Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 330897 times)

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oslecamo

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Hagunemnon

[spoiler]
HD:d6
Level Bab Fort Ref Will Feature
1 +0 + 0 +0  +2 Changing Body, Alter Shape, Shape I, Evolve, Unstability
2 +1 + 0 +0  +3 Detect Toughts, Knock
3 +2 + 1 +1  +3 Shape II
4 +3 + 1 +1  +4 Sugestion, Nondetection
5 +3 + 1 +1  +4 Shape III
6 +4 + 2 +2  +5Dimension Door
7 +5 + 2 +2  +5Shape IV
8 +6 + 2 +2  +6Lesser Unstability
9 +6 + 3 +3  +6 Shape V
10 +7 +3 +3  +7Fast Healing, Plane Shift
11 +8 + 3 +3  +7 Shape VI
12 +9 + 4 +4  +8Ethereal Jaunt
13 +9 + 4 +4  +8 Shape VII
14 +10 + 4 +4  +9 Reactive Unstability
15 +11 + 5 +5  +9 Shape VIII
16 +12 + 5 +5  +10Regeneration, Minor Instability
17 +12 + 5 +5  +10 Shape IX
18 +13 + 6 +6  +11 Destabilize Form
19 +14 + 6 +6  +11Instant Evolution
20 +15 + 6 +6  +12Protean
21 +15 + 6 +6  +12 Potential
22 +16 + 7 +7  +13Devastating Evolution
23 +16  + 7 +7  +13Null Instability
24 +17 + 8 +8  +14 Overwhelming Evolution
25 +17 + 8 +8  +14 Gift of Change
26 +18 + 9 +9  +15 Blinding Evolution
27 +18 + 9 +9  +15 Survival of the Fittest
28 +19 + 10 +10  +16 Pinnacle of Evolution
29 +19 + 10 +10  +16Lord of Change
Skills:2+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, disguise, spot, listen, search, move silently, hide, climb, swim, bluff, diplomacy, intimidate.

Proficiencies:Its own natural weapons.

Features:
Changing Body: The Hagunemnon  loses all other racial traits and becomes a medium sized aberration with all the related traits (basically darkvision 60 feet). Its a medium sized creature with base speed of 30 feet. It also gains the Shapechanger Subtype. An Hagunemnon has a natural attack dealing 1d8+Str damage, like a claw, bite or slam. He can change between them as a free action. An Hagunemnon has no limbs capable of fine manipulation by default.

In addition, the Hagunemnon gains a bonus to Nat armor equal to it's Con modifier.

Alter Shape: The Hagunemnon is the ultimate shapeshifter, its body a constant flux of possibility, not limiting itself to copying a single creature, but rather combining aspects from diferent ones. He starts with 4 lv1 Shapes, and learns a new ones every level, and an extra one whenever it unlocks a new level of Shapes. At 3rd level of this class, and every 2 levels thereafter, it can pick Shapes of the next level, up to 9th level Shapes at 17th level.

All Shapes are Extraordinary abilities, as well as Alter Shape itself. The Hagunemnon is the ultimate expression of natural evolution, it's body and organs adapting to new needs in the blink of an eye. Shapes never stack with themselves.
[spoiler]
1st-level Shapes
Replicate I: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod.
Climb: You gain a climb speed equal to your base speed.
Superior eyes: Your darkvision increases by 60 feet, and you gain a bonus on Spot checks equal to 1/2 your HD.
Extra Limb:  You gain an additional limb which can be used as a natural weapon dealing 1d8+Str damage, shaped like you want, just like the basic Hagunemnon natural weapon. You take no penalty for attacking with natural weapons of the same type in a full attack. For every 6 HD you have, you gain an extra limb like this.
Scent: You gain the scent ability as per the SRD, and the track feat.
Speed: All your movement speeds increase by +5ft for every 2 HD you have (minimum +5 feet).
Spell Resistance You gain Spell Resistance 11+HD.
Animal: You gain Low Light vision, and you count as an animal whenever it would be beneficial for you. You also gain a bonus on Survival checks equal to half your HD, and can use Wild Empathy as a druid of your HD.
Humanoid:You are treated as a Humanoid whenever it would be beneficial for you, and you gain proficiency with Simple Weapons. You also can turn any of your natural weapons into an hand-like apendage capable of fine manipulation as a free action. You also gain a bonus on Diplomacy equal to half your HD.
Skillfull: Select two physical skills. You gain a bonus on it equal to half your HD. This choice can be changed every time you activate this Shape.
Resistance:Select acid, fire, cold, electrecity or sonic. You gain resistance to that element equal to your HD.
Tougher: You gain +1 HP per HD.
Harder: You gain an extra bonus to Nat armor equal to half your HD.
Quadruped: You become a long creature, with all the bonus and penalties, like extra carrying capacity, stability, but smaller reach. You cannot have limbs capable of fine manipulation in this form. Your land speed also increases by 50%.
Aquatic: You gain a swim speed equal to your base speed, and the Aquatic subtype. You also gain a bonus on Bluff checks equal to half your HD.
Spit: The Hagunemnon is capable of firing a globe of spit dealing 1d4 cold/fire/electrecity or acid damage per HD (choose whenever this Shape is selected), with a range of 20 feet per HD.
Fake Skin:You keep your exterior relatively stable, while your interiors keep shifting. You gain abonus on disguise checks equal to 10+HD.


2nd-level Shapes
Replicate II: You gain an Extraordinary ability from a creature with up to 4 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate I to learn this one.
Extend limbs: Your reach increases by +5ft for every 3 HD you have.
Rend: If you hit with both two natural attacks of the same type, they latch onto the opponent’s body and tears the flesh. This attack automatically deals an additional 1d8+1,5 Str damage. The base damage changes acordingly with size.
Magical Beast: You are treated as a Magical Beast whenever it would be beneficial for you. Your natural weapons deal damage as if they were one size category bigger, and half your Nat armor now counts as a deflection bonus.
Monstrous Humanoid: You are treated as a Monstrous Humanoid whenever it would be beneficial for you. You gain a bonus on Intimidate and Strength checks equal to half your HD.
Pounce: You gain the Pounce ability.
Breath weapon (Su): You gain a breath weapon usable once every 1d4 rounds, dealing 1d6 damage per HD, Reflex Save with DC 10+1/2HD+Con mod for half damage. Every time you activate this  Shape, you can choose from fire, cold, acid or electricity damage, and a line with 10 feet per HD or cone with 5 feet per HD. You cannot willingly lose this Shape while the breath weapon recharges.
Gracefull Frame: You become one size category smaller. At 6 HD, you may reduce yourself another size category. For every 3 extra HD from here, you can reduce yourself another size category, untill Fine size at 12 HD. At 15 HD and every 3 HD after you can further reduce your size, gaining an extra +4 to Hide checks, +1 to Attacks and AC, your carrying capacity being reduced by half, and -4 on combat maneuvers like grapple and trip.
Poison:Select one of your natural weapons. It now inflict a poison dealing 1d4 damage to a stat of your choice (half damage if the chosen type is Con) as secondary and initiary damage, Fort save with DC 10+1/2HD+Con mod for deying.  You can change this choice every time you activate this Shape. This damage increases one die size for every 5 extra HD from here. At 10 HD, against oponents immune to poison and/or ability damage this ability makes your natural attacks deal the same amount of acid damage to such targets in a sucessfull attack.
Damage Reduction: You gain DR equal to half your HD, bypassed by a material type of your choice. You may change this material every time you activate this Shape, and your own natural weapons count as made of that material for bypassing DR.
Aligned: You gain DR/alignment of your oposite alignment equal to 1/2 your HD. You gain the alignment subtype equal to your own alignment, and your natural weapons count as your own alignment for purposes of bypassing DR.
Improved Trip: Whenever you hit an oponent with your natural weapons, you may begin a trip as a free action whitout provoking attacks of oportunity. Against flying oponents, this prevents them from moving for 1 round.
Fey:You are treated as a Fey whenever it would be beneficial for you. You gain a bonus on Bluff checks equal to half your HD and become immune to sleep effects, no longer needing to sleep yourself (you must still rest to recover spells). If you multiclass  into a casting class, you can choose to count the levels from this class for purposes of CL and learning new spells and gaining new spell slots. Hagunemnon levels don't count for any other class ability.

So for example an Hagunemnon 6/Wizard 1  could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.

3rd-level Shapes
Replicate III: You gain an Extraordinary ability from a creature with up to 6 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate II to learn this one.
Improved Grab: You gain the Improved Grab special attack in all your natural weapons. At 10 HD this ignores Freedom of Movement effects.
Burrow: You gain a burrow speed equal to half your base speed.
Wings: You gain a fly speed equal to twice your base speed with good maneuverability.
Large: You grow to Large size.
BlindSight: You gain Blindsight with a range of 10 feet per HD.
Specter Eyes: You benefit from a permanent See Invisibility effect. At 15 HD it also works as True Seeing.
Evade: If an effect requiring a Reflex save would still cause an effect if you suceeded, you ignore that effect if you pass the save. You also gain a bonus on Reflex Saves equal to 1/5 your HD and don't fail Reflex saves on a natural 1.
Endure:If an effect requiring a Fortitude save would still cause an effect if you suceeded, you ignore that effect if you pass the save. You also gain a bonus on Fortitude Saves equal to 1/5 your HD and don't fail Fortitude saves on a natural 1.
Belief:If an effect requiring a Will save would still cause an effect if you suceeded, you ignore that effect if you pass the save. You also gain a bonus on Will Saves equal to 1/5 your HD and don't fail Will saves on a natural 1.
Frightfull Presence:This special quality makes your presence unsettling to foes. It takes effect automatically when you perform some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 10 feet per HD who witness the action become  Shaken for 1 round/HD unless they suceed on a Will save with DC 10+1/2HD+Cha mod. Foes who suceed on their saves can't be affected again for 24 hours.

At 10 HD this ignores immunity to Fear effects, but oponents with that immunity gain +5 bonus on their save.

At 15 HD oponents failing the save become Frightened instead.

