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Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #80 on: October 09, 2010, 02:20:46 PM »
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.
The text seems contradictory.
Quote
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.
Did you mean:
Quote
If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.

Quote
The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.
Normally clerics can spontaneously convert spells into cure/inflict spells of the same level. The ability lets them do this with spells which appear on their list of racial SLAs.

It's basically the same as the "spontaneous domain casting" ACF, except that replaces your ability to cure/inflict spontaneously. Which this should too. *changes*
EDIT: Accidentally clicked a :eh smiley
« Last Edit: October 09, 2010, 04:12:23 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #81 on: October 09, 2010, 02:42:28 PM »
The text seems contradictory.
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.

Quote
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.

Did you mean:
Quote
If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.
No, because that version doesn't allow you to jump straight to the big spell slots(skipping the small spell slots), and you end up severly behind normal spellcasters.

Check out the example provided.
It's basically the same as the "spontaneous domain casting" ACF, except that replaces your ability to cure/inflict spontaneously. Which this should too. *changes* :eh
It ends up stronger than it is now, and I really don't want that. Cleric is stronger than sorceror, so you need to pay something to be a viable cleric, in this case your domains.

The Fiendish Codex has one "upgraded" succubus that casts as a cleric, using Cha instead of Wis, but doesn't get domains. The fluff behind it's that the succubus is pulling an ur-priest, cheating the powers that are to get divine magic. It's what inspired me for that.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #82 on: October 09, 2010, 05:07:25 PM »
Blink Dog


[spoiler]

Hit Die: d10
LevelBABFortRefWillFeatures
1+1+2+2+0Dog body, Blink, +1 Dex, +1 Wis, Scent
2+2+3+3+0Dimension Door, +1 Dex, +1 Wis
Skills: 4+Int mod. Class skills are A Blinkdogs class skills are Hide, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: A blinkdog is proficient with its own natural weapons.

Features

Dog Body:
The Blink dog 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 40 foot, and a natural weapon bite attack dealing 1d6+1,5 Str modifier damage. Blink dogs have no limbs capable of fine manipulation.

A blink dog also gains a natural armor bonus equal to his Con modifier.

Blink:Ability Increase: A blink dog gains +1 to Dex at 1st level, +1 to Dex at 2nd level, +1 to Wis at 1st and second level, for a total of +2 Dex and +2 Wis at second level.

Scent:
As the SRD ability.

Dimension Door: Blink dogs are masters of dimensional movement and can leap from one point to another in the blink of an eye. A blink dog can use Dimension Door as a spell-like ability 4/day for each HD it possesses, except that the range is equal to the Blink Dog's base speed, but you can take any remaining actions after blinking. Using this ability requires a move action. At 8 HD this ability can be used as a free action, but only 1/round.
 
[/spoiler]

Done by AustontheGreat1 from GITP


Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #83 on: October 09, 2010, 05:18:53 PM »
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.
That's... awkward. Spellcasters don't gain new spell slots when they level up so much as replace their old set.
Things are much easier with psionics, since you can just say that their racial levels stack for ML and maximum power level known.

I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three. Maybe for every two racial levels they can "upgrade" all their existing slots by one level?


EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide powers.

They might or might not be able to make longer jumps a limited number of times per day.
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)
« Last Edit: October 09, 2010, 05:29:12 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #84 on: October 09, 2010, 05:22:54 PM »
Hill Giant

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0 +0Hill Giant body, Powerful Build, Brute, Str+1, Con+1
2  +1 +3+0 +0 Brute Blow,  Str+1, Con+1
3  +2 +3+1 +1Pound Trough, Faster, Str+1, Con+1
4  +3 +4 +1+1 Growth, Throw Rock, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Swinging Blow, Trample, Str+1, Con+1
6  +4 +5 +2 +2  Wrecking Ball, Str+1, Con+1
7  +5 +5 +2 +2 Simple is Best, Overconfidence, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Jump, Listen and Spot.

Proficiencies: All simple and martial weapons and his own natural weapons, plus light and medium armor.

Features:
Hill Giant body: the Hill Giant loses all other racial bonuses, and gains giant traits (Mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

Ability score increase: a Hill Giant gains +1 Str and +1 Con at each level, for a total of +7 Str and +7 Con at 7th level.

Powerful Build:Brute: At 1st level, if your bull rush pushes an opponent into a wall or other solid object, he stops as normal.  However, your momentum crushes him against it, dealing 1d6 bludgeoning damage for every HD you have, plus your strength bonus. You also gain a bonus on bullrushes equal to your HD.

At 6 HD, you can bullrush multiple oponents in a single round as a fullround action, as long as they're all whitin your reach when you bullrush the first.

Brute Blow:  At second level, you know how to stagger your oponents with sheer force.  When you hit an opponent with a natural slam attack, a thrown boulder or an attack with a two handed weapon, your opponent must make a fortitude save with DC 10+1/2HD+Con mod or be able to just take a standard or move action on their next turn.

Pound Trough: At third level, you ignore difficult terrain, and you gain a bonus equal to your HD on Str checks to break objects. If you Pound Trough an object as part of a charge, you can keep charging as long as you have movement left.

At 6 HD you may Pound Trough magic fogs and similar non-force effects created by magic that would shape the battlefield.

At 12 HD you may Pound Trough force effects, with the Str break DC being equal to 10+CL of the effect.

Faster: Despite their rough bodies, Hill giants are faster than they look. At third level, you gain +5 to all your movement speeds for each 3 HD you have.

Growth: At fourth level, the Hill Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  

Most Hill Giants lead lives that are poor, nasty, brutish and short.  Those who do not meet an early demise continue to grow:
At 8HD, the Hill Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Hill Giant grows to Huge size and loses Powerful Build.
At 16HD, the Hill Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Hill Giant grows to Gargantuan size and loses Powerful Build.

Throw Rock:  At fourth level, the Hill Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be used as well, but they deal the same damage as a rock of same weight.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Swinging blow:  At fifth level, the Hill Giant can use the momentum of his own blows to move around. Whenever it makes an attack, it may make a 5-foot step as a free action.

Trample:Wrecking Ball:  At sixth level, the Hill giant may perform a bullrush as a free action against any trampled oponents.

In addition, if it hits an oponent with a thrown rock, it may initiate a bullrush as a free action against that oponent, using the rock's size category and its own stats for everything else.

