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Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #40 on: October 02, 2010, 02:38:39 PM »
Why does everyone seem to think that erinyes are a single-gender race? :p
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]


Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #42 on: October 02, 2010, 02:54:37 PM »
There was one in that Dragon (Dungeon?) comic strip about the drow. Otherwise, I guess most artists prefer to draw attractive women over attractive men.  :p
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #43 on: October 02, 2010, 02:57:52 PM »
Angel (planetar/solar)


[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+ 0+0 +2Celestial body, Celestial blood, Angel
2+1+ 0+0 +3 Heaven Miracle(Invisibility, Continual flame)
3+1+ 1+1+3Celestial Skin
4+2+ 1+1+4Detect snares and pits, See invisibility, Wings
5+2+ 1+1+4Lesser Protective aura, regeneration
6+3+ 2+2+5Discern lies, holy smite
7+3+ 2+2+5Greater protective aura
8+4+ 2+2+6Polymorph
9+4+ 3+3+6True seeing
10+5+ 3+3+7Growth
11+5 + 3+3+7Waves of fatigue
12+6+ 4+4+8+1 Wis, +1 Cha
13+6+ 4+4+8+1Wis, +1 Cha, greater teleport
14+7+ 4+4+9Earthquake
15+7+5 +5+9 Power word stun
16+8+ 5+5+10Mass charm monster
17+8+ 5+5+10 Prismatic spray, Power Word blind
18+9+ 6+6+11Power Word Kill, Waves of Exhaustion
19+9+ 6+6+11Imprisonment, +1 Wis, +1 Cha
20+10+ 6+6+12Judgement arrows, +1 Wis, +1 Cha
21+11+ 6+6+12Solar, +1 Wis, +1 Cha
22+11+7 +7+13Permanency, +1 Wis, +1 Cha
23+12+ 7+7+13Wish, +1 Wis, +1 Cha
Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)
Proficiencies: simple weapons, two martial weapons of it's choice, slam attacks.


Features:


Celestial body:The angel loses all other racial bonus and gains outsider traits(basicaly darkvision 60 foot). He is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has his hands free.
 
Celestial blood: The angel casts spells as if it was a cleric of the same angel level. It must either choose a deity and it's domains or pick two from War, Good, Air, Destruction, Law. If he multiclasses as a cleric angel levels and cleric levels stack for determining his spellcasting ability, but he doesn't get any extra domains. It does get turn undead, but angel levels don't stack with that ability.


Angel: The angel gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to it's HD and resistance to fire and electrecity equal to half it's HD.

In adition it gains the good subtypes and his natural attacks and any weapon it wields count as good  aligned for bypassing DR.


Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in his own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on his own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

Invisibility:SLA 1/day for each 2HD


Continual flame: SLA 1/day for each 2HD, if the component cost is not paid then only lasts 1 minute per HD.

Celestial skin:The angel gains DR/evil equal to half it's HD and SR equal to 11+HD.

Detect snares and pits:Always active.

 See invisibility:SLA 1/day for each 2HD.

Wings:The angel becomes able to fly at a speed of 5 foot for each 2HD it has, with good maneuverability.

Lesser Protective aura:Always active, as magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is +4.

Regeneration: 1 for each 5HD, bypassed by evil attacks, effects and spells.

Discern lies: always active.

Holy smite:SLA 1/day for each 2HD.

Greater protective aura:Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel.

Polymorph:1/day for each 5HD, self only.

True seeing:1/day for each 4HD.

Growth of mind/body:The angel grows one size category.

Waves of Fatigue: 1/day for each 5HD it has.

Ability increase: At levels 12, 19, 20, 21, 22, 23 the angel gains +1 to Wis and Cha, for a total of +6 Wis and +6 Cha at level 23.

greater teleport:
sla 1/day for each 4HD.

Earthquake:SLA 1/day for each 10 HD it has.

 Power word stun:SLA 1/day for each 5 HD it has

Mass charm monster:SLA  1/day for each 5 HD it has.

Prismatic spray:SLA 1/day for each 10 HD it has

Power Word blind:SLA 1/day for each 5HD it has

Power Word Kill:SLA 1/day for each 10 HD it has
Waves of Exhaustion: SLA 1/day for each 10 HD it has

Imprisonment: SLA 1/day for each 10 HD it has.

Judgement arrows.:Whenever the solar fires an arrow, he can imbue it with the slaying property as a free action. He can use this ability a number of times per day equal to his Wis modifier.

Solar:The angel's DR upgrades to DR/epic and evil. Any melee weapon wielded by the angel can be given  the dancing property by the angel as a free action, wich lasts while it is holded by the angel or dancing. Only one dancing weapon at a time.

Permanency:SLA 1/day for each 20HD.

Wish: SLA 1/day for each 20HD. If the angel uses it to create a permanent lasting effect (like creating/improving an item, or increasing an ability score), he must pay the full exp cost.
[/spoiler]


Comments
[spoiler]
First of all, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.

