Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 333695 times)

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oslecamo

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Point also taken about the mid-levels being boring. I'll work on making them more interesting - maybe adding in the spell resistance, DR, and a size increase would do? That would make the Tome Dragon look more like your other dragons, too.
Yes. It'll also help you fill out that empty level.

As I view it, tome dragons may be softer than other dragons, but considering regular dragons are usually  pretty tough, tome dragons shouldn't be squishy, but instead just "not as tough, but still tough". Remember, the white dragon may be the "weakest" true dragon, but they still grow to gargantuan size and get around 30 Str and whatnot.

Master of Time and Master of Magic were just . . . ideas . . . that randomly popped into my head, and I instantly loved. Would reworking Master of Time to be something like a bardic knowledge/lore check, and removing the ability to see the future, be good? I'll check to see if there are any spells that I could model its effect after. I'll think about what to do with Master of Magic for a few days, but maybe increased caster level or spells per day? Something like +1 caster level on arcane spells and spell-like abilities or an additional spell/day at each level they can cast.
Picking an already existing mechanic and working from there would probably be safer yes. I'm not saying you can't make abilities completely from scratch, but you should make them clear.

+1 CL is always nice, and it does make you toughter against dispels so I like that idea. In my experience  wizards at that level rarely need to worry about running out of spell slots.

solara

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I forgot to ask, how do I go about finding and posting a picture for the Tome Dragon? I've tried clicking the "help" button but I get a "Template Parse Error!" message.

oslecamo

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1-Use google images option.
2-Put in key words and search.
3-Select image you like.
4-Right click image and select "copy image location".
5-On the post itself write down ["img"](paste the image location here)["/img"], but whitout the brackets

Here's an example I got from image googling "tome dragon" D&D:



If still in doubt how to code images on the forum quote this post.

Caiphon

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Hello!
First of all, you're doing an awesome job here! Your monster classes are almost an every-day need to most of the homebrewers and players of DND, so congratulations!  :D
I would like to know if there's a waiting list or something like that. Otherwise, I would like to gently request for a roper (http://www.d20srd.org/srd/monsters/roper.htm) or bone devil (http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth) monster class, because they're really cool and iconic monsters; and thus would be fun to play *
Also, even though I'm pretty new to the 3.5 edition of the game and to homebrewing, I would really like to help if there's something I could do.
Well, thanks in advance and I'll bookmark this thread because you're doing and excellent job ;)

Caiphon
* sorry if there's a problem with the links, i'm new to the forum and I don't know if there's some specific format for them, so please bare with me :)

Prime32

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Caiphon
* sorry if there's a problem with the links, i'm new to the forum and I don't know if there's some specific format for them, so please bare with me :)
[url]http://www.google.com[/url] becomes http://www.google.com
[url=http://www.google.com]This is a link[/url] becomes This is a link

There's a "Help" link at the top of the page which explains the code... or just use the buttons.
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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Hello!
First of all, you're doing an awesome job here! Your monster classes are almost an every-day need to most of the homebrewers and players of DND, so congratulations!  :D
I would like to know if there's a waiting list or something like that. Otherwise, I would like to gently request for a roper (http://www.d20srd.org/srd/monsters/roper.htm) or bone devil (http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth) monster class, because they're really cool and iconic monsters; and thus would be fun to play *
Well right now there's tecnically no waiting list, but I'm kinda busy in RL so I'll take some time to make that request.

Also, even though I'm pretty new to the 3.5 edition of the game and to homebrewing, I would really like to help if there's something I could do.
Well if you want to help with other stuff than homebrewing there's some things you can do:
-First of all simple reviews are very important. Even if you don't find anything wrong with the class, tell me what you more like on it. Reports on how the monster classes perform in actual play are also very welcome.
-Check out the monsters already done and search for any errors I missed, like discrepancies between table and text.
-A good simple homebrew contribution would make monster feats, be them specific or general. Like the feat that allows the Leshay  to turn his special melee weapons into a ranged one, or the monster multiclass feats in the third post. I don't particularly enjoy doing feats myself, but most people out there seem to love them. COUGH Prime32 had promised to do some but seems to have forgoten it. He still offers quite a bit of other suport mind you.COUGH

Well, thanks in advance and I'll bookmark this thread because you're doing and excellent job ;)
Thanks! Always good to hear my work is being usefull!

