Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 333842 times)

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oslecamo

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Skaven

"Sometimes - you might think I'm as crazy as a doom prophet - but sometimes I think those rats are watching me. You know, spying like. Pelor preserve me, but I don't like it much. I'd hate to see it if the rodents ever got their way..."

[spoiler]
The Skaven are a race of bipedal ratmen that are so rarely seen under the sun that many surface habitants deny their very existence. Yet they're one of the most numerous races, remaining hidden away underneath unsuspecting nations. They're also the only known race to commonly work with warpstone, a mysterious glowing mineral  that's basically crystalized magic and can be used for a variety of powerfull effects, but also inevitably corrupts and ruins those who use it. Except for the skaven, which seem to not only be able to resist its harmful effects, they actualy trive on warpstone, as if they always had existed alongside with it. Which is probably true.

Physical Description: The majority of the man-sized vermin are slight of build and, if they abandoned their slinking hunched gait, stand between four to five feet in height, with the largest specimens reaching over six feet. Skaven are covered in close fur, save for their ears, muzzle, hands, and fleshy, worm-like tails. The eyes of the ratmen gleam red in torchlight and their mouths are lined with wicked teeth, particulary their yellowed incisors, which are razor-sharp for ripping and tearing.

Skaven move in rapid stop-start scurries. They exude nervous energy in twitchy, hurried bursts and always seem to be in an agitated state. Skaven metabolism burns at a ferocious rate, peaking with a spike of adrenaline if they feel angry or threatened. This hyper vitality gives rise to the quick reflexes, endless haste and the legendary speed of the Skaven. The drawback to such velocity is that the ratment need to gorge themselves after a long march or battle to refuel their drained bodies. Amongst Skaven this phenomen is known as the Black Hunger, and goes some way to explaining their propensity for feasting upon the fallen (of either side) after combat. The largest individuals can easily devour an entire Skaven body by themselves after an exhausting task. A Skaven suffering the pangs of the Black and unable to replenish himself will visibly weaken and soon after die.

Relations with other races: Skaven usually see other races as enemies blocking their path for world domination, allies to be backstabbed later, or as source of slaves and food (not much diference in the Skaven's eyes). They take great efforts to hide their true nature from surface dwellers, not only performing their attacks and raids under the cover of night, but also making sure to leave no corpses or equipment of their own behind. In the end, most Skaven attacks on the surface are blamed on lychantropes, or some kind of rare mutant from some mad wizard's experiment like antropomorphic animals.

They have more dificulty keeping their nature hidden from other underground races, but even those are left in the dark about the true might of the Skaven race. Skaven will also many times ally with other evil underground races like orcs, kobolds and drows against a common enemy, and end such alliances as soon as they believe they can get away with it.

Alignment: Skaven are creatures or urgency-unless powerfully led they naturally seek the easiest and most immediate solution to problems. If Skaven pause it is only to consider how they can explain their actions to reflect most highly upon themselves, or at least how they can better spin the events to disparage against rivals. Skaven have no sense of either history or posterity. Amidst the scheming and constant warfare, Skaven seek great achievments during their short lives for their own personal benefit. All of this combined leads to Skaven having  a powerful tendecy for evil and chaos,

Skaven Lands: Like rats, Skaven can potentially be found everywhere, and if you see one, chances are that there's dozens more hidden nearby. They dig their lairs deep underground, but aren't shy of living on the captured cities of other subterranean races. Dwarven strongholds are a particular sign of prestige.

Skavenblight is the Skaven capital, and also their rumored place of origin. It was once a human city before a mysterious plague decimated its inhabitants and empowered the local rats. Since then corruption and ruin have spread from the city, turning the land around in cursed swamps that none (not even the Skaven themselves) dare to cross and disrupt all divinations and dimensional travel, making the exact location of Skavenblight a mystery to all other races. The Skaven have thus expanded the city underground, creating a sprawling metropolis of endless caverns, to which are connected all other skaven cities across the world.

Other Skaven important cities include Hell Pit,  the stronghold where Clan Moulder breeds most of its new monsters, and the northern Lair-Nests where Skaven dig the dangerous but powerful warpstone, as long as they pay an heavy toll for Clan Rictus that controls.

Religion: Skaven almost exclusively worship the Horned Rat, a powerfull demon prince that prophecizes the Great Ascendancy, where all Skaven conquer the world and all other races. The Horned Rat's will is enforced by the Council of Thirteen, composed by the twelve leaders of the twleve strongest Skaven clans, and an empty seat for the Horned Rat itself. It is this council that keeps Skaven working as a whole for world conquest and prevents them from descending into a series of fractured factions or all-out civil war. Betrayal and scheming are still not only commonplace, but actually fully expected (if not even admired) among the Skaven, and the only regretable thing is to be caught before suceeding.

Skaven have little if no clerics, instead relying on their grey seers and plague monk for their "religious" duties.

Language: Skaven speak Common, Squick-speak (their own language), and rarely learn other languages.

Names: Skaven take short names that are quite similar to the squealing and chittering of rats, like Ikit, Throt, Skweel, Queek, Tretch, Sckorlk and Sknikch.

Adventurers: Altough they usually prefer strenght in numbers, there's many Skaven willing to take the path of the adventurer, for the oportunity of gaining great personal power in short time, or at least some kind of powerful trading chip to buy themselves a high position in Skaven society.

SKAVEN RACIAL TRAITS

Humanoid Type: Skavens are humanoids.
+2 Dexterity, +2 Intelligence, –4 Wisdom: Skavens are naturally fast and cunning, but cowardly and devoid of empathy or compassion.
Medium: As Medium creatures, Skaven have no special bonuses or penalties due to their size.
•Darkvision 60 feet.
• Skaven base land speed is 40 feet.
Skurry Away: All Skaven embody the adage "he who runs away lives to fight another day". Skaven gain +5 feet to their land speed while using the Whitdraw option or under any Fear effect.
Verminous Valor: Skaven consider that scampering to safety while dooming their own allies as something natural. Whenever a Skaven is targeted by an attack, they may as an Immediate action take cover behind an adjacent ally, turning them into the target.
Strenght in Numbers:All Skaven gain +1 to Will saves for each adjacent ally of their own size or bigger.
Bite: Skaven possess a Bite natural weapon that deals 1d4+Str mod damage.
Black Hunger: Skaven need to eat a lot to keep their fast metabolisms going. They eat four times as much as a normal medium humanoid. If a Skaven goes 8 hours whitout eating they become fatigued. If they go 8 hours fatigued they become Exhausted. If they go 8 hours exhausted they must make a Fort save every hour or die. Such is the hunger of the Skaven that even if they somehow lose the need to eat (like a ring of sustenance, becoming undead/construct), they still need to put fresh food down their throats every 8 hours or be rendered insane (even if they have become immune to mind-affecting) untill they eat a good meal again.

[/spoiler]

Skaven Classes(only available to Skaven characters)

[spoiler]
Skaven Warlord

"Now, hear-listen what I have to say. Long-long have we fought for this under-lair and now we stand in the Darf-things throne room. Their king-thing sat here. I, Warlord Viskis, have eaten him. We must take-take the other levels, kill-kill all that remain. Following is MY plan!"-Skaven Warlord Viskis

[spoiler]
A treacherous hierarcy of clans dominates Skaven society, with what are known as Warlord clans making up the bulk of the bulging population. At the top of the pyramid of clan power is the Warlord, who must embody a kill-or-be-killed maxim. A Skaven Warlord is oftern physically larger and more imposing than his brethern, but he must also be a devious tactician to stay ahead of any would-be usurpers. As it is the Skaven cut-throat way to rise by any means possible, a Skaven Warlord  is right to suspect anyone and everyone.

Adventures: Leadership must be savagely taken. To gain power, a Skaven Warlord must seize control proving himself a top fighter and devious adversary. By adventuring, a Skaven Warlord has plenty of oportunities to prove his might, collect trophies, and perhaps even strike temporary alliances with others to take down a rival.

Characteristics: Altough not as mighty as a orc chieftain or as devious as a drow captain, Skaven Warlords are an unique combination of martial prowess to crush their oponent during combat, leadership trough fear to keep his minions in line during combat, and political scheming to set rivals against each other.

Religion: Skaven Warlords don't have much time for religion, but they usally offer prayers for the Horned Rat.

Background: Skaven Warlords usually have risen quickly trough the ranks, or not risen at all. Those skaven that not only grow  big and strong but also bully their lither brothers, are quickly assigned to important milirary positions, and from there is a matter of staying alive while making sure others around you die first.

Other Classes: Skaven Warlords are more than happy to work with other classes and the variety of support they can offer, as long as the Skaven Warlord himself can be in a leadership position. If anything, they distrust sneaky allies, which they always suspect will try to cut their throats as soon as they turn their backs, but the Skaven Warlord has no problem with them cuting other's throats.

Role: Skaven Warlords provide a frontline force that triples as group support and clever manipulator.

HD:d10
LevelBabFortRefWillFeature
1+1+2+0+0Pawleader, Scavenge Pile
2+2+3+0+0Clawleader, Verminous Honor
3+3+3+1+1Stormvermin, Verminous Standard, +1 Str
4+4+4+1+1Fangleader, Cornered Rats, +1 Con
5+5+4+1+1Rat Chieftain, +1 Str
6+6+5+2+2Rat General, Tools of Supremacy, +1 Con
Skills:6+int modifier per level, quadruple at 1st level,  class skills are Balance(Dex), Bluff(Cha), Climb(Str), Intimidate(Cha), Jump(Str), Hide(Dex), Knowledge (any) (int), Listen (wis), Search(int), Sense Motive(wis), Spot (wis), Swim (Str)

Proficiencies: Simple and Martial Weapons, Light and Medium armor, Light and Heavy Shields

Features:

Pawleader:At first level the Skaven Warlord only has the authority to order around a number of slaves equal to twice his Str mod or Skaven Warlord level, whicever's lower (minimum 2, maximum 12), the lowiest members of skaven society. Treat those as skaven commoner 1 with 10 on all stats (before racial modifiers), no feats or skills, and just 1 HP, such is the poor conditions they're treated. They come with the simple  weapon they're proficient with, but it's in such a poor state that it has no market value whatsoever. They're fanatic towards the Skaven Warlord, and if they die, new ones will appear as replacement from the surrounding lands in 24  hours. That's because the only alternative a skaven slave has to working to death in some underground city is to serve as soldier to a Skaven Warlord, in the faint (but possible) hope of surviving and being promoted.

Scavenge Pile:Skaven society produces a series of unique equipment that are standard among their elite and leaders members. At 1st level the Skaven Warlord gains one of the following options (he's automatically proficient with any weapons gained from this).

[spoiler]
Warpmusket- Skaven often use the highly unstable magical energies of warpstone to create devilishly deadly weapons. The warpmusket is a two-handed masterwork ranged weapon with a range increment of 100 feet and x4 crit multiplier that fires bolts of chaotic energy dealing 2d6 damage per shot and counts as magic for bypassing DR and hiting incorporeal oponents. Firing a warpmusket provokes attacks of oportunity just like a bow. It recquires no ammo, but on an attack roll of natural 1 the weapon releases a burst of energy that damages the user as if he had hit himself!

 Any non-skaven that uses a Warpmusket takes 1 point of Con and Wis drain for each shot fired, even if they're immune to ability drain.


Warplock Pistols-As the Warplock Musket, but is a one-handed weapon, deals 1d8 damage per shot and has a range increment of 30 feet, and doesn't provoke an attack of oportunity for firing in melee. Also the skaven gets two of these.
 
Poison Contract- The fine powders and unctuous lotions purchased from Clan Eshin can turn a scratch into a deathblow. At every nightfall the Skaven is contacted by a Clan Eshin member that offers it a choice of venoms and toxins. The Skaven Warlord can get up to 1000 GP per HD worth of poisons from this contact whitout paying anything, but they're cheap versions and will become useless if not used whitin 24 hours (and thus have no market value). This contact can also be used to purchase regular poisons with gold or other goods. In addition the Skaven  no longer risks poisoning himself when applying poisons to his weapons.