4th-level Shapes
Replicate IV: You gain an Extraordinary ability from a creature with up to 8 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate III to learn this one.
Sonic: When using any of your abilities that allows you to do energy damage, you may choose sonic damage instead of your other options.
Vermin: You are treated as a Vermin whenever it would be beneficial for you. You become immune to mind-affecting effects.
Roar: You may let a mighty roar as a standard action. All enemies whitin 5 feet per HD must make a Fort Save with DC 10+1/2HD+Cha mod or become stunned for 1 round. At 10 HD you may Roar as a move action. At 13 HD this ignores immunity to stunning, but such oponents gain a +5 bonus on their saves.  At 16 HD you may Roar as a swift action. At 19 HD as a free action, but still only 1/round.
Spell Immunity: You become too tough for petty magics. You ignore all harmfull spell effects of a level less than (half your HD)-1. This include SR:No spells.
Elemental: You gain immunity to an element of your choice (cold, fire, electrecity or acid), +2 to Cha, and your natural attacks deal an extra +1d6 from the chosen element. This extra damage increases one die size for every 5 extra HD from here. You may choose a diferent element every time you activate this Shape.
Giant:You count as a Giant whenever it would be benefecial for you. You gain the Powerfull Build ability, +2 to Str and can hurl rocks two size categories smaller than yourself (2d6 for small rocks, 2d8 for medium rocks, and so on) with a range increment of 20 feet per HD.
Ooze:You count as an Ooze whenever it would be beneficial for you, and you become immune to critical hits. You also gain a +4 bonus on grapple checks and you may engulf a grappled oponent at least one size category smaller than yourself inside your body with a sucessfull grapple check. Engulfed oponents still count as grappling, except that you no longer take penalties for it (besides counting the engulfed oponent on your carrying load) and only you have line of effect and vision to it.
Outsider:You count as an outsider whenever it would be beneficial for you. You no longer need to eat and gain immunity to poison and diseases, and gain DR/magic equal to half your HD. If you had DR/material, they're combined to form DR/material and magic equal to the highest of the two.


5th-level Shapes
Replicate V: You gain an Extraordinary ability from a creature with up to 10 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate IV to learn this one.
Force: When using any of your Shapes that would allow you to choose an energy type, you may choose Force instead. Your Natural weapons benefit from a permanent Ghost Touch ability.
Huge: You become Huge size. You must know the Large shape to learn this.
Green: You count as a plant whenever it would be beneficial for you. You also gain immunity to critical hits and mind-affecting effects.
Tough Hide: You gain DR/- equal to half your HD. Any other DR you had is doubled. You also gain resistance to all elements equal to half your HD.
Augmented critical: Your natural weapons now threaten a critical on a 18-20, and their crit modifier is x3.
GazeYour eyes stare deeply into your oponents, making them slow down. This gaze attack has a range of 5 feet per 2 HD, and any affected creatures that fail a Will save with DC 10+1/2HD+Cha mod are left only able to take one standard or move action during their next round.
Cloud: You act as under the effect of a permanent Gaseous Form spell, except that you retain your natural attacks and can freely manipulate objects normally.

6th-level Shapes
Replicate VI: You gain an Extraordinary ability from a creature with up to 12 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate V to learn this one.
Absorb: Your natural attacks inflict a negative level on your oponents with each Hit, unless they suceed on a Fort save with DC 10+1/2HD+CHa mod. This affects even oponents immune to energy drain, but they gain a +5 bonus on their saves. You heal the same amount of damage you dealt whenever you inflict a negative level this way.
Spawn Shot:As swift action you can spit forth a globe of writhing flesh as a ranged attack dealing 1d6 damage per HD, with a range increment of 20 feet per HD. The projectile then starts moving on it's own and fights for you, with the stats of an Hagunemnon with ten less levels than you and the elite array of base stats. It has all the feats and Shape choices you had ten levels ago. It lasts for a number of rounds equal to your Cha mod.
Change:Your body constantly changes chaotically, making it impossible for a clear hit. All attacks with a single target against you suffer a 50% miss chance, that can't be overcome by any means, but don't stack with any other miss chances. You can also pass trough any opening at least 1 inch wide whitout slowing down.

Synthetic: You count as a construct whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#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.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
Unliving:You count as an undead whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#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.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
# You're healed by negative energy and damaged by positive energy.


7th-level Shapes
Replicate VII: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VI to learn this one.
Dragon: You count as a dragon whenever it would be beneficial for you. You have immunity to sleep, paralyzis, immunity to one element of your choice and gain +2 to all ability scores, saves and Natural armor.
Incorporeal:you gain the incorporeal Subtype. If you use ethereal jaunt while in this, you can count yourself as either incorporeal or corporeal whenever it would be beneficial for you.
Living Weapon: One of your natural weapons is turned in any simple or martial non-thrown manufactured weapon. You count as being proefecient with it, can make iterative attacks, can't be disarmed, and has an enachment bonus equal to half your HD. It can't have an enanchment bonus to attack and damage rolls bigger than 5, but you can spend the extra bonus on special abilities like Speed and Holy. If it's an two-handed weapon, you must use another of your natural weapons to help wield it. You may perform iterative attacks with it if you have enough Bab.
Gargantuan: You grow to gargantuan size. You must know the Huge shape to learn this one.


8th-level Shapes
Replicate VIII: You gain an Extraordinary ability from a creature with up to 16 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VII to learn this one.
Evolve Immunity: When you activate this shape, select one spell, condition or effect currently affecting you (besides death). You now can ignore it.
Evolve slaying: When you activate this ability, choose one oponent you hit with one of your natural weapons last turn. That natural weapon now ignores any DR and miss chances of that oponent, and bypasses its regeneration.
Crushing Limb:Select one of your natural weapons. Whenever it hits anything, the target is subjected to an Disintregate effect as the spell, with CL equal to HD and save DC 10+1/2HD+Cha mod.

9th-level Shapes
Replicate IX: You gain an Extraordinary ability from a creature with up to 18 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VIII to learn this one.
Constant Evolution:While in this shape, whenever an oponent saves against one of your abilities, it takes a -2 penalty on it's next save against the same ability from you, cumulative.
Multi: You must know the Poison and/or Living weapon shapes to learn this. You might apply them to half your natural weapons now.
Colossal: You become colossal size. You must know the Gargantuan Shape to learn this one.
Revive:You can activate this shape when you're dead. You come back to life with full HP, stats and all harmfull effects you had removed from you. After used, you need to wait 24 hours before assuming this Shape again.
Replicate X: You gain an Extraordinary ability from a creature with up to 20 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate IX and have at least 18 HD to learn this one.
[/spoiler]

Evolve: The Hagunemnon gains +1 to one of it's Physical Ability Score of it's choice for every level on this monster class. At the begginning of his turn, he may re-distribute this bonus among his stats as he sees fit.

Unstability: The Hagunemnon's biggest strenght it's also his biggest weakness, as his body refuses to stay too long on a single form.

The Hagunemnon can only have 2+1/2 HD shapes at any time (can't pick same Shape more than once), and at the begginning of every turn he has to change at least half his shapes for other ones as a free action, unless he spends a move action keeping himself stable. The Hagunemnon may change less than half his shapes if he used the move action to keep himself stable. Due to this, the Hagunemnon never gains a bonus to Disguise checks for his basic Alter Shape ability, as his body is constantly changing.

The exception it's when an Hagunemnon doesn't have enough extra shapes to swap due to having multiclassed. Straying from it's natural path helps it to learn stabilization.

Hagunemnon SLAs:
At the following levels, the Hagunemnon can use the following SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod.

2nd level- Detect Toughts, Knock 1/day per HD each.

4th level- Sugestion, Nondetection 1/day per 2 HD each.

6th level- Dimension Door 1/day per 3 HD.

10th level-Plane Shift 1/day per 6 HD.

12th level-Ethereal Jaunt 1/day per 7 HD.


Lesser Unstability: At 8th level, the Hagunemnon may keep stability of his body as a swift action instead of move action, a total number of rounds per hour equal to his Cha mod, divided as the Hagunemnon chooses.

Fast Healing: At 10th level the Hagunemnon  gains fast healing equal to half it's HD.

Reactive Unstability: At 14th level, the Hagunemnon may swap one of it's shapes for another one as an immediate action.

Regeneration: at 16th level the Hagunemnon's Fast Healing upgrades to Regeneration with the same amount. It's bypassed by an element of the Hagunemnon's choice between Acid, Fire, Cold and electrecit, and can be changed every 24 hours, but if the Hagunemnon  becomes immune to the chosen element, the regeneration reverts back to Fast Healing.

Minor Unstability: At 16th level, the Hagunemnon may use Lesser Unstability as a free action.

Destabilize Form: At 18th level, if an Hagunemnon hits with two or more natural attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+1,5 Str mod points of damage as well as 2 points of temporary Constitution damage. This affects even creatures immune to Con damage. Creatures whitout Con take Cha damage instead. If the If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.

Instant Evolution: At 19th level, 1/hour the Hagunemnon may change a number of Shapes equal to his Cha mod as an Immediate action.

Protean:
At 20th level any DR the  Hagunemnon has can now only be bypassed by Epic weapons, its natural weapons count as Epic for bypassing DR, and it's own regeneration cannot be bypassed by oponents with less HD than the  Hagunemnon.

In adition 1/day it may change any number of it's shapes as a free action at any time even if it isn't his turns.

Potential:
At 21st level the  Hagunemnon can now use all of its SLAs at will. The HD limits for all (if any) of it's Replicate Shapes are now equal to its own HD.

Devastating Evolution:
At 22nd level whenever the  Hagunemnon scores a sucessfull critical hit with a natural weapon, it inflicts a Balefull Polymorph effect on the target, with save DC 10+1/2HD+Cha mod. This works even against oponents immune to Criticals and Polymorph effects, but they gain a +5 bonus on their saves.

Null Unstability:At 23th level the  Hagunemnon doesn't need to spend any action to keep it's shapes, and it's Fast Healing/Regeneration doubles.

Overwhelming Evolution: At 24th level every hit from the  Hagunemnon's natural weapons now inflicts a Balefull Polymorph effect if it so desires. Sucesfull critical hits utterly destroy the target, body and soul whitout any change of recovery, unless they suceed on the save, even if they had a way out of polymorph.

Gift of Change:At 25th level the  Hagunemnon may bestow any of it's Shapes in a willing touched creature. The effect is permanent, but the  Hagunemnon cannot bestow more Shapes than it's Cha mod at any time. It can revogate bestowed Gifts  as a free action regardless of distance.

