Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 392313 times)

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veekie

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Bah, they used to be angels right?
Angels are simultaneously male and female no?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

AleksanderTheGreat

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Bah, they used to be angels right?
Angels are simultaneously male and female no?
In hentai? Yes. :smirk
In DnD it's debatable, because in one book it says that some creatures have only one gender (like nymphs for example) and in another there are different genders (although I never saw a male nymph in any book).
Quote from: Sephirothsword117
Quote from: Solo
Optimizing is the antithesis of roleplaying because it takes focus away from the important parts of the game.
I'm inclined to disagree. People work hard on there characters, there personality, back ground, appearance, so forth. No one wants there character that they have invested time, energy, thought, and probably emotion in to be killed because they didn't take strong enough feats or skills or spells or what have you.

Bloody Initiate

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Transcending gender is not the same has having both.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.


AleksanderTheGreat

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Erinyes are in default soldiers (but they can of course become something more if they're have the talent). Pleasure Devils are greater erinyes, erinyes who where excelling in corrupting mortals so they where promoted into a more suited form.
Quote from: Sephirothsword117
Quote from: Solo
Optimizing is the antithesis of roleplaying because it takes focus away from the important parts of the game.
I'm inclined to disagree. People work hard on there characters, there personality, back ground, appearance, so forth. No one wants there character that they have invested time, energy, thought, and probably emotion in to be killed because they didn't take strong enough feats or skills or spells or what have you.


Bloody Initiate

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It's worth mentioning that whips appear to be viable candidates for the animate rope spell.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

Cal349

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These are cool, they make it much easier to play monster classes. I'm pretty tired of the LA system.

oslecamo

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Erinyes



[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+2 +0 +2 Body of Seduction, Sadism initiate
2+ 2+3 + 0 +3Devil, Hell Skin, +1 Str
3+ 3+ 3+1 +3Lesser Sadist, Dark Vanguard, +1 Cha
4+ 4+ 4+ 1 +4Wings, Hell Archer, +1 Str
5+ 5+ 4+ 1 +4Faustian Pact, +1 Str, +1 Cha
6+ 6+ 5+2 +5Sadist, +1 Cha
7+ 7+ 5+ 2 +5Greater Sadist, Allure,  +1 Str
8+ 8+ 6+ 2 +6Master Sadist, +1 Cha

Skills:4+int modifier per level, Class skills are Bluff, Dplomacy, Intimidate, Knowledge(any), Concentration, Hide, Move Silently,  Search, Spot, Listen, Sense motive, Use rope, Profession(any), disguise.

Proficiencies:Simple and Martial weapons

Features:

Body of Seduction: The erinyes loses all other racial bonuses and gains outsider traits(basicaly dark vision 60 foots). She's an outsider with base speed 30 feets.

She also gains a bonus to natural armor equal to her Cha modifier.

Sadism Initiate:
As a fullround action the erinyes can summon a special rope that has HP equal to half her own HP, hardness 1 for every HD she has and break DC 20+1/2HD+Cha mod+Str mod. This rope can be summoned as a standard action at 2HD, move action at 4HD, swift action at 6HD and free action at 8HD. When she summons a new one, any old rope quickly incinerates itself, whitout however dealing damage.

The erinyes can throw this rope as a ranged touch attack with base range 30 feets. If she hits, the target must make a reflex save 10+1/2HD+Cha mod+Str modifier or become entangled, regardless of it's size. It can only escape either by breaking the rope with a str check, cuting himself out with a light slashing weapon or making an escape artist check with DC equal to the reflex save.

Entangled creatures trying to cast a spell/power/SLA/ any other ability that would demand concentration must pass an extra concentration check with DC 10+1/2HD+Cha mod+Str mod or fail at that action.

The erinyes can choose to hold on the rope. If she does, the victim must suceed on a str check against the erinyes to move away from her.  The rope can extend up to 150 feets. If the Erinyes suceeds on a str check, she can pull the creature closer 5 feets for each point she beat the target.

If the erinyes takes flight, she can "lift" an entangled creature by suceeding on a single strenght check. If the victim doesn't have a fly speed, it cannot move away or closer from the erinyes, but the erinyes can freely pull up or descend it with her normal speed (but taking the victim's weight as carried weight).  She can also drop her victim as a free action, use the normal falling rules from there.

The erinyes adds her BAB on all the above Str checks besides her own Str. Size modifiers don't apply. But the erinyes needs at least one hand to keep a creature in the "leash". If she uses both hands, all DCs related with the rope increase by half her HD and she gains an extra bonus on all str checks equal to half her HD.

 If she multiclasses for an arcane/divince class she can count her erinyes levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example a erinyes 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror.  She would get the familiar ability, but erinyes levels wouldn't count for it.

A erinyes 8 who takes a level of sorceror would count as having 9 levels of sorceror(8+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 8 to 9, but not the spell slots and spell knowns that a sorceror gets from level 1 to 8, nor the familiar ability
If the erinyes multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.

Devil:At 2nd level an erinyes gains a bonus on saves against poison and resistance to fire equal to their HD, and resistance to acid and cold equal to half HD. She can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feets and an extra 10 feets for each extra HD besides this.

She also gains the evil and lawfull subtypes, and her natural attacks and any weapon she wields count as evil and lawfull aligned for purposes of bypassing DR.

Hell skin: At 2nd level the erinyes gains DR/good equal to half her HD and SR=11+HD.

Ability increase:The erinyes gains +1 Str at levels 2, 4, 5, 7 and +1 Cha at levels 3, 5, 6, 8.

Lesser Sadist:At 3rd level the erinyes can now use Minor image as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod. She can keep concentration of this effect with a swift action.

Dark Vanguard: Erinyes have been battling in the frontlines as both scouts and assault troops even before other devils existed, and they never faltered at this job. At 2nd level, an Erinyes can add her Cha mod to Spot, Listen and Iniative checks.

Wings :At 4th level the erinyes grows beatifull featherly wings that  allow her to fly at a speed of 50 foot with good maneuverability.