Tail Weapon-
Altough a Skaven's tail is not strong enough to inflict any damage by itself, some Skaven learn how to wield a weapon with it. This could also be a mechanical clan Skyre attachment or an evolved mutation, the results are the same-another appendage wielding a weapon. This grants the Skaven one extra attack on a fullattack, but only adds half his Str mod to it. The extra appendage cannot perform fine manipulation.
[/spoiler]

Clawleader:At 2nd level the Skaven Warlord has enough authority to, instead of slaves, commands  clanrats, the basic soldiers of the skaven, at the rate of 1 clanrat per 2 slaves (he may mix and match both, like 1 clanrat and 2 slaves instead of 2 clanrats). Treat them as Warriors with a Warrior level equal to the Skaven Warlord's HD -2(minimum 1), 10 on all stats (before racial modifiers), that come with studded leather armor, light shield and two melee weapons they're proficient with. Again their equipment is of such lowly quality that it has no market value. They gain skills and feats as normal, but all skills must be spent in [Fighter] feats.  They obey the Skaven Warlord's orders, and if killed are replaced whitin 48 hours. In alternative, the Skaven Warlord may promote any slaves that survived at least one ecounter that granted the Skaven Warlord exp. This doesn't allow the Skaven Warlord to control more clanrats than normal, any excess surviving slaves are quickly backstabbed by their own brethern to make promotion room.

Verminous Honor: All skaven leaders agressively take credit for positive outcomes and swiftly allocate blame for all that goes poorly. This ranges from tweaking the truth to outrageous lies. For instance, if an avalanche destroys large portions of the foe, the more convincingly a Chieftain can take credit for the event, the more his esteem rises with subordinates ("yes-yes, it is deadly to attack Chieftain Snarlock") and overlords ("The Great Horned One watches over Snarlock"). The fact that few believe such lies or blatant self-aggrandisement is neither here nor there-what is important is the small strand of possiblity and the sheer audacity required to make such blaims. It takes a great leader to speak great lies.

At 2nd level the Skaven Warlord adds half his HD as a racial bonus in all Bluff, Intimidate and Sense Motive Checks.

Stormvermin:At 3rd level the skaven rises to the rank of Stormvermin, the finest(relatively speaking) skaven warriors! Those ratmen are righteously feared for moving and attacking at lighting speed despite the great bulk of their gear. The Skaven Warlord becomes proficient with heavy armor, isn't encumbered by armor of any kind anymore, and ignores the Max Dex bonus on any armor he wears.

Verminous Standard:With the natural cowardice of their brethern, Skaven Warlords carry large banners to boost their forces morale, and to strike fear into the minds of the enemy in order to even the odds. At 3rd level the Skaven Warlord can craft a personal banner with 8 hours of work and 100 GP worth of materials. All allies  whitin 40 feet of the banner gain a morale bonus to Will saves and attack rolls equal to 1/3 HD, including the Skaven Warlord himself. When the banner carrier charges, oponents whitin 30 feet of his end point must make a Will save with DC 10+1/2 HD+Str mod(of the Skaven Warlord) or be Shaken for 1 round. The Banner must be wielded in at least one hand, and if the wielder becomes stunned, paralyzed, prone, panicked or otherwise helpless or unable to hold the banner anymore, all the banner bonus are lost for 24 hours. The exception is that if another skaven is adjacent to the banner carrier when they would drop it, the skaven may pick up the falling banner as an immediate action and keep the bonus going.

The Skaven Warlord may delegate a minion to carry the banner on his stead to have both hands free, as long as he trust him to keep the banner high.

As the Skaven Warlord grows in power and legend, his personal banner acquires new qualities. The following abilities are only gained if all Skaven Warlord levels were taken.
[spoiler]
At 6 HD as a swift action the wielder may 1/hour double the movement speed of all allies whitin 40 feet. If he charges during that turn, enemies are shaken on a sucesful save or frightened on a failed save.

At 9 HD he can decorate the banner with trophies and hides of an oponent as a fullround action. Allies whitin 40 feet of the banner gain a morale bonus on damage rolls equal to 1/2 the HD of the slain oponent against creatures of the same type (in the case of humanoids, must be of the same race). Only the remains of one oponent may be in the banner at any time for the purpose of this ability, removing old ones is a fullround action.

At 12 HD, enemies whitin 40 feet of the banner find themselves suddenly covered by squealing and biting rats out of nowhere that automatically inflict 1d6 damage per 6 HD at the start of the wielder's turn, plus inflicts a penalty on all skill checks  equal to 1/3 HD on said enemies while they're whitin 40 feet of the banner.

At 15 HD as a fullround action 1/day the banner carrier can start a ruinous storm that makes flying of any kind impossible in a radius of 1 mile per HD. Ranged attacks inside the area take a penalty equal to 1/3 HD on attack rolls, and even ranged attacks that would hit automatically like spells suffer a 50% failure chaince. At the end of every round after this ability is activated, there's a 20% chance the storm ends. In addition now every time the carrier charges enemies whitin 40 feet of the end point are shaken on a sucesful save or frightened on a failed save instead of just shaken in a failed save. If he uses the double movement speed ability, they're panicked on a failed save or shaken in a sucessful save instead.


At 18 HD the banner has become a tapestry of dread and evil. Its patterns twist and move forming runes that can be read in any language- "Gaze into the eyes of the Great Horned Rat and despair". Oponents whitin 40 feet take a penalty on Will saves equal to 1/6 HD, lose any immunity to Fear they may have (but still gain a +5 bonus against fear effects if they had it) and as an immediate action the banner carrier may force an oponent whitin 40 feet to re-roll a sucessfull Will save.

[/spoiler]

Ability Increase: The Skaven Warlord gains +1 to Str at levels 3 and 5 and +1 to Con at levels 4 and 6, for a total of +2 Str and +2 com at level 6.

Fangleader:At 4th level the Skaven Warlord has become important enough to, instead of clanrats or slaves, command a number of elite  stormvermin, at the rate of 1 stormvermin for each 2 clanrats (he may mix and match all types, like 1 stormvermin, 1 clanrat and 2 slaves instead of 2 stormvermin). Treat them as Skaven Warlords with a level equal to your own HD-2 (once they take all Skaven Warlord levels, they can take fighter and/or barbarian levels), elite array of stats (before racial modifiers), that come with fullplate armor and a +1 weapon they're proficient with, but have no minions or banners of their own. They gain skills and feats as normal, but all skills must be spent in [Fighter] feats.  They obey the Skaven Warlord's orders, but if killed are not replaced. The Skaven Warlord may replace stormvermin by promoting clanrats that survived at least one ecounter that granted the Skaven Warlord exp (must still get their equipment from somewhere else). This doesn't allow the Skaven Warlord to control more stormvermin than normal, any excess surviving stormvermin are quickly backstabbed by their own brethern to make promotion room.

If the Skaven Warlord is himself slain, the player may pick up one of Stormvermin (if any's still alive) to keep playing. If he consumes a piece of his "previous" character, no matter how small, he absorbs the older essence and gains all the stats of the previous warlord, just with one lost level (overwriting the stormvermin own stats).


Cornered Rats: Desesperate Skaven can become suprisingly vicious. Whenever one of the Skaven Warlord's minions under his view fails a save, he can glare at it as an immediate action with terrible promises of death. The minion sucidically automatically throws himself at the nearest enemy whitin 10 feet, dealing 1d4 damage per HD (of the minion). The minion then dies from or takes the chance to chance to escape the battlefield never to be seen again, depending on the situation (either way, the minion's removed from the battle).



Rat Chieftain:
At 5th level the Warlord becomes a true skaven hero (by ratmen standards of course), and nobody  would question that the Horned Rat clearly watches over him.  He treats natural 13s on attack rolls as natural 20s (including always threatening a critical on a natural roll of 13).

Rat General:At 6th level the Skaven Warlord is a true leader of rats.  Skavens from every place flock to him, granting him a virtualy endless supply of cannon fodder troops. Slaves can now replaced every hour, and clanrats every 8 hours.

Tools of Supremacy:At 6th level the Warlord gains acess to the best goods of Skaven society, in order to show the world his unquestionable might! Any selecteable weapons count as masterwork and magic for bypassing DR and hiting incorporeal oponents, and can be be further enchanted by normal means. Since they're custom-crafted for the Skaven Warlord, they're just mundane weapons on the hands of anyone else.

[spoiler]
Fellblade- Raw warpstone smelted into stolen adamantine. Incantations of doom were heaped upon this cursed blade. Death itself was bound to its cutting edge and any with eldritch sight can see the aura of power and ruin that surrounds this wicked creation.

The Fellblade can be fashioned in the form of any weapon, doubles the bearer's Strenght bonus, ignores half the DR of the target and has a 50% chance of automatically dispelling any spell/power/similar on the target that would prevent the Fellblade from hiting it. Any natural attack roll of 6 or lower with this weapon automatically strikes the wielder instead. It cannot be further enanched

Warpforged Blade
-Warpstone powder mixed with steel during the forging process creates a weapon of wicked cutting prowess. The Warpforged Blade can be fashioned in the form of any weapon and all attacks with it ignore half the armor/shield/natural armor bonus of the target. Natural 1s with the  Warpforged blade automatically hit the wielder instead.

Warp Generator Weapon-This blade is attached to a warp generator that channels crackling energy along the weapon. The Warp Generator Weapon can be fashioned in the form of any weapon and it grants an Insight bonus to the Str of the wielder equal to 1/3 his HD, plus allowing an extra attack per round on a full attack. Natural 1s with the  Warpforged blade automatically hit the wielder instead.
 
Bonebreaker-This is one of Clan Moulder's specially engineered variant mount breeds, created by taking an augmented Rat Ogre and submerging the stitched monstrosity in a vat of growth agents for months. It takes thousands of slaves dying horrible deaths to produce enough growing juices to fill the vat. When it emerges from its enforced chemical immerson, the bonebreaker is so bulked out that its upper body is hunched over, straining to contain such massed brawn. A braced platform strapped or bolted onto the creature's back, allows a Warlord to ride atop the Bonebreaker. When mounted atop such a besast, a Warlord becomes pride-swollen and behaves more arrogantly than ever!

The bonebreaker is a large monstruous humanoid with base speed 60 feet and 10 base on Str, Dex and Con, 2 Int, 6 Wis and 10 Cha. It has an amount of d8 HD equal to the Skaven Warlord, average Bab, gains +1 to Str and Con for every HD, two natural claw attacks dealing 1d8+Str mod each and a bite attack dealing 1d6+1/2 Str damage, all good saves, plus a bonus to Natural armor equal to its HD.  It gains 2 skill points per HD and has just Spot and Listen as class skills. It also gains feats as normal but can only pick [Fighter] and/or [Monster] feats. Finally it delivers blows with such raw brutality that whenever it hits an oponent in melee, all whitin 30 must suceed on a Will save with DC 10+1/2 Str mod or become Shaken for 1 round (this doesn't stack with itself).

The Skaven Warlord can ride it using Intimidate instead of the Ride skill, and the Bonebreaker comes with a special plataform that grants the Skaven Warlord Cover (20% miss chance) while riding on it. If he's carrying his banner, all Verminous Standard abilities have their range increased to 60 feet as he stands out even more. If the bonebreaker gets killed, a new one can be supplied in a day's time for a 500's GP if the body is returned to a representative of Clan Moulder (found in any cave if the Skaven Warlord screams its name and waits for 24 hours) or 5000 GP and a week otherwise

Great Pox Rat-Another special breed of Clan Moulder, the Great Pox Rat is the size of a large pony, only much wider and abhorrent. A great Pox Rat's filth-encrusted claws and mouth are filled with needle-sharp edges and infectious diseases. Once astride the heavily bloated Great Pox Rat a Warlord can rightfully twitch his tail in pride, for surely none would be so foolish as to challenge such a mighty personage?

The great pox rat is a large animal with base speed 60 feet, 60 swim speed  30 feet climb speed, and 10 base on Str, Dex and Con, 2 Int, 6 Wis and 10 Cha. It has an amount of d8 HD equal to the Skaven Warlord, average Bab, gains +1 to Str and Dex for every HD, two natural claw attacks dealing 1d6+1/2 Str mod each and a bite attack dealing 1d8+1,5 Str mod damage, all good saves, plus a bonus to Natural armor equal to its HD.  It gains 4 skill points per HD and has just Spot, Hide, Move Silently and Listen as class skills. It also gains feats as normal but can only pick [Fighter] and/or [Monster] feats. Finally both its mouths and claws inflict Filth Fever, except the DC is 10+1/2HD+Str mod and the disease doesn't have incubation time, forcing a sucessful save or inflicting 1d3 Dex and 1d3 Con damage right away. Multiple hits on a single target stack. At 10 HD the Pox Rat's diseases can damage even creatures normally immune to it, but they gain a +5 bonus on their saves.

The Skaven Warlord can ride it using Intimidate instead of the Ride skill. If he's carrying his banner, all Verminous Standard abilities have their range increased to 60 feet as he stands out even more. If the great pox rat gets killed, he can leave its body on a cave. For the next 24 hours, the carcass will atract all sorts of rats and vermin that will feast into the corpse, and then upon each other. When the 24 hours end, a new great pox rat will have emerged, loyal to the Skaven Warlord only. If no body can be recovered, a new request to Clan Moulder plus 5000 GP and a week of time can get a new one too.
[/spoiler]
[/spoiler]

Grey Seer

Plague Priest-spellcasters spreaders of pestilence, coming sometime in the future.