Blinding Evolution:At 26th level the  Hagunemnon can take an extra standard or move action during it's turn. He can also change its shapes as a free action once per round besides changing at the begginning of his turn.

Survival of the Fittest:At 27th level the  Hagunemnon may change all his shapes as a free action once per round even if it isn't his turn (this stacks with Blinding Evolution).

Pinnacle of Evolution:At 28th level the total bonus granted by Evolve is doubled.

Lord of Change:At 29th level the  Hagunemnon may use Gift of Change on a number of creatures equal to its HD, each one gaining a number of shapes equal to its Cha mod.

[/spoiler]

Comments
[spoiler]
Well this one was tough.

First thanks to Prime32 for the basis of the Alter Shape ability, with custom options.

Now the first problem with the  Hagunemnon was redudancy. There was already the Phasm, doppelganger, mindstealer drone, and at least a couple other monster classes with an heavy changing component. So how to make the  Hagunemnon special? Well, the fact, that it just keeps changing of course! While other shapechangers specialist stick in each form for some time, the  Hagunemnon has to constantly change, whetever he wants it or not. Their biggest strenght it also their main weakness, as they can't simply pick an usefull combination and stick with it.

The  Hagunemnon offers excellent versatility, offering a wide array of abilities at the cost of stability. I included everything I remember

Besides that there's the classic ability of copying other monsters Extraordinary abilities, capped at HD for safety purposes, some SLAs, fast healing, regeneration and some custom abilities that make it easier to adapt as it grows.

Epic levels let the crazyness ensue, with changing all your shapes multiple times per turn, extra actions, more SLA uses, and transforming others for good and ill.

Probably could use some extra shapes. Sugestions of any kind are welcome.

So if you want to play an ever-changing monster, the  Hagunemnon's for you!
[/spoiler]

Bloody Initiate

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Okay I finally finished the grafts section.

I also removed a lot of the free grafts from the class feature and gave the graft flesh feat as a bonus feat at level 3 (As you pointed out, some of the grafts were pretty damn good for a low level class feature).

This way the maugs are given a low-cost graft, are encouraged to gain more grafts, and thereafter have the choice of customizing their bodies.

Once the grafts are critiqued and approved, I can't think of much else the class needs.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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Maug:
-Why Graft flesh? They're constructs, made of stone and metal. Also non-OGL feat if I'm not mistaken. Just state that they can build the grafts. Also I would remove the spell pre-requisites, since I believe the maugs is suposed to  be able to build his own grafts even if he isn't a caster.
-No stacking shudder plates.
-Spike Stones: These small round stones are placed in the flesh of a maug, all over its body. Maugs have flesh now? :twitch
-Otherwise really like the new roller(augment) and stone spikes! I can easily picture some kind of punk Maug with rollerskates impaling people all around.
-Also really like the possibility of multiple Stone Spitters untill you're a mobile artillery plataform! :love
-Good job making trample more exciting!

So yes, take care of those last details and I believe the class will be more than ready. You did an excellent job with the Maug! :clap

Bloody Initiate

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Maug:
-Why Graft flesh? They're constructs, made of stone and metal. Also non-OGL feat if I'm not mistaken. Just state that they can build the grafts. Also I would remove the spell pre-requisites, since I believe the maugs is suposed to  be able to build his own grafts even if he isn't a caster.
-No stacking shudder plates.
-Spike Stones: These small round stones are placed in the flesh of a maug, all over its body. Maugs have flesh now? :twitch
-Otherwise really like the new roller(augment) and stone spikes! I can easily picture some kind of punk Maug with rollerskates impaling people all around.
-Also really like the possibility of multiple Stone Spitters untill you're a mobile artillery plataform! :love
-Good job making trample more exciting!

So yes, take care of those last details and I believe the class will be more than ready. You did an excellent job with the Maug! :clap

-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.

I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)

-Fixed. I looked back on my "notes" and found out that I didn't intend to allow two shudder plates in the first place, so I'm not sure where I lost my way there.

-Stone flesh, but "flesh" nonetheless. I pulled from the original text, not sure what other word to use. I used "stony exterior."

Glad you like the other stuff!
« Last Edit: February 26, 2011, 10:38:50 PM by Bloody Initiate »
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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Orange dragon


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Orange Dragon body, Explosive Breath
2 +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Aquatic, Pass Whitout Trace, Str+1
4+4 +4 +1+4 Wings
5+5 +4 +1 +4 Tail slap, Growth
6+6 +5+2 +5 Cover Breath, +1 Cha
7+7 +5 +2 +5 +1 Str, +1 Con, Orange Agent
8+8 +6 +2 +5 Heat Metal, Control Water, +1 Cha
9+9  +6+3 +6 +1 str, +1 con, Sugestion, Hallucinatory Terrain.
10+10 +7+3 +7 Delayed Breath, +1 Cha
11+11 +7 +3+7 Arcane Skin
12+12 +8 +4+8 Iron Scales, +1 Str
13+13 +8 +4 +8 Growth, crush, Frightfull presence
14+14 +9 +4 +9 +1 Str, +1 Con, Territorial Ambush
15+15 +9 +5 +9 Pain Lord
16+16 +10 +5 +10 +1 str, +1 con, Casual Cruelty
17+17 +10 +5+10 Territorial Master, +1 Cha
18+18 +11+6 +11 +1 str, +1 con, Orange Agent
19 +19 +11 +6 +11River Flood, +1 Con, +1 Cha
20+20 +12 +6 +12 Wild Tyrant, Orange Breath, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), hide, move silently, Search, spellcraft, Survival.

Proficiencies: an orange dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

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

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

The orange dragon also gains immunity to Poison.


Explosive Breath:
An orange dragon's breath weapon is a bizarre mixture of oily saliva and a deadly, explosive compound, affecting a line with 40 feet plus 10 feet per HD. When this compound is exposed to water or air, it detonates in a ferocious explosion. The dragon's oily saliva shields this mixture, but it quickly evaporates. Once it is gone, the compound explodes. The orange dragon breathes this mixture in a line. Any creature caught in this area is covered with its sticky, gooey breath. A successful Reflex save with DC 10+1/2HD+Con mod allows a creature to avoid becoming covered in the dragon's breath weapon.

After 2 rounds, the mixture explodes in a 15-foot burst centered on each creature. The target creature takes 1d10 untyped damage per HD, with no saving throw, while all other creatures in the explosion's area save as normal for half damage. A creature takes damage from this breath weapon only once per detonation. A creature standing between two allies covered with the dragon's spew makes only one save and takes damage once, not once for each explosion

Unlike other dragon breaths, Explosive Breath takes 1d6 rounds to recharge.

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

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

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

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



Blindsense:
as the normal ability, range 60 feets.

Amphibious:
At 3rd level this dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Orange dragon SLAs: At 3rd level the orange dragon can use pass whitout trace as a SLA 1/day for every HD it has.

At 8th level it can use Heat Metal and control water as SLAs, 1/day for each 2HD it has.

At 9th level it can use Sugestion and Hallucinatory Terrain 1/day for every 3 HD it has.

 Save DCs are 10+1/2 HD +Cha mod.

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

Level Total bonus gained
3 +1 Str
6 +1 Str,  +1 Cha
7 +2 Str, +1 Con, +1 Cha
8 +2 Str, +1 Con, +2 Cha
9 +3 Str, +2 Con, +2 Cha
10 +3 Str, +2 Con, +3 Cha
12 +4 Str, +2 Con, +3 Cha
12 +5 Str, +3 Con, +3 Cha
16 +6 Str, +4 Con, +3 Cha
17 +6 Str, +4 Con, +4 Cha
18 +7 Str, +4 Con, +4 Cha
19 +7 Str, +5 Con, +5 Cha
20 +8 Str, +6 Con, +6 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!


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

Growth:
At 5th level the orange dragon grows to large size.
                At 13th level the orange dragon grows to huge size.
              

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.(see table at the 1st post for details)

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

Cover Breath:At 6th level, when the Orange dragon uses his breath weapon, he may choose to also cover the terrain with his explosive goo as well, in wich case the affected area explodes when the time is up. Oponents who failed the save against the breath and are still in the area still only take damage once.

Orange Agent: At 7th and 16th levels the Orange dragon adds any one spell of the Conjuration school from a level he can cast to his list of spells known.


Delayed Breath:
At 10th level, a number of times per day equal to his Con modifier, the Orange Dragon may choose to cover the explosive goo with an extra special layer of saliva, that delays the explosion untill one of the next conditions is met (dragon's choice)
-Any amount of extra delay time up to 1 hour per HD.
-Contact with Cold, Fire, Electrecity or Acid damage (orange dragon's choice).
-Anyone steping/touching on it (inanimate objects only).

It takes a sucessfull search check with DC 20+HD+Con mod to notice this goo as something dangerous, and a Disable Device with same DC to make it inert.

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

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

Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

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

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

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

Territorial Ambush:At 14th level, while standing on the ground or inside water, the orange dragon can blend with the terrain, being able to use the hide skill even if it has nothing to hide behind, and ignoring size penalties for hiding while doing so.

Pain Lord:At 15th level the orange dragon casts spells from the conjuration school at +1 Caster level and ignores any limit on caster level on such spells.

Casual Cruelty: At 16th level the Orange dragon basks on the suffering of others. He gains +1 luck bonus to attack and damage rolls, skill checks and saves for every 20 point of damage he inflicted to any other creature whitin 5 feet per HD on the last round. The bonus lasts one round, and the Orange Dragon can't gain a bonus bigger than half it's HD this way.

Territorial Master: At 17th level the Orange dragon can declare an area up to 100 square feet per HD its Territorry as a 8 hours ritual that consists on traveling trough his new domain. It's ok for the area to be filled with other creatures, they may be dealt with later. Orange dragons that aim to conquer an area usually start by declaring it as its new territorry.

While inside it's territorry, it gains a bonus on all Wis, Dex, and Str-based skills equal to 1/4 it's HD.

Flood:
Orange Dragons are said to prefer to live in rivers and lakes. The actual truth it's that they create said rivers and lakes, fiting the landscape to their liking. At 19th level this ability can only be used inside the Orange Dragon's territorry, and it creates a surface of total of 10 cubic meters of water per HD as a fullround action in any place inside the Orange Dragon's territorry. This can be either sudden torrential rains, or another near body of water suddenly bursting and going to the desired areas.

