Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 334495 times)

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oslecamo

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Wight

[spoiler]HD:d12
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+2
Murderous body, Darkened strike, +1 cha
2nd
+1
+0
+0
+3
Murderous instict, Extinguish life, +1 cha
3rd
+1
+1
+1
+3
Energy drain, +1 cha
Skills: 2+ int mod. A Wight has no class skills
Proficiencies: a Wight is proficient with simple wepons and its own slam attack
features:
Murderous body: A Wight lose all other racial modifiers and gains the following racial traits
[spoiler]* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.[/spoiler]
The Wight is a medium undead with a slam attack dealing 1d4 points of damage. The wight also gains a natural armor bonus equal to its charisma bonus

Darkened strike: The blows of a wight suck the life force from their enemies. Any living creature hit by a Wight's slam or wepon attack attack takes 1d4 points of damage from negative energy. The Wight gains one temporary hit point each time this ability is used, which lasts for one hour before disapearing. The Wight's temporary hit points cannot exceed its maximum hit point total

Murderous instict: At second level, the Wight gains a bonus equal to his charisma modifier(minimum +1) to damage rolls for its darkened strike. The amount of temporary hit points gained from a successful darkened strike also become equal to the Wight's charisma modifier with a minimum of one and a maximum of four.

Extinguish life: Once per day per HD, upon reducing a foe to negative hit points, a second level Wight can drain the creature's remaining life force as a free action. Doing so kills the creature instantly and gives the Wight a +2 profane bonus to strength or dexterity(Wight's choice) that lasts for 1 minute per HD of the victim.

Energy drain: Twice per day per HD, a third level Wight gains can make his darkened strike cause a negative level instead of its usual effects. The Wight gains five temporary hit points each time this ability is used, with the same limit as his darkened strike. Even if the Wight becomes capable of multiple attacks, this ability can only be used once per round. The save DC to remove the negative level is 10+ 1/2 the Wight's HD+ the Wight's charisma modifier.

At 5HD, the Wight adds his Charisma modifier(if positive) to his HD for purpose of determining uses per day.

At 10HD, any humanoid killed by the wight becomes a wight in 1d4 hours. The wight can control any wights created in this matter, but the total HD of the controlled wights cannot exceed that of their controller.

At 15HD, this ability deals two negative levels per strike.[/spoiler]
comments
[spoiler]The biggest problem with making the wight into a monster class is that its energy drain is its only feature. I've made the energy drain the capstone ability, with earlier abilities following the theme of draining life from living creatures. the darkened strike ability is a weaker energy drain attack, and extinguish life lets them grow stronger with each kill. Murderous instict represents their mental determination to kill[/spoiler]

Done by Crafty_Cultist from GITP

oslecamo

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Androsphinx

[spoiler]
Hit Die: d8
LevelBABFortRefWillFeatures
1+0+2+2+2Sphinx body, Lore, +1 Str
2+1+3+3+3 Rake, Roar, +1 Wis
3+2+3+3+3 Divine Agent, +1 Str
4+3+4+4+4 Growth, +10 Speed
5+3+4+4+4 Pounce, +1 Wis
6+4+5+5+5Flight, +1 Str
7+5+5+5+5 Bonus Domain, +1 Wis
8+6/+1+6+6+6 +10 Speed, +1 Str, +1 Wis
9+6/+1+6+6+6Guardian, Bonus Domain
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft

Proficiencies: A Androsphinx is proficient only with it’s claws.

Features

Sphinx Body: At 1st level, the Androsphinx loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision). It’s a medium magical beast with a base speed of 30ft. The gynosphinx has 2 natural claw attacks, both dealing 1d6+Str mod damage. The Androsphinx gets a Nat armor bonus equal to his Con modifier.

The gynosphinx can use her Wisdom score instead of her Int mod for Decipher Script, Knowledge and Spellcraft checks.

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

Ability Increase:
The Androsphynx gains
+1 Str at levels 1, 3, 6 and 8
+1 Wis at levels 2, 5,7 and 8

For a total of +4 Str and +4 Wis at 9th level.

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

Roar (Su):
1/day per 2 HD,  an androsphinx can loose a mighty roar as a standard action. The first time it does this, all enemies within 50 feet per HD must succeed on a DC 10+1/2HD+Con modifier Will save or be affected as though by a fear spell for 2d6 rounds.

If the sphinx roars a second time during the same encounter, all creatures within 25 feet per HD must succeed on a DC 10+1/2 HD+Con modifier Fortitude save or be paralyzed for 1d4 rounds, and all those within 10 feet per HD are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 25 feet per HD must succeed on a DC 10+1/2HD+Con modifier Fortitude save or take 1d4 points of Strength damage per 4HD(minimum 1d4) for 2d4 rounds. In addition, any  creature smaller than the androsphynx within 10 feet per HD must succeed on a DC 10+1/2HD+Con modifier Fortitude save or be thrown to the ground and take 1d4 points of damage per two HD. The force of this roar is so great that it deals 5 points of damage per HD to any stone or crystalline object within 10 feet per HD. Magic items and held or carried items can avoid damage with a DC 10+1/2HD+Con modifier Reflex save. Other androsphinxes are immune to these effects.

Divine Agent:
At 3rd level the Androsphynx can cast spells as a cleric of it's Androsphync level-2. Cleric levels stack with this ability.

Growth: At 4th level, the Androsphynx grows to Large size. His claws now deal 2d4+Str mod damage.

Pounce: At 5th level, the Androsphinx can make a full attack at the end of a charge.

Speed Boost: At 5th level, the Androsphynx gains +10 base land speed. It gains another 10ft at 9th level.

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

Bonus domain:
At levels 7 and 9 the Androsphynx gains a bonus domain of his choice from Protection, Healing or Good.

Guardian:
At level 9, a number of times per day equal to half their HD, the Androsphynx may casts a standard action spell from the Protection, Good or Healing domain as a swift action.

[/spoiler]

Comments:
[spoiler]
The Androsphynx is the male counterpart of the Gynosphynx. No SLAs at all, but delayed cleric spellcasting, plus better melee stats and Roar in return for less Wis and Con.

If you feel like playing a sphynx with actual casting (altough delayed) instead of SLAs, the Androsphynx's for you.
[/spoiler]

rypta

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Just a quick question regarding the Silver Dragon's Domain class feature.  Is it not completely obsoleted by the the Greater Silver Magic class feature?  I wouldn't normally have an issue with that, but the 2nd domain comes at level 18.  It seems a little odd for a feature gained that late to be made obsolete after only a single level.

oslecamo

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Half-Golem Suplement

Prototype Body
Material|Elemental Affinity
Half Animated Object Golems|Heal from Cold damage.
Half Blood Golems|Heal from Repair/Cure* spells.
Half Cadaver Golems|Heal from negative energy damage.
Half Candle Wax Golems|Heal from Fire damage.
Half Coal Golems|Heal from Fire damage.
Half Colossus Flesh Golems|Heal from negative energy damage.
Half Colossus Iron Golems|Heal from Electricity damage.
Half Colossus Stone Golems|Heal from Cold damage.
Half Feuer Iron Golems|Heal from Fire damage.
Half Gold Golems|Heal from any one element damage.**
Half Greater Stone Golems|Heal from Cold damage.
Half Grisgol Golems|Heal from negative energy damage.
Half Mask Golems|Heal from Fire damage
Half Razor Golems|Heal from Fire damage.
Half Remnant Golems|Heal from negative energy damage.
Half Sickstone Golems|Heal from Acid damage.
Half Survey Stone Golems|Heal from Cold damage.
Half Tod Iron Golems|Heal from Electricity damage.
Half Verran’s Flesh Golems|Heal from Electricity damage.
Half Walking Statue Golems|Heal from Cold damage.
Half Warfoged Raptor Golems|Heal from Electricity damage.


Construction Material[spoiler]
Animated Object-This material’s physical composition is by design weaker than other constructs, however unlike others is animated with a purely magically constructed spirit, and involves a relatively tame and subservient binding, this makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5. Further the natural armor bonus of the Half Animated Object Golem increases to equal its full Constitution mod.

Blood-This material has a very acute array of senses, the Half Blood Golem is sensible to vibrations, and gains Blindsense with a range of 20 feet plus an extra 5 feet for every HD it has. This is not negated by deafness, or effects that cancel out noise.  Further the Half Blood golem gains the Scent  special ability which extends out to the radius of its Blindsense. By spending a full-round action concentrating (as if casting a Level 0 spell) the Half Blood Golem gains the benefits of Blindsight out to the limits of its Blindsense range, however this benefit ends if the Half Blood Golem does anything other than concentrate (including actions that require no action to activate, such as free action psionic powers manifested without display, or the like.)

Cadaver-This material is composed of dead flesh that has been animated through dark rituals, the animating essence of the Half Cadaver Golem’s limb is deviously sentient, and retains its ability to ‘learn’ skills. A Half Cadaver Golem can choose to replace part of its limb, from a living or recently deceased creature that is relatively similar to the Half Cadaver Golem. Doing so grants the Half Cadaver Golem access to the skills that the targeted creature had invested ranks in. The Half Cadaver Golem cannot, however, gain skill points in excess of its HD +3. In effect the Half Cadaver Golem may retrain any skills it has invested ranks to skill of those of the creature cannibalized. The Half Cadaver Golem can never gain more ranks from a body part than that individual possessed. This requires 1 hour’s worth of work. Further, the Half Cadaver Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are stitched flesh of the recently dead, the Half Cadaver Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Candle Wax-This material is extremely flexible and malleable, the Half Candle Wax golem gains an additional +2 bonus to Dexterity, further because of the flexibility this material imparts on the Half Candle Wax Golem’s flesh, the Half Candle Wax golem bases its natural armor on its Dexterity score rather than its Constitution score, and the Half Candle Wax Golem’s bonus to natural armor increases to equal its full Dexterity mod. In addition the Half Candle Wax Golem may choose at will to produce a light in a 10 foot per HD radius emanation centered on the Half Wax Golem, this effect creates low-light conditions 10 feet per HD past the light area of effect. For purposes of interacting with darkness spells and effects this is treated as a light effect of spell level equal to half the Half Candle Wax Golem’s HD. Activating or deactivating this ability is a swift action.

Coal-This material is composed of an Iron frame filled with hot coals that seem to smolder with the ire of the elementals that animate it. The conflicting energies of earth and fire make this material quite unstable, Half Coal Golems may fly off the handle at the slightest threat. If the Half Coal Golem takes damage it must make a will save with DC equal to the damage taken or tap into a deep and wild Berserker Strength, similar to a barbarian’s rage, except it gains a +4 bonus to Strength and a +2 bonus on all saves, as well as Damage reduction 2/-, while still suffering the usual -2 penalty to Amor Class. The damage reduction granted by Berserker Strength stacks with any similar kind of damage reduction. This Berserker Strength is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can tap into its Berserker Strength 1/day plus an additional time for every 4 HD it has. Half Coal Golem levels stack with barbarian levels for determining its Berserker Strength bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), Berserker Strength improves, The Half Coal Golem’s Strength score improves to +6, and their bonus on saves improves to +3, and they gain damage reduction 3/-- (or their existing damage reduction of the same kind improves by 3). At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the bonus on saves improves to +4, and the Half Coal Golem gains damage reduction 4/-- (or their existing damage reduction of the same kind improves by 4). Any effect that would normally apply only during a rage applies while the Half Coal Golem's your berserker strength is active.

Colossus Flesh-This material is the result of long and powerful necromantic rituals used to bind the fallen soul of a powerful creature into one unimaginably large construct, sometimes a small portion from an long since dead Flesh Colossus is used in The Danger. The violent nature of the long since maddened mortal’s soul that animates this material make it an incredibly volatile material to graft; increase the DC of The Danger by 15. However once grafted this Material provides a +2 bonus to Wisdom, further when the Half Colossus Flesh Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Flesh Golem’s Spell Resistance into Spell Immunity, the Half Colossus Flesh Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Colossus Iron-This material is teaming with raw power, the amount of magic culled into animating this unimaginably large version of the Iron Golem is enough to fuel a large city’s various magineered energy problems for decades. Sometimes a small portion from an long since dead Iron Colossus is used in The Danger. The raw amount of magic within this material makes it incredibly volatile to graft; increase the DC of The Danger by 15.  However once grafted this Material provides a +2 bonus to Strength, further when the Half Colossus Iron Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Iron Golem’s Spell Resistance into Spell Immunity, the Half Colossus Iron Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Colossus Stone-This material, while substantially more stable than its Flesh and Iron kin, is still beyond the grasp of even the most meta-arcane philosophies of the greatest of wizard scholars.  Sometimes a small portion from an long since dead Stone Colossus is used in The Danger. The raw amount of magic within this material makes it incredibly volatile to graft; increase the DC of The Danger by 15.  However once grafted this Material provides a +2 bonus to Constitution, further when the Half Colossus Stone Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Stone Golem’s Spell Resistance into Spell Immunity, the Half Colossus Stone Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Feuer Iron-This material is wrought from the same strong metals that compose Half Iron Golems, but contains a powerful fire-elemental powered matrix. This material gives extra protection to the Half Feuer Iron Golem. After it has engaged in at least one round of combat the Half Feuer Iron Golem can act as if it were under the effects of Fire Shield (protecting from cold attacks). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Feuer Iron Golem has.  In addition the half Feuer Iron Golem’s natural armor class increases to equal its constitution mod.

Gold-This material is composed of the gold of an animated treasure pile. Most Adventurers look on the idea of literally grafting one’s treasure to one’s body as a poor use of their gold, regardless particularly gold-hungry characters who obsess over gold for gold’s sake may be interested in grafting their precious metal to their body for show and safety sake. A large portion of the graft is composed of unattainable gold, which cannot be used at any point unless the Half Gold Golem’s Graft is removed, destroyed, or otherwise disabled, this amount of gold is equal to the amount of money the Half Gold Golem has spent on its grafted nature. The Half Gold Golem may also store up to 1,000 gp per HD it possesses within its limb for safe keeping. This gold cannot be removed by means of pick pocket, magic extraction, or any means short of killing the Half Gold Golem or destroying its limb (in which case half of all the gold within said limb is also destroyed). Further the Half Gold golem’s Strength increases by an additional +2. When a Half Gold Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Slashing.

Greater Stone-This material is alarmingly sturdy but demands constant maintenance or it may become a hindrance. The Half Greater Stone Golem’s Strength improves by an extra +4 and its natural armor increases to equal its constitution mod. In addition when a Half Greater Stone Golem gains Damage Reduction at third level, it gains additional DR equal to its strength mod. However every time the Half Greater Stone Golem takes Bludgeoning or Acid damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Sculptor) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Greater Stone Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Grisgol-This material is composed of long dead bits of magical materials, lost or destroyed in ages past, that have gathered around the entrapped life-force of a lich within its phylactery, offering a great deal of magical potential to the Half Grisgol Golem. The Half Grisgol Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day as if it had gained a level in any spellcasting class it had access to before taking its first level of Half Grisgol Golem, if it had more than one spellcasting class before taking its First level of Half Grisgol Golem, it must select one to gain this benefit. If the Half Gisgol Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1st level Sorcerer. It only gains this increase at first level.

Mask-This material is composed of many metal masks, wielded together mostly from iron with silver traces and gold accents. The Half Mask Golem’s natural armor increases to equal its constitution mod. Further the Half Mask Golem may cast See Invisibility as a spell-like ability 1/day per HD it possess, its caster level is equal to its HD.