Now, the angel is a full spellcaster. Point. Then it gets wings, growth, a couple of ability bonus and several SLAs and constant buffs. I left out the SLAs present on the cleric spell list because of redudancy, but it's still probably the strongest monster class I designed so far because he's a damn fullcaster.

In return, the angel has  one less good save, no racial bonus and no turn undead. It also doesn't get neither armor proefeciencies or natural armor, altough that can be partialy solved with a quick cleric dip.

The best comparison I can think off is the archivist, who can learn pretty much every spell out there. The angel has more limited choices (wich is still a lot when you have the base cleric spells), in particular because it can't cherry pick domains willy-nilly, but in return gets some permanent buffs like flying, growth, DR, ect. Minor globe of invulnerability to allies may prove specialy usefull. Hopefully this, combined with the weak saves, skills and BAB shall keep the angel from being stronger than the archivist, and more or less at the same power level of the cleric.

Since he's a true fullcaster, he doesn't get permanent see invisibility and true seeing like the Balor and Erinyes, but can still use them some times per day whitout paying costs.

Despite his weak Bab, the cleric list is full of powerfull self-buffs, allowing the angel to jump into melee with some preparation. Or cleric dip for turn undead and DMM. A pathetic concentration skill makes for much harder casting in melee tough.

So, if you want to play a cleric who trades  saves for becoming more celestial-like and some flavourfull and usefull SLAs, the angel is for you.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #44 on: October 02, 2010, 03:02:25 PM »
Nixie


[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+0 + 0+ 2 + 2Nixie body, Sprite skin, Charmer, Amphibious, Water breathing, Wild empathy, +1 Dex

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

Proficiencies:
Simple weapons.

Features:
Nixie body: the nixie loses all other racial bonus and gains fey traits (basicaly low light vision). It is a small sized fey with base speed 20 foot and swim speed equal to her base speed.

It gains the aquatic subtype, wich means it can breathe underwater and doesn't take penalties for fighting while swimming.

Sprite skin: the nixie gains DR/cold iron equal to half her HD and SR equal to 11+HD.

Charmer: The nixie can use charm person as a SLA 2/day for each HD it has.
             When it reaches 3HD, it can use charm animal as a SLA 1/day for each HD it has.
              When it reaches 5 HD, it can use sugestion as a SLA 1/day for each  HD it has.
              When it reaches 7 HD, it can use charm monster as a SLA 1/day for each 2HD it has.
             When it reaches 9HD, it can use dominate person as a SLA 1/day for each 3HD it has.
             When it reaches 17HD, it can use mass charm monster as a SLA 1/day for each 4HD it has.
            When it reaches 18HD, it can use dominate monster as a SLA 1/day for each 5HD it has.

Save DCs are 10+1/2HD+Cha mod.

Ability increase: the nixie gains +1 Dex at first level.


Amphibious (Ex):
Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp)


Water breathing:
Once per day pr HD, a nixie can use water breathing as a SLA.

Wild Empathy (Ex):This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills

A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water.
[/spoiler]

Comments:
[spoiler]
The nixie is a cute little fairy that lives in the water, but can last on ground for any amount of time.

It's main feature is the ability to charm people and then take them under water. My version gets some stronger charms as it levels up since charm person quickly becomes useless.

Besides that, 6 skill points and several usefull skills as class skills don't hurt, and there's still some space for an extra point to dex. It also gets SR and an increasing DR with just one monster level, making it specialy tempting for skill monkeys, particularly in aquatic campaigns.

If you want to play an aquatic fairy wich combines skills with several natural charm abilities, the nixie's for you.
[/spoiler]


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #46 on: October 02, 2010, 09:21:16 PM »
Phasm


[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+0+ 0 +2 Phasm body, amorphous, Shaper initiate.
2+ 1+ 0+ 0 + 3Telepathy, Scent, shaper power +1
3+ 2+ 1+ 1 + 3 Shaper
4+ 3+ 1+ 1 +4 Tremorsense, Shaper power +2
5+ 3+ 1+ 1 + 4 Greater shaper
6+ 4+ 2+ 2 +5 Shaper power +4, resilient
7+ 5+ 2+2 + 5 Supreme shaper, Shaper power +6
Skills:4+int per level, class skills are Bluff , Climb , Craft (any one), Diplomacy , Disguise , Intimidate, Knowledge (any one) , Listen , Spot , Survival

Proefeciencies:simple weapons and any natural weapons it gains.

Features:
Phasm body:Loses all other racial bonus and gains aberratio traits (basicaly darkvision 60 feets) . It's a medium sized aberration with base speed 30. It has a slam attack dealing 1d3+1,5 str modifier. It doesn't have limbs capable of fine manipulation on it's normal form, but it can speak.

A phasm also gains a bonus to nat armor equal to it's Con modifier when in it's natural form.

