Brilliant Gameologists Forum

The Thinktank => Homebrew & House Rules => : oslecamo September 30, 2010, 09:32:12 PM

: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 30, 2010, 09:32:12 PM
Introduction
As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

Plus, monsters with higher HD than CR also aren't very usefull for players.

And then, the players have to deal with many of their monster abilities don't improving with leveling up.

In this thread, I'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
-Adjusting RHD to always match the player's level to don't punish/reward them against level dependant abilities.
-Reducing huge ability bonus and natural armor.
-Making monster special abilities level dependant so they keep increasing.
-Cut down most abuseable abilities to keep the power level in check. No stuff like teleport at will at level 5.

Since a lot of this classes change your size, I'm posting a table here to show exactly what you get when you change size.

FAQ:
[spoiler]

Do I need to take those classes at 1st level?

Yes, unless you go for the monster templates, wich are mostly treated as Prcs which you can take when you meet the pre-reqs.


No ability penalties?
Nope.


Do I need to take all the levels or can I just take what I want and then go to other class?

Just like a normal class, you can leave a monster class at any level up and then even come back later if you wish. You aren't suposed to mix diferent monster classes togheter however. Do it at your own risk. I created a couple feats here (http://brilliantgameologists.com/boards/index.php?topic=9557.msg404601#msg404601) that allow you to multiclass between monster classes.

What's this lose all racial bonus thingy?
Basicaly, these classes count as both initial race and class, so you can't be an human/ogre mage. You're just an ogre mage.

I want to play a spellcaster monster!
Monsters that cast as "class X" like the dragon and Rakshasa will stack their spellcasting with the respective classes.

Other monsters like the mind flayer don't actualy cast as "class X", but if they multiclass to certain caster classes they gain powerfull bonus.

If it isn't clear for you what spell slots you gain with those monsters, here's some tables with the main progressions laid down for you
[spoiler]

When you multiclass to wizard/druid-Spell slots per day (cumulative)
Total HD01 23456789
2 11 --------
3 00 1-------
4 01 1-------
5 00 01------
6 00 11------
7 01 001-----
8 00 011-----
9 00 1001----
10 00 0011----
1100 01001---
1200 00011---
1300 001001--
1400 000011--
15 00 0001001-
16 00 0000011-
17 00 00001001
18 00 00000011
19 00 00000101
20 00 00000011


When you multiclass to cleric-Spell slots per day(cumulative)
Total HD01 23456789
2 11 --------
3 00 1+1-------
4 01 1-------
5 00 01+1------
6 00 11------
7 01 001+1-----
8 00 011-----
9 00 1001+1----
10 00 0011----
1100 01001+1---
1200 00011---
1300 001001+1--
1400 000011--
15 00 0001001+1-
16 00 0000011-
17 00 00001001+1
18 00 00000011
19 00 00000101
20 00 00000011

When you multiclass to sorceror-Spell slots per day (cumulative)
Total HD01 23456789
2 11 --------
3 01 --------
4 01 3-------
5 00 1-------
6 00 13------
7 00 11------
8 00 013-----
9 00 011-----
10 00 0013----
1100 0011----
1200 00013---
1300 00011---
1400 000013--
15 00 000011--
16 00 0000013-
17 00 0000011-
18 00 00000013
19 00 00000011
20 00 00000002
[/spoiler]


 If you want a dragon that casts as a full sorceror, I point you for the fact that not even WOTC dragons cast as a full sorceror.

In alternative, take just one level of monster and then go fullcaster. Or polymorph yourself.

What's the Caster Level for the SLAs?

Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

What's the Starting Gold for 1st level monsters?
100 GP for simplification's sake. Enough to take care of basic gear, whitout being overpowered.
[/spoiler]


Growth modifiers
[spoiler]
Base SizeNew Size AC & Attack Bonuses*Space*Reach (Tall/Long)*Ave. Size Incr.Ave. Weight Incr.Grapple Mod.Hide Mod.
FineDiminutive-4 (size)+˝’+0’/+0’+6”+1/2 lb.+4 (size)-4 (size)
DiminutiveTiny-2 (size)+1˝’+0’/+0’+9”+5 lbs.+4 (size)-4 (size)
TinySmall -1 (size)+2˝’+5’/+5’+18”+36 lbs.+4 (size)-4 (size)
SmallMedium -1 (size)+0’+0’/+0’|+3’+240 lbs.+4 (size)-4 (size)
MediumLarge-1 (size)+5’+5’/+0’+6’+2000 lbs.+4 (size)-4 (size)
LargeHuge-1 (size)+5’+5’/+5’+12’+8 tons+4 (size)-4 (size)
HugeGargantuan-2 (size)+5’+5’/+5’+24’+80 tons+4 (size)-4 (size)
GargantuanColossal-4 (size)+10’+10’/+5’+48’+200 tons+4 (size)-4 (size)

No you don't gain extra stats just for growing. It's not even listed on the table. Just to make it clear since every other person asks it.
Your natural weapons damage increases one die size for each size increase tough.
[/spoiler]

Red dragon

(http://images.wikia.com/forgottenrealms/images/e/e7/4e_red_dragon.jpg)
(http://www.markeedragon.com/screenshots/data/3082/10red_dragon_attacks2-med.jpg)
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Red Dragon body, Fire Breath, +1 Str
2  +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Str+1, Con+1
4  +4 +4 +1+4 Wings, +1 Con
5 +5 +4 +1 +4 Tail slap, Growth
6  +6 +5+2+5 Sugestion, +1 Cha
7  +7 +5 +2 +5 +1 Str, +1 Con, Firey Arcana
8  +8 +6 +2 +5  Locate Object,  +1 Cha
9  +9  +6+3 +6 +1 str, +1 con, Greed
10  +10 +7+3 +7 Fire Lord, +1 Cha
11  +11 +7 +3+7 Arcane Skin, +1 Str
12  +12 +8 +4+8 Iron Scales, +1 Con, +1 Cha
13  +13 +8 +4 +8 Growth, Crush, Frightfull presence, +1 Str
14  +14 +9 +4 +9Hellfire, +1 Str, +1 Con
15  +15 +9 +5 +9 Burn, +1 Cha
16  +16 +10 +5 +10 Firey Arcana, +1 str, +1 con
17  +17 +10 +5+10 Revenge, +1 Cha
18  +18 +11+6 +11 Find the Path, +1 str, +1 Con
19  +19 +11 +6 +11 Wrath, +1 Str, +1 Cha
20  +20 +12 +6 +12 Growth, tail sweep, Discern location
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), Search, Spellcraft.

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


Features:

Dragon Body:
The red dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite 1d8 damage+Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40 base speed, medium size. The Red 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 red dragon also gets a natural armor bonus of 2+Con modifier. Whenever the red dragon grows one size category, his natural armor increases by a further 1.


The red dragon has immunity to fire, but takes 50% more damage from cold attacks.

Fire Breath:
At 2nd level  the red dragon can fire a cone of 30 feet dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feets with each extra HD the player takes from here.

Arcane Blood:A red 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.


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

Level Total bonus gained
1+1 Str
3 +2 Str, +1 Con
4 +2 Str, +2 Con
6 +2 Str, +2 Con, +1 Cha
7 +3 Str, +3 Con, +1 Cha
8 +3 Str, +3 Con, +2 Cha
9 +4 Str, +4 Con, +2 Cha
10 +4 Str, +4 Con, +3 Cha
11 +5 Str, +4 Con, +3 Cha
12 +5 Str, +5 Con, +4 Cha
12 +6 Str, +5 Con, +4 Cha
14 +7 Str, +6 Con, +4 Cha
15 +7 Str, +6 Con, +5 Cha
16 +8 Str, +7 Con, +5 Cha
17 +8 Str, +7 Con, +6 Cha
18 +9 Str, +8 Con, +6 Cha
19 +10 Str, +8 Con, +7 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

Keen senses:At 2nd level the red dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feets.


Wings:
At 4th level the red 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+1/2 str mod damage.

Growth:
At 5th level the red dragon grows to large size.
                At 13th level the red dragon grows to huge size.
                At 20th level the red dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:
The red dragon can now make a tail slap attack dealing 1d8 +1,5 str modifier damage (already taking in acount large size).

Red dragon SLAs:At 6th level the red dragon can use Sugestion as a SLA 1/day per 3 HD it has.

At 8th level it can use locate object as a SLA 1/day per 4 HD it has.

Save DCs are 10+1/2 HD+Cha mod.

Firey Arcana: At 7th and 16th level the red dragon adds one  spell with the fire descriptor of a level he can cast to his list of spells known.

Greed:At 9th level a red dragon can instantly discern the monetary value of any objects in his view. He can also memorize the number and type of each item and notice if anything is missing or added to that group of items with a new glance.

Fire Lord:
At 10th level a red dragon casts spells with the [Fire] descriptor at +2 caster level and ignores any limit on caster level on such spells.


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

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

Crush:
At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Hellfire: At 14th level the red dragon's flame burns hotter than anyone can measure. The red dragon's breath weapon ignores fire resistance from any target equal to his own HD. If a creature is immune to fire, it instead counts as having Fire Resistance 30 (that's then reduced by the red dragon's HD).

Burn:At 16th level, as a free action a number of times per day equal to his Cha mod, the Red Dragon can make his breath weapon persist and keep dealing damaging on the same area. This lasts for a number of rounds equal to the dragon's HD, but deals 1 less damage dice for every turn that passes.

Revenge: At 17th level, whenever the red dragon is damaged or hindered in any way by an oponent, he automatically knows that oponent's location for 1 round. If the red dragon can't actually see this oponent then he still counts as having total concealment against the red dragon.


Find the path:
At 18th level the red dragon can now use find the path as a SLA 1/day for each 5HD it has.

Wrath:
At 19th level, 1/day per 6 HD, the red dragon can enter a state of pure destructive rage as a free action. He gains an enanchment bonus on attack and damage rolls, to Str, Con and Cha equal to 1/3 his HD. This rage lasts 3+(enanched) Con mod rounds, after wich the Red Dragon is exhausted.


Tail sweep:
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Discern location:the red dragon can now use discern location as a SLA 1/day for each 5HD it has.


[/spoiler]

Personal coments:
[spoiler]So this class allows you to play a dragon up to gargantuan size. You can breath, get some SLAs, natural armor, limited but usefull arcane casting, sold skills, fly, some ability score increases, and always have HD equal to your character level. It should be more than able to hold his own in any average/high powered campaign, being a tank, suport arcane caster of Jack of all trades.

You can also multiclass out at any time, and around half your class abilities will keep increasing, not counting the spellcasting wich can be increased by taking prcs that increase it.
[/spoiler]

Troll
(http://www.mymagic.ru/files/418/Cudgel_Troll_421.jpg)
[spoiler]HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0+0Troll body, Reckless Assault, Shrug it off, Str+1, Con+1
2  +1+3+0+0 Scent, Hunter Leap, Str+1, Con+1
3  +2+3+1+1  Rend, Lunging Throw Str+1, Con+1
4  +3+4+1+1 Regeneration, Tear Trough, Str+1, Con+1
5  +3+4+1+1  Growth , Overrun, Str+1, Con+1

Skills: 2+int modifier per level, quadruple at first level. Class skills:
spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate.

Proficiencies: all simple weapons and his own natural weapons.

Features:
Troll body: the troll loses all other racial bonuses, and gains giant traits(basically low light vision), a base speed of 30 feet, two claw attacks dealing 1d4+Str mod each and one bite attack dealing 1d4+1/2 Str mod damage . He also gains a natural armor bonus equal to his own Con modifier.

Reckless Assault:Trolls are infamous for throwing themselves at their oponents while trusting their own toughness to endure whenever the oponent throws back at them. Whenever the troll charges or full attacks, he may make an extra claw or bite attack at his highest attack bonus, but causes an attack of oportunity from their oponent. If this attack of oportunity misses, the troll may make a new bite or claw attack, provoking a new attack of oportunity, and so on. The troll cannot gain a number of bonus attacks bigger than his own HD this way, neither those extra attakcs can trigger Rend when the troll gets the ability (they're just too reckless to set up a good tearing!)

Shrug it off: At first level a troll's regeneration still isn't fully developed, but they're already able to quickly recover with mere seconds of rest. As a standard action, a number of times per day equal to his Con modifier, the Troll may heal itself for an amount of HP equal to HDxCon modifier.

At 3 HD, this ability automatically triggers should the Troll be droped below 0 HP.

Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

Scent:At 2nd level, a Troll gains the scent extraordinary ability, as the standard SRD ability.

Hunter Leap: At 2nd level, a Troll performing a charge can choose to fling itself trough the air. It can only move up to his speed (instead of twice), but counts as flying for all purposes, so ignores dificult terrain and can leap over a chasm, or reach flying targets. If it finishes it's charge on the air, then it falls back on the ground and takes damage as apropriate.


Lunging Throw: After centuries of running after agile preys while being too lazy to run faster themselves, trolls developed a natural talent for usinng thrown weapons to slow down their oponents. At 3rd level, if the Troll moves at least 10 feet on the direction of a target and then hits it with a thrown weapon, it must make a reflex save with DC 10+1/2HD+Str mod or be unable to move for 1 round (it can still attack/use items/cast, just not move). If the hit oponent was flying, it drops 10 feet for every point it failed the save. If this makes it hit the ground, it takes falling damage as apropriate.

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

Regeneration: At 4th level the Troll gains regeneration equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tear trough:At 4th level, as the Troll's regeneration awakens, it becomes even more reckless, allowing him to suffer grievous injuries in order to push trough traps and hazards at any cost. Whenever the troll would roll a save, it may deal Claw damage to itself as an immediate action and add half the self-inflicted damage as an Insight bonus on that save.

Growth:At 5th level the troll grows one size category.

Overrun: 1/day for every 2 HD it has, the Troll may push it's body to the limits. As a fullround action, it can move up to twice it's speed, ignoring hard terrain and even moving over oponents, while delivering one claw attack to every oponent he passes trough (no more than one attack per oponent), or alternatively full attack one single oponent at any time during the move. The troll causes attacks of oportunity as normal for moving, but in the turn this ability is used, and for a number of turns equal to his Con modifier afterwards, he automatically heals an amount of HP equal to his HD every time it's damaged (except if the source of damage is fire or acid).

Skraag: When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.[/spoiler]

Comments:
[spoiler]The original troll is strong, but kinda boring. Hit with claws and bite, regenerate some damage every turn, and that's it.

So the Troll class offers several new takes on the whole self-healing aspect, then new combat options for the troll, focusing on ferocious assaults while exposing yourself to enemy attacks, and some thrown weapon goodyness because I'm a WC III fan.[/spoiler]


Gotta a lot more stuff done, will be posting it during the next days as I adapt to this forums templates.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo September 30, 2010, 10:01:47 PM
Index

[spoiler]
Aasimar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365806#msg365806)
Abeil (http://brilliantgameologists.com/boards/index.php?topic=9557.msg448164#msg448164)
Aboleth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368699#msg368699)
Achaierai (http://brilliantgameologists.com/boards/index.php?topic=9557.msg371404#msg371404)
Aeon, Pleroma (http://brilliantgameologists.com/boards/index.php?topic=9557.msg425562#msg425562)
Air Elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342799#msg342799)
Anaxim (http://brilliantgameologists.com/boards/index.php?topic=9557.msg418940#msg418940)
Androsphynx (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358979#msg358979)
Angel of Decay (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326166#msg326166)
Ankheg (http://brilliantgameologists.com/boards/index.php?topic=9557.msg443480#msg443480)
Antromorphic Animal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357563#msg357563)
Aranea (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323636#msg323636)
Astral Stalker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368883#msg368883)
Azer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg391291#msg391291)
Awakened Flail Snail (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368698#msg368698)
Awakened Gelatinous Cube (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369142#msg369142)
Awakened Monstruous Crab (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368700#msg368700)
Awakened Skeleton (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323202#msg323202)
Basilisk(awakened) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg450265#msg450265)
Beholder (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367138#msg367138)
Blink Dog (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325818#msg325818)
Brain in a jar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339937#msg339937)
BugBear (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364982#msg364982)
Celestials
[spoiler]
Angel (planetar/solar) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370926#msg370926)
Astral Deva (http://brilliantgameologists.com/boards/index.php?topic=9557.msg425320#msg425320)
Bralani (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344009#msg344009)
Ghaele Eladrin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357567#msg357567)
Hound Archon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323210#msg323210)
Lantern Archon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg347918#msg347918)
Leonal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344006#msg344006)
Monavic Deva (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369551#msg369551)

[/spoiler]
Centaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323211#msg323211)
Chaond (http://brilliantgameologists.com/boards/index.php?topic=9557.msg398336#msg398336)
Chesire Cat (http://brilliantgameologists.com/boards/index.php?topic=9557.msg409421#msg409421)
Choker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322771#msg322771)
Cloaker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg366230#msg366230)
Coatl (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358975#msg358975)
Concordant Killer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg384919#msg384919)
Conflagration Ooze (http://brilliantgameologists.com/boards/index.php?topic=9557.msg414027#msg414027)
Daelkyr (http://brilliantgameologists.com/boards/index.php?topic=9557.msg409959#msg409959)
Deadly Dancer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408115#msg408115)
Defacer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg441586#msg441586)
Derro (http://brilliantgameologists.com/boards/index.php?topic=9557.msg380341#msg380341)
Djinni (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323199#msg323199)
Displacer Beast (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344399#msg344399)
Doppelganger (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323675#msg323675)
Drider (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325442#msg325442)
Dragons
[spoiler]
Black Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg394984#msg394984)
Blue Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322902#msg322902)
Brass Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg435956#msg435956)
Bronze Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367587#msg367587)
Copper Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg437629#msg437629)
Fang Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354147#msg354147)
Gold Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367579#msg367579)
Green Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg348213#msg348213)
Hellfire Wyrm (http://brilliantgameologists.com/boards/index.php?topic=9557.msg446901#msg446901)
Orange Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg383265#msg383265)
Purple Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325773#msg325773)
Pyroclastic Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339854#msg339854)
Red Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322537#msg322537)
Silver Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323214#msg323214)
Song Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg441071#msg441071)
Styx Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358538#msg358538)
Wing Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323682#msg323682)
White Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg347930#msg347930)

[/spoiler]
Dragonne (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322925#msg322925)
Dracotaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369141#msg369141)
Dryad (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323638#msg323638)
Duergar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365215#msg365215)
Dvati (http://brilliantgameologists.com/boards/index.php?topic=9557.msg385271#msg385271)
Earth Elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344403#msg344403)
Entropic Reaper (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342779#msg342779)
Ethergaunt (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325493#msg325493)
Flind Gnoll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369509#msg369509)
Fire Elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358578#msg358578)
Genie, Kahayal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg413393#msg413393)
Giants
[spoiler]
Fire Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342796#msg342796)
Geriviar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg415111#msg415111)
Hill Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325822#msg325822)
Firbolg (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326159#msg326159)
Frost Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326919#msg326919)
Ogre (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339857#msg339857)
Ogre Mage (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322773#msg322773)
Stone Giant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326164#msg326164)

[/spoiler]
Ghoul (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325378#msg325378)
Gloom (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323217#msg323217)
Gnoll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325384#msg325384)
Golem, Force (http://brilliantgameologists.com/boards/index.php?topic=9557.msg374046#msg374046)
Golem, Iron (http://brilliantgameologists.com/boards/index.php?topic=9557.msg376262#msg376262)
Gray Jester (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323212#msg323212)
Griffon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344402#msg344402)
Grimlock (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323200#msg323200)
Gynosphynx (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325828#msg325828)
Hag, Annis (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342792#msg342792)
Hag, Green (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369529#msg369529)
Hag, Sea (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369528#msg369528)
Hagnumemnon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg382849#msg382849)
Hecantoncheires (http://brilliantgameologists.com/boards/index.php?topic=9557.msg435514#msg435514)
Harpy (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339935#msg339935)
HellWasp Swarm (http://brilliantgameologists.com/boards/index.php?topic=9557.msg387974#msg387974)
Hook Horror (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342798#msg342798)
Hydra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367618#msg367618)
Infernals
[spoiler]
Assassin Devil(Dogai) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg405143#msg405143)
Balor (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323204#msg323204)
Bone Devil(Osyluth) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg423905#msg423905)
Death Drinker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358577#msg358577)
Erinyes (http://brilliantgameologists.com/boards/index.php?topic=9557.msg390496#msg390496)
Ice Devil(Gelugon) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg378202#msg378202)
Hell Hound (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344400#msg344400)
Imp (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343986#msg343986)
Kyton(chain devil) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369506#msg369506)
Lilitu (http://brilliantgameologists.com/boards/index.php?topic=9557.msg391777#msg391777)
Malebranche (http://brilliantgameologists.com/boards/index.php?topic=9557.msg417177#msg417177)
Marilith (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323644#msg323644)
Mezzoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408909#msg408909)
Nycaloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408924#msg408924)
Pit Fiend (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357384#msg357384)
Pleasure Devil (http://brilliantgameologists.com/boards/index.php?topic=9557.msg390496#msg390496)
Succubus (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322775#msg322775)

[/spoiler]
Janni (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364975#msg364975)
Kython (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364996#msg364996)
LeShay (http://brilliantgameologists.com/boards/index.php?topic=9557.msg353775#msg353775)
Lillend (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323339#msg323339)
Living Spell (http://brilliantgameologists.com/boards/index.php?topic=9557.msg439171#msg439171)
Kaorti (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339863#msg339863)
Keeper (http://brilliantgameologists.com/boards/index.php?topic=9557.msg439694#msg439694)
Kuo-Toa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344393#msg344393)
Maug (http://brilliantgameologists.com/boards/index.php?topic=9557.msg378398#msg378398)
Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770)
Mind Flayer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322757#msg322757)
Mindstealer Drone (http://brilliantgameologists.com/boards/index.php?topic=9557.msg377884#msg377884)
Mephit (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342774#msg342774)
Merfolk (http://brilliantgameologists.com/boards/index.php?topic=9557.msg438955#msg438955)
Midgard Dwarf (http://brilliantgameologists.com/boards/index.php?topic=9557.msg409089#msg409089)
Minotaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322768#msg322768)
Mummy (http://brilliantgameologists.com/boards/index.php?topic=9557.msg452860#msg452860)
MurderJack (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358974#msg358974)
Naga(Dark, Guardian, Spirit, Water) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg387155#msg387155)
Nerra (mirror-people) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326153#msg326153)
NightWalker (http://brilliantgameologists.com/boards/index.php?topic=9557.msg355243#msg355243)
Nimblewright (http://brilliantgameologists.com/boards/index.php?topic=9557.msg366177#msg366177)
Nixie (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323229#msg323229)
Nymph (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325449#msg325449)
Owlbear (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369138#msg369138)
Pegasus (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358969#msg358969)
Phasm (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323329#msg323329)
Phoenix (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323206#msg323206)
Pixie (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326161#msg326161)
Pseudodragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358535#msg358535)
Puppeteer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg405476#msg405476)
Rakshasa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322916#msg322916)
Rakshasa, Ak'Chazar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg384490#msg384490)
Rakshasa, Naytyan (http://brilliantgameologists.com/boards/index.php?topic=9557.msg372405#msg372405)
Rakshasa, Naztharune (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365005#msg365005)
Ravid (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358576#msg358576)
RedCap (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339851#msg339851)
Reth Dekala (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370470#msg370470)
Rukanyr (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364986#msg364986)
Rust Monster (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369547#msg369547)
Sahuagin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344405#msg344405)
Salamander (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358537#msg358537)
Scorpionfolk (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339940#msg339940)
Silthilar  (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342784#msg342784)
Sharn (http://brilliantgameologists.com/boards/index.php?topic=9557.msg407985#msg407985)
Skaven (http://brilliantgameologists.com/boards/index.php?topic=9557.msg440793#msg440793)
Slaad, Red (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322931#msg322931)
Slaadi (green, grey, black, white) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339848#msg339848)
Son/Daughter of Silence (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357865#msg357865)
Spell Weaver (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365001#msg365001)
Tarrasque (http://brilliantgameologists.com/boards/index.php?topic=9557.msg347925#msg347925)
Tengu (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357565#msg357565)
Thri-Kreen (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323216#msg323216)
Tiefling (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365809#msg365809)
Treant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369151#msg369151)
Troglodyte (http://brilliantgameologists.com/boards/index.php?topic=9557.msg405629#msg405629)
Troll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322537#msg322537)
Troll, War (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408182#msg408182)
Tsochar (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358231#msg358231)
Ulgurstasta (http://brilliantgameologists.com/boards/index.php?topic=9557.msg400347#msg400347)
Unicorn (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358973#msg358973)
Urskan (http://brilliantgameologists.com/boards/index.php?topic=9557.msg411762#msg411762)
Vargouille (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323203#msg323203)
Vashutant (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323207#msg323207)
Verdant Prince (http://brilliantgameologists.com/boards/index.php?topic=9557.msg414000#msg414000)
Xill (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323336#msg323336)
Xixecal (http://brilliantgameologists.com/boards/index.php?topic=9557.msg404485#msg404485)
Yuan-Ti(Pureblood->Half-Blood->Abomination) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg386366#msg386366)
Yuan-Ti Anathema (http://brilliantgameologists.com/boards/index.php?topic=9557.msg386376#msg386376)  
Wight (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358977#msg358977)
Wild Hunt (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370459#msg370459)
Will-O'-Wisp (http://brilliantgameologists.com/boards/index.php?topic=9557.msg364989#msg364989)
Winter Wolf (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339939#msg339939)
Wyvern (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344396#msg344396)
Zelekhut(Inevitable) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772)
Zenythri (http://brilliantgameologists.com/boards/index.php?topic=9557.msg398336#msg398336)
Zern (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342788#msg342788)

Templates (prcs)
[spoiler]
Creature of Legend (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344408#msg344408)
Death Knight (http://brilliantgameologists.com/boards/index.php?topic=9557.msg370447#msg370447)
Guardian (http://brilliantgameologists.com/boards/index.php?topic=9557.msg368888#msg368888)
Half-Celestial (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326157#msg326157)
Half-Dragon (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323662#msg323662)
Half-Fiend(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326156#msg326156)
Half-Golem (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354558#msg354558)
Fusion Golem (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357864#msg357864)(Half-Golem advancment)
Half-Illithid(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339862#msg339862)
Half-Troll (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342777#msg342777)
Kython Impaler (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365229#msg365229)
Kython Slaughterking (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365711#msg365711)
Kython Slaymaster (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365236#msg365236)
Kython Viscerator (http://brilliantgameologists.com/boards/index.php?topic=9557.msg401304#msg401304)
Lich(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326149#msg326149)
Demilich (http://brilliantgameologists.com/boards/index.php?topic=9557.msg443275#msg443275)
Multi-Headed Creature (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357378#msg357378)
Shade (http://brilliantgameologists.com/boards/index.php?topic=9557.msg406053#msg406053)
Spellwarped creature(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg342775#msg342775)
Swarm-Shifter (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369923#msg369923)
Ulitharid( mind flayer prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343980#msg343980)
Vampire (prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323331#msg323331)
War Troll(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg408182#msg408182)
Wendigo(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354131#msg354131)
Werebear(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325456#msg325456)
WereCheetah (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358230#msg358230)
Wereconstrictor (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357869#msg357869)
WereHydra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg355744#msg355744)
WereLeopard (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358229#msg358229)
WereLion (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358228#msg358228)
WereLizard (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369512#msg369512)
WereRat (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357866#msg357866)
WereRhino (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358536#msg358536)
WereSpider Hunter (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358226#msg358226)
WereSpider Weaver (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358225#msg358225)
WereTiger (http://brilliantgameologists.com/boards/index.php?topic=9557.msg358227#msg358227)
Wereviper (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357867#msg357867)
Werewolf(prc) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325455#msg325455)
Yuan-Ti Tainted One/Broodguard (http://brilliantgameologists.com/boards/index.php?topic=9557.msg386367#msg386367)
[/spoiler]


[/spoiler]

Extra Material

General Monster Feats (http://brilliantgameologists.com/boards/index.php?topic=9557.msg404601#msg404601)
More Monster feats by Prime32 (http://brilliantgameologists.com/boards/index.php?topic=9557.msg420366#msg420366)
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo September 30, 2010, 10:02:08 PM
So you want to make your own monster classes? Here's the general guidelines I use for myself.

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]

Request Waiting List

-Visage
-Shadow Dragon
-Satyr
-Behir.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: SiggyDevil September 30, 2010, 10:34:54 PM
Nicely playable, if one enjoys monster classes. Straight out of Savage Species.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 08:29:53 AM
Mind Flayer
(http://www.iwozhere.com/SRD/images/MM35_PG188.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Mind Flayer body, telepathy, Battle of minds, Superior Intellect
2+ 1+ 0+0 +3 Minor psionics
3+ 2+ 1+ 1 +3 Mind Blast, Psionic resistance
4+ 3+ 1+1 +4 Improved grab, Dissecate
5+ 3+ 1+1 +4 Advanced psionics
6+ 4+ 2+2 +5 Fast Tentacles
7+ 5+ 2+2 +5 Extract,
8+ 6+ 2+2 +6 Greater psionics
Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
skills) are  Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Spellcraft(Int), Psicraft(Int) and Spot (Wis).

Proefeciencies:a mind flayer is proefecient with simple weapons and his tentacles attacks.

Features:
Mind Flayer body: At 1st level, the mind flayer loses all other racial bonus and gets aberration traits(darkvision 60 feets basicaly). He's a medium sized aberration creature with base speed 30 with several tentacles around it's mouth. Two of those tentacles can be used as natural attacks dealing 1d4+Str damage each. The mind flayer becomes able to use one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect).

 The mind flayer takes no penalty for attacking with all his tentacles in a fullattack.
If the mind flayer coup de graces a monster and kills with it's tentacles, it can eat it's brains.

The Mind flayer gets a Nat armor bonus equal to his Int or Cha modifier, wichever is higher.

Telepathy:a mind flayer gains telepathy with a range of 10 feets for each HD he possesses. . A mind flayer who multiclasses for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but mind flayer levels wouldn't count for it.

Battle of Minds:
The Mind Flayer fights smarter not harder. It may use either his Int or Cha modifier instead of strenght in his to hit roll attacks with tentacles.

In adition, the mind flayer may add his Int modifier on top of his Cha modifier in Bluff and Intimidate checks, and may use the demoralize option in any oponent he can reach with his telepathy, not only oponents in melee range.

Superior Intellect: At each level of this class the mind flayer gets either a permanent +1 to his intellegence score  or a permanent +1 to his Charisma score.


Minor psionics: The mind flayer can use detect toughts, charm person and levitate as SLAs twice per day for each HD it possesses.  The save DCs are 10+1/2HD+Cha mod.


Mind Blast:A mind flayer can focus his mind in a powerfull stunning wave attack. It affects a cone of 10 feets and stuns all targets inside it for 1d4 rounds. A will save of 10+1/2HD of the mind flayer+Mind flayer's Cha modifier denies the stun. This ability is useable 1/day for each HD of the mind flayer.

The cone affects an extra 5 feets for each extra HD of the mindflayer beyond 3. The Mind flayer can choose to affect a smaller area than his maximum with his mind blast attack in order to don't hit allies. The stun effect lasts for an extra 1d4 rounds for each two extra HD beyond 3.

Psionic resistance:The mind flayer gets SR equal to 11+HD.


Improved Grab:To use this ability, a mind flayer must hit a Small, Medium-size, or Large creature with a tentacle attack (or a Huge creature if it can reach the creature’s head). If the grab is successful, on its next action the mind flayer may attempt to attach its remaining tentacles with a single grapple check. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target.

Dissecate:
The mind flayer's cold mind allows him to quickly figure out the best way to hurt his foes with his exceptionally flexible tentacles. He may use either his Cha or Int modifier instead of Str on tentacle damage rolls and grapple checks.

Advanced psionics: The mind flayer can now use sugestion and charm monster as SLAs once per day for each  HD it possesses. The save DCs are 10+1/2HD+Cha mod.

Fast Tentacles:
Whenever the mind flayer uses one of his SLAs, Mind Blast ability, casts a spell or manifests a power he may make an attack with an tentacle as a swift action.

As a full round action, the mindflayer may use an SLA, or cast a spell or manifest a power with a duration of a standard action or less, and then attack with all his tentacles.

Extract (Ex): A mind flayer of 7th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain).

Regardless of the victim surviving or dying, whenever the Mind flayer consumes a brain, he absorbs it's memories like a delicious delicacy, greatly invigorating himself. The mind flayer gets a bonus on his attacks, skills, saves, Mind Blast, psionics and spells DCs equal to the highest mental score modifier of the victim. The Mind Flayer can't gain a bonus bigger than half his own HD with this ability. It lasts for 1 hour for each HD of the victim.

Diferent bonus from diferent brains don't stack.

Greater psionics:The Mind flayer can now use plane shift and Astral projection as SLAs once per day for each 4 HD it has. The save DCs are 10+1/2HD+Cha mod.
[/spoiler]

Comments:
[spoiler]
A classic D&D monster, this mind flayer focus more on his mental powers. It doesn't have the versatility of your typical caster, but has some good mobility and several save or dies to choose from. It's BAB is medium to make up for that.

I created some new abilities to make the mind flayer actualy good with his tentacles so it is rewarded for trying to eat brains in combat.

My improved extract ability at 7th level gives the mind flayer a powerfull incentive to actualy hunt brains of smart beings, but the limits should probably keep it from becoming too abuseable.

Finally, the class multiclasses quite well with both arcane and psionic classes, allowing you to create true mind flayer sorcerors/psions.

For more martial dudes, the extra tentacle attacks from the mind flayer make it a juicy dip.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 08:33:37 AM
Nicely playable, if one enjoys monster classes. Straight out of Savage Species.

True, Savage species was the main inspiration for this, but my project has some key diferences, mainly that you gain one HD every level (meaning no LA or too much HD) and the monster stats and abilities are changed to suit players better.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Flay Crimsonwind October 01, 2010, 08:37:36 AM
Which is something I like, and the reason I did my vampire template class like I did. I enjoy these, keep 'em coming! If you can, I seem to recall a badass assassin devil that could use some twinkery.

Also, for proofreading...
Extract (Ex): A mind flayer of 12th level or higher....
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 09:34:01 AM
Minotaur
(http://www.iwozhere.com/SRD/images/MM35_PG189a.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+2 + 0 +0 Minotaur body, Mighty Charge, +1 Str, +1 Con
2+1+ 3+ 0 +0 Minotaur Skills, Scent, +1 Str,  +1 Con
3+2+ 3+ 1 +1Natural cunning, Labyrinth Assault, +1 Str, +1 Con
4+3+ 4+ 1 +1 Growth, Run trough, +1 Str, +1 Con

Skills:2+int modifier, quadruple at 1st level. Class skills (and the key ability for each skills)
are Bluff (Cha), Craft (Int), Disguise (Cha), Move Silently
(Dex), Profession (Wis), and Spot (Wis).

Proficiencies: simple and martial weapons, and it's own natural weapons.

Features:

Minotaur body:At 1st level the minotaur loses all racial bonus and gains monstruous humanoid traits(basicaly dark vision 60 feets). He's a medium monstruous humanoid with base speed 30 feet. He has a natural gore attack dealing 1d6+1,5 Str modfier damage.

The minotaur also gets a natural armor bonus equal to his Con modifier.

Mighty Charge:When the minotaur charges with his gore attack, he deals 2d6 damage plus twice his str modifier. For each size above medium, the minotaur deals an aditional 2d6 damage.

In adition, oponents hit by the Minotaur's Mighty charge are moved back 5 feet for every 5 damage dealt, provoking attacks of oportunity from other creatures for the movement as normal. If they hit a surface, they take an extra 1d6 damage for every 5 feet they still had to move.

At 5 HD, the Minotaur can move the target in any direction he wishes but over itself, including throwing them into the air, in wich case they fall and take falling damage as apropriate unless they're able to fly.

At 9 HD, oponents moved back by Mighty charge that hits a surface not only takes extra damage, but the surface partially crumbles! The oponent must make a reflex save with DC 10+1/2H+Str mod or be caught in the resulting rubble, unable to take any actions (not even purely mental actions) but try to get free with a Str check or Escape Artist check with the same DC as a fullround action. Freedom of movement doesn't block this, as it's not only the rubble but the shock of the impact that incapacitates the target.

At 13HD, the Minotaur gore attack threatens a critical in a 18-20 and deals triple damage on a sucessfull critical.

At 18HD, the Minotaur may make two gore attacks with a charge instead of just one, each with all the benefits of a normal gore attack.

Minotaur skills:Minotaurs possess exceptional sharp senses. At 2nd level the minotaur gets +1 on spot, listen and search checks for each HD it has.

Ability score bonus:The minotaur permanently gets +1 Str  and +1 Con at every level of this class, for a total of +4 Str and +4 Con at 4th level.

Scent (Ex): At 2nd level a minotaur develops a keen sense of smell. It can detect opponents within the given range (double range if the scent is upwind, one-half range if it is downwind) and may take a move-equivalent action to determine the direction of a scent. If an odor source, such as an opponent, is within 5 feet, the minotaur can pinpoint that source. Minotaurs can use the scent ability to track an enemy by smell.

Natural Cunning:at 3rd level the minotaur is immune to maze spells and effects, never gets lost, and never counts as flat footed. They also gain track as a bonus feat.

Labyrint Assault:As the legend goes the original minotaur spent countless centuries trapped in a complex maze, where he would somehow ambush his oponents despite his massive bulk. At 3rd level the minotaur is able to  charge as a standard action, and may charge trough hard terrain (altough they still move at half speed).  Their charges are also very unpredictable. When the Minotaur performs a Mighty charge, no oponents may take any immediate or free action untill all it's effects are resolved.

Growth:The minotaur increases one size category. At 12 HD it grows another size category. At 20 HD it grows another size category.

Run Trough:1/day for every 2 HD it has, the Minotaur may make a charge, and then just keep going. Every time it hits an oponent with his gore attack on a charge, he may automatically perform a new charge, (including gaining a cumulative +2 to Attack and -2 to AC) against a new target, and repeat this untill it runs out of targets (cannot target the same creature twice in a round) or has moved up to four times his base speed, wichever comes first.

At any time during a Run Trough, the Minotaur may choose to Impale an oponent he hit with his horns. This automatically ends the Run Trough, but the oponent automatically counts as grappled by the Minotaur, whitout the minotaur suffering any of the penalties for grappling. The minotaur cannot use his gore attack while having an oponent Impaled, but said oponent automatically takes Mighty Charge damage at the begginning of each of the Minotaur's turns. The minotaur can move around with the Impaled oponent stuck on his horns normally, but counts his weight for his carrying purposes. This ignores freedom of movement effects.

[/spoiler]


Comments:
[spoiler]
Another D&D favorite, in my opinion the minotaur should be an iconic brute monster. Good fort save, average BAB, a lot of charge-friendly abilities and eventually impaling his oponents in his horns when not flinging them around the battlefield.

The natural cunning, extra skills and scent also make it exceptionaly good at finding enemies and playing sentry duty.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 09:56:04 AM
Medusa
(http://2.bp.blogspot.com/_uqRLzBLiAF0/TM6FKPHhASI/AAAAAAAAB9M/gc_WTR4mYXw/s1600/Medusa.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+0+2+2Medusa Body, Stone Glimpse, +1 Cha
2+2+0+3+3Blood Snakes, +1 Cha, +1 Dex
3+3+1+3+3Poison dip, Strenght in Beauty, +1 Dex
4+4+1+4+4Sudden Bite, Distant Gaze
5+5+1+4+4Stone glare,  Overwhelming beauty, +1 Cha
6+6+2+5+5Snake Crown, Vitriolic Poison, Focused Gaze, +1 Dex
7+7+2+5+5Mind Eye, Stone Gaze, +1 Dex, +1 Cha
Skills: 6+int modifier, quadruple at 1st level. The medusa’s class skills (and the key ability for each skills) are Balance (Dex), Bluff (Cha), Craft (Int), Climb (Str), Diplomacy(Cha), Disguise (Cha), Intimidate (Cha), Hide(Dex), Listen(Wis), Move Silently (Dex), Profession (Wis), Sense Motive, Spot (Wis) and Swim (Str).

Proficiencies:simple and martial weapons, and her own snakes

Features
Medusa body:At 1st level a medusa loses all racial bonus she had and gains monstruous humanoid traits (basically dark vision 60 feets). She's a medium monstruous humanoid with base speed 30.

A medusa's hair transforms into living snakes, wich may be used as a natural weapon dealing 1d4 +Str modifier damage. All the snakes count as a single natural weapon. The snake heads produce a poison dealing strenght damage. The Fort  DC is 10+1/2 medusa's HD+medusa's con modifier.
At 1st level the strenght damage is 1d4, but for every 2 extra HD the strenght damage increases 1 size category(1d6 at 3HD, 1d8 at 5HD, 2d6 at 7 HD, and so on)

A medusa gains a bonus to Nat Armor equal to her Cha modifier.

As long as the medusa covers her snake-air and eyes, she can pass as an human whitout need of disguise checks, unless she's observed by an adjacent creature, at wich point she can still pass as an human with a sucessfull disguise check.

Stone glimpse:The medusa eyes have the divine ability to petrify her oponents. She can't yet turn a creature into stone in one go, but can still slow them down signicantly.

As a standard action, a medusa can "stone glimpse" a creature whitin 10 feets(+5 feets for each HD beyond the first 3). This has all the limitations of a gaze attack, and it only affects one creature. The Fort DC is 10+Half the Medusa's HD+Medusa's Cha modifier. If the target fails the save, it takes 1d4 penalty to its Dexterity and a 10 feet penalty to all its movement speeds as their bodies partialy petrify. The Dex penalty increases by an extra 1d4 and the speed penalty an extra 10 feet penalty for every 3 extra HD of the medusa. This attack  doesn't affect creatures immune to petrification. The penalties last for 1 hour per HD.

The medusa may use stone glimpse a number of times per day equal to her HDxCha modifier.

Ability increase:A Medusa gains +1 to

Dex at levels 1, 2, 5, 7
Cha at levels  2, 3, 6, 7

For a total of +4 Dex and +4 Cha at level 7.

Poison Dip:At 2nd level, as a move action, a medusa may poison a weapon she's holding. The medusa doesn't risk poisoning herself, but such poison only remains "fresh" for 1 hour per HD or untill the weapon strikes, after wich it dries out and becomes useless. It has no commercial value. Thus medusas prefer bows as they can poison several arrows in advance.

Blood Snakes
-At 2nd level the medusa's spilled blood turns into snakes. Every time she takes at least 5 damage from a slashing or piercing weapon, a tiny viper is produced adjacent to the medusa, wich acts on her next iniative count. The medusa can command her spawned snakes for 1 round per HD, after wich they slither away and disapear. For each two extra HD from here, the medusa can spawn vipers or snakes of the next size category (small at 4 HD, medium at 6 HD both viper and constrictor, large at 8 HD, huge at 10 HD, both viper and constrictor). The medusa may stab herself to create snakes.

Since those snakes are spawned from her own blood, they come with a copy of every magic buff the medusa benefited from, including those provided by items, wich last while the medusa controls them.

In adition, a medusa of 12 HD or more has her spawned vipers automatically advanced to an amount of HD equal to her own.

Strenght in Beauty:Medusas are regarded as some the most beatifull women in existence, but they always found themselves forced to fight for their lives. At 3rd level the medusa may add her Cha mod to all attack rolls and combat maneuvers such as grapple, disarm, trip and bullrush.

Sudden bite: The medusa's hair snakes develop a will of their own and thus become able to attack whitout need of the medusa's commands. At 4th level the Medusa may user her hair-snake attack as a swift action.

Distant Gaze:
At 4th level, the Medusa can, as a move action, double the reach of her gaze for 1 round.

At 12 HD she can double the reach of her gaze as a swift action. If she spends a move and swift action, it quadruples instead for 1 round.

Stone glare:At 5th level, the medusa can now instantly petrify a creature if their eyes directly meet, but it demands they both look at each other for some seconds. Same range and DC as stone glimpse, but the target it's instantly turned to stone as a flesh to stone spell if it fails the save. A stone glare costs two uses of stone glimpse.

Overwhelming Beauty: At 5th level, the medusa can add her Cha modifier to melee and ranged damage rolls.

Snake Crown:
At 6th level, whenever the medusa uses her snake-hair natural attack, she may either perform one attack against every adjacent oponent, or attacks against a single oponent twice (this obviously doesn't stack with itself).

Vitriolic poison:At 6th level, the medusa's poison develops powerfull acid properties. It can now affect creatures immune to poison and ability damage, but it deals only half Str damage to those. This bonus applies to her spawned vipers as well.

Focused gaze: At 6th level, oponents take a cumulative -2 penalty on saves against the medusa's gaze attack for each consequitive turn they have been affected by it.

Mind Eye:At 7th level, those trying to look upon the medusa trough special means find themselves staring directly at her divine eyes. Anyone using blindsight, mindsight, lifesight, scrying or a similar ability to detect the Medusa are automatically affected by Stone Glare (saves allowed as normal), regardless of range. This doesn't take any action on the part of the Medusa, and doesn't cost her any charges. The medusa may stop this from hapening by wearing a veil or some sort of physical seal upon her own eyes if she wishes to don't get atention.

Stone Gaze:At 7th level the medusa can now temporaly fill her eyes with stoning power, affecting all who look at her.

Activating the stone gaze is a standard action wich costs four uses of the medusa's stone glimpse ability, and then one extra use for each turn she sustains the effect. She may end the gaze at any moment as a free action.

Same range and effect as stone glare , but now all creatures whitin range are automaticaly affected.

A medusa of 10 HD or more may activate any of her eye attacks as a swift action. A medusa of 15 HD or more may activate her eye attacks as an immediate action. This bonus applies even if not all medusa levels were taken, but only for the obtained eye attacks.

Finally, if all levels of this class were taken, at 9 HD a Medusa's eye attacks can affect oponents immune to petrification, but they gain a +5 bonus on their saves.[/spoiler]

Comments:
[spoiler]
The medusa is one of those really old legends that has a lot of diferent versions depending on who you ask.

In this version I decided to focus on the "Cursed beatifull women with snakes on the hair". She has poison, can spawn snake minions, set a powerfull trap, Cha to Combat and of course the typical stone gaze, divided in three levels of power. +4 Dex and +4 Cha allows to make up for the MAD. 6 skill points per level, two good saves and Full Bab don't hurt either.

Blood snakes is from one version of the legend where her dripped blood turned into vipers.

Eye mind is a "screw you" to things with extra sights that will close their normal eyes to you.

So in the end we get kinda of a skirmisher/controler, hiting hard , wearing down oponent with poison and petrification while leaving behind snakes to slow down its oponents as it gets hurt.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 09:59:41 AM
Choker
(http://www.iwozhere.com/SRD/images/MM35_PG35a.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0 +0 +2 +0 Choker body, Improved grab, constrict.
2+ 1+ 0+ 3 + 0Quickness, extend, climber

Skills:2+int modifier per level. Class skills (and the key ability for each skills) are Bluff (Cha), Concentration (Con), Craft (Int),
Intimidate (Cha), Knowledge (any two, chosen at 1st level)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
and Spot (Wis).

Proefeciencies:
a choker is proefecient with his natural weapons only.

Features:


Choker body: A choker loses all other racial bonuses and gains aberration traits (basicaly dark vision 60 feet). The choker is a small sized aberration with base speed 20. It has two tentacle attacks dealing 1d3 damage+str modifier each. It can attack with both tentacles with full attack bonus in a fullround attack.

Constrict  (Ex):
A choker deals 1d3+str points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex):To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks.

Quickness (Su):A choker is capable of suprising bursts of speed by focusing. It can take an extra standard or move action per turn. However, the choker's mind is pushed hard to work at this greater speed, so it can't use this extra action to cast spells or manifest powers.
 
Extend:The choker's tentacles become able to extend themselves, increasing his natural reach by 5 feets.

Climber:The choker's tentacles allow him to easily grab into surfaces, giving him a climb speed equal to half his land speed. A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
[/spoiler]

Coments:
[spoiler]Yes, the choker and his ba-roken quickness ability. Since I have to make the class only 2 levels long as the choker is CR2, I must cut any possible madness from the root and deny the possibility of easily casting several spells per turn every turn. You still get extra reach, two natural weapons and plenty of grapple bonus, altough this monster is probably more suited for skill monkeys in my opinion.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 10:02:13 AM
Zelekhut

(http://thruxus.shadows-angels.com/Miniatures/Pictures/inevitable-zelekhut.gif)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 0+ 0+0 + 0Body of Law, Judgement Chains
2+ 1+ 0+ 0 +0Inevitable, +1 Str
3+ 2+ 1+ 1 +1 Mechanus blessing, lesser, Restrain, +1 Str, +1 Cha
4+ 3+ 1+ 1 + 1Wings, +1 Str
5+ 3+ 1+ 1 +1Mechanus blessing, +1 Cha, +1 Str
6+ 4+ 2+ 2 + 2Growth, +1 Str
7+ 5+ 2+ 2 + 2Mechanus blessing, advanced, +1 Str +1 Cha
8+ 6+ 2+2 + 2 Enforcer armor, +1 Str
9+ 6+ 3+3 +3 Mechanus blessing, greater,+1 Str, +1 Cha
Skills:2+int modifier per level, quadruple at first level. Class skills are Listen, Search, Sense Motive, Spot, Survival.

Proefeciencies: Spiked chains
Features:

Body of Law: a Zelekhut loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

[spoiler]
# No Constitution score.
# Low-light vision.
# 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, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, wich make it lose a level.
[/spoiler]

Zelekhut is a medium sized construct with base speed 30. It has a centaur-like body, wich allows him to qualify to feats as if it had the mounted combat feat, and to count as riding a mount whenever it would be benefical, like the spirited charge feat.

It also gains a bonus to it's Nat armor equal to his Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Judgement chains:A Zelekhut can spring forth two spiked chains from his arms as a fullround action, and put them back inside his arms also as a fullround action. He takes no penalty attacking with both chains at the same time. Those chains can be enchanted as normal weapons. The Zelekhut also can "upgrade" his chains to special materials like adamantine by paying the right amount of gold.

When it reaches 3 HD it can spring forth/retrieve the chains as a standard action and the chains count as masterwork.

When it reaches 6 HD it can spring forth/retrieve the chains as a move action and they gain a +1 enanchment bonus to attack and damage rolls.

When it reaches 9 HD it can spring forth/retrieve the chains as a swift action and they gain the shocking property.

Inevitable: the Zelekhut gains fast healing equal to half it's HD, wich is bypassed by chaotic attacks. The Zelekhut also gains the lawfull subtype and any weapons it wields count as lawfull aligned for purposes of bypassing DR.

The Zelekhut also adds half it's HD to all search and sense motive checks it makes.

Mechanus blessing, lesser:The Zelekhut can use clairaudience/clairvoyance and dimensional anchor as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier.

Restrain: If the Zelekht hits an oponent with one of his chains, it may make it warp around the target and entangle it, inflicting a -4 penalty on Dex, -2 penalty on attack rolls and making it unable to move. The restrained creature can break free by either beating the inevitable in a constest of Strenght as a standard action, or with an escape artist check with DC 10+1/2HD+Str mod. The Zelekhut cannot attack with a chain wich is restraining an oponent, but can move at half speed dragging the restrained target, and also  use his own SLAs as normal, and the target can still attack. If both chains are used to restraing a single oponent, it cannot take any actions but trying to break free, with both DCs increasing by +4.

Ability increase:At 3rd, 5th, 7th and 9th level the Zelekhut gains a permanent +1 to Cha, and he gains +1 to Str at all levels except first.

Wings:The Zelekhut can now spring forth/retrieve wings from his back wich allow him to fly at speed 40 feet (average maneuverability).

Mechanus Blessing:The Zelekhut can use fear and dispel magic as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier. When the Zelekhut reaches 10 HD, it's dispel magic SLA is replaced by greater dispel magic an equal number of times per day.

Growth:The Zelekhunt grows one size category, and gains all the bonus and penalties listed on the table at the 1st page. His base speed also increases to 50 feets and his fly speed increases to 60 feets.

Mechanus blessing, advanced: the Zelekhunt can now use hold person and locate creature as SLAs once per day for each HD it possesess. The saves are 10+1/2HD+Cha modifier.

Enforcer armor:The Zelekhunt gains DR/chaotic equal to half his HD and SR equal to 11+his HD.

Mechanus blessing, greater:The Zelekhunt can now use Hold monster, mark of justice and True seeing as SLAs once per day for each 2 HD it possesses. In adition, it can now use Lesser Geas once per week for each 5HD it has. The saves are 10+1/2HD+Cha modifier.

In adition, the Zelekhunt's SLAs can now affect oponents with immunity to mind-affecting and/or divination effects, altough those gain a +5 bonus on their saves.

[/spoiler]

Comments:
[spoiler]
Well, this one was tricky. It has a lot of abilities, but they aren't really synergetic. What is he trying to do? Tracker? Save or dies? Spiked chain tank? Mounted charger?

I ended up puting a little of everything. It can rain SLAs from afar while flying and then descend to bludgeon his enemies with his chains.

It's horrible saves are more than made up for the powerfull construct traits. It doesn't have a Con score, but fast healing and eventualy the DR and SR make up for that. His skills suck to try to balance all the SLAs and extra movement.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 10:07:11 AM
Ogre Mage
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG200.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+2+0+2 Ogre mage body, Beginner Mage, +1 Str, +1 Cha
2+1+3+0+3Lesser Mage, +1 Cha
3+2+3+1+3Regeneration, +1 Str
4+3+4+1+4Mage, +1 Cha
5+3+4+1+4Flight, Mage resistance, +1 Str
6+4+5+2+5Advanced Mage, +1 Cha
7+5+5+2+5Growth, change Shape, +1 Str
8+6+6+2+6Greater Mage,+1 Str, +1 Cha
Skills: 4+int mod per level, quadruple at 1st level. Class skills are spot, listen, spellcraft, concentration, intimidate, Use Magic Device, Knowledge(Arcana, Planes, Dungeonering), Apraise.

Proficiencies: Ogre Mages are proficient with simple and martial weapons and light armor.
Features
Ogre Mage body:
the ogre mage loses all other racial bonuses and gains giant traits (basicaly low light vision). It's a medium giant with 40 feets base speed.

It also has a bonus to natural armor equal to his Con modifier.


Beginner mage:
The ogre mage can use sleep as a SLA twice per day for each HD it has. Save equal to 10+1/2 HD+Cha modifier. An ogre mage who multiclasses for an arcane class can count his Ogre mage 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 Ogre Mage 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but ogre mage levels wouldn't count for it.

At 5 HD, the ogre mage's sleep SLA can affect one HD of oponents per CL.

Ability increase:The ogre mage gets a permanent bonus of +1 Str at levels 1, 3, 5, 7 and 8 and +1 Cha at levels 1, 2, 4, 6, 8, for +5 Str and +5 Cha at 8th level.

Lesser mage:At 2nd level the ogre mage can now use darkness and Charm person each 1/day as a SLA for each HD it has. Save equal to 10+1/2 HD+Cha modifier.

At 7HD the charm person upgrades to Charm Monster.

At 10 HD the Ogre Mage can ignore immunity to sleep, mind-affecting and cold from oponents inside a Darkness he created, but those who would normally be immune to those effects still gain a +5 bonus on their saves.

Regeneration:At 3rd level gains regeneration equal to 1/3 the HD of the ogre mage, rounded down.  Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Mage: At 4th level the ogre mage can now use invisibility as a SLA 1/day for each HD it has.

In adition, a number of times per day equal to his Cha mod, he may cast any of his SLAs as a swift action, but if he does so he cannot cast a spell or use another SLA on the same round (he may still move and attack oponents by more physical means however).

Flight (Su): At 5th level an ogre mage can cease or resume flight as a free action.  His fly speed is equal to his base speed. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Mage resistance:At 5th level the ogre magi gains SR equal to 15+it's HD. It may rise or lower its SR as a free action at any time even if it isn't its turn.

Advanced Mage: at 6th level the ogre mage can now use gaseous form as a SLA 1/day for each 2 HD it has.

Growth:At 7th level the ogre mage grows one size category.

Change Shape (Su):At 7th level an ogre mage can assume the form of any Small, Medium, or Large humanoid or giant 1/day for each 2HD it has as a standard action
[spoiler]    *  The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
[/spoiler]

Greater Mage: the ogre mage can now use cone of cold as a SLA 1/day for each 2HD it has. Save equal to 10+1/2 HD+Cha modifier.

In adition, the ogre mage's Cone of Cold SLA has no damage die cap, and oponents wich fail their save against it are entangled for 1 round per caster level. Even if they suceed, they're entangled for 1 round.

[/spoiler]

Comments:
[spoiler]
As I pointed out, the original ogre mage monster is quite weak.

This one offers more uses of it's rarer SLAs, cuting down the at-will SLAs in return. I also buffed up some of the SLAs with custom abilities and allowed it to cast them as a swift action sometimes per day so he can keep bashing like the giant he is.

The ogre mage is quite MAD, so it gets bonus to both Str and Cha to help him be both a caster and frontline dude. Like the Mind Flayer, he'll get bonus for multiclassing for an arcane class.

His SR is higher than normal to represent his innate connection with magic, and the regeneration doesn't hurt also.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 10:11:17 AM
Succubus

(http://castlevaniadungeon.net/Images/Scans/LoI/succubus.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+0 +2+2 Body of temptation, Corrupter initiate, Change Shape, +2 Cha
2+1+0 +3+3Demon, Gifted, Deadly Seduction, +1 Cha
3+2+1+3+3Lesser Corruptor ,Gifted, +1 Cha
4+3+1+4+4Wings, Abyss skin, +1 Cha
5+3+1+4+4Corruptor, Temptation Incarnate, +1 Cha
6+4+2+5 +5 Kiss, +1 Cha
7+5+2+ 5+5Greater Corruptor, +1 Cha

Skills:8+Int modifier per level, Class skills are Bluff, Concentration,Craft(any), Diplomacy, Disguise, Intimidate, Knowledge(any), Listen, Profession(any), Search, Sense Motive, Spot,  Use Rope, Use Magic Device.

Proficiencies:Simple weapons, Whips, and her own natural weapons.

Features:

Body of temptation: The succubbus loses all other racial bonuses and gains outsider traits. She's an outsider with base speed 30 feets and two claws as natural attacks, each dealing 1d6+Str modifier damage.

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

Corrupter initiate:
The Succubus can use Detect Good, Detect Thoughts, Charm Person as SLAs twice per day per HD, any DC=10+1/2HD+Cha modifier.  If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.

If the succubus 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.

Change Shape:At 2nd level a Succubus can assume the form of any Small or Medium humanoid 1/day for each HD it has.
[spoiler]    *  The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
[/spoiler]

Ability increase:The succubus gains +2 Cha at first level and +1 every other level, for a total of +8 Cha at 7th level.

Demon:At 2nd level the Succubus gains resistance to electricity and a bonus on saves against poison equal to her HD, and resistance to fire, acid and cold equal to half her HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also she gains the evil and chaotic subtypes and her attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR.

Deadly seduction:At 2nd level if the Succubus sucessfully feints an oponent in combat, that oponent takes a penalty to AC equal to the succubbus Cha modifier untill the end of the next succubus turn.

Gifted:At 3rd level the Succubus is under a permanent Tongues effect. She also gains a bonus to listen and spot checks equal to her HD.

Lesser corruptor:At 3rd level the Succubus can use Sugestion as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.  

Wings:At 4th level the Succubus grows bat-like wings  allowing her to fly at a speed of 50 feet with average maneuverability.

Abyss skin:At 4th level the Succubus gains DR/cold iron or good equal to half her HD and SR equal to 11+HD. She may drop or raise her SR at any time as a free action. At 10 HD her DR improves to DR/cold iron and good.

Corruptor:At 5th level the Succubus can use Charm Monster as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.

Temptation Incarnate:At 6th level the succubbus benefits from a permanent sanctuary effect as the spell,  save DC= 10+1/2+Cha mod, except that creatures make must make will saves every round they try to attack the Succubus and if the Succubus attacks a creature the sanctuary effect is only lost towards that creature. The succubus can force an attacked oponent to make Will saves for this ability again by performing and suceeding on a new feint check.
  
Kiss:At 6th level a Succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10+1/2 HD+Cha modifier Will save to negate the effect of the suggestion. The DC for removing the negative level is the same, except that it demands a fortitude save.

For every two negative levels inflicted on a single sentient creature by kiss the succubus gains +1 to an ability score of her choice other than charisma for 1 hour. The succubus cannot gain a bonus to any of her ability scores trough this ability bigger than her HD.

Greater corruptor:At 7th level the Succubus can now use Ethereal Jaunt and teleport 1/day as SLAs for each 4HD she has. A succubus with 12 HD or more can use greater teleport SLA instead of the teleport SLA.

In adition, the succubus mind-affecting SLAs and spells can now affect oponents immune to mind-affecting, but they gain a +5 bonus on their saves. If they were flat-footed by deadly seduction, they gain no special bonus for having immunity instead.
[/spoiler]

Comments:
[spoiler]
Like the mind flayer,  a favorite of the community.

Again I focus on the SLAs. The Succubus is more mobile than the Mind Flayer and gets some nice defensive abilities to boot, but in return doesn't have any kind of area control, or the ability to get bonus from "eating" her victims.

Removed the summon vrock ability since it's kinda unbalanced and abilities that only have 30% chance of working aren't that much fun anyway. In return she keeps her great skills to back up her mind control stuff. Also a total of +8 Cha.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 01, 2010, 11:50:21 AM
Natural Cunning:The minotaur is immune to maze spells and effects, never gets lost, and never counts as flat footed. This also counts as the track feat.
Does this mean they count as having the Track feat for prerequisites, or do they actually gain its benefits? If it's the latter, just say "They also gain Track as a bonus feat."

Also, you've misspelled "Proficiencies". The mind flayer's ability should be "Dessicate", and "Magi" is the plural of "Magus". The Zelekhut has a reference to "40 feets" - feet is already plural.

Some of these classes end up with SLAs that can be used as many as 8/day. At that point, wouldn't it be easier to just grant them at-will? Maybe a general rule that when you can use an SLA more than 6/day it becomes at-will. Or a feat which upgrades SLAs to at-will.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY October 01, 2010, 12:09:44 PM
So.... a red dragon 7/sorcerer 2 would have:

Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.

Large size.

A fly speed of 70.

Know all fire spells from the sorc/wiz list.

A natural attack routine of bite, bite, claw, wing, wing, tail.

Racial adjustments of +3 Str, +2 Con, +1 Cha.

Natural armor of 3+Con mod.

A breath weapon.

Blindsense, and really good low-light and dark vision.

Great BAB, saves, and 7d12 hit dice (plus 2d4, but I could have entered Abjurant Champion directly I think).


Did I miss anything?

Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered. It would be fine in a Tome game, for example.

And can you multiclass back and forth between this and other classes? Could I for example go red dragon 2/sorcerer 1, and then go back to pick up 5 more levels of red dragon before hitting a gish prestige class like Abjurant Champion?

I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.




And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.

Now... you could argue that this could be broken with something like Ur-Priest, to which I'd respond that it is the fast progression classes like Ur-Priest which are broken, and not this ability.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 12:56:22 PM
So.... a red dragon 7/sorcerer 2 would have:

Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.

Large size.

A fly speed of 70.
Correct so far, but I must point out it's poor maneuverability flight.

Know all fire spells from the sorc/wiz list.
Small error on my part,  it's suposed to be just one spell each time the ability is gained, fixed it now.

Did I miss anything?
The sugestion SLA I believe.

Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered.
Yes it's aimed at higher powered games than your average game.

If you're playing average games the original Savage Species progressions work relatively fine.

It would be fine in a Tome game, for example.
Oh, no, it would get steamrolled by anything from a Tome game! It doesn't have at-will save or dies, immediate action shut downs, and tome characters get a free +5 to all stats by this level. And if they had chosen the feat to be large they would've got even more stats by now.

And can you multiclass back and forth between this and other classes? Could I for example go red dragon 2/sorcerer 1, and then go back to pick up 5 more levels of red dragon before hitting a gish prestige class like Abjurant Champion?
Yes as explained on the FAQ.

I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.
I must respectifully disagree. Races of War tells you to basically give the monster directly to the player with +1 LA, with no regard for non-scaling abilities, overpowered powers, and no way to play it from lower levels. My method goes directly against all of that.

I'll admit tough it was a tome player that convinced me on the level=HD thingy, but it's the only thing I adopted from their philosophy.

And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.
Not really balanced in my opinion. Sorcerors are already pretty powerfull casting one level behind the wizard. Losing another level for doubling your caster potential sounds a very sweet deal to me.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY October 01, 2010, 03:44:10 PM
So.... a red dragon 7/sorcerer 2 would have:

Sorcerer casting as an 8th level sorcerer, but his caster level would be equal to his character level.

Large size.

A fly speed of 70.
Correct so far, but I must point out it's poor maneuverability flight.
Does anyone actually care about that? If they do, they can take the Hover feat. :P

Did I miss anything?
The sugestion SLA I believe.
I left that out on purpose, as 1xday abilities don't even matter, IMO, unless they give you the ability to generate semi-permanent minions. ;)

Hmm... Although you could replicate most/all of that with a good choice of spells known for a 9th level gish type of character, this guy is going to get it for free on top of his 8th level sorcerer casting. I think overall this is probably fine, if you're looking to balanced against tier 2. Many might consider it a bit overpowered.
Yes it's aimed at higher powered games than your average game.

If you're playing average games the original Savage Species progressions work relatively fine.
No, those rules suck, horribly. If you like playing gimped pieces of crap that aren't even good at what they're supposed to do, you should use those rules. (Unless you go find the overpowered stuff in there, like anthropomorphic animals). (Sorry for the vitriol... Obviously you're not a fan of those rules either, or you wouldn't have made these up. So it certainly isn't directed at you. :P)

It would be fine in a Tome game, for example.
Oh, no, it would get steamrolled by anything from a Tome game! It doesn't have at-will save or dies, immediate action shut downs, and tome characters get a free +5 to all stats by this level. And if they had chosen the feat to be large they would've got even more stats by now.
As someone who is running a Tome game right now, I respectfully disagree. This class isn't very different at all from many of the Tome monster classes I've seen on the gaming den message board.

I definitely like this method of monster PCs a lot more than the standard one. It is very similar to how Frank and K's Races of War deals with it, at least in one of their options.
I must respectifully disagree. Races of War tells you to basically give the monster directly to the player with +1 LA, with no regard for non-scaling abilities, overpowered powers, and no way to play it from lower levels. My method goes directly against all of that.

I'll admit tough it was a tome player that convinced me on the level=HD thingy, but it's the only thing I adopted from their philosophy.
Keep reading. That's the first method they suggest. It's not the only one. The second one is much more similar to this. They also have a rule that says you only get half of either your natural armor or armor bonus, whichever is lower. So that more or less nerfs monsters that have insane NA down to a reasonable level.

Although the Tome of Tiamat method was not included in RoW, monster classes very similar to yours have been done a bunch of times on the gaming den forums. This is basically what it would have been, if they'd have finished it.

And as far as the choker... I actually have a choker PC in a game I'm running. I basically did a very similar conversion to yours, but let him cast two spells per round (in his case SLAs, actually). He loses two levels of "casting" advancement, which I think is a fair price to pay for the full Quickness ability.
Not really balanced in my opinion. Sorcerors are already pretty powerfull casting one level behind the wizard. Losing another level for doubling your caster potential sounds a very sweet deal to me.
You're losing two levels to racial hit dice, plus the one sorcerers eat already. And at that point I disagree. I'd rather have one powerful spell per round in many cases than two weaker ones.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 04:42:09 PM
Does this mean they count as having the Track feat for prerequisites, or do they actually gain its benefits? If it's the latter, just say "They also gain Track as a bonus feat."

Also, you've misspelled "Proficiencies". The mind flayer's ability should be "Dessicate", and "Magi" is the plural of "Magus". The Zelekhut has a reference to "40 feets" - feet is already plural.
Somehow I missed this post, fixed the grammar problems you pointed out, thanks!

Some of these classes end up with SLAs that can be used as many as 8/day. At that point, wouldn't it be easier to just grant them at-will? Maybe a general rule that when you can use an SLA more than 6/day it becomes at-will.
A high level caster can easily get eight spell slots on each of his lower levels. Should the caster's low level spells become at will? At will glitterdust? Grease? Entangle? Wings of cover? Summon mount?

Or a feat which upgrades SLAs to at-will.
Not here, I'll let at will spells for tome games, wich this project isn't aiming for.


Does anyone actually care about that?
One of my group's wizard  memorized the maneuverability table and uses it to the max to get in positions flying monsters with lesser maneuverability cannot reach, and he takes it pretty seriously when they actualy manage to reach him.


If they do, they can take the Hover feat.
Feats are a scarce resource. If he's taking over then it's one less meta breath feat or metamagic feat he's taking.


I left that out on purpose, as 1xday abilities don't even matter, IMO, unless they give you the ability to generate semi-permanent minions.
Well, at 8th level he would get two uses per day, and eventually six uses per day at 8th level. And if you word it well enough it does give you semi-permanent minions for tasks that don't automatically look dangerous. :smirk

As someone who is running a Tome game right now, I respectfully disagree. This class isn't very different at all from many of the Tome monster classes I've seen on the gaming den message board.
As far as I readed, the tomes themselves don't have any monster classes.


Keep reading. That's the first method they suggest. It's not the only one. The second one is much more similar to this. They also have a rule that says you only get half of either your natural armor or armor bonus, whichever is lower. So that more or less nerfs monsters that have insane NA down to a reasonable level.

Although the Tome of Tiamat method was not included in RoW, monster classes very similar to yours have been done a bunch of times on the gaming den forums. This is basically what it would have been, if they'd have finished it.
I went to the gaming den homebrew and then remembered why I rarely go there. After tomes of "Mary Sues", "WeabooFighting", "Robots", "Naked Oil Men", I finally stumbled upon the said dragon class. It's quite diferent from mine:
-Zero support for multiclassing.
-Generic dragon class. I went to the trouble to making specific classes for several colors so far, and will be posting them.
-Ability bonus galore
-Considerably stronger progression at the begginning, that eventualy goes into full brokeness, and I can't even understand if the capstone is serious or not.


You're losing two levels to racial hit dice, plus the one sorcerers eat already. And at that point I disagree. I'd rather have one powerful spell per round in many cases than two weaker ones.
At this point we've stumbled into personal opinion matter (as you should know the right lower level spells still pack a lot of punch), so since it's my project my preference prevails. :D
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 04:49:54 PM
Blue dragon
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG72.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Blue Dragon body, Thunder Breath
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Blindsense 60 feets, Str+1, Con+1
4  +4 +4 +1+4 Wings, +1 Str
5  +5 +4 +1 +4 Create/destroy water,  +1 Cha
6  +6 +5+2 +5 Ventricolism, +1 Str.
7  +7 +5 +2 +5 +1 Cha, +1 Con, Shocking Arcana
8  +8 +6 +2 +6  Tail slap, Growth
9  +9  +6+3 +6   Sound imitation, +1 Cha
10  +10 +7+3 +7 +1 Str, +1 Con,Hallucinatory terrain
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, Thunder Lord
14  +14 +9 +4 +9 Frightfull presence, Growth, crush.
15  +15 +9 +5 +9  +1 Cha, One with the Sky
16  +16 +10 +5 +10 +1 str, +1 con, Shocking Arcana
17  +17 +10 +5+10  +1 Cha, Shock Therapy
18  +18 +11+6 +11 +1 str, +1 con, Suzerain
19  +19 +11 +6 +11  +1 Cha, +1 Str, Veil
20  +20 +12 +6 +12 Overlord, +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, spellcraft.

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


Features:

Blue dragon Body:
The blue dragon loses all other racial bonuses, and gains Dragon traits, electrecity subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, a burrow speed equal to half his land speed and is medium sized. The blue 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 Blue dragon also gets a natural armor bonus equal to his Con modifier. Whenever the blue dragon grows one size category, his natural armor increases by a further 1.

The blue dragon is immune to electrecity. It has no particular vulnerability.


Thunder Breath:
At 1st level the blue 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 blue 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:The blue dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feets.

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

Level Bonus gained
3+1 Str, +1 Con
4 +1 Str
5+1 Cha
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 +8 Str, +7 Con and +8 Cha at 20th level.


Wings:
At 4th level the blue 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.

Create/Destroy Water (Sp)A blue dragon of 5th level can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.


Blue dragon SLAs:
At 6th level Ventricolism 1/day per each 3 HD.

At 10th level hallucinatory terrain 1/day for each 5 HD.

Saves DC for both are 10+1/2HD+Cha mod.


Sound Imitation (Ex):
The blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.

Shocking Arcana:
At 7th and 16th levels the blue dragon adds one spell with the [electrecity] descriptor of a level he can cast to his list of spells known.

Growth:At 8th level the blue dragon grows to large size.
                At 14th level the blue dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

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



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

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

Thunder Lord:
At 12th level the blue dragon gains +2 on the caster level of any spells with the [electrecity] descriptor it casts and those spells ignore any limits on caster level they may have.


Crush:
The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

One with the Sky:
At 15th level the blue dragon can reflect the light on his scales in such a way it perfectly mimics the sky color.

The blue dragon can hide while flying on an open area whitout actualy having anything to hide behind, and he gains a bonus on those hide checks equal to his HD.

Shock Therapy:
At 17th level, as a free action a number of times per day equal to his Cha mod, the blue dragon may boost his breath weapon so it lingers on oponents. Creatures failing the save against the thunder breath when this ability is used take damage as is hit by a new thunder breath on their next turn, and on the next turns, untill they make their saves. A creature may spend a fullround action to get rid of shock therapy for good.

Suzerain:
At 18th level the blue dragon grows a strong sense of inner order. It gains a bonus on diplomacy and intimidate checks equal to it's HD.

Veil: At 19th level the blue dragon can now use veil as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier.

Overlord:
At 20th level the blue dragon is an inspiring figure of power for younger ones. 1/day as a swift action the blue dragon can summon a  blue dragon built using this class of his own level-1 (using elite array for stats and NPC WBL), wich serves for one hour and then leaves. The called dragon appears adjacent to the player, either flying from the skies or bursting from the ground, but must wait one round before acting.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY October 01, 2010, 05:08:51 PM
I went to the gaming den homebrew and then remembered why I rarely go there. After tomes of "Mary Sues", "WeabooFighting", "Robots", "Naked Oil Men", I finally stumbled upon the said dragon class. It's quite diferent from mine:
-Zero support for multiclassing.
-Generic dragon class. I went to the trouble to making specific classes for several colors so far, and will be posting them.
-Ability bonus galore
-Considerably stronger progression at the begginning, that eventualy goes into full brokeness, and I can't even understand if the capstone is serious or not.
Their capstones are never serious. The often just put "X: You win the game" at level 20, where X is whatever random thing they want to stick in there. The game falls apart at level 20, and they don't even try to put something balanced there. So it's kind of an ongoing joke.

I wasn't specifically talking about a "dragon" class, just the way many of the "monster" classes I've seen on there are done. And yeah, if you don't get the humor, I could see why that board might irritate you. I find the "naked oily man" class hilarious, personally. ;)

Here  (http://www.tgdmb.com/viewtopic.php?t=51205)is another dragon class that is more similar to yours, though.