Either way, the water can hold any kind of form (even in the middle of the air) for 1 round per HD, after wich it falls down and fits the terrain as best as possible. Given the right land conditions, it may persist for years or even centuries.  Only one flood at a time, starting a new one dries the older.

Wild Tyrant: Orange dragons are natural tyrants, and many of them seek to bring the monsters and humanoids in their territories under their control. At 20th level it's blindsense extends to all it's Territory, and 1/day it may use  Sugestion on any number of detected creatures inside his territorry regardless of distance (save as the SLA). The targets hear the sugestions as whispers from the wilderness, and the orange dragon may give diferent messages to each target.

Orange Breath:
At 20th level, a number of times per day equal to his Cha mod, the Orange Dragon may imbue his breath weapon with his magic. As a fullround action, he breathes while casting a spell or SLA with range of touch or bigger. Every oponent affected by the goo's explosion is affected as if hit by the spell as well.
[/spoiler]

Comments:
[spoiler]
The orange dragon is the first cousin of the purple dragon, both chromatic dragons from Dragon Magazine.

Its main sthick it's an explosive goo instead of regular energy breath. Big damage, but takes some time to deal it. Gave some extra custom abilities to expand on this theme.

For the later levels, I based myself on the orange dragon's fluff emphasis on being highly territorrial and liking to lurk in tropical areas.

In the end, we get a nasty ambush-specialized dragon, particularly in controling an area by filling it with explosive goo, making floods out of nowhere and other nasty tricks before coming in for the kill.

So if you want to play a volatile aquatic monster, the Orange Dragon's for you!
[/spoiler]

oslecamo

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-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.

I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)

Maugs are special cases. If you re-read the Graft Flesh feat, you'll notice it doesn't cover Maug grafts. And by the Maug section, it seems like who can build them is up to DM fiat. Not the best written of rules indeed.

I would sugest simply sugest stating that they take gold and exp and time like crafting magic items, and that the Maug can qualify for it with the feat of Craft Magic Weapons and Armor, and it qualifies for it despite not having a caster level of his own.

Grafts aren't OGL, but notice you posted them on your class and improved them, so players can use them. That's good. You however didn't post any Graft Flesh feat, so players are left wondering its pre-requisites and where it is and then need to buy a book that's out of print. That's bad.

Anyway adding Maug to the Index, just remember to take care of that last detail please. :)

The_Mad_Linguist

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You could also use the OGL prestige race rules for the grafts instead.
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My custom class: The Priest of the Unseen Host
Planetouched Handbook
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The_Mad_Linguist

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Dragon 304 has the rules. 

[spoiler]
Quote
Prestige Races

Gaining a Prestige Race Alteration

To gain a prestige race alteration, a creature must first take the Sculpt Self feat. When a creature with the Sculpt Self feat wants to purchase a prestige race alteration, it immediately expends the XP. It must then meditate for the time necessary to channel the XP into altering its form. A creature needs not do so immediately, and the process can be delayed as long as the creature wishes. If the creature purchased multiple prestige race alterations, it must meditate for each one separately.

Sculpt Self [General]

You have the ability to modify the essence of your being.

Benefit: You may spend XP to gain prestige race alteration. You cannot spend the XP for a prestige race alteration if that expenditure would reduce your level.

A creature must meditate for one day per 1,000 XP of the cost of the prestige race alteration, and the creature is presumed to spend about 8 hours meditating each day. You cannot rush the process by meditating more than 8 hours each day. Small interruptions or light activity do not disrupt this process so long as the creature spends about 8 hours a day meditating, but fighting, casting spells, using magic items, or other mentally or physically intensive activities ruin the day's meditation. Unlike a spellcaster creating a magic item, interruptions merely ruin the day's work, not the whole process. Thus, a creature can take as long as it wishes to gain the prestige race alteration.

Once gained, the prestige race alteration cannot be taken away. Loss of level due to energy drain and other effects never take away a prestige race alteration, and they cannot be dispelled. Most of the effects of a prestige race alteration are considered extraordinary abilities, but any spellcasting ability granted by prestige race alteration should be considered supernatural.

You cannot take the same prestige race alteration more than once.

Stacking Prestige Race Benefits

The benefits provided by prestige race alterations follow the normal bonus stacking rules. For instance, if a creature has a +4 natural armor bonus from a prestige race alteration and an amulet of natural armor +3, it gains only the prestige race's alteration's natural armor bonus to its AC. If it had an amulet of natural armor +5, it would instead gain the benefit from the amulet and not the prestige race alteration.

Prestige Race Foci

Prestige race alterations can be grouped into different foci. A prestige race focus represents a particular path of prestige race alterations. This path is much like a feat tree, but characters do not need to take feats to gain prestige race alterations; they need only spend the proper amount of XP and time.

Mineral Focus

Those who focus on the mineral path hold an affinity with the earth and its deepest foundations. The very bones of the world call out to them and hold mysteries that appeal to innermost selves. Progressing along this path, characters slowly experience changes to their bodies, allowing them to gain powers, abilities, and traits related to the deepest parts of the earth.

Grounded Creature [Mineral]

Grounded creatures have connected with the deep-seated, underlying energies of the earth. As a result, the creatures' skin darkens to the color of rich soil and becomes slightly gritty; their legs harden into thick pillars, and their feet begin to resemble wide, flat stones. A grounded creature becomes solidly linked with the ground beneath its feet.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains a +1 natural armor bonus and a +4 competence bonus to resist trip, bull rush, and overrun attacks.

Special: This prestige race alteration is unavailable to creatures with wind or wave prestige race alterations.

Cost: 928 XP

Earthen Creature [Mineral]

Earthen creatures have begun to understand how to harness the profuse powers of the earth. Earthen creatures develop a thick skin composed of pebbles, small stones, and a soil-like substance. Their bones gain the density of stone, and their blood thickens to mud. Lastly, their eyes become cold and smooth like well-worn rocks.

Prerequisites: Grounded Creature, Sculpt Self feat.

Benefit: The creature gains a +2 natural armor bonus, and it can cast soften earth and stone once per day as a 3rd-level druid.

Cost: 3,264 XP

Steeled Creature [Mineral]

Steeled creatures hear the whispered secrets of stones and minerals and know how to unravel them. The skin of steeled creature has hardened into sombrous steel, beneath which pulse muscles of magma. Their eyes smolder and smoke like the core of the earth.

Prerequisites: Earthen Creature, Grounded Creature, Sculpt Self feat, Steeled Creature

Benefit: The creature gains a +3 natural armor bonus and a burrow speed of 10 feet.

Cost: 6,400 XP.

Adamantine Creature [Mineral]

Adamantine creatures have mastered the songs of stone and ground. They have gained the ability to transform their minds into unassailable fortresses of steel and their flesh into an impervious sheet of adamantine. Adamantine creatures are welcomed by the stone as brothers and walk within it unhindered.

Prerequisites: Earthen Creature, Grounded Creature, Sculpt Self feat.

Benefit: The creature gains a +4 natural armor bonus and a +4 resistance bonus to all saves against mind-influencing effects and polymorphing. The creature also gains the ability to cast meld into stone once per day as 7th-level druid.

Cost: 8,280 XP.

Flame Focus

Those who feel the intense heat and rushing draw of fire deep within their soul, and those who are awestruck by its simple mystery and terrible majesty choose to focus on the path of flame. The blazing inferno is a siren's song to their ears. Blazing a trail along this path, they quickly gain abilities and characteristics related to fire and its properties.

Kindled Creature [Flame]

Kindled creatures have felt the stirrings of the flame deep within their souls for as long as they can remember. Within the furnaces of their hearts, a tiny fire has sprung into existence and sears outward, eternally unquenchable. Kindled creatures' dispositions become strained; their tempers shorten as the spark within them grows. Typically, the creature's skin takes on a reddish-orange hue, and their hair and eyes begin to roil with an inner flame.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains low-light vision and fire resistance 5.

Special: This prestige race alteration is unavailable to creatures with wave prestige race alterations.

Cost: 1,600 XP.

Ember Creature [Flame]

Ember creatures have discovered how to fan the flame within them; they have learned how to draw upon its inherent power in order to reacts with speed and precision. An ember creature's skin becomes opaque, dark, and cracked, with the vague hints of a smoldering fire lying deep beneath its surface. All of the hair on an ember creature's body falls away or vanishes in a puff of acrid smoke, and its eyes darken, leaving only two tiny pinpricks of gleaming light.

Prerequisites: Kindled Creature, Sculpt Self feat.

Benefit: The creature gains fire resistance 10 and the ability to cast produce flame at will as a 3rd-level sorcerer.

Cost: 7,520 XP

Fiery Creature [Flame]

Fiery creature speak with a voice of their inner flame and act through its authority. There is little that evokes fear in them, for they are the masters of their own destinies and giants among mere mortals. Fiery creatures sprout flame and blaze where they once sported hair and whiskers, and their ever-glowing skin ripples with the heat of a hundred torches.

Prerequisites: Ember Creature, Kindled Creature, Sculpt Self feat.

Benefit: The creature gains a +1 bonus to Charisma and the ability to cast wall of fire once per day as a 7th-level sorcerer.

Cost: 7,516 XP

Inferno Creature [Flame]

Inferno creatures are the lords of the flame and cower before none. The roar of fire is their voice, crackling conflagration is their laughter, and the all-consuming blaze is their wroth. An inferno creature's dark skin sizzles and pops with heat and is constantly licked with flickering flame.

Prerequisites: Ember Creature, Fiery Creature, Kindled Creature, Sculpt Self feat.

Benefit: The creature gains a the ability to cast fire shield once per day as a 7th-level sorcerer.

Cost: 4,480 XP

Wave Focus

Those who elect to follow the way of the wave tend to be placid and slow to anger. They feel the love and pull of the oceans, and from this they draw their unfathomable strengths and patience. As they steadfastly make headway along their chosen focus, these characters slowly experience changes and alterations to their minds, bodies, and spirits that only intensify their longing and love for the sea.

Sodden Creature [Wave]

Sodden creatures realize how truly vast and limitless the powers of the sea can be, and they have manages to bind a portion of that realization to their forms. A sodden creature's skin becomes coated with a slick, transparent film of water that can never be removed or sloughed off. The sodden creature's hair, fur, or plumage turns wet and slimy, remaining so despite all attempts to make it clean or dry. The creature's toes and fingers become webbed and elongated. Further, its eyes become paler and more luminous, like twin full moons reflected upon the surface of a calm bay.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains a +4 competence bonus to all Escape Artist and Swim checks. In addition, any opponent attempting to grapple the sodden creature or use grapple actions, such as attempting to pin or damage a grappled sodden creature, suffers a -4 circumstance penalty to its grapple checks.

