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oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #120 on: November 14, 2010, 01:56:18 AM »
Scorpionfolk


[Spoiler]HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+2
Scorpionfolk Body, Poison
2nd
+2
+0
+3
+3
Str +1, Mirror Image 1/day
3rd
+3
+1
+3
+3
+1 Wis, +1 Cha, Trample
4th
+4
+1
+4
+4
Str +1,  Mirror Image 2/day, Claws
5th
+5
+1
+4
+4
Str +1, Major Image 1/day
6th
+6
+2
+5
+5
+1 Wis, +1 Cha, Mirror Image 3/day
7th
+7
+2
+5
+5
Str +1, Growth, Major Image 2/day

Skill Points: A scorpionfolk gains 2+int modifier skill points per level (x4 at level 1).
Class Skills: Craft, Diplomacy, Intimidate, Jump, Knowledge: Nature, Listen, Profession, Sense Motive, Spot, Tumble

Weapon&Armor Proficiencies: A scorpionfolk is proficient with all simple and weapons and it's own natural attacks. No armor proficiencies.

Scorpionfolk Body
The scorpionfolk loses all other racial traits and gains the Monstrous Humanoid type (darkvision out to 60ft) and a sting attack that deals 1d6 damage+str. He also gains natural armor equal to his constitution bonus (if positive). The scorpionfolk is medium and has a base movement speed of 40ft.

Ability Score Increase
A scorpionfolk gains a +1 to str score at levels 2, 4, 5 and 7
In addition, he gains a +1 bonus to wis and cha at level 3 and 6.

Trample
As a standard action during its turn in a round, a scorpionfolk can trample creatures at least one size category smaller than itself. This attack deals 1d8+1,5x str score points of bludgeoning damage damage. A trampled opponent can attempt either and attack of opportunity at a -4 penalty or a reflex save (DC 20) for half damage.

Poison
A scorpionfolk delivers it's poison (Fortitude save DC 10+1/2 character level+con modifier) with each successful sting attack. The initial and secondary damage is 1d4 points of dex damage. The save dc (unmodified by con modifier) may not exceed 10+class level. When the scorpionfolk gains it's seventh HD, both secondary and primary dexterity damage becomes 1d6. At fourteenth HD, both become. 1d8

Claws
The scorpionfolk gains two claw attacks that deal 1d4+1/2 str each.

Spell-Like Abilities
Times per day indicated in the table, a scorpionfolk may use one of it's spell-like abilities (Mirror Image or Major Image) with caster level equal to hit dice and a save DC of 10+Spell Level + Cha modifier. After the scorpionfolk has reached level seven in this class, for every 4 hit dice, he gains another use of his Major Image SLA. For ever 3 hit dice, he gains another use of his Mirror Image SLA

Growth
The scorpionfolk becomes one size category larger (long)[/Spoiler]

Comments
[Spoiler]It's the scorpionfolk from MMII. I remembered it from NWN, and I wanted to give this a shot. I beefed up the uses for the SLA:s to make it relevant, but it's mostly copypasta.[/Spoiler]

Done by Frog Dragon from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #121 on: November 20, 2010, 05:00:05 AM »
Mephit


[spoiler]HD:d8
LevelBabFortRefWillFeature
1+ 0 +0+ 0 + 0 Mephit body,  Elemental Heritage, Mephit Breath, +1 Cha
2+ 1+ 0+ 0 + 0Mephit Skin , +1 Cha
3+ 2+ 1+ 1 + 1 Elemental Magic, +1 Cha
Skills: 6+int modifier, quadruple at 1st level. Class skills are Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Use Rope (Dex).

Proficiencies:  None.

Features
Mephit Body: At 1st level the Mephit loses all other racial bonuses and adopts the Outsider type (primarily gaining Darkvision 60').  They are small creatures with a move speed of 30' and two natural claw attacks dealing 1d3+Str each.  The Mephit gains a natural armor equal to its Con bonus.

Elemental Heritage:  At 1st level, the Mephit gains a subtype of the player's choice from the following list, and gains the respective bonuses:
ElementExtra bonus
Air Reflex save becomes 'Good',  gains flight equal to double base speed, perfect maneuverability, at 4HD.
Cold Reflex save becomes 'Good', Cold immunity, +50% damage from fire. Gains flight equal to double base speed, average maneuverability, at 4HD
Earth Fort save becomes 'Good', +2 str at 1st level and +1 at the other two levels. Gains flight equal to double base speed, poor maneuverability, at 4HD.
Fire Fort save becomes 'Good', Immunity to fire, +50% damage from cold. Gains Flight equal to double base speed, average maneuverability, at 4HD
Water Fort save becomes 'Good', Gains a swim speed equal to land speed and can breathe and move/fight underwater whitout problems. Gains Flight speed equal to double base speed, perfect maneuverability, at 4HD.

Mephit Breath:  At 1st level the Mephit may use an elemental breath weapon.  This breath weapon deals damage appropriate to the Mephit's subtype. Water deals acid, air deals slashing, earth deals bludgeoding. Once used, the Mephit must wait 1d4 rounds  before it can be used again. They all affect a cone of 5 feet per HD, and any save DCs are 10+1/2 HD+Con modifier.

Air/Fire/Water- 1d6 damage per HD, reflex save for half.

Earth/Cold-1d4 damage per HD, oponents struck by the breath weapon are covered by dust/ice particles that are extremely itchy and cause an Irritation that results on -4 penalty to AC and -2 to attack rolls for 1 round per HD. A sucessfull reflex save halves the damage and negates the Irritation.

Ability Score Increase: at each level the Mephit gains +1 to Cha, for a total of +3 Cha at 3rd level.

Mephit Skin:  At 2nd level, the Mephit gains DR/Magic and Fast Healing both equal to half  HD.  

Elemental Magic:  At 3rd level, the Mephit can use certain SLAs based on it's element. Save DCs are 10+1/2 HD+Cha mod.

Air-Blur 1/hour for every 2 HD, Gust of Wind 1/day for every 2 HD.
Cold-Magic Missile 1/hour for every 2 HD, Chill Metal 1/day for every 2 HD.
Earth-Enlarge Self (as Enlarge Person, but only affects the Mephit itself) 1/hour for every 2 HD, Soften Earth and Stone 1/day for every 2 HD.
Fire-Scorching Ray 1/hour for every 2 HD, Heat Metal 1/day for every 2 HD.
Water-Melph's Acid Arrow 1/ hour for every 2 HD, Stinking cloud 1/day for every 2 HD.

In addition, a Mephit who multiclasses into a  casting class can count its Mephit levels as levels of that class for purposes of CL and for the purposes of learning new spells and obtaining new spell slots.  This would allow a third level Mephit acquiring a level of Druid to gain the spells known and spells per day that she would obtain from going from Druid3 to Druid4, but does not retroactively grant the spells known or spells-per-day that she would have obtained with the first four levels of Druid.  Mephits cast spells of their subtype at +2 caster level.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #122 on: November 20, 2010, 05:04:02 AM »
Spellwarped Creature(prc)


[Spoiler]
Pre-requisites:
-Must be a living corporeal creature.

HD: D8
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Spellwarped Body, Spell Resistance, Experiment
2nd
+1
+3
+0
+3
Experimental Power, Advanced Experiment
Skill Points 2+Int per level
Class Skill Skills: Concentration, climb, jump, swim, spot, listen, intimidate, Knowledge(any), spellcraft

Proficiencies: Spellwarped creatures don't gain any new proefeciencies.

Spellwarped Body: Unlike with other monster classes, the traits of the original race are retained. The Spellwarped Creature then gains aberration traits (basically darkvision 60 foot) and is now an aberration, with the augmented subtype if necessary.

It also gains a natural armor bonus of +1. If it already had a natural armor bonus it increases by an extra +1.

Spell Resistance: The Spellwarped creature gains Spell Resistance equal to 15+HD.

Experiment:
the spellwarped creature gains +1 to the ability score of his choice.

Experimental Power:Spellwarped creatures were engineered to be strenghtned by magic. Whenever a spell or SLA fails to bypass it's spell resistance the Spellwarped creature gains the following bonus of his choice for 1 minute, where Y is the level of the spell or SLA stoped by the SR

Power: +Y enanchment bonus to the ability score of his choice.
Life: +Y x 5 temporary hit points.
Speed: all move speeds increased by Y x 5 foot.
Resistance: The spellwarped creature gains resistance Y x 2 to the energy type of his choice.

Bonus of the same kind don't stack.
Whenever a spell or SLA is absorbed the body of the spellwarped creature is temporaly warped in some hideous way acording to the bonus gained, like muscles stretching when a strenght enanchment is chosen.

Advanced experiment:
the spellwarped creature gains an extra +1 to each of two ability scores of it's choice.
[/Spoiler]

Comments
[Spoiler]
The first level of the spellwarped creature grants powerfull SR and a minor natural armor bonus togheter with a small ability score increase of his choice to make it less dul. The second grants two extra ability scores and the experimental power ability to absorb spells.

Some showed problems with the original ability being too strong with spellcaster allies using low CL stuff, so I made the bonus dependant on the spell level and last very little time. Sure the spellwarped creature can gain +9 to all ability scores, but that now demands six valuable 9th level spells, and they don't stack with enanchment bonus and will only last 1 minute. You're better off using those spell slots for actual buffs.

Plus you don't gain any other ability for the second level.

Kudos to Frog Dragon by contributing the base template for this.
[/Spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #123 on: November 20, 2010, 05:11:23 AM »
Half-Troll




[Spoiler]d8 HD
Prerequisites: Must be an Animal, Dragon, Fey, Giant, Humaoid, Magical Beast, Monstrous Humanoid, or Outsider, that isn't a troll, scrag, or half-race already.
LevelBaBfort saveRef saveWill saveSpecial
1st
+0
+2
+0
+0
Half-Troll Body, Scent, +1 Str
2nd
+1
+3
+0
+0
Fast healing, Rend, +1 Con
Skills:2+ Int mod. Class skills are Intimidate, Spot, listen, Climb, Jump.

Proficiencies: a half-Troll has no proficiencies, except with it's own natural weapons.

Features:

Half-Troll Body: Unlike other monster classes, the half troll doesn't lose it's racial abilities, but he does gain Giant traits, and a natural armor bonus equal to half it's Con modifier. If it already had natural armor, it instead increases by +1.

The half-troll also gains a bite attack, if he didn't have one already, that deals 1d4 damage, and two claw attacks dealing 1d6 damage each (if medium, adjust acordingly for half trolls of other sizes).

Scent: The half Troll gains Scent after reaching 4 HD (Monster Manual, page 314)

Fast healing: The Half troll gains Fast Healing equal to Half his HD. If damaged by acid or fire, there is a 75% chance that they lose Fast Healing for 1d3-1 rounds.