I'm not trying to start an argument, or say you shouldn't make up your own classes or anything stupid. I'm just a bit puzzled why someone who is making classes like these (which I like, and seem fairly well balanced and designed) would seemingly have such a distaste for the things created there, when there are so many obvious similarities...
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 05:20:00 PM
Rakshasa
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG212.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+0+2+2Rakshasa body, Mind Read, Change Shape, +1 Cha
2+2+0+3+3Bas Hide, +1 Con
3+3+1+3+3Arcane soul, +1 Cha
4+4+1+4+4Transparency, +1 Con
5+5+1+4+4Deceiver, +1 Cha
6+6+2+5+5Tyrant Magic, +1 Con
7+7+2+5+ 5Submit, +1 Cha
8+8+2+6+6Tyrant Hide, +1 Con
9+9+3+6+6Puppeteer, +1 Con, +1 Cha
10+10+ 3+7+7Mastermind +1 Con +1 Cha
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Bluff, Concentration, Disguise, Listen, Move Silently, Hide, Knowledge(any), Perform, Sense Motive, UMD, and Spot.

Proeficiencies:
it's own natural weapons, simple and martial weapons.

Features:


Rakshasa body: at first level loses all other racial bonus and gains outsider traits(basicaly darkvision 60 feets). It's a medium sized outsider with base speed 40, two natural claw attacks dealing 1d4+Str mod each and a bite attack dealing 1d3+half Str mod. He takes no penalty for attacking with both claws in a fullattack, but takes a -5 penalty on the bite attack if it uses togheter with the claws.

A Rakshasa also gains a bonus to it's natural armor equal to it's charisma modifier.

Mind read: the Rakshasa 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.

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action 1/day for each HD it has. In humanoid form, a rakshasa loses its claw and bite attacks.  A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
[spoiler]
* The creature retains the type and subtype of its original form. It gains the size of its new form.
* The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
* The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
* The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
* The creature retains the ability scores of its original form.
* Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
* The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.[/spoiler]

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 2, 4, 6, 8, 9, 10
                        +1 to Cha at levels 1, 3, 5, 7, 9, 10

For a total of +6 Con and +6 Cha at level 10.

Bas hide:At 2nd  level the Rasksha's skin is exceptionaly strong, protecting it from both magic and weapons. It gains SR equal to 11+HD and DR/magic and piercing equal to 1/2 it's own HD.

Arcane soul:At 3rd level, the Rakshasa can cast as if he was a sorceror two levels lower than it's Rasksha level, except that it learns one enchamtent spell for free of a level it can cast every time it's sorceror casting increases.

Transparency: At 4th level, anyone using divinations to try to find out the Rakshasa's alignment, toughts and/or intentions must suceed on a sucessfull spot check against a disguise check from the Rakshasa. If they fail, the Rakshasa decides what they "see", and the oponent isn't aware they failed.

Deceiver:At 5th level the Rakshasa gains a bonus equal to half it's HD on all disguise and bluff checks. If it's reading the oponent's mind with his Mind Read ability, this bonus doubles.

Tyrant magic: Whenever the Rakshasa casts a spell of the enchantment school, it may make it affect one extra target whitin reach for every 6 HD it has.

Submit: At 7th levels, oponents never gain a bonus against charm spells against the Rakshasa if they're threatened or attacked by it or it's allies.

Tyrant Hide: At 8th level the Rakshasa's SR increases by 4 and it's DR is now equal to it's full HD.

Puppeteer:
At 9th level, the Rakshasa gains a +4 caster level bonus on all enchantment spells it casts.

Mastermind:
At 10th level, the Rakshasa spells ignore immunity to mind-affecting, enchantment and morale effects, altough oponents with said immunity still gain a +5 bonus on saves against spells with those effects from the Rakshasa.

[/spoiler]

Comments:
[spoiler]So yeah, a sorceror who's casting 3 levels behind the party and hardly has any natural abilities. The MM Raksha's is pretty cool looking and flavourfull, but besides it's huge SR, it doesn't really do anything.

My version increases the sorceror casting to 8th level, wich is actually usefull. In adition, it gains a great +6 to Cha over all 10 levels to make that casting count, several bonus for focusing on enchantment spells (since the Rakshasa's suposed to be a manipulator) , full BAB, two good saves, great skills, SR and DR wich hopefully make up for the lost caster levels. Probably better for more politic campaigns or some kind of arcane skill monkey.

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 05:29:09 PM
I'm not trying to start an argument, or say you shouldn't make up your own classes or anything stupid. I'm just a bit puzzled why someone who is making classes like these (which I like, and seem fairly well balanced and designed) would seemingly have such a distaste for the things created there, when there are so many obvious similarities...

Their "humor" for one, their base assumptions for other, wich makes a lot of diference on my opinion. As someone who has played to lv 20 and beyond I find very distastfull that other people just claim "at lv 20 everything falls apart so no need to to even try". On the contrary, the game is still as enjoyable if you just try. Nobody on my groups chains anything (except perhaps the chain metamagic), epic magic is thrown out of the window (or allowed with heavy DM control) and thus people can play into level 20 and beyond. TGD "humor" basically says my campaigns never hapened, and thus yes, it leaves a very bad taste on my mouth of wich I have no intention of experimenting more than the minimum necessary.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 05:40:16 PM
Dragonne
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG88b.jpg)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 1+2 +2 +0 Dragonne body, +1 Str
2+ 2+ 3+ 3 + 0Scent, +1 Con
3+ 3+ 3+ 3 + 1Vigilant, +1 Str
4+ 4+ 4+ 4 + 1Wings, +1 Con
5+ 5+ 4+ 4 + 1Pounce, +1 Str
6+ 6+ 5+ 5 + 2Growth +1 Con
7+7 + 5+ 5 + 2Roar, +1 Str, +1 Con

Skills:2+int modifier per level, quadruple at 1st level, Class skills are Spot, Listen, jump, climb, survival.

Proefeciencies: it's own natural weapons

Features:
Dragonne body:
loses all other racial bonus and gains magical beast traits (basicaly dark vision 60 feets and low light vision). It's a medium sized magic beast with base speed 40 feets, two claws attacks dealing 1d6+1/2 Str each and and a bite attack dealing 1d8+Str. The dragonne's claws are not capable of fine manipulation naturaly.

In adition, it gains a bonus to 2+ Nat armor equal to his Con modifier. When the Dragonne grows to Large size it gets an extra +1 Nat Armor.

Ability increase:The dragonne gains a permanent +1 to Str at  levels 1, 3, 5, 7 and +1 to Con at levels 2, 4, 6 and 7, for a total of +4 Str and +4 Con at 7th level.

Scent:At 2nd level this extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
[spoiler]
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. [/spoiler]

Vigilant: At 3rd level a dragonne adds half it's HD as a racial bonus on all spots and listen checks.

Wings:At 4th level the dragonne can now fly at a speed of 30 feets(poor).

Pounce  (Ex):At 5th level if a dragonne charges, it can make a full attack in the same round.

Growth: the dragonne grows one size category. Notice this is a long creature

Roar (Su):At 8th level the dragonne can loose a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 20 feet per HD (the dragonne may affect a smaller radius if it wishes) must succeed on a DC 10+1/2HD+Con modifier Will save or become fatigued. Those within 5 feet per HD who fail their saves become exhausted instead, or fatigued on a sucessfull save.

[/spoiler]

Comments:
[spoiler] Well, nothing much to say here. Big bad half dragon-half lion who flies, roars and pounces, pure assault machine.[/spoiler
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 01, 2010, 05:55:01 PM
Red Slaad

(http://www.wizards.com/dnd/images/ss_gallery/49108.jpg)
[spoiler]
LevelBabFortRefWillFeature
1+ 1+ 2+0 + 0Body of chaos, +1 Str
2+ 2+ 3+ 0 + 0Slaad, +1 Con
3+ 3+3 + 1 + 1Pounce, Implant, +1 Str
4+ 4+ 4+ 1 + 1Fast Healing, +1 Con
5+ 5+4 + 1 + 1Chaotic Charge, +1 Con
6+ 6+ 5+ 2 + 2Growth
7+ 7+ 5+ 2 + 2Stunning Croack, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at first level. Class skills are jump, ride, swim, climb, bluff, spot, listen, move silently, hide, tumble.

Proefeciencies:simple and martial weapons, it's own natural weapons

Features:
Body of Chaos:loses all other racial bonus and gains outsider traits (basicaly dark vision 60 feets). It's a medium sized outsider with base speed 30 feets, two claws attacks dealing 1d3+1/2 Str each and and a bite attack dealing 2d6+Str.

In adition, it gains a Nat Armor bonus equal to his Con modifier. It increases by an extra 1 when it grows to large size.

Ability increase:The red slaad gains a permanent +1 to Str at levels 1, 3, 5, 7 and +1 to Con at levels 2, 4, 6, 7

Slaad:Gains chaotic subtype, and any weapons it wields, including natural weapons, count as chaotic aligned for bypassing DR. It also gains resistance to sonic damage equal to his own HD and resistance to fire, cold, acid and electrecity equal to half his own HD.


Pounce (Ex):
If a red slaad charges, it can make a full attack in the same round.

Implant: As the red slaad's implant abilit. Consult the MM, page 229, except that the fort save to resist is 10+1/2 HD+Con mod. In adition, it may only try to implant eggs a number of times per day equal to his HDx Con modifier

Fast healing:
At 4th level the red slaad gains fast healing equal to half it's own HD.

Chaotic Charge:
At 5th level red slaad doesn't need to charge into a straight line. He can turn and change direction as many times as he wants as long as he doesn't move more than double his base speed.

Growth: At 6th level the red slaad increases one size category.

Stunning croack:Once per day for every 2HD the red slaad has, as a standard action, it can unleash a screech that stuns all nonslaad creatures whitin 5 feet for every 2 HD for 1d3 turns. Fort Save 10+1/2HD+Con mod to resist. at 10HD, and every 5 HD from there, the stun lasts an extra 1d3 rounds.
[/spoiler]

Comments:
[spoiler]The first of the slaads. Basicaly a giant pouncing frog. The slaad is clearly a frontline fighter. Full BAB and extra str and con help him fulfill that roll. 4 skill points so it can have some tricks(notice the tumble in the skill list), but only one good save. It has fast healing and several resistances to keep it going tough. Implantation may eventualy be powerfull if used creatively.  Also increased the number of croacks per day, since 1/day only isn't very nice.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:01:58 AM
Djinni
(http://teamwingman.net/uploads/bu/mahamoti_djinn1.jpg)

[spoiler]

HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+2 + 0Body of Air, Minor Wish, +1 Str
2+ 1+ 0+ 3 + 0Genie, Lesser Wish , +1 Cha
3+ 2+1 + 3 + 1Flying, whirlwind, +1 Str
4+ 3+ 1+ 4 + 1Partial Wish, +1 Cha
5+ 3+1 + 5 + 1Growth, Noble Wish, +1 Str

Skills:
6+int modifier per level, quadruple at 1st level. Class skills are diplomacy, bluff, spot, listen, concentration, apraise, craft (any), knowlege (any), profession (any), escape artist.sense motive.

Proefeciencies:simple and martial weapons, his own natural weapons.

Features:
Body of air:A djinni loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It is an outsider with 20 base speed and two slam attacks dealing 1d6 damage each. A djinni doesn't take penalty for attacking with both slam attacks in a full attack.

The djinni also gains a Nat armor bonus equal to half his Con modifier.

Minor wish:Once per each HD it has, the Djinni can use create food and water and create wine (as create water, but produces wine) as SLAs. In adition, it can choose any 1st level illusion spell and use it as an SLA once per day for each HD it has (spell choice subject to DM aproval). DC=10+1/2HD+Cha modifier.

Ability increase:
The djinni gains +1 to Str at 1st, 3rd and 5th levels and +1 Cha at 2nd and 4th levels.


Genie:
The djinni gains the air subtype, telepathy of 40 feets plus 10 feets for each extra HD beyond 2. Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.

Flying:
The djinni gains a fly speed of 10 feets per HD, with perfect maneuverability.

Whirlwind (Su):
A djinni can transform itself into a whirlwind once per day for each HD it has and remain in that form 1 round for each HD it has. In this form, it can move through the air or along a surface at its fly speed.
[spoiler]
The whirlwind is 5 feet wide at the base, up to 5 feet wide per HD at the top and up to 10 feet tall per HD. The djinni controls the exact height, but it must be at least 10 feet.

A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 10+HD+Str mod Reflex save when it comes into contact with the whirlwind or take 2d8 points of damage (damage increases when the djinni grows). It must also succeed on a second DC10+ HD+Str mod Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d6 points of damage each round(damage increases when the djinni grows). A creature with a fly speed is allowed a DC 10+ HD+Str mod Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it. [/spoiler]

Lesser  Wish:
As SLAs, the djinni can use inivisibility 1/day for each  HD it has and major creation for each 2HD it has. If the djinni has 8 more HD, vegetable matter created by the major creation is permament. In adition, it can choose any 2nd level illusion spell and use it as an SLA once per day for each 2 HD it has (spell choice subject to DM aproval). DC=10+1/2HD+Cha modifier.


Partial Wish:
As SLAs, once per day for each 4HD it has, the djinni can use gaseous form, wind walk.

 Growth:the djinni grows one size category.

Noble Wish:
As SLAs, once per day for each 5HD it has, the djinni can use persistent image. Save DC 10+1/2HD+Cha mod

In adition, as a SLA 3/day, the djinni gains the following spells at the following HDs:  
7HD  Shadow Conjuration
9 HD Shadow Evocation
13 HD Shadow Conjuration, greater
15 HD Shadow Evocation, greater
17 HD wish, to nongenies only

If a djinni use his wish SLA to create/improve items or any other permanent lasting effect (like improved ability scores), it must pay the full exp price.

[/spoiler]

Comments:
[spoiler]
This is one of my favorite monsters fluff-wise. An interesting combination of illusionist, skill monkey and flying brawler. The djinni is suposed to use it's wide array of abilities to outsmart the oponent-and then beat it to pulp. Medium BAB and only one good save to make up for the great mobility and versatile SLAs.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:08:49 AM
Grimlock
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG141.jpg)

[spoiler]

HD:d8
LevelBabFortRefWillFeature
1+ 1+0+2 + 2Grimlock body,  Blindsight, Scent, +2 Str, Camouphlage.

Skills:
2+int modifier per level Its class skills are Climb, Hide, Move silently Jump, Balance, Listen, and Spot.

Proefeciencies:
Simple weapons and martial weapons.

Features:

Grimlock body: The Grimlock loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). A grimlock is a medium monstruous humanoid with base speed 30. A grimlock is blind, wich results in him not being able to see but also to be immune against any sight based attacks like gaze attacks. The grimlock can still detect enemies with his blindsight and scent abilities.

A grimlock adds his Con modifier to his natural armor bonus.

Ability increase:a grimlock gains +2 Str

Scent: As the SRD.

Blindsight:40feets, and an extra 5 feets per extra HD from here.

Camouphlage:
The grimlock gains 3+HD to hide checks when in mountain or underground settings.
[/spoiler]

Comments:
[spoiler]Now this was a quick one. The grimlock is blind, but gets blindsight and scent togheter with Nat armor and extra strenght, making it a good start for brutish characters.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:16:49 AM
Awakened Skeleton
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG225.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Skeleton body,  Cold as death, +1 Dex

Skills:2+int modifier per level, no class skills

Proefeciencies:Simple and Martial weapons, Light Armor, and it's own natural weapons.

Features:


Skeleton body: a skeleton loses all other racial modifiers and gains the following undead traits
[spoiler]    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  
    * Undead do not breathe, eat, or sleep.
[/spoiler]
The skeleton is a medium sized undead with two natural claw attacks dealing 1d4 damage each and base speed 30. The skeleton takes no penalty for attacking with both claws at the same time. Any class levels the skeleton takes have their HD increased to d12.

In adition, a skeleton gains a Nat armor bonus equal to it's Str.

Cold as death:The skeleton gains resistance to cold equal to it's HD and DR/bludgeoding equal to half it's HD.

Ability increase:
The awakened skeleton gains +1 Dex.

[/spoiler]

Comments:

[spoiler] Well yeah, the skeleton is a template and not a race on itself, but since it was requested I did my best here.

Basicaly, 1 level gets the amazing undead traits. As the skeleton grows it's DR and cold resistance do as well. In return crappy skills, BAB and saves. Either you're an evil yourself or get one to patch you up because heal spells will hurt you.

Necropolitan technicaly is weaker and costs 1,5 levels and some gold, but you'll then catch up with the rest of the party thanks to the experience bonus for being lower level, while this skeleton class will always leave you a level behind the party.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:19:01 AM
Vargouille
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG254.jpg)

[spoiler]

HD:d8
LevelBabFortRefWillFeature
1+ 0+0+2 + 0Vargouille body,  Wings, Poison.
2+ 1+0+3 + 0Evil soul, Shriek, Kiss

Skills:
2+int modifier per level Its class skills are Hide, Intimidate, Listen, Move Silently , Spot

Proefeciencies:
It's own natural weapon.

Features:
Vargouille body:
The Vargouille loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It is a small sized outsider. It has no limbs or torso so it doesn't have a land speed nor can it do any kind of fine manipulation or wielding weapons. It has a natural bite attack dealing 1d4 damage. The vargouill may carry objects in it's mouth, but can't do anything more complex.

Wings:
The Vargoille has wings attached to it's head, allowing it to fly at a speed of 30 feets with good maneuverability.

Poison:
Injury, Fortitude DC 10+1/2HD+Con or be unable to heal the vargouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.

Evil Soul:
The argouille gains the evil subtype and it's attacks count as evil aligned for bypassing DR.


Shriek (Su)
Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 10+1/2HD+Con Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect.

Kiss (Su):A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 10+HD+Con Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).

First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease.
[/spoiler]

Comments:

[spoiler]So yeah another bizzarre monster. The Vargouille is a flying head that bites, screams and poisons. It can fly at first level, and gets a save or die at second but the lack of hands is a brutal disadvantage. Notice the Kiss DC counts your full HD for the DC, not just half.

Not a lot of classes will work well with this monster, but a Vargoiulle barbarian or any ToB class should produce a quite interesting result.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:30:11 AM
Balor
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG41.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2Balor body, Fiend whip, +1 Str  
2  +2+3+0 +3 Demon, Flaming body +1 Con
3  +3+3+1+3 Abyss Skin, Ravage, +1 Str
4  +4+4 +1+4 Wings, +1 Con
5  +5+4+1+4 Growth, Entangle, +1 Str
6  +6+5+2+5Balor Magic, Dispel Magic, +1 Con
7  +7+5+2+5  Summon Demon, +1 Cha
8  +8+6+2+5 Executor, +1 Str
9  +9+6+3+6Telekinesis, +1 Cha
10  +10+7+3 +7Teleport, +1 Con
11  +11+7+3+7True Seeing, +1 Cha, +1 Str
12  +12+8+4+8 Firestorm, +1 Con
13  +13+8+4+8 Unholy Aura, +1 Cha, + Str
14  +14+9+4+9 Insanity, +1 Con
15  +15+9+5+9 Power Word Stun, +1 Cha, +1 Str
16  +16+10+5+10 Dominate Monster, +1 Con
17  +17+10+5+10 Blasphemy, +1 Cha, +1 Str
18  +18+11+6 +11 Implosion, +1 Con
19  +19+11 +6 +11 Carnage, +1 Str, +1 Con, +1 Cha
20  +20+12 +6 +12 Death throes, +1 Str, +1 Con, +1 Cha
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple and martial weapons, whip, it's own natural weapons.

Features:

Balor body:The balor loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d8 damage each.

The Balor also gains a bonus to Nat armor equal to his Con modifier.


Ability increase:The Balor gains +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 19, 20

The Balor gains +1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20

The Balor gains +1 Cha at levels 7, 9, 11,  13,  15,  17,  19, 20

Fiend whip:The balor can, as a fullround acion, summon/dismiss a masterwork whip apropriate to his size wich deals bludgeoding and slashing damage regardless of the target's Nat armor/armor. The Balor takes no penalty for attacking with the whip in one hand and another weapon in the other.

At 4HD it summons/dismisses as a standard actin and the whip gains +1 enanchment bonus

At 8HD it summons/dismisses as a move action and the whip gains +1 enanchment bonus and the flaming property.

At 12HD it summons/dismisses as a swift action and the whip can be further enchanted as a normal weapon, keeping it's properties when dismissed.

Demon: gain resistance to electrecity and a bonus on saves against poison equal to his HD, and resistance to fire, acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and chaotic subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

Flaming body: As a swift action, can summon/dismiss flames around it's body wich deals 1d6 fire damage per 2HD against any grappling enemy.

Abyss Skin:The Balor gains DR/cold iron and good equal to half it's HD and SR equal to 11+HD.

Ravage: The Balor is a force of pure destruction, taking special pleasure in destroying what others created. Whenever it hits or is hit with a melee attack, it may perform a sunder as a free action whitout provoking attacks of oportunity on the engaging enemy, gaining a bonus on the damage equal to it's Cha mod. Items destroyed by the Balor crystalize into jewels worth the same amount as the destroyed item.

The Balor is also capable of sundering armors.

Wings:The Balor can fly at the speed of 5 feets per HD, with good maneuverability.

Growth:
Increase one size category.

Entangle:The Balor's whip entangles foes much like an attack with a net. The whip has 5HP per HD. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body. The target remains anchored against the balor’s body until it escapes the whip.

Balor Magic: When a spell apears in the entry, the Balor can use it as a SLA acertain number of times per day depending on it's HD. Save DCs are 10+1/2HD+Cha mod.

In adition, the Balor's SLAs may have extra effects compared to the normal spell. Check each entry for details.

Dispel Magic:1/day for HD, upgrades to greater dispel magic at 11 HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit.


Summon demon:
Once per day, the Balor can summon reinforcments, depending on it's HD:

7HD:4d10 dretches,
12HD:1d4 hezrous,
14HD:glabrezu
16HD:nalfeshnee,
18HD: marilith
20HD: Another Balor

Those   demons serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

Executor: As a swift action once per day per HD, the Balor can give the vorpal and flaming properties to any slashing weapon it wields for 1 round. At 20HD, this ability is active all the time.

Telekinesis: 1/day per HD. The Balor may keep concentration as a swift action.

Teleport: 1/day for 3 HD, upgrades to greater teleport at 13HD.
 
True Seeing As the spell, permanent effect.
 
Firestorm: 1/day for each 2HD. No damage cap, and half the damage is profane damage.

Unholy Aura: 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones, and it affects even creatures immune to ability damage, but they gain a +5 bonus on their save.

Insanity:1/day for each 2HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit. It ignores immunity to Mind-affecting,  but such oponents gain a +5 on their save.

Power Word Stun:1/day for each 2HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit.

Dominate Monster:1/day for each HD. The Balor may use this as a swift action whenever it hits an oponent in melee, targeting the creature hit. It ignores immunity to Mind-affecting,  but such oponents gain a +5 on their save.

Blasphemy:1/day for each 2HD.

Implosion:1/day for each 4HD. The Balor may keep concentration as a swift action.

Carnage: Whenever the Balor scores a sucessfull critical hit with a weapon, he may immediatily make another attack as a free action to any target whitin reach. As long as the Balor scores sucessfull critical hits he can keep attacking while there's targets whitin reach.

 Death throes:When killed, a balor explodes in a blinding flash of light that deals 2d6 points of damage per HD to anything within 5 feets per HD (Reflex DC 10+1/2 H+Con for half damage). If he kills oponent with his death throes whose combined HD is equal or bigger to the Balor's HD, he re-forms 24 hours later on any place he has been to without experience loss.

[/spoiler]

Comments:
[spoiler]
Big, red an on fire, the Balor gets the best ability bonus so far, with a whooping +10 Str, +10 Con and +8 Cha.

In return, it is only a pseudo-caster instead of a true caster, plus slower and smaller than the dragons. Also most of his offensive SLAs are easily countered.

His SLAs only start kicking in at mid levels, so it must rely in melee at low levels. Executor grants a random don't save, just die, and with the whip, full BAB and extra Str he's quite good for frontal combat.

6 Skill points per level help counter the limited SLAs to give the Balor some utility, and finaly there's the summon demon power for some nova goodnes by summoning powerfull reinforcments. Also improved death throes so that it works as a free true ressurection if you take enough enemies down with you.


[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:37:18 AM
Phoenix
(http://images.wikia.com/marveldatabase/images/0/0c/Phoenix_Force_(Earth-616).jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+2 +2 Phoenix body, Sun sparck
2  +2 +3+3 +3 Wings, +1 Cha, +1 Str
3  +3 +3+3 +3 Sun soul, lesser
4  +4 +4 +4+4 Shriek, +1 Cha, +1 Str
5  +5 +4 +4 +4 Sun soul
6  +6 +5+5 +5 Growth, Spell-like metamagic,
7  +7 +5 +5 +5Sun soul, advanced
8  +8 +6 +6 +5Immolation
9  +9  +6+6 +6Sun soul, greater, Bonus feat.
10  +10 +7+7 +7 Defensive aura, +1 Cha, +1 Str
11  +11 +7 +7+7 Sun soul, adept
12  +12 +8 +8+8 Ritual, Bonus feat
13  +13 +8 +8 +8Sun soul, master
14  +14 +9 +9 +9 Uncanny dodge, Bonus feat +1 Str, +1 Cha
15  +15 +9 +9 +9 Sun prophet
16  +16 +10 +10 +10Planar travel, Bonus feat, +1 Str, +1 Cha
17  +17 +10 +10+10 Sun avatar
18  +18 +11+11 +11 Burning metamagic, +1 Str, +1 Cha
19  +19 +11 +11 +11Sun incarnation
20  +20 +12 +12 +12New Dawn
21  +20 +12 +12 +12Nova, +1 Str, +1Cha
22  +21 +13 +13 +13Great Phoenix,
23  +21 +13 +13 +13Mighty Phoenix, +1 Str, +1 Cha
24  +22 +14 +14 +14Elder Phoenix
Skills: 4+int modifier per level, class skills are Spot, Listen, diplomacy, Knowledge (any), concentration, heal.

Proefeciencies: it's own natural weapons.

Features:
Phoenix body: The phoenix loses all other racial bonus and gains magical beast traits (basicaly darkvision 60 feets and lowlight vision). It's a medium sized magical beast with base speed 30 feet. It has two claw attacks dealing 1d6 +str damage each and one bite attack dealing 1d8 +str damage. A phoenix doesn't have limbs capable of fine manipulation. It has telepathy 5 feets per HD.

The phoenix has a bonus to Nat armor equal to it's Cha modifier.

Sun sparck: The phoenix is filled with the fiery energy of creation, wich grant it several SLAs. Unless otherwise noticed, the save DC for a phoenix SLA is 10+1/2HD+Cha modifier.

In adition, at 1st level the phoenix can use detect evil, detect magic, produce flame and color spray 2/day for each HD it has.

Wings:The phoenix can fly at a speed of 10 feets per HD with average maneuverability.

Ability increase:
The phoenix gains +1 Str and +1 Cha at levels 2, 4, 10, 14, 16, 18, 21,  23


Sun soul, lesser:
The phoenix can now use dancing lights, blur, blindness/deafness, find traps, neutralize poison1/day for each HD it has.
 
Shriek:Every 10 minutes, the phoenix can unleash a scream wich slows as the spell all enemies (only enemies) whitin 5 feets for phoenix HD. Caster level equal to phoenix HD, except that it may affect any number of targets whitin the area. Save=10+1/2HD+Cha modifier.

Sun soul:The phoenix can now use  protection from evil, remove fear,  invisibilityand cure light wounds 1/day for each HD it has.

Growth:
The phoenix increases one size category. Notice this is a long creature.
 
Spell-like metamagic:The phoenix may use any spell-like metamagic it has (like empower SLA) combined with any of her SLAs, instead of just 1. For example, if she picked extend SLA(cure light wounds), she may empower any other SLA it has now. She's still limited to 3 uses of metamagic per day for each feat. Applying the metamagic doesn't increase the casting time of the SLA.

Sun soul, advanced:
the phoenix can now usePyrotechnics, see invisibility, remove curse 1/day for each 2 HD it has.

Immolation:
1/day for each 4 HD it has, as a full round action, a phoenix may immolate itself. This produces a column of flame up to 5 feets wide and 10 feets high per HD of the phoenix (may choose to make a smaller column than the maximum size).

Creatures inside the column take 1d6 fire damage and 1d6 divine damage for HD of the phoenix, reflex save 10+1/2HD+Con modifier for half.

The phoenix is reduced to a small pile of ashe. Next turn, the phoenix is reborn from those ashes with full HP, ability scores restored and all extra special effects like spells removed, but keeping any previous equipment held. This ability doesn't recover any phoenix SLAs or other abilities limited per day.

 Notice the phoenix must be able to take a fullround action to use this ability.

At 12 HD it may use immolation as a standard action. At 16 HD it may use immolation as a move action. At 20 HD it may use immolation as a swift action.

Sun soul, greater:greater dispel magic, dispel evil, blink, wall of fire as SLA 1/day for each 3HD it has.

 Bonus feat:The phoenix receives a meta-SLA feat of it's choice, like empower SLA or maximize SLA.

Defensive aura:
The phoenix gains a deflection bonus to it's AC equal to it's Cha. It also gains SR equal to HD+11 and DR/magic equal to half HD.

Sun soul, adept:The phoenix can now use fire seeds, veil and death ward as SLAs 1/day for each 4 HD it has. The fire seeds ability uses drops of the own phoenix's blood, but it doesn't damage the phoenix. The phoenix can throw them despite not having hands.

Ritual:If the phoenix spends one or more rounds of concentration as a standard action before using a SLA, the caster level for that SLA increases by 2 for each round spent concentrating. Maximum 10 rounds.

Sun soul, master:The phoenix can now use Mislead, heal, find the path as SLAs 1/day for each 3HD it has.

Uncanny dodge:
as the rogue ability.

Sun prophet:the phoenix can now use reincarnation, incendiary cloud 1/day for each 4HD it has.

Planar travel:
The phoenix can travel to the ethereal and astral planes and back to the material planes as a move action 1/day for each 2HD it has. She never gets lost in either the Astral Plane or the Material Plane and can use this to travel to any plane in 1d4 hours. The phoenix can guide other creatures, providing they have their own means of passing from plane to plane.

Sun avatar:The phoenix can now use Summon Nature's ally IX, dismissal 1/day for every HD it has.

Burning metamagic:Every metamagic SLA the phoenix has can be used a number of extra times per day equal to it's Cha modifier.

Sun incarnation:the phoenix can now use polymorph and polymorph any object as a SLA 1/day for every 4HD it has.

New Dawn:the phoenix can now use miracle as a SLA 1/day for every 5HD it has. If the miracle is used to create/improve a lasting effect, the phoenix must pay the full exp price.

Nova:The phoenix's SLAs have no limit on their caster level. Ritual may still only be used up to 10 turns.

Great Phoenix:After using immolation, the phoenix adds her Cha modifier to all saves, skills, attacks and damage rolls for 1 turn/HD.
Mighty Phoenix:The phoenix can now use immolation as a free action, even if it isn't it's turn.
Elder Phoenix:the phoenix may use immolation any number of times per day it wishes. Notice that it still needs 1 turn to return, so it can't choose to immolate itself an infinite number of times in a single turn.
[/spoiler]

Comments
[spoiler]Well, my first epic progression.
The original phoenix is quite under CRd, so I buffed it a bit by giving it miracle and polymorph any object as it aproaches epic and allowing it to use immolation faster than normal.

The remaining SLAs are scattered along the levels, in the positions where I believed they would be more balanced, but since there were over 30 SLAs to organize, it may have ended up somewhat wonky.

Anyway, the phoenix is mainly a flying SLA machine with a good of mix of defensive, ofensive and support SLAs, making it some kind of jack of all trades, master of none. The metamagic special bonus give it some very nice versatility. And then it gets to blow itself up on the enemy to heal itself. Should be quite interesting to play. One barely notices the lack of hands.

The phoenix gets +6 str and +6 Cha pre epic (and then an extra +2 to each after epic). All good saves and good BAB make it durable enough since it lacks SLAs that actualy buff your combat abilities besides the polymorph at 19th level, and then 4 skill points per level and 8HD to round it up.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:42:28 AM
Vasuthant
(http://www.wizards.com/dnd/images/mmiii_gallery/83072.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Vasuthant body, Light Immunity,  Entropic touch.
2+ 1+0+0 + 3Abomination, Absorb light, Reality Distortion, Unholy toughness
3+ 1+1+1 + 3Growth, +1 Str
4+ 2+1+1 + 4Void Bringer Initiate
5+ 2+1+1 + 4Distortion armor, +1 Cha
6+ 3+2+2 +5Growth, +1 Str
7+ 3+2+2 +5Void Bringer, Lesser
8+ 4+2+2 +6Alter past
9+ 4+3+3 +6Growth, +1 Str
10+ 5+3+3 +7Void Bringer
11+ 5+3+3 +7Spawn, +1 Cha
12+ 6+4+4 +8Growth, +1 Str
13+ 6+4+4 +8Void Bringer, Greater
14+ 7+4+4 +9Absorb, +1 Cha
15+ 7+5+5 +9Growth, +1 Str
16+ 8+5+5 +10Void Bringer, Supreme
17+ 8+5+5 +10Reality horror, +1 Str, +1 Cha
Skills: 2+int modifier per level, no class skills.

Proficiencies:it's own natural weapons.

Features:

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

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

The Vasuthant is a small sized undead with two natural slam attacks dealing 1d4 damage each and fly speed 30(perfect). Any class levels it  takes have their HD increased to d12.

The Vasuthant's body is a ball composed of sheer entropic energy with tendrils. It is unable to perform fine manipulation or wielding weapons or shields, but custom armor can be made for it (follow barding rules). It's tendrils count as a pair of arms for the purposes of equipment (rings and bracers, but not gloves), and it can use it's main body as either a torso+belt slot or as a head+neck slot. Just like small elementals, a Vasuthant has no special resistance against mundane attacks.

In adition, a Vasuthant gains a Nat armor bonus equal to it's Cha mod. Whenever it grows a size category, it's Nat armor grows by +1.

Light Immunity:
The vasuthant is immune to all light based effects.

Entropic touch (Su):
A Vasuthant may move over the space of another creature, causing an attack of oportunity. At the end of the Vasuthant's turn, any creature inside it takes 1d3 Str damage and 1d3 damage. Fort save DC 10+1/2HD +Cha negates both damages. Creatures gain +2 bonus on this save for each size category they're bigger than the Vasuthant and -2 penalty for each size category they're smaller. Creatures reduced to 0 Str by entropic touch die. Both damages of the entropic touch increase a die category when the Vasuthant grows in size. The Vasuthant heals 1HP every time an oponent fails a save against his entropic touch. If it's at full HP, then it gains an extra hit points for 10 minutes. This amount of healing/extra HP doubles whenever the Vasuthant grows.

A number of times equal to it's HDxCha modifier, the Vasuthant may channel his entropic touch trough his tendrils, dealing both damages with each sucessfull slam attack. The Vasuthant can choose to use this ability after he know he has hit the enemy, but the target gets a fort save as normal.

The Vasuthant also deals entropic touch damage whenever it rolls a sucessfull grapple check.

Creatures immune to negative energy are immune to this effect. Undeads heal 1d3 HP.

Abomination:The vasuthant gains blindsight 5 feets per HD, resistance to acid and cold equal to it's HD and resistance to fire and electrecity equal to half it's HD.

Absorb Light (Ex): A vasuthant sucks light, creating a 10-foot per HD emanation of shadow around itself. All creatures within this area, including the vasuthant, gain concealment. Low light vision and darkvision pierce this effect. Light sources within the area are suppressed, not dispelled.The vasuthant can choose to produce a smaller trap light area than the maximum, minimum 5 feets.

Reality Distortion (Ex): A vasuthant can twist reality itself. 1/day for each 2 HD (but only once per round), a vasuthant can take a free action to reroll any die rolled by any creature it can see, including itself. The vasuthant must accept the result of the reroll, and must declare the use of this ability before it knows the result.

Unholy Toughness (Ex): A vasuthant uses it's CHA modifier instead of Con to calculate HP.


Growth:The vasuthant grows one size category.

Ability increase:
The vasuthant gains +1 to Str at levels 3, 6, 9, 12, 15 and 17 and +1 to Cha at levels 5, 11, 14 and 17


Void Bringer Initiate
the vasuthant slowly tears apart reality itself, allowing it to use some SLAs. The save DC for those SLAs is 10+1/2HD+Cha modifier.

In adition, the vasuthant can now use levitate and slow as SLAs 1/day for each 2 HD it has.

Distortion armor:
The vasuthant  gains DR/magic equal to half it's HD.

Void Bringer, Lesser: Telekinesis and ray of enfeeblement 1/day for every 2 HD.

Alter Past (Su): As a free action, a  vasuthant can produce a rift in time that enables it to replay its last turn. The vasuthant returns to the position it occupied when its turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that its actions provoked). If it used any spell-like abilities on the it's last turn, it regains the daily uses spent in that last turn. The vasuthant can use this ability 1/day for every 4HD it has.


Void Bringer:
Waves of fatigue and Ray of Exhaustion  1/day for every 4 HD.
Spawn:Creatures killed by the Vasuthant's enervating crush rise as zombies or skeletons (vasuthant's choice) in the next turn. They are under it's control, but the Vasuthant can only control up to 4HD of undead for each of it's own HD. Those zombies and skeletons receive a bonus to their AC, saves, attacks, grapple checks and damage rolls equal to the Vasuthant's Cha modifier, and a bonus to HP equal to the Vasuthant's HD.

Void Bringer, Greater:Reverse gravity and Ethereal Jaunt 1/day for every 4HD.

Absorb:
Whenever the vasuthant deals Str damage to a creature with it's enervating crush, it gains a bonus to it's own Str and Cha equal to the Str damage dealt for 10 minutes. Multiple absorbings don't stack, just count the bigger bonus.

Void Bringer, Supreme Time stop and temporal stasis 1/day for every 4 HD

Reality horrorthe Vasuthant can now use his reality distortion power any number of times per day it wants (still just 1/round). It can also use enervation and soul bind as SLAs 1/day for each HD it has. Captured souls are stored inside the Vasuthant's own body.

[/spoiler]

Comments:
[spoiler]
And I tought the Vargoille was weird. The Vasuthant is a deadly flying ball of entropic energy.

I changed the main feature of the monster because, well, grapple kinda sucks. Now it works as it should, damaging anything that comes too close and "drowning" his enemies in negative energy.

The Vasuthant can fly from the first level, but it's lack of limbs kinda compensates for that. It's fly speed doesn't improve and at medium-higher levels most things can outrun him, but it gets a good array of SLAs to slow down enemies and close in the distance for grapple. Blidnsight makes sure that you can run but you cannot hide.

To fill in the dead levels at the higher points of the progression I gave it the power to produce it's own usefull undead, absorb strenght from his enemies and a powerfull capstone.

In the middle of all of this, the powerfull undead traits are countered by all weak saves, BAB and crappy skills.

Thus, if you want to play a giant slow moving ball of killy energy that twists reality with it's simple presence, the Vasuthant's for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:52:05 AM
Mummy
(http://www.gonadan.com/dnd/mummy.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Mummy body, +1 Str
2+ 1+0+0 + 3Eternal guardian, +1 Str
3+ 1+1+1 + 3Frighten, +1 Cha, +1 Wis, +1 Str
4+ 2+1+1 + 4Mummy Rot, +1Cha, +1 Wis, +1 Str
5+ 2+1+1 + 4Despair, +1 Cha, +1 Wis, +1 Str
Skills: 2+int modifier per level, no class skills.

Proefeciencies:Simple weapons and it's own natural weapons.

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

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

The Mummy is a medium sized undead with one natural slam attacks dealing 1d6+1,5 str mod damage  and base speed 20. Any class levels it  takes have their HD increased to d12.

A mummy has a bonus to Nat armor equal to  it's Str mod.

Since it has it's body covered in dry clothings, the mummy takes 50% more damage than normal from any fire source.

Ability increase:
a mummy gains +1 Str at all levels .
                       a mummy gains +1 Cha and +1 Wis at levels 3, 4 and 5.

Eternal guardian:The mummy's body it's exceptionaly tough. It has DR/- equal to half it's HD. If it multiclasses for an arcane/divince class it can count it's mummy 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 mummy 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. It wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but mummy levels wouldn't count for it.

Frighten:As a standard action, the Mummy may look directly into an oponent whitin line of sight into the eyes. The target must make a Will save with DC 10+1/2HD+Cha mod or be paralyzed with fear for 1 round. This can affect an oponent multiple times.

Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 10+1/2HD´Cha mod, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Despair (Su):
At the mere sight of a mummy, the viewer must succeed on a DC 10+1/2HD+Cha  Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.
[/spoiler]

Comments
[spoiler]
For the mummy, I took the aproach of the caster undead. Mummies are always renowed for having strange ancient magic besides being zombies with clothes.

It is slower than the skeleton, and gets vulnerability to fire instead of resistance to cold. You also need 2 levels to get the DR.

In return you get +1 Str, and it's DR can't be bypassed.

As you level up, you get mummy rot midway and despair as the capstone. Total bonus of +3 to Cha, Wis and +5 to Str, making it specialy atractive for clerics.

As usual, the powerfull undead traits are countered by crappy skills, BAB and saves.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 09:57:04 AM
Hound Archon
(http://api.ning.com/files/T-fipViK8V9cj9AwQqqrA23uB2mFlEbgtIE40Ezw8Tw_/hound_archon.png?width=183&height=183&crop=1%3A1)
[spoiler]

HD:d8
Level Bab Fort Ref Will Feature
1 +1  + 2 + 0  + 2 Hound archon body, Change Shape, scent
2 + 2  +3 + 0  +3  Archon, Hound Hide , +1 Str
3 + 3  +3 + 1  +3  Aura of Menace, Celestia Warden, +1 Cha
4 + 4  +4 + 1  +4 Magic Circle against evil Celestia Warden, greater, +1 Str

Skills:4+int modifier per level, quadruple at 1st level. Its class skills are Balance, climb, Concentration, Diplomacy, Hide , Jump , Listen , Move Silently , Sense Motive , Spot , Swim,  Survival

Proficiencies:
it's own natural weapons, simple and martial weapons.

Features:


Hound Archon body: at first level loses all other racial bonus and gains outsider traits(basicaly darkvision 60 feets). It's a medium sized outsider with base speed 40, a natural slam attacks dealing 1d4+Str mod  and a bite attack dealing 1d8+ Str mod. In a full attack, it may use either the slam or bite attack as a secondary weapon adding only half str bonus to damage and with a -5 penalty on the secondary attack(but not any penalty on the primary). It can combine one natural attack with a manufactured weapon.

A Hound archon also gains a bonus to it's natural armor equal to it's Con modifier.

Change Shape (Su): A hound archon can assume any canine form of Small to medium size and back  1/day for each HD it has. While in canine form, the hound archon loses its bite, slam, and any manufactured weapon attack, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

At 4HD, it may also take the form of large canines by expending one extra use of change shape. For each extra 4 HD, it may make the large canine form grow one extra size (huge at 8th, gargantuan at 12th, colossal at 16th), but it must expend one extra use of change shape for each extra size increase.

While transformed into a canine, the Hound Archon gains a circumstancial bonus to Hide and Survival checks equal to it's own HD.

[spoiler]
    *  The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
[/spoiler]

Scent: as the srd ability.

Archon:The Hound Archon gains resistance to electrecity and petrification equal to it's HD and and a bonus on saves against poison equal to half it's HD.

In adition, all natural attacks and weapons wielded by the hound archon count as good aligned for purposes of bypassing DR.

Hound Hide :The hound archon gains DR/evil equal to half it's HD and SR equal to it's HD+11.

Ability increase: The hound archon gains +1 Str at levels 2 and 4 and +1 Cha at level 3.

Aura of Menace (Su):
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is 10+HD+Cha mod (yes count all the HD, not just half). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

  Celestia Warden: The Hound archon can use aid, continual flame, detect evil, message as SLAs, DC=10+1/2HD+Cha mod. Unless the hound archon uses the 50Gp of ruby dust, his continual flames just last 1 minute per CL instead of being permanent.

Magic Circle against Evil (Su):
A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). It can be dispelled, but the archon can create a new one next turn as a free action.

Celestia Warden, greater:The hound archon can use  teleport as a SLA 1/day for each 4HD it has. At 13th level, this ability upgrades to greater teleport.
[/spoiler]

Comments:
[spoiler]
The hound archon can choose to combine bite and sword in his humanoid form or turn into a wolf to unleash the pain. As it grows, whetever you stay in the class or not, you can become bigger and nastier wolves

If you do stay in the class, you get some nice suport SLAs and extra resistances. Aid is always a nice buff, and magic circle against evil keeps your mind protected. Nerfed the continual flame because I don't think it would be very funny to be able to light everything wherever you go. Aura of menace gets a bonus to DC because it's effect isn't that powerfull anyway. +1 Cha gives a little help with all those abilities,

Decent skills, good BAB, two good saves and +2 to Str allow you to play frontline warrior.

Finaly, you get teleport at level 4, but since it's just 1/day untill lv 8, I believe it's aceptable.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:01:56 AM
Centaur
(http://www.mymagic.ru/files/418/Centaur_Courser_463.jpg)(http://www.librarising.com/mythos/images/centaur2.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+2+2 + 0Centaur body, Wild Path,  +1 Str
2+ 1+3+3 + 0Hooves, Wild Warrior, +1 Con
3+ 2+3+3 + 1Growth, Wild Soul, +1 Str

Skills:
4+int modifier per level Its class skills are  Hide, Move silently, Jump, Balance, Listen, Survival, Swim and Spot.

Proficiencies:
Simple weapons, one martial weapon of its choice, and longbows.

Features:
Centaur body: The Centaur loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). A Centaur is a medium monstruous humanoid with base speed 50. A centaur's lower body is like an horse, wich allows the centaur to count as riding for benefitical purposes. For example, a centaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes.

A centaur gains a bonus to his natural armor equal to his Con bonus.

Wild Path:
The centaur is an incarnation of the wilderness, living off the land and facing the harshness of life head on. At first level they choose two of the following paths:

[spoiler]
Charger: The centaur can leap trough hindrances to quickly reach the enemy.  He can make a jump check during his charge as a swift action. If he does so, he leaps a total number of feets equal to the jump check at any point during his charge, ignoring any hard terrain and other obstacles in the zone where he jumped, as long as there's space for his body to fit trough. If there's a wall of any kind on his path, the centaur may atempt to break it as a free action whitout slowing down during the jump. The centaur adds his highest mental stat mod x 5 to this Jump check as he knows when it's best to jump.

Archer: The centaur can lose a quick volley of arrows instead of a single one as a standard action. This allows the centaur to attack multiple creatures with a ranged weapon, up to his highest Mental Stat modifier (minimum one extra target), and as long as each target is whitin 5 feet per HD of the other. So for example at first level the Centaur can only target adjacent oponents with this ability.

Khan: The centaur can push others to press onwards. Once per hour per HD as a swift action, the Centaur can grant +2 Str, +2 Con, +10 to all speeds and -2 penalty to AC to one willing creature whitin view for a number of rounds equal to his highest Mental Stat mod (minimum 1). For every 5 HD of the centaur, this bonus is doubled (+4 Str, +4 Con, +20 to all speeds at 5 HD, +6 Str, +6 Con, +30 to all speeds at 10 HD, ect).

Outrunner: The centaur can double all his movement speeds for 1 round, 1/hour per HD as a free action. He also gains a bonus to AC and to attack rolls equal to his highest Mental Stat when using this ability.

[/spoiler]

Ability increase:The centaur gains +1 to Str at 1st and 2nd level and +1 Con at 2nd level of this class, for a total of +2 Str and +1 Con at third level.

Hooves:At second level the centaur gains two natural hooves attacks dealing 1d4+1/2 str damage each. When full attacking, it may use both hooves as secondary attacks with a -5 penalty each, but no penalty on the primary attack.

Wild Warrior: At second level the chosen path of the centaur keeps improving:

[spoiler]
Charger: When performing a charge, the centaur may choose to attack with both hooves instead of a single attack. If it hits with either one, then the oponent must make a reflex save with DC 10+1/2HD+ Str mod or be tripped. Flying oponents are kicked down to the ground, droping 10 feet for each point they failed the save. If the oponent is tripped/knocked down, the centaur may choose to keep moving forward whitout provoking any attacks of oportunity from the run, up to his max charge range. If there appears a new oponent on the way, the  centaur may attack with it with both hooves again, inflicting tripping as before.

If the centaur hits with both hooves, the Reflex save DC is 10+HD+Str mod+Highest Mental Stat mod instead.

Archer: When making a ranged attack with a bow, the centaur may take a penalty to attacks up to his Bab, and add double the penalty he took as a bonus on the damage roll. Both penalty and bonus last for 1 round. In addition the centaur's arrows now ignore adverse wind conditions, even magic ones like Wind Wall, and any bows he wields gain a bonus range of (5x Highest Mental Stat mod) feets.
 
Khan: As an immediate action, the centaur may shout to an ally whitin sight to re-roll a Failed Save, Ability or Skill check of any kind with a bonus equal to the Highest Mental Stat mod of the centaur.

At 9 HD, the centaur may instead spend one attack of oportunity instead of an immediate action to use this.

At 16 HD, the centaur may allow an ally to re-roll one Attack roll, Miss chance or Random table effect instead. Only the re-rolled attack gains a bonus equal to the Highest Mental Stat mod of the centaur.

Outrunner: The Centaur may move up to twice his base speed in a straight line as a fullround action, not provoking attacks of oportunity for this movement. During this movement, he may perform melee attacks at any moment against any enemies whitin reach. Only one attack per enemy, and the centaur may only attack a total number of enemies up to his highest mental stat mod. The centaur counts as charging when using this ability for purposes of other abilities that would grant a bonus while charging.

[/spoiler]

Wild Soul: At third level, the centaur further advances his chosen paths
[spoiler]
Charger: As a fullround action, you can stomp in the ground creating a spheric shockwave with a 5 feet radius for each 3 HD that deals 1d6 damage per HD and stuns all enemies caught inside it (you can choose not to affect allies). A Fort save with DC 10+1/2HD+Fort modifier reduces the damage by half and negates the stun. If you have a magic weapon, you can use it to slam the ground, in wich case you add any of the weapon enanchments to the damage dealt, plus you can trigger any of the weapon's special bilities on those hit by your shockwave. Any bonus to attack rolls from the weapon is transfered to the save DC.

 Once used, you must wait (10-Highest Mental Stat mod) rounds before being able to use this again, minimum 1 round. If you do have a Mental Stat with a modifier of 10+, then you can add the diference to the DC of the save. If you're airborn, you can instead release a mighty battlecry to produce the same effect.

At 7 HD the centaur can use this as a standard action, and oponents cannot react to it with immediate/free actions.

At 11 HD as a move action, and even oponents immune to stun can be affected, but they gain a +5 bonus on the save.

At 15 HD as a swift action, and you can produce a Disintregate effect with CL equal to your HD, save DC equal to 10+1/2HD+Str mod on any point inside the affected area. Anything destroyed by this is shattered in pieces instead of reduced to dust.

At 19 HD as an immediate action, and a number of times per day equal to your highest Mental Stat Mod you can produce a Mormekdain's Disjuction effect on oponents inside the affected area, save DC 10+1/2HD+Str mod, except that magic items failing the save are simply supressed for 1d4 rounds instead of destroyed.

Archer: As a fullround action a number of times per hour equal to his highest mental stat mod, the centaur can perform a Wind Shot, firing a single arrow from a longbow with all normal bonus, except that this attack  has no range limit or range increment penalty. If the centaur can see it, he can shoot it with a longbow.

At 7 HD, the centaur may use Wind Shot as an attack action, and he ignores any special defenses that only work against ranged attacks/projectiles/arrows.

At 11 HD, a number of times per hour equal to his highest Mental Stat mod, the centaur may grant any arrows he fires an enanchment bonus equal to 1/4 his HD. He can only grant a bonus on attack and damage rolls up to +5, but he can grant other special abilities like flaming and holy. Remember that the same enanchments on bow and arrows don't stack, but diferent ones do.

At 15 HD, the centaur may a number of times per hour equal to his Mental Stat mod, the centaur may cause any arrow he fires to act as a Slaying arrow, Screaming Bolt or Sleep arrow, except the DC of those projectiles will be 10+1/2HD+Dex modifier instead of the normal one. Depending on the books allowed, the centaur may swap one of this options to replicate another kind of special projectile, pending DM aproval.

At 19 HD, all this Archer abilities become at-will, and the centaur adds his highest Mental Stat mod to longbow attack and damage rolls.

Khan: As a swift action, the centaur may release a rallyng cry that grants all allies (including the centaur himself) whitin a radius of 5 feet per HD a bonus on movement speeds equal to (5x Highest Mental Stat mod) feets and a bonus on attack rolls equal to half his highest Mental Stat mod (minimum +1) for 1 round.

In addition, if the centaur multiclasses for a druid or any spontaneous casting class, he can count his centaur 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 centaur 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but centaur levels wouldn't count for it.

At 8 HD the centaur can choose to allow his rallied allies to add half his highest Mental Stat mod to either  damage rolls, skill checks or ability checks when the rallying cry is used.

At 13 HD the centaur can create a blood link with a number of creatures equal to his highest mental stat mod in a 1-hour ritual. Any non-instaneous magic buff casted on the centaur is instantly replicated on all the other blood linked.

At 18 HD the benefits of the rallying cry becomes permanent for allies inside the radius whitout need of any actions from the centaur (he must still choose each turn one of the options from the 7 HD ability). If the centaur releases an actual rallyng cry as a swift action, the bonus are doubled.

Outrunner: A number of rounds per hour equal to his highest Mental Stat mod, the centaur can act as under a Freedom of Movement effect. Activating this ability takes no actual action on the part of the centaur but can only be started at the begginning of his turn, and he can divide the total number of uses during several turns.

At 7 HD this works as a permanent Freedom of Movement effect, and the centaur may now produce an Air Walk effect on himself a number of rounds per hour equal to his highest Mental Stat mod, except that he cannot stand still in the middle of the air. This isn't the centaur actually flying, but running so fast that he takes to the skies.

At 11 HD the Air Walk effect also becomes permanent (but still can't stand still in the air), and a number of times per day equal to his highest Mental Stat mod the centaur can run so fast he breaks the dimensional barriers, producing a Plane Shift effect on himself. He can bring other creatures with him provided they are either riding him or can keep up at least with his base speed.

At 15 HD the centaur refreshes his Plane Shift runs every hour, and can now a number of times per day equal to his Highest Mental Stat mod move instantly to a point he can see as a swift action, as long as he has line of effect.

At 19 the centaur can use his instant move as an immediate action, and a number of times per day equal to his highest Mental Stat mod he can produce a Time Stop effect on himself. He must spend at least a move action moving every round of this Time Stop. He can also act normally when others cast Time Stop. You can't outrun him!

[/spoiler]

Growth:At third level the centaur grows one size category (notice it is a long creature).
[/spoiler]

Comments:
[spoiler]
New take on the centaur, focusing on the "wise creature of the wilds aspect".

Since I couldn't decide if the centaur was suposed to be a tribal charger or a running archer, ended up leting the player decide by giving four paths and leting the player mix them around.

Charger is the "Hit them in the face!" type, Archer is focused on ranged combat, Khan is a leader/shaman hybrid and the outrunner focus on mobility.

If you take all three levels, the paths will keep improving to quite powerfull effects. But hopefully not too powerfull for a 3 level creature. Khan path also grants spellcasting synergy, so doesn't scale as much as the others.

Besides that, the centaur has excellent base speed, average Bab and skills, two good saves, just long growth that isn't really as good as tall growth (but still good), and minor ability score bonus to support his paths.

You may notice I made most of the abilities dependant on the highest Mental Stat score. That's because in mythology centaurs are depicted as wise,  smartass or as really proud but simple-thinking dudes depending on the story, so again I let the players pick wichever of these they want. Either way, centaurs should never be dumb brutes.

So if you want to play an human/horse hybrid that symbolizes the freedom aspect of nature, the centaur's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:06:06 AM
Gray Jester
(http://fc08.deviantart.net/fs4/i/2004/200/5/2/Jester_Girl.jpg)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+0 + 0+ 2 + 2Gray Jester body, Hideous Laughter, Dark Humor, +1Dex
2+ 1 +0 + 3 +3 Last Laugh, +1 Cha, +1 Dex
3+ 1 +1 + 3 +3 Devour Joy, +1 Dex, +1 Cha
4+ 2 +1 + 4 +4 Joy slaves, +1 Dex, +1 Cha

Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Bluff, Disguise,  Diplomacy ,  Hide, Listen , Perform (any), Move Silently, Search Sense Motive, Spot, Tumble, Use Magic Device, Profession (any) Use rope

Proefeciencies:
Simple weapons.

Features:

Gray Jester body: at first level loses all other racial bonus and gains fey traits (basicaly low light vision). The GJ is a medium sized fey with base speed 50 foot.

In adition, the GJ gains a deflection bonus to AC equal to half its Cha modifier, rounded up (yes, rounded up).

Hideous Laughter:
If the GJ hits an oponent with a melee weapon or suceeds on a touch attack, it may inflict an hideous laughter on the touched creature. This ability may be used a number of times per day equal to HDxCha mod. The save is 10+1/2HD+Cha modifier. If the creature was sucessfully feinted by the GJ, then the save is 10+HD+Cha modifier instead. Spell resistance applies, use the GJ's full HD+Cha modifier for Caster level both for duration and bypassing SR.

Dark Humor:The GJ is a true artist of humor. Creatures with the same number of HD as the GJ or less don't receive any special bonus against HD for having low int or being of a diferent type than the GJ.

Creatures immune to mind affecting abilities can be affected if the GJ suceeds on a feint check before using his hideous laughter ability (normal feinting rules), but the save is just 10+1/2HD+Cha modifier.

Creatures whitout an int score are still immune. You cannot make laugh an animated piece of rock no matter how good you are.

Last Laugh:The GJ gains DR/cold iron equal to half its HD and SR equal to 15+HD. It may rise or lower its SR at any moment as a free action even if it isn't its turn.

Devour joy:
As a standard action, a GJ can absorb the joy out of any laughing creature whitin 30 feets. The maximum number of creatures affected with each use of this ability is equal to the GJ's Cha modifier. Only creatures laughing can be affected (including those under the hideous laughter effect).

The affected creatures must make a will save (10+1/2HD+Cha mod) or take 1d4 points of Cha drain and stop laughing (but geting rid of any Hideous laughter effect on them). Creatures reduced to 0 Cha by this ability aren't disabled, but rather become unable to feel joy or laugh anymore.

The Cha damage increases by an extra 1d4 and the range increases by an extra 30 feets for every 5HD of the GJ. The Gray Jester heals an equal number of HP as the Cha drained, and gains a bonus on her own Cha score equal to the highest Cha drained for 24 Hours. Multiple drainings don't stack.

Creatures normally immune to ability drain still take half damage from this ability.

Joy slaves:Creatures drained to 0 Cha by Devour Joy that have less or equal number of HD as the Gray Jester become complete slaves to her, obeying all her commands. They lose all abilities that rely on alignment, or
those that require Charisma, but otherwise retain all their capabilities.

The gray jester can control 4 times her own HD in Joy slaves at any time.

Notice that since Joy Slaves cannot use social skills, any people they contact with will quickly notice they're not on their normal state.
[/spoiler]

Comments:
[spoiler]
The gray jester is kinda one trick pony clown. Make people laugh, then beat them to death, or suck their delicious charisma.

Notice that this one gets a defense bonus in form of deflection and not Nat armor, since the original Grey Jester doesn't have nat armor but a deflection bonus out of nowhere.

The Capstone is the ability to make weak enemies drained your complete slaves. This is, you're using the ability in enemies right? Not going around enslaving poor inocents?

Two good saves, 6 skill points per level and +4 to Dex and +3 to Cha help rounding up the class.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:10:41 AM
Silver dragon:

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG86.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+1 +2 +0 +2Silver Dragon body, Blizzard Breath, Alternate form
2+2 +3 +0 +3 Keen senses, Arcane Blood
3+3 +3 +1 +3 Blindsense 60 feets , Cloudwalking, Lesser Silver Magic
4+4 +4 +1 +4 Wings.
5+5 +4 +1 +4  Paralyzing breath
6+6 +5 +2 +5  Silver Flier, +1 Str, +1 Con
7+7 +5 +2 +5  Trickster, +1 Cha.
8+8 +6 +2 +5  Domain
9+9 +6 +3 +6 Quicksilver, +1 Str, +1 Cha
10+10 +7 +3 +7Tail slap, Growth
11+11 +7 +3 +7 Silver Magic , +1 Cha
12+12 +8 +4 +8 Arcane Skin, Iron Scales, +1 Str
13+13 +8 +4 +8Patience, +1 Con
14+14 +9 +4 +9 Greater Quicksilver,+1 Con, +1 Cha
15+15 +9 +5 +9 Frightfull presence, Growth, crush.
16+16 +10 +5 +10Quick Learner, +1 Str, +1 Con.
17+17 +10 +5 +10 Greater Silver Flier+1 Con, +1 Str.
18+18 +11 +6 +11Domain, +1 Cha
19+19 +11 +6 +11 Greater Silver Magic, +1 Str, +1 Con
20+20 +12 +6 +12 Reverse Gravity, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, Disguise, Jump, spot, listen, apraise, bluff, intimidate, Knowledge(any), Search, spellcraft.

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


Features:

Silver dragon Body:
The silver dragon loses all other racial bonuses, and gains Dragon traits, cold subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The silver 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 Silver dragon also gets a natural armor bonus equal to his Con modifier. Whenever the silver dragon grows one size category, his natural armor increases by a further 1.

The silver dragon gains resistance to electrecity and acid equal to it's HD, but takes +50% damage from fire attacks.

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

Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Arcane Blood:A silver 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.

The silver dragon may choose to learn spells from the cleric spell list instead of the sorceror/wizard list. That choice must be made when this ability is gained and can't be changed afterwards.

Keen senses:The silver dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feets.


Cloudwalking (Su):
At 3rd level the silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.


Lesser silver magic:
At 3rd level the silver dragon can use fog cloud and feather fall as SLAs 1/day for every 3 HD it has.


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

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


Wings:
The silver 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.

Paralyzing breath:Gained at 5th level, Cone 45 feets, fort DC 10+1/2HD+Con or be paralyzed 1 round for each 2HD of the silver dragon. Cone increases by 5 feets for every extra HD from here. Once used must wait 1d4 turns before using again

Silver Flier:
A Silver Dragon can fly all day long whitout geting tired. As long as it gets it's 8 hours of daily rest it takes no penalty for flying for long periods of time.

In adition, as a fullround action the Silver Dragon may fly up to five times it's flight speed.

Trickster: The Silver dragon gains a bonus on Bluff and Disguise checks equal to half it's HD.

Domain: At levels 8 and 18 the silver dragon can add the spells from one domain to his spells known list. The choices are Air, Good, Law, and Sun.

Quicksilver:
At 9th level the silver dragon can use his Alternate Form abilit as a swift action. At 18 HD as an immediate action.

Growth:At 10th level the silver dragon grows to large size.
                At 15th level the silver dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

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

Silver Magic:
At 11th level the silver dragon can use Control Winds and Control weather as SLAs 1/day for every 5 HD it has

Arcane skin:At 12th level the silver dragon gains SR equal to his HD+11.

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

Patience: At 13th level, the silver dragon can ready up a fullround worth of actions instead of just one standard or move action.

Greater Quicksilver:At 14th level, when the silver dragon uses alternate form he may choose to keep his original ability scores, natural armor, and the ability to use his breath attacks. In adition he may choose to keep his claws natural attacks, except they're "disguised"  on the new form. Transforming as a human for example, the silver dragon could choose for his fists to deal damage as if they were his claws, altough they would look like normal hands. The silver draon will still be fully disguised as a member of the transformed race on all it's other aspects as well.

Crush: At 15th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Quick Learner:At 16th level the Silver Dragon gains any feat for wich he meets the pre-requisites, except the Silver Dragon may count himself as a member of a specific race for gaining this feat. Every time he regains spells, he may swap one of his feats for another one, as long as in the end he still meets all pre-requisites, but he cannot change his "extra" race.

Greater Silver flier:At 17th level the Silver Dragon is a blur on the skies. For every 40 foot it flies on it's own turn it gains a 10% miss chance against all attacks (even area attacks and spells) for that round, up to 90% miss chance for flying 400 feet.  

Greater Silver Magic: At 19th level the Silver Dragon adds one spell from any list of a level he can cast to his list of spells known.

Reverse gravity: At 20th level the silver dragon can now use reverse gravity as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier.

[/spoiler]

Comments:
[spoiler]
The first metalic dragon I converted, the silver dragon literaly walks atop the clouds, unleashing justice with his cold breath and paralyzing breath. It eventualy grows up to huge size and shows several tricks to control the battlefield before crushing his oponents. It can also disguise as human from the first level.

Well, the silver dragon doesn't grow as much as the red dragon nor it gets as good stats and skills as the silver dragon, but it gets better SLAs and special dragon abilities, plus the powerfull paralyzing breath. For secondary theme I choosed to give him some air-superiority and improved alternate form since Silver dragons are suposed to spend a lot of time on it.

Since he had two immunities for just one vulnerability, I downgraded said immunities to a couple of resistances.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:20:19 AM
Yuan-Ti
(http://www.wizards.com/dnd/images/oe_yuanti_med.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0 + 0 +2 Yuan-ti body, Snake Magic initiate
2+ 2+ 0+ 0 + 3Poison, Snake Shape, Scent
3+ 3+ 1+ 1 + 3Chamaleon, Vitriolic soul, +1 Cha
4+ 4+ 1+ 1 +4 Snake Magic, Poison spit, +1 Cha
5+ 5+ 1+ 1 + 4Snake Skin, Aversion +1 Cha
6+ 6+ 2+ 2 +5 Growth, Snake bite +1 Str, +1 Con
7+ 7+ 2+2 + 5Snake Magic adept +1 Cha, +1 Wis, +1 Int
Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Move silently, bluff, intimidate, knowledge(any), profession(any), balance, climb, jump, apraise, swim, search, spellcraft

Proefeciencies:Light armor, light and heavy shields, simple and martial weapons, and her own natural attacks.

Features:
Yuan-ti body:Loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feets)  She's a medium sized monstruous humanoid with base speed 30. While in her original shape, the Yuan-ti gains a +5 racial bonus to disguise when pretending to be an human.

Snake Magic initiate:The yuan-ti can use entantle, animal trance, darkness, charm person and cause fear 1/day for each HD it has. The saves are 10+1/2HD+Cha modifier.

Poison:The yuan-ti becomes able to produce poison from her fangs. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 con. For every other HD from here, increase the poison damage by one die category (1d4 at 4HD, 1d6 at 6HD, ect). This poison can be used in any of the Yuan-ti's forms, but doesn't stack with other poisons she may gain.

Snake Shape:This ability works as the change shape ability and can only be used to take the form of tiny to medium vypers and back to yuan-ti shape 1/day for each HD.

At 4HD the yuan-ti can take the form of large vypers with two uses of this ability. At 8HD of huge vypers with 3 uses. For each extra 4HD from there it can grow an extra size by burning an extra use of this ability.(gargantuan at 12HD, colossal at 16HD).

In adition, the yuan-ti may choose to fuse her legs into a snake tail. This makes her retain all her abilities and equipment, reduces her base speed to 20 feets, grants her a swim and climb speed of 15 feets and can constrict grappled creatures for 1d6+1,5 Str damage.

Whatever the form the yuan-ti takes, she loses the +5 bonus to disguise as human while on it.

Scent:as the srd ability.

Ability increase:The yuan-ti gains +1 Cha at levels 3, 4, 5, 7. The yuan-ti gains +1 Str and +1 com at level 6. The yuan-ti gains +1Int and +1 Wis at level 7.

Chamaleon :the yuan-ti gains a permanent +10 to hide checks as she can change the color of her skin and equipment to match the enviroment.

Vitriolic soul:As a swift action the yuan-ti can cover a part of her body in acid. This acid deals 1d6 acid damage to the next creature hit by a natural or touch attack from the Yuan-Ti, plus 1d6 for each 2 extra HD(2d6 at 3HD, 5d6 at 5HD, ect) and then dissipates. If the Yuan-ti uses this power while grappling a creature, it deals double vitriolic soul damage on the next sucessfull grapple.

Snake Magic:the yuan-Ti can now use sugestion, deeper darkness as SLAs 1/day for each 2HD it has. Saves are 10+1/2 HD+Cha modifier.

Spit poison:The Yuan-ti can “spit” poison on weapons to poison them as a move action, but such poison only remains fresh for 1 hour for HD of the Yuan-Ti.

[/td][td]Snake Skin:The yuan-ti gains a bonus to nat armor equal to her con modifier and SR=11+HD.

Repulsion:The yuan-ti can now, as a swift action and 1/day for each HD it has, target a creature whitin 30 feets and make it have a overwhelming repulsion to snakes. If the targeted creature fails a will save 10+1/2HD+Cha mod, it cannot willingly aproach less than 20 foot from any kind of snake or yuan-ti, even dead ones, for 10 minutes. If it is whitin 20 foot from a snake or yuan-ti, it moves away as soon as possible. If it cannot move away (or a snake/yuan-ti aproaches to attack outside of their turn) they take a -4 penalty to dex.

If the creature had been sucessfully feinted by the Yuan-ti, the save DC is 10+HD+Cha mod instead.

Growth:By burning one use of her snake shape ability, the yuan-ti can grow one size category and later return to normal whe she wishes. She retains all her abilities and equipment, but she loses the +5 racial bonus to disguising as human.

Snake bite:The yuan-ti gains a bite attack that can always be used regardless of her form(but doesn't stack with other bite attacks), dealing 1d6+str modifier damage(adapt for size changes) plus poison. The yuan.-ti also gains the improved grab ability for her snake bite.

Snake Magic adept:The yuan-ti can now, as SLAs, use fear and baleful polymorph (snakes only) 1/day for each 3 HD it has. Saves are 10+1/2 HD+ Cha mod.
[/spoiler]


Comments:
[spoiler]
The yuan-ti plays pretty much like a rogue, but with some magic and the ability to turn into poisonous snakes.

Full BAB, acid, poison and the change shape abilities gives the yuan-ti what it needs to go in melee, but only one fort save and no DR or fast healing make it more fragile than the other monsters. It makes up for that with some nice control SLAs and good skills to close the gap before striking. +4 Cha and some minor ability bonus allow to reduce MAD. The original Yuan-.Ti does have wisdom and int as it's highest scores, but considering that none of their abilities are tied to it, I focus on giving Cha bonus.

If you want to play a vyperin corruptor with an acid tongue in all the senses of the word, the yuan-ti is for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:27:23 AM
Thri-Kreen
(http://www.wizards.com/dnd/images/xph_gallery/46026.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0 + 0+0 +0 Thri-Kreen body, poison, Kreen mind
Skills:2+int modifier, no class skills

Proefeciencies:Simple weapons and it's own natural attacks.

Features:
Thri-Kreen body:The thri-Kreen loses all other racial bonus and gains monstruous humanoid traits(basicaly dark vision 60 feet), It is a monstruous humanoid with base speed 40. It has four arms with claws (dealing 1d4+Str each) and a bite attack(1d4+1/2 str modifier). A thri-kreen full attacking may use all claws at full Bab and bite at -5 or one manufactured weapon at full Bab and all remaining claws and bite at -5.

A thri-kreen gains a +4 racial bonus on jumps for each HD it has.

Poison:Delivered by bite attack, only one per day for every 5HD it has. Fort DC 10+1/2 HD+Con mod. Initial damage 1d4 Dex, secondary damage paralysis for 1 round/HD of the thri-Kreen. The dex damage increases 1 die size every 5HD.

Kreen mind: It can use chamaleon, know direction and location, greater concealing amorpha, metaphysical claw as Psionic Like Abilities 1/day for every 5HD. Manifester level equal to HD.

In adition, a thri-kreen gains a bonus against sleep effects equal to it's HD.
[/spoiler]

Comments:
[spoiler]
When it came out, the thri-kreen was very popular for all kind of crazy rogue builds in order to abuse it's multiple natural attacks, but eventualy, the RHD and LA made it forgoten.

Anyway, did you know the Thri-Kreen is CR1? No? Forget kobolds, the EXPH thri-kren has a freaking 5 natural attacks, good stats, HP and several tricks all around!

In order to make it a lv1 class, you don't get any ability score or natural armor bonus. You get all 5 natural attacks. Weak saves and skills make room for the PLAs and the poison wich got nerfed.The number of uses increases slowly with level.
The jump bonus starts weaker, but eventualy becomes much stronger than the original monster.

Like the original, rogues and any class with fixd bonus to damage will be specialy usefull for the thri-kreen
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:32:43 AM
Gloom
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44167_C5_gloomman.jpg)
[spoiler]
HD:d8
Level Bab Fort Ref Will Feature
1 +1 + 0 +2  +0 Gloom body, Sneak attack +1d6, Quietescence
2 +2 + 0 +3  +0 True Strike, Gloom dagger, +1 Dex
3 +3 + 1 +3  +1 Sneak attack +2d6
4 +4 + 1 +4  + 1 Poisoner, +1 Dex, +1 Int
5 +5 + 1 +4  +1 Sneak attack +3d6, Armor Piercer
6 +6 + 2 +5  +2 Terror, +1 Int
7 +7 + 2 +5  + 2 Sneak attack +4d6, +1 Dex
8 +8 + 2 +6  +2 Oportunist, Blindsight
9 +9 + 3 +6  +3 Sneak attack +5d6, +1 Int, Vile Poison
10 +10 +3 +7  +3 Shadow Walk, Armor Breaker
11 +11 +3 +7  +3 Sneak attack +6d6, Shadow jump
12 +12 +4 +8  +4 Gloom cloack, Hide in plain sight
13 +13 +4 +8  +4 Sneak attack +7d6, Shadow concealment
14 +14 +4 +9  +4 Killing edge
15 +15 +5 +9  + 5 Sneak attack +8d6, Armor Ravager
16 +16 +5 +10  +5 Killing blow
17 +17 +5 +10  + 5 Sneak attack +9d6, +1 Dex
18 +18 +6 +11  +6 Gloom speed.
19 +19 +6 +11  +6 Sneak attack +10d6, +1 Dex, +1 Int
20 +20 +6 +12  +6  Killing strike
21 +21 +6 +12  +6 Sneak attack +11d6, +1 Dex, +1 Int
22 +21 +7 +13  +7 Gloom Specialist
23 +22  +7 +13  +7 Sneak attack +12d6, +1 Dex, +1 Int
24 +22 + 8 +14  +8 Gloom Master
25 +23 + 8 +14  +8 Sneak attack +13d6, Master Poisoner, +1 Dex, +1 int
Skills:8+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Climb(Str), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal (wis), Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock,Search (Int), Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex), Use Magic Device(Cha)

Proficiencies: simple weapons

Features:
Gloom body: the Gloom loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). It is a medium sized monstruous humanoid with base speed 30 feet.

The Gloom also gains an insight bonus to AC equal to its Int modifier,

Quietescence:The Gloom can produce an effect very similar to the Silence spell (CL=HD, save=10+1/2HD+Int modifier). Starting this effect takes a standard action and the Gloom can maintain it for a number of rounds equal to HDxInt mod per day. The Gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.

Unlike a silence spell, the Gloom may choose to affect only the target of the effect to be silenced. It may change between the area and singular target versions as a swift action.