Hell archer:
Altough fighting in the front, Erinyes do not foolishly charge into the enemy, rather prefering to wear them down with rains of arrows from above, and after eons of doing so in all kinds of infernal landscapes and weather conditions, they excell at it. At 4th level, if an Erinyes is in an higher position than her oponent, she ignores adverse wind conditions (even magic ones like Wind Wall) and can re-roll miss chances when firing arrows.

Faustian Pact:victim signer in return for an aparently innocent favor or payment of the Erinyes choice, usually something the signer can actually afford whitout much tought.

The bonus choices are:
-One bonus feat the victim qualifies for
-A bonus on one ability score up to 1/4 the Erinyes HD.
-A bonus on one skill up to the Erinyes HD.
-Ability to use one arcane/wizard spell of a level up to half the Erinyes HD 1/day as a SLA, with a DC of 10+1/2HD+Cha mod of the signer. If it has an expensive gold or exp cost, it must be paid every time it is used.
-Gain one spell with a range of Touch or You as a permanent effect on themselves. If dispelled, it can be resumed again on the next round as a free action.

Whatever choice is made, the victim's alignment turns one step closer to LE. If they still aren't fully LE, then they must make a Will save with DC 10+1/2HD+Cha mod each day or ask for another contract from the Erinyes as they grow addicted to the power sensation (this is an exception to the rule that no magic compulsion may force someone to take a contract, and bypasses all defenses short of ending the contract with an Atonement spell).  The bonus is permanent, unless the victim receives an Atonement spell for each Faustian pact taken, in wich case the bonus are lost and the victim loses 100 exp for each HD of the Erinyes, but their alignment goes back to original.

A victim fully turned to LE by a Faustian Contract will send a sign to the 9 Hells, wich in order will send back an assassination team to track and kill the character to make sure they don't redeem themselves. This devils  will take care to make the death look like an acident or that the blame is put in somebody else, so it's harder to link it to the contract. Every day there's 1% chance the devils suceed and the victim dies and its soul is brought to the 9 Hells. The Erinyes gains 1/4 the Exp she would gain for defeating the signer herself.

No defenses, tricks or precautions can prevent this. The more powerfull the signer, the stronger and more cunning devils dispatched to make it fall. The only exception to the above its that in any day that the signer willingly commits at least nine Lawfull Evil acts, there's no chance on death on the next day. Hell is willing to wait for those who champion its cause.
 
[/spoiler]
For the signer, only the bonus and front payment are clear. All the other clauses are cleverly hidden, and demand a sucessfull Spot, Search, Sense Motive, Profession(Lawyer) or Knowledge(the Planes) (use only the best one of the signer) against a Diplomacy check from the Erinyes. This check may gain a bonus if the front payment actually sounds like a fair price for the bonus granted.  

Sadist :At 6th level the erinyes can now use Charm Monster as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod. Her oponents take a -1 penalty on this save for each 10% HP they're missing from their total. If the Erinyes personally hit them in combat, they also don't gain the +5 bonus from from being threatened or attacked against this ability.

Allure: At 7th level as a standard action, the Erinyes can beckon a creature it can see clearly, forcing it to approach unless the creature succeeds on a Will save against a DC of 10+1/2 HD+Cha mod. On a failed save, the creature can do nothing on its next action except to attempt to move closer to the  erinyes. The beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff. However, it will move normally through squares threatened by other creatures. This is a mind-affecting compulsion effect. Once the beckoned creature enters an adjacent square, or if it was already in an adjacent square, it takes no further action.1
03
Greater Sadist:At 7th level the erinyes can now use unholy blight as a SLA 1/day for each HD it has. Save DC=10+1/2 Cha mod, except that it counts all non-devil targets as Good creatures. If used against an actually Good creature, it deals +50% the normal damage.

Master Sadist: At 8th level, the erinyes can now use teleport as a SLA 1/day for each 4 HD it has. At 13th level this ability increases to greater teleport.

In adition, the erinyes is now constantly under a true seeing effect.
[/spoiler]

Comments:
[spoiler]
Unlike her sly chaotic cousin, the erinyes isn't shy of charging in the frontline.

Besides martial weapon proficiency, she can entangle oponents with a rope, her signature ability. She gains a series of bonus to make sure she's the one in control once the rope lands, so the main hope of escape is cuting free or bursting out.

As you advance, you gain a nice array of SLAs, some archery synergy, some charming synergy, and the ability to make Faustian Pacts. Yes, Erinyes also seek to corrupt souls between battles. It allows the erinyes to grant all kind of nifty bonus to others, and then they'll eventually fall to the 9 Hells sooner or later.

 The Allure ability is based on the Investiture of the Erinyes from Fiendish Codex II. Two good saves, full Bab, +4 to Cha and Str and solid skills help round the class up.

So if you want to play a devilish femme fatale , the erinyes is for you!
[/spoiler]


Pleasure Devil (Brachina)


[spoiler]
Requisites:
-Must have taken all 8 Erinyes levels.
-Must have made at least 8 sucessull Faustian Pacts.

HD:d8
LevelBabFortRefWillFeature
1+ 0+0+0 +2 Body of Pleasure, Sadism Master, Sweet Poison
2+ 1+0 +0 +3 Dark Mistress, Beguille
3+ 1+1+1 +3Summon Slaves, Forbidden Pleasure

Skills:4+int modifier per level, Class skills are Bluff, Dplomacy, Intimidate, Knowledge(any), Concentration, Hide, Move Silently,  Search, Spot, Listen, Sense motive, Use rope, Profession(any), disguise.

Proficiencies:A Pleasure Devil gains no new proficiencies.

Features:

Body of Pleasure: The Pleasure Devil doesn't lose any of her previous racial abilities, and she gains Regeneration equal to half her HD, wich is bypassed by Good-aligned weapons and spells with the Good descriptor. She can now fluently speak any language, as the Tongues spell.

In addition, if subject to any kind of divination, including Detect Alignment spells, the Pleasure Devil may make a Diplomacy or Bluff check against a Sense Motive check from the diviner. If she wins, the divination shows the Pleasure Devil as the alignment, looks and characteristics best aligned with the observer.