Skaven Assassin-Stealthy rat ninjas, coming sometime in the future.

Master Moulder-Breeder of all kind of rat abominations, coming sometime in the future.

Warlock Engineers-artficers of Skaven society, blending technology with arcane, coming sometime in the future.

[/spoiler]


Comments
[spoiler]
So this was the small project I talked about some pages ago. For those of you who don't know, Skaven are a faction from Warhammer Fantasy, that I specially enjoy and feel like they would fitquite well in your average D&D campaign.  If people like it I'll work on the other skaven classes, if not then back to the monsters on the waiting list. But even then I'll eventuall come back to this and finish it.  :P



[/spoiler]


oslecamo

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Grey Seer


The messenger bowed low, pressing its muzzle to the floor
"Speak-speak!”-snarled the Grey Seer
“Unexpected complications, most powerful of potentates”-answered the scurrier just before being roasted alive.
“Bad news can wait, and it's always best to kill the messenger"-Grey Seer Arqueek, after unleashing a warp lighting.


[spoiler]
The Grey Seers are also known as the Chosen of the Great Horned One, prophets of the Lord of the Great Below, and the voice of the Horned Rat. They are powerfull sorcerers, capable of channeling eldritch energies in destructive ways. The strongest grey seers ride atop the nightmarish Screaming Bell to unleash untold ruination.

Adventures:Grey Seers adventure normally guided by visions of the Horned Rat, to both acquire new eldritch knowledge, powers and unleash ruin and devastation along the way.

Characteristics:Grey seers wield both a wide array of ofensive magic to destroy his oponents and eldritch tricks for when subtelty is needed.

Religion:Grey Seers are the direct envoys of the Horned Rat, and don't hesitate to use that position to gain every advantage they can get away with.

Background:Marked at birth with their extremely rare fur colour, anywhere from pure grey to nearly white, Grey Seers are also different from other litter-spawnings as thye have small nub-like bony growths atop their heads. Should the Grey Seer live long enough, these will grow to become the fully formed horns that command instant fear and subjugation from all other Skaven.

Other Classes:Grey Seers see warriors and warlords as little more than pawns to distract the enemy while they unleash their magics. They have some more respect for other classes that can complement his own magics, but the Grey Seer still considers himself vastly superior to all others, for is he not a prophet of the Horned Rat?

Role: Grey seers provide powerful battlefield control, but at a considerable risk.

HD:d4
LevelBabFortRefWillFeature
1+0+0+0+2Grey Magic, Mark of the Horned Rat, Plague and Ruin
2+1+0+0+3Rat Familiar
3+1+1+1+3Warpstone Tokens
4+2+1+1+4Warpstone Orb
5+2+1+1+4Sacavenge Pile
6+3+2+2+5Screaming Bell
Skills:2+int modifier per level, quadruple at 1st level,  class skills are  Bluff(Cha), Concentration(Con), Craft(Wis) Intimidate(Cha),  Knowledge (any) (int),  Search(int), Sense Motive(wis), Spellcraft(Int)

Proficiencies: Simple Weapons.

Features:
Grey Magic: Grey Seers can cast as sorcerors of their Grey Seer level, but every level they must first learn  spells of the Plague and Ruin list (see below) whenever possible before learning any other sorceror/wizard spells. So for example at  first level the Grey Seer must learn Skitterleap and Pestilent Breath as his two starting 1st level spells, but can pick any 4 sorceror/wizard cantrips it wishes because the Plague and Ruin list doesn't have 0th level spells.  Grey Seer levels stacks with regular sorceror and caster-prc for casting, but the spell learning limitation is maintained.

Mark of the Horned Rat: Grey Seers are marked by an unique grey-white fur and two horns. These grant the Grey seer a +2 bonus on any Cha-based checks against other skaven.

Plague and Ruin: The Horned Rat blesses its prophets with acess to unique spells, at the cost of part of their sanity. The Grey Seer has a 10% chance of failing to cast any spell that can't be prevented by any means.

[spoiler]

Skitterleap
Conjuration [Skaven] [Teleportation]
Level: Grey Seer 1
Components: V
Casting Time: 1 standard action
Range:  Close (25 ft. + 5 ft./2 levels)
Target: 1 willing creature whitin range.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With a “Bamf” the Skaven Sorcerer disappears in a puff of smoke to reappear somewhere else on the battlefield.

This spell teleports one target creature (including the Grey Seer himself) up to a distance of 20 feet per CL plus 5d4x5ft . If a 13 is rolled on the 5d4, you may also make this magic affect any number of willing targets whitin range. But if you roll three or more 1s, then this spell automatically fails and you take 1d6 damage per CL.

Pestilent Breath
Necromancy [Skaven]
Level: Grey Seer 1, Plague Priest 1
Components: V
Casting Time: 1 Standard action
Range: 20 feet
Area:Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Uttering horrible phrases the Skaven Sorcerer belches forth an impossible foul cloud.

This spell deals 5d4 damage to all inside the area unless they suceed on a Fort save. If a 13 is rolled on the extra 5d4, no saves, SR or counterspelling are allowed against this spell, and affected creatures are sickened for 13 rounds on top of the damage.   But if you roll three or more 1s on the 5d4, then this spell automatically fails and you take 1d6 damage per CL.

Warp Lighting
Evocation [Skaven] [Electricity]
Level: Grey Seer 2
Components: V, S
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to one creature per fired bolt
Duration: Instantaneous
Saving Throw: Reflex for half
Spell Resistance: Yes

The Skaven points a fleshy paw and bolts of greenish black lighting arc outwards.

This spell fires 1d6 bolts that automatically hit the targets unless they have total cover or total concealment, each bolt dealing Cha mod electricity damage, Reflex save for half. The caster may choose to target all bolts to a single target or divide them among several enemies (if combined over a single target, count them as a single source of damage for resistance purposes). If a 1 is rolled on the number of bolts, then the bolt explodes on the caster's hand damaging himself.

At 8 CL, and for every other 4 CL, you may fire an extra 1d6 rays, but the “backfire” option still applies. If you ever fire exactly 13 bolts, no saves, SR or counterspelling are allowed against this spell, and it also bypasses any electricity resistance, and even creatures immune to electricity take half damage.


Bless with Filth
Necromancy[Skaven]
Level: Grey Seer 2,Plague Priest 2
Components: V,  M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: up to 1 willing creature whitin range.
Duration: 1 round
Saving Throw: none.
Spell Resistance: no.

A foul mist wraps around the weapons of nearby allies and the weapons begin to drip with toxic filth.

The targets of this spell count all their melee attacks as poisoned for 1 round. The exact poison is equal to the one consumed in the casting of this spell. If the targets already had any kind of poison attack, add the caster's Cha mod to the save DC for 1 round.

Material component: any one dose of poison.

Howling Warpgale
Transmutation[Skaven]
Level: Grey Seer 3
Components: V, S
Casting Time: 1 fullround action
Area:1-mile radius circle, centered on the caster.
Duration: Concentration+1 round.
Saving Throw: None
Spell Resistance: no
The caster gestures twitchingly to the skies and fierce eldritch hurricane gales begin to build until it swirls around the entire battlefield, forming a cursed storm.

This spell summon driving winds that last while the Grey Seer concentrates and one extra round. All flying creatures inside the area are forced to land in the ground  and cannot fly anymore for the duration.  All enemy ranged attacks  inside the area suffer a penalty to attack rolls equal to the caster's Cha mod. Allies can still fire normaly as the caster still holds enough control over the unnatural winds to divert them from friendly missiles, but any natural 1s on such allied ranged attacks automaticaly hit the caster. Allied natural ranged attack rolls of 13 count as a natural 20, including threatening criticals.

Wither
Necromancy [Skaven]
Level: Grey Seer 4, Plague Priest 4
Components: V, S, F
Casting Time: 1  standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per CL
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Chanting passages from the Liber Bubonicus, the mage casts a spell of wasting, shrinking sickness.

Affected creatures take a 1d6 penalty to Con for 1 round (can't reduce below 1). If you want you may roll up to another two 1d6 and add the results to the penalty value, but if you roll a 1 in any of the dice then none of the enemies are affected and you take the resulting penalty to Con yourself for 1 round. If on the other hand you get exactly a 13, then  no SR or counterspelling are allowed against this spell, and its duration  becomes permanent. This last part doesn't apply if you rolled two or more 1s.

Focus:passages from the Liber Bubonicus, normaly on trips of yellowish paper or carved in bones.

Death Frenzy

Enchantment [Skaven]
Level: Grey Seer 5
Components: S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: up to 1 willingly creature per CL
Duration: 5d4 rounds.
Saving Throw: See text
Spell Resistance: no

Gesticulating wildly the caster gifts its allies with a rabid and frothing urge to close and strike the foe.

Creatures affected by this spell gain an Insight bonus to Str and to Will saves against Fear equal to your Cha mod, and can perform two extra attacks on a full attack. The affected creatures must then make a Will save at the start of their turn  or attack their nearest foe to the best of their ability. If no foes are visible and they fail the save, they'll start attacking allies.

If three or more 1s were rolled for the duration, affected creatures automatically attack the nearest enemy, or ally if no enemies are visible.

If an exact 13 was rolled for the duration, affected creatures are blessed with a murderous clarity, and can always choose who and when to attack.

Vermintide
Necromancy [Skaven]
Level: Grey Seer 5, Plague Priest 5
Components: V, S
Casting Time: 1 standard action.
Effect: one improved swarm

The caster invokes and many vermin answer the call...

This spell works as Summon Swarm, but the invoked swarm has their HD increased to an amount equal to your CL, they fill a space of 20ft, they cause 1d6 damage per 4 CL, and add your Cha mod to the DC of any of their abilities that has a DC.

Scorch
Evocation [Skaven][Fire][Fear]
Level: Grey Seer 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)  
Area:20-ft.-radius spread
Duration: See text
Saving Throw:See text
Spell Resistance: Yes

The skaven sorcerer thrusts his paws into the ground while cittering fiery incantations, summoning a gout of flame to blast out of the earth!

This spell makes an explosion to emerge from the ground towards the target area. Creatures inside the spread take 1d6 fire damage per CL and are panicked for 5d4 rounds. A sucessfull Reflex save reduces the damage to half and a sucessfull Will save reduces the panicked to shaken for 5d4 rounds.

Always roll the duration first. If you roll three or more 1s then the blast erupts in such a way that the caster's inside the spread instead of the original target area (the caster still gets to save). If you roll an exact 13, no saves, SR or counterspelling are allowed against this spell, it ignores any Fire and Fear resistances from the targets, and even creatures immune to fire take half damage and creatures immune to Fear are panicked for 1 round.

Cloud of Corruption
Necromancy [Skaven]
Level: Grey Seer 6,Plague Priest 6
Components:V, S
Casting Time: 1 standard action.
Area:Sphere centered on caster with a radius of up to 5 ft per CL
Duration:Instantaneous
Saving Throw:Fort for half
Spell Resistance: Yes

The caster releases a stinking blast of diseased fury.

This spell ignores any barriers on its path, the corrupting cloud sliping trough the minimal chinks on both physical and magic barriers, affecting all inside the Area. All but the caster take 1d6 acid damage per CL plus an extra 5d4 acid damage and two negative levels. A sucessful Fort save halves the acid damage and reduces the negative levels received to 1.

If three or more 1s were rolled for the extra acid damage, then the cloud only ends up affecting the caster himself (he still gets a save). If an exact 13 was rolled for the extra acid damage, no saves, SR or counterspelling are allowed against this spell, it ignores any resistance against acid and energy drain, and even creatures immune to acid take half the damage and creatures immune to energy drain take 1 negative level.

Cracks Call
Conjuration [Skaven]
Level: Grey Seer 7
Components: V, S
Casting Time: 1 standard action
Area: 5d4x30 ft line
Duration:Instantaneous
Saving Throw:Reflex negates (none for objects)
Spell Resistance:no

With the arcane incantation invoked, the Skaven ends by stamping his horrible pinkish rat-like foot, causing the very ground to split asunder.

A crack appears in the ground at the caster's feet, and runs for 5d4x30ft in a straight line in any direction of the caster's choosing. Any creatures in its path are allowed a Reflex save to jump to the sides, otherwise they're swallowed and crushed to death. This spell also tears an hole trough any inanimate obstacles like buildings and Wall of Force.
This spell can even be cast in the air, in which case the crack forms in mid-air, splintering the fabric of reality itself for a moment (same game effect,just targeting stuff in the air).

