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Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #60 on: October 04, 2010, 01:39:50 AM »
Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?
Sure. I have some very rough material in this thread (needs some way for someone to operate multiple weapons at once). Otherwise the closest I've seen is this.
EDIT: Also, Statting SRW

Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.
« Last Edit: October 04, 2010, 01:49:15 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #61 on: October 04, 2010, 01:44:30 AM »
Wing Dragon

[spoiler][/spoiler]
[spoiler]
HD:d6
Level BAB Fort Ref Will Feature
1 +0 +0+2 +0 Wing Dragon body , Limited spider climb, Smoke Breath, Fog immunity
2  +1 +0+3 +0 Improved Keen senses, Wings, Arcane blood, Dogfighting
3  +1 +1+3 +1 Blindsense 90 feets, Know direction, +1 Dex
4  +2 +1 +4+1 Unblinking, scent bonus feat, Sneack attack+1d6
5  +2 +1 +4 +1 Evasion, WingClaws Limited Snatch, +1 Cha
6  +3 +2+5 +2 Heroic Idiocy, Bonus Feat,  Weather Master
7  +3 +2 +5 +2Uncanny Dodge, Bonus Feat
8  +4 +2 +6 +2   Sneack attack +2d6, Create Air, Control Winds.
9  +4 +3+6 +3 Expeditious Movement, Fast Healing, +1 Dex
10  +5 +3+7+3 Improved Uncanny Dodge, Control Weather, Freedom of the Clouds
11  +5 +3 +7+3 Tail slap, Growth, Iron Scales, Arcane Skin
12  +6 +4 +8+4 On your Tail, Walk Among Them, Reactive Casting Sneack attack +3d6
13  +6 +4 +8 +4Improved Evasion, Bonus Feat, +1 Cha
14  +7 +4 +9 +4 Frightfull presence, Growth, crush.
15  +7 +5 +9 +5 Breath of Dreams, Cats Grace, +1 Dex, +1 Cha
16  +8 +5 +10 +5  Sneack attack +4d6, True Haste, Watch This!
17  +8 +5 +10+5 Defensive Roll , +1 Dex, +1 Cha
18  +9 +6+11+6 True Seeing, +1 Dex, +1 Cha
19  +9 +6 +11 +6 Flying Skill Mastery , +1 Dex, +1 Cha
20  +10 +6 +12 +6 Growth, tail sweep,  Sneack attack +5d6
2 Skill points+int per level, quadruple at 1st level. The class skills for a Wing Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, Heal, Hide, Knowledge (Any), Listen, Move Silently, Search, Spot, Search, and Tumble.

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


Features:

Wing dragon Body:
The wing dragon loses all other racial bonuses, and gains Dragon traits, no subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 30 base speed, medium size. The wing 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 Wing dragon also gets a natural armor bonus equal to half his Con modifier. Whenever the wing dragon grows one size category, his natural armor increases by a further 1.

The wing's dragon color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+1/2HD+ Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + 1/2 HD + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).

Fog Immunity (Su): Wing Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.


Smoke breath (Su): The breath weapon of the Wing Dragon is harmless magical smoke. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck peasant gazing at a Wing Dragon's 'Sky painting' would believe this. Anyone who has ever fought a Wing Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Wing Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of fog, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Wing Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the fog, but merely prevents the fog from glowing within its area of effect and turns the area dark as it normally would. At any one time a Wing Dragon may maintain a cloud or clouds of totally opaque fog equal to the amount it could expel in 10 rounds, provided it is within 1 mile per each 2HD. Any excess dissipates, however the Wing Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Wing Dragon may manipulate its fog changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Wing Dragons 1/2HD. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized fog sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.

The Wing dragon can produce the following number of cubes depending on it's HD:
[spoiler]
3-9 cubes
4-27 cubes
8-61 cubes
12-116 cubes
20-197 cubes
[/spoiler]


Limited Spider Climb (Su):
This works as per Spider Climb, except that movement is only 5 feet per round while climbing, and ANY solid surface can be attached to, not just one that a normal spider could climb. Any slickness short of that provided by Oil of Slipperiness does nothing to prevent this. Thus a Wing Dragon can land and cling to a Wall of Force (even upside down to an horizontal one), melting icy cliff, or just merely a wooden palisade. Note, however, that those last two might collapse under the dragon's weight. This ability is always active.

Arcane Blood:A wing 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.


Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon, and also that Create Air  reduces the range of Blindsense to 60 feet (as well as imposing a -4 penalty to Listen checks within it).

In adition, the Wing dragon also gains +1 to spot and listen checks for every 4HD it has.

Wings:The Wing dragon becomes able to fly at the speed of 15 feets per HD, with good maneuverability. Each wing can also be now used to deliver a natural atack dealing 1d4 damage.


Dogfight (Ex):
A Wing Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.


Unblinking (Ex): A wing dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from Sunbeam, but not Blindness/Deafness. The exception is if the wing dragon causes such a condition on himself, so a wing dragon using celerity gets dazed despite this ability, for example.

Scent:
as the srd ability.


Blindsense:
as the regular ability, but it has a range of 90 feets.

Ability increase:
The wing dragon gains a permanent +1 to Dex at levels 3, 9, 15 17, 18, 19

The wing dragon gains a permanent +1 to Cha at levels 5, 13, 15, 17, 18, 19.



Bonus Feat:Chosen from the following list:Hover, Flyby Attack, Faster Healing(From 'Masters of the Wild'), Wingover, Weapon Finesse, Expertise, Weapon Focus[dropped/flung Object only], Greater Weapon Focus[dropped/flung Object only] .

Sneack attack: As the rogue ability, dealing the indicated amount of damage.

Evasion: as the rogue abilit


Wingclaws (Su):
Wing dragons shapechanging wings include the ability to grow a set of small claws at the joint where the wing fingers are. These are useless as weapons (including weilding any weapon except perhaps a hand crossbow) or for fine manipulation of most sorts, but can each hold an object of up to 1/20th of a light load and can release/throw (with a forward sweep of the wing) them. This means that when they gain the Limited Snatch ability listed below, they can drop up to 7 objects at a time (4 in the feet, 2 in the wingclaws, and 1 in the mouth).

Limited Snatch (Ex):
The Dragon can drop any object(s) it holds as a free action (unaimed), or use a standard action to drop any number (aimed as a proficient weapons) or fling them aside (also counts as proficient attacks). Wing Dragons like dropping rocks and grenade like missiles (including bundles of smoke sticks which scatter as they fall), both as an exercise in skill and as a combat tactic to make up for their lack of offensive breath weapon.

Heroic Idiocy (Ex):
Wing dragons gain a bonus equal to  half their HD versus fear effects, when on the wing and in combat this bonus is doubled.