Rend: After second level and 5 HD, if both claws hit, does a rend attack that is 2x the damage dice of a claw attack + one and a half str moddifier.

Ability increase: A half troll gains +1 strength at first level and +1 Constitution at second level.

Half-Skraag:
when taking  this template you may choose to be an half-skraag instead of an half-troll. In that case you gain a swim speed equal to your base speed at 2nd level but your fast healing only works when submerged inside water.
[/spoiler]


Comments:
[spoiler]Extremely similar templates. Just, one is suited for land, the other for water.
I probably should have put Scent at second level, and fast healing at first, but fast healing is an extremely powerfull ability, and I forsaw one level dips to gain fast healing that scales with HD, and ignoring the ability increases and scent. Yes, there will still be dips, but they are more likely to take both levels now.
+1 in two melee stats basically garentees that he'll be used in melee builds, but +1 con could be great for spell casters, too. I didn't add in penalties, after all. no-one does, that I've seen.
Uh, yes. It should be rule zeroed that you can't take both of these classes on one character.

Obviously, If your having a sea based campain, take half-scrag. If not, half-troll is much better (doesn't need to be submerged).

Changes:
added HD (oops!)
reduced and spread out ability gain.
Moddified fast healing to HALF HD, removed cap
Added prereq that removes ability to have a half-troll troll.
Moddified Natural armor.
Moved rend from Troll body ability, made it second level.
Added acid and fire disabling fast healing.
Put an HD requirement on Scent and Rend.
Reduced Natural armor again, by half
reduced ability scores, also to half (and to think the original template has +6 each!)[/spoiler]

Done by flarbort, some tweaks by me.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #124 on: November 20, 2010, 05:14:08 AM »
The Entropic Reaper

[spoiler]
HD:d12
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Body of the reaper, Scythe master, Undead traits
2nd
+1
+0
+0
+3
+1str, Fast healing, Power attack
3rd
+1
+1
+1
+3
+1cha, Lesser reality tear
4th
+2
+1
+1
+4
+1str, Lesser entropic blade
5th
+2
+1
+1
+4
Reapers warding
6th
+3
+2
+2
+5
+1str, Full swing
7th
+3
+2
+2
+5
+1cha, Dark harvest
8th
+4
+2
+2
+6
+1str, Greater reality tear
9th
+4
+3
+3
+6
Greater entropic blade
10th
+5
+3
+3
+7
+1str, Dimensional charge
11th
+5
+3
+3
+7
+1cha, Master executioner
12th
+6
+4
+4
+8
+1str, Harvest lord


Skills: 2+int mod. An Entropic Reaper has no class skills

Proficient: an Entropic Reaper is proficient with all simple weapons, as well as scythes

Features:

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

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

An entropic reaper has a natural armor bonus equal to its charisma bonus, A land speed of 30ft, and all its HD become d12's

Scythe master:
The Entropic reaper can use a scythe one size category larger than normal without penalty. In addition, if an Entropic reaper gains the cleave feat, they gain the ability to make one additional cleave attempt per turn.

Ability bonus:
An entropic reaper gains +1 to strength at every even level and +1 charisma at level three and every four levels thereafter

Fast healing:
A second level Entropic reaper gains fast healing equal to 1/2HD

Power attack:
At second level an entropic reaper gains power attack as a bonus feat. If they already have the power attack feat they gain cleave instead. If they already possess both these feats they may choose a different feat to gain.

Lesser Reality Tear:
A third level entropic reaper gains the ability to use their scythe to tear holes in the fabric of reality, Duplicating the effects of a dimension door spell with a range of 20ft per HD as a move action, except that they can take any remaining actions they have for the turn after moving. This ability can be used once per day per HD.

Lesser Entropic blade: Once per day per HD, the entropic reaper can channel raw chaos into their scythe as a free action. a struck target must succeed a fortitude save(DC10 +1/2HD +charisma modifier) or become a spongy, amorphous mass for 1 round per HD. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it is treated as blinded (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can regain its own shape by taking a standard to attempt a DC 15 Charisma check (this check DC does not vary for a entropic reaper with different Hit Dice or ability scores). A success reestablishes the creature’s normal form. On a failure, the victim can still repeat this check each round until successful.


Reapers warding:
At 5th level, the Entropic reaper gains DR/cold iron and lawful equal to half their HD and spell resistance equal to 11+HD.

Full swing: A 6th level Entropic reaper learns to use his scythe's momentum to his advantage. When making a charge attack with a scythe, the damage bonus from power attack becomes equal to the penalty to the attack roll x3 rather than x2.

Dark harvest:
For every creature a 7th level entropic reaper kills with its scythe or transforms with it's entropic blade, it heals a number of hit points equal to their victims HD,  gaining any excess as temporary hit points that last 1 hour. The entropic reaper can't harvest more creatures per turn than his Cha bonus.

Greater reality tear: At 8th level, an Entropic reaper can also duplicate the effects of a plane shift spell as a standard action, once per day per 4HD. If used on an unwilling target, the entropic reaper uses his scythe for the touch attack, gaining the benefits of its enhancement bonus or similar effects, And the save DC is 10 +1/2HD+ charisma modifier

Greater entropic blade
At 9th level, the effects of the entropic blade no longer have a maximum duration and persist until the creature dies or is cured (see below). Even if the creature regains its form as described above it must make another check every minute or return to their transformed state. In addition, they take 1 point of wisdom drain each round they remain transformed due to mental shock. A creature that falls to 0 wisdom dissolves into nothingness

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.


Dimensional charge:
If an 10th level Entropic reaper travels at least 20ft with its reality tear ability then attacks an adjacent creature, the attack is treated as a charge.


Master Executioner:
An eleventh level Entropic reaper can perform a coup de grace as a free action that doesn't provoke an attack of opportunity, a maximum number of times per round equal to his Cha modifier.

In adition, the entropic repaer gains +5 foot bonus reach when wielding a large scythe.


Harvest Lord:
At 12th level, an Entropic reaper's dark harvest can drain the strength of those it fells as well as their vitality. For every creature felled, they gain a +X bonus for their strenght for one minute, where X is that creature's HD. Multiple creatures killed don't stack, count just the higher bonus. [/spoiler]

Comments
[spoiler]This is the biggest class I've done. I added the ability to gain power from killing opponents and expanded on their capability for dimensional travel.

My comments:
Nice work overall but the wording and organization needed some cleanup and tweaking. Also increased the reach of the entropic reaper when it reaches 11th level as just performing free coup de graces isn't that usefull.

Overall, the entropic reaper is a dangerous melee glass cannon with great mobility.
[/spoiler]

Done by Crafty_Cultist  from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #125 on: November 20, 2010, 05:18:14 AM »
SILTHILAR (LoM p.168)


CLASS
[spoiler]Hit Die: d8

SILTHILAR
LevelBABFortRefWill Special
Graft Reserve
1st
+0
+0
+0
+2
Silthilar Body, Infestation, +1 Int, +1 Dex
-
2nd
+1
+0
+0
+3
Swarm Form, +1 Cha
-
3rd
+1
+1
+1
+3
Graft Flesh, Natural Grafter, Graft Reserve, +1 Con
250
4th
+2
+1
+1
+4
Enhance Creature, +1 Int, +1 Dex
500
5th
+2
+1
+1
+4
Deform Creature, +1 Cha
700
6th
+3
+2
+2
+5
Ancient and Powerful, Hive Mind, Flight, +1 Con
900
7th
+3
+2
+2
+5
Master of Form, Extra arms, +1 Int, +1 Dex
1100

Class Skills: (4 + Int. Modifier) x 4 at first level. The silthilar’s class skills are Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Heal, Knowledge (All skills; taken individually), Search, Sense Motive, and Spellcraft.

Class Features
Proficiencies: Silthilar’s are proficient with its own natural weapons and attacks and all simple weapons.

Silthilar Body: At first level a Silthilar loses all other racial bonuses and traits and gains aberrations traits, essentially darkvision 60ft. Silthilars are medium aberrations with the shapechanger subtype. Silthilar can move along the ground at a speed of 20ft.  All Silthilars speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. The equipment slots available to Silthlar differ from that of a humanoid due to its alien form. A Silthilar may not wear items that occupy the eyes, head, or feet, but in exchange a Silthilar may wear two additional rings in this form. The Silthilar in this form has two arm-like limbs making capable of fine manipulation and wielding weapons normally. When the silthilar changes to his swarm form, items worn or held are stored in an extra dimensional space and return when the coalesced form is resumed. Lastly, the Silthilar in this form possesses a  number of sharp spines which he can use to attack, therefore he gains a natural attack which deals 1d4 + the Silthilar’s strength modifier damage. For every 2 HD he gains after the first two, the Silthilar gains an additional spine attack to a maximum of 4 spine attacks at 8 HD.

Additionally, a Silthilar gains a bonus to its AC in the form of a natural armor bonus equal to its constitution modifier from the dense plates of hardened bone and chitin that cover its body.

Ability Increase: At first, fourth, and seventh level, a Silthilar receives a permanent increase to both its intelligence and dexterity. At second and fifth level it receives an increase to its charisma score and at third and sixth level it receives a permanent increase to its constitution score. At 7th level these increases total at +3 Int and Dex, +2 Con and Cha.

Infestation (Su): A Silthilar can infest any living creature it strikes with its claws or its swarm damage. A creature so struck must make a Fortitude save or take 1d4 points of ability damage selected randomly from Strength, Dexterity, or Constitution (roll 1d4 1 -Strength, 2-Dexterity, 3- Constitution, 4- roll again). The DC for this effect is equal to 10 + ½ the Silthilar’s HD + the Silthilar’s Constitution Modifier.

Swarm Form (Ex): Silthilars spend a short duration in their sold form. When a Silthilar reaches 2nd level, he has gained enough control over his own physiology to be able to divide into a swarming hive mind, gaining many of the benefits of the swarm subtype. As a standard action that provokes attacks of opportunity, a Silthilar can switch from its solid form to its swarm form. A Silthilar does not regain lost hit points when it changes form. It can remain in either form as long as it likes. In its swarm form, a Silthilar is treated as a fine aberration with a space/reach of 10 feet/0 feet. It gains a +8 size bonus to its Armor Class and attack rolls. It gains the swarm subtype, but only gains a few benefits associated with the subtype. In either form, a Silthilar is immune to extra damage from critical hits or sneak attacks and cannot be flanked, though like a swarm a Silthilar in swarm form takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. At 2nd level, the Silthilar gains a swarm attack that it can use in while in swarm form. This attack deals 1d6 damage for every 5 HD the Silthilar possesses. (Swarm attacks described in detail p.315-16 MM.) They also possess the distraction ability listed on this page when in this form. While in swarm form, Silthilars cannot manipulate objects or wield weapons nor can they wear equipment or activate magic items. When the silthilar changes to his swarm form, items worn or held are stored in an extra dimensional space and return when the coalesced form is resumed. They also cannot cast spell which require somatic or verbal components due to their lack of appendages. A Silthilar in swarm form has a strength score of 1.