If it uses this ability on an unwilling flat footed creature, the save DC is 10+HD+Int mod.

Sneak attack: As the rogue ability, increases as shown in the table

True Strike:the Gloom can use true strike as a SLA 1/day for each HD it has.
At 5HD it can use it as a move action. At 10 HD as a swift action. At 15 HD as a free action.

Gloom dagger:The Gloom crafts a dagger out of his own dark soul. Even if dropped, thrown or stolen the Gloom dagger mysteriously reapears on the Gloom's hands on the next moment. The Gloom can thus use the Gloom dagger to perform multiple iterative thrown attacks and can never be truly disarmed. It can melt the dagger in his body and bring it forth in his hand as a free action.

It's stats are like a regular dagger, but it gains an enanchment bonus of +1 for every 2HD of the Gloom. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The Gloom can change his dagger's properties with 8 hours of meditation.

If the Gloom has more than 20HD, it can choose to get epic properties and/or an enanchment bonus to damage and attacks up to +10.

Ability increase:The Gloom gains +1 Dex at levels 2, 4, 7, 17, 19, 21, 23, 25
The Gloom gains +1 Int at levels 4, 6, 9, 19, 21,23, 25

Poisoner:
A sharp blade isn't always enough to finish the job. The Gloom learns how to create one dose of any poison  from raw substances worth 1/10th of that poison's market price and one hour of work by adding a pinch of his dark soul, but they can only be applied to his Gloom Dagger, being thus useless for merchants. The Gloom is always immune to his own crafted poisons.

At 8 HD the Gloom can apply poison as a move action.

At 12 HD the Gloom's poisons can affect creatures normally immune to them, but they receive a +5 bonus on their saves.

At 16 HD the Gloom can apply poison as a swift action.

At 20 HD the Gloom can apply poison as a free action, basically making all his attacks poisoned as long as he has enough doses.

Armor Piercer:Each blow of the Gloom has 25% chance of ignoring all immunities to crit and sneak attack of the target.

Terror:The Gloom knows how to use his body language to strike pure fear on the hearts of his victims. Starting this effect takes a standard action and the Gloom can maintain it for a number of round equal to HDxInt mod per day. The Gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.

Enemies that look at the Gloom while he's using his terror ability must make Will saves DC 10+1/2HD+Int modifier or be affected as by a Fear spell with CL=HD.

If the enemy is flatfooted, the DC increases to 10+HD+Int modifier.

At 11 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

Oportunist:as the rogue ability

Blindsight:as the srd ability, 60 feet.

Vile Poison:The Gloom adds its Int modifier to the DC of its poisons.

Shadow Walk:SLA as the spell 1/day for each HD, Save DC=10+1/2HD+Int mod.

Armor Breaker:Each blow of the Gloom has 50% chance of ignoring all immunities to crit and sneak attack of the target.

Shadow jump:the Gloom may, once per turn as a swift action, teleport to any shadow it can see whitin 60 feet.

Gloom cloack:The Gloom gains SR=11+HD and DR/magic equal to half it's HD. It may rise or lower it's SR as a free action at any time, even if it isn't its tur.

Hide in plain sight: as the shadow dancer ability.

Shadow concealment:While standing in a shadow, a Gloom gains 10% concealment for each 4HD it has, up to 50% at 20HD. Neither darkvision or True sight  deny this effect, but any effect that removes the shadow will.

Killing edge:Whenever the Gloom delivers a sucessfull critical, it adds +1d6 damage to the damage. If the weapon has an higher crit mod than normal, it deals an extra +1d6 for each point that it is higher than x2 (+2d6 for x3, +3d6 for x4, etc)

In adition, for any simple weapon it wields, the Gloom can either replace the threat range by half its int modifer, or the crit multiplier by half its int modifier.

So, a Gloom with an int of 22 could either make a normal dagger threaten a crit on a range of 18-20  or change the dagger's crit multipler to x3.

Killing blow:Creatures that suffer a sucessfull crit from the Gloom must make a save 10+1/2HD+Dex modifier+Int modifier or instantly die. Creatures immune to crits are immune to this effect, but Armor breaker/ravager/piercer/killing strike bypasses that.

Armor Ravager:Each blow of the Gloom has 75% chance of ignoring all immunities to crit and sneak attack of the target.

Gloom speed.:The Gloom can take one extra standard or move action per turn.

Killing strike:Each blow of the Gloom completely ignores immunties to crit/sneak attack, miss chances, mirror images and concealment.

Gloom Specialist:The Gloom can use his Quietescence, terror,  true strike and shadow walk abilites any number of times per day it wishes, all as free actions. His DR improves to DR/epic. His terror ability can now affect creatures immune to fear.

Gloom Master:As a free action, the Gloom can teleport to any shadow it can see whitin 60 feet. While standing in a shadow, all attacks against it suffer a 75% miss chance. This miss chance now applies even to area attacks-the Gloom is literaly a flickering shadow! It may use thie teleport ability a number of times per round equal to his Dex modifier, even if it isn't it's turn. It can also change his Gloom dagger's properties as a swift action.

Master Poisoner: the Gloom can now instantly craft any poison he knows for free as a free action and apply it to his dagger.
[/spoiler]

[spoiler]
The Gloom is an assassin that strikes from the shadows like nobody else. Nobody is safe from it. And when you see him, it's already too late for you

Like the phoenix, the Gloom wasn't that strong for an epic monster, so I pimped him all around.

First of all buffed up his silence ability so it's more versatile and you can use it to silence pesky spellcasters. You can notice several epic feats filling dead levels pre-epic, they're based on the feats he gets in the epic handbook. They're all powerfull, ranging from extra actions to insta-gib with crits, but since the gloom's geting them at medium-high levels when casters rule the jungle, it isn't that bad.  The gloom also gets anti-crit immunities to deliver the pain to constructs, undeads and fortified adventurers. Also unlike most other monsters here, it has only two simple SLAs, is medium sized, and doesn't grow in size nor he gets much extra ability scores. Focused on Dex and Int.

The epic levels allow him to use most of his abilities at will, faster and better.

Full BAB, one good save and d8HD. A rogue gets more proefeciencies and defensive/utility abilities. The Gloom is more glass-cannonish, but hits pretty hard.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:36:43 AM
Erinyes

(http://www.wizards.com/dnd/images/alumni_erinyes_FC2.jpg)

[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 +3 Lesser sadist, +1 Cha
4+ 4+ 4+ 1 +4Wings, +1 Str
5+ 5+ 4+ 1 +4+1 Str, +1 Cha
6+ 6+ 5+2 +5Sadist, +1 Cha
7+ 7+ 5+ 2 +5Greater Sadist, +1 Str
8+ 8+ 6+ 2 +6Master Sadist, +1 Cha

Skills:4+int modifier per level, Class skills are Bluff, diplomacy, intimidate, knowledge(any), concentration, search, spot, listen, sense motive, use rope, profession(any), disguise.

Proefeciencies: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: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: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:the erinyes can now use minor image as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.

Wings :the erinyes can now fly at a speed of 50 foot with good maneuverability.

Sadist :The erinyes can now use charm monster as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.

Greater Sadist:The erinyes can now use unholy blight as a SLA 1/day for each HD it has. Save DC=10+1/2 Cha mod.


Master Sadist: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 proefeciency, 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.

Besides BDSM, she also gets some SLAs, fly speed and +4 to Str and Cha, plus solid skills. The capstone is teleport and juicy permanent true seeing. Feel free to multiclass as caster or pure warrior from there.

If you want to play a devilish femme fatale , the erinyes is for you.

The succubus is  weaker at direct combat, but gets her SLAs faster and much better skills, not to mention change shape.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 02, 2010, 10:38:39 AM
Why does everyone seem to think that erinyes are a single-gender race? :p
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:44:00 AM
Why does everyone seem to think that erinyes are a single-gender race? :p

Well, if you have a picture of a male erinyes by all means link it and I'll put it side by side.  :rollseyes
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 02, 2010, 10:54:37 AM
There was one in that Dragon (Dungeon?) comic strip about the drow. Otherwise, I guess most artists prefer to draw attractive women over attractive men.  :p
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 10:57:52 AM
Angel (planetar/solar)
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG12.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+ 0+0 +2Celestial body, Celestial blood, Angel
2+1+ 0+0 +3 Heaven Miracle(Invisibility, Continual flame)
3+1+ 1+1+3Celestial Skin
4+2+ 1+1+4Detect snares and pits, See invisibility, Wings
5+2+ 1+1+4Lesser Protective aura, regeneration
6+3+ 2+2+5Discern lies, holy smite
7+3+ 2+2+5Greater protective aura
8+4+ 2+2+6Polymorph
9+4+ 3+3+6True seeing
10+5+ 3+3+7Growth
11+5 + 3+3+7Waves of fatigue
12+6+ 4+4+8+1 Wis, +1 Cha
13+6+ 4+4+8+1Wis, +1 Cha, greater teleport
14+7+ 4+4+9Earthquake
15+7+5 +5+9 Power word stun
16+8+ 5+5+10Mass charm monster
17+8+ 5+5+10 Prismatic spray, Power Word blind
18+9+ 6+6+11Power Word Kill, Waves of Exhaustion
19+9+ 6+6+11Imprisonment, +1 Wis, +1 Cha
20+10+ 6+6+12Judgement arrows, +1 Wis, +1 Cha
21+11+ 6+6+12Solar, +1 Wis, +1 Cha
22+11+7 +7+13Permanency, +1 Wis, +1 Cha
23+12+ 7+7+13Wish, +1 Wis, +1 Cha
Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)
Proficiencies: simple weapons, two martial weapons of it's choice, slam attacks.


Features:


Celestial body:The angel loses all other racial bonus and gains outsider traits(basicaly darkvision 60 foot). He is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has his hands free.
 
Celestial blood: The angel casts spells as if it was a cleric of the same angel level. It must either choose a deity and it's domains or pick two from War, Good, Air, Destruction, Law. If he multiclasses as a cleric angel levels and cleric levels stack for determining his spellcasting ability, but he doesn't get any extra domains. It does get turn undead, but angel levels don't stack with that ability.


Angel: The angel gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to it's HD and resistance to fire and electrecity equal to half it's HD.

In adition it gains the good subtypes and his natural attacks and any weapon it wields count as good  aligned for bypassing DR.


Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in his own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on his own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

Invisibility:SLA 1/day for each 2HD


Continual flame: SLA 1/day for each 2HD, if the component cost is not paid then only lasts 1 minute per HD.

Celestial skin:The angel gains DR/evil equal to half it's HD and SR equal to 11+HD.

Detect snares and pits:Always active.

 See invisibility:SLA 1/day for each 2HD.

Wings:The angel becomes able to fly at a speed of 5 foot for each 2HD it has, with good maneuverability.

Lesser Protective aura:Always active, as magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is +4.

Regeneration: 1 for each 5HD, bypassed by evil attacks, effects and spells.

Discern lies: always active.

Holy smite:SLA 1/day for each 2HD.

Greater protective aura:Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel.

Polymorph:1/day for each 5HD, self only.

True seeing:1/day for each 4HD.

Growth of mind/body:The angel grows one size category.

Waves of Fatigue: 1/day for each 5HD it has.

Ability increase: At levels 12, 19, 20, 21, 22, 23 the angel gains +1 to Wis and Cha, for a total of +6 Wis and +6 Cha at level 23.

greater teleport:
sla 1/day for each 4HD.

Earthquake:SLA 1/day for each 10 HD it has.

 Power word stun:SLA 1/day for each 5 HD it has

Mass charm monster:SLA  1/day for each 5 HD it has.

Prismatic spray:SLA 1/day for each 10 HD it has

Power Word blind:SLA 1/day for each 5HD it has

Power Word Kill:SLA 1/day for each 10 HD it has
Waves of Exhaustion: SLA 1/day for each 10 HD it has

Imprisonment: SLA 1/day for each 10 HD it has.

Judgement arrows.:Whenever the solar fires an arrow, he can imbue it with the slaying property as a free action. He can use this ability a number of times per day equal to his Wis modifier.

Solar:The angel's DR upgrades to DR/epic and evil. Any melee weapon wielded by the angel can be given  the dancing property by the angel as a free action, wich lasts while it is holded by the angel or dancing. Only one dancing weapon at a time.

Permanency:SLA 1/day for each 20HD.

Wish: SLA 1/day for each 20HD. If the angel uses it to create a permanent lasting effect (like creating/improving an item, or increasing an ability score), he must pay the full exp cost.
[/spoiler]


Comments
[spoiler]
First of all, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.

Now, the angel is a full spellcaster. Point. Then it gets wings, growth, a couple of ability bonus and several SLAs and constant buffs. I left out the SLAs present on the cleric spell list because of redudancy, but it's still probably the strongest monster class I designed so far because he's a damn fullcaster.

In return, the angel has  one less good save, no racial bonus and no turn undead. It also doesn't get neither armor proefeciencies or natural armor, altough that can be partialy solved with a quick cleric dip.

The best comparison I can think off is the archivist, who can learn pretty much every spell out there. The angel has more limited choices (wich is still a lot when you have the base cleric spells), in particular because it can't cherry pick domains willy-nilly, but in return gets some permanent buffs like flying, growth, DR, ect. Minor globe of invulnerability to allies may prove specialy usefull. Hopefully this, combined with the weak saves, skills and BAB shall keep the angel from being stronger than the archivist, and more or less at the same power level of the cleric.

Since he's a true fullcaster, he doesn't get permanent see invisibility and true seeing like the Balor and Erinyes, but can still use them some times per day whitout paying costs.

Despite his weak Bab, the cleric list is full of powerfull self-buffs, allowing the angel to jump into melee with some preparation. Or cleric dip for turn undead and DMM. A pathetic concentration skill makes for much harder casting in melee tough.

So, if you want to play a cleric who trades  saves for becoming more celestial-like and some flavourfull and usefull SLAs, the angel is for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 11:02:25 AM
Nixie
(http://pics.livejournal.com/richgreen01/pic/000dp6a4/s320x240)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+0 + 0+ 2 + 2Nixie body, Sprite skin, Charmer, Amphibious, Water breathing, Wild empathy, +1 Dex

Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Bluff, Disguise,  Diplomacy , Handle animal  Hide, Listen , ride Perform (any), Move Silently, Search Sense Motive, Spot, Tumble, Use Magic Device, Profession (any) Use rope, Survival

Proficiencies:
Simple weapons.

Features:
Nixie body: the nixie loses all other racial bonus and gains fey traits (basicaly low light vision). It is a small sized fey with base speed 20 foot and swim speed equal to her base speed.

It gains the aquatic subtype, wich means it can breathe underwater and doesn't take penalties for fighting while swimming.

Sprite skin: the nixie gains DR/cold iron equal to half her HD and SR equal to 11+HD.

Charmer: The nixie can use charm person as a SLA 2/day for each HD it has.
             When it reaches 3HD, it can use charm animal as a SLA 1/day for each HD it has.
              When it reaches 5 HD, it can use sugestion as a SLA 1/day for each  HD it has.
              When it reaches 7 HD, it can use charm monster as a SLA 1/day for each 2HD it has.
             When it reaches 9HD, it can use dominate person as a SLA 1/day for each 3HD it has.
             When it reaches 17HD, it can use mass charm monster as a SLA 1/day for each 4HD it has.
            When it reaches 18HD, it can use dominate monster as a SLA 1/day for each 5HD it has.

Save DCs are 10+1/2HD+Cha mod.

Ability increase: the nixie gains +1 Dex at first level.


Amphibious (Ex):
Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp)


Water breathing:
Once per day pr HD, a nixie can use water breathing as a SLA.

Wild Empathy (Ex):This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills

A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water.
[/spoiler]

Comments:
[spoiler]
The nixie is a cute little fairy that lives in the water, but can last on ground for any amount of time.

It's main feature is the ability to charm people and then take them under water. My version gets some stronger charms as it levels up since charm person quickly becomes useless.

Besides that, 6 skill points and several usefull skills as class skills don't hurt, and there's still some space for an extra point to dex. It also gets SR and an increasing DR with just one monster level, making it specialy tempting for skill monkeys, particularly in aquatic campaigns.

If you want to play an aquatic fairy wich combines skills with several natural charm abilities, the nixie's for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 11:16:37 AM
There was one in that Dragon (Dungeon?) comic strip about the drow. Otherwise, I guess most artists prefer to draw attractive women over attractive men.  :p

I aprove!

On the other hand notice that the humanoid-looking classes are suposed to be for both gender, it's just common policy to only use "he" or "she" in the descriptions, instead of "he/she".
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 05:21:16 PM
Phasm
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG208b.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+0+ 0 +2 Phasm body, amorphous, Shaper initiate.
2+ 1+ 0+ 0 + 3Telepathy, Scent, shaper power +1
3+ 2+ 1+ 1 + 3 Shaper
4+ 3+ 1+ 1 +4 Tremorsense, Shaper power +2
5+ 3+ 1+ 1 + 4 Greater shaper
6+ 4+ 2+ 2 +5 Shaper power +4, resilient
7+ 5+ 2+2 + 5 Supreme shaper, Shaper power +6
Skills:4+int per level, class skills are Bluff , Climb , Craft (any one), Diplomacy , Disguise , Intimidate, Knowledge (any one) , Listen , Spot , Survival

Proefeciencies:simple weapons and any natural weapons it gains.

Features:
Phasm body:Loses all other racial bonus and gains aberratio traits (basicaly darkvision 60 feets) . It's a medium sized aberration with base speed 30. It has a slam attack dealing 1d3+1,5 str modifier. It doesn't have limbs capable of fine manipulation on it's normal form, but it can speak.

A phasm also gains a bonus to nat armor equal to it's Con modifier when in it's natural form.

A phasm has no equipment slots on his natural form, but it can integrate them inside his body and automatically equip them when he transforms in a form able to use them. So a phasm can carry a crossbow inside it's body, and when it turns into an humanoid, it can instantly shoot said crossbow.

Amorphous:A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Shaper initiate: the phasm gains the alternate form ability as in the srd
[spoiler] A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

    * The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
    * The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
    * The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
    * The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
    * The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
    * The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]
It takes a standard action to transform and the phasm can transform in any medium creature it is familiar with and back 2/day for each HD it has. The phasm cannot assume the form of a creature with more HD than itself.

At 5HD it can transform as a move action. At 10 HD as a swift action. At 15 HD as a immediate action.

Besides the base +10 to disguise from alternate form, the phasm gains an extra +1 circumstance bonus to disguise checks for each HD it has when transforming.

As levels in the phasm class are taken, the phasm becomes able to turn into other sizes of creatures.



Telepathy:40 feets +10 feets per extra HD from here.

Scent:as the srd ability.

Shaper power:the phasm can improve one of it's own ability scores by an amount as show on the table. The bonus can all be applied to one ability or spread across several scores . Every time it changes shape it can change wich of it's ability scores receives the bonus.

Shaper:the phasm can now take the shape of small and tiny creatures.

Tremorsense as the srd ability, 10 feets per HD.

Greater shaper:the phasm can now take the shape of large creatures.

Resilient:The phasm adds half it's HD on all fortidude and reflex saves in any form it takes.

Supreme shaper:the phasm can now assume the form of huge creatures and creatures smaller than tiny. If all phasm levels were taken, it's transformation abilites keep improving:

At 10 HD it can take the form of gargantuan creatures and swarms.

At 13 HD it can take the form of colossal creatures and inanimate objects. If taking the shape of an object, it can still move as an animated object of the same size.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 05:23:33 PM
Vampire (prc)
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG251.jpg)

[spoiler]
REQUIREMENTS:
To qualify to become a Vampire, a character must fulfill all the following criteria.

Special: The character must have been killed by a Vampire's bite (see Greater Blood Powers).

-OR-

Feats: Alertness, Dodge, Combat Reflexes.
Special: Constitution 10+ and the character must have a special evil ritual performed upon him.

This class may be taken at first level by using flaws to gain extra feats.

HD: d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Vampire Body, Vampire Vulnerabilities, Resting Place,  Blood Drain, Blood Power
2+ 1+0+0 + 3 Greater Blood Powers

Skills: 2 + Intelligence modifier per level, no class skills

Proficiencies: The Vampire is proficient with all simple weapons.

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

The Vampire gains a slam attack dealing 1d6 plus 1-1/2 times his Strength bonus.

Any previously gained HD are changed to d12, and any new HD gained are also changed to d12.

In addition, the Vampire gains a natural armor bonus equal to its Strength or Charisma bonus, whichever is higher.

Vampire Vulnerabilities: The vampire becomes vulnerable to a variety of things in diferent degrees.
[spoiler]
Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

A Vampire casts no reflection on a mirror.

Exposing any Vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion (unless the base creature had a swim speed, in wich case the vampire can swim freely). Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).
[/spoiler]

Resting Place: a vampire who rests for 8 hours over a layer of dirt taken from 100 feet of his birthplace completely heals his HP. Most vampire craft coffins wich are filled with such dirt so they always have a safe place to return to (see also fast healing blood power).

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains a blood charge that is saved for later use. A vampire can save a number of Blood Charges equal to his HD multiplied by his Strength bonus or Charisma bonus (whichever one is higher).

If a Vampire drains blood from a creature with 3 or more points of Intelligence, it gains 2 Blood Charges on a successful attack instead.
If a Vampire drains blood from a member of it's base race, it gains 4 blood charges on a successful attack instead.

The Vampire can only obtain a Blood Charge from living beings. Drinking blood from dead creatures or drinking preserved blood tastes foul to the Vampire and provides no Blood Charges.

The Vampire can drain blood from summoned creatures, but the charges obtained this way disappear when the summoned monster disappears.

Each day, the Vampire loses a number of Blood Charges equal to his HD. If he rested 8 hours in his resting place, he only loses half that number, rounded up. If the vampire doesn't have enough blood charges to satisfy it's needs by morning, he takes a penalty to all d20 rolls equal to the number of missing blood charges, up to a penalty equal to twice his own HD. The penalty lasts until the Vampire gets a number of Blood Charges equal to his HD or more and spends 8 hours on his resting place.

Blood Powers: The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Blood Power is a free action.

Vampire Aptitude: By expending one Blood Charge, the Vampire gains a +3 untyped bonus to the skill of his choice for 1 hour. Any bonuses given by this ability cannot exceed 2 higher than the Vampire's HD

Vampire Might: By expending one Blood Charge, the Vampire gains a +1 untyped bonus to an ability score of his choice for one hour. Multiple uses of this power for the same ability score stack, but any bonuses granted by this ability for a single ability score cannot exceed the Vampire's HD.

Night Form(Su): By expending one Blood Charge, a vampire can assume the shape of a bat or wolf as a standard action. While in its alternate form, the Vampire loses its natural slam attack, but it gains the natural weapons and any extraordinary special attacks of its new form. This ability lasts 24 hours. Otherwise it functions as the Alternate Form ability.

If the Vampire has 4 or more HD, it can also use this ability to take the form of a dire wolf or dire bat at the cost of 2 Blood Charges.

According to the campaign setting and Vampire's original race, the vampire may replace some of it's forms with others more apropriate, with authorization of the DM.
Gaseous Form (Su): As a standard action the Vampire may expend any number of Blood Charges. The Vampire assumes a Gaseous Form as the spell, but with a fly speed of 20 ft. with perfect maneuverability, and with a caster level equal to the number of Blood Charges spent.

Dark healing: By expending one Blood Charge, the Vampire gains Fast Healing 1 for 1 minute. If reduced to 0 hit points while Dark Healing is active, the Vampire automatically assumes a Gaseous Form and attempts to escape. It must reach its resting place within 2 hours or be utterly destroyed. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once resting in its resting place, a Vampire is helpless. It regains 1 hit point after 1 hour, after which he is no longer helpless.

Spider Climb (Ex): By expending one Blood Charge, a Vampire can climb any surface as though affected by a Spider Climb spell for 1 hour.

Greater Blood powers: At second level, the Vampire can use his drained blood to fuel even stronger abilities. The Vampire can expend Blood Charges to use any of the following abilities. Unless otherwise noted, activating a Greater Blood Power is a free action.

Children of the Night (Sp): By expending one Blood Charge, a Vampire may cast a Summon Nature's Ally spell as a spell-like ability as a standard action, with a caster level equal to his HD. As a Vampire gains more HD, more powerful spells become available to him.

At 3HD, it may use Summon Nature's Ally II for three Blood Charges
At 5HD, it may use Summon Nature's Ally III for five Blood Charges
At 7HD, it may use Summon Nature's Ally IV for seven Blood Charges
At 9HD, it may use Summon Nature's AllyV for nine Blood Charges
At 11HD, it may use Summon Nature's Ally VI for eleven Blood Charges.
At 13HD, it may use Summon Nature's Ally VII for thirteen Blood Charges
At 15HD, it may use Summon Nature's Ally VIII for fifteen Blood Charges.
At 17HD, it may use Summon Nature's Ally IX for seventeen Blood Charges

If the Vampire summons a single creature, add the Vampire's Charisma or Strenght modifier(whicever's higher) to its attack rolls, damage rolls, skills and saves.

If the vampire chooses to summon more than one creature with Summon Nature's Ally, double the number of summoned creatures.

The summoned creatures are all evil-aligned and have dark and wolfish features. For example, a wolf might have pitch black fur, sprites might have red eyes and sharp fangs.The Vampire cannot drain blood from creatures summoned in this way.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. As a standard action, a Vampire may expend any number of Blood Charges. Any creature looking at the Vampire's eyes must make a DC (10 + Blood Charges spent + Strength or Charisma bonus) will save or fall under the Vampire’s influence as though controlled by a Charm Monster spell with a caster level equal to the number of Blood Charges spent. The ability has a range of 30 feet, and lasts 24 hours. The Vampire cannot spend more than 1/2 his HD (rounded down) in this way.

At 10 HD, this ability functions as Dominate Monster, but with the same exceptions noted earlier.

Create Spawn (Su) If a Vampire lowers a victim’s Constitution score to 0 and then expends Blood Charges equal to the victim's HD, the victim returns to life 1d4 days after burial (it must be properly buried and not too much damage) with one level of vampire. The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a Vampire may control up to two times his HD of Vampire Spawns; any spawns he creates that would exceed this limit are created as free-willed Vampires. A Vampire that is enslaved may create and enslave spawn of its own once it gains another Vampire level, so a master Vampire can control a number of lesser Vampires in this fashion. A Vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a Vampire or Vampire Spawn cannot be enslaved again.

Energy Drain (Su): By expending one Blood Charge, a Vampire can cause living creatures hit by his slam attack (or any other natural weapon the Vampire might possess) to gain two negative levels. The Vampire gains one Blood Charge for each negative level bestowed in this way(2 for sentient creatures, 4 for same race). A Vampire can use its Energy Drain ability once only once per round. The save DC to remove the levels is 10 + 1/2 HD + Charisma or Strength bonus (whichever is higher). Creatures killed by energy drain don't return as vampires, but the vampire can weaken them with the energy drain and finish them with blood drain.

Unholy skin: By expending one Blood Charge, the Vampire gains DR/silver and magic equal to half of his HD, and cold, electricity, and turn resistance equal to it's HD, for one hour. While unholy skin is active, the vampire's natural attacks count as magic for bypassing DR.

Dark magic: If a Vampire has caster or manifester levels, it may spend Blood Charges when regaining spell slots or power slots. He may expend Blood Charges equal to his HD multiplied by the highest spell level he can cast normally. If he does, his Vampire levels stack with caster levels and or manifester levels for determining spells known, spells per day, powers known, powers per day, power points per day and the caster or manifester levels for such spells or powers.

For example, a wizard 1 / Vampire 2 rests, and in the morning before preparing his spells, expends 3 Blood Charges, his two Vampire levels count as wizard levels for all purposes mentioned above.

Alternatively, a Vampire may expend Blood Charges equal to half his HD when regaining spell slots to increase his caster or manifester level by two, but without gaining any extra spells/powers known or spell slots/power points.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 05:42:29 PM
Xill

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG259b.jpg)
[spoiler]
Hit Die:d8
Level Base Attack<br>Bonus Fort Save Ref Save Will Save Special
1st
+1
+2
+0
+0
Xill Body
2nd
+2
+3
+0
+0
Multiattack, +1 Dex
3rd
+3
+3
+1
+1
Improved Grab
4th
+4
+4
+1
+1
Paralysis, +1 Str
5th
+5
+4
+1
+1
Implant, +1 Dex
6th
+6
+5
+2
+2
Planewalk, +1 Con

Skills:4+Int modifier, (4+Int modifier)*4 at first level. The Xill's class skills are: Balance(Dex), Climb(Str), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Tumble(Dex), Use Rope(Dex).


Xill Body
Upon entering this class, a creature loses all of its racial abilities. It gains the Outsider type and its traits (Darkvision 60ft (Ex), proficiency with Simple and Martial Weapons, Light Armour and Shields (except Tower Shields)). Its size changes to Medium. A Xill has four arms with hands suitable for weilding weapons or for the somatic components of spells. It has four claw attacks which deal 1d4 damage plus the Xill's Strength modifier. It also has a bite attack, which deals no damage but can eventually deliver a paralysing venom. Finally, it gains a Natural Armour bonus to its Armour Class equal to half it's Con modifier or +2, whichever is higher.

Multiattack
A Xill gains Multiattack as a bonus feat. If they already have this feat, they may select one feat of their choice. In addition a Xill gains Multiweapon Fighting any time it would normally gain the Two-Weapon Fighting feat.

Improved Grab (Ex)
To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time.

Paralysis (Ex)
Those bitten by a xill must succeed on a Fortitude save (DC 10+1/2HD+Con modifier) or be paralyzed for 1d4 hours.

Implant (Ex)
As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside, acting like a Destruction spell (DC 10+1/2HD+Con modifier). A remove disease spell rids a victim of the egg, as does a Heal check (DC 10+2*HD+Con modifier). If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Planewalk (Su)
These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.
[/SPOILER]

Class Comments:
[SPOILER]I did this whilst sleep deprived and with the passing fancy to play as something Gilgamesh-esque so don't expect the height of reason. Some stat boosts and all it's abilities are in there, with a small perk if you go into Ranger or something similar. Altered the DCs for some abilities, hopefully they've turned out about right. I left Planewalk for last because of it's obvious uses in stealth and escape, but kept it in the class because casters were doing the same three levels ago to a lesser extent. It felt good to make and should provide a decent chassis for a build using three or more weapons, so I feel I've done well.[/SPOILER]

Done by ScionoftheVoid from GITP.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 02, 2010, 06:00:51 PM
Lillend
(http://img6.imageshack.us/img6/1457/lillend.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +0 +2+2 Lillend body, Muse.
2  +1 +0 +3+3 Artistic Soul
3  +2+1 +3 +3Constrict, Improved grab, +1 Str
4  +3 +1+4 +4 Understanding , +1 Cha
5  +3 +1+4  +4 Trickster, +1 Str
6  +4 +2+5+5 Wings, +1 Cha
7  +5 +2+5 +5 Growth, +1 Str
Skills:6+int modifier per level, quadruple at first level. Class skills are Appraise, Concentration , Climb, Diplomacy , Knowledge (arcana) ,
Listen , Perform (any ) , Sense Motive , Spellcraft ,
Spot , Survival, swim

Proefeciencies: proficient  with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip

Features:

Lillend body: At 1st level the lillend loses all other racial bonus and gains outsider traits(basically darkvision 60 foot). It is a medium sized outsider with base speed 20 with a snake tail instead of legs and a natural tail slap attack dealing 1d6+1/2 str damage. When full attacking, the lillend can use her tail slap as a secondary attack with -5 penalty whitout taking penalty on it's other attacks.

In adition, she gains a bonus to natural armor equal to her Cha modifier.

Muse:the lillend gains a bonus on saves against poison  equal to her HD and fire resistance equal to half her HD. In adition, she gains a racial bonus on survival checks equal to half her HD.

The lillend also gains the chaotic and good subtypes and her natural weapons and wielded weapons count as chaotic and good for purposes of bypassing DR.


Artistic soul:A lillend casts spells and can use bardic music as a bard of the same level-1. Only lillend levels count for this ability, but they stack with any other class or prc that gives bard spellcasting and/or bardic music.

Ability increase: the lillend gains +1 Cha at levels 4 and 6 and +1 Str at levels 3, 5, 7


Constrict  (Ex):
A lillend deals 1d10+str points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex):To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


Understanding:The lillend can now use speak with animals and speak with plants as SLAs 1/day for each 4HD it has.

 Trickster:
The lillend can now use knock and illusionary terrain as SLAs 1/day for each 2 HD it has. Saves are 10+1/2HD+Cha modifier.

Wings:
The lillend grows feathery wings of bright colors wich allow her to fly at a speed of 10 foot per HD, average maneuverability.

Growth: the lillend grows one size category.

[/spoiler]

Comments:
[spoiler]
It's a plane? It's a bird? No, it's a freaking bard with wings and snake tail!

The MM lillend casts and sings as a bard one level behind, and can't pick any of the races that boost bard abilities. In return, it gets flying, one size increase, some minor SLAs, +2 to Cha and +3 STR and a constrict attack.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 07:53:26 PM
Aranea
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG16.jpg)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Aranea body, poison, change shape, web.
2+ 1+ 0+0 +3 Arcane soul, +1 Cha
3+ 1+ 1+ 1 +3 Spider sense, +1 Dex, +1 Cha
4+ 2+ 1+1 +4 Poison spit, +1 Cha, +1 Dex
Skills:2+int modifier per level, quadruple at 1st level. Class skills are class skills (and the key ability for each skill) are Bluff, Intimidate, Climb, Jump, Concentration  (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft  (Int).

Proefeciencies:an aranea is proefecient with it's natural weapons ,  and web attack.

Features:
Aranea body: At 1st level, the aranea loses all other racial bonus and gets magic beast traits(darkvision 60 feets and low light vision basicaly). She's a medium sized magic beast  with base speed 50 and climb speed equal to half her land speed and a natural bite attack dealing 1d6+1,5 str damage. It gains a +8 bonus to all climb checks and can always take 10 in that skill, even if rushed or threatened.

In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.  Those arms are capable of fine manipulation, in particular spellcasting. An aranea can also wield weapons with them.

She also gets a bonus to nat armor equal to her Con modifier.

Poison:Delivered by bite attack, fort save DC=10+1/2HD+Con mod, 1d4 Str damage initial damage, 1d8 secondary damage. For each two extra HD of the aranea, both the initial and secondary damage increase one die size.


 Web:
In spider or hybrid form (see below), an aranea can throw a web up to 2 times per day for each HD it has. This is similar to an attack with a net but has a maximum range of 10 feets per HD, with a range increment of 10 feet, and is effective against targets of up to one size category bigger than the aranea. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10+1/2HD+Con modifier Escape Artist check or burst the web with a DC 10+HD+Con modifier Strength check. The web has 2 hit points per HD of the aranea, hardness 0, and takes double damage from fire.

Change Shape (Su):An aranea’s natural form is that of a Medium monstrous spider as described on aranea body. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 10+HD+Cha mod Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wear normal humanoid armor and equipment. When in hybrid form, an aranea’s speed is 30 feet and it doesn't have a climb speed.

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

This ability can be used 2/day for each HD of the aranea.

Ability increase: An aranea gains a permanent +1 to Dex at levels 1, 3 and 4 and +1 to Cha at levels 2, 3 and 4.

Arcane soulAn aranea casts as a sorceror of it's aranea level-1. Sorceror levels stack with this ability.

Spider sense:The aranea gains a bonus to spot, listen and climb checks equal to half her HD, rounded up.

Spit poison: the aranea can now apply her poison in any weapon it has holded as a move action. This poison lasts 1 hour per HD or untill used, wichever comes first.
[/spoiler]

Comments:
[spoiler]The aranea is a sorcerous spider. She casts one level away from a sorceror and has no basic weapon proefecinecy, but backs it up with a great base speed, web, poison, superior HD and a bonus to cha and dex over it's 4 levels.

Altough the obvious course for this monster is going sorceror, 1 level dip could be usefull for other builds thanks to the climb speed, web and poisonous bite.
[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 07:59:47 PM
Dryad
(http://www.ravenmedium.com/dryad_lg.jpg)(http://th08.deviantart.net/fs7/300W/i/2005/173/c/1/dryad_by_guri_chan.jpg)
[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 0+0 +2 +2 Nature Embodied, Tree Dependent, Nature's Attendant, Cha+1
2+ 1+ 0+3 +3 Wild Empathy, Nature's Guardian, Fey body, Cha+1
3+ 1+ 1+ 3 +3 Nature's Advocate, Cha +1
Skills:6+Int modifier per level, Class skills are Handle Animal, Knowledge (nature), Spot, Listen, Survival, Escape Artist, Hide, Move Silently.

Proficiencies: Dryad are proefecient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear

Features:

Nature Embodied: The dryad loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet. She also gains a bonus to natural armor equal to her Cha modifier.

If she multiclasses for an arcane/divine class it can count its dryad 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 dryad 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but dryad levels wouldn't count for it.

If the multiclassed class is druid, or a cleric with the plant domain, the dryad can use Cha instead of Wis for casting.

Tree Dependent: A dryad must stay always within 100 yards per HD of her chosen tree. Any who do become ill and die within 1d6 hours per HD. A dryad’s oak does not radiate magic.  Dryad  can choose a new tree by doing a 24 hour ritual.


Nature's Attendant: Entangle, Tree Shape, Speak with Plants as SLAs 2/day for each HD it has. Save DCs are 10+1/2HD+Cha modifier.

Fey body: DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Dryad gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Dryad levels stack with that class for Wild Empathy (you still get +6 bonus).

Nature's Guardian: Deep Slumber, Tree Stride 1/day for each HD it has. Save DCs are 10+1/2HD +Cha modifier.

Nature's Advocate: Charm Person, Charm animal and  Suggestion 1/day for each HD it has.

At  9 HD the dryad can use charm monster as a SLA for each 2HD she has.

At 15HD the dryad can use mass charm monster as a SLA 1/day for each 4 HD she has.

Save DCs are 10+1/2HD+Cha modifier.
 
Ability increase: Dryad gains Cha + 1 Cha at all levels.
[/spoiler]

Comments:
[spoiler]
The dryad is a beatifull servant of nature with a powerfull connection to trees. Tree dependant is a powerfull disadvantage, but in return the dryad gets +3 Cha, several powerfull SLAs and can then multiclass as sorceror, cleric or druid with several goodies. Plus good skills never hurt.

[/spoiler]

Contributed by Bodez from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 08:15:00 PM
Marilith
(http://www.finalfantasy.com.br/ffs/ff1/img/Marilith.jpg)(http://images3.wikia.nocookie.net/forgottenrealms/images/thumb/8/84/Marilith_-_Sam_Wood.jpg/250px-Marilith_-_Sam_Wood.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Marilith body, +1 Str
2  +2 +3+0 +3 Demon, Improved grab, constrict, Con+1
3  +3 +3+1 +3 Abyss Skin, Magic weapon, Str+1
4  +4 +4 +1+4 Extra Arms(+2), Con+1
5  +5 +4 +1 +4 Align Weapon, See invisibility, Str+1
6  +6 +5+2 +5 Extra Arms(+4), Con +1
7  +7 +5 +2 +5 Suffocate, Str+1
8  +8 +6 +2 +5 Growth, Con+1
9  +9  +6+3 +6Dance of Chaos, Str+1
10  +10 +7+3 +7 Teleport, Con+1, Cha+1
11  +11 +7 +3+7 True Seeing  Str+1
12  +12 +8 +4+8 Telekinesis , Con+1, Cha+1
13  +13 +8 +4 +8 Unholy aura Str+1, Cha+1
14  +14 +9 +4 +9 Blade barrier, Con+1, Cha+1
15  +15 +9 +5 +9 Project Image, Str+1, Cha+1
16  +16 +10 +5 +10 Mirror Blades, Con+1, Cha+1
17  +17 +10 +5+10 Dance of Death, Str+1, Con+1, Cha+1
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Bluff , Concentration . Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proefeciencies:Simple and martial weapons, her own natural weapons.

Features:

Marilith body:
The marilith loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d6+Str modifier damage each and a tail slap attack dealing 3d6+1/2 str damage.

The Marilith also gains a bonus to Nat armor equal to his Con modifier.


Ability increase:
The marilith gains
+1 Str at levels 1, 3, 5, 7, 9, 11, 13, 15, 17

+1 Con at levels 2, 4, 6, 8, 10, 12, 14, 16, 17

 +1 Cha at levels 8, 10, 12,  14,  15, 16, 17

Demon: gain resistance to electrecity and a bonus on saves against poison  equal to her HD, and resistance to fire, acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and chaotic subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

Constrict  (Ex):
A marilith deals 3d6+1,5 Str modifier points of damage with a successful grapple check. The damage dies increase apropreatily when the marilith's size changes.


Improved Grab (Ex):
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Abyss Skin:The Marilith gains DR/cold iron and good equal to half it's HD and SR equal to 11+HD.

Marilith SLAs: When a spell apears in the entry, the Marilith can use it as a SLA acertain number of times per day depending on it's HD. Saves are 10+1/2HD+Cha mod.

Magic Weapon:1/day for HD, upgrades to Greater Magic Weapon magic at 9 HD.


Extra arms:
the marilith grows two extra completely fuctional arms from her torso. They can be used to deliver slam attacks and wield weapons just as her normal arms.

Align Weapon:1/day for HD.

See invisibility:
1/dah for each HD.


Suffocate:
Creatures constricted by the marilith  must succeed on a DC 10+1/2HD+Str modifier Fortitude save or lose consciousness for as long as they remains in the coils and for 2d4 rounds thereafter.


Growth:
Increase one size category.

Dance of Chaos:
At will, the marilith may execute a deadly dance with all her arms, moving up to her base speed while delivering a full attack. The attacks may be executed against any enemies she passes trough.

After performing a dance of death, the Marilith must wait 2d4 rounds before performing a new one.

Teleport: 1/day for 3 HD, upgrades to greater teleport at 13HD.
 
True Seeing As the spell, permanent effect.

Telekinesis: 1/day for HD. The Marilith may keep concentration as a swift action.

Unholy Aura: 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones, and it affects even creatures immune to ability damage, but they gain a +5 bonus on their save.

Blade Barrier:1/day for each HD. No damage cap, and creatures failing their save against it have all their movement speeds reduced by half until they receive magic healing or someone performs an Heal check on them with DC equal to the DC of the blade barrier.

Project image: 1/day for each HD, and you may direct it as a free action.

Mirror Blades: Once per day, by performing a one hour ritual, the Marilith may create up to five perfect copies of any nonspecial melee weapons she's wielding. Those copies instantly crumble to worthless dust if they leave the marilith's possession.

Nonspecial weapons are weapons with normal enchantments only. A +5 vorpal sword can be copied. A blade of luck cannot, neither an artifact weapon.

The Marilith can divide copies between diferent weapons. So for example she could create two copies of the fighter's +5 vorpal sword and three copies of the cleric's +3 thundering frosting mace.

Dance of death:
The Marilith can nove move at twice her base speed while using dance of chaos and doesn't need to wait time before using it again.
[/spoiler]

Comments:
[spoiler]
What you can do with 6 arms? Not a lot actualy since you can only use them all if you stand still.

Thus, I added the dance of chaos and death so she can move while fullattacking. Pretty powerfull, but she doesn't have natural flying or much in the field of SLAs, so it should be allright.

Since buying 6 weapons is a pain, the marilith gets GMW to buff mundane weapons at mid-levels and then mirror blades so she can dance around with 6 vorpal scimitars if she wants.

Since her SLAs aren't that hot, she gets a whooping +9 Str, +9 Con and +7 Cha, puting her right behind the Balor in stat bonus.

The marilith does get an impressive 3d6 tail slap attack at first level, but since she's only adding half her str, it isn't worst than that barbarian dude with 22 starting Str.

So, if you want to play something with lots of arms and hard bondage abilities, the Marilith is for you.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 03, 2010, 08:25:22 PM
Dryad
The trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)

Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.

My favourite trick, however, has to be "livewood warforged".
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 09:02:29 PM
Dryad
The trick is to use a livewood tree, which stays alive even after it's cut down. (ECS, which introduces livewood, states that dryads can be bound to livewood trees instead of oaks, though it's rarer)
As the source of the artificer and planar sheperd among others, I hold no responsability for combos with Eberron material.

But meh that drawback more of a flavour thing than anything else. For all I care you could go like that One Piece girl and carry your tree in a giant pot.

Now enchant your tree as a Colossal +1 club/quarterstaff/greatclub of sizing. Or just put the sizing property on it, if your DM allows. Shrink your tree down to Fine size and keep it behind your ear. Put drawmij's instant summons on it if you want. Heck, use it for tree stride/transport via plants and call it after you.
AGH! Reference... Overload... :lol

My favourite trick, however, has to be "livewood warforged".
I'm not really sure you can just make warforgeds out of anything you want.  There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 03, 2010, 09:07:10 PM
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something.  :p

I'm not really sure you can just make warforgeds out of anything you want.  There's mytrhal and adamantine (both costing you a feat each), but I don't remember darkwood or other exotic materials warforged.
Rule of Cool. Warforged already contain some wood, it's not specified what kind. Plus, Darkwood Body exists, so livewood isn't much of a stretch. Here (http://brilliantgameologists.com/boards/index.php?topic=6880.0)'s an alternate interpretation.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 09:10:57 PM
Half-Dragon
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG147.jpg)

[spoiler]
HD: d12
LevelBabFortRefWillFeature
1+ 1+2+0 + 2Draconic blood, Draconic body, Breath Weapon
2+ 2+3+0 + 3 Draconic Heritage, +1 Str, +1 Cha

Skills: 2 + Intelligence modifier per level, Class skills are Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), spellcraft.

Proefeciencies: His own natural weapons.

Features:

Draconic blood:
Unlike other monster classes, the Half Dragon doesn't lose his racial ability modifiers, but he does gain dragon traits. Darkvision  out to 60 feet and low-light vision, plus immunity to sleep and paralysis  effects, and one energy immunity of it's choice.

Draconic body:
The half-dragon's body presents several dragon features, like powerfull long teeths and claws and tick scales covering it's skin.

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

In adition, the half-dragon gains a bonus to nat armor equal to it's Con modifier.

Breath Weapon:
Either a cone of 30 foot or a line of 60 foot dealing 1d6 damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. The damage type is the same as the player immunity. Cone increases by 5 foot and line by 10 foot with each extra HD the player takes from here.

The energy and shape of the breath must be chosen at 1st level and then cannot be changed.

Draconic heritage:
The half-dragon keeps revealing draconic traits as it learns and grows.

First, Half dragon levels stack with levels of any caster class the half-dragon takes for purposes of spells per day, caster level and spells known. So for example a half-dragon 2 who takes a level of sorceror would count as having 3 levels of sorceror(2+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 2 to 3, but not the spell slots and spell knowns that a sorceror gets from level 1 to 2, He would get the familiar ability, but half-dragon levels wouldn't count for it.

At 4HD the half dragon grows wings wich allow him to fly at double his land speed with average maneuverability


Ability increase:the half dragon gains +1 cha and +1 Str at level 2.

[/spoiler]

Comments:
[spoiler]
The half-dragon, being a template, allows you to keep your racial bonus.

Besides that, you get a nice nat armor bonus, full BAB, minor ability bonus, two good saves, claws, bite, breath, it partialy counts for spellcasting and then you get wings at 4th level.

If you want to play a normal character with a  draconic "touch" on it, the half-dragon's for you.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 03, 2010, 09:16:25 PM
If you want to go outside the MM a little, I did a minor revision of the half-dragon template (http://brilliantgameologists.com/boards/index.php?topic=7875) a while back.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 09:28:28 PM
The paragraph about livewood-bound dryads said that they could sometimes end up in ships and furniture. So you could have a dryad as a figurehead or something.  :p
Would make an interesting NPC, but for a player not being able to move or communicate directly would be somewhat crippling.

Rule of Cool.
Rule of Cool.

Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?

If you want to go outside the MM a little, I did a minor revision of the half-dragon template a while back.
Already had seen something like that, and  it raises the big problem that then every half-dragon is either half-shaddow, half-force or half-mist, because their breath weapons are way better than the classic energy breaths.

I'm however willing to work on homebrew monsters, wait just a moment to check it.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 09:30:38 PM
Doppelganger
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG67b.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+ 2 +2 Doppelganger body, Copycat, Adapt +1
2+1 + 0+ 3 +3 Mind read, Adapt +2
3+ 2+ 1+3 +3 Weaver of lies, Adapt +3
Skills: 8+int modifier, quadruple at 1st level. All skills are class skills for the doppelganger.

Proefeciencies:simple weapons, his own natural weapons.

Features
Doppelganger body:At 1st level a doppelganger loses all racial bonus it had and gains monstruous humanoid traits (basically dark vision 60 feets). He's a medium monstruous humanoid with base speed 30 and a natural slam attack dealing 1d6+1.5 Str damage.

In adition, it gains a bonus to nat armor equal to his Int modifier.

Copycat:
2/day for each HD it has, a doppelganger can assume the shape of any Small or Medium humanoid as per the change shape ability. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

In alternative, the doppelganger may simply change his surface aperance as with a Disguise Self spell, except that it's a physical change and thus counts as a transmutation effect and not as an illusion effect. This option doesn't expend any uses and can this be used at will.


Adapt:
The doppelganger gains a total bonus to one of his ability scores as shown on the table. He can choose to divide this bonus across several of his ability scores. He can change to where this bonus is applied as a swift action. So at 3rd level, the doppelganger could get +3 to str, or +2 to Str and +1 to Con, or +1 to Str, +1 to Con and +1 to Dex for example.


Mind read:
A doppelganger can continuously use detect thoughts as the spell (caster level equal to HD; Will DC 10+1/2HD+Int modifier negates). It can suppress or resume this ability as a free action, but can only use it a total number of rounds per day equal to his HDxInt modifier.

In addition, the doppelganger is now immune to sleep and charm effects.

Weaver of lies: the doppelganger gets a bonus on bluff and diguise checks equal to his HD. If he's sucessfully reading the mind of the person he's trying to fool, this bonus doubles.

In adition, if using the change shape ability, he gets an extra +10 on disguise checks(wich is doubled if sucessfully reading minds).

[/spoiler]

Comments:
[spoiler]
The doppelganger is an cunningg monster with little combat ability but powerfull trickery skills to infiltrate humanoid societies. He also gets two good saves and powerfull skills.

It is definetely better suited for urban and/or political heavy campaigns where his sick disguise and bluff bonus not to mention his mind read ability can be well applied. Rogue/factotum multiclassing is advised once all the class levels are taken.


[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 03, 2010, 09:39:50 PM
Speaking of rule of cool, I've noticed that nobody seems to have yet made a proper Giant Robot d20 conversion (closest thing is dragonmech, but it's focused mainly on slow unwieldy steampunk stuff), and some ideas have been brewing on my mind and are screaming to come out. You think there would be interest for that?
Sure. I have some very rough material in this thread (http://brilliantgameologists.com/boards/index.php?topic=9358.0) (needs some way for someone to operate multiple weapons at once). Otherwise the closest I've seen is this (http://dsp-d20-srd.wikidot.com/astral-juggernaut-power).
EDIT: Also, Statting SRW (http://brilliantgameologists.com/boards/index.php?topic=5811)

Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 09:44:30 PM
Wing Dragon

[spoiler](http://www.taur.net/~ottercomics/mps/barnardfinal.jpg)[/spoiler]
[spoiler]
HD:d6
Level BAB Fort Ref Will Feature
1 +0 +0+2 +0 Wing Dragon body , Limited spider climb, Smoke Breath, Fog immunity
2  +1 +0+3 +0 Improved Keen senses, Wings, Arcane blood, Dogfighting
3  +1 +1+3 +1 Blindsense 90 feets, Know direction, +1 Dex
4  +2 +1 +4+1 Unblinking, scent bonus feat, Sneack attack+1d6
5  +2 +1 +4 +1 Evasion, WingClaws Limited Snatch, +1 Cha
6  +3 +2+5 +2 Heroic Idiocy, Bonus Feat,  Weather Master
7  +3 +2 +5 +2Uncanny Dodge, Bonus Feat
8  +4 +2 +6 +2   Sneack attack +2d6, Create Air, Control Winds.
9  +4 +3+6 +3 Expeditious Movement, Fast Healing, +1 Dex
10  +5 +3+7+3 Improved Uncanny Dodge, Control Weather, Freedom of the Clouds
11  +5 +3 +7+3 Tail slap, Growth, Iron Scales, Arcane Skin
12  +6 +4 +8+4 On your Tail, Walk Among Them, Reactive Casting Sneack attack +3d6
13  +6 +4 +8 +4Improved Evasion, Bonus Feat, +1 Cha
14  +7 +4 +9 +4 Frightfull presence, Growth, crush.
15  +7 +5 +9 +5 Breath of Dreams, Cats Grace, +1 Dex, +1 Cha
16  +8 +5 +10 +5  Sneack attack +4d6, True Haste, Watch This!
17  +8 +5 +10+5 Defensive Roll , +1 Dex, +1 Cha
18  +9 +6+11+6 True Seeing, +1 Dex, +1 Cha
19  +9 +6 +11 +6 Flying Skill Mastery , +1 Dex, +1 Cha
20  +10 +6 +12 +6 Growth, tail sweep,  Sneack attack +5d6
2 Skill points+int per level, quadruple at 1st level. The class skills for a Wing Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, Heal, Hide, Knowledge (Any), Listen, Move Silently, Search, Spot, Search, and Tumble.

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


Features:

Wing dragon Body:
The wing dragon loses all other racial bonuses, and gains Dragon traits, no subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 30 base speed, medium size. The wing 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 Wing dragon also gets a natural armor bonus equal to half his Con modifier. Whenever the wing dragon grows one size category, his natural armor increases by a further 1.

The wing's dragon color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+1/2HD+ Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + 1/2 HD + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).

Fog Immunity (Su): Wing Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.


Smoke breath (Su): The breath weapon of the Wing Dragon is harmless magical smoke. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck peasant gazing at a Wing Dragon's 'Sky painting' would believe this. Anyone who has ever fought a Wing Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Wing Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of fog, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Wing Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the fog, but merely prevents the fog from glowing within its area of effect and turns the area dark as it normally would. At any one time a Wing Dragon may maintain a cloud or clouds of totally opaque fog equal to the amount it could expel in 10 rounds, provided it is within 1 mile per each 2HD. Any excess dissipates, however the Wing Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Wing Dragon may manipulate its fog changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Wing Dragons 1/2HD. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized fog sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.

The Wing dragon can produce the following number of cubes depending on it's HD:
[spoiler]
3-9 cubes
4-27 cubes
8-61 cubes
12-116 cubes
20-197 cubes
[/spoiler]


Limited Spider Climb (Su):
This works as per Spider Climb, except that movement is only 5 feet per round while climbing, and ANY solid surface can be attached to, not just one that a normal spider could climb. Any slickness short of that provided by Oil of Slipperiness does nothing to prevent this. Thus a Wing Dragon can land and cling to a Wall of Force (even upside down to an horizontal one), melting icy cliff, or just merely a wooden palisade. Note, however, that those last two might collapse under the dragon's weight. This ability is always active.

Arcane Blood:A wing 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.


Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon, and also that Create Air  reduces the range of Blindsense to 60 feet (as well as imposing a -4 penalty to Listen checks within it).

In adition, the Wing dragon also gains +1 to spot and listen checks for every 4HD it has.

Wings:The Wing dragon becomes able to fly at the speed of 15 feets per HD, with good maneuverability. Each wing can also be now used to deliver a natural atack dealing 1d4 damage.


Dogfight (Ex):
A Wing Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.


Unblinking (Ex): A wing dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from Sunbeam, but not Blindness/Deafness. The exception is if the wing dragon causes such a condition on himself, so a wing dragon using celerity gets dazed despite this ability, for example.

Scent:
as the srd ability.


Blindsense:
as the regular ability, but it has a range of 90 feets.

Ability increase:
The wing dragon gains a permanent +1 to Dex at levels 3, 9, 15 17, 18, 19

The wing dragon gains a permanent +1 to Cha at levels 5, 13, 15, 17, 18, 19.



Bonus Feat:Chosen from the following list:Hover, Flyby Attack, Faster Healing(From 'Masters of the Wild'), Wingover, Weapon Finesse, Expertise, Weapon Focus[dropped/flung Object only], Greater Weapon Focus[dropped/flung Object only] .

Sneack attack: As the rogue ability, dealing the indicated amount of damage.

Evasion: as the rogue abilit


Wingclaws (Su):
Wing dragons shapechanging wings include the ability to grow a set of small claws at the joint where the wing fingers are. These are useless as weapons (including weilding any weapon except perhaps a hand crossbow) or for fine manipulation of most sorts, but can each hold an object of up to 1/20th of a light load and can release/throw (with a forward sweep of the wing) them. This means that when they gain the Limited Snatch ability listed below, they can drop up to 7 objects at a time (4 in the feet, 2 in the wingclaws, and 1 in the mouth).

Limited Snatch (Ex):
The Dragon can drop any object(s) it holds as a free action (unaimed), or use a standard action to drop any number (aimed as a proficient weapons) or fling them aside (also counts as proficient attacks). Wing Dragons like dropping rocks and grenade like missiles (including bundles of smoke sticks which scatter as they fall), both as an exercise in skill and as a combat tactic to make up for their lack of offensive breath weapon.

Heroic Idiocy (Ex):
Wing dragons gain a bonus equal to  half their HD versus fear effects, when on the wing and in combat this bonus is doubled.

Weather Master (Ex): For purposes of wind effects wing dragons count as one size category bigger They are immune to damage from naturally occurring lightning and natural environmental temperatures (except those tinged with strong spiritual energies). Thus, while they could comfortably sunbathe in the light of a supernova at any range (at least until the blast wave of particles OTHER than photons hit them), but the flames that are natural to an infernal plane or those of the elemental plane of fire would give them trouble.

Uncanny Dodge (Ex):
as the rogue ability.

Create Air (Sp): The Wing Dragon creates an envelop of continuously generated air around itself (and any creatures it is in contact with or comes in contact with at its option), allowing it to breath even underwater (although it will be giving off bubbles like crazy and surrounded in a "skin" of air) and to fly and breath in airless environments. This gives a +10 bonus on all saves against inhaled threats including the Druid spell Miasma and the internal claws of a Belker. While using this ability the Wing Dragon (and anyone in contact with it) can mostly only smell the air it is creating, and it is insulated to a degree from the minute motions of the air around it. For these reason it cannot use the Scent special quality if it has it while under the effects of this, and its blindsense is reduced to 60 feet. Wing Dragons may freely use their breath weapon as normal while using this ability.

Wing Dragon SLAs:
The wing dragon can use the following SLAs at the following levels, 3/day each:

Know direction at 3rd level
Control winds  at 8th level.
Control weather(as druid)  at 10th level.
Cat's grace at 15th level.
True seeing at 18th level.

Expeditious Movement (Sp): A wing dragon  may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.

Fast healing:
1 HP for every 10 turns.

Improved uncanny dodge: as the rogue ability.

Freedom of the Clouds (Su): For a total time per day of 1 round per Hit Die, a Wing Dragon with this ability can act normally regardless of magical effects that impede movement as if they were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

Growth:At 11th level the wing dragon grows to large size.
                At 14th level the wing dragon grows to huge size.
                At 20th level the wing dragon grows to gargantuan size.

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

Arcane skin: The blue dragon gains SR equal to his HD+11.

Iron Scales: The blue dragon gains DR/magic equal to half his HD.



On your Tail (SU ):
Wing dragons may expend spell slots to follow transportation and other effects to keep up with enemies or friends using teleportation and some other effects. This must be done within one round of the casting of the effect by the target being followed and requires using a spell slot equal to (or greater than) that of the spell or effect (including psionic powers) being copied, but can still do it even if no spell slots remain. If no spell slots of high enough level remain but still can cast for that day then expend two highest-level spell slots. If a spell or effect has multiple levels (for multiple classes) always use the lowest one. For spells that involve instantaneous relocation (as opposed to changing form or ONLY melding into objects) the wing dragon always arrives in the same relative position to where the creature being followed arrived as they were to the target when it transported unless this area contains a solid object and the spell being copied does not allow arrival within a solid object (For an example of spells or effects that in fact REQUIRES such an arrival, see Tree Stride and Teleport via Plants). In case of arrival within a solid object for a spell that doesn't normally allow such the dragon appears in the nearest open space, taking 1d6 for each 10' so displaced. For spells with a non-instantaneous duration the spell ends during the first turn for the wing dragon after the parallel effect ended for the target (or earlier if the wing dragon chooses and the spell can be ended at such a point). A Wing Dragon may expend 5 rounds of its Freedom of the Clouds ability overcome Dimensional Anchor or a similar effect to use On Your Tail for the duration of one such following.
Examples of spells that can be followed using this include but are not limited to:[spoiler]Astral Projection
Banishment
Binding (in which case any effect that frees the target creature also frees the wing dragon)
Blink (can do at any point in its duration, not just when the spell is initially cast)
Dimension Door
Ethereal Jaunt
Etherealness
Gaseous Form
Gate
Imprisonment (any effect that frees the target creature also frees the Wing Dragon)
Looking Glass (No Scrying, teleportation effect only. From "Master's of the Wild" p.90)
Meld Into Stone
Passwall
Phase Door
Plane Shift
Prismatic Sphere (to follow a creature teleported by it)
Prismatic Spray (to follow a creature teleported by it)
Prismatic Wall (to follow a creature teleported by it)
Refuge
Shadow Walk
Teleport(functions like Teleport, Greater)
Teleportation Circle (functions like Teleport, Greater)
Teleport, Greater
Transport Via Plants
Tree Stride(but only to remain in a particular tree, or to follow target. Following can be done flawlessly provided the dragon never delays more than 1 round behind the target's movement.)
Temporal Stasis? (in which case any effect that frees the target creature also frees the Wing Dragon)
Vanish(roll 1% chance of disintegration separately from object, dragon not subject to separate dispel magic, but may chose to follow object back if it is returned by that method as per the usual rule for this ability.)
Word of Recall.[/spoiler]

Walk Among Them (Su):
As per "Alternate form" ability except as follows. A wing dragon can assume any the form of a generic member of a race with racial intelligence 3 or greater that is has had frequent contact with for at least one year which has a size class equal to or less than the wing dragon's natural form OR a half-wing dragon version of any such race as a standard action twice per day. The wing dragon retains its own dexterity score in alternate forms. If it decreases 2 or more size categories when using this ability to turn into a half-wing dragon then its maneuverability in that form improves by one step (usually to perfect). The dragon can remain in this alternate form until it chooses to assume a new one or return to its natural form. The form and half-dragon form for each race are each unique to the particular wing dragon, and may never be altered in appearance as a result of this ability (further magic may modify them normally however).

Reactive Casting (Su):
Wing Dragons are the essence of speed and quick reactions to unpredictable circumstances. As such when using metamagic feats for spell casting abilities that do not have to have the slots filled beforehand, they do NOT require a full round action unless the base time is a full round action. This means, for instance, that they could cast an empowered quickened ray of frost as a 6th level spell as a free action (assuming of course that they had those feats, knew that spell, and had a 6th level spell available to cast it from). Note ESPECIALLY that this means that the Quicken Spell feat is an effective option for them, including for their innate sorcerous abilities.
 
Improved evasion:as the rogue ability.

Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]


frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Breath of Dreams ( Su):
The Wing Dragon may now maintain the size and position of any of its fog clouds even in its sleep as if it was awake stationary. Complex patterns may require concentration checks at the GM's discretion.

True Haste (Su):
As per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of touch. A Wing Dragon may use this ability 3 times per day. CL=HD, but only on himself.

Watch This! (Ex):
Once per day, for a number of rounds equal to half it's HD, a Wing Dragon may raise its maneuverability to Perfect. This is a free action and does not provoke attacks of opportunity.

Defensive Roll (Ex):
A wing dragon  can roll with a potentially lethal blow to take less damage from it than it otherwise would. Once per day, when it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wing dragon can attempt to roll with the damage. To use this ability, the wing dragon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, it takes only half damage from the blow; if it fails, it takes full damage. It must be aware of the attack and able to react to it in order to execute its defensive roll-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow a creature to make a Reflex save for half damage, the wing dragon's evasion ability does not apply to the defensive roll.

Flying Skill Mastery (Ex):
While flying, with the following skills the Wing Dragon may take 10 on a check even if stress and distractions would normally prevent it from doing so: Balance, Tumble, and Move Silently. This ability also applies to checks to avoid becoming lost, but for those the dragon doesn't have to be flying.


Tail sweep:
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
[/spoiler]

Comments:
[spoiler]Well, DracoDei's creation is indeed filled with abilities, so following his sugestion I give it just a d6 HD, just 2+int skills per level and one good save, reflex, to make evasion relevant. Altough this is homebrewing, I'm really not very confortamble with non-standard save progressions and half int modifier to skills, so I do the closest thing possible.


Anyway, the result is a freakingly fast flier that can outrun pretty much anything and evade most obstacles. Sneack attack+dragon tons of weapons make it a powerfull damage machine, assuming you find a way of bypassing the weack BAB. Bonus to ability scores are scarce at the begginning but increase by the end of the class since the original monster didn't have much in the realm of high level abilities. His breath weapon doesn't do damage, but can be quite usefull with some imagination, and it can deliver death from above by making rocks fall. Somewhat fragile, but his air superiority should allow it to keep away from most dangers.
[/spoiler]

(Custom monster, original here (http://www.giantitp.com/forums/showpost.php?p=3788332&postcount=9) )

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 03, 2010, 10:01:48 PM
EDIT: Also, Statting SRW (http://brilliantgameologists.com/boards/index.php?topic=5811)
Had already seen that, and altough a very fun optimizing experiment, I still want my humungous mechas that run on the spirits of their pilots! :D

(I must however say I greatly respect your work on that thread. There's oficial prcs, equipment and other stuff I had no idea they even existed in there)

Re: doppelgangers. Your class creates the weird situation where an lv1 changeling (or heck, a guy with a hat of disguise) can change shape more often than someone with all levels in your class. Being able to change shape at will is fun, even if you gain no real benefit from it.
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.

Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 03, 2010, 10:10:16 PM
There's a small detail you're missing. Change shape does give more benefits than changing your visuals. It's basically alter self, one of, if not the best 2nd level spell ever printed.

Changeling and hat of disguise replicate the much weaker disguise self spell. But meh added an option to do that.
Hence "even if you gain no real benefit from it". You might want to specify that it's a transmutation rather than illusion effect, like changelings. The text is here (http://www.wizards.com/default.asp?x=dnd/psm/20070314a), as an egoist ACF.
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 10:16:18 AM
Ghoul

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG119.jpg)

[spoiler]The Ghoul
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+0
Ghoul body, Ghoul strike, Feed
2nd
+1
+0
+0
+0
Improved ghoul strike, Devour, +1 dex
3rd
+1
+1
+1
+1
Stench, Predator's Edge

Skills: 2+int modifier. No class skills.

Proficiencies: A ghoul is proficient with  its own natural wepons.

Features:

Ghoul body: a ghoul loses all other racial modifiers and gains the following undead traits

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

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


The ghoul is a medium sized undead with two natural claw attacks dealing 1d3 damage each, a bite attack dealing 1d6 damage and base speed 30. The ghoul can attack with all three attacks at once, but takes a -5 penalty to attacks with its claws. Any class levels the ghoul takes have their HD increased to d12

In addition, the ghoul gains natural armour equal to its strength modifier

Ghoul strike: A number of times per day equal to 2xHDx wisdom bonus(minimum 1), for 1 round, a ghoul who hits an oponent with one of his natural attacks can cause disease and paralysis. Any creature hit by the enanched attack must make a fortitude save(DC10+1/2 HD+wis bonus) or be paralyzed for 1d4+1 rounds. A creature hit by the ghoul's bite attack must make a second fortitude saving throw(same DC) or catch Ghoul fever (check the srd entry for details). Elves are immune to the paralysis effect. Activating this ability is a free action.


Feed:
The ghoul is able to assimilate fresh flesh it eats on his own body. If it fully consumes a corpse that has been dead for no more than 1 minute per ghoul HD, the ghoul gains 5 temporary hit points for each HD of the eaten corpse. The ghoul cannot have more temporary HP than 5 times it's own HD. Small corpses count as half HD, large creatures count as twice HD, huge corpses as quadruple HD, Gargantuan as 8xHD and Colossal as 16xHD. Tiny or smaller corpses provide no bonus, neither do undead corpses of any kind.

But the ghoul grows hungry again quickly. It loses 1 temporary HP per his own HD every 8 hours.

If a ghoul has no temporary hit points, it must make a will save 10+HD+number of days whitout eating corpses every nightfall or go into a frenzy, attacking the first living creature it finds and attacking it untill it dies and then eat it. A frenzied ghoul may be calmed by presenting a freshly killed corpse of at least medium size.


Ability increase:
the ghoul gains +1 dex at level 2.

Improved ghoul claw: At 2nd level, the duration of the ghoul's paralysis can affect elves.

Devour:
The ghoul takes a sick satisfaction for feasting on the living. For every 10 temporary HP it has from his feed ability, it gains a +1 bonus on attacks, skills and saves.

Stench: At third level, on any round a ghoul uses their ghoul strike they may choose to generate a nauseating stench. any living creature within 10ft must make a fortitude save(same DC as their ghoul strike) or be sickened for 1d6+4 minutes. any creature that makes its saving throw cannot be affected by the same ghoul's stench for 24 hours. This ability counts as poison for the purposes of resistance/immunity, and a Delay poison or Neutralize poison spell end the effect.


Predator's edge: at third level, a ghoul's natural attacks improve. their bite now deals 1d8 points of damage and their claws each deal 1d4 points of damage[/spoiler]

Comments
[spoiler]
The ghoul gains a melee save or die from 1st level useable several times per day plus 3 natural weapons, so it gets no proefeciencies. As it levels up his disabling abilities improve untill it becomes a ghast.

Like all other undeads, it has bad skills, saves and Bab to make up for the undead immunities and the fact you can dump Con.

The ghoul is suited for those players who want the stereotopycal "BRAINS!" zombie filled with diseases and adept at stoping enemies at close range. I also added an ability to reward you for feasting on mortal flesh.

The wisdom instead of Charisma was sugested by Crafty Cultist wich pointed correctly the ghoul being more of a hunter than some kind of manipulator/leader like the vampire or a highly spiritual monster like the mummy. Reduced the number of uses per day for ghoul strike however, as now each use only boost your next attack, not all your three natural weapons for the round.

Compared with the skeleton, the ghoul trades the DR and cold resistance for an extra natural attack, feed and save or die, altough he risks going into frenzy if he doesn't feed regularly enough.
[/spoiler]

Contributed by Crafty Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 10:23:24 AM
Gnoll
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG130.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 2+ 2 +0 Gnoll body, Path, +2 Str.
Skills: 4+ Int modifier, quadruple at 1st level. Class skills are Climb (Str), Concentration  (Con), Craft (Int), Handle Animal (Cha), Heal  (Wis), Hide (Dex), Jump (Str), Knowledge  (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen  (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival  (Wis), Swim (Str), and Use Rope (Dex).

Proficiencies:simple weapons, light armor, light and heavy shields.

Features
Gnoll body:At 1st level a gnoll loses all racial bonus it had and gains  humanoid traits. He's a medium humanoid with base speed 30 and darkvision 60 foots.

In addition it gains a bonus to Nat armor equal to it's Con modifier.

Path: At 1st level the gnoll must choose one of the following paths.

Hunter:The gnoll gains
-Proficiency with one weapon of his choice (even exotic weapons).
-As long as the gnoll and an ally are adjacent to an oponent, they both count as flanking that oponent.
-The gnoll ignores armor and shield check penalty when using the Hide and Move silently skills.

In addition, at 5 HD the Gnoll can flank oponents normally immune to flanking, as long as he fulfills the normal conditions for it (gnoll and ally must be in oposite positions in relation to the oponent).

At 10 HD the attack bonus gained for flanking becomes equal to half HD.

At 15 HD whenever an ally hits an oponent in melee that the gnoll flanks, the gnoll may make an attack of oportunity against that oponent.

At 20 HD the attack bonus for flanking applies to melee damage as well while the gnoll is flanking the target.

Shaman:The gnoll chooses a fullcasting class (wizard, cleric, druid, ect) and gains spell slots, caster level and spell knowns as if he had one level of said class. This ability stacks with levels of said class, so a gnoll 1 who took the shaman path for wizard and then takes one level of wizard would cast as a wizard 2. The gnoll doesn't gain any other ability from the chosen fullcaster class like familiar or turn undead untill he actualy takes levels on that class.

At 5 HD, and every 5 HD thereafter, the gnoll gains +1 to Spell Penetration rolls and Spell DCs against flanked targets.

Ability increase: the gnoll gets a permanent +2 to Str.
 [/spoiler]


Comments:
[spoiler]
The gnoll is actualy a very vanilla monster. No special abilities whatsoever besides high str. Luckily it has quite a bit of fluff. Gnolls, like hyenas, are hunters that specialize in ambushes and flanking operations. So a flanking specialist you get!

The class also allows for warrior or magic path, because gnoll shamans seem to be kinda everywhere.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: bkdubs123 October 08, 2010, 01:52:11 PM
I'm incredibly impressed and my players will be very excited to find out about these classes! Well done and thanks a bunch!
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 03:16:49 PM
Drider
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG89.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+ 0 +2 Drider body, poison
2+ 1+ 0+ 0 +3 Soul of Magic (+1), Drider perception powers
3+ 1+ 1+ 1 +3 Arcane resistance
4+ 2+ 1+ 1 +4 Soul of Magic (+2), Drider light and darkness powers
5+ 2+ 1+ 1 +4 Growth
6+ 3+ 2+ 2 +5 Soul of Magic (+3), spit poison
7+ 3+ 2+ 2 +5 Drider utility powers

Skills: The drow get 2+int modifier skill points each level, x4 at first level. His class skills are Climb (str), concentration (con), hide (dex), listen (wis), Move silently (dex) and spot (wis).

Proefeciencies:The drider is proficient with simple weapons, but no armor or shield

Features
Drider body : At 1st level, the Drider loses all other racial bonus and gets aberration traits. He’s a medium-sized aberration with a base speed of 30ft and a climb speed equal to half of his land speed. He gains a natural bite attack causing 1d6+str damage, It gains a  bonus in Hide and Move silently equal to half his HD and also have +8 bonus to all climb checks and can always take 10 in that last skill, even if rushed or threatened. Finally, he has a natural armor bonus equal to his Con modifier.

Poison : The drider can inject poison in his victims on a successful bite attack. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 strength. For every other HD after that, the initial and secondary damage grows by one size.

Soul of magic: The drider gains the ability to cast spells as a wizard, cleric or sorcerer of a level equal to its drider level-1. The drider must choose one of those choices when he gains this ability and cannot change his choice later on. He also gains a +1 to the ability that governs his spellcasting.
At level 4, the bonus becomes +2, and then it grows to +3 at level 6.

Drider perception powers: The Drider gains the following SLAs 1/day as a caster of his level-1: clairaudience/clairvoyance, detect good, detect law, detect magic. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.

Arcane resistance: The drider gains spell resistance equal to 11+his HD.

Drider light and darkness powers: the Drider gains the following SLAs 1/day as a caster of his level-1: dancing light, darkness, faerie light. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.

Growth: The Drider grows to large size.

Spit poison: the Drider can now apply his poison in any weapon he has held as a move action. This poison lasts 1 hour per HD or until used, whichever comes first.

