a disarm atempt against the hit oponent as a free action whitout provoking attacks of oportunity. This atempt may also be used to "disarm" a natural weapon by hiting it in a way that the creature cannot use it to attack untill the begginning of the flind gnoll's next turn.

Brutality: A flind gnoll gains a number of "Brutality" charges equal to his own HD. As a immediate action the flind gnoll may spend a brutality charge to add his Str bonus to either one of his Saves, two Skills, all Ability checks, or Caster Level(if it gets spellcasting or SLAs from other sources) . This bonus lasts for 1 round and the flind gnolls recover those charges at a rate of 1 every minute.

The Flind Gnoll may also recover a Brutality charge by scoring a sucessfull critical hit against an oponent.

At 5 HD, and every 5 HD thereafter, they may use an extra Brutality charge in a single round as a free action, provided it applies to something new, and the Gnoll already spent his immediate action for the round on Brutality.

 [/spoiler]


Comments:

[spoiler]
Flind gnolls are bigger and stronger cousins of gnolls, and they know how to put that extra strenght to good use.

First level grants the iconic disarm ability, plus an extra for weaponless oponents. Second level grants the brutality to reflect their bully nature of using gnolls as expendable minions thanks to their superior strenght.

There's some caster multiclassing potential in there as Str CL can be quite usefull, at the cost of delaying your caster progression by 2.

[/spoiler]

oslecamo

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Werelizard



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

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another Werelizard and contracted lycanthropy.
HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Alternate form(lizard), Lizard empathy, Lunar body, Reptilian Senses
2nd
+2
+3
+3
+0
Alternate form(hybrid), Lunar Hide
3rd
+3
+3
+3
+1
Growth, Sharpened Bite
4th
+4
+4
+4
+1
Curse of lycanthropy, Devour
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A Werelizard gains proficiency with their own natural weapons

Features:

Lunar body(ex): Werelizards retain old racial modifiers and gain the Shapechanger subtype. They gain low-light vision if they did not already possess it.

A Werelizard gains natural armor equal to its con bonus while in lizard or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Lizard empathy: a werelizard can communicate with wolves and dire wolves regardless of form and gains a +4 bonus on charisma based checks to influence them.

Alternate Form (Su): At first level, a Werelizard can take lizard form. The Werelizard must choose to either become Crocodile, Monitor or Horned Lizard at 1st level. This choice cannot be changed hereafter. While in lizard form, a Werelizard cannot use weapons but gains a bite attack dealing 1d6 damage; dependant on type chosen there are different modes of movement are allowed. A Werelizard can transform 1/day/HD, and can remain transformed indefinitely.

A Crocodile in Lizard form has a set speed of 20 ft. land & 30 ft. swim. While in lizard form it gains Improved Grab as a special ability, and may drag the opponent down with its jaws dealing 1d6+Str Mod Damage.

A Monitor in Lizard form has a set speed of 20 ft. land & 30 ft. swim. While in lizard form it gains Great Fortitude as a special ability and while in forests its natural bonus to Hide & Move Silently increases to HD. A Monitor Werelizard while transformed, hybrid or lizard, is large and may not choose to be smaller.

A Horned Lizard in Lizard form has a set speed of 20 ft. land & 20 ft. burrow. While in lizard form it gains Spines as a special ability. An opponent that hits it with a melee attack automatically takes 1d4 points of piercing damage. This damage increases with each size category the creature grows.


For every level in Werelizard, or for every two in another class, the Werelizard's alternate form improves as shown below
Werelizard level+1/2 other levels Ability improvements
1+1dex
2+1dex, +1con
3+1str, +1dex, +1con
4+1str, +2dex, +1con
5+1str, +2dex, +2con
6+2str, +2dex, +2con
7+2str, +3dex, +2con
8+2str, +3dex, +3con
9+3str, +3dex, +3con
10+3str, +4dex, +3con
11+3str, +4dex, +4con
12+4str, +4dex, +4con
At second level, a Werelizard can assume hybrid form. While in hybrid form, a Werelizard gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can wield any weapons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size.

Reptile Senses: a Werelizard gains the Alertness feat and gains a bonus on Hide and Move Silently equal to its 1/2 its HD.

Lunar Hide:
At 2nd level a Werelizard gains DR/silver equal to half it's HD.

Growth: At 3rd level, a Werelizard's alternate forms become large. A Monitor Werelizard's alternate form becomes huge.

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


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


A Werelizard of 20 HD or more may choose to become colossal by expending four normal transformations. At this point the Monitor Werelizard may expend 1 transformation to become Gargantuan and two to become Collosal.
 
Sharpened Bite:
At 3rd level a Werelizard’s bite becomes even more deadly. Their bite improves to 1d8 + Str Modifier Damage. As well at this point the Werelizard has become so use to biting that it gains Improved Natural Attack (Bite).

Curse of lycanthropy:
At 4th level a Werelizard 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.

Devour (Ex):
Whenever a Werelizard deals damage with its mouth, it regains a number of hit points equal to half the damage inflicted. Any excess gained becomes temporary hit points which last for a maximum of one hour. [/spoiler]

Done by un_known from GITP, some tweaks by me.



oslecamo

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Sea Hag

[spoiler]
Hit Dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Hag of the Sea, Drowned Most foul, +1 Str
2nd
+2
+3
+0
+3
As the Water Does, Evil Eye, +1 Cha
3rd
+3
+3
+1
+3
Crystal Eye, +1 Cha
4th
+4
+4
+1
+4
Weakeningly Vile, +1 Str
Skills: 4+int per level, class skills are Bluff, Craft, Hide, Knowledge (Any), Listen,  Spot, and Swim.

Proficiencies: The Sea Hag is proficient with her own natural weapons, but she otherwise gains no new weapon or armor proficiencies

Features:
Hag of the Sea: The Sea Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 40’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
As a creature with a swim speed, the Sea Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress
Ability Score Increases: The Green Hag gets +1 Con at 1st  level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

Drowned Most Foul: The first level Sea Hag appears little better than a long since drowned  human, half elven or elven woman who died upon reaching adulthood,  Many have little idea of what they are, but are quickly rejected from humanoid societies when this begins to develop. The Sea hag ages and rots prenaturally fast, and accelerates her vile transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.

As the Water Does: At second level the Sea Hag has begun to become so waterlogged and foul that she seems to become unnaturally tough acquiring SR equal to 11+HD.

Evil Eye: At second level the Sea Hag can cause ruin and destruction by simply turning a cruel gaze upon creatures. By turning her wicked gaze upon a target whitin 10 feet per HD, that need not see her, the Sea Hag may, as a Standard action, require an opponent must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) will save or become dazed  for one round. Evil Eye is a Fear effect. The Sea Hag may use this ability a number of times per day equal to her charisma modifier (min 1).

Upon reaching 8HD the sea hag may instead show a creature their own death with this effect, the creature must succeed on a Fortitude save of the same DC or be dazed for a number of rounds equal to her charisma modifier,

Upon reaching 12 HD, after rolling the initial save, they must succeed on Will save of   DC (10+1/2 the Hag’s HD+ Charisma score) or die outright from fear. This is a Fear Effect, and the Sea Hag may choose to supress it if she wishes to only daze an oponent.