Weather Master (Ex): For purposes of wind effects wing dragons count as one size category bigger They are immune to damage from naturally occurring lightning and natural environmental temperatures (except those tinged with strong spiritual energies). Thus, while they could comfortably sunbathe in the light of a supernova at any range (at least until the blast wave of particles OTHER than photons hit them), but the flames that are natural to an infernal plane or those of the elemental plane of fire would give them trouble.

Uncanny Dodge (Ex):
as the rogue ability.

Create Air (Sp): The Wing Dragon creates an envelop of continuously generated air around itself (and any creatures it is in contact with or comes in contact with at its option), allowing it to breath even underwater (although it will be giving off bubbles like crazy and surrounded in a "skin" of air) and to fly and breath in airless environments. This gives a +10 bonus on all saves against inhaled threats including the Druid spell Miasma and the internal claws of a Belker. While using this ability the Wing Dragon (and anyone in contact with it) can mostly only smell the air it is creating, and it is insulated to a degree from the minute motions of the air around it. For these reason it cannot use the Scent special quality if it has it while under the effects of this, and its blindsense is reduced to 60 feet. Wing Dragons may freely use their breath weapon as normal while using this ability.

Wing Dragon SLAs:
The wing dragon can use the following SLAs at the following levels, 3/day each:

Know direction at 3rd level
Control winds  at 8th level.
Control weather(as druid)  at 10th level.
Cat's grace at 15th level.
True seeing at 18th level.

Expeditious Movement (Sp): A wing dragon  may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.

Fast healing:
1 HP for every 10 turns.

Improved uncanny dodge: as the rogue ability.

Freedom of the Clouds (Su): For a total time per day of 1 round per Hit Die, a Wing Dragon with this ability can act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Growth:At 11th level the wing dragon grows to large size.
                At 14th level the wing dragon grows to huge size.
                At 20th level the wing dragon grows to gargantuan size.

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

Arcane skin: The blue dragon gains SR equal to his HD+11.

Iron Scales: The blue dragon gains DR/magic equal to half his HD.



On your Tail (SU ):
Wing dragons may expend spell slots to follow transportation and other effects to keep up with enemies or friends using teleportation and some other effects. This must be done within one round of the casting of the effect by the target being followed and requires using a spell slot equal to (or greater than) that of the spell or effect (including psionic powers) being copied, but can still do it even if no spell slots remain. If no spell slots of high enough level remain but still can cast for that day then expend two highest-level spell slots. If a spell or effect has multiple levels (for multiple classes) always use the lowest one. For spells that involve instantaneous relocation (as opposed to changing form or ONLY melding into objects) the wing dragon always arrives in the same relative position to where the creature being followed arrived as they were to the target when it transported unless this area contains a solid object and the spell being copied does not allow arrival within a solid object (For an example of spells or effects that in fact REQUIRES such an arrival, see Tree Stride and Teleport via Plants). In case of arrival within a solid object for a spell that doesn't normally allow such the dragon appears in the nearest open space, taking 1d6 for each 10' so displaced. For spells with a non-instantaneous duration the spell ends during the first turn for the wing dragon after the parallel effect ended for the target (or earlier if the wing dragon chooses and the spell can be ended at such a point). A Wing Dragon may expend 5 rounds of its Freedom of the Clouds ability overcome Dimensional Anchor or a similar effect to use On Your Tail for the duration of one such following.
Examples of spells that can be followed using this include but are not limited to:[spoiler]Astral Projection
Banishment
Binding (in which case any effect that frees the target creature also frees the wing dragon)
Blink (can do at any point in its duration, not just when the spell is initially cast)
Dimension Door
Ethereal Jaunt
Etherealness
Gaseous Form
Gate
Imprisonment (any effect that frees the target creature also frees the Wing Dragon)
Looking Glass (No Scrying, teleportation effect only. From "Master's of the Wild" p.90)
Meld Into Stone
Passwall
Phase Door
Plane Shift
Prismatic Sphere (to follow a creature teleported by it)
Prismatic Spray (to follow a creature teleported by it)
Prismatic Wall (to follow a creature teleported by it)
Refuge
Shadow Walk
Teleport(functions like Teleport, Greater)
Teleportation Circle (functions like Teleport, Greater)
Teleport, Greater
Transport Via Plants
Tree Stride(but only to remain in a particular tree, or to follow target. Following can be done flawlessly provided the dragon never delays more than 1 round behind the target's movement.)
Temporal Stasis? (in which case any effect that frees the target creature also frees the Wing Dragon)
Vanish(roll 1% chance of disintegration separately from object, dragon not subject to separate dispel magic, but may chose to follow object back if it is returned by that method as per the usual rule for this ability.)
Word of Recall.[/spoiler]

Walk Among Them (Su):
As per "Alternate form" ability except as follows. A wing dragon can assume any the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the wing dragon's natural form OR a half-wing dragon version of any such race as a standard action twice per day. The wing dragon retains its own dexterity score in alternate forms. If it decreases 2 or more size categories when using this ability to turn into a half-wing dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular wing dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).

Reactive Casting (Su):
Wing Dragons are the essence of speed and quick reactions to unpredictable circumstances. As such when using metamagic feats for spell casting abilities that do not have to have the slots filled beforehand, they do NOT require a full round action unless the base time is a full round action. This means, for instance, that they could cast an empowered quickened ray of frost as a 6th level spell as a free action (assuming of course that they had those feats, knew that spell, and had a 6th level spell available to cast it from). Note ESPECIALLY that this means that the Quicken Spell feat is an effective option for them, including for their innate sorcerous abilities.
 
Improved evasion:as the rogue ability.

Crush: 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. Creatures 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 creature 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, creatures 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.


Breath of Dreams ( Su):
The Wing Dragon may now maintain the size and position of any of its fog clouds even in its sleep as if it was awake stationary. Complex patterns may require concentration checks at the GM's discretion.

True Haste (Su):
As per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of touch. A Wing Dragon may use this ability 3 times per day. CL=HD, but only on himself.

Watch This! (Ex):
Once per day, for a number of rounds equal to half it's HD, a Wing Dragon may raise its maneuverability to Perfect. This is a free action and does not provoke attacks of opportunity.

Defensive Roll (Ex):
A wing dragon  can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wing dragon can attempt to roll with the damage. To use this ability, the wing dragon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the wing dragon's evasion ability does not apply to the defensive roll.

Flying Skill Mastery (Ex):
While flying, with the following skills the Wing Dragon may take 10 on a check even if stress and distractions would normally prevent it from doing so: Balance, Tumble, and Move Silently. This ability also applies to checks to avoid becoming lost, but for those the dragon doesn't have to be flying.