Drider utility powers: the Drider gains the following SLAs 1/day as a caster of his level-1: Dispel magic, levitate, suggestion. The save DC are 10+1/2HD+stat modifier*.
At each three extra HD, the drider gains an additional use of these SLAs.
At 11 HD, the dispel magic SLA is replaced by greater dispel magic.

*the stat used in these abilities is the one that governs the spellcasting of the drider in question (int for wizards, wis for clerics and cha for sorcerers).
[/spoiler]

Done by I_am_an_undead from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 03:31:00 PM
Nymph
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG198.jpg)
[spoiler]
HD:d6
LevelBABFortRefWillFeature
1+0+0+0+2Nature's Child, Cha+1
2+1+0+0+3Fey Body, Wild Empathy, Dex+1
3+1+1+1+3Unearthly Grace, Cha+1
4+2+1+1+4Stunning Glance, Dex+1
5+2+1+1+4Unnatural Beauty, Cha+1
6+3+2+2+5Dimension Door, Dex +1
7+3+2+2+5Blinding Beauty, Cha +1
Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim.

Proficiencies: Nymph is proefecient with club, dagger, dart, quarterstaff, sickle, shortspear, sling.

Features:

Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet and swim speed 20.

The nymph casts spells as if it was a druid of the same Nymph level. If she multiclasses as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multiclassed with druid, the Nymph can use Cha instead of Wis for casting.

Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.

Fey Body: At second level, Nymph gains DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Nymph gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get +6 bonus).

Unearthly Grace: At third level Nymph adds her Charisma modifier as a bonus on all her saving throws.

Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.

Unnatural Beauty:
The Nymph gains a deflection bonus to AC equal to her Cha modifier.

Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.

Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't effect same target more then once in a single day. This ability can be active for HD rounds per day.

[/spoiler]


Nymph cleric(substitution level)
[spoiler]
Hit Die: d6
LevelBABFortRefWillSpecial
1st+0+0+0+2Natural faith

Skills (2+Int, quadruple at first level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession (Wis), and Spellcraft (Int).

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking a level of this class). In addition, her cleric casting is based on Charisma rather than Wisdom.

A nymph cleric who selects this racial substitution level must select Plant or Animal as one of her domains, and does not gain Turn Undead.
[/spoiler]

Comments:
[spoiler]
Druid casting, along with paladin's grace, good spell like ability, and stun.

Hope I did justice to nymph.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 03:43:56 PM
Werewolf
(http://images.epilogue.net/users/mckenna/HowlOfTheWerewolf.jpg)

[spoiler]Prerequisites
to become a werewolf, the character must meet the following requirements

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another werewolf and contracted lycanthropy
HD:d8
LevelBABFortRefWillSpecial
1st+1+2+2+0Alternate form(wolf), Wolf empathy, Lunar body, Hunter's nose
2nd+2+3+3+0Alternate form(hybrid), Lunar hide, Improved hunter's nose
3rd+3+3+3+1Growth
4th+4+4+4+1Curse of lycantropy, Alpha wolf
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A werewolf gains proficiency with their own natural wepons

Features:

Lunar body(ex): Werewolves retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.

A werewolf gains natural armor equal to its con bonus while in wolf or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Wolf empathy: a werewolf can communicate with wolves and dire wolves regardless of form and gains a +4 bonus on charisma based checks to influence them. While in alternate form, a werewolf can howl to communicate at long distances with other wolves or werewolves, up to a distance of 1mile/HD

Alternate Form(su): At first level, a werewolf can take wolf form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains a bite attack dealing 1d6 damage and their move speed increases to 50ft. In addition, hitting with their bite attack allows them to make a trip attack as a free action. If the trip fails, the target cannot react to trip the werewolf. A werewolf can transform 1/day/HD, and can remain transformed indefinitely.

For every level in werewolf, or for every two in another class, the werewolf's alternate form improves as shown below
werewolf level+1/2 other levelsability improvements
1
+1dex
2
+1dex, +1con
3
+1str, +1dex, +1con
4
+1str, +2dex, +1con
5
+1str, +2dex, +2con
6
+2str, +2dex, +2con
7
+2str, +3dex, +2con
8
+2str, +3dex, +3con
9
+3str, +3dex, +3con
10
+3str, +4dex,+3con
11
+3str, +4dex, +4con
12
+4str, +4dex, +4con
At second level, a werewolf can assume hybrid form. While in hybrid form, a werewolf gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can wield any weapons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size.

Hunter's nose: a werewolf in wolf form gains the scent ability and gains a + bonus on survival checks to track by scent equal to his HD. At second level this ability works regardless of form.

Lunar hide: At second level, a werewolf gains DR equal to 1/2 their HD/Silver while in alternate form

Growth: At 3rd level, a werewolf's alternate forms become large. their bite attack deals 2d6 and their claws deal 1d6. In addition their natural armour improves by 1 while in alternate form.

A werewolf of 12 HD or more may choose to become huge by expending two normal transformations.


A werewolf of 16 HD or more may choose to become gargantuan by expending three normal transformations.


A werewolf of 20 HD or more may choose to become colossal by expending four normal transformations.

Curse of lycanthropy:
At 4th level a werewolf can transmit lycanthropy to other creatures. if a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Alpha wolf:
At 4th level a werewolf becomes a werewolf lord. Lesser werewolves instinctively veiw the alpha wolf as a leader; treat their attitude as being one step better than in would be normally, and their wolf empathy also applies to werewolves without the alpha wolf ability

In addition, the alpha wolf's aura of command allows them to draw a pack of loyal wolves and werewolves with total HD equal to the alpha wolf's HDx2. Werewolves who received their curse from the alpha wolf do not count their first werewolf HD for purposes of this ability and regular wolves are strengthened as if they were the animal companion to a 4th level druid(their bonus HD do not count for purposes of this ability). Dire wolves and worgs can be part of the alpha wolf´s pack, but gain no special bonuses

Followers gained through this ability are not mindless, and may leave if mistreated. any werewolf follower who becomes a 4th level werewolf leaves to establish their own pack, but will usually remain on good terms with their former leader.[/spoiler]
Comments
[spoiler]
Crafty_Cultist original comments:

I decided to have werewolf build into werewolf lord- the first two levels are the former while the last two are the latter. I ignored the rule that only natural lycanthropes can spread the disease, instead it can only be spread by a werewolf who has mastered their curse. The alpha wolf ability was to give the werewolf lord authority over their brethren(and their very own pack).

Personal comments:

Very nice and original job. Just cleaned up a little the formation, added the image and allowed the werewolf to become bigger at higher levels.

[/spoiler]

Done by Crafty_Cultist.

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 03:51:08 PM
The Werebear
(http://rhalinor.files.wordpress.com/2009/02/werebear.jpg)
[spoiler]Prerequisites
to become a werebear, the character must meet the following requirements

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another werebear and contracted lycanthropy
HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Alternate form(bear), Bear empathy, Lunar body, Hunter's nose
2nd
+2
+3
+3
+0
Alternate form(hybrid), Lunar hide, Improved hunter's nose
3rd
+3
+3
+3
+1
Growth
4th
+4
+4
+4
+1
Curse of lycantropy, Indominable
Skills: 2+int mod. Class skills are handle animal, swim, listen, spot, survival

Proficiencies: A werebear gains proficiency with their own natural wepons

Features:

Lunar body(ex): Werebears retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.

A werebear gains natural armor equal to its con bonus while in bear or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Bear empathy: a werebear can communicate with bears and dire bears regardless of form and gains a +4 bonus on charisma based checks to influence them.

Alternate Form(su): At first level, a werebear can take bear form. while in this form, they cannot use wepons or do anything requiring the use of hands, but gains two claw attacks and a bite attack dealing 1d6 damage and their move speed increases to 40ft. In addition, they gain the improved grab ability. A werebear can transform 1/day/HD, and can remain transformed indefinitely.

For every level in werebear, or for every two in another class, the werebear's alternate form improves as shown below

werebear level+1/2 other levelsability improvements
1
+1con
2
+1str, +1con
3
+1str, +2con
4
+2str, +2con
5
+2str, +3con
6
+3str, +3con
7
+3str, +4con
8
+4str, +4con
9
+4str, +5con
10
+5str,+5con
11
+5str, +6con
12
+6str, +6con
At second level, a werebear can assume hybrid form. While in hybrid form, a werebear gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can weild any wepons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size. A werebear in alternate form gains a +4 bonus to swim checks

Hunters nose: a werebear in bear form gains the scent ability and gains a + bonus on survival checks to track by scent equal to his HD. at second level this ability works regardless of form.

Lunar hide: At second level, a werebear gains DR equal to 1/2 their HD/Silver while in alternate form

Growth: At 3rd level, a werebear's alternate forms become large. their bite attack deals 2d6 and their claws deal 1d8. In addition their natural armour improves by 1 while in alternate form.

A werebear of 12 HD or more may choose to become huge by expending two normal transformations.


A werebear of 16 HD or more may choose to become gargantuan by expending three normal transformations.


A werebear of 20 HD or more may choose to become colossal by expending four normal transformations.

Curse of lycanthropy: At 4th level a werebear can transmit lycanthropy to other creatures. if a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Indominable: At 4th level, a werebear gains the ability to shrug off damage. 1/day for every 4HD they possess, the werebear can try to resist an attack. If the werebear succeeds a fortitude save(DC=damage dealt) then half of the damage of the attacks is ignored and the other half is converted into subdual damage. Using this ability is a free action.

They also gain diehard as a bonus feat, regardless of whether or not they meet the prerequisites, except that they werebear only drops dead when it reaches negative HP equal to 1/4 his maximum HP instead of -10.

If the werebear already has this feat they may choose a different one, and his diehard beat improves like shown above anyway.[/spoiler]

Comments
[spoiler]
Crafty_Cultist comments:

The werebear is basically the werewolf with a few modifications. They have higher strength and constitution, but no bonuses to dexterity. Their capstone ability reflects their incredible endurance rather than becoming a pack leader

My comments:
Another very nice job from Crafty Cultist. Just cleaned up a bit and added the image. The capstone seems a little weaker than the werewolf's one, but I can't really think of anything better for now. Inspired by Eldan's sugestion buffed dieheard so you only drop at -1/4 your total HP instead of -10.
[/spoiler]

Done by Crafty_Cultist
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 08, 2010, 04:17:02 PM
The nymph's Cha-based druid casting could make an interesting Fochlucan lyrist (http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=2).
Nymph 7/Sorcerer 1/Prestige bard 1/Green whisperer 1/Fochlucan lyrist 10

There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 05:49:54 PM
Ethergaunt
(http://www.wizards.com/dnd/images/ff_gallery/50357.jpg)(http://cghub.com/files/Image/000001-001000/759/650_large.jpg)(http://www.iwozhere.com/SRD/images/50358.jpg)

[spoiler]HD:d4
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Ethergaunt body, Arcane mind, Ether Blade, Blue Caste
2+ 1+ 0+0 +3 Total Vision
3+ 1+ 1+ 1 +3 +1 Int
4+ 2+ 1+1 +4 Enslave
5+ 2+ 1+1 +4 +1 Int
6+ 3+ 2+2 +5 Doubt Bomb
7+ 3+ 2+2 +5 Arcane Logic
8+ 4+ 2+2 +6 Stupefying Gaze
9+ 4+ 3+3 +6 Red Caste, Etherealness, material jaunt
10+5 + 3+3 +7 Enslave Mind, +1 Int, +1 Cha
11+5+ 3+ 3 +7 Ether Spear
12+ 6+ 4+4 +8 Nerve Bomb
13+ 6+ 4+4 +8 White Caste +1 Int, +1 Cha
14+ 7+ 4+4 +9 Ether Glaive
15+ 7+5 + 5 +9 Mind Bomb
16+ 8+ 5+ 5 +10 Ether Study, +1 Int, +1 Cha
17+8+ 5+5 +10 Black Caste, Cold Logic, +1 Int, +1 Cha
Skills: 2+int modifier. An ethergaunt’s class skills are Concentration (con), Heal (wis), Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Weapon and armor proficiencies: An ethergaunt is only proficient with the Ether Blade and Mind Bombs.

Features:
Ethergaunt Body: At first level, the ethergaunt loses all other racial bonuses and gains aberration traits (basically darkvision 60 foot). It is a medium-sized aberration with a base speed of 30ft. It has no natural attacks.

Ability increase: The ethergaunt gains a permanent +1 at levels:
3, 5, 10, 13, 16, 17 to Intelegence

10, 13, 16, 17 to Charisma.

For a total of +6 Int and +4 Cha at 17th level.

Arcane Mind: The ethergaunt casts as a wizard of its ethergaunt level, except that it must choose one of the following combination of schools

Creator-Conjuration school only.

Changer-Transmutation only.

Fooler- llusion, Divination, Enchantment.

Channeler- Evocation, Necromancy, Abjuraction.

The ethergaunt can only learn and cast spells from the chosen schools and Universal ones, and cannot activate scrolls/wands replicating spells from the other school.

 This spellcasting stacks with wizard levels if the ethergaunt multiclasses, but the chosend and barred schools remains.

Ether Blade: At 1st level you receive an Ether Blade, an extremely advanced weapon created and mass produced by the Ethergaunt.

An etherblade looks line a exceptionaly perfect long metal tube. It may or not have handles and decorations depending on the ethergaunt city that produced it and the customization of the wielder.

 It must be wielded with both hands and has 50 charges. Concentrating on the right way causes the Etherblade to shoot a ray  ranged touch attack dealing 1d6 damage, 40 foot range increment, that drains a charge from the Etherblade. An Etherblade whitout charges can't be fired.

As long as the Ether Blade has one charge, it can project a short blade at one of the tips as a free action, becoming a two-handed melee weapon that deals 1d10 slashing damage. Ethergaunts will only resort to this as a desesperate measure tough.

Ether blades automatically recover 1 lost charge per hour.

Blue Caste:Your parent was a specially weak individual, and thus you belong to the blue caste, at the bottom of ethergaunt society. You receive a special opaque blue mask wich you must wear at all times, but it doesn't hinder your senses in any way. Failure to do so means you cannot further progress the ethereal monster class untill you sucessfully atonne to the ethergaunt society.

Total vision: An ethergaunt can “see” with his facial sensory organs, allowing them to discern all objects within 40ft. An ethergaunt does not need to do a spot or listen check to notice creatures within that range. A silence spell has no effect on this ability.

Enslave: once per day per 4 HD the ethergaunt has, it can attempt to enslave a single living creature within 30 feet. This ability functions like dominate monster, except that the effect lasts 1 minute per HD, the save DC is 10+1/2HD+Cha mod. An Ethergaunt can have a maximum of slaves equal to its charisma modifier.

Doubt Bomb: By expending 50 GP of exotic materials and 1 hour, the ethergaunt can build a special grenade with 10 foot range that deals 1d6 Wis damage damage on a 10 foot spread, Fort DC 15 negates. The save DC can be increased by 1 by expending an extra 50GP and hour of work. This improvement can be done multiple times if enough resources and time are available. Ethergaunts are naturally immune to Doubt Bombs (or more acurately, they designed Doubt bombs to affect everybody but them)

In adition, the ethergaunt learns how to craft Ether Blades by expending 150 GP and 24 hours of work for each. They can be made masterwork by expending an extra 350 gold and expending one week instead of one day, in wich case they can be further enchanted as normal masterwork weapons.

Altough it's fine to hand those weapons to allies/minions, ethergaunt society will hunt and punish any member who tries to sell those weapons for pure profit, the reason why there's no market price for them.

Arcane Logic: Ethergaunts can choose to treat any arcane spell or 1st level or lower cast on them as if failing to penetrate spell resistance (even if the ethergaunt tecnically doesn't have SR) . This ability doesn't affect divine spells, as the ethergaunts refuse to believe in gods and ideals, only science and arcane.

For each two extra HD, this ability grants protection from the next level of spells. 2nd level spells at 9HD, 3rd level spells at 11HD , ect

Stupefying Gaze: As a free action, the ethergaunt can open and close its mask, revealing his alien visage. Anyone within 30ft of the ethergaunt must make a will save (DC 10+1/2 HD+cha). Those who fail their will save take 1d4 point of Intelligence, Wisdom and Charisma damage. A creature that successfully saves against this effect cannot be affected by the same ethergaunt’s stupefying gaze for one day. An ethergaunt can use this ability 1/day, and gains another use per day for each extra 3 HD it gains. An ethergaunt whitout mask cannot use this ability. Like all gaze attacks, the oponent must be able to see the ethergaunt for this ability to work.

Red Caste:The Ethergaunt rises to the red caste as recognitizion for its talent. He receives a new red mask he must wear at all times and all blue ethergaunts are one step more friendly to him than they would otherwise be.

Etheralness: The Ethergaunt becomes permanantly etheral as his artificial bonds to the material plane are cut. It needs a spell or ability to become material.

Material Jaunt:As a standard action, the ethergaunt can shift from the ethereal plane to the material plane, effectively becoming material. They can dismiss this effect with a standard action. An ethergaunt can remain in the material plane for 1 round per HD it possesses. It then must remaing 1 hour on the ethereal plane before returning.

At 12 HD, an ethergaunt can use Material Jaunt as a move equivalent action and he must only wait 10 minutes before using it again.

At 15 HD, an ethergaunt can use Material Jaunt as a swift action and must only wait 1 minute before using it again.

At 18HD it can use it as an immediate action and can remain as long as he wants in the material plane, and doesn't need to "recharge".

Enslave Mind: At 10th level, the Ethergaunt's enslave is now permanent, but affected creatures can atempt a new Will save every day to break free.

Ether Spear:As recognition for it's deeds the ethergaunt receives the upgraded version of the ether blade, the ether spear. This one is masterwork.

It works the same way, except that it deals 1d8 damage with ranged attacks, 80 foot range increment, 2d8 damage in melee(and can extend and retract itself, granting the wielder reach as an actual spear, but still able to strike adjacent oponents), and that it's attacks are considered force attacks and thus can fully affect creatures on the material plane when the ethergaunt is on the ethereal plane and vice-versa.

In adition, the Ether Spear can channel spells, by spending a number of charges equal to twice the spell level, and taking as much time as the spell itself.

- Ranged spells can be channeled by ranged shots, in wich case the spell is also considered a Force effect in adition to it's other types, but it must hit the target for the effect to happen.

-Touch range and single target spells spells can be channeled by the ether spear when in melee mode, in wich case they don't only count as a Force effect, they ignore SR, and if the target had immunity to any or all of the effects of the spell, they are ignored, altough the target gains +5 Bonus on the save for each relevant immunity ignored. If the spell didn't allow a save normally, the target can still roll a Will save to resist the effects he would normally be immune to, but without the bonus (DC=10+Spell level+Int mod). The ethergaunt must hit the target in melee with the ether spear to gain this benefit.

Finally, the ethergaunt also learns how to build ether spears. A regular ether spear takes 1000 GP and one week of work to build. A masterwork takes two weeks and 1500 GP. Again, selling such weapons for personal profit will result in ethergaunt society mercilessly hunting the character.

Nerve Bomb: The upgraded version of the Doubt bomb, Nerve bombs make it much harder to think. It has the same reach and area of effect as a Doubt Bomb, but oponents on the a affected must instead suceed on Concentration checks of DC 30 to perform any task harder than moving, normal attacks, basic combat maneuvers and picking up/droping stuff. This includes casting spells, manifesting powers, initiating maneuvers and activating magic items. The effect lasts for 1d12 rounds, and ethergaunts are immune to it.

Nerve bombs take 1 hour of work and 200 GP to craft. By expending an extra hour of work and another 200 GP the Concentration DC increases by 2. Again, selling such weapons for personal profit will result in ethergaunt society mercilessly hunting the character.

White Caste:The ethergaunt is promoted to the white caste and receives the respective white mask. All red and blue ethergaunts treat him two steps friendlier than they would otherwise.

Ether Glaive:
You receive a masterkwork version of pinnacle of ethergaunt mass-produced weaponry.

The ether Glaive "shots" deals 2d6 damage with 120 foot range increment, and it's melee option deals 3d6 damage.

Just Like the Ether Spear, the Ether Glaive can be used to channel magic, but this time it costs 4 charges per spell level. In adition to the benefits of the Ether Spear channeling, the Ether Glaive channeling also provides the following benefits.

-Ranged channeled spells ignore immunities and SR as well, altough the target gains +5 Bonus on the save for each relevant immunity ignored. If the spell didn't allow a save normally, the target can still roll a Will save to resist the effects he would normally be immune to, but without the bonus (DC=10+Spell level+Int mod). The Ethergaunt must still hit the target with a ranged touch attack.

-Melee channeled spells ignore all miss chances and cover or any other obstacles, as long as the ethergaunt can sense his target with any of his senses. No immediate actions may be taken against a Melee channeled spell by an Ether Glaive. The Ethergaunt must still hit the target in melee with its Ether Glaive.

Ether Glaives cannot be built by a single ethergaunt. It takes massive installations and several skilled crafters to make a single one. Giving or just burrowing his Ether Glaive to anyone will be seen as treason by Ethergaunt society and punishment will be swift and deadly. On the other hand, the Ether Glaive is as hard to destroy as a minor artifact.

Mind Bomb: Directly from ethergaunt society you receive a terrific weapon, the Mind bomb. It has a range increment of 50 foot and affects a 50 foot spread. Oponents on it take 3d6 penalty to all their mental stats. Will Save DC 10+1/2 HD+Cha mod reduces the penalty by half, and ethergaunts are immune to it. Notice that it is a penalty, so it cannot lower stats below 1. The effect lasts for 1d6 rounds.

Unlike the other bombs, this one is re-useable. It takes 4 hours of focus from the ethergaunt on the Mind Bomb to make it ready to use again. Each Mind Bomb is custom built for a specific ethergaunt, and only that ethergaunt can recharge it.

Ether Study: The Ethergaunt gains any metamagic or item creation feat for wich it qualifies. Whenever it prepares new spells, it may change this choice, as long as he didn't use said feat for the pre-requisite of something else.


Black Caste:
The ethergaunt is promoted to the supreme ruler Black Caste, and receives the respective black mask. All red, blue and white ethergaunts treat him three steps friendlier than they would otherwise.

Cold Logic:The ethergaunt's mind reaches its pinnacle, able to easily outthink any oponent. By spending one fullround action planning, the Ethergaunt may select a spell he has prepared with a casting time of one standard action or less. That spell can now be cast as an immediate action. In alternative a spell with casting time of more than one standard action may be "planned" so that it only takes one standard action to cast. No more than one such spell may be "planned" at any time, and the ethergaunt can only do this a number of times per day equal to his Cha modifier.

[/spoiler]

Comments:
[spoiler]
Ah, the ethergaunts. Lords of Arcane Magic.

Well, first of all, they're full wizards, and they get a whooping +6 bonus to Int, so that alone makes them pretty strong.

However, competing with wizard isn't enough. You gotta compete with all the wizard prcs out there. So the ethergaunt gets a bunch of extra abilities, some of them from the original monsters, and then some extra created by me. Most of them based on charisma to make it a little more MAD and because ethergaunts aren't suposed to be closet nerds whitout social skills. They love bullying other races for Vecna's sake!

The others are based on upgraded versions of the ether blade and mind bomb since ethergaunts are suposed to be tech experts.

The cast thingies are semi-based on the fluff, and they're indeed mostly fluff abilities, since the DM may not be bothered to include other ethergaunts on the campaign, but you get plenty of other abilities to make up for it.


Thanks for I_am_an_undead for doing the red ethergaunt draft which motivated me to do the whole thing.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: bkdubs123 October 08, 2010, 05:56:35 PM
Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 08, 2010, 05:59:43 PM
There's little reason to multiclass with "cleric with the Plant domain" though, unless you add the option to trade in the druid casting for cleric casting when you gain a level in the class.
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.

Characters should not be getting permanent thralls as early as 4th level. Or ever, really, but that's beside the point.
Another good point, changed it to 1 minute per HD.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 08, 2010, 06:07:24 PM
Good point, added an option for swapping druid for cleric with plant domain casting, but if you do it you don't get turn/rebuke undead.
I don't see why they should lose a class feature they already have. Maybe if you made it a racial substitution level.

Nymph cleric
Hit Die: d6
Skills (4+Int): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Spellcraft.
LevelBABFortRefWillSpecial
1st+0+2+0+2Natural faith

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking levels in cleric). In addition, her cleric casting is based on Charisma rather than Wisdom.

A nymph cleric who selects this racial substitution level must select Animal or Plant as one of her domains, and does not gain Turn Undead.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 09, 2010, 11:30:43 AM
Could I make a request? The orange, yellow and purple dragons from Dragon Compendium. They have some awesome breath weapons - orange covers things in sticky goo that explodes after a while, purple breath can be used as a standard cone, a blinding flash or a lightsaber, and yellow causes its targets to be encrusted in salt so they can't move.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 01:06:16 PM
Purple dragon

(http://www.157arw.ang.af.mil/shared/media/ggallery/webgraphic/AFG-080211-003.jpg)
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Purple Dragon body, Energy Breath
2 +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Pyrochnetics Str+1
4+4 +4 +1+4 Wings
5+5 +4 +1 +4 Tail slap, Growth
6+6 +5+2 +5 Energy Blade, +1 Cha
7+7 +5 +2 +5 +1 Str, +1 Con, Purple Fiction
8+8 +6 +2 +5 Heat Metal, Gust of Wind, +1 Cha
9+9  +6+3 +6 +1 str, +1 con, Sugestion, Fire Shield.
10+10 +7+3 +7 Blinding Burst, +1 Cha
11+11 +7 +3+7 Arcane Skin
12+12 +8 +4+8 Iron Scales, +1 Str
13+13 +8 +4 +8 Growth, crush, Frightfull presence
14+14 +9 +4 +9 +1 Str, +1 Con, Night Flier
15+15 +9 +5 +9 Night Lord
16+16 +10 +5 +10 +1 str, +1 con, Submit
17+17 +10 +5+10 Cunning Lord, +1 Cha
18+18 +11+6 +11 +1 str, +1 con, Purple Fiction
19 +19 +11 +6 +11 Wall of force
20+20 +12 +6 +12 Growth, tail sweep, Dark Ruler
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), hide, move silently, Search, spellcraft.

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


Features:

Dragon Body:
The purple dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, burrow speed equal to half it's base speed, and is medium sized. The purple 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 purple dragon also gets a natural armor bonus equal to it's Con modifier. Whenever the purple dragon grows one size category, his natural armor increases by a further 1.


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

Arcane Blood:A purple 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:The purple dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.



Blindsense:
as the normal ability, range 60 feets.

Purple dragon SLAs: At 3rd level the purple dragon can use pyrochnetics as a SLA 1/day for ever 3 HD it has.

At 8th level it can use Heat Metal and gust of wind as SLAs, 1/day for each 2HD it has.

At 9th level it can use fire shield(fire version only) and Sugestion 1/day for every 3 HD it has.

 Save DCs are 10+1/2 HD +Cha mod.

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

Level Total bonus gained
3 +1 Str,
6 +1 Str,  +1 Cha
7 +2 Str, +1 Con, +1 Cha
8 +2 Str, +1 Con, +2 Cha
9 +3 Str, +2 Con, +2 Cha
10 +3 Str, +2 Con, +3 Cha
12 +4 Str, +2 Con, +3 Cha
12 +5 Str, +3 Con, +3 Cha
16 +6 Str, +4 Con, +3 Cha
17 +6 Str, +4 Con, +4 Cha
18 +7 Str, +5 Con, +4 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!


Wings:
At 4th level the purple 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.

Growth:
At 5th level the purple dragon grows to large size.
                At 13th level the purple dragon grows to huge size.
                At 20th level the purple dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.(see table at the 1st post for details)

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


Energy blade:
At 6th level the purple dragon focuses his breath weapon on a blade of energy that has the same reach as his bite attack and deals half the damage of the normal breath. This attack doesn't allow saves but the dragon must suceed in a melee touch attack to use it. The purple dragon doesn't add his strenght modifier or power attack to the damage but can make iterative attacks with the blade of energy if it has enough Bab and is full attacking. Blade of energy can be combined with the other natural weapons of the purple dragon except the bite attack.


Purple Fiction:
At 7th and 16th levels the Purple dragon adds any one spell of the enchantment school from a level he can cast to his list of spells known.



Blinding burst:
At 10th level, instead of his normal breath, the purple dragon may release a flash of energy. Everybody whitin a burst of 5 foot per purple dragon HD must make a fort save with the same DC as the breath weapon or be permanently blinded.

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

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

Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected oponent that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Night flier:At 14th level, during night time, the shaddow dragon can blend with the sky, being able to use the hide skill while airborne even if it has nothing to hide behind, and ignoring size penalties for hiding while doing so.

Night Lord:At 15th level the purple dragon casts spells from the enchantment school at +1 Caster level and ignores any limit on caster level on such spells.

Submit: At 16th level the Purple dragon knows well how to strike terror on his oponents by slaying his friends. Whenever the purple dragon kills a creature all of it's allies whitin sight must make a Will Save DC 10+1/2 HD+Cha mod or take a penalty on saves, AC, skills and ability checks against the purple dragon equal to 1/4 it's HD. This is a fear mind affecting effect, and slaying multiple allies doesn't stack.

Cunning Lord: At 17th level the Purple dragon gains a bonus equal to 1/4 it's HD on all Cha and Int based skills, and counts as having at least 1 rank on all knowledge skills.


Wall of force: At 19th level the purple dragon can now use wall of force as a SLA 1/day for each 6 HD it has.


Tail sweep:
At 20th level, this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Dark Ruler:
At 20th level the duration of any enchantment spell or SLA from the purple dragon is doubled for free, and they receive a bonus to resist dispel checks equal to 1/4 the purple dragon's HD.

[/spoiler]

Comments:
[spoiler]
The purple dragon is basically a red dragon in disguise when you look closer so this one was actualy quite easy. They have pretty much the same CRs and base stats.

The main diferences are:
-The purple dragon doesn't have a subtype.
-More SLA variety but less custom abilities
-Better skill points as the purple dragon is described as a sneaky bastard.
-Burrow speed and multiple ways to use his breath weapon.
-Worst ability scores (-2 str, -2 con and -2 cha total) and nat armor than the red dragon to make up for the above.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 09, 2010, 01:11:56 PM
The purple dragon doesn't add his force modifier or power attack to the damage
???

Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?


On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?


EDIT: I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)
Succubus cleric
Hit Die: d8
Skills (4+Int): Bluff, Concentration, Craft, Diplomacy, Disguise, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
LevelBABFortRefWillSpecial
1st+0+2+0+2Lustful faith, Profane conversion, Rebuke undead

Lustful faith: A succubus cleric who selects this racial substitution level bases her cleric casting on Charisma rather than Wisdom.

Profane conversion: A succubus cleric may spontaneously cast any spell on her list of racial SLAs, as if it were an inflict spell of the same level. She may use this ability even if she does not possess enough levels in succubus to use the SLA normally. This replaces the standard cleric's ability to spontaneously cast inflict spells.

A succubus cleric who selects this racial substitution level gains only one domain, which must be the LustMIC or Trickery domain.

And an ability which I considered:
Seduce the Dead (Su): As a swift action, a succubus cleric may allow her next use of a racial SLA to ignore immunity to mind-affecting effects based on type, at the cost of reducing the DC by -4. She may use this ability 1/day per point of Charisma modifier. This replaces the standard cleric's rebuke undead ability.
Because "Bed the Dead" was too corny.

Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.

The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 02:00:51 PM
The purple dragon doesn't add his force modifier or power attack to the damage
???
It means they cannot be jedis or sith It was suposed to be strenght modifier, fixed.

Could the alternate uses of the breath weapon be pushed back a few levels (or at least spread out a bit more), since they can normally use them right from the start?
Put the blade at level 6, blinding burst at level 10, moved some other abilities up to make space. Area blindness whitout strings attached is very powerfull.

On another note, I wanted to ask about multiclassing between monster classes (to represent hybrids, etc.). Can you? If not, what about a feat which lets you add a second class?

Check out the FAQ in the first post. This base classes aren't intended to be mixed one with the other, but I can't stop you from doing so if you feel like it. I'm not even sure how it would work out because of the "lose all racial modifiers" clause, but I'm pretty sure that there would be plenty of unexpected nasty combos possible.

On the other hand, I've got several half-something classes on the works (the half dragon's already out), and those are suposed to be mixed with the monster classes out of the bat to produce hybrids.

I notice the succubus has a similar cleric casting clause. What about this? (I also fixed the errors in the nymph RSL)
The succubus has no inherent spellcasting. I see no need for a racial substitution level. I'm not very sure what your "Profane conversion does", but it would make it superior to succubus/sorceror.

And an ability which I considered:
If I want a monster to bypass immunities, I do so (check out the medusa and joy stealer). Right now I don't believe the succubus needs it however.


Profane Conversion could be interesting for a number of monsters, but in the case of demons their cleric powers and their innate ones could very well come from the same place.
I'm still not very sure how you want to represent that mechanically.


The problem with cleric is that they don't gain anything after 1st level besides casting, which succubus levels progress anyway - they need more RSLs for a succubus to have a reason to stay in cleric rather than progressing her racial class.
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 09, 2010, 02:20:46 PM
They have a big reason. SPELL SLOTS! Perhaps you misread my pseudo-spellcaster ability, but if you take succubus 1/cleric 1/succubus 6, you'll only get spell slots from the single cleric level you took. The other sucubus levels will increase CL, but you'll be have a LOT less spells per day than a sucubus 1/cleric 7.
The text seems contradictory.
If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but succubus levels wouldn't count for it.
Did you mean:
If she takes levels in a spellcasting class she may add her succubus level to her caster level. She does not gain extra spell slots or spells known.

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

It's basically the same as the "spontaneous domain casting" ACF, except that replaces your ability to cure/inflict spontaneously. Which this should too. *changes*
EDIT: Accidentally clicked a :eh smiley
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 02:42:28 PM
The text seems contradictory.
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

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

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

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

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

The Fiendish Codex has one "upgraded" succubus that casts as a cleric, using Cha instead of Wis, but doesn't get domains. The fluff behind it's that the succubus is pulling an ur-priest, cheating the powers that are to get divine magic. It's what inspired me for that.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 05:07:25 PM
Blink Dog

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG28a.jpg)
[spoiler]

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

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

Features

Dog Body:
The Blink dog loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 40 foot, and a natural weapon bite attack dealing 1d6+1,5 Str modifier damage. Blink dogs have no limbs capable of fine manipulation.

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

Blink: Blink dogs have the ability to travel to and from the ethereal plane for brief bursts of time, because of this blink dogs often appear to be winking in and out of existence. A blink dog can use blink as a spell like ability 4/day for each HD it possesses. Using this ability requires a move action. When a Blinkdog reaches 5 HD he can use this ability as a free action. The caster level for this effect is the blinkdog’s HD

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

Scent:
As the SRD ability.

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

Done by AustontheGreat1 from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 09, 2010, 05:18:53 PM
Notice the "new" part. You don't get the "old" spell slots. You get the new spell slots and spell knowns a normal caster gets when leveling up.

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

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


EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide (http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm) powers.

They might or might not be able to make longer jumps a limited number of times per day.
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 05:22:54 PM
Hill Giant
(http://i39.tinypic.com/35lxpi9.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0 +0Hill Giant body, Powerful Build, Brute, Str+1, Con+1
2  +1 +3+0 +0 Brute Blow,  Str+1, Con+1
3  +2 +3+1 +1Pound Trough, Faster, Str+1, Con+1
4  +3 +4 +1+1 Growth, Throw Rock, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Swinging Blow, Trample, Str+1, Con+1
6  +4 +5 +2 +2  Wrecking Ball, Str+1, Con+1
7  +5 +5 +2 +2 Simple is Best, Overconfidence, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Jump, Listen and Spot.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1˝ times its Str modifier).

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

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

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

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

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

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

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

[/spoiler]

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

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

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

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

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

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

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

EDIT
EDIT: Blink dogs. Dimension door allows a PC to bypass obstacles, and move much faster than they could otherwise (400-1200ft depending on level). What about replacing it with a short range ability which requires line-of-sight and line-of-effect, and can be used at will? Maybe require a move action and base the distance on their normal movement speed. There's a few things like this, including a dragonmark ability and the dimension hop and dimension slide (http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm) powers.
Or just go play a shaddow hand swordsage.

Anyway, increased the number of uses of Blink and dimensional door so they can do their stuff better. In return lowered the initial Dex bonus, and put a limit on how far away you can "dimensional door".
EDIT2: I notice the modifications blink dogs normally get were removed (cannot carry other creatures, but turn does not end after the 'port)
Added that they can act after dimensional door, but not that they cannot carry other creatures, since it's still limited per day, and well, blink dogs should be able to help allies move around since they have no hands and stuff.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 05:49:04 PM
Gynosphinx
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG233.jpg)
[spoiler]
Hit Die: d8
LevelBABFortRefWillFeatures
1+0+2+2+2Sphinx body, +1 Con, Lore
2+1+3+3+3+1 Wis, Rake, Minor Enigma
3+2+3+3+3+1 Str, Speed boost
4+3+4+4+4+1 Wis, Growth, Pounce
5+3+4+4+4+1 Con, Major Enigma
6+4+5+5+5+1 Wis, Flight
7+5+5+5+5+1 Wis, Speed boost
8+6/1+6+6+6+1 Wis, Symbolist
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft

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

Features

Sphinx Body: At 1st level, the gynosphinx 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 1d4+Str mod damage. The Gynosphinx gets a Nat armor bonus equal to her Con modifier. Additionally, a gynosphinx that multiclasses with a spellcasting class can count her gynosphinx levels as levels of that class for determining CL, new spells per day and new spells known, but doesn't get spells for the gynosphinx levels themselves.

So for example, a gynosphynx 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however.  She would get the familiar ability, but gynosphynx levels wouldn't count for it.

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

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

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

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

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

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

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

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

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

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

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

Done by Volthawk from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 09, 2010, 06:20:14 PM
I'd say to give them one spell slot of the relevant level, but there's disparity between classes - wizards get 1 slot when they gain access to a new level while sorcerers get three.
Sorcerors deserve nicer things than wizards! :p
No, I mean normally a sorcerer gains three spell slots when a wizard gains one. So you can't just give all spellcasters 1 bonus spell slot since that favours wizards.

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

If you gain two levels in an appropriate racial class, you gain access to 3rd level spells and upgrade your slots by one level. Now you have 0/6/6/3 before calculating bonus slots from high Cha. Progressing in this manner gives you higher-level slots almost identical to the normal progression (and identical if you could already cast 3rd-level spells). You can still use higher-level slots to cast lower-level spells.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 09, 2010, 06:34:24 PM
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

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


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

Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 09, 2010, 07:39:02 PM
Maybe for every two racial levels they can "upgrade" all their existing slots by one level?
Hmm, what? And don't sorcerors start with more spell slots than wizards as well?
Let's say you're a 4th level sorcerer. You have spell slots of 6/6/3.

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


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

Anyway made some tables in the first post, FAQ section, deconstructing the standard spell progressions.
You might want to note that the bonus spell slots are cumulative.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 08:40:05 PM
Lich
(http://www.rederpg.com.br/portal/uploads/img48151b54250cf.jpg)
(http://www.dadomestre.com.br/wp-content/uploads/2009/06/d_d4th__lich_by_udoncrew.jpg)

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

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

Proficiencies: A Lich gains proficiency with their dark touch

Features:

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

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

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

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

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

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

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

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

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

Contributed by Crafty Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:12:40 PM
Nerra
(http://www.wizards.com/dnd/images/ff_gallery/50087.jpg)

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

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

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

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

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

Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.

As the Nerra grows in power, so does the shard blade. At 4th level it gains a +1 enhancement bonus on attack and damage rolls, this enhancement bonus increases by +1 every 4 HD thereafter (+2 at 8 HD, 3 at 12 HD, etc). At 7th level it gains the Keen property, and at 10th level it gains the Wounding property.

If the shard blade leaves the Nerra’s possession it vanishes one round later, if the blade is lost or destroyed the Nerra can recreate it in his hand as a move action.

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

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

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

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

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

Reflective Spell Resistance (Sp): At 3rd level, the Nerra gains spell resistance 12+HD, any time a targeted spell fails to pierce this resistance it is reflected back at the caster, who becomes either the spell’s target or point of origin. The Nerra also becomes immune to gaze attacks, and all such attacks are reflected back to the origin.

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

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

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

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

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

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

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

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

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

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

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

Done by Draken from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:20:42 PM
Half-fiend
(http://i735.photobucket.com/albums/ww351/Bromomancer/HalfFiendEpicShadowcaster.jpg)
[spoiler]Prerequisites

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

OR

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

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

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

Features:

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

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

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

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

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

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

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

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

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

Done by Crafty Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:34:44 PM
Half-celestial
(http://sonsofisis.files.wordpress.com/2009/11/serra_angel_greg_staples.jpg)
[spoiler]Prerequisites

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

OR

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

Proficiencies: A Half-celestial gains no proficiencies

Features:

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

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

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

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

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


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

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

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

Done by Crafty Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:42:31 PM
Firbolg
(http://i4.photobucket.com/albums/y147/jan_sobieskiii/mitologia/fir-bolg.gif)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2+0 +0Firbolg body, Wilderness initiate.
2  +1 +3+0 +0 Powerfull build,  Str+1, Con+1
3  +2 +3+1 +1  Wilderness link,  Str+1, Con+1
4  +3 +4 +1+1 Growth, Str+1, Con+1
5  +3 +4 +1 +1 Wilderness adept, Str+1, Con+1
6 +4+4+2+2Fast Healing, Str+1, Con+1
7 +5+4+2+2Throw Rock, Smart Catch, str+1, con+1
8 +6+5+2+2Trample, Wilderness Specialist, Str+1, Con+1
9 +6+5+3+3Wilderness companion, Str+1, Con+1
10+7+6+3+3Wilderness Master, Str+1, Con+1
11+8+6+3+3Eternal Watcher, Str +1, Con+1
12+9+7+4+4Wilderness Lord, Str+1, Con+1

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

Proficiencies:
All simple and martial weapons and light armor.

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

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

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

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

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


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

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

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


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

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

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



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


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

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

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

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

A trample attack deals bludgeoning damage (2d6 damage + 1˝ times its Str modifier, increase the die size if the firbolg also increases his size).

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

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

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

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

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

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


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

[/spoiler]

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

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

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

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

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

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:48:56 PM
Pixie
(http://i134.photobucket.com/albums/q108/marj69/Anime/705-Redfruit.png)(http://gurpsnet.sjgames.com/Archive/Magic/Rituals/IMG00004.GIF)

[spoiler]

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

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

Features:

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

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

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

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


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


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


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

If she multiclasses as a sorceror, the casting stacks.

Pixie level Sorceror casting
1-
21
32
42
53

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


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

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

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

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

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

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

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

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

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

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

[/spoiler]

Pixie Paragon

(http://th01.deviantart.com/fs32/300W/f/2008/210/a/5/Night_Fairy_by_namesjames.jpg)

[spoiler]
Prerequisites: Pixie level 5

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

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

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

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

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

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

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

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

Done by Aranii from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:53:11 PM
Stone Giant
(http://i48.tinypic.com/332cxsz.jpg)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1˝ times his Str modifier).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]

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

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

The capstone combines the best of both worlds by being a powerfull thrown attack and geting you in melee in one go!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 09:57:26 PM
Angel of Decay
(http://www.wizards.com/dnd/images/art_preview/20080522_114848_0.jpg)

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

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

Dead Angel: The angel of decay loses all racial modifiers and receives the following:
[SPOILER][/SPOILER]

The angel of decay has all the characteristics of the undead type, which includes:
[SPOILER][/SPOILER]

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

Rotting Touch (Su): Whenever the Angel of Decay hits a corporeal opponent with both claws, he rots the victim’s flesh dealing 1d6 extra damage, +1 for every 3 HD the angel of decay has. In addition, the angel heals a number of hit points equal to the damage dealt, up to his maximum normal hit points.

Once per day per HD, the Angel of decay can perform a touch attack, this attack deals damage equal to twice the normal damage of the rotting touch.

Ability Score Increases: At every level except 1th, the angel of decay’s strength increases by 1. At levels 2, 5, 8, 11 and 14, his charisma increases by 1. At levels 3, 6,9 12 and 15, his wisdom increases by 1.

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

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

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

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

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

Wings: At 7th level, the Angel of decay’s wings are fully developed, he can fly with a speed of 50 feet and poor maneuverability. In addition, the angel of decay can perform two wing slams as secondary natural attacks, dealing 1d4 + ˝ strength modifier damage each.

Size Increase: At 8th level the angel of decay’s size increases to large. It is considered a tall creature. The base damage dealt by the claws of the angel of decay increases to 2d6 + strength modifier, instead of the normal increase.

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

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

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

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

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

[/SPOILER]

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

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

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

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

Done by Draken from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 October 10, 2010, 10:20:42 PM
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 10, 2010, 10:51:43 PM
Since the spellcasting advancement thing is kind of unusual, can I suggest that you come up with a name for it (like "Innate Arcana" or something) and use it consistently across the monster classes? (maybe even "see FAQ for more details" in the ability description) It would make it easier to remember how it works.

How about this:

"Magic Potential (insert sinergetic fullcaster classes for the monster in question here): blah blah usual text blah blah check out FAQ at first post for more details."
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 12, 2010, 08:58:44 PM
Frost Giant
(http://www.wizards.com/dnd/images/excerpt_mm2_0420a.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +2 +0 +0  Frost Giant body, Powerful Build, Slow Down, Str+1, Con+1
2  +1 +3 +0 +0  Shattering Storm, Str+1, Con+1
3  +2 +3 +1 +1  Blizzard Shout, Frostbite, Str+1, Con+1
4  +3 +4 +1 +1  Growth, Throw Stone, Catch, Str+1, Con+1
5  +3 +4 +1 +1  Trample, Cold Forged Steel, Str+1, Con+1
6  +4 +5 +2 +2  Freeze, Ice Breaker, Str+1, Con+1
7  +5 +5 +2 +2  Frost armor, Str+1, Con+1
8  +6 +6 +2 +2  Trophy Gear, Str+1, Con+1
9  +6 +6 +3 +3  Snowstorm, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Craft, Jump, Listen and Spot.

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

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

The Frost Giant also gains the Cold Subtype, which grants it immunity to Cold damage but taking +50% damage from Fire attacks.

Ability score increase: a Frost Giant gains +1 Str and +1 Con for each level in this class, for a total of +9 Str and +9 Con at 9th level.

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

Slow Down: At 1st level, the Frost Giant may drain the heat of an oponent's body with his strikes. As a standard action, the Frost giant delivers a single melee attack. If it hits, the target is fatigued for 2 rounds. If Slow Down hits a fatigued oponent, the condition worsens to Exhausted for 2 rounds. Slow Down may be used as a melee touch attack, in which case it deals no damage.

At 10 HD, Slow down ignores immunity to Fatigue and Exhaustion.

Shattering Storm:  At second level, the Frost Giant may attack a solid unatended object as a standard action, dealing normal damage to it and causing shower of fragments in a cone with 10 feet per HD. The cone produces one of the following effects on all the creatures inside the cone:

Dust :  blinded for 1 round per 2 HD, Reflex save  negates.
Shards: 1d6 slashing and piercing damage per HD, Reflex save for half.
Loud Bang: 1d4 sonic damage per HD, deafened for 1 minute per HD, Fort save for half damage and negating Deafened.
Rubble: 1d4 bludgeoding damage per HD, be pushed back 5 feet for every 5 damage taken, Reflex save for half damage.
Detritus: 1d4 bludgeoding damage per HD, flying oponents drop 20 feet for every 5 damage taken. Reflex save for half damage.
Crushing Wreckage: Suffer 1d4 bludgeoding damage per HD, take a -1 penalty on all saves for each 5 damage taken for 1 round per 2 HD, Reflex save halfs the damage.
Devastating Strike: Combine two other diferent options you can use. You must know at least two other options to pick this.

All DCs are equal to 10+1/2HD+ Str modifier.

The Frost Giant gains only one of those options at second level, and a new one for every 3 HD it gains from here on. Only one effect at a time every time the cone is used tough.

Blizzard Shout:  At third level, the Frost Giant may let a blood freezing shout that freezes his prey in place as a move action. Oponents whitin 10 feet per HD must make a Will save with DC 10+1/2HD+Con modifier or be unable to move from their place for 1 round per 3 HD. They can still take any other actions like attacking as normal, just not any action that would allow them to move. If they fail, they may atempt a new save as a standard action during their own turn.

At 10 HD the Frost Giant may use Blizzard Shout as a swift action.

At 17 HD as an immediate action.

Frost Blade:At third level, a number of times per day equal to his Con modifier, the Frost Giant may cover one weapon he wields (or up to 50 ammo on his possession) on a thin layer of extremely cold ice as a move action, that lasts 1 round per HD. The weapon/ammo deal an extra 1d6 cold damage for every 2 HD of the Frost Giant, and oponents struck by it are fatigued for 2 rounds. If they were already fatigued, they're exhausted for 2 rounds instead.

Thrown weapons/rocks affected by Frost Blade bounce out of their targets and instantly return to the Frost Giant's hands.

At 8 HD, Frost Blade may be used as a swift action.

At 13 HD, Frost Blade ignores immunity to Fatigue and Exhaustion.

At 18 HD, the extra cold damage doubles in a sucessfull critical hit.

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

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

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

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

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

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1˝ times his Str modifier).

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

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

Ice Path: At 5th level, when the Frost giant moves on ground, he may choose to freeze the surface where he passes, causing them to become slippery as a Grease spell, with DC 10+1/2HD + Con modifier and CL equal to the Frost Giant's HD. This also allows the Frost Giant to walk on water by freezing it below him as he steps over it.

If it somehow gains flying, the Frost Giant can partially freeze the air trough which he passes, creating an hard fog that slows down the speeds of oponents that enter it to 5 feet.

The Frost giant may exclude allies from this ability.
The Frost giant also becomes immune to grease, slippery surfaces, unstable ice and other such effects.

Freeze:  At sixth level, when the Frost Giant hits an oponent with a Frost Blade in melee or with a thrown attack, it may choose to discharge the Frost Blade effect from the weapon in order to cover its oponent in ice. It is then unable to take any actions (even purely mental actions) besides trying to break free, which demands a sucessfull Str check or Escape Artist check with DC 10+1/2HD+Str mod.

Creatures trapped by Freeze however cannot be attacked by others whitout breaking the ice, which has 10 HP per Hd and hardness equal to half HD. The Frost Giant iself however can instantly break the ice with a single melee attack with a new Frost Blade, which scores an automatic critical hit.

Ice Breaker: At sixth level, the Frost Giant ignores immunity to critical hits while wiedling a Frost Blade, and the threat range of any Frost Blade is doubled.

Frost Armor:  At seventh level, the Frost Giant may freeze its own armor by spending an use of Frost Blade as a move action. This makes it counts towards his touch AC, and melee weapons  (both manufactured and natural weapons) that strike it get covered by a block of ice, making them useless untill the wielder spends a move action to break them free from said ice. It also grants the Frost Giant temporary HP equal to his HD+Str modifier for the duration of the effect, which is 1 round per HD.

Trophy Gear:
At eight level, the Frost Giant becomes able to craft armor and weapons from foes he has personally slain. It demands one hour of work per HD of the slain creature, and the options are:

-Natural weapon into Manufactured weapon dealing the same damage and with the same critical stats. If the Monster had any ability that triggered when that natural weapon hit (poison, a wolf's improved trip, ect), the Trophy weapon benefits from it as well, but uses the Frost Giant stats. Any DCs are turned to 10+1/2 HD+Str mod.
-Natural Armor converted into an Armor with the same bonus to AC (up to the Frost Giant's HD), Max Dex bonus equal to the slayed creatures Dex bonus, and no skill penalty. If the monster had any energy resistances,  the Frost Giant gains half of them. Immunities count as resistance equal to twice the slain creature's HD for purposes of this ability.

Only the Frost Giant can wear those weapons/armor, and only one trophy Weapon and one trophy Armor at a time. He's automatically proficient with them and they're also automatically considered masterwork. They can be enchanted as normal.

SnowStorm: At ninth level, 1/dy for every 3 HD it has, the Frost Giant can drop the temperatures around him to such a point that it calls forth  a mighty snowstorm to smite his oponents. All save DCs are 10+1/2HD+Con mod. The Frost Giant is always immune to the ill effects of his own Snowstorm.

This works like a Control Winds SLA.
At 13 HD can work as a Control Weather SLA by two uses as a standard action
At 17 HD  can work as a Storm of Vengeance SLA by three uses as a standard action, except it deals cold damage instead of acid.

Regardless of the spell it is replicating, on top of all the base effects, heavy snow falls inside the spell's area (no actual mechanical benefit), and oponents inside a radius of 5 feet per HD of the Frost giant while the Snowstorm lasts take -2 Dex penalty and -10 feet penalty to all movement speeds every round the SnowStorm lasts. This penalties are cumulative, and can reduce an oponent's Dex/ movement speed to zero. Oponents which have their Dexterity reduced to zero are frozen solid, and if the Frost Giant hits them with a melee attack they instantly shatter, killing them and rendering their remains useless for any purposes.

Even if the oponents leave the area, the penalty lasts 1 min per HD of the Frost giant.

The Frost Giant can exclude allies from this ability.
[/spoiler]

Comments:
[spoiler]The Frost Giant is a pretty nasty fellow, whitout any kind of mercy. It specializes in messing up the battlefield while tiring out his oponents with multiple col-based abilities.

Trohphy hunter is based on the Frost Giants living in wild mountains filled with nasty beasts (on top of the ocasional human).

The capstone calls your personal snowstorm to smite your oponents.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo October 12, 2010, 09:20:42 PM
Beholder

(http://www.wired.com/images_blogs/underwire/images/2008/06/06/beholder.jpg)

[spoiler]

HD:d8
LevelBABFRWSpecial
1st
+0
+0
+0
+2
Eye of the Beholder, Gaze of Slumber, Tyrant Magic, +1 Con
2nd
+1
+0
+0
+3
Gaze of Charm
3rd
+2
+1
+1
+3
Gaze of Fear, +1 Int, +Cha
4th
+3
+1
+1
+4
Gaze of Pain, Bonus Feat, Omni-gaze
5th
+3
+1
+1
+4
Gaze of Encumbrance, Anti-Magic Eye, All Around Vision +1 Con
6th
+4
+2
+2
+5
Growth, Bonus Feat
7th
+5
+2
+2
+5
Gaze of Charming (Greater), +1 Int, +1 Cha
8th
+6/+1
+2
+2
+6
Bonus Feat, Buoyant
9th
+6/+1
+3
+3
+6
Gaze of Force, Anti-magic Eye (Greater) +1 Con
10th
+7/+2
+3
+3
+7
Omega Gaze, Bonus Feat
11th
+8/+3
+3
+3
+7
Gaze of Petrification, +1 Int, +1 Cha
12th
+9/+4
+4
+4
+8
Gaze of Destruction, Bonus Feat
13th
+9/+4
+4
+4
+8
Gaze of Death, Gaze of the Eye Tyrant, +1 Con

Class Skills: (4+ Int Mod.) x4 at first level. a beholders class Skills are appraise, bluff, concentration, decipher script, hide, intimidate, knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), move silently, search, spellcraft, spot.

Proficiencies: The beholder is proficient with no armor or shields and is only proficient with its own natural weapons.

Features:
Eye of the Beholder: The beholder loses all racial features and becomes an aberration. A beholder has no land speed but can hover above the ground at a speed of 20ft to a maximum hight of 5ft at 1st level. the maximum hight increases by an addition 5ft for every 2 HD the beholder possesses. Because of this the beholder ignores all damage from falling any distance. The beholder gains darkvision out to 60 feet. Beholders do not possess limbs capable of fine manipulation of wielding conventional weapons; however the beholder does have a bite attack that deal 2d4 + Str. Mod. Damage.

Additionally, the beholder receives a bonus to its natural armor equal to either his Int or Cha modifier, wichever is higher..

Tyrant Magic: A beholder who multi-classes into an arcane casting class can count his beholder levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a beholder 3 who took 1 level of wizard could choose to have CL 4, get 3 [2nd] level spell slots, 1 [1st] level spell slot, 1 [2nd] level spell known and 1 [0th] level spell known. He wouldn't get the spells known and spell slots of a wizard 3 however. He would get the familiar ability, but beholder levels wouldn't count for it.

Gaze of Slumber (Su): When a beholder is born, it begins life with a single eye stalk capable of firing a ray that Lulls its target into slumber. This ray (and all other eye rays possessed by the beholder) have maximum range of 10ft per beholder level. The beholder must succeed on a ranged tough attack, if the attack is successful the target is allowed a will save (DC = 10 + 1/2 HD + Charisma Modifier) or he fall asleep. The effect of this ray is identical to that of a sleep spell with a caster level equal to the beholder's HD. The beholder can use this ability twice a day for every HD it possesses.

Ability Increases: A beholder receives a permanent increase to its Constitution  scores at 1st, 5th, 9th, and 13th, level. And bonuses to his charisma and intleggence score at 3rd, 7th, and 11th levels. These bonuses total to +3 Int, +3 Cha and +4 Con at 13th level.

Gaze of Charming (Su): As the beholder grows, it begins to sprout addition, more powerful eye stalks. at 2nd level the beholder grows an eye capable of firing a ray which can charm a human or humanoid into becoming more friendly with the beholder. If the beholder succeeds on a ranged touch attack, then the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or become charmed as per the charm person spell with a caster level equal to the beholder's HD. The beholder can use this ability once a day for every HD it possesses.

Gaze of Fear (Su): At 3rd level the beholder grows a new eye stalk capable of firing a ray which instills emotions of dread, panic, and fear in the target. If the beholder succeeds on a raged touch attack, then the target is entitled to a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be a effected buy the fear spell, caster level equal to the beholders HD. The beholder can use this ability once day for every HD it possesses.

Gaze of Pain (Su): At 4th level the beholder grows another eye stalk capable of firing a ray of pure negative energy to damage their foes. If the beholder succeeds on the attack, the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be affected as if by a Inflict Moderate Wounds Spell with a caster level equal to the beholders HD. The beholder may use this ability once a day for every HD it possesses.

Bonus Feat: At 4th level the beholders growing arcane knowledge enables him to alter his eye rays in varying ways. At each even numbered level beginning at 4th, he may choose any one metamagic feat he meets the requirements for (the beholder treats his HD as his caster level for the purpose of determining which prerequisites he meets). Metamagic the beholder gains may be used to augment the spell his eye ray mimics as though it were actually being cast. Though the spell the eye ray is mimicking must still be eligable to be affected by the metamagic. Using any metamagic feat to augment the spell uses up a number of uses of that eye ray equal to the number of levels that would be added to the spell level. Eye rays are already considered stilled and silenced, so those two would be pointless.

Omnigaze (Ex): The bizarre brain structure of a beholder allows him to intemperate visual signals from varying angles and positions as well as coordinate his eyes to take advantage of this. The most useful aspect of this ability is that it allows him to coordinate his eye rays efficiently so that he can optimally use many simultaneously. As a full-round action a beholder can fire any and all eye rays it possesses though it may only fire up to 3 separate eye rays in any 90 degree arc. Each eye ray fired may have different targets. Each eye ray may only be fired to a maximum of 1/round.

Gaze of Encumbrance (Su): At 5th level, a beholder grows another eye stalk. This eye stalk is capable of firing a ray which inhibits the targets movements and causes him to move more sluggishly. If the beholder succeeds on the attack, then the target must a make a will save or become slowed as per the spell. The caster level for this effect is equal to the beholder's HD. The beholder may use this ability once a day for every HD it possesses.

Anti-magic Eye (Su): At 6th level, the beholder's central eye has finally matured to the point to where it can fire brief bursts of energy that suppress magical effects and abilities. The beholder activates this ability opening its central eye, this requires a move equivalent action that does not provoke an attack of opportunity. This ability takes the form of a cone which extend 10ft for every HD that the beholder Possesses (Maximum 150 ft.) everything caught in the cone is effected as if caught in the area of a dispel magic spell with a caster level equal to the beholder's HD. This ability can be used a maximum of once every 2d4 rounds. after each use the beholder must close its eye to allow the magical energies of the eye to recharge

All Around Vision (Ex): The beholder's eye stalks have grown in the form a crown, he can now see in all direction simultaneously granting him a +4 to all spot and search checks. In addition, the beholder can no longer be flanked.

Growth: the beholder's body has reached physical maturity and becomes larger. At 6th level, the beholder increases one size category.

Gaze of Charm, Greater (Su): at 7th level, the beholder grows another eye stalk. this eye is much like his eye of charm person but instead works on any creature targeted, not just humans and humanoids. the beholder may use this ability once a day for every 2 HD it possesses.

Buyouant: At 8th level the beholder's body reaches it's physical pinnacle. It has no limit to how high it can fly, and now adds both his Cha and Int scores to Nat armor.

Gaze of Force (Su): At ninth level, the beholder grows another eye stalk. This eye is capable of firing a ray of pure mental energy, allowing him to exert his will over physical creatures and objects. This eye allows the beholder to use telekinesis with a caster level equal to the beholder's HD. Creatures are allowed will saves (DC = 10 + 1/2 HD + Charisma Modifier) to resist the effect. The beholder may use this ability once a day for every 4 HD it possesses.

Greater Anti-magic Eye (Su): The power of the beholder's central eye increases. Creatures and objects inside the cone are now effective as if within the radius of a Greater Dispel Magic spell.

Omega Gaze:
At 10th level the beholder can use his omni-gaze as a standard action, but then he must wait 1d4 turns before using it again.

Gaze of Petrification (Su): At eleventh level the beholder grows on of his most powerful eye stalks, a ray capable of transforming almost any living creature into stone. If the beholder succeeds on the ranged touch attack then the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be petrified as per the spell Flesh to Stone with a caster level equal to the beholder's HD. The beholder may use this ability once a day for every 4 HD it possesses.

Gaze of Destruction (Su): Arguably the beholder's most powerful weapon in it's arsenal, the beholders 9th eye stalk is capable of firing a ray of pure destructive energy. This eye stalk fires a ray which exactly duplicates the effects of a disintegrate spell with a caster level equal to the beholders HD. The beholder may use this ability once a day for every 5 HD it possesses.

Gaze of Death (Su): The final eye stalk gained by the beholder is capable of firing a ray which drains the very life force from its targets. If the beholder succeeds on the ranged attack, then the target must must make a will save or be instantly stricken dead as per the Finger of Death spell. this ability has a caster level equal to the beholder's HD and can be used once a day for every 5 Hd the beholder Possesses.

Gaze of the Eye Tyrant (Su): The powerful eye of the beholder has finally reach its pinnacle. The area within the cone is now affected as if by an antimagic field as per the spell. The caster level for this effect is equal to the beholder's HD. Additionally, the effect remains active constantly as long as the beholder's central eye is open and no longer requires regular periods of recharge. The beholder can close or open his eye once per turn as a free action.
[/spoiler]
Comments
[spoiler]
Well, where to start

To begin with theres a couple of dead levels and that seems like a problem. The beholder doesn't really have a lots of abilities just a few powerful ones. In addition, I'm pretty sure that the ability increases are a little much but, with so few things to put in I felt like it needed something.

So here you have it, the beholder, a floating head shooting all kind of nastyness.
[/spoiler]

Done by AustontheGreat1 from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY November 10, 2010, 12:59:58 PM
This racial casting mechanic is still tripping me up a bit. I think I understand it, but I have a hard time believing that you meant for it to suck as badly as it seems to. So if I take two levels of Red Dragon, and then one level of Sorcerer, you're saying that I would only have a single cantrip spell slot and single first level spell slot, instead of having the 5 cantrip spell slots and three 1st level spell slots that I would have just from my single sorcerer level alone? So this ability is actually making me a worse sorcerer than if I didn't have it at all? Literally, a fighter 2/sorcerer 1 would have better casting than a dragon 2/sorcerer 1 using this system... Am I misinterpreting something here?
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 10, 2010, 03:30:48 PM
This racial casting mechanic is still tripping me up a bit. I think I understand it, but I have a hard time believing that you meant for it to suck as badly as it seems to. So if I take two levels of Red Dragon, and then one level of Sorcerer, you're saying that I would only have a single cantrip spell slot and single first level spell slot, instead of having the 5 cantrip spell slots and three 1st level spell slots that I would have just from my single sorcerer level alone? So this ability is actually making me a worse sorcerer than if I didn't have it at all? Literally, a fighter 2/sorcerer 1 would have better casting than a dragon 2/sorcerer 1 using this system... Am I misinterpreting something here?
1-You would have CL 3, wich is considerably better than CL 1.
2-Two more sorceror levels and you would get 2nd level spells, while the fighter 2/sorceror 1 would need to take three more sorceror levels before reaching 2nd level spells.

So, well, the system isn't perfect. There's good breaking points and bad breaking points. For the dragon you will probably want to break at level 4. You would then gain 3 2nd level spell slots with CL 5, while fighter 4/dragon 1 would have 3 1st level spell slots with CL 1.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY November 10, 2010, 05:44:44 PM
For the dragon you will probably want to break at level 4. You would then gain 3 2nd level spell slots with CL 5, while fighter 4/dragon 1 would have 3 1st level spell slots with CL 1.
And only one 1st level spell slot, and no cantrips at all. That's just... weird.

And how do the Spells Known work? A sorcerer doesn't learn any new 1st level spells when going from 1st to 2nd level. So would a Dragon 2/Sorc 1 not actually know any 1st level spells to use with his spell slots?

I don't see a prohibition on taking these monster classes later on in my career, either. If there isn't one, a sorcerer 1/dragon X would be considerably better off than a dragon X/sorcerer 1, at least as far as casting spells goes. Of course, you'd miss out on the maximized d12 hit die at 1st level, and some skill points, but I think better spellcasting for the rest of your career more than makes up for that.

What about having them lose a static number of spells known and spell slots, rather than all of the previous ones? That would greatly simplify things, and equalize characters that take the classes in different orders, also. Maybe they lose 1 spell slot and spell known of each level that they can cast? That combined with the lost casting progression at levels 1, 7, etc, would be enough of a penalty to make up for what they gain from the monster class, I think. (Of course I'm referencing the red dragon here, but other monster classes that stack with spellcasting classes could be similarly modified).

I don't mean to be overly critical or give you a hard time. I actually like these monster classes overall, and am trying to offer suggestions for improving them. I'm actually considering using one in a game soon, in fact.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 10, 2010, 07:00:44 PM
And only one 1st level spell slot, and no cantrips at all. That's just... weird.
I see it as skipping the basics and jumping ahead for the more advanced stuff.

Plus, the dragon still retains his bard/sorceror cantrips now that I think about it.

And how do the Spells Known work? A sorcerer doesn't learn any new 1st level spells when going from 1st to 2nd level. So would a Dragon 2/Sorc 1 not actually know any 1st level spells to use with his spell slots?
Remember the dragon 2 gives him casting as bard 2 (but uses sorceror spell list), so a dragon 2 knows two 1st level spells, wich can then be used with the new slot.

I don't see a prohibition on taking these monster classes later on in my career, either. If there isn't one, a sorcerer 1/dragon X would be considerably better off than a dragon X/sorcerer 1, at least as far as casting spells goes. Of course, you'd miss out on the maximized d12 hit die at 1st level, and some skill points, but I think better spellcasting for the rest of your career more than makes up for that.
It's intended to be 1st level only, but I guess I should make it more explicit then.

What about having them lose a static number of spells known and spell slots, rather than all of the previous ones? That would greatly simplify things, and equalize characters that take the classes in different orders, also. Maybe they lose 1 spell slot and spell known of each level that they can cast? That combined with the lost casting progression at levels 1, 7, etc, would be enough of a penalty to make up for what they gain from the monster class, I think. (Of course I'm referencing the red dragon here, but other monster classes that stack with spellcasting classes could be similarly modified).
Then you would end with a lot more power than you end now. A dragon 6/sorceror 1 would have almost as many spells as a sorceror 6, and a a sizeable chunk of spell knowns. That's simply too powerfull for my tastes.

Again, I remind you the dragon's own spell slots and spell knowns can be used for the sorceror casting.



I don't mean to be overly critical or give you a hard time. I actually like these monster classes overall, and am trying to offer suggestions for improving them. I'm actually considering using one in a game soon, in fact.
No problem, I've had to endure much worst back in GITP.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 November 10, 2010, 09:24:02 PM
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 11, 2010, 09:20:35 AM
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.

Almost
works, but dragons are suposed to have between 11th and 15th sorceror caster level at CR 20, not just 10.

However that's an idea worth exploring. How about turning the "virtual sorceror casting" table into  actual "sorceror casting"?

So untill level 7 you're a sorceror 1 level behind, then fall behind another casting level at 8, 11, 14, 17, 19 and 20.

Or we could make as actual dragons and make the casting just start at level 7 and then progress at full speed, but I honestly feel like that kinda sucks.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 November 11, 2010, 10:05:47 AM
Couldn't the dragon just get +1 sorcerer casting at even levels, and full CL? Because this system gives you a spell progression unlike anything else in the game.

Almost
works, but dragons are suposed to have between 11th and 15th sorceror caster level at CR 20, not just 10.
lv1: -
lv2: +1 casting
lv3: +1 casting
lv4: -
lv5: +1 casting
lv6: +1 casting
etc.

Though having full CL would make up for the poorer casting somewhat.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 12, 2010, 10:09:05 AM
Sounds good enough to me, but I'll only have time to properly implement it during the weekend.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:07:33 PM
All dragons and pixie casting updated!
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:24:33 PM
The Slaadi(green, grey, black, white)
[SPOILER](http://i762.photobucket.com/albums/xx265/Death_Slaad/TheTrueSlaadi.jpg)[/SPOILER]

[spoiler]HD: d8
LevelBABFortRefWillFeatures
1st+0+2+0+2Body of Chaos
2nd+1+3+0+3Green Slaad, +1 Str, +1 Dex
3rd+2+3+1+3Sunder, Slaad SLAs, Tools of Anarchist
4th+3+4+1+4Fast Healing, +1 Dex, +1 Cha
5th+3+4+1+4Anyone, anywere
6th+4+5+2+5Manttle of Chaos, Summon Slaad, +1 Dex, +1 Con
7th+5+5+2+5Disruption of Society
8th+6+6+2+6Limbo Skin, Predator's Weapons (claws), You can't hide (or even run, really), +1 Str, +1 Dex
9th+6+6+3+6Fall of Sivilization
10th+7+7+3+7Disciple of Chaos, Gray Slaad, Predator's Weapons (bite), +1 Con, +1 Cha
11th+8+7+3+7Movement of Mind
12th+9+8+4+8Predator's Weapons (claws), Stun, +1 Str, +1 Con
13th+9+8+4+8Death Slaad, End of a Line
14th+10+9+4+9Predator's Weapons (bite), +1 Con, +1 Cha
15th+11+9+5+9Words of Power
16th+12+10+5+10Adept of Chaos, Blood of Chaos, Chaos Bite, +1 Str, +1 Cha
17th+12+10+5+10Whims of Limbo
18th+13+11+6+11Predator's Weapons (claws), +1 Str, +1 Cha
19th+14+11+6+11Hmmm, upgrades
20th+15+12+6+12Master of Chaos,  +1 Str, +1 Cha
21th+15+12+7+12White Slaad, Growth, +1 Con
22th+16+13+7+12Chaos Spittle, Limit Break, Weaponbreaker, +1 Str, +1 Con
23th+16+13+7+13Butterflies and Hurricanes
24th+17+14+8+14Anarchic Magic, Tongues, Chaos Touch, Growth, +1 Con, +1 Cha
25th+17+14+8+14Black Slaad, Overlord of Chaos, +1 Str, +1 Con
Skills: 4 +Int modifier per level, quadruple at first level. Class skills are Bluff, Climb, Concentration, Diplomancy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Spellcraft, Spot, Survival, Swim, Use Magic Devise.

Proficiencies: simple and martial weapons, it's ow  natural weapons

Features:
Body of Chaos: loses all racial bonuses and penalties, gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base speed of 30 feets, two claw attacks dealing 1d6 +Str each and a bite attack dealing 2d6 + ˝ Str. All slaads speak their own language, slaad, in addition with common.
Nobody has ever found written form of slaad language, and many doupt if it even exists.

In addition, it gains a Natural Armor bonus equal to it's Con modifier.

Green Slaad: Green slaadi are defensive about weaknesses and selfaggrandizing in triumph. Tremendous braggarts, they sometimes pause even during combat to gloat over opponents. Green slaadi are above red and blue slaadi, so they are one step more friendly to him than they would otherwise be. The slaad gains chaotic subtype, and any weapon it wields, including natural weapons, counts as chaotic aligned for bypassing DR. It also gains resistance to sonic damage equal to his own HD, and resistance to acid, cold, electricity and fire equal to half his own HD.

In addition, the slaad is immune to harmful effects of Limbo, expect of cource  any random encounters.
Thus wild magic does not effect slaadi magic (expect if slaad wishes that to happen...)

Ability increase: The Slaad ability scores increase permanently by the shown amount:
LevelTotal bonus gained
2+1 Str, +1 Dex
4+1 Str, +2 Dex, +1 Cha
6+1 Str, +3 Dex, +1 Con, +1 Cha
8+2 Str, +4 Dex, +1 Con, +1 Cha
10+2 Str, +4 Dex, +2 Con, +2 Cha
12+3 Str, +4 Dex, +3 Con, +2 Cha
14+3 Str, +4 Dex, +4 Con, +3 Cha
16+4 Str, +4 Dex, +4 Con, +4 Cha
18+5 Str, +4 Dex, +4 Con, +5 Cha
20+6 Str, +4 Dex, +4 Con, +6 Cha
21+6 Str, +4 Dex, +5 Con, +6 Cha
22+7 Str, +4 Dex, +6 Con, +6 Cha
23+7 Str, +4 Dex, +6 Con, +7 Cha
24+7 Str, +4 Dex, +7 Con, +8 Cha
25+8 Str, +4 Dex, +8 Con, +8 Cha
NOTE:This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Sunder: The slaad gains Improved Sunder as a bonus feat. The slaad need not have any of the prerequisites normally required for this feat.

Slaad SLAs: The Slaad becomes able to use some SLAs. Saves are 10 +˝ HD +Cha modifier. Caster level equals his own HD.

Tools of Anarchist: The Slaad gains the following abilities:
Detect Magic: as a SLA 1/day for each HD.
Identify: as a SLA 1/Day for each 5 HD or portion of it.
Protection from Law: as a SLA 1/day for each HD, upgrades to Magic Circle agains Law at 8HD
Shatter: as a SLA 1/day for each HD.

Fast Healing: Equal to half it's own HD.

Anyone, anywere: The Slaad gains the following abilities:
Change Shape (Su): A slaad can assume any humanoid form of medium size or smaller as a standard action 1/day for each HD it has. The slaad can remain in its humanoid form until it chooses to assume a new one or return to its natural form. After level 21, the slaad may use this power to change it's size smaller, up to medium size.
Invisibility: as a SLA 1/day for each 2 HD, upgrades to Improved Invisibility at 11.
Detect Thoughts: as a SLA 1/day for each 4 HD.

Manttle of Chaos: The slaad gains spell resistance 15 + his own HD against spells or effects with the lawful descriptor.