Razor-This material is composed of many terribly sharp and quick razor edged components, and demands constant maintenance or it may become a hindrance. The Half Razor Golem’s Dexterity improves by +4 and its bonus to natural armor increases to equal its constitution mod. Further the Half Razor Golem is treated as having armor spikes for all intents and purposes, except that these armor spikes deal slashing rather than piercing damage. It is naturally proficient with these armor spikes. However every time the Half Razor Golem takes Bludgeoning or Corrosion (acid or rust) damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Knife Sharpener) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Remnant-This material is particularly fascinating as that it is not as much a material but the very animating spirit of a long since maddened elemental believing it should be animating something. It’s obligatory animation mentality, but complete instability makes this material as easy, or rather, as difficult to graft to the subject of The Danger as most other material types. The raw spiritual energy of this material powers the Half Remnant Golem’s inner essence, the Half Remnant Golem gains an additional+4 bonus to Charisma, and gains a deflection bonus to armor class equal to its charisma mod. However the driven madness of the Golem Remnant’s spirit requires constant ritualistic maintenance, or it may begin to drive The Half Remnant Golem mad. . Every day the Half Remnant Golem must make a Fortitude save (DC 15+number of days since maintenance) or start to go mad. It suffers a -1 penalty to Charisma each day it fails this save. It takes 1 minute of interrupted work with ritualistic tools (cost 50 GP, not expended by this) and a successful Knowledge check the appropriate type with DC (18) to remove each point of this Charisma penalty. A [Counter to Insanity/Confusion?] spell will automatically recover this Charisma penalty and will prevent the loss of sanity for 24 hours. The Half Remnant Golem can perform the ritual itself but it takes double time. There's no penalty for failing these Knowledge checks, further unlike other knowledge checks these may be retried as other skills may be.

Sickstone-This material glows in a deep sickly greenish silver light and is not quite metal nor is it quite volcanic stone. The sickening nature of this material actually strengthens the Half Sickstone Golem’s immune system, as such the Half Sickstone Golem gains an additional +2 bonus to its Constitution score. In addition the Half Sickstone Golem choose at will to produce a greenish silver glow in a 20 foot per HD radius emanation centered on the Half Sickstone Golem. This greenish silver glow improves the lighting of a dark area up to low-light condition. This spell has no effect on areas that already have low-light or better lighting conditions, besides an aesthetic effect. For purposes of interacting with darkness spells and effects this is treated as a light effect of spell level equal to half the Half Sickstone Golem’s HD. Activating or deactivating this ability is a swift action. Further, any melee weapon that is completely or mostly of stone or metal that strikes the Half Sickstone Golem looses points of 1d4 hardness per 4 HD, any weapons reduced to 0 hardness or less crumble to dust.

Survey Stone-Though carved from unwieldy stone, this material is particularly perceptive, perhaps from the magic that enchants it, or for the elven image it takes after. The Half Survey Stone Golem’s Wisdom improves by an extra +2 and it gains a racial bonus on Spot, Listen, and Search checks equal to half its HD.  In addition, the Half Survey Stone Golem my ‘record’ up to 1 hour’s worth of events per HD into a stored memory, which holds the complete sensory experience of the time recorded, the Survey Stone Golem always has direct access to these memories and can bring them up with as little effort as remembering its own name. Further the Half Survey Stone golem may share any recorded memory with any willing creature that it is in physical contact with. Doing so requires the full concentration of the Half Survey Stone Golem and provokes attacks of opportunity from all participants. It takes the Half Survey Stone Golem only 1 minute to share 1 hour of recorded experiences. When the Half Survey Stone Golem spends a minute sharing its recorded memories, it is as if the target experienced everything that the Half Survey Stone Golem experienced. To get through the experiences faster and still retain the gist of the experience, the Half Survey Stone Golem can go as fast as 1 round per 24 hours recorded in terms of transfer rate. However while memories are shared at the accelerated rate the target must make an Intelligence check.: DC 10 earns the target a general idea of the events (someone attacked someone else), DC 15 gains the target a bit more detail (an ogre smashed a halfling with a hammer), while DC 20 and higher grants the target knowledge of the pickier details (an Ogre war-priest slew a halfling pick-pocket who had managed to steal a holy symbol). The only sure way to get all the details possible is to use the memory sharing at the normal speed, however.

Tod Iron-This material wrought from metals as dark as night and is covered in ancient runes. The Half Tod Iron Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution mod. Further the Half Tod Iron Golem may wield a weapon of 1 size larger than normal in its Tod Iron-limb. This does not stack with Powerful Build or Feats such as Monkey-Grip. It may not wield a two-handed weapon in this manner. However every time the Half Tod Iron Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Blacksmith) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Tod Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Verran’s Flesh-This material is unwieldy cobbled together and terribly distorted, the Half Verran’s Flesh Golem benefits from Sleight Build: The physical stature of the Half Verran’s Flesh Golem lets it function in many ways as if it were one size category smaller. Whenever the Half Verran’s Flesh Golem is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Half Verran’s Flesh Golem is treated as one size smaller if doing so is advantageous to it. The Half Verran’s Flesh Golem is also considered to be one size smaller when  squeezing  through a restrictive space. The Half Verran’s Flesh Golem can use weapons designed for a creature one size smaller without penalty. However, the space and reach of the Half Verran’s Flesh Golem remain those of a creature of its actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the Half Verran’s Flesh Golem's size category Further, the Half Verran’s Flesh Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are whipstitched together, the Half Verran’s Flesh Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Walking Statue-This material is carved of dense stone and animated with the flowing spirit of a water elemental, and is naturally self-preservative. The Half Walking Statue gains Fast Healing equal to half its HD. In addition the Half Walking Statue Golem gains a racial bonus on Spot and Listen checks equal to half its HD. Further, if the Half Walking Statue Golem passes within 5 feet per HD of an invisible creature or object the Half Walking Statue Golem may make a Spot check at a -20 penalty to notice such a creature. The creature or object remains invisible to the Half Walking Statue Golem, but it may use this ability to locate invisible creatures or objects that are close to it.

Warforged Raptor- This material is fantastically shaped steel and mithral worked in such a way that, with the aid of its air elemental essence, it is well suited for areal travel. The Half Warfoged Raptor Golem never suffers from falling damage and falls at a rate of 20 feet per round, even while unconscious its grafted wings snap open slowing its fall. Upon reaching 5 HD it gains the ability to glide 20 feet in any direction for every 10 feet it falls, its maneuverability is average. Even if it manages to gain perfect maneuverability the Half Warfoged Raptor cannot hover while gliding. Upon reaching 10 HD the Half Warforged Raptor is capable of flight with a 40 ft. base flight speed and an average maneuverability.
[/spoiler]

oslecamo

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Janni



Class
[SPOILER]Hit Dice: d8

LevelBABFortRefWillSpecial
1+1+0+2+0Body of Elements, Bonus Feat, Elemental Endurance, +1 Str
2+2+0+3+0Janni Magic, Telepathy, +1 Cha
3+3+1+3+1Flame Retardant, +1 Str
4+4+1+4+1Flight, Genie Magic, +1 Cha

Class Skills: (4+Int, x4 at 1st level) Appraise, Concentration, Craft, Escape Artist, Know (Planes), Listen, Move Silently, Ride, Sense Motive, Spot.

Proficienies: The Janni is proficient with all simple & martial weapons, and with light & medium armour and shields (except tower shields).
Class Features

Body of Elements: At first level a Janni loses all racial traits and features, and gains the Outsider type with all traits decided by that. It is Native to the Material Plane and gain the Extraplanar subtype when anywhere else.
They are Medium sized with a base land speed of 30ft.
Jann prefer manufactured weapons so they have no natural attacks, but they do get a Natural Armour bonus equal to their Con Mod.
Janni levels stack with Rogue levels for determining Sneak Attack Damage. For example a Janni 4/Rogue 1 would deal +3d6 damage on a successful Sneak Attack. All it's other Rogue class features remain as normal (so it would have Trapfinding, but not Evasion or Uncanny Dodge yet).

Bonus Feat(Ex): Jann recieve Improved Initiative at first level as a bonus Feat.

Elemental Endurance (Ex): Jann are composed of the four elements and as such they are much more able to withstand the effects of the elemental Planes. They may remain on any of the elemental Planes of Air, Earth, Fire and Water for a combined total of 1 hour/day fir each HD they have without suffering any of the Plane's inherent environmental effects. This includes (but is not limited to being immune to the heat of the Plane of Fire, needing to breathe on the Planes of Earth or Water etc.
The Janni still suffers effects due to external stimuli (eg. a Fireball spell causing a landslide on the Plane of Earth) and can still be attacked by enemies on those Planes.

Stat Boosts (Ex): A Janni gains +1 Str at levels 1 & 3 and +1 Cha and levels 2 & 4.

Janni Magic (Sp): As the Janni grows it develops certain magical abilities. At second level it may use Enlarge Person and Reduce Person 1/day for each HD it has. These two abilities share a pool of uses, rather than having one each. It may also use Speak With Animals 1/day for eac HD it has.
The Save DC for all Janni Magic is 10+1/2HD+Cha Mod.

Telepathy (Su): From second level the Janni may communicate telepathically at a range of 10ft/HD.

Flame Retardant (Ex): At third level the Janni gets Fire Resistance equal to 1/HD.

Flight (Su): At fourth level Janni gain a fly speed of 20ft(P).

Genie Magic (Sp): At 4HD the Janni may use Invisibility as the spell (except that it may only affect itself) 1/day for each 2HD it has.
The Janni's magical abilities continue to grow as it does. At 7HD it may use Create Food & Water 1/day for each 4HD it has.
At 12HD it may use Ethereal Jaunt 1/day for each 6HD it has. It may also use Plane Shift 1/day for each 6HD it has. If the Janni uses this ability to leave and enter any two of the following Planes (Material, Astral, Air, Earth, Fire, Water) then they may make a return journey any time within the next 24 hours without spending another use of this ability.
The Save DC for all Genie Magic is 10+1/2HD+Cha Mod.[/SPOILER]

Comments
[SPOILER]Ok there's the Janni.

The Sneak Attack thing is based on the pseudo-spellcaster ability from this thread, added because it has Rogue listed as a favoured class.

Nothing spectacular there, the Plane Shift ability is to show the uniqeness of the Genie Plane Shift. [/spoiler]

Done by Kobold-Bard from GITP

oslecamo

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Bugbear

[spoiler]HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Bugbear body, Sneak attack +1d6, +1 str
2nd
+2
+3
+3
+0
Armored thug, +1 str, +1 con
Skills: 4+ int mod. A Bugbear's class skills are Climb, Hide, Intimidate, Jump, Listen, Move silently, and Spot

Proficiencies: a Bugbear is proficient with all simple wepons as well as light and medium armor and shields

features:

Bugbear body: A Bugbear loses all racial abilities and becomes a humanoid with the goblinoid sybtype and a land speed of 30ft. It gains darkvision 60ft, scent, and A natural armour bonus equal to his constitution bonus.

Sneak attack: The Bugbear gains a sneak attack identical to the rogue class feature

Armored thug: A second level Bugbear no longer suffers armor check penalties from light armor, medium armor, and sheilds when making Hide and move silently checks. If the bugbear reaches 6HD and gains proficiency with heavy armour(either from class levels or by taking the armor proficiency feat) then the armor check penalty from heavy armor can be ignored as well[/spoiler]

Comments
[spoiler]The Bugbear is known for being strong and sneaky. This monster class has more combat ability than a rogue at the expense of versatility[/spoiler]

Done by Crafty_Cultist from GITP

oslecamo

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Rukanyr



[SPOILER]
Hit dice: d8
LevelBABFortRefWillFeature
1+0+0+0+2Body of Madness, Stunning Slam, Freakish Stability, +1 Str, +1 Con
2+1+0+0+3Lesser paralyzing poison, Fast Healing, +1 Str, +1 Con
3+2+1+1+3Lesser Deafening Roar, Third Mouth, +1 Str, +1 Con
4+3+1+1+4Forest of Claws +2, True Poison, +1 Str, +1 Con
5+3+1+1+4Growth, Insane Speed, +1 Str, +1 Con
6+4+2+2+5Deafening Roar, Forest of Claws +4,+1 Str, +1 Con
7+5+2+2+5Reflexive Sunder, +1 Str, +1 Con
8+6+2+2+6Forest of Claws +6, +1 Str, +1 Con
9+6+3+3+6Sundering Roar, +1 Str, +1 Con

Skills: 2+Int modifier, quadruple at first level.  Class skills are Climb, Listen, Search, and Spot

Weapon and Armor Proficiencies: Natural Weapons, no armor

Body of Madness: A rukanyr loses all racial bonuses and becomes a Medium aberration (darkvision 60 feet).  It has a base land speed of 30 feet and a climb speed of 10 feet.  It has a primary tail slam that deals 2d6+Str damage and two secondary bites that deal 1d6+(1/2 Str) damage.  It also gains a bonus to natural armor equal to 2 plus its Constitution modifier.

A rukanyr can manipulate small objects and levers with its many small claws, but cannot wield weapons, except for mouthpick weapons (LoM).

A rukanyr cannot use items that occupy the ring and hand slots.  All other item slots are as normal for a humanoid creature.

Ability score increases
: the rukanyr's Strength and Constitution increase by 1 at every level.

Stunning Slam (Ex)
: 1/day per 2 HD, the rukanyr can attempt to stun a creature it hits with its tail slam.  The rukanyr must declare it is using this ability before the attack is made.  If it misses, the attempt is wasted.
A creature hit by a stunning slam must make a Fortitude save (DC 10 + 1/2 HD + Con mod) or be stunned for 1d4 rounds.

At 9 HD, the rukanyr can make a stun attempt at will.

Freakish Stability (Ex): A rukanyr constantly grows new legs that help it find purchase.  It gets a +2 stability bonus per HD to Strength checks to avoid being bullrushed.

Lesser Paralyzing Poison (Ex)
: The rukanyr begins to develop a venom that slows down its target.  Each successful bite attack delivers the poison.  Fort DC 10 + 1/2 HD + Con mod.  Initial and secondary damage 1d6 Dex.

Fast Healing (Ex)
: A rukanyr heals from injuries quickly.  It gains fast healing equal to 1/2 its HD.

Lesser Deafening Roar (Su)
: The rukanyr's central mouth has developed, letting it make a weak, yet earsplitting, roar.  Once every 1d4 rounds, the rukanyr can roar as a standard action.  All creatures besides itself within 30 feet must make Fortitude saves (DC: 10 + 1/2 HD + Con mod) or be deafened for 1d6 rounds.

Third Mouth (Ex)
: The rukanyr gains a third bite attack at the same bonuses as the first two.

Forest of Claws (Ex)
: Some of the rukanyr's extraneous claws become strong enough to use in battle.  Each claw is a secondary attack that deals 1d4+(1/2 Str) damage.  It gains two claws at 4th level, which increases to four at 6th level, and 6 claws at 8th level.  For every two hit dice beyond 8, the rukanyr gains one extra claw attack.

True Poison (Ex)
: The rukanyr's venom has reached full potency.  Initial and secondary damage is 2d6 Dex.

Growth (Ex): The rukanyr grows one size category.  Apply all necessary modifiers to the rukanyr's AC, attacks, skills, grapple, natural weapons, ect, but the rukanyr doesn't get any ability score/natural armor bonus or penalties.  In addition, its natural armor increases by one.

Insane Speed (Ex): The rukanyr's land and climb speeds both increase by 10 feet.  This stacks with any other ability that increases movement, such as a barbarian's Fast Movement.