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

Comments:
[spoiler]Well, DracoDei's creation is indeed filled with abilities, so following his sugestion I give it just a d6 HD, just 2+int skills per level and one good save, reflex, to make evasion relevant. Altough this is homebrewing, I'm really not very confortamble with non-standard save progressions and half int modifier to skills, so I do the closest thing possible.


Anyway, the result is a freakingly fast flier that can outrun pretty much anything and evade most obstacles. Sneack attack+dragon tons of weapons make it a powerfull damage machine, assuming you find a way of bypassing the weack BAB. Bonus to ability scores are scarce at the begginning but increase by the end of the class since the original monster didn't have much in the realm of high level abilities. His breath weapon doesn't do damage, but can be quite usefull with some imagination, and it can deliver death from above by making rocks fall. Somewhat fragile, but his air superiority should allow it to keep away from most dangers.
[/spoiler]

(Custom monster, original here )


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #62 on: October 04, 2010, 02:01:48 AM »
EDIT: Also, Statting SRW
Had already seen that, and altough a very fun optimizing experiment, I still want my humungous mechas that run on the spirits of their pilots! :D

(I must however say I greatly respect your work on that thread. There's oficial prcs, equipment and other stuff I had no idea they even existed in there)

Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.

Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #63 on: October 04, 2010, 02:10:16 AM »
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.

Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.
Hence "even if you gain no real benefit from it". You might want to specify that it's a transmutation rather than illusion effect, like changelings. The text is here, as an egoist ACF.
Quote
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #64 on: October 08, 2010, 02:16:18 PM »
Ghoul



[spoiler]The Ghoul
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+0
Ghoul body, Ghoul strike, Feed
2nd
+1
+0
+0
+0
Improved ghoul strike, Devour, +1 dex
3rd
+1
+1
+1
+1
Stench, Predator's Edge

Skills: 2+int modifier. No class skills.

Proficiencies: A ghoul is proficient with  its own natural wepons.

Features:

Ghoul body: a ghoul loses all other racial modifiers and gains the following undead traits

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

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


The ghoul is a medium sized undead with two natural claw attacks dealing 1d3 damage each, a bite attack dealing 1d6 damage and base speed 30. The ghoul can attack with all three attacks at once, but takes a -5 penalty to attacks with its claws. Any class levels the ghoul takes have their HD increased to d12

In addition, the ghoul gains natural armour equal to its strength modifier

Ghoul strike: A number of times per day equal to 2xHDx wisdom bonus(minimum 1), for 1 round, a ghoul who hits an oponent with one of his natural attacks can cause disease and paralysis. Any creature hit by the enanched attack must make a fortitude save(DC10+1/2 HD+wis bonus) or be paralyzed for 1d4+1 rounds. A creature hit by the ghoul's bite attack must make a second fortitude saving throw(same DC) or catch Ghoul fever (check the srd entry for details). Elves are immune to the paralysis effect. Activating this ability is a free action.


Feed:
The ghoul is able to assimilate fresh flesh it eats on his own body. If it fully consumes a corpse that has been dead for no more than 1 minute per ghoul HD, the ghoul gains 5 temporary hit points for each HD of the eaten corpse. The ghoul cannot have more temporary HP than 5 times it's own HD. Small corpses count as half HD, large creatures count as twice HD, huge corpses as quadruple HD, Gargantuan as 8xHD and Colossal as 16xHD. Tiny or smaller corpses provide no bonus, neither do undead corpses of any kind.

But the ghoul grows hungry again quickly. It loses 1 temporary HP per his own HD every 8 hours.

If a ghoul has no temporary hit points, it must make a will save 10+HD+number of days whitout eating corpses every nightfall or go into a frenzy, attacking the first living creature it finds and attacking it untill it dies and then eat it. A frenzied ghoul may be calmed by presenting a freshly killed corpse of at least medium size.


Ability increase:
the ghoul gains +1 dex at level 2.

Improved ghoul claw: At 2nd level, the duration of the ghoul's paralysis can affect elves.

Devour:
The ghoul takes a sick satisfaction for feasting on the living. For every 10 temporary HP it has from his feed ability, it gains a +1 bonus on attacks, skills and saves.

Stench: At third level, on any round a ghoul uses their ghoul strike they may choose to generate a nauseating stench. any living creature within 10ft must make a fortitude save(same DC as their ghoul strike) or be sickened for 1d6+4 minutes. any creature that makes its saving throw cannot be affected by the same ghoul's stench for 24 hours. This ability counts as poison for the purposes of resistance/immunity, and a Delay poison or Neutralize poison spell end the effect.


Predator's edge: at third level, a ghoul's natural attacks improve. their bite now deals 1d8 points of damage and their claws each deal 1d4 points of damage[/spoiler]

Comments
[spoiler]
The ghoul gains a melee save or die from 1st level useable several times per day plus 3 natural weapons, so it gets no proefeciencies. As it levels up his disabling abilities improve untill it becomes a ghast.

Like all other undeads, it has bad skills, saves and Bab to make up for the undead immunities and the fact you can dump Con.

The ghoul is suited for those players who want the stereotopycal "BRAINS!" zombie filled with diseases and adept at stoping enemies at close range. I also added an ability to reward you for feasting on mortal flesh.

The wisdom instead of Charisma was sugested by Crafty Cultist wich pointed correctly the ghoul being more of a hunter than some kind of manipulator/leader like the vampire or a highly spiritual monster like the mummy. Reduced the number of uses per day for ghoul strike however, as now each use only boost your next attack, not all your three natural weapons for the round.

Compared with the skeleton, the ghoul trades the DR and cold resistance for an extra natural attack, feed and save or die, altough he risks going into frenzy if he doesn't feed regularly enough.
[/spoiler]

Contributed by Crafty Cultist from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #65 on: October 08, 2010, 02:23:24 PM »
Gnoll

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

Proficiencies:simple weapons, light armor, light and heavy shields.

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

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

Path: At 1st level the gnoll must choose one of the following paths.

Hunter:The gnoll gains
-Proficiency with one weapon of his choice (even exotic weapons).
-As long as the gnoll and an ally are adjacent to an oponent, they both count as flanking that oponent.
-The gnoll ignores armor and shield check penalty when using the Hide and Move silently skills.

In addition, at 5 HD the Gnoll can flank oponents normally immune to flanking, as long as he fulfills the normal conditions for it (gnoll and ally must be in oposite positions in relation to the oponent).

At 10 HD the attack bonus gained for flanking becomes equal to half HD.

At 15 HD whenever an ally hits an oponent in melee that the gnoll flanks, the gnoll may make an attack of oportunity against that oponent.

At 20 HD the attack bonus for flanking applies to melee damage as well while the gnoll is flanking the target.