Summon Slaad (Sp): Twice per day, the slaad can summon reinforcements, depending on it's HD.
6 HD: 1 red slaad
9 HD: 1 blue slaad, or 2 red slaads
13 HD: 1 green slaad, or 2 blue slaads, or d3+1 red slaads
16 HD: 1 gray slaad, or 2 green slaads, or d3+1 blue slaads, or d4+1 red slaads
19 HD: 1 death slaad, or 2 gray slaads, or d3+1 green slaads, or d4+1 blue slaads, or d6+1 red slaads
24 HD: 1 white slaad, or 2 death slaads, or d3+1 gray slaads, or d6+1 blue slaads, or 2d4+1 red slaads

These slaadi serve for 1 minute per HD and then disappear. The summoned slaadi can't use their own summoning abilities.
However, slaadi never actually cooperate, so only one slaad will be attacking induvidial target. Leftovers wait for their turn, prepairing theirself for battle, unless they are provoked by been attacked.
For instance, if four slaadi were facing one human warrior, they would take turns fighting that soul. Only if the first slaad were defeated or human attacks second slaad while first is still standing, would the next begin to fight, and so on.

Even if the original summonner were to die, the summoned slaadi will continue to fight, untill their time runs up.

Disruption of Society: The Slaad gains the following abilities:
Chaos Hammer: as a SLA 1/day for each 2 HD.
Dispel Magic: as a SLA 1/day for each HD, upgrades to Greater Dispel Magic at 12 HD.
Fireball: as a SLA 1/day for each HD, at 10 HD may instead use Lightning bolt.

Limbo Skin: The Slaad gains DR/lawful to half of it's own HD.

Predator's Weapons: The slaads natural weapons grew more powerful. At 8th level his claw attacks damage increases to 2d4, and at level 12 their damage increases to 2d6, and again at level 18 their damage increases to 3d6.
At lv 10 his bite damage increses to 2d8, and at lv 14, the damage increases again, to 2d10.

You can't hide (or even run, really): As bizare predators the slaadi can hunt even clever and fast prey. Starting at level 8th, the slaad has See Invisibility as the spell, but permanent effect, and it upgrades to True Seeing at 22th level.
In addition, the slaadi becomes more faster, at levels 8, 9 & 10 add + 5 feet to its speed, and every 2 HD past 10th it gains additional +5 feet to its speed, for total speed of 80 feet at HD 24.

Fall of Sivilization: The Slaad gains the following abilities:
Deeper Darkness: as a SLA 1/day for each 3 HD.
Dispel Law: as a SLA 1/day for each 3 HD.
Fear: as a SLA 1/day for each 2 HD.

Disciple of Chaos (Su): The Slaad can manifest small amounth of the Ever-Changing Chaos of Limbo to change the appearance of the enviroment for short time. This is similar to Hallucinatory Terrain-spell, but the slaad may use it as a swift action for total amounth of 1 minute / HD in a day, and he may end it as a free action. Uses don't have to be continual, but each use of this ability spents 5 minutes at least. In addition, caster level of all Chaotic spell is +1 in this area, while Lawful spells have -1 to caster level.

Gray Slaad: A Green slaad that lives to advanced age (a century or achieves the necessary power) sometimes withdraw into wilderness isolation. Most are never seeing again, but after sometime, even over a year, some slaadi return to their fellows as gray slaadi. Unintrested in lesser slaadi, grays become fascinated by power and magic, apperantly seeking the near-immortality of the most powerful slaadi. All red and blue slaadi threat him as  two steps friendlier than they would otherwise, and green slaadi threat him as  one step friendlier than they would otherwise.

Movement of Mind: The Slaad gains the following abilities:
Animate Objects: as a SLA 1/day for each 3 HD.
Fly: as a SLA 1/day for each 3 HD.
Telekinesis: as a SLA 1/day for each 5 HD.
Teleport: as a SLA 1/day for each 3 HD, upgrades to Greater Teleport at 14 HD. Starting at 16 HD may spent two uses to use Plane Shift instead.

Stun: The slaad gains Stunning Fist as a bonus feat. The slaad need not have any of the prerequisites normally required for this feat.

End of a Line: The Slaad gains the following abilities:
Circle of Death: as a SLA 1/day for each 4 HD.
Finger of Death: as a SLA 1/day for each 2 HD.

Death Slaad: The greatest of their kind, these few powerful slaadi have achieved near-immortal longevity through weird ceremonies. Most of the half-dozen known death slaadi work to propagate their race, marshalling mob of red and blue slaadi to invade small villages on the Lower Planes. They imprison the population as host and icubate a new generation of slaadi.
All red, blue, green and gray slaadi treat him three steps friendlier than they would otherwise.
Death slaadi can communicate with all races through telepathy: the death slaad gains telepathy with range of 40 feets, and it increases with 5 feet per every HD after 13.

Words of Power: The Slaad gains the following abilities:
Power Word: Blind: as a SLA 1/day for each 2 HD.
Power Word: Stun: as a SLA 1/day for each 3 HD.
Power Word: Kill: as a SLA 1/day for each 4 HD.

Adept of Chaos: Connection of Limbo and the slaad grews more powerful. He may now use Mirage Arcana instead of Hallucinatory Terrain when he manifests Limbo.

Blood of Chaos (Ex): The slaad is more in tune with the true principle of chaos than his lesser cousins. As such, the slaadi can summon forth the force of chaos to degrade and destroy that which they bite, spit upon, or touch. The chaos, once released, burns all substances almost like acid. Even creatures protected against chaos, such as by a magic circle against chaos spell, take half damage. The Chaotic damage is d4, +1d4 for every HD past after 16. The slaad is immune to it's own chaos attacks.

Chaos Bite(Ex): On a successful bite attack, the slaad deals an additional chaotic damage as shown in Blood of Chaos (above). Unless the chaos infecting the wound is somehow neutralized, it deals another half of  chaotic damage of the original attack on every subsequent round for Con modifier rounds.

Whims of Limbo: The Slaad gains the following abilities:
Cloak of Chaos: as a SLA 1/day for each 2 HD.
Song of Discord: as a SLA 1/day for each 4 HD.
Word of Chaos: as a SLA 1/day for each 3 HD.

Hmmm, upgrades: The Slaad gains the following abilities:
Chain Lightning: as a SLA 1/day for each 5 HD.
Delayed Blast Fireball: as a SLA 1/day for each 5 HD.
Implosion: as a SLA 1/day for each 6 HD.

Master of Chaos: The slaad is a living link to Limbo. Now when he manifests the power of Limbo, threat the are as a wild magic area.

White Slaad: A death slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the white—and devotes most of its time and attention to the study of yet more lethal art. A white slaad is as pale as snow, seeming to glow in even the dimmest light.
The slaads DR upgrades to DR/epic and lawful.

When the slaad manifests Limbo, his chaotic magic stars to leak from him. This allows the slaad a potential to use, once per turn, one of his spell like abilities as free action, but the spell is determinated randomly. The slaad may opt to use this ability after using another SLA or when he hits with a natural attack: if so, then the slaad rolls 1d12 and may activate one SLA from corresponding set that granted it.
1d12Effect
12Roll twice more, ignoring any “12” and “1-4” results.
11Hmmm, upgrades
10Whims of Limbo
9Words of Power
8End of a Line
7Movement of Mind
6Fall of Sivilization
5Disruption of Society
1-4nothing happens
After rolling and determing the set, the slaad activates the power of his choice from the set as a free action, but he still has to spent use of the power.

Growth: At 21th level the slaad grows to large size and gains +1 to Natural Armor. At 24th level the slaad grows to huge size gains another +1 to Natural Armor.

Chaos Spittle (Ex): The slaad can spit a glob of chaos at any target it can see within 60 feet, + 20 feet for every HD past 22, as a ranged touch attack. The chaos deals douple of the chaotic damage shown in Blood of Chaos (above, no splash damage). Unless the chaos is somehow neutralized, the glob deals another half of the chaotic damage of the original attack on every subsequent round for Con modifier rounds.

Limit Break: The slaad can now manifest Limbo indefinitely. It is swift action to start manifestation and free action to end it.


Weaponbreaker (Ex): When the slaad uses his Improved Sunder feat, he rolls damage twice and takes the higher of the two rolls as the roll to break the weapon.

Butterflies and Hurricanes: The Slaad gains the following abilities:
Baleful Polymorph: as a SLA 1/day for each 4 HD.
Insanity: as a SLA 1/day for each 4 HD.
Irresistable Dance: as a SLA 1/day for each 5 HD.
Miracle: as a SLA 1/day for each 20 HD.

Anarchic Magic (Ex): The slaad can use his magic faster, but at extra cost. The slaad may use his SLAs as move action by spending an 1 extra uses of the same power, and as a swift action by spendin 2 extra uses.

Tongues (Ex): The slaad has a 15-footlong prehensile tongue split into equal lengths, allowing it to make four melee touch attacks per round. This replaces the slaadi bite attack.

Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals chaotic damage as shown in Blood of Chaos (above). Unless the chaos infecting the wound is somehow neutralized, it deals another half of  chaotic damage of the original attack on every subsequent round for Con modifier rounds.

Black Slaad: A white slaad that survives for more than a century retreats into isolation for at least a year. It returns as a larger, stronger form of slaad—the black. A black slaad is a blot of darkness, a toad-shaped-void from which only two evil stars of its eyes gleam.

The Slaad knows how to squeeze more magic out of him when manifesting Limbo. Now, before rolling the 1d12 to determine what power he may use, the slaad may choose to roll more than one die, for a maximum of 4 rolls: after he has rolled the 1d12, he rolls again, and then again etc. If the result would be same as earlier roll on the same round, the slaad treats it as he had rolled one lower. After deciding which power he uses the slaad selects the targets for each spell as he wishes, and then they all take effect simultaneously.
Use of this power is costly, however. The slaad must use daily uses equal to number of times he rolled this round, to determine the powers, from each of SLAs he wishes to use with this feature in corresponding round.

Overlord of Chaos: The Slaad is one with the Chaos. When manifesting Limbo, the slaad may mimic the effect of Rod of Wonder once per round as a free action. The slaad rolls twice and chooses what happens (he may chooce one or both if so desires) and selects target(s) after deciding the effect. When determing effects of Rod of Wonder (either this ability or use of item) the slaad uses his HD for the caster level and his SLA DCs for these effects, if better.
In addition, whenever there is a random roll (not an attack, save, skill, atribute check ect.) the slaad rolls twice and decides which roll he takes.
[/spoiler]
Comments
[spoiler] Slaadi has always had a special place in my heart. Well, they are carnivorous psychopathic giant frogs, but...

Slaadi are strong physicly and have ton of spell like powers to play with. They have little weaker stat bonuses than balor or pit fiend, but ended up with more spell-like abilities. Summoning has a limiter for their usefulness. Their defences are bit weak, but thus they use offence to compencate that.
[/spoiler]
Done by Trenelus from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:28:41 PM

Redcap
[SPOILER](http://theartofzac.com/redcap800%20copy.jpg)[/SPOILER]

[SPOILER]
HD: d6
Level   BAB   Fort   Ref   Will   Features
1+0+0   +2   +2   Twisted Gnat, Eldritch Stone, Bloody Cap
2+1   +0   +3   +3   Fey Skin, Str +1, Bonus Feat
3+2   +1   +3   +3   Str +1, Dex +1, Con +1
4+3   +1   +4   +4   Eldritch Weapon, Bonus Feat
5+3   +1   +4   +4   Str +1, Con +1
6+4   +2   +5   +5   Str +1, Dex +1, Bonus Feat
7+5   +2   +5   +5   Budding
Class Skills (4+ Int Modifier): Hide, Intimidate, Listen, Move Silently, Spot, Survival.

Proficiencies: A redcap is proficient with simple and martial weapons and with light armor, but not with shields.

Twisted Gnat: The redcap loses all racial modifiers and gains the following:

Whenever a redcap is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to him.
A redcap is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A redcap can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.[/list]

Finally, a redcap has a natural armor bonus equal to his constitution modifier.

Eldritch Stone (Su): At first level, the redcap gives a +1 enhancement bonus to attack and damage rolls to all stones he flings from any sling. At 5 HD and every 5 HD afterwards, this enhancement bonus increases by +1.

At 4th level in this class, the die of damage dealt by stones the redcap flings from any slings increases by one step.

Bloody Cap (Ex): As a full-round action the redcap can dip his cap in the blood of a victim who died no longer than 1 minute per HD of the redcap before, to gain strength from the suffering and death. Whenever the redcap does so, he gains a +1 morale bonus on attack rolls, saves and skill checks for 24 hours, this bonus stacks with itself, but never beyond half of the redcap’s class level (minimum +1), and it does not stack with morale bonuses gained from other sources.

The redcap only gains any benefit from this ability if the victim's CR is at least 2 lower than the redcap's character level.

At 6th level, the morale bonus from Bloody Cap can stack to a maximum equal to half of the Redcap's HD.

Fey Skin (Ex): At second level, the redcap gains damage reduction X/cold iron, where X is equal to half of his HD (rounded down).

Ability Score Increases: The redcap gains a +1 to Strength at levels 2, 3, 5 and 6, he gains a +1 to Dexterity at levels 3 and six and a +1 to Constitution at levels 3 and 5.

Bonus Feats: The redcap gains a bonus feat at levels 2, 4 and 6. This feat can be any fighter bonus feat for which the redcap qualifies.

Eldritch Weapon (Su): At 4th level, any melee weapon the redcap wields gains a +1 enhancement bonus to attack and damage rolls. This enhancement bonus increases by 1 for every four HD the redcap has beyond four.

Budding (Ex): Redcaps are asexual beings that propagate by budding. At 7th level the redcap produces a bud from which, 24 hours later, a new redcap emerges. The new redcap has a maximum character level up to 2 lower than his parent and obeys his orders without questioning (up to and including what class levels it takes). The young redcap advances up to sixth level in the redcap monster class before multiclassing into another class he qualifies for. So long as the parent redcap is still alive, the offspring never takes the 7th level in the redcap racial class.

If the redcap’s son dies he can bud a substitute in a process that takes 24 hours to complete.
[/SPOILER]

[SPOILER]What can I say about the redcap... It is a small psychotic fairy. The bully of the fairy world. No spell-like abilities here, unless you count the passive Greater Magic Weapon it has. All the advantages of small size, none of the drawbacks, go powerful build! Pretty damn big strength, decent dexterity, decent con. This is a pure melee warrior, but starts off as an archer type, before being safer in melee, specially after taking the blood of an enemy into the bloody cap.

7th level gives ABSOLUTELY NOTHING other than the cohort son, which, like all cohorts, is a very strong class feature (which eventually doubles in benefit), but for those who don't want the hassle of making a second, lower level character, it can be easilly ignored. The disclaimer that the cohorts never take the 7th level while under control of the parent has an obvious purpose, to prevent a chain of cohorts. Goes well with swarmfighting, by the way.

Fighter Bonus feats... Yeah, didn't have a lot else to add. Also relatively many skill points, very few class skills. Focus is, obviously, an ambush warrior.

Basic followups would be Fighter, Ranger or Rogue, or decent classes, like warblade or totemist.

Here ya go, the redcap.[/SPOILER]

Done by Draken from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:31:33 PM
Pyroclastic dragon From Draconomicon

(http://i120.photobucket.com/albums/o178/tramirez89/magmaDragon.jpg)

[spoiler]
HD: d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Pyroclastic Body, Produce Flame, +1 Str
2  +2 +3+0 +3 Keen senses, Pyroclastic Breath
3  +3 +3+1 +3 Blindsense 60 feet, Sound Burst
4  +4 +4 +1+4 Wings, +10 Speed +1 Con
5  +5 +4 +1 +4  Growth, Tail Slap, Magma Body
6  +6 +5+2 +5  Pyrotechnics, Shatter, +1 Cha
7  +7 +5 +2 +5  Destruction Breath, See no Evil
8  +8 +6 +2 +6 Wall of Fire, Improved Sunder
9  +9  +6+3 +6 Elemental Fury, +1 Strength, +1 Constitution
10  +10 +7+3 +7 Shout, Wall of Stone, +1 Charisma
11  +11 +7 +3+7 Pyroclastic Scales, Destruction Body, +10 Speed
12  +12 +8 +4+8 Growth, Frightful presence, Crush, +1 Str, +1 Con
13  +13 +8 +4 +8 Hear No Evil, Gehenna Sunder, +1 Cha
14  +14 +9 +4 +9 Power Word Stun, Volcano +1 Str, +1 Con
15  +15 +9 +5 +9 Fire Storm, Pyroclastic Magic
16  +16 +10 +5 +10 Incendiary Cloud, Pyroclastic Assault, +1 Cha
17  +17  +10 +5  +10Meteor Swarm, +1 Strength, +1 Constitution, +1 Cha
18  +18  +11 +6  +11 Growth, Tail Sweep, +1 Str, +1 Con
19 +19  +11 +6  +11Immobile, +1 Str, +1 Con, +1 Cha
20 +20  +12 +6  +12Magma Body, Eruption

6 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft.


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

Pyroclastic BodyThe Pyroclastic dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 claws for 1d6 damage each, a 40 foot base land speed and medium size, plus a climb and burrow speed equal to half his land speed each. The Pyroclastic 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 anything a human hand could do.

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

The Pyroclastic dragon has resistance to Sonic damage equal to its total hit dice. In addition to this, The Pyroclastic dragon has complete immunity to mundane fire and resistance to magical fire equal to its total hit dice.

Pyroclastic Magic:
Whenever a spell appears at the Pyroclastic Dragon table the pyroclastic dragon gains it as a SLA useable a certain number of times per day. Save DCs are 10+1/2HD+Cha mod.

Level 1: Produce Flame 1/day per HD

Level 3: Sound Burst 1/day per HD

Level 6: Pyrotechnics and Shatter 1/day per 2 HD each

Level 8: Wall of Fire 1/day per 2 HD

Level 10:Shout, Wall of Stone, 1/day per 2 HD each

Level 14: Power Word, Stun, 1/day per 3 HD

Level 15:Fire Storm, 1/day per 4 HD

Level 16:Incendiary Cloud, 1/day per 5 HD

Level 17:Meteor Swarm, 1/day per 6 HD

Ability Increase:
The pyroclastic dragon gains the following bonus at the following levels

Level Ability Bonus
1 +1 Str
4 +1 Con
6 +1 Cha
9+1 Strength, +1 Constitution
10+1 Charisma
12  +1 Str, +1 Con
13  +1 Cha
14   +1 Str, +1 Con
16   +1 Cha
17   +1 Strength, +1 Constitution, +1 Cha
18  +1 Str, +1 Con
19  +1 Str, +1 Con, +1 Cha
For a total of +7 Str, +7 Con and +6 Cha at 20th level.

Keen Senses: At second level, the Pyroclastic dragon's senses become far stronger. The Pyroclastic 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

Pyroclastic Breath: At second level the Pyroclastic dragon gains a breath weapon. The breath weapon is a 30 foot cone dealing 1d6 damage/HD, half fire and half sonic damage, with a reflex save DC of 10+1/2 HD+Constitution modifier for half an takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains.

Blindsense: At third level the dragon gains Blindsense as the normal ability, range 60 feet.

Wings: At 4th level The Pyroclastic dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, 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 attack dealing 1d4 damage.

Speed Increase: At 4th and again at 11th level the pyroclastic dragon gains +10 foot to his base speed.

Growth:At 5th level the Dragon grows to large size. At 12th he grows to huge and at 18th he grows to Gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.


Tail Slap:At fifth level The Pyroclastic dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Magma Body:
At 5th level, the Pyroclastic dragon body itself starts to change into magma. It gains light fortification and a bonus on saves against poison, stun and polymorph effects equal to his HD.

Destruction Breath:
line 130 feet, Creatures hit are destroyed and reduced to ash unless they suceed on a Fort save DC of 10+1/2 HD+Con modifier,  1d4 turns recharge time. Even if they make the save they still take 1d8 damage per HD. Line increases by 10 feets with each extra HD the player takes from here.

See No Evil - The Pyroclastic Dragon is used to dwelling amid exploding geysers of magma. At 7th level, the middling effects of spells such as Pyrotechnics and Glitterdust can simply be shrugged off. The Pyroclastic Dragon is immune to the Blind status effect. It is still affected normally by lighting conditions and darkness.

Improved Sunder: at 8th level the Pyroclastic dragon gains the Improved Sunder feat even if he does not meet the prerequisites.

Elemental Fury:
Nothing can be hit by a Pyroclastic Dragon and remain unschated. At 9th level as a swift action, the next breath weapon attack/natural attack from the Pyroclastic Dragon during this round ignores all Resistances,DR and Hardness, and deal even half damage to creatures/objects normally immune to the Pyroclastic Dragon's breath weapon/natural attacks. This includes ethereal creatures, and force effects count as having 10 HP per the Caster level that created it for purposes of this ability. If no breath weapon/natural attack is performed until next round, this ability is wasted.

Pyroclastic Scales. at 11th level the Pyroclastic dragon gains SR equal to his HD+11 and gains DR/magic and good equal to half his HD.

Destruction body:
At 11th level the Pyroclastic dragon deals an aditional 1d6 fire damage with each sucessfull natural attack. This extra damage increases one die step for every 3 HD gained from here.

Frightfull Presence: at 12th level the dragon gains frigthful presence.The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Hear No Evil  - Having spent hundreds of years in Gehenna, hearing the constantly exploding volcanoes the souls screaming and moaning in despair, the Pyroclastic Dragon is practiced in ignoring what it does not wish to hear. At 13th level it may treat itself as being under the effects of a silence spell when such would be beneficial to it. This is an extraordinary effect and is not suppressed by an anti-magic field.

Gehenna Sunder: At 13th level,  In addition to the improved sunder feat, When attempting to sunder an item (Or construct) the Dragon's weapons count as having a shatter effect upon them. The caster level for the effect is equal to the Dragon's caster level.

Volcano:
At 14th level the pyroclastic dragon has sudden bursts of activity. It may take an extra standard or move action on his turn, but after taking it he needs to wait 5 turns before using this ability again.

Pyroclastic Magic: At 15th level, whenever the pyroclastic dragon uses an SLA that would deal fire damage, he may have half the damage dealt be sonic. In adition his caster level for all [Fire] and [Sonic] spells increases by 2, and now ignore any Caster level limits on such spells.


Pyroclastic Assault:
At 16th level, the Pyroclastic dragon may charge at an enemy even if there's nonworked nonmagical ground, earth and/or stone between them, automatically destroying the obstacles. This includes any material trough wich the pyroclastic dragon can burrow and Stone Walls. The dragon must still find his oponent's position trough some mean.


Tail sweep:This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Immobile:The pyroclastic dragon represents the very core of the world. It can ignore any effect that would cause it to move and/or change dimensions against his will.

Volcanic body:
The pyroclastic dragon is now fully immune to criticals, poison, stun, and polymorph effects against his will, and is also fully immune to fire and sonic.

Eruption:
The Pyroclastic dragons explosions are a sight to behold. It may now take an extra fullround action on his turn instead of just an extra partial action. It must wait five turns before using this again.
[/spoiler]

Comments:
[spoiler]As a planar dragon the pyroclastic doesn't receive spellcasting, but has considerably better skills and a wide support of extra abilities to make up for it.

In particular climb and burrow speed at 1st level, destruction breath for an at-will save or die, extra actions, see and hear no evil, several immunities, genhea sunder, ect.

So if you want to play a fire dragon that trades spellcasting for sheer brute power the pyroclastic dragon's for you.
[/spoiler]

Contributed by Kyuubi from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:35:04 PM
Ogre
(http://3.bp.blogspot.com/_tjkQUZ9f9gk/Swq5cz6787I/AAAAAAAAB6Y/Ch50GUBt2JQ/s400/ogrebull.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1  +0 +2+0 +0 Ogre body, Smash and Grab, Str+1, Con+1
2  +1 +3+0 +0 Clobber, Break Ranks, Str+1, Con+1
3  +2 +3+1 +1 Heavy Step, Growth, Str+1, Con+1
Skills: 2+int modifier per level, quadruple at first level. Class skills: Climb, Intimidate, Jump, Listen and Spot.

Proficiencies: All simple and martial weapons and light armor.

Features:
Ogre body: At first level, the Ogre loses all other racial bonuses, and gains giant traits (primarily low-light vision) a base speed of 30 feet and a natural armor bonus equal to his own Con modifier.

Ability score increase: The Ogre gains +1 Str and +1 Con for each level in this class for a total +3 Str and +3 Con at 3rd level.

Smash and Grab: At first level, whenever the Ogre hits an oponent in melee, it may atempt a Trip, Disarm or Grapple as a free action whitout causing attacks of oportunity.

Clobber: At second level, when the Ogre wields a bludgeoding simple weapon, it deals damage as if were one size bigger. For every 5 HD, it deals damage as it it was one size category more bigger.

Break Ranks: At second level, if an ogre charges and sucessfully hits his target, he may keep charging forward in a straight line while he has movement left, and attack any new enemy on his path. If it hits it, he can then keep charging forward again. The Ogre doesn't provoke attacks of oportunity for this movement from oponents he already hit.

Heavy Step: at third level, the Ogre gains +10 to all it's movement speeds for every 3 HD it has, and ignores hard terrain.

Growth:  At third level, the Ogre grows one size category.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:39:37 PM
Half-Illithid
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Half-illithidlizardfolk.jpg)
[spoiler]Prerequisites
To become a Half Illithid, the character must meet the following requirements

Race: Any humanoid except human

Must have an illithid tadpole implanted in their head OR perform a ritual that requires live illithid tadpoles and 8 ranks in knowledge(psionics or dungeonering)

HD:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Flayer-touched body, Lesser cerebral power
2nd
+1
+0
+3
+3
Improved grab, Intermediate cerebral power, Psychic soul, Telepathy, +1 Int
3rd
+2
+1
+3
+3
Extract,  Greater cerebral power, Mind blast, +1 Cha

Skills: 2+int mod. Class skills are Bluff, Concentration, Diplomancy, Hide, Intimidate, Knowledge(any), Listen, Move Silently, Psicraft, Sense Motive and Spot

Proficiencies: a Half-illithid gains no proficiencies

Features:

Flayer-touched body: Unlike other monster classes, the Half-Illithid doesn't lose its racial ability modifiers, but he does gain Abberation traits.

The Half-Illithid also gains a +1 bonus to natural armor and bonus power points equal to their HD

A half illithid also loses any bite attack it had but gains 2 tentacle attacks that deal 1d4 points of damage for a medium sized creature. with each additional level of half illithid gained, another tentacle is gained

Cerebral power:
The Half-illithid gains psi-like abilities as shown on the table below. the save DCs for these powers is 10 + 1/2HD + charisma modifier

HD requiredCerebral power requiredPowerUses per day
1LesserRead Thoughts1/day/HD
3LesserPsionic Suggestion1/day/HD
5LesserPsionic Levitate1/day/HD
7LesserPsionic Charm1/day/2HD
9IntermediateDispel Psionics1/day/2HD
11IntermediatePlane Shift1/day/4HD
13IntermediatePsionic Dominate1/day/2HD
15GreaterPsionic Dimension Door1/day/2HD
17GreaterMind Probe1/day/4HD
19GreaterUltrablast1/day/4HD
If they multiclass to a psionic class they can count their Half-illithid levels as levels of that class for purposes of ML and for the purposes of learning new powers and gaining additional power points. So for example, a Half-illithid3 who took 1 level of psion could choose to have CL 4, get 2 new powers known and gain 6 power points. They would not gain the powers of a 3rd level psion however.

Improved grab: At second level, a Half-illithid that hits a creature of its own size or smaller with its tentacle attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets hold, it attaches the tentacle to the opponents head. After a successful grab the half-illithid can try to attach its remaining tentacles with a successful grapple check. the opponent can escape with a successful grapple or escape artist check, but the half-ilithid gets a +2 circumstance bonus for every tentacle that was attached at the start of the opponent's turn.

Psychic soul: A second level Half-illithid gains power resistance equal to its HD+11

Telepathy: Also at second level, a Half-illithid gains telepathy with a range of 10ft per HD

Extract: When a third level Half-illithid mantains its hold with all four tentacles for 1 full round, it automatically extracts the creature's brain at the beggining of its next turn, Instantly killing that creature.

Mind blast: A third level Half illithid can use its mind blast once per day per four HD. Anyone caught in 40ft cone must succeed a will save(DC10 + 1/2HD + Charisma modifier) or be stunned for 1d4 rounds.[/spoiler]

Comments
[spoiler]Here it is, the half-illithid. I used the same method as I did for the other half-breeds I made. I also made the class fully psionic and expanded the power list to include higher levels[/spoiler]

Done by Crafty_Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 04:42:51 PM
The Kaorti
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Kaorti.jpg)
[spoiler]
HD:d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Body of madness, Warped arcana, Vile transformation, Material vulnerability, Twisted physiology

Skills: 4+int mod. Class skills are Concentration, Craft, Heal, Intimidate, Knowledge(arcana, the planes), Spellcraft, and Use Magic Device

Proficiencies: A Kaorti is proficient with all simple wepons as well as the ribon dagger

Features:

Body of madness:
A Kaorti loses all other racial Traits, but gains outsider traits, a base speed of 30ft, bite attack dealing 1d6 points damage and is medium sized.

A Kaorti gains natural armour equal to its charisma bonus.

Warped Arcana(sp):
Twice per day per HD, a Kaorti can duplicate one of the following spells with a caster level equal to the kaorti's HD; alter self, color spray, feather fall, ray of enfeeblement, reduce or spider climb. the save DC is 10 + 1/2HD + Charisma bonus. A Kaorti that takes levels in an arcane casting class gains a +1 bonus to caster level

Vile transformation:
A Kaorti can lock its jaws around a willing or helpless creature in order to turn it into another Kaorti. After 8 hours, the creature must make a Fortitude save (DC 10+ 1/2HD+ Constitution modifier) or be corrupted by madness. A humanoid that fails instantly gains a level in Kaorti, but must wait for their XP to catch up before they continue leveling. A non-humanoid that fails its save becomes a Kaorti thrall, gaining the pseodonatural template.

The Kaorti can control Kaorti thralls, as long as the total hit dice of the thralls controled is no more than the Kaorti's own HD and the thralls have and intellegence score of 2 or lower. Uncontrolled thralls and any kaorti created are freindly to the kaorti, but are under no compulsion to obey their creator, and will generally head toward the nearest Kaorti cyst unless prevented.

Material vulnerability:
A Kaorti outside of a protected area must make a fortitude save every hour(DC15+1 per previous check) or take 1d6 points of nonlethal damage and become fatigued. the fatigued condition lasts until the nonlethal damage is healed. If a kaorti is rendered unconsious by this damage, then they continue making hourly checks, but take lethal damage instead.

Twisted physiology:
A Kaorti can manipulate its body structure, sacrificing strength for agility or mental power. By taking a penalty to strength, a Kaorti can gain a bonus to dexterity, intellegence or charisma equal to the penalty taken. The penalty taken by the kaorti cannot be greater than -4, but the bonus can be split among multiple abilities. The Kaorti can change the size of the penalty and the alocation of the bonuses by spending 8 hours in meditaion.

At 10HD, the penalty/bonus ratio becomes -1/+1.5. at 20HD it becomes -1/+2[/spoiler]
Comments
[spoiler]For the Kaorti, physical weakness is a defining characteristic, but the rule with these monster classes is no ability penalties, so the twisted physiology ability was born. Converting physical strength to agility or intellect doesn't make much sense, but Kaotri are by their very nature incomprehensable. The kaorti also lack combat ability, so I let them use their contolled thralls to give them guardians[/spoiler]
Items
[spoiler]Here are a few items homebrewed to help with a kaorti's material vulnerability. I guess they're the Kaorti equivalent of clothing and a sleeping bag.

Resin bindings:
these thin strips of treated resin are wound around a kaorti's limbs and torso to provide protection against the material world. A kaorti wearing these bindings makes a save to resist nonlethal damage every two hours rather than every one, and gains a +2 circumstance bonus on their saving throw. Market price: 15gp, Weight: 5lb.

Kaorti cocoon:
This two foot long ovoid is made of resin, alchemically treated for flexibility. it can be streched large enough for a kaorti to fit inside. While inside, a kaorti cannot move exept to leave the cocoon, but they are protected from the material plane. Market price: 12gp, Weight: 4lb.[/spoiler]

Done by Crafty_Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 08:44:14 PM
Harpy
(http://www.wizards.com/dnd/images/ss_gallery/49118.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 0+ 2 + 0 Harpy body, Harpyc Song, +1 Dex
2+ 2+ 0+ 3 + 0 Hit and Fly, +1 Cha
3+ 3+ 1+ 3 + 1 Simphony, +1 Dex
4+ 4+ 1+ 4 + 1 Flight (80', average), Kidnap, +1 Cha
Skills:6+int per level, class skills are Bluff, Climb, Concentration, Diplomacy, Hide, Intimidate, Jump, Listen, Perform (Oratory), Spot, Tumble.

Proficiencies: The Harpy is proficient with simple weapons and her own natural weapons

Features:
Harpy Body:  The Harpy loses all other racial bonus and gains monstrous humanoid traits (basically darkvision 60')  She's a medium sized monstrous humanoid with base land speed of 20' and two natural claw attacks dealing 1d3+Str damage each.  The Harpy also gains natural armor equal to her Con bonus.

The Harpy has wings, but they're too weak to lift her for now.

Ability Increase:  The Harpy gains +1 Dexterity for every odd level taken in the Harpy Class and +1 Charisma for every even level taken in the class, for a total of +2 Dex and +2 Cha at 4th level.

Harpyc Music:
Twice per day per harpy level, an harpy can use her song to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of harpyc music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum harpy level and a minimum number of ranks in the Perform skill to qualify; if a harpy does not have the required number of ranks in at least one Perform skill, he does not gain the harpyic music ability until he acquires the needed ranks.

Starting a harpyc music effect is a standard action. Some harpyc music abilities require concentration, which means the harpy must take a standard action each round to maintain the ability. Even while using harpyic music that doesn’t require concentration, a harpy cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf harpy has a 20% chance to fail when attempting to use harpyic music. If she fails, the attempt still counts against her daily limit.

Mocking song (Su):
A harpy with 3 or more ranks in a Perform skill can use her music or poetics to mock her oponents attacks, making their attacks less prone to work.  Each round of the Mocking song, she makes a Perform check. Any ally within 30 feet of the harpy (including the harpy herself) that is affected by any effect that demands a save may use the harpy’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous attack that allowed a save, it gains another saving throw against the effect each round it hears the Mocking Song, but it must use the harpy’s Perform check result for the save. Mocking Song has no effect against effects that don’t allow saves. The harpy may keep up the Mocking Song for 3  rounds per HD.

Captivate(Sp): The most insidious ability of the harpy is its song. When a harpy sings, all creatures within a 75-foot per HD spread must succeed on a DC 10´1/2 HD+Cha mod Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the harpy’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

The harpy may choose to not affect allies with this ability.

Inspire Cowardice (Su): A harpy with 3 or more ranks in a Perform skill can use song or poetics to inspire cowardice in her oponents oponents, exposing them against fear and decreasing their combat abilities. To be affected, an enemy must be able to hear the harpy sing. The effect lasts for as long as the enemyy hears the harpy sing and for 5 rounds thereafter. An affected enemy receives a -1 penalty on saving throws against charm and fear effects and a -1 morale bonus on attack and weapon damage rolls. At 8 HD, and every six HD  thereafter, this penalty increases by 1 (-2 at 8HD, -3 at 14HD, and -4 at 20HD). Inspire Cowardice is a mind-affecting ability.

Inspire Incompetence (Su)
A harpy of 3rd level or higher with 6 or more ranks in a Perform skill can use her music or poetics to help an enemy fail at a task. The enemy must be within 30 feet, but doesn't need to actually be able to see the Harpy. The Harpy's song is delivered trough a very subtle and low melody on the back of the enemy's mind, in such a way that it can't be tracked back to the Harpy, so it doesn't reveal her presence if she was hidden.

The ally gets a penalty on all skill checks equal to the Harpy's Cha mod as long as he or she continues to hear the harpy’s music. The effect lasts as long as the harpy concentrates, up to a maximum of 2 minutes. A harpy can’t inspire competence in herself. Inspire incompetence is a mind-affecting ability.

At 10 HD, al of the Harpy's songs ignores immunity to mind-affecting, but oponents wich would normally be immune gain a +5 bonus on their saves against this ability.

If the Harpy multiclasses as a bard, both classes stack for unlocking new Bardic songs, and the Harpy may use Bardic song uses to activate her Harpy songs and Harpy songs uses to activate Bardic music.

Hit and Fly: At second level, the Harpy can flap her wings as a swift action to double her land speed. In adition, as a fullround action she may move up to her speed and perform a standard action at any point during that move. She can also choose to attack with both claws as a standard action now.

Simphony:  At third level, the Harpy can keep the concentration of any of her songs that demand it as a swift action, but still cannot take any other actions that would demand her to speak.

Flight:  At fourth level, the harpy's wings finnally are strong enough for full flight at a speed of 80 feet, average maneuverability.

Kidnap: At fourth level, when the Harpy hits an oponent with a claw attack, she may start a grapple as a free action whitout provoking attacks of oportunity, except that she uses her combined Cha and Dex modifier instead of Str modifier for all grapple checks.

If she suceeds, she may move at normal speed carrying her prey and doesn't count as grappled, but the enemy adds his weight to the Harpy's load and she can't use her claws for attacking. While in the air, the Harpy may automatically end the grapple as a standard action, droping her target to fall to his demise, taking apropriate falling damage.

At 8 HD this ignores freedom of movement effects.
[/spoiler]

Comments:
[spoiler]
The harpy is an obscure mythological monster that actually got a lot of popularity around the world. It's basically a combination of evil singing women and bird of prey.

On top of the classic captivating song, the harpy gets other musics to her reportoire, and some aerial combat bonus.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 08:47:53 PM
Brain in a Jar
(http://cdn-www.cracked.com/articleimages/dan/dnd/brain.jpg)

Crunch
[SPOILER]
HD: d12
Level   BAB   Fort   Ref   Will   Features
1+0   +0   +0   +2   Brain in a Jar, Mind Thrust, The Brain Unbound
2+1   +0   +0   +3   Rebuke Undead, The Brain Unequalled, Int +1, Wis +1, Cha +1
3+1   +1   +1   +3   The Brain Unleashed, Madness, Int +1, Cha +1
4+2   +1   +1   +4   The Brain Absolute, Int +1, Wis +1, Cha +1
Class Skills (2+ Int Modifier): None.

Proficiencies: The brain in a jar is proficient with no weapons and no armor.

Brain in a Jar: The Brain in a Jar loses all racial features and instead gains the following:

Furthermore, the brain in a jar has no Strength score, keeping itself mobile through psionic power alone, it gains a deflection bonus to AC equal to his Charisma modifier.

Lastly, all current and future HD it has become d12s.

The Brain in a Jar’s unusual body shape gives it different body slots than most other creatures. The brain can use Head slot items on top of its Jar, wrap a Body or Shoulders slot item around it and wear a belt slot item at the base of the Jar. It can use an Eyes slot item, Ring or Necklace inside the Jar, with the brain itself. Finally, it can wear specially crafted armor or robes.

Brain in a Jar Body slots:
[SPOILER][/SPOILER]

Undead Type characteristics:
[SPOILER][/SPOILER]

Mind Thrust (Su): The brain in a Jar can deliver a massive assault on the thought pathways of any one creature within 60 feet as a standard action. This mind thrust deals 1d10 points of damage to any creature that fails a will save, DC 10 + ˝ HD + Cha modifier.

At 3 HD and every two HD afterwards, the damage of the Mind Thrust increases by 1d10. Additionally, the Brain in a Jar may spend 1 power point to increase the damage of the Mind Thrust by 1d10 and increase the DC by 1 for every two extra dice of damage, this augmentation can never increase the dice of damage dealt by the Mind Thrust beyond the Brain in a Jar’s HD.

The Brain Unbound (Pl): The Brain in a Jar is a creature with a potent mind, and it has access to several psi-like abilities. The manifester level for the psi-like abilities is equal to the Brain in a Jar’s HD, and the save DC for them is 10 + ˝ HD + Cha modifier.

Starting at 1st level, the Brain in a Jar can use Psionic Charm Person and Control Object 1/day per HD, and it can use Far Hand at will.

Rebuke Undead (Su): At 2nd level, the Brain in a Jar may rebuke undead with an effective cleric level equal to his HD. This ability can be used a number of times per day equal to 3 + Charisma Modifier.

The Brain Unequalled (Ex): At 2nd level the Brain in a Jar gains Blindsight out to 5 feet per HD and Turn Resistance equal to half its HD. Furthermore, he gains a racial bonus on all Intelligence, Wisdom and Charisma based skill checks equal to his class level.

Ability Score Increases: At 2nd, 3rd and 4th levels, the Brain in a Jar gains +1 to Intelligence and Charisma. At 2nd and 4th levels it gains a +1 to Wisdom.

The Brain Unleashed (Pl): Starting at 3rd level the Brain in a Jar can use Psionic Suggestion, Read Thoughts and Id Insinuation as psi-like abilities 1/day per two HD.

Madness (Su): At 3rd level, anyone targeting the Brain in Jar with a thought detection, mind control or any telepathic or psionic effect that makes contact with his mind takes 1d4 points of wisdom damage.

The Brain Absolute (Pl): Starting at 4th level, the Brain in a Jar can use Psionic Dominate, Telekinetic Force, Telekinetic Thrust and Telekinetic Maneuver 1/day per four HD.
[/SPOILER]

Comments
[SPOILER]Play a Brain in a Jar if you want to Mind your own business.

Heh. You get it? Mind your own business! Priceless. Ok, the brain in a jar is a psionic undead. It is a brain with no body (doh) that hovers and uses telekinesis and mind controlz, along with a smattering of necromantic dabbling (Rebuke Undead), and Madness gives it a protection against non Mind-Affecting mind effects. And makes telepathy the Brain's mightiest weapon, sometimes. COMA INDUCING BRAIN SHOUTS HHHHAAAAAHAHAAAHAAAAAAAAA.

Ahem...

Well, there ya go. For all of you potheads here in this forum.[/SPOILER]

Done by Draken from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 08:53:58 PM
Winter Wolf
(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG256.jpg)


[Spoiler]
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Winter Wolf Body, Vulnerability to Fire, Cold Resistance, Wolf Trip
2nd
+2
+3
+3
+0
Scent, Frostbite, +1 Str
3rd
+3
+3
+3
+1
Freezing Bite, +1 Con
4th
+4
+4
+4
+1
Cold Subtype, +1 Str
5th
+5
+4
+4
+1
Growth, Freezing Breath, +1 Con

Skill Points: The winter wolf gains 4 skill points per level (x4 at level 1).
Class Skills: The class skills for a winter wolf are, Balance, Handle Animal Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim

Weapon&Armor Proficiency: Proficient with it's natural attacks

Winter Wolf Body
The Winter Wolf loses all existing racial traits and gains the magical beast type  (Darkvision 60ft, low light vision). The wolf and gains a bite attack that deals 1d6+1,5x str damage. The wolf also gains 50ft base landspeed and natural armor equal to it's con modifier. The wolf may not use weapons or manipulate objects, as it has wolf paws, not hands. The winter wolf gains a +2 bonus to Spot, Listen, Hide and Move Silently checks. The wolf gains a +4 to survival checks when tracking by scent and a +7 to hide checks when in an area of snow and ice. All the skill bonuses raise by +1 ever three hd.

Vulnerability to Fire
The winter wolf takes 1,5 extra damage per HD from all fire attacks. At level 4, the winter wolf instead takes 50% extra damage from all fire attacks.

Cold Resistance
The winter wolf gains cold resistance equal to 3 per HD

Wolf Trip (EX)
A wolf that hits with it's bite attack can immediately attempt to trip as a free action without a touch attack. The target is not allowed an attack of opportunity and may not react to a failed trip attempt.

Scent (EX)
The winter wolf has Scent. (Monster Manual, page 314.)

Frostbite
Any target hit by the winter wolf's bite must make a fortitude saving throw (DC 10+1/2 HD+Con modifier) or be fatigued until they heal the damage. At 8HD, this no longer allows a saving throw.

Ability Score Bonuses
The wolf gains a +1 to str at levels 2 and 4 and a +1 to con at levels 3 and 5

Cold Subtype
The winter wolf gains the cold subtype and with it, Immunity to cold. The fire vulnerability stays the same.

Freezing Bite (SU)
The bite attacks of a winter wolf deal 1d6 extra cold damage, as if they were frost weapons. Every 3 HD after gaining this ability, the damage increases by 1d6.

Freezing Breath (SU)
The wolf gains a breath weapon that deals 1d6 cold damage per HD in a 15ft cone. Reflex save DC is 10+1/2 HD+constitution modifier. Using this is a standard action and after use, it may not be used again in 1d4 rounds.At 12 hd, it becomes a 30ft cone.

Growth
The wolf becomes increases in size by one category (long)[/Spoiler]

Comments
[Spoiler]It's a winter wolf from the monster manual. This was pretty easy to make, since the winter wolf has a nice storage of stuff to spread around to 5 levels. This one has no ability score adjustments, since I thought it gets enough nice stuff anyway.
[/Spoiler]

Done by Frog Dragon from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 13, 2010, 08:56:18 PM
Scorpionfolk
(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_111.jpg)

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

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

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

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

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

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

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

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

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

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

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

Done by Frog Dragon from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:00:05 AM
Mephit
(http://i46.tinypic.com/m0ltx.jpg)

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

Proficiencies:  None.

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

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

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

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

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

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

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

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

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

In addition, a Mephit who multiclasses into a  casting class can count its Mephit levels as levels of that class for purposes of CL and for the purposes of learning new spells and obtaining new spell slots.  This would allow a third level Mephit acquiring a level of Druid to gain the spells known and spells per day that she would obtain from going from Druid3 to Druid4, but does not retroactively grant the spells known or spells-per-day that she would have obtained with the first four levels of Druid.  Mephits cast spells of their subtype at +2 caster level.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:04:02 AM
Spellwarped Creature(prc)
(http://www.wizards.com/dnd/images/mmiii_gallery/83055.jpg)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Kudos to Frog Dragon by contributing the base template for this.
[/Spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:11:23 AM
Half-Troll


(http://images.elfwood.com/art/a/n/anna84/aya_doddle.jpg)

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

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

Features:

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

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

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

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

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

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

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


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

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

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

Done by flarbort, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:14:08 AM
The Entropic Reaper
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Entropicreaper.jpg)
[spoiler]
HD:d12
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Body of the reaper, Scythe master, Undead traits
2nd
+1
+0
+0
+3
+1str, Fast healing, Power attack
3rd
+1
+1
+1
+3
+1cha, Lesser reality tear
4th
+2
+1
+1
+4
+1str, Lesser entropic blade
5th
+2
+1
+1
+4
Reapers warding
6th
+3
+2
+2
+5
+1str, Full swing
7th
+3
+2
+2
+5
+1cha, Dark harvest
8th
+4
+2
+2
+6
+1str, Greater reality tear
9th
+4
+3
+3
+6
Greater entropic blade
10th
+5
+3
+3
+7
+1str, Dimensional charge
11th
+5
+3
+3
+7
+1cha, Master executioner
12th
+6
+4
+4
+8
+1str, Harvest lord


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

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

Features:

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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


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

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


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

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

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

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

Done by Crafty_Cultist  from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:18:14 AM
SILTHILAR (LoM p.168)
(http://www.wizards.com/dnd/images/lom_gallery/88152.jpg)

CLASS
[spoiler]Hit Die: d8

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

Done by AustontheGreat1
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:31:57 AM
ZERN(MM IV p.195)

(http://www.wizards.com/dnd/images/mm4_gallery/98739.jpg)

CLASS
[spoiler]Hit Die: d8

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

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

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

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

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

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

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

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

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

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

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

Mutable Form (Ex): At 6th level a Zern has mastered its own morphic powers to the point to where he can rapidly alter its metabolism, internal structures, organs, and other bodily systems to cope with a variety of environments and situations. As a swift action, a Zern can gain one of the following benefits. Each benefit has an unlimited duration. Generally, a Zern remains in one form, and then slips into another one as the situation dictates. When a Zern uses a swift action to gain one of these forms, it loses the benefits of the form it previously held.
[/spoiler]

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

Done by AustontheGreat1 from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:34:54 AM
Annis Hag

(http://i25.tinypic.com/1znobuv.jpg)

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

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

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

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

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

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

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

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

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

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

At 8 HD this ability ignores freedom of movement effects.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lots of fluff abilities here, not exactly the strongest of monsters, but I believe can make for quite some good roleplaying.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:38:32 AM
Fire Giant
(http://i48.tinypic.com/mlphdg.jpg)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1˝ times his Str modifier).

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

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

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

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

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

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

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

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

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

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

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

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

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

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:41:05 AM
Hook Horror
(http://img.photobucket.com/albums/v730/jfwalls/Hook_Horror3CLR.jpg)

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

Features:

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

Done by Frog Dragon from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 20, 2010, 12:47:34 AM
Air Elemental

(http://www.wizards.com/mtg/images/daily/li/li54_airElementalSplash.jpg)

CLASS
[spoiler]Hit Die: d8

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

Contributed by AustontheGreat1 from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: SiggyDevil November 20, 2010, 01:04:13 AM
I'd play Entropic Reaper. That looks like loads of fun.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: The_Mad_Linguist November 21, 2010, 09:00:52 AM
Your troll in the first post is pretty much unreadable
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 21, 2010, 10:04:49 AM
Your troll in the first post is pretty much unreadable
Fixed, aparently I somehow messed it up on my last update of the 1st post.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 22, 2010, 07:28:28 PM
Ulitharid(prc)
(http://www.wizards.com/dnd/images/lom_gallery/88147.jpg)
[spoiler]Prerequisites

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

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


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

Proficiencies: An ulitharid gains no proficiencies

Features:

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

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


Growth:
The Ulitharid grows one size category.

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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


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

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

[/spoiler]


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

If you liked the mind flayer class, then the Ulitharid offers a powerfull option to expand his powers.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 22, 2010, 07:43:07 PM
Imp

(http://i28.tinypic.com/2yxkw7n.jpg)

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

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

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

Features:

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

At 5 HD, the Imp's wings become strong enough to lift him all day long.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 22, 2010, 08:20:12 PM
Mezzoloth
(http://www.balo42.com/conans_iron_coc/Journal/images/mezzoloth.jpg)

[Spoiler]HD: d8

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

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

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

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

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

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

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

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

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

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

Done by Frog Dragon from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 22, 2010, 08:25:26 PM

Nycaloth
(http://a.imageshack.us/img842/1969/thisisyournycaloth.jpg)

[Spoiler]HD: d8

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Comments
[Spoiler]Now the Nycaloth. Again from the manual of the planes. At levels one and two, this is identical to the Mezzoloth, but after that, they start to differentiate. Most of what I did was just copypasta from various sources. It gets resistances and spell likes later than the Mezzoloth, but gains a bunch of extra abilities to compensate. This one also gets extra cha and con.[/Spoiler]
Done by Frog Dragon from GITP[/i]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 22, 2010, 08:29:53 PM
LEONAL
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG142.jpg)
[SPOILER]
Leonal
Hit Die: D10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialspeed
1st
+1
+2
+0
+2
Leonal Body, Lay on hands,  Speak with animals
+0
2nd
+2
+3
+0
+3
+1 Str, Celestial , Detect thoughts
+0
3rd
+3
+3
+1
+3
+1 Con, Heavens Blessings, Natural Attacks, fireball
+0
4th
+4
+4
+1
+4
+1 Str, cure critical wounds, Speed, pounce
+10
5th
+5
+4
+1
+4
+1 Con, Lesser Protective aura
+10
6th
+6/+1
+5
+2
+5
+1 Str, Remove disease, Lion Form
+10
7th
+7/+2
+5
+2
+5
+1 Dex, Neutralize Poison, Greater protective aura, Rake
+10
8th
+8/+3
+6
+2
+6
+1 Str, Hold Monster, Improved Grab
+20
9th
+9/+4
+6
+3
+6
+1 Cha, +1 Dex, Wall of force
+20
10th
+10/+5
+7
+3
+7
+1 Str, Huge Lion form
+20
11th
+11/+6/+1
+7
+3
+7
+1 Cha, Heal
+20
12th
+12/+7/+2
+8
+4
+8
+1 Str, Roar
+30
                                  
Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier
Skills: Balance, Concentration, Diplomacy, hide, Intimidate, Jump, Knowledge(any), Listen, Move silently, Sense Motive, Spot, Survival.
The Leonal gains +1 Str at levels 2, 4, 6, 8, 10, 12
The Leonal gains +1 Con at 3rd and 5th level
The Leonal gains +1 Dex at 7th and 9th level
The Leonal gains +1 Cha at 9th and 11th level  
Leonal body: The Leonal loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and two natural claw attacks (1d6 + Str). He also gains a racial bonus equal to ˝HD to Move silently and Hide skills. A Leonal also gets a Nat armor bonus equal to its Con modifier.
Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Leonal is not proficient with any kind of armor.
Lay on Hands: Beginning at 1st level a Leonal can heal himself a number of hit points per day equal to the Leonal’s HD X Cha modifier. This ability is identical to the Paladins Lay on hands ability.
Celestial: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.
 Natural Attacks: A Leonal gains 1 bite attack (1D8 + ˝ str) at 3rd. Any natural attacks the Leonal has are considered good aligned for purpose of overcoming damage reduction.
Heavens Blessings: A Leonal gains DR/silver and evil equal to half its HD and SR equal to 11+HD.
Leonal SLA’s: When a spell appears in the entry, the Leonal can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ˝HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Leonal can recreate them in his own turn as a free action. The Leonal can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Speak with animals: 1/day/HD as a free action that does not require sound.
Detect Thoughts: 1/day/HD
Fireball: 1/day/3HD
Cure Critical wounds: 1/day/3HD
Lesser Protective aura: Always active, as magic circle against evil (double strength), but affects all within 20 feet of the Leonal.
Remove disease: 1/day/5HD
Neutralize Poison: 1/day/5HD
Greater protective aura: Always active, as minor globe of invulnerability, but affects all allies within 20 feet of the Leonal, and blocks spells up to (Half HD)-3.
Hold Monster: 1/day/2HD
Wall of force: 1/day/5HD
Heal: 1/day/5HD
 Speed: A Leonal’s speed increases at 4th and every 4 levels after by 10ft (cumulatively for a total of )
Pounce: A Leonal of 4th level gains the ability to Pounce on its target, A Leonal can make a full attack when charging including 2 rakes (if any).
Lion Form: A Leonal can change as the druid wildshape ability but only into medium and large cats. The amount of times per day is the same as a druid of the same level, all SLA’s work in this alternate form. A Leonal can never assume a form other than a cat (for example from Prc’s). At 10th a Leonal can change into increasingly larger forms utilizing his lion form, for additional uses of Lion form the Leonal uses it can increase the size category as follows.
1 use: medium or large.
(10th Level) 4  uses: Huge
(14th Level) 5 uses: Gargantuan
(18th Level) 6 uses: Collosal
 Rake: At 6th a Leonal can make a Rake attack on a successful grapple (or two on a pounce). Rakes are at the Leonal’s highest attack and deal 1D8 + Str.   
Improved Grab: At 8th a Leonal gains the Improved Grab ability, when he successfully hits with his bite attack he can make a grapple attempt as a free action. If successful it establishes a hold and can rake.
 Roar: At 12th Level a Leonal is Capable of Roaring with the wrath of the heavens, this roar is a 60ft cone and duplicates the Holy word spell, he can use it 1/day/4 Levels and it deals an extra 1D6 sonic damage per 5HD. DC = 10 + ˝ HD + CHA modifier. Caster level equals HD.


[/SPOILER]

Done by BelGareth from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 22, 2010, 08:31:57 PM
BRALANI
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG94.jpg)
[SPOILER]
Hit Die:D6
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
+1 Con, Bralani body, Blur, Wind wall
2nd
+1
+0
+3
+3
+1 Dex, Eladrin, Gust of Wind
3rd
+2
+1
+3
+3
+1 Cha, Heavens Blessings, Mirror image
4th
+3
+1
+4
+4
+1 Con and Str, Tongues, charm person
5th
+3
+1
+4
+4
+1 Dex, Alternate form, whirlwind blast, Lightning Bolt
6th
+4
+2
+5
+5
+1 cha and Str, Cure serious wounds, Holy power
                                  
Skill points at 1st: (6 + INT Modifier) x 4
Skill points at Each additional level: 6 + INT Modifier
Skills: Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move silently, Ride, Sense Motive, Spot, Tumble, Use Rope.
The Bralani gains +1 Con at 1st and 4th level
The Bralani gains +1 Dex at 2ndand 5th level
The Bralani gains +1 Cha at 3rd and 6thlevel
The Bralani gains +1 Str at 4th and 6th level  
Bralani body: The Bralani  loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and one slam attack (1d8 + Str). A Bralani also gets a Natural armor bonus equal to its Con modifier.
 Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Bralani is not proficient with any kind of armor.
Eladrin: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. Resistance to fire and cold equal to half his HD. Also gains the good and chaotic subtype, and weapons wielded are considered Chaotic and good for purposes of bypassing DR.
Heavens Blessings: A Bralani gains DR/cold iron and evil equal to half its HD and SR equal to 11+HD.
 Bralani SLA’s: When a spell appears in the entry, the Bralani can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ˝HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Bralani can recreate them in his own turn as a free action. The Bralani can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Blur: 1/day/HD
Wind Wall: 1/day/2HD
Gust of Wind: 1/day/2HD
Mirror Image: 1/day/2HD
Charm Person: 1/day/HD, improves to Charm Monster at 8th level
Tongues: As the spell but always active
Lightning Bolt: 1/day/2HD
Cure Serious wounds: 1/day/4HD
Alternate Form(Su): At 5th level Bralani can shift between his humanoid and whirlwind form as a standard action. While in whirlwind form the Bralani can fly at 40ft (perfect), use whirlwind blast, slam attacks and use spell like abilities. He can use this ability a number of times equal to 1/day/3HD. The fly speed improves by 20ft every 5 HD (for 100ft at 20th)
Whirlwind Blast: 2D6 + 1D6/4 HD, 20 + 5ft/2HD  ft line (Ref DC 10 + ˝ HD + Con), A Bralani can use this a number of times equal to 1/day/HD.
Holy power: As a swift action 1/day/1HD, the Bralani can give the Holy property to any weapon it wields for 1 round. At 20HD, this ability is active all the time.
[/SPOILER]

Done by BelGareth from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY November 23, 2010, 12:49:38 PM
I  :love the annis hag, especially the part about abducting children and transforming them. I think the virtual damage reduction enchanted armor provides against her Tear Asunder ability is completely unnecessary, though.

Armor that offers an enhancement bonus may subtract that bonus from the damage inflicted (ie. a +3 breastplate would result in 1d4-3 armor lost), to a minimum of 1.

IMO, just get rid of this. There are existing monsters that damage armor in the game already, and their ability works on magical armor as well as non-magical. IIRC, they do usually allow a saving throw, though. So you might add that if you want to keep it "fair".
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:22:09 PM
To the GITP homebrewers:

[spoiler]
-The whole monster classes thing started as a solo project. If you check the first thread, you'll see that not only the first thirty-four monsters were done by me alone, the first monster class from another person (the Xill) came out from the free iniative of said person. Multiple people working on the same thread was never the plan. It was suposed to be I doing all the work and other people requesting/critisizing.

However, burdened by too much requests to handle by myself, I decided to acept the help of those who would step forward. But it was still my project, created by my own time and hard work, and the condition for having your name in the indexes would be your class meeting my criteria. This was because the thread had greatly grown on popularity, and the only way to keep said reputation would be to impose standards. Acepting anything and everything would only lead to the destruction of something that had taken a lot of work to create.

-Several classes from other people bear the "twinked" or "contributed" marks. This was simply because a lot of people simply left half-done monster classes on the thread, and I decided it would be a waste to not finish them.

-Some people acused  my criteria of being wrong. Unlike what's been said recently, I was always open to discussion on that point, and a lot of monsters were changed and reviewed thanks to that.

-I didn't concede on all points however, because of my personal views, to wich I have all the right if you ask me. I invited the people who kept insisting I was completely wrong to do a better job running a thread themselves, and at least two other monster class threads were created. Those died because of lack of work from their authors. So as you can see it's not as easy as it seems running a project like this.

-I'll admit I was somewhat  "too open" about power level, but honestly, everybody has their favorite play style, and they're free to tweak the classes to fit it. It would be impossible to do a single power level for all classes that satisfied all people, and I would rather have several playable original monsters instead of wasting weeks into a single one.

-I very much prefer to homebrew than to review or critisize other people's work. I also have limited free time. As the number of other people submiting their own monsters grew, I had less time to do what I really liked, homebrewing. So yes, I had little patience for lenghty depth discussions, and even less for complete overhauls. I said again and again that if people wanted they could go and start their own monster classes project.

-Above everything, this whole project was started as a hobby for me. A homebrewing hobby. Not  "politics", or "perfect balancing" hobby. It was my free time, my hard work, and if you didn't like me then you could just pick what you wanted and use it as you see fit. I never got the the whole "ULTIMATE COMMUNITY BASED PERFECT BALANCING" movement that started to grow there. The playground suddenly wanted an utopia, and I aparently wasn't perfect enough to deliver. Yet they claimed they loved my work. Go figure.

Now with those things cleared, I gave direct permission to Magicyop to start his own "ultimate community based perfect balancing" monster thread, and I wish him good luck. The dude of the other thread didn't even ask permission despite I giving him my contact, but still that gives him no authority to deny other people from following their own dreams. It was never his project to begin with, and he just has as much power as you're willing to give him.

Personally, I'm quite happy to see that people finally seem to have understood my message several months after, that they're free to do things their way if they're just willing to take responsability and work hard for that.

[/spoiler]

I have no regrets.

As usual, this thread is open to specific monster class requests. In the meanwhile I'll keep updating older monsters.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:27:48 PM
Kuo-Toa
(http://i36.tinypic.com/33fb0on.jpg)

[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+0+0+0+2 Kuo-Toa Body, Slime, Pincer Warrior, Spearfish, +1 Con, +1 Wis
2nd+1+0+0+3 Dark Bolt, Dark Sight, +1 Con, +1 Wis
Skill Points 6+Int per level
Class Skill: Climb, Craft (Any), Escape Artist, Hide, Jump, Knowledge (Dungeoneering, Nature, Religion), Listen, Move Silently, Search, Spot, Swim, Use Magic Device.

Proficiencies: Kuo Toans are proficient with simple and martial weapons and shields, but not tower shields.

Kuo-Toa Body:  The Kuo-Toa loses all other racial bonuses, and acquires Monstrous Humanoid traits (basically Darkvision 60 feet), with the aquatic subtype.  Kuo-Toa are  medium sized creatures with 20 feet land speed and a 50 feet swim speed.  Kuo Toans are amphibious and can survive indefinitely on land. They have  a bonus to Search and Spot equal to Ľ their HD, and Natural Armor equal to their Con bonus.

Ability Score Increase:  The Kuo-Toan gain +1 to Con and +1 to Wis for every level on this class, for a total of +2 Con and +2 Wis at second level.

Slime:  Kuo-Toans exude a slime from their body, wich grants them a bonus on Escape Artist checks equal to their HD, and makes them immune to Webs (both magic and mundane) and similar effects.

The Kuo-Toa can coat his own shield with this slime as a move action, in wich case when an oponents attacks the Kuo-Toa in melee and misses, it must make a reflex save with DC 10+1/2HD+Con mod or have it's weapon stuck on the shield, needing a Strenght check with DC 10+HD+Con mod to be pulled out. Natural weapons get stuck as well, in wich case the attacking creature enters a grapple with the Kuo-toa, but the Kuo-Toa gains a bonus equal to the Shield bonus and his Con modifiers on all the following grapple checks.

Pincer Warrior: The Kuo-Toa starts with a pincer-staff, a two handed weapon dealing 1d10 damage with normal critical and reach. The Kuo-Toa is automatically proficient with it, and if it hits an oponent with it he may start a grapple as a free action. For every round the hold is maintained, the pincer staff deals 1d10 damage to the holded creature. If the Pincer Staff is enchanted, the Kuo-Toa adds it's enanchment bonus to the grapple rolls.

Spearfish: The Kuo-Toa may wield a two-handed reach weapons with a single hand whitout penalty, as long as he wields a shield on the other.

Dark Bolt: The Kuo-Toa may use Lighting bolt as a SLA 1/day for every 2 HD it has, save DC 10+1/2HD+Wis mod. If two Kuo-Toas hold hands, they may charge up for 1d4 rounds, after wich they may both launch a single lighting bolt  whitout expending uses of this ability.

Dark Sight:  Kuo-Toa can see invisible and ethereal foes, but only if said creatures move.

Dark Sacrifice: Kuo-Toa come from the depths of the oceans, where they worship all manner of forgotten yet terrible gods, and they're willing to perform the most terrible rituals to satisfy their mysterious dieties.

Once per day, the Kuo-Toa may execute a 10 min ritual in wich he sacrifices a sentient (at least Int 3) creature in a gruesome ritual. Doing so grants the Kuo-Toa one of Water, Darkness, Death, Evil, or Water domains for 24 hours (Kuo-Toa's choice). The DM may allow other domains from non-core sources to be picked if they're apropriate to the Kuo-Toa's theme, like the Slime domain.

Besides the granted power, the Kuo-Toa can cast each  spell on the granted domain as a SLA 1/day, as long as he has twice as many HD as the spell's level.

Should the Kuo-Toa take levels in a divine spellcasting class, it may elect to have that class & Kuo-Toa levels stack for the purposes of determining CL and spells per day. This does not apply retroactively; An 2nd level Kuo-Toa acquiring one level of cleric would gain the spells per day it would have gained going from 2nd level cleric to 3rd level cleric, but wouldn't retroactively gain the spell options of a 1st level cleric.[/Spoiler]

Comments:
[spoiler]
Fish people strongly inspired on the Deep Ones, a key race of the infamous Chtutluverse. They don't blink, they live in dark cold places worshiping all kind of tentacle dieties, when not raiding the surface for slaves.

Mechanic wise, the Kuo-toan is kinda of a roguish gish, with great skills, some slime tricks, and the possibility of going grapple-focused with Pincer staff. Then lighting bolt, sacrificing sentient creatures for power and great divine caster potential with their +2 Wis.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:30:39 PM
Wyvern
(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG259a.jpg)

[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+0+2+2+0 Wyvern Body, Poison, +1 Dex
2nd+1+3+3+0 Wings, Scent, +1 Str, +1 Con
3rd+2+3+3+0 Long Tail, Circle, +1 Dex
4th+3+4+4+0 Full Wings, Improved Grab, +1 Str, +1 Con
5th+3+4+4+0 Growth, Carefull Hunter, +1 Dex
6th+4+5+5+0  Sweep, +1 Str, +1 Con
Skill Points 4+Int per level
Class Skill Skills:Climb, Jump, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot

Proficiencies: The Wyvern is proficient only with its own natural attacks.

Wyvern Body:  The Wyvern loses all other racial bonuses, and acquires Dragon traits, (basically Darkvision 60 feet, low light vision and immunity to magical sleep and paralysis effects).  Wyverns are medium sized dragons with 20 feet base speed  a 1d10+Str damage Bite attack and a Sting that deals 1d4+1/2 Str damage. The Wyvern has wings, but they're too weak to do anything for now. Wyverns have a racial bonus to Spot equal to ˝ their HD and Natural Armor equal to their Con.

Wyverns have no limbs capable of fine manipulation.

Attribute Bonus:  The Wyvern gains +1 to Dexterity at every odd numbered level in the class.  With even numbered levels, the Wyvern gains +1 Str and +1 Con, for a total bonus of +3 Str, +3 Dex and +3 Con at sixth level.

Poison:  Delivered by the sting, Fort DC of 10 + ˝ the Wyvern's HD + its Con bonus.  It deals 1d4 Con damage as both the initial and secondary effects. For every 6 HD, the poison's Iniatial and secondary damage both increase one die step.

At 10 HD, the poison can affect creatures normally immune to it, but they gain a +5 bonus to their saves. If they don't have a Con score to be damaged, the Wyvern's poison deals Wis damage instead.

Wings: Wyverns of second level or higher can use their natural wings to transport themselves about the battlefield. The Wyvern may fly at a speed of 60 feet poor maneuverability, but for now can't fly up and unless they end their turn in a solid surface, they fall at the end of their turn.

Scent:  At second level the Wyvern gains the SRD Scent ability.

Long Tail:  At third level the Wyvern's tail reach doubles.

Circle: At third level, the Wyvern can make a number of attaks of oportunity per round equal to his Str mod, and 5-feet steps provoke attacks of oportunity from the Wyvern.

Full Wings:  At fourth level the Wyvern's wings have become strong enough to let it fly whitout restrictions. While flying, the Wyvern can use two Talon attacks,  that deliver 2d4+Str damage each.  In addition, Wyverns have

Improved Grab At fourth level, the Wyvern hiting an oponents with his talons can start a grapple check as a free action when they hit an oponent with their talons.

At 8 HD this ability ignores Freedom of Movement effects.

Growth:  A fifth level Wyvern grows one size category.

Carefull Hunter: At fifth level, the Wyvern's sharp hunting instincts allow it to keep just out of his prey's sight. It gains a bonus on Hide checks equal to his HD, the Fly-By attack feat, and can hide whitout actually having anything to hide behind, even in the sky (normally involving positioning itself against the sun).

Sweep: At sixth level, as a fullround action, the Wyvern can fly up to his speed and deliver a full attack at any moment during that movement, but must wait 1d4 rounds before doing so again.

The Wyvern's wings also become strong enough to fight, each dealing 1d8+half Str mod damage.

[/Spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:35:08 PM
Displacer Beast
(http://www.snailinaturtleneck.com/blog/wp-content/uploads/2010/10/displacer-beast.jpg)

[Spoiler]HD: D8
LevelBABFortRefWill Special
1st+1+0+2+0 Displacer Beast Body, Displacement, +1 Str
2nd+2+0+3+0 Mirror Trick, Never there, +1 Str, +1 Con
3rd+3+1+3+1 Beast Tentacles, Evasion, +1 Str
4th+4+1+4+1 Growth, Double Illusion, +1 Str, +1 Con
Skill Points 4+Int per level
Class Skill Skills: Bluff, Hide, Jump, Listen, Move Silently, Spot

Proficiencies: The Displacer Beast is proficient only with its own natural attacks.

Displacer Beast Body:  The Displacer Beast loses all other racial bonuses, and acquires Magical Beast traits, giving it Darkvision 60 feet and low light vision.  Displacer Beasts are medium sized creatures with 40 feet base speed , a 1d6+half Str mod bite attack and two tentacle attacks dealing 1d4+Str damage each as natural weapons.  Tentacles are reach weapons, and Displacer Beasts can use them to attack opponents 10' away. Displacer Beasts have Natural Armor equal to their Con.

Diplacer beast lack limbs capable of fine manipulation, altough their tentacles are flexible and capable of simple tasks.

Ability Score Bonus:  The Displacer Beast gains +1 to Str at all levels and +1 Con at 2nd and fourth level, for a total of +4 Str and +2 Con at 4th level.

Displacement:  The Displacer Beast has the ability to bend light around itself, meaning it's never on the place where you see it.

All attacks against the displacer beast have 20% miss chance. For every other level in the Displacer beast class, this miss chance increases by another 10%, up to 50% miss chance at 4th level.

For every non-displacer beast taen, the miss chance increases by 2%, up to 82% miss chance total.

See invisibility doesn't negate this bonus, but True Seeing does.
A displacer beast of 10 HD however is such adept at bending light that not even true seeing can pierce it, and abilities that ignore or allow to re-roll miss chances are useless against this.

Mirror trick:  A second level the Displacer beast can use its light bending abilities to use Silent Image as a SLA 1/hour for every 2 HD, except that starting it is only a move action and the Displacer beast can keep concentration on it as a swift action. At 10 HD, this Silent Image cannot be pierced by True seeing or other anti-illusion effects.

Never there:  At second level, the Displacer's beast trickery is so good that it can confuse even oponents wich normally wouldn't care about targeting at all. The Displacer's beast miss chance applies to area effects whitout any specific target now.

Beast Tentacles:  A third level the Displacer Beast's tentacles threat range increases to 19-20, and the tentacles gain an enanchment bonus equal to half HD. The Displacer beast may only get up to +5 to to-hit and damage rolls from enanchment bonus, but it may get weapon special abilities like freezing and speed with this enanchment as well.
 
Evasion:  At third level the Displacer beast gains evasion as the rogue ability. If it was going to gain evasion again, it gains Improved Evasion instead.

Growth: A fourth level Displacer Beast grows one size category. It's tentacles now have 20 feet reach.

A Displacer Beast of 12 HD grows another size category, and it's tentacles will have a reach of 30 feet reach.

Double Illusion: at fourth level, once per day for every 2 HD it has, as an immediate action, the Displacer beast may force an oponent that managed to hit trough his miss chance to roll it again.

[/Spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:37:24 PM
The Hell Hound
(http://i868.photobucket.com/albums/ab249/crafty-cultist/HellHound_of_the_Night_by_ZephyrUltima.jpg)
[spoiler]HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Body of cerberus, Scent, +1 str, +1 dex
2nd
+2
+3
+3
+0
Flaming maw, Abyssal breath, Shadow affinity, +1 str, +1 con
3rd
+3
+3
+3
+1
Trip, Savage, Hellish Howl, +1 dex, +1 con
Skills: 2+ int mod. A Hell hound's class skills are Hide, Jump, Listen, Move Silently, Spot, Survival

Proficiencies: a Hell hound is proficient in its natural wepons

features:

Body of cerberus: A Hell hound loses all racial abilities and gains outsider traits. It is a medium sized outsider with a speed of 40ft and a bite attack that deals 1d8+1.5x strength bonus in damage. They are immune to fire but take 50% more damage from cold. The hell hound has four legs that give it a +4 bonus against trip and bull rush checks. Their paws aren't capable of fine manipulation. Hell hounds do not speak but can understand languages.

In addition, the hell hound gains natural armour equal to its constitution bonus

Scent: A hell hound gains the scent ability and adds it's level to survival checks to track by scent

Flaming maw: A second level hell hound deals 1d6 points of fire damage whenever it makes a bite attack. For every six HD beyond two the hell hound gains the fire damage increases by 1d6.

Abyssal breath: At second level, a hell hound can breath fire once every 2d4 rounds. The area is a cone with a range of 5ft per level, and it deals 1d6 fire damage per HD with a reflex save(DC10+1/2HD+ Constitution modifier) for half damage.

Shadow affinity: a second level Hell hound gains a bonus equal to half its HD to hide and move silently checks.

Trip: A third level Hell hound can make a trip attempt as a free action when it hits with its bite attack. the hell hound gains a bonus on its strength check to trip equal to 1/4 its HD.

Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage, as a free action whitout need of new attack rolls.

Hellish howl: A third level hell hound can make a terrifying howl that can be heard in an area of the hell hound's choice, up to 100ft per HD. Any creature within the area with fewer HD than the hell hound is forced to make a will save(DC10+1/2HD+Con modifier) or be shaken for 10 minutes per HD of the hell hound. Animals that fail their saves are panicked instead. Any creature that succeeds its saving throw against this ability is immune to the hell hound's howl for 24 hours.