Pleasure Devil levels stack with spellcasting classes just as Erinyes levels did.

Sadism Master:
The Pleasure Devil may now use Produce Flame at will,  Clairaudience/
Clairvoyance, Enthrall, Sugestion, Vampiric Touch and Alter Self 1/day per 2 HD each. Save DCs are 10+1/2 HD+Cha mod.

In addition, the Pleasure Devil may use the Vampiric Touch as an attack action instead of a standard action.

Sweet Poison: Whenever the Pleasure devils touches a creature, she may choose to deliver an almost undetectable poison with Fort Save DC 10+ 2/3 HD+Con modifier that deal 1d6 Wis damage. At 12 HD, and every 4 HD thereafter, the poison damage die increases one size category.

When delivering this poison the Pleasure Devil may make a Diplomacy or Bluff check against a Sense Motive or Spot check from the victim (wichever's higher from each creature). If she suceeds, the victim never notices she has been poisoned regardless of making or not the save, allowing the Pleasure Devil to slowy drive her targets insane with a simple touch here and there. She can even affect creatures immune to poison and ability damage, but those gain a +5 bonus on their save.

Dark Mistress: At 2nd level the Pleasure Devil can use Polymorph, Plane Shift and Trap the Soul 1/day for each 5 HD she has. Save DCs are 10+1/2 HD+Cha mod. She can hold trapped Souls inside any piece of jewelery she possesses. By spending one week per HD of the trapped victim carrying the trapped soul in her person and whispering dark promises of power to them every night, the Soul will be irrevocabiliy corrupted to LE.

In addition, the Pleasure Devil can now affect creatures immune to mind affecting effects with her own enchantment SLAs and spells, but such oponents still gain +5 on their saves.

Beguille:Summon Slaves: At 3rd level the Pleasure Devil starts reaping what she sowed. 1/day, as a standard action she may summon eight lemures or two chain devils, wich are actually souls she corrupted. They arrive instantly in any positions whitin 30 feet of the Pleasure Devil They serve for 1 hour per HD and then leave, and cannot use their own summoning abilities.

At her discretion, the Pleasure Devil may make her Slaves look exactly how they did in life, except that they still have Devil stats. They gain a bonus on disguise checks to pass as their older selfs equal to 10+Pleasure Devil HD.

At 11 HD she may summon one Erinyes instead or double one of the previous options.

At 14 HD she may summon one Bone Devil instead  or double one of the previous options.

At 17 HD she may summon one Ice Devil Instead  or double one of the previous options.

At 20 HD she may summon one Horned Devil instead  or double one of the previous options.

Doublings are cumulative. So for example a 20 HD Pleasure Devil could get two Ice Devils, or 4 Bone Devils, or eight Erinyes, and so on.

Forbidden Pleasure:

Bloody Initiate

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Azer

[spoiler]
Hit Die: d8
LvlBABFortRefWillFeature
1+0+2+2+2Azer Body, Heat, Practical Craft, +1 Str, +1 Con
2+1+3+3+3Living Forge, Spell Resistance, Flame Native, +1 Str, +1 Con

Class Skills (6 + Int modifier per level, 4x at 1st level): Appraise, Climb, Craft, Hide, Jump, Listen, Profession, Search, Spot, Use Magic Device

Proficiencies: Azers are proficient with all simple and martial weapons and with all armor and shields (except tower shields). Azers gain proficiency with armor, weapons, and shields they craft, even if they were not proficient with the item before they crafted it.

Azer Body: The azer loses all racial traits and bonuses and gain the Outsider type and traits as well as the fire subtype. This makes the azer immune to fire and vulnerable to cold (+50% damage received from cold attacks).

Azers are medium creatures resembling a flaming dwarf, they have a land speed of 30 feet.

Azers gain a 1 point increase to their strength and constitution scores at both class levels.

Azers also gain natural armor equal to their constitution bonus.

Heat (Ex): An azer's body is intensely hot, allowing him to do extra fire damage to enemies she physically touches. All of the azer's melee attacks (with weapons, unarmed strikes, or natural weapons) do additional fire damage equal to the azer's HD. Azers protect any weapons and equipment they use from this heat. The azer deals heat damage to foes it grapples as well. Every grapple check causes the creature or creatures in grapple with the azer to take the azer's heat damage. The azer can suppress his heat as a free action at any time, even if it is not his turn, and can return it to full effectiveness with another free action on his turn.

At 5 HD the azer's heat affects any creature touching him, anyone who strikes the azer with any melee attack takes fire damage equal to the azer's HD. This includes melee touch attacks, weapon attacks, natural attacks, and unarmed strikes.

At 10 HD the azer can choose to radiate heat out 5 feet from his body, affecting all squares within 5 feet of him. Creatures take full heat damage upon entering the affected area and creatures remaining in the affected area take heat damage once every round.

At 15 HD the azer's heat affects all squares he threatens with melee attacks.

At 20 HD the azer's can choose to apply heat to every sort of attack the he makes, even if the attacks didn't originally include damage.

Practical Craft: Due to their unique fire-based physiology azers as a race had to adapt technologies to suit them, lest they accidentally damage all they create. This led them to master many different crafts and to create things that accommodate their heat. For the purposes of crafting, crafting prerequisites, and item prerequisites, all azers have a crafting caster level which is always at least equal their HD. Thus a 6th level azer fighter and a 6th level azer wizard would have the exact same caster level for all craft checks and for meeting the prerequisites of item creation feats and items.

At 3 HD an azer craft well enough that their simple constructions seem magical. An azer with 3 HD can ignore spell prerequisites for crafting items by adding the combined caster levels of all required spells together in a special craft check.