Deafening Roar (Ex)
: The rukanyr has developed its roar to be louder and more potent.  Range increases to 60 feet and creatures are deafened for 2d6 rounds.

Reflexive Sunder (Ex)
: The rukanyr's armor is composed of hard, shifting plates.  These plates are now tough enough to grab and crush weapons that strike it.  Anybody that strikes the rukanyr with a slashing or piercing melee weapon must make a Reflex save (DC 10 + 1/2 HD + Dex mod) or have the armor plates take hold of it.  The weapon takes (2d6/3HD)+Str mod damage and falls to the attacker's feet if unbroken.

This ability cannot be used if the rukanyr is wearing physical armor or barding of any kind.

Sundering Roar (Su): Now fully grown, the rukanyr is able to use its deadliest attack, a sonic lance that vibrates whatever it hits to pieces.  While making a deafening roar, the rukanyr can target any object or creature within the radius of effect (60 feet).  The target takes 1d6/HD sonic damage (Reflex save half, DC Con based).  This damage also applies to the weapons and armor held and worn by any creature hit by this attack.

Sundering Roar can only be used while also making a deafening roar, but the rukanyr can make a deafening roar and not also use sundering roar.[/SPOILER]

Comments:
[SPOILER]The basis of this class was just to parcel out this scorpion monster's powers through the class at a reasonable pace.  The rukanyr has a total of ten natural attacks that also needed to be spaced out along nine levels.  I wasn't comfortable giving it three bites along side the tail, but two seemed to be alright for first level judging from other posts.  The natural armor and sundering roar damage will be lower than the values in the Fiend Folio, but still feel good for now.
[/SPOILER]

Done by Makiru from GITP

oslecamo

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Will-O'-Wisp



Class
[spoiler]Hit Dice: d8
LevelBABFortRefWillSpecial
1+0+0+0+2Translucent Body, Shock, Weapon Finesse, +1 Dex
2+1+0+0+3Deter Magic, +1 Dex
3+2+1+1+3Barely There, +1 Cha
4+3+1+1+4To the skies, +1 Dex
5+3+1+1+4Extinguish, +1 Dex
6+4+2+2+5Nullify Magic, +1 Cha

Class Skills: (8+Int Mod, x4 at first level) Bluff, Diplomacy, Disguise, Intimidate, Knowledge (Arcana), Knowledge (Planes), Listen, Search, Spot, Survival

Proficiencies: Will-o'-Wisps are proficient with their Shock ability.

Class Features:

Translucent Body (Ex): The Will-o'-Wisp loses all racial traits and features, and gains the Aberation type and the traits included in that. It also gains the Air subtype.
It is Small size and has no land speed but has a fly speed of 30ft(G).
The Will-o'-Wisp gains a Deflection Bonus to it's AC equal to its Cha mod.

Will-o'-Wisps lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.

Will-o'-Wisp can use their body as either head+neck slot or body+belt slot. The Will-o'-Wisp can wear more magic equipment by having it crafted in the form of ethereal orbs that float around them like ioun stones, but said custom equipment costs double the normal market price.

If it multiclasses to an arcane/divine class it can count it's Will-O'-Wisp levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots.

Shock (Su): From first level the Will-o'-Wisp may make a melée touch attack that deals 1d8 electricity damage. It may make multiple attacks if it's BAB allows it to.
Damage increases by 1d8 for each 5HD the*Will-o'-Wisp has.

Bonus Feat: Lacking anything resembling real strength, Will-o'-Wisps learn to use their agility to impressive effect. They gain Weapon Finesse as a bonus feat.

Stat: Boosts: At levels 1, 2, 4 & 5 the Will-o'-Wisp gains +1 Dex. At levels 3 & 6 it gains +1 Cha.

Deter Magic (Ex): At second level the Will-o'-Wisp gains Spell Resistance equal to 11+HD+Cha Mod.

Barely There (Ex): At third level the Will-o'-Wisp starts to lose it's solidity. From now on it has a permanent 20% miss chance, and may become invisible (as the Invisibilty spell) 1/day for every HD it has. This miss chance is a displacement effect, and doesn't stack with any other miss chances except those granted by cover and from it's own invisibility ability.

This invisibilty cannot be overcome by magic effects like see invisibility, purge invisibility and similar, but still can be by blindsight and other such kind of senses.

To the Skies (Ex): The Will-O'-Wisp's fly speed increases to 50ft(P).

Extinguish (Ex): From fifth level the Will-O'-Wisp's miss change increases by 10%, and by an additional 10% for every 3HD it gains from now on, up to 90% miss chance.

It may also now choose to become invisible as the spell Greater Invisibility, though it may still mimic the normal Invisibility spell if it wishes.

Nulify Magic (Su): At sixth level the Will-O'-Wisp becomes the bane of Mages everyhere. It becomes immune to any 0th, 1st & 2nd level spells that allow spell resistance, except Magic Missile.
For every additional 2HD it becomes immune to the next level of spells, assuming they allow Spell Resistance to apply. It is never immune to the Maze spell, this is an exception in the same way Magic Missile is.[/spoiler]

Comments
[spoiler]And that's the Will-O'-Wisp.

It can fly right away because it can't walk. I split it's magic immunity into good SR an then the ability to completely ignore some lower level spells. Powerful, but by 18HD 3rd level spells and lower aren't exactly the be all an end all.

Turned it's permanent invisibility into a miss chance and an Supernatural version of the invisibility spell.

In exchange for these it retains it's racial 1 good Save and poor skill points.

[/spoiler]

Done by Kobold-Bard from GITP

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Kython

[spoiler]HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Demon spawned body, Broodling, Kython senses, +1 dex
2nd
+2
+3
+3
+0
Poison, Resistant carapace, +1 str, +1 dex
3rd
+3
+3
+3
+1
Juvenile, Kython instict, +1 str, +1 con
4th
+4
+4
+4
+1
Living Weapon,  +1 str, +1 con
5th
+5
+4
+4
+1
Adult body, Spawn weaponry, +1 str, +1 con
Skills: 2+ int mod. A Kython's class skills are Climb, Hide, Jump, Listen, Move Silently, Survival, and Swim

Proficiencies: a Kython is proficient in its natural wepons

Features:

Demon spawned body: A kython loses all Racial trait and becomes a small abberation with a speed of 30ft. The kython gains a bite attack dealing 2d6 damage(plus strength) and a tail attack dealing 1d4 damage(plus half strength). The kython has a natural armor bonus equal to his constitution bonus.

Broodling: A first level Kython is still little more than a newborn. The kython has no arms and is incapable of speech, though it can understand it.

Blindsight: A kython, has no eyes and cannot see. however, the kython has blindsight with a range equal to their HD x 10ft, and blindsense with a range of 60ft. Once the Kython blindsight reaches 50ft, the range of its blindsense becomes equal to their blindsight range plus 20ft. Beyond that range, the kython must make a listen check to notice anything.

Poison:At second level, A kython's bite and tail atacks become poisonous. the save DC against the poison is equal to 10+ 1/2 HD + constitution modifier. The initial and secondary damage are the same(1d4 points of strength damage). This damage increases one die step every 3 HD from now on (1d6 at 5 HD, 1d8 at 8HD, 2d6 at 11 HD, etc)

In adition, at 9HD, a Kython's poison can affect creatures normally immune to poison, but it only deals half damage.

Resistant carapace: At second level, the exoskeleton that protect a Kython's body become resistant to the elements. A kython gains acid and cold resistance equal to their HD and resistance to fire and electricity equal to half their HD.

Juvenile:
At third level, a kython has reached adolecence, but still has more maturing to do. The Kython becomes medium sized and grow arms that are capable of fine manipulation, ending in claws that deal 1d6 damage each(plus half strength). The kython's vocal cords also develop, allowing the kython to speak. The kythons exoskeleton also hardens, increasing its natural armor bonus by one.

Kython instict: A third level Kython becomes better able to sense danger, adding his Kython level to initiative and listen checks.

Living Weapon: At fourth level, a Kython's natural weapons gain an enanchment bonus to attack and damage rolls equal to 1/4  its HD, and count as magic for purposes of bypassing DR and hiting ethereal oponents.

Adult: At fifth level, a Kython's body is fully developed. It loses its tail but gains a second pair of arms, and its claws and fangs become more powerful. It's bite attack now deals 3d6 damage and it's claws deal 1d8 damage each.

Spawn weaponry: Now fully grown, a fifth level kython can ingest gemstones in order to lay eggs containing kython weapons. The value of the gemstones required is dependent on the weapon the kython wishes to produce. In addition, the kython must have the required number of HD in order to create a wepon. Kythons are automatically proefecient with this weaponry, but other creatures cannot use it. They're made of bone and cartilage and soft tissues, but even then are as durable as inorganic weaponry. They may be further enchanted as normal weapons.

WeaponGP worth of gems requiredHD Required
Boneblade400gp5HD
Bone Shard Crossbow150gp5HD
Mucus Pod4000gp8HD
Extra Armor6000gp8HD
Acid Spitter4000gp8HD
Mouth Laucher2000gp8HD
Phase Organ80000gp16HD

Weapons descriptions:
[spoiler]
Boneblade: One-handed masterwork slashing weapon dealing 1d10 damage. It counts as having a +1 enanchment bonus to attack and damage rolls for evey 4 HD of the kython wielding it.

Bone Shard Crossbow: One handed  masterwork crossbow with 40 range increment wich fires a single bone spike. It doesn't deal damage, but creatures hit by it are subject to the poison of the Kython wielding it. It takes only a swift action to reload, but it deals 1 HP damage to the Kython every time he does so as the crossbow extracts a new bone shard from its own body.

Mucus Pod:This attaches to one of the Kython's claws, wich can still be used for fighting but not using other Kython weapons. Whenever the Kython hits with the claw equiped with Mucus pod, it releases a yellow fluid that entangles the target for 1d6+4 rounds unless it suceeds on a reflex save DC 10+1/2HD+Con mod.

Extra Armor:Extra Chitinous plates grant the Kython +1 armor bonus for every 2 HD it has. This fills the Kython's armor slot.

Acid Spitter:This long tube comes in many shapes, but they all fire globes of acid with 20 foot range increment as a ranged touch attack, dealing 1d6 acid damage for every 2 HD of the wielder to the target. It can hold enough ammo for 20 shots, and recharges itself at a rate of 1 charge per minute.

Mouth Launcher:This worm-like symbiot attaches to the inside of the Kython's mouth. Whenever it hits with it's bite attack, the mouth launcher launches forward and starts a grapple as a free action, as the Improved Grab ability, and if sucessfull pulls the victim into the Kython's mouth, dealing automatic bite damage. Every round it holds the target it deals automatic bite damage again. The mouth launcher ignores freedom of movement effects.

Phase Organ:This small, aparently useless flesh pod is actually the pinnacle of Kython weaponry. It attaches to the back of the Kython's head, and allows it to become incorporeal (and then back to material) as a swift action.

[/spoiler]

Comments
[spoiler]The kython has blindsight as its only form of vision, and it was tricky to figute out how to have it from level one without making it overpowered(unlike the grimlock, who has blindsight as its main ability). I chose to give the kyhton weak blindsight to start with, augmented with blindsense. I didn't bother with the change in poison damage from constitution to strength, since it would be to powerful at low levels. The kython's blindsense grows at a greater rate than the grimlock, to make up for the fact that it cannot speak or use items until third level.[/spoiler]

Done by Crafty_Cultist from GITP

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Spell Weaver


[SPOILER]HD: d8
LevelBABFort SaveRef SaveWill SaveSpecial0lvl1st2nd3rd4th5th
1st
+0
+0
+0
+2
Body of the Six Armed Mage, Basic Disk, Sorcerous Talent, Vow of Silence, +1cha20----
2nd
+1
+0
+0
+3
Telepathy, +1int32----
3rd
+1
+1
+1
+3
Mage Powers, +1cha43----
4th
+2
+1
+1
+4
Spellweaving, +1int542---
5th
+2
+1
+1
+4
Shielded Thoughts +1cha653---
6th
+3
+2
+2
+5
Improved Disk, +1 int6642--
7th
+3
+2
+2
+5
Arcane Resilience +1cha6653--
8th
+4
+2
+2
+6
Bonus feat, +1int67642-
9th
+4
+3
+3
+6
Magecraft +1cha67653-
10th
+5
+3
+3
+7
Perfect Disk, +1int687642
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Spot, Knowledge(any), Spellcraft, Use Magic Device.

Proficiencies: A Spell weaver isn't proficient with any armor and is proficient with all simple weapons and its own natural weapons.

Features:
Body of the Six Armed Mage: The Spellweaver loses all other racial bonuses, and gains Aberration traits, 2 slam attacks for 1d3+str mod. damage each and 30 base speed, medium size. The Spellweaver has 4 additional arms, but they're too weak to do anything for now.

A Spellweaver also gets a natural armor bonus equal to 1+Constitution modifier.

At 6HD, a Spellweaver has 3 slams and 3 fully functional arms.

At 8HD, a Spellweaver has 4 slams and 4 fully functional arms.

At 10HD, a Spellweaver has 5 slams and 5 fully functional arms.

At 12HD, a Spellweaver has 6 slams and 6 fully functional arms.

Sorcerous Talent: [SPOILER]A Spellweaver can cast spells as a sorcerer of its level except that it uses its own spells per day as indicated in the table.

A spellweaver has 2 0th level spells known plus one 1st level known per point of intelligence bonus at the 1st level. A spellweaver also learns one additional spell known of the highest level it can cast every level past first. These spells may be chosen from any arcane spell list and a spellweaver may learn sorcerer only spells.

In addition a spellweaver casting a spell requires a number of free hands equal to the spell's level. A spell of the 7th level or higher occupies six arms.

A spellweaver's class levels stack with sorcerer levels and advance as a sorcerer past level 10 however the spells known rules for a spellweaver still apply. Prestige classes that advance spell casting count as sorcerer levels for this purpose.

ie. Jack is a 10th level spellweaver who has just reached level eleven and has decided to take a level of sorcerer. He would gain 1 4th and one 5th level spell per day and one additional spell known.

Essentially you subtract the spells per day of a sorcerer one level lower than your combined sorcerer and spellweaver levels and add the difference to you spells per day and you still learn only 1 additional spell at each level.[/SPOILER]

Basic Disk: Every spellweaver has a disk that contains all of their memories. This Disk functions much like a wizard's spell book and has a number of effective pages equal to 10 x its Intelligence modifier. A spell weaver may exchange one spell known per point of Intelligence modifier for a spell in the disk's memory when it renews its spells per day.

A Disk can be imbued so it can be used as the focus for any spell within it by paying 2xthe focus' price. The Spellweaver must be holding the disk to use it.

Placing a spell in the disk costs the same as scribing a spell in a spell book.

The Disk is a Fine sized object that has half of its master's hp, hardness equal to 1/2 its HD and uses its master's saving throws. The Disk's destruction has the same consequences as the death of a familiar, and may be recreated in a 24 hour ritual costing 100gp and all of the spellweaver spell slots for that day.

Vow of Silence A spellweaver can never speak. It replaces the verbal components of spells with somatic components and it cannot ever apply the effects of the Still Spell metamagic feat to any of its spells from any class.