Shaman:The gnoll chooses a fullcasting class (wizard, cleric, druid, ect) and gains spell slots, caster level and spell knowns as if he had one level of said class. This ability stacks with levels of said class, so a gnoll 1 who took the shaman path for wizard and then takes one level of wizard would cast as a wizard 2. The gnoll doesn't gain any other ability from the chosen fullcaster class like familiar or turn undead untill he actualy takes levels on that class.

At 5 HD, and every 5 HD thereafter, the gnoll gains +1 to Spell Penetration rolls and Spell DCs against flanked targets.

Ability increase: the gnoll gets a permanent +2 to Str.
 [/spoiler]


Comments:
[spoiler]
The gnoll is actualy a very vanilla monster. No special abilities whatsoever besides high str. Luckily it has quite a bit of fluff. Gnolls, like hyenas, are hunters that specialize in ambushes and flanking operations. So a flanking specialist you get!

The class also allows for warrior or magic path, because gnoll shamans seem to be kinda everywhere.

[/spoiler]

bkdubs123

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #66 on: October 08, 2010, 05:52:11 PM »
I'm incredibly impressed and my players will be very excited to find out about these classes! Well done and thanks a bunch!

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #67 on: October 08, 2010, 07:16:49 PM »
Drider

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+ 0 +2 Drider body, poison
2+ 1+ 0+ 0 +3 Soul of Magic (+1), Drider perception powers
3+ 1+ 1+ 1 +3 Arcane resistance
4+ 2+ 1+ 1 +4 Soul of Magic (+2), Drider light and darkness powers
5+ 2+ 1+ 1 +4 Growth
6+ 3+ 2+ 2 +5 Soul of Magic (+3), spit poison
7+ 3+ 2+ 2 +5 Drider utility powers

Skills: The drow get 2+int modifier skill points each level, x4 at first level. His class skills are Climb (str), concentration (con), hide (dex), listen (wis), Move silently (dex) and spot (wis).

Proefeciencies:The drider is proficient with simple weapons, but no armor or shield

Features
Drider body : At 1st level, the Drider loses all other racial bonus and gets aberration traits. He’s a medium-sized aberration with a base speed of 30ft and a climb speed equal to half of his land speed. He gains a natural bite attack causing 1d6+str damage, It gains a  bonus in Hide and Move silently equal to half his HD and also have +8 bonus to all climb checks and can always take 10 in that last skill, even if rushed or threatened. Finally, he has a natural armor bonus equal to his Con modifier.

Poison : The drider can inject poison in his victims on a successful bite attack. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 strength. For every other HD after that, the initial and secondary damage grows by one size.

Soul of magic: The drider gains the ability to cast spells as a wizard, cleric or sorcerer of a level equal to its drider level-1. The drider must choose one of those choices when he gains this ability and cannot change his choice later on. He also gains a +1 to the ability that governs his spellcasting.
At level 4, the bonus becomes +2, and then it grows to +3 at level 6.

Drider perception powers: The Drider gains the following SLAs 1/day as a caster of his level-1: clairaudience/clairvoyance, detect good, detect law, detect magic. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.

Arcane resistance: The drider gains spell resistance equal to 11+his HD.

Drider light and darkness powers: the Drider gains the following SLAs 1/day as a caster of his level-1: dancing light, darkness, faerie light. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.

Growth: The Drider grows to large size.

Spit poison: the Drider can now apply his poison in any weapon he has held as a move action. This poison lasts 1 hour per HD or until used, whichever comes first.

Drider utility powers: the Drider gains the following SLAs 1/day as a caster of his level-1: Dispel magic, levitate, suggestion. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.
At 11 HD, the dispel magic SLA is replaced by greater dispel magic.

*the stat used in these abilities is the one that governs the spellcasting of the drider in question (int for wizards, wis for clerics and cha for sorcerers).
[/spoiler]

Done by I_am_an_undead from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #68 on: October 08, 2010, 07:31:00 PM »
Nymph

[spoiler]
HD:d6
LevelBABFortRefWillFeature
1+0+0+0+2Nature's Child, Cha+1
2+1+0+0+3Fey Body, Wild Empathy, Dex+1
3+1+1+1+3Unearthly Grace, Cha+1
4+2+1+1+4Stunning Glance, Dex+1
5+2+1+1+4Unnatural Beauty, Cha+1
6+3+2+2+5Dimension Door, Dex +1
7+3+2+2+5Blinding Beauty, Cha +1
Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim.

Proficiencies: Nymph is proefecient with club, dagger, dart, quarterstaff, sickle, shortspear, sling.

Features:

Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet and swim speed 20.

The nymph casts spells as if it was a druid of the same Nymph level. If she multiclasses as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multiclassed with druid, the Nymph can use Cha instead of Wis for casting.

Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.

Fey Body: At second level, Nymph gains DR/cold iron equal to half her HD.

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

Unearthly Grace: At third level Nymph adds her Charisma modifier as a bonus on all her saving throws.

Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.

Unnatural Beauty:
The Nymph gains a deflection bonus to AC equal to her Cha modifier.

Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.

Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't effect same target more then once in a single day. This ability can be active for HD rounds per day.

[/spoiler]


Nymph cleric(substitution level)
[spoiler]
Hit Die: d6
Quote
LevelBABFortRefWillSpecial
1st+0+0+0+2Natural faith

Skills (2+Int, quadruple at first level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession (Wis), and Spellcraft (Int).

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking a level of this class). In addition, her cleric casting is based on Charisma rather than Wisdom.

A nymph cleric who selects this racial substitution level must select Plant or Animal as one of her domains, and does not gain Turn Undead.
[/spoiler]

Comments:
[spoiler]
Druid casting, along with paladin's grace, good spell like ability, and stun.

Hope I did justice to nymph.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #69 on: October 08, 2010, 07:43:56 PM »
Werewolf


[spoiler]Prerequisites
to become a werewolf, the character must meet the following requirements

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another werewolf and contracted lycanthropy
HD:d8
LevelBABFortRefWillSpecial
1st+1+2+2+0Alternate form(wolf), Wolf empathy, Lunar body, Hunter's nose
2nd+2+3+3+0Alternate form(hybrid), Lunar hide, Improved hunter's nose
3rd+3+3+3+1Growth
4th+4+4+4+1Curse of lycantropy, Alpha wolf
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A werewolf gains proficiency with their own natural wepons

Features:

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

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

Wolf empathy: a werewolf can communicate with wolves and dire wolves regardless of form and gains a +4 bonus on charisma based checks to influence them. While in alternate form, a werewolf can howl to communicate at long distances with other wolves or werewolves, up to a distance of 1mile/HD

Alternate Form(su): At first level, a werewolf can take wolf form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains a bite attack dealing 1d6 damage and their move speed increases to 50ft. In addition, hitting with their bite attack allows them to make a trip attack as a free action. If the trip fails, the target cannot react to trip the werewolf. A werewolf can transform 1/day/HD, and can remain transformed indefinitely.