Graft Flesh: At 3rd level, a Silthilar gains Graft Flesh (p.27 or Libris Mortis) as a bonus feat. At this level the Silthilar must choose silthilar grafts. At 8 HD and every 5 HD after that, the Silthilar may choose an additional type of graft to add to his repertoire.

Natural Grafter (Ex): A Silthilar can create a grafts even if he does not have access to the spells that are prerequisites for the graft. The Silthilar must make a successful Heal check (DC 20 + (2 x the spell level)) to emulate each spell normally required to create the graft. Thus, to make a graft which requires a 1st level spell, a Silthilar would need a heal check result of 22 or higher. The Silthilar must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Graft Flesh, p. 27 Libris Mortis). Regardless of the check made, a Silthilar cannot use this ability to emulate knowledge of a spell whose level is more than half his HD.

Graft Reserve (Ex): A Silthilar receives a small pool of points he can spend instead of experience points when creating a new graft. Each time he gains a Silthilar class level, he receives a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your graft reserve to supplement the XP cost of a graft you are creating, taking a portion of the cost from your graft reserve and a portion from your XP.

Enhance Creature (Su): Throughout their ancient heritage, Silthilars have mastered the art of altering creature’s bodies. At 4th level, a Silthilar can use this power to enhance a creatures physical abilities granting one of many benefits. A creature may only have one enhancement on it at a time, an attempt to further enhance a creature simply replaces the previous enhancement. An enhancement lasts a number of rounds equal to the Silthilars HD, after which, the body reverts to original state. Enhancing a creature is a standard action which requires physical contact (5ft. reach in coalesced form, must occupy same space in swarm form). A Silthilar may not enhance itself. This is a magical polymorphing effect. The silthilar may choose to bestow one of the following enhancements:

•   +2 enhancement bonus to, Strength, Dexterity, or Constitution. At 10 HD this bonus increases to +4, +6 at 15 HD, and +8 at 20 HD.
•   An enhancement bonus to any one movement speed of +10 feet. At 10 HD this bonus increases to +20 feet, and again at 20 HD to +30 feet.
•   A +1 bonus to the natural armor bonus. This bonus increase further by an additional +1 for every 2 HD the Silthilar possesses.
•   2 claw attacks which deal 1d6 + strength modifier damage. This damage increases to 1d8 at 10 HD, 2d6 at 15 HD, and 2d8 at 20 HD.
•   The creatures size increases 1 category. A creature’s size cannot be increased beyond Huge through a use of this ability.
•   The creatures size decreases 1 category. A creature’s size cannot be decreased beyond Tiny through a use of this ability.
•   He can grant the creature the use of the Scent ability (p.314 MM)
•   He can grant the creature low light vision. (p.311 MM)
•   He can grant the creature fast healing 1. This fast healing increases to Fast Healing 2 at 10 HD, Regeneration 1 (overcome by acid and fire) at 15 HD, and Regeneration 2 (overcome by acid and fire) at 20 HD.
•   DR 1/-. This damage reduction increases to DR 2/- at 10 HD, DR 3/- at 15 HD, and DR 4/- at 20 HD

Deform Creature (Su): Further into their career, Silthilar learn to use the form-altering energies to detriment their foes. At 5th level, a Silthilar can use this power to deform a creature. A creature may only have one alteration on it at a time; any attempt to further alter a creature simply replaces the previous alteration. A mutation lasts a number of rounds equal to the Silthilars HD, after which, the body reverts to original state. Deforming a creature is a standard action which requires melee touch attack (a silthilar in swarm form is already considered to have succeeded on the touch attack, though he must still expend the standard action.) If the attack is successful the target must succeed on a fortitude save (DC = 10 + ½ HD + Con. Mod.) or be inflicted with the mutation. A Silthilar may not deform itself. The Silthilar may choose to bestow one of the following deformations:

•   -2 penalty to Strength, Dexterity, or Constitution. At 10 HD this penalty increases to -4, and increases further to -6 at 20 HD. A creatures score cannot be reduced to lower than 1 through a use of this ability.
•   A penalty to one movement speed of – 10 feet. At 15 HD this penalty decreases further to -20 feet. No movement speed can be reduced an lower than 0 through a use of this ability. A creature with a fly speed of 0 cannot fly.
•   He may choose to cover the eyes causing blindness and temporarily nullifying any gaze attacks the creature might possess.
•   He may cover the ears to cause deafness.
•   He may seal the creatures mouth removing the creatures ability to speak or taste, additionally removing the creatures ability to cast spells or use abilities which require verbal components. A use of this ability cannot cause a creature to suffocate.
•   He may cove the creatures nose, removing the creatures ability to smell if he possessed it. A use of this ability cannot cause a creature to suffocate.
•   The creature’s size increases by 1 category. A creature’s size cannot be increased beyond Huge through a use of this ability.
•   The creature’s size decreases by 1 category. A creature’s size cannot be decreased beyond Tiny through a use of this ability.



Ancient and Powerful (Ex): Silthilar’s are a race as old as much of the world. At 6th level, having reached full maturity, a Silthilar ceases to age, and cannot be harmed by effects that cause magical aging. In addition, a Silthilar becomes immune to any forms of disease both magical and mundane.

Hive Mind (Ex): At 6th level, the Silthilar gains even more benefit from his swarm form. Whenever a Silthilar in solid form takes damage, he must make a fortitude save (DC = 10 + damage dealt) or immediately be forced into swarm form and be nauseated for 1d4 rounds. However, while in swarm form, the Silthilar becomes immune to weapon damage and to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects.)

Flight(Ex):
The Silthilar can now fly at twice his base speed with perfect maneuverability.

Master of Form (Sp): At its full maturity, a Silthilar has mastered the ability to bestow more complex shapes onto living creatures. At 7th level, as a full-round action that provokes attacks of opportunity, a Silthilar in swarm form can focus its attention on a single living creature that shares one of its squares and transform that creature into another creature. This effect is identical to polymorph. A Silthilar can use this ability once per day for every 4 HD it possesses. A Silthilar does not deal normal swarm damage or cause distraction on a round in which it attempts to polymorph a creature. At 11 HD the Silthilar may instead choose to use baleful polymorph though doing so still expends a use of this ability. Finally, at 15 HD, the Silthilar may choose to expend a use of this ability to use polymorph any object as a spell-like ability, but only for turning living beings into other living beings. The save DC for this ability is (10 + ½ HD + Con. Mod.) and the caster level is equal to the Silthilar’s HD. A Silthilar cannot use any of these effects on himself.

Extra arms:
When in solid form the Silthilar now has an extra pair of arms able to perform fine manipulation and wielding weapons.

New Feat
REFLEXIVE DISCORPORATION
Prerequisites: Silthilar, 7 HD, Dodge
Benefit: When a Silthilar in solid form takes physical damage. Instead of a fortitude save, the Silthilar may make a reflex save against the same DC. If the save is successful the Silthilar is still forced into swarm form, but is not nauseated and does not take any damage.

I though about this as a was putting the bit about the fort save.
[/spoiler]

COMMENTS AND CORRECTIONS
[spoiler] Designed to specialized in enhancing his allies and has the ability to debuff his foes. I'm worried that he may be a little too powerful but I'll see what anyone else has to say before I worry too much. You people are a better judge of balance than me. Also, please make me aware of any copy and pasting errors. I know why people don't like copy/pasted work, but when your writing up abilities with similar themes and functions, it's just faster.

Fixed the spelling mistakes and tried to reword some stuff. I don't want to change much else without getting proper advice on how to change it.

My comments:
Ok, this is one of those really bizzarre monsters. Auston, with the help of Hyudra, did a good job adapting the abilities for player use, but a creature of this complexity is something I want to take my time reviewing so I copy-pastad it here.

In particular, it started with four arms capable of manipulation, wich really isn't ok in my book. So he now starts with two and gains the other two at the last level.

1st level levitation also isn't something I really like, in particular because at best you would be "floating" at 100 foot tops at 20th level. Possibly abuseable at low levels and weak at high levels. So changed to simply gaining flight at 6th level. Let him walk the earth untill then.

Multiple ability enanchments are something I try to evade but sometimes are necessary when there's nothing much to give the monster. Since it's buffs only work on others it isn't so bad he gets some enanchments to himself.

Also some nitpicks with the final ability. It didn't state uses per day and the PoA is suposed to only allow you to turn living creatures into other living creatures.
[/spoiler]

Done by AustontheGreat1

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #126 on: November 20, 2010, 05:31:57 AM »
ZERN(MM IV p.195)



CLASS
[spoiler]Hit Die: d8

ZERN
LevelBABFortRefWill Special
1st
+1
+0
+2
+2
Morphic Body, Warping Energy, Transmutation Affinity
2nd
+2
+0
+3
+3
Adaptive Defenses
3rd
+3
+1
+3
+3
Shifting Guise, Shifter's Power
4th
+4
+1
+4
+4
Shifting Anatomy, Morphic Healing
5th
+5
+1
+4
+4
Greater Shifter's Power
6th
+6
+2
+5
+5
Mutable Form
Class Skills: (2 + Int. Modifier) x 4 at first level. A Zern’s class skills are Concentration, Craft, Disable Device, Disguise, Escape Artist, Heal, Knowledge (Arcana, Nature, and Religion), Search, Spellcraft, and Use Magic Device.

Class Features
Proficiencies: Zern’s are proficient with its own natural weapons and attacks, as well as all simple weapons. A zern in proficient with light armor but not with shields.

Morphic Body: At first level a Zern loses all other racial bonuses and traits and gains monstrous humanoid traits (essentially darkvision 60ft.) A Zern also has the shapechanger subtype and is immune to polymorphing, petrification, and any other form-altering attack that he does not wish to be subject too. A Zern is a medium monstrous humanoid with a base land speed of 30ft. All Zern speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. Additionally, a Zern receives a bonus to its natural armor score equal to its constitution modifier.

Warping Energy (Su): Zerns have control over a powerful form of mutating energy which can damage a creature by causing its flesh to shift and tear. This attack is a standard action and can take the form of either a melee or ranged touch attack. When used as a ranged touch attack it has a range of 120 feet with no range increment. This attack deals 1d6 for every 2 HD the Zern possesses + the Zern’s intelligence modifier damage. This attack can only effect living creatures. This attack is a polymorphing effect.