Prime32

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-A good simple homebrew contribution would make monster feats, be them specific or general. Like the feat that allows the Leshay  to turn his special melee weapons into a ranged one, or the monster multiclass feats in the third post. I don't particularly enjoy doing feats myself, but most people out there seem to love them. COUGH Prime32 had promised to do some but seems to have forgoten it. He still offers quite a bit of other suport mind you.COUGH
:p

Alternate Form [Monstrous]
Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid, some traits of your original form remain (such as unusual ears or a tail); if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general).
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form.
Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.

Amorphous Disguise [Monstrous]
Prerequisite: Ooze type, Disguise 8 ranks.
Benefit: As a full-round action you may assume the form of other creatures as if casting disguise self. This is a transmutation rather than illusion effect (though interaction still allows a Will save to disbelieve), and is capable of changing your body type though this grants no mechanical benefit.

Breath Spit [Metabreath]
Prerequisite: Breath weapon
Benefit: You may use your breath weapon against a single target, out to your breath weapon's normal range (if it is a line) or double its normal range (if it is a cone). When you use this feat, subtract -2 from the number of rounds you must wait before using your breath weapon again.

Exotic Caster [Monstrous]
Prerequisite: Racial spellcasting ability
Benefit: Choose one spellcasting class in which you have levels. Your racial spellcasting ability becomes spellcasting of that type, stacking with the casting from that class. Eg. a dragon who casts as a 5th-level sorcerer and has 2 levels of cleric could take this feat to lose his sorcerer casting and cast as a 7th-level cleric.
Special: If your racial spellcasting ability is based on a class which grants fewer than 9 levels of spells (such as bard or paladin) it may only be used to advance equivalent or worse casting. I.e. a creature who casts as a bard (6 levels) could improve his paladin (4 levels) or duskblade (6 levels) casting but not his wizard casting.

Master of Animation [General]
Prerequisite: Ability to cast animate objects
Benefit: When casting animate objects you may animate double the normal number of objects.

Two As One [Racial]
Prerequisite: Dvati
Benefit: You can use fusion as a psi-like ability at will, except that it may only target your twin and lasts until you dismiss it.
« Last Edit: July 06, 2011, 11:53:12 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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Bone Devil (Osyluth)


[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0 +2Bone Devil body, Hate, +1 Cha
2+2+3+0 +3 Devil, Secrecy Initiate
3+3+3+1+3Bone Skin, Hell Inquisitor, Fear Aura
4+4+4+1+4Secrecy Agent, Summon Grunts,+1 Str
5+5+4+1+4 Growth, Poison, +1 Con
6+6+5+2+5Cunning Hate, +1 Cha
7+7+5+2+5Secrecy Adept, +1 Str
8+8+6+2+5Nobody Expects the Inquisition, Dark Hunch,  +1 Con
9+9+6+3+6Secrecy Master, Focused Hate, +1 Str, +1 Con, +1 Cha
Skills: 6+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, its own natural weapons.

Features:

Bone Devil body:
The Bone Devil  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 claw attacks dealing 1d3+1/2 Str mod damage each and a bite attack dealing 1d8+Str mod damage. In a ful attack, the Bone Devil can attack with its bite at full power and both claws at a -5 penalty each.

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

Hatred: Bone Devils hate everybody else and want nothing but to see those around them suffer, even more than other devils. As a swift action the Bone Devil may focus its hate on a single target. Every time it misses an attack against said target, the Bone Devil gains a +1 bonus to attack rolls against it while it remains the focus of the Bone Devil's hatred. Even if the target runs away, this bonus persists as long as long as the Bone Devil doesn't pick a new target, but the bonus is lost if the Bone Devil hates another target.

At 5 HD, and every other 5 HD, the Bone Devil may "hate" another enemy at the same time. It must still spend a swift action to "hate" each target.

Devil:At second level the Bone Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In addition, its darkvision applies to all kinds of darkness, even deeper darkness.

Secrecy Initiate:The Bone Devil becomes able to use some SLAs a certain number of times per day. Their DC (if any) is always 10+1/2 HD+Cha mod.

At 2nd level, the Bone Devil can use Inivisibility (self only) and Silent Image each 2 times per day per HD.

Bone Skin:At third level the Bone Devil gains DR/ good equal to half its HD and SR equal to 11+HD. It may rise or lower its SR as a free action at any time even if it isn't its turn.

Hell Inquisitor:
Bone Devils act as the secret police of the 9 Hells, making sure other devils are on the line and always in the lookout for spies. A Bone Devil may add its Cha mod to Sense Motive checks, and may use any of the Sense Motive options (Hunch, sense Enchantment, Discern Secret Message) as a immediate action.