Special: This prestige race alteration is unavailable to creatures with flame or mineral prestige race alterations.

Cost: 384 XP.

Watery Creature [Wave]

Watery creatures have become one with the waves, and their hearts pound with the rhythmic sound of the sea. Their bodies seem to contain rushing rivers held back only by thin skins of vellum. It is said that the color of watery creature's eyes always reflect their mood, much like the color of the waves might hint at a coming storm.

Prerequisites: Sculpt Self feat, Sodden Creature.

Benefit: A watery creature can breathe water at will like an aquatic creature.

Cost: 4,000 XP.

Saturated Creature [Wave]

Saturated creatures discover how to tap into the immense power that lies beneath the waves in such a way as to actually alter their physical make up. As a result, the bodies of these creatures undergo a transformation whereby the internal organs become little more than water. While the organs continue to perform their assigned tasks, the potential damage that can be delivered to them by most weapons is essentially nullified. The only outwardly noticeable sign of this change is that the creatures now bleed clear, pure water.

Prerequisites: Sculpt Self feat, Sodden Creature, Watery Creature.

Benefit: The creature is no longer subject to critical hits or sneak attacks.

Cost: 10,000 XP.

Wind Focus

The rushing wind awakens something within those who choose to focus on this path. It rouses their potential, driving them onward like a ship with a full sail. As long as they are able to draw breath into their bodies, they feel there is nothing that they cannot do, nothing that cannot be accomplished. The air about them provides inspiration, steels determination, and gives hope. As they speed along their chosen path, these characters become more and more like the quickening wind.

Stirred Creature [Wind]

Stirred creatures hear the clarion call of wind early in their lives. The mere hint of a gust on their faces and in their hair brings them alive and exhorts them onward toward their goals. Stirred creatures can employ the wind to defend themselves against opponents for brief moments before the capricious wind swiftly flows from them. A stirred creature's hair always seems to be tossed and stirred by a slight breeze, even when no breeze is present. Their voices change, becoming airy and hollow sounding, but they seem to carry farther than normal.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains the ability to cast wind wall once per day as a 7th-level sorcerer.

Special: This prestige race alteration is unavailable to creatures with mineral prestige race alterations.

Cost: 4,032 XP.

Zephyr Creature [Wind]

Zephyr creatures have learned to flow with the wind and make its force their own. Zephyr creature's bodies become more pliable and sinuous, and their skin and hair tones pale considerably as they strive to become one with the air. Further, their eyes turn a soft, airy color, usually light blue, white or pale yellow.

Prerequisites: Sculpt Self feat, Stirred Creature.

Benefit: The creature gains electricity resistance 5 and the ability to cast whispering wind three times per day as a 3rd-level sorcerer.

Cost: 3,391 XP

Gale Creature [Wind]

Gale creatures channel wind at will, working with it as a potter works clay. However, they can rarely maintain their grip upon it for long. Gale creatures know still that the wind is a fickle and passing thing an that their ability is a privilege given to them by the wind rather than a right to impose upon it. These creatures become impossibly thin, often appearing sickly or even at death's door. Their bones lighten and become supple, allowing them to walk upon the winds.

Prerequisites: Sculpt Self feat, Stirred Creature, Zephyr Creature.

Benefit: The creature gains the ability to cast wind walk once per day as an 11th-level cleric.

Cost: 9,504 XP.

Tempest Creature [Wind]

Tempest creatures are one with the wind and the air–it is not only their home but also their closest companion and most trusted friend. because tempest creatures have unlocked the secrets of the wind and co-exist with it at all times, the wind becomes their protector. Invisible swirls of rushing wind surround these creatures at all times. Further, the smells of wind-borne rain ant the sharp tang of lightning always surround tempest creatures.

Prerequisites: Gale Creature, Sculpt Self feat, Stirred Creature, Zephyr Creature.

Benefit: The creature gains the ability to cast improved invisibility three times per day as a 7th-level sorcerer.

Cost: 9,071 XP.

Gear Focus

Those who elect to traverse this path hear the call of the future, as spoken by the most potent force other than magic: technology. Gears, pulleys, pistons, and levers are the instruments for a cacophonous symphony of change. Those that dance to this strange new tune progress along the path of the gear and gain characteristics and capabilities related to mechanisms and technology.

Gadget Creature [Gear]

Gadget creatures see the opportunities that technology brings and have taken the first step of meeting it headlong. Turning their hopes, aspirations, and investigations inward, gadget creatures soon find ways to augment their physical and mental abilities. Generally, these augmentations focus on a single area of their bodies and supplement that area with unusual and fascinating arrays of gadgets and mechanisms. Depending on the nature and design of the enhancement, the general appearance of gadget creatures varies dramatically from one to another.

Prerequisite: Sculpt Self feat.

Benefit: One of the creature's ability scores gains a +1 inherent bonus. Once the ability is chosen, it cannot be changed. In addition, a gadget creature gains a +4 competence bonus to Knowledge (architecture and engineering) skill checks and may use the skill untrained.

Cost: 5,628 XP.

Clockwork Creature [Gear]

Clockwork creatures replace the weaker parts of their physical form, allowing themselves to slowly transform entire parts of their bodies into clockwork substitutes. Typically, limbs or even sections of clockwork creatures' bodies are replaced with mechanical twins, thereby strengthening their frames and increasing their abilities. Depending on the nature and design of their creations, the general appearance of a clockwork creature varies dramatically from one creature to another.

Prerequisites: Gadget Creature, Sculpt Self feat.

Benefit: Another of the creature's ability scores gains a +1 inherent bonus. This must be a different ability than that chosen for Gadget Creature. Once the ability is chosen it cannot be changed. In addition, the gadget creature also gains a +2 natural armor bonus.

Cost: 8,700 XP.

Contraption Creature [Gear]

Contraption creatures have gained enough knowledge of technology, clockwork mechanisms, and the rudimentary properties of the physical world to move their exploits to a new level- Contraption creatures now possess not only the knowledge to augment physical properties and mannerisms of the body, but also of how to drastically boost those properties. Contraption creatures are usually encased within several layers of interlocked and inter-working devices, to the point that they seem more metal than flesh. Depending on the nature and design of their augmentations, the general appearance of a contraption creature varies dramatically from one to another.

Prerequisites: Clockwork Creature, Gadget Creature, Sculpt Self feat.

Benefit: The creature gains a +4 resistance bonus to all Fortitude saves. In addition, the extra damage from critical hits and sneak attacks has a 25% chance to be negated, causing the attack to deal only normal damage. This does not stack or double with the fortification armor quality, but it does provide an additional negation chance should a contraption creature wear such armor.

Cost: 2,531 XP.

Soul Focus

Those creatures that choose the focus of the soul draw the bulk of their power from the enigmatic center of their beings–their souls. Many months and years are often initially spent purifying themselves and then searching for the most central and core aspect of their being. Once they begin along this path, these creatures quickly ascend through its rank and become both placidly serene and frighteningly formidable.

Blessed Creature [Soul]

Blessed creatures have found the light within their souls and have begun to foster its growth. Slowly, they begin to realize that despite their many years of self-realization and spiritual growth, their eyes are only now truly opening. Blessed creature can then begin to apply this thought-expanding knowledge to their lives with immediate and stunning results.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains a +1 inherent bonus to charisma and a +4 insight bonus to Sense Motive, Spot, and Listen checks.

Cost: 5,884 XP.

Sacred Creature [Soul]

These creatures realize that they have the potential to change the world and set out to do so, relying on their ever-strengthening soul for guidance and support. A sacred creature's skin takes on a warmer tone (often rosy, golden or silvery). Their eyes melt into twin pools of tranquil light, and their hair becomes fuller, more glossy, and vibrant.

Prerequisites: Blessed Creature, Sculpt Self feat.

Benefit: The creature gains a +1 inherent bonus to Strength and a +4 resistance bonus to all Will saving throws.

Cost: 7,631 XP.

Hallowed Creature [Soul]

Hallowed creatures understand that the path to their ultimate destiny takes them not only through the calm but also through the storm. The countenances of hallowed creatures change, taking on more ethereal and timeless qualities, as if the weights and signs of the years simply vanish. Further, their voices boom with the resonating strength of righteousness.

Prerequisites: Blessed Creature, Sacred Creature, Sculpt Self feat.

Benefit: The creature gains a +1 inherent bonus to Wisdom and can cast searing light three times per day as a 5th-level cleric.

Cost: 11,980 XP.

Prestige Races and CR

Giving monsters or NPCs prestige race alterations is not the same as giving them XP and levels of classes. Instead, think of a monster or NPC with a prestige race as with a magic item. If you multiply the XP cost of a prestige race alteration by 5, you get the cost of a magic item with no space limitation and those qualities.

If you subtract this cost from the money you devote to the NPC's gear, you shouldn't have to worry about how it will negatively affect the NPC's CR or the difficulty of the encounter any more than normal when giving an NPC a magic item. If the prestige race alteration is in addition to an NPC's gear or a monster's usable treasure, you have to consider how that affects the encounter as carefully as if you were giving the creature extra magic items. Note that if the creature has plenty of item slots open, you might want to consider halving the gold piece value of the prestige race alterations: A creature with many item slots open would not expend resources to buy an item with no space limitation.

Creating Your Own Prestige Race Alterations

The possible effects of prestige race alterations are nearly limitless, but the XP cost can make certain alterations unlikely to be used. This article presents prestige race alterations worth up to 11,980 XP. This approaches the upper limit of what many players will be willing to pay for the benefits, and it limits the prestige race alterations to characters of 12th level or higher. When designing your own prestige race alterations, cheap benefits like skill bonuses are the most likely to be chosen and used by players.