To meet the spell prerequisites of creating an item without knowing the spell, the Azer makes a Craft check DC 10 + the combined caster levels of all required spells. So an item that requires the crafter to know haste would add 5 to the azer's craft DC, because haste is a 3rd level spell and thus requires a caster level of at least 5, so the craft DC would be 15. If the item required both haste and polymorph an azer could add 14 to the craft DC in order to ignore the spell prerequisites because polymorph is a 5th level spell and thus requires a minimum caster level of 9, and haste requires a caster level of 5, so the two added together are 14, making the craft DC 24. The azer makes this check once per item at any point during the time normally required to create the item. Failure wastes no materials, you cannot attempt the check again for 24 hours, halting production of the item by a day. You can take 10 on this check by devoting a day's worth of effort (Normally you devote 8 hours a day, taking 10 means you did nothing else all day), but you cannot take 20.

At 6 HD an azer can weave their own fire immunity into any item they craft. By adding 10 to the craft check DC an azer can make their crafted items completely immune to fire damage.

At 10 HD azers can take 10 on the craft check to ignore spell prerequisites with no increase to the time required.

At 12 HD azers can emulate other races with a successful craft check, allowing them to make items normally only other races can make. Doing this adds 15 to the craft check DC.

At 20 HD azers can take 20 on all craft checks with no increase to the time required.

Living Forge (Ex): The heat coming from an azer's body and immunity to heat assists him with crafting, allowing him to keep items hot for longer periods of time and mold hot items with his bare hands rather than crude tools. Even flammable materials like wood benefit from this because wood hardens with the right amount of heat, and often even when heat doesn't sound useful azers have found ways to apply it. Azers gain an alchemical bonus on all craft checks equal to their HD, and may ignore the need for some tools and facilities at the DM's discretion (heating the end of a spear, for example, would not require the azer to make a fire since they emanate fire).

Azers can also choose to over-clock themselves and spend more than 8 hours a day crafting a particular item. This allows them to cut reduce crafting times. Since outsiders do not sleep and often fight each other, there is an increased sense of urgency when neither side of a war has to rest. Many of the most devoted Azer smiths choose to push their minds and bodies by working 16 hours a day on an item and then taking 8 hours to rest. Success means they cut the time required to craft items in half.

Spending more than 8 hours working on the same item carries the penalties of a forced march (PHB, 164). Since craft checks are done in 8 hour increments, the azer's second craft check requires them to make a DC 26 (10 + 2 for every one of the 8 hours) fortitude save or become fatigued. The third requires them to make a DC 42 fortitude save, and so on. Overworking one's self also carries additional penalties. Any time the azer would become fatigued they also become unfocused, which means they take equivalent penalties to all their mental ability scores (Intelligence, Wisdom, and Charisma; fatigue normally only affects physical ability scores of strength and dexterity). Even if an azer gains immunity to fatigue, crafting overtime means they still take penalties to their mental scores on all occasions when they would normally take penalties to their physical ability scores. When they would normally become exhausted they also become disoriented, which means they take a -6 penalty to Intelligence, Wisdom, and Charisma. Once again immunity to fatigue or exhaustion does not protect the azer from becoming unfocused and disoriented. 8 hours of rest removes all negative conditions. Azers cannot take 10 or 20 when overclocking themselves.

Spell Resistance (SR): Azers have spell resistance 11 + HD. They can lower or raise their spell resistance as a free action at any time, even if it isn't their turn.

Flame Native (Ex): Native to the Elemental Plane of Fire and constantly radiating heat, Azers are naturally talented with fire effects. All azers are considered two levels higher than their character level for the purpose of level-dependent fire effects. Any spells, powers, maneuvers, or other effects that inflict level-dependent fire (Such as a d6 per caster level) effects or have the fire descriptor are included in this ability.

At 10 HD the bonus levels from this ability double. At every 10 HD after the azer's 10th HD the bonus levels double again.
[/spoiler]
Comments:
[spoiler]
I focused on the crafting because it seemed to me that a race that could make a brass kilt had to have some mad crafting skills, and they would have to have them to make anything work with their heat.

I did not focus on the heat because it's fire damage and making it irresistible didn't make sense to me. So it's kind of a cool bonus but not worth building a class around it.

I also had trouble with how combat-centric I should or shouldn't make the Azer, since it's a 2-level class and the one in the MM isn't even definitively anything, I figured I'd just focus on the crafting and give him a good chassis to build on later. This way you have a solid outsider race with some unique abilities, but all the other options are still on the table for you to build what you want.[/spoiler]
« Last Edit: March 24, 2011, 10:00:11 AM by Bloody Initiate »
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oslecamo

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Lilitu



[spoiler]
Requisites:
-Must have taken all 7 Sucubus levels.
-Must have at least one cleric level.
-Must perform a decadent and shocking 24 hour ritual with at least twenty sentient creatures that believe they're worshiping a good deity. The ritual must conclude with the killing of all the participants, including the succubbus herself. Sealing the participants inside a church and seting it on the fire is the most usual way, but other methods such as poisoned drinks,  magic traps or unleashing some berseker monster are also possible. The succubus may finish herself with suicide should she prove more resilient than her sacrifices. After her demise, she rises as a Lilitu.

Special: You don't need to have enough exp to level up to become a Lilitu. Meeting all the requisites is enough, after wich the succubus swaps any cleric levels she had for Lilitu levels.

HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0 +2 Body of Heresy, Mock Divinity, Shroud Alignment, Mock Artifact, +1 Dex
2+ 2+0 +0 +3 Lilitu's Gift, Profane Domain, Corrupter Mistress, +1 Str
3+ 3+1+1 +3Stingers, Decay Poison, +1 Dex
4+ 4+1+1 +4Unresistible Corrupter,  +1 Str
5+ 5+1+1 +4 Mocking Dance, +1 Dex, +1 Str

Skills:8+int modifier per level, Class skills are Bluff, Diplomacy, Disguise, Intimidate, Knowledge(any), Concentration, Hide, Move Silently,  Search, Spot, Listen, Sense motive, Use rope, Perform(Any), Profession(any).

Proficiencies:A Lilitu gains no new proficiencies.

Features:

Body of Heresy: The Lilitu loses her wings during her rebirth, but otherwise doesn't lose any of her previous racial abilities, and her base speed increases to 40 feet. She can also now magically fly as if under a permanent Fly effect. This is a supernatural ability.