Simple is Best: At seventh level, the Hill Giant doesn't much care for fancy weapons or armor, prefering a good piece of rock on a stick. Any non-magic weapon made of normal materials  wielded by the Hill Giant  (including rocks) gains an enanchment bonus to attack and damage rolls equal to 1/4 his HD, can strike incorporeal creatures whitout trouble, ignores half the DR and Hardness of targets it hits and can re-roll miss chances. If it is a simple weapon, it also deal damage as if they were two size categories larger. All this bonus disapear 1 round after the Hill Giant drops the weapon.

Overconfidence:  At seventh level, the Hill Giant has grown so big and strong that he starts to think nothing can hurt it. Whenever it fails any save, it may ignore the effects of the failed save for a number of rounds equal to 1/4 it's HD.[/spoiler]

Comments:
[spoiler]The Hill Giant is the most basic one, whitout any fancy powers or elemental abilities, so it gets several brute force abilities, focusing on hiting oponents hard, breaking trough stuff, throwing oponents around and eventually prefering big sticks to master crafted blades

[/spoiler]


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #85 on: October 09, 2010, 05:31:39 PM »
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

Granted the text isn't crystal-clear and if you've got a better way of puting it let me know.
That's... awkward. Spellcasters don't gain new spell slots when they level up so much as replace their old set.
That's  why it isn't crystal clear, but it's not that hard to check the spell slot diference between, say, a sorceror 3 and a sorceror 4.

Things are much easier with psionics, since you can just say that their racial levels stack for ML and maximum power level known.
My Mind flayer works that way. Kinda. Because each psion level gives more extra power points than the last level. So when my mind flayer takes one psion level he ends up with more PP than a 1st level psion.

I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.
Sorcerors deserve nicer things than wizards! :p

(in particular because the wizard can easily make up for less spells know by scribing some cheap stuff in his book, but for the sorceror, it's really a punch in the stomach being unable to learn the low level utility stuff).

Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?

Well, at this rate I guess I should make a bunch of tables. Luckily there's just like, 4 diferent progressions to care about (sorceror, wizard=druid, cleric, psion).

EDIT
EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide powers.
Or just go play a shaddow hand swordsage.

Anyway, increased the number of uses of Blink and dimensional door so they can do their stuff better. In return lowered the initial Dex bonus, and put a limit on how far away you can "dimensional door".
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)
Added that they can act after dimensional door, but not that they cannot carry other creatures, since it's still limited per day, and well, blink dogs should be able to help allies move around since they have no hands and stuff.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #86 on: October 09, 2010, 05:49:04 PM »
Gynosphinx

[spoiler]
Hit Die: d8
LevelBABFortRefWillFeatures
1+0+2+2+2Sphinx body, +1 Con, Lore
2+1+3+3+3+1 Wis, Rake, Minor Enigma
3+2+3+3+3+1 Str, Speed boost
4+3+4+4+4+1 Wis, Growth, Pounce
5+3+4+4+4+1 Con, Major Enigma
6+4+5+5+5+1 Wis, Flight
7+5+5+5+5+1 Wis, Speed boost
8+6/1+6+6+6+1 Wis, Symbolist
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft

ProficienciesFeatures

Sphinx BodyLore: At 1st level, the Gynosphinx gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Gynosphinx adds half her HD and her Wisdom modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Rake: When in a grapple, the Gynosphinx can make another 2 claw attacks at its highest base attack bonus, dealing 1d6+1/2 Str mod damage.

Minor Enigma: At 2nd level, the Gynosphinx can use detect magic, read magic, see invisibility once a day per 2 HD it has, and comprehend languages and locate object once a day per 4 HD it has as SLAs .

Speed Boost: At 3rd level, the Gynosphinx gains +10 base land speed. It gains another 10ft at 7th level.

Growth: At 4th level, the Gynosphinx grows to Large size. Her claws now deal 1d6+Str mod damage.

Pounce: At 4th level, the Gynosphinx can make a full attack at the end of a charge.

Major Enigma: At 5th level, the Gynosphinx can cast dispel magic 1/ day for every 2 HD, and remove curse, legend lore, clairaudience/clairvoyance once a day per 5HD it has as SLAs. DC=10+1/2HD+Wis modifier.

At 11 HD the dispel magic upgrades to Greater Dispel Magic.

Flight: At 6th level, the Gynosphinx can fly at a speed of 5ft per HD it has. She has poor manoeuvrability.

Symbolist: At 8th level, the Gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning each once a week per 6HD it has as SLAs. DC=12+1/2HD+Wis modifier.
[/spoiler]

Done by Volthawk from GITP

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #87 on: October 09, 2010, 06:20:14 PM »
I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.
Sorcerors deserve nicer things than wizards! :p
No, I mean normally a sorcerer gains three spell slots when a wizard gains one. So you can't just give all spellcasters 1 bonus spell slot since that favours wizards.

Quote
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.
« Last Edit: October 09, 2010, 06:30:55 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #88 on: October 09, 2010, 06:34:24 PM »
Quote
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.


But then you don't learn higer level spells. Also I don't really like messing with non-standard progressions.

Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #89 on: October 09, 2010, 07:39:02 PM »
Quote
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.


But then you don't learn higer level spells. Also I don't really like messing with non-standard progressions.

Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.
You might want to note that the bonus spell slots are cumulative.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #90 on: October 10, 2010, 08:40:05 PM »
Lich



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

Feats: Craft wondrous item
Spells: Able to cast Spells and caster level 11 or higher.
Special: Must create a Phylactery. See page 168 of the monster manual for the requirements a lich must meet to construct its phylactery.
HD:d12
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+2
Fell magic, Dark touch, Undying body
2nd
+1
+0
+0
+3
Dark refuge, Fell defense, Undying terror, Improved dark touch, Dark Mind
Skills: 2+int mod. A lich has no class skills

Proficiencies: A Lich gains proficiency with their dark touch

Features:

Undying Body:
Unlike other monster classes, the Lich doesn't lose his racial ability modifiers, but he does gain undead traits:[spoiler]* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Liches don't need to breath, eat, or sleep. However, a Lich may do any of the three if desired.[/spoiler]
In addition, a lich gains a natural armor bonus equal to the ability bonus they use for spellcasting and all current and future hit dice become d12s

Fell Magic:
An lich who takes further levels in a spellcasting class can count his lich levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a lich 2 wizard 11 who took another level of wizard could choose to have CL 14, get 1 6th level spell slot, and 1 7th level slot. He wouldn't get the spell slots of a wizard 12 however.

Dark Touch:
A lich gains a touch attack that deals damage equal to 1d8+ the lich's ability bonus of the ability score it's spellcasting is based on. A lich with multiple spellcasting classes uses the class with the highest ability bonus.