Weakeningly Vile: At fourth level a Sea Hag is a special king of vile, she is treated as having the willing deformity feat, but she does not gain the normal +2 to intimidate scores. Rather the Sea Hag’s skin is even more foul than a Green or Anis Hags could possibly be, even drowned humans and miserable undead shudder to see a Sea Hag. Any creature whitin 10 foot per HD (Besides another Hag or anyone the Hag considers an ally) that looks upon her must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or immediately suffer 1d6 points of strength damage. This cannot reduce a creature’s strength beyond 0, but a creature so reduced to 0 strength is helpless. A creature that succeeds on its save against this effect cannot be effected for another 24 hours.  The Sea Hag may use this ability a number of rounds per day equal to her HD+ her charisma modifier (min 0).
For every four extra HD this damage increases by an extra 1d6 strength damage.


Crystal Eye: At third level, the Sea Hag may create a simple magic trinket, that can be used by her, and two other Hags or other spell casters. Any Hags or creatures to be allowed to use the Crystal eye must  be involved in the creation of this trinket and  must be present at its creation, which requires 24 hours. This trinket requires 50 gold in raw materials.  After this the trinket becomes a disembodied eye that any of the three Hags or spell casters may see through whenever it may wish, so long as the creature seeing though it is on the same plane of existence. This Crystal eye has hardness 5 and 10 hit points. If it is destroyed the Sea Hag, and any Hags or Spellcasters involved in it’s creation suffer 1d10 points of damage and the Sea hag is blinded for 24 hours.[/spoiler]


Done by ChumpLump from GITP, some tweaks by me.

oslecamo

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Green Hag

[spoiler]
Hit Dice:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Hag Body, Withered Hag, Foul is Fair, Dancing Lights, +1 Con
2nd
+1
+3
+0
+3
Earth hath bubbles, Disguise self, Dark Familiar, +1 Str
3rd
+1
+3
+1
+3
Invisibility, Pass without trace, +1 Cha
4th
+2
+4
+1
+4
Tongues, Water Breathing, Weakening Touch, +1 Cha
5th
+2
+4
+1
+4
Weird Sisters, Dark Augury, +1 Str
Skills:4+int per level, class skills are Bluff, Concentration, Craft, Hide, Knowledge (Any),  Listen,  Spot, and Swim.

Proficiencies: The Green Hag is proficient with her own natural weapons, she otherwise gains no new weapons or armor proficiencies.

Features:
Hag Body: The Green Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 30’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
As a creature with a swim speed, the Green Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress.

Ability Score Increases: The Green Hag gets +1 Con at 1st  level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

Withered Hags: The first level Green Hag appears little different than a sickly human, half elven or elven woman who has just reached adulthood, ranging from average to attractive in appearance, that is a bit malnourished and unhealthy. Many have little idea of what they are, having been secreted away in human society. However, her true nature soon asserts herself. The green hag ages prenaturally fast, and accelerates her transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.


Foul is Fair: The Green hag gains the following Spell Like abilities at the following levels: the Green Hag can use each SLA a certain number of times per day depending on its HD. Saves are 10+1/2HD+Cha mod.
Level      Spell             Uses per Day
1st       Dancing Lights       2/day per HD
1st      Ghost Sound*       2/day per HD
2nd       Disguise Self       1/day per HD
3rd      Invisibility          1/day per HD
3rd      Pass without Trace    1/day per HD
4th      Tongues              1/day per HD
4th       Water Breathing   1/day per HD

*When the Green Hag uses Ghost Sound, she may use it to perfectly imitate the sound of animal that is native to the swamp. (Alternatively the DM may allow for this ability to imitate the sound of any animal from the area where the Green Hag hails from.)

Further a green Hag levels stack with levels of Sorcerer the green takes for purposes of spells per day, caster level and spells known. So for example a green hag 2 who takes a level of sorcerer would count as having 3 levels of sorcerer(2+1) and gain the spell slots and spell known that a sorcerer gains when leveling from level 2 to 3, but not the spell slots and spell known that a sorcerer gets from level 1 to 2, He would get the familiar ability, but half-dragon levels wouldn't count for it.

Earth Hath Bubbles: At second level the Green Hag has begun to grow ugly, as her skin begins to discolor with terrible gangrene like rotting and warts. She begins to grow unnaturally tough as a result of the transformation, acquiring SR equal to 11+HD.

Dark Familiar: At second level the Green Hag gains a familiar like a sorcerer would at first level, except that it has a foul aspect just like the green hag, altough it could still pass like a normal animal.  The familiar counts all HD of the character for it's level, but doesn't stack with other familiar abilities. Upon reaching 7HD the Hag’s familiar Improves as per the ‘Improved Familiar’ Feat, except that it may retain the old looks. The Hag retains her familiar bonuses, and never loses exp for losing a familiar.

Weakening Touch: At fourth level the Green Hag  gains a weakening touch attack.  After a successful touch attack as a standard action an opponent must succeed on a  DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or suffer a penalty (not damage) of 1d4 points to their Str score. The Green Hag may use this ability a number of times per day equal to her HD+ her charisma modifier (min 0). Multiple Weakeneing touches stack, and the penalty can drop an oponent to 0 Str. This attack can be channeled trough natural weapons or trough targeted spells as a free action, but only once per turn.

For every 4 HD from here the penalty increases by an extra 1d4.

Weird Sisters: At fifth level, the Green Hag may bond with up to two other spell casters or Hags, creating a strange sistership between The Green Hag and the others. The targets of this binding need not be willing, or aware of it, but the Green Hag must spend 24 hours within 100 feet of the targeted creatures to create this binding.  The two or three have been bound they may communicate telepathically over any distance so long as they are on the same plane.

If the hag has bonded with one creature, or has bonded with two creatures but only one is present, the two bound creatures may work together for the following effects
As long as the two stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +1 circumstance bonus.
With a full round action they may both focus on casting the following spell like abilities, Caster level is equal to the Green Hag’s HD+1. DC(10+1/2 the Hag’s HD+ Charisma score+1)
~ Animate Dead 1/day for each 2HD the Green Hag has
~ Bestow curse 1/day for each 2HD the Green Hag has
~ Dream 1/day for each 2HD the Green Hag has
~ Mind Blank 1/day for each 3HD the Green Hag has

If the hag has bonded with two creatures who are both present, the three of them may work together for the following effects
As long as the three stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +2 circumstance bonus.
With a full round action they may both focus on casting the above spell like abilities and the  following ones as well, Caster level is equal to the Green Hag’s HD+2. DC(10+1/2 the Hag’s HD+ Charisma score+2)
~ Control Weather 1/day for each 2HD the Green Hag has
~ Forcecage 1/day for each 3HD the Green Hag has
~ Polymorph 1/day for each 3HD the Green Hag has
~ Veil 1/day for each 3HD the Green Hag has
~ Vision 1/day for each 3HD the Green Hag has

Dark Augury: At fifth level, the Green Hag may perform a terrifying dark ritual in order to ascertain truths about other’s futures.  1/week per 5HD the Green Hag has she may spend 10 minutes reaching into the depths of foul knowledge’s in order to answer any question passed to her about the Future. This effect works exactly as Augury cast by a Cleric of level equal to the Green Hag’s HD, except as noted. There is a 60%+1% per HD of Green Hag, to a Maximum of 80%,  chance that the answer will be accurate. If the answer is inaccurate, the result is ‘Woe,’ and whatever might have been is twisted by the dark implications of the Hag. If the DM is feeling unimaginative this effect may simply mirror an immediate ‘Bestow Curse’ of the DM’s choosing cast upon the person posing the question (Could potentially be the Hag.)  At 12HD, this curse effect can instead  mirror 'Greater Bestow Curse.'
[/spoiler]


Comments:
[spoiler]
I figure the Annis Hag provides the Evil Giant Protection, The Green Hag Provides the Convoy spells and the Sea Hag provides the Eye. Complete Coven of witches.