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

Hunter's nose: a werewolf in wolf form gains the scent ability and gains a + bonus on survival checks to track by scent equal to his HD. At second level this ability works regardless of form.

Lunar hide: At second level, a werewolf gains DR equal to 1/2 their HD/Silver while in alternate form

Growth: At 3rd level, a werewolf's alternate forms become large. their bite attack deals 2d6 and their claws deal 1d6. In addition their natural armour improves by 1 while in alternate form.

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


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


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

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

Alpha wolf:
At 4th level a werewolf becomes a werewolf lord. Lesser werewolves instinctively veiw the alpha wolf as a leader; treat their attitude as being one step better than in would be normally, and their wolf empathy also applies to werewolves without the alpha wolf ability

In addition, the alpha wolf's aura of command allows them to draw a pack of loyal wolves and werewolves with total HD equal to the alpha wolf's HDx2. Werewolves who received their curse from the alpha wolf do not count their first werewolf HD for purposes of this ability and regular wolves are strengthened as if they were the animal companion to a 4th level druid(their bonus HD do not count for purposes of this ability). Dire wolves and worgs can be part of the alpha wolf´s pack, but gain no special bonuses

Followers gained through this ability are not mindless, and may leave if mistreated. any werewolf follower who becomes a 4th level werewolf leaves to establish their own pack, but will usually remain on good terms with their former leader.[/spoiler]
Comments
[spoiler]
Crafty_Cultist original comments:

I decided to have werewolf build into werewolf lord- the first two levels are the former while the last two are the latter. I ignored the rule that only natural lycanthropes can spread the disease, instead it can only be spread by a werewolf who has mastered their curse. The alpha wolf ability was to give the werewolf lord authority over their brethren(and their very own pack).

Personal comments:

Very nice and original job. Just cleaned up a little the formation, added the image and allowed the werewolf to become bigger at higher levels.

[/spoiler]

Done by Crafty_Cultist.


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #70 on: October 08, 2010, 07:51:08 PM »
The Werebear

[spoiler]Prerequisites
to become a werebear, the character must meet the following requirements

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another werebear and contracted lycanthropy
HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Alternate form(bear), Bear empathy, Lunar body, Hunter's nose
2nd
+2
+3
+3
+0
Alternate form(hybrid), Lunar hide, Improved hunter's nose
3rd
+3
+3
+3
+1
Growth
4th
+4
+4
+4
+1
Curse of lycantropy, Indominable
Skills: 2+int mod. Class skills are handle animal, swim, listen, spot, survival

Proficiencies: A werebear gains proficiency with their own natural wepons

Features:

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

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

Bear empathy: a werebear can communicate with bears and dire bears regardless of form and gains a +4 bonus on charisma based checks to influence them.

Alternate Form(su): At first level, a werebear can take bear form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains two claw attacks and a bite attack dealing 1d6 damage and their move speed increases to 40ft. In addition, they gain the improved grab ability. A werebear can transform 1/day/HD, and can remain transformed indefinitely.

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

werebear level+1/2 other levelsability improvements
1
+1con
2
+1str, +1con
3
+1str, +2con
4
+2str, +2con
5
+2str, +3con
6
+3str, +3con
7
+3str, +4con
8
+4str, +4con
9
+4str, +5con
10
+5str,+5con
11
+5str, +6con
12
+6str, +6con
At second level, a werebear can assume hybrid form. While in hybrid form, a werebear gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can weild any wepons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size. A werebear in alternate form gains a +4 bonus to swim checks

Hunters nose: a werebear in bear form gains the scent ability and gains a + bonus on survival checks to track by scent equal to his HD. at second level this ability works regardless of form.

Lunar hide: At second level, a werebear gains DR equal to 1/2 their HD/Silver while in alternate form

Growth: At 3rd level, a werebear's alternate forms become large. their bite attack deals 2d6 and their claws deal 1d8. In addition their natural armour improves by 1 while in alternate form.

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


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


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

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

Indominable: At 4th level, a werebear gains the ability to shrug off damage. 1/day for every 4HD they possess, the werebear can try to resist an attack. If the werebear succeeds a fortitude save(DC=damage dealt) then half of the damage of the attacks is ignored and the other half is converted into subdual damage. Using this ability is a free action.

They also gain diehard as a bonus feat, regardless of whether or not they meet the prerequisites, except that they werebear only drops dead when it reaches negative HP equal to 1/4 his maximum HP instead of -10.

If the werebear already has this feat they may choose a different one, and his diehard beat improves like shown above anyway.[/spoiler]

Comments
[spoiler]
Crafty_Cultist comments:

The werebear is basically the werewolf with a few modifications. They have higher strength and constitution, but no bonuses to dexterity. Their capstone ability reflects their incredible endurance rather than becoming a pack leader

My comments:
Another very nice job from Crafty Cultist. Just cleaned up a bit and added the image. The capstone seems a little weaker than the werewolf's one, but I can't really think of anything better for now. Inspired by Eldan's sugestion buffed dieheard so you only drop at -1/4 your total HP instead of -10.
[/spoiler]

Done by Crafty_Cultist

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #71 on: October 08, 2010, 08:17:02 PM »
The nymph's Cha-based druid casting could make an interesting Fochlucan lyrist.
Nymph 7/Sorcerer 1/Prestige bard 1/Green whisperer 1/Fochlucan lyrist 10

There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #72 on: October 08, 2010, 09:49:54 PM »
Ethergaunt


[spoiler]HD:d4
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Ethergaunt body, Arcane mind, Ether Blade, Blue Caste
2+ 1+ 0+0 +3 Total Vision
3+ 1+ 1+ 1 +3 +1 Int
4+ 2+ 1+1 +4 Enslave
5+ 2+ 1+1 +4 +1 Int
6+ 3+ 2+2 +5 Doubt Bomb
7+ 3+ 2+2 +5 Arcane Logic
8+ 4+ 2+2 +6 Stupefying Gaze
9+ 4+ 3+3 +6 Red Caste, Etherealness, material jaunt
10+5 + 3+3 +7 Enslave Mind, +1 Int, +1 Cha
11+5+ 3+ 3 +7 Ether Spear
12+ 6+ 4+4 +8 Nerve Bomb
13+ 6+ 4+4 +8 White Caste +1 Int, +1 Cha
14+ 7+ 4+4 +9 Ether Glaive
15+ 7+5 + 5 +9 Mind Bomb
16+ 8+ 5+ 5 +10 Ether Study, +1 Int, +1 Cha
17+8+ 5+5 +10 Black Caste, Cold Logic, +1 Int, +1 Cha
Skills: 2+int modifier. An ethergaunt’s class skills are Concentration (con), Heal (wis), Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Weapon and armor proficiencies: An ethergaunt is only proficient with the Ether Blade and Mind Bombs.