If three or more 1s were rolled for the area, then crack forms just under the caster himself (he still gets a save to survive). If an exact 13 was rolled for the area, then this spell can't be countered and affected creatures must re-roll any sucessful Reflex saves.


Plague
Necromancy [Skaven]
Level: Grey Seer 8, Plague Priest 8
Components: V, S, F
Casting Time: 1 fullround action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to 1 creature per CL, none of which can be more than 30 feet away from the others.
Duration: Instantaneous
Saving Throw:Fortitude negates
Spell Resistance: No

The caster unleashes a disease from the Book of Woe.

The affected creatures must make Fortitude save or die from a virulent and inplacable disease. Such is its adaptation ability that the Plague can even affect creatures immune to disease, but they gain a +5 bonus on their saves. This includes constructs/undeads as the Plague adopts a corrosive nature. Even the enviroment around the victims is suddenly covered on a sickly green, with rocks cracking, waters going fetid and other signs of decay.  After all saves have been made roll a 1d6 and apply the result:

1-The spell backfires! The nearest oponent can decide to end it, or cast it again with new targets of its choice but using your own stats, and then roll a new 1d6.

2-4-The plague stops...For now.

5-6-The plague endures! The last individual to choose the target can decide to end the madness now, or cast it again using your own stats, and then roll a new 1d6.

Focus: a copy from the Book of Woe.


The Dreaded Thirteenth Spell-Curse of the Horned Rat
Transmutation [Skaven]
Level: Grey Seer 9
Components: V, S
Casting Time: 1 fullround action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5d4 creatures.
Duration:Permanent
Saving Throw: See Text
Spell Resistance: Yes

With a sickening lurch the fabric of reality is torn by the twisting power of the Great Horned One.

This spell corrupts 5d4 creatures whitin range. They must suceed on a Fort, Reflex or Will save (whichever's lower on each) or be turned into a clanrat (treat as a Skaven Warrior with 10 on all base stats, no feats or skills,  level equal to your HD, maintains equipment). Nothing short of a miracle or wish can turn them back to normal. They're now under the control of the caster for 24 hours, after which their new rat cowardice will have truly sinked on them and they'll run away to some Skaven city.

If a 13 is rolled on the amount of affected creatures, then no save, SR, counterspelling, contigencies, free or immediate actions are allowed against this spell. If 3 or more 1s are rolled on the dice, then the spell fails and the caster loses his 1d4 top spell slots and takes an equal penalty to CL for the rest of the day.

[/spoiler]

Rat Familiar: At 2nd level the Grey Seer gains the Familiar ability, but can only get a Rat. However it doesn't cost any GP, and if it dies the Grey Seer doesn't lose anything. It also doesn't need any summoning ritual, and if one goes missing, another shows up in 24 hours. Did I say “can”? I meant must. A new rat familiar always appears after 24 hours of the loss of the last one, showing up from some dark corner.

Warpstone Tokens: These pieces of refined warpstone are consumed by power-hungry Grey Seers to add their spellcasting. This is dangerous, but the quick road to power is an irresistible pull for any Skaven.

At 3rd level the Grey Seer can eat one Warpstone token as a swift action. If he does, the next spell he casts during this round has its CL increased by 1d4-1. If a 1 is rolled on this d4, then the Grey Seer loses life equal to his CL, bypassing any defenses he may have.

Warpstone is mined from underground cursed mines, and the Skaven have basically the monopoly on all known extraction sites. Grey Seers, thanks to their status, get acess to “free samples”, and daily delivery is assured regardless of the Grey Seer's whereabouts. Every nightfall a small, aparently innocuous rat will find his way to the Grey Seer and start nibbling on him. If gutted, it will reveal one Warpstone token for every 3 HD of the Grey Seer. Those warpstone tokens must be used in 24 hours or grow brittle and crumble in useless dust.

Warpstone Orb: At 4th level the Grey Seer crafts a personal Scrying Stone made of the dangerous warpstone, held in   a neclace, crown, bracelet, tip of a staff or simply in hand.  Inside it chaotic images form and dissolve every second, and this item is said to be able to glimpse the future. At least in occasion, it seems to be true!

At the begginning of every round the Grey Seer can declare he's taking a quick look at the WarpStone Orb as a free action. If he does, the next time that round that he would be harmed, there's a 50% chance the Grey Seer evades it in the last second thanks to a Warpstone Orb premonition.  But if the evasion is sucessfull, then next round the Grey Seer acts Confused as he can't resist to try to interpret the next instructions from the mysterious globe (treat a result of 01-10 as acting normally, and 51-70 to run away from the nearest danger source).

Scavenge Pile:Skaven society produces a series of unique equipment that are standard among their elite and leaders members. At 5th level the Grey Seer gains one of the following options (he's automatically proficient with any weapons gained from this).
[spoiler]

Warpmusket- Skaven often use the highly unstable magical energies of warpstone to create devilishly deadly weapons. The warpmusket is a two-handed masterwork ranged weapon with a range increment of 100 feet and x4 crit multiplier that fires bolts of chaotic energy dealing 2d6 damage per shot and counts as magic for bypassing DR and hiting incorporeal oponents. Firing a warpmusket provokes attacks of oportunity just like a bow. It recquires no ammo, but on an attack roll of natural 1 the weapon releases a burst of energy that damages the user as if he had hit himself!

 Any non-skaven that uses a Warpmusket takes 1 point of Con and Wis drain for each shot fired, even if they're immune to ability drain.

Warplock Pistols-As the Warplock Musket, but is a one-handed weapon, deals 1d8 damage per shot and has a range increment of 30 feet, and doesn't provoke an attack of oportunity for firing in melee. Also the skaven gets two of these.
 
Poison Contract- The fine powders and unctuous lotions purchased from Clan Eshin can turn a scratch into a deathblow. At every nightfall the Skaven is contacted by a Clan Eshin member that offers it a choice of venoms and toxins. The Skaven can get up to 1000 GP per HD worth of poisons from this contact whitout paying anything, but they're cheap versions and will become useless if not used whitin 24 hours (and thus have no market value). This contact can also be used to purchase regular poisons with gold or other goods. In addition the Skaven  no longer risks poisoning himself when applying poisons to his weapons.

Tail Weapon-
Altough a Skaven's tail is not strong enough to inflict any damage by itself, some Skaven learn how to wield a weapon with it. This could also be a mechanical clan Skyre attachment or an evolved mutation, the results are the same-another appendage wielding a weapon. This grants the Skaven one extra attack on a fullattack, but only adds half his Str mod to it. The extra appendage cannot perform fine manipulation.
[/spoiler]


Screaming Bell: The bell is an ever-present symbol in the creation legends of the Skaven and its mighty toll strikes deep inside the hearts of the ratmen, inspiring awe and the closest thing to devotion a Skaven can achieve. It is from these unholy altars that the Grey Seers preach their plans of total domination in the name of the Great Horned Rat. In battle the ominous tolling of the bell resounds above the clamour of the fighting, the thunderous BONNNNG! Is magically amplified an those that hear it and survive cannot find the words to describe the cacophony of horrible sounds that emit from the unholy Bell. Doom, Doom, Doom it seems to endlessly say... all will fall, all will be ruinous, Doom, Doom, Doom!

At 6th level the Grey Seer can request 12 skaven slaves (skaven commoner 1 with 10 on all stats, no skills or feats) to build him his personal mobile unholy altar. The skaven slaves work tiressly for a week gathering the raw materials and puting them togheter. Once completed, the Screaming Bell stands inside an Huge square wheeled plataform (15 ft by 15 ft), 30 HP per HD and hardness equal to HD,  with enough space for the Grey Seer himself to sit/stand on top, and the slaves push and pull it to make it move by spending their own move actions. As long as there's 6 slaves remaining, the Screaming Bell moves at their movement speed. If there's only 5 or 4 slaves it moves at half their movement speed. 3 slaves can't make the Screaming Bell move. Lost slaves are automaticaly replaced every hour as more flock to the Grey Seer's unholy presence. Should he be in an hurry and with lack of slaves, the Grey Seer can have others do the hard work, but animals refuse to pull the Screaming Bell. Otherwise 6 creatures with Str 10, 3 with Str 12, two with str 14 or one with Str 16 (or higher) can push the Screaming Bell at their top speed. It is not unheard of adventurous Grey Seers to get all kinds of other beings to push their altars! Creatures pulling the Bell will be called “crew” from now on.

While the Grey Seer sits on the Screaming Bell, it gains the following options:

[spoiler]
Ruinous Charge-As a combined fullround action from the crew and Grey Seer, the Screaming Bell moves up to twice their base speed (must move at least 10 feet). If there's any creatures on its path, they can atempt to get out of the way with a Reflex Save with DC 10+1/2HD+Cha mod or take 1d6 damage per HD. They can also choose to don't make a Reflex save and instead perform a basic melee or ranged attack against the advancing Screaming Bell. The Screaming Bell can also damage inanimate obstacles and ignores hardness on any objects on its path. If the Screaming Bell deals enough damage to clear  something on its path, it can keep pushing forward with any leftover movement.

Doom Toll-As a fullround action, the Grey Seer rings the bell. Roll a 1d20.

1-4=Not yet in Stride.  The Grey Seer strains under the task and the air stirs with magical energy, but nothing happens.
5-8=Unholy Clamour. The toll of the Bell fills the crew with zeal. The Screaming Bell makes either a normal move or Ruinous Charge, and then the crew may still take actions as normal.
9-12=Avalanche of Power. A surge of energy ripples from the Screaming bell, making the Grey Seer lose one of his highest level spell slots and lose life equal to twice his CL.
13= A stirring Beyond the Veil. Something that should not be awoken answers the Bell's summons...  The Screaming Bell summons a demon, aberration or chromatic dragon of CR 2 bigger than the Grey Seer's HD (Grey Seer's choice). It appears in any place whitin 100 feet of the Grey Seer's choice and acts immediatily. It cannot however be controled and will simply attack and/or suport the Grey Seer against any nearby enemies the best way it sees it. If no enemies are nearby, it will turn on the crew. If no crew is available, it will attack the Grey Seer. It lasts for 13 rounds.
14-17=Deafening Peals. The unnatural vibration of the bell spread outwards. The creature with the highest HP whitin line of effect from the bell takes 1d8 sonic damage per CL. If multiple creatures are tied for highest HP, they all take the damage.
18-19=Wall of Unholy Sound. The deafening peals rolls across the land. All allies whitin 30 feet of the Screaming Bell gain an insight bonus to attack rolls equal to the Grey Seer's Cha mod for 13 rounds. Any buildings and structures whitin 60 feet have a 50% chance of crumbling into rubble (roll individually for each).
20=Apocalyptic Doom. With a cataclysmic eruption of sound the Screaming Bell splits asunder, crashing to the ground like ten thousand thunderclaps. Sometimes even years later, survivors will report hearing of a faint echo. The screaming Bell is destroyed. Everybody whitin 100 feet takes 1d8 sonic damage per CL.
[/spoiler]

[/spoiler]

CDTalmas

  • Ring-Tailed Lemur
  • **
  • Posts: 34
Air Elemental:
[spoiler]Ah, the friend of druids everywhere!  Well, one of them anyhow.  It's almost hard to picture an air elemental adventuring.  What motivation would it have?  Does it have a structured system of monarchy/society?  Does it simply exist?  I know there are some forms of society out there, but it's rather difficult to identify (I am familiar with the princes of elemental evil/good).  Even the MM indicates that it "rarely leaves its home plane except when summoned."  Doesn't stop it from being a damn nifty creature though :)

That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...

Whirlwind is a staple for most elementals.  Sometimes known by other names (vortex anyone?), it is the classic example of one of nature's elements at war with the world.  It really feels just a smidgen too early for whirlwind at first level though.  It just barely learned to hold itself together and then suddenly it can focus its air into a spiral pattern of nearly chaotic nature?  Mayhaps closer to 2nd or even 3rd level.  Also, 2 rounds per HD?  The MM lists it as 1 round per 2 HD.  Is that a typo or something that's really meant to last the entire battle?  It feels very standard for the creature, though I feel that it could use a little pizzazz or something.  Maybe after it exits its whirlwind mode, it can be any size it can turn into?  Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?

And that's another thing I was curious about.  Instead of a natural armor bonus, should the elemental maybe get a dodge bonus equal to its dexterity?  The air elemental is all about swirling winds and barely controlled chaos.  Or maybe a dodge bonus to its AC equal to its dexterity mod up to a maximum of its air elemental levels.  Just trying to focus on the whole winds aspect of the creature and the fact that its dexterity is what seems to rule its features.