Mock Divinity: A Lilitu becomes able to cast spells as a cleric of her Lilitu level+4, except she gains no domains and can user Cha as her main casting stat. This stacks with actual cleric levels, but not with the Sucubus Corrupter Initiate ability.

However, she also takes a -2 penalty in saving throws against divine magic, and such spells gain a +4 sacred bonus to overcome her SR.

Shroud Alignment: All magical abilities able to detect alignment  treat a lilitu as if her alignment
was good, unless she wills otherwise. This includes magic items, traps and Su abilities. This is a supernatural ability

Mock Artifact: A Lilitu automatically suceeds at any Use Magic Device check.  If she had ranks on that skill, she may put them on other skills of her choice.

Ability Score Increase: A Lilitu gains a permanent +1 to

Dex at levels 1, 3, 5.
Str at levels 2, 4, 5.

For a total of +3 Str, +3 Dex at level 5.


Profane Domain:
At second level a Lilitu gains one domain of her choice, but it must be connected somehow to the Abyss and Corruption. Trickery or Demonic(from Fiendish Codex) are the most usual choices.

Corrupter Mistress: At second level, the Lilitu can now use Sending and Disguise Self as SLAs 1/day per HD.

Stingers: At third level the Lilitu can grow a pair of long tentacles from her back as a free action, wich have double her normal reach and can be used as a natural weapon dealing 1d4+Str mod damage. They can perform simple tasks such as grabbing objects, grapple and bullrush, but not complex tasks like fighting with weapons and activating magic items. The Lilitu may retract them inside her body as another free action, but not on the same turn on wich she took them out. She may always grow the Stingers regardless of her current shape.

For each extra level on the Lilitu class from here, she can grow an extra Stinger, up to four stringers at fifth level.

Decay Poison: Inflicted by the Stinger hits, Fort save DC 10+1/2HD+Con mod, inflict 2d6 Wis damage as primary damage and 1d4 Negative levels as secondary damage. Both effects can affect creatures normally immune to them, but they gain a +5 bonus on their saves.

Irresistible Corrupter: At fourth level, the Lilitu can now use Dominate Person and Symbol of Persuassion 1/day per  6 HD. At 15 HD the Dominate Person upgrades to Dominate Monster.

Mocking Dance:

oslecamo

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Azer:
-Altough only two levels long, proficiency with every exotic weapon out there and able to craft anything, plus being on fire as bonus would make for a pretty nice character start I believe.
-I really like the aproach you're taking with this monster, but... Magic Item crafting doesn't work that way!
Casters don't need to make craft checks to build their stuff. They just need to know the spells, and then they build stuff whitout any rolls involved. So your Acer ability just doesn't work right now, because there's no roll for you to add an extra DC to. Now what you could do is make a base DC. Like 10+all the other modifiers you mentioned.
-Speaking of wich, magic items take one day per each 1000 GP they cost to build. Azer being able to build faster would be interesting. And also prevent the Azer from slowing down the party.
-Azers should definetely be faster at building mundane stuff at least. You ever did the math on how much time it takes to make a masterwork weapon? Horrendous. We're talking about weeks if not months unless you get a sky-high Craft bonus. Azers should by all means be able to pump out mundane equipment like candy as long as they have enough raw materials.
-So overall I like the way it is going and your idea, but the crafting part needs some serious tweaking so it works as intended.

Bloody Initiate

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-I really like the aproach you're taking with this monster, but... Magic Item crafting doesn't work that way!
Casters don't need to make craft checks to build their stuff. They just need to know the spells, and then they build stuff whitout any rolls involved. So your Acer ability just doesn't work right now, because there's no roll for you to add an extra DC to. Now what you could do is make a base DC. Like 10+all the other modifiers you mentioned.

Lol, I thought I was just missing the part of the books where it tells you the craft DCs! Crafting as they made it really is wonky, I confess my intention with the Azer was to basically ignore all their stupid mistakes, but then I made one of my own! I never learned a lot of the crafting rules because it always felt like they were so hard to track down, so I knew I was getting into trouble trying to make a class built on them.

I have added the craft check you suggested. It should make more sense now.

I keep trying to think of a way to make the craft skill matter more. Like letting them make magic items at same the time they create the item. It wouldn't be hard to add the DC adjustments to the DCs of creating the base items, but the problem is that for magic items all they really do is throw money and experience at things to make them exist rather than actually requiring any check, so I guess the best thing to do is avoid the added difficulty and leave it as it is.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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Yeah, the relations between crafting magic and mundane stuff are wonky at best.

You still need to clarify some things tough:
-Can you take 10 or 20 on the check?
-What happens if you fail the craft check? Do you waste 8 hours hammering to no avail? Try again right away or X hours of interval to clear your head? Spent materials can be fully recovered for another try? One check per day or one check for each item?

Bloody Initiate

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Lilitu:

-Table is broken, fixed in the spoiler below.
[spoiler]
LevelBabFortRefWillFeature
1+ 1+0+0 +2 Body of Heresy, Mock Divinity, Shroud Alignment, Mock Artifact, +1 Dex
2+ 2+0 +0 +3 Lilitu's Gift, Profane Trickery, Corrupter Mistress, +1 Str
3+ 3+1+1 +3Stingers, Decay Poison, +1 Dex
4+ 4+1+1 +4Unresistible Corrupter,  +1 Str
5+ 5+1+1 +4Mocking Dance, +1 Dex, +1 Str
[/spoiler]

-Under Body of Heresy, you don't specify whether the flight is a supernatural ability or not. It looks like it is Su but it could be clarified.

-The same with Shroud Alignment, is it Su or Ex?

-Mock Artifact is badass. Simple and elegant  :clap

-No Cha bonus?  :(

-I love Lilitu's Gift, always did. It's cool to have then innate ability to buff someone and keep a line of communication with them. Also needs to be written in that it's Su.