Transmutation Affinity (Ex): the Zern race specializes in transmutation magic due to their own shapeshifting abilities. The save DC’s of any transmutation spells or spell-like abilities the Zern uses increase by +1 for every 4 HD the Zern possesses. Additionally, a Zern who multiclasses for an arcane casting class can count his Zern levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. He wouldn't get the spells known and spell slots of a sorcerer 3 however. He would get the familiar ability, but his Zern levels wouldn't stack for determining the familiar’s abilities.

Adaptive Defenses (Ex): A Zern’s ever-changing physiology allows it to shrug off effects that attack its endurance or disrupt its bodily functions. At 2nd level a Zern gains a +2 racial bonus against effects that require fortitude saves unless those effects also affect objects or are harmless. This bonus increases to +4 at 6th level, and again to +6 at 10th level. At 14th level the Zern loses these bonuses and instead becomes immune to any effect that those bonuses would have applied against.

Shifting Guise (Su): Zerns are capable of changing their body into nearly any form. This effect is identical to the effects to the alter self spell. A Zern can shift in this manner once a day for every HD it possesses. At 10th level, a Zern can use this ability at will and may stay in any form it assumes for any amount of time.

Shifter’s Power (Sp): Zern are masters or transformative magics. At 3rd level a zern can reduce person and enlarge person each as a spell-like ability once a day for every HD it possesses.

Shifting Anatomy (Ex): A Zern’s body is constantly moving and shifting; even when it doesn’t appear to be. At 4th level, a Zern becomes immune to stunning and extra damage from critical hits and sneak attacks. At 10 HD, the zern also become immune to poisons and diseases.

Morphic Healing (Ex): When wounded, a Zern's body naturally repairs itself by forming undamaged flesh. The Zern gains fast healing 1. This fast healing increases by another point for every 4 HD the Zern possesses.

Shifter's Power, Greater (Sp): At 5th level, a Zern’s natural transmutation magic becomes more powerful. He may use gaseous form once a day for every two HD it possesses. As a Zern gains levels, these powers continue to grow.
At 8 HD, a Zern may use polymorph as a spell-like ability once a day for every 4 HD it possesses.
At 10 HD, the Zern can use baleful polymorph as a spell-like ability once a day for every 5 HD it possesses.
At 15 HD, a Zern can use polymorph any object once a day for every 6 HD it possesses.
Finally, at 20 HD, a Zern can use shapechange as a spell-like ability once a day for every 10 HD it possesses.

Mutable Form (Ex): At 6th level a Zern has mastered its own morphic powers to the point to where he can rapidly alter its metabolism, internal structures, organs, and other bodily systems to cope with a variety of environments and situations. As a swift action, a Zern can gain one of the following benefits. Each benefit has an unlimited duration. Generally, a Zern remains in one form, and then slips into another one as the situation dictates. When a Zern uses a swift action to gain one of these forms, it loses the benefits of the form it previously held.
  • Adrenal Surge: The Zern’s upper-body muscles bulge and grow with enhanced power. It gains a +2 bonus on attack rolls and a +4 bonus on damage rolls, including those using its warping energy ability.
  • Boneless Form: The Zern’s body seems to melt into a puddle of goo as its bones liquefy. It gains a +8 bonus on Escape Artist checks, which increases to +16 on checks made to squeeze through a tight area.
  • Impervious Hide: The Zern’s skin shifts into plates of armor. It gains a +4 bonus to AC and DR 5/piercing.
  • Size Shift: The Zern can shift to Large or Small size. A Large Zern gains a +2 bonus to Strength, and its space and reach increase to 10 feet; one that shifts to Small takes a –2 Strength penalty. The Zern gains the standard size bonuses or penalties on attacks, Hide checks, and so forth.
  • Speed Burst: The Zern’s legs lengthen and its lower body muscles bulge and grow. Its base speed increases by 30 feet.
[/spoiler]

COMMENTS AND CORRECTIONS
[spoiler]Doing the silthilar reminded me of this creature which was one of my favorite forms for my Master of Many Forms. Anyway, slightly more combat focused master of alteration. Once again, please inform me of any mistakes.[/spoiler]

Done by AustontheGreat1 from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #127 on: November 20, 2010, 05:34:54 AM »
Annis Hag



[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 2+ 0+ 2 Hag Body, Power in Decay, Fake Face +1 Con
2+ 2+ 3+ 0+ 3 Rend, Hag Hide, +1 Str
3+ 3+ 3+ 1+ 3 Improved Grab, Evilness, +1 Con
4+ 4+ 4+ 1+ 4 Rake, Sudden Fog, +1 Str
5+ 5+ 4+ 1+ 4 Black Heart, Murder Claws, +1 Con
6+ 6+ 5+ 2+ 5 Growth, Twist Infant, Final Curse, +1 Str
Skills:6+int per level, class skills are Bluff, Craft, Diplomacy, Disguise, Hide, Intimidate, Listen, Move silently, Sense Motive and Spot.

Proficiencies: The Annis Hag is proficient with her own natural weapons only.

Features:
Annis Body:  The Annis Hag loses all other racial bonuses and gains monstrous humanoid traits.  She's a medium sized monstrous humanoid with base land speed of 30', darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Constitution modifier.

Ability Score Increases:  The annis Hag gets +1 Str with every even numbered level in the class (2nd, 4th and 6th) and +1 Con with every odd numbered level in the class (1st, 3rd and 5th), for a total of +3 Str and +3 Con at sixth level.

Power in Decay:  The first level Annis Hag appears little different than an healhy young woman. However, her true nature will soon asserts itself.  The Hag grows old unnaturaly fast from here on, and even faster by performing evil and immoral acts.  At the end of a day that the hag commited an evil act (like murder of an innocent, spreading lies about good people), she adds 1d6 months to her current age.  A day spent killing for the sake of killing advances her age by 1d4 months, whiintentionally killing only evil creatures would only advance her age by 1d3-1 months.  The DM can and should adjudicate how evil certain other actions are and how they contribute to the Hag's swift aging.

The hag takes  penalties to her physical statistics for aging, instead actually gaining +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per  Annis Hag level.  She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she will never die of old age (altough she can always get uglier).

Fake Face:  At first level, the Hag may cast disguise self 2/day for every HD she has.

Rend: At second level, an Annis Hag that strikes a foe with both claws may tear at the opponent, automatically delivering 1d8+1,5 Str mod damage.

Hag Hide:  at second level the Annis Hag gains DR/Bludgeoning equal to half her HD and SR equal to 11+HD.

Improved Grab:  At third level, the Hag gains the Improved Grab ability, allowing her to automatically initiate a grapple as a free action on a foe of her size  or smaller that she has struck with a claw attack.

At 8 HD this ability ignores freedom of movement effects.

Evilness:  At third level, the Hag gains a bonus on Intimidate checks equal to her HD, and any damage she deals with her natural attacks, including Rend damage, can only be cured by combining an healing effect with either being in the area of an Hallowed spell or with a sucessfull Heal check with DC 10+1/2 HD+Str mod.

Rake:  At fourth level, the Hag can rake her victims when she sucessfully grapples them, delivering 1d4+Str damage witheach of her claws at no penalty. Rake cannot trigger rend.

Sudden Fog:  At fourth level, the Hag can summon forth clouds a swift action to cover her hideous acts, as per the Fog Cloud spell, once a day for every HD she has.

Black Heart: At fifth level, the Hag's hideous claws tear right trough an oponent's blessings. Whenever it hits an oponent with a claw attack, that oponent automatically loses one of its temporary spells or supernatural effects benefiting him, chosen at random. If it has no temporary magical effects left on him, then the Hag disables one of it's magic items granting a permanent effect, or Supernatural permanent effect such as a paladin's Divine Grace, for 10 rounds, again chosen at random. Alternately (or if the enemy has no such bonuses to remove), the Hag may elect to deal 1d4 damage to the opponent's armor class.  Natural armor heals as ability damage, while physical armor must be repaired or replaced to remove the penalty.  Magic armor is allowed a Reflex Save with DC 10+1/2HD+Str modifier to negate this damage.

At 10HD and every 5HD thereafter, the Hag removes one additional effect and/or causes an added 1d4 damage to the opponent's armor class.

Murder claws:  At fifth level, the Hag's claws now bypass DR and can harm incorporeal creatures, and gain an enanchment to attack and damage rolls equal to 1/4 her HD.

Growth:  At sixth level, the Hag grows to large size.

Faster At sixth level, the Hag's base speed increases by 5 feet for every 3 HD she has.

Twist Infant:  At sixth level, the Hag kidnaps an humanoid child of a civilized race.  Its a commoner with a number of levels equal to the Annis Hag-2.  Unlike a normal cohort, the Hag's Infant isn't really willing to be nice and will try to run away and/or fight the Annis Hag by any means possible, probably demanding constant surveillance from the Annis Hag to be kept in check.

For each day passed with the Annis Hag, the Infant is corrupted and fouled, having a commoner level replaced with a level in the Ogre (or any other Giant of the Annis Hag's choice) class (if male) or the Annis Hag class (if female). The child (aka DM) chooses what feats and specific class choices it makes, altough the Annis Hag spending time "taking care" of the Infant may allow her to direct him/her towards specific choices. When all commoner levels are lost, the Infant is now a twisted creatured of evil that fanatically follows and serves the Annis Hag to the best of it's ability.

Should it die, the Annis Hag can get a new Infanty by spending 24 hours in any populated area, and start everything again.

Final Curse:  At sixth level, the Hag may use Bestow Curse as a SLA once per day, save DC 10+1/2HD+Str mod. If she's been reduced to less than half full hit points, or would be rendered unable to act by any effect, she may use this ability as an immediate action on the oponent that dropped her below half life/rendered unable to act, even if not in melee  and the save DC increases to 10+HD+Str mod.

At 9 HD, when the Hag curses someone, the curse extends to all family members and loved ones of the target, regardless of distance (each one still gets a saving throw tough). This curse cannot be removed whitout slayng both the Hag and her Infant.

At 12HD, if an oponent saves against the Hag's curse, she may force the oponent to re-roll the save by telling a dirty fact about its past as a free action. The Annis Hag must have acquired said dirty fact trough normal means.[/spoiler]

Comments:
[spoiler]
The Annis Hag is an evil wicked woman that gave in to her worst side, becoming an horrible monster that spreads corruption trough the land.