As for the Green Hag‘s Familiar, and Dark Augury, I’ve always felt that the Hags aren’t nearly Witchy enough. The green Hag, being the most spell-casty of the Convoy ought to have some sort of ‘Macbeth like prophesy’ ability.

I know most monster classes do not gain familiars, but the very idea of a familiar comes from witches, and their dark avatars of demons. Rather than making the Green Hag terribly vile and horrid, I figured virtual spell casting, a familiar, and  a convoy like ability should be enough.

The Sea Hag’s Evil Eye can kill, but not as easily. One must fail both a Fortitude and a Will save. And it has been reduced to 1/day starting at 12 level.

[/spoiler]

Done by ChumpLump from GITP, some tweaks by me.

oslecamo

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War Troll(Prc)


[SPOILER]War troll(Prc)
HD=d12
Special: Need 5 lv of the troll class
LevelBABFortRefWillSpecial
1st
+1
+2
+0
+0
Bonus feat, +1str +1con
2nd
+2
+3
+0
+0
+1str +1con, Forged by magic
3rd
+3
+3
+1
+1
+1str +1con, Improved Regeneration
4th
+4
+4
+1
+1
+1str +1con, bonus feat
5th
+5
+4
+1
+1
+1str +1con, dazing blow
6th
+6
+5
+2
+2
+1str +1con , bonus feat
7th
+7
+5
+2
+2
+1str +1con,Master Of the dazing blow

Skills: 2+int modifier per level,. Class skills spot, listen, climb, jump, swim, knowledge(war), intimidate, ride, tumble

Proficiencies: All simple weapons, martials weapons, light and medium armor, light and heavy shields

Bonus feat: a war troll can select a feat from the fighters bonus feat and war troll lvs count as fighter lvs for selecting feats

Forged by Magic (Ex): War Trolls are engineered by powerful arcane spellcasters to be unstoppable engines of war. At 2th level, a War Troll gains Damage Reduction equal to 1/2 its HD, this damage reduction is penetrated by adamantine. Additionally, these spellcasters made the War Troll especially resistant to magic; war Trolls have Spell Resistance equal to their HD + 11.

Dazing blow A war troll can use this ablilty 1 time per day per HD.This ability is  a might swing that dazes(1 round) the opponent unless he make a fortitude save equal to 10+1/2HD+str modifier.This ability is considered a free action, the war troll  may only use this ability one time per round and the war troll declares this ability before the attack .

Improved Regeneration: Equal to his HD. Only acid  deals normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Master Of the dazing blowThis ability funtions like dazing blow but the war troll is now able to use dazing blow several times a round.He gains 5 additional  uses per day and he is able to declare it after knowing if his oponent was hit or not.
[/SPOILER]

Done by Monkman from GITP, some tweaks by me.

oslecamo

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Rust Monster



Class
[SPOILER]Hit Dice: d8
LevelBABFortRefWillSpecial
1+1+0+2+0Body of Rust, Rust, +1 Dex, +1 Con
2+2+0+3+0Search & Erode, +1 Dex, +1 Con
3+3+1+3+1Fleet of Foot, Rust Advancement +1 Dex, +1 Con

Class Skills: (4+Int/level, x4 at Level 1) Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Spot, Survival, Tumble

Proficiencies: Rust Monsters are proficient with their own natural attacks.

Class Features:

Body of Rust (Ex): At first level the Rust Monster loses all Racial Traits and Features and gains the Aberration Type and all Traits of that.
It is Medium sized with a base land speed of 40ft, and counts as a quadraped for all applicable situations.
It gains a primary Antennae attack that may use it's Rust ability to a target (it actually has two Antennae, but they both attack as one).
It also gains a secondary bite attack that deals 1d3+1/2Str damage.
It gains a Natural Armour bonus equal to it's Con Mod.

Rust Monsters may not use metal items. This includes metal armour, metal weapons, magic rings, magic helms or any other magic items that are described as being made mostly out of metal or where the specific metal part would be one required to be in contact with the Rust Monster.

Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC 10+HD+Con Mod) or be dissolved.

Instead of reducing it to pieces, a Rust monster may choose to cover the item in a layer of rust. That renders the item useless as well, but one hour of energetic scrubbing and oiling will make it useable again. Prestidigiation cannot remove this rust. This option still grants full Rust Points (see below)

Each time a Rust Monster destroys metal with this abilty it adds the rusty dust to it's own body. For every 4lb of metal destroyed (DM's best estimate when no weight is listed) the Rust Monster gains 1 Rust Point. As a Swift Action the Rust Monster may spend any or all of these points in whatever configuration they choose to gain one or more of the following bonuses:
[SPOILER]Burrow, Swim or Climb speed equalling land speed (1 point [1])

Fly(Good) speed equalling land speed (4 points [6])

DR 1/2HD/magic (2 Points [1])
- Improve DR by 1 (2 points/increase [1])
- Add Alignment or dmg type to DR (2 points [4])

SR 11+HD (4 points [4])
- Improve SR by 2 (2 points/increase [6])

Fast Healing 1/2HD (4 points [6])
- Improve FH by 1 (2 points/increase [8])

Antennae, Bite & Rust Cloud gain +1 enhancement bonus (2 points [3])
- Improve bonus by 1, either as an enhancement bonus; max +5 pre-epic or via valid weapon abilities; max +5 pre-epic (2 points/increase [5])

+1/2HD armour bonus to AC (2 points [1])
- Improve AC bonus by 1 (1 point [3])
- Change AC bonus to another valid type (4 points [6])

+2 enhancement bonus to stat of user's choice (2 points [4])
- Improve Stat Boost to +4 (6 points [8])
- Improve Stat Boost to +6 (10 points [12])

1/2HD resistance to any one element (2 points [2])
- Improve Resistance by 1 (1 point [4])
- Make Resistance apply to Acid, Cold, Electric, Fire & Sonic simultaneously (8 points [8])

Antennae, Bite & Rust Cloud take on one material or alignment quality (4 points [6])

The number in brackets "()" is how many Rust Points the ability requires. The number in square brackets "[]" is the minimum HD the Rst Monster must have to be able to use that ability.[/SPOILER]
All improvements only apply to the listed Rust ability (so not to features obtained by other racial abilities/items/spells etc.), and to use an improvement you must first activate the base ability.

All abilities last for 1 round +1 round/HD. A Rust Monster may not have more Rust Points than it's HD+2 without the Increased Rust Capacity Feat (see below).

Stat Boosts (Ex): Rust Monster recieve +1 Dex & +1 Con/level.

Search and Erode (Ex): At second level the Rust Monster gains the Scent special ability. Rust Monsters treat any metal as an Overpowering Scent and may differentiate between different types of metal. The scent of metal can also never be disguised to hide it from a Rust Monster.

It also gains Track as a bonus Feat, and gains a +2 Racial bonus to track the trail of metal.

Fleet of Foot (Ex): Because Rust Monsters natural weapons are relatively weak they make up for it by being able to escape quickly/chase adventurers afraid of losing their armour.
They gain +10ft to their land speed for every 3HD they possess.