At 12 HD even oponents immune to fear can be affected by this ability, but they gain a +5 bonus on their saves.
[/spoiler]

Comments

[spoiler]I see the hell hound as an abyssal hunting dog, and gave it the trip and savage abilities to help it bring down game for its masters. I also added the hellish howl ability, because a demonic attack dog can never be to scary[/spoiler]

Done by Crafty_Cultist from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:40:02 PM
GRIFFON

(http://www.wizards.com/dnd/images/eo_griffon_med.jpg)

Class
[spoiler]
GRIFFON

HD: d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Griffon Body, Scent, +1 Dex, +1 Str
2nd
+2
+3
+3
+0
Talons, +1 Dex, +1 Str
3rd
+3
+3
+3
+1
Pounce, Vigil, +1 Dex, +1 Str
4th
+4
+4
+4
+1
Wings, Growth, +1 Str

Class Skills: (4 + Int. Mod.) x4 at first level. The Griffons class skills are  Hide, Intimidate, Jump, Listen, and Spot.

Class Features

Proficiencies: Griffons are proficient only with their own natural weapons. They are not proficient with any armor.

Griffon Body: At first level, the Griffon loses all racial bonuses, traits, and abilities and becomes a magical beast with the following traits.
[spoiler]
•   Medium Size.
•   40ft. base land speed.
•   One natural bite attack, dealing 1d6 + Str. Mod.
•   Dark Vision 60ft.
•   Low-light Vision
•   Griffons are four legged creatures and do not possess hands or limbs capable of fine manipulation. Therefore, Griffons cannot wield weapons or manipulate objects.
•   Griffons cannot speak but they can understand common and an additional number of languages of their choosing for ever point of intelligence modifier.

Additionally, the Griffon recieves a bonus to its AC equal to its constitution score in the form of a natural armor bonus.
[/spoiler]
Scent (Ex): At second level, the Griffon gains the scent ability.

Ability Increases: A griffon receives a permanent increase to its strength score at each Griffon level as well as a permanent increase to its dexterity score at levels one, two, and three. At 4th level, assuming the griffon has taken all 4 levels available, the increases total at +4 Strength and +3 Dexterity.

Talons (Ex): At second level, the Griffon gains 2 claw attacks which deal 1d4 + strength modifier damage each. Additionally, when grappling, the Griffon drag the sharp talons across the flesh of the opponent. A Griffon has 2 rake attacks which deal 1d6 + Strength modifier damage each.

Vigil (Ex): Griffons have extremely keen eyesight and hearing. At 3rd level, a Griffon receives a racial bonus to spot and listen checks equal to ˝ its HD.

Pounce (Ex): Griffons are lighting quick and ferocious. At 3rd level, whenever a griffon makes a charge, he may follow with a full attack.

Wings (Ex): At 4th level, a Griffon’s wings have developed fully and the Griffon may now fly at a speed of 40ft. with average maneuverability. The speed at which a Griffon can fly increases by 10ft. for every 3 HD the Griffon possesses, excluding the first three.

Growth: At 4th level, a Griffon’s size increases by one category.[/spoiler]

Done by AustontheGreat1 from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:42:57 PM
EARTH ELEMENTAL

(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG98.jpg)

CLASS
[spoiler]Hit Die: d12

Earth Elemental
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+0
Body of Stone, Push, Earth Mastery
2nd
+1
+3
+0
+0
Bonus Feat, +1 Str
3rd
+2
+3
+1
+1
Growth, Shockwave, +1 Con
4th
+3
+4
+1
+1
Stone Skin, +1 Str
5th
+3
+4
+1
+1
Bonus Feat, Earth Glide, Whispering Stone, +1 Con
6th
+4
+5
+2
+2
Rolling Stone
7th
+5
+5
+2
+2
Sweeping Strike, +1 Str
8th
+6/+1
+6
+2
+2
Bonus Feat, +1 Con
9th
+6/+1
+6
+3
+3
Earth Asunder, +1 Str
10th
+7/+2
+7
+3
+3
Earth's Embrace, +1 Con
11th
+8/+3
+7
+3
+3
Bonus Feat, Elder Elemental
Class Skills: (2 + Int. Mod.) x 4 at first level. An Earths Elemental’s class skills are Appraise, Hide, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering, Geography, Nature).

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

Body of Stone: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.[spoiler]
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Not subject to critical hits or flanking.
• Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
• Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.[/spoiler]
The Elemental begins as a small elemental with a land speed of 20ft. Earth Elementals can wear equipment, use weapons, and manipulate objects normally. Earth Elementals have the Earth subtype.

The Elemental possesses a single slam attack which deals damage according to its size. 1d6 when small, 1d8 when medium, 2d6 when large, 2d8 when huge.

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

Push (Ex): An Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, also apply to the elemental’s opposed Strength checks.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Additionally, an Elemental may move across any sort of earth or stone (such as jagged rocks, quicksand, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

Bonus Feat: At second level, the Elemental gains Power Attack as a bonus feat. At 5th level, the Elemental gains Improved Bullrush as a bonus feat. At 8th level, the Elemental gains Awesome Blow as a bonus feat. At 11th level the Elemental gains Shock Trooper (p.110 CW) as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he may instead choose another bonus fighter feat. He must meet all prerequisites for the replacement feat.

Ability Increase: An Elemental is a powerful opponent who wields the immense strength and durability of the earth itself. An Earth Elemental receives a permanent increase to his strength score at 2nd, 4th, 7th, and 9th level. Additionally, the Elemental receives an increase to his constitution score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Strength and Constitution and 11th level.

Stone Skin (Ex): At 4th level, the soft soil that comprises the Elemental’s body hardens into an incredibly dense shell of rock. The elemental gains DR/-, equal its 1/2 HD.

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

Shock Wave (Su): With a stomp of his heavy foot, an Earth Elemental can send out a powerful shock wave. At 4th level, the Elemental gains the ability to, as a full round action that does not provoke an attack of opportunity, send out a rippling tide of seismic waves in the form of a 20ft. cone. Any creature in contact with the ground inside this cone, must succeed on a reflex save (DC = 10 + ˝ the Elemental’s HD + the Elementals Strength Modifier) or be knocked prone and flung back 5 feet for every point of the elementals strength modifier. If the creature succeeds then he is not knocked prone and is only moved back half the distance.

Earth Glide (Su): At 5th level, an earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The elemental glides at a speed of 40ft. and leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Each time the elemental increases in size through its growth ability, the speed the elemental travels increases by 10ft.

Whispering Stone (Ex): Earth Elementals speak with the stone around them to feel its way through the earth while using its earth glide ability. The elemental gains tremorsense while moving through the ground via its earth glide ability. The range of this sense extends 10ft. for every 2 HD the Elemental possesses to a maximum of 100ft. at 20 HD.

Rolling Stone (Su): Earth Elemental wields the power of the unstoppable avalanche. At 7th level, an Earth Elemental may, as a free action which does not provoke an attack of opportunity, condense its form to that of a spherical boulder. In this form the elementals size decreases by one. While in this form, the elemental can roll at a speed of 40ft. This speed doubles when the elemental travels at a decline and halves when the elemental travels up an incline. In any round the Elemental moves into a space occupied by another creature that creature takes 4d6 + (2x the elemental strength modifier) damage and the Earth Elemental attempts a bullrush as a free action. The creature is allowed to make a reflex save (DC = 10 + ˝ the Elemental’s HD + The Elemental's Strength Modifier) to avoid the damage and the bullrush, though by doing to, the creature loses his move action on his next turn. The Elemental may take this form once a day for every 4 HD it possesses, and can maintain this form for a number of rounds equal to its HD. While the Elemental is in this form, he can take no other action accept to move.

Sweeping Strike (Su): At 8th level, a sweep of the Elemental’s arm can effect multiple targets. As a full-round action, the elemental can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Elemental uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a sweeping strike. Start with one square that the Elemental threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a sweeping strike. The Elemental may not skip creatures, and must attack all creatures in the designated squares. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the Elemental must effect all three squares. If a Elemental drops one of his foes with a great sweeping strike, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe. At 12 HD, This ability becomes a standard action instead of a full round action, allowing the Elemental to move before using the ability.

Earth Asunder (Su): Earth Elemental possess ferocious strength. At 9th level, the Elemental can slam the ground with such incredible force that the area around him quakes from his might. Performing this ability is a full round action that does not provoke an attack of opportunity. All creatures within 5ft./HD of the Elemental who are in contact with the ground must make a Balance check (DC 10 + ˝ the Elemental’s Hit Die + the Elemental’s Strength modifier) or fall prone. Creatures who fail this save by more than 5 also take 1d10 for every 4 HD the elemental possesses, and those that fail by more than 10 become stunned for 1d4 rounds. Additionally, this tremor causes all the ground within the area to crack and shift, becoming difficult terrain. An Earth Elemental may only use this ability once a day for every 5 HD it possesses.

Earth’s Embrace (Su): At 10th level, the Earth Elemental can drag his enemies into the ground, dooming them to an early grave of stone. As a standard action, an elemental who occupies the square underneath an opponent who is not aware of his presence may attempt to drag the opponent down into the stone. First, the elemental must succeed on a melee touch attack, the opponent is also considered flat-footed for this attack. If the attack is successful then the opponent is required to make a reflex save with DC 10+1/2HD+Str mod, if he fails then he is drawn down and immediately begins to take 1d6 points of nonlethal damage per minute for as long as he remains trapped in this way. If a trapped character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The stone or earth around him conforms perfectly to his form, making any type of movement impossible, even purely mental ones as the pitch darkness and overwhelming pressure make concentration of any kind impossible. Freedom of movement does not make a creature immune to the effects of this ability, though creatures that have such an effect active receive a +4 bonus to the reflex save to avoid becoming enveloped.

Once embraced, their only hope of salvation is someone digging them out before they die (consider them to be 20 feet under the surface where they were captured), or the earth elemental taking them out.

Elder Elemental (Su): At 11th level, The Earth Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the earth subtype. Additionally, the Elemental can call the stone to its aid. The Earth Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon earth elementals. At 13th level, and every two levels thereafter, the earth elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.[/spoiler]
COMMENTS[spoiler]Another attempt at the elementals. The Earth Elemental is the strongest, physically, of the elementals and is supposed to be a bastion of power and durability on the battlefield. The elemental has bonuses to both strength and constitution, and a couple of bonus feats which help him put that strength to good use. I decided to the give him abilities which help him to effect groups of opponents at once. Allowing him to wade into a battlefield and immediately start causing a ruckus. [/spoiler]


Done by AustontheGreat1 from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:47:29 PM

Sahuagin
(http://i868.photobucket.com/albums/ab249/crafty-cultist/sahuagin.jpg)
Sahuagin Hunter
[spoiler]HD:d10
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Blood frenzy, Sea born, Body of the deep, Speak with sharks, Rake, Aquaticic superiority, +1str, +1int
2nd
+2
+3
+3
+0
Tidal sense, Hunter Instict, +1str, +1dex
Skills: 4+ int mod. A Sahuagin's class skills are Handle Animal, Hide, Listen, Move Silently, Profession, Ride, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep:
The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

Sea born:
a Sahuagin can only survive out of water for a number of hours equal to Half his constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Speak with Sharks:
a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +2 bonus on handle animal checks to train sharks, with an additional +1 bonus for every 4HD

Rake:
If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage

Blood frenzy:
A sahuagin that takes damage in combat can fly into a rage on its next turn as a free action, gaining a +2 bonus to strength and constitution and taking a -2 penalty to AC until it or its opponent are dead. This ability is useable once per day at first level with an additional use per 4HD. If the sahuagin gains the barbarian rage ability, the bonuses and penalties granted by rage stack with those granted by blood frenzy

Aquatic superiority:
a sahuagin fighting in water deep enough to swim in gains a +1 dodge bonus to AC for every 20ft by which their swim speed exceeds that of their opponent.

Tidal Sense:
At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus per 4hd, as well as blindsense 30ft, while underwater.

Hunter instict:
A second level sahuagin learns gains gains a favoured enemy, as the ranger ability, but with a +3 bonus if the chosen creature type is humanoid. If the sahuagin takes levels in ranger, they stack add their sahuagin level for purposes of the favoured enemy bonus, and the increased bonus for choosing a humanoid racial enemy applies to later choices.[/spoiler]

Sahuagin Preist
[spoiler]HD:d6
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Sea born, Body of the deep, Rake, Speak with sharks, Sea priestess, +1wis, +1int
2nd
+1
+0
+0
+3
Tidal sense, Tidal pulse, +1str, +1wis
Skills: 2+ int mod. A Sahuagin's class skills are Concentration, Listen, Knowledge(arcana, religion), Profession, Spellcraft, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep:
The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to her own Con modifier.

Sea born:
a Sahuagin can only survive out of water for a number of hours equal to half her constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Speak with Sharks:
a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +4 bonus on handle animal checks to train sharks.

Rake:
If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage

Sea priestess:
A sahuagin can cast spells as a cleric of their sahuagin level, Including domains.

Tidal Sense:
At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus for every 4hd, as well as blindsense 30ft, while underwater.

Tidal Pulse:
A second level sahuagin can sacrifice a prepared spell slot to produce an underwater pulse. This pulse can take the form of a 5ft/caster level cone or a 10ft/caster level line. Anything within the area takes 1d6 points of bludgeoning damage per level of the spell slot sacrificed.[/spoiler]

Done by Crafty_Cultist from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo November 23, 2010, 08:56:33 PM
Monster of Legend (Prestige/Template Monster Class)

(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_134.jpg)

[Spoiler]
Prerequisites:
To become a Monster of Legend, a creature must fulfill the following requirements:
-At least four levels in a monster class.
-Any  type but humanoid (Monstrous humanoid is ok), undead, construct, ooze or swarm.
-Must have performed a deed worthy of legend.

HD: D8

LevelBABFortRefWill Special
1st+0+0+0+2 Body of Legend, Legendary Might, Legendary Skill, Legendary Prowess
2nd+1+0+0+3 Saga
Skill Points 4+Int mod per level.
Class Skill Skills: As Base Creature

Proficiencies: Monsters of Legend do not gain any new proficiencies.

Class Features:


Body of Legend:  Unlike other monster classes, the creature's original racial traits are retained.  The Monster of Legend gains Outsider traits, if it did not already have them, with the augmented subtype if necessary.  Their native plane is the plane where they were born.

Legendary Might: The Monster of Legend has gone trough a lot, and this reflects on it's body. It may have any number of cosmetic changes or even special effects like body parts made of energy, as long as his original race is still recognizable. Those changes grant no mechanical benefit.

If they still weren't, the Monster of Legend's attacks count as it's own alignment for bypassing defenses. It's melee attacks can strike incorporeal oponents whitout trouble, and ignore half the DR of any target they strike. If the Monster of Legend already had any of those abilities, then it gains +1 to attack and damage rolls for every overlap.

Finally, a Monster of Legend is immune to polymorphing effects against its own will.

Legendary Skill:  Choose one of the following:
-Fast Healing equal to 1/2 the creature's HD.
-Immunities to two of the following:  acid, electricity, fire, cold, poison.
-Immunity to Mind-affecting
-Permanent Spell Turning effect, except that it reflects one spell level for 2 HD of the Monster of Legend, and automatically recharges at the start of the Monster of Legend's turn.


Alternately, pick two of the following (you can't pick the same option twice):
-DR/material, with the material being iron, silver or adamantium, equal to 1/2 the Creature's HD.  If a Creature already has DR from other sources, increase it by +2.
-SR equal to 11+HD.  If a Creature already has SR from other sources, increase it by +4.
-Permanent See Invisibility. At 14 HD also works  as permanent True Seeing.
-Wings, allowing it to fly at twice its base land speed at average maneuverability.  If the creature already has wings, it grows an additional, matching pair, giving them additional flight speed of +5 feet per HD and one step of increased maneuverability

Legendary Prowess: At 1st and 2nd level, the Monster of Legend gains +1 to an ability score of it's choice.

Saga: at second level, pick a second option from Legendary skill, and an option from below.

-Breath Weapon: The Monster of Legend can use a breath weapon  that fills either a cone with 30+5 feet/HD feet or a 60+10 feet/HD line, dealing 1d6 damage/HD, with a reflex save (DC 10 +1/2 HD +Con mod).  This breath weapon can look of any energy type, but it actually deals untyped damage and thus ignores all resistances and immunities. Once the breath weapon is used, the Creature of Legend must wait 1d4 rounds to use it again.

-Frightful Presence: When the Creature of Legend attacks or charges it inspires terror in all creatures within 5 feet per HD. Oponents in range must suceed on a Will save (DC 10 +1/2 HD + Con mod) or become shaken.  A foe that fails by 4 or more is Frightened, and a creature that fails by 8 or more is Panicked.  Regardless of suceeding or failing, creatures cannot be affected again by this for 24 hours.

At 10 HD, this affects even creatures immune to fear, but they gain a +5 bonus on their Will saves.

-Hot Blooded: When the Creature of Legend is damaged in melee, elementally infused blood splashes onto a 5 feet per 4 HD cone, that must include the attacker on it's area, and deals 1d4 untyped damage for every 2HD.

Aditionally, 1/day per 6 HD, the Monster of Legend may push itself trough it's limits as a free action, even if unable to take actions, it's own elemental blood surfacing at it's skin and granting it a Freedom of Movement effect, plus temporary HP equal to half it's max HP. This state lasts for a number of rounds equal to Con modifier, and during it the Monster of Legend can ignore any ill effects it received before activating this ability. Any new ill effects will affect it as normal, except for ones that would be blocked by Freedom of Movement.

-Spells: Provided it does not already have divine casting or divine caster advancement from another source, the Creature of Legend can now spontaneously cast divine spells, with the ability to cast each spell known once a day.  For spells known, the Creature of Legend must pick two domains, and can access any spell of a level that's no more than 1/2 it's HD.  (A level 6 creature could cast up to level 3 spells). It doesn't gain the extra bonus from the domains.

Should the creature take levels in a divine spellcasting class, it may elect to have its Monster Class & Creature of Legend levels stack for the purposes of determining CL and spells per day.  This does not apply retroactively; An 8th level Creature of Legend acquiring one level of cleric would gain the spells per day it would have gained going from 8th level cleric to 9th level cleric, but wouldn't retroactively gain the spell options of a 1st to 8th level cleric.

[/Spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: SiggyDevil November 24, 2010, 12:53:27 AM
I played a L15 Creature of Legend Wild Elf Barbarian briefly. The template was granted by devil lords for an arena battle (I know, it's cheating), but seriously.. that strength score was stupendous.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Kajhera November 30, 2010, 10:14:09 PM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 November 30, 2010, 10:26:26 PM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
What about "If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Kajhera November 30, 2010, 10:31:02 PM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p
"If this would give him an effective sorcerer level of zero then he possesses 2 0th-level spells known and 4 0th-level spells per day."

First and zero you mean? Erm, where is this? Not seeing the source even checking back on the half-dragon, though it is helpful.  :) ... Effective sorcerer level of zero?
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: SiggyDevil November 30, 2010, 11:02:18 PM
Pretty sure there's no effective Sorcerer level 0. That's a warrior.

Also, I made a True Dragon racial class as well.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY December 01, 2010, 12:56:52 AM
I like the new version of the red dragon a lot more, although 7th level would be painful to take.  ;) 6 levels of this would make a very good start for a "gish", though.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 09:52:59 AM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

Check the tables on the 1st post to figure out your spells when you take sorceror levels. And no, I won't be giving it spells by default just for starting first level.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 09:56:49 AM
Lantern Archon

(http://paizo.com/image/content/PathfinderRPG/PZO1112-PreviewMonster5.jpg)

[spoiler]
HD:d6
LevelBabFortRefWillFeature
1+ 1+0 + 2 +0 Body of Light, Light Ray, Lesser Guide
2+ 2+0 + 3 +0 Archon, Holy Warding, Aura of Menace, Greater Guide

Skills:4+int modifier per level, Class skills are Concentration, Diplomacy, Disguise, Heal, Knowledge (the planes), Listen, Search, Sense Motive, Spot

Proficiencies:  The Lantern Archon is proficient with its light rays.

Features:

Body of Light: The Lantern Archon loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 ft), as well as low-light vision.  Lantern Archons are tiny outsiders. Lantern Archons have no land speed but have a fly speed of 20ft, perfect maneuverability, increasing by 5ft per HD. However untill they reach 4HD they can only float some foot above the ground. They also glow, giving light as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it with a DC 15 Disguise check as a swift action. Success means that no light is given out by the archon for 1 hour per HD but the light imediatily returns if the Lantern Archon uses his light rays. The Lantern Archon gains a bonus to natural armor equal to its Con bonus.

Lantern Archons 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.

Lantern archons can use their body as either head+neck slot or body+belt slot. The lantern archon can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Finally a lantern archon takes a -40 penalty on hide checks, unless it hides its light.

Light Ray: The Lantern Archon's method of attack are it's light rays. The Lantern Archon starts with one ray, but gains one more for every 5HD it possesses. The rays have a range of 20ft, increasing by 5ft for every HD the Lantern Archon possesses. The rays start out dealing 1d6 damage, increasing by 1d6 for every 3HD the Archon possesses. The light rays also overcome all DR, and count as natural weapons. Thus attacking with all light rays demands a full attack, but the lantern archon takes no penalty on his attack rolls with light rays for using multiple natural weapons.

Lesser Guide: The Lantern archon can use aid, continual flame, detect evil as SLAs 2/day for each HD it has, save DC=10+1/2HD+Cha mod. Unless the lantern archon uses the 50Gp of ruby dust, his continual flames just last 1 minute per CL instead of being permanent. If it multiclasses into cleric it can count its lantern archon 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 lantern archon 2 who took 1 level of cleric could choose to have CL 3, get 1 2nd level spell slot and one. She wouldn't get the spell slots of a cleric 2 however. She would get the turn undead ability, but lantern archon levels wouldn't count for it.

Archon: At second level, the Lantern Archon becomes immune to petrification and gains a resistance to electricity equal to its HD, and a bonus to saves against poison equal to half it's HD. They also gain the good and lawful subtype.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is 10+HD+Cha mod. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Holy Warding (Su): At second level, the Lantern Archon gains DR/good and magic equal to half it's HD. It is also permanently affected by a Protection from Evil effect, which upgrades to a Magic Circle against Evil effect at 4HD. This effect is centered on the lantern archon.

Greater Guide: The lantern archon can use teleport as a SLA 1/day for each 4HD it has. At 13th level, this ability upgrades to greater teleport. It can also use tongues on itself as a SLA 1/day for each HD it has.

[/spoiler]

Comments
[spoiler]
Original:

Well, I took cues from the hound archon for the archon abilities. I made the light rays progress slower than Eldritch Blast, and gave out extra rays as extra iterative attacks became available. I made the magic circle only become that strong at 4HD, as that's when the Hound Archon gains it.

Personal comments:

The Lantern archon is a powerfull skirmisher with it's light rays and flight speed. The class is short but sinergies well with "roguish" classes for stacking precision damage on top of the multiple light rays or cleric for spellcasting.

[/spoiler]

Done by VoltHawk from GITP, some final tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 10:07:58 AM
Tarrasque
(http://guerreirosdavirtude.files.wordpress.com/2009/07/4e_tarrasque.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +0 +2+0 +2 Ancient body, Assimilation, Brutal Grab, +1 Str, +1 Con
2  +1 +3+0 +2 Monstrosity, Rush +1 Str, +1 Con
3  +2 +3+1 +3  Claws +1 Str, +1 Con
4  +3 +4 +1+4 Growth, Stomp, +1 Str, +1 Con
5  +3 +4 +1 +4  Horns,  Beginning of the end, Terror from below  +1 Str, +1 Con
6  +4 +5+2 +5 Primal Roar, +1 Str, +1 Con
7  +5 +5 +2 +5 Reality bend, +1 Str, +1 Con
8  +6 +6 +2 +6 Growth, Devouring bite, +1 Str, +1 Con
9  +6  +6+ 3+6 Reality Tear, +1 Str, +1 Con
10  +7 +7+3 +7 Destroyer, +1 Str, +1 Con
11  +8 +7 +3+7 Carapace, Prevail  +1 Str, +1 Con
12  +9 +8 +3+8 Growth, Tail Slap +1 Str, +1 Con
13  +9 +8 +4 +8 Augmented Critical, +1 Str, +1 Con
14  +10 +9 +4 +9 Doom, +1 Str, +1 Con
15  +11 +9 +4 +9  Trample, +1 Str, +1 Con
16  +12 +10 +5 +10Growth,  Earthquake +1 str, +1 con
17  +12 +10 +5+10  Counter, +1 Str, +1 Con
18  +13 +11+5 +11 Sky Breaker, +1 str, +1 con
19  +14 +11 +5 +11 Eruption, +1 Str, +1 Con
20  +15 +12 +5 +12 Apocalypse, Ancient Heart, +1 Str, +1 Con

2 Skill points+int per level, quadruple at 1st level.
Class skills: Concentration, Climb, Jump, Spot, Listen, Appraise, Bluff, Intimidate, Knowledge(any).

Proficiencies: the tarrasque isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Ancient body: The tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.

It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1.
Unless otherwise noticed all of the Tarrasque abilities are Ex abilities, even those that replicate spells.


 Assimilation:
The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.

As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque.  Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word.  As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.

Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Str check against the tarrasque.

The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.

Brutal Grab:As the srd Improved Grab ability, applied to the Tarrasque's bite attack, except it may atempt to grapple creatures of any size.

Ability score increase: the tarrasque gains +1 Str and +1 Con at every level, for a total of +20 Str and +20 Con at 20th level.

Monstrosity:The tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD.

If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration.

Rush:Once per minute the Tarrasque can quadruple his base for one round as a free action.

Claws: The tarrasque gains two claw attacks dealing 1d4+Str damage each as secondary attacks. They also benefit from the Improved Grab ability.

Growth: The tarrasque grows one size category.

Stomp: As a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier.

At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round).
At 12 HD the Tarrasque may use this ability as a swift action.
At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round.
At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once.

Horns: The tarrasque gains two horn attacks dealing 1d6+1/2 Str mod damage each as secondary attacks.


Beginning of the end:
The tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD.

Terror from below: The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In adition the tarrasque no longer needs to breath and it can eat anything as sustenance, as well as gaining tremorsense with a range of 10 foot per HD.

Primal Roar:The tarrasque can roar with such strengh it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures.

Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying.

The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but whitout dealing it damage.

At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).
 
Reality bend:The tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod.

In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open untill it's large enough simply by moving through it.

Devouring bite:The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices(both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.

Reality tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something.  DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any   ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.

Prevail:The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.

For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.

Tail Slap:The tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.

Augmented critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.

Doom: As the tarrasque grows it resembles more and more an avatar of destruction. The first time the tarrasque attacks or charges each round, every oponent of the same size or smaller than the tarrasque that can see it must make a Will save DC 10+1/2 tarrasque's HD+Con modifier or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked.  Even oponents immune to fear can be affected by this ability as nothing is truly safe from the tarrasque, but they gain a +5 bonus on the save.


Trample: As a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the tarrasque at a -4 penalty.

This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage, save DC 10+1/2 HD+Str modifier.

You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Earthquake: The tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it.

Counter:Whenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved

Sky Break: The skies themselves cry when the tarrasque approaches. This works as a storm of vengeance SLA useable a number of times per day equal to half the tarrasque's Con modifier, except the tarrasque can start it as a standard action, doesn't need to keep concentration to maintain it, it can last up to one hour per HD and the tarrasque is completely immune to all the ill effects of the storm, including being able to perfectly see through it. The tarrasque can have multiple storms in existance at the same time but if their areas of effect overlap the effects don't stack. Save DCs are 10+1/2 HD+Con modifier.

Eruption:Even the land itself screams at the tarrasque's coming. A number of times per day equal to half its Con modifier, as a full-round action the tarrasque can roar while slamming the ground, making the earth start to tremble. 1D4+1 rounds later a torrent of lava erupts on a place within view of the tarrasque of its choice. It is a cylinder with a radius up to 5 feet per tarrasque HD reaching up to 100 feet high per tarrasque HD. Creatures inside the cylinder get a reflex save DC 10+1/2 HD+Str modifier to get out of the area on time once it explodes. Anyone left inside the cylinder is treated as immersed in lava. This lava is especially hot and burns even creatures with resistance to fire, altough the resistance still applies to the total damage dealt, except the tarrasque itself. The eruption lasts 1 round per tarrasque HD.

Apocalypse:The true purpose of the Tarrasque comes into being. To slay all the gods and their creations. The Tarrasque becomes fully immune to all salient divine abilities and epic magic, and can freely use his reality bend ability to enter any private realms (assuming it has heard about them). The tarrasque also becomes immune to artifacts and can destroy any such trinket by swallowing them. It cannot assimilate them however.

Creatures slain by the tarrasque's natural weapons or offensive abilities are utterly destroyed and can't be brought back to life/existence by any means known, even divine intervention (especially divine intervetion).

Ancient Heart: The tarrasque's regeneration can't be bypassed by anything, and any effect that would kill it outright instead simply deals it nonlethal damage equal to it's total HP +10, and it no longer automatically fails saves on a natural 1.

To kill the tarrasque one needs to leave it unconscious by dealing enough non-lethal damage and then cast Wish or Mircale to finish it off.

[/spoiler]

Comments
[spoiler]
And here's it ladies and gentlemens, Mr. Big T!

The Tarrasque gains a massive +20 to Str and Con, average Bab and more custom abilities that you can shake a stick at.

It's skills kinda suck but gets scent and tremor sense.

The Tarrasque is a melee monster with several powerfull defensive abilities, including DR, SR, regeneration and multiple natural attacks, altough no natural pounce.

The Tarrasque also gets several powers to slow down enemies at distance and negate ranged attacks. With Primal Roar the Tarrasque can force it's oponents into a ground battle.

As it aproaches it's final levels it becomes able to unleash several natural catastrophes to properly set the battle mood. Finally an use for storm of vengeance yay!

The capstone it's the Tarrasque becoming immune to all epic cheese so it explains why  the gods would rather run away in fear and only mortal adventurers actualy have a shot at taking it down.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 10:12:37 AM
Anaxim
(http://i7.photobucket.com/albums/y265/Nny2/Anaxim.jpg)

[spoiler]
LevelBABFortRefWillFeatures
1   +0   +0   +0   +0   Apocalyptic Engine, Electricity Discharge, Spinning Blades, Slams
2   +1   +0   +0   +0   Divine Construction, Str +1, Cha +1
3   +2   +1   +1   +1   Minor Divine Artifice, Dex +1, Wis +1
4   +3   +1   +1   +1   Created Abomination, Bolter Gun, Str +1
5   +3   +1   +1   +1   Improved Divine Construction, Heliblades, Dex +1
6   +4   +2   +2   +2   Lesser Divine Artifice, Str +1, Cha +1
7   +5   +2   +2   +2   Undivine Will, Dex +1, Wis +1
8   +6/+1   +2   +2   +2   Weapons of Mass Destruction, Str +1
9   +6/+1   +3   +3   +3   Greater Divine Construction, Divine Artifice, Dex +1
10   +7/+2   +3   +3   +3   Pneumatic Pummeler, Str +1, Cha +1
11   +8/+3   +3   +3   +3   Sonic Blast, Dex +1, Wis +1
12   +9/+4   +4   +4   +4   Greater Divine Artifice, Str +1
13   +9/+4   +4   +4   +4   Tools of Deicide, Dex +1
14   +10/+5   +4   +4   +4   Undivine Slaughter, Str +1, Cha +1
15   +11/+6/+1   +5   +5   +5   Master’s Divine Artifice, Dex +1, Wis +1
16   +12/+7/+2   +5   +5   +5   Summon Iron Golem 1/day, Str +1
17   +12/+7/+2   +5   +5   +5   Supreme Divine Artifice, Dex +1
18   +13/+8/+3   +6   +6   +6   Summon Iron Golem 2/day, Str +1, Cha +1
19   +14/+9/+4   +6   +6   +6   Apocalyptic Drive, Dex +1, Wis +1
20   +15/+10/+5   +6   +6   +6   Undivine Spark, Summon Iron Golem 3/day, Str +1
21   +15/+10/+5   +6   +6   +6 Potential unleashed, Str+1, Cha+1.
22   +16/+11/+6   +7   +7   +7Ghost in the Machine, Str+1, Cha+1.
Class Skills (2+ Int Modifier): None.

Proficiencies: Anaxim are proficient with their natural weapons only.

Apocalyptic Engine: An anaxim is a monstrosity pieced together by a deranged god, following an apocalyptic design. It loses all racial traits and gains the following:

The anaxim has all the characteristics of the construct type, which include:
No Constitution score.
Finally, the anaxim gains a natural armor bonus equal to its charisma modifier, and is constantly under the effect of a Nondetection spell, with caster level equal to its HD.

Slam: As a swift action the anaxim can reconfigure one or both of its hands into Slams, these are primary natural weapons that deal 1d6 + Str modifier Bludgeoning damage Further, the slams count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a slam and another hand configured into a spinning blade if it so wishes, both attacks are treated as primary.

Spinning Blades: As a swift action the anaxim can reconfigure one or both of its hands into spinning blades, these are primary natural weapons that deal 1d6 + Str modifier Slashing damage Further, the spinning blades count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a spinning blade and another hand configured into a slam if it so wishes, both attacks are treated as primary.

Electricity Discharge (Su): At 1st level, the anaxim has the ability to unleash a potent electrical discharge from its body as a standard action. This discharge can take the form of either a touch attack or, starting at 2nd level, a ranged touch attack.
If used as a touch attack, the electrical discharge deals 1d6 damage, plus extra damage equal to the anaxim’s charisma modifier.
At second level, the anaxim can release the electricity discharge as a ranged touch attack against a target within 60 feet, with no range increment. This attack deals 1d6 points of damage per two class levels of the anaxim.

Divine Construction (Ex): At 2nd level the anaxim gains 1 extra hit point per HD and its base land speed increases by 10 feet.
In addition, the anaxim gains damage reduction X/magic, where X is equal to half of its HD. At 20th level, only epic weapons can pierce the anaxim’s damage reduction.

Ability Score Increases: At 2nd level and every two levels afterwards and at epic levels (4, 6, 8, 10, 12, 14, 16, 18, 20, 21, 22), the anaxim gains a +1 bonus to strength. At 2nd level and every four levels afterwards and at epic levels (6, 10, 14, 18, 21, 22) the anaxim gains a +1 bonus to Charisma). At 3rd level and every four levels afterwards (7, 11, 15, 19) the anaxim gains a +1 bonus to both dexterity and wisdom.

Minor Divine Artifice (Sp): Starting at 3rd level, the anaxim gains the power to ignite the latent divine power within itself to imitate magic, gaining the power to cast spell-like abilities. These spell-like abilities have a caster level equal to the anaxim’s HD.

At 3rd level, the anaxim can use Blur, Inflict Light Damage and Repair Light Damage once per day per HD. It can also use Lesser Armor Enhancement and Magical Vestment once per day per two HD.

The anaxim can target spells and spell-like abilities such as Magical Vestment and Lesser Armor Enhancement on its own body as if it were armor.

Created Abomination (Ex): Starting at 4th level the anaxim gains resistance to fire and cold equal to its HD, it also gains Blindsight with a range of 5 feet per HD and telepathy with a range of 10 feet per HD. Finally, the anaxim is under constant effect of the See Invisibility spell, this effect improves to a constant True Seeing at class level 14.

Bolter Guns: At 4th level, the anaxim adds two bolter guns to its arsenal, a bolter gun is a ranged weapon with a range increment of 120 feet that deals damage equal 1d6 + strength modifier, and counts as both a natural weapon and as a manufactured weapon. The anaxim can perform iterative attacks with its bolter guns and dual wield them effectively.
The anaxim can take two-weapon fighting, improved two-weapon fighting and greater two-weapon fighting, without needing the minimum dexterity requirement.

Improved Divine Construction (Ex): At 5th level the anaxim gains spell resistance equal to 11 + HD and fast healing equal to half of its HD. Its base land speed also increases by another 10 feet. It can lower or rise its spell resistance at any time as a free action, even if it isn't his turn.

Heliblades: Starting at 5th level, the anaxim gains a fly speed equal to 10 feet per class level (up to 220 feet at 22th level), with average maneuverability. At 10th level this maneuverability improves to good, and at 15th level it increases to perfect.

Lesser Divine Artifice (Sp): At 6th level the anaxim gains the ability to cast Inflict Moderate Damage and Repair Moderate Damage as spell like abilities once per day per HD. It can also use Invisibility, Lightning Bolt, Lesser Weapon Enhancement and Greater Magical Weapon as spell like abilities once per day per two HD.

Undivine Will (Ex): At 7th level, the divine spark within the anaxim grows in power, giving it a limited control of its own fate. The anaxim no longer automatically fails any d20 roll on a natural one.

Weapons of Mass Destruction (Ex): At 8th level, the damage from the anaxim’s slam, spinning blades, melee electrical touch and bolt spikes increases to 1d8. In addition, the anaxim’s slam, spinning blades and bolt spikes may be enchanted as magic weapons; the anaxim must be present for the entirety of the enchanting process.

Greater Divine Construction (Ex): Starting at 9th level the anaxim gains bonus hit points per HD based on his charisma modifier and gains a bonus to all saving throws equal to its wisdom modifier. Finally, the anaxim's base land speed increases by another 10 feet.

Divine Artifice (Sp): At 9th level the anaxim gains the ability to cast Inflict Serious Damage and Repair Serious Damage as spell-like abilities once per day per HD. It also gains the ability to cast Armor Enhancement, Lesser Dispel Magic and Displacement as spell-like abilities once per day per three HD.

Pneumatic Pummeler (Ex): Starting at 10th level, whenever the anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush or trip attempt as a free action that does not cause an attack of opportunity.
If the anaxim chooses to bull rush its target, it does not need to move along the victim.
If this attempt fails, the target cannot attempt to trip the anaxim in return.

Sonic Blast (Su): At 11th level, the anaxim gains the power to unleash a destructive sound wave. This is a sonic attack that deals 1d6 points of damage per HD of the anaxim to everything in a 60 feet cone, a reflex save can halve the damage, and the DC 10+1/2HD+Cha mod. Once the sonic blast has been used, the anaxim must wait 5 rounds before using it again.

Greater Divine Artifice (Sp): At 12th level the anaxim gains Inflict Critical Damage and Repair Critical Damage as spell-like abilities useable once per day per two HD. It also gains Greater Invisibility and Weapon Enhancement as spell-like abilities useable once per day per three HD.

Instruments of Deicide (Ex): At 13th level, the base damage of the anaxim’s slam, spinning blade, melee electrical touch and bolt spikes increase to 2d6. And the anaxim’s physical attacks count as adamantine weapons for the purpose of ignoring hardness and damage reduction.

Undivine Slaughter (Ex): Starting at 14th level, whenever the anaxim strikes a target with both spinning blades, the weapons latch to the victim and tear at her flesh, instantly dealing damage equal to the combined damage of the two spinning blade attacks (4d6+ twice the anaxim’s strength modifier, normally).

Master’s Divine Artifice (Sp): At 15th level the anaxim may use Disable Construct and Total Repair as spell-like abilities once per day per three HD.  It can also use Greater Dispel Magic and Greater Armor Enhancement as spell-like abilities useable once per day per four HD.

Summon Iron Golem (Sp): Starting at 16th level, the anaxim gains the power to summon an iron golem to its side. Using this spell-like ability is a standard action, but the iron golem takes one round to arrive, and remains for one hour after being summoned, this effect is equivalent to a spell of a level equal to half the anaxim’s HD and has a caster level equal to the anaxim’s HD.
The anaxim can summon an iron golem once per day, at 18th level and 20th level it gains the power to use this ability one additional time per day.

Supreme Divine Artifice (Sp): At 18th level the anaxim may use Ethereal Jaunt, Chain Lightning and Greater Weapon Enhancement once per day per four HD.

Apocalyptic Drive (Ex): At 19th level, the anaxim gains the ability to deliver a brutal onslaught with its natural weapons. The anaxim may perform iterative attacks with its spinning blades and slams (but can only perform iterative attacks with its offhand blade or slam if it has Improved Two Weapon Fighting and Greater Two Weapon fighting), and gains Whirlwind Attack as a bonus feat even if he does not qualify for it.

Undivine Spark (Ex): At 20th level, the divine spark latent within the anaxim flares to power, giving it the power to force reality to comply to its designs like a god would, but in a much more limited fashion. Once per day per four HD, the anaxim can treat the result of any d20 roll as a 20. This is not a natural 20 however, and an actual roll must still be made to determine if it is an automatic success or a critical threat (if such are possible). The anaxim can declare the use of this ability after the actual roll is made.

Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of it's SLAs (except summon iron golem) at will. The HD limit on all of it's SLAs and other abilities is removed.

Ghost in the Machine: At 22th level the Anaxim realizes it isn't actualy a construct. It is a design, an idea. As a free action at any time even if it's it's turn (but only one try per round) the Anaxim can transfer it's consciouness to any manufactured object (including magic items and artifacts) or construct that it can see or one of his summoned iron golems, even if it can't seem them. Intelegent constructs, artifacts and worn items are allowed a Will save to resist this ability (DC 10+1/2HD+Cha mod). The Anaxim can jump again to another object/construct in view on the next turn if it wishes.

The original body can keep following a simple set of instructions of the Anaxim's choice like it was a mindless construct.  If entering a normally inanimate object the Anaxim can make it move as if under the effect of an Animate objects spell (CL=HD). The Anaxim retains it's blindsight under it's new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxim's consciouness is inside something.

The Anaxim can return to his original body as another free action regardless of the distance and barriers between them. Should the Anaxim's original body be destroyed, the Anaxim's divine spark causes the surrounding world to start shaping his current body in a new Anaxim. The original body crumbles into worthless scrap, useless even as magic component to track the Anaxim, including the magic items on it's possession. Bypassers stop to work on the Anaxim's current body, animals join pieces as best as possible with their claws and teeths, the wind and sun themselves start shaping a new Anaxim. The process is completed in 1d10 days, after wich the old object/construct is now completely replaced with a new Anaxim of same level, altough it may look diferent. The new body comes with the same magic items the Anaxim's original body had at it's time of destruction, in the same state/number of charges/etc.

Should the Anaxim have controled an object bigger than medium size the new Anaxim body is of that size, but the construction is unstable. Whenever the Anaxim takes damage it must make a Fort Save DC 10+Damage taken or it's massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.

[/spoiler]

Comments:
[SPOILER]The first abomination is up!

One might notice that I put some abilities scaling with HD, and others with Class levels. This is intentional because... Well. It is a 20 level class (with an epic progression coming later, I will do that with all abominations) I need to give reason to stick to it, and not just by cramming more stuff into the upper levels.

The anaxim is all about tearing things apart with its claws spinning blades, hammering stuff into smush with its slam, eletrocuting people and... Well, killing things in a thousand of ways. Also all about adaptating its weapons and (body) armor to better murder whatever it is fighting. FInally, as a capstone, this divine misdeed can say "failure is not an option" to the universe and practically declare any action successful a few times per day.

Motivations for anaxim are simple. Deicide, deicide, deicide.[/SPOILER]

Done by Draken from GITP, Epic levels added by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 10:21:16 AM
White Dragon

(http://www.cooldragonpictures.com/data/media/51/White-Dragon-9.jpg)

[SPOILER]
HD: D12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 White Dragon body, Freezing Breath, +1 Con
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Ice Walk, Blindsense 60 ft,+1 Str
4  +4 +4 +1+4 Wings, +1 Con
5  +5 +4 +1 +4 Snow Magic, +1 Cha
6  +6 +5+2 +5 Snow Stalker, +1 Str
7  +7 +5 +2 +5 Ice Wall, Chilling Arcana +1 Con
8  +8 +6 +2 +5 Growth, Tail slap , +1 Str
9  +9  +6+3 +6 Freezing Fog, +1 Cha
10  +10 +7+3 +7 Ice Lord, +1 Str
11  +11 +7 +3+7  Arcane Skin, +1 Con
12  +12 +8 +4+8 Growth, Crush, Frightfull Presence
13  +13 +8 +4 +8 Iron Scales, +1 Str, +1 Cha
14  +14 +9 +4 +9 Lingering Cold
15  +15 +9 +5 +9 Blizzard, +1 Cha
16  +16 +10 +5 +10Chilling Arcana, +1 Cha, +1 Con
17  +17 +10 +5+10 Wear Down, +1 Cha
18  +18 +11+6 +11 Glaciar, +1 Str, +1 Con
19  +19 +11 +6 +11 Growth, Cold Oblivion, +1 Cha
20  +20 +12 +6 +12 Control Weather, Vendetta

2 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, Climb, Hide, Spot, Listen, Move Silently, Search, Swim, Intimidate, Knowledge(any), Spellcraft.

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


Features:

White Dragon Body: The White Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed that increases by 10 ft for every 5 HD the White Dragon has, and is medium sized. The White Dragon also has a Burrow Speed and Swim speed that are equal to 1/2 its Base Land Speed. The White 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 White Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the White Dragon grows one size category, his natural armor increases by a further 1.

The White Dragon is immune to Cold. It is vulnerable to Fire, making it take +50% damage from all effects with the keyword Fire.


Freezing Breath:
Line 60 ft dealing 1d6 Cold damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

Ability score increase: The White Dragon ability scores increase by the shown amount.
 
Level Total Bonus Gained
1 +1 Con
3 +1 Str, +1 Con
6 +2 Str, +2 Con, +1 Cha
7 +2 Str, +3 Con, +1 Cha
8 +3 Str, +3 Con, +1 Cha
9 +3 Str, +3 Con, +2 Cha
10 +4 Str, +3 Con, +2 Cha
11 +4 Str, +4 Con, +2 Cha
13 +5 Str, +5 Con, +2 Cha
15 +5 Str, +5 Con, +3 Cha
16 +5 Str, +6 Con, +4 Cha
17 +5 Str, +6 Con, +4 Cha
18 +6 Str, +7 Con, +4 Cha
19 +6 Str, +7 Con, +4 Cha
20 +6 Str, +7 Con, +5 Cha


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!


Arcane Blood:A white 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: The White 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.


Icewalking:
At 3rd level this ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Areas hit by by the dragon's breath weapon count as icy for 1 minute for purposes of this ability.

Blindsense: Gained at 3rd level, as the normal ability, range 60 ft.

Wings: At 4th level the White Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, 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 attack dealing 1d4 damage.

Snow Magic: At 5th level, Fog Cloud and Gust of Wind as SLAs 1/day per HD as indicated in the table. Saves=10+1/2HD+Cha mod.

Snow Stalker:
At 6th level the white dragon gains a bonus on Hide and Move Silently Checks equal to 1/2 it's HD. In adition, if it's standing near a snow or ice surface (or in the middle of a snowstorm/ blizzard), it can hide whitout actualy having anything to hide behind.

Ice Wall: At 7th level the White Dragon can use Ice Wall as a SLA 1/day for every 2 HD it has.

Chilling Arcana:
At 7th and 16th level the White Dragon can add  one spell with the cold descriptor of a level he can cast to his list of spells known.

Growth: At 8th level the White Dragon grows to large size.
At 12th level the White Dragon grows to huge size.
At 19th level the White Dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: At 8th level the White dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Freezing Fog: A White Dragon of 9th level can use this ability 1/day for every 3 hd it has. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its Ice Walk ability. This ability is the equivalent of a 5th-level spell.

Ice Lord:At 10th level a White Dragon casts spells and SLAs with the [Cold] descriptor at +2 caster level and ignores any limit on caster level on such spells and SLAs.

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

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size

[spoiler]
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down).
[/spoiler]


Frightful Presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Iron Scales: At 13th level the White dragon gains DR/magic equal to half his HD.

Lingering Cold: At 14th level, a number of times per day equal to his Cha modifier as a free action, the White Dragon May boost his breath weapon in such a way that creatures and objects taking damage from it lose their hardness, DR, fast healing and regeneration untill the end of the White Dragon's next turn.  

Blizzard:
At 15th level, creatures failing their reflexes against the White Dragon's breath weapon have all their speeds reduced by half for 1 round per 2 HD, even if they're immune to cold, as ice and snow form over their bodies. Multiple failed reflex saves stack (to a minimum speed of 5 foot), but the target may remove this penalty alltogheter by taking a fullround action to shake off the snow and ice covering it.

Wear Down:
As weakest of the dragons, White ones learn how to outlast their oponents. At 17th level, every round a creature is somehow damaged by the White Dragon, it takes a cumulative -1 penalty on AC, Saves, Skills and Ability checks (maximum one decrease per turn). If by any reason the White dragon fails to damage the oponent for 1 turn the penalty disapears.

Glaciar:
At 18th level, a number of times per day equal to it's Cha modifier as a free action, the White Dragon can boost his breath weapon to leave behind a Wall of Cold (as the spell) filling the area of the breath, except that the wall doesn't need to be anchored anywhere. Creatures doing their reflex saves can choose an adjacent empty square to escape to, but those who fail their saves are trapped in the ice and can't take actions besides trying to break free (Str check with DC equal to HD) from the ice as a fullround action. Either way, the Ice lasts for 1 round per Dragon HD.

Cold Oblivion:
1/day, as a fullround action, when using Glaciar, the White Dragon may further boost the effect to entomb his oponents in an ice prison.

Works as Glaciar, but creatures who make their saves are trapped as if they failed the save against the normal ability, and creatures who fail their saves are completely frozen, unable to take actions at all.

In adition, the ice created this way is permanent (even in hot climates), has ten times more hitpoints than normal, and creatures who failed their saves are left on a state of suspended animation (time doesn't pass at all for them, they don't suffocate, starve, grow older, diseases don't advance, ect).

Tail sweep:This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).


Change Weather: The White dragon can now use Control Weather as a SLA 1/day for every 5 HD it has, except it has a casting time of just one Standard Action.

Vendeta:White Dragons never forgive, never forget. At 20th level, they gain a +2 Sacred bonus to AC, Saves, Skills and Ability Checks, Attack rolls, Damage Rolls and DCs from their spells, SLAs and breath weapon against oponents who they already faced in the past and injured the White Dragon somehow. This bonus is cumulative for multiple ecounters (with at least 24 hours interval) and has no limit.

[/SPOILER]

Comments:

[spoiler]
The White Dragon is the weakest of the dragons, but that doesn't mean he should be understimated. He has little problems playing dirty, and specializes in wearing down his oponent before going in for the kill.

The White Dragon receives several cold-related abilities, including some battlefield control, plus some stealth to aproach unnoticed. It doesn't have much on the way of messing up his oponent's minds but eventually it can lock them in ice and do with them as he wills.

If you want to play a cold blooded animalistic dragon, then the White one is for you.
[/spoiler]

Contributed by un_known from GITP, several tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 December 03, 2010, 03:52:11 PM
Tarrasque. Is. Awesome. :D

The lantern archon doesn't list a maneuverability for its flight speed though.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY December 03, 2010, 03:57:07 PM
Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 04:12:45 PM
Tarrasque. Is. Awesome. :D
Glad you liked it, that monster took me more work than any of the dragons. :)

The lantern archon doesn't list a maneuverability for its flight speed though.

Fixed.

Damn... now I want to play a white dragon that goes into Unseen Seer... DRAGON NINJA! OH YEAH! I just have to figure out how to get Search as a class skill...
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: PhaedrusXY December 03, 2010, 04:44:47 PM
Now that I think about it, should Search be a class skill for the dragons? They're all about hoarding treasure and living in dungeons after all.
They're also known for having uber-keen senses. So I (the greedy monster who wants to be able to enter Unseen Seer with this) say yes.  :smirk
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Kajhera December 03, 2010, 05:16:58 PM
Hm, you changed the true dragons... perhaps you would think about changing half-dragons to a way of sorcerer casting that allows 0th-level spells if it's your first two levels? I'm not sure quite how, but I foresee playing a half-dragon sorcerer to be somewhat complicated to figure out as is, and I am itching to write up an adamantine half-dragon.  :p

Check the tables on the 1st post to figure out your spells when you take sorceror levels. And no, I won't be giving it spells by default just for starting first level.


Okay, those tables are helpful. Looks like they don't start stacking until Half-Dragon 2, so sandwiching a sorcerer level between those two levels should get me my beloved 0th-level spells (then go and be complicated, but I deserve that for my complicated classtaking).
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: SiggyDevil December 03, 2010, 06:45:31 PM
A level 1 Tarrasque! Kill it now before it gets too big!

Reality Bend... wow. Jesus. That's brutal.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 03, 2010, 07:14:13 PM
Green Dragon

(http://ebenvantonder.files.wordpress.com/2010/01/dragon.jpg)

[SPOILER]Green Dragon

HD 12
Level    BAB    Fort    Ref    Will    Feature
1+1+2+0+2  Green Dragon body, Acid Breath
2+2+3+0+3  Arcane blood, Keen senses
3+3+3+1+3  Blindsense 60 ft. Con+1
4+4+4+1+4  Wings, +1 Str
5+5+4+1+4  Amphibious, +1 Cha
6+6+5+2+5  Sugestion, +1 Str
7+7+5+2+5  Virtrolic Arcana, +1 Cha, +1 Con
8+8+6+2+5   Growth, Tail Slap, +1 Cha
9+9+6+3+6   Dominate Person
10+10+7+3+7  Plant Growth, +1 Str, +1 Con
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   Corrosion Lord, +1 Cha
14+14+9+4+9  Intriguist
15+15+9+5+9   Gasify, +1 Cha
16+16+10+5+10  Growth, Crush,  Frightful presence, +1 Str, +1 Con
17+17+10+5+10   Vitriolic Arcana, +1 Cha
18+18+11+6+11 Slither,+1 Str, +1 Con
19+19+11+6+11   Politics, +1 Cha
20+20+12+6+12  Command Plants, Honey Tongue.

4 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, Climb, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Search, Spellcraft.

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


Features:

Green Dragon Body:
The Green 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, medium size, and a swim speed equal to it's land speed. The Green 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 Green Dragon also gets a natural armor bonus equal to his 1+Con modifier. Whenever the Green Dragon grows one size category, his natural armor increases by a further 1.

The Green Dragon is immune to Acid. It has no particular vulnerability.


Acid Breath:
line 60 ft dealing 1d6 Acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

Arcane Blood:A green 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:
The Green Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Blindsense:
as the normal ability, range 60 ft.

Ability score increase:
The Green Dragon ability scores increase by the shown amount.
Level   Total bonus gained
3    +1 Con
6    +2 Str, +1 Con, +1 Cha
7    +2 Str, +2 Con, +2 Cha
8    +2 Str, +2 Con, +3 Cha
9    +2 Str, +2 Con, +4 Cha
10    +3 Str, +3 Con, +4 Cha
11    +3 Str, +3 Con, +5 Cha
13    +4 Str, +3 Con, +6 Cha
15    +4 Str, +3 Con, +7 Cha
16    +5 Str, +4 Con, +7 Cha
17    +5 Str, +4 Con, +8 Cha
18    +6 Str, +5 Con, +8 Cha
19    +6 Str, +6 Con, +9 Cha

NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Wings:
At 4th level the Green Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, 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 attack dealing 1d4 damage.


Amphibious (Ex):
At 5th level this dragon can now breathe underwater indefinitely and can freely use its breath weapon, spells, weapons and other abilities while submerged.

Green Dragon SLAs:At level 6 Suggestion 1/day for ever 3 HD .
                                     At level 10 Plant growth 1/day for every 5 HD.

Saves=10+1/2HD+Cha mod.

Growth: At 8th level the Green Dragon grows to large size.
At 16th level the Green Dragon grows to huge size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

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


Dominate Person (Sp): At 9th level the Green Dragon can now use Dominate Person as an SLA 2/Day for every 3 HD it has. Save DC 10+1/2HD+Cha mod. At 18 HD this upgrades to dominate monster.

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

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

Corrosion Lord:
At 13th level the Green Dragon  casts spells with the [Acid] descriptor at +2 caster level and ignores any limit on caster level on such spells.

Intriguist: The green dragon gains a bonus to bluff and intimidate checks equal to half it's HD.

Gasify:At 15th level, a number of times per day equal to his Cha mod and as a move action, the green dragon can make his breath persist in the form of an acidic cloud of gas with the same area as the breath. The acidic cloud can be shaped in any way the dragon wants and moves at a flight speed  equal to the dragon's base speed with perfect maneuverability. It doesn't hinder movement but creatures and objects that start their turn inside it take damage equal to the dragon's breath weapon (reflex save allowed). The dragon needs to spend a move action every turn to keep the acidic cloud going, and can only persist it up to 1 round per HD.

Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size
[spoiler]
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down).
[/spoiler]

Frightful Presence: At 16th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Slither:
At 18th level the green dragon is well used to walk trough the dirt. It ignores all difficult terrain and can treat himself as a large or medium creature in hide checks and/or passing trough small spaces.

Politics:
At 19th level, if the green dragon sucessfully feints or demoralizes an oponent in combat, that oponent takes a penalty on saves against the green dragon spells and abilities equal to 1/2 HD untill the end of the green dragon's next turn.

Command Plants (Sp): At 20th level the Green dragon can now use Command Plants as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier

Honey Tongue:
At 20th level, 1/day, the green dragon can spend one minute talking smoothly and shopisticatedly to one sentient creature that can hear him (spending his standard action every turn, but the dragon can still move). At the end of his speech, the green dragon makes an intimidate or bluff check, and the target of his speech must make a Will save with DC equal to the check or come under the Green Dragon's permanent control and must now obey all his orders whitout new saves allowed. This isn't a mind affecting ability and thus cannot be stoped by mindblank, undead/construct traits and similar protections, altough having Int under 3 or no Int score at all protects the listener from this ability.

The combined HD of the controled creatures cannot exceed the green dragon's HD. The green dragon can release older slaves to make room for new ones (they won't be happy). If the speech is interrupted this ability fails and the green dragon must try again on the next day. Just blocking your ears won't work, but a silence spell would.

Other green dragons know better and are immune to this ability.

[/SPOILER]

Comments:
[spoiler]
The green dragon is the manipulator wyrm, bullying you if you look weak and whispering sweet words at your hear if you look strong. It has an excellent charisma and several controling abilities to manipulate his oponents.

If you feel like playing a dragon whose tongue is as powerfull as his muscles then the green dragon's for you.

[/spoiler]


Contributed by un_known from GITP.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 December 09, 2010, 09:33:25 PM
I notice two reserved posts at the start of the thread. An index would be nice. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 10, 2010, 08:14:43 AM
I notice two reserved posts at the start of the thread. An index would be nice. :p

Yeah that's one of the reasons I put it there, but I've been postponing that. Guess It's about time I finally do it.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 10, 2010, 10:37:39 AM
Half-Golem Materials(O-Z)
[spoiler]
Outer- This material is made from metals from planes unknown by even the wisest of wizards. The Half Outer Golem’s natural armor increases to equal its constitution modifier and when a Half Outer Golem gains Damage Reduction at third level, it gains additional DR equal to its Strength modifier. Further the Half Outer Golem gains a bonus equal to its HD to all saves against divination spells, clairsentience powers, and all teleportation effects.

Peanut-Butter- This Material is different depending upon the Brand of the Peanut-Butter Golemaic graft, the Half Peanut-Butter Golem gains a one of the following material traits at first level, this decision may not be changed after first level.

[spoiler][indent]Jif: After it has engaged at least in one round of combat the Half Jif Peanut-Butter Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). 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 Jiff Peanut-Butter Golem has.  In addition the Half Jif Peanut-Butter Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Peter Pan: The Half Peter Pan Peanut-Butter Golem is continuously affected as if by Feather Fall (http://www.d20srd.org/srd/spells/featherfall.htm) spell. Further it may fly for a number of rounds per day equal to its HD at a speed of 60 feet with average maneuverability. These rounds may be used all at once or interspersed across the day.

Plumpy'nut: Once per day the Half Plumpy'nut Peanut-Butter Golem may increase in size by one size category as the Enlarge Person (http://www.d20srd.org/srd/spells/enlargeperson.htm) spell, treat the Half Plumpy'nut Peanut-Butter Golem’s HD as caster level.

Reese’s: There's no one way to attack a Half Reese’s Peanut-Butter Golem. It gains immunity to either one damage type (Slashing, Bludgeoning, Piercing, Fire, Acid, Electricity ect.) or one Material (Silver, Adamantine, Cold Iron, Ect.) type, chosen by the last attack to damage it before it's turn.

Skippy: The Half Skippy Peanut-Butter Golem moves erratically so that in any round it moves more than five feet all attacks against it are assessed a 20% miss-chance. This is not the same as concealment. It also gains a racial bonus to jump checks equal to its HD.

Adam’s: The Half Adam’s Peanut-Butter Golem is exceptionally good for the Half Adam’s Peanut Butter Golem’s health, but requires constant restirring.  The Half Adam’s Peanut-Butter Golem’s Constitution improves by an extra +4 and its Natural armor increases to equal its constitution modifier. Further the Half Adam’s Peanut-Butter Golem gains a bonus on escape artist checks equal to its HD. However every day it must make a Fortitude save (DC 15+number of days since maintenance) or start to separate. The Half Adam's Peanut-Butter Golem suffers a -1 cumulative penalty to Constitution each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successful profession or craft check the appropriate type with DC (18) to remove each point of this Constitution penalty. A purify food and drink spell will automatically recover the this Constitution penalty and will prevent separation for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.[/indent][/spoiler]

Perfector- This material is gathered in peaceful planes and is designed to resonate tranquility. Any Humanoid or Outsider type creature within a range of 5 feet plus an extra 5 feet for every 4 HD the Half Perfector Golem possesses must make a will save DC (10+1/2 The Half Perfector Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) effect, Caster level equal to the Half Perfector Golem’s HD.  Further, upon reaching 4 HD the Half Perfector Golem may use Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) as a spell like ability 1/week per 4 HD it possesses.

Pińata- This material is filled with wonderful delicious candies. The Half Pińata Golem gains fast healing equal to half its HD, however it may willing stop this fast healing for 1 round in order to produce a handful of candy. This functions as a Goodberry (http://www.d20srd.org/srd/spells/goodberry.htm) spell of Caster Level equal to the Half Pińata Golem’s HD, except it requires no material component, and produces a number of ‘good-candies’ equal to its constitution modifier. It may use this ability a number of times per day equal to its HD.

Plague- This grisly material is the monkey-stitched result of a recent outbreak of disease, various parts of sickly corpses are unceremoniously bound to create this limb.  The Half Plague Golem gains racial bonus on saves against all diseases, including supernatural diseases, equal to its HD. If it defeats any disease by natural means, including having aid from a heal check, the Half Plague Golem becomes immune to that disease, any becomes a carrier of said disease but has no means to spread them (yet). Further  because their bodies are whipstitched together, the Half Plague Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Prismatic- This material is constructed out of a mixture of energy types, allowing the Half Prismatic Golem may change the energy that heals it via ‘Prototype’ once every 24 hours, This process requires 10 minutes of uninterrupted concentration. Further Any creature that damages the Half Prismatic Golem with a melee attack suffers 1d4  damage per 4 HD, as prismatic light violently lashes out towards them, roll on the following listto determine the type of damage.

1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Wisdom damage**
7|Violet|Sonic Damage
8|White|Force Damage
*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm). 
**Widom damage offers a Will save DC (10+1/2HD+Cha Mod) for half. Creatures reduced to 0 wisdom through this attack are rendered permanently Insane (http://www.d20srd.org/srd/psionic/powers/insanity.htm) as per the spell of the same name.


Replicant- This material is naturally simple, and quickly cobbled together. The Half Replicant Golem’s Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further, as a swift action the Half Replicant Golem may equip any tool that may be used in the creation of golems’ bodies, granting the Half Replicant Golem a racial bonus to all Craft checks equal to half its HD.

Rubber-Chicken- This material is strangely bouncy and crafted of odd alchemical substances. The Half Rubber-Chicken Golem gains immunity to crushing and falling damage, and gains a bonus on swim checks to remain afloat or to travel towards the surface of the water equal to its HD. In addition, when the Half Rubber-Chicken Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Piercing.

Sand- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half-Sand Golem.  Any time the Half Sand Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne sand, causing a -4 penalty to Dexterity and Vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne sand. Further, if the creature that did the damaging is in an adjacent square to the Half-Sand Golem, it must make a Reflex save DC (10+1/2 The Half Sand Golem’s HD+Strength Modifier) or be blinded for as long as the Sand Cloud lasts.  The Half-Sand Golem may also  leave clouds of sand behind it as part of a move action, filling any square moved through by the Half Sand Golem with this same airborne sand. This sand dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Sand Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

Sentinel of Mithardir- This material is forged from the Ire of the Storm gods, The Half Sentinel of Mithardir Golem's Dexterity improves by an extra +2 and its Natural Armor increases to equal its constitution modifier. Any creature that damages the Half Sentinel of Mithardir Golem with a melee attack suffers 1d4 points of electricity back-lash damage per 4 HD the Half Sentinel of Mithardir Golem has.

Shacklelock- This material is loose and dangly, but also very effective for binding and holding on to what it needs to hold.  A Half Shacklelock Golem’s natural armor increases to equal its constitution modifier, further it gains a bonus on grapple checks, opposing disarmed checks, and strength checks to hold its ground (Against such attacks as Bull-rush attempts, or Trip attacks) equal to half its HD.

Shadesteel- This material was mined and forged entirely on the plane of shadow, granting the Half Shadesteel Golem the ability to blend into the shadows. In any lighting condition less than Full light, (Low-light, Darkness, ect.) the Shadesteel Golem gains a bonus on Hide checks equal to half its HD, further the Half Shadesteel Golem gains a +2 bonus to Strength.

Shield-Guardian- This material has been magically treated for certain purposes. 1/day per 4 HD the Half Shield-Guardian Golem has it may cast Shield Other (http://www.d20srd.org/srd/spells/shieldother.htm) as a spell like ability, Caster level equal to the Half Shield-Guardian Golem’s HD. The Half Shield-Guardian may store one spell in its body, either ‘peacefully’ cast into it by a willing creature, or any spell  that has failed to overcome the Half Shield- Guardian Golem’s Spell Resistance. It may only have one spell within it at any given time, but it may immediately drop an old spell for a new available spell. It may cast this spell at any time, however while this spell is cast from the Half shield-guardian Golem, it’s Caster Level and DCs are all based on the original caster. A Half-Shield-guardian Golem may only store spells of levels up to 1/2 its HD.

Siege- This material is created out of complicated machines designed from wood , weight, and rope. The Half Siege Golem is treated as if it posses Powerful Build: The physical stature of the Half Siege Golem lets it function in many ways as if it were one size category larger. Whenever the Half Siege Golem is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Half Siege Golem is treated as one size larger if doing so is advantageous to it. The Half Siege Golem is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. The Half Siege Golem can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this upgrade stack with the effects of powers, abilities, and spells that change the Half Siege Golem’s size category. However every time the Half Siege Golem takes slashing or fire damage it must make a Fortitude save DC (10+ damage dealt) or it takes a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of Strength penalty. The Half Siege Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of Strength damage to the Hp damage it recovers.

Skywatcher- This material is designed to bend the light in such a way to offer perfect vision. The Half Skywatcher golem gains Darkvision out to 20 feet per HD it has. It also gains Improved Low-light vision increasing the distance it can see in low light conditions to four times that of a normal human, if it already has low-light vision this quadruples the range of the creature’s low-light vision. The Half Skywatcher golem also gains a racial bonus on all Spot and Search Checks equal to half its HD, if it spends a full round action focusing on such a check this increases to equal its HD. Further, upon reaching 5 HD, for an amount of rounds per day equal to its HD the Half Skywatcher Golem may Levitate (http://www.d20srd.org/srd/spells/levitate.htm) as per the spell, caster level equal to its HD. Activating or ending this is a swift action.

Split-rail- This Material is incredibly simple, and most calming to creatures of the wild. The Half Split-rail Golem gains a +2 bonus to Strength. Further any animal or magical beast type creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Split-rail Golem possesses must make a will save DC (10+1/2 The Half Split-rail Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Animals (http://www.d20srd.org/srd/spells/calmanimals.htm) effect, Caster Level equal to the Half Split-rail Golem’s HD. (Untrained, non-dire animals get no save against this ability.)

Stained-Glass- This material has impressive self-preservation properties. The subject gains fast healing equal to half its HD. It also is translucent and may change colors to blend into its surroundings, granting a bonus on hide checks equal to half the Half Stained-Glass Golem’s HD while not moving.

Stone- This material is especially sturdy. The Half Stone Golem’s strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Further the Half Stone Golem may wield a weapon of 1 size larger than normal in its Stone-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.

Tangled-Seasonal-Lights- This material is woven from magical vines of  glowing light fruits, that seems to have a mind of its own, constantly tangling and tying terrible knots than no Expert with ranks in Profession (sailor) ever knew. The Half Tangled-Seasonal-Lights Golem gains fast healing equal to half its HD, further it may choose to have its lights on, or off, as it chooses, casting light out up to 10 feet per HD the Half Tangled-Seasonal-Lights Golem has, and low-light conditions out to twice this amount. This is treated as a light affect of spell level equal to 1/2 the Half Tangled-Seasonal-Lights Golem’s HD.

Tombstone- While this material is especially sturdy, it also is covered in the names of ancient forgotten dead. The Half Tombstone Golem’s natural armor increases to equal its constitution modifier. Further the Tombstone Golem may use a Turn/Rebuke attempt 1/day as a Cleric of level equal to the Half Tombstone Golem’s HD. The Half Tombstone Golem decides at each use whether it wants to Turn/Destroy, or Rebuke/Bolster. It uses strength in place of charisma for this effect. These Turning/Rebuking attempts cannot be used as a part of divine metamagic, because the source of this energy is an inherent tie to the dead, not a divine source.

Trainer- This material is filled with resonating chambers, and various instrument like mechanisms. The Half Trainer Golem is capable of using its body as any musical instrument that it has 4 or more ranks in Perform (That instrument) for any task that requires one. This does not require the use of its hands as that the noise is created internally. The Half Trainer Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day and Bardic Music as if it had gained a level in Bard for each level of Half Golem it takes, if the Half Trainer Golem did not have Bard class before it gains this benefit as for a 1rst level Bard.

Valorhammer- This material is the stone of the heavens, carved into a powerful body of Good and Righteousness. The sheer force of Good and Righteousness override any auras the Half Valorhammer Golem would normally project. Any divination power that reveals alignment reveals only Good about the Half Valorhammer Golem. All spells and effects that affect creatures based on alignment treat the Half Valorhammer Golem as if it were Good or its own alignment, whichever would be better for the Half Valorhammer Golem. Further, the Half Valorhammer Golem is particularly adept at dealing non lethal damage, it never suffers a penalty to attack when dealing non-lethal damage, and deals additional non-lethal damage on any such attack equal to its HD.

Warforged- This material is made from the body of a Living Construct, designed to mirror the Half Warforged Golem’s own species, it is naturally strong and the Half Warforged Golem gains a +2 bonus to Strength, and suffers only a -2 penalty to disguise its grafted nature. Further, the naturally living state of the Warforged material makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5.
   
Web- This material is extremely sticky and surprisingly strong.  Any weapon that deals damage to a Half Web Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+ 1/2 The Half Web Golem’s HD + Strength) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Web Golem receives a racial bonus to equal to half its HD. Further the Half Web Golem gains a continual Spider Climb (http://www.d20srd.org/srd/spells/spiderClimb.htm) effect, as well as slow-falling for a distance equal to 10 feet per HD the Half Web Golem possesses.

Woodwrath- This material was bound together in the outer planes of the wild. The Half Woodwrath Golem gains a +2 bonus to Constitution (Or Wisdom if it is a Failed Half-golem, See The Danger), further any square moved through by a Half Woodwrath Golem is left covered in overgrown wild assassin-vine like plants. These plants never become fully grown, but they do entangle any creature that walks into their space, and attempt to hold fast the creature there. The creature must make an opposed strength check in order to exit any such square, use the Woodwrath Golem’s strength for this opposed check. These overgrown plants last for three rounds after forming, and do not effect the Half Woodwrath Golem.

Worker- This material is built with heavy labor in mind, The Half Worker Golem’s Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when the Half Worker Golem is considered one size larger for purposes of lifting and carrying capacities, as well the Half Worker Golem gains a bonus on all Profession checks involving construction and heavy labor, and Knowledge (Architecture and Engineering) checks. [/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 December 10, 2010, 12:59:25 PM
:poke Could I request a leShay (http://www.d20srd.org/srd/epic/monsters/leshay.htm) class? :p

My own thoughts:
30 levels long
leShay weapons have +1 enhancement bonus (or equivalent) per 2 HD which the character can assign as he wishes. The leShay receives Improved Critical for his weapons as a bonus feat.
Turn the epic feats into unique abilities (ie. bursts of haste, speak any language, gain benefits from any nearby [Healing] spell).
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo December 10, 2010, 01:42:01 PM
30 levels long

My rule here is Levels=CR. 28 will already be the biggest class I've done so far and take plenty of work (what exactly do you consider sane for level 28 since we're at it?)

Other sugestions look good, and look a lot like what I've done for the Gloom, so I acept the request!

Once the 28 levels long version is done, we can talk about a "paragon" or "lord" version to fill more levels.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 December 10, 2010, 02:36:50 PM
30 levels long
My rule here is Levels=CR. 28 will already be the biggest class I've done so far and take plenty of work (what exactly do you consider sane for level 28 since we're at it?) [...] Once the 28 levels long version is done, we can talk about a "paragon" or "lord" version to fill more levels.
It was mainly so that a character with all levels in the class could have a +15 equivalent weapon like the ELH version without complicating the formula. Though that could be done if they start with a +1 weapon before adding the +1/2 levels.

EDIT: A thought. If soulknives get this, the leShay should too. :p
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Maybe they could start as Humanoid (elf) and become Fey at higher levels?


EDIT2: leShay SLAs (R = 1 round/level), including ones from feats
1: disguise self
2: detect thoughts, knock
3: displacementR, hasteR (self-only limited use), speak with plants, tongues (self-only Ex), water breathing
4: greater invisibilityR
5: -
6: greater dispel magic, heal
7: spell turning, greater teleport
8: -
9: freedom
Could probably introduce freedom of movement (4th) instead of freedom. Tongues and water breathing are the sorts of things which shouldn't be too overpowered as at-wills - granting them at higher levels could help fill out the SLA progression. Likewise, greater dispel magic can be easily granted at a lower level (since it's identical to dispel magic before the level you can get it).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 15, 2010, 03:10:27 PM
Care to take a look at this (http://brilliantgameologists.com/boards/index.php?topic=10411)?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 15, 2010, 08:42:56 PM
Hmm, having some trouble thinking of custom abilities for the last epic levels. Already gave it all the normal abilities and I don't feel like leaving dead levels. Anything special you would like to see?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 18, 2010, 11:36:07 AM
Hmm, having some trouble thinking of custom abilities for the last epic levels. Already gave it all the normal abilities and I don't feel like leaving dead levels. Anything special you would like to see?
Let their weapons ignore defences? Let their weapons count as light and two-handed? Upgrade some abilities to at-will?