Lots of fluff abilities here, not exactly the strongest of monsters, but I believe can make for quite some good roleplaying.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #128 on: November 20, 2010, 05:38:32 AM »
Fire Giant


[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2 +0 +0  Fire Giant body, Powerful Build, Heavy Swing, Str+1, Con+1
2  +1 +3 +0 +0 Fire Artisan, Threat of Fire, Str+1, Con+1
3  +2 +3 +1 +1  Threat of Fire, Armored Giant, Str+1, Con+1
4  +3 +4 +1 +1  Growth, Throw Stone, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Trample, Overwhelming Flame, Str+1, Con+1
6  +4 +5 +2 +2  Meteor Throw, Str+1, Con+1
7  +5 +5 +2 +2  Char, Str+1, Con+1
8  +6 +6 +2 +2  Fire Reach, Str+1, Con+1
9  +6 +6 +3 +3  Melt, Burning Grudge, Str+1, Con+1
10  +7 +7 +3 +3 Consuming Hatred, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills: Climb, Concentration, Craft (Any one), Jump, Intimidate, Listen, Profession (any) Sense Motive and Spot.

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

Features:
Fire Giant body: The Fire 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.

The Fire giant also gains the Fire subtype, becoming immune to fire damage, high temperatures and the like, but taking +50% damage from cold attacks.

Ability score increase: a Fire Giant gains +1 Str and +1 Con for each level in this class, up to a total of  +10 Str and +10 Con at 10th level.

Powerful Build: At first level, a Fire Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Heavy Swing: Fire giants love large weapons, and specialize in using them to crush multiple foes. As a standard action the Fire Giant may attack every oponent whitin his reach as long as he's wielding a two-handed weapon.

Fire Artisan:At 2nd level, the Fire Giant develops a natural knack on how to develop volatile substances to set things on fire. Once per day, with one hour of work and mundane materials at hand (no pratical cost), it may craft a number of Alchemist's fire equal to his Con modifier x HD. Those alchemist's fire become useless in 24 hours due to their cheap nature, unless the Fire Giant is willing to spend 25 GP per flask for higher quality materials, in wich case they're permanent. They deal 1d6 fire damage for every 2 HD of the giant (both on the first and second turn), plus 1 fire damage per 2 HD as splash damage, and the save DC is 10+1/2HD+Con modifier.

Instead of throwing them at an oponent, the Fire Giant may splash them over a metal/rock weapon he wields as a move action. In that case the weapon is wreathed in flames, dealing an extra 1d6 fire damage per hit for every 2HD. The flames on the weapon last 1 round per HD, and oponents struck by it catch fire as if hit by an Alchemist's fire crafted by the giant (only one round of burning).

Oponents who caught fire and are trying to use a spell/SLA power must suceed on a Concentration check with DC 15+Damage dealt by the burning to suceed.

At 8 HD the fire from these abilities keeps burning indefenetely untill they're put out as a fullround action and a sucessfull reflex save.

Threat of Fire: At third level, Fire Giants are experts on using the primordial fear for fire most creatures have. He gains a bonus equal to his HD on Intimidate checks against oponents set on fire by any of his abilities, and can atempt to demoralize said oponents as a move action as long as he can see them Creatures immune to fire are immune to this ability.

At 9 HD he may demoralize burning creatures as a swift action.

Armored Giant:  At third level, the Fire Giant suffers no movement penalties for wearing Heavy Armor, and the Skill penalties for said Armor are reduced by an amount equal to his Con modifier (minimum 0 Skill penalty). The Fire Giant can also sleep in heavy armor whitout any penalty.

Growth: At fourth level, the Fire 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 Fire Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Fire Giant grows to Huge size and loses Powerful Build.
At 16HD, the Fire Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Fire Giant grows to Gargantuan size and loses Powerful Build.

Throw Stone:  At fourth level, the Fire 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, counting as rocks of the same type.

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:  At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times his Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ Giant's HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Overhwelming Flame: At fifth level, fires created by any of the Fire Giant's abilities burn even in normally impossible conditions to fire to exist, like underwater on under extreme temperatures. They even deal normal damage to ethereal creatures whitout any miss chance.

In adition, creatures dealt fire by any of the Fire Giant's abilities lose any Fast Healing and Regeneration for 1 round per HD.

Meteor Throw:  At sixth level, as an attack action, the Fire 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.

If either the flinged oponent or the target were on fire, if this attack hits, they're now both on fire.

Char: At seventh level, the Fire Giant can make induce extreme pain combining his brute strenght with hot-searing weapons, both slowing down his oponents and breaking their confidence. Targets set on fire  by a flaming weapon or rock from the Fire Giant take a penalty to Dex and Cha equal the Fire Giant's Con modifier while the burning lasts. This penalty cannot reduce Ability scores below 1 and multiple hits don't stack.

Fire Reach:  At eighth level, the Fire Giant's flames go pretty far. It doubles his reach with any weapon set on fire, flaming rocks reach twice as far, and his alchemist's fires now affect an area equal to the Fire Giant's space.

Melt: At ninth level, attacks from the Fire Giant ignore an amount of fire resistance equal to his HD, and oponents immune to fire still take damage equal to the Fire Giant's HD.

Burning Grudge:At ninth level, Fire Giants prefer to burn themselves out than going down quietly. At the start of their turn, they may remove any harmfull spell, condition or effect they have by dealing themselves 1d4 damage for each HD of the oponent that inflicted them that spell/condition/effect to end it. This takes no actions and can be used even if the Fire Giant normally couldn't take actions, but only once per turn.

Consuming Hatred:  At tenth level, 1/day for each 5 HD the Fire Giant can unleash his full rage as an immediate action, rising the temperature in a 5 feet radius around him to untolerable levels. Water boils and flammable objects catch fire. Oponents whitin the radius automatically take 1d6 fire damage for every 4 HD at the end of each of the Fire Giant's turns. Striking the Fire giant in melee in any way deals 1d6 fire damage forevery 4 HD and the attacker must make a reflex save with DC 10+1/2HD+Con modifier or catch fire as if striken by the Fire Giant's flaming weapon. The air itself distorts and burns, blocking any ranged attacks (even magical ones) coming from outside the radius of this effect. Spellcasters/manifesters inside the radius must still suceed on a concentration check with DC 20+1/2HD+Con modifier to cast/manifest. Consuming hatred lasts a number of rounds equal to the Fire Giant's Con modifier, and he's fatigued at the end of it.

The fire giant may excluse allies from this ability.
[/spoiler]

Comments:
[spoiler]
The Fire giant prefers heavy weapons and armor, and, of course, seting stuff on fire. It can supply the party with a virtually endless supply of improved alchemist's fire, but he's the one who uses them best. You can also pick up oponents on fire and throw them against other oponents to set them on fire as well! The higher levels also allow the Fire Giant to focus his flaming hatred to overcome hardships, altough at a cost.

[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #129 on: November 20, 2010, 05:41:05 AM »
Hook Horror


[Spoiler]HD: D12
[table=head]
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Body of Horror, Power Sunder, +1 Str
2nd
+1
+3
+0
+3
+1 Natural Armor, +1 Str, Horrific reach
3rd
+2
+3
+1
+3
Rend, +1 Str, Hardened Body
4th
+3
+4
+1
+4
+1 Natural Armor, Horror Grab, +1 Str
5th
+3
+4
+1
+4
Bite, +1 Str, Grasp of the Horror
6th
+4
+5
+2
+5
Growth, +1 Natural Armor, +1 Str, Grasp of the Horror
Skill points: 4+int/level
Class Skills: Listen, Jump, Knowledge: Nature, Intimidate, Tumble, Survival, Hide, move silently, Swim.

Features:

Body of Horror: The hook horror loses all previous racial traits and gains the aberration type (Darkvision out to 60ft). In addition, it gains blindsight out to 60ft (hearing dependent). However, it's normal vision is very weak, and only extends out to 10ft (so it basically has darkvision 10 foot in practise). The blindsight range increases by 10ft per class level. The hook horror also suffers from light blindness, suffering a -2 to attacks rolls in bright light. It gains a +8 bonus to hide checks when underground. It gains natural armor equal to it's constitution bonus. This natural armor bonus increases by one every even level of this monster class.
I gains two claw attacks that deal 1d4+str bonus damage. It does not have hands capable of manipulation. It has a move speed of 20ft and a climb speed equal to it's landspeed.

Strength Bonus:The hook horror gains a +1 bonus to strength per level.

Power Sunder:An hook horror does not provoke attacks of opportunity when sundering. In addition, it's sunders deal double damage.

Horrific reach:At 2nd level the hook horror gains +5 reach with his claws. For every 2 extra HD this reach increases by an extra +5.

Rend:At 3rd level if a hook horror hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+1,5 Str modifier points of damage.

Hardened Body:At third level, and ever 2 hd after that, the hook horror gains dr 1/-.

Horror Grab:At 4th level if an hook horror's claw attack hit a creature it may make a grapple attempt as a free action with no attacks of opportunity.

Bite:At 5th level the hook horror gains a bite attack that deals 1d8 damage. In addition, when the hook horror bites a grabbed foe, it deals 3d6+1,5 str bonus damage.


Growth:At 6th level the hook horror becomes one size category larger (tall).

Grasp of the Horror:At 6th level the hook horror ignores freedom of movement effects when grappling and escape artist checks may not be made against its grapple. In adition it can now grapple creatures of any size and oponents don't gain any grapple bonus for being larger than the hook horror.
[/Spoiler]

Comments
[Spoiler]The hook horror is pretty much a melee monster. It has 3/4 BAB, but a strength bonus to compensate, in addition to some natural attacks. Since the hook horror in the MMII has some abnormally impressive natural armor, I gave it some extra in it throughout the levels. The power sunder and such are basically just gravy. I'm a bit worried about the level 1 blindsight, but I guess it should be okay with all the limitations.

My comments:
If the hook horror is to be a couple tricks pony it may as well be damn good at it.

I made the reach increase with HD. Yes it ends up with 60 reach at 20HD but it can't use ranged weapons and is still only doing two attacks per turn. Not to mention it can't "see" anything outside of that reach.

Also added move silently and hide so at least it can sneak up on his enemies as he's suposed to.

So if you want to play some half-blind monster with long tentacles that grabs his oponents and then pulls them mercilessly to snack on them the hook horror is for you.
[/Spoiler]

Done by Frog Dragon from GITP, some tweaks by me.

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #130 on: November 20, 2010, 05:47:34 AM »
Air Elemental



CLASS
[spoiler]Hit Die: d8

AIR ELEMENTAL
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+0
Body of Wind, Whirlwind, Air Mastery
2nd
+1
+0
+3
+0
Bonus Feat, +1 Dex
3rd
+2
+1
+3
+1
Growth, Dancing Wind, +1 Dex
4th
+3
+1
+4
+1
Immaterial, Wake, +1 Dex
5th
+3
+1
+4
+1
Bonus Feat, Zephyr, +1 Dex
6th
+4
+2
+5
+2
Hurricane Shroud
7th
+5
+2
+5
+2
Force of Nature/Wind Reach, +1 Dex
8th
+6
+2
+6
+2
Bonus Feat, Reaving Whirlwind,+1 Dex
9th
+6
+3
+6
+3
Tempest Breath/Suffocate, +1 Dex
10th
+7
+3
+7
+3
Roaring Winds/Whispering Winds, +1 Dex
11th
+8
+3
+7
+3
Bonus Feat, Elder Elemental

Class Skills: (2 + Int. Mod.) x4 at first level. The Air Elemental's class skills are Escape Artist, Hide, Jump, Move Silently.