Rust Advancement (Ex):

Rust Cloud: At third level the Rust Monster may release a cloud of jagged metal dust as a standard action. By spending 1 Rust Point they inflict 1d4/2HD piercing damage to every creature within an area of 5ft/HD.
Spending additional Rust Points increases the damage by 1d4 and the area by 5ft/point spent.
A successful Reflex Save (DC 10+1/2HD+Con Mod) allows the target to take only 1/2 damage from this attack. Every 2 additional Rust points spent increas this DC by 1.

Rust Anything: At 5HD 1/day for every 5HD the Rust Monster may use it's Rust ability on any item, regardless of whether it has any metal in it at all.
If the item is non magical it gives no Rust Points, if is then it gives Rust Points as normal.

[SPOILER]Improved Rust Capacity:
Pre-requisites: Rust Class Feature, 4HD

Benefit: The number of Rust Points you can hold at a time increases to your HD+4.
You may take this feat once, plus an addional time for every 8HD you possess.[/SPOILER][/SPOILER]

Comments
[SPOILER]Rust monster. One of those "screw you players!" monsters, wich altough it can't kill you, it can easily destroy your precious equipment. So the first custom thing was an ability to let it nullify enemy equipment whitout destroyng it.

 The Fleet of Foot thing comes from Gygax originally making them a lot quicker than adventurers so try were harder to escape from.

[/SPOILER]

oslecamo

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Movanic Deva

[spoiler]
HD: d8
LevelBabFortRefWillFeature
1+1 +0+2+0 Movanic Body, Heavenly Soul, +1 Dex
2+2+0+3+0Deva, +1 Cha
3+3+1+3+1Soothing Presence of Nature, +1 Dex
4+4+1+4+1Wings, +1 Cha
5+5+1+4 +1 Lesser Protective Aura, +1 Dex
6+6+2+5 +2 Heavenly Deflection, +1 Cha
7+7+2+5+2Divine Equilibrium, +1 Dex
8+8+2+6+2 Greater Protective Aura, +1 Cha
9+9+3+6+3 Cleansing Weapon, +1 Dex, +1 Cha
Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proefeciencies: Movanic Deva are proficient with simple weapons, two martial weapons of their choice and no armor.

Features
Movanic Body:At 1st level a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with base speed 40 ft and a Nat Armor bonus equal to her Con  modifier.

Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, acording to the following list. Save DCs are 10+1/2HD+Cha Mod.

1-Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has
4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has
5-Create food and Water, prayer, Discern Lies,  each 1/day for every 3 HD she has
6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has
7-Death Ward,  Divination, Holy Smite, each 1/day for every 5 HD she has
8-Polymorph,  Hallow, each 1/day for every 7 HD she has
9- Attonement, Raise Dead, Commune, Ethereal Jaunt, each  1/day for every 9 HD she has.

*Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD.

A Movanic Deva who multiclasses for a divine casting class can count her Movanic Deva 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  Movanic Deva  2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities.

In adition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics).

Ability Increase:the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9.

Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electrecity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD.

Soothing Presence of Nature:  At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva.

In adition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD.

Wings: At 4th level, the Movanic Deva grows beatifull featherly wings that allow her to fly at a speed of  10 foot per HD with good maneuverability.

Lesser Protective Aura: At 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn.

Heavenly Deflection:As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls.

To suceed the Movanic Deva must suceed ona Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva suceeds the attack is deflected and completely nullified.

The Movanic Deva must be aware of an attack to try to deflect it.

Divine Equilibrium:Movanic Devas are immune to the harmfull effects of Positive-dominant or Negative-dominant planar energy traits.

Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with 20 feet radius, CL equal to her HD, in adition to the magic circle against evil, , and blocks spells up to (Half HD)-3.

Cleansing Weapon: 1/day per HD, as a free action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round.
[/spoiler]

Comments:
[spoiler]
My favorite celestial, the Movanic Deva is suposed to be the lowest ranking angel of all, but still kicks a lot of ass thanks to her high mobility combined with a wide array of defensive abilities.

Heavenly deflection is the main ability here, allowing to negate most ranged non-area attacks, and eventualy minor globe of invulnerability allows you to ignore lesser magics. Scaling flying speed allows for air superiority, SR, multiple energy resistances, Dex bonus and a wide array of defensive SLAs covers up any left holes.

For the offensive the Movanic Deva counts with her full Bab and couple of martial proefeciencies and combat buffs to dish out the pain, and eventualy can make her weapons flaming for free.

On the downside, the Movanic Deva has just one good save and low skill points per level to make up for all of the above.

So if you want to play a resilient warrior angel that focuses on speed and defense the Movanic Deva's for you!

[/spoiler]

Prime32

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A request, since TML reminded me of it: Swarm-shifter. It's a template for undead which lets you, well, guess.

IIRC it was in Libris Mortis, but last time I checked through Crystalkeep. :(
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #333 on: January 25, 2011, 11:35:26 PM »
Swarm-Shifter (prc)


[spoiler]
REQUIREMENTS:
To qualify to become a Swarm Shifter, a character must fulfill all the following criteria.

Type: Must be a corporeal undead.

HD: d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Swarm Body, Swarm Form, Distraction, Swarm Attack, Hivemind
2+ 1+0+0 + 3 No escape, Consume, Swarm Master

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

Proficiencies: The Swarm-Shifter gains no new proficiencies.

Swarm body: Unlike other monster classes, the Swarm Shifter doesn't lose his racial ability modifiers, but he does gain the shapeshifter subtype. When turned into a swarm, it gains the swarm subtype, and any other sutbtype the swarm may have.

Swarm Form:The base creature can take the form of an undead swarm 1/day per HD. The swarm  the base creature can turn into is chosen when this prc is first gained from the list after this class. Each form alters the base creature in swarm form in different ways (as described in the individual entries below). Changing shape to or from swarm form is a standard action that infuses the undead with negative energy and heals 1 hit point of damage per HD of the Swarm Shifter. The undead cannot change from swarm form to its normal form in an area where it's body could not normally fit. As with the alter self spell, the base creature’s items are absorbed into the swarm form and
provide no benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the base creature’s form and is destroyed (unless you have special destruction rules like a vampire). If the swarm-shifter has multiple swarm forms, it can change from one swarm form directly into another, losing the fi rst swarm’s traits and gaining those of the other. When switching from one
swarm form to another, the undead does not heal damage.

It gains +10 bonus to disguise to pass as a normal swarm when transformed, but can only make the noises the swarm creatures could make.

When turned into a Swarm, the shapeshifter loses any abilities and qualities that rely on it's normal body shape, like spellcasting with somatic/vocal components, natural weapons, natural armor or a breath weapon. It gains a size bonus to AC equal to the size bonus of the swarm components. It also retains all it's  sensory abilities, even if lacking the body parts.

At 6 HD the swarm-shifter may transform as a move action. At 12 HD as a swift action. At 18 HD as an immediate action.

Although the use of this ability is a supernatural effect, remaining in one form or another is not supernatural, and the base creature in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both forms.