In addition, the Bone Devil can "intercept" any message transmited or received by creatures inside its Telepathy range, regardless of the method used to deliver the message or the language used. If the Bone Devil suceeds on a Sense Motive check against a Bluff check from the ones communicating (use the best result between them), it also automatically knowns the position of the speaker and the receiver when the message was transmited.

Fear Aura: Bone devils can radiate a 5-foot-radius fear aura as a free action 1/round. Affected creatures must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Fear spell (caster level equal to HD). A creature that successfully saves cannot be affected again by the same Bone Devil’s aura for 1 minute. Other devils are not immune to this aura, as Bone Devils are rightly feared as Hell's secret police.

At 12 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

Secrecy Agent: At 4th level the Bone Devil can use Fly and Major Image 1/day for every HD it has.

Summon Grunts: At 4th level 1/day as a standard action the Bone Devil can summon forth 2 Lemures plus an aditional Lemure for every HD it has. They appear in any position inside a radius of 25 feet plus 5 feet for every 2 HD, and serve for 1 hour before disapearing.

At 7 HD it may summon another Bone Devil instead of lemures. Use MM stats.

At 10 HD, and every 3 HD thereafter, it can double the amount of Bone Devils summoned.


Ability Increase:
The Bone Devil gains a permanent +1 to
Str at levels 4, 7, 9
Con at levels 5, 8, 9
Cha at levels 1, 5, 9

For a total of +3 Str, +3 Con, +3 Cha at level 9.

Growth:At 5th level the Bone Devil grows one size category, and also grows a powerfull scorpion's tail that can deliver a Natural Sting attack dealing 3d4+1/2 Str damage. Like all natural weapons, this can be used as a secondary attack in a fullattack togheter with other natural weapons and/or manufactured weapons.


Poison:
At 5th level, the Bone Devil's sting injuries inflict a poison dealing 1d4 Str initial damage and 2d4 secondary damage. At 9 HD, and every 4 HD therefater, both initial and secondary damage increase one die size. It can be resisted with a sucessful Fort save with DC 10+1/2 HD+Con mod.

At 13 HD this poison can affect even oponents immune to it, but they gain a +5 bonus on their saves.

Cunning Hate: At 6th level the Bone Devil's hate grows even more spiteful. It can now re-roll failed miss chances against such oponents, and also gains a bonus equal to 1/4 its HD on all Cha-based ability and skill checks against the targets of its hate. This does not include the DCs of any SLAs or class abilities that may be Cha based, only raw Charisma checks and skills based on charisma.

Secrecy Adept: At 7th level the Bone Devil can use Ice Wall and Dimensional Anchor 1/day for every 2 HD it has. Save DCs are 10+1/2 HD+Cha mod. If it hits an oponent in melee, it can use Dimensional Anchor on that oponent as a swift action. Oponents don't get a reflex save to try to disrupt the Wall of Ice when it is being formed.

Nobody Expects the Inquisition:
at 8th level the Bone Devil's illusions can only be pierced by anti-illusion effects (like See Invisibility, Invisibility Purge and True seeing) if the point of origin of such effect is whitin 10 feet of the Illusion itself. The Bone Devil also adds its Cha mod to Hide and Move Silently checks from now on.

Dark Hunch: At 8th level as an Immediate Action, the Bone Devil may replace either an attack roll, damage roll or a save with a Sense Motive check.

Secrecy Master:
At 9th level the Bone Devil can now use Teleport 1/day per 3 HD. In addition, it can use teleport on unwilling targets if they fail a Will save. It may even teleport oponents that have been Dimensional Anchored by the Bone Devil itself, specifically overriding the effect. At 13 HD the teleport automatically upgrades to greater teleport.

Focused Hate: At 9th level, such is the pure spite behind the Bone Devil's attacks that oponents that are targeted by its Hate ability and are damaged in melee by it must suceed on a Will save with DC 10+1/2 HD+Cha mod or become shaken for 1 round. This stacks with other fear effects but not with itself. However if an oponent fails multiple saves in 1 round against this ability, the duration stacks (two failed Will saves means two rounds shaken for example).

At 12 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

[/spoiler]

Comments
[spoiler]
The Bone Devil is suposed to be some kind of secret totalitarian cup. He's watching you. He knows your secrets. And he's gonna take advantage of that to slowly and surely crush you. And then you'll go missing in the night.

Focus on fear effects and illusions, with some good melee and magic to back it up.

So if you want to play a hell inquisitor, the Bone Devil's for you!
[/spoiler]

PhaedrusXY

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I really like the Bone Devil writeup, but I wonder if it isn't a bit overpowered. What would the stats on the summoned Bone Devils be? As the MM writeup?