Class Features
Proficiencies: An Elemental is proficient with its own natural weapons.

Wind Body: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

[spoiler]
•   Darkvision out to 60 feet.
•   Immunity to poison, sleep effects, paralysis, and stunning.
•   Not subject to critical hits or flanking.
•   Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
•   Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.[/spoiler]

The Elemental begins as a small creature but grows quickly. Early in life the elemental cannot yet fly, but it can hover up to 5ft. off the ground, along the ground at a speed of 40ft. Despite being made of wind, air elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. Air elementals have the Air subtype.

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge. It counts as an humanoid for equipment slots.

Finally, an Air Elemental gains a bonus to it’s armor class in the form of a natural armor bonus equal to its constitution modifier.

Whirlwind (Su): The Elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 2 round for every HD it has. In this form, the Elemental can move along a surface at its ground speed and at 5th level the Elemental may move through the air at its fly speed. Equipment keeps working as normal, floating inside the whirlwind, and is just as hard to remove as if the air elemental was in his normal form. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the Elemental’s size. The Elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the Elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the Elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the Elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. The elemental may not carry any number of creatures or objects which would exceed its heavy load. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects is 10 + 1/2 the Elemental's HD + The Elemental's Dex mod. Creatures trapped in the whirlwind cannot move except to go where the Elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + 2*spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The Elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The Elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned Elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + 2*spell level) to cast a spell. An Elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Whirlwind Statistics
HDDamageHeight
1-3
1d4
10ft.-20ft.
4-6
1d6
10ft.-30ft.
7-9
1d8
10ft.-40ft.
10-12
2d6
10ft.-50ft.
13-15
2d8
10ft.-60ft.
16-20
2d10
10ft.-60ft.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Ability Increases: An Air Elemental receives a bonus to its dexterity score at every level except 1st, 6th, and, 11th. At 10th level these bonuses total at +8 Dex.

Bonus Feats: At second level, the Elemental gains Weapon Finesse as a bonus feat. At 5th level, the Elemental gains Mobility as a bonus feat. At 8th level, the Elemental gains Flyby Attack as a bonus feat. At 11th level the Elemental gains Improved Flyby Attack as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he instead choose another feat from the following list. He must meet all prerequisites for the replacement feat.
[spoiler]
PHB
•   Acrobatics
•   Agile
•   Combat Expertise
•   Combat Reflexes
•   Dodge
•   *Spring Attack
•   Improved Initiative
•   Lightning Reflexes
PHBII
•   Bounding Assault
•   *Rapid Blitz
Races of the Wild
•   Aerial Reflexes
•   Aerial Superiority
•   Diving Charge
[/spoiler]

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size.  It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Dancing Wind (Ex): Once per round in any round the Elemental is adjacent to an enemy, the Elemental may, as a free action, move a number of squares equal to its dexterity modifier provided that the square moved to is also adjacent to the same enemy. This movement does not provoke an attack of opportunity from the adjacent enemy, but it does provoke an attack from any enemies who threaten either the original square or the square the Elemental moves to. When the Elemental moves he is still considered to be occupying the original square for the purpose of flanking. An Elemental may do this an number of times per encounter equal to its dexterity modifier. An Elemental cannot use this ability when wearing any armor heaver than light armor or when carrying any more than a light load.

Immaterial (Ex): It is difficult to harm the wind and equally difficult to harm an Air Elemental. At 4th level, the Elemental gains DR/- equal to 1/2 its HD.

Zephyr (Ex): At 5th level, the Elemental may fly at a speed of (5 x HD)ft, with perfect maneuverability. An Elemental cannot fly when wearing any armor heaver than light armor or when carrying any more than a light load.

Wake (Ex): An Air Elemental in motion can clear paths through the battlefield with the sheer force of its own movement. At 6th level in any turn in which a whenever an Elemental charges, all creatures adjacent to any square the Air Elemental moved through must make a balance check DC (10 + 1/2 the Air Elemental's HD + the Air Elementals Dexterity modifier) or be knocked prone. Airborne creatures are rendered unable to move from their position for 1 round(even those flying by magic means). The air elemental can also now charge over other creatures, but still provokes attacks of oportunity  normally.

Hurricane Shroud (Ex): The swirling air of the Elemental’s body can rip projectiles right out of the air. At 6th level, the Elemental gains a miss chance which applies to all ranged attacks except those from spells such as a lighting bolt or fireball spell that don't demand an attack roll, or projectiles sized for creatures more than one size category larger than the Elemental. This miss chance is equal to (2.5 x The Air Elemental’s HD)% (rounded down). Any ranged attack that fails to affect the Elemental due to this ability is immediately drawn into the Elementals body and begins to encircle it adding to the debris. Additionally, once per round as a free action, the Elemental can fire any projectile is has absorbed in this way at any opponent within 30ft. as if it were thrown or fired from the appropriate weapon by the Elemental (therefore using the elementals attack bonus and not the original attacker's.) The ammunition retains any magical properties that it possessed when it was fired. The elemental may only hold ammunition drawn into itself in this way for a number of rounds equal to its dexterity modifier, any longer than this and the ammunition is ejected harmlessly from its body or destroyed by other pieces of debris, in either case the ammunition is destroyed.

At 7th level, an Air Elemental may choose from the two following abilities:

Force of Nature (Su): The slam of the Air Elemental can bring with the power of gale force winds. At 7th level, Whenever Elemental makes a successful attack with his slam, he may choose to drop the damage die by one step in order to force the target to make a Reflex save (DC = 10 + damage dealt.) If the target fails then he is knocked back 5 feet for every point of the Air Elemental's dexterity modifier. If the target is stopped before he reaches the distance he would have been pushed, he takes damage equal to 1d6/10ft remaining. Creatures larger than the Air Elemental get a +4 circumstantial bonus to the save for every category larger than the Air Elemental that the creature is. Alternatively, the creature gets a -4 for every category smaller it is.

Wind Reach (Su): The Air Elemental can control the air around it, allowing him to manipulate creatures and objects around it as a standard action. This ability functions identically to the Greater Mage Hand spell with a caster level equal to the elemental's HD and is usable at will. At 12 HD, the spell this ability replicates  the Telekinesis spell with CL equal to HD and any saves are 10+1/2 HD+Dex mod.


Reaving Whirlwind: At 8th level, the Air elemental adds his Dex mod to Whirlwind damage.

At 9th level the elemental chooses from the two following abilities:

Tempest Breath (Su): At 9th level, an Elemental gains a breath weapon which can be used once every 1d4+1 rounds as a standard action. This attack takes the form of a 60ft. cone, all creatures within the cone must make a Reflex save or be moved back a number of squares equal the Elementals constitution modifier. The DC for this effect is 10 + ½ the Elemental’s HD + the Elemental’s constitution modifier. If the target fails the save by more than 5, he is also knocked prone (airborne creatures unable to move for 1 round).

Suffocate (Su): At 9th Level, the elemental can draw the very air from the a creatures lungs. As a full-round action the elemental can attempt to suffocate an adjacent creature. The creature must succeed on a fortitude save (DC = 10 + 1/2 Air elementals HD + the Elementals constitution modifier) or have the oxygen pulled from its body, immediately dropping to 0 hp. On the following round, the elemental can spend another full-round action to continue this treatment. If it does do, the target drops to -1 hp and is dying. On the third round, if the elemental spends another full-round action to continue suffocating the target, the creature gets one final fortitude save. If the creature fails, it suffocates and dies. Using this ability does not wake a sleeping target and can be an effective means of assassination, especially to make it appear as if the target had died of natural causes. If the target suceeds on any of the saves, the air elemental must restart the process, but the target is still left on its previous condition (if it was in negatives, failing the first save won't get them back to 0 HP).

At 10th level the elemental chooses one of the two following abilities:

Roaring Winds (Su): Air Elementals are the embodiment and masters of the element of wind. At 10th level, an Air Elemental can as a, standard action that does provoke an attack of opportunity, can summon a mighty gale and fill an area with violent winds that make doing anything very difficult. The area of this effect extends outward 5ft for every HD the elemental possesses from the square the elemental initiated the ability in and does not move. To begin, any creature within the area must succeed of a will save each turn to ignore the violent storm or become flat-footed. Sonic effects or any ability which relies on sound to function (such as the harpy’s captivating song and most forms of blindsight and blindsense) do not as long as they are within the effects area. If any creature attempts to cast a spell while in the area they must first succeed on a concentration or the attempt fails, though the spell or spell slot remains unspent. The winds filling the area also kicks up dust and debris; so much so that all creatures within the area are considered to have concealment. Lastly, the violent turbulence within the area makes ranged attacks especially difficult. All ranged attack suffer a -4 circumstantial penalty when fire within or through the area. The Air Elemental is immune to all penalties and effects from this ability and can act normally in all way while in its area. The DC of the saves and checks this ability imposes are 10 +1/2 the Elemental’s HD + the Elementals Dexterity Modifier. The Elemental can create this effect once an encounter and this ability last one round for each HD the elemental possesses. The Air Elemental can also exclude any number of allies he wishes from the negatve effects.


Whispering Winds (Ex): At 10th level, the elemental can take the form of a gentle breeze. In this form, the wind elemental gains the incorporeal subtype. The elementals movement produces no noise and is treated as if within the area of a silence spell. Additionally, the elemental becomes completely invisible, and treated as if under the effects of a greater invisibility spell. The elemental may stay in this form for as long as it wishes, and assuming this form or returning to its regular form is a standard action.

Elder Elemental (Su): At 11th level, The Air Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the air subtype. Additionally, the Elemental can call the air to its aid. The Air Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon air elementals. At 13th level, and every two levels thereafter, the Air Elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level[/spoiler]

COMMENTS
[spoiler]Air Elementals specialize in mobility. They get a huge bonus to dexterity (+8) as well as bonus feats to compliment their usual attack-on-the-fly tactics. they also get plenty of abilities that allow them to spend most of their time flanking (especially with themselves) making rogue a nice compliment to the class. In addition, I tried to include some abilities that allow them to move their enemies around and keep them off balance.

Also, I experimented with letting elementals choose how big they become, for ones who would see it as a disadvantage to become bigger.