A swarm-shifter in swarm form fills a 10 feet square area for every 4 HD it has (minimum 10 feet). Just like a swarm it can change shape, and a swarm-shifter of 8 HD or higher can divide itself (or rejoin) in multiple swarms as a free action, as long as each fills the equivalent area of a 10 foot square. HP is equally distributed when they divide. They cannot turn back into the swarm-shifter while separated, but destroyed swarms don't count for this limit (so as long as one swarm remains it can turn back in the swarm-shifter. Swarm-shifter swarms  aren't hindered in any way by strong winds, but still retain the other base Swarm vulnerabilities:
[spoiler]
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.
[/spoiler]

Distraction:Creatures starting the turn on the same space as the swarm-shifter must make a Fort save with DC 10+1/2HD+Cha mod or be nauseated for 1 round. The swarm-shifter may choose to don't affect allies with this.

Swarm Attack:The Swarm shifter automatically deals 1d6 damage per 2 HD to every creature sharing it's space at the end of it's turn. DR applies as normal, but the Swarm-Shifter applies any special qualities it's natural attacks have on normal form to it's Swarm Attack. So for example a Swarm-Shifter with an enanchment bonus to natural attacks and counting his attacks as chaotic aligned on his normal form would penetrate DR/magic and chaotic with it's Swarm Attack. The swarm-shifter may choose to don't affect allies with this.

Hivemind: A swarm-shifter with this ability is immune to any spell or effect that targets a specifi c number of creatures
(including single-target spells such as disintegrate), with the exception of effects that command, control, turn, rebuke, bolster, or
destroy undead specifi cally. A swarm-shifter in swarm form is affected by turn and rebuke attempts just like the base creature.

No escape:Running from the swarm is futile. At 2nd level, the Swarm-Shifter gains a +10 feet bonus to all its movement speeds while on Swarm form.

Consume:As the swarm slowly bleeds its prey to death, it replenishes its own numbers. Whenever it deals Swarm Attack damage, it recovers half the damage dealt to its own HP. It cannot gain more HP than its max, and cannot Consume more creatures in a single turn than its Cha mod.

Swarm Master:At 2nd level, the Swarm Shifter gains three new Swarm forms from the list below. For every 3 HD it has, it gains an extra one.

[/spoiler]

Swarm Forms:
[spoiler]
These are the Swarm Forms from wich the Swarm-Shifter may pick. At the DM's discretion, new forms may be added to these options.

Swarm of Undead Bats
Diminutive Undead (Swarm)
Speed: 5 ft. (1 square), fly 40 ft. (good).
Special Attacks: An undead in bat swarm form has the following
additional special attack.
Wounding (Ex): A living creature damaged by the swarm
attack continues to bleed, losing 1 hit point per 2 HD per round thereafter.
Multiple wounds do not result in cumulative bleeding loss.
The bleeding can be stopped with a DC 10+HD Heal check or the
application of a cure spell or some other healing magic.
Special Qualities: An undead in bat swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Blindsense (Ex): A bat swarm notices and locates creatures
within 10 feet per HD feet by hearing.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.

Swarm of Undead Beetles
Diminutive Undead (Swarm)
Speed: 30 ft. (6 squares), burrow 20 ft., fl y 10 ft. (poor).
Special Qualities: An undead in beetle swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of beetles can pinpoint the location
of anything in contact with the ground within 20 feet per HD.

Swarm of Undead Centipedes
Diminutive Undead (Swarm)
Speed: 20 ft. (4 squares), climb 20 ft.
Special Attacks: An undead in centipede swarm form has
the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10 + 1/2  HD
+ Cha modifier, initial and secondary damage 1d4 Dex. This
damage increases one die step for every 4 HD. At 10 HD it
affects creatures immune to poison and/or ability damage, but
 they only take half damage from a failed save.
Special Qualities: An undead in centipede swarm form has
the following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.

Swarm of Undead Flies

Fine Undead (Swarm)
Speed: Fly 40 ft. (8 squares) (perfect).
following
additional special attack.
Disease (Ex): Red ache—swarm attack, Fortitude DC 10+1/2HD+Cha modifier,
incubation period 2d6 rounds, damage 1d8 Dex. This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to disease and/or ability damage,
but they only take half damage from a failed save.
Special Qualities: An undead in fly swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Fine creatures.

Swarm of Undead Leeches
Diminutive Undead (Aquatic, Swarm)
Speed: 5 ft. (1 square), swim 30 ft.
Special Attacks: An undead in leech swarm form has the
following additional special attack.
Wounding (Ex): A living creature damaged by the swarm
attack continues to bleed, losing 1 hit point per 2 HD per round thereafter.
Multiple wounds do not result in cumulative bleeding loss.
The bleeding can be stopped with a DC 10+HD Heal check or the
application of a cure spell or some other healing magic.
Special Qualities: An undead in leech swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of leeches can pinpoint the location
of anything in contact with the ground or in the water with it
within 20 feet per HD.

Swarm of Undead Maggots (or Worms)
Fine Undead (Swarm)
Speed: 20 ft. (4 squares).
Special Attacks: An undead in maggot swarm form has the
following additional special attack.
Extended Nausea (Ex): A creature nauseated by a maggot
swarm’s distraction special attack remains nauseated for 2d4
rounds.
Special Qualities: An undead in maggot swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Fine creatures.

Swarm of Undead Parts
Tiny Undead (Swarm)
This swarm is composed of the body of the base creature
broken into a pile of bones, sometimes including rotted fl esh
and organs. This swarm can skitter and slosh across the ground
or rise in a cyclone of limbs and pieces.
Speed: 20 ft. (4 squares), fl y 20 ft. (poor).
Special Attacks: An undead in parts swarm form has the
following additional special attack.
Fear (Su): A creature damaged by a parts swarm must make a
successful Will save (DC 10+1/2 HD +Cha modifier)or be frightened for
1d4 rounds. At 10 HD this affects creatures immune to fear, altough
they gain a +5 bonus on their saves.
Parts (Ex): A parts swarm undead is a swarm made up of the
body parts of the undead creature. This causes the swarm to
deal an extra 1d6 points of damage with its swarm attack.
Special Qualities: An undead in parts swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Half Damage From Slashing and Piercing (Ex): Slashing and piercing
attacks deal half damage to a swarm of Tiny creatures.

Swarm of Undead Rats
Tiny Undead (Swarm)
Speed: 15 ft. (3 squares), climb 15 ft.
Special Attacks: An undead in rat swarm form has the following
additional special attack.
Disease (Ex): Filth fever—swarm attack, Fortitude
DC 10+1/2HD+Cha modifier, incubation period 2d6 rounds, damage
1d3 Dex and 1d3 Con.  This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to disease
and/or ability damage,  but they only take half damage from a failed save.
Special Qualities: An undead in rat-swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Half Damage From Slashing and Piercing (Ex): Slashing and piercing
attacks deal half damage to a swarm of Tiny creatures.
Scent (Ex): As the standard ability.

Swarm of Undead Sand(or Tomb Dust or Grave Dirt)
Fine Undead (Swarm)
Speed: Fly 60 ft. (12 squares) (perfect).
Special Qualities: An undead in sand swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Fine creatures.
Dust to Dust: A swarm of undead Sand can choose to lay perfectly still,
 not taking any actions, including Distraction and Swarm Attack. In this situation
it becomes fully immune to all kind of senses and divinations (even true seeing and
indirect ones like Legend Lore), and can only be detected by a sucessfull
Search Check with DC 10+HD+Cha mod.

Swarm of Undead Scorpions
Diminutive Undead (Swarm)
Speed: 20 ft. (4 squares).
Special Attacks: An undead in scorpion swarm form has
the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10+1/2 HD+Cha mod,
 initial and secondary damage 1d2 Con.  This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to poison and/or ability damage,
but they only take half damage from a failed save.
Special Qualities: An undead in scorpion swarm form
has the following additional special qualities, in addition to
darkvision out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of scorpions can pinpoint the location
of anything in contact with the ground within 60 feet.