Air Mastery is standard.  Maybe remove it in favor of the aforementioned dodge bonus?  The feats you granted are definitely nice for a skirmisher of sorts.  What are the stars in the replacement feat list for?

I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond!  Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing.  It has a body like that of an ooze at times.  Hence Dancing Wind.  It's a fun feature that says "I'm my own gran--I mean flanker!"  With the dexterity modifier through the roof, it will get several of those per encounter.

Now, immaterial is something that gets me.  It has a natural armor bonus (a hard outer shell), followed by a DR for being light and fluffy?  Not saying that DR is an issue, but I think the theme of dodge bonus fits better than natural armor.  Flight is decent at the time you get it.  This character is already an awesome rogue and with some of the later abilities, it becomes a nasty assassin or brute.

Regarding Wake, is the elemental actively pushing people out of its way?  Can it travel through others' squares (it IS wind, after all)?  If it is actively pushing people out of the way, strength mod is fine.  If it's simply letting the winds of its body push people, dexterity modifier might be better.

For Hurricane Shroud, you might want to clarify what can and cannot hit the elemental.  Any ranged weapon attack (with the stipulation of size category difference) or spell requiring a ranged touch attack maybe?  It sounds like spells with an area of effect can still affect the elemental, but what of things that are... well, a little conditional.  Like a glitterdust spell.  A sunbeam.  Scorching rays.  Things like that.  It's very difficult to assume how they would interact with the body of an elemental, let alone how they would remain swirling about.

The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute.  The first ability, force of nature, is a brute ability.  Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list.  That could be particularly nasty :) Wind reach is a bit confusing, however.  Can it really reach things within Medium range?  Despite being 100, 150, or even 200 feet away from them?  Well, "reach" is in the name so I suppose... It just feels a bit strong.  "Oh, we need that necklace off the king over there!"  "Not a problem, I'll get it... and I don't even need a spell to do it!  I'll just float by the window here..."  Telekinesis is particularly powerful and has an even longer range.  Is this how you intended the ability to work?  Does it need line of effect or just line of sight?  Standard action/move action/swift action?  Please clarify these few things and I can make a better decision.  It feels very assassin-based, at least.

For the level 9 abilities, specifically tempest breath, why not let it act like force of nature?  Basically, those in the breath weapon make two saves:  First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack.  The breath weapon is subpar to the slam attack in many ways, least of all dealing damage.  It also becomes a controller effect rather than a brutish damaging type.  The falling prone is more like icing.  Suffocate is nasty--I like it.  Very assassin-esque and VERY much save-or-die.  'Tis a good thing that you made it a full-round action.  How long can the air elemental sustain the Suffocate ability?  Just three rounds?  There is no cap on it currently.  Can it use it an unlimited number of times per day?

At level 10, things get complex and even deadlier.  Once again, the first ability feels more controller-based.  Is that a 5-ft radius beyond the elemental's space per HD?  That can reach huge proportions.  Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).  Whispering winds is another nice assassin-esque ability.  Is there a limit?  It's insanely powerful.  Does the spell See Invisibility work against the elemental?  True Seeing?  All important to know.

Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Air Elemental:
[spoiler]
That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...
Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.

Whirlwind is a staple for most elementals.  Sometimes known by other names (vortex anyone?), it is the classic example of one of nature's elements at war with the world.  It really feels just a smidgen too early for whirlwind at first level though.  It just barely learned to hold itself together and then suddenly it can focus its air into a spiral pattern of nearly chaotic nature?  Mayhaps closer to 2nd or even 3rd level.  Also, 2 rounds per HD?  The MM lists it as 1 round per 2 HD.  Is that a typo or something that's really meant to last the entire battle?
You only have 1 HD at first level, and the whirlwind is a staple air elemental ability so I wanted it to be useable at first level. Plus the actual monster has inflated HD (2 HD at CR 1, 8 HD at CR 5, 16 HD at CR 7).

 It feels very standard for the creature, though I feel that it could use a little pizzazz or something.  Maybe after it exits its whirlwind mode, it can be any size it can turn into?  Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?
I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).

And that's another thing I was curious about.  Instead of a natural armor bonus, should the elemental maybe get a dodge bonus equal to its dexterity?  The air elemental is all about swirling winds and barely controlled chaos.  Or maybe a dodge bonus to its AC equal to its dexterity mod up to a maximum of its air elemental levels.  Just trying to focus on the whole winds aspect of the creature and the fact that its dexterity is what seems to rule its features.
Because the natural armor is there to represent the "consistency" of the air elemental. It's still a solid creature.

Air Mastery is standard.  Maybe remove it in favor of the aforementioned dodge bonus?  The feats you granted are definitely nice for a skirmisher of sorts.  What are the stars in the replacement feat list for?
Air mastery stays. If you look closer, you'll notice the stars are for feats which have their prerequisite feats just above them.

I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond!  Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing.  It has a body like that of an ooze at times.  Hence Dancing Wind.  It's a fun feature that says "I'm my own gran--I mean flanker!"  With the dexterity modifier through the roof, it will get several of those per encounter.
Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.

Now, immaterial is something that gets me.  It has a natural armor bonus (a hard outer shell), followed by a DR for being light and fluffy?  Not saying that DR is an issue, but I think the theme of dodge bonus fits better than natural armor.  Flight is decent at the time you get it.  This character is already an awesome rogue and with some of the later abilities, it becomes a nasty assassin or brute.
Wind isn't light and fluffy. Just try to get out there in a wind storm and try to hold an umbrella straight. Heck, it makes windmills rotate and it made ships with tons of cargo move faster than anything else back in the day!

Regarding Wake, is the elemental actively pushing people out of its way?  Can it travel through others' squares (it IS wind, after all)?  If it is actively pushing people out of the way, strength mod is fine.  If it's simply letting the winds of its body push people, dexterity modifier might be better.
You're right, it should be able to move over others, and Dex makes more sense here. Changed and added clause against airborne oponents.

For Hurricane Shroud, you might want to clarify what can and cannot hit the elemental.  Any ranged weapon attack (with the stipulation of size category difference) or spell requiring a ranged touch attack maybe?  It sounds like spells with an area of effect can still affect the elemental, but what of things that are... well, a little conditional.  Like a glitterdust spell.  A sunbeam.  Scorching rays.  Things like that.  It's very difficult to assume how they would interact with the body of an elemental, let alone how they would remain swirling about.
Clarified to not affect spells that don't demand attack rolls. As for the exact interactions, a wizard failed to do it. :P

The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute.  The first ability, force of nature, is a brute ability.  Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list.  That could be particularly nasty :) Wind reach is a bit confusing, however.  Can it really reach things within Medium range?  Despite being 100, 150, or even 200 feet away from them?  Well, "reach" is in the name so I suppose... It just feels a bit strong.  "Oh, we need that necklace off the king over there!"  "Not a problem, I'll get it... and I don't even need a spell to do it!  I'll just float by the window here..."  Telekinesis is particularly powerful and has an even longer range.  Is this how you intended the ability to work?  Does it need line of effect or just line of sight?  Standard action/move action/swift action?  Please clarify these few things and I can make a better decision.  It feels very assassin-based, at least.
They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!

For the level 9 abilities, specifically tempest breath, why not let it act like force of nature?  Basically, those in the breath weapon make two saves:  First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack.  The breath weapon is subpar to the slam attack in many ways, least of all dealing damage.  It also becomes a controller effect rather than a brutish damaging type.  The falling prone is more like icing.
Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.

Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.

Suffocate is nasty--I like it.  Very assassin-esque and VERY much save-or-die.  'Tis a good thing that you made it a full-round action.  How long can the air elemental sustain the Suffocate ability?  Just three rounds?  There is no cap on it currently.  Can it use it an unlimited number of times per day?
If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.

At level 10, things get complex and even deadlier.  Once again, the first ability feels more controller-based.  Is that a 5-ft radius beyond the elemental's space per HD?  That can reach huge proportions.  Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).
And again, tanking is the brute's control.

Whispering winds is another nice assassin-esque ability.  Is there a limit?  It's insanely powerful.  Does the spell See Invisibility work against the elemental?  True Seeing?  All important to know.
Again, if it says it works like a spell, it indeed works like the spell. Greater Invisibility already answers all of those.

Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).
Why exactly? Summon monster isn't that strong of a spell.

Thanks for another detailed review! :)
[/spoiler]

CDTalmas

  • Ring-Tailed Lemur
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  • Posts: 34
Response to the response!
[spoiler]
That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...
Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.

I suppose that makes sense.  Then the equipment just flows around the body.  Is it still "in use/being worn?"  Could be important to know if those monsters inside attacking the elemental get any special bonuses while this is happening.  Remember, creatures "caught in the whirlwind can otherwise act normally" and can still swing those vorpal scytes, get their full round of damaging natural attacks in, etc.

Oh, I noticed one more thing:  The DC for the whirlwind is based on strength.  Was this intentional?  I know you changed one of them to dexterity down below.

Whirlwind is a staple for most elementals.  Sometimes known by other names (vortex anyone?), it is the classic example of one of nature's elements at war with the world.  It really feels just a smidgen too early for whirlwind at first level though.  It just barely learned to hold itself together and then suddenly it can focus its air into a spiral pattern of nearly chaotic nature?  Mayhaps closer to 2nd or even 3rd level.  Also, 2 rounds per HD?  The MM lists it as 1 round per 2 HD.  Is that a typo or something that's really meant to last the entire battle?
You only have 1 HD at first level, and the whirlwind is a staple air elemental ability so I wanted it to be useable at first level. Plus the actual monster has inflated HD (2 HD at CR 1, 8 HD at CR 5, 16 HD at CR 7).

Fine by me then!

 It feels very standard for the creature, though I feel that it could use a little pizzazz or something.  Maybe after it exits its whirlwind mode, it can be any size it can turn into?  Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?
I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).

Dexterity mod to damage is a nice touch.  And yes, controllery move-you-around-the-battlefield is rather good.  Given that you avoided the suggestion of "size changing upon exiting whirlwind", I assume that's a "didn't like."  Didn't feel too overpowered, given that it would normally take only two rounds to reach maximum/minimum size anyhow.

And that's another thing I was curious about.  Instead of a natural armor bonus, should the elemental maybe get a dodge bonus equal to its dexterity?  The air elemental is all about swirling winds and barely controlled chaos.  Or maybe a dodge bonus to its AC equal to its dexterity mod up to a maximum of its air elemental levels.  Just trying to focus on the whole winds aspect of the creature and the fact that its dexterity is what seems to rule its features.
Because the natural armor is there to represent the "consistency" of the air elemental. It's still a solid creature.

Don't forget, wind can "feel" very solid.  Wind is force of air.  The air, in constant movement, could be "holding up" its equipment (much like Storm from the X-Men).  However, I do not wish to get into a physics debate as I am only semi-learned on the topics.  The most I can really come up with would be lift, drag, and resistance.

Air Mastery is standard.  Maybe remove it in favor of the aforementioned dodge bonus?  The feats you granted are definitely nice for a skirmisher of sorts.  What are the stars in the replacement feat list for?
Air mastery stays. If you look closer, you'll notice the stars are for feats which have their prerequisite feats just above them.

Ah!  Didn't notice that.  Thank you for pointing that out.  Air mastery is fine if there is no dodge bonus.

I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond!  Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing.  It has a body like that of an ooze at times.  Hence Dancing Wind.  It's a fun feature that says "I'm my own gran--I mean flanker!"  With the dexterity modifier through the roof, it will get several of those per encounter.
Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.

Yes, but the air is living now.  It can direct itself such that it won't be hitting the buildings.  That makes me think... does this creature have all-around vision?

Now, immaterial is something that gets me.  It has a natural armor bonus (a hard outer shell), followed by a DR for being light and fluffy?  Not saying that DR is an issue, but I think the theme of dodge bonus fits better than natural armor.  Flight is decent at the time you get it.  This character is already an awesome rogue and with some of the later abilities, it becomes a nasty assassin or brute.
Wind isn't light and fluffy. Just try to get out there in a wind storm and try to hold an umbrella straight. Heck, it makes windmills rotate and it made ships with tons of cargo move faster than anything else back in the day!

In a wind storm, sure.  What about a gentle breeze?  What if not fighting the wind but having the wind "to your back?"  However, I've thought of another way that the DR might work (unfortunately, it feels more like a dodge bonus).  The wind of the elemental's body diverts the blow, lessening it.  I think that was your intention with the DR and I accept that.  This makes the air elemental a bottled up rage of nature just waiting to explode (its whirlwind).