Ability score increase: The spellweaver's ability scores increase by the shown amount.
LevelTotal Ability Score Increase
1st+1 Cha
2nd+1 Cha, +1 Int
3rd+2 Cha, +1 Int
4th+2 Cha, +2 Int
5th+3 Cha, +2 Int
6th+3 Cha, +3 Int
7th+4 Cha, +3 Int
8th+4 Cha, +4 Int
9th+5 Cha, +4 Int
10th+5 Cha, +5 Int
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

Telepathy: A Spellweaver can comunicate telepathically to any creature that is within 60ft. It can also use this ability to activate magic items with a command word.

For every 3 additional HD a spellweaver has increase the range of its telepathy by 10ft.

Magepower: A Spellweaver gains a number of uses of Magepower equal to its HD. He can spend one use to cast detect magic, or 2 uses to use arcane sight or see invisibility as SLAs.

At 6HD a spellweaver can use invisibility as a SLA for 2 uses of magepower.

At 12HD a spellweaver can spend 4 uses of Magepower to use greater arcane sight, or planeshift as SLAs.

Spell Weaving(Ex): A spellweaver is famous for their ability to cast multiple spells each round combining their multiple hands with their mysterious disks. A spellweaver using this ability can cast a number of spells in a round equal to half his HD as a full round action and the levels of all spells cast combined must not exceed half his HD.

Also the spellweaver may not cast more than two spells that have the same name and takes a penalty to his caster level for all spells cast using spellweaving equal to the number of spells cast with this ability.

At 10HD a spellweaver's spell weaving takes an action equal to the longest casting time of the spells cast and he may cast three spells with the same name.

This ability demands that the Spellweaver is holding the disk.

Shielded Thoughts: A spellweaver gains a bonus on saving throws against mindaffecting effects equal to half its HD and no longer automatically fails a Will save on a roll of one.

Improved Disk: An Improved Disk allows a spell weaver to cast any spell within its disk by taking a full round action, making a Spellcraft check with a DC equal to the spell's level + 15 and expending a spell slot of the appropriate level. If you fail the check the spell slot is lost for the day. A spellweaver cannot combine this use of Improved Disk with its spellweaving ability.

In addition its hardness now equals its master's HD and it gains a bonus to its saving throws equal to its master's Charisma modifier.

Arcane Resilience: A spellweaver gains SR = 11+HD.

Bonus feat: A spell weaver gains a bonus feat from the wizard bonus feat list.

Magecraft: A spellweaver gains a bonus on Concentration and all Knowledge checks equal to half his HD.

Perfect Disk: A spellweaver's disk now has twice as many effective pages and can supply a number of spell levels of energy equal to his spellweaver level + 1/2 HD from nonspellweaver levels.

The Disk reduces Magepower costs by one while held.

In addition the Disk has hp equal to its master's, has equal to its master's HDx2 and add its master's intelligence modifier to its AC.
[/SPOILER]

Comments:
[SPOILER]The spellweaver is a powerful sorcerer which gains more spells per day, less spells known(about 2 per spell level)with the option to change its spells known each day. Note that the spell weaver cannot cast 6th level or higher level spells while using its disk. [/SPOILER]
 
Done by The Winter King from GITP

oslecamo

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Rakshasa, Naztharune



[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0 + 0+2 +0 Assassin body, Sneak attack +1d6,  Mind Read
2+1 + 0+3 +0 Evasion, +1 Dex
3+ 2+ 1+3 +1 Sneak attack +2d6
4+ 3+ 1+4 + 1Uncanny Dodge, Change Shape
5+ 3+ 1+4 +1 Sneak attack +3d6, Assassin Skills
6+4 + 2+5 +2Assassin Skin
7+ 5+ 2+5 + 2Sneak attack +4d6, +1 Dex
8+ 6+ 2+6 +2 Improved Evasion, Improved Uncanny Dodge
9+ 6+ 3+6 +3 Sneak attack +5d6, +1 Dex
10+ 7+3+7 +3 Hide in Plain Sight, +1 Dex
11+ 8+ 3+7 +3 Sneak attack +6d6, Shaddow jump, +1 Dex

Skills:6+int modifier per level, quadruple at first level. Class skills are balance, disguise, spot, listen, search, move silently, hide, climb, swim, search, bluff, diplomacy, intimidate, tumble

Proefeciencies: Simple weapons, Short Sword, Shortbow, it's own natural weapons.

Features:
Assassin body: the Naztharune Rakasha loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It is a medium sized outsider with base speed 40 feets. It has two natural claw attacks dealing 1d4+Str mod damage each, and it takes no penatly for attacking with both claws in a full attack.

The NR also gains a Natural Armor bonus to AC equal to half it's Con modifier.

Sneak attack: As the rogue ability.

Mind read:
the Raksha can use detect toughts 1/day as SLA for each HD it has. A Raksha with 3 or more HD can use and sustain it as a move action. At 6HD as a swift action and at 9HD as a free action. DC to resist is 10+1/2 HD+Cha mod.

Ability Increase:
The NR gains +1 Dex at levels 2, 7, 9, 10, 11, for +5 Dex at level 11.

Evasion: As the rogue ability.

Uncanny dodge: As the rogue ability.

Change shape: naztharune rakshasa can assume any humanoid form, or revert to its own form, as a standard
action 1/day per HD. In humanoid form, a naztharune loses its claw attacks (although it usually uses weapons and armor). A naztharune rakshasa typically remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a naztharune reverts to its natural form when killed. A true seeing spell reveals its natural form.

Assassin skills: the NR gains a bonus on bluff and disguise equal to half it's HD. If it's reading an oponent's mind, then this bonus doubles.

Assassin Skin: The NR gains DR/good and piercing equal to half it's HD, and SR equal to 11+HD.

Improved Evasion: As the rogue ability.

Improved Uncanny Dodge: As the rogue ability, the NR can only be flanked by other creatures with uncanny dodge four levels higher than himself.

Hide In plain sight: A NR can use the Hide skill even while being observed. As long as it is
within 10 feet of some sort of shadow, a NR can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Shaddow Jump: A NR has the ability to travel between shadows as if by means of a dimension door spell as a move action, and it's still able to take any remaining actions normally after this. In return, it must begin and end this movement in an area with at least some shadow. A naztharune can jump up to 10 feet per HD each day in this way, divided among several jumps if wanted.
[/spoiler]

Comments:
[spoiler]
The NR is basically a rogue, including most of the rogue special abilities and a touch of shaddow dancer on 11 levels. Add in alternate form and mind reading and you get a great stealth character able to go both for combat or more social setings.
[/spoiler]

oslecamo

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Duergar, Gray Dwarves

Class
[SPOILER]Hit Dice: d8
LevelBABFortRefWillSpecial
1+1+2+0+0Duergar Body, Gray Birthright, Light Sensitivity, Powerful Mind, +2 Con

Class Skills: 4+Int modifier (x4 at first level) Appraise, Bluff, Craft, Hide, Intimidate, Listen, Move Silently, Search, Spot

Proficiencies: All simple weapons, plus light and medium armor.

Duergar Body: The Duergar loses all other racial bonuses, and gains the Humanoid (Dwarf) type and subtype, medium size, 120 foot darkvision, and a base land speed of 20 feet.

Gray Birthright: A Duergar may choose three of the following traits. At 7 HD the may pick another. At 14 HD the may pick the last.
[SPOILER]Powerful Mind: A Duergar who chooses this option can use enlarge person and invisibility as spell-like abilities usable once per day per HD as a wizard of twice the Duergar's HD (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.

Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).  Duergar can move at full speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)

Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Dwarven Heritage: Immunity to paralysis, and poison.  +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).  +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

Cunning Thoughts: Immunity to phantasms, +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.  +2 racial bonus on saves against spells and spell-like effects.[/SPOILER]

Light Sensitivity: Duergar are dazzled in sunlight or within the radius of a daylight spell.

Ability increase:
a duergar gains +2 Con
[/spoiler]

Done by Jallorn from GITP

The_Mad_Linguist

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  • Simulated Thing
Rather different than the one provided by WotC
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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Kython Impaler


[spoiler]Prerequisites: To become an impaler, a player must fufill the following conditions.

-Must be an adult kython with no levels in another kython prestige class

HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Charge, Speed boost, +1 dex
2nd
+2
+3
+3
+0
Bone parry, Sure-footed, Shadow shell, +1 dex
3rd
+3
+3
+3
+1
Impaler, Eviscerate, +1 dex
Skills: 2+ int mod. An Impaler's class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Swim, and Tumble

Proficiencies: An Impaler is proficient in its natural wepons

Features:

Charge: An Impaler grows large, extendable bone spikes from the palms of its hands. If it charges, it can use all four spikes in a single attack that deals 6d6 damage(plus double strength modifier)

Ability boost: An impaler gets a +1 bonus to dexterity every level.

Speed Boost: An Impalers land speed increases by 10ft for every 3 HD it has.

Bone parry: At second level, an Impaler can use its bone spikes to defend itself in combat. This ability works like combat expertise, but the Impaler multiplies the dodge bonus to AC by the number of arms used to parry. The Impaler counts as having the combat expertise feat for the purpose of prerequisites. If the attack bonus traded exceeds the impaler's class level, it is not multiplied. The Impaler cannot make claw attacks with any arm used in this manner, and cannot use its charge attack while bone parry is in use.

Sure-footed: A second level Impaler's increased agility grants it the evasion ability. Upon reaching 14HD, the Impaler gains improved evasion.

Shadow shell: Also at second level, the exoskeleton of an Impaler becomes better suited for stealth, granting the Impaler a bonus on hide and move silently checks equal to 1/2 their HD.

Impaler: At third level, the Kython is now a full-fledged impaler, it's body having become impossibly flexile, and it's hunting instincts maximized, in order to make sure it reaches it's target no matter what. It now benefits from a permanent Freedom of Movement effect.

Eviscerate: If a third level Impaler uses its charge attack against a flat-footed or flanked opponent, it can strike at the opponents weak spots, dealing double damage. Any creature immune to critical hits has 50%chance of ignoring this ability every time it is used.[/spoiler]

Comments
[spoiler]The impaler only really had one ability that set it apart from the adult kython, so I added a few unique abilities relating to speed and the use of its bone spikes. The Impaler is, in my mind, a fast, skilled melee-assasin, so thats what I tried to create.[/spoiler]

Done by Crafty_Cultist from GITP, some tweaks by me

oslecamo

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Half-Golem suplement

Golemaic Weapon [spoiler]
Animated Object- The Half Animated Object Golem gains a weapon based on the object selected to replace the limb, this cannot be changed after it has gained Golemaic Weapon.
[spoiler][indent]
Multislam- Objects that have multiple outstanding appendages grant the Half Animated Object Golem an additional Slam attack, further the critical multiplier on its slams increases to a x3.

Constriction- Objects that have long flexible materials grant the Half Animated Object Golem the Improved Grab special ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. Further, on a successful grapple check, the Half Animated Object deals constriction damage equal to its slam damage.

Trample- Objects with heavy or sturdy bases grant the Half Animated Object Golem a trample attack. As a full-round action it can move up to twice its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Animated Object Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Animated Weapon Graft Objects that are weapons grant the Half Animated Object Golem a +1 competence bonus on all attack and damage rolls while using the weapon, this bonus increase by 1 for every 5HD the Animated Object Golem has. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. The Animated Object Golem does not have the use of one of its hands and suffers a -2 penalty on all skill checks requiring the use of hands. Spells or effects that temporarily polymorph the Half Animated Object Golem can ignore the Animated Object Limb or alter it normally, at the Half Animated Object Golem’s discretion. This weapon cannot be disarmed, sundered, or changed[/indent][/spoiler]

Blood- The Half Blood Golem’s slam attack becomes a terrible siphon of blood, flesh, and life energy. 1/day per HD as a standard attack action, the Half Blood golem may declare that it is making a vampiric slam attack. If this slam attack hits the Half Blood Golem deals extra damage equal to its Charisma mod, further the Half Blood Golem gains temporary Hp equal to the amount of damage it dealt, this temporary hp lasts for 1 hour per HD of the Half Golem, and stacks with itself but cannot exceed 6x the Half Blood Golem’s HD.

Cadaver- The Half Cadaver Golem gains the ability to to cannibalize natural weapons and special abilities from the corpses of the recently dead, or from the sufficiently restrained living. At any point the Half Cadaver Golem may only have 1 special weapon, but it may change out its weapon by replacing it with a new one freshly harvested. Replacing a weapon requires 1 hour’s worth of work with a fresh or living corpse, if living the ‘donor’ loses significant flesh, and its access to this weapon.
[spoiler][indent]

Burgled Bite- By replacing its mouth with one from a creature with a natural bite attack, the Half Cadaver Golem gains a bite attack that deals 1d6+1½ Str damage.

Commandeered Claws- By replacing its hands with those from a creature with two natural claw attacks, or two creatures with a natural claw attack each, the Half Cadaver Golem gains 2 claw attacks that deals 1d4 damage.

Taken Talons- By replacing its hands with those from a creature with two natural talon attacks, or two creatures with a natural talon attack each, the Half Cadaver Golem gains 2 talon attacks that deals 1d4 damage.

Hustled Hooves- By replacing its feet with those from a creature with two natural hoof attacks, or two creatures with a natural hoof attack each, the Half Cadaver Golem gains 2 hoof attacks that deals 1d4 damage.
Ascertained Arm- The Half Cadaver Golem attaches another arm its body, which it may use freely as if it were one of its own. This extra limb is treated as having -4 Strength and Dexterity compared to the original arms of the Half Cadaver Golem. This arm can be used to manipulate weapons, and as such the Half Cadaver Golem becomes eligible for multi-weapon fighting feats, unless it loses this extra arm.

Borrowed Wings- By thieving the wings of a sufficiently sized creature (no smaller than the Half Cadaver Golem) the Half Cadaver Golem gains a Wing attack that deals 1d6 damage, and falls at a rate of 40 feet per round, never suffering more than 1d6 falling damage from any height.

Thieved Venom- By harvesting the venom sack of a creature with a natural poison attack the Half Cadaver Golem may deliver potent poison with its Slam attack. Any creature damaged by its natural slam is subjected to the venom of the creature which now has Fortitude DC of (10+1/2 the Half Cadaver Golem’s HD+ Con Mod). The ability damage is of the same type but is reduced to (or increased to) 1d4 initial and secondary damage. This damage size increases for every 4 HD the Half Cadaver Golem possesses.

Robbed Crusher- By replacing key body parts with those of a creature that has the improved grab and constrict special abilities the Half Cadaver Golem gains Improved Grab ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. Further, on a successful grapple check, the Half Cadaver Golem deals constriction damage equal to its slam damage. The Half Cadaver Golem may rob either one of these abilities individually, if it comes across a creature with one and not the other, but this weapon takes the full slot, if the Half Cadaver Golem wants both aspects of this weapon it must rob from a creature that has both aspects.
[/indent][/spoiler]

Candle Wax- The Half Candle Wax Golem’s slams may deliver a highly flammable and cursed paraffin. Any creature damaged by the Half Candle Wax Golem’s slam natural attack must make a DC (10+1/2 HD+Dexterity Mod) reflex save or be covered in the cursed paraffin. Creatures without resistance to fire suffer double damage from fire,  creatures with resistance to Fire based attacks have their resistance reduced by twice the Half Candle Wax Golem’s HD, and creatures with immunity to fire effects are not affected by the cursed paraffin. Further any creatures (besides those with fire immunity) suffer a penalty on all saves against fire based spells and effects equal to the Half Candle Wax Golem’s Dexterity mod.   This Paraffin burns off with the first fire attack that successfully targets the effected creature, and may be washed off with 5 minutes work with soap and water.