Swarm of Undead Spiders

Diminutive Undead (Swarm)
Speed: 20 ft. (4 squares), climb 20 ft.
Special Attacks: An undead in spider swarm form has the
following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10+1/2  HD+Cha modifier,
 initial and secondary damage 1d3 Str. This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to disease and/or
ability damage, but they only take half damage from a failed save.
Special Qualities: An undead in spider swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of spiders can pinpoint the location
of anything in contact with the ground within 20 feet per HD.

[/spoiler]

Comments:
[spoiler]
That's sure long for a 2 lv Prc.

Well, the swarm-shifter is aimed at all those undeads that can divide themselves in pieces, be it bugs or soft vermins or, well, undead parts!

The class comes with a list of custom ready-to-use swarm forms wich include pretty much all of the iconic ones, to wich I added several tweaks of my own. Feel free to ask your DMs to use other swarms, but I couldn't just allow for cherry-picking any swarm from anywhere.

Also made the swarms go faster (otherwise they're easily outrunned) and able to feed on the enemy for filling out the 2nd level a little more.

Altough it probably delays your main class progression, the Swarm Shifter's first level offers the awesome swarm traits (immunity to single-target effects in particular), and the second level offers great versatility.

So if you want to play an undead pile of tiny angry creatures, the Swarm Shifter's for you!
[/spoiler]

oslecamo

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Death knight(prc)

[SPOILER]
Prerequisites:
-Evil Aligned.
-At least 6 HD.
-At least 10 Con.

HD:D12

LevelBABFortRef WillSpecial
1st
+0
+0
+0
+2
Undying Body, Death touch, Natural armor, Abyssal blast, +1 Str
2nd
+1
+0
+0
+3
Immunities, Unholy Armor, +1 Str
3rd
+1
+1
+1
+3
Fear Aura, Death General, +1 Str

Skills: 2+int mod. A death knight has no class skills.

Proficiencies: A death knight gains profeciency with all armor, and shields (including tower shields), all simple weapons and all martial weapons.

Class Features:

Undying Body:Unlike other monster classes, the Death knight doesn't lose his racial ability modifiers, but he does gain undead traits:
[SPOILER]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Death knights don't need to breath, eat, or sleep. However, a death knight may do any of the three if desired.[/SPOILER]

In adition, a death knight gains natural armor equal to its Str modifier. This overwrites any previous natural armor. If the previous one was higher, instead increase it by 1. All its old HD change to D12, and any new HD it gains will be D12.


Death touch: The death knight’s touch attack channels negative energy to deal damage equal to 1d8 + the death knight’s Charisma bonus to living creatures. Each successful touch attack also deals 1 point of Constitution damage. A Will save(DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) reduces the damage by half and negates the Constitution damage. A death knight can channel the touch through Melee weapons. For two-weapon fighting it aplies for both weapons.

Abyssal blast A death knight can use this ability once per 4 HD Per day. It creates a giant fire energy ball that deals 1d8/HD and has a range of 200+40 ft/HD. Half the damage is either fire, cold, electrecity or acid (choose at first level, cannot be changed) base and the other half of the damage is divine. A Reflex save (DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) halves the damage.

Ability Increase: The Death Knight gains +1 Str at every level, up to +3 Str at 3rd level.

Immunities:At 2nd level a Death knight is immune to cold and gain resistances to electricity and polymorph effects equal to its HD.

Unholy Armor:At 2th level, a death knight gains DR/bludgeoding and magic equal to 1/2 its HD, and Spell resistance equal to 11+HD. It can rise or lower its SR at any time as a free action even if it isn't its turn.

Fear Aura:At 3rd level a Death Knight are shrouded in a dreadful aura of death and evil. All Creatures  within 5ft/2HD of a death knight must succeed at a Will save (DC 10 +1/2 death knight’s HD + death knight’s Charisma modifier) at the end of each of the Death Knight's turn. If they have less than half the death knight HD, and fail the save, they're panicked. If they suceed, they are still shaken. If a person of more than half the death knight's HD fails, they are shaken. If they succed nothing happens. The Death Knight can choose to exclude any number of allies from this ability.

At 12 HD even enemies immune to fear are vulnerable to this ability, but they receive a +5 bonus on their saves.

Death General: At 3rd level a Death Knight is the chosen of the forces of darkness, and lesser undead rally to to it in search of a leader. This works as the leadership feat, except that:
-All your followers must be corporeal undeads of some sort.
-You can use either your Str modifier or your Cha modifier for calculating your Death General level, wichever's higher.
-Your cohort must be a mount of some sorts, aka a creature dumber than you that you can ride, and it can have a level up to your own level -1.

Destroyed followers are replaced whitin 24 hours in the form of the undeads of the land traveling to your location. A destroyed mount-cohort takes one week to be replaced.

In adition the death knight gains a +4 bonus against turning effects.
[/SPOILER]

Contributed by Monkman from GITP

oslecamo

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Wild Hunt

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+2+0Wilderness body,  Track, Selected Prey, +1 Dex
2+2+3+3+0 Hunter Initiate, +1 Wis
3+3+3+3+1 Sprite Skin, +1 Dex
4+4+4+4+1 Hounds  
5+5+4+4+1 Hunting Steed, +1 Wis
6+6+5+5+2Adept Hunter
7+7+5+5+2 Ascension
8+8+6+5+2 Hunter Freedom
9+9+6+6+3Hunting Cry, +1 Dex
10+10+7+7+3Master Hunter
11+11+7+7+3Group Hunt, +1 Wis
12+12+8+8+3 Ride the Storm, +1 Dex
13+13+8+8+4 Focused Mind , +1 Wis
14+14+9+9+4 Legendary Hunter, +1 Dex
15+15+9+9+5Omen of Peril
16+16+10+10+5 Hunter Eye, +1 Wis
17+17+10+10+5 Gather the Dead
18+18+11+11+6Perfect Hunter, +1 Dex
19+19+11+11+6 Hunting Tools, +1 Wis
20+20+12+12+6 Immortality,  +1 Dex
21+20+12+12+6Heaven's Wrath, +1 Wis
22+21+13+13+7God of Hunt, +1 Dex
Skills: 6+Int modifier per level, quadrupe at 1st level, class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Proefeciencies:Simple and martial weapons, Light armor, Light and heavy shields.

Features:
Wilderness body:The Wild Hunt loses all other racial bonus and gains fey traits (basicaly low light vision ). It's a medium sized fey with base speed 30 feets.

Track: the Wild Hunt gains track as a bonus feat.

Selected Prey:As a standard action, 1/day per HD, the Wild Hunt points towards an oponent whitin 10 feet per HD it can detect, and it starts to glow as under the effect of a faery fire spell. The effect lasts 1 minute per HD, and during that time the Wild Hunt gains a +1 moral bonus to attack rolls, damage rolls, ability checks and skill checks against the Selected Prey, plus an extra +1 for every 4 HD the Wild Hunt has. Also critical threats against the Selected Prey are automatically confirmed. Only one selected Prey at a time.

At 6 HD it may use this ability as a move action.
At 12 HD as a swift action.
At 18 HD as a free action.