Regarding Wake, is the elemental actively pushing people out of its way?  Can it travel through others' squares (it IS wind, after all)?  If it is actively pushing people out of the way, strength mod is fine.  If it's simply letting the winds of its body push people, dexterity modifier might be better.
You're right, it should be able to move over others, and Dex makes more sense here. Changed and added clause against airborne oponents.

Cool beans :) Double-check the whirlwind comment I made above!

For Hurricane Shroud, you might want to clarify what can and cannot hit the elemental.  Any ranged weapon attack (with the stipulation of size category difference) or spell requiring a ranged touch attack maybe?  It sounds like spells with an area of effect can still affect the elemental, but what of things that are... well, a little conditional.  Like a glitterdust spell.  A sunbeam.  Scorching rays.  Things like that.  It's very difficult to assume how they would interact with the body of an elemental, let alone how they would remain swirling about.
Clarified to not affect spells that don't demand attack rolls. As for the exact interactions, a wizard failed to do it. :P

Works for me.  Thank you for the clarification.

The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute.  The first ability, force of nature, is a brute ability.  Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list.  That could be particularly nasty :) Wind reach is a bit confusing, however.  Can it really reach things within Medium range?  Despite being 100, 150, or even 200 feet away from them?  Well, "reach" is in the name so I suppose... It just feels a bit strong.  "Oh, we need that necklace off the king over there!"  "Not a problem, I'll get it... and I don't even need a spell to do it!  I'll just float by the window here..."  Telekinesis is particularly powerful and has an even longer range.  Is this how you intended the ability to work?  Does it need line of effect or just line of sight?  Standard action/move action/swift action?  Please clarify these few things and I can make a better decision.  It feels very assassin-based, at least.
They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!

Alright.  DC = 10 + 1/2 HD + ?  I'm assuming dexterity for maximum advantage.  Is it the winds that is causing the effects or do they act exactly as the spell-like ability (a sourceless, telekinetic pull/thrust)?  'Tis only a flavor question ^^

For the level 9 abilities, specifically tempest breath, why not let it act like force of nature?  Basically, those in the breath weapon make two saves:  First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack.  The breath weapon is subpar to the slam attack in many ways, least of all dealing damage.  It also becomes a controller effect rather than a brutish damaging type.  The falling prone is more like icing.
Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.

Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.

True about the tankish, but the tanks usually work in a localized area surrounding them, depending mostly on the reach of their weapons.  Also, tanks want to keep enemies near them and away from the party.  They control not out of self preservation but out of party preservation.  The more enemies targeting them and not their party members, the better off the party is.  Maybe a gust of wind type effect from somewhere within range with the breath weapon rules you posted?  A pull rather than a push, basically.

Suffocate is nasty--I like it.  Very assassin-esque and VERY much save-or-die.  'Tis a good thing that you made it a full-round action.  How long can the air elemental sustain the Suffocate ability?  Just three rounds?  There is no cap on it currently.  Can it use it an unlimited number of times per day?
If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.

Okay, definitely powerful.  I presume, then, that three rounds are still necessary to fully suffocate a character, despite his current hit point total.

At level 10, things get complex and even deadlier.  Once again, the first ability feels more controller-based.  Is that a 5-ft radius beyond the elemental's space per HD?  That can reach huge proportions.  Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).
And again, tanking is the brute's control.

Made my comments about tanking above.  This ability, however, isn't as controllery as the previous breath weapon.  It applies a few negatives to an area surrounding the elemental, including allies.  Might not be uber useful if you have ranged characters in the party.

Whispering winds is another nice assassin-esque ability.  Is there a limit?  It's insanely powerful.  Does the spell See Invisibility work against the elemental?  True Seeing?  All important to know.
Again, if it says it works like a spell, it indeed works like the spell. Greater Invisibility already answers all of those.

Well, I ask because the ability is listed as extraordinary.  'Tis not magical in nature, simply an extension of the creature's abilities and not subject to dispelling, amongst other magical responses.  However, I will accept your response and the possible answers to the ability.

Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).
Why exactly? Summon monster isn't that strong of a spell.

Oh, you silly person you :) There are threads dedicated to summoning.  Even when limited to air elementals, they can still be extremely powerful.  Check out the storm elemental from MM3 (considered an air elemental).  I believe that the Djinni counts as an air elemental as well.  Wishes?  Chance of a noble five times per day currently.

Thanks for another detailed review! :)

Happy to.  I enjoy reviewing these (even if RL doesn't give me all the time that I'd like to write them up).  I also like the fact that these creatures are being given justice as playable characters.  Powerful, yes, but sacrifice is required for them to be so (in the form of race and levels)![/spoiler]

oslecamo

  • Grape ape
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  • Posts: 1940
Song Dragon


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0+2Song Dragon body, Flame Breath, Alternate form
2  +2 +3+0+3Keen senses, Arcane Blood
3  +3 +3+1+3Blindsense 60 feets, Twilight Tune
4  +4 +4+1+4Wings
5  +5 +4+1+4Draconic Song
6  +6 +5+2+5Lesser Song Magic, +1 Cha
7  +7 +5+2+5Domain, +1 Str
8  +8 +6+2+5Consumate Actor
9  +9 +6+3+6Song Magic, +1 Cha
10  +10 +7+3+7Full Awareness
11  +11 +7+3+7Arcane Skin , +1 Str
12  +12 +8+4+8Iron Scales,  +1 Cha
13  +13 +8+4+8Greater Song Magic, +1 Cha
14  +14 +9+4+9Growth, Tail Slap, +1 Str +1 Con
15  +15 +9+5+9Greater Song Magic
16  +16 +10+5+10Domain, +1 Str, +1 Cha
17  +17 +10+5+10Grand Song Magic, +1 Con, +1 Cha
18  +18 +11+6+11Battleground Music, +1 Cha
19  +19 +11+6+11Frightfull presence, Growth, crush, +1 Str, +1 Con, +1 Cha
20  +20 +12+6+12Preserving Song of Renewal, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Diplomacy, Disguise,  Gather Information, Jump, Listen,  Knowledge(any), Perform(any), Search, Spot, Spellcraft.

Proficiencies: a Song dragon is proficient with his own natural weapons and one melee slashing martial weapon of his choice.


Features:

Song dragon Body: The Song dragon loses all other racial bonuses, and gains Dragon traits, Electrecity subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The Song 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 Song dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Song dragon grows one size category, his natural armor increases by a further 1. He's also immune to electricity and has no particular weakness.

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

Woman Form (Su): A Song dragon can assume the form of an humanoid female of an unique Medium size or smaller as a standard action at will. That form is always the same when this ability is used, the details of which are chosen at 1st level.   The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Arcane Blood:A Song dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.  He may also choose to pick spells known from the Cleric spell list instead of the sorceror/wizard list, but this choice must be made at first level and cannot be changed later.

If he multiclasses as a sorceror, the casting stacks. If he chose to pick spells from the Cleric list, he'll keep picking them from that list.

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 Song 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.

Twilight Tune: At 3rd level the song Dragon can use Daylight and Darkness as SLAs 1/hour for every 3 HD he has, and Feather fall 1/day for every HD he has.


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

Level Bonus gained
6+1 Cha
7+1 Con.
9+1 Cha
11+1 Con
12 +1 Cha
13+1 Cha
14+1 Str, +1 Con
16+1 Str, +1 Cha
17+1 Con, +1 Cha
18+1 Cha
19 +1 Str, +1 Con, +1 Cha
20+1 Str, +1 Con, +1 Cha

For a total of +5 Str, +5 Con, +9 Cha at 20th level.


Wings:
The Song 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.

Draconic Song: At 5th level the Song Dragon can use Bardic Music as a Bard of his Song Dragon level -4. This stacks with Bard levels. If the Song Dragon multiclasses as a Bard, he may choose to keep progressing his Arcane Blood casting instead of gaining bardic spellcasting, and can learn spells from the Bard list.

Lesser Song Magic:At 6th level the Song Dragon can use Blink 1/day as a SLA  for every 3 HD he has. If he's using Bardic Music, he suffers no miss chances on his own attacks due to the Blink.

Domain: At levels 7 and 16 the Song dragon can add the spells from one domain to his spells known list. The choices are Healing, Travel, Trickery.

Consumate Actor: Song Dragons prefer the company of humanoids over other dragons, and excell at living among “lesser” beings whitout ever revealing their true nature. At 8th level The Song dragon gains a bonus on  Disguise and Performace checks equal to half his HD.

Song Magic:At 9th level, the Song Dragon can use teleport as a SLA 1/day per each 4 HD he has. If he does so while using Bardic Music, this works like Greater Teleport instead.

Full Awareness: With their extensive knowledge, Song Dragons are able to learn new languages in a matter of seconds, and seeing trough any kind of illusion under close observation. At 10th level, the Song Dragon is under a permanent Tongues and True Seeing effects, but the second only has a range of 15 feet.

Arcane skin:At 11th level the Song dragon gains SR equal to his HD+11. It may raise or lower it at any time as a free action.

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

Greater Song Magic: At 13th level the Song Dragon can use Heal as a SLA 1/day for every 5 HD he has. If he does so while using Bardic Music, he can affect any one creature that's currently listening to his song,  not only creatures whitin touch range (don't need attack rolls to target oponents either).

Growth:At 14th level the Song dragon grows to large size.
                At 19th level the Song dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

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

Glorious Song Magic At 15th level the Song Dragon can use Plane Shift as a SLA 1/day for every 6 HD he has. If he uses this while using Bardic Music, he only arrives 5 to 500 feet off-target.

Grand Song Magic:At 17th level the Song dragon can use Polymorph any Object as a SLA 1/day for every 7 HD he has. If he uses this while using Bardic Music, the Saving Throw becomes a Will save instead of a Fortitude save.

Battleground Song: Every great conflict deserves an equally great theme playing on the background! At 18th level 1/day when the Song Dragon starts a Bardic Music, he can choose to improve it to a Battleground Song. For 1 hour (or  sooner if the Song Dragon willingly dismisses it), the chosen Bardic Music keeps playing, centered on the area where the Song Dragon first started, regardless of what happens to the Song Dragon. Any silence effects on the area have a 10% chance every round of being overwhelmed by the music. The Song Dragon may even start a second Bardic Music while the Battleground Song plays.

Crush: At 19th level the Song 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:
At 19th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies 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 enemy 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, enemies 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.

Preserving Song of Renewal At 20th level the Song dragon develops an unique song to protect those he cares most about while overriding any evil foul play. It can be started as an Immediate action, and costs 7 Bardic Music uses. Each round of the countersong, he makes a Perform check. Any creature within 60 feet of the Song Dragon (including the dragon himself) that is affected by any  magical/psionic/supernatural/similar attack may use the dragon’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Preserving Song of Renewal is already under the effect of a noninstantaneous  magical/psionic/supernatural attack, it gains another saving throw against the effect each round it hears the Preserving Song of Renewal, but it must use the dragon’s Perform check result for the save. If the effect didn't allow a save and is harmfull, then it's automatically removed.

Preserving Song of Renewal also automatically blocks any harmfull noninstantaneous magical/psionic/supernatural attacks that don't allow a save. The Song dragon can play it for up to 7 rounds.

[/spoiler]

Comments:
[spoiler]
Song Dragons are slim and delicate compared to most other dragons, but make up for it with a powerful arsenal of SLAs. Ironically, the original monster has no music abilities whatsoever (not even perform as a class skill!) so I took care of that. Also can only turn into women and like to charge with swords while in humanoid form while singing, altough they won't do noise if silence is required.

In the end, the Song Dragon is mostly a suport monster. It grows slower than any other dragon but bardic music on top of spellcasting and an excellent selection of SLAs makes him an invaluable ally to the party.

So if you want to play a joyous giant lizard that tries to solve everything with music, the Song Dragon's for you!

[/spoiler]

oslecamo

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Air elemental IV-a new wind!

[spoiler]
That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...
Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.

I suppose that makes sense.  Then the equipment just flows around the body.  Is it still "in use/being worn?"  Could be important to know if those monsters inside attacking the elemental get any special bonuses while this is happening.  Remember, creatures "caught in the whirlwind can otherwise act normally" and can still swing those vorpal scytes, get their full round of damaging natural attacks in, etc.

Oh, I noticed one more thing:  The DC for the whirlwind is based on strength.  Was this intentional?  I know you changed one of them to dexterity down below.
Definetely not intentional, because it said strenght score, not bonus. That would make for some sick DCs even if Str was your third stat! :P

Also put in that the equipment still counts as being worn, and that it counts as an humanoid for item slots since I'm at it.


 It feels very standard for the creature, though I feel that it could use a little pizzazz or something.  Maybe after it exits its whirlwind mode, it can be any size it can turn into?  Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?
I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).