Features:
Ethergaunt Body: At first level, the ethergaunt loses all other racial bonuses and gains aberration traits (basically darkvision 60 foot). It is a medium-sized aberration with a base speed of 30ft. It has no natural attacks.

Ability increase: The ethergaunt gains a permanent +1 at levels:
3, 5, 10, 13, 16, 17 to Intelegence

10, 13, 16, 17 to Charisma.

For a total of +6 Int and +4 Cha at 17th level.

Arcane Mind: The ethergaunt casts as a wizard of its ethergaunt level, except that it must choose one of the following combination of schools

Creator-Conjuration school only.

Changer-Transmutation only.

Fooler- llusion, Divination, Enchantment.

Channeler- Evocation, Necromancy, Abjuraction.

The ethergaunt can only learn and cast spells from the chosen schools and Universal ones, and cannot activate scrolls/wands replicating spells from the other school.

 This spellcasting stacks with wizard levels if the ethergaunt multiclasses, but the chosend and barred schools remains.

Ether Blade: At 1st level you receive an Ether Blade, an extremely advanced weapon created and mass produced by the Ethergaunt.

An etherblade looks line a exceptionaly perfect long metal tube. It may or not have handles and decorations depending on the ethergaunt city that produced it and the customization of the wielder.

 It must be wielded with both hands and has 50 charges. Concentrating on the right way causes the Etherblade to shoot a ray  ranged touch attack dealing 1d6 damage, 40 foot range increment, that drains a charge from the Etherblade. An Etherblade whitout charges can't be fired.

As long as the Ether Blade has one charge, it can project a short blade at one of the tips as a free action, becoming a two-handed melee weapon that deals 1d10 slashing damage. Ethergaunts will only resort to this as a desesperate measure tough.

Ether blades automatically recover 1 lost charge per hour.

Blue Caste:Your parent was a specially weak individual, and thus you belong to the blue caste, at the bottom of ethergaunt society. You receive a special opaque blue mask wich you must wear at all times, but it doesn't hinder your senses in any way. Failure to do so means you cannot further progress the ethereal monster class untill you sucessfully atonne to the ethergaunt society.

Total vision: An ethergaunt can “see” with his facial sensory organs, allowing them to discern all objects within 40ft. An ethergaunt does not need to do a spot or listen check to notice creatures within that range. A silence spell has no effect on this ability.

Enslave: once per day per 4 HD the ethergaunt has, it can attempt to enslave a single living creature within 30 feet. This ability functions like dominate monster, except that the effect lasts 1 minute per HD, the save DC is 10+1/2HD+Cha mod. An Ethergaunt can have a maximum of slaves equal to its charisma modifier.

Doubt Bomb: By expending 50 GP of exotic materials and 1 hour, the ethergaunt can build a special grenade with 10 foot range that deals 1d6 Wis damage damage on a 10 foot spread, Fort DC 15 negates. The save DC can be increased by 1 by expending an extra 50GP and hour of work. This improvement can be done multiple times if enough resources and time are available. Ethergaunts are naturally immune to Doubt Bombs (or more acurately, they designed Doubt bombs to affect everybody but them)

In adition, the ethergaunt learns how to craft Ether Blades by expending 150 GP and 24 hours of work for each. They can be made masterwork by expending an extra 350 gold and expending one week instead of one day, in wich case they can be further enchanted as normal masterwork weapons.

Altough it's fine to hand those weapons to allies/minions, ethergaunt society will hunt and punish any member who tries to sell those weapons for pure profit, the reason why there's no market price for them.

Arcane Logic: Ethergaunts can choose to treat any arcane spell or 1st level or lower cast on them as if failing to penetrate spell resistance (even if the ethergaunt tecnically doesn't have SR) . This ability doesn't affect divine spells, as the ethergaunts refuse to believe in gods and ideals, only science and arcane.

For each two extra HD, this ability grants protection from the next level of spells. 2nd level spells at 9HD, 3rd level spells at 11HD , ect

Stupefying Gaze: As a free action, the ethergaunt can open and close its mask, revealing his alien visage. Anyone within 30ft of the ethergaunt must make a will save (DC 10+1/2 HD+cha). Those who fail their will save take 1d4 point of Intelligence, Wisdom and Charisma damage. A creature that successfully saves against this effect cannot be affected by the same ethergaunt’s stupefying gaze for one day. An ethergaunt can use this ability 1/day, and gains another use per day for each extra 3 HD it gains. An ethergaunt whitout mask cannot use this ability. Like all gaze attacks, the oponent must be able to see the ethergaunt for this ability to work.

Red Caste:The Ethergaunt rises to the red caste as recognitizion for its talent. He receives a new red mask he must wear at all times and all blue ethergaunts are one step more friendly to him than they would otherwise be.

Etheralness: The Ethergaunt becomes permanantly etheral as his artificial bonds to the material plane are cut. It needs a spell or ability to become material.

Material Jaunt:As a standard action, the ethergaunt can shift from the ethereal plane to the material plane, effectively becoming material. They can dismiss this effect with a standard action. An ethergaunt can remain in the material plane for 1 round per HD it possesses. It then must remaing 1 hour on the ethereal plane before returning.

At 12 HD, an ethergaunt can use Material Jaunt as a move equivalent action and he must only wait 10 minutes before using it again.

At 15 HD, an ethergaunt can use Material Jaunt as a swift action and must only wait 1 minute before using it again.

At 18HD it can use it as an immediate action and can remain as long as he wants in the material plane, and doesn't need to "recharge".

Enslave Mind: At 10th level, the Ethergaunt's enslave is now permanent, but affected creatures can atempt a new Will save every day to break free.

Ether Spear:As recognition for it's deeds the ethergaunt receives the upgraded version of the ether blade, the ether spear. This one is masterwork.

It works the same way, except that it deals 1d8 damage with ranged attacks, 80 foot range increment, 2d8 damage in melee(and can extend and retract itself, granting the wielder reach as an actual spear, but still able to strike adjacent oponents), and that it's attacks are considered force attacks and thus can fully affect creatures on the material plane when the ethergaunt is on the ethereal plane and vice-versa.

In adition, the Ether Spear can channel spells, by spending a number of charges equal to twice the spell level, and taking as much time as the spell itself.

- Ranged spells can be channeled by ranged shots, in wich case the spell is also considered a Force effect in adition to it's other types, but it must hit the target for the effect to happen.