The save DC on those fear effects is also going to be quite high after the bonus from Cunning Hate at levels 6+. At levels 9+, everyone it hits is going to have to make two high DC saves vs. fear or be overcome with fear due to them stacking.
« Last Edit: July 19, 2011, 05:34:34 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]


Caiphon

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Wow! Just in time!
I just got my Computer fixed  :banghead so I hope I didn't missed much
Now, I loved the bone devil monster class, seems like a perfect inquisitor, and an interesting addition to a diplomatic or spying Campaing. His dark vision makes him useful anywhere, and it has a solid array of natural attacks to choose from when dealing damage. It is able to bring some backup to buy time in a moment of need and his spellcasting based on HD is a nice complement that makes constitution your most important score.
Well, I have a question, though, if I were to full-attack, with two weapon fighting, can I make my attack with the active hand, the off hand AND the sting?
Anyway, I am working on some monster feats, that I'll post when I finish  :D
And thank you of doing my request


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #633 on: July 24, 2011, 01:55:03 AM »
Astral Deva

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Astral body, Astral Miracle, Change Shape, +1 Str, +1 Cha
2+2+ 0+0 +3 Angel, Astral Mace
3+3+ 1+1+3Celestial Skin, +1 Str
4+4+ 1+1+4Lesser Protective Aura, Rise to the Challenge, +1 Cha
5+5+ 1+1+4Wings, +1 Str
6+6+ 2+2+5Uncanny Dodge, Stun, +1 Cha
7+7+ 2+2+5Astral Assault, +1 Str
8+8+ 2+2+6Greater Protective aura, Cleansing Blow, +1 Cha
9+9+ 3+3+6Improved Uncanny Dodge, Speed Increase,+1 Str
10+10+3+3+7Find the Lost, Heaven's Honor, +1 Str, +1 Cha
11+11+3+3+7Protect the Weak, +1 Str,+1 Cha
12+12+4+4+8Astral Pride, Prophetic Warning, +1 Str, +1 Cha
13+13+4+4+8Message From Heavens, +1 Str, +1 Cha
14+14+4+4+9Judgement Mace, Divine Fervor, +1 Str, +1 Cha

Skills:4+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Heal (wis), Hide(dex), Intimidate, Jump, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Proficiencies: simple weapons.

Features:

Astral body:The Astral Deva loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). She is a medium sized outsider with base speed 40 feet. She has one natural Slam natural attack dealing 1d10 damage+1,5 str modifier damage.

In adition she gains a bonus to nat armor equal to her Con modifier.
 
Astral Miracle:The Astral Deva is an agent from heavens, and this allows her some SLAs a certain number of times per day. Any save DCs from such SLAs is 10+1/2 HD+Cha mod. Some of those SLAs are always active and altough they can be dispelled the Astral Deva can recreate them in her own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on her own turn).

[spoiler]
Lv 1-Aid, Remove fear, Detect Evil, each 2/day per HD.
Lv 3-Continual flame*, Cure Light Wounds, Invisibility (self only), each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, each 1/day per 2 HD, Tongues (always active)
Lv 7-Holy smite, Discern Lies,  each 1/day per 3 HD,
Lv 9-Dispel Evil, Plane Shift, each 1/day per 4 HD.
Lv 11- Blade barrier, Heal, each 1/day per 5 HD
Lv 13-Holy Word, Holy Aura, each 1/day per 6 HD.
*-Unless the material cost is paid, this continaul flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.
[/spoiler]

Change Shape: As the srd ability. An Astral Deva can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.

Ability Score Increase: The Astral Deva gains +1 to
Str at levels 1, 3, 5, 7, 9, 10, 11, 12, 13, 14
Cha at levels1, 4, 6, 8, 10, 11, 12, 13, 14

For a total of +10 Str, +9 Cha at level 14.

Angel: at 2nd level the Astral Deva gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to her HD and resistance to fire and electrecity equal to half her HD.

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

Astral Mace:at 2nd level the Astral Deva  crafts a Heavy Mace out of her own pure soul. Even if dropped, thrown or stolen the Astral Mace mysteriously reapears on the Astral Deva's hands on the next moment.

Its stats are like a regular heavy Mace, but it gains an enanchment bonus of +1 for every 2HD of the Astral Deva. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The Astral Deva can change her heavy mace's properties with 8 hours of meditation.