Ability Increase:
The Wild Hunt gains a permanent +1 to

Dexterity at levels 1, 3, 9, 12, 14, 18,  20, 22

Wisdom at levels 2, 5, 11, 13,16,  19,  21

For a total of +8 Dex and +7 Wis at level 22.

Hunter Initiate:At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electrecity equal to his HD and resistance to cold and fire equal to half his HD.

Sprite Skin:At 3rd level the Wild Hunt gains DR/Cold Iron or Magic equal to 1/2 his HD, and SR equal to 11+HD. At 6 HD this increases to DR/Cold Iron and Magic.

Hounds: At 4th level the Wild Hunt can summon mystical hounds to aid him in a 24 hour special ritual, and they're permanent. He can have up to 1 Hound per 4 Wild Hunt levels, and they each have a number of d8 HD equal to the Wild Hunt's HD. Their stats are as follows:
[spoiler]
-Medium Sized magical beast (darkvision 60 foot and low light vision).
-30 base speed, plus an extra 5 foot for every 2 HD they have.
-Bite attack dealing 1d8+1,5 Str modifier, proefecient with it only.
-Bab equal their HD.
-Good fort and Reflex Saves.
-Base Str, Con and Dex of 10. They gain +1 to each of those stats for every HD they have.
-Int and Cha of 6, Wisdom equal to the Wild Hunt.
-DR, SR, energy resistances and any immunities as those the Wild Hunt has.
-Scent as per the SRD.
-2+Int modifier Skill points per level (basically 1 Skill point per HD).
-Racial bonus to Hide and Move silently equal to their HD, and racial bonus to Spot/Listen equal to half their HD.
-Feats follow HD as normal, all hounds must have the same feats.
-Skirmisher:If the hound moves at least 10 foot before striking, it deals an extra +1d6 damage for every 2 HD it has.

Hounds also gain the following abilities when the Wild Hunt gains them from this class: Hunter Freedom, Ascension, Hunting Cry, Adept Hunter, Master Hunter, Focused Mind
[/spoiler]
Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.

Hunting Steed: The Wild Hunt can now use Phantom Steed as a SLA 1/day for every 2 HD it has, except that it has double the normal HP and can be made to look like whatever you want. Lookers can notice it's an unnatural creature by suceeding on a spot check against a hide check from you.

Adept Hunter: Whenever the Wild Hunt damages an oponent, that oponent is under a Dimensional Anchor effect untill the end of the Wild Hunt's next turn.

In adition, the Wild Hunt gains a bonus to Natural armor equal to his Con modifier.

Ascenscion:The Wild Hunt grows one size category, and can now fly by himself at double his base speed with perfect maneuverability. His Hunting Steed is now huge, and when the Wild Hunt rides it they gain a bonus to their speed equal to the Wild Hunt's base speed.

Hunter Freedom: The Wild Hunt now benefits from a permanent freedom of movement effect, and in adition it ignores the max Dexterity bonus on armors.

Hunting Cry: At 9th level, as a standard action the Wild Hunt can release a fearsome shout. All in a radius of 5 foot per HD must make a Will save DC 10+1/2HD+Wis modifier or be shaken for 1 minute. Sucessfull save renders a creature immune to further Hunting Cries from the same individual for 24 hours, but not from others. The Wild Hunt and his hounds are immune to each other's Hunting Cries.

At 13 HD this ability may be used as a move action, at 17 HD as a swift action, at 21 HD it ignores immunity to fear, but creatures normally immune gain a +5 bonus on their saves.

The Wild Hunt may affect a smaller radius with this ability if he wishes, and/or exclude allies from it.

Master Hunter: At 10th level, the Wild Hunt deals extra damage with all manufactured and natural weapons equal to his Wis modifier. He's also now immune to exhaustion.

Group Hunt: At 11th level, when the Wild Hunt selects a prey, his allies receive the same moral bonus. In adition, Selected prey now lasts 1 hour per HD and the Wild Hunt can have a number of preys at the same time equal to his Wis modifier.

Ride the Storm:At 12th level, as a full round action you can produce a Control Weather effect as the spell 1/day for every 3 HD you have. You count as a druid for the purposes of this ability.

At 16 HD, you can use this as a standard action.

At 20 HD, as a move action.

In adition, when you use this ability you may also replicate a  teleport or plane shift SLA, except that you must end up in an open non-enclosed area, your hounds don't count towards the max number of passengers and the Control Weather effect only manifests in your ending point.

Focused Mind: At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities, except for morale bonuses.

Legendary Hunter: At 14th level creatures slain by the Wild Hunt cannot be brought back to life except by a true ressurection combined with a Miracle or Wish spell.

In adition, the Wild Hunt gains an Insight bonus to AC equal to his Wis modifier.

Omen of Peril:At 15th level, no good can come from crossing the path of the Wild Hunt. This works as a gaze attack with a range of 5 foot per HD. Creatures must suceed on a Will save DC 10+1/2HD+Wis modifier or be cursed as a Bestow Curse spell. Only one curse per individual from this effect. Activating it is a standard action, and it lasts for 1 round per HD. It can be ended earlier as a free action and any remaining rounds used later that day (minimum of 1 round used each time).

Unlike normal Gaze attacks, the Wild Hunt can willingly choose to don't affect specific individuals whitout penalty.

Hunter Eye:At 16th level, the Wild Hunt can see much farther than anyone could think. He can use Discern Location as a SLA 1/day for every 4 HD it has, except that this effect can pierce mindblank effects if the Wild Hunt suceeds on a spot check against the CL or HD (whichever's higher) of the target, but the Wild Hunt only uses its ranks in Spot for this, whitout any other modifier.

Gather the Dead:At 17th level, the Wild hunt can guide the spirits of those who recently passed away.

1/day as a 10 minute ritual involving lots of dancing and chanting in circles, the Wild Hunt can make all deceased creatures in a 5 foot per HD radius rise as spirits. Treat them as the original creatures with 2 levels on the ghost improved class, except they don't lose racial modifiers. The Wild Hunt can directly control up to twice his HD of spirits (including ghost levels) and have them fight and perform deeds for him, the remaining risen spirits simply follow the Wild Hunt at distance moaning and lamenting their demises, never fighting or providing any benefit or penalty.

Those spirits do this for 24 hours, after wich they depart to the afterlife. They cannot be brought back except by true ressurection+Wish or Miracle.

Perfect Hunter:The Wild Hunt now ignores all miss chances from any source, he takes no range penalty for firing too far away and can do as many range increments as he wishes. His ranged weapon attacks have basically infinite reach as long as he can spot the oponent and has valid line of effect.

Hunting Tools:
Weapons wielded by the Wild Hunt automatically gain an enanchment bonus equal to 1/4 his HD. This bonus can be used to replicate specific weapon enanchments like returning, vorpal, holy, speed, etc, etc. If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn. This ability doesn't allow the Wild Hunt to further enanche already enchanted weapons, but he can temporaly "overwrite" a weapon's enanchments with Hunting tools for something specific. So for example if a 19th level Wild Hunt has a +5 frost spear and finds himself facing an epic trolll, he can turn his weapon in a +3 flaming spear (total of +4 enanchment) to bypass his regeneration.

Immortality:At 20th level the Wild Hunt stops aging and is immune to all aging effects.