If it turns out I didn't do too bad on this one, I might try and do the other ones[/spoiler]

Contributed by AustontheGreat1 from GITP


The_Mad_Linguist

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #132 on: November 21, 2010, 02:00:52 PM »
Your troll in the first post is pretty much unreadable
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.


oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #134 on: November 23, 2010, 12:28:28 AM »
Ulitharid(prc)

[spoiler]Prerequisites

To become an Ulitharid a player must have taken at least 1 levels of the Mind Flayer class and have at least 11 ranks in concentration.

HD:d8
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+2
Superior Body, Growth, Ultra Psionics, +1 Con, Alien Mind
2nd
+1
+3
+0
+3
Horror grasp, Psionic Genius, +1 Str
3rd
+2
+3
+1
+3
Alien Hide, Master Psionics, +1 Con
4th
+3
+4
+1
+4
Deep Analysis, Supreme Psionics, +1 Str


Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha) and Spot (Wis).

Proficiencies: An ulitharid gains no proficiencies

Features:

Superior body:
Unlike other monster classes, the Ulitharid doesn't lose its racial ability modifiers. His telepathy range doubles.

Levels of Ulitharid also stack with caster/manifester classes like mindflayer levels did.


Growth:
The Ulitharid grows one size category.

Ultra psionics:
The Ulitharid can now use Dimension door as a SLA as a free action 1/day for each HD it has, but no more than once per turn.

In adition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 3 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier (wichever is higher).

Alien Mind:
For each level of this prestige class the Ulitharid gains a permanent +1 to his Int or Cha scores.

Ability increase:
the Ulitharid gains +1 Con at 1st and 3rd levels and +1 Str at 2nd and 4th levels of this class.

Horror Grasp:
The  Ulitharid now ignores freedom of movement effects when grappling with his tentacles and can grapple oponents of any size.
 

Psionic Genius:
The Ulitharid can now use Mass Sugestion as a SLA 1/day for each 2HD it has.

In adition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 3 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.


Save DCs are 10+1/2 HD+Int or Cha modifier(wichever is higher).

Alien Hide:the Ulitharid gains a bonus to his nat armor equal to 1/3 his HD, stacking with the Mind Flayer class nat armor, and his total nat armor now applies to uncorporeal attacks as well.

Master Psionics:
The Ulitharid can now use dominate monster as a SLA 1/day for each 3HD it has.

In adition, the Ulitharid can choose any spell or psionic power of a level no higher than half his own HD and use it as an SLA/PLA 1/day for each 4 HD it has. If the chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier(wichever is higher).


Deep Analyzis:
Whenever a creature is damaged by the Ulitharid's tentacle attack it takes a -1 penalty to his saves against any following attack from that Ulitharid attack for 1 hour. Multiple tentacle attacks stack.

In adition, the Ulitharid can ignore mind-affecting immunity from any creature hit by his tentacle attacks, but those creatures still gain a +10 on saves against mind affecting effects from the Ulitharid. Penalty to saves from the despair ability applies tough.


Supreme Psionics:
The Ulitharid can choose any two spell or psionic power of a level no higher than half his own HD and use each as an SLA/PLA 1/day for each 6 HD it has. If a chosen spell/power has an exp cost the Ulitharid must pay it every time he uses it.

Save DCs are 10+1/2 HD+Int or Cha modifier(wichever is higher).

[/spoiler]


Comments:
[spoiler]
The Ulitharid is the bigger, nastier cousin of the mind flayer. Bigger size makes grappling easier, and the ulitharid then can add spells and/or powers of his choice to his SLA reportoire. In adition he gains the ability to bypass freedom of movement and mind-affecting immunity and gets yet more rewards for puting his tentacles to work. And some extra AC.

If you liked the mind flayer class, then the Ulitharid offers a powerfull option to expand his powers.
[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #135 on: November 23, 2010, 12:43:07 AM »
Imp



[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 1+0 + 2 +0 Imp Body , Poison , Fake Form
2+ 2+0 + 3 +0 Devil, Hell Skin, Twisted Soul, Wings

Skills:6+int modifier per level, Class skills are Concentration, Diplomacy, Intimidate, Hide, Knowledge(any), Move Silently, Listen, Search, Sense motive, Spot, Use Magic Device.

Proficiencies:  The Imp is proficient with its own natural weapons.

Features:

Body of Mischief: The Imp loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 foots).  Imps are small outsiders with a base speed of 20 feet and a natural Sting attack that delivers 1d4+Str damage  The Imp gains a bonus to natural armor equal to its Con bonus.

At 3 HD, the Imp decreases to Tiny size, but still has 5 feet reach with it's Sting.

Poison:Delivered by the Sting,  fortitude save (DC is 10 + 1/2 Imp's HD + Imp's Con mod) negates.  The initial damage is 1d4 Dex, with the secondary damage being 1d4 Dex.


 At 4HD it increases to initial damage 1d6 dex with secondary damage of 1d6 dex, and both initial and secondary damage increase by one die size for every 4 HD from here on.

At 10 HD, their poison ignores immunity to ability damage and poison, but oponents with those immunities still gain a +5 bonus on their saves.

Fake Form:  A first level imp can turn itself into a mundane creature, in order to spread mischief whitout atracting too much atention. This works as the Alternate Form SRD ability, takes  a standard action to activate, can be used 1/day per HD (back and forth for each use), and allows for Monstrous Spiders (Small or Medium), Ravens, Rats and Boars. Unlike normal Alterate Form, the Imp may have his gear meld with his body, altough it's still non-fuctional.

At 6HD, the Imp can assume the form of a large Monstrous Spider or a Dire Boar.

At 12HD, the Imp can assume the form of a huge Monstrous Spider or a Dire Boar advanced to huge size (including the extra stats for changing size trough HD advancment)

At 18 HD the Imp can assume the form of a gargantuan Monstruous spider.

Devil: At second level, the Imp gains a bonus on saves against poison and a resistance to fire equal to its HD, with resistance to acid and cold equal to half its HD.  It can also see under any kind of darkness, even deeper darkness.  Imps have telepathy out to 40 feet, plus an extra 10 feet for every HD from here on.

The Imp also gains the evil and lawful subtypes, and their natural attacks and any weapon they wield count as being evil and lawful aligned for purposes of bypassing DR.

Hell skin:  The Imp gains DR/good equal to half its HD and SR=11+HD.

Twisted Soul: A second level Imp can use Detect Good and Detect Magic 1/hour for every HD it has,  Invisibility 1/day for every two HD it has, Tongues and Sugestion 1/day for every HD it has, save DCs 10+1/2HD+Cha mod.

If the Imp manages to use his Sugestion to make a good/neutral character to perform an evil action, or a chaotic/neutral character to perform a lawfull action, it recovers the SLA use.

At 13 HD, an Imp's sugestion ignores immunity to mind-affecting effects, but oponents with said immunity still gain a +5 bonus on their saves.

Wings:  At second level the Imp can fly at a speed of 50 feet with perfect maneuverability, but can't fly upwards, and must end his turn on the ground or fall.

At 5 HD, the Imp's wings become strong enough to lift him all day long.[/spoiler]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #136 on: November 23, 2010, 01:20:12 AM »
Mezzoloth


[Spoiler]HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Mezzoloth Body
2nd
+2
+3
+0
+3
Mezzoloth Hide
3rd
+3
+3
+1
+3
+1 Str, Yugoloth Magic 1/day
4th
+4
+4
+1
+4
Yugoloth Resistance
5th
+5
+4
+1
+4
+1 Str, Yugoloth Magic: Improved 2/day
6th
+6/+1
+5
+2
+5
Spell Resistance
7th
+7/+2
+5
+2
+5
+1 Str, Yugoloth Magic: Greater 3/day

Proficiencies
The mezzoloth has proficiency in all simple and martial weapons and light and medium armor.

Skill Points: 6+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device  

Mezzoloth Body
The Mezzoloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round.

Mezzoloth Hide
The Mezzoloth gains Damage Reduction/Good equal to half it's HD.

Ability Bonus
At levels 3, 5 and 7, the Mezzoloth gains a +1 bonus to its strength score.

Yugoloth Resistance
The Mezzoloth gains immunity to Acid and Poison and resistance to Cold, Fire and Electricity equal to it's HD.

Spell Resistance
The Mezzoloth gains spell resistance equal to 11+HD

Yugoloth Magic
The indicated times per day, The Mezzoloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based).
At third level, the Mezzoloth may cast Cause Fear and Darkness as Spell Like abilities
At fifth level, Produce Flame and See Invisibility are added to the list.
At seventh level, Dimension Door and Dispel Magic
In addition, when the creature gains it's ninth HD, it gains Cloudkill as a spell-like ability, if it already has the Yugoloth Magic: Greater class feature. After it has gained cloudkill, at it's 11th HD it gains Teleport and Greater Dispel Magic.
At 15hd, greater teleport.
In addition, every three HD after the seventh level in this class, the Mezzoloth can use each ability an additional time. [/Spoiler]

Comments
[Spoiler]Mezzoloth, Ala Manual of the Planes. Yugoloths needed more love. This was rather straightforward. I just dropped in the Mezzoloth abilities at suitable intervals and yeah. I did change the SLA:s around a bit and dropped the demon summoning, but otherwise this is mainly straight from the book. It has monklike defenses, but unlike the monk, it can attack quite well, and the spell-likes ensure it stays relevant. I think I nailed this down pretty well, but still.[/Spoiler]

Done by Frog Dragon from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #137 on: November 23, 2010, 01:25:26 AM »

Nycaloth


[Spoiler]HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Nycaloth Body
2nd
+2
+3
+0
+3
Nycaloth Hide
3rd
+3
+3
+1
+3
+1 Str, Powerful Build
4th
+4
+4
+1
+4
+1 Con, Yugoloth Resistance, Yugoloth Magic 1/day
5th
+5
+4
+1
+4
+1 Str, Wounding Claws
6th
+6/+1
+5
+2
+5
+1 Cha, Yugoloth Magic 2/day, Wings
7th
+7/+2
+5
+2
+5
+1 Str, Yugoloth Resistance,
8th
+8/+3
+6
+2
+6
+1 Con Yugoloth Magic 3/day, Improved Grab
9th
+9/+4
+6
+3
+6
+1 Str, Multi-Armed
10th
+10/+5
+7
+3
+7
+1 Cha, Yugoloth Magic 4/day
11th
+11/+6/+1
+7
+3
+7
+1 Str, Spell Resistance
12th
+12/+7/+2
+8
+4
+8
+1 Con, Yugoloth Magic 5/day
13th
+13/+8/+3
+8
+4
+8
+1 Str, Growth

Proficiencies
The nycaloth has proficiency in all simple and martial weapons and light armor and medium armor.

Skill Points: 6+Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise , Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device 

Nycaloth Body
The Nycaloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It gains a natural armor bonus equal to it's con modifier, and two claw attacks that deal 1d4+str damage each. It also gains a land speed of 40ft per round.