Celestial Skin: At  3rd level the Astral Deva gains DR/evil equal to half her HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. She may rise or lower its SR at any time as a free action even if it isn't her turn.

Lesser Protective Aura: At 4th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the Astral Deva, and the bonus to AC and saves is equal to the Astral Deva's Cha mod.

Rise to the Challenge: At 4th level, the Astral Deva adds her Cha bonus to AC and basic combat maneuvers (like grapple and trip) when threatened by an oponent larger than herself for each size category that said oponent is bigger than the Astral Deva, against that oponent only. So for example if the Astral Deva is medium-sized, and threatened by a huge oponent, she would add twice her Cha bonus to AC and basic combat maneuver against that oponent.

Wings: At 5th level the Astral Deva grows a pair of beatifull featherly wings that allow it to fly at double her base speed with good maneuverability.

Uncanny Dodge: Gained at 6th level as the Rogue ability.

Stun:
At 6th level, if the Astral Deva hits an oponent twice or more on a turn, it must suceed on a Fort Save with DC 10+1/2 HD+ Str mod or be stunned for 1d6 rounds. If they're immune to stun they're dazed instead. If they're immune to daze they're affected anyway but gain a +5 bonus on this save.

Astral Assault: At 7th level the Astral Deva can swing her heavy mace at impressive speeds. She may attack with it twice as a standard action, or attack one extra time when full attacking, both options at full attack bonus.

Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the Astral Deva and blocks spells up to (Half HD level)-3.

Cleansing Blow:At 8th level whenever the Astral Deva hits an oponent with her astral mace, she can choose to either automatically dispell a random benefical spell/power currently affecting the oponent, or impose a penalty on attack rolls from the oponent equal to the Astral Deva's Charisma bonus for 1 round.

Improved Uncanny Dodge:Gained at 9th level, as the rogue ability. Astral Deva levels count as rogue levels for overcoming Improved uncanny dodge, and also stack with rogue levels for this purpose.

Speed Increase: At 9th level the Astral Deva's base speed increased by 10 speed (which increases her flight speed by 20 feet).

Find the Lost: At 10th level the Astral Deva is automatically aware of the presence of Good creatures in trouble inside a radius of 1 mile per HD. When using her plane shift ability on herself, she may choose to appear next to a creature in trouble, in which case she doesn't deviate from course. She may choose to plane shift to a specific creature if the Astral Deva knows it beforehand.

Heaven's Honor: At 10th level the Astral Deva always always adds her Cha modifier to attack rolls, basic combat maneuvers, and AC (which stacks with Rise to the Challenge).

Protect the Weak: At 11th level allies inside the protective aura of the Astral Deva may choose to user her saves and AC when under attack.

Astral Pride: at 12th level the Astral Deva always adds her Cha modifier to her damage rolls, dispel checks, DR, and saves.

Prophetic Warning: At 12th level as a fullround action the Astral Deva may deliver an enigmatic message to any other creature whitin view, granting them a Prophecy. At any time the affected creature may expend the Prophecy to finally understand its meaning and gain a bonus on their next 1d20 roll equal to the Astral Deva's Charisma bonus. No single creature may benefit from Prophetic Warning more than once per day.

Message From Heavens: At 13th level, whenever the Astral Deva hits an oponent in melee with her Astral Mace, she may cast one of her SLAs on either herself or an ally whitin 5 feet per HD as a free action, even if they couldn't normally be cast at range.

Judgement Mace:
At 14th level, whenever the Astral Deva hits an oponent in melee with her mace, she automatically becomes aware of all heroponents abilities, and one of their Su abilities (chosen at random) is disabled for 1d20 rounds. If they have no Su abilities to disable, then one of their Ex abilities is disabled for 1d20 rounds.

Divine Fervor: At 14th level 1/day as a swift action the Astral Deva may enter a Divine Fervor, gaining temporary HP equal to her HDxCha mod, and also making all attacks with her Astral Mace count as touch attacks and ignore miss chances, including from effects like Mirror Image. The bonus last for a number of rounds equal to the Astral Deva's Cha mod, after which the Astral Deva is left exhausted.
[/spoiler]

Comments
[spoiler]
Because there were too much infernals already done, so a celestial for a change.

Astral Deva is in some ways your "typical" angel. Strong beatifull, some mysterious powers, but eventually specializes in hiting enemies in the face untill they stop moving, whitout necessarily killing them.

So I focused on a tankish aproach, granting bonus to allies while wading into melee with a pimped mace to deliver the pain justice. Somewhat fragile, but has several powerful tools to disrupt its oponents and offers great suport for the party. Not to mention classic stun. Added several custom abilities around the whole "messenger from gods who smashes people with mace" part.