Dark Refuge:
At second level, a lich Gains the ability to retreat into their phylactery when their body is destroyed. While in it's phylactery, a lich can see and hear out to a radius of 120ft but cannot take any actions. After 1d10 days, the lich will form a new body near its phylactery that is identical to its previous form.

Fell Defense:
At second level, the unholy magic that animates the lich begins to ward off certain attacks. They gain electricity resistance, cold resistance, and a bonus on saves against polymorphing equal to their hit dice. They also gain  DR/magic and bludgeoning equal to half their HD.

Undying Terror:
A second level lich gains an aura of fear that effects any enemies in a 5ft per HD radius. Any enemy inside that radius must make a will save (DC10+1/2HD+the lich's spellcasting ability modifier) or be shaken for 1 round per HD of the lich. If the creature has fewer than half the liches HD(rounded down), then the creature becomes panicked instead and is still shaken for 1 round on a successful saving throw. A creature that makes a successful saving throw is immune to this ability for 24 hours. This can affect even creatures normally immune to fear, but they gain a +5 bonus on their saves. The lich may produce a smaller radius than maximum if it wishes so, to a minimum of 5 feets.

Improved Dark Touch: Any creature hit by the dark touch of a second level lich must make a fortitude saving throw(DC10+1/2HD+spellcasting ability mod) or become paralyzed. This paralysis last until removed, either by a remove paralysis spell or magic that can remove a curse. The paralyzed creature appears dead but a DC20 spot check or a DC15 heal check will reveal the creature is still alive

Dark Mind:
At 2nd level the Lich gains an extra +2 to a mental ability score of its choice.
[/spoiler]

Comments
[spoiler]When making the lich it took a while to decide how to handle the spellcasting. In the end I went with the same method used for other monsters designed to multiclass into spellcasting classes. I also made their fear aura more useful, so it can affect creatures above 6HD.[/spoiler]

Contributed by Crafty Cultist from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #91 on: October 10, 2010, 09:12:40 PM »
Nerra


[spoiler]HD: d8
LevelBABFortRefWillFeatures
1   +1   +0   +2   +2   Man in the Mirror, Mirror Sheath, Shard Blade
2   +2   +0   +3   +3   Mirror Magic Initiate, Shard Spray, Dex +1
3   +3   +1   +3   +3   Reflective Spell Resistance, Mirror Jump, Cha +1
4   +4   +1   +4   +4   Mirror Magic, Dex +1
5   +5   +1   +4   +4   Greater Shard Spray, Dex +1, Cha +1
6   +6/+1   +2   +5   +5   Mirror Magic Master, Dex +1
Class Skills (6+ Int Modifier): Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Sleigh of Hand, Spot, Tumble, Use Magic Device.

Proficiencies: Nerra are proficient with simple and martial weapons and with light and medium armor.

Man in the Mirror: A Nerra loses all other racial bonus and gains outsider traits (basically darkvision 60 feet). It is a medium sized outsider with base land speed of 30 feet, resistance to cold, electricity and fire equal to his HD and vulnerability to sound.

In addition, the Nerra gains a Natural Armor bonus equal to his charisma modifier.

Mirror Sheath (Su): The Nerra has a special extradimensional storage space that he can access through any mirror or reflective surface (including his own skin), this storage space can hold up to 5 pounds per HD.

Shard BladeMirror Magic Initiate (Sp): A Nerra is a master of deception and magic that tricks the sight comes naturally to him. When applicable, the save DCs for these spell-like abilities is 10+1/2 HD+ Cha modifier, with a caster level equal to his HD.

The Nerra can use Disguise Self once per day per character level and Mirror Image once per day per two character levels.

Shard Spray (Su): Starting at 2nd level, once per day per character level, the Nerra can release a shower of sharp glass from his hand. The shard spray is a ranged attack with a range of 30 feet, plus 10 feet per character level past second and deals 1d4 points of slashing damage per HD. In addition, wounds caused by the shard spray bleed for an additional 1 damage per round until it is stopped by either a DC 10 Heal check or by any Cure spell. Periodic damage from multiple shard sprays stacks.

At 5th level the shard spray grows in strength. Its damage increases to 1d6 and the periodic damage increases to 2. The Nerra can also use his shard spray as a cone attack with a range equal to half the range of the targeted attack, dealing 1d6 points of damage per two HD.

Ability Score Increase: The Nerra gains +1 to Dexterity at levels, 2, 4, 5 and 6, and gains +1 to Charisma at levels 3 and 5.

Reflective Spell Resistance (Sp)Mirror Jump (Su): At 3rd level the Nerra may travel short or long distances through the plane of mirrors. As a standard action, by touching a mirror or another reflective surface (clear glass, still water or shiny metal), he can enter the plane of mirrors and instantly exit through any other mirror within 20 feet per HD. If no mirror is avaiable in range, the Nerra becomes stuck in the mirror plane until he can find a mirror to cross through.

Starting at 13 level, this ability can be used to cross long distances, as per the Shadow Walk spell, with a caster level equal to the Nerra's HD. This transport must begin and end at a mirror. This function of Mirror Jump can be used once per day per four HD.

Mirror Magic Adept (Sp): The Nerra can use Invisibility and Misdirection once per day per HD.

Mirror Magic Master (Sp): The Nerra can use Mislead and False Vision once per day per two HD. [/SPOILER]

Comments:
[SPOILER]So yes. This is meant to fill in for the Varoot, Kalareem and Sillit. The mirror people have some fun things going for them.

Out of the box the nerra is a finesse warrior with several skills useful in social scenarios. Mirror sheath is a useful little thing I added so the first level didn't resume to "skill points, resistances and a weapon". Fortitude saves were left low because there was already plenty of high "basic stats" (BAB, Ref, will and skills).

Shard spray deals slashing damage and is subject to damage reduction, following similar rules to those presented in Complete Psionic regarding powers such as Crystal Shard.

The spell-like abilities are very good for combat and social scenarios. Invisibility and Misdirection are not in the original monster, but I needed something for level 4 since Mislead and False Vision are both 5th level spells. These two are pretty much just weaker versions of those two spells, so not a big stretch.

Dexterity and Charisma increases round up the Nerra. These are the two ability scores that figure most prominently between the three basic monsters.

So, there you have the Nerra. Good followups would be rogue and other  sneaky classes I presume.