-No Demonic Domain? Lilitus normally have access to it, it's on page 88-89 of the Fiendish Codex 1. If you just wanted to tone down her casting by keeping it away that's fine, I just wanted to make sure it was a choice you made not an oversight.


Overall I like it, just needs a little bit of clarification.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

Bloody Initiate

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Yeah, the relations between crafting magic and mundane stuff are wonky at best.

You still need to clarify some things tough:
-Can you take 10 or 20 on the check?
-What happens if you fail the craft check? Do you waste 8 hours hammering to no avail? Try again right away or X hours of interval to clear your head? Spent materials can be fully recovered for another try? One check per day or one check for each item?

I think I've clarified these things now.

You can take 10 by devoting a day's worth of effort. You cannot take 20.

If you fail you can't try again for 24 hours, but you do not waste materials. So you lose a day if you fail. You make the check once per item at any point during the item's production.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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Lilitu:

-Table is broken, fixed in the spoiler below.
[spoiler]
LevelBabFortRefWillFeature
1+ 1+0+0 +2 Body of Heresy, Mock Divinity, Shroud Alignment, Mock Artifact, +1 Dex
2+ 2+0 +0 +3 Lilitu's Gift, Profane Trickery, Corrupter Mistress, +1 Str
3+ 3+1+1 +3Stingers, Decay Poison, +1 Dex
4+ 4+1+1 +4Unresistible Corrupter,  +1 Str
5+ 5+1+1 +4Mocking Dance, +1 Dex, +1 Str
[/spoiler]

-Under Body of Heresy, you don't specify whether the flight is a supernatural ability or not. It looks like it is Su but it could be clarified.

-The same with Shroud Alignment, is it Su or Ex?

-Mock Artifact is badass. Simple and elegant  :clap

-No Cha bonus?  :(

-I love Lilitu's Gift, always did. It's cool to have then innate ability to buff someone and keep a line of communication with them. Also needs to be written in that it's Su.

-No Demonic Domain? Lilitus normally have access to it, it's on page 88-89 of the Fiendish Codex 1. If you just wanted to tone down her casting by keeping it away that's fine, I just wanted to make sure it was a choice you made not an oversight.


Overall I like it, just needs a little bit of clarification.
-Thanks, fixed now!
-Su ability, clarified.
-Also Su ability, clarified, altough kinda redudant. Pretty much every ability to detect evil is magic itself, so even if you're in an AMF they still can't Detect Evil you.
-Thanks!
-Base Succubus already gives a whooping +8 to Cha, and the Lilitu does give out cleric spellcasting.
-Clarified, altough I think that one's pretty obvious.
-Non srd domain, and yes, I wanted to tone down her spellcasting a bit. EDIT: Ah, screw it. I'll let the player pick one thematic domain.

Also, I can't see anything wrong with the Azer, so will add it to the list. Love the new image BTW!

Bloody Initiate

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I was pleased when I found that image, I believe it's a freelance piece. It looked like there was a lot of good work on the site I found them. There are more that might be useful in the future here (The NPC Portrait Pack), they're in an odd format though, my computer couldn't open the download. Thankfully the Azer was right there up front.
I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.

oslecamo

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Black Dragon


[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Black Dragon body, Acid Breath
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Blindsense 60 feets, Anphibious
4  +4 +4 +1+4 Wings, +1 Str
5  +5 +4 +1 +4 Corrupt Water, Darkness +1 Con
6  +6 +5+2 +5 Charm Reptiles, Swamp Life, +1 Str.
7  +7 +5 +2 +5 Rotten Arcana, +1 Cha, +1 Con,
8  +8 +6 +2 +6  Plant Growth
9  +9  +6 +3 +6   Growth, Tail Slap
10  +10 +7 +3 +7 +1 Str, +1 Con, Insect Plague
11  +11 +7 +3 +7 Arcane Skin, +1 Cha
12  +12 +8 +4 +8 Iron Scales, +1 Str, +1 Con
13  +13 +8 +4 +8  +1 Cha, Blight Bringer
14  +14 +9 +4 +9 Frightfull presence, Growth, crush.
15  +15 +9 +5 +9  +1 Cha, Bog Stalker
16  +16 +10 +5 +10 +1 Str, +1 Con, Rotten Arcana
17  +17 +10 +5+10  +1 Cha, Defile
18  +18 +11+6 +11 Tyrant, +1 Str, +1 Con,
19  +19 +11 +6 +11 Black Infestation, +1 Cha, +1 Str, Veil
20  +20 +12 +6 +12 Killing Intent, +1 Str, +1 Con

4 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, climb, jump, spot, listen, apraise, bluff, Hide, Move Silently, intimidate, Knowledge(any), Search, Swim, Spellcraft.

Proficiencies: a Black dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Black dragon Body:
The black dragon loses all other racial bonuses, and gains Dragon traits, acid subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, a swim speed equal to  his land speed and is medium sized. The black dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Black dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Black dragon grows one size category, his natural armor increases by a further 1.

The black dragon is immune to acid. It has no particular vulnerability.


Acid Breath:
At 1st level the black dragon can fire a line 60 feet dealing 1d6 lighting damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 feets with each extra HD the player takes from here.


Arcane Blood:A black dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.

Keen senses:At second level the black dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
At third level the black dragon gains blindsense with range 60 feets.

Anphibious: At third level the black dragon can freely breath, act and use any of its abilities underwater, including spellcasting and breath weapons.

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

Level Bonus gained
4  +1 Str
5   +1 Con
6+1 Str,
7 +1 Cha, +1 Con
9   +1 Cha
10 +1 Str, +1 Con
11 +1 Cha
12  +1 Str, +1 Con
13 +1 Cha
15  +1 Cha
16  +1 str, +1 con
17  +1 Cha
18  +1 str, +1 con
19 +1 Cha, +1 Str
20  +1 Str, +1 Con

For a total of +7 Str, +7 Con and  +7 Cha at 20th level.

Wings: At 4th level the black dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

Corrupt Water :Black dragon SLAs: At 5th level Darkness 1/day for each 2 HD.