So if you want to play a prophetic celestial, the Astral Deva's for you!

[/spoiler]

b100d_arrowz

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Have you given any thought to doing monsters from Pathfinder? I know there's a few from pathfinder that I'd be interested in playing, such as the aeon family, especially the pleroma aeon

[spoiler][/spoiler]
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oslecamo

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Trivia fact, Fiend Folio in 3.0 did include some "outsiders of neutrality", but they were kinda meh.

That aside, I'll work on any monster as long as I have base stats. I've done homebrewed ones and even the flail snail from 2e. Pathfinder is no problem. I'll only haven't done it already because nobody asked for it and I have several favorites in 3.X to convert when I'm motivated.

Now at first glance that monster seems to suffer from the author wank syndrome, aka is a freaking 20th level cleric at CR 20, over-HDed, with superior stats and a personal major artifact to boot.

So something will have to be nerfed, and by "something", I mean the cleric casting. What would you prefer, reduced cleric casting (2-3 levels behind) or restricted cleric casting(only knowing a limited number of spells or some other custom limitation)?

(pretty cool picture tough)

b100d_arrowz

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Quote
(pretty cool picture tough)
that was the first thing I saw too  :D And its got the same type of casting as the solar of equivalent power I think... been awhile since I looked at the Pathfinder bestiary.


I'd say restricted would fit in more with it, only being able to cast from a few domains would fit the general archetype of the monster itself, the whole each type of aeon holding sway over a certain theme of the multiverse
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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #637 on: July 25, 2011, 02:19:16 AM »
Pleroma

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Pleroma body, Void Soul, Flux Power, Envisaging, Disrupting Touch
2+2+ 0+0 +3Aeon, +1 Wis
3+3+ 1+1+3+1 Con
4+4+ 1+1+4Void Essence
5+5+ 1+1+4Extension of All
6+6+ 2+2+5Disregard the Earth
7+7+ 2+2+5+1 Cha
8+8+ 2+2+6Void Form
9+9+ 3+3+6+1 Wis
10+10+3+3+7Growth
11+11+3+3+7+1 Con, +1 Cha
12+12+4+4+8Void Sight, +1 Wis
13+13+4+4+8+1 Con, +1 Cha
14+14+4+4+9Sphere of creation, Sphere of Oblivion
15+15+5+5+9Opposition Mastery, +1 Wis
16+16+5+5+10Advanced Sphere of Creation, Advanced Sphere of Oblivion
17+17+5+5+10Creation from Destruction, +1 Con
18+18+6+6+11Greater Sphere of Creation, Greater Sphere of Oblivion
19+19+6+6+11Balance the Scales, +1 Cha
20+20+6+6+12Eternal Cycle, +1 Wis, +1 Con +1 Cha

Skills:4+int modifier per level, quadruple at 1st level,  class skills are Appraise, Bluff,  Heal, Hide, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot,  Use Magic Device.

Proficiencies: A Pleroma isn't proficient with any kind of weapon besides its disrupting touch.


Features:


Pleroma Body:The Pleroma loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider wich floats just above ground at a speed of 30 feet per round. For now it cannot raise more than a couple of feets in the air. It cannot speak, but it possesses a special kind of telepathy (see Envisaging ).

In adition it gains a bonus to nat armor equal to its Con modifier.
 
Void Soul: The Pleroma casts spells as if it was a cleric of the same Pleroma level, except that it doesn't know any spells from the cleric spell list. Instead it gains three domains (instead of two) and can use all its spell slots for domain spells,  not only its domain slots. At least two of the domains must be of oposite philosophies, like creation and destruction, good and evil, law and chaos. It uses its Pleroma level for any domain special power. If the Pleroma multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of normal cleric spellcasting (doesn't gain any extra domains from cleric, but does from prcs). Cleric/prc levels stack for domain abilities.

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

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

[spoiler]
Lv 1-Mending, Daylight each 1/day per HD.
Lv 3-Deeper Darkness, Create Food and Water, each 1/day per HD.
Lv 5-Wood Shape, Plant Growth, each 1/day per 2 HD
Lv 7-Rusting Grasp, Freedom of Movement each 1/day per 2 HD
Lv 9-Break Enchantment, Scult Sound, each 1/day per 3 HD
Lv 11-Shout, Stone Shape each 1/day per 3 HD
Lv 13- Fabricate, 1/day per 4 HD, True Seeing (always active)
Lv 15- Major Creation, Disintegrate each 1/day per 6 HD.
Lv 17-Mage's Disjuction, Horrid Wilting each 1/day per 10 HD.
Lv 19- Wish*,  1/day per 20 HD.