A phasm has no equipment slots on his natural form, but it can integrate them inside his body and automatically equip them when he transforms in a form able to use them. So a phasm can carry a crossbow inside it's body, and when it turns into an humanoid, it can instantly shoot said crossbow.

Amorphous:A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Shaper initiate: the phasm gains the alternate form ability as in the srd
[spoiler] A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

    * The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
    * The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
    * The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
    * The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
    * The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
    * The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]
It takes a standard action to transform and the phasm can transform in any medium creature it is familiar with and back 2/day for each HD it has. The phasm cannot assume the form of a creature with more HD than itself.

At 5HD it can transform as a move action. At 10 HD as a swift action. At 15 HD as a immediate action.

Besides the base +10 to disguise from alternate form, the phasm gains an extra +1 circumstance bonus to disguise checks for each HD it has when transforming.

As levels in the phasm class are taken, the phasm becomes able to turn into other sizes of creatures.



Telepathy:40 feets +10 feets per extra HD from here.

Scent:as the srd ability.

Shaper power:the phasm can improve one of it's own ability scores by an amount as show on the table. The bonus can all be applied to one ability or spread across several scores . Every time it changes shape it can change wich of it's ability scores receives the bonus.

Shaper:the phasm can now take the shape of small and tiny creatures.

Tremorsense as the srd ability, 10 feets per HD.

Greater shaper:the phasm can now take the shape of large creatures.

Resilient:The phasm adds half it's HD on all fortidude and reflex saves in any form it takes.

Supreme shaper:the phasm can now assume the form of huge creatures and creatures smaller than tiny. If all phasm levels were taken, it's transformation abilites keep improving:

At 10 HD it can take the form of gargantuan creatures and swarms.

At 13 HD it can take the form of colossal creatures and inanimate objects. If taking the shape of an object, it can still move as an animated object of the same size.

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #47 on: October 02, 2010, 09:23:33 PM »
Vampire (prc)


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

Special: The character must have been killed by a Vampire's bite (see Greater Blood Powers).

-OR-

Feats: Alertness, Dodge, Combat Reflexes.
Special: Constitution 10+ and the character must have a special evil ritual performed upon him.

This class may be taken at first level by using flaws to gain extra feats.

HD: d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Vampire Body, Vampire Vulnerabilities, Resting Place,  Blood Drain, Blood Power
2+ 1+0+0 + 3 Greater Blood Powers

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

Proficiencies: The Vampire is proficient with all simple weapons.

Vampire body: Unlike other monster classes, the Vampire 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, unless it has activated it's fast healing ability.
    * 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.
  * Vampires don't need to breath, eat, or sleep. However, a Vampire may do any of the three if desired.
[/spoiler]

The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.

Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.

In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.

Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.
[spoiler]
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

A Vampire casts no reflection on a mirror.

Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
[/spoiler]

Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Strength bonus or Charisma bonus (whichever one is higher).

If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.

The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.

The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.

Each day, the Vampire loses a number of Blood Charges equal to his HD. If he rested 8 hours in his resting place, he only loses half that number, rounded up. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to twice his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.

Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.

Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD

Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed the Vampire's HD.

Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the Alternate Form ability.

If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.

According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.

Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 minute. If reduced to 0 hit points while Dark Healing is active, the Vampire automatically assumes a Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.

Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a Spider Climb spell for 1 hour.

Greater Blood powers: At second level, the Vampire can use his drained blood to fuel even stronger abilities. The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Greater Blood Power is a free action.

Children of the Night (Sp): By expending one Blood Charge, a Vampire may cast a Summon Nature's Ally spell as a spell-like ability as a standard action, with a caster level equal to his HD. As a Vampire gains more HD, more powerful spells become available to him.

At 3HD, it may use Summon Nature's Ally II for three Blood Charges
At 5HD, it may use Summon Nature's Ally III for five Blood Charges
At 7HD, it may use Summon Nature's Ally IV for seven Blood Charges
At 9HD, it may use Summon Nature's AllyV for nine Blood Charges
At 11HD, it may use Summon Nature's Ally VI for eleven Blood Charges.
At 13HD, it may use Summon Nature's Ally VII for thirteen Blood Charges
At 15HD, it may use Summon Nature's Ally VIII for fifteen Blood Charges.
At 17HD, it may use Summon Nature's Ally IX for seventeen Blood Charges

If the Vampire summons a single creature, add the Vampire's Charisma or Strenght modifier(whicever's higher) to its attack rolls, damage rolls, skills and saves.

If the vampire chooses to summon more than one creature with Summon Nature's Ally, double the number of summoned creatures.

The summoned creatures are all evil-aligned and have dark and wolfish features. For example, a wolf might have pitch black fur, sprites might have red eyes and sharp fangs.The Vampire cannot drain blood from creatures summoned in this way.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. As a standard action, a Vampire may expend any number of Blood Charges. Any creature looking at the Vampire's eyes must make a DC (10 + Blood Charges spent + Strength or Charisma bonus) will save or fall under the Vampire’s influence as though controlled by a Charm Monster spell with a caster level equal to the number of Blood Charges spent. The ability has a range of 30 feet, and lasts 24 hours. The Vampire cannot spend more than 1/2 his HD (rounded down) in this way.