And indeed, Shard Blade can give free EWP with any one exotic slashing weapon. Luckly, the Spiked Chain isn't a slashing weapon. Heh.[/SPOILER]

Done by Draken from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #92 on: October 10, 2010, 09:20:42 PM »
Half-fiend

[spoiler]Prerequisites

To become a Half-Fiend, the character must meet the following requirements
-Must have an ancestor who was an outsider native to the lower planes

OR

Skills: Knowledge(the planes):8 ranks
Alignment: any non-good
Special: Must drink fiend blood in a special ritual

HD:d8
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+2
Tainted body, Smite good, Lesser fiendish magic, +1 Con
2nd
+1
+0
+3
+3
Tainted Soul,Wings, +1 dex, Intermediate Fiendish magic
3rd
+2
+0
+3
+3
Tainted Hide, Greater fiendish magic, +1str, +1int
Skills: 4+int mod. Class skills are bluff, hide, intimidate, listen, knowledge(arcana) knowledge(the planes), move silently, sense motive, spellcraft, and spot

Proficiencies: A Half-fiend gains proficiency with their own natural wepons

Features:

Tainted body:
Unlike other monster classes, the Half-fiend doesn't lose its racial ability modifiers, but he does gain native outsider traits.

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

The half fiend also gains a +1 bonus to natural armor(stacking with any previous natural armor bonus they had) and gain a bonus on saves against poison equal to her HD.

Smite good:
A number of times per day equal to 1+1/5HD, a Half fiend can make a normal melee attack that deals extra damage equal to its HD against a good foe.

Fiendish magic:
A half-fiend gains spell like abilities. the abilities gained, requirements, and uses per day are shown below. Save DCs are 10+1/2HD+charisma modifier
HD RequiredFeindish Magic RequiredSpellUses per day
1lesserDarkness1/HD
3lesserDesecrate1/2HD
5lesserUnholy Blight1/2HD
7lesserpoison1/HD
9intermediateContagion1/HD
11intermediateBlasphemy1/2HD
13intermediateUnhallow1/4HD
13GreaterUnholy Aura1/2HD
15GreaterHorrid Wilting1/4HD
17GreaterSummon MosterIX1/4HD
19GreaterDestruction1/4HD
If they multiclasses for an arcane/divince class they can count its Half-fiend levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Half-fiend 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. it wouldn't get the spell knowns and spell slots of a sorceror 3 however. They would get the familiar ability, but half-fiend levels wouldn't count for it

Ability Increase:
The Half-fiend gains +1 to Con at first level, +1 to Dex at second level and +1 to Str and Int at 3rd level, for a total of +1 Con, +1 Dex, +1 Str, +1 Int at 3rd level.

Tainted soul: A second level Half-fiend gains spell resistance equal to 15+HD.

Wings: A half fiend at gains wings that allow it to fly at its land speed with average manueverabilty

Tainted Hide: At third level, the Half-fiend's hide becomes supernaturally resilient. he gains damage reduction/magic equal to half his HD and resistance to acid, cold, fire and electricity equal to half its HD
[/spoiler]
Comments
[spoiler]The main challenge with the half-fiend class was making the levels balanced. I made the spell-like abilities dependent on both half-fiend levels and total HD[/spoiler]

Done by Crafty Cultist from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #93 on: October 10, 2010, 09:34:44 PM »
Half-celestial

[spoiler]Prerequisites

to become a Half-celestial, the character must meet the following requirements
Must have an ancestor who was an outsider native to the upper planes

OR

Skills: Knowledge(the planes):8 ranks
Alignment: any non-evil
Special: Must drink celestial blood in a special ritual
HD:d8
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+2
Angelic body, Smite evil, Lesser celestial magic, +1 Con
2nd
+1
+0
+3
+3
Angelic Soul,Wings, +1 Wis, Intermediate celestial magic
3rd
+2
+1
+3
+3
Angelic skin, Greater celestial magic, +1 Str, +1 Cha
Skills: 4+int mod. Class skills are diplomancy, intimidate, listen, knowledge(arcana) knowledge(the planes), knowledge(religion), perform, sense motive, spellcraft, spot

Proficiencies: A Half-celestial gains no proficiencies

Features:

Angelic body:
Unlike other monster classes, the Half-celestial doesn't lose its racial ability modifiers, but she does gain native outsider traits.

The half-celestial also gains a +1 bonus to natural armor(stacking with any previous natural armor bonus) and a bonus on saves against diseases equal to half her HD.

Smite evil: A number of times per day equal to 1+1/5HD, a Half-celestial can make a normal melee attack that deals extra damage equal to its HD against a evil foe

Celestial magic:
A half-celestial gains spell like abilities. the abilities gained, requirements, and uses per day are shown below. Save DCs are 10+1/2HD+charisma modifier
HD RequiredCelestial Magic RequiredSpellUses per day
1lesserDaylight, Detect Evil1/HD
3lesserAid1/2HD
5lesserHoly Smite1/2HD
7lesserNeutralize Poison, Cure Serious Wounds1/HD
9intermediateRemove Disease1/HD
11intermediateHoly Word1/2HD
13intermediateHallow1/4HD
13GreaterHoly Aura1/2HD
15GreaterMass Charm Monster1/4HD
17GreaterSummon MosterIX1/4HD
19GreaterResurrection1/6HD
If they multiclasses for an arcane/divince class they can count its Half-celestial levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Half-celestial 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. it wouldn't get the spell knowns and spell slots of a sorceror 3 however. They would get the familiar ability, but half-celestial levels wouldn't count for it.

Ability Increase:
The Half-Celestial gains +1 Con at first level, +1 Wis at second level and +1 to Str and Cha at 3rd level, for a total of +1 Con, +1 Wis, +1 Str, +1 Cha at third level.


Angelic soul:
At second level Half-celestial gains spell resistance equal to 15+HD.