*-The exp cost must be paid if used to create any permanent lasting effect like an item.

[/spoiler]

Envisaging: Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects. This ability has a range of 40 feet plus 5 feet per 2 HD.

Envisaging can also fulfill vocal components for spells, in which case they resonate inside the mind of all whitin reach of the Pleroma.

Disrupting Touch: As a standard action or at the end of a charge, the Pleroma may make a touch attack dealing 1d8 damage per HD from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s touch never heals damage.

Aeon: at 2nd level the Pleroma's darkvision increases to 120 feet, and gains  resistance to Cold plus a bonus on saves against poison both equal to its HD, and then resistance to fire and electrecity equal to half its HD.

Ability Score Increase: The Pleroma gains +1 to
Wis at levels 2, 9, 12, 15, 20
Con at levels 3, 11, 13, 17, 20
Cha at levels 7, 11, 13, 19, 20

For a total of +5 Wis, +5 Con, +5 Cha at level 20

Void Essence: At 4th level the Pleroma gains Fast healing equal to half its HD and SR equal to 11+HD. it may rise or lower its SR at any time as a free action.

Extension of All: At 5th leve through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. The Pleroma gains a racial bonus equal to half their  HD on all Knowledge skill checks. This same connection also binds it to other aeons. As a result, it can communicate with other aeons freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action. This is an extraordinary ability.

Disregard the Earth:At 6th level the Pleroma's base speed is doubled, and can now rise as high as it wants, counting as flight with perfect maneuverability.

Void Form: Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. At 8th level a Pleroma’s void form grants it a deflection bonus equal to 1/4 its Hit Dice, plus immunity to criticals.

Growth:At 10th level the Pleroma grows one size category.

Void Sight: At 12th level the Pleroma gains Blindsight with range 20 feet plus 5 feet per HD.

Sphere of Creation: At 14th level once per day per 2 HD, the Pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand as a standard action. By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new non-valuable matter, creating  new terrain (such as swamp, tundra, desert, or forest) that counts as hard terrain and provides cover. It may even create terrain in mid-air, in which case it floats naturally. Any creature that comes in a square trough which the sphere passes must make a DC 10+1/2 HD+Con modifier Reflex save or be entangled and fixed in place into the new terrain unless the Pleroma wishes otherwise. Trapped creatures may atempt to get out as a fullround action by suceeding on a new Reflex save with the same DC. Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created terrain. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash.


No more than one such sphere at a time (including the greater version).

Sphere of Oblivion: At 14th level once per day per 2 HD, the Pleroma the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand as a standard action. The sphere is an empty void similar to a sphere of annihilation. Any creature (living or nonliving) that is in the same square as the sphere automatically takes 1d6 damage per HD,Fort save DC 10+1/2HD+Con mod for half damage. Larger objects (such as ships or buildings) and area spells (like black tentacles and wall of force) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. Magic objects are allowed a Fort save with the same DC as before. Lasting spell effects are automatically dispeled.  By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. No creature or magic object can be affected by a Sphere of Oblivion more than once per round.

No more than one such sphere at a time (including the greater version).

Opposition Mastery: At 15th level, if the Pleroma has both a Sphere of Oblivion and a Sphere of Creation out at the same time, it may concentrate on both as a single swift action. This also works for the greater version.

Advanced Sphere of Creation: At 16th level, when using its Minor Sphere of creation, the Pleroma may choose for it to leave behind a 10-foot-square wall composed of a single natural non-valuable substance (such as clay, wood, or stone) instead of creating new terrain. Plus now when the sphere explodes  all creatures other than the Pleroma within 30 feet of the flash must make a DC 10+1/2 HD+ Con modifier Fortitude save or be permanently blinded.

Advanced Sphere of Oblivion: At 16th level, the Pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the creature hit must suceed on a Fort save with DC 10+1/2 HD+Con mod or be utterly destroyed as touched by an actual sphere of annhilation. The sphere of oblivion implodes immediately after the attack is resolved,

Creation from Destruction:
At 17th level the Pleroma may summon a sphere of oblivion and a sphere of creation as a fullround action. This also works for the greater versions. It must still spend ability uses as normal.

Greater Sphere of Creation: At 18th level the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any existing matter, either living or nonliving that is in the same square as the greater sphere must make a DC 10+1/2 HD+Con mod Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Even if they save they must still suceed on the Reflex roll or be left entangled and fixd into place of the normal version. No more than 1 check per round.