Coal- The Half Coal Golem’s slam attacks are filled with an incredible heat that can conduct through metal weapon. The Half Coal Golem’s natural slam attack, and any attack made with a melee weapon made mostly from metal deals an additional 2d6 fire damage. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame for a number of rounds equal to the Half Coal Golem’s Con mod, suffering 1d8 fire damage each round. The creature may spend a full round action and make a Survival check DC (10+1/2HD+Con Mod) in order to put out this fire. The aid of water, or other fire extinguishing effects increases this creature’s Survival check by +5, but do not immediately extinguish this fire.

Colossus Flesh- As a free action, 1/Minute, the Half Colossus Flesh Golem may release a wave of negative energy which emanates out in a 10 foot cone in front of the Half Colossus Flesh Golem, plus 5 feet for every 3 HD. Any creature caught this emanation suffers 1d4 negative energy damage per HD, Will save DC (10+1/2HD+Con Mod). Undead creatures are healed by this effect as they would be by an Inflict Wounds spell. Non-undead creatures that are damaged by this attack must make a Fortitude save of the same DC, regardless if they passed the previous save or not, or suffer 1d4 points of physical ability damage as chosen by the Half Colossus Flesh golem with the use of each attack. This Ability Damage increases by 1 size category for every 6 HD the Half Colossus Flesh Golem has.

Colossus Iron- The Half Colossus Iron Golem gains a special trample attack, As a full-round action the it can literally run over an opponent of at least its own size category or smaller. The Half Colossus Iron Golem may move up to twice its speed, and must completely cover the target’s space while making this special trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Colossus Iron Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature, further if the Half Colossus Golem deals this trample damage to a creature it may end its movement in the creatures square, and initiate a grapple as a free action without provoking any more attacks of opportunity that it already has for this action.

Colossus Stone- As a free action, 1/Minute, the Half Colossus Stone Golem may release a violent vibration of energy which emits a 10 foot cone of sonic energy in front of the Half Colossus Stone Golem, plus 5 feet for every 3 HD. Any creature or object caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half. This attack deals double damage to objects and constructs, and this is increased to triple damage if the object or construct is particularly crystalline. Further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

Feuer Iron- Unlike it’s lesser Iron Cousin the Half Feuer Iron Golem gains a fiery breath attack rather than the usual poisonous one. As a free action, 1/Minute, the Half Feuer Iron Golem may breathe out a cloud of ravenous fire which fills a 10 foot cone in front of the Half Feuer Iron Golem, plus 5 feet for every 3 HD the Half Feuer Iron Golem has. Any creature caught in this flaming cone suffers 1d6 fire damage per HD the Half Feuer Iron Golem has, Reflex DC (10+1/2 HD+Con Mod) for half. A creature damaged by this ability must make a successful reflex save (regardless if they made their first save or not) or suffer half the amount of fire damage dealt on the following round on their turn.

Gold- The Half Gold Golem’s slam attack extends to a long whiplike tentacle natural attack that deals both slashing and bludgeoning damage. The reach of the Half gold Golem’s tentacle increases by 5 feet per 3 HD it has, unlike most reach weapons, the Half Gold Golem may attack adjacent foes with this attack at no penalty. Further this attack deals 2d4 points of energy damage, of the type that is has an affinity for, See Prototype Body.

Greater Stone- The Half Greater Stone Golem’s slams don’t simply slow their targets, but fully stuns targets with its brute force and inherent cursing. 1/minute as part of a standard attack action with its Slam attack, the Half Greater Stone Golem may make a stunning attack. The creature damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the stunned condition until the beginning of the Half Greater Stone Golem’s next turn.

Grisgol- The Half Grisgol Golem’s slam attack is empowered by its Captive Lich. The Half Grisgol Golem’s Slam attack deals an additional 2d6 points of negative energy damage, this attack can be used as a touch attack that provokes attacks of opportunities. The Half Grisgol Golem may not heal itself with this touch attack. 1/day per 3 HD the Half Grisgol golem has it may empower this negative energy slam or touch, any creature successfully attacked by The Half Grisgol Golem’s slam or touch attack must succeed on a DC (10+1/2HD+Cha mod) Fortitude save or be paralyzed for 1 round per HD.

Mask- The Half Mask Golem’s slam attack can leave its target with the terrifying mask of solitude. 1/day per HD as a standard attack action the Half Mask Golem may make a Solitude Slam attack, if the Half Mask Golem’s slam attack succeeds, the target must make a DC (10+1/2 HD +Cha Mod) will save or have their face covered by the terrible mask of solitude. With this mask in place the target cannot speak, breath, or hear. Removing this mask requires a disarm check, in which the mask’s rolls as if its base attack bonus equaled the Half Mask Golem’s HD, and uses the Half Mask Golem’s charisma mod in place of its strength mod.

Razor- As part of a Full-Defense action the Half Razor  Golem can surround itself with a whirling, slicing shield of razors, Any creature adjacent to the Half Razor Golem suffers 1d8 slashing damage per 2 HD of the Half Razor Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Razor Golem is subjected to this damage without a saving throw. The Half Razor Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. Unlike the Half Chain Golem the Half Razor Golem may take a move actions while this ability is activated, but creatures subjected to this attack by the Half Razor Golem moving adjacent to them still receive a reflex save against this attack. A Half Razor golem may use this ability a number rounds per day equal to twice its HD.

Remnant- 1/minute as a standard attack action the Half Remnant Golem may perform a Maddening Slam attack. If the Half Remnant Golem’s slam attack successfully strikes its target, the target suffers 1d6 Wisdom damage. This damage increases in size for every 4 HD the Half Remnant Golem has. The Remnant Golem may elect instead to make this attack as a touch attack that provokes attacks of opportunity.

Sickstone- As part of a standard attack action the Half Sickstone Golem may make a sickstone slam. A living creature struck by the Half Sickstone Golem’s slam attack must make a Fortitude saving DC (10+1/2 HD +Con Mod) or take 1d6 points constitution damage as the magical energies of the Half Sickstone Golem’s limb leach away life and energy. This constitution damage increases by 1 size category for every 5 HD the Half Sickstone Golem has. Creatures of the Earth Subtype, or that are largely composed of stone or metal are effected differently than normal living creatures. Such a creature that fails its fortitude save has any damage reduction it might have reduced by 1/2 the Half Sickstone Golem’s HD.  This secondary aspect of the Sickstone slam can affect constructs or other creatures with the Earth Subtype or that are largely composed of stone or metal even if they are normally immune to affects that require Fortitude saves. If sickstone slam used against an object composed largely of metal or stone, that object loses hardness equal to the Half Sickstone Golem’s HD. Sickstone slam may be used in conjunction with a Sunder attack. The damage to an object’s hardness can be repaired with a DC (10+Damage to repair) Craft check of the appropriate type, and 1 gold for every point of hardness damaged. This repair check only requires 1 hours worth of work. This same method may be used to repair Damage reduction lost from creatures of the Earth Subtype or that are largely made of metal or stone, but requires 10 gp for every point of Damage Reduction damage, and increases the DC by 5.

Survey Stone- The Half Survey Stone golem gains a second slam attack, in addition 1/minute the Half Survey stone golem may make an expeditious charge attack. While making an expeditious charge attack the half Survey Stone Golem may use a charge action to move up to 4x any of its base speeds (5x if it has the Run feat), further upon ending the charge the Half Survey Stone Golem may attack with both of its natural slam attacks rather than just one.

Tod Iron- The ancient runes on the Tod Iron golem’s body give it an inherent connection to the magical power animating it and makes the material quite unstable, a Half Tod Iron Golem that takes damage must make a Will save DC (10+ the damage dealt) or go fly into a Vitriolic Rage. Vitriolic Rage is similar to a barbarian’s rage, except it temporarily gains a +2 bonus to Strength, and all melee attacks made while in the vitriolic rage deal 1d6 additional Acid damage. While in a Vitriolic Rage, the Half Tod Iron Golem may make one extra attack in a round at its highest base attack bonus, but this attack suffers a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half Tod Iron Golem might make before its next action. This Vitriolic Rage is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail its save. It can Vitriolic Rage 1/day plus an additional time for every 4 HD it has. Half Tod Iron Golem levels stack with barbarian levels for determining Rage bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +4, and the acid damage increases to 2d6. At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +6, and the acid damage increases to 3d6.

Verran’s Flesh- The residual magic of the ancient rune amulets worn by these Golems have left a black scalded imprint on the material used to compose this golemaic limb. The Half Verran’s Flesh Golem gains one of the following special weapons, this choice cannot be changed after the Half Verran’s Flesh Golem gains its Golemaic Weapon.
[spoiler][indent]Dispel-As a free action, 1/Minute, the Verran’s Flesh Golem can use a Dispel Magic ability. The effect is as an area dispel in a 5 feet per HD radius burst, centered on the Half Verran’s Flesh Golem. The Dispel check is 1d20+the Half Verran’s Flesh Golem's HD, and is not limited by the usual cap of 10.

Fire Storm- As a free action, 1/Minute, the Half Verran’s Flesh Golem may release out a cone of destructive fire which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this flaming cone suffers 1d6 fire damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that the Half Verran’s Flesh Golem wishes to exclude from damage.

Wall of Stone- The Half Verran’s Flesh Golem may use Wall of Stone as a spell like ability 1/day per HD the Half Verran’s Flesh Golem has. The Caster Level for this spell-like ability is equal to the Half Verran’s Flesh Golem’s HD, and any save that may be associated with its use (such as trapping a creature) has a DC of (10+1/2 HD+Intelligence Mod).

Flame Strike- As a free action, 1/Minute, the Half Verran’s Flesh Golem may release out a cone of terrible divine fire which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this roaring cone of fire suffers 1d4 damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. Half the damage from this attack is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance or immunities to fire-based attacks.

Blade Barrier- As part of a Full-Defense action the Half Verran’s Flesh Golem can surround itself with a cloud of whirling blades of pure force. Any creature adjacent to it suffers 1d6 force damage per 2 HD the Half Verran’s Flesh Golem has. A successful Reflex save DC (10+1/2 HD+Intelligence Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Verran’s Flesh Golem is subjected to this damage without a saving throw. The Half Verran’s Flesh Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Verran’s Flesh Golem may not take a move action while this ability is activated.A Half Verran’s Flesh Golem may use this ability a number rounds per day equal to twice its HD.

Acid Spray As a free action, 1/Minute, the Half Verran’s Flesh Golem may expel out a cloud of vitriolic gas which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+ Intelligence Mod) for half.

Ice Storm- As a free action, 1/Minute, the Half Verran’s Flesh Golem may launch a series of great hailstones and frigid winds which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this freezing cone of ice and wind suffers 1d6 damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intellegence Mod) for half. Half the damage from this attack is cold damage, but the other half is bludgeoning.

Lightning Bolt- As a free action, 1/Minute, the Half Verran’s Flesh Golem may throw a great bolt of Lightning in front of it which fills a 20 foot line in front of the Half Verran’s Flesh Golem, plus 10 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this crackling line suffers 1d6 electricity damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. This lightning attack sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the line attack may continue beyond the barrier if the attack’s range permits; otherwise, it stops at the barrier just as any other line effect does.[/indent][/spoiler]

Walking Statue- As a full-round action the Half Walking Statue Golem can move up to twice its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Walking Statue Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Further the Half Walking Statue’s Slam and Trample attacks effect incorporeal creatures, and manifested ghosts, as if they were Ghost Touch weapons. In fact, a Half Walking Statue Golem may interact with such creatures as if they were fully material, allowing it to grapple such creatures.

Warforged Raptor- As a full-round action 1/minute the Half Warforged Raptor may make use of a special strife attack. While Making a strife attack the Half Warforged Raptor may move up to twice its base land speed in a straight line (not unlike a charge attack), it can make a full-attack with a ranged weapon over the course of its strife. Each attack occurs roughly at an evenly spaced increment for each attack. (For example for a standard Half Warforged Raptor with 3 attacks on a full-attack action and a 30 foot base land speed, the first attack occurs 20 feet from its starting point, the second at 40 feet, and the third at 60 feet.) Each of these attacks must be made against separate targets, even if the Half Warforged Raptor’s range increment would normally allow it to all strike the same target. Further the Half Warforged Raptor may choose to reduce the number of attacks in its base attack bonus in order to attack at different increments. (For example, our previous example decides to reduce its attacks to 2, the first attack occurs 30 feet from its starting point, the second at 60 feet.) The decision to forgo attacks may also be made on the run, but the normal attack points remain the same. (For example, our first example decides to miss its second shot on the run, the first attack occurs 20 feet from its starting point, the second is forgone at 40 feet, and the third is made at 60 feet.)
[/spoiler]

oslecamo

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Kython Slaymaster

[spoiler]Prerequisites: To become an Slaymaster, a player must fufill the following conditions.

Must be an adult kython with no levels in another kython prestige class

HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Serpentine form, Lay Egg, +1 str
2nd
+2
+3
+3
+0
Deadly screech, +1 Con
3rd
+3
+3
+3
+1
Growth, Crushing grab, +1 str
4th
+4
+4
+4
+1
Desestabilizing screech, Constrict, +1 con
5th
+5
+4
+4
+1
Enhanced defense, +1 str
6th
+6
+5
+5
+2
Slaymaster, Disruption field, +1str
Skills: 4+ int mod. A Slaymaster's class skills are Climb, Hide, Intimidate, Jump, Listen, Move Silently, Survival, and Swim

Proficiencies: a Slaymaster is proficient in its natural wepons

features:

Serpentine form: Upon starting down the path of the Slaymaster, A kythons legs are replaced by a serpentine tail. The Slaymaster can use this tail to make a tail slap attack dealing 1d6 damage(plus half strength modifier)

Ability boost: The Slaymaster gains a +1 bonus to strength at levels 1,3,5 and six, and a +1 bonus to constitution at level 2 and 4.

Lay Egg: Once per day a Slaymaster may lay 1d4 Eggs as a fullround action, wich hatch each into a broodling (lv 1 Kython with elite array of stats, no gear) in 24 hours. They obey the slaymaster blindly, and for every other 24 hours the slaymaster may make those broodlings gain one more level on the Kyton class, but the Broodlord cannot control more of them than twice his own HD in kytons, and even then cannot control any single kython with more than the slaymaster's own HD-2. Kytons in excess only care about eating and killing stuff to eat, including other nearby kytons. Once they finish the kython class, those kyton minions may take levels on the kyton impaler class. If they finish it, they may then take levels on any PC class.

If the slaymaster is killed he releases a special substance wich make his nearby minions automatically flee, and in 24 hours the strongest of them wich is still alive and free morphs and grows into a new slaymaster identical to the deceased one (except equipment), wich may then be controled by the player.
 
Deadly screech: At second level, a Slaymaster can let out an extremly loud shriek as a standard action, with the sound concentrated on a paticular point within the range of its blindsight. Hitting the target requires a successful ranged touch attack. On a successful hit, the slaymaster deals 1d6 points of sonic damage per 2HD it possesses to the target. After using this ability, the Slaymaster cannot use it again for 1d4 rounds. This is a supernatural ability.

Growth. At third level, a Slaymaster grows one size category. If all slaymaster levels were taken, it grows an extra size category at 16 HD.

Crushing grab: If a third level slaymaster hits a medium or smaller opponent with a tail slap attack, it deals normal damage and can attempt to start a grapple as a free action. the creature takes tail slap damage each round it mantains its hold. This ability ignores Freedom of Movement effects.