Dexterity mod to damage is a nice touch.  And yes, controllery move-you-around-the-battlefield is rather good.  Given that you avoided the suggestion of "size changing upon exiting whirlwind", I assume that's a "didn't like."  Didn't feel too overpowered, given that it would normally take only two rounds to reach maximum/minimum size anyhow.
[/quote]
Didn't really liked that sugestion yes. I believe the whirlwind is already good enough as it is.

I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond!  Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing.  It has a body like that of an ooze at times.  Hence Dancing Wind.  It's a fun feature that says "I'm my own gran--I mean flanker!"  With the dexterity modifier through the roof, it will get several of those per encounter.
Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.

Yes, but the air is living now.  It can direct itself such that it won't be hitting the buildings.  That makes me think... does this creature have all-around vision?
No. Don't you see the two defined eyes on the picture? :p

I consider that even if they have underscineble anatomy, elementals still seek to assume shapes and focus their atention in something, unlike monsters like oozes that are indeed a blob moving over/under anything on its path.

The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute.  The first ability, force of nature, is a brute ability.  Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list.  That could be particularly nasty :) Wind reach is a bit confusing, however.  Can it really reach things within Medium range?  Despite being 100, 150, or even 200 feet away from them?  Well, "reach" is in the name so I suppose... It just feels a bit strong.  "Oh, we need that necklace off the king over there!"  "Not a problem, I'll get it... and I don't even need a spell to do it!  I'll just float by the window here..."  Telekinesis is particularly powerful and has an even longer range.  Is this how you intended the ability to work?  Does it need line of effect or just line of sight?  Standard action/move action/swift action?  Please clarify these few things and I can make a better decision.  It feels very assassin-based, at least.
They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!

Alright.  DC = 10 + 1/2 HD + ?  I'm assuming dexterity for maximum advantage.  Is it the winds that is causing the effects or do they act exactly as the spell-like ability (a sourceless, telekinetic pull/thrust)?  'Tis only a flavor question ^^
Whatever the player/DM thinks its best. I don't see the need to limit myself here. Also added the DCs formula, good catch.

For the level 9 abilities, specifically tempest breath, why not let it act like force of nature?  Basically, those in the breath weapon make two saves:  First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack.  The breath weapon is subpar to the slam attack in many ways, least of all dealing damage.  It also becomes a controller effect rather than a brutish damaging type.  The falling prone is more like icing.
Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.

Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.

True about the tankish, but the tanks usually work in a localized area surrounding them, depending mostly on the reach of their weapons.  Also, tanks want to keep enemies near them and away from the party.  They control not out of self preservation but out of party preservation.  The more enemies targeting them and not their party members, the better off the party is.  Maybe a gust of wind type effect from somewhere within range with the breath weapon rules you posted?  A pull rather than a push, basically.
Why? A push can be just as effective at keeping enemies away, puting them further away from the party. Or sending them towards the wizard's area damages and fighter's Aoo spiked chain machine. In particular because the air elemental isn't really prepared to pull a bunch of enemies and then eat all their full attacks to the face.

Suffocate is nasty--I like it.  Very assassin-esque and VERY much save-or-die.  'Tis a good thing that you made it a full-round action.  How long can the air elemental sustain the Suffocate ability?  Just three rounds?  There is no cap on it currently.  Can it use it an unlimited number of times per day?
If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.

Okay, definitely powerful.  I presume, then, that three rounds are still necessary to fully suffocate a character, despite his current hit point total.

At level 10, things get complex and even deadlier.  Once again, the first ability feels more controller-based.  Is that a 5-ft radius beyond the elemental's space per HD?  That can reach huge proportions.  Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).
And again, tanking is the brute's control.

Made my comments about tanking above.  This ability, however, isn't as controllery as the previous breath weapon.  It applies a few negatives to an area surrounding the elemental, including allies.  Might not be uber useful if you have ranged characters in the party.
You're right there, added clause to exclude allies.


Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).
Why exactly? Summon monster isn't that strong of a spell.

Oh, you silly person you :) There are threads dedicated to summoning.  Even when limited to air elementals, they can still be extremely powerful.  Check out the storm elemental from MM3 (considered an air elemental).  I believe that the Djinni counts as an air elemental as well.  Wishes?  Chance of a noble five times per day currently.
The djinni is an outsider with the Air subtype, not an elemental. The storm elemental is cool, but not exactly OP. Also most summoning combos usually involve a good bunch of feats to raise the summon's power. And hey, capstone ability!  :p

Thanks for another detailed review! :)

Happy to.  I enjoy reviewing these (even if RL doesn't give me all the time that I'd like to write them up).  I also like the fact that these creatures are being given justice as playable characters.  Powerful, yes, but sacrifice is required for them to be so (in the form of race and levels)!
Yeah, that was my main focus when starting this project.

[/spoiler]

oslecamo

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Defacer


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Defacer Body, Steal Face, Frightful Keening, +1 Str
2+1+0+0+3Defiled Skin, Tremorsense +1 Str
3+1+1+1+3 Stunning Possession, +1 Str
4+2+1 +1+4The Masquerade, +1 Str
5+2+1+1+4Face Possession, +1 Str
6+3+2+2 +5Earth Glide, Cruel Deceiver, +1 Str

2 Skill points+Int mod per level, quadruple at 1st level. Class skills:
none.

Proficiencies:its own natural weapons only.


Features:

Defacer Body:
The Defacer loses all other racial bonuses, 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]

It is a medium sized undead with  two slam natural attacks dealing 1d8+ Str mod each and base speed of  30 feet, plus a burrow speed of 15 feet. It is unable to speak or peform fine manipulation of any kind, altough it can perform basic body communication with its flexible body.

In addition, it gains a bonus to natural armor equal to its Str mod.

Steal Face:If a Defacer's slam attack kills a creature with an Intelligence of 3 or higher, or if the Defacer touches the body of such a creature whitin 1 day of its death, the Defacer steals its face as an immediate action. This physically erases the facial features of the body, including bone structure, mouth, and teeth, leaving a smooth and blank surface. Attempts to cast speak with dead or any kind of divination on victims of this attack always fail.

This defilement of the corpse also draws the soul of the creature to the defacer, and it becomes one of the keening faces that whirl about the defacer's head. This prevents the soul from reaching the afterlife, becoming undead, or being raised or ressurected. Nothing short of destroying the Defacer restores a corpse's face and frees the soul.

As a free action, the Defacer can make its blank visage take the shape of a face it has stolen. There's no limit to how many faces a Defacer can hold, and they're always hungry for more!

If a defacer stole a creature's face by killing it and is destroyed whitin 24 hours of that act, its victim returns to life (stable at 0 hit points) if its body is largely while. Its face is restored. This return to life does not result in level loss or ability drain.

Frightful Keening: As a fullround action the Defacer can make the faces it has stolen whirl about its head, wailing and screaming. The noise produced can be heard trough earth and stone as easily as it can trough air.  Any creature that can hear the sound and that is whitin 10 feet per face stolen (up to 10 feet per HD)  of a Defacer is automatically shaken. This is a sonic, mind-affecting fear effect. Ending is another fullround action. The Defacer can affect a smaller area than maximum when he starts the keening, but can't change its size untill he ends it and starts anew.

In addition, the Defacer gets a racial bonus to Spot and Listen checks equal to the number of stolen faces (up to its HD) while it is using Keening as the floating heads are literally extra eyes and hears.

At 10 HD, even those that would be immune to the Defacer's Frightful Keening can become shaken, but they're allowed a Will save with DC 10+1/2 HD+ Cha mod to resist it.

Ability Score Increase:The defacer gains +1 Str at every level, for a total of +5 Str at 5th level.

Defiled Skin: At 2nd level the Defacer gains DR/silver equal to half the number of stolen faces (up to its HD).

Tremorsense: At 2nd level the Defacer gains tremorsense with a range of 10 feet per HD number of stolen faces (up to its HD)

Stunning Possession: Creatures struck by a Defacer's slam attack must succeed on a DC 10+1/2 HD+Str mod or be stunned for 1 round. While Stunned, the creature's face takes on the shape of one of the defacer's victim (Defacer's choice) and screams for help and release using the languages that soul knew in life for 1 round, after which it returns to the defacer.

At 8 HD this can affect even creatures immune to it, but they gain a +5 bonus on their saves.

The Masquerade: Defacers are created from doppelgangers or other beings that can mimic others, but they lost that ability on undeath, instead developing the power to steal faces. That doesn't mean they stop trying to impersonate others however. At 4th level if the Defacer wears clothes and a hood so only its face is revealed, it gains a racial bonus on disguise checks to impersonate those whose face it stole equal to 10+HD, and a racial bonus to Bluff checks equal to its HD. Using Frightful Keening removes those bonus as no diguise can hold itself up to a bunch of screaming floating flaces, but in return the Defacer now gains a racial bonus on Intimidate checkes equal to its HD while using Frightful Keening.

Haunting Despair: At 4th level as a fullround action, useable only if its already using Frightful Keening, the Defacer can “throw” the faces around it to any point whitin 50 feet per HD (demands line of sight and effect). The faces concentrate their screams around the target point, as if the Defacer itself was there. Flying creatures caught by this effect are forced to drop 1d10*5 feet per HD as the faces fly above them and push them downwards.

Face Possession: At 5th level, as a swift action, the Defacer can concentrate his possessing power. Its next sucessful Slam attack whitin 1 round, on  top of Stunning Possession, forces the creature to make a Will save with DC 10+1/2HD+Str mod or have its face replaced by a stolen screaming face anyway for 2d6 rounds! This renders the creature blind, deafened and unable to taste or scent for the duration, plus a penalty on Concentration and Cha-based skills equal to the Defacer's HD for the duration.

Earth Glide: At 6th level the Defacer can glide trough stone, dirt and any sort of earth except metal as easily as a fish swims trough water at its base speed. This burrowing leaves behind no tunel or hole, nor does it create a ripple or any other signs of its presence (altough its frightful keening can still be heard).

Cruel Deceiver: At 6th level, 1/day when the Defacer's disguise is found out by someone, the Defacer may react by pulling out its current face and summoning forth his remaining ones in a macabre ritual as an immediate action. It can activate its Frightful Keening, except on the 1st round afterwards all other creatures whitin range are panicked for 1 round.

In alternative, in combat 1/day, it may as an immediate action focus its floating faces on one single oponent inside its Frightful Keening range to make them panicked. Both options share the same pool of uses so only one can be used each day.

 This is a sonic, mind-affecting fear effect.  At 10 HD, even those that would be immune to this can become panicked, but they're allowed a Will save with DC 10+1/2 HD+ Cha mod to resist it.

Comments
[spoiler]
Can't believe I hadn't noticed this one before, really cool undead.

The original one had a lot of half-random limitations like losing faces while gliding and it only lasting one day, which I don't consider very fun for a player who wants to go around stealing faces, so removed all of that.

Earth glide is very powerful so only gained at last level, altough the Deceiver gets normal burrowing until then. Then had to add some custom abilities to fill in the levels following the whole “steal faces” premise.

So if you want to play an undead that goes around stealing identities, the Defacer's for you!


[/spoiler]

Catty Nebulart

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In regards to wing dragon:

Quote
Proefeciencies: a wing dragon isn't
proefecient with any armor or weapons, besides his own natural weapons.

Wing dragon Body: The blue dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite .... (snip)

And I'd question the fire subtype.
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oslecamo

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Demilich


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

Spells: Be a spellcaster of 21st level or higher.
Special: Must have both Lich prc levels. Must craft its own Soul Gems (described below)

[spoiler]
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do Demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the Demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the Demilich to use its most devastating ability, Cap'ture the Soul (see the class below). Each Demilich must make its own soul gems, which requires the Craft Wondrous Item feat. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the Demilich.
[/spoiler]

HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Demilich Body,  Perfect Magic, Phylactery Transference , +1 Int, +1 Wis, +1 Cha
2+1+0+0+3Warded Bone, Endless Library, Dark Immunity,  +1 Int, +1 Wis, +1 Cha
3+1+1+1+3 Fell Senses,  Harvest Touch, Dark Immunity, +1 Int, +1 Wis, +1 Cha
4+2+1 +1+4 Essence of Terror, Fell Insight, Dark Immunity,  +1 Int, +1 Wis, +1 Cha
5+2+1+1+4Beyond the Material, Magi Supremacy,  Dark Immunity,  +1 Int, +1 Wis, +1 Cha
6+3+2+2 +5Capture the Soul, Tenacious Magic, Dark Immunity, +1 Str

2 Skill points+Int mod per level, quadruple at 1st level. Class skills:
none.

Proficiencies:A Demilich doesn't gain any new proficiencies


Features:


Demilich Body: Unlike other monster classes, the Demilich maintains most of its previous racial traits except as noted here.