At 10 HD, this ability functions as Dominate Monster, but with the same exceptions noted earlier.

Create Spawn (Su) If a Vampire lowers a victim’s Constitution score to 0 and then expends Blood Charges equal to the victim's HD, the victim returns to life 1d4 days after burial (it must be properly buried and not too much damage) with one level of vampire. The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a Vampire may control up to two times his HD of Vampire Spawns; any spawns he creates that would exceed this limit are created as free-willed Vampires. A Vampire that is enslaved may create and enslave spawn of its own once it gains another Vampire level, so a master Vampire can control a number of lesser Vampires in this fashion. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.

Energy Drain (Su): By expending one Blood Charge, a Vampire can cause living creatures hit by his slam attack (or any other natural weapon the Vampire might possess) to gain two negative levels. The Vampire gains one Blood Charge for each negative level bestowed in this way(2 for sentient creatures, 4 for same race). A Vampire can use its Energy Drain ability once only once per round. The save DC to remove the levels is 10 + 1/2 HD + Charisma or Strength bonus (whichever is higher). Creatures killed by energy drain don't return as vampires, but the vampire can weaken them with the energy drain and finish them with blood drain.

Unholy skin: By expending one Blood Charge, the Vampire gains DR/silver and magic equal to half of his HD, and cold, electricity, and turn resistance equal to it's HD, for one hour. While unholy skin is active, the vampire's natural attacks count as magic for bypassing DR.

Dark magic: If a Vampire has caster or manifester levels, it may spend Blood Charges when regaining spell slots or power slots. He may expend Blood Charges equal to his HD multiplied by the highest spell level he can cast normally. If he does, his Vampire levels stack with caster levels and or manifester levels for determining spells known, spells per day, powers known, powers per day, power points per day and the caster or manifester levels for such spells or powers.

For example, a wizard 1 / Vampire 2 rests, and in the morning before preparing his spells, expends 3 Blood Charges, his two Vampire levels count as wizard levels for all purposes mentioned above.

Alternatively, a Vampire may expend Blood Charges equal to half his HD when regaining spell slots to increase his caster or manifester level by two, but without gaining any extra spells/powers known or spell slots/power points.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #48 on: October 02, 2010, 09:42:29 PM »
Xill


[spoiler]
Hit Die:d8
Level Base Attack<br>Bonus Fort Save Ref Save Will Save Special
1st
+1
+2
+0
+0
Xill Body
2nd
+2
+3
+0
+0
Multiattack, +1 Dex
3rd
+3
+3
+1
+1
Improved Grab
4th
+4
+4
+1
+1
Paralysis, +1 Str
5th
+5
+4
+1
+1
Implant, +1 Dex
6th
+6
+5
+2
+2
Planewalk, +1 Con

Skills:4+Int modifier, (4+Int modifier)*4 at first level. The Xill's class skills are: Balance(Dex), Climb(Str), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Tumble(Dex), Use Rope(Dex).


Xill Body
Upon entering this class, a creature loses all of its racial abilities. It gains the Outsider type and its traits (Darkvision 60ft (Ex), proficiency with Simple and Martial Weapons, Light Armour and Shields (except Tower Shields)). Its size changes to Medium. A Xill has four arms with hands suitable for weilding weapons or for the somatic components of spells. It has four claw attacks which deal 1d4 damage plus the Xill's Strength modifier. It also has a bite attack, which deals no damage but can eventually deliver a paralysing venom. Finally, it gains a Natural Armour bonus to its Armour Class equal to half it's Con modifier or +2, whichever is higher.

Multiattack
A Xill gains Multiattack as a bonus feat. If they already have this feat, they may select one feat of their choice. In addition a Xill gains Multiweapon Fighting any time it would normally gain the Two-Weapon Fighting feat.

Improved Grab (Ex)
To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time.

Paralysis (Ex)
Those bitten by a xill must succeed on a Fortitude save (DC 10+1/2HD+Con modifier) or be paralyzed for 1d4 hours.