Desestabilizing screech:
At fourth level creatures hit by the Slaymaster's Deadly screech must make a Reflex save with DC 10+1/2HD+Con mod. If they fail they have all their speeds reduced to 5 feet for 1d4 rounds, if they suceed they have all their speeds reduced for 1 round.

Constrict: A forth level Slaymaster can constrict a grappled opponent, dealing an additional 2d8 points of damage(plus 1+1/2 strength).

Enhanced defense: At fifth level, a Slaymaster can halve the range of its blindsight to create a protective barrier. The Slaymaster gains a deflection bonus to armor class equal to a 1/3 its HD, and spell resistance equal to its HD + 11.

Slaymaster: At sixth level, a Slaymaster has fully matured. Its Deadly screech no longer requires a wait between uses, and may be used as a swift action.

Disruptive field: A sixth level Slaymaster can halve the range of its blindsight to generate a field that disorients any nonkythons in the area. Creatures in the feild take a -1 morale penalty to attacks, saves, ability checks, skill checks and caster levels for every 4HD of the Slaymaster.[/spoiler]

Comments
[spoiler]The slaymaster had a few modifications to its ability mechanics. The disruptive field and enhanced defense scale by HD and I added the deadly screech and lay egg abilities. Deadly screech lets the slaymaster combat airborne or otherwise distant foes and fills up an otherwise uninteresting level. Lay egg explains how Kythons reproduce and lets you get your own expendable minions. I felt that it was thematicaly suitable. The slaymaster's higher skill points represent its increased intellect.[/spoiler]

Done by Crafty_Cultist from GITP, some tweaks by me.

Bloody Initiate

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I have a soft spot for the Nimblewright construct (MM2 + MM2 3.5 Errata) and the Force Golem (MM5). Both struck a cord with me flavor-wise and mechanically they're both unique. Unfortunately, as we know, the Construct type is miserable and Construct HD are some of the worst in the game (Competing only with Ooze HD, which is embarrassing to say the least). Offsetting that terribadness is difficult, but since I like these constructs I spend time thinking of ways to make them work.

I don't know your system exactly, but I recognize you put in a lot of work and therefore might appreciate assistance. So instead of simply requesting these racial classes, I thought I'd try my hand at them first. If they aren't to your liking please say so, I just wanted to put the work in on some monsters I enjoy.

First the Nimblewright

[spoiler]

[spoiler]HD: d10

Table 1-1: Nimblewright Racial Class
Level   BAB   Fort   Reflex   Will   Feature
1   +0   +0   +0   +0   Nimblewright Body, Bonus Feat, SR, Rapier-Hands, Body Adaptation, +20 hps
2   +1   +1   +1   +1   Bonus Feat, Entropic Shield 1/day, Tripping Thrust
3   +2   +1   +1   +1   Bonus Feat, Feather Fall 1/day, Entropic Shield +1 use/day
4   +3   +1   +1   +1   Bonus Feat, Cat's Grace 2/day, SLAs +1 use/day
5   +3   +2   +2   +2   Bonus Feat, Alter Self 2/day, SLAs +1 use/day
6   +4   +2   +2   +2   Bonus Feat, Haste 3/day, SLAs +1 use/day
7   +5   +2   +2   +2   Augmented Critical, SLAs at will, +2 Natural Armor

Skills: 2+Int modifier per level, 4x at first level. Class skills are Balance, Craft, Jump, Tumble

Nimblewright Body: Construct traits, Nimblewrights have an intelligence score but no bonus to intelligence. They have a natural armor bonus of +5, which increases to +7 at 7th level. As medium constructs Nimblewrights get +20 bonus hitpoints at level 1. Vulnerabilities: A cold effect slows a nimblewright for 3 rounds, a fire effect stuns it for 1 round. Base land speed is 40 ft.

Bonus Feats: A nimblewright gets Bonus Feats every level but 7th. It selects its bonus feats from the following list: Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Mobility, Spring Attack. If it cannot select a feat from the list of bonus feats (For example if it already has all of the feats on the list for which it meets prerequisites) then it may choose another feat for which it meets the prerequisites. A nimblewright must still meet prerequisites for any feat it selects.

Spell Resistance (SR): A nimblewright gains Spell Resistance 11 + HD, which increases as shown on Table 1-2. A nimblewright can lower its Spell Resistance as a free action at any time should it choose to receive friendly spells. It does not have to be the nimblewright's turn for it to lower its spell resistance.

Rapier-Hands: The Nimblewright fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearm and it can use its hands normally. A nimblewright can fully deploy both rapiers as a free action.

Body Adaptation: As the spirit that animates the nimblewright grows accustomed to its construct body, it grows more apt in its use. This takes the form of ability score and spell resistance increases from the 1st to 7th level of the Nimblewright racial class. These increases and the levels at which they are gained are detailed below.

Table 1-2: Body Adaptation Ability Score and Spell Resistance Increases

Level Ability Increase
1   +1 STR, +2 DEX, +2 WIS, +1 CHA, SR (11 + HD)
2   +1 STR, +2 DEX, +1 CHA, SR (12 + HD)
3   +1 STR, +2 DEX, +1 CHA, SR (13 + HD)
4   +1 STR, +2 DEX, +2 WIS, +1 CHA, SR (14 + HD)
5   +1 STR, +2 DEX, +1 CHA, SR (15 + HD)
6   +1 STR, +2 DEX, +1 CHA, SR (16 + HD)
7   +2 STR, +2 DEX, +2 WIS, +2 CHA, SR (17 + HD)


Spell-like abilities: A nimblewright gains several spell-like abilities, which it can use a limited number of times per day. It gains these as it progresses in level as shown on Table 1-1. Starting at 3rd level, it gains an additional uses of each of the spell-like abilities per day until 7th level, when it gains the ability to use them at will. The caster level for a nimblewright's spell-like abilities is equal to its character level. Save DCs are Charisma-based.

Tripping Thrust: A nimblewright's rapier-hand attacks are powerful enough to push over creatures its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must succeed on a Reflex Save (DC 10 + ½ Nimblewright's character level + Nimblewright's Strength modifier) or be knocked prone as if tripped.

Augmented Critical: A nimblewright's rapier-hands threaten a critical on a natural roll of 15-20. On a successful critical hit, its foe is subject to a tripping thrust attack (See above).
[/spoiler]

Comments:
[spoiler]Construct hit dice are really pretty awful, and much of my efforts were spent trying to keep the Nimblewright competitive at appropriate levels. The construct type is awful, the hit dice are awful, and having no con score is awful. That's why I went ahead and gave it the full 20 hitpoints at level one for being a medium construct, but can see spreading them out if more experienced minds advise it. I also didn't want to limit any of its abilities because once again I think it needs them all just o stay competitive. What looks badass early on ends up dragging at later levels because it will have to spend feats on things like Improved Toughness and Rapidstrike just to keep up with any other melee class. I tried to make all its abilities scale so that once it complete seven levels of Nimblewright, it continues to be a viable character. Amusingly, melee looks bad for the Nimblewright's future, its +14 dex would be much better suited to a bow. Upgrade time perhaps?[/spoiler]

My keyboard went crazy mid-way through, typing in all caps. It slowed me down a bit. I'll fix this up later.

Please let me know if there are any failings in the language, I was trying to give it the most favorable interpretations possible. Also let me know if I missed anything from its entry?

I'll work on the Force Golem later, atm my lady is calling me to bed.[/spoiler]
« Last Edit: January 16, 2011, 10:25:00 PM by Bloody Initiate »
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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Well, I supose this would happen sooner or later.

I don't know your system exactly, but I recognize you put in a lot of work and therefore might appreciate assistance. So instead of simply requesting these racial classes, I thought I'd try my hand at them first. If they aren't to your liking please say so, I just wanted to put the work in on some monsters I enjoy.
Ok, first are the general guidelines I follow:
Monster classes building guidelines.

[spoiler]
0-Put your monster class into a post of his own, statistics spoilered, spoilered comments below and a non-spoilered picture above everything, monster name in bold and size 4. Put the abilitiy descriptions by order they're gained and their names italized, the monster HD, skills and class features should be bolded.

1-Number of levels of the class=CR of the monster (or CR increase on case of template-classes). This is as simple as it gets. If the monster is epic CR then you can cut it down to 20 levels. If the monster is less than CR 20 and you feel inspired then you can do some extra levels for some kind of "paragon" or "lord" monster with completely custom abilities.

2-If it's not an undead or construct, then ignore the basic monster saves, skills, proefeciencies and Bab progression. The monster class will have those based on the extra abilities they have. The more and/or better abilities, the worst saves/skills/Bab/proefeciencies the monster should have.

2a-If it's an undead or construct, no good fort or ref saves, 2+int skill points per level and no class skills. This is for balancing the powerfull traits of those creature types. In adition, constructs get average Bab and bad will saves and undeads get bad Bab and good will saves. That's because that it's easier to buff an undead but there's also several anti-undead spells that target will, and vice-versa.

3-Monster classes remove any base race advantages at first level. Template classes do not. Take in acount this so 1st level of the monster class can be better than 1st level of most classes because you're sacrificing your race, roughly worth two-three feats.

4-For Nat armor, base it on Con modifier. The default is Nat armor=Con modifier. Stronger monsters can have something like X+Con modifier (keep X low tough), or half Con modifier for "softer" monsters. Undeads and constructs should base it on Str. For "smart" or "spellcaster" monsters you may make the Nat armor based on a mental score instead, or replace it by a deflection/insight bonus based on a mental score.

5-Ability score increases shouldn't be more than +1 to any score in any level. You may take exceptions to this at 1st level in certain cases. No ability score penalties unless you have a very really good reason.

5a-Speaking of wich, try to base each monster class in two stats, three at max. Don't go around giving bonus to every one of the six stats, players really don't need it and it clogs up the class. If you feel like a monster should be smart but has no actual Int-based abilities  it's preferable to simply give it skill points than Int boosts.

5b-Extra scores should only be used if the monster is gaining minor abilities or has bad base statistics (low Bab, saves, no proefeciencies, no hands).

6-Break down the monster abilities into separate groups, figure out the levels on wich it would be fair for them to be available to a player, then distribute them trough the monster levels so you gain something nice at every one.

6a-Flying should only come at 4th level, unless you're an handless monster whitout ranged attacks whatsoever. Growth can come online as early at level 3, but it's preferable at 4th level or higher.

6b-Melees deserve nice things. Casters deserve bad things. DR should be equal to half your HD (except for really tough monsters like the iron golem, and even then it should become available at higher level), and SR should be 11+HD, or 15+HD for monsters that are really suposed to be anti-casters like the Rakasha.

7-Make sure that at least half the monster abilities scale with HD. SLAs saves should always be 10+1/2 HD stat and the monster should gain more uses when it gains more HD. Yes, HD, not monster levels.

7a-Try to put sinergies with other classes, like the ogre mage's ability to gain extra caster level and higher level spells when it. And again make several (but not all) of the abilities scale with HD and not necessarily monster class level (except for the strongest abilities).

Do not however put synergies with classes not available on the srd.

7b-At-will SLAs just in special cases. Even tough most monsters have them, at-will is considerably stronger on the hands of a player that will live for more than 5 rounds. Please don't make every single SLA of the monster at-will. You can put a couple effects or iconic SLAs, but think carefully, does the player really needs them? Wouldn't it be best to give some custom ability instead?

The exception to the above rule it's for epic play. Monsters who reach lv 21 or higher can have all their  SLAs at-will as the power level is considerably increased at that point.

7c-It's however ok to allow certain SLAs to auto-upgrade to stronger versions when the player reaches a certain HD. The prime example of this is Dispel Magic upgrading to Greater dispel magic at 11 HD, and Summon monster X becoming X+1 every other level. This should only be used for SLAs that become considerably weaker after a certain level. Dispel magic for example is caped at +10 CL so it stops growing after you reach 10 HD.

8-Compare with base classes. I'm trying to aim at around sorceror-warblade power level around here. If you see anything that you think would curbstomp a wizard, please slap me.

8a-Compare with other monsters here of the same type/role. Gloom is the base "roguish" monster for example.

9-If a certain monster has several versions (like the diferent age categories of each dragon), then it's ok to combine them all on the same class, but try that abilities of each "stage" of the monster are gained at the apropriate level/CR. For example, the dragon classes grow at the levels corresponding at the CRs the. On the other hand, the dragons get their best SLAs pre-epic because they wouldn't be much usefull if only gained at epic levels.

10-Faster than linear progression. Each levels should give more than the last one, even if just a little.

10a-Don't be afraid to make custom abilities if the original monster doesn't have enough to fill all levels (check out the giants as the prime example of this)! Keep them creative, in theme for the monster and fun, not necessarily powerfull. One simple idea is to allow the monster to partially ignore immunity to his main combat tactic.

10b-On the same vein, monsters with really powerfull abilities should receive custom penalties, that are reduced as the character grows. The ghost, being undead and ethereal must carry his body around. The vampire must drink blood to fuel his powers. The Medusa's gaze starts weak and then improves untill it reaces full power.

[/spoiler]

Will be adding those to the first post later.


First the Nimblewright
Very good formating, and you stayed quite faithfull to the monster, but ...
Please let me know if there are any failings in the language, I was trying to give it the most favorable interpretations possible. Also let me know if I missed anything from its entry?
Ok, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.

So let's take a quick look at the Nimblewright and ask ourselves some questions:
-What is the Nimblewright suposed to do again?
Dual rapiers wich used for tripping oponents with special abilities with several self-buffs. This however raises several problems, like it having exactly zero abilities to boost two-weapon fighting, and at higher levels tripping becomes kinda useless. This is a monster in deep need of custom abilities.

-Does the NimbleWright really needs high mental scores?
None of it's SLAs are ofensive, and it's only other ability is strenght-based. So we can safely remove the Wis and Cha bonus to make room for other stuff.

-On the disadvantages and advantages of the construct type
Altough not having Con score and low saves, constructs obscene amount of immunities is quite powerfull.
As a player not having a con score also means you can dump that stat for other stuff.
+20 HP at first level is way too much, so I prefer to spread it over several levels. Check the Inevitable to see how I tackle the constructs as player race here.

Now, with that in mind, here are my sugestions for your class:
-Remove the mental score bonus, scale down the Dex bonus to, at best, +1 Dex per level. If you look around here you'll notice pretty much all monstes follow this rule, since super-high ability scores are a very risky thing when you combine them with stuff meant for players with more "normal" scores.
-Adapt the construct type as shown on the already converted Inevitable I linked above (no class skills, +1 HP per level starting at 5 HD)
-The original Nimblewright doesn't seem to have skills at all. If you really feel like it should be tumbling give it an ability granting a bonus on tumble based on HD (again, check the Inevitable).
-Make Nat armor based on an ability score, so it starts high and then keeps growing.
-Proficiencies?
-Don't make all SLAs at-will. Instead make their number based on HD.
-SR should really start later.
-Your Nimblewright has an Int score so it will be gaining feats normally. No need for give it 6 bonus feats over 7 levels.
-Now for the juicy part, custom abilities. Give it something so it can TWF properly, like using both rapiers as a standard action whitout penalty. Make the rapiers get stronger as it grows in HD like the Inevitable chains. Make tripping thrust able to trip flying oponents. Make it able to affect crit-immune oponents (at a penalty of course). Make it's entropic shield better than the normal spell. Some kind of "parry" ability. Like you yourself said, stuff that makes the nimblewright kick ass at melee, instead of wondering if it should get a bow. Don't be afraid to give the monster abilities you think should exist and the Nimblewright should have.