In adition, if the Wild Hunt would be killed by any effect he raises 1d4 rounds later when his iniative arrives, automatically standing up from prone as a free action. He retains all taken injuries, but isn't hindered by them in any way. So a Wild Hunt decapitated by a Vorpal Blade would keep fighting headless, probably holding his head under one of his arms, while a disintregated Wild Hunt would fight as a cloud of ash taking humanoid shape. This is purely visual and doesn't provide any bonus or penalty.

All spells/abilities/effects are removed from the Wild Hunt when it raises and he's restored to full HP,  but if he's killed again whitin one hour then he stays killed for good.

If one hour passes after immortality is triggered the Wild Hunt's wounds heal naturally and he can ressurect again if killed.

In adition his DR can now only be bypassed by cold iron and epic.

Heaven's Wrath:
At 21st level the Wild Hunt can now use his Selected Prey and Ride the Storm ability at will.

His Hunter's Cry ability now makes oponents frightned on a failed save and shaken on a sucessfull save.

God of Hunt:
The selected prey bonus now are untyped (as thus stack with other morale bonus). The Wild Hunt attacks automatically bypass all DR, regeneration, bonus to AC derived from spells and Su abilities on it's selected prey (including but not limited to any and all deflection, sacred and insight bonus).

In adition, Selected prey striken by the Wild Hunt must make a Fort Save  equal to 10+1/2 HD+Dex modifier or be slain (or destroyed on the case of non-living enemies).
[/spoiler]

Comments:
[spoiler]
The Wild Hunt is an ancient European myth with a lot of diferent versions depending on the region it's told. Basically big badass hunter goes riding trough the skies on a mystic steed with mystic hounds and pursuing diferent preys from simple animals to the spirits of the dead and mystic creatures.

Anyway it's a 22 level class so I could put a lot of stuff into it. This class includes excellent mobility, party support, powerfull minions, Wis to damage, freedom of movement and immunity to mind-affecting, scrying abilities and some extra goodies.

So if you want to play a bored god that sees the world as it's playground, the Wild Hunt's for you!
[/spoiler]

Garryl

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I like little rusty. Even if the first way I can imagine him flying is by farting shrapnel. Mind you, I imagine him looking so cute gnawing on a rusted sword.
I don't see anything about the Rust Monster that damages grapplers, though. (You mentioned damaging grapplers due to being a rusty nail in the comments.) Also, should he have one antenna (as per the text) or two (as per the picture)? Should the save DC for Rust be +HD or +1/2 HD, like most other abilities?
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

oslecamo

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Reth Dekala

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2 +0+2 Dekala Body, Faithless Warrior, +1 Str
2+2 +3 +0+3 Battle Cursed, +1 Con
3+3+3 +1 +3Awaken Vilefire, +1 Str
4+4 +4+1 +4 Infernal Path, +1 Con
Skills:4+int modifier per level, quadruple at first level. Class skills are Apraise, Balance, Concentration, Intimidate, Jump, Knowledge (The Planes, Local, Royalty/Nobility), Listen, Martial Lore, Sense Motive, Spellcraft, Spot, Tumble

Proficiencies: proficient with all simple & martial weapons, light & medium armor and all shields but tower shields.

Features:
Dekala body: At 1st level the Reth Dekala loses all other racial bonus and gains outsider traits (basically darkvision 60 foot). It is a medium sized outsider with base speed 30. It's body is covered in green flames, but at first level they just inflict permanent agonizing pain on the Reth Dekala itself whitout actually hurting it. They do provide Resistance to fire and Acid equal to HD.

In addition, he gains a bonus to natural armor equal to his Con modifier.

Faithless Warrior: A Reth Dekala picks any 3 Martial Schools  at first level. For every Reth Dekala level, they learn one maneuver from any of those schools. Their Iniator level for those Schools is equal to their Reth Dekala level. They can only be used 1/ecounter. A Reth Dekala cannot learn maneuvers of an higher level than half it's own level, rounded up.

If the Reth Dekala multiclasses with a martial adept class, it adds it's full Reth Dekala level (instead of half) for determing the total Iniator level for the chosen Martial Schools. It can also use that class's recovery method for recovering it's own maneuvers.

In adition, it learns one martial stance from any of the selected schools at 1st level.

Ability Score Increase: The Reth Dekala gains +1 Con at 2nd and 4th levels, and +1 Str at 1st and 3rd levels for a total of +2 Con and +2 Str at 4th level.

Battle Cursed: At 2nd level a Reth Dekala gains a bonus on Balance and Jump checks equal to it's HD, and 50% Fortification.

In addition, the Reth Dekala also gains the lawful and evil subtypes and his weapons count as lawful and evil for purposes of bypassing DR.

Awaken Vilefire: At 3rd level the Reth Dekala is able to turn the green flames around it's body against his oponents, in two possible ways:

Aura:At the beggining of the Reth Dekala's turn, creatures adjacanet to it take 1d6 points of damage per 4 HD. Creatures damaged by it must make a Fort Save with DC 10+1/2 HD+Con modifier or be sickened for 1 round.  The aura can be turned "on" and "off" as a free action, but no more than 1/round.

At 10 HD, as a swift action, the Reth Dekala may boost it's Vilefire aura for 1 round. Creatures suceeding on their saves are sickened, and those failing their saves are nauseated instead.

Blast:As an attack action, the Reth Dekala can fling bolts of the corrupt flames that compose it's body. This is a ranged touch attack with a range of 15 feet per HD that deals 1d8 damage per 4HD. Creatures damaged by it must make a Fort Save with DC 10+1/2 HD+Con modifier or be sickened for 1 round. Vilefire Blast can be combined with maneuvers, altough if they're melee range only, this ability becomes a melee touch attack.

At 10 HD, as a swift action, the Reth Dekala may boost it's next Vilefire Blast fired this turn. Creatures making their saves are sickened, and those failing their saves are Nauseated instead. This affects even creatures immune to sickness and nausea, altough they gain a +5 bonus on their saves.

For both Aura and Blast, half the damage is fire and half the damage is acid.

Infernal Path: At 4th level, the Reth Dekala can use it's flames as support for rising in the skies. This works as an Air Walk ability, except that it's an Extraordinary effect.
[/spoiler]

Comments
[spoiler]
One of the obscure Martial Monsters, but actually pretty cool. Four levels gives you four maneuvers, one stance, permanent extraordinary Air Walk and the Vilefire ability, a nice change from the SR/HD and Growth trio.

So if you want to play an Infernal Warrior that's literally on fire, the Reth Dekala's for you!
[/spoiler]

oslecamo

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I like little rusty. Even if the first way I can imagine him flying is by farting shrapnel. Mind you, I imagine him looking so cute gnawing on a rusted sword.
Glad to see other Rust Monster lovers around here! Awww, so cute, now it's munching on my extra-expensive armor! :D

I don't see anything about the Rust Monster that damages grapplers, though. (You mentioned damaging grapplers due to being a rusty nail in the comments.)
Leftover from an old version. The anti-grapple ended up turned in the Rust Cloud. Corrected now.

Also, should he have one antenna (as per the text) or two (as per the picture)?
They both attack as one. Clarified it.

Should the save DC for Rust be +HD or +1/2 HD, like most other abilities?
No, because attacking the gear is a really suboptimal tactic, so at least it better have an harder save than normal.

Garryl

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Cool, thanks for the clarification.

Is there any reason that the Reth can't take Devoted Spirit? I know it's called "Faithless Warrior", but half their maneuvers are from Devoted Spirit in the ToB write up. Both stances and 2 of the 5 maneuvers are from DS.
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]