Wings:
A half-celestial gains wings that allow it to fly at twice its land speed with good manueverabilty

Angelic skin:
At third level, the Half-celestial's hide becomes supernaturally resilient. he gains damage reduction/magic equal to half her HD and resistance to acid, cold, fire and electricity equal to half her HD.
[/spoiler]
Comments
[spoiler]Well, this class wasn't hard. I just retooled the half fiend class with different abilities. I decreased the uses of their capstone spell-like ability, since ressurection normally has an expensive material component[/spoiler]

Done by Crafty Cultist from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #94 on: October 10, 2010, 09:42:31 PM »
Firbolg

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0 +0Firbolg body, Wilderness initiate.
2  +1 +3+0 +0 Powerfull build,  Str+1, Con+1
3  +2 +3+1 +1  Wilderness link,  Str+1, Con+1
4  +3 +4 +1+1 Growth, Str+1, Con+1
5  +3 +4 +1 +1 Wilderness adept, Str+1, Con+1
6 +4+4+2+2Fast Healing, Str+1, Con+1
7 +5+4+2+2Throw Rock, Smart Catch, str+1, con+1
8 +6+5+2+2Trample, Wilderness Specialist, Str+1, Con+1
9 +6+5+3+3Wilderness companion, Str+1, Con+1
10+7+6+3+3Wilderness Master, Str+1, Con+1
11+8+6+3+3Eternal Watcher, Str +1, Con+1
12+9+7+4+4Wilderness Lord, Str+1, Con+1

Skills: 4+int modifier per level
, quadruple at first level. Class skills are Climb, Jump, Listen, swim, handle animal, knowledge(nature, dungeonoring), diplomacy, bluff, hide, move silently, craft(any), profession(any), swim,  and Spot

Proficiencies:
All simple and martial weapons and light armor.

Features:
Firbolg body: the Firbolg loses all other racial bonuses, and gains giant traits (Mainly low light vision), a base speed of 30 foot and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

Wilderness initiate:
The firbolg have a deep connection with nature wich grants them natural magic powers. This grants him some SLAs he  may choose to use as swift actions a certain number of times per day. Save DCs are 10+1/2HD+Wis modifier.

At 1st level the available SLAs are ghost sound, silent image and detect magic 2/day for each HD. He can also choose to keep concentration of the silent image with a swift action.

In adition, if the firbolg multiclasses into a  casting class, he can choose to count his firbolg levels for purposes of CL and learning new spells and gaining new spell slots. Firbolg levels don't count for any other class ability.

So for example a firbolg 2/druid 1 he could choose to gain one 2nd level spell slot instead of one 1st level spell slots and three zero level slots.


Ability score increase: a Firbolg gains +1 Str and +1 Con for each level in this class except the first.

Powerful Build:
Wilderness link:
The firbolg can now use the SLAs alter self, know direction and ventricolism 1/day as a swift action for each HD it has.


Growth: At fourth level, the Firbolg finishes growing to large size but loses Powerful Build. His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

Firbolgs keep growing as they age, altough the oldest individuals normaly retreat into specially secluded areas are thus rarely seen.

At 8HD, the Firbolg reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Firbolg grows to Huge size and loses Powerful Build.
At 16HD, the Firbolg reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Firbolg grows to Gargantuan size and loses Powerful Build.



Wilderness adept:The firbolg can now use the SLAs displacement, major image and whispering wind as SLAs 1/day for each 2HD it has.


Fast healig:
Equal to 1/2 of the HD of the firbolg, rounded down.

Throw Rock:  The Firbolg may begin throwing boulders or other large objects.  A firbolg of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge Firbolg can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan firbolg can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.

Smart Catch:  A firbolg that would normally be hit by any projectile (not only rocks) can make a Reflex save to catch it as a free action. The DC is 15 for a Small projectile, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The firbolg must be ready for and aware of the attack in order to make a smart catching attempt.

Trample:
Wilderness Specialist:
The firbolg can now use the SLAs Hallucinatory terrain, Shaddow conjuration and reduce person as SLAs 1/day for each 4HD it has. In adition, his reduce person SLA can affect any creature, not just humanoids.

Wilderness companion:
As the druid ability, except that the firbolg may replace it with a 10min ritual and it gains a bonus to AC, attack and damage rolls and saves equal to the Firbolg's Wis modifier. The firbolg is still expected to treat his animal companion with respect, and if he willingly sends it to his death (like ordering him to pass trough a traped tunnel or sacrificing it for some ritual), the firbolg must receive an atonement spell before being able to summon a new animal companion. Death in combat is considered honorable as long as the firbolg fighted at his animal companion's side. Druid levels stack with this ability.

Wilderness Master:The Firbolg can now use the SLAs feeblemind, persistent image and shaddow evocation as SLAs 1/day for each 4HD it has.

Eternal Watcher:
The firbolg gains an extra swift action per turn and may catch any number of projectiles per turn with his Smart Catch ability, altough each projectile beyond the first has his DC increased by +2, cumulative.


Wilderness Lord:
The firbolg can now use the SLAs animal growth, mislead and veil as SLAs 1/day for each 4 HD it has.

[/spoiler]

Comments:
[spoiler]
The firbolg is a more obscure giant, wich curiously fits right on with their fluff of being giants who like to live in isolation and keep contact with other races and species at minimum.

They're suposed to at the same time having a deep connection with nature and a big love for trickery, thus all the wilderness magic stuff. Do notice he can use ALL his class SLAs as swift actions wich allow him to use his tricks while unleashing the pain in melee.

Kinda running out of ideas for the higher levels so gave him an animal companion since he's pictured with a big badass bear and extra swift action to help using the SLAs.

He gets solid skills and a whooping +11 to Str and Con, altough he only has one good save and medium Bab. Also no natural slam attack. He does gets a small fast healing.

The end result is a powerfull gish wich uses a variety of illusion powers to slow down his oponents while either crushing them in melee or at ranged with rocks.

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #95 on: October 10, 2010, 09:48:56 PM »
Pixie


[spoiler]

HD:d6
LevelBABFortRefWillFeature
1+0+0+2+2Pixie Body, Pixie Initiate, Fey Senses, Cha+2, Dex+2, Str-2
2+1+0+2+3Sprite Skin, Fey Blood, Int+1
3+1+1+3+3Pixie Adept, Cha+1, Dex+1
4+2+1+4+4Pixie Finesse, Int+1
5+2+1+4+4Irresistible Dance, Pixie Mage, Cha+1, Dex+1
Skills:6+Int modifier per level, Class skills are Bluff, Concentration, Diplomacy, Escape Artist, Hide, Listen, Move Silently, Sense Motive, Search, Slight of Hand, Spot and Tumble.

Proficiencies: A pixie is proficient with all simple weapons, and with the short sword, shortbow and longbow.

Features:

Pixie Body: A pixie loses all other racial bonus and gains fey traits (basically low light vision). It is a small sized fey with base speed of 20 feet.

Pixie Initiate: A pixie becomes adept at casting several spell-like abilities. At level one, a pixie can cast the following SLA's. All SLA save DC's are equal to 10+1/2HD+Cha mod.