Determining the XP cost of a prestige race alteration is simple in concept, but the math can become complicated. First determine the cost of each of the granted abilities as though they were all qualities of separate magic items that have no space limitation. You might want to add an ad-hoc price increase due to the fact that the “items” can never be stolen or destroyed, but consider that they can also never be given to another party member who might need them or be sold to buy a better item, and a feat is required to gain the benefits. Total all those prices. Once you have determined the total price in gold pieces, divide that cost by 5 to learn the XP cost. Note that if the prestige race alterations build upon another,a s in the case of the mineral focus's increasing natural armor benefit, you'll need to subtract the cost of the previous benefit before adding that to your calculations for the total gold piece cost of the prestige race alteration's qualities.
[/spoiler]
You wouldn't be able to give them to other people, but on the other hand it's an interesting mechanic.,
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Prime32

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Say, were you going to replace the spellcasting mechanic with "casts as an Xth-level sorcerer"? (or cleric, etc.) On the first three pages, the
Mind flayer
Ogre mage
Succubus
Mummy
Erinyes
Dryad
still use the "leapfrog" advancement method.
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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Say, were you going to replace the spellcasting mechanic with "casts as an Xth-level sorcerer"? (or cleric, etc.)

When did I ever said that? We only discussed about changing the dragons from "casts as bard-sorceror" to "casts as sorceror of 2/3 lv".

Because full  casting is kinda more than enough for a class, nevermind monster traits. I made some experiments out of that like the Ghaele Eladrin that cast as sorceror but taking from the (inferior compared to wizard/sorceror) cleric list and dual casting stats, Angel casts as cleric with much more limited spells known, Ethergaunt casts as wizard but much more limited schools, Nymph casts as druid but doesn't get the extra druid perks.

With lack of feedback on those (specially the Angel overhaul wich nobody commented), every other half-caster monster still has the pseudo-spellcaster ability.

The_Mad_Linguist:
Interesting and worth looking for in future monster classes, but not for the Maug if you ask me, wich literally forge their new body parts.

Bloody Initiate

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-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.

I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)

Maugs are special cases. If you re-read the Graft Flesh feat, you'll notice it doesn't cover Maug grafts. And by the Maug section, it seems like who can build them is up to DM fiat. Not the best written of rules indeed.

I would sugest simply sugest stating that they take gold and exp and time like crafting magic items, and that the Maug can qualify for it with the feat of Craft Magic Weapons and Armor, and it qualifies for it despite not having a caster level of his own.

Grafts aren't OGL, but notice you posted them on your class and improved them, so players can use them. That's good. You however didn't post any Graft Flesh feat, so players are left wondering its pre-requisites and where it is and then need to buy a book that's out of print. That's bad.

Anyway adding Maug to the Index, just remember to take care of that last detail please. :)

Made it so the Grafts class feature qualifies maugs for the Craft Magic Arms and Armor feat at 3rd level. I wrote in the maugs must expend gold, time, and experience as well as meet the prerequisites for each graft given at the end of each graft's entry.
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oslecamo

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Rakshasa, Ak'Chazar

[spoiler]
HD:d8
Level Bab Fort Ref Will FeatureSorceror casting
1 +0 + 0 +0  +2 Manipulator Body, Rebuke Undead, Call Undead, Change Shape, +1 Cha, +1 Dex.-
2 +1 + 0 +0  +3 Necro Soul, Pain Wave, lesser1
3 +1 + 1 +1  +3 Tyrant Hide, +1 Cha2
4 +2 + 1 +1  +4 Necropotence, 3
5 +2 + 1 +1  +4 Tyrant Tongue, +1 Dex4
6 +3 + 2 +2  +5Greater Necropotence, +1 Cha, +1 Dex4
7 +3 + 2 +2  +5 Primal Undead, 5
8 +4 + 2 +2  +6 Superior Necropotence, +1  Cha 6
9 +4 + 3 +3  +6 Pain Wave 7
10 +5 +3 +3  +7Wicked Necropotence, +1 Dex 8
11 +5 + 3 +3  +7Necro Arcana, +1 Cha, +1 Dex8
12 +6 + 4 +4  +8Vile Necropotence, +1 Cha9
13 +6 + 4 +4  +8 Dark Champion, +1 Dex10
14 +7 + 4 +4  +9 Master NecroPotence, +1 Cha 11
15 +7 + 5 +5  +9 Impure World Ressurection, +1 Cha, +1 Dex 12
Skills:4+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, disguise, spot, listen, search, move silently, hide, climb, swim, search, bluff, diplomacy, intimidate, tumble, use magic device.

Proficiencies:His own natural weapons, simple weapons.

Features:
Manipulator Body: The Rakshasa, Ak'Chazar  loses all other racial traits and becomes a medium sized outsider with all the related traits (basically darkvision 60 feet). He's a medium sized outsider with base speed of 30 feet, with two natural claw attacks dealing 1d4+Str mod damage and one bite attack dealing 1d6+1/2 Str mod damage.

In adition, the  Rakshasa, Ak'Chazar gains a bonus to Nat armor equal to his Cha mod.

Rebuke Undead: An Rakshasa, Ak'Chazar gains Rebuke Undead as an evil single-classed cleric with the same HD. This doesn't stack with Rebuke Undead from other sources.

Call Undead: In a 24-hour ritual, the  Rakshasa, Ak'Chazar can call forth the lesser undead of the area to do his bidding, geting one HD worth of basic skeletons and/or zombies for each HD of the Rakshasa, Ak'Chazar, divided among several undead or concentrated on a single one as he chooses. Those aren't under his controlm but can be rebuked as normal. The DM chooses the race of the called undead depending on the area the ritual is performed.

Change Shape: An ak’chazar rakshasa can assume any humanoid form as a standard action 1/day per HD. He can always return to its original form as a standard action whitout expending uses. In humanoid form, an ak’chazar rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). An ak’chazar rakshasa typically remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but an ak’chazar rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Ability Increase: An Rakshasa, Ak'Chazar gains +1 to

Cha at levels 1, 3, 6, 8, 11, 12, 14, 15
Dex at levels 1, 5, 6, 10,11, 13, 15

For a total of +8 Cha and +7 Dex at 15th level.

Necro Soul: At 2nd level the  Rakshasa, Ak'Chazar becomes able to cast as a sorceror of 4/5 his level (thus advancing this casting at every level but 6th and 11th, for a total of 12th level sorceror casting at 15th level). In adition the CL of the  Rakshasa, Ak'Chazar for Necromancy spells is equal to his HD.

Pain Wave, lesser: At 2nd level, as a standard action 1/day per  HD, the  Rakshasa, Ak'Chazar can emit an aura of negative energy, affecting every creature whitin 5 feet per 3 HD (minimum 5, may produce a smaller area if desired). Creatures whitin the area are subject to an Inflict Light Wounds spell with CL=HD, save DC 10+1/2 HD+Cha mod.

At 5 HD this upgrades to Inflict Moderate Wounds
At 10 HD this upgrades to Inflict Serious Wounds.
At 15 HD this upgrades to Inflict Critical Wounds.
At 20 HD this upgrades to Harm.

Tyrant Hide: At 3rd level the  Rakshasa, Ak'Chazar gains DR/good and piercing equal to half his HD and SR=15+HD. he may raise or drop this SR at any time even if it isn't his turn.

Necropotence: at 4th level the  Rakshasa, Ak'Chazar can use Animate Dead as a SLA 1/day for every 4 HD he has. At  9 HD, he may use it as a standard action. At 14 HD as a move action. At 19 HD as a swift action. He must still get bodies.

Necro Tongue: At 5th level the  Rakshasa, Ak'Chazar gains a bonus on Bluff, Diplomacy and Intimidate checks equal to ½ HD. In addition, he may use such skills in mindless undeads.

Greater Necropotence : At 6th level the  Rakshasa, Ak'Chazar may use Command Undead as an SLA 1/day per HD. At 12 HD, he may spend four uses of this ability to replicate Control Undead as an SLA. Save DCs 10+1/2 HD+Cha mod.

Primal Undead:  At 7th level the  Rakshasa, Ak'Chazar's necromancy mastery allows him to grant a glimpse of rationality to undeads under his control. As an 1 hour ritual, one undead under his control may be given Int 2, which makes it gain one feat and full skill ranks in a single skill.

Superior Necropotence: At 8th level, the  Rakshasa, Ak'Chazar may use Create Undead as an SLA 1/day per 6 HD. He must still get the body.
 
Pain Wave: At 9th level, the  Rakshasa, Ak'Chazar's Pain Wave may now be used as a move action, and oponents failing their will Save are Shaken for 1d6+1 rounds.

At 14 HD he may use this as a swift action. At 19 HD as an immediate action.

Wicked Necropotence: At 10th level the  Rakshasa, Ak'Chazar may use Magic Jar 1/day for every 10 HD he has, Save DC10+1/2HD+Cha mod.

Necro Arcana: At 11th level the  Rakshasa, Ak'Chazar learns one extra Necromancy spell of a level he can cast. In adition the  Rakshasa, Ak'Chazar now ignores any CL limits on Necromancy spells he casts.

Vile Necropotence: At  12th level the  Rakshasa, Ak'Chazar may use Create Greater Undead as a SLA 1/day for every 10 HD he has. He must still get the body.
 
Dark Champion: at 13th level the  Rakshasa, Ak'Chazar may as a fullround action nominate any undead under his control and line of Sight as his personal champion. The Champion adds the  Rakshasa, Ak'Chazar's Cha mod to HP for every HD it has, and a Cha mod to saves, attack rolls and damage rolls. If adjacant to the  Rakshasa, Ak'Chazar the champion benefits from every benefical spell effect the  Rakshasa, Ak'Chazar has. If at distance, the  Rakshasa, Ak'Chazar may cast spells with range of Touch and Self in his Champion.

Master NecroPotence: At 14th level the  Rakshasa, Ak'Chazar may cast Trap the Soul as a SLA 1/day per 10 HD. If he provides an apropriate gem when using this, then he may combine the trapped soul with one of his undeads. The undead gains the Int score, feats and skill ranks of the trapped creature, but has none of its memories (altough the undead may show traces of the soul's personality).

Impure World Ressurection: At 15th level the  Rakshasa, Ak'Chazar has refined the necromancy process to a previously unmagined level. As a fullround action 1/day, the  Rakshasa, Ak'Chazar may animate an adjacent body, but instead of tissue decay due to the flow of negative energy, any sustained damage is instead completely healed, and the animated creature looks perfectly like it was in life. It retains all class levels, abilities, traits and memories. It also gains
-Undead traits on top of its own traits.
-Adds its highest stat mod to HP for every HD it has.
-Its personality is subtly changed so it is now blindly loyal to the  Rakshasa, Ak'Chazar and his cause, while retaining all of its previous beliefs. For example a devout champion of Pelor would still be a devout champion of Pelor, except that he would now believe that  Pelor aproves of necromancy, and all other servants of Pelor are the ones in the wrong and must be shown the new light.