Implant (Ex)
As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside, acting like a Destruction spell (DC 10+1/2HD+Con modifier). A remove disease spell rids a victim of the egg, as does a Heal check (DC 10+2*HD+Con modifier). If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Planewalk (Su)
These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.
[/SPOILER]

Class Comments:
[SPOILER]I did this whilst sleep deprived and with the passing fancy to play as something Gilgamesh-esque so don't expect the height of reason. Some stat boosts and all it's abilities are in there, with a small perk if you go into Ranger or something similar. Altered the DCs for some abilities, hopefully they've turned out about right. I left Planewalk for last because of it's obvious uses in stealth and escape, but kept it in the class because casters were doing the same three levels ago to a lesser extent. It felt good to make and should provide a decent chassis for a build using three or more weapons, so I feel I've done well.[/SPOILER]

Done by ScionoftheVoid from GITP.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #49 on: October 02, 2010, 10:00:51 PM »
Lillend

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +0 +2+2 Lillend body, Muse.
2  +1 +0 +3+3 Artistic Soul
3  +2+1 +3 +3Constrict, Improved grab, +1 Str
4  +3 +1+4 +4 Understanding , +1 Cha
5  +3 +1+4  +4 Trickster, +1 Str
6  +4 +2+5+5 Wings, +1 Cha
7  +5 +2+5 +5 Growth, +1 Str
Skills:6+int modifier per level, quadruple at first level. Class skills are Appraise, Concentration , Climb, Diplomacy , Knowledge (arcana) ,
Listen , Perform (any ) , Sense Motive , Spellcraft ,
Spot , Survival, swim

Proefeciencies: proficient  with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip

Features:

Lillend body: At 1st level the lillend loses all other racial bonus and gains outsider traits(basically darkvision 60 foot). It is a medium sized outsider with base speed 20 with a snake tail instead of legs and a natural tail slap attack dealing 1d6+1/2 str damage. When full attacking, the lillend can use her tail slap as a secondary attack with -5 penalty whitout taking penalty on it's other attacks.

In adition, she gains a bonus to natural armor equal to her Cha modifier.

Muse:the lillend gains a bonus on saves against poison  equal to her HD and fire resistance equal to half her HD. In adition, she gains a racial bonus on survival checks equal to half her HD.

The lillend also gains the chaotic and good subtypes and her natural weapons and wielded weapons count as chaotic and good for purposes of bypassing DR.


Artistic soul:A lillend casts spells and can use bardic music as a bard of the same level-1. Only lillend levels count for this ability, but they stack with any other class or prc that gives bard spellcasting and/or bardic music.

Ability increase: the lillend gains +1 Cha at levels 4 and 6 and +1 Str at levels 3, 5, 7


Constrict  (Ex):
A lillend deals 1d10+str points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex):To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


Understanding:The lillend can now use speak with animals and speak with plants as SLAs 1/day for each 4HD it has.

 Trickster:
The lillend can now use knock and illusionary terrain as SLAs 1/day for each 2 HD it has. Saves are 10+1/2HD+Cha modifier.

Wings:
The lillend grows feathery wings of bright colors wich allow her to fly at a speed of 10 foot per HD, average maneuverability.

Growth: the lillend grows one size category.

[/spoiler]

Comments:
[spoiler]
It's a plane? It's a bird? No, it's a freaking bard with wings and snake tail!

The MM lillend casts and sings as a bard one level behind, and can't pick any of the races that boost bard abilities. In return, it gets flying, one size increase, some minor SLAs, +2 to Cha and +3 STR and a constrict attack.

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #50 on: October 03, 2010, 11:53:26 PM »
Aranea

[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Aranea body, poison, change shape, web.
2+ 1+ 0+0 +3 Arcane soul, +1 Cha
3+ 1+ 1+ 1 +3 Spider sense, +1 Dex, +1 Cha
4+ 2+ 1+1 +4 Poison spit, +1 Cha, +1 Dex
Skills:2+int modifier per level, quadruple at 1st level. Class skills are class skills (and the key ability for each skill) are Bluff, Intimidate, Climb, Jump, Concentration  (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft  (Int).

Proefeciencies:an aranea is proefecient with it's natural weapons ,  and web attack.

Features:
Aranea body: At 1st level, the aranea loses all other racial bonus and gets magic beast traits(darkvision 60 feets and low light vision basicaly). She's a medium sized magic beast  with base speed 50 and climb speed equal to half her land speed and a natural bite attack dealing 1d6+1,5 str damage. It gains a +8 bonus to all climb checks and can always take 10 in that skill, even if rushed or threatened.

In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.  Those arms are capable of fine manipulation, in particular spellcasting. An aranea can also wield weapons with them.

She also gets a bonus to nat armor equal to her Con modifier.

Poison:Delivered by bite attack, fort save DC=10+1/2HD+Con mod, 1d4 Str damage initial damage, 1d8 secondary damage. For each two extra HD of the aranea, both the initial and secondary damage increase one die size.


 Web:
In spider or hybrid form (see below), an aranea can throw a web up to 2 times per day for each HD it has. This is similar to an attack with a net but has a maximum range of 10 feets per HD, with a range increment of 10 feet, and is effective against targets of up to one size category bigger than the aranea. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10+1/2HD+Con modifier Escape Artist check or burst the web with a DC 10+HD+Con modifier Strength check. The web has 2 hit points per HD of the aranea, hardness 0, and takes double damage from fire.