At 7th level Plant Growth 1/day for each 3 HD.

At 10th level Insect Plague 1/day for each 4 HD.

Saves DC  are 10+1/2HD+Cha mod.


Charm Reptiles:
At 6th level, 1/day for each 6 HD he has, the black dragon can produce a Charm Monster effect on any number of reptiles whitin 25 feet plus 5 feet per HD as a standard action. This includes reptile animals, dinossaurs, yuan-ti, kobolds and any other reptile-like creature, but not other dragons. The Black Dragon can directly communicate with those creatures regardless of language barriers. Save DC is 10+1/2HD+Cha mod, and the reptiles stay charmed for 1 day per HD.

Swamp Life: At 6th level the Black Dragon has grown well used to being surrounded by rotting stuff and actually revels on it. It becomes immune to nonsupernatural diseases and the sickened and nauseated conditions.

Rotten Arcana: At 7th and 16th levels the Black dragon adds one spell with the [Evil] and/or [Death] descriptor of a level he can cast to his list of spells known.

Growth:At 9th level the Black dragon grows to large size.

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

Tail slap:At 9th level the black dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Arcane skin: At 11th level the black dragon gains SR equal to his HD+11.

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

Blight Bringer: At 12th level the Black dragon gains +2 on the caster level of any spells with the [Evil] and/or [Death] descriptor it casts and those spells ignore any limits on caster level they may have.

Crush:
Frightfull presence:

Bog Stalker:
At 15th level the black dragon's body exterior starts to aparently rot. This doesn't however hurts the Black Dragon in any way, it actually helps him camouphlage in the fetid places he usually dwells

The black dragon can hide while walking or swimming on an area of heavy vegetation and/or corrupted water whitout actualy having anything to hide behind, and he gains a bonus on those hide checks equal to his HD. He also isn't slowed down by tick vegetation of any kind, including magic effects like entangle and plant growth.

Defile: At 17th level, as a free action a number of times per day equal to his Cha mod, the black dragon may boost his breath weapon so the acid is extremely foul smelling, making the victims vomit. Creatures failing the save against the acid breath when this ability is used are nauseated for 1 round and then sickened for 1 round per HD. Even if they suceed on their saves they're sickened for 1 round. This can affect creatures immune to nausea and sickened if they fail on their reflex saves by more than 5.


Tyrant:
At 18th level the black dragon learns to focus his savagery to order others around. It gains a bonus on Intimidate checks equal to it's HD, and as a swift action can atempt to demoralize every creature it damages for 1 round, regardless of distance.

Black Infestation: At 19th level the black dragon naturally atracts and corrupts all nearby wildlife that it doesn't kill. A number of times per day equal to his Cha mod, he can use Summon Monster IX as a standard action, but only to summon evil creatures. Vermins, magic beasts and animals summoned this way gain the half-black dragon template on top of any other templates they may have. The creatures arrive bursting from any nearby water/vegetation/soil and act instantly.

Killing Intent: Black dragons are renowed for being the most evil dragons. Altough not all of them are complete bastards, it is safe to say all of them are more than willing to mercylessly rip you apart should you stand on their way. At 20th level, 1/day the clak dragon can produce an aura of pure overwhelming killing intent that sends nearby enemies running, vomiting their guts and soiling themselves, with a radius of 10 feet per HD as a standard action. Creatures that the black dragon considers oponents whitin that radius must make a Fort, Reflex and Will save with DC 10+1/2 HD+Cha or Str or Con mod, wichever stat is higher.

Failing the Fort Save makes them become nauseated for 1 round per each point they failed their saves..
Failing the Reflex Save makes them receive one negative level for each point they failed their saves.
Failing the Will save makes them become panicked for 1 round per each point they failed their saves.

This ability affects even creatures immune to those effects, but they gain a +5 bonus on the saves they would normally be immune to.

Any creature suceeding on all 3 saves is considered a worthy oponent by the Black Dragon, wich gains a permanent morale bonus equal to 1/3 his HD on attack and damage rolls, saves, skill and ability checks against said oponent untill defeating it. The black dragon may have any number of worthy oponents.

[/spoiler]

Comments
[spoiler]
The Black Dragon is the "pure evil" dragon. He'll kill you, let your body rot and then eat you, and I'm not messing up the order of those actions. It has a nature subtheme with minor abilities to corrupt plants and reptiles to do your bidding. Corrupt water lets you get an advantage against other water oponents. Also some stealth and ability to nauseate oponents with your breath. The capstone is the ultimate manifestation of corruption, evil and power the black dragon presents, seriously messing up his oponents just by being there.

So if you want to play a  corrupter predator whitout mercy, the black dragon's for you!

[/spoiler]

oslecamo

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Chaond and Zenythri


Chaond
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0+2 Anarchic Body, Chaosbringer, +1 Dex, +1 Con
Skills: 2+int modifier, quadruple at 1st level. Class skills are Bluff, Diplomacy, Disguise, Escape Artist Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival, Tumble.

Proficiencies: Chaond are proficient with simple and martial weapons and Chaos armor.

Features
Anarchic Body:At 1st level a Chaond loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a outsider with base speed 30 ft.

A Chaond gains a bonus on Tumble and Escape Artist checks equal to his HD  and resistance to acid, cold and sonic equal to half his HD.

Chaosbringer:
1/day per HD the Chaond can use shatter as a SLA. If he uses his shatter on his own weapon, it morphs in a grotesque form instead of being destroyed. It retains all it's old statistics, plus the Chaond can add his Con to to Hit and Damage rolls with that weapon for 10 minutes per HD, after wich it returns to normal.

As it grows stronger, a Chaond learns how to use his power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of shatter SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Chaond's main weapon/holy symbol/eyes glows intensily as if made of pure Chaos, imposing a -40 penalty on hide checks and providing illumination as a shatter spell for the duration.

[spoiler]
Chaos Soul-At 2 HD, by one use, the Chaond can may boost the Caster level  of any spell or SLA  that causes dispelling or with the Sonic/Chaotic descriptor by 2, and that spell ignores any limit on Caster level it may have.