The process is far from safe to the  Rakshasa, Ak'Chazar himself, as the process fills him with delusions of grandeur. He takes a penalty to Wisdom equal to the total HD of Impure World Ressurected he currently controls, which can't be removed by any means short of their destruction. If the  Rakshasa, Ak'Chazar is reduced to 0 or less Wis by this penalty, he's reduced to a catathonic state, unable to take any pratical actions. This doesn't stop the Impure World Ressurected to try to advance his agenda on his own, certain their new master is just preparing his next move.

 If an Impure World Ressurected is chosen as his champion, then the HP bonus stack . If the Impure World Ressurected is reduced to 0 HP it is destroyed and may not be brought back to life by any means short of a miracle of wish.

[/spoiler]

Comments
[spoiler]
First basic Rakshasa, then rogue Rakshasa, after Kung-Fu Rakshasa and now Necromancer Rakshasa!

The Rakshasa, Ak'Chazar is a necromancer true and trough. Sorceror spellcasting lags a little behind just being 12 by 15th level and thus locking you out from 9th level spells, but it makes up for that with several enanched necromancy SLAs, rebuke undead, negative damage aura to heal it's minions while hurting oponents, boosting your own undeads and finally the capstone of the perfect undead.

So if you want to play an Evil Master Necromancer, the Rakshasa, Ak'Chazar's for you!

[/spoiler]

oslecamo

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Concordant Killer


[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0 +2Concordant Body, Lesser Force, Know Alignment
2+2+3+0 +3 Mixed Heritage, Know Magic Device
3+3+3+1+3 Constant Force
4+4+4+1+4Concordant Greatsword
5+5+4+1+4Balanced Force
6+6+5+2+5Wings, Aligned Defence, +1 Str
7+7+5+2+5Strong Force, +1 Cha
8+8+6+2+5Growth, Planar Adaptation, +1 Str
9+9+6+3+6Greater Force, +1 Cha
10+10+7+3+7Spoils of War, Channel Magic Device, +1 Str
11+11+7+3+7Major Force, +1 Cha
12+12+8+4+8Mercenary Magic, +1 Str
13+13+8+4+8Supreme Force, +1 Cha
14+14+9+4+9Divine Neutrality, Know Power, +1 Str
15+15+9+5+9Overwhelming Force, +1 Cha
16+16+10+5+10 Divine Challenge, +1 Str
17+17+10+5+10Perfect Force, +1 Cha
18+18+11+6+11 Worthy Oponent, Tip the Scales, +1 Str, +1 Cha
19+19+11+6+11Beyond Good and Evil +1 Str, +1 Cha
Skills: 4+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

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

Features:

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

In addition, it gains a bonus to Nat armor equal to its com modifier.

Force: The Concordant Killer is adept on the manipulation of  Force effects, gaining several SLAs at the following levels, each useable a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod. Some of his SLAs may have improved versions in relation to the original spell. Continuous effects may be supressed or resumed as a free action on his own turn.

Lesser: Magic Missile 2/day, no limit of missiles based on CL.  At 11 HD you may fire a Magic missile as an attack action instead of a standard action.

Constant (3rd level): Invisibility,  Mage Armor and Shield, each 1/day per HD. The Mage Armor and Shield give a bonus to AC equal to Cha mod or +4, wichever's higher.

Balanced(5th level): Dispel Magic (upgrades to greater Dispel Magic at 11 HD), Arcane Sight (self only, constant effect), each 1/day per HD.

Strong(7th level): Otyluke's Resilient Sphere, Improved Invisibility, each 1/day per 2 HD.

Greater(9th level): Teleport (upgrades to greater teleport at 13 HD), Greater Arcane Sight (self only, constant effect), Wall of Force, each 1/day per 3 HD.

Major(11th level): Analyze Dweomer (self only, constant effect), ForceCage, PlaneShift, each 1/day per 4 HD.

Supreme (13th level): Blasphemy, Dictum, Holy Word, Word of Chaos,  Mormekdain's Sword (can be used and directed as swift action instead of standard action, provides and receives flanking, ignores SR), each 1/day per 5 HD.

Overwhelming(15th level):  Otyluke's Telekinetic Sphere, True Seeing (self only, constant effect) Mindblank, each 1/day per 6 HD

Perfect(17th level): Mormekdain's Disjuction 1/day per 10 HD, except that items failing their Will saves are merely supressed for 1 round per CL instead of destroyed.

Know Alignment: The Concordant Killer can instantly recognize the alignment of those nearby. This works as a Detect Chaos, Detect Evil, Detect Good and Detect Law effects with CL equal to HD. The concordant Killer can also turn them off and on as a free action at any time even if it isn't his turn.

Mixed Heritage: It's not very clear from where Concordant Killer's came, but they reveal both infernal and celestial traits. At 2nd level they gain resistance to all elements,  DR/- and a bonus on saves against poison and petrification effects equal to half their HD. They also gain telepathy with range of 40 feet plus 10 feet per HD from here.

Know Magic Device: A Concordant Killer's obsession with balance allows them to perfectly deduce the use of magic trinkets with a glance. At 2nd level, a number of times per day equal to their Cha mod, they may automatically activate a scroll, wand or staff replicating a spell of a level no bigger than ½ HD as if they had suceeded on an Use Magic Device check with that item.

Concordant Greatsword: At 4th level the Concordant Killer learns to manifest his belief in balance  in a Masterwork Greatsword with an enanchment bonus to attack and damage rolls equal to ¼ his HD as a move action. In addition, this weapon deals an extra +1d6 damage per 4 HD against oponents one step away from neutrality. If they're two steps away from neutrality (like Lawfull Good or Chaotic Evil), this extra damage is doubled. The concordant Greatsword also counts as every alignment for purposes of bypassing DR and regeneration or any other defences based on alignment.

The Concordant Greatsword ceases to exist if it leaves the Concordant's Killer's hands or is sundered. The Concordant Killer may create a new one as another move action.

At 7 HD it also benefits from a permanent ghost touch effect.

Wings: At 6th level the Concordant Killer gains wings  wich allow him to fly at a speed of 10 feet per 2 HD with good maneuverability.

Aligned Defence: At 6th level the Concordant Killer chooses one alignment and . He adds his Cha to AC and Saves against attacks from oponents with the chosen alignment. In addition this ability also blocks spells from oponents with the chosen alignment as a globe of invulnerability, except that it only works for spells  of a level equal to (½ HD) -2. The chosen Alignment  may be changed at will as a standard action.

Growth: At 8th level the Concordant Killer grows one size category.

Planar Adaptation: Despite being an outsider, the Concordant Killer has no known plane of origin, but can quickly adapt to any existing one. As an immediate action at 8th level, the Concordant Killer may gain immunity to one element of it's choice (or immunity to petrification or poison if he desires). He may change this choice as another immediate action. Only one immunity at a time.

Ability Increase: A Concordant Killer gains a permanent +1 to

Str at levels 6, 8, 10, 12, 14, 16, 18, 19
Cha at levels 7, 9, 11, 13, 15, 17, 18, 19

For a total of +8 Str and +8 Cha at level 19.

Spoils of War: Concordant Killers care little for other's armors and weapons, but greatly prize magic devices. At 10th level a Concordant Killer may, as a fullround action, shatter an unatended weapon or armor to harvest  it's raw magic energy and infuse it in either a  wand or staff. The wand or staff recovers lost charges proportional to the value of the sacrificed item (for example an weapon worth 75 GP would replenish 5 charges 1st level Wand with a 1st level spell worth 750 GP, or one charge from a 5th level Wand with a 1st level spell, worth 7500 GP).

The remains of the broken item are worthless, but still shiny, so Concordant Killers like to wear them as trophies.

Channel Magic Device: At 10th level, when activating a  consumable magic item that replicates a spell, the Concordant Killer may spend one of his SLAs uses of a level at least equal to the level of the consumable magic item. If he does so, the caster level of the item becomes equal to the Concordant Killer's HD and he adds his Cha bonus to the save DC. There's also  a 50% chance the item isn't destroyed (in the case of scrolls) or loses charges (in the case of wands/staffs), holded togheter by the Concordant Killer's force magic.

Mercenary Magic: At 12th level, a number of times per day equal to his Cha mod, the Concordant Killer may use one of his SLAs of a level no bigger than (½ HD)-2 as a swift action. In addition, he may always use his Greater Dispel Magic SLA as an immediate action for purposes of countering spells. He adds his Cha mod to this dispell checks.

Divine Neutrality: Concordant Killer society has long stablished a web of favors with most deities, infernal lords and other powerfull beings , doing their dirty works whitout asking or answering questions.  As part of their payment, they expect said beings to cover the Concordant Killer's own tracks.  At 14th level, Concordant Killers are immune to all Divination effects, direct or indirect. Even See Insivibility, True Seeing and other anti-invisibility effects only work against the Concordant Killer's illusions if the source is whitin 10 feet or less.

Know Power: At 14th level as a swift or move action, the Concordant Killer learns the amount of HD of every creature he can see. On fluff terms, he feels their relative power levels.

Divine Challenge: Condordant Killers live for hunting down other powerfull outsiders,  facing them head on. At 16th level the Concordant Killer may Challenge an oponent whitin view as a swift action. If he does so the oponent must make a Will save with DC 10+1/2 HD+ Cha mod at the beginning of every of his turns or move at least half their speed towards the Concordant Killer. If they can't detect the Concordant Killer, they must remain still. If they're adjacent to the Concordant Killer they cause an attack of oportunity if they try to move away. If they make an attack that doesn't include the Concordant Killer as a target they take a  penalty to attack rolls and saves equal to Cha mod for 1 round and provoke an attack of oportunity.

The Challenge ends when the Concordant Killer either dies, dismisses it or attacks any other target but the challenged. Multiple Challenges from multiple Concordant Killers don't stack.