Charm Person 1/day per HD. (Upgraded to Charm Monster at 7 HD)
Entangle 1/day per HD.
Sleep 1/day per HD.
Reduce or Enlarge Person 1/day per HD. (Self only)

A pixie's sleep SLA is unique, in that it does not have a HD cap. Instead, it can affect a number of HD equal to the pixie's HD, plus her Cha modifier. In addition, as a full round action, a pixie may fire one sleep arrow from a bow. This sleep arrow uses up one of her daily uses of the sleep SLA, but if it hits, the save DC is raised by half of the pixie's HD.


Fey Senses:
At first level, a pixie gains a bonus to all Listen, Spot, and Search checks equal to her HD.


Ability Changes: A pixie gains Cha +2 at level 1, and +1 at levels 3 and 5, Int +1 at levels 2 and 4,  Dex +2 at level 1, and +1 at levels 3 and 5, and Str -2 at level one.


Fey Blood: At 2nd level a pixie receives spells known and spells per day as a as a sorceror of 2/3 her level, but she has CL equal to her HD.
 In addition, spells from the Air, Healing, and Plant domains are treated as being on the pixie's spell list, but the necromancy school is treated as a barred school, and the pixie may never gain a familiar, even if she multi-classes into a sorcerer.

If she multiclasses as a sorceror, the casting stacks.

Pixie level Sorceror casting
1-
21
32
42
53

If a pixie takes a casting prc, it may choose to advance his casting as that of a sorceror. So a pixie 5/loremaster 10 would cast as a 13th level sorceror.


Sprite Skin: At second level, a pixie gains DR/cold iron equal to half her HD, and Spell Resistance equal to 11 + HD.

Pixie Adept: At third level, a pixie is able to cast more spells as SLA's.

Lesser Confusion 1/day per HD. (Upgraded to Confusion at 7 HD)
Detect Good, Evil, Law, Chaos or Thoughts 2/day per HD.
Invisibility 1/day per 2 HD. (Upgraded to Greater Invisibility at 7 HD)

Pixie Finesse: At fourth level, a pixie adds her Charisma modifier as a dodge bonus to her AC and gains the feat Weapon Finesse. She also gains a fly speed of 60 feet (Good). Her maneuverability increases to perfect at level 5.

Irresistible Dance: At fifth level, a pixie may cast irresistible dance 1/day per 5 HD.

Pixie Mage: At fifth level, a pixie is able to cast even more SLA's.

Dispel Magic 1/day per 2 HD.
Suggestion 1/day per HD.
Hold Person 1/day per HD. (Upgrade to Hold Monster at 9 HD)
[/spoiler]

Comments:
[spoiler]
The pixie was a hard one due to it's horrible weakness in some areas (SLA's and combat), and amazing abilities in other areas (Permanent Greater Invisibility, and Irresistible Dance). I tried to flavor the pixie as more of a spellcaster, with some rogue elements. A few nice SLA's, some defensive abilities, and casting as a dragon will make this class viable, without making it overpowered.

Oslecamo's comments:
Aranii takes a quite interesting aproach to the pixie, of the the magic trickster instead of invisible hunter the normal pixie is used for. Dragon casting backed up by powerfull SLAs and excellent skills allows for a versatile support character and skillmonkey hybrid.

The paragon path allows the pixie to focus on her manipulation part, in particular ignoring immunity to mind affecting, making a fully focused enchanter a viable character.

[/spoiler]

Pixie Paragon



[spoiler]
Prerequisites: Pixie level 5

HD:d6
LevelBABFortRefWillFeature
1+0+0+2+2Improved Sprite Skin, Combat Charming, Cha+1, Dex+1
2+1+0+2+3Improved Spell-Like Abilities
3+1+1+3+3Improved Pixie Finesse, Pixie Enchantress, Cha+1, Dex+1
Skills:6+Int modifier per level, Class skills are Bluff, Concentration, Diplomacy, Escape Artist, Hide, Listen, Move Silently, Sense Motive, Search, Slight of Hand, Spot and Tumble.

Improved Sprite Skin: At first level, a pixie paragon becomes more resilient to attacks. For purposes of determining her DR, her HD is treated as 4 higher. (Giving an effective +2 bonus to her DR)

Combat Charming:
At first level, a pixie paragon becomes more adept at charming enemies during combat. When she casts an spell or SLA from the (Charm) subschool, the target does not receive a +5 bonus on it's save if it is being threatened by you or your allies. In addition, the DC of all enchantment spells and SLAs cast by the pixie paragon is increased by 1. This ability stacks with other effects that increase the DC of enchantment spells.

Ability Increases: At levels 1 and 3, a pixie paragon's Charisma and Dexterity scores increase by 1.

Improved Spell-Like Abilities: At second level, a pixie paragon becomes able to improve her normal spell-like abilities, and to cast additional ones. She is able to cast the following SLAs.

Crushing Despair 1/day per HD
Mass Charm Person 1/day per 2 HD. (Upgraded to Mass Charm Monster at 15 HD)
Her Dispel Magic SLA is upgraded to Greater Dispel Magic at 11 HD.
Her Suggestion SLA is upgraded to Mass Suggestion at 11 HD.
She gains a permanent speak with animals effect, as the spell.
She is able to use tongues, as the spell, a number of rounds per day equal to her HD x 10. Activating this ability requires a swift action, and deactivating it requires a free action.

Improved Pixie Finesse: At third level, a pixie paragon improves her skill of avoiding attacks. She adds half of her Cha modifier to all saving throws, and gains evasion, as a rogue.

Pixie Enchantress: At third level, a pixie paragon becomes able to affect creatures with its abilities that it normally wouldn't be able to. Any intelligent creature that would normally be unaffected by mind-affecting effects can now be targeted by mind-affecting spells and SLA's from the pixie paragon. The creature receives a +5 bonus on its save. Any creature that is normally immune to magical sleep can also be affected the the pixie's sleep SLA, though it receives a +5 bonus on its save.[/spoiler]

Done by Aranii from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #96 on: October 10, 2010, 09:53:11 PM »
Stone Giant


[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2 +0 +0  Stone Giant body, Powerful Build, Powerfull Throw, Str+1, Con+1
2  +1 +3 +0 +0  Brutal Throw, Powerfull Balance, Str+1, Con+1
3  +2 +3 +1 +1  Mountain Weapon, Str+1, Con+1
4  +3 +4 +1 +1  Growth, Throw Stone, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Trample, Avalanche Throw, Str+1, Con+1
6  +4 +5 +2 +2  Soul of Stone, Crushing Weapon, Str+1, Con+1
7  +5 +5 +2 +2  Rolling Stones, Impact, Str+1, Con+1
8  +6 +6 +2 +2  Living Mountain, Meteor Gamble, Str+1, Con+1

Skills: 2+int modifier per level,
quadruple at first level. Class skills are Climb, Jump, Intimidate, Listen and Spot.