The demilich chooses a part of its body (usually the skull, but hands or spines are also relatively popular choices). The Soul Gems are incrustated in that part of the Demilich at first level of this class and then the rest of its body permanently crumbles to dust. This makes the Demilich to be reduced three size categories, gaining all apropriate bonus and penalties except for ability score and natural armor changes.

Obviously the Demilich can't move normally anymore, but instead it can magically float  with perfect maneuverability at a speed of 30 feet per Demilich level, up to 180 feet at 6th level. It can also use Disguise or Hide to stand perfectly still and pretend it's an inanimate object, opposed by observer's Spot checks.

If the selected body part was capable of a natural attack, the Demilich retains it, but loses any other natural weapons. Dark touch can always be used regardless of the part chosen, simply by flying towards its target and contacting them. It can also project a magic voice if it no longer has a jaw, for both communication and spellcasting.

Finally the demilich is now immune to any effects that would cut off parts from its body, like Vorpal.

Perfect Magic: The Demilich keeps improving its base magic capabilities. Levels from this class stack with the highest caster class the Demilich has for caster level purposes (note that epic spellcasters don't gain new spell slots or spells known anyway).

In addition it no longer needs any somatic components for its spells.

Phylactery Transference:Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. This also includes spell components.

Ability Score Increase:
The Demilich gains +1 to Int, Wis and Cha at all levels, for a total of +6 Int, +6 Wis and +6 Cha at 6th level.


Warded Bone:
The Demilich's body has been filled with protective enchantments so many times it has become saturated with them. At 2nd level the Demilich gains resistance to Fire, Acid, Sonic and Turning equal to its HD, and its DR improves to DR/epic and bludgeoning.

Endless Library:
After centuries or even millenia, the Demilich can effortesslly use a wide variety of magic. At 2nd level the Demilich can cast the following spells as SLAs at will [Astral Projection, Create Greater Undead, Create Undead, Death knell, Enervation, Greater Dispel Magic, Harm (usually used to heal itself), Summon Monster I-IX, Telekinesis, Weird]. Save DCs are 10+1/2 HD+Cha mod, and any limits on CL are removed.

In addition the Demilich can use  Greater Planar Ally as a SLA 2/day.

Dark Immunity:
The Demilich progressively becomes completely immune to certain problems even normal undeath doesn't automatically escape. At every level but 1st pick one of the following options
-Immunity to Cold.
-Immunity to Electricity.
-Immunity to Polymorph and any other effects that would change its chape against its will.
-Immunity to any effects that would make it act against its will, like Control Undead and Rebuke/Command, but not Turning/Feints or any effect that simply makes the Demilich unable to act.

Fell Senses: No longer hindered by a clunky skeleton, Demiliches move whitout drawing notice while carefully observing their surroundings. At 3rd level the Demilich gains a racial bonus equal to its HD on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
 
Harvest Touch:A simple caress on the jeweled bone ruins the greatest heroes. At 3rd level the Demilich's touch attack now deals 1d8 per HD plus Main Mental Stat mod damage, and the target needs to make a Fort save with DC 10+HD+Main Mental Stat mod or become permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 10+HD+Main mental stat mod) or Heal check (DC 10+1/2HD+Main Mental Stat mod) reveals that the victim is still alive. Even those immune to paralyzis can be affected by this, but they gain a +5 bonus on their saves.

Essence of Terror:
At 4th level the Demilich is surrounded by a pure aura of dread and fear. Enemies with less than half its HD are automatically panicked unless they're immune to fear (in which case they get the save, but whitout the +5 bonus anymore). Other enemies are panicked in a failed save and shaken in a sucessfull save unless they're immune to fear (they're still panicked if they fail the save).

In addition creatures suceeding on their saving throws against this effect no longer gain immunity against the demilich's fear aura for 24 hours, and must save again next turn.

Fell Insight:The Demilich's mind becomes even more cold and calculating, planning every move several steps ahead. At 4th level it gains an Insight bonus to AC and attack rolls equal to its HD.

Beyond the Material:
The Demilich mind moves almost on its own, barely recognizing it's still enclosed in a physical vessel. At 5th level it gains Blinding Speed and Automatic Quicken Spell as bonus Epic Feats even if it doesn't meet the prerequisites. If it already had them, it may select another Epic Feats it qualifies for on a 1 for 1 basis.

Magi Supremacy: Very few can hope to suceed against a Demilich in a contest of raw magic. At 5th level a Demilich is immune to all magical and supernatural effects, except as follows. A shatter spell affects a Demilich as if it were a crystalline creature, but deals half the damage normally indicated. A Dispel Evil spell deals 3d6 points of damage (Fort save for half damage). Holy Smite spells affect Demiliches normally. It may still let benefical magics and supernatural effects affect it as it wishes.

Otherwise it laughs at magic. It slips trough entangles and animated tentacles, orbs harmlessly dissipate over it, force effects could as well not be there, and so on.

Capture the Soul: At 6th level the Soul Gems have finally fully crystalized into the Demilich, and they can now be used for their true dark purpose.

A demilich can trap the souls of up to eight living creatures per day. To use this power, as a standard action it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier). If the target makes its saving throw, it gains four negative levels, or two negative levels if it was immune to such effect (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone unless the Demilich decides to release it from the darkest pits of its mind, something it can never be forced to do unwillingly. The Demilich recovers all lost HP and any harmfull effects on it are removed when this happens.

In addition the  The Demilich gains all memories and knowledge of the consumed soul, including even those that were tampered with magic or simply forgoten by the original being. From the first baby cry to the last breath, the Demilich now has the full reportoire of its life.


 If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.

Despite the name, Capture the Soul can be used just fine on constructs and other such "soulless" beings, in which case it captures its essence.

Tenacious Magic: The Demilich's magic prevails. At 6th level it gains Tenacious Magic as a bonus Epic Feat.

[/spoiler]

Comments
[spoiler]
I had already done quite a few number of epic monsters, but this is the first one I do that already starts on epic.

Overall, the demilich was already filled with lots of abilities. Numerous immunities and resistances, bonus feats, lots of SLAs, you name it!

Still added a few custom abilities here and there. Replaced immunity to mind-affecting (already granted by being an undead thank you very much) by immunity to "dirty tricks to get undeads under your control". Also improved Trap Capture the Soul by removing most limitations, and added the extra benefit of learning everything your poor victims did, even if they themselves don't remember it anymore. Not that much brute power, but brutally efficient if you know how to use it.

Epic usefull feats (and kinda useful at that) plus +6 to mental scores helps rounding it up.

Now I would really like to see a Demilich pretending it is some kind of artifact while leting itself be "wielded" by a group of adventurers.

So if you want to play a flying pimped piece of bone, the Demilich's for you!
[/spoiler]

b100d_arrowz

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Quote
Now I would really like to see a Demilich pretending it is some kind of artifact while leting itself be "wielded" by a group of adventurers.
Funny you should say this... In a campaign I was in once, our party wizard (personality of a stereotypical old man in anime) got himself trapped inside his staff for 3 sessions. He was the most... interesting intelligent item  :lol
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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #752 on: September 24, 2011, 05:40:57 PM »
Ankheg (awakened)


[spoiler]

Hit Die: d10
LevelBABFortRefWillFeatures
1+1+2+2+0Ankheg Body, Mandible Grab, Tremorsense, Spit Acid, +1 Str, +1 Con
2+2+3+3+0Death From Below, Winding Tunnel, Hit and Dig, +1 Str, +1 Con
3+3+3+3+1Growth, Instinctive Vomit, +1 Str, +1 Con
Skills:2+Int mod. Class skills are Balance, Climb, Jump, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: An Ankheg is proficient with its own natural weapons.

Features

Ankheg Body:
The Ankheg loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 30 feet, a Burrow speed equal to 2/3 its base speed, and a natural weapon bite attack dealing 1d8+1,5 Str mod damage. Ankhegs have no limbs capable of fine manipulation, but awakened specimens are capable of speech even if its mandibles always get in the way.

An Ankheg also gains a natural armor bonus equal to 2+Con modifier.

mandible Grab:To use this ability, an Ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. At 8 HD the Ankheg ignores Freedom of movement effects.

Tremorsense:
The Ankheg gains tremorsense with a range of 10 feet per HD.

Spit Acid:
The Ankheg can, as a standard action, fire a breath weapon consisting on a line of 10 feet per HD dealing 1d6 Acid damage per HD, allowing a reflex save with DC 10+1/2 HD+Con mod for half damage. Once used, it must wait 1d4 rounds before it is recharged.

Ability Score Increase: The Ankheg gains +1 to Str and Con at every level, up to +3 Str and +3 Con at 3rd level.

Death From Below:While underground, at 2nd level the Ankheg can perform a Charge whitout actually needing to move at least 10 feet, and whitout needing a clear path towards its target as long as it knows its position with tremorsense. The Ankheg may also ready a Charge as a standard action, but can only move up to its climb speed. Ankhegs prefer waiting just below the surface untill they detect some kind of prey.

Winding Tunnel:A burrowing Ankheg usually does not make a usable tunnel, but 2nd level can construct a tunnel. It burrows at half speed when it does so. The tunnel is large enough to fit creatures of its own size whitout trouble.

Hit and Dig:At 2nd level an Ankheg that sucessfully grabs an oponent after a Charge may use any leftover movement to go back inside the earth with its prey before it can offer any meaningfull resistance. If it had digged a Winding Tunnel and retreats trough it, the leftover movement is doubled, altough any leftover enemies may also follow it trough that path.

Alternatively, the Ankheg may as a fullround action, move up to its Climb Speed, perform a normal bite attack at any point during movement, and if it sucessfully grapples the target then drag them along for the remainder of the movement.


Growth: At 3rd level, the Ankheg grows to large size (notice it's a long creature). At 10 HD, it grows another size category, and again at 20 HD.

Instinctive Vomit:Ankhegs will suddenly let out spits when desesperate or frustated. If the Ankheg is reduced to less than half its max HP or fails a save, it may use its Spit Acid as an immediate action. It can use this even if the breath weapon was in recharge, but if he does so, then he can't use it again (not even for another Instinctive Vomit) for 1 minute as it needs more time to recharge its acid reserves.
 [/spoiler]

[spoiler]
Yes, awakened because the original just has 1 Int.

Well the Ankeg is actually a pretty staple creature of D&D, and even one of the first ones I ever faced as a player. They don't have empires or threaten to consume the world or anything like that, but few things beat going in your low level journeys and suddenly "OH GODS WHAT'S THAT THING THAT JUST BURST THE GROUND CHEWING ON JOHN? OH GODS IT CAN BREATH ACID?". Classic.

Thus the Ankheg class kinda focuses on that. Dig around and keep tabs on the situation with tremorsense, then burst up for a bite, maybe breath some acid for when dealing with multiple enemies, then back underground. Being able to make tunnels for allies is also quite handy.

Grealty reduced the "cooldown" on acid breath because it can't wield weapons or anything so it needs a reliable back up trick to just trying to chew on people.

So if you want to play a burrowing acid-spitting monster, the Ankheg's for you!


[/spoiler]

Daedroth

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Oslecamo, the black dragon class have some mistakes.

"A blue dragon of 5th Nivel can use this ability 1 time per day per each 5 DG it has. It affects one 10 feet cubic stagnate 10 cubic feet of water per 5 DG, making it become still, foul, and unable to support animal life... "

This mistake is repeated over and over again in the black dragon.



Catty Nebulart

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A blinkdog is proficient with its own natural weapons.

That is nice but this is the Ankheg entry.
E: "Did they... did they just endorse the combination of the JSDF and US Army by showing them as two lesbian lolicons moving in together and holding hands and talking about how 'intimate' they were?"
B: "Have you forgotten so soon? They're phasing out Don't Ask, Don't Tell."


b100d_arrowz

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(DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier).
This is the save for the demilich's trap the soul ability, just wanted to make sure it's correct, since almost every other ability for it, and all other monsters  :D, is 1/2 HD.


also
Quote
If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.
a little redundant there  :o
« Last Edit: September 26, 2011, 07:10:13 PM by b100d_arrowz »
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oslecamo

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Quote
(DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier).
This is the save for the demilich's trap the soul ability, just wanted to make sure it's correct, since almost every other ability for it, and all other monsters  :D, is 1/2 HD.
It's suposed to be like that. It's how the original monster works and I agree, by this level everybody will have so many random boosts to saves that DCs need some extra hiting power.

also
Quote
If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.
a little redundant there  :o
Don't blame me, that's the original text. :p