Worthy Target: Concordant Killers are always ready to rise to any challenge. At 18th level if they're hit by an oponent's attack, they gain a +1 cumulative to AC and saves against that oponent  for 1 hour. If they miss an attack or an oponent saves against one of their effects, the Concordant Killer gains +1 cumulative bonus to Attack and DCs against that oponent for 1 hour.

Tip the Scales: Concordant Killers seek balance on all things... As long as it benefits them. At 18th level they may as an immediate action either take any penalty to their Attack bonus to gain an equal bonus to either AC, one Specific Save or one single Skill, or take a penalty on all those things to gain an equal bonus on their attack and damage rolls . Either way the penalty/bonus lasts untill the begginning of the Concordant Killer's next turn, and can't be bigger than the Concordant Killer's HD/2.

Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day  as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of  10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.

Outsiders called/summoned by the Concordant Killer and/or his allies never count for this ability.

[/spoiler]

Comments:
[spoiler]
Some say Concordant Killers were the result of some neutral god council, others say that they're the remaining servants of some deity long vanquished. I say they're the result of a marilith and planetar geting drunk togheter.

The Concordant Killer is an Infernal-Celestial specialized in fighting the extremes of alignment. It combines powerfull Force SLAs with a Specialized weapon and lots of close-range divinations for deciding who's better to kill first.

The original was immune to all elements on top of poison and petrification, but that was kinda too much so settled down for a switchable immunity, stipp pretty usefull.

As usual higher levels see the custom abilities arrive, in particular Divine Challenge because the original has no way of stoping an enemy from just laughing and teleporting away, anti-divination because the gods themselves are suposed to give them free room and the capstone because they're kinda zen with all their talk about balance. They're also suposed to love consumable items.

So if you want to play an infernal-celestial combo that literally swings all ways, the Concordant Killer's for you!

[/spoiler]

bearsarebrown

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Concordant Killer[/SIZE=4]

Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day  as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of  10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.
Concordant Killer slays two outsiders. He uses the bonus Exp to Wish for Planar Binding, Greater and starts a factory for bonus Exp. If Planar Binding, Greater doesn't count as a permanent effect this is even easier.

oslecamo

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Concordant Killer[/SIZE=4]

Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day  as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of  10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.
Concordant Killer slays two outsiders. He uses the bonus Exp to Wish for Planar Binding, Greater and starts a factory for bonus Exp. If Planar Binding, Greater doesn't count as a permanent effect this is even easier.

Planar binding whitout Dimensional Anchor and Magic Circle support isn't that hot. The outsiders can fight back or just teleport away.

Or simply suceed on their saves against the Greater Planar Binding. 16 HD outsiders have pretty good Will.

Or I could just put a note stating that you don't get exp from stuff you yourself call. That's probably better, I'll do it.

Prime32

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So if you want to play an infernal-celestial combo that literally swings all ways, the Concordant Killer's for you!
Don't forget to become a vampire.
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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Dvati


[SPOILER]Hit Dice: d8
LevelBABFortRefWillSpecial
1+0+0+0+2Twin Body, Twin Skill

Class Skills: 2+Int modifier (x4 at first level) Appraise, Bluff, Craft, Diplomacy, Hide, Intimidate, Listen,  Move Silently, Perform, Profession, Search, Spot

Proficiencies: All simple weapons, plus light armor.

Twin Body: The Dvati loses all other racial bonuses, and gains the Humanoid  type, medium size, 60 foot darkvision, and a base land speed of 30 feet.

In addition, the Dvati is actually a pair of identitical beings that share a single soul. This implies:
-Each Dvati twin gets his own set of actions in each turn, controled by the same player.
-They roll iniative once for both of them.
-They gain and lose exp as a single creature.
-They must both make the same class, feats, skills and any other character build options.
-Casting spells, manifesting powers and similar abilities demand both twins to concentrate, so they must both spend the same action to cast a single spell/manifest a power/SLA or similar ability.
-If the Dvati have any ability with a limited use, both twins share the same number of uses. For example, a Dvati 1/Bard 3 can use Bardic music three times per day between both twins, not three times per day per twin. If a Dvati uses a maneuver/breath weapon with recharge, the other twin can't use it before  it is recharged. If a twin uses Rage, the other must spend a second use to Rage herself. If a twin is in a martial Stance, the other cannot be in any martial stance.
-HP gained from HD is split in half between both twins. Each one still adds full Con modifier to their own HP.
-Both twins have a telepathic link between them with infinite range. As a fullround action, one Twin may know the HP, mental status, general distance and direction of the other twin.
-If one twin suffers a mind-affecting effect or negative level, it affects the other one as well. Any other kind of effect however won't "spill" over the other twin.

Twin Skill: At first level, choose one of the following abilities. At 6HD, 12 HD and 18 HD you may choose another.

Echo Attack: By combining their voices into one maddening cacophony, a pair of dvati twins can confuse a creature they flank. If both twins make a single Perform (Sing) as a move action while flanking an opponent, they gain either +1 bonus to attack rolls or +1 to AC against that creature for every 5 points their Perform check exceeds a DC equal to oponent's HD+10. Creatures that cannot hear or be flanked are immune to this effect.

In addition, Dvati levels stack with Bard levesl for determining Bardic Music uses per day and useable Bardic Musics, and the Dvati gains +1 CL on spells with the Sonic descriptor.

Pair Link:
The close relationship between dvati twins grants them several benefits when they work together. If two dvati twins team up to flank an opponent, they gain +3 or their highest Mental Stat bonus on attack rolls (wichever is higher), rather than the normal +2 bonus. If a twin uses the aid another action to help his twin, he grants an additional bonus equal to her highest Mental Stat bonus.

In addition, the Dvati may masterfully split any item in twin parts with 24 hours of work. Both halves provide the full bonus of the item each, but only work for the Dvati and have no market value. Another 24 hours of work allows to fuse them again. This doesn't work for consumable items.

Spell Conductor: A dvati twin can choose to shift a spell that affects him to his twin so long as both of them are on the same plane. The shifted spell must have a range of touch and it must also be harmless. Using this ability requires a move action to focus and channel the spell's power. Aside from the change in target, the spell's duration and effects continue as normal. A dvati can transfer a spell he casts from one twin to the other as part of the act of casting. He cannot transfer spells used by others.

In addition, a number of times per day equal to their highest Mental Stat mod, a Dvati twin may choose to replicate a spell on herself so that it also affects her twin as a free action.

Two bodies, one Heart:
If one of the twins would die, but the other is still alive, then the other twin is left alive at -9 HP and stablized. Even Death effects and extreme situations like being drowned in lava won't finish her, but rather leave the fallen twin in a stasis. If the other twin is brought to -9 or less or falls to a Death effect, then they both die. Diehard and other abilities that allow you to act while on negative HP don't stack with this.

[/spoiler]

Comments
[spoiler]
I have no idea why I didn't do this ones before.

Despite being just a 1st level race, the Dvati offers a somewhat revolutionary concept, playing two identical characters as one.

Of course, the first big concern is action economy rape. Double the characters, double the brokeness of spellcasters and whatnot. Thus the Dvati gets several limiting factors, mainly both twins needing to coordinate for spells/psionics, and sharing the same pool of limited-use abilities.

They also will have reduced HP, and negative levels/mind-affecting royally screw them over as they spill to the other one.

The original Dvati had harsh penalties for one of the twins dying, but honestly, I don't see the need for that. Losing your twin is already bad enough as now you're a glorified humanoid.

On top of that the Dvati gets somewhat reduced HP, but has a telepathic link and gains some extra abilities to explore the whole twin theme. In particular an easier way of equiping both twins, some bard synergy, having an easier time buffing between them and not having to always buy ressurections when one of the squisher twins die.

So if you want to play a pair of twins as connected as they can be, the Dvati is for you!

NOTE:Geting a remotely proper image for this was a pain. If anybody has any cool-looking twin picture please let me know!
[/spoiler]

veekie

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First thing that comes to mind is Four of A Kind, funny enough.
Followed shortly by Double Spark.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Bloody Initiate

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Trying to return the courtesy of looking over your classes as you look over mine:

-The Rakshasa, Ak'Chazar table has a mistake in its reflex save column. It goes up to +5 a level too early at level 14. It's no more than a typo, but the tables are kinda important.

I really like the "Worthy Target" ability on the Concordant Killer!

Dvati:
-You may want to specify whether the Dvati is getting 1/2 BAB or 3/4 BAB for the purpose of determining fractional bonuses. Since it's a one level class it's unclear. Although a person can figure out it's probably 3/4 from the humanoid type I suppose.
-I don't understand the part of the Twin Body class feature where it says "If a twin is in a martial Stance, the other cannot." Does that mean that they can't take two different stances or that only one can take a stance?
-Echo attack seems to require a lot of dice rolls for a measly +1 to attack or AC. The Dvati have to make a perform check and then the monster has to make a save based on that DC. I know it seems like a pointless complaint, but gameplay-wise it seems like two die rolls from two different people for a negligible bonus.
-I like the item splitting ability of Pair Link, although it seems like it should just be part of the main class rather than a selectable special ability. It seems out of place tacked on to an ability related to flanking.
-On Spell Conductor, why not just let them share spells like casters with familiars can do? I suppose it opens up action economy cheese, but that stuff already exists. Maybe instead of making the caster the "giver" of the spell allow the unaffected twin to "take" or "copy" the spell for themselves.


I was wondering if I could fix some things in the classes I've done. I figured I should ask before I make any edits that change how the class works.

On the maug, I wanted to add this sentence to their Grafts class feature at 3rd level: "Maugs also gain +4 racial bonuses to Craft (stonemasonry) and Knowledge (architecture and engineering) due to their intimate familiarity with graft technology."

The original maug had these bonuses and the fact that I excluded them is really just an oversight on my part.


The Nimblewright was starting to look kinda shabby compared to stuff I've done since, so I wanted to make the following changes:

Remove the "as an immediate action" phrase from its Parry and Deflect abilities. At the moment they cost an AoO and an immediate action, which seems like a steep cost. You have to give up your swift action and an AoO, which makes the abilities seem especially costly compared to similar abilities.

Also the Nimblewright's final level was looking weak, so I was considering giving it permanent Freedom of Movement as a Supernatural ability. I'm surprised I didn't think of it earlier because the class doesn't have an answer to grapple or water. Melee character need an answer to grapple and water way more than casters do. The fact that it's made from a water spirit and still sucks in water struck me as silly. The ability would get turned off in an AMF so it still has a counter.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.