Bloody Initiate

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My response to your post is massive, so I came back to edit in a synopsis of my intended adjustments so far. They are based on memory, so I might miss something that is detailed below. When I actually do the edits I'll review my whole post and such to be complete about it.

So when I come back to this, hopefully as early as tomorrow, I will:

Drop ability bonuses to +1 dex/str per level.

Eliminate about half the bonus feats.

Create a special ability chain wherein a nimblewright gets special abilities it picks from a list. These will be based on your suggestions, my imagination, some fencing stuff, and existing martial maneuvers (Most likely from the Iron Heart, Diamond Mind, and perhaps Tiger Claw disciplines). I want these to synergize a bit too, so that if it takes the special ability it gets a cool ability, but if it takes X special ability with Y other feature, a new effect is unlocked.

Focus on Combat Reflexes. Since the Nimblewright has a large dexterity bonus, I intend for a lot of its special abilities to be powered by AoOs. So instead of taking an AoO in a certain round, it will have the option to do something special at the price of an AoO or attach a special effect to the AoO. That way its large number of available AoOs a round isn't wasted just because there are a lack of opportunities.

Original post below:
[spoiler]
Well, I supose this would happen sooner or later.

Is my entry into threads a dreaded eventuality?  :(

Quote
Melees deserve nice things.

 :clap I agree VERY strongly with that statement.  :clap I ask you to remember that as you read on, because even before you typed that post I was thinking "Melees deserve nice things." throughout the entire process of creating the Nimblewright, and I continue to think it as I responded to your suggestions.

Quote
Ok, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.

I recognize that, but I also believe that when a player looks at a monster and wants to play them, they want to play "THAT THING." This isn't to suggest that carbon-copies are the way to go, just that I think there is a balance to be struck between being faithful to the entry so that players get everything they see and improving the monsters for player use. "Improve for player use" to me means first trying to ease the pain of all the things the players didn't see when they looked at the monster and said "I want that!" because they were blinded by their rose-colored glasses.

So I tried to make a lot of minor edits that made the Nimblewright a viable player character without alerting anyone that changes had been made. For example the Nimblewright I wrote can lower its spell resistance as a free action at any time, which allows SR to be a boon rather than a burden. I also conveniently forgot to include the part about "Oh yeah, and you're some wizard's bitch," because that's a turn-off for almost every construct published. They're usually slaves to their creators, with almost zero room for actual playability.

Beyond my attempts at subtle improvement, I didn't do much improving for player use mostly because if someone wants everything in a monster entry (I know I wanted everything but the vulnerabilities) then it's tough to cram it all into a few levels. The Nimblewright is actually a pretty simple monster, but putting all its abilities into so few levels was awkward. It gets cluttered fast, and I was trying to just get it done without tampering with the base too much.

So let's take a quick look at the Nimblewright and ask ourselves some questions:
-What is the Nimblewright suposed to do again?
Dual rapiers wich used for tripping oponents with special abilities with several self-buffs. This however raises several problems, like it having exactly zero abilities to boost two-weapon fighting, and at higher levels tripping becomes kinda useless. This is a monster in deep need of custom abilities.

Technically it's also supposed to be infiltrating criminal organizations - hence Alter Self and Cha bonus - but aside from that poorly-supported fluff it's a sort of WotC sleight-of-hand on TWF. Instead of making it a TWFer, they pulled a fast one and gave it two AWESOME natural weapons. They are at once both natural and manufactured (construct), which gives them several advantages and disadvantages (I believe more advantages than disadvantages, which is why I kept hem as natural instead of TWFing two rapiers). First they get "best of both worlds" as far as a lot enchantment and buffing goes. Second, the Nimblewright can attack with both of them without any feats or penalties. However the disadvantage is there is no possibility for iterative attacks. This makes the Nimblewright BETTER than a normal TWFer at low levels, and worse at high levels without Rapidstrike and Improved Rapidstrike.

I kept the weapons as they are specifically because they start better than TWF (No penalties on the nimblewright's pathetic 3/4s BAB) and become better than normal manufactured weapons assuming obvious optimization (the aforementioned Rapidstrike and Improved Rapidstrike).

Quote
-Does the NimbleWright really needs high mental scores?
None of it's SLAs are ofensive, and it's only other ability is strenght-based. So we can safely remove the Wis and Cha bonus to make room for other stuff.

I originally kept them so as not to pigeonhole players. A good charisma score opens up RP and build potential (A Nimblewright Diplomat, for example). The class is 7 levels long so outside of gestalt it can't really be effectively abused for increases to mental stats, since any caster would lose a lot more in 7 levels away from casting than they'd gain in ability bonuses.

I'm pretty sure its Charisma is supposed to help it be convincing (The above-mentioned fluff that WotC made little effort to support), and I kept its wisdom to bolster its miserable saves, but I can remove them as per your suggestion.

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-On the disadvantages and advantages of the construct type
Altough not having Con score and low saves, constructs obscene amount of immunities is quite powerfull.
As a player not having a con score also means you can dump that stat for other stuff.
+20 HP at first level is way too much, so I prefer to spread it over several levels. Check the Inevitable to see how I tackle the constructs as player race here.

I actually looked at your Zelekhut a lot when I was making the Nimblewright. However there's a couple points that I also kept in mind: This guy will never gain more than a d10 per level unless he takes the Improved Toughness feat, and he can't heal effectively at all. He also takes dire penalties if he is hit with fire or cold effects (especially fire), which are both common and easy to use (Alchemist's fire). The immunities a construct gains are neat and all, but they're also designed for monsters who are supposed to be difficult for one encounter, not a PC. Construct traits are devastating to a PC.

However, I didn't ask for suggestions only to refuse them. One HP progression I considered was +2 at first level, and then +3 at every level after that (Totaling 20 at 7). Do you think that is more balanced or should he get the +2 at 7 and have the +3s at 1-6?

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Now, with that in mind, here are my sugestions for your class:
-Remove the mental score bonus, scale down the Dex bonus to, at best, +1 Dex per level. If you look around here you'll notice pretty much all monstes follow this rule, since super-high ability scores are a very risky thing when you combine them with stuff meant for players with more "normal" scores.

I will do this. +1 dex and str per level should be fine. I actually prefer +2 every other level rather than +1 every level since most published stat increases occur in 2's (To get a full +1 to your modifier), however it's your thread and the difference is aesthetic.

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-Adapt the construct type as shown on the already converted Inevitable I linked above (no class skills, +1 HP per level starting at 5 HD)
-The original Nimblewright doesn't seem to have skills at all. If you really feel like it should be tumbling give it an ability granting a bonus on tumble based on HD (again, check the Inevitable).

Constructs can have skills if they have an intelligence score. They gain 2 + Int modifier. They also have class skills (Most monsters do). The Nimblewright is from MM2 (3.0), but was updated in the MM2 3.5 update (You can find this by googling "MM2 3.5 update") because the rules for constructs changed (Bonus hitpoints, etc.)

Here is the text for the Nimblewright's 3.5 update:
[spoiler]Nimblewright: Construct; 5 ft./5 ft.; Balance +9, Jump +19, Tumble +22;
Combat ExpertiseB, Combat ReflexesB, Dodge, Improved Disarm, Mobility,
Spring Attack; LA +6; Gains 20 bonus hit points (change to Construct type); HD
become 10d10+20 (75 hp). Change rapier-hand damage to 2d6+4/15–20, and
adjust Augmented Criticals entry accordingly. Caster Level: 18th; Prerequisites:
Craft Construct, geas/quest, haste, limited wish, and polymorph any object;
Market Price: 22,000 gp; Cost to Create: 18,500 gp (including 7,500 for the
body) + 580 XP.[/spoiler]

As you can see, the Nimblewright definitely has Jump and Tumble as class skills (It has max ranks in both, plus ability modifiers and synergy), and it might have more class skills had it the ranks to put in them. I gave it craft so it could potentially repair itself if it had the skill points to invest.

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-Make Nat armor based on an ability score, so it starts high and then keeps growing.

I like the sound of that, but which ability score? It seems weird to me to base it on dexterity, which is the Nimblewright's highest stat and also a +7 modifier (Which fits with the fact that its natural armor is +7).

I had thought about basing it on HD since mine has 7, but that made it very weak at first level (+1). I finally settled on making it comparable to armors available at certain levels. The fighters in the PHB are shown wearing scale mail at level 1, so it has +5 at level 1 just like scale mail. At 7 this goes up to +7 because by that time enchanted armor should be readily available so the Nimblewright should have competitive AC.

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-Proficiencies?

Creatures with natural weapons are considered proficient in their use and constructs receive no armor proficiencies. Creatures listed with weapons are usually proficient in their use as well (so if a monster is listed as having a greatsword, it is proficient with the greatsword). As a result I didn't see it as necessary to include any additional proficiencies for the Nimblewright (It gets competitive AC and two excellent weapons). With Weapon Finesse its attack bonus also stays competitive. The lack of proficiencies didn't bother me, because whatever class the Nimblewright takes for its 8th level will likely offer proficiencies anyway.

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-Don't make all SLAs at-will. Instead make their number based on HD.

I originally wanted to do that, but given the small amount of HD and large amount of SLAs I found it created serious clutter. I don't even like how I ended up doing the extra uses per day. I also considered the power of each SLA and what the difference was between "at-will" and "x/day" and found most of them don't get much more powerful at will. The truth is most of the Nimblewright's SLAs gain little from being "at will" but add clutter and complexity if they're "x/day", so I opted for "at will" just to make things easier.

I'll go through each one. Mind that this is what I was thinking at the time I was creating the class, I will re-evaluate it based on your suggestions.:

Entropic Shield: This is an OK spell, but the miss chance is small and doesn't scale in the spell's description. So at low levels it's neat, but after that it basically sucks. So I saw no harm in making it "at will" since it's only helpful 20% of the time anyway

Feather Fall: This is a spell that will save your life in the right circumstance, but you will rarely be in that "right circumstance". How many times do you need to risk a fall in day anyway? The difference between 1/day and "at will" is almost negligible for feather fall, so why not have it "at will" because it looks cool to jump from dizzying heights and once again "Melees deserve nice things."

Cat's Grace: A small bonus to dex for a creature with a massive dexterity. It's almost pointless as it is, so why make the poor construct worry about how many uses of it he has left in the day?

Alter Self: Finally! An SLA someone might have to worry about! This is the first time the Nimblewright gets an ability where I was concerned about power level. Fortunately for game-balance this ability was only included in the Nimblewright's entry so that it could believably infiltrate organizations and pose as a non-construct. Amusingly, this spell for a Nimblewright does very little other than +10 Disguise and some limited versatility. Once again, I couldn't bear to take it from the poor guy and I really do believe melee'ers should receive nice things, so I gave it to him a number of times per day that would allow him to keep a disguise up all day. If we're ditching the fluff of Nimblewrights infiltrating organizations posed as non-constructs, we can also just remove Alter Self. Like I said though, I couldn't bear to take away one of the few nice things he has. I also originally had Disguise as a class skill for nimblewrights, but removed it because WotC really DIDN'T support that fluff.

Haste: Ah yes, haste. I think it fits great with a Nimblewright and having it at will not only helps him keep up with TWFers (Who have four attacks at this level) but it just generally enhances the style and flavor of the creature. He's fast, he's dextrous, he hits a lot. Simple. This also lets the Nimblewright take on some of the burden of buffing for the party, saving the casters valuable spell slots (Which they can now use to cast... repair construct?). Like alter self, it allows the Nimblewright to seriously contribute to the party and depart from one very narrow party role. Getting haste at will is unique and valuable, and considering the fact that constructs are literally a burden on the party (They don't heal the same way yet still require constant maintenance, they can't be raised the same way, the construct type doesn't benefit from many of the things living creatures benefit from, etc.), a unique contribution isn't only helpful, it's necessary.

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-SR should really start later.

I play a lot of low-level campaigns and what I've seen is that magic is rarely encountered at low levels, but when it is it's often devastating because low-level characters are so frail. Constructs get all-weak saves, which is meant to be countered by their SR. SR at low levels either does nothing at all because you encounter less magic at that level or it does exactly what it's supposed to (Give the construct the same chance as everyone else).

However, I can make it start later for the same reasons I started it early: It usually doesn't make a difference.

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-Your Nimblewright has an Int score so it will be gaining feats normally. No need for give it 6 bonus feats over 7 levels.

Except for Combat Reflexes, most of its bonus feats suck for anything but meeting prerequisites.

When considering its bonus feats, my thought process had the following bullet points:
-First off, melee-types deserve nice things, so why not?
-Most of those feats aren't worth taking normally, and so WON'T be taken normally
-The more lousy bonus feats the character has the more likely they can spend their other feats for things they need, for example non-living constructs need improved toughness a few times
-Some feats never get taken because the feat tax is way too high. If you get a bunch of predetermined bonus feats, you stand a good chance of actually getting to pick good ones because of all the stupid prerequisites you will fill. Whirlwind Attack for example, is a ridiculous feat to attempt to take... unless you got all the prerequisites for free. Then it becomes not only practical but decent.
-Every character but the fighter is feat-starved. One feat every three levels is simply not enough. WotC indirectly acknowledged this by making classes get more feats in games they published after 3.5 (Saga and 4e, for example). So if every character is feat-starved, and feats generally aren't especially uber, why add ANOTHER malnourished class, repeating WotC's mistake, when I have the power to correct their error with my homebrew?

After typing these points out (Which really were my thinking when I made the Nimblewright) I thought to myself that I should give the Nimblewright MORE feats in fact, specifically I should add Whirlwind Attack to their bonus feat list. Sure there are maneuvers that do the job better, but Whirlwind Attack isn't a BAD feat, it's actually pretty good, but it just takes too much investment to get. I feel like it's my job to correct that error and alleviate that investment.

However I think I'll try to ignore my first instinct and instead focus on enhancing the Nimblewright's class abilities as you suggest below.

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-Now for the juicy part, custom abilities. Give it something so it can TWF properly, like using both rapiers as a standard action whitout penalty. Make the rapiers get stronger as it grows in HD like the Inevitable chains. Make tripping thrust able to trip flying oponents. Make it able to affect crit-immune oponents (at a penalty of course). Make it's entropic shield better than the normal spell. Some kind of "parry" ability. Like you yourself said, stuff that makes the nimblewright kick ass at melee, instead of wondering if it should get a bow. Don't be afraid to give the monster abilities you think should exist and the Nimblewright should have.

These suggestions are awesome! I especially like the tripping flying opponents part. I don't think I'll have the time today to update the class with all of your suggestions (3 hr Drive home + errands + doctor's visit + it's D&D night for my home group), but thank you for the feedback! I think the rapier damage progression should be easy enough. You might have noticed I tried to make everything else scale after the 7th Nimblewright level.[/spoiler]
« Last Edit: January 15, 2011, 05:57:57 PM by Bloody Initiate »
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oslecamo

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Well, I supose this would happen sooner or later.

Is my entry into threads a dreaded eventuality?  :(
Nah, just someone else showing up also wanting to make monster classes.

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Ok, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.

I recognize that, but I also believe that when a player looks at a monster and wants to play them, they want to play "THAT THING." This isn't to suggest that carbon-copies are the way to go, just that I think there is a balance to be struck between being faithful to the entry so that players get everything they see and improving the monsters for player use. "Improve for player use" to me means first trying to ease the pain of all the things the players didn't see when they looked at the monster and said "I want that!" because they were blinded by their rose-colored glasses.