Change Shape (Su):An aranea’s natural form is that of a Medium monstrous spider as described on aranea body. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 10+HD+Cha mod Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wear normal humanoid armor and equipment. When in hybrid form, an aranea’s speed is 30 feet and it doesn't have a climb speed.

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

This ability can be used 2/day for each HD of the aranea.

Ability increase: An aranea gains a permanent +1 to Dex at levels 1, 3 and 4 and +1 to Cha at levels 2, 3 and 4.

Arcane soulAn aranea casts as a sorceror of it's aranea level-1. Sorceror levels stack with this ability.

Spider sense:The aranea gains a bonus to spot, listen and climb checks equal to half her HD, rounded up.

Spit poison: the aranea can now apply her poison in any weapon it has holded as a move action. This poison lasts 1 hour per HD or untill used, wichever comes first.
[/spoiler]

Comments:
[spoiler]The aranea is a sorcerous spider. She casts one level away from a sorceror and has no basic weapon proefecinecy, but backs it up with a great base speed, web, poison, superior HD and a bonus to cha and dex over it's 4 levels.

Altough the obvious course for this monster is going sorceror, 1 level dip could be usefull for other builds thanks to the climb speed, web and poisonous bite.
[/spoiler]


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #51 on: October 03, 2010, 11:59:47 PM »
Dryad

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 0+0 +2 +2 Nature Embodied, Tree Dependent, Nature's Attendant, Cha+1
2+ 1+ 0+3 +3 Wild Empathy, Nature's Guardian, Fey body, Cha+1
3+ 1+ 1+ 3 +3 Nature's Advocate, Cha +1
Skills:6+Int modifier per level, Class skills are Handle Animal, Knowledge (nature), Spot, Listen, Survival, Escape Artist, Hide, Move Silently.

Proficiencies: Dryad are proefecient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear

Features:

Nature Embodied: The dryad loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet. She also gains a bonus to natural armor equal to her Cha modifier.

If she multiclasses for an arcane/divine class it can count its dryad 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 dryad 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but dryad levels wouldn't count for it.

If the multiclassed class is druid, or a cleric with the plant domain, the dryad can use Cha instead of Wis for casting.

Tree Dependent: A dryad must stay always within 100 yards per HD of her chosen tree. Any who do become ill and die within 1d6 hours per HD. A dryad’s oak does not radiate magic.  Dryad  can choose a new tree by doing a 24 hour ritual.


Nature's Attendant: Entangle, Tree Shape, Speak with Plants as SLAs 2/day for each HD it has. Save DCs are 10+1/2HD+Cha modifier.

Fey body: DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Dryad gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Dryad levels stack with that class for Wild Empathy (you still get +6 bonus).

Nature's Guardian: Deep Slumber, Tree Stride 1/day for each HD it has. Save DCs are 10+1/2HD +Cha modifier.

Nature's Advocate: Charm Person, Charm animal and  Suggestion 1/day for each HD it has.

At  9 HD the dryad can use charm monster as a SLA for each 2HD she has.

At 15HD the dryad can use mass charm monster as a SLA 1/day for each 4 HD she has.

Save DCs are 10+1/2HD+Cha modifier.
 
Ability increase: Dryad gains Cha + 1 Cha at all levels.
[/spoiler]

Comments:
[spoiler]
The dryad is a beatifull servant of nature with a powerfull connection to trees. Tree dependant is a powerfull disadvantage, but in return the dryad gets +3 Cha, several powerfull SLAs and can then multiclass as sorceror, cleric or druid with several goodies. Plus good skills never hurt.

[/spoiler]

Contributed by Bodez from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #52 on: October 04, 2010, 12:15:00 AM »
Marilith

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Marilith body, +1 Str
2  +2 +3+0 +3 Demon, Improved grab, constrict, Con+1
3  +3 +3+1 +3 Abyss Skin, Magic weapon, Str+1
4  +4 +4 +1+4 Extra Arms(+2), Con+1
5  +5 +4 +1 +4 Align Weapon, See invisibility, Str+1
6  +6 +5+2 +5 Extra Arms(+4), Con +1
7  +7 +5 +2 +5 Suffocate, Str+1
8  +8 +6 +2 +5 Growth, Con+1
9  +9  +6+3 +6Dance of Chaos, Str+1
10  +10 +7+3 +7 Teleport, Con+1, Cha+1
11  +11 +7 +3+7 True Seeing  Str+1
12  +12 +8 +4+8 Telekinesis , Con+1, Cha+1
13  +13 +8 +4 +8 Unholy aura Str+1, Cha+1
14  +14 +9 +4 +9 Blade barrier, Con+1, Cha+1
15  +15 +9 +5 +9 Project Image, Str+1, Cha+1
16  +16 +10 +5 +10 Mirror Blades, Con+1, Cha+1
17  +17 +10 +5+10 Dance of Death, Str+1, Con+1, Cha+1
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proefeciencies:Simple and martial weapons, her own natural weapons.