-Touch range and single target spells spells can be channeled by the ether spear when in melee mode, in wich case they don't only count as a Force effect, they ignore SR, and if the target had immunity to any or all of the effects of the spell, they are ignored, altough the target gains +5 Bonus on the save for each relevant immunity ignored. If the spell didn't allow a save normally, the target can still roll a Will save to resist the effects he would normally be immune to, but without the bonus (DC=10+Spell level+Int mod). The ethergaunt must hit the target in melee with the ether spear to gain this benefit.

Finally, the ethergaunt also learns how to build ether spears. A regular ether spear takes 1000 GP and one week of work to build. A masterwork takes two weeks and 1500 GP. Again, selling such weapons for personal profit will result in ethergaunt society mercilessly hunting the character.

Nerve Bomb: The upgraded version of the Doubt bomb, Nerve bombs make it much harder to think. It has the same reach and area of effect as a Doubt Bomb, but oponents on the a affected must instead suceed on Concentration checks of DC 30 to perform any task harder than moving, normal attacks, basic combat maneuvers and picking up/droping stuff. This includes casting spells, manifesting powers, initiating maneuvers and activating magic items. The effect lasts for 1d12 rounds, and ethergaunts are immune to it.

Nerve bombs take 1 hour of work and 200 GP to craft. By expending an extra hour of work and another 200 GP the Concentration DC increases by 2. Again, selling such weapons for personal profit will result in ethergaunt society mercilessly hunting the character.

White Caste:The ethergaunt is promoted to the white caste and receives the respective white mask. All red and blue ethergaunts treat him two steps friendlier than they would otherwise.

Ether Glaive:
You receive a masterkwork version of pinnacle of ethergaunt mass-produced weaponry.

The ether Glaive "shots" deals 2d6 damage with 120 foot range increment, and it's melee option deals 3d6 damage.

Just Like the Ether Spear, the Ether Glaive can be used to channel magic, but this time it costs 4 charges per spell level. In adition to the benefits of the Ether Spear channeling, the Ether Glaive channeling also provides the following benefits.

-Ranged channeled spells ignore immunities and SR as well, altough the target gains +5 Bonus on the save for each relevant immunity ignored. If the spell didn't allow a save normally, the target can still roll a Will save to resist the effects he would normally be immune to, but without the bonus (DC=10+Spell level+Int mod). The Ethergaunt must still hit the target with a ranged touch attack.

-Melee channeled spells ignore all miss chances and cover or any other obstacles, as long as the ethergaunt can sense his target with any of his senses. No immediate actions may be taken against a Melee channeled spell by an Ether Glaive. The Ethergaunt must still hit the target in melee with its Ether Glaive.

Ether Glaives cannot be built by a single ethergaunt. It takes massive installations and several skilled crafters to make a single one. Giving or just burrowing his Ether Glaive to anyone will be seen as treason by Ethergaunt society and punishment will be swift and deadly. On the other hand, the Ether Glaive is as hard to destroy as a minor artifact.

Mind Bomb: Directly from ethergaunt society you receive a terrific weapon, the Mind bomb. It has a range increment of 50 foot and affects a 50 foot spread. Oponents on it take 3d6 penalty to all their mental stats. Will Save DC 10+1/2 HD+Cha mod reduces the penalty by half, and ethergaunts are immune to it. Notice that it is a penalty, so it cannot lower stats below 1. The effect lasts for 1d6 rounds.

Unlike the other bombs, this one is re-useable. It takes 4 hours of focus from the ethergaunt on the Mind Bomb to make it ready to use again. Each Mind Bomb is custom built for a specific ethergaunt, and only that ethergaunt can recharge it.

Ether Study: The Ethergaunt gains any metamagic or item creation feat for wich it qualifies. Whenever it prepares new spells, it may change this choice, as long as he didn't use said feat for the pre-requisite of something else.


Black Caste:
The ethergaunt is promoted to the supreme ruler Black Caste, and receives the respective black mask. All red, blue and white ethergaunts treat him three steps friendlier than they would otherwise.

Cold Logic:The ethergaunt's mind reaches its pinnacle, able to easily outthink any oponent. By spending one fullround action planning, the Ethergaunt may select a spell he has prepared with a casting time of one standard action or less. That spell can now be cast as an immediate action. In alternative a spell with casting time of more than one standard action may be "planned" so that it only takes one standard action to cast. No more than one such spell may be "planned" at any time, and the ethergaunt can only do this a number of times per day equal to his Cha modifier.

[/spoiler]

Comments:
[spoiler]
Ah, the ethergaunts. Lords of Arcane Magic.

Well, first of all, they're full wizards, and they get a whooping +6 bonus to Int, so that alone makes them pretty strong.

However, competing with wizard isn't enough. You gotta compete with all the wizard prcs out there. So the ethergaunt gets a bunch of extra abilities, some of them from the original monsters, and then some extra created by me. Most of them based on charisma to make it a little more MAD and because ethergaunts aren't suposed to be closet nerds whitout social skills. They love bullying other races for Vecna's sake!

The others are based on upgraded versions of the ether blade and mind bomb since ethergaunts are suposed to be tech experts.

The cast thingies are semi-based on the fluff, and they're indeed mostly fluff abilities, since the DM may not be bothered to include other ethergaunts on the campaign, but you get plenty of other abilities to make up for it.


Thanks for I_am_an_undead for doing the red ethergaunt draft which motivated me to do the whole thing.

[/spoiler]

bkdubs123

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #73 on: October 08, 2010, 09:56:35 PM »
Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #74 on: October 08, 2010, 09:59:43 PM »
There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.

Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.
Another good point, changed it to 1 minute per HD.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #75 on: October 08, 2010, 10:07:24 PM »
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.
I don't see why they should lose a class feature they already have. Maybe if you made it a racial substitution level.

Quote
Nymph cleric
Hit Die: d6
Skills (4+Int): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Spellcraft.
Quote
LevelBABFortRefWillSpecial
1st+0+2+0+2Natural faith

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking levels in cleric). In addition, her cleric casting is based on Charisma rather than Wisdom.