So I tried to make a lot of minor edits that made the Nimblewright a viable player character without alerting anyone that changes had been made. For example the Nimblewright I wrote can lower its spell resistance as a free action at any time, which allows SR to be a boon rather than a burden. I also conveniently forgot to include the part about "Oh yeah, and you're some wizard's bitch," because that's a turn-off for almost every construct published. They're usually slaves to their creators, with almost zero room for actual playability.
I like the way you're thinking here. :smirk

Beyond my attempts at subtle improvement, I didn't do much improving for player use mostly because if someone wants everything in a monster entry (I know I wanted everything but the vulnerabilities) then it's tough to cram it all into a few levels. The Nimblewright is actually a pretty simple monster, but putting all its abilities into so few levels was awkward. It gets cluttered fast, and I was trying to just get it done without tampering with the base too much.
It's a 7th level monster. Ask yourself, how many spells does a 7th level sorceror knows?

So let's take a quick look at the Nimblewright and ask ourselves some questions:
-What is the Nimblewright suposed to do again?
Dual rapiers wich used for tripping oponents with special abilities with several self-buffs. This however raises several problems, like it having exactly zero abilities to boost two-weapon fighting, and at higher levels tripping becomes kinda useless. This is a monster in deep need of custom abilities.

Technically it's also supposed to be infiltrating criminal organizations - hence Alter Self and Cha bonus - but aside from that poorly-supported fluff it's a sort of WotC sleight-of-hand on TWF. Instead of making it a TWFer, they pulled a fast one and gave it two AWESOME natural weapons. They are at once both natural and manufactured (construct), which gives them several advantages and disadvantages (I believe more advantages than disadvantages, which is why I kept hem as natural instead of TWFing two rapiers). First they get "best of both worlds" as far as a lot enchantment and buffing goes. Second, the Nimblewright can attack with both of them without any feats or penalties.
That part isn't very clear and I've seen more than enough discussions on how natural attacks work. Please clarify that in the class itself (can attack with both weapons whitout penalty, can be enchanted, counts as either natural or manufactured whenever it's benefeciary)

However the disadvantage is there is no possibility for iterative attacks. This makes the Nimblewright BETTER than a normal TWFer at low levels, and worse at high levels without Rapidstrike and Improved Rapidstrike.

I kept the weapons as they are specifically because they start better than TWF (No penalties on the nimblewright's pathetic 3/4s BAB) and become better than normal manufactured weapons assuming obvious optimization (the aforementioned Rapidstrike and Improved Rapidstrike).
Why don't just allow for iterative attacks out of the bat?


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-Does the NimbleWright really needs high mental scores?
None of it's SLAs are ofensive, and it's only other ability is strenght-based. So we can safely remove the Wis and Cha bonus to make room for other stuff.

I originally kept them so as not to pigeonhole players. A good charisma score opens up RP and build potential (A Nimblewright Diplomat, for example). The class is 7 levels long so outside of gestalt it can't really be effectively abused for increases to mental stats, since any caster would lose a lot more in 7 levels away from casting than they'd gain in ability bonuses.

I'm pretty sure its Charisma is supposed to help it be convincing (The above-mentioned fluff that WotC made little effort to support), and I kept its wisdom to bolster its miserable saves, but I can remove them as per your suggestion.
It's a construct. When will it ever need to make a Will save? As for charisma, choose either it or Str for secondary stat (or heck,allow the player to choose). Raising three ability scores should be avoided, in particular when one of them (Dex)

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-On the disadvantages and advantages of the construct type
Altough not having Con score and low saves, constructs obscene amount of immunities is quite powerfull.
As a player not having a con score also means you can dump that stat for other stuff.
+20 HP at first level is way too much, so I prefer to spread it over several levels. Check the Inevitable to see how I tackle the constructs as player race here.

I actually looked at your Zelekhut a lot when I was making the Nimblewright. However there's a couple points that I also kept in mind: This guy will never gain more than a d10 per level unless he takes the Improved Toughness feat, and he can't heal effectively at all.
Solution: give it a way to patch itself up easily, not necessarily fast healing.

He also takes dire penalties if he is hit with fire or cold effects (especially fire), which are both common and easy to use (Alchemist's fire).
By all means, remove them. You'll notice my Rakasha isn't auto-slain by holy bolts. The PC nimblewright isn't your average one, it's an improved model wich overcomes the weakness of the mass-produced ones!

The immunities a construct gains are neat and all, but they're also designed for monsters who are supposed to be difficult for one encounter, not a PC. Construct traits are devastating to a PC.

However, I didn't ask for suggestions only to refuse them. One HP progression I considered was +2 at first level, and then +3 at every level after that (Totaling 20 at 7). Do you think that is more balanced or should he get the +2 at 7 and have the +3s at 1-6?
Honestly, I think the Nimblewright is suposed to be a not-so-tough dude, not a tank with HP only outmatched by the party's barbarian. It already has great dex and nat armor to avoid blows, triping oponents to stop them from attacking back. Just give it a way to patch itself after each fight and it should be fine even with "just" a d10 HD whitout bonus untill lv 5. Most "fast" melees usually have d8 HD and +2 Con bonus, so this will keep the Nimblewright in check with them HP wise.

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-Adapt the construct type as shown on the already converted Inevitable I linked above (no class skills, +1 HP per level starting at 5 HD)
-The original Nimblewright doesn't seem to have skills at all. If you really feel like it should be tumbling give it an ability granting a bonus on tumble based on HD (again, check the Inevitable).

Constructs can have skills if they have an intelligence score. They gain 2 + Int modifier. They also have class skills (Most monsters do). The Nimblewright is from MM2 (3.0), but was updated in the MM2 3.5 update (You can find this by googling "MM2 3.5 update") because the rules for constructs changed (Bonus hitpoints, etc.)

Here is the text for the Nimblewright's 3.5 update:
[spoiler]Nimblewright: Construct; 5 ft./5 ft.; Balance +9, Jump +19, Tumble +22;
Combat ExpertiseB, Combat ReflexesB, Dodge, Improved Disarm, Mobility,
Spring Attack; LA +6; Gains 20 bonus hit points (change to Construct type); HD
become 10d10+20 (75 hp). Change rapier-hand damage to 2d6+4/15–20, and
adjust Augmented Criticals entry accordingly. Caster Level: 18th; Prerequisites:
Craft Construct, geas/quest, haste, limited wish, and polymorph any object;
Market Price: 22,000 gp; Cost to Create: 18,500 gp (including 7,500 for the
body) + 580 XP.[/spoiler]

As you can see, the Nimblewright definitely has Jump and Tumble as class skills (It has max ranks in both, plus ability modifiers and synergy), and it might have more class skills had it the ranks to put in them. I gave it craft so it could potentially repair itself if it had the skill points to invest.
Except that the Savage Species Flesh Golem specifically doesn't have class skills. Since class skills for monsters are decided by their creature type I can only guess that the author of that update missed that.

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-Make Nat armor based on an ability score, so it starts high and then keeps growing.

I like the sound of that, but which ability score? It seems weird to me to base it on dexterity, which is the Nimblewright's highest stat and also a +7 modifier (Which fits with the fact that its natural armor is +7).

I had thought about basing it on HD since mine has 7, but that made it very weak at first level (+1). I finally settled on making it comparable to armors available at certain levels. The fighters in the PHB are shown wearing scale mail at level 1, so it has +5 at level 1 just like scale mail. At 7 this goes up to +7 because by that time enchanted armor should be readily available so the Nimblewright should have competitive AC.
And then the Nimblewright picks a class level, starts wearing actual armor and it's AC it's leagues ahead of the other characters with your +7 nat armor plus massive Dex bonus.

Make it based on secondary stat (either Str or Cha, whatever you choose) and allow the Nimblewright to wear light armor out of the bat. Heck, it does look like it's wearing armor in the image.

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-Proficiencies?

Creatures with natural weapons are considered proficient in their use and constructs receive no armor proficiencies. Creatures listed with weapons are usually proficient in their use as well (so if a monster is listed as having a greatsword, it is proficient with the greatsword). As a result I didn't see it as necessary to include any additional proficiencies for the Nimblewright (It gets competitive AC and two excellent weapons). With Weapon Finesse its attack bonus also stays competitive. The lack of proficiencies didn't bother me, because whatever class the Nimblewright takes for its 8th level will likely offer proficiencies anyway.
It's just a line. Don't be lazy. Clarify that. We already have more than enough obscure rules out there.

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-Don't make all SLAs at-will. Instead make their number based on HD.

I originally wanted to do that, but given the small amount of HD and large amount of SLAs I found it created serious clutter. I don't even like how I ended up doing the extra uses per day. I also considered the power of each SLA and what the difference was between "at-will" and "x/day" and found most of them don't get much more powerful at will. The truth is most of the Nimblewright's SLAs gain little from being "at will" but add clutter and complexity if they're "x/day", so I opted for "at will" just to make things easier.

I'll go through each one. Mind that this is what I was thinking at the time I was creating the class, I will re-evaluate it based on your suggestions.:

Entropic Shield: This is an OK spell, but the miss chance is small and doesn't scale in the spell's description. So at low levels it's neat, but after that it basically sucks. So I saw no harm in making it "at will" since it's only helpful 20% of the time anyway
Then make it better. Make the Nimblewright's abilities matter.

Feather Fall: This is a spell that will save your life in the right circumstance, but you will rarely be in that "right circumstance". How many times do you need to risk a fall in day anyway? The difference between 1/day and "at will" is almost negligible for feather fall, so why not have it "at will" because it looks cool to jump from dizzying heights and once again "Melees deserve nice things."
Because feather fall is a multi-target spell. If anything, make it a permanent effect on the Nimblewright only.

Cat's Grace: A small bonus to dex for a creature with a massive dexterity. It's almost pointless as it is, so why make the poor construct worry about how many uses of it he has left in the day?
Because then you're giving everybody on the party permanent +4 Dex for free.

Alter Self: Finally! An SLA someone might have to worry about! This is the first time the Nimblewright gets an ability where I was concerned about power level. Fortunately for game-balance this ability was only included in the Nimblewright's entry so that it could believably infiltrate organizations and pose as a non-construct. Amusingly, this spell for a Nimblewright does very little other than +10 Disguise and some limited versatility. Once again, I couldn't bear to take it from the poor guy and I really do believe melee'ers should receive nice things, so I gave it to him a number of times per day that would allow him to keep a disguise up all day. If we're ditching the fluff of Nimblewrights infiltrating organizations posed as non-constructs, we can also just remove Alter Self. Like I said though, I couldn't bear to take away one of the few nice things he has. I also originally had Disguise as a class skill for nimblewrights, but removed it because WotC really DIDN'T support that fluff.
"Limited versatility"? I really hope you're joking there. Alter self is one of the most abuseable 2nd level spells out there, and since the Nimblewright is a construct, it allows for all kind of nasty combos when you go out there searching for constructs with massive nat armors for you to transform in.

But by all means, you can support a "infiltrator" theme, but do it with a "disguise self" at will, not alter self.

Plus not even the rakasha here gets shape change at will. Why should the Nimblewright get Alter Self at will?

Haste: Ah yes, haste. I think it fits great with a Nimblewright and having it at will not only helps him keep up with TWFers (Who have four attacks at this level) but it just generally enhances the style and flavor of the creature. He's fast, he's dextrous, he hits a lot. Simple. This also lets the Nimblewright take on some of the burden of buffing for the party, saving the casters valuable spell slots (Which they can now use to cast... repair construct?). Like alter self, it allows the Nimblewright to seriously contribute to the party and depart from one very narrow party role. Getting haste at will is unique and valuable, and considering the fact that constructs are literally a burden on the party
And again, at-will haste means permanent haste for the whole party and whatever NPCs allied with you. Valuable? Very. Unique? Not really. Just slapping a bunch of permanent SLAs on the monsters does not a good class makes.

(They don't heal the same way yet still require constant maintenance, they can't be raised the same way, the construct type doesn't benefit from many of the things living creatures benefit from, etc.), a unique contribution isn't only helpful, it's necessary.
Really, you need to stop with this. Construct immunities are awesome as the casters can throw all kind of disabling nukes over you and the nimblewright doesn't care at all (not to mention the enemy disabling tricks just bounce out of you). The points wich you would've put on Con were put on Dex for great AC and avoiding being hit. You yourself just pointed out it can repair itself with craft checks. Can you heal yourself with Heal checks? Not really.

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-SR should really start later.

I play a lot of low-level campaigns and what I've seen is that magic is rarely encountered at low levels, but when it is it's often devastating because low-level characters are so frail. Constructs get all-weak saves, which is meant to be countered by their SR. SR at low levels either does nothing at all because you encounter less magic at that level or it does exactly what it's supposed to (Give the construct the same chance as everyone else).

However, I can make it start later for the same reasons I started it early: It usually doesn't make a difference.
That's really no true. Constructs are immune to most low-level spells that demand a save anyway (laugh at color spray and sleep), and when they do find something that can affect them, it's usually SR: no, like grease and web and glitterdust. Move the SR up because the first level is already very full.

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-Your Nimblewright has an Int score so it will be gaining feats normally. No need for give it 6 bonus feats over 7 levels.

Except for Combat Reflexes, most of its bonus feats suck for anything but meeting prerequisites.

When considering its bonus feats, my thought process had the following bullet points:
-First off, melee-types deserve nice things, so why not?
-Most of those feats aren't worth taking normally, and so WON'T be taken normally
-The more lousy bonus feats the character has the more likely they can spend their other feats for things they need, for example non-living constructs need improved toughness a few times
-Some feats never get taken because the feat tax is way too high. If you get a bunch of predetermined bonus feats, you stand a good chance of actually getting to pick good ones because of all the stupid prerequisites you will fill. Whirlwind Attack for example, is a ridiculous feat to attempt to take... unless you got all the prerequisites for free. Then it becomes not only practical but decent.
-Every character but the fighter is feat-starved. One feat every three levels is simply not enough. WotC indirectly acknowledged this by making classes get more feats in games they published after 3.5 (Saga and 4e, for example). So if every character is feat-starved, and feats generally aren't especially uber, why add ANOTHER malnourished class, repeating WotC's mistake, when I have the power to correct their error with my homebrew?
Because again it's cheap to just cram a bunch of weak stuff on the class and call it a day. A couple bonus feats ok, six over 7 levels just no.

Plus, it's not a matter of classes being feat-starved. It's a matter of there existing way too many feats out there. If you're playing core only, you'll actualy find yourself running out of combat-worthy feats pretty fast.

After typing these points out (Which really were my thinking when I made the Nimblewright) I thought to myself that I should give the Nimblewright MORE feats in fact, specifically I should add Whirlwind Attack to their bonus feat list. Sure there are maneuvers that do the job better, but Whirlwind Attack isn't a BAD feat, it's actually pretty good, but it just takes too much investment to get. I feel like it's my job to correct that error and alleviate that investment.
Or if you feel like they need a feat with lots of pre-requisites you can just give it directly, or make a better ability that condenses all those feats into smaller space. As you yourself said don't cram the class with several minor bonus.

These suggestions are awesome! I especially like the tripping flying opponents part. I don't think I'll have the time today to update the class with all of your suggestions (3 hr Drive home + errands + doctor's visit + it's D&D night for my home group), but thank you for the feedback! I think the rapier damage progression should be easy enough. You might have noticed I tried to make everything else scale after the 7th Nimblewright level.

No hurry. And yes, scaling abilities is very important, glad you noticed that right way. :)