Features:

Marilith body:
The marilith loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d6+Str modifier damage each and a tail slap attack dealing 3d6+1/2 str damage.

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


Ability increase:
The marilith gains
+1 Str at levels 1, 3, 5, 7, 9, 11, 13, 15, 17

+1 Con at levels 2, 4, 6, 8, 10, 12, 14, 16, 17

 +1 Cha at levels 8, 10, 12,  14,  15, 16, 17

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

Constrict  (Ex):
A marilith deals 3d6+1,5 Str modifier points of damage with a successful grapple check. The damage dies increase apropreatily when the marilith's size changes.


Improved Grab (Ex):
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

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

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

Magic Weapon:1/day for HD, upgrades to Greater Magic Weapon magic at 9 HD.


Extra arms:
the marilith grows two extra completely fuctional arms from her torso. They can be used to deliver slam attacks and wield weapons just as her normal arms.

Align Weapon:1/day for HD.

See invisibility:
1/dah for each HD.


Suffocate:
Creatures constricted by the marilith  must succeed on a DC 10+1/2HD+Str modifier Fortitude save or lose consciousness for as long as they remains in the coils and for 2d4 rounds thereafter.


Growth:
Increase one size category.

Dance of Chaos:
At will, the marilith may execute a deadly dance with all her arms, moving up to her base speed while delivering a full attack. The attacks may be executed against any enemies she passes trough.

After performing a dance of death, the Marilith must wait 2d4 rounds before performing a new one.

Teleport: 1/day for 3 HD, upgrades to greater teleport at 13HD.
 
True Seeing As the spell, permanent effect.

Telekinesis: 1/day for HD. The Marilith may keep concentration as a swift action.

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

Blade Barrier:1/day for each HD. No damage cap, and creatures failing their save against it have all their movement speeds reduced by half until they receive magic healing or someone performs an Heal check on them with DC equal to the DC of the blade barrier.

Project image: 1/day for each HD, and you may direct it as a free action.

Mirror Blades: Once per day, by performing a one hour ritual, the Marilith may create up to five perfect copies of any nonspecial melee weapons she's wielding. Those copies instantly crumble to worthless dust if they leave the marilith's possession.

Nonspecial weapons are weapons with normal enchantments only. A +5 vorpal sword can be copied. A blade of luck cannot, neither an artifact weapon.

The Marilith can divide copies between diferent weapons. So for example she could create two copies of the fighter's +5 vorpal sword and three copies of the cleric's +3 thundering frosting mace.

Dance of death:
The Marilith can nove move at twice her base speed while using dance of chaos and doesn't need to wait time before using it again.
[/spoiler]

Comments:
[spoiler]
What you can do with 6 arms? Not a lot actualy since you can only use them all if you stand still.

Thus, I added the dance of chaos and death so she can move while fullattacking. Pretty powerfull, but she doesn't have natural flying or much in the field of SLAs, so it should be allright.

Since buying 6 weapons is a pain, the marilith gets GMW to buff mundane weapons at mid-levels and then mirror blades so she can dance around with 6 vorpal scimitars if she wants.

Since her SLAs aren't that hot, she gets a whooping +9 Str, +9 Con and +7 Cha, puting her right behind the Balor in stat bonus.

The marilith does get an impressive 3d6 tail slap attack at first level, but since she's only adding half her str, it isn't worst than that barbarian dude with 22 starting Str.

So, if you want to play something with lots of arms and hard bondage abilities, the Marilith is for you.

[/spoiler]

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #53 on: October 04, 2010, 12:25:22 AM »
Dryad
The trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)

Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.

My favourite trick, however, has to be "livewood warforged".
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 #54 on: October 04, 2010, 01:02:29 AM »
Dryad
The trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)
As the source of the artificer and planar sheperd among others, I hold no responsability for combos with Eberron material.

But meh that drawback more of a flavour thing than anything else. For all I care you could go like that One Piece girl and carry your tree in a giant pot.

Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.
AGH! Reference... Overload... :lol

My favourite trick, however, has to be "livewood warforged".
I'm not really sure you can just make warforgeds out of anything you want.  There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #55 on: October 04, 2010, 01:07:10 AM »
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something.  :p

I'm not really sure you can just make warforgeds out of anything you want.  There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.
Rule of Cool. Warforged already contain some wood, it's not specified what kind. Plus, Darkwood Body exists, so livewood isn't much of a stretch. Here's an alternate interpretation.
« Last Edit: October 04, 2010, 01:13:18 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #56 on: October 04, 2010, 01:10:57 AM »
Half-Dragon


[spoiler]
HD: d12
LevelBabFortRefWillFeature
1+ 1+2+0 + 2Draconic blood, Draconic body, Breath Weapon
2+ 2+3+0 + 3 Draconic Heritage, +1 Str, +1 Cha

Skills: 2 + Intelligence modifier per level, Class skills are Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), spellcraft.