Proficiencies:
All simple and martial weapons and his own natural weapons, plus light and medium armor.

Features:
Stone Giant body: The Stone Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), Darkvision 60', a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  He gets a racial bonus to his Hide skill when in any terrain featuring rough hewn rock, equal to his HD.  Lastly, he gains natural armor equal to his Con bonus.

Ability score increase: a Stone Giant gains +1 Str and +1 Con for each level in this class.  By eighth level, a Stone Giant has +8 Str and +8 con.

Powerful Build:Powerfull Throw: The Stone Giant may use his Str modifier for to-hit rolls with thrown weapons.

Brutal Throw: At second level, the Stone Giant can quickly hurl a projectile after another. When the stone giant performs a full attack with thrown weapons, he may make an extra attack at his highest attack bonus. If the Stone Giant uses a thrown weapon with both hands, he may add 1,5 times his Str modifier to the damage. In addition, the Stone Giant can combine power attack with thrown weapons.

Powerfull balance:  At second level, the Stone Giant learns how to use his powerfull frame to get trough landslides and the roughest natural hazards. He may add his Con modifier for Balance checks and reflex saves.

Mountain Weapon: At third level, the Stone giant can slam his fist on a piece of rock as a move action, pulling a piece of it a large fragment that forms a crude, yet effective weapon. It's stats are the same as a single melee weapon the Stone Giant is proficient with, chosen when created, it's masterwork, and starting at 4 HD gains an enachment to attack and damage rolls bonus equal to 1/4 the Stone giant's HD. The Stone weapon is only good for two blows per HD untill it crumbles into pieces, it's too heavy and rough for anyone else to use it, and has no market value. The Stone Giant may create as many as he wishes, but he can carry two at a time due to their massive load. They count as magic for bypassing DR and hiting incorporeal creatures.

The Stone Giant can initiate a bullrush as a free action whitout provoking attacks of oportunity whenever he hits an oponent with his Mountain Weapon.

Growth: At fourth level, the Stone Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The Giant continues to grow throughout his life:
At 8HD, the Stone Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Stone Giant grows to Huge size and loses Powerful Build.
At 16HD, the Stone Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Stone Giant grows to Gargantuan size and loses Powerful Build.

Throw Stone:  At fourth level, the Stone Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 900 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Trample:Avalanche Throw: At  At fifth level, as an attack action, the Stone Giant may grab an oponent and throw it against another oponent. It must hit the oponent with a sucessfull touch attack, suceed on a Str check against the oponent (apply Size modifiers as normal, but an oponent on fire takes a -4 penalty on this check), and if it suceeds it can fling that oponent against another target, counting it as a Rock of the same size for damage, racial bonus and range purposes. Regardless of hiting or missing, the flinged oponent takes falling damage as apropriate, even if it could normally fly. A reflex save DC 10+1/2HD+Str mod halves this falling damage.

In adition, the Stone Giant may start a bullrush as a free action when it hits an oponent with a thrown attack, whetever it's with a weapon or hapless enemy. Use the Stone giant's stats as if he was in melee.

Soul of Stone:  At sixth level, the Stone Giant can talk to the earth, and it answers.  He may use  Stone Shape as a SLA 1/day for every 3 HD he has.

At 9 HD, he may use Transmute Rock to Mud and Transmute Mud to Rock 1/day for every 4 HD he has.
At 12 HD, he may use Stoneskin and Stone Tell 1/day for every 5 HD he has.
At 15 HD, he may use can cast Earthquake 1/day for every 6 HD he has.
At 18 HD, he may use Summon Elemental Swarm 1/day for every 9 HD he has, but only for earth elementals.

A Stone Giant who multiclasses into an arcane caster class can count his Stone Giant levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and getting new spell slots/power points. However, he does not retroactively gain spell slots or new spells for caster levels he did not take, nor does he add his Stone Giant level to his character level for the purpose of class features, such as familiars.  

Crushing Weapon: at sixth level, the Stone giant's Mountain weapon ignores DR and hardness from it's targets, and can strike ethereal creatures whitout any miss chance. In adition, whenever it lands a blow, the Stone giant may apply extra pressure, shattering the weapon instantly but forcing the oponent to make a Fort Save with DC=10+1/2HD+Str modifier or be stunned.

At 10 HD this ability ignores any immunity to stun, but oponents with such immunity gain a +5 bonus on their saves.

Rolling Stones:At seventh level, as a standard action, the Stone Giant may throw a rock in a straight path instead of an arc, affecting all on a line with 20 feet per HD and width equal to the size of the thrown rock. Oponents on the area of effect are automatically hit, but allowed a reflex save with DC 10+1/2 HD+Str mod for half damage.

If there's an unatended inanimate object on the path, the thrown rock ignores it's hardness and deals double damage. If it's enough to destroy the object, the rock continues trough at full strenght.

Impact: At seventh level, oponents hit by a Stone Giant's thrown rocks/creatures must make a reflex save with DC 10+1/2HD+Str mod or lose their next move action as they're too busy recovering themselves from the extreme impact. In addition thrown stones from the Stone Giant now receive an enanchment bonus to attack and damage rolls equal to 1/4 HD, and count as magic for bypassing DR and hiting incorporeal creatures.

Living Mountain:  At eighth level, the Stone Giant's body is so roughed and hard that if he stands still, he can pass for a piece of rock. It takes a sucessfull Spot or search check with DC 10+HD+Con modifier to notice it's actually a Stone Giant, as long as he doesn't take any actions.

Meteor Gamble:
At eight level, a number of times per day equal to his Con modifier, as a fullround action, the Stone Giant can throw a rock or any other weapon, and immediatily jump on it, leting it carry him trough the air, before both crashing over an oponent!

Treat this as a thrown attack, except that it deals double the normal damage, it affects an area equal to the Stone Giant's area, oponents inside that area are automatically hit (reflex save with DC 10+1/2HD+Con mod for half), and those failing their saves are dazed for 1 round. The Stone Giant ends on the area of impact, but takes no damage at all from the whole process.

[/spoiler]

Comments:[spoiler]
The stone giants are suposed to be nicier of giants. Wich means instead of crushing you under their foot, they prefer to throw rocks at each other. But their failed shots can easily hit innocent a passer-by.