A nymph cleric who selects this racial substitution level must select Animal or Plant as one of her domains, and does not gain Turn Undead.
« Last Edit: October 09, 2010, 05:34:17 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #76 on: October 09, 2010, 03:30:43 PM »
Could I make a request? The orange, yellow and purple dragons from Dragon Compendium. They have some awesome breath weapons - orange covers things in sticky goo that explodes after a while, purple breath can be used as a standard cone, a blinding flash or a lightsaber, and yellow causes its targets to be encrusted in salt so they can't move.
« Last Edit: October 09, 2010, 03:32:31 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #77 on: October 09, 2010, 05:06:16 PM »
Purple dragon


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Purple Dragon body, Energy Breath
2 +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Pyrochnetics Str+1
4+4 +4 +1+4 Wings
5+5 +4 +1 +4 Tail slap, Growth
6+6 +5+2 +5 Energy Blade, +1 Cha
7+7 +5 +2 +5 +1 Str, +1 Con, Purple Fiction
8+8 +6 +2 +5 Heat Metal, Gust of Wind, +1 Cha
9+9  +6+3 +6 +1 str, +1 con, Sugestion, Fire Shield.
10+10 +7+3 +7 Blinding Burst, +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, Night Flier
15+15 +9 +5 +9 Night Lord
16+16 +10 +5 +10 +1 str, +1 con, Submit
17+17 +10 +5+10 Cunning Lord, +1 Cha
18+18 +11+6 +11 +1 str, +1 con, Purple Fiction
19 +19 +11 +6 +11 Wall of force
20+20 +12 +6 +12 Growth, tail sweep, Dark Ruler
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.

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


Features:

Dragon Body:
The purple dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, burrow speed equal to half it's base speed, and is medium sized. The purple 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 purple dragon also gets a natural armor bonus equal to it's Con modifier. Whenever the purple dragon grows one size category, his natural armor increases by a further 1.


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

Arcane Blood:A purple 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 purple 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.

Purple dragon SLAs: At 3rd level the purple dragon can use pyrochnetics as a SLA 1/day for ever 3 HD it has.

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

At 9th level it can use fire shield(fire version only) and Sugestion 1/day for every 3 HD it has.

 Save DCs are 10+1/2 HD +Cha mod.

Ability score increase: The purple 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, +5 Con, +4 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 purple 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 purple dragon grows to large size.
                At 13th level the purple dragon grows to huge size.
                At 20th level the purple dragon grows to gargantuan 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 purple dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).


Energy blade:
At 6th level the purple dragon focuses his breath weapon on a blade of energy that has the same reach as his bite attack and deals half the damage of the normal breath. This attack doesn't allow saves but the dragon must suceed in a melee touch attack to use it. The purple dragon doesn't add his strenght modifier or power attack to the damage but can make iterative attacks with the blade of energy if it has enough Bab and is full attacking. Blade of energy can be combined with the other natural weapons of the purple dragon except the bite attack.


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



Blinding burst:
At 10th level, instead of his normal breath, the purple dragon may release a flash of energy. Everybody whitin a burst of 5 foot per purple dragon HD must make a fort save with the same DC as the breath weapon or be permanently blinded.

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

Iron Scales: At 12th level the purple 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.


Night flier:At 14th level, during night time, the shaddow dragon can blend with the sky, being able to use the hide skill while airborne even if it has nothing to hide behind, and ignoring size penalties for hiding while doing so.

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

Submit: At 16th level the Purple dragon knows well how to strike terror on his oponents by slaying his friends. Whenever the purple dragon kills a creature all of it's allies whitin sight must make a Will Save DC 10+1/2 HD+Cha mod or take a penalty on saves, AC, skills and ability checks against the purple dragon equal to 1/4 it's HD. This is a fear mind affecting effect, and slaying multiple allies doesn't stack.

Cunning Lord: At 17th level the Purple dragon gains a bonus equal to 1/4 it's HD on all Cha and Int based skills, and counts as having at least 1 rank on all knowledge skills.


Wall of force: At 19th level the purple dragon can now use wall of force as a SLA 1/day for each 6 HD it has.


Tail sweep:
At 20th level, this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Dark Ruler:
At 20th level the duration of any enchantment spell or SLA from the purple dragon is doubled for free, and they receive a bonus to resist dispel checks equal to 1/4 the purple dragon's HD.

[/spoiler]

Comments:
[spoiler]
The purple dragon is basically a red dragon in disguise when you look closer so this one was actualy quite easy. They have pretty much the same CRs and base stats.

The main diferences are:
-The purple dragon doesn't have a subtype.
-More SLA variety but less custom abilities
-Better skill points as the purple dragon is described as a sneaky bastard.
-Burrow speed and multiple ways to use his breath weapon.
-Worst ability scores (-2 str, -2 con and -2 cha total) and nat armor than the red dragon to make up for the above.

[/spoiler]

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #78 on: October 09, 2010, 05:11:56 PM »
Quote
The purple dragon doesn't add his force modifier or power attack to the damage
???

Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?


On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?


EDIT: I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)
Quote
Succubus cleric
Hit Die: d8
Skills (4+Int): Bluff, Concentration, Craft, Diplomacy, Disguise, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Quote
LevelBABFortRefWillSpecial
1st+0+2+0+2Lustful faith, Profane conversion, Rebuke undead

Lustful faith: A succubus cleric who selects this racial substitution level bases her cleric casting on Charisma rather than Wisdom.

Profane conversion: A succubus cleric may spontaneously cast any spell on her list of racial SLAs, as if it were an inflict spell of the same level. She may use this ability even if she does not possess enough levels in succubus to use the SLA normally. This replaces the standard cleric's ability to spontaneously cast inflict spells.

A succubus cleric who selects this racial substitution level gains only one domain, which must be the LustMIC or Trickery domain.

And an ability which I considered:
Quote
Seduce the Dead (Su): As a swift action, a succubus cleric may allow her next use of a racial SLA to ignore immunity to mind-affecting effects based on type, at the cost of reducing the DC by -4. She may use this ability 1/day per point of Charisma modifier. This replaces the standard cleric's rebuke undead ability.
Because "Bed the Dead" was too corny.

Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.

The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.
« Last Edit: October 09, 2010, 06:26:30 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #79 on: October 09, 2010, 06:00:51 PM »
Quote
The purple dragon doesn't add his force modifier or power attack to the damage
???
It means they cannot be jedis or sith It was suposed to be strenght modifier, fixed.

Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?
Put the blade at level 6, blinding burst at level 10, moved some other abilities up to make space. Area blindness whitout strings attached is very powerfull.

On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?

Check out the FAQ in the first post. This base classes aren't intended to be mixed one with the other, but I can't stop you from doing so if you feel like it. I'm not even sure how it would work out because of the "lose all racial modifiers" clause, but I'm pretty sure that there would be plenty of unexpected nasty combos possible.

On the other hand, I've got several half-something classes on the works (the half dragon's already out), and those are suposed to be mixed with the monster classes out of the bat to produce hybrids.

I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)
The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.

And an ability which I considered:
If I want a monster to bypass immunities, I do so (check out the medusa and joy stealer). Right now I don't believe the succubus needs it however.


Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.
I'm still not very sure how you want to represent that mechanically.


The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.