Proefeciencies: His own natural weapons.

Features:

Draconic blood:
Unlike other monster classes, the Half Dragon doesn't lose his racial ability modifiers, but he does gain dragon traits. Darkvision  out to 60 feet and low-light vision, plus immunity to sleep and paralysis  effects, and one energy immunity of it's choice.

Draconic body:
The half-dragon's body presents several dragon features, like powerfull long teeths and claws and tick scales covering it's skin.

The half-dragon gains two claw attacks dealing 1d4+Str damage each and a bite attack dealing 1d6+1/2 Str damage. Those are the values for a medium sized half-dragon, and should be adjusted to half-dragons of other size by the standard die size changes.

In adition, the half-dragon gains a bonus to nat armor equal to it's Con modifier.

Breath Weapon:
Either a cone of 30 foot or a line of 60 foot dealing 1d6 damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The damage type is the same as the player immunity. Cone increases by 5 foot and line by 10 foot with each extra HD the player takes from here.

The energy and shape of the breath must be chosen at 1st level and then cannot be changed.

Draconic heritage:
The half-dragon keeps revealing draconic traits as it learns and grows.

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

At 4HD the half dragon grows wings wich allow him to fly at double his land speed with average maneuverability


Ability increase:the half dragon gains +1 cha and +1 Str at level 2.

[/spoiler]

Comments:
[spoiler]
The half-dragon, being a template, allows you to keep your racial bonus.

Besides that, you get a nice nat armor bonus, full BAB, minor ability bonus, two good saves, claws, bite, breath, it partialy counts for spellcasting and then you get wings at 4th level.

If you want to play a normal character with a  draconic "touch" on it, the half-dragon's for you.

[/spoiler]

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #57 on: October 04, 2010, 01:16:25 AM »
If you want to go outside the MM a little, I did a minor revision of the half-dragon template a while back.
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 #58 on: October 04, 2010, 01:28:28 AM »
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something.  :p
Would make an interesting NPC, but for a player not being able to move or communicate directly would be somewhat crippling.

Rule of Cool.
Rule of Cool.

Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?

If you want to go outside the MM a little, I did a minor revision of the half-dragon template a while back.
Already had seen something like that, and  it raises the big problem that then every half-dragon is either half-shaddow, half-force or half-mist, because their breath weapons are way better than the classic energy breaths.

I'm however willing to work on homebrew monsters, wait just a moment to check it.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #59 on: October 04, 2010, 01:30:38 AM »
Doppelganger

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+ 2 +2 Doppelganger body, Copycat, Adapt +1
2+1 + 0+ 3 +3 Mind read, Adapt +2
3+ 2+ 1+3 +3 Weaver of lies, Adapt +3
Skills: 8+int modifier, quadruple at 1st level. All skills are class skills for the doppelganger.

Proefeciencies:simple weapons, his own natural weapons.

Features
Doppelganger body:At 1st level a doppelganger loses all racial bonus it had and gains monstruous humanoid traits (basically dark vision 60 feets). He's a medium monstruous humanoid with base speed 30 and a natural slam attack dealing 1d6+1.5 Str damage.

In adition, it gains a bonus to nat armor equal to his Int modifier.

Copycat:
2/day for each HD it has, a doppelganger can assume the shape of any Small or Medium humanoid as per the change shape ability. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

In alternative, the doppelganger may simply change his surface aperance as with a Disguise Self spell, except that it's a physical change and thus counts as a transmutation effect and not as an illusion effect. This option doesn't expend any uses and can this be used at will.


Adapt:
The doppelganger gains a total bonus to one of his ability scores as shown on the table. He can choose to divide this bonus across several of his ability scores. He can change to where this bonus is applied as a swift action. So at 3rd level, the doppelganger could get +3 to str, or +2 to Str and +1 to Con, or +1 to Str, +1 to Con and +1 to Dex for example.


Mind read:
A doppelganger can continuously use detect thoughts as the spell (caster level equal to HD; Will DC 10+1/2HD+Int modifier negates). It can suppress or resume this ability as a free action, but can only use it a total number of rounds per day equal to his HDxInt modifier.

In addition, the doppelganger is now immune to sleep and charm effects.

Weaver of lies: the doppelganger gets a bonus on bluff and diguise checks equal to his HD. If he's sucessfully reading the mind of the person he's trying to fool, this bonus doubles.

In adition, if using the change shape ability, he gets an extra +10 on disguise checks(wich is doubled if sucessfully reading minds).

[/spoiler]

Comments:
[spoiler]
The doppelganger is an cunningg monster with little combat ability but powerfull trickery skills to infiltrate humanoid societies. He also gets two good saves and powerfull skills.

It is definetely better suited for urban and/or political heavy campaigns where his sick disguise and bluff bonus not to mention his mind read ability can be well applied. Rogue/factotum multiclassing is advised once all the class levels are taken.


[/spoiler]