Looking at the fluff...
They are "shrewd judges of others' capabilities and skilled tacticians" (Great Ally?). They can imitate any language down to the most subtle accent (Sound Mimicry maybe?). They have complex codes of etiquette and attack people if they cross one of their whims (resistance to mental influence against certain things?). They existed before the current multiverse, a great catastrophe decimated their race and made it so that their time never existed (as survivors they're resistant to time/reality warping (http://tvtropes.org/pmwiki/pmwiki.php/Main/RippleEffectProofMemory)?).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 18, 2010, 10:43:48 PM
LeShay
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44182_C5_leShay.jpg)
[spoiler]
HD:d6
Level Bab Fort Ref Will Feature
1 +1 + 0 +2  +2 Eternal Body, Charming Eyes, Twin Slash
2 +2 + 0 +3  +3 LeShay Weapons
3 +3 + 1 +3  +3 Eternal Magic Initiate
4 +4 + 1 +4  +4 Eternal Beauty, +1 Dex
5 +5 + 1 +4  +4 Eternal Magic User
6 +6 + 2 +5  +5Gracefull Slash, +1 Cha
7 +7 + 2 +5  +5 Eternal Magic Adept
8 +8 + 2 +6  +6 Language Mimicry, +1 Dex
9 +9 + 3 +6  +6 Eternal Magic Master
10 +10 +3 +7  +7Perfect Health, +1 Cha
11 +11 + 3 +7  +7 Superior Slash
12 +12 + 4 +8  +8Charming Gaze
13 +13 + 4 +8  +8 Eternal magic Lord
14 +14 + 4 +9  +9 Flashing Slash, +1 Dex
15 +15 + 5 +9  +9 Attune Magic, +1 Cha
16 +16 + 5 +10  +10 Perfect Slash
17 +17 + 5 + 10  +10 Eternal Magic Servant
18 +18 + 6 + 11  +11 Great Insight, +1 Dex
19 +19 + 6 + 11  +11Impossible Slash, +1 Cha
20 +20 + 6 + 12  +12Sword and Magic, +1 Dex, +1 Cha
21 +20 + 6 + 12  +12 Overwhelming Gaze, +1 Dex
22 +21 + 7 + 13  +13Perfect Eternal Magic, +1 Cha
23 +21  + 7 + 13  +13 Enigma, +1 Dex, +1 Cha
24 +22 + 8 + 14  +14 Etiquette, +1 Dex, +1 Cha
25 +22 + 8 + 14  +14 Greater LeShay Weapons, +1 Dex, +1 Cha
26 +23 + 9 + 15  +15 Soul Slash, +1 Dex, +1 Cha
27 +23 + 9 + 15  +15 Superior Reflexes, +1 Dex, +1 Cha
28 +24 + 10 + 16  +16Eternal Will, +1 Dex, +1 Cha
Skills:4+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, spot, listen, search, move silently, hide, climb, swim, search, bluff, diplomacy, intimidate, tumble, use magic device.

Proficiencies:Light armor, Simple weapons, Longsword, Longbow, one Exotic Weapon of their choice,

Features:
Eternal Body: The LeSHay  loses all other racial traits and becomes a medium sized fey with all the related traits (basically low light vision), but also gains elf traits in adition (except for the ability score modiers) and counts as both an elf and a fey. He's a medium sized creature with base speed of 30 feet.

Charming Eyes: As a standard action the Leshay can focus another creature whitin 30 feets on the eyes and replicate a Charm Animal effect as a Supernatural Ability, DC 10+1/2 HD+Cha modifier. The LeShay can use this ability a number of times per day equal to HDxCha modifier.

At 5 HD this works as a Charm Monster effect instead..

Twin Slash:. The LeShay gains Two weapon fighting as a bonus feat even if he doesn't meet the pre-requisites. In adition, he can attack with both weapons once at the end of a charge.

LeShay Weapons: At 2nd level the LeShay becomesable to manifest his own soul essence in the form of two beatifully crafted weapons. He can both call them forth and dismiss them as a free action once per turn. They always count as light weapons for the LeShay.

They have the stats of one single-handed weapon the LeShay is proefecient with, but they gain an enanchment bonus of +1 for every 2HD of the LeShay. They can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The LeShay can change this weapons properties, including weapon type, with 8 hours of meditation.
 
If the LeShay has more than 20HD, it can choose to get epic properties and/or an enanchment bonus to damage and attacks up to +10.

Since these weapons are manifestation of the LeShay's soul, they cannot be dispelled, and even in an Anti-Magic-Field or similar effect the LeShay can keep them in existence by suceeding on a Will save with DC 10+1/2 Caster Level of the effect. Sucess means the weapons last 1 round per LeShay level, after wich another Will save must be done. Failure makes the weapons dissipate, but the LeShay can try a new Will save next turn to call them again.

Eternal magic: The LeShay's blood is filled with arcan potential, allowing them to unlock several magic abilities as they grow. Save DCs are 10+1/2 HD+Cha modifier.

[spoiler]
Initiate: At 3rd level, Alter Self , Knock, Speak With Plants and Detect Toughts 1/day per  HD.

User: At 5th level Displacement, Haste, Water Breathing, Dispel Magic 1/day per 2 HD. At 11 HD the Dispel Magic upgrades to greater Dispel Magic.

Adept: At 7th level Freedom of Movement and Improved Invisibility 1/day per 3 HD.

Master: At 9th level Teleport and Heal 1/day per 4 HD. At 13 HD this upgrades to Greater Teleport.

Lord: At 13th level Spell Turning 1/day per 5 HD.

Servant: At 17th level Freedom, Refuge and Foresight 1/day per 6 HD.

Perfect: At 22th level, the LeShay may use all his SLAs at will.

[/spoiler]


In adition, if the LeShay multiclasses into a casting class, he may count his LeShay levels for purposes of casterl level and learning new spells and receiving new spell slots. So for example a LeShay 3 wich took 1 level of sorceror could choose  to receive 3 2nd level spell slots and one 1st level spell slot, and knowing one 2nd level spell and one 0th level spell, casting them at CL 4. He wouldn't receive the spells known and spell slots of a sorceror 3 however.

Finally, the LeShay can perform the somatic components for magic spells with his LeShay weapons instead of his free hands.

Eternal Beauty:At 4th level the LeShay's skin becomes harder to taint. He gains DR/magic equal to half his HD and SR equal to 11+HD.

Ability Increase: The LeShay gains a permament +1 to Dex at levels 4, 8, 14, 16, 18, 20 and a permanent +1 to Cha at levels 6, 10, 15, 17, 19, 20, for a total of +6 Dex and +5 Cha untill level 20.

At level 21 the Leshay gains an extra +1 to Dex, and at level 22 an extra +1 to Cha. From levels 23 to 28 he gains a +1 to both Dex and Cha, for a total of +13 Dex and +12 Cha at 28th level.

Gracefull Slash:at 6th level the LeShay gains Improved Two Weapon Fighting as  bonus feat even if he doesn't meet the pre-requisites. In adition when performing an attack of oportunity or cleave atempt he may use both his weapons instead of one.

Language Mimicry: At 8th level, the LeShay can perfectly imitate any language. This works as a permanent Tongues effect, but in adition it grants the Leshay a bonus on all Cha-based checks and skills equal to half his HD.

Perfect Health: At 10th level the LeShay becomes immune to all diseaseses and poisons, and gains fast healing equal to half his HD.

Superior Slash: At 11th level the LeShay gains Greater Two-Weapon Fighting and Whirlwind attack as bonus feats even if he doesn't meet the pre-requisites. He can use both his weapons when performing the WhirlWind attack. His reach with his LeShay weapons increases by 5 feet.

Charming Gaze: At 12th level, when using his Charming Eyes ability the LeShay may choose to spend three uses for it to affect every creature whitin 30 feet for 1 round instead. He can persist this effect by spending one extra use every turn and end it as a free action. He can also still use his Charming Eyes ability to force an oponent to save two times in a single round. In adition he can now Charm creatures normally immune to this ability, but they gain a +5 bonus on their saves.

Flashing Slash: At 14th level the LeShay can unleash sudden bursts of violence with a little prepration. If the LeShay spends one turn whitout taking any offensive action besides his Charming Gaze, he may perform a full attack on the next round as a standard actiom.

Attune Magic: At 15th level the LeShay's connection to magic allows him to benefit from other's boons.  Whenever another creature whitin 15 feets per HD uses a spell or SLA that produces a benefit , the  LeShay may as an immediate action receive those benefits as if he had been targeted by said spell by spending one of his SLA uses of a level equal or higher than of the attuned magic. The original target(s) still receive the effects of the spell/SLA.

Perfect Slash: At 16th level, when performing a full attack, the LeShay may perform as many attacks with his off-hand as he performs with his main hand, including bonus attacks from effects like Haste, with the same bonuses. His reach with LeShay weapons increases an extra 5 feet, for  a 10 feet bonus total.

Great Insight: LeShay are shrewd judges of other's capabilities and skilled tacticians. At 18th level they gain an insight bonus to AC equal to their charisma, and may as an immediate action grant an ally a bonus on their next d20 roll equal to Ľ the Leshay's HD, rounded down.

Impossible Slash: At 19th level the LeShay no longer takes an attack bonus penalty for using both his weapons, and he adds his full Str modifier to both hands. His reach with LeShay weapons increases an extra 5 feet, for a 15 feet bonus total.

Sword and Magic: At 20th level the LeShay perfectly fuses his fighting style with his magic. He may as a standard action use an SLA and attack with both his weapons. Alternatively he may use one of his SLAs as a free action when fullattacking. The SLA can be used before, after or between the attacks, LeShay's choice.

Overwhelming Gaze: At 21st level the LeShay can use his Charming Eyes and Gaze attacks at will. In adition a number of times per day equal to his Charisma Modifier he may upgrade both to replicate a Dominate Monster effect for 1 round.

Enigma:LeShay existed before the current multiverse, but a great catastrophe decimated their race and made it so that their time never existed. The survivors are thus those with mysterious and powerfull resistances to reality reshaping. At 23th level the LeShay becomes immune to  Wish, Miracle (and spells/effects/items replicated with it) and any harmfull time manipulations. This includes (but isn't limited) to acting normally when others use Time  Stop, Epic Spells with the Time Seed, and a Phane's Stasis Touch, Cronal Blast, and Time Leach.

Etiquette : LeShays develop extremely complex personal codes of etiquette, wich are almost impossible to understand and follow by simple mortals. . At 24th level LeShay become immune to all harmfull mind-affecting effects, but they can still benefit from mind-affectinb bonuses. If a mind-affecting spell/effect would grant both a boon and a penalty (like a rage effect), the LeShay may acept only the boon.

Greater LeShay Weapons:At 25th level the  LeShay can wield the heaviest weapons with a single hand whitout losing his grace.  He can shape his LeShay weapons as two-handed weapon and yield each with a single hand, but count them as being yielded by two hands for benefical purposes, like adding +1,5 Str modifier to damage. They still count as light weapons.

Soul Slash: At 26th level the LeShay can strike directly at his oponent's soul instead of a normal attack. The target must make a  Fort, Reflex or Will save (oponent's choice), with the DC being the LeShay's attack roll. Failure means the target takes the damage normally. Ignore all other defenses, including obstacles, etherealness and the like. Soul Slash doesn't even need line of sight or effect, as long as the LeShay knows the square where his oponent is. This can affect even undeads and constructs, as long as they aren't mindless.

Creatures killed/destroyed by Soul Slash cannot be ressurected/raised by any means.

Superior Reflexes:At 27th level oponents can never take actions during the LeShay's own turn, even free/immediate actions. Oponents aren't aware of this ability, and if they do try to take immediate/free actions during the LeShay's the action automatically fails and the ability still counts as used.

 In adition, the LeShay may move up to his move speed as a free action 1/round, even if it isn't his turn, and gains +10 feet to all his speeds.

Eternal Will:LeShay think they're better than everybody else but the immortal gods. Altough that may be up to discussion, nobody can deny a LeShay doesn't have an amazing sense of self-confidence, to the point he can easily crush any other in a constest of wills.

By spending three uses of overwhelming gaze, he can extend the reach of this ability to 10 foot per HD for 1 round. By spending another three uses and focusing on an oponent whitin this reach he may try to Dominate Monster them, but if they suceed their save they're charmed instead. The Charm effect instantly ends if the LeShay takes offensive action against someone charmed this way.
[/spoiler]

Comments:
[spoiler]
As humans are to elves, so elves are to LeShays.

No, I'm not talking about being squisiher. I'm talking about being longer-lived, with special mysterious powers and reflexes.

The Leshay combines a powerfull two-weapon fighting theme with a nice array of ofensive and defensive abilities. Language mimicry and Charming gaze make the LeShay a great party face as well.

The class goes all the way up to 28, making it the longest I've done so far. Yay!

If you feel like playing a super-elf, the LeShay's for you.
[/spoiler]

New feats:
[spoiler]
LeShay Skirmisher
Pre-Requisite:At least two levels on the LeShay class.
Benefit: As a full round action you may fuse your LeShay weapons into the form of any two-handed ranged weapon you're proefecient with. It has the same total enanchment bonus as your LeShay weapons. Reverting the transformation takes another fullround action. This doesn't allow you to change the specific enchantments for your weapons. You must supply the ammunition.

At 6 HD you may do this as a standard action.
At 10 HD as a move action.
At 14 HD as a swift action.
At 18 HD as a free action even if it isn't your turn.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 18, 2010, 10:44:49 PM
Well that was fun.

Also made an update to the Gloom, giving him a poison secondary theme.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 18, 2010, 11:00:26 PM
Well that was fun.
It looks... impressive. Though I notice that despite the ELH leShay having both Improved Critical and the keen enchantment on his weapons (no, they don't stack in his Attacks stats), you didn't give them anything crit-related. :smirk
Also, you might want to double-check the text of Greater LeShay Weapons.

Maybe a feat to let them turn their weapons into a bow? (he has a bow in the picture! :p)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 18, 2010, 11:14:06 PM
Well that was fun.
It looks... impressive.
Glad you like it. :)

Though I notice that despite the ELH leShay having both Improved Critical and the keen enchantment on his weapons (no, they don't stack in his Attacks stats), you didn't give them anything crit-related. :smirk
That's the Gloom's stick. And hey, most epic monsters have improved critical and keen on their weapons. There's just so much combat-worthy feats you can pick when you have 30+ HD.

Also, you might want to double-check the text of Greater LeShay Weapons.
Ups, that was messy. Cleaned it up.

Maybe a feat to let them turn their weapons into a bow? (he has a bow in the picture! :p)
He also has two swords at his belt. But heh, what the heck, sounds good, I'll do it.

EDIT: And done.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 19, 2010, 10:02:12 PM
Wendigo
(http://nanacu.cafe24.com/tt/attach/1/1265782915.jpg)

[spoiler]
Monster Prestige Class

Requirements:
To qualify to become a Wendigo, a character must fulfill all the following criteria.

Race: Animal, giant, humanoid, magical beast, or monstrous humanoid.
Special: Must have their Wisdom reduced to 0 by Wendigo's hunger, OR perform a special ritual that demands they spend three days walking through a forest or tundra without stopping, resting, eating, or drinking.

HD: d6
LevelBaBFortRefWillFeature
1+0+0+0+2Stumped Body, Maddening Whispers, Stalking Paranoia, Primal Instincts
2+1+0+0+3Wind Walk, Regeneration, Wendigo Hunger, Ravenous Bite, +1 Dex

Skills: 2+Intelligence modifier per level, class skills are Balance, Bluff, Hide, Intimidate, Listen, Knowledge (nature), Move Silently, Search, Sense Motive, Spot, Survival.

Proficiencies: The Wendigo becomes proficient with its natural bite attack.

Stumped Body: Unlike other monster classes, a Wendigo doesn't lose any racial ability modifiers, but its type changes to Fey and it gains the cold subtype (immunity to cold, +50% damage from fire effects). The Wendigo gains a primary natural bite attack dealing 1d6 plus 1˝ times its Strength bonus if it's a medium sized creature, adjust damage acordingly for other creature sizes.

Also, when gaining this template, the creature starts running with such speed that it's feet or paws burn away into charred bloody stumps that cannot be healed, but the Wendigo becomes able to float just above ground at a speed of 10 feet per HD. This allows it to ignore difficult terrain. If the Wendigo has 6 HD or more, it can instead fly with perfect maneuverability at the same speed.

Finally, the Wendigo gains a +1 deflection bonus to AC, that stacks with one other deflection bonus from a single source of the player's choice, like a ring of deflection.

Maddening Whispers: 1/day per HD, as a standard action, the Wendigo may whisper insane thoughts into a target creature within 10 feet per HD. Only the target creature can hear them, and they must make a Will save (DC 10+1/2 HD+Cha modifier) or take 1d3 wisdom damage. This wisdom damage increases one die size for every 4 HD of the Wendigo.

At 8 HD it becomes Wisdom Drain.

At 12 HD it deals half Wisdom Drain even if the victim suceeds on the save.

At 16 HD it can affect creatures immune to ability drain, but it deals half drain on a failed save and no drain on a successful save.

This is not a fear ability, and may ignore any immunity to mind-affecting attacks, with the exception of mindless creatures, which are still immune to this effect.

Stalking Paranoia: Just because others can't see a Wendigo doesn't mean it isn't there. As a swift action the Wendigo may select a creature in his field of vision that hasn't detected the Wendigo. That creature takes -2 on any roll or modifier based on its wisdom, as the Wendigo lurks just at the corner of the victim's field of vision, making them paranoid. This penalty lasts until the target detects the Wendigo or the Wendigo loses sight of the target. This may only target one creature at a time.

For every 5 HD the Wendigo has, this penalty increases by an extra -1.

Primal Instincts: The Wendigo's hunting senses are sharpened to the extreme. It gains a bonus on Hide, Move Silently and Survival checks equal to half its HD.

Sky Walk: At 2nd level, the Wendigo can use Wind Walk as a spell-like ability on itself 1/day for every HD it has, as a move action. It can still use its Maddening Whispers ability while incorporeal. It can only float above the ground unless it has 4 or more HD.

Regeneration: At 2nd level the Wendigo gains regeneration equal to half his HD, bypassed by fire. However, it cannot regrow or re-attach lost limbs.

Wendigo Hunger: At 2nd level, creatures bitten by the Wendigo must make a Fortitude (DC 10+1/2 HD+Con modifier) save or contract a supernatural disease, Wendigo's Hunger.
[spoiler]
Wendigo's Hunger: It incubates for 1d3 days and deals 1d3 Wisdom damage for each day it lingers. Every time Wisdom damage is taken from this, the afflicted creature must make a Will save with DC 10+1/2HD+Cha modifier or start to hunger for its own race's flesh. The creature will use any means at it's disposal to stalk and kill a member of his own race in secret, feed on it's flesh, and then return to his normal life while forgeting everything since he failed the Will save.

Creatures reduced to 0 Wis by this disease gain the Wendigo template, but they also become mad and race to the wilderness to stalk their own victims.
[/spoiler]

In addition, when a living or undead creature is bitten by the Wendigo in battle, it must make a will save with DC 10+1/2HD+Cha mod or spend it's next turn trying to bite the nearest creature it can see, be it friend or foe. If the creature doesn't have a bite attack it will try to grapple the neatest creature instead.

Ravenous Bite: At 2nd level the Wendigo's bite now threatens a critical on a 18-20 and deals triple damage on a successful critical.

Ability Score Increase: The Wendigo gains +1 Dex at second level.

[/spoiler]

Comments
[spoiler]
From Fiend Folio
The Wendigo is the dark side of natural hunger, a creature that stalks his own and forever roams searching his next victim, driving them to the brink of desesperation before delivering the final blow.

First level gives the iconic maddening whispers and stumped body plus skill bonus. Second level gives the wind walk, disease and regeneration.

I improved the disease to make it combat-worthy by forcing biten oponents to resist or be overcome by hunger themselves. Particulary good against caster-types, not that good against big monsters with big bite attacks.

Since it has a lot of abilities low saves, Bab and limited skill points and no new proefeciencies besides the bite.

You can only actualy start flying at 6th level for balance purposes, but Wind-Walk flight comes online at 4th level since it's much more limited.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 19, 2010, 10:34:59 PM
Fang Dragon

(http://www.fyremoon.net/~runt/dragon%20pics/fang%20dragon.jpg)

[SPOILER]

HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Fang Dragon body, Draining Bite, +1 Con
2 +2 +3+0 +3 Keen senses, Trip, Arcane Blood
3 +3 +3+1 +3 Detect Magic, Read Magic, Blindsense 60 ft. +1 Str
4 +4 +4 +1+4 Wings
5 +5 +4 +1 +4 Sound Imitation, Enanched Damage,  +1 Cha
6 +6 +5+2 +5 Growth, Tail Slap, +1 Str
7 +7 +5 +2 +5 Shield, +1 Cha
8 +8 +6 +2 +5 Dispel Magic, +1 Con
9 +9  +6+3 +6  Telekinesis,+1 Con,  +1 Cha
10 +10 +7+3 +7 Arcane Skin
11 +11 +7 +3+7 Iron Scales,  +1 Str, +1 Con
12 +12 +8 +4+8 Growth, Crush, Frightfull Presence
13 +13 +8 +4 +8 Globe of Invulnerability
14 +14 +9 +4 +9 Fast Healing, +1 Cha
15 +15 +9 +5 +9  Spell Turning, +1 Con, +1 Str
16 +16 +10 +5 +10  Carnivore Speed, +1 Str
17 +17 +10 +5+10 Growth,Tail Sweep, +1 Cha
18 +18 +11+6 +11   Draining Body, +1 Con
19 +19 +11 +6 +11  Outburst, +1 Str, +1 Con
20 +20 +12 +6 +12   Shred, +1 Str, +1 Con, +1 Cha

2 Skill points+int per level, quadruple at 1st level.

Class skills: Concentration, Climb, Hide, Spot, Listen, Move Silently, Swim, Intimidate, Knowledge(any), Search, Spellcraft.

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

Features:
Fang Dragon Body: The Fang Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed which increases by 10 ft per 1HD the Fang Dragon has, medium size. The Fang 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 Fang Dragon also gets a natural armor bonus equal to his Con modifier +2. Whenever the Fang Dragon grows one size category, his natural armor increases by a further 1.

The Fang Dragon has no immunities or vulnerabilities.

Draining Bite: At 2nd level a Fang Dragon does not have a breath weapon, but its bite drains Constitution if the victim fails a Fortitude save. At level two this bite drains 1d2 Constitution points, Fort save DC of 10+1/2 Dragon Level+ Con Mod negates. The Con Drain keeps increasing with HD.

HD Con Drain
5 1d3
8 1d4
11 1d6
14 1d8
17 2d4
20 2d6

Ability score increase: The Fang Dragon ability scores increase by the shown amount.
 
Level Total Bonus Gained
1 +1 Con
3 +1 Str , +1 Con
5 +1 Str, +1 Con, +1 Cha
6 +2 Str, +1 Con, +1 Cha
7 +2 Str, +2 Con, +2 Cha
8 +2 Str, +3 Con, +2 Cha
9 +2 Str, +4 Con, +3 Cha
10 +3 Str, +3 Con, +3 Cha
11 +3 Str, +4 Con, +3 Cha
13 +3 Str, +4 Con, +3 Cha
15 +4 Str, +5 Con, +4 Cha
16 +5 Str, +5 Con, +4 Cha
17 +5 Str, +5 Con, +5 Cha
18 +5 Str, +6 Con, +5 Cha
19 +6 Str, +7 Con, +5 Cha
20 +7 Str, +8 Con, +6 Cha


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Keen senses: The Fang 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.

Trip (Ex): At 2nd level a fang dragon that hits with a claw or tail attack (when it gains it) can attempt to trip the opponent as a free action (as per page 158 of the D&D 3.5 Player’s Handbook). If the attempt fails, the opponent cannot react to trip the dragon.


Arcane Blood:A fang 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.


Blindsense: At 3rd level, as the normal ability, range 60 ft.

Fang Dragon SLAs:
At 3rd level the Fang dragon can use Detect Magic and Read Magic each 1/day for every HD it has.

Wings: At 4th level the Fang Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, 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 attack dealing 1d4 damage.

Enhanced Damage:At 5th level the Fang Dragon is a dangerous weapon, every part of it capable of killing you, such it is that because of how dangerous the dragon is its Natural Weapons damage scales as if it was one size larger then the dragon actually is.

Sound Imitation (Ex): At 5th level a Fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC Dragons Level + Cha Modifier).

Growth: At 6th level the Fang Dragon grows to Large Size.
At 12th level the Fang Dragon grows to Huge Size.
At 17th level the Fang Dragon grows to Gargantuan Size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

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

Shield:
At 7th level the Fang Dragon can use shield as a SLA 1/day for every 2 HD it has

Dispel Magic:
At 8th level the Fang Dragon can use dispel magic as a SLA for every 4 HD it has. At 11 HD this ability upgrades to Greater Dispel Magic SLA.

Telekinesis: At 9th level the Fang Dragon can now use Telekinesis as an SLA 1/day for every 3 HD it has, save DC 10+1/2HD+Cha mod.

Arcane skin:At 10th level the Fang Dragon gains SR equal to his HD+11.

Iron Scales: At 11th level the Fang dragon gains DR/magic equal to half his HD.

Frightful Presence:Gained at 12th level, this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Crush: The dragon can make a crush attack dealing 3d8 damage base, already taking in account huge size and Enhanced damage.
[SPOILER]
This special attack allows a flying or jumping dragon of at least Gargantuan size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
[/SPOILER]

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down).

Globe invulnerability:
At 13th level, SLA as the spell, 1/day for every 4 HD.

Fast Healing:
As the standard ability, equal to half the Fang Dragon's HD.

Spell Turning: At 15th level the Fang Dragon can now use Spell Turning as an SLA 1/Day for every 5 HD it has.

Carnivore Speed:
At 16th level the Fang dragon gains +10 foot to his base speed, and an extra +10 for every 2 HD gained from here.

In adition, the Fang Dragon can cast one of his SLAs on himself as a swift action when performing a charge.

Tail sweep: At 17th level this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).


Draining Body: At 18th level select one of the Fang Dragon's natural weapons besides his bite. That weapon now deals Con Drain as his bite. Once made this choice can't be changed.


Outburst1/day, the Fang dragon can go into a rage as a free action in wich it tears even more viciously than normal. It lasts for a number of turns equal to the Fang Dragon's Con modifier, and during it oponents that sucessfully save against his Draining bite/body still take half Con drain.

Shred: At 20th level the fang dragon now ignores immunity to energy drain. If attacking an oponent whitout Con score it deals Cha drain instead.

[/SPOILER]

Comments:
[spoiler]
The Fang Dragon is a more vicious version, growing faster and trading his breath weapon for improved melee capacity. It hits pretty hard in melee and has powerfull abjuration SLAs to get close to pesky spellcasters.

If you want to play a more savage dragon that tears apart his oponents with his limbs, the Fang Dragon's for you.
[/spoiler]

Done by un_known from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 20, 2010, 09:23:42 PM
Half-Golem(prc)
(http://images1.wikia.nocookie.net/__cb20070416060426/forgottenrealms/images/thumb/e/ea/Half-Golems2_-_Wayne_Reynolds.jpg/250px-Half-Golems2_-_Wayne_Reynolds.jpg)(http://images3.wikia.nocookie.net/__cb20070416061936/forgottenrealms/images/thumb/f/fb/Half-Golems1_-_Wayne_Reynolds.jpg/150px-Half-Golems1_-_Wayne_Reynolds.jpg)

[spoiler]
Prerequisites:
Ability: Constitution 10+
Special: Must lack a body part to be replaced (Those who wish to remove the limb surgically must have another perform a DC 20 Heal check on them. One may attempt this heal check on their own, but the DC is increased by 10. Failure of this Heal check by 5 or more results in 1d6 points of constitution damage to the subject, and the limb being removed. Failure of this heal check by up to 4 or less does no damage, and does not remove the limb.)
Special:Must Spend 100 GP for the raw materials used in construction of this limb at first level of this class, and then must respectively pay 200 GP and 300 GP to for taking the other two levels, in order to pay for the improvements. Alternatively should a player destroy a Golem of the appropriate type, and leave enough of its body in tact (DM’s Discretion), it may forgo these prices.

HD:d10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
The Danger, Prototype Body, Construction Material, +1 Strength
2nd
+1
+0
+0
+0
Golemaic Weapon, Golem Plate, +1 Strength
3rd
+2
+1
+1
+1
Magic Resistance, Improve, +1 Strength
Skills: The Successful Half-Golem Gains (4+Intelligence Modifier) skills per level. The Successful Half-golem class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int),  Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).
Skills: The Failed Half-Golem Gains (2+Intelligence Modifier) skills per level. The Failed Half-golem has no in class skills.
See The Danger

Proficiencies: The Half-Golem is proficient with any natural weapons it may gain from this class, however it does not gain any new armor proficiencies.

Class Features: The following are the Class Features of the Half-Golem

The Danger: Creating a Half-Golem still isn't an exact science, if magic ever was, and carries a large risk as that the shock resulting from the connection between the Character’s inner essence and the Elemental Spirit animating the Golem’s limb. Sometimes this clash of energies can end in disaster. Upon taking the 1st level of this class the character must make a Will save (DC 15) after the 24 hour ritual required to implant the Golem’s limb. Other people can help the operation process by attempting a DC 15 Heal check, (This assistance is non-stressful and fairly simple, and these assistants may take 10). Each successful Heal check grants the Character a +2 bonus to its Will save at the end of the Ritual. These assistants must partake in the 24 hour ritual. People wanting to play safe will hire several experts to assist the ritual.

Succeeding on this save means the implantation went as smoothly as it could and the Character gains an extra +1 Constitution for each level of Half-Golem, The character also gains Light Fortification, offering it a 25% resistance to Critical Attacks and Precision Based Damage, such as Sneak attack. The character also can choose one of the save progressions of the Half-Golem class to become a ‘Good Save Progression’ (+2, +3, +3) and further gains (4+ Intelligence Modifier) skills per level.

Failing this save, Or not having 10 constitution* and attempting this ritual anyhow, means the Elemental Spirit animating the Golem limb tries to take over the Character's body. The character's type changes to Construct, Gaining all of the following Construct Traits. The Golem’s limb expands inside the Character’s body producing a horrible internal amalgam of minerals and flesh. The Failed Half-Golem class only gains (2+Intelligence Modifier) skill points per level and has no class skills. It also permanently loses 6 Charisma as that it partially loses its own identity. If this would reduce the Failed Half-golem to 0 Charisma it becomes a mindless rampaging construct that attacks everything on its path until destroyed. Any abilities from the Half-Golem Class that are based on Constitution instead use Wisdom for the Failed Half Golem.

Construct Traits of the Failed Half-golem
[Spoiler]The Failed Half-golem has no Constitution score.
The Failed Half-golem gain Darkvision out to 60 feet.
The Failed Half-golem has immunity to all mind-affecting effects.
The Failed Half-golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
The Failed Half-golem is not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
The Failed Half-golem cannot heal damage on its own, although it can be healed.
The Failed Half-golem has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
The Failed Half-golem is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
The Failed Half-golem, having had its body and soul befouled by that of which animated to slap-shod limb, cannot be raised or resurrected. It can only be revived by a wish, limited wish, or miracle spell or effect.
The Failed Half-golem does not breathe, eat, or sleep.
[/spoiler]

Some people actually consider the ‘Failed Half-Golem’ to be the true Success, as they believe flesh to be weak, and would rather fully embrace the artificial side of the Half-golem, so they choose to automatically fail their saves. There are dark rituals where people who believe that the Failed Half-Golem is an improvement attempt to encourage a ‘Failure’ this functions exactly as the Heal Checks to Aid the process, but instead impose a -2 penalty on the Character’s Will save at the end of the 24 Ritual.

Prototype Body(Ex): At first level the Half Golem gains a bonus to natural armor class equal to half its Constitution modifier(which doesn't stack with any other natural armor gained from this class), and a natural slam attack that deals 1d8 damage (for a medium creature). Further, certain magical elemental damage heals 1 point of health per 3 damage it would normally have done to the Half-Golem, depending on the Half-Golem’s type. The Half-Golem is otherwise immune to that specific element.

[spoiler] Material|Elemental Affinity
Half Adamantine Golems|Do not Heal from Magic.
Half Alchemical Golems |Heal from Acid damage.
Half Amorphion Golems|Heal from Acid damage.
Half Artillery Golems|Heal from any one element damage.**
Half Ash Golems |Heal from Fire damage.
Half Assembly Golems |Heal from Electricity damage.
Half Battleglory Golems|Heal from Cold damage.
Half Birthday-Cake Golems|Heal from Fire damage.
Half Blood of War Golems|Heal from Repair/Cure* spells.
Half Brain Golems|Heal from Electricity damage.
Half Brass Golems|Heal from Fire damage.
Half Butterscotch-Pudding Golems |Heal from Acid damage.
Half Cadaver-Collector Golems|Heal from Electricity damage.
Half Caltrop Golems|Heal from Fire damage.
Half Calzone Golems|Heal from Fire damage.
Half Carver Golems| Heal from Fire damage.
Half Chain Golems|Heal from Fire damage.
Half Chocolate Golems|Heal from Cold damage.
Half Clay Golems|Heal from Acid damage.
Half Coral Golems|Heal from Electricity damage.
Half Demon-Flesh Golems|Heal from Electricity damage.
Half Dragon-flesh Golems| Heal from any one element damage.**
Half Fang Golems|Heal from Cold damage.
Half Fewmet Golems|Heal from any one element damage.**
Half Flesh Golems|Heal from Electricity damage.
Half Force Golems|Heal from sonic damage.
Half Gear Golems|Heal from Electricity damage.
Half Gloom Golems|Heal from negative energy damage.
Half Grave-dirt Golems|Heal from Electricity damage.
Half Hangman Golems|Heal from Cold damage.
Half Hellfire Golems|Heal from Fire damage.
Half Homunculus Golems|Heal from Repair/Cure* spells.
Half Ice Golems|Heal from Cold damage.
Half Inevitable Golems|Heal from Electricity damage.
Half Inquisition Golems|Heal from Fire damage.
Half Iron Golems|Heal from Fire damage.
Half Juggernaut Golems|Heal from Cold damage.
Half Junk Golems|Heal from Acid damage.
Half Magmacore Golems|Heal from Fire damage.
Half Mindstrike Golems|Heal from Acid damage.
Half Mud Golems|Heal from Cold damage.
Half Mithral Golems|Heal from Haste Effects.^
Half Nimblewright Golems|Heal from Electricity damage.
Half Outer Golems|Heal from Acid damage.
Half Peanut Butter Golems|Heal from Fire damage.
Half Perfector Golems|Heal from Fire damage.
Half Pińata Golems|Heal from Cold damage.
Half Plague Golems|Heal from Acid damage.
Half Prismatic Golems| Special**
Half Replicant Golems|Heal from Cold damage.
Half Rubber-Chicken Golems|Heal from Fire damage.
Half Sand Golems|Heal from Fire damage.
Half Sentinel of Mithardir Golems|Heal from Electricity damage.
Half Shacklelock Golems|Heal from Fire damage.
Half Shadesteel Golems|Heal from negative energy damage.
Half Shield-Guardian Golems|Heal from Fire damage.
Half Siege Golems|Heal from Cold damage.
Half Skywatcher Golems|Heal from Light Effects.^^
Half Split-Rail Golems|Heal from Cold damage.
Half Stained-glass Golems|Heal from sonic damage.
Half Stone Golems|Heal from Cold damage.
Half Tangled Seasonal Lights Golems|Heal from Electricity damage.
Half Tombstone Golems|Heal from Cold damage.
Half Trainer Golems|Heal from sonic damage.
Half Valorhammer Golems|Heal from Cold damage.
Half Warforged Golems|Heal Repair/Cure* spells.
Half Web Golems|Heal from Acid damage.
Half Woodwrath Golems|Heal from Cold damage.
Half Worker Golems|Heal from Fire damage.
*Repair/Cure: Successful Half-Golems that pass The Danger’s Will Save receive 1/3 benefits of Repair spells as if they were a Construct. Failed Half-Golems that fail The Danger’s Will Save receive the 1/3 the benefits of the Cure spells as if they were living.

** The Half Golem must select one of the following elements at first level, this effects its Prototype Healing. (Fire, Cold, Acid, or Electricity.)

^ Haste (http://www.d20srd.org/srd/spells/haste.htm) Effects heal a Half Mithral Golem 1d8 Hp per Caster Level.

^^ Any Light Based spell that deals damage heals the Half Skywatcher Golem, any Light spell that does not deal damage heals the Half Skywatcher Golem 1d4 hit points per Spell Level.
[/spoiler]

Construction Material (Su): The Half-Golem gains different bonus at level 1 based on the material used to build its limbs. (See Below)

Ability increase: The Half Golem gains a +1 bonus to Strength at levels 1,2, and 3.

Golemaic Weapon (Su): The Half-Golem limb is improved at second level to include a powerful weapon. (See Below)

Regardless of the choice made, any effect that allows a save can affect even targets immune to it once the Half-golem reaches 10 HD, but they gain a +5 bonus on their saves.

Golem plate:At second level the Half-golem gains DR/Adamantine equal to 1/2 its HD (or other if the construction material says otherwise).

Magic Resistance: At third level the  Half-golem gains Spell Resistance equal to 17+HD. It can rise or lower it as a free action even if it isn't its turn.

Improvement: At third level The Half-golem’s limb can be further reinforced by spending extra resources. The Half-golem can further increase his Strenght  score by an additional +1 by paying 400GP, then 500 GP for another extra +1, and so on. It takes 1 day of work for every 100 GP cost to improve the limb. The Half-golem may not gain a number of improvements beyond its number of non Half-golem HD.[/spoiler]

Construction Materials(A-N) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354837#msg354837)
Construction Materials(O-Z) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg349912#msg349912)
Golemaic Weapons (A-N) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354565#msg354565)
Golemaic Weapons (O-Z) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354566#msg354566)
Half-Golem suplement(materials) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg359478#msg359478)
Half-Golem suplement (weapons) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365231#msg365231)
Half-Golem supmement II (materials) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365715#msg365715)
Half-Golem supmement II (weapons) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg365940#msg365940)
Half-Golem supmement III (materials) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg366942#msg366942)
Half-Golem supmement III (weapons) (http://brilliantgameologists.com/boards/index.php?topic=9557.msg367580#msg367580)



Heavily Contributed by Chumplump from GITP.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: SiggyDevil December 20, 2010, 09:25:44 PM
Request: Nightwalker
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 20, 2010, 09:31:20 PM
Golemaic Weapon Pt I (A-N)
[spoiler]Adamantine- The Half Adamantine Golem gains a trample attack, As a full-round action the it can literally run over an opponent at least one size category larger than itself or smaller. The Half Adamantine Golem may move up to twice its speed, and 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 modifier 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 Adamantine 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

 Alchemical- As a free action, 1/Minute, the Half Alchemical Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Alchemical Golem, plus 5 feet for every 3 HD the Half Alchemical Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Alchemical Golem has, Reflex DC (10+1/2 HD+Con Mod) for half, further any creature so damaged must make a Fortitude save of the same DC or be nauseated for 1 round. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Amorphion- The Half Amorphion golem may radiate a Wild Magic (http://www.d20srd.org/srd/planes.htm#wildMagic) as a 5 feet per HD radius emanation, centered on the Half Amorphion Golem, any spells cast within this area are treated as being cast on a plane with a Wild Magic atmosphere. Initiating this aura or ending it is a swift action, but the Half Amorphion Golem may only maintain its Wild Magic aura for a number of rounds per day equal to twice its HD.

Artillery- As a free action, 1/Minute, the Half Artillery Golem may launch a vigorous line attack from its grafted cannon limb, this fills a 15 foot line in front of the Half Artillery Golem, plus 5 feet for every 2 HD it has. Any creature caught in this line suffers 1d4 points of Elemental (Fire, Cold, Acid, or Electricity, Based on the Half Artillery Golem’s Affinity from Prototype Body) damage per HD the Half Artillery Golem has, Reflex DC (10+1/2 HD+Dex Mod) for half. Further the Half Artillery Golem may use its grafted cannon limb to fire Sling bullets, this attack deals 1d6 bludgeoning damage +1 Elemental Damage (Same as above), with a x3 critical multiplier. This attack has a range of 120 ft, like a projectile weapon, and may be used for iterative attacks. The Half Artillery Golem’s cannon limb can have up to the Half Artillery Golem’s constitution modifier in Bullets pre-loaded, much like a repeating crossbow. Loading one bullet takes the same action as loading a heavy cross bow.

Ash- As a free action, 1/Minute, the Half Ash Golem may breathe out a cloud of blistering ash which fills a 10 foot cone in front of it, plus 5 feet for every 3 HD it has. Any creature caught in this cloud of ash must succeed on a Fortitude save DC (10+1/2 the Half Ash Golem’s HD+ Constitution  Modifier) or be blinded for 1d4+1 rounds. This ash is thick and difficult to see through, and hangs about for a number of rounds equal to the Half Inquisition Golem’s Constitution modifier. This ash prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. Any creature caught within this ash suffers 1d4 fire damage per 2 HD that the Half Ash Golem Has.

Assembly- The Half Assembly Golem is particularly skilled at clinging on to other objects, and holding on to wiggling other creatures. It gains improved grab, allowing it to initiate a grapple after successfully landing a slam attack, without the need of a touch attack or provoking an attack of opportunity. Further the Half Assembly Golem is particularly skilled in dissembling objects, constructs, and itself. 1/minute, if the Half Assembly Golem strikes with its natural slam attack it may choose to forgo its improved grab in order to leave diminutive constructs on its foe.  These constructs distract living creatures, who must make a DC (10+1/2 HD+Con Mod) Fortitude save each round or be nauseated for 1 round, this effect lasts for a number of rounds equal to the Half Assembly Golem’s HD. Constructs or objects receive no such saving throw and suffer 1d8 damage per round until the effect ends.

Battleglory- The Half Battleglory Golem has an uncanny fervor for fighting, and a strange grace to its bloodlust. If the Half Battleglory Golem takes damage it must make a will save with DC equal to the damage taken or fly into a Whirling Frenzy similar to a barbarian’s rage, except it gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves, While in a whirling frenzy, the Half Battleglory 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 Battleglory Golem might make before its next action. This whirling frenzy is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can Whirling Frenzy 1/day plus an additional time for every 4 HD it has. Half Battleglory Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

Birthday-Cake- As a free action, 1/Minute, the Half Birthday-Cake Golem can fan the flames of its candles into a deadly breath attack. This attack spreads out to a 10 foot cone in front of the Half Birthday-Cake Golem, plus 5 feet for every 3 HD it has. This cone deals 1d8 fire damage per lit candle to any creature caught within it, Reflex DC (10+1/2 HD+Con Mod) for half.

Blood of War- The Half Blood of War Golem may spin the flails dangling off of its golem limb in order to more effective strike multiple opponents.  1/minute, as a standard action the Half Blood of War Golem may make one Slam attack at its highest base attack bonus against every creature within reach of its slam attack. Additionally the Half Blood of War Golem may ‘throw’ its flail like appendages. Its slam attack gains thrown weapon range of 5 feet per HD the Half Blood of War Golem has, because this ranged attack involves to weighted flails at the end of a chain, it may also be used to make a trip attack, after “throwing” its slam attack the Half Blood or War Golem must wait 1 minute before it regrows its slamming flails. At 10 HD its Slam attack gains the Returning (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#returning) special quality.

Brain- The Half Brain Golem has access to a powerful wave of mental energy, similar to its Mindflayer kin’s Mind Blast. As a free action, 1/Minute, the Half Brain Golem may let out a terrible wave of psychic energy which emanates in a 10 foot cone in front of the Half Brain Golem, plus 5 feet for every 3 HD the Half Brain Golem has. Any creature caught in these psychic waves must succeed on a will save DC (10+1/2 HD+Wis Mod) or be stunned until the beginning of the Half Brain Golem’s next turn. The Half Brain Golem my Augment this Mind Blast by spending 1 power point to increase add 1d4 points of damage to this attack, however it may not increase this damage past 1d4 damage per HD the Half Brain Golem has.

Brass-  1/day the Half Brass Golem may designate any creature it can see or smell through its scent ability as its quarry. For a duration of 1 minute per HD the Half Brass Golem has, it knows the exact location of that creature no matter what distance or obstacles are between the Half Brass Golem and the quarry, so long as the quarry is on the same plane as the Half Brass Golem. The Quarry may, as a full round action, attempt an Intelligence Check DC (10+1/2 HD+Wis Mod) in order to lose the Half Brass Golem, effectively ending this effect. The Half Brass Golem may use this ability an additional time per day for every 4 HD it possesses.  

Upon reaching 5 HD, the Half Brass Golem gains a +2 bonus to AC and saves against creatures other than its Quarry. Its Quarry takes a -2 penalty on all attack rolls against creatures other than the Half Brass Golem. These bonuses and penalties are negated if the Half Brass Golem attacks another creature besides its Quarry, but this does not end the Quarry effect. (It still is aware of the exact location of its Quarry no matter what distance).
 
Upon reaching 10 HD the Half Brass Golem may instead use one its daily uses of Quarry to Cast Maze (http://www.d20srd.org/srd/spells/maze.htm) as a spell like ability, Caster Level equal to the Half Brass Golem’s HD. The Half Brass Golem may freely enter this maze in order to track any creatures within.

Butterscotch-Pudding- The Half Butterscotch-Pudding Golem  may as a standard action, 1/minute, throw a terrible globule of Butterscotch-pudding, this attack functions as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Butterscotch-Pudding Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2 HD+Str Mod) or burst free with a successful Strength Check of the same DC, both of which are standard actions. The Half Butterscotch-Pudding Golem may either choose to have a strand of pudding leading back to it, as with a rope and net, or to glue a creature to the area it stands, forcing the creature to make a DC (10+Str Mod) Reflex save or be glued in place as well as entangled.  The Burst or Escape Artist check to escape the ‘net’ also frees the creature from being glued to the floor where it stands.  

Cadaver-Collector- If the Half Cadaver-Collector Golem successfully grapples a creature, it may attempt a grapple check to impale the creature on its back. If this grapple check succeeds the creature suffers 2d8+1.5 Str Mod damage (Medium), and is considered pinned. This creature suffers 1d8 damage (Medium) each round, on the Half Cadaver-Collector Golem’s turn that it remains pinned as the Half Cadaver-Collector Golem’s movement causes additional pain. To escape being impaled, the creature must succeed on an opposed Strength Check, which the Half Cadaver Collector Golem gains a racial bonus to equal to half of its HD.  If a creature succeeds on this strength check it suffers 1d8 damage (Medium), but is free from the Impalement. If it fails this strength check it suffers 2d8 damage (Medium), and remains pinned in place. And ally may attempt to free an Impaled creature as a standard action, with an opposed strength check, to which the Half Cadaver-Collector Golem does not gain its racial bonus on. Once the Half Cadaver-Collector Golem has Impaled a target, it is no longer considered grappling and may move and attack freely on its turn, without penalty.
The Half Cadaver-Collector Golem may have up to 1 creature of its size or smaller Impaled at any time, creatures 3 size categories smaller than the Half Cadaver-Collector Golem are too small to be impaled by it, but the Half Cadaver-Collector Golem may still grate them against its spikes with a successful grapple check dealing suffers 2d8+1.5 Strength Modifier damage (Medium). Impaled creatures and their gear count against the Half Cadaver-Collector Golem’s carrying limit.

Caltrop- As a free action, 1/Minute, the Half Caltrop Golem can launch a massive spray of caltrops from its body. This fills a 10 foot cone in front of the Half Caltrop Golem, plus 5 feet for every HD the it has. Creatures within the area are bombarded with flying metal, which deals 1d6 piercing damage per HD of the Half Caltrop Golem to anyone in the area, Reflex DC (10+1/2 HD+Con Mod) for half.  Further this covers all affected squares with caltrops, as if dropped by the Half Caltrop Golem’s Construction material.

Calzone- As a free action, 1/Minute, the Half Calzone Golem may breathe out a cloud of fantastic smelling gas which spreads in a 10 foot cone in front of the Half Calzone Golem, plus 5 feet for every 3 HD it has.  This cloud hands in the air for a number of rounds equal to the Half-Calzone Golem’s HD, and does not block vision what so ever. Any creature caught in the gas must make a fortitude save DC (10+1/2 HD+Con Mod) or become over-come by a maddening hunger, and suffer from the nauseated condition for 1 round any creature that succeeds on its save but remains in the cloud must make a fortitude save each round it remains in the affected area.

Carver- The Half Carver Golem’s slam attack improves to a saw-slam which deals slashing or bludgeoning damage as the Half Carver Golem wills it, and by passes damage reduction to Adamantine, Cold Iron, and Magic. Further it ignores the hardness of any wood. Also, as a move action, 1/Minute, the Half Carver Golem can spin up its spinning slaw slam in order to deal more damage. After spinning this saw the Half Carver Golem’s saw-slam attack deals 2d6+1.5 Strength Modifier damage, and has a critical of x3, this effect lasts for 1d4+1 rounds.

Chain-  As part of a Full-Defense action the Half Chain Golem can surround itself with a whirling, slicing shield of chains, Any creature adjacent to the Half Chain Golem suffers 1d6 slashing damage per HD of the Half Chain 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 Chain Golem is subjected to this damage without a saving throw.  The Half Chain Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Chain Golem may not take a move action while this ability is activated.  A Half Chain golem may use this ability a number rounds per day equal to twice its HD.

Chocolate- Once every minute, As part of a normal slam attack, the Half Chocolate Golem may use its melty delicious nature to make a slam attack that leaves the targeted creature covered in a sticky mess, that is has a fantastic scent. If the attack is successful the targeted creature must succeed on a Will Save DC Once every minute, As part of a normal slam attack or be effected as per the Slow (http://www.d20srd.org/srd/spells/slow.htm) spell for a number of rounds equal to the Half Chocolate Golem’s HD. Further any creature that can smell or taste that is indifferent towards the slowed creature will instead behave as if it were hostile to that creature, as that the sweet allure of chocolate drifts from the target.

Clay- The Half Clay Golem’s slams may deliver a powerful curse. The damage from the Half Clay Golem’s slams can't be removed by any means until the creature damaged receives a healing check DC (10+1/2 HD +Con Mod) or receive a Conjuration [Healing] spell that passes a Caster level check of the same DC. Further The Half Clay Golem’s natural attacks always bypass regeneration.
   
Coral- The Half Coral Golem’s slam is terribly jagged and leaves vicious wounds, the damage from the Half Coral Golem’s slams may not removed naturally or magically unless the target is fully submerged in water. further the Half Coral Golem may make a Dazing attack with its slam attack, 1/minute, Creatures damaged this  slam attack must succeed on a DC (10+1/2 HD +Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Coral Golem’s next turn.  

Demon-flesh- The Half Demon-Flesh Golem gains a terrible whip like tail, that scalds the mental faculties of those it strikes. The Half Demon-Flesh Golem’s slam attack gains a reach of 5 feet per 3 HD it has, unlike most reach weapons, the Half Demon-Flesh Golem may attack adjacent squares with no penalty. 1/minute as part of a full attack action with its tail, the Half Demon-Flesh Golem may make a dazing attack. The creature  damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Demon-Flesh Golem’s next turn.

Dragon-flesh- The Half Dragon-Flesh Golem’s slam attack is replaced by a claw attack that deals 1d8+1.5 Strength damage (Medium). When the Half Dragon-Flesh Golem attacks with this claw, it inspires terror in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+Cha Mod) or suffer from the shaken condition for 1d4 rounds per 2 HD of the Half Dragon-Flesh Golem. A successful save leaves that opponent immune to this fear effect for 24 hours.

Fang- As a free action, 1/Minute, the Half Fang Golem can launch a massive spray of spikes from its body. This fills a 10 foot cone in front of the Half Fang Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with various spikes, which deals 1d6 piercing damage per HD of the Half Fang Golem to anyone in the area, Reflex DC (10+ 1/2 HD+Con Mod)for half.  Further any creature damaged by these spikes suffers a penalty on saving throws against Druid and Fey spells and abilities, equal to the Half Fang Golem’s Wisdom Modifier. This penalty lasts for a number of rounds equal to the Half Fang Golem’s HD.

Fewmet- The Half Fewmet golem may radiate an aura of energy (specifically the energy it has an affinity for, See Prototype Body) as a 5 feet per HD radius emanation, centered on the Half Fewmet Golem, any creatures or objects within this area suffer 1d4 points of Elemental damage per HD. Initiating this aura or ending it is a swift action, but the Half Fewmet Golem may only maintain its Energy aura for a number of rounds per day equal to twice its HD.

Flesh- The Half Flesh Golem has a tendency to be unstable, and may fly off the handle at the slightest threat. If the Half Flesh Golem takes damage it must make a will save with DC equal to the (10+damage taken) or fly into a rage exactly like a barbarian’s, incurring all the benefits and penalties of doing so. It can choose to fail this save. It can rage 1/day plus an additional time for every 4 HD it has. Half Flesh Golem levels stack with barbarian levels for determining Rage bonus. The Failed Half Flesh Golem’s rage is a little different, any bonuses that the Barbarian’s rage would grant to Constitution are instead granted to Wisdom, the Rage duration is based on Wisdom, and the Half Flesh Golem temporarily gains hp based on its Wisdom modifier, as if it were a Constitution modifier for a living creature.

Force- The Half Force Golem gains a powerful force attack, It gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.
   
[spoiler] Force Burst: As a standard action, 1/minute, the Half Force Golem may unleash a 30 feet radius blast of force centered on itself. Any creature caught in the blast suffers 1d6 force damage per 2 HD of the Half Force Golem and are knocked prone. If the opponent succeeds on a reflex save (DC 10+1/2 HD+Cha) they only suffer damage and are not knocked prone.

Pulse: As a standard action, 1/minute, the Half Force Golem may launch a bolt of force at any target within 10 feet plus 5 feet per HD it has, as a ranged touch attack, if it hits, the Half Force Golem makes an opposed Strength check against the target, adding its Cha mod to the check. If The Half Force Golem succeeds, the opponent is flung 5 feet in a direction of the Half Force Golem's choice, and is knocked prone. The distance of this ability increases by 5 feet at 6 HD, and by another 5 feet every 3 HD thereafter. The Half Force Golem may also choose the fling the target straight into the air, in which case the target suffers from appropriate falling damage. If the target's movement is stopped by a wall or barrier, they suffer 1d6 damage for every 5 feet that they would have gone further.

Reactive Force: A number of times per day equal to the Half Force Golem’s Charisma modifier  it may push an opponent past it. Whenever an opponent attacks and misses the Half Force Golem in melee, the Half Force Golem may move the opponent 5 feet to an empty space in any direction as an immediate action. This movement does not provoke attacks of opportunity.

Force Slam: As a full round action, 1/minute, the Half Force Golem slams into the enemy, channeling its force abilities. The Half Force Golem makes a normal attack roll, if it strike it deal its normal slam damage plus force damage equal to the Half Force Golem’s Cha mod; further on a successful attack the Half Force Golem can make a free bull rush attempt, and add its charisma modifier to the strength check. If this succeeds, the opponent is knocked prone as well as back. At 8 HD the Half Force Golem can use this ability as a standard action, and at 13 HD as a part of a full round attack, however this is still only 1/minute.[/spoiler]

Gear- The Half Gear Golem gains improved grab, allowing it allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. The whirling cogs and sprockets grind against these creatures relentlessly, regardless of the success of the Half Gear Golem’s grapple checks. Even if the Half Gear Golem is held or pinned it still automatically deals its slam + 1.5 Str mod damage in any round that it is considered grappling. The Half Gear Golem needs to make no attack roll to deal this damage. Further, this damage is doubled if the Half Gear Golem has the target pinned.

Gloom- Once per day per 3 HD the Half Gloom Golem has, it may declare one of its slam attacks to be a Touch of Woe. If the Slam attack hits its target that target suffers 1d6 points of charisma damage. If an opponent is reduced to 0 Charisma from this attack, it drops into a night-mare filled coma and cannot be restored to consciousness without the aid of a Break Enchantment (http://www.d20srd.org/srd/spells/breakenchantment.htm) or Remove Curse (http://www.d20srd.org/srd/spells/removecurse.htm) effect. Creatures damaged by this Touch of Woe often behave miserable and withdrawn until their Charisma damage is restored.

Grave-dirt- The Grave-Dirt Golem’s natural attacks leave soiled wounds caked in foul grave-dirt, Creatures damaged by its slam suffer 2d4 points of vile damage on the subsequent round to its delivery. This is not negative energy, and thus harms undead as well. This damage may not removed naturally or magically unless the target is within the bounds of a Hallowed (http://www.d20srd.org/srd/spells/hallow.htm) area. Further the Half Grave-Dirt Golem’s slam always bypass regeneration.

Hangman- The Half Hangman Golem gains reach of 5 extra feet with its slam attack, as well as Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Hangman Golem deals constriction damage equal to its slam damage. If it beats the opponents grapple check by 10, the opponent must succeed on a DC (10+1/2 HD+Con Mod) Fortitude save or be dazed for one round. Even on a successful save the opponent begins to suffocate until it can break free from the grapple.

Hellfire- The Half Hellfire Golem’s slam attacks burn with the ire of the hells, the Half Hellfire Golem’s slam deals an additional 2d6 hellfire damage profane damage and that is not subject to fire resistance or immunity. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame with this hellish fire for a number of rounds equal to the Half Hellfire Golem’s Con mod, suffering 1d6 hellfire 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 the hellfire.

Homunculus - The Half Homunculus Golem gains a poisonous barb, allowing it to inflict poison with its slam attack.  An opponent damaged by its slam attack must make a DC (10+1/2HD+Con Mod) Fortitude save or sleep for 1 minute, within 10 minutes the creature must make another Fortitude save regardless of the success or failure of the initial Fortitude save, or sleep for another 1d6 minutes per HD. This poison may also be delivered as a touch attack that does not immediately alert the creature touched that they have been stung. A Half Homunculus Golem may ‘load’ 1 does of a poison, potion, alchemical substance, or other liquid, into its barb as a standard action. The Half Homunculus Golem may deliver this substance through its poisonous barb instead of its normal poison. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Ice- The Half Ice Golem, as a free action 1/minute, can spray ice shards from its body filling a 10 foot cone in front of the Half Ice Golem, plus 5 feet for every 3 HD. Any creature caught in the spray suffers 1d4 damage per HD, Reflex DC (10+1/2 HD+ Con Mod) for half.  Half of this damage is piercing, the other half is cold damage, further any creature so damaged must make a Fortitude save of equal DC or be Blinded for 1d4+1 rounds.

Inevitable- As a standard action, 1/minute, the Half Inevitable Golem may invoke a terrible smiting that delivers the Punishment of the Inevitables. This attack gains an insight bonus to attack equal to the its Cha Mod, and deals additional damage equal to the its HD. This need not be the Half-Inevitable Golem’s slam attack, and this attack is not alignment dependent.

Inquisition- The Half Inquisition Golem gains a powerful torture attack, it gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.

[spoiler]Prolonging Sting: The Half Inquisition Golem gains an alchemical sting touch attack, allowing it to deliver alchemical or poisonous substances with it’s a touch attack, this requires a regular attack action, and deals no damage. However it does not provoke attacks of opportunity. It produces an alchemical substance that it can deliver through this vector that restores 1d6+ Con Mod hp of living cretures. It can produce a number of doses of this substance equal to its HD. It may ‘load’ a poison, potion, alchemical substance, or other liquid, into its Alchemical Sting as a Standard action. The Half Inquisition Golem may deliver this substance through its Alchemical Sting instead of its normal healing substance.

Furnace: The Half Inquisition Golem’s slam attacks burn red hot, dealing an additional 2d6 fire damage on a successful slam or touch attack, and any creature grappling with it suffers twice this damage, even if the Half Inquisition Golem is held or pinned. Further if it is in water, all adjacent squares next to the Half Inquisition golem begin to boil, dealing 1d6 Fire damage to any creature that passes through or remains in that square.

Choking Gas: As a free action the Half Inquisition Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Inquisition Golem, plus 5 feet for every 3 HD. This heavy thick gas is difficult to see through, and hangs about for a number of minutes equal to its Con Mod. This Gas prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. However, this gas also prevents any creature caught within it from breathing. Any creature caught inside this gas begins to suffocate. It may use this attack 1/day for every 3 HD. A Half Inquisition Golem may ‘load’ an inhaled vector poison, or other liquid that has a vapor effect, into its Choking Gas Attack as a Standard action. It may deliver this substance through its Choking Gas Attack instead of its normal Choking Gas, this does not use up one of its uses of Choking Gas per day.

Iron Maiden: The Half Inquisition Golem gains armor spikes that it is naturally proficient with, as a creature one size larger than it. Because of the various different spikes it has these bypass all damage reductions short of Epic. At 20 HD they bypass DR/Epic as well. Further it gains improved grab, allowing it to initiate a grapple check as a free action after making a successful slam attack, without requiring a touch attack or provoking an attack of opportunity.[/spoiler]

Iron- As a free action, 1/Minute, the Half Iron Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Iron Golem, plus 5 feet for every 3 HD. Any creature caught in the gas is subjected to the its inhaled vector poison, with a Fortitude save DC of  (10+1/2 HD+Con Mod) and an initial and secondary damage of 1d4 Con damage. This damage increases by one size category every 4 HD the Half Iron Golem has. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Junk- As part of a Full-Defense action the Half Junk Golem can surround itself with a cloud of flying sharp debris.  Any creature adjacent to it suffers 1d4  slashing damage per HD the Half Junk Golem has, Reflex save DC (10+1/2 HD+ Dex Mod) for half. Any creature or object entering or passing through a square adjacent to the Half Junk Golem is subjected to this damage without a saving throw.  The Half Junk Golem may not take a move action while this ability is activated. A Half Junk Golem may use this ability a number rounds per day equal to twice its HD.  If this ability is activated in an area of substantial refuse this damage increases to 1d10 slashing damage per HD of the Half Junk Golem, and the Half-Junk Golem gains fast healing equal to its HD while this power is active.  

Juggernaut- The Half Juggernaut Golem gains a trample attack, as a full-round action it can literally run over an opponent of up to its own size category, but no larger. It may move up to twice its speed and must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its slam plus twice its Str 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 Juggernaut 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. Creatures damaged by the Half Juggernaut Golem’s Trample attack must make a DC (10+1/2 HD+Str Mod) Reflex save or be knocked prone.

Magmacore- As a free action 1/minute the Half Magmacore Golem may shatter its natural armor, completely losing is bonus to natural armor from the Half-Golem class, gaining aBlur (http://www.d20srd.org/srd/spells/blur.htm) effect for the following minute. At the end of which the Half Magmacore Golem’s natural armor returns. When Shattering its armor all creatures within a 5 feet per HD radius blast, centered on the Half Magmacore Golem, suffer 1d4 damage per HD, Reflex DC (10+1/2 HD+Con Mod) for half. Half of this damage is piercing, the other half is fire damage.

Mindstrike- The Half Mindstike Golem gains an additional bite natural attack that deals 1d6 damage, and may be used to deliver a mind-addling venom. Any creature damaged by this bite is subjected to this poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) with initial and secondary damage of 1d6 Cha damage. This damage increases by one size category every 4 HD the Half Iron Golem has. If an opponent is reduced to 0 Charisma from this venom, it grows irrevocably mad, as if by Insanity (http://www.d20srd.org/srd/psionic/powers/insanity.htm). At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Mud- As a free action, 1/Minute, the Half Mud Golem can belch out a massive spray of slop. This fills a 10 foot cone in front of the Half Mud Golem, plus 5 feet for every HD. Creatures within the area are sprayed with thick sticky mud, creatures in this area must make Reflex save DC (10+1/2 HD+Con Mod) or fall prone. Further this covers all affected squares with mud, as if dropped by its Construction material.

Mithral-  The Half Mithral Golem gains a second slam attack and may make a flurry attack with its slams, gaining an additional attack at full base attack bonus, however when using this flurry, all attacks made in the round suffer a -2 penalty. (The Half Mithral Golem should wind up with 3 slam attacks with a flurry).

Nimblewright- If the Half Nimblewright Golem hits an opponent with its rapier hand attack, it may attempt to trip that opponent without needing to make a touch attack, or provoking an attack of opportunity. Further, when attacking a prone creature, it deals an additional 2d8 damage with a successful attack.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 20, 2010, 09:32:33 PM
Golemaic Weapon Pt II (O-Z)
[spoiler]Outer- The Half Outer Golem gains reach of 5 extra feet with its slam attack, as oozy green tentacles grow out of its body. It also gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Outer Golem deals constriction damage equal to its slam damage. Further, 1/minute the Half Outer Golem may make a charge attack at 4 times its movement speed, as it charges it grows uncannily hot, and its slam attack deals an additional 1d6 fire damage at the end of this charge.

Peanut-Butter- Half Peanut-Butter Golem’s may seem smooth and fantastic, but sometimes one can find themselves in a bit of a crunch with a one that has gone nutty. If the Half Peanut-Butter Golem takes damage it must make a Will save DC (10+ the damage dealt) or go completely Nuts. Going Nuts is similar to a barbarian’s rage, except it temporarily gains a +4 bonus to Strength and the Half Peanut-Butter Golem’s natural armor increases to equal its Constitution modifier (1.5 its constitution modifier if it is a Half Adam’s Peanut-Butter Golem). Going Nuts is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can go Nuts 1/day plus an additional time for every 4 HD it has. Half Peanut-Butter Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the bonus to natural armor class increases by an additional +2 points. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the bonus to natural armor class increases by an additional +2 points (which stack with the two points gained at effective Barbarian level 11.)

 Perfector- The Half Perfector Golem gains a terrifying Gaze attack,  any creature within a 5 feet per HD radius of the Half Perfector Golem are subjected to this Gaze attack, and must succeed on a DC (10+1/2 HD+Con Mod) or become shaken for 1d4 rounds per 2 HD. A successful save leaves that opponent immune to this fear effect for 24 hours. Further the Half Perfector Golem may use Banishment (http://www.d20srd.org/srd/spells/blur.htm) as a spell like ability 1/day per 5 HD the Half Perfector Golem has. Caster level equal to its HD.

Pińata- As part of an attack action, 1/minute, the Half Pińata Golem may make a blinding attack with its slam. Any creature struck this slam must succeed on a DC (10+1/2HD+Dex Mod) Reflex save, or be blinded. Any such struck creature must make a DC (10+1/2HD+Cha Mod) Will save or be compelled to attack the Half Pińata Golem for a number of rounds equal to its HD. This secondary compulsion is a Mind-effecting affect, and happens regardless of the target being blinded or not.

Plague- As free action, 1/minute, the Half Plague Golem may attempt to spread any one disease it is carrying (see Construction Material), it may choose one of the following means of spreading it in each instance it uses this ability. The Fortitude save for any given disease spread in this manner is DC (10+1/2HD+Con Mod), and has an incubation time of 1d4+1 rounds. The Half Plague Golem may have a number of diseases actively ready to infect equal to its Con Mod. (Or in other words the Half Plague Golem may not have more objects smeared with disease substance than its Con Mod.)
[spoiler]Contact The Half Plague Golem may touch the surface of any single object placing a contact disease over 1 square foot of its surface area per HD. Any creature touching this area within 10 minutes per HD must make a Fortitude save or suffer the ill effects of the disease.

Ingested: The Half Plague Golem may touch any one food or liquid substance up to 2 pounds per HD spreading its disease in it. Any creature consuming this substance within 1 hour per HD must make a Fortitude save or suffer the ill effects of the disease. (1 gallon is roughly 8 pounds.)

Inhaled: The Half Plague Golem may exhume foul air, which fills its own square, and spreads out in a 5 feet per 3 HD radius spread centered on the Half Plague Golem. This foul air does not inhibit vision, and hangs in the air for 1d4+1 rounds before dispersing. Any creature moving through and breathing in this foul air must make a successful Fortitude save or suffer from the ill effects of the disease.

Injury: The Half Plague Golem may line a manufactured or natural weapon with its disease. Any creature struck by this weapon within the next 10 rounds must make a successful Fortitude save or suffer the ill effects of that disease.[/spoiler]

At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Prismatic- As a free action, 1/minute, the Half Prismatic Golem may extend a luminous tendril from its body in order to make a Prismatic touch attack. This attack has a random effect based on the color of the tendril that made the attack, it cannot control which tendril it uses. Roll 1d8 and consult the following list to figure out the exact effect of the attack. This attack deals 1d4 damage of the appropriate type per HD.
1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Confusion**
7|Violet|Sonic Damage
8|White|Force Damage
*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm).  
**Confusion does no damage, but subjects the creature to a Confusion (http://www.d20srd.org/srd/spells/confusion.htm) effect as per the spell of the same name. Caster Level equal to the Half Prismatic Golem’s HD. At 10 HD this increases to an Insanity (http://www.d20srd.org/srd/psionic/powers/insanity.htm) effect, as per the spell of the same name.

Replicant- The Half Replicant Golem can create Replicants with the speed and ease of a normal Replicant. Doing so requires it to first gather 50 gp worth of raw materials. The process of creation is erratic and only takes 1d4+1 days to complete. The Replicant created only has ˝ a HD and is completely average for its kind, except for any flaws it may have. The newly created Replicant is loyal to the Half Replicant Golem. This Replicant is treated as a hand-built and is utterly and mindlessly loyal to the Half Replicant Golem. There is a chance the new Replicant is imperfectly created. Roll a d% and consult the  Replicant’s table (http://www.giantitp.com/forums/showthread.php?t=39608) to see if this happens and the exact manner of the flaw. Alternatively the Half Replicant Golem may use 10 gp worth of raw materials and a full-round action that provokes an AoO to cobble out a Replicant that lasts for 1d4 rounds per HD. (This Replicant is incapable of building other Replicants and has 2 flaws.)

 Rubber-Chicken- As part of an attack action, 1/minute, the Half Rubber-Chicken Golem may make a Bad Joke attack with its slam. Any creature struck this slam attack must succeed on a DC (10+1/2 HD+Cha Mod) Will save, or be effected by a Hideous Laughter (http://www.d20srd.org/srd/spells/hideouslaughter.htm) effect, caster level equal to its HD.

Alternatively at third level the Half Rubber-Chicken Golem may opt to, instead, gain access to the Falling Anvil (http://www.giantitp.com/forums/showthread.php?t=122824&highlight=Looney+Tunes) discipline regardless of class. In addition, it may choose one 1st-level Strike from this discipline and use it once per encounter (as if it had picked up a strike with the Martial Study feat, although this does not count against the number of times it may select this feat).

Sand- When the Half Sand Golem strikes a living creature, some of the shapesand used to create its graft forces its way into its opponent’s mouth or nose, causing that creature to suffocate. The opponent must make a DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous round, until it can clear the sand from its lungs, or begin to suffocate. The creature can clear the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity.

Sentinel-of-Mirhardir- The Half Sentinel-of-Mirhardir Golem’s slam attack runs wild with all the pride of the Olympian Gods, its slam deals an additional 2d6 God-Thunder damage, holy damage that is not subject to electricity resistance or immunity. God-Thunder deals full damage to objects. Creatures struck by this slam attack must make a successful Fortitude save DC (10+1/2 HD+Cha Mod) or suffer a penalty to Dex equal to the Half Sentinel-of-Mirhardir Golem’s Cha Mod. Creatures wearing heavy metal armor, or built primarily out of metal suffer a -4 penalty to this saving throw.

Shacklelock- The Half Shacklelock Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the it deals constriction damage equal to its slam damage. If the Half Shacklelock Golem successfully pins a creature, it may, as an immediate action, bind that creature in a pair of Masterwork Manacles, that have an Escape Artist DC equal to (10+1/2HD+Str Mod) or require 2 Open Lock checks of the same DC. (One for the feet, and one for the Hands.) The Shacklelock Golem does not need to continue grappling the creature to leave it in its manacles, and may choose to have a bit of chain of any length up to 10 feet per HD leading back to the bound creature. The Half Shacklelock Golem may have a number of creatures so bound at any given time equal to 1/2 its HD.

Shadesteel- As a free action, 1/Minute, the Half Shadesteel Golem may release a wave of negative energy which emanates out in a 10 foot cone in front of the Half Shadesteel 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.

Shield-Guardian- The Half Shield-Guardian Golem gains a transfer pain touch attack. It may make a touch attack against any two creatures adjacent to it. One of these creatures is healed 1d6 Hp per HD, the other creature and the Half Shield-Guardian Golem each suffer half this damage rounded down. A Will save from the other creature reduces this damage by half again, but not for the Shield-Guardian.

Siege- The Half Siege Golem may launch a boulder or other large object from its Catapult like limb, the Half Siege Golem may throw the following sized stones or inanimate objects based on its size (before Powerful Build.) The Range of these thrown objects is 200 feet, as a projectile weapon (thus having 10 range increments.)
This attack may function as a normal ranged attack at a -2 penalty, or it may be used as the Catapult siege engine. This allows the Half Siege Golem to arc the attack, it does not require a line of sight to attack the targeted area, which is as large as the size of an object it can hurl. The Half Siege Golem must make an attack roll against an AC 15. If this attack roll fails, roll 1d8 for direction, 1 being towards the Half Siege Golem, 2-8 being clockwise around that square. This attack lands 15 feet away from its intended target in the rolled direction. Creatures and objects in the area where the attack land suffer damage as appropriate, but may make a reflex save DC (10+1/2 HD+Dex  Mod) for half damage.

Reloading this Catapult limb requires a full-round action, however the Half Siege Golem has a special holster built into its back to hold 1 spare boulder at all times. Any Boulder in this Holster may be loaded as a swift action. Any Boulder or object in this holster, add its weight against the Half Siege Golem’s carrying capacity as normal.
[spoiler]
[table=head]Size Before Powerful Build| Size and Weight of Rocks
Fine|Cannot throw rocks, Pebbles though. They don’t do damage. (No objects)
Diminutive|Rocks weighing up 5 pounds each. (Fine objects)      
Tiny|Rocks weighing 10 to 15 pounds each ( Diminutive objects)
Small|Rocks weighing 20 to 30 pounds each (Tiny objects)   
Medium|Rocks weighing 40 to 50 pounds each (Small objects)   
Large|Rocks weighing 60 to 80 pounds each (Medium Objects)
Huge|Rocks weighing 90 to 120 pounds each (Large Objects)
Gargantuan|Rocks weighing 130 to 170 pounds each (Huge Objects)
Colossal|Rocks weighing 180 to 230 pounds each (Gargantuan Objects[/table]
[/spoiler]

Skywatcher- The Half Skywatcher Golem, as a free action, 1/minute, may release a beam of searing light. This requires a ranged touch attack and deals 1d8 damage per 2 HD, and has a range of 40 feet per HD. Undead creatures, and creatures particularly weak to sunlight, suffer 1d6 damage per HD. Undead creatures that are particularly weak to sunlight (such as vampires) suffer 1d8 damage per HD. Inanimate objects and Constructs only suffer 1d6 damage per 2 HD.

Split-rail- The Half Split-Rail Golem’s gangly limb allows for it to make slam attacks as if it were a reach weapon sized appropriately for the Half Split-Rail Golem, however the Half Split-Rail Golem takes no penalty to attack rolls for attacking creature adjacent to it with its slam attack. Further as a standard action 1/minute, the Half Split Rail Golem may make a sweeping attack, this attack passes through a 10 foot cone in front of the Half Split-Rail Golem, plus 5 feet for every 3 HD. Any creature caught in this cone suffers damage equal to the Half Split-Rail Golem’s slam attack, and is knocked prone. A successful Reflex DC (10+1/2HD+Dex Mod) halves the damage and negates the knocked prone status.

Stained-Glass- The Half Stained-Glass Golem’s slam attack is replaced by two claw attacks that deal 1d6 damage (Medium).  Further, as a standard action 1/minute the Half Stained-Glass Golem may create a hypnotic pattern by bending light fascinating any single creature of HD lower than or equal to that of the  Half-Stained Glass Golem. A successful Will save DC (10+1/2HD+Cha Mod) negates this effect. A Half-Stained Glass Golem may maintain this effect with a standard action, and may keep a creature fascinated for a number of rounds equal to its Cha Mod.