Nycaloth Hide
At second level the Nycaloth gains Damage Reduction/Good equal to half it's HD.

Ability Bonuses
The Nycaloth gains a +1 to Str at levels 3, 5, 7, 9, 11 and 13 (Total +6). He gains a bonus to Cha at levels 6 and 10 (+2). He gains a bonus to Con at levels 4, 8 and 12 (Total +3).

Powerful Build
At third level, the physical stature of nycaloths lets them function in many ways as if they were one size category larger.
Whenever a nycaloth is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nycaloth is treated as one size larger if doing so is advantageous to him.
A nycaloth is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nycaloth can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Yugoloth Magic
The indicated times per day, The Nycaloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based). This means the uses are per sla.
At fourth level, The Nycaloth may use Mirror Image, See Invisibility and Cause Fear as spell like abilities
At sixth level, invisibility and deeper darkness are added to the list.
At eight level, dimension door, fear, and desecrate are added to the list
At tenth level, Teleport and Greater Invisibility are added to the list
At twelfth level, True Seeing is Added to the list.
After the Nycaloth has gained true seeing, at it's 14th HD, it gains the use of Greater Teleport and planeshift
Every 3 HD after it's 12th level, it gains another use of every spell like ability it has gained from it's Nycaloth Levels

Improved Grab
The level 8, if a nycaloth's claw attack hit a creature it may make a grapple attempt as a free action with no attacks of opportunity. If it gets a hold, it may fly with the the grabbed creature, provided it does not go over the light load limit and is at least one size category smaller than the Nycaloth.

Wings
At level 6, the nycaloth gains a fly speed equal to twice it's base land speed. Any increase to the nycaloth's land speed also increases the fly speed.

Wounding Claws
At level 5, any claw attack dealt by the nycaloth bleeds. For every claw attack the nycaloth has landed on a creature, the creature loses one hit point per round. This may only be stopped with a DC 15 heal check or the application of a healing spell.

Yugoloth Resistance
At level 7, the Nycaloth gains immunity to Acid and Poison and resistance to Cold, Fire and Electricity equal to it's HD.

Spell Resistance
At level 11, the Nycaloth gains spell resistance equal to 11+HD.

Multi-Armed
At 9th, the nycaloth's extra arms become functional. This means they can take the multiweapon fighting feat. If they had two weapon fighting prior to gaining this ability, the two weapon fighting feat changes into multiweapon fighting. Also, they kill things with four arms. Great, no?

Growth
At level 13, the nycaloth becomes large (tall). Their powerful build continues to apply.  [/Spoiler]

Comments
[Spoiler]Now the Nycaloth. Again from the manual of the planes. At levels one and two, this is identical to the Mezzoloth, but after that, they start to differentiate. Most of what I did was just copypasta from various sources. It gets resistances and spell likes later than the Mezzoloth, but gains a bunch of extra abilities to compensate. This one also gets extra cha and con.[/Spoiler]
Done by Frog Dragon from GITP[/i]

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #138 on: November 23, 2010, 01:29:53 AM »
LEONAL

[SPOILER]
Leonal
Hit Die: D10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialspeed
1st
+1
+2
+0
+2
Leonal Body, Lay on hands,  Speak with animals
+0
2nd
+2
+3
+0
+3
+1 Str, Celestial , Detect thoughts
+0
3rd
+3
+3
+1
+3
+1 Con, Heavens Blessings, Natural Attacks, fireball
+0
4th
+4
+4
+1
+4
+1 Str, cure critical wounds, Speed, pounce
+10
5th
+5
+4
+1
+4
+1 Con, Lesser Protective aura
+10
6th
+6/+1
+5
+2
+5
+1 Str, Remove disease, Lion Form
+10
7th
+7/+2
+5
+2
+5
+1 Dex, Neutralize Poison, Greater protective aura, Rake
+10
8th
+8/+3
+6
+2
+6
+1 Str, Hold Monster, Improved Grab
+20
9th
+9/+4
+6
+3
+6
+1 Cha, +1 Dex, Wall of force
+20
10th
+10/+5
+7
+3
+7
+1 Str, Huge Lion form
+20
11th
+11/+6/+1
+7
+3
+7
+1 Cha, Heal
+20
12th
+12/+7/+2
+8
+4
+8
+1 Str, Roar
+30
                                  
Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier
Skills: Balance, Concentration, Diplomacy, hide, Intimidate, Jump, Knowledge(any), Listen, Move silently, Sense Motive, Spot, Survival.
The Leonal gains +1 Str at levels 2, 4, 6, 8, 10, 12
The Leonal gains +1 Con at 3rd and 5th level
The Leonal gains +1 Dex at 7th and 9th level
The Leonal gains +1 Cha at 9th and 11th level  
Leonal body: The Leonal loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and two natural claw attacks (1d6 + Str). He also gains a racial bonus equal to ½HD to Move silently and Hide skills. A Leonal also gets a Nat armor bonus equal to its Con modifier.
Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Leonal is not proficient with any kind of armor.
Lay on Hands: Beginning at 1st level a Leonal can heal himself a number of hit points per day equal to the Leonal’s HD X Cha modifier. This ability is identical to the Paladins Lay on hands ability.
Celestial: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.
 Natural Attacks: A Leonal gains 1 bite attack (1D8 + ½ str) at 3rd. Any natural attacks the Leonal has are considered good aligned for purpose of overcoming damage reduction.
Heavens Blessings: A Leonal gains DR/silver and evil equal to half its HD and SR equal to 11+HD.
Leonal SLA’s: When a spell appears in the entry, the Leonal can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Leonal can recreate them in his own turn as a free action. The Leonal can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Speak with animals: 1/day/HD as a free action that does not require sound.
Detect Thoughts: 1/day/HD
Fireball: 1/day/3HD
Cure Critical wounds: 1/day/3HD
Lesser Protective aura: Always active, as magic circle against evil (double strength), but affects all within 20 feet of the Leonal.
Remove disease: 1/day/5HD
Neutralize Poison: 1/day/5HD
Greater protective aura: Always active, as minor globe of invulnerability, but affects all allies within 20 feet of the Leonal, and blocks spells up to (Half HD)-3.
Hold Monster: 1/day/2HD
Wall of force: 1/day/5HD
Heal: 1/day/5HD
 Speed: A Leonal’s speed increases at 4th and every 4 levels after by 10ft (cumulatively for a total of )
Pounce: A Leonal of 4th level gains the ability to Pounce on its target, A Leonal can make a full attack when charging including 2 rakes (if any).
Lion Form: A Leonal can change as the druid wildshape ability but only into medium and large cats. The amount of times per day is the same as a druid of the same level, all SLA’s work in this alternate form. A Leonal can never assume a form other than a cat (for example from Prc’s). At 10th a Leonal can change into increasingly larger forms utilizing his lion form, for additional uses of Lion form the Leonal uses it can increase the size category as follows.
1 use: medium or large.
(10th Level) 4  uses: Huge
(14th Level) 5 uses: Gargantuan
(18th Level) 6 uses: Collosal
 Rake: At 6th a Leonal can make a Rake attack on a successful grapple (or two on a pounce). Rakes are at the Leonal’s highest attack and deal 1D8 + Str.   
Improved Grab: At 8th a Leonal gains the Improved Grab ability, when he successfully hits with his bite attack he can make a grapple attempt as a free action. If successful it establishes a hold and can rake.
 Roar: At 12th Level a Leonal is Capable of Roaring with the wrath of the heavens, this roar is a 60ft cone and duplicates the Holy word spell, he can use it 1/day/4 Levels and it deals an extra 1D6 sonic damage per 5HD. DC = 10 + ½ HD + CHA modifier. Caster level equals HD.


[/SPOILER]

Done by BelGareth from GITP

oslecamo

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Re: [3.5]Improved monster classes: adapting creatures for player use!
« Reply #139 on: November 23, 2010, 01:31:57 AM »
BRALANI

[SPOILER]
Hit Die:D6
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
+1 Con, Bralani body, Blur, Wind wall
2nd
+1
+0
+3
+3
+1 Dex, Eladrin, Gust of Wind
3rd
+2
+1
+3
+3
+1 Cha, Heavens Blessings, Mirror image
4th
+3
+1
+4
+4
+1 Con and Str, Tongues, charm person
5th
+3
+1
+4
+4
+1 Dex, Alternate form, whirlwind blast, Lightning Bolt
6th
+4
+2
+5
+5
+1 cha and Str, Cure serious wounds, Holy power
                                  
Skill points at 1st: (6 + INT Modifier) x 4
Skill points at Each additional level: 6 + INT Modifier
Skills: Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move silently, Ride, Sense Motive, Spot, Tumble, Use Rope.
The Bralani gains +1 Con at 1st and 4th level
The Bralani gains +1 Dex at 2ndand 5th level
The Bralani gains +1 Cha at 3rd and 6thlevel
The Bralani gains +1 Str at 4th and 6th level  
Bralani body: The Bralani  loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and one slam attack (1d8 + Str). A Bralani also gets a Natural armor bonus equal to its Con modifier.
 Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Bralani is not proficient with any kind of armor.
Eladrin: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. Resistance to fire and cold equal to half his HD. Also gains the good and chaotic subtype, and weapons wielded are considered Chaotic and good for purposes of bypassing DR.
Heavens Blessings: A Bralani gains DR/cold iron and evil equal to half its HD and SR equal to 11+HD.
 Bralani SLA’s: When a spell appears in the entry, the Bralani can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Bralani can recreate them in his own turn as a free action. The Bralani can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Blur: 1/day/HD
Wind Wall: 1/day/2HD
Gust of Wind: 1/day/2HD
Mirror Image: 1/day/2HD
Charm Person: 1/day/HD, improves to Charm Monster at 8th level
Tongues: As the spell but always active
Lightning Bolt: 1/day/2HD
Cure Serious wounds: 1/day/4HD
Alternate Form(Su): At 5th level Bralani can shift between his humanoid and whirlwind form as a standard action. While in whirlwind form the Bralani can fly at 40ft (perfect), use whirlwind blast, slam attacks and use spell like abilities. He can use this ability a number of times equal to 1/day/3HD. The fly speed improves by 20ft every 5 HD (for 100ft at 20th)
Whirlwind Blast: 2D6 + 1D6/4 HD, 20 + 5ft/2HD  ft line (Ref DC 10 + ½ HD + Con), A Bralani can use this a number of times equal to 1/day/HD.
Holy power: As a swift action 1/day/1HD, the Bralani can give the Holy property to any weapon it wields for 1 round. At 20HD, this ability is active all the time.
[/SPOILER]

Done by BelGareth from GITP