Chaos Ray-At 4 HD, by one use, the Chaond can project multi-colored twisting rays from a melee weapon. Those rays have a range of  20 foot per HD, hit as a ranged  touch attack and deal  the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.

Second Chance- At 6 HD, by two uses as an immediate action, the Chaond can re-roll one 1d20 roll before knowing the result.

Shooting Comet: At 8 HD, by two uses, the Chaond can fly at a speed of 20 feet per HD with perfect maneuverability. If the Chaond spends another use at the begginning of his next turn he can remain flying, otherwise he falls.

Wild Swing: At 10 HD, by three uses, for 1 round the Chaond's attacks have 50% chance of hiting the target regardless of their AC and the Chaond's attack bonus.

Limbo touch: At 12 HD, by four  uses and as a immediate action the Chaond may grant himself a sacred bonus on Saving throws, AC and skill checks equal to his Cha bonus.  He can extend the duration of this  by spending a extra use at the begginning of his next turn.

Shatter Mind: At 14 HD, by five uses and as a standard action the Chaond may produce a Confusion effect as the spell with CL equal to HD, except it affects even creatures immune to mind-affecting, but they gain a +5 bonus on their saves. DC for this ability is 10+1/2HD+Con mod.

Impossible Dodge: At 16 HD, by five uses, the Chaond has 50% chance of ignoring any kind of attack and harmfull effect inflicted upon him for 1 round. By expending an extra Shatter use at the begginning of his next round, he can extend the duration of this effect for one more round.

Crazed Flurry: At 18 HD, by six uses, the Chaond gains 1d8 extra attacks at his max attack bonus if performing a full attack.

Mad Creation: At 20 HD, by seven uses, the Chaond can replicate a Shades spell with CL=HD as a standard action, except it doesn't allow SR. Save DC 10+1/2 HD+Con mod.
[/spoiler]


Ability increase:
The Chaond gains +1 to Con and +1 to Wis.

[/spoiler]

Zenythri

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0+2 Axiomatic Body, Lawbringer, +1 Str, +1 Wis
Skills: 2+int modifier, quadruple at 1st level. Class skills are Balance, Concentration, Diplomacy, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proficiencies: Zenythri are proficient with simple and martial weapons and Law armor.

Features
Anarchic Body:At 1st level a Zenythri loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a outsider with base speed 30 ft.

A Zenythri gains a bonus on Balance and Survival checks equal to her HD  and resistance to Electrecity, Fire and Sonic equal to half her HD.

Lawbringer:
1/day per HD the Zenythri can use True Strike as a SLA. she can use use her True Strike on her own weapon, in wich case it retains all its old statistics, plus the Zenythri can add her Wis to to Hit and Damage rolls with that weapon for 10 minutes per HD, after wich it returns to normal.

As it grows stronger, a Zenythri learns how to use her power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of True Strike SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Zenythri's main weapon/holy symbol/eyes glows intensily as if made of pure Law, imposing a -40 penalty on hide checks and providing illumination as a True Strike spell for the duration.

[spoiler]
Law Soul-At 2 HD, by one use, the Zenythri can may boost the Caster level  of any spell or SLA  that repairs objects or with the Electrecity/Law descriptor by 2, and that spell ignores any limit on Caster level it may have.

Law Ray-At 4 HD, by one use, the Zenythri can project a flawless white ray from a melee weapon. Those rays have a range of  20 foot per HD, hit as a ranged  touch attack and deal  the base damage as the weapon used, whitout counting for any bonus or penalty for Str or Cha bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacks. This ray can also be combined with a touch range spell instead of a weapon.

Elegance- At 6 HD, by two uses as an immediate action, the Zenythri can choose for the result of her next d20 roll to be 11.

Earth Ascend: At 8 HD, by two uses, the Zenythri can fly at a speed of 20 feet per HD with perfect maneuverability. If the Zenythri spends another use at the begginning of her next turn she can remain flying, otherwise she falls.

Perfect Strike: At 10 HD, by three uses, for 1 round the Zenythri's attacks ignore all miss chances, including ones like Mirror Image.

Mechanus Circle: At 12 HD, by four  uses and as a immediate action the Zenythri may grant herself a sacred bonus on Saving throws, AC and skill checks equal to her Cha bonus.  she can extend the duration of this  by spending a extra use at the begginning of her next turn.

Lock: At 14 HD, by five uses and as a standard action the Zenythri may completely lock a creature whitin 30 feet per HD if they fail a Will save with DC 10+HD+Wis mod. They however cannot also be harmed in any way while in this state. They're entitled a new save with DC 10+1/2 at the beggining of each of their turns to get rid of this effect. This cannot last more than 1 round per HD.

Deny: At 16 HD, by five uses as an immediate action, the Zenythri can fully deny one single attack that would affect her, including area spells and Su abilities. She must use this ability before knowing if the attack would actually suceed in harming her.

Equilibrium: At 18 HD, by six uses, for 1 round the Zenythri can become one with the world around him, becoming impossible to be selected as a target for any single-target attack, including rays, attacks of oportunity and orbs. He may still be affected by area effects.

Long Arm of the Law: At 20 HD, by seven uses, the Zenythri can replicate a Crushing Hand spell with CL=HD as a standard action, except it ignores all freedom of movement effects and miss chances, and creatures damaged or bullrushed by it are subject to a Dimensional Lock effect.
[/spoiler]


Ability increase:
The Zenythri gains +1 to Wis and +1 to Str.

[/spoiler]

Comments
[spoiler]
The Chaond and the Zenythri are the less known chaotic and lawfull cousins of the Aasimar and Tiefling. Their base SLAs are actually usefull, their racial skills not so much.

Gave them the same treatment as the other planetouched. The Chaond gets to re-roll stuff, miss chances, make his oponents go crazy and overall mess stuff up. The Zenythri gets to control rolls, ignore miss chances, lock out stuff and control the situation whatever it is.

So if you felt the good/evil axis wasn't enough, those are for you!
[/spoiler]