Greater Sphere of Oblivion: At 18th level  the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any creature that is on the same square as the sphere must succeed on a DC 10+12HD+Con mod Fortitude save or be sucked into the sphere and destroyed, after which nothing short of pure direct divine intervetion (miracle and wish aren't enough) may restore them. Even if they suceed on this fortitude save they're still affected by the base damaging ability of the Sphere of Oblivion. No more than 1 check per round.

Balance the Scales: At 19th level a number of times per day equal to their Cha mod, the Pleroma may spontaneously cast any spell it knows by sacrificing a prepared spell of the same level or higher.

Eternal Cycle:Everything that begins must come to an end, but also everything that falls may yet rise again. At 20th level, 1/day if it has both greater Creation and greater Oblivion spheres summoned, as a fullround action, the Pleroma may fuse them in any space adjacent to itself and hope for the best. Roll a 1d100 and consult the following table.

1d100 Roll Result
1-20Negation
21-40Omni Sphere
41-60Out of control
61-80Big Bang
81-95 Void Ascension
96-100Aeon Gate

Negation-the spheres disapear in a quite epic scene above any possible words description, but otherwise nothing pratical happens.

Omni Sphere
-the spheres fuse themselves into the mighty Omni Sphere! Its radius is 20 feet and can work as either or both a Greater Sphere of Oblivion and Greater Sphere of Creation, Pleroma's choice and can be moved up to 300 feet per round instead of just 10 feet. It creates/destroys 40 feet cubes of matter instead of 10 feet cubes, and the Pleroma adds either his Wis or Cha mod to the DCs, whichever's higher. The omni sphere only lasts 1d4 rounds.

Out of Control-As Omni sphere, but the result is too powerful for the Pleroma to control! The omni sphere acts on its own at the end of each of the Pleroma's rounds, as if it was Insane. Treat a result of 1-10 as going after the Pleroma and a result of 11-20 as trying to pass over as many creatures as it can in a single round. It moves at a speed of 300 feet and doesn't disapear if it leaves the Pleroma's  control range.

Big Bang-
The spheres anihilate each other in a reality-shaking explosion. All within 30 feet of the Pleroma takes 2d8 damage per HD that bypasses all regeneration, a reflex save DC 10+HD+Con mod Reflex save reduces this damage by half. A new plane of random characteristics is started at the center of the explosion, but it immediatily separates itself from the current plane.

The Pleroma itself has a 50% chance of being sucked to this new plane of existence, but if it fails this chance, the explosive energy destroys it.

Void Ascension-The spheres fuse themselves with Pleroma, which grows to gargantuan size as its power swells beyond all imagination. All damage is healed and all harmfull conditions removed. The Pleroma can also instantly apply any known metamagics to its spells for free whitout increased casting time, and the DCs and CLs of its spells and SLAs are all increased by 2. This state only lasts 1d4 rounds, after which the Pleroma returns to normal.

Aeon Gate-The fusion of the spheres opens a rift in reality that spwans 1d4 Pleromas adjacent to you with level equal to your HD and elite array of stats. They follow your orders for 1 hour and then leave.

[/spoiler]

Comments
[spoiler]
Some would tell you the multiverse is balanced between good and evil, chaos and order. They lie. Neutrality also plays an important role, standing in the middle and preventing either side from geting too strong.

The Pleroma is a champion of neutrality from pathfinder that on top of being a cleric and the usual array of SLAs also flies around a couple of artifact spheres. So no big trouble on what to focus on this class, actually had to pull back on the cleric casting. The spheres are first acessed at 14th level but only attain their true power at 18th level. The capstone is based on an old game boss that was also built around a creation sphere and a destruction sphere.

So overall cleric casting, SLAs and some minor powers, and then flying around two spheres that blow up and create stuff. If you want to play a judge of the multiverse, the Pleroma's for you!


[/spoiler]

Caiphon

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Hey guys!
Oslecamo: I wanted to tell you how the bone devil's performing,
    It is going pretty balanced at the moment, I made my cohort take some levels of it and it's going pretty well. I showed the thread to a friend that's going to join our campaign and he's desperate to give a try to the pleroma, awesome class!  ;)
    Oh, and I want to challenge you, to make this, I'll just name it.
hecatoncheires

Nothing further  ;) (they are from the epic level handbook)

Prime32

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I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p

And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.
« Last Edit: July 31, 2011, 01:51:30 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]