So I decided to focus on the whole rock-throwing thingy, plus allowing them to bash oponents with random slabs of rock. The Stone Giant also has a natural knack for magic on top of the other giants, wich makes caster a possibility.

The capstone combines the best of both worlds by being a powerfull thrown attack and geting you in melee in one go!
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #97 on: October 10, 2010, 09:57:26 PM »
Angel of Decay


[SPOILER]
HD: d12
Level
BAB
Fort
Ref
Will
Features
1+0+0+0+2Dead Angel, Rotting Touch
2+1+0+0+3Unholy Grace, Str +1, Cha +1
3+1   +1   +1   +3   Fallen Orisons, Str +1, Wis +1
4+2   +1   +1   +4   Rotting Aura, Str +1
5+2   +1   +1   +4   Profane Resilience, Str +1, Cha +1
6+3   +2   +2   +5   Fallen Initiate, Str +1, Wis +1
7+3   +2   +2   +5   Wings, Str +1
8+4   +2   +2   +6   Size Increase, Str +1, Cha +1
9+4   +3   +3   +6   Profane Presence, Str +1, Wis +1
10+5   +3   +3   +7   Fallen Adept, Str +1
11+5   +3   +3   +7   Str +1, Cha +1
12+6/+1   +4   +4   +8   Str +1, Wis +1
13+6/+1   +4   +4   +8   Unhallowed Presence, Str +1
14+7/+2   +4   +4   +9   Fallen Magus, Str +1, Cha +1
15+7/+2   +5   +5   +9   Damned Magic, Str +1, Wis +1
Class Skills (2+ Int Modifier): None.

Proficiencies: An angel of decay is proficient with his natural weapons only.

Dead Angel: The angel of decay loses all racial modifiers and receives the following:
[SPOILER]
  • Type: Undead.
  • Land speed: 30 feet.
  • Size: Medium.
  • Natural attacks: Two claws dealing 1d6 + strength modifier damage.
  • Wings: The angel of decay has undeveloped wings on his back, which cannot be used to hover or fly, but reduce the damage of any fall by 2d6, to a minimum of no dice of damage dealt.
[/SPOILER]

The angel of decay has all the characteristics of the undead type, which includes:
[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.
  • 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.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.
[/SPOILER]

Lastly, all past and future HD the Angel of Decay might receive from class levels become 12-sized die, and he gains natural armor bonus equal to his wisdom modifier. This natural armor bonus increases by 1 when the angel's size increases.

Rotting Touch (Su)Ability Score IncreasesUnholy Grace (Su): An angel of decay of 2nd level adds his charisma modifier as a bonus on all saving throws and as a deflection bonus to his armor class.
 
Fallen Orisons (Sp): At 3rd level the angel of decay gains the power to use a number of spell-like abilities. Their save DCs, when applicable, are equal to 10 + spell level + wisdom modifier.

Starting at 3rd level, the angel of decay can use Bane, Inflict Light Wounds, Curse Water , Spectral Hand and Death Watch, each of these spell-like abilities can be used once per day per HD.

Rotting Aura (Su): When an angel of decay is not flying, rivulets of vile corruption stream from his body, constantly regenerating and renewing a pool of odiferous rot around him.
The pool of rot is a 5 foot radius spread, which increases to 10 feet at level 8 and 15 feet at level 12. Any corporeal creature standing on the ground over the pool of rot must make a reflex save (DC 10 + half HD + charisma modifier) each round or take 1d6 damage per three HD of the angel of decay. Whenever a creature takes damage from the rotting aura, she must make a will save (same DC) or be sickened for one round. At 15 level, creatures failing their will saves are instead nauseated for 1 round.
Whenever a creature takes damage from the rotting aura, the angel of decay is healed of a number of hit points equal to the number of die of damage dealt.

Profane Resilience (Su): Starting at 5th level, the Angel of Decay gains damage reduction equal to half his HD, this damage reduction is defeated by magic and adamantine weapons. He also gains spell resistance equal to 10 + HD + charisma modifier.

Fallen Initiate (Sp): At 6th level, the angel of decay can use Inflict Moderate Wounds, Darkness, Death Knell and Crushing Despair, each once per day per two HD.

WingsSize IncreaseProfane Presence (Sp): At 9th level, the angel of decay is constantly surrounded by the effect of the Desecrate spell. The angel of decay is considered an altar to an evil deity for the purpose of the spell.

Fallen Adept (Sp): At 10th level, the angel of decay can use Inflict Serious Wounds, Bestow Curse, Animate Dead and Contagion, each once per day per three HD.

Unhallowed Presence (Sp): At 13th level, the angel of decay generates the effect of the Unhallow spell with a radius of 100 feet. No secondary spell is attached to this effect, which can be activated or suppressed as a swift action.

Fallen Magus (Sp): At 14th level, the angel of decay can use Inflict Critical Wounds, Antilife Shell, Create Undead and Unholy Blight, each once per day per four HD.

Damned Magic (Sp): At 15th level, the angel of decay can use Harm, Finger of Death, Avasculate, Energy Drain and Soul Bind, each once per day per five HD. Additionally, once per day per ten HD he can use Despoil, Etherealness and Avascular Mass.

[/SPOILER]

Comments:
[SPOILER]Fourteen extra strength. Let me sink that in. Fourteen. Sounds like a big number. But the Angel of decay is a frontliner with half BAB, so he needs those extra fourteen points of strenght to even up the attack bonus.

The angel of decay is a monstrous machine of debuffing and bringing the hurt. A paladin gone horribly wrong, and he even keeps the MAD, depending on strenght, charisma and wisdom (which he gains bonuses in at least!). An unholy avatar of all that is corrupt, with vast necromantic powers. And he is no slouch in melee either.

Flight is quite poor, does not scale and comes in somewhat late, this is intentional, because the angel is supposed to stay on ground to make use of his Rotting Aura, the prime gimmick of the class, the defining feature, I should say (because Rotting Rend Touch isn't all that unique, really).

So, if you feel like playing something that is gruesome for the sake of being gruesome, open your arms wide and give a big hug to the Angel of Decay. Because like Tsukiko says, all the undead really want is someone to love them.[/SPOILER]

Done by Draken from GITP

Prime32

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #98 on: October 10, 2010, 10:20:42 PM »
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.
« Last Edit: October 10, 2010, 10:24:22 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #99 on: October 10, 2010, 10:51:43 PM »
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.

How about this:

"Magic Potential (insert sinergetic fullcaster classes for the monster in question here): blah blah usual text blah blah check out FAQ at first post for more details."