Stone- The Half Stone Golem can cause a creeping curse in those raise their ire, as a free action 1/minute. The Half Stone Golem may select any target within a range of 10 feet plus 5 for every 3 HD beyond 5, this Target must succeed on a DC (10+1/2 HD+Con Mod) Will Save or suffer the effects of a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell, Caster Level equal to its HD.

Tangled-Seasonal-Lights- The Half Tangled-Seasonal-Lights Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, it deals constriction damage equal to its slam damage. Further, the Half Tangled-Seasonal-Lights Golem may use an Animate Rope (http://www.d20srd.org/srd/spells/animaterope.htm) spell like ability once per day per 3 HD. It may use this ability to do one of the following: Animate a rope as per normal, Cause a creature’s clothing or vaguely cloth/rope-like accessories to entangle said creature for a duration equal to the Animate Rope’s duration, or to cause a targeted creature’s internal organs to twist and knot, dealing 1d4 points of nonlethal damage each round for Animate Rope’s duration.

Tombstone- 1/day per 5 HD the Half Tombstone Golem has, it may make a Slaying attack, as part of a normal slam attack, if this slam attack succeeds the Half Tombtone Golem rolls 1d6 per HD, if this totals equal to or over the targeted creature’s current hit points, it dies without a save. If it successfully slays a creature by this means it gains temporary hp equal to half the creature’s current hit points before dying, and a +2 bonus to Strength for 10 minutes per HD. This is a death effect.

Trainer- As a free action, 1/Minute, the Half Trainer Golem may let out a terrible shriek that fills a 10 foot cone in front of the Half Trainer Golem, plus 5 feet for every 3 HD. Any creature caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

Valorhammer- As a standard action, 1/minute, the Half Valorhammer Golem may invoke a merciful smiting that delivers the non-lethal damage and the cleansing comfort of guilt relieving pain. This attack gains an insight bonus to attack equal to its Cha Mod, and deals additional non-lethal damage equal to its HD. This need not be the Half Valorhammer Golem’s slam attack, this attack is not alignment dependent. A creature rendered unconscious through attack is subjected to an Atonement (http://www.d20srd.org/srd/spells/atonement.htm) effect.

Warforged-  Warforged grafts are highly adaptable, and are easily modified, the Half-Warforged Golem gains 1 upgrade selected from the Iron Golem (http://"http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018") Monster Class that it qualifies for instead of a Golem weapon.

Web- The Half Web Golem  may, as a standard action, 1/minute, throw a web-net, which as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Web Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2HD+Str Mod) or burst free with a successful Strength Check DC (10+Str Mod), both of which are standard actions, a strand of web-silk leads back the Half Web Golem. Further, there are venomous barbs in the web, any creature entangled is subjected to a numbing poison. The creature is only subjected to the poison once per entanglement. This poison has a Fortitude Save DC of (10+1/2HD+Con Mod), and deals 1d4 Dexterity damage as initial and secondary damage. This damage increases by one size category every 4 HD. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Woodwrath- The Half Woodwrath Golem gains a trample attack, as a full-round action it can move up to four times 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 modifier 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 Woodwrath 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.

Worker- As a free action, 1/minute, the Half Worker Golem may fire a terrible tribeam cannon designed to eliminate material. This cannon strikes unerringly at a range of 10 feet per HD. The targeted creature or object suffers 1d4 damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature or object reduced to 0 hp in this manner is disintegrated (http://www.d20srd.org/srd/spells/disintegrate.htm). This attack ignores hardness and deals full damage to objects.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY December 20, 2010, 10:48:32 PM
The half-golem seems quite powerful... So at level 20, it could have a +17 to one physical ability score from "Improvement"? And this is an untyped bonus? On top of the other stuff from the template? Is that intended?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 20, 2010, 10:55:51 PM
ChumpLump's thread for that class is still active. (http://www.giantitp.com/forums/showthread.php?p=9950797)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY December 20, 2010, 10:58:20 PM
ChumpLump's thread for that class is still active. (http://www.giantitp.com/forums/showthread.php?p=9950797)

Friends don't let friends post on GITP. :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 20, 2010, 11:04:53 PM
I mention this mainly because of how freaking huge it is.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 20, 2010, 11:36:36 PM
SiggyDevil: The MM Nightwalker correct?

I mention this mainly because of how freaking huge it is.

I'll try to keep it updated. But really, the original half-golem was just 6 versions, and then he went and made it a project on it's own. The 68 here should be more than enough for now. Gods, and to think I started this whole thing as a hobby...

PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: SiggyDevil December 21, 2010, 01:03:56 AM
SiggyDevil: The MM Nightwalker correct?

Yes indeedy. Not the variants, mind you. Just the humanoid one. I'd love to play a L1 Nightwalker no matter how weak (it could have merely a single ability: the Improved Sunder feat).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY December 21, 2010, 11:50:10 AM
PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?
It says any physical score. So let's put that +17 in Con, and give this thing a breath weapon (the other 17 levels could be in Dragon or something). This also would stack with all the other ways of inflating your Con score. So now it has its hit points, main attack DC, and armor class based on its massively inflated Con score.

Seriously. +17 is too big. It's totally ridiculous, and kicks you off the random number generator that the rest of the game uses. Nothing else gives you a bonus anywhere near that big pre-epic. It may not be game-breaking in and of itself, but it is totally out of line with everything else in D&D, basically. I think it should be limited to half your character level, and be an enhancement bonus. It should also scale in the normal fashion, but maybe have some kind of discount built in, and allow you to go above +6 pre-epic.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 21, 2010, 12:34:38 PM
PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?
It says any physical score. So let's put that +17 in Con, and give this thing a breath weapon (the other 17 levels could be in Dragon or something). This also would stack with all the other ways of inflating your Con score. So now it has its hit points, main attack DC, and armor class based on its massively inflated Con score.
Sorry, let that slip by, was suposed to be only Str score. Corrected now.

Seriously. +17 is too big. It's totally ridiculous, and kicks you off the random number generator that the rest of the game uses. Nothing else gives you a bonus anywhere near that big pre-epic.
Giant size (up to +32 Str pre-epic,plus other goodies). Polymorph. Shapechange. Bite of the WereX. Str is really easy to boost.

It may not be game-breaking in and of itself, but it is totally out of line with everything else in D&D, basically. I think it should be limited to half your character level, and be an enhancement bonus. It should also scale in the normal fashion, but maybe have some kind of discount built in, and allow you to go above +6 pre-epic.

One of the golem's (and half-golem) main traits are their massive Str scores compared to the rest of their ability scores. I wanted to represent that, that having a golem limb makes you hit harder than the giant sized shapechanging cleric. Plus Str isn't really tied to anything meaningfull besides melee damage, besides hulking Hurler Shenigans, but that combo is already broken whitout need of help.

Boosting any score yes was broken, but Str-only is perfectly manageable in my opinion.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 21, 2010, 01:28:06 PM
Next request!

:) :) :)
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 :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 21, 2010, 01:41:11 PM
Half-Golem Construction Materials (A-N)
[spoiler]Adamantine- This material is incredibly indestructible, The Half Adamantine Golem’s Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when a Half Adamantine Golem gains Damage Reduction at third level, it gains additional DR equal to its strength modifier. A Half Adamantine Golem is immune to spells that normally effect metals, as that their body is timeless and concepts such as Rust, and Heat Metal, do nothing to it.

Alchemical- This material is exceptionally toxic. However it seems to strengthen the Half Alchemical Golem’s Body. The Half Alchemical Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Any creature that damages the Half Alchemical Golem with a melee attack suffers 1d4 acid damage per 4 HD, as acid violently splashes out towards them.

Amorphion Golem- This material is constantly changing, ever reshaping itself. The Half Amorphion Golem may add a +2 bonus to any one of its ability scores. It may reassign this bonus 1/day, as a standard action. Further the Half-Amorphion Golem may alter its form as per the spell Alter Self (http://www.d20srd.org/srd/spells/alterself.htm) 1/day per 4 HD as a Full Round Action, caster level equal to its HD.

Artillery- This material is designed for effect combat mobility, the Half Artillery Golem may slow any fall it takes to 30 feet per round, and does not take falling damage while conscious. Upon Reaching 5 HD the Half Artillery Golem may levitate as if it had cast the spell of same name upon itself for a total number of rounds per day equal to its HD+ Charisma modifier. It does not suffer the normal attack penalties for this levitating. The Artillery Golem's levitation speed is 20 feet + 5 feet for every 2 HD it has above 5.

Ash- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half Ash Golem. Any time the Half Ash Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne Blistering Ash, causing a -2 penalty to Dexterity and vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne ash. Further, if the creature that did the damaging is in an adjacent square to the Half-Ash Golem, it suffers 1d4 points of fire damage per 4 HD.  The Half-Ash Golem may also leave clouds of Ash behind it as part of a move action, filling any square moved through by the Half Ash Golem with this same airborne Ash. This ash dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Ash Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

Assembly- This material is built of very small constructs that may be disassembled and reassembled at any time. As a move action the Half Assembly Golem may disassemble part of its Golem limb in order to produce multiple miniscule Assembly Golems that may form together to build larger creatures. This functions similarly to the Summon Monster spell of Caster Level equal to half the Half Assembly Golem’s HD, and it uses the following table. Like summon monster, a Half Assembly golem may summon 1d4-1 creatures of a lower tier than what it can currently summon, or 1d6+1 of any tier 2 or lower than it’s currently available one. A Half Assembly Golem may use this ability a number of times per day equal to its Wisdom modifier. [spoiler][table=head]Half Assembly Golem HD|Summoned Creatures
1|Tiny Animated Object (Golem Shaped)
3|Small Animated Object (Golem Shaped)
5| Medium Animated Object (Golem Shaped)
7|Tiny Assembly Golem or Large Animated Object (Golem Shaped)
9|Small Assembly Golem
11|Huge Animated Object (Golem Shaped)
13|Medium Assembly Golem
15|Gargantuan Animated Object (Golem Shaped)
17|Large Assembly Golem[/table]
Assembly Golem Block (http://"http://www.giantitp.com/forums/showpost.php?p=10000733&postcount=26")[/spoiler]

Battleglory- this material is built with the bones, weapons, armor, blood, and palpable stubbornness of the fallen warriors of Ysgard. The Half Battleglory Golem’s strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further the Half Battleglory Golem is treated as having the Die Hard feat, and its downward limit of Hp is increased by its HD. For a successful Half Battleglory golem its Death Threshold becomes -X (X=10+the Half Battleglory Golem’s HD), for a Failed Half Battleglory Golem it becomes -Y (Y=The Half Battleglory Golem’s HD)

Birthday-Cake- This material comes with alchemical candles that grow naturally from the cake-like arm, the Half Birthday-Cake Golem gains a number of candles equal to its HD. The Half Birthday-Cake Golem gains fast healing to the number of candles it has lit. These candles are particularly hard to put out.  A character can blow out a Half Birthday-Cake Golem’s candles as a standard action that provokes attacks of opportunity. The character makes a touch attack, and if successful, the character can blow out a number of candles equal to 1d20 + his Constitution modifier.  A gust of wind works like a ranged attempt to blow out a birthday Golem’s candles, and thus requires a ranged touch attack. A gust of wind blows out 1d20+Primary casting ability score candles. As a swift action, a Half Birthday-Cake Golem can relight 1d6 candles.
If all of the Birthday-Cake Golem’s candles are lit, it may extinguish them all as a swift action to grant a single targeted creature the benefits of Heroism (http://"http://www.d20srd.org/srd/spells/heroism.htm") caster level equal to its HD.

Blood of War- This material is very strong but demands constant upkeep or else it becomes a hindrance. The character's strength score improves by an extra +4 and its Natural armor increases to equal its constitution modifier, further, it can detect any creature within a 30 feet per HD range that has been injured or is actively bleeding, as if by the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent)special quality. The Half Blood of War Golem must consume an amount of blood equal to the water it requires each day, every day the Half Blood of War Golem does not consume such blood it must make a Fortitude save (DC 10+number of days since its Last Feeding) or grow weak. It loses 1 points of Strength each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and the body of a recently slain creature with blood (Which is consumed in this process, each creature offers a total amount of repairs equal to half its constitution score), and a successful heal, profession, or craft check the appropriate type with DC (18) to remove each point of this Strength penalty. A Restoration spell will automatically remove this Strength penalty and will prevent this Strength penalty for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.

Brain- This material resonates with psionic energy. The Half Brain Golem gains a +2 bonus to Intelligence and gains a deflection bonus to armor class equal to its Intelligence modifier, further it gains two additional power points per HD.

Brass This material greatly improves the olfactory capabilities of the Half Brass Golem. The Half Brass Golem gains the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability and gains a bonus on Survival checks (Including those made in Tracking) equal to its HD, it may make survival checks in the place of intelligence checks when attempting to navigate labyrinths and mazes, including those created by the Maze (http://www.d20srd.org/srd/spells/maze.htm) spell. Further the Half Brass golem gains a +2 bonus to strength, and its bonus natural armor is increased to equal its constitution modifier.

Butterscotch-Pudding- This material is extremely sticky making the subject a great walking mess.  Any weapon that deals damage to a Half Butterscotch-Pudding Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+1/2HD+Str Mod) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Butterscotch-Pudding Golem receives a racial bonus to equal to half its HD. A Half Butterscotch-Pudding Golem can spend a standard action to cover over a single weapon per round and hide it within its Limb, however the Half Butterscotch-Pudding Golem may only have one item hidden within its limb at any given time. This item can only be retrieved if the Half Butterscotch-Pudding Golem is unconscious and requires a Disarm check as if the Half Butterscotch-Pudding Golem is taking 10.

Cadaver-Collector- This material is built with fierce steel and cruel spikes, the Half Cadaver-Collector Golem is treated as having armor spikes of a creature one size larger than it is for all intents and purposes.  It is naturally proficient with these armor spikes, further, the Half Cadaver-Collector Golem is considered a quadruped for carrying capacities.

Caltrop- This spiky material is constantly falling apart, as such any square moved through by a Half Caltrop Golem is left covered in caltrops (http://www.d20srd.org/srd/equipment/goodsandservices.htm). These caltrops attack roll is equal to the Half Caltrop Golem’s attack roll, without any size bonuses or penalties. These caltrops deal 1d4 damage per 4 HD the Half Caltrop Golem has. The DC Heal check for these caltrops’ speed reduction is 10+1/2 The Half Caltrop Golem’s HD+ Strength Modifier.  These disappear three rounds after forming, and the Half Caltrop Golem is immune to the effects of these caltrops. Further the Half Caltrop Golem is treated as having armor spikes for all intents and purposes.  It is naturally proficient with these armor spikes.

Calzone- This material is exceptionally delicious, but always just a little too hot to bite into.  Any time the Half Calzone Golem  is damaged, it makes a splash attack centered on its own square that deals 1d4 fire damage per 4 HD it has. A Successful reflex save halves this damage to any creature except one that directly did the damaging in the first place.  Further the cheese within a Half Calzone Golem is particularly sticky, any weapon that deals damage to a Half Calzone Golem becomes stuck to its skin, unless the wielder succeeds on a DC 10+1/2 The Calzone Golem’s HD + Strength reflex save. The weapon may be retrieved with a successful disarm check.

Carver- This material is intricately deft but requires constant maintenance or it may become a hindrance. The Half Carver Golem’s Dexterity improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Carver Golem gains a racial bonus on craft or profession checks involving woodworking or tree falling equal to its HD. However every time the Half Carver Golem takes Bludgeoning or Cold 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 Craft (Cutlery) or other appropriate check (DC 18) to remove each point of this Dexterity penalty. The Half Carver Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Chain- This material is loose and dangly, but also very effective for defending against ranged attacks.  A Half Chain Golem’s natural armor increases to equal its constitution modifier, and a Half chain Golem gains it gains DR/-  against all ranged attacks equal to its Strength Modifier. (At third level this is applied after its DR/Adamantine)

Chocolate- This material is tantalizingly aromatic to any creature that gets too close to the Half Chocolate Golem. Any creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Chocolate Golem possesses must make a will save DC (10+1/2 The Half Chocolate Golem’s HD+ Wisdom Modifier) or behave Confused (http://www.d20srd.org/srd/spells/confusion.htm) for a number of rounds equal to the Half Chocolate Golem’s HD. A creature that succeeds on its save cannot be effected again by this ability. This is a mind-effecting affect that is scent dependent. (As such creatures who cannot smell are immune, and creatures with the Scent quality suffer a -4 circumstance penalty to their will save. Likewise Gnomes always suffer a -2 racial penalty to this will save.)

Clay- This material gives extra momentum to the Half Clay Golem. After it has engaged in at least one round of combat the Half Clay Golem can act as if it were under the effects of Haste (http://www.d20srd.org/srd/spells/haste.htm). 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 Clay Golem has. In addition, when the Half Clay Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Coral- This material has impressive self-preservation properties. The subject gains fast healing equal to half its HD, further a Half Coral Golem’s jagged bone like structure grates against creatures it grapples automatically dealing damage equal to its slam natural attack, this is Slashing damage.  However this material is very water dependent and A Half Coral Golem must immerse its entire body in water at least once every week or suffer ill effects. After a week has passed, the Half Coral Golem must make a Constitution check every day thereafter (DC 10+ 1 per additional day) or take 1 point of Strength damage. Once a Half Coral Golem immerses its body in water, it regains 1d4 points of Strength per hour it remains immersed. 

Demon-flesh- This material is hewn from the bodies of the Flying terrors that hail from the Abyss. The Half Demon-Flesh 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 poor. Even if its maneuverability is improved to perfect, it cannot hover while gliding. Further the Half Demon Flesh Golem gains Darkvision 60 feet, this Darkvision works even in magical darkness.

Dragon-flesh- This material is exceptionally sensible to vibrations. The Half Dragon-flesh Golem gains Blindsense with a range of 20 feet plus an extra 5 feet for every HD it has, further the Half Dragon-flesh golem gains a racial bonus on jump checks equal to its HD.

Fang- This material is highly natural, and has ties to the forces of nature. The Half Fang Golem gains a +2 bonus to wisdom, and may be treated as an animal, fey, or its normal type (whichever benefits it the most) for the purposes of spells cast on it. (This does not overcome a Construct’s immunity, or an Undead’s vulnerability, to cure spells.) Further the Half Fang Golem is treated as having armor spikes for all intents and purposes.  It is naturally proficient with these armor spikes.

Fewmet- This material is extremely fertile in magical energy, but it is also most foul, The Half Fewmet 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 arcane casting class it had access to before taking its First level of Half Fewmet Golem, if it had more than one Arcane casting class before taking its First level of Half Fewmet Golem, it must select one to gain this benefit. If the Half Fewmet 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. Any creature successfully making a bite attack on the Half Fewmet Golem must pass a DC (10+1/2 The Half Fewmet Golem’s HD + Constitution Modifier) fortitude save, or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

Flesh- This material is heavy, and uncannily powerful, the Half Flesh Golem’s slam improves, it now deals 2d6+1.5 Strength Modifier damage (for a medium creature), further its critical is x3 rather than the usual x2. Further, the Half 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 Flesh Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.
 
Force- This material is naturally enigmatic, The Half Force Golem gains a deflection bonus to armor class equal to its Wisdom modifier, further it gains a bonus on bull-rush checks (including opposed strength checks that are part of bull-rush checks) equal to its HD.

Gear – This material was deftly put in motion by the forces of Law itself, adamantine, Mithral, Silver and Marble make up gears, cogs, sprockets, and whirligigs that twist and turn within its complicated construction. The Half Gear Golem finds itself functioning at maximum efficiency, requiring half as much sleep or meditation each night, even to prepare spells, half as much food/water, and half as much air as other creatures (It may hold its breath twice as long as it could before.) Further it gains a +2 bonus to Dexterity. If the Half Gear Golem becomes a construct through the danger, this clockwork efficiency goes to its mind, granting it a +2 bonus to Wisdom. Further, the Half Gear Golem may make repairs on other Constructs without a craft check or tools, it effectively gains access to any Repair spell of equal level or lower to half its HD, this ability is usable a number of times per day equal to its wisdom modifier.

Gloom- This material is wrought of the very emotional ambiance of the lower planes, the sheer force of Evil and Wickedness override any auras the Half Gloom Golem would normally project. Any divination power that reveals alignment reveals only Evil about the Half Gloom Golem. All spells and effects that affect creatures based on alignment treat the Half Gloom Golem as if it were Evil or its own alignment, whichever would be better for the Half Gloom Golem. Further the Half Gloom golem radiates a terrible sadness,  any creature within 5 feet per HD of  the Half Gloom must make a DC (10+1/2 the Half Gloom Golem’s HD+ Wisdom Modifier)  will save or suffer -2 penalty on attack rolls, saving throws, skill checks, ability checks and weapon damage rolls until it leaves this area. This is a mind-affecting Compulsion.

Grave-dirt- This material is unnaturally perverse, and tied directly to the necromantic energies that can be found within defiled crypts. As a full round action that provokes an attack of opportunity, the Half Grave-Dirt Golem may vomit out an Undead creature as per the Summon Monster spell of level equal to half the Half Grave-Dirt Golem’s HD, except it uses the following table. A Half Grave-Dirt Golem may use this ability a number of times per day equal to its Wisdom modifier. Treat the Half Grave-Dirt Golem’s HD as the Caster Level. This is a supernatural ability.  [spoiler]
[table=head]Spell|Undead
Summon Monster I| Any Small 1 HD Creature Zombie, Any Medium 1 HD Creature Skeleton
Summon Monster II| Any Large 3 HD Creature Zombie, Any Large Skeleton of up to 5 HD.
Summon Monster III|Ghoul, Any Large Skeleton of up to 7 HD, Any Large 4 HD Creature Zombie
Summon Monster IV| Huge Skeleton of up to 9 HD, Allip, Ghast, Any 7 HD Creature Zombie
Summon Monster V| Skeleton of up to 11 HD any size, Mummy, Shadow, Vampire Spawn, Wight
Summon Monster VI| Skeleton of up to 12 HD any size, Any 8 HD Creature Zombie of any size, Vampire (L.5 Human Fighter)
Summon Monster VII| Skeleton of up to 14 HD any size, Any Creature Zombie of any size, Ghost (L.5 Human Fighter), 
Summon Monster VIII| Skeleton of up to 17 HD any size.
Summon Monster IX|   Skeleton of up 25 HD Any Size.   [/table]
Zombie’s HD are doubled, so a 3 HD Creature Zombie will have 6 HD.[/spoiler]

Hangman- This material has impressive self-preservation properties but requires constant maintenance. The subject gains fast healing equal to half its HD. Further the Half Hangman Golem gains a racial bonus to Climb, Use Rope, Profession (Sailor) and Profession (Hangman) checks equal to half its HD. However every time the Half Hangman Golem takes slashing or fire damage it must make a Fort save DC (10+ damage dealt) or it takes a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of this Dexterity penalty. The Half Hangman Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of this Dexterity penalty to the Hp damage it recovers.

Hellfire- This material is wrought from the very fires of the hells, The Half Hellfire Golem's Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half hellfire Golem suffers 1d4 fire damage per 4 HD the Half Hellfire Golem has.

Homunculus – This material is often made from clay and the blood of the very person who is to receive the Limb. A Half Homunculus Golem never fails their The Danger will save unless the participant wills it do so, further the Homunculus limb has almost a secondary awareness to it, granting the subject a +2 bonus to Dexterity.

Ice- This material is mined from the eternal mountain that holds ancient evils deep within its ice. The Half Ice Golem's Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages with a melee attack the Half Ice Golem suffers 1d4 cold backlash damage per 4 HD the Half Ice Golem has.

Inevitable- This material is the flesh of Law itself, steel, ivory, brass and marble stolen from those who exist to maintain Order. The sheer force of Order and Law override any auras the Half Inevitable Golem would normally project. Any divination power that reveals alignment reveals only Lawful about the Half Inevitable Golem. All spells and effects that affect creatures based on alignment treat the Half Inevitable Golem as if it were Lawful or its own alignment, whichever would be better for the Half Inevitable Golem. The natural abortion of deceit runs hot within the inevitable limb, causing a tangible pain in the subject that assists with dealing with such trickery. The Half Inevitable Golem receives a racial bonus on all checks that it makes opposed by a bluff check equal to 1/2 its HD.

Inquisition- This material is exceptionally cruel, and capable of silencing the cries of its opponents. Once per day per 2 HD the Half Inquisition Golem has the Half Inquisition Golem may use Silence (http://www.d20srd.org/srd/spells/silence.htm) center on itself as a SLA, caster level equal to its HD. Will save DC equal to 10+Half the Half Inquisition Golem’s HD + Wisdom Modifier. Further, as a swift action the Half Inquisition Golem may equip any tool found inside Healing kit, or that may be particularly vicious, granting the Half Inquisition Golem a racial bonus to Heal and Intimidate checks equal to half its HD.

Iron- This material is incredibly strong but demands constant maintenance or it may become a hindrance. The Half Iron Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Iron Golem gains a racial stability bonus on ability checks made to resist being bull rushed or tripped equal to half its HD. However every time the Half 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 Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Junk- A Half Junk Golem is immune to spells that normally effect metals or other specific materials, as that that their materials are not depended on any specific make-up, further the Half Junk Golem suffers half damage from any spell that directly damages constructs or objects.  Further the Half Junk Golem may scavenge through refuse and trash in order to find appropriate materials to repair its body. A Half Junk Golem that spends 4 hours digging through a large collection of refuse, trash, garbage, or junk of mixed useless materials may recover Hp as living creature that has rested for 8 full hours. It requires 1 pound of mixed junk for every 1 hp restored in this manner.   

Juggernaut- This material is made for constant battle, The Half Juggernaut Golem gains fast healing equal to half its HD, as well as natural armor equal its full constitution modifier.  Further the Half Juggernaut Golem is treated as having the Die Hard feat, and its downward limit of Hp is increased by its HD. For a successful Half Juggernaut golem its Death Threshold becomes - (10+the Half Juggernaut Golem’s HD), for a Failed Half Juggernaut Golem it becomes - (The Half Juggernaut Golem’s HD)

Magmacore- This material is a mix of metal, stone, and molten earth, and is particularly difficult to contain, as such any square moved through by a Half Magmacore Golem is left covered in molten earth. These squares of Molten earth are considered difficult terrain, and slow land movement speeds as if it were two squares. Further any creature entering or standing in a square of molten earth suffers 1d4 points of fire damage per 4 HD the Half Magmacore Golem has. These squares of molten earth dissolve and cool three rounds after forming, and do not effect the Half Magmacore Golem.  Further the Half Magmacore Golem gains a bonus to natural armor class equal to its full constitution modifier.

Mindstrike- This material is wrought of boiling blood, and the screaming manias derived from the pandemonium. The sheer force of Madness and Chaos override any auras the Subject projects. Any divination power that reveals alignment reveals only Chaos about the Half Mindstrike Golem. All spells and effects that affect creatures based on alignment treat the Half Mindstrike Golem as if it were Chaotic or its own alignment, whichever would be better for the Half Mindstrike Golem. The madness and continuing shrieks that echo in the Half Mindstrike Golem’s head renders it immune to all moral, fear, and confusion effects.

Mud- This simple material is gooey and somehow slippery at the same time, as such any square moved through by a Half Mud Golem is left covered in Sticky-slippery Mud. This mud entangles any creatures that walk into its space, any such creature must make a balance check DC (10+1/2 the Half Mud Golem’s HD+Strength modifier) or fall prone, directly after which, whether successful or not, the creature must make a Reflex save of equal DC or be glued in place. A strength check of equal DC breaks the creature free. This mud lasts for 3d4 rounds. Further the Half Mud Golem gains a racial bonus on all disarm checks equal to half its HD.

Mithral- This material is uncannily light and durable.  After it has engaged at least in one round of combat the Half Mithral Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). 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 Mithral Golem has.  In addition the Half Mithral Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Nimblewright- This material is uncannily light and durable.  After it has engaged at least in one round of combat the Half Nimblewright Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). 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 Nimblewright Golem has.  In addition the Half Nimblewright’s slam attack is replaced with a ‘rapier-hand’ attack, which functions much like a monk’s unarmed attack in that it is both a natural weapon and a light manufactured weapon. This attack deals 1d8 piercing damage, and has critical threat range of 18-20/x2.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY December 21, 2010, 01:42:23 PM
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: SiggyDevil December 21, 2010, 06:58:38 PM
Monty Python: Quest for the Holy Grail
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 22, 2010, 11:40:21 AM
NightWalker
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG196.jpg)
[spoiler]
HD:d12
Level Bab Fort Ref Will Feature
1 +0 +0+0+2 Darkness  Body,  Daylight Aversion, Chilling Blow, +1 Str
2 +1 +0+0+3 Darkness Skin, +1 Str
3 +1+ 1 +1+3Creeping Shadow, +1 Str
4 +2+ 1 +1+4 Evil Gaze, +1 Cha, +1 Str
5 +2+ 1 +1+4 Stalking Shadow,+1 Str
6 +3+ 2 +2+5Growth, Sudden Darkness, +1 Str
7 +3+ 2 +2+5 Consuming Shadow, +1 Str
8 +4+ 2 +2+6 Summon Darkness, +1 Cha, +1 Str
9 +4+ 3 +3+6 Overwhelming Shadow, Nightmare,+1 Str
10 +5+3 +3+7Desecrating Aura, +1 Str
11 +5+ 3 +3+7Master Shadow, +1 Cha,+1 Str
12 +6+ 4 +4+8Growth, Darkness Fist, +1 Str
13 +6+ 4 +4+8Crushing Shadow, +1 Cha, +1 Str
14 +7+ 4 +5+9 Crush, +1 Str
15 +7+ 5 +5+9 Unstopable shadow, +1 Cha, +1 Str
16 +8+ 5 +5+10Eclipse, +1 Str, +1 Cha
Skills:2+int modifier per level, quadruple at firt level, No class skills.

Proficiencies:The Nightwalker is proficient only with its own natural weapons
Features:

Nightwalker Body: a NightWalker loses all other racial modifiers and gains the following undead traits
[spoiler]    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
   
    * Undead do not breathe, eat, or sleep.
[/spoiler]
The NightWalker is a medium sized undead with two natural slam attacks dealing 1d6+Str modifier damage each and base speed 40 feet. The NightWalker takes no penalty for attacking with both claws at the same time. Any class levels the NightWalker takes have their HD increased to d12.

In addition, a NightWalker gains a Natural armor bonus equal to it's Charisma modifier.

NightWalkers cannot speak, but they have telepathy out to 20', with an additional 5 feet per HD

Daylight Aversion: If exposed to natural daylight (not merely a daylight spell), a NightWalker take a -4 penalty on all attack rolls, saving throws, and skill checks. The nightwalker can avoid this penalty by wearing a cloak or some other sort of heavy cloaking.

In return, a Nightwalker gains +1 to attack rollls, saving throws and skill checks while in an area of darkness. This bonus increases by 1 for every 5 HD of the Nightwalker.

Chilling Blow:The NightWalker may temporarily paralyze parts of an oponent's body, or force them to drop what they're carrying Whenever the NightShade hits an opponent with one of their slam attacks, they may choose to deal half damage and prevent the oponent from using one of his natural weapons for 1 round (NightWalker's choice), or perform a disarm atempt as a free action.

Darkness Skin:At 2nd level, the NightWalker gains DR/Silver and a bonus on Hide and Move Silently checks equal to half their HD, plus resistance to cold equal to their full HD.

At 6th level it improves to DR/Silver and magic

Ability Increase: The Nightwalker gains a permanent +1 to Str at all levels and +1 to Cha at levels 4, 8,  11, 13,  15, 16, for a total of +14 Str and +6 Cha at level 16.

Creeping shadow:At third level, the Nightwalker can begin to manipulate light and shadow, gaining the ability to use  Deeper Darkness, Invisibility and See Invisibility as SLAs, each 1/day per HD.

The Deeper Darkness SLA of the NightWalker counts as having a level equal to half the NightWalker's HD for purposes of countering/dispelling light spells.

Evil Gaze:. At 4th level, as a standard action, the NightWalker may look directly into an opponent within 30 feet, which must succeed on a DC 10+1/2HD+Cha mod Will save or be paralyzed with fear for 1 round. Whether or not the save is successful, that creature cannot be affected again by the same NightWalker’s gaze for 24 hours.

This is a gaze attack subject to all the normal flaws and drawbacks of this kind of attack, plus that it targets a single creature and needs a standard action to use.

At 8 HD the NightWalker may use this as a move action.

At 12 HD it can affect creatures normally immune to fear, but they gain a +5 bonus on their saves.

At 16 HD this becomes a full power gaze attack, affecting all whitin 30 feet of the NightWalker whitout need of actions.

Stalking Shadow:At 5th level the NightWalker can use Contagion,  Haste and Dispel Magic as SLAs, each 1/day for each 2HD. Save DCs are 10+1/2 HD+Cha modifier.

At 10 HD the NightWalker's contagion can affect even creatures immune to disease, but they gain a +5 bonus on their Fortitude saves to resist it.

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

Growth: At 6th and 12th level of this class the NightWalker grows one size category.

If all levels of the NightWalker were taken, it grows one more size category upon reaching 18 HD.

Sudden Darkness: At 6th level, the Nightwalker can use Deeper Darkness as an immediate action.

Consuming Shadow: At 7th level the NightWalker can use Unholy Blight 1/day per 3 HD, except that it affects creatures of all alignments except evil undead like they were good creatures, and it has no Maximum damage limit.

Against actual creatures of good alignment, it counts them as good outsiders.

Against actual good outsiders, it deals 1d8 damage per caster level.

Summon Darkness:at 8th level the NightWalker can summon forth 1d2 shadows 1/hour as a standard action. They arrive instantly and serve for 1 minute per HD. Undead summoned this way can never spawn other undead.

At 10 HD the NightWalker may summon 1d4 shadows or 1d2 Wraiths instead.

At  12 HD the nightwalker may summon 1d6 shadows, 1d4 Wraiths or 1d2 Greater shadows instead.

At  14 HD the nightwalker may summon 1d8 shadows, 1d6 Wraiths, 1d4 Greater shadows or 1d2 Dread Wraiths

At  16 HD the summoned Undead can deal half ability damage/drain to oponents normally immune to it.

Overwhelming shadow:At 9th level the NightWalker can use Cone of Cold as a SLA 1/day for every 4 HD it has, except that it has no Maximum damage, and oponents are entangled for 1 round per HD if they fail their saves, or for 1 round if they suceed on their saves.

Nightmare: at 9th level the NightWalker can fly with poor maneuverability at half its land speed, and gains SR equal to 11+HD.

Desecrating Aura: At 10th level a NightWalker gives off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty.

A nightwalker's desecrating aura cannot be dispelled, but its suppressed if a nightwalker enters a consecrated or hallowed area, altough the nightwalker's presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Master shadow:At 11th level the NightWalker can use Confusion and Hold Monster as SLAs 1/day for every 4 HD it has. Save DCs are 10+1/2 HD+Cha modifier.

Darkness Fist: at 12th level, whenever the NightWalker hits an opponent with its slam attack, it may spend one of his Deeper Darkness as a free action on that opponent to cover his eyes with pitch black, making it become blind for 10 min per HD. A reflex save with DC 10+1/2HD+Str mod prevents the blindness.

Crushing shadow:At 13th level the NightWalker can use Planeshift and Shadow Walk  as SLAs 1/day for every 5 HD. Save DCs are 10+1/2HD+Cha mod.

Crush:At 14th level a NightWalker can destroy any weapon or item at least one size category smaller than itself (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 10+1/2HD+Str modifier Fortitude save to resist destruction.

If it fails, it's crushed into fine diamond powder worth the same amount as the destroyed item.

This also allows the NightWalker's to automatically destroy lasting magical effects (even ones such as a Wall of Force) by hitting them with his Slam attack and spending one of his Greater Dispel Magic uses.

Unstopable shadow: At 15h level the NightWalker can use Finger of Death as a SLA 1/day for every 6 HD it has, except that it also affects creatures immune to Death effects, including other undead, which are reduced to dust. Those creatures gain +5 on their saves to resist this however. Save DC is 10+1/2 HD+Cha mod.

Eclipse:At 16th level, 1/day as a standard action, the NightWalker can block the very Sun (or whatever main source of light illuminates the current plane it is on) on top of smoothering all other light sources by covering them with pitch black. Mundane fires, lanterns and the like grow dark (but aren't actually put out) and even magic sources of  of light are suppressed unless they're from artifacts. This means the NightWalker and other creatures that are normally vulnerable to daylight take no penalty for the duration of the eclipse, wich lasts 10 minutes per HD.

 Spells with the light descriptor of 8th level or lower are automatically countered/dispelled on a radius of 1 mile per HD centered on the NightWalker during the duration of the Eclipse.

Finally, during the Eclipse, all the bonus from the Desecrating Aura becomes equal to the Nightwalker's HD/2, its area increases to a radius of 5 feet per HD, and the penalty to turning increases to -10.

[/spoiler]

Comments:
[spoiler]
In Soviet Russia, the Darkness attacks you! :p

Ahem, the Nightwalker is a shaddow-focused undead, altough it itself is corporeal, and instead of ability damage/drain it focuses on breaking stuff up.

At first level you've got a disarmer/sunderer that's also usefull against weaponless oponents. As the NightWalker grows it unlocks DR, some skill bonuses, a wide variety of SLAs focusing on stealth and debuffing/disabling, size increases, minions, flight, SR and some other goodies, making for a quite versatile monster. I buffed some of the more limited SLAs to give it some extra punch.

The signature ability, Crush can also be used to break down Walls of Force and the like, and I gave it Shaddow walk because it seems to fit.

As a capstone you can literally cover the land in darkness for some hours, allowing you and your minions to spread terror unchecked by pesky daylight.

If you want to play a walking solid shaddow that smoothers all hope wherever it goes, the NightWalker is for you.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 22, 2010, 02:42:31 PM
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY December 22, 2010, 04:09:40 PM
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...
That sure as hell sounds fun to RP.

Oh wow, look at that. I grew another head!  :lmao If one of you writes this up, I might throw it onto the troll/half-dragon monk I'm playing in Boz's homebrew-only campaign. :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: SiggyDevil December 22, 2010, 08:37:59 PM
The Nightwalker is fuckin awesome!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 23, 2010, 05:43:56 PM
WereHydra(prc)


(http://www.stuffoflegend.com/Legends/GMTips/Monsters/SampleMonsters/Hydra/hydra.jpg)

Crunch:
[spoiler]
Note: A Werehydra can pass on it's curse through Curse of the Lycanthrope (4th level ability) or hereditarily. a hereditary werehydra can reach 6th level. if gained through Curse of the Lycanthrope, it may not gain werehydra levels past those of the Werehydra that granted lycanthropy at the time of the event. however, werehydras are inheritely rare, and only a few have ever been mentioned in history.

Prerequisites:
to become a werehydra, the character must meet the following requirements

Race: Any  humanoid or giant
Special:Must have been injured by the natural attack of another werehydra and contracted lycanthropy, or been born to another werehydra.
HD:d10
LevelBABFortRefWillSpecial
1st
+0
+2
+0
+0
Alternate form(Hydra), Lunar body, Multiple heads
2nd
+1
+3
+1
+0
Alternate form(hybrid), Regrowth
3rd
+1
+3
+1
+1
Fast Healing
4th
+2
+4
+2
+1
Growth, Curse of Lycanthropy
5th
+2
+5
+2
+1
Improved Regrowth
6th
+3
+6
+3
+2
PyroHydra/CyroHydra
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A werehydra gains proficiency with their own natural wepons

Features:

Lunar body(ex): Werehydras retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it.

A Werehydra gains natural armor equal to half its con bonus while in Hydra or hybrid form. While in humanoid form their natural armor is equal to half  their con bonus

Alternate Form(su): At first level, a Werehydra can take Hydra form. while in this form, they cannot use weapons or do anything requiring the use hands as their arms disapear, but gains a bite attack dealing 1d4 damage and all their move speed decreases to 20ft. A Werehydra can transform 1/day/2 HD, minimum 1, and can remain transformed indefinitely.

At second level, a Werehydra can assume hybrid form. While in hybrid form, a Werehydra gains  a bite attack dealing 1d4 damage, and retains her arms, so it can wield any weapons they could use in humanoid form and her speeds remain unchanged. Both alternate forms are large sized, regardless of the creature's normal size.

Multiple heads: For Every Werehydra HD possessed, a werehydra gains one extra head in hydra form, and for every two non-werehydra HD possesed, one head in Hydra form (up to two twice the number of WereHydra levels), and gains half this number in hybrid form (up to the number of WereHydra levels). They gain a bite attack for each head they posses. the number of heads possessed at a given level for a given form is considered it's original number of heads for that form for all purposes.

All of the heads add full Str bonus to their damage rolls.

Regrowth: Whenever the Werehydra takes damage in alternate or hybrid form it instinctevely "parries" it with their long necks. If it takes enough damage, the head is severed and two new sprout from the stomp 2d4 rounds later. A Werehydra cannot have more heads total than 2*(Werehydra level) in Hydra form, and half that in hybrid form.

The damage needed to sprout each extra heads depends on the Wereydra level:
WereHydra Level+1/2 other levels Percentage of max HP lost to grow an extra head.
150%
233%
325%
420%
517%
614%
713%
812%
911%
1010%
119%
128%
The hydra may grow several extra heads in one turn if it takes enough damage in a single turn.

So for example a Fighter 2/WereHydra 1 with 18 HP that takes 13 damage from a single blow would grow two extra heads

A Fighter 10/WereHydra 5  with 100 HP who loses 50 HP would grow five extra heads.

If the Hydra recovers HP, her extra heads wither and fall off at the same ratio it gains when hurt. So if the Fighter 10/Werehydra 5 of the last example recovered 30 HP it would lose three heads.

Growth: At 4th level, a Werehydra's alternate forms become Huge. their bite attack deals 1d6+Str damage now. In addition their natural armour improves by 1 while in alternate form.

A Werehydra of 16 HD or more may choose to become gargantuan by expending three normal transformations.

A Werehydra of 20 HD or more may choose to become colossal by expending four normal transformations.

Fast Healing: At 3rd level, a Werehydra gains Fast Healing equal to half it's HD.

Curse of lycanthropy: At 4th level a Werehydra can transmit lycanthropy to other creatures. If a humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Improved regrowth: At 5th level, the Werehydra's heads don't instantly wither when it recovers HP, but last 5 rounds.

Pyrohydra/CyroHydra: at 6th level, the werehydra gains the cold, acid, electrecity or fire subtype, and therefore cold imunity to cold or heat, but not both subtypes, or imunities. as well, the werehydra gains a breath weapon which all heads may use every 2d6 rounds. They all must fire on the same direction and the effect is a line 5 foot long per HD of the chosen element, dealing 1d6 damage per head. A successful reflex save halves the damage, save DC is 10+1/2HD+Con modifier. It gains these abilities in all forms, including humanoid, but notice the damage is based on the number of heads.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 23, 2010, 05:48:06 PM
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...

Personally, the multi-headed template is the most hax one for monsters I've ever seen, since the number of extra heads you gain is exponential, and each head adds +2 Con, skills, and the HD count for all effects and purposes, including gaining feats, and then you give it a level of barbarian for pounce and...Well, it gets out of hand pretty quickly.

Your plan sounds good, but It'll take some time to do. Meanwhile, enjoy the werehydra, a project I had lying around, and that does give you extra heads. Yes, I know there's not such thing as an official werehydra. Yes, I was crazy to do that.

SiggyDevil:
Glad to see another satisfied customer!

Gave the Nightwalker Eclipse a  buff by making eclipse buff his desecrating aura, since before it really wouldn't boost your combat ability against most oponents.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 23, 2010, 07:21:28 PM
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
Uh-huh. Unusual in that it adds 2HD besides the LA, and has variable LA/CR depending on how many head-based attacks you have (it gets nasty with breath weapons (http://www.wizards.com/default.asp?x=dnd/dnd/20060502a)).

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).

Heck, I could try it myself now that exams are over...

Personally, the multi-headed template is the most hax one for monsters I've ever seen, since the number of extra heads you gain is exponential, and each head adds +2 Con, skills, and the HD count for all effects and purposes, including gaining feats, and then you give it a level of barbarian for pounce and...Well, it gets out of hand pretty quickly.
You could say that the heads get in each others' way, preventing the use of all of them for bite attacks. Maybe breath weapons must be fired in different directions, or using them with multiple heads at once reduces the DC by -1 for each additional head. Maybe you can still only use your breath weapon once, but the DC increases.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 28, 2010, 09:07:57 PM
Multi-Headed Creature (prc)
(http://dk.toastednet.org/images/Cerebrus_JPG.jpg)
[spoiler]
Pre-requisites:
-Must be a corporeal creature with a discernible head.

HD:d12
Level Bab Fort Ref Will Feature
1 +1 +2 +0  +0 Strange Body,  Extra Head
2 +2 +3 +0  +0 Head Skills
3 +3 +3 +1  +1 Superior Multi-Weapon Fighting
4 +4 +4 +1  +1 Extra Head
5 +5 +4 +1  +1 Strange Skill
6 +6 +5 +2  +2Extra Head
7 +7 +5 +2  +2Strange Skill
8 +8 +6 +2  +2 Extra Head
9 +9 +6 +3  +3 Strange Skill
10 +10 +7 +3  +3Extra Head
11 +11 + 7 +3  +3Strange Skill
12 +12 + 8 +4  +4Extra Head
13 +13 + 8 +4  +4Strange Skill
14 +14 + 9 +4  +4Extra Head
15 +15 +9 +5  +5 Strange Skill
16 +16 +10 +5  +5 Extra Head
17 +17 +10 +5  +5 Strange Skill
18 +18 + 11 +6  +6 Extra Head
19 +19 +11 +6  +6 Strange Skill
20 +20 + 12 +6  +6Extra Head
Skills:2+int modifier per level, quadruple at firt level,  Class skills are Climb,  Hide, Jump, Listen, Move Silently,Search, Spot, Survival

Proficiencies:No new proficiencies gained.

Features:

Strange body: If you were an animal before then you're now a magical beast. Otherwise your type remains unchanged. You gain darkvision 90 feet, and +1 Natural armor for every Extra Head you have.

Extra Head: You grow one new head. A base creature with a bite, gore, or tongue attack gains one additional such attack for each additional head. This additional attack has the same attack bonus as its counterpart in the base creature. The damage bonus for an extra natural attack gained by the addition of a head is the Strength modifier for a primary attack, or 1/2 the Strength modifier for a secondary attack.

The extra Heads can talk just like you, but you gain no extra benefits from itfor now, or any other special attacks (like breath weapons) unless otherwise noticed in this class.

Head Skills: Each Extra Head grants you +2 to Spot, Listen, Search and Intimidate checks, plus +1 to Iniative and one extra attack of oportunity per round.

Superior Multiweapon Fighting : Because each head controls one arm (or analogous weapon-using limb), a multiheaded creature has no penalty on attack rolls for attacking with multiple weapons, and the number of attacks and the damage bonus for each weapon are calculated as though the weapon were held in a primary hand.

Strange Skill: Having multiple heads allows for certain special tricks “normal” creatures couldn't easily pull off. Whenever this ability is gained choose one of the following. Unless otherwise noticed no choice may be taken more than once.

[spoiler]
Special Heads: Choose two of your Extra Heads. Those heads can now use any special attack that your original head could use, like breath weapons or gaze attacks. You can take this multiple times, each time applying to two new heads. All of your heads must use the special attack at the same time, altough they can aim at diferent targets. If a creature is targeted by two or more heads on the same round, it is affected only one time by the special attack, but the HD of the multi-headed creature counts as two higher for each extra head using the attack.

So for example a red dragon 1/multiheaded creature 5 using all his breath weapons on the same area would deal 10d6 damage with a reflex DC of 15+Con modifier. Alternatively he could make one heads fire in one direction dealing normal breath damage and the other two in another direction dealing 8d6 damage with a reflex DC of 14+Con modifier.

Thinking Head: Choose one of your Extra Heads. During your turn that head can use one of your SLAs, spells whitout somatic components, psionic power or similar ability, as long as it doesn't demand physical actions besides speaking. You can also use that Extra Head to keep concentration of effects that demand it, freeing the rest of your body for other actions. You can take this multiple times, each time applying to a new head.

Hard Heads: On other creatures the head is one of the main weak points. For you is a redudant apendage. You gain +2 to Will saves and 5% chance to resist critical hits for every Extra Head you have.

Talking Heads: You learned how to coordinate your extra brains in order to tackle all kind of philosophical and scientific topics in a civilized manner. Or just overwhelm your oponents with factoids. You gain +2 in all Knowledge, Craft, Apraise, Diplomacy, Bluff and Profession checks for every Extra Head you have.

War Heads: Your heads know how to help each other in combat. You can't be flanked, and oponents you threaten in melee always count as flanked. In adition you can use aid another as a swift action, and the bonus is equal to the number of your Extra Heads.

Tough Heads: You gain +10 HP for every Extra Head you have.

Energy Head: Choose cold, fire, electrecity or acid. Your original head gains a breath attack dealing 1d6 damage of the chosen energy  per 2 HD in a cone with 5 feet per HD, reflex save with DC 10+1/2HD+Con modifier for half, every 1d4 rounds. You also gain resistance to that energy equal to your HD. You need to take Special Head to grant that Breath weapon to your other heads.

[/spoiler]

[/spoiler]

Comments:
[spoiler]
Well this was one was a big challenge. In the end I took Prime32's advice of one extra head roughly every 2 levels, and special stuff to do with the extra heads in the between levels.

No Ability score bonus or anything else because the extra actions potential and massive number of extra attacks is already pretty powerfull. Critique on the power-level welcome.

Anyway, if you think that two (or more) heads are better than one, the multi-headed's creature for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 28, 2010, 09:23:20 PM
Pit fiend

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG57.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0+2 Pit Fiend body, Bully, +1 Str
2+2+3+0+3 Devil, Pit fiend Magic, Invisibility, +1 Con
3+3+3+1 +3 Summon Devil, Hell Skin, +1 Str
4+4+4+1+4 Magic circle against good, Regeneration, +1 Con
5+5+4+1+4 Wings, +1 Str
6+6+5+2+5Growth, Improved grab, Constrict, +1 Con
7+7+5+2+5  Fireball , +1 Cha
8+8+6+2+6 Dispel magic +1 Str
9+9+6+3+6Persistent Image +1 Cha
10+10+7+3+7Teleport, Create undead +1 Con
11+11+7+3+7Devil bite, +1 Str
12+12+8+4+8 Fear Aura, +1 Con
13+13+8+4+8  Unholy aura +1 Str
14+14+9+4+9 Power Word, stun +1 Con
15+15+9+5+9 Blasphemy +1Cha, +1 Str
16+16+10+5+10 Meteor Swarm, +1 Con
17+17+10+5+10Mass Hold Monster +1 Cha, +1 Str
18+18+11+6+11 Overpower, +1 Str, +1 Con, +1 Cha
19 +19+11+6+11 Overlord, +1 Str, +1 Con, +1Cha
20+20+12+6+12 Wish, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device.

Proficiencies:Simple and martial weapons, its own natural weapons.

Features:

Pit fiend body:The Pit fiend loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural claw attacks dealing 1d10+str damage each.

The Pit Fiend also gains a bonus to Nat armor equal to his Con modifier.

Bully: Whenever the Pit Fiend hits an oponent in melee, it may perform an Intimidate check as a free action (either demoralize or try to change its behaviour, Pit Fiend's choice) on the struck oponent.

At 10 HD, the Pit Fiend ignores immunity to fear when performing Intimidate checks of any kind, but oponents with such immunity still gain a +5 bonus on their rolls to resist it.

Ability increase:Pit fiend gains:
 +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 18, 19

+1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20

+1 Cha at levels 7, 9, 11, 13, 15, 17, 18, 19

Devil:gain resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In adtion, its darkvision applies to all kinds of darkness, even deeper darkness.

Pit fiend Magic: The pit fiend becomes able to use some SLAs. Saves are 10+1/2HD+Cha modifier. The Pit Fiend SLAs may have extra effects compared to the normal spell. Check each entry for details.

Invisibility:as a SLA 1/day for each HD. At 6 HD See Invisibility, Invisibility Purge and other such anti-invisibility effects except True Seeing don't bypass the Pit Fiend's invisibility unless the observer is whitin 10 feet. At 14 HD not even True Seeing bypasses it unless the observer is whitin 10 feet of the Pit Fiend.

Summon Devil:Twice per day, the Pit fiend can summon reinforcments, depending on its HD:

3HD:2 lemures
5 HD: 4 lemures
8HD:2 bearded devils
10HD: 1 Erineyes
12HD:2 Bone Devils
14HD: 1 Ice Devil
18HD: 1 Horned Devil
20HD: two horned devils, or four Ice Devils, or sixteen Bone Devils, or Sixteen Erneyes, or 64 Bearded Devils, or 256 Lemures.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

Hell Skin:The Pit fiend gains DR/silver and good equal to half its HD and SR equal to 11+HD.

Magic circle against good: as a SLA 1/day for each HD.

Regeneration: The Pit Fiend gains regeneration equal to 1/2  HD, rounded down. A pit fiend takes normal damage from good-aligned silvered  weapons, and from spells or effects with the good descriptor.

Wings:The pit fiend grows a pair of powerfull wings, wich can be used to fly at a speed of 5 feet per HD (with average maneuverability). Each wing can also be used to deliver an attack dealing 1d8+half str modifier damage.

Growth:
The pit fiend grows one size category, and also grows a powerfull tail that can deliver a tail slap dealing 2d8+1/2 str damage.

Improved Grab (Ex):To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

 Constrict:2d8+ 2xStr modifier with every sucessfull grapple check.

Fireball: as a SLA 1/day for every HD. No damage cap, and half the damage is sacred damage.

Dispel magic:SLA 1/day for HD, upgrades to Greater dispel Magic at 11HD. The Pit Fiend may use this to counter spells/SLAs as an immediate action.

Persistent Image:SLA 1/day for 2HD. The Pit Fiend is always aware of when somebody disbelieves one of his illusions, regardless of distance.

Teleport:SLA 1/day for 3HD, upgrades to greater teleport at 13HD.

Create undead:SLA 1/day for each 5HD. Needs a dead body to be used, but the undead is automaticaly under the pit fiend's control. The Pit Fiend can control up to 4 times his own HD in undead HD.

Devil bite:Gains a bite attack dealing 4d6+half str damage. This bite inflicts poison (Injury, Fortitude DC 10+1/2HD+Con mofidier, initial damage 1d6 Con, secondary damage death).

A creature struck by a pit fiend’s bite attack must also succeed on a DC 10+1/2HD+Con mod Fortitude save or be infected with a vile disease  known as devil chills (incubation period 1d4 days, damage 1d4 Str)

The pit fiend can lick weapons and its own natural weapons to poison them, one move action for each. This licked poison only stays viable for 1 hour per HD. The disease also carries over with the poison. The Pit Fiend doesn't risk poisoning himself.

Fear Aura:A pit fiend can radiate a 5-foot-radius per 2 HD fear aura  as a free action. Any oponent in the area must succeed on a Will save with DC 10+1/2HD+Cha mod or suffer the effect of a Fear spell as cast by a sorceror of the Pit Fiend's HD. A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura, and the pit fiend may exclude any allies from it as well.
 
Unholy aura: SLA 1/day for each HD, except that the Strenght damage applies to any attacker, not just good ones. Save DC 10+1/2 HD+Cha mod.
 
Power Word, stun:SLA 1/day for each 2HD

Blasphemy:SLA 1/day for each 2HD.

Meteor Swarm:SLA 1/day for each 2HD. All the damage is sacred damage.

Mass Hold Monster:SLA 1/day for each 2HD.

Overpower:The Pit Fiend now ignores Freedom of Movement effects, and its Fear Aura, Poison and Disease can now affect creatures normally immune to those effects, altough they gain +5 on their saves. Creatures whitout a Con score take Cha damage instead.

Overlord: The Pit Fiend is now a general of the 9 Hells and has direct acess to its armies. It's summons now have a permanent duration, but the Pit Fiend can only maintain up to twice his HD of summoned minions at any time. He can instantly dismiss any of his summons whitin his sight as a swift action to make room for new ones.

Wish: SLA 1/day for each 5 HD. If the pit fiend uses the wish to create/improve an item or lasting effect (like a permanent bonus to ability score), it must pay the full exp price.

[/spoiler]

Comments:
[spoiler]
Ah, the lawfull cousin of the Balor. The Pit fiend is more focused in powerfull natural weapons and battlefield control.

Its SLAs are more diverse, in particular Magic circle against evil and Create undead to produce it's own minions. I gave it the ability to auto-control his own undeads since it's kinda useless otherwise. It also has illusions and fear aura for extra control, giving it a solid array of threats.

The Balor does get dominate monster for his own minions and true seeing to counter illusions.

The pit fiend also flies and grows later than the Balor (and flies worst at that), but has regeneration. And poison.

They both have the same total stat modifiers, the Balor just gets a fat bonus at the last two levels, before geting the powerfull wish SLA. Since casting 1/year isn't very funny, I let the Pit fiend use it up to 4 times per day, with the typical you must pay exp to abuse this clause.

Finally, the pit fiend summons devils earlier and more times per day (and eventually for more time), but the Balor summons stronger forces.


[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 29, 2010, 12:15:31 AM
Special Head needs clarification. Does each head get separate uses or do they use the ability at the same time?

Seems odd that you can't get Strange Skills unless you have three or more heads. I suppose that could help balance outside of ardents and gestalt though.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 29, 2010, 09:52:10 AM
Special Head needs clarification. Does each head get separate uses or do they use the ability at the same time?
Clarified it. Also put a special clause to limit stacking abuse of targeting one oponent with multiple breaths/gaze attacks, but in return now each time you pick Special Head it applies to two heads instead of one.

Seems odd that you can't get Strange Skills unless you have three or more heads. I suppose that could help balance outside of ardents and gestalt though.
Precisely. Strange skills are pretty powerful, so I didn't want it to be obtainable with a small dip.

It was also your own sugestion. ;)

I'd make "two-headed" a 3-level template which includes PTWF, with additional heads using a 2-level template (second level enables special attacks with that head).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 29, 2010, 01:44:31 PM
Antropormhopic Animal

(http://t1.gstatic.com/images?q=tbn:UHtFxD3kOeIQuM:http://i302.photobucket.com/albums/nn82/EmoXPandaXBear/Anime/Anime%20Girls/Mizti5.jpg&t=1)

[SPOILER]
HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +1 +0 +0 +0 Hybrid body, What has magic done?, Animal prowess
2 +2 +0 +0 +0 What has magic done? Animal Skill
3 +3 +1 +1 +1 Animal power
4 +4 +1 +1 +1 Animal power
5 +5 +1 +1 +1 Animal apotheosis
6 +6 +2 +2 +2 Animal apotheosis
Class Skills (4+ Int Modifier,quadruple at 1st level):Balance, Climb, Jump, Hide, Knowledge(Nature or Dungeoneering), Listen, Move Silently, Sense Motive, Spot, Survival,  and Swim

Proficiencies: The antropormhopic animal is proficient with simple weapons and whatever natural weapons it acquires from this class.

Features:


Hybrid body:
At 1st level an antropormhopic animal  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 40 ft. An antropormhopic animal is a medium or small(player's choice) bipedal creature and has two arms capable of fine manipulation. Also choose one of the classe's saves. That save becomes of good progression.

Aspect-wise it resembles a crossover between an human and one or more animal, the details of which are left to the player to specify depending on the choices it takes from now on.

Regardless, an antropormhopic animal has a natural armor bonus equal to its Con bonus.


What has magic done?:
At 1st and 2nd level the antropormhopic animal may select two of the following bonus.  Unless otherwise noticed no ability from this list may be picked more than once.

[spoiler]

Bite/gore:
the AA gains a natural bite/gore attack dealing 1d8+1,5 str mod damage, for a medium character, adjust acordingly for AAs of diferent sizes.

Claws/talons:
the AA gains two natural claw/talon attacks dealing 1d6+Str mod damage, adjust acordingly for AAs of diferent sizes. Those claws/talons are also the AA's hands so they can't be used if she has them busy with something else.

Hoof/stamp:
the AA gains two natural hoof/stamp attacks dealing 1d6+1/2 Str mod damage, adjust acordingly for AAs of diferent sizes. Hoof/stamp attacks are on the AA's legs so they can be used even if the AA's hands are busy with something else.

Tail: the AA has a tail wich can be used to deliver a tail slap attack dealing 1d8+1,5 str mod damage for a medium character, adjust acordingly for AAs of diferent sizes.

Tentacle: the AA has a tentacle wich can be used as a natural weapon dealing 1d4+1/2 str mod damage for a medium character and has double the normal reach. This option may be taken multiple times, each new time granting a new tentacle.


Scent:
as the srd ability.

Swim:
the AA can swim at it's base speed. It gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim  check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The AA can also now hold his breath 8 times longer than normal.


Cute:
the AA is incredibly cute. It adds diplomacy and bluff to it's class skills and adds her Con bonus to those checks.

Fearsome: The AA looks quite scary. It adds intimidate and handle animal to it's class skills and adds her Con bonus to those checks.

At 8 HD the AA can Intimidate even oponents immune to fear, altough it takes a -5 penalty on such atempts.

Fast: the AA gains +10 speed to all its move speeds, plus an extra 5 feet for every 4 HD it has, and gains Dodge as a bonus feat, except you don't need to pick a specific oponent, your dodge bonus applies against all attacks unless you're denied your Dex bonus to AC.

Improved Grab:Choose one of the AA's natural weapons. To use this ability, the AA  must hit with that attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

At 8 HD the AA ignores Freedom of Movement effects on its targets.

Improved trip:Choose one of the AA's natural weapons. To use this ability, the AA  must hit with that attack. It can then attempt to start a trip as a free action without provoking an attack of opportunity. If the trip fails the oponent can't react.

Snake tail: instead of legs the AA possesses a snake tail, wich reduces it's speed by 10 foot. In return it gains the Improved grab ability above, applied to her tail, and whenever it wins a  grapple check against a creature it can constrict for 1d3+1,5 str modifier for a medium AA, adjust acordinly for AAs of other sizes.

Attach(must have bite or tail attack): If an AA hits with a bite or tail attack, it uses its powerful jaws/tail to latch onto the opponent’s body and automatically deals bite/tail slap damage each round it remains attached. An attached AA loses its Dexterity bonus to Armor Class. An attached AA can be struck with a weapon or grappled itself. To remove an attached AA through grappling, the opponent must achieve a pin against the creature

At 8 HD the AA ignores Freedom of Movement effects on its targets.

If both Improved Grapple and Attach were taken, oponents never get a bonus on grapple checks for being bigger than the AA.

Pounce:When an AA charges it may perform a full attack.

Ink Cloud: the AA can emit a cloud of jet-black ink 5 feet high by 5 feet wide by 5 feet long per HD once per minute as a free action. The cloud provides total concealment. All vision within the cloud is obscured.

Poison (must have bite attack): The AA's bite delivers poison with a fort save of 10+1/2 HD+Con modifier. It's initial and secondary damage are 1d2 of one physical ability score, chosen when this ability is taken. Once done this choice cannot be changed. If it's Con then reduce the poison damage by half, rounded down. For every two HD beyond 1st, both poison damage die increase one step category.

At 10 HD this can affect oponents immune to poison, but they gain a +5 bonus on their saves.

Enduring: choose one of the AA's base saves. That save gains good progression.

Blood Squirt: The AA can spray forth a small quantity of blood from its eyes as a standard action. The blood loss causes no harm to the AA, but it is disconcerting to those who view this ability. Oponents who see this ability must make a DC 10+1/2HD+Con modifier Will save or be shaken for 1 round per HD of the AA.

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

Spines: The AA is covered with sharp spines. An opponent that hits it with a natural weapon, noreach melee weapon or an unarmed attack automatically takes 1d2 points of piercing damage. This damage increases one step category for every 2 extra HD of the AA beyond first. Grappled oponents automatically take spine damage every time a grapple check is made.

Versatile feet:The AA ignores dificult terrain. At 8 HD the AA may replicate a Freedom of Movement effect as a free action for a number of rounds per day equal to twice its HD, even if unable to take actions. The duration can be divided between several uses.

Ferocity: the AA can keep fighting while disabled or dying whitout penalty, and only dies when it reaches negative HP equal to 1/4 its normal HP or -10, wichever is more advantageous.
[/spoiler]

Animal Prowess: At 1st level the AA gains +1 to two physical ability scores of it's choice. For every other level on this class it gains an extra +1 to the chosen scores, for a total bonus of +6 at 6th level.

Animal skill:
Choose one physical skill. The AA gains a bonus on that skill equal to it's HD. Alternatively, choose two physical skills, and the AA gains a bonus on those skills equal to 1/2 it's HD.

Animal power: At 3rd and 4th level select one of the following options. Alternatively select three more from the "What has Magic done?" option.

[spoiler]
Sprint:Once per hour per 2 HD the AA can multiply it's land speed by ten for one round as a free action. This doesn't affect the other AA's movement speeds.

Burrow: the AA gains a burrow speed equal to half it's land speed

Climb: the AA can now climb at it's base speed. It can always take 10 on climb checks  and gains an +8 bonus on such checks, not taking penalties to fight while climbing.

Fly (demands 4HD): the AA can now fly with average maneuverability at its base speed.

Size change:if the AA was medium it now becomes large. If it was small it becomes tiny.

Faster(demands Fast):the AA gains an extra +20 foot to all its speeds, plus an extra 5 feet for every 4 HD it has. This stacks with fast. The AA also gains  Mobility as bonus feats even if it doesn't meet the prerequisites, and gains a +4 bonus on to-hit rolls with attacks of oportunity.

Superior: The AA gains an extra +2 to one of it's physical scores.

Blindsense:the AA gains blindsense with a range of 10 foot per HD.

Blindsight (demands blindsense): the AA gains blindsight with a range of 5 foot per HD.

Powerfull charge (demands gore attack): the AA deals double damage with its gore attack on a charge.

Animal rage: if the AA that takes damage in combat she must make a will save with DC equal to the damage taken or fly into a berserk rage on her next turn (can choose to fail this save).  She gains +4 to Strength, +4 to Constitution, and -2 to Armor Class for a number of rounds equal to 3+it's improved Con mod, after wich she's fatigued. While on this rage she can only move and/or attack with her natural weapons. The AA cannot end its rage voluntarily. An AA can rage once per hour for every 4 HD it has. Animal rage stacks with rage from other classes.
 
[/spoiler]

Animal apotheosis:
At 5th and 6th level select one of the following bonus. Alternatively pick two from Animal power or five more from "What has magic done?"

[spoiler]
Air superiority (demands fly speed):
the AA's maneuverability increases by two steps.

Examplar specimen(demands superior):the AA gains an extra +2 bonus to its superior physical score and +2 to another physical score.

In addition whenever it gains a natural score increase (every 4 HD), it gains an additional +1 to a physical ability score of its choice.

Size change(demands large or tiny size): if the AA was large it now becomes huge and gains the trample ability as per the SRD. If it was tiny it now becomes diminutive but gains a 5 foot reach with all its natural weapons.

If the AA become huge and then multiclasses into fighter or monk it can count AA levels as fighter levels for qualifying for fighter-only feats and special abilities(so an huge AA 5/fighter 1 could pick dungeon crasher) and for calculating monk unarmed damage, unarmored speed bonus, flurry of blows attack bonus, unarmed damage, and any monk abilities based on Wis may be based on Con instead, including Stunning Fist.

If the AA became diminutive and then multiclasses into a class with precision damage (like sneak attack or sudden strike), it can count its AA levels as levels of that class for calculating how much precision damage dice it inflicts. Cannot count as more than one class this way, so if you take both rogue and ninja levels, AA levels count only as either rogue or ninja levels, your choice,

Fastest (demands Faster): the AA gains an extra +30 to all its speeds, plus an extra 5 feet for every 2 HD it has. It also gains Spring attack as a bonus feat even if it doesn't meet the prerequisites.  If the AA has pounce as well, it may full attack with Spring Attack.

Nature linked:An AA who multiclasses into a divine caster class can count his AA levels as levels of that class for purposes of CL and for the purposes of learning new spells/powers and getting new spell slots/power points. However, she does not retroactively gain spell slots or new spells for caster levels she did not take, nor does she add her AA level to her character level for the purpose of other class features, such as turn undead.

In adition, the AA gains a +4 bonus to Wis.
[/spoiler]

[/spoiler]

Comments
[spoiler]
The AA is a result of bored wizards trying to play god and thus can go a lot of ways. The player can pick from several natural weapons weapons, size changes and animal abilities to create his own monstruosity/catgirl. The player can also get up to +10 to a single physical ability score over 6 levels.

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 29, 2010, 01:46:17 PM
Tengu

(http://tiltedperspective.com/images/Tengu.jpg)

[SPOILER]
HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +0 +0 +0 +2 Ancestral body, Wing Baffle, Crow Trickery, Grace over strenght, Sound Imitation, +1 Dex
2 +1 +0 +0 +3 Scholar Body, Sky soul, +1 Cha
3 +1 +1 +1 +3 Crow Magic,  +1 Dex
4 +2 +1 +1 +4 Crow Magic, Wind Feathers
5 +2 +1 +1 +4  Crow Magic, +1 Cha, +1 Dex
6 +3 +2 +1 +5 Crow Magic, Crow Feat, +1 Cha, +1 Dex
Class Skills (6+ Int Modifier,quadruple at 1st level): Balance, Bluff, Concentration, Diplomacy, Intimidate, Listen, Sense Motive, Perform(any), Profession(any), Knowledge(any), Iajutsu Focus, Spellcraft, Wilderness Lore

Proficiencies: The tengu is proefecient with it's own natural weapons, simple weapons and the Katana (bastard sword)


Features:

Ancestral Body:
At 1st level the Tengu loses any other racial bonus and gains monstruous humanoid traits (basically darkvision 60 foot). The Tengu is a medium sized monstruous humanoid with base speed 30 foot and with a crow head wich provides a beak natural weapon that deals 1d4+Str modifier damage.

The Tengu also gains a bonus to natural armor equal to his Con modifier.

Wing Baffle:
The Tengu has wings but they're too weak to lift him for now. Instead, young Tengus learn how to use their wings to distract their oponents during battle. The first time each round a Tengu attacks in melee it may do a bluff check oposed by the oponent's sense motive check. If he suceeds then the Tengu gains a circumstance bonus on attacks against that oponent equal to his HD.

At 4 HD the Tengu can fly at double his base speed with average maneuverability, but cannot use Wing Baffle while flying with his own wings.

Crow trickery:
The Tengu can use disguise self, minor image and ghost sound as SLAs 1/day for each HD it has.

At 8 HD the Tengu can use Shout as a SLA for each 4 HD it has.

Save DCs 10+1/2HD+Cha mod.


Grace over Strenght:
The Tengu gains the weapon finesse feat even if he doesn't meet the prerequisites. In adition he can apply this feat to the Katana (bastard sword).

At 6HD, the Tengu can use his Dex modifier instead of his Str modifier for damage rolls on melee finesseable weapons and the katana (bastard sword).

Sound Imitation: The Tengu can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 10+1/2 HD+Cha mod) to detect the ruse.

Ability Increase:
The Tengu gains +1 Dex at levels 1, 3, 5, 6 for a total of +4 at 6th level.

The Tengu gains +1 Cha at levels 2, 5 and 6, for a total of +3 at 6th level.

Scholar body: At 2nd level the Tengu shrinks to small size and his head becomes like that of an human, losing it's beak attack. It however can still wield medium-sized weapons whitout penalty.


Sky Soul:
The Tengu becomes able to cast spells as a sorceror of his level-1, with the following modifications:
[spoiler]
-The Tengu counts as a divine caster (this means it doesn't suffer from armor arcane spell failure).
-The Tengu uses ofudas, small sheets of paper inscribed with mystical writings, as spell focus and material component for his magic. The cost of such ofudas is exactly the same as normal spell focus and material components (so this is basically a fluff ability).
-The Tengu adds the spells from the Air domain to his spells known for free at the levels he becomes able to cast them.
-The Tengu can learn spells from either the sorceror/wizard, cleric or druid spell lists. He must choose what list he can learn spells from and then cannot change change this decision.
-However, whenever it levels up and learns new spells (including when this ability is gained), one of those spells must be from the Illusion or Divination school or have the Air descriptor.
-Tengus cannot learn spells with the Fire descriptor.
-The Tengu gains spell focus:illusion and spell focus:divination for free.
-If the Tengu multiclasses into a divine fullcasting class (aka that gets 9th level spells, like cleric, but not paladin) it may choose to keep increasing this kind of spellcasting instead of that class's normal spellcasting, in wich case both classes stack for spellcasting purposes. Multiclassing as cleric won't give extra domains in this case.
-If a Tengu picks up a Prc that advances spellcasting it may choose to keep increasing this kind of spellcasting as much levels that Prc gives altough the Tengu class is tecnically just 6 levels long. So a Tengu 6/cleric 3/fullcasting prc 10 could reach 9th level spells.

[/spoiler]

If you have Oriental Adventures book, you may instead have the Tengu cast as a Shu-Jenga of his Tengu level-1, with the air favored elemental and prohibiting the fire element. Shu-Jenga levels stack with this ability for spellcasting purposes.

Crow Magic:
At levels 3, 4, 5 and 6 the Tengu can gain of the following SLAs, each useable 1/day for each  HD and with saves DC 10+1/2HD+Cha mod.

Mirror image, blur, Major Image, Invisibility.

Wind feathers:
the Tengu gains SR equal to 11+HD.

Crow Feat:
The Tengu gains a bonus feat from the following list(must meet the pre-reuquisites): dodge, mobility, spring attack, Improved Iniative, Weapon focus.
[/spoiler]

Comments
[spoiler]
The Tengu is an ancient and relatively well known oriental monster altough the details of what they can actualy do are blurry.

Anyway they're suposed to be pretty skillfull, naturally magic and prefer trickery and finesse over brute strenght.

So they get 6 skill points per level, some SLAs, custom casting if you don't know/like the original shu-jenga, a strong incentive to use Bluff during combat, support for focusing on Dex in melee and some other stuff.

Only one good save and weak Bab hopefully help make up for the above.

The Tengu can go two distinct paths. Either you take just 1st level and then branch off to pure melee classes(notice you'll get juicy flying with just 1 Tengu level) for a "warrior" Tengu, or take the whole class and get a gish of sorts combining katanas with magic.

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 29, 2010, 01:47:53 PM
Ghaele Eladrin
(http://static.desktopnexus.com/thumbnails/88138-bigthumbnail.jpg)

[spoiler]
HD:d8
Level Bab Fort Ref Will Feature
1+1+0+0 +2 Eladrin body, Heaven soul, Divine miracle (color spray and dancing lights), +1 Str
2+2+0+0 +3 Eladrin, Divine skin, +1 Str
3+3+1+1+3Detect toughts, disguise self, +1 Cha
4+4+1+1+4Gaze, +1 Str
5+5+1+1+4 Lesser Protective aura, Tongues, +1 Cha
6+6+2+2+5 See invisibility, chain lighting, +10 Speed, +1 Str
7+7+2+2+5 Greater protective aura, +1 Cha
8+8+2+2+6 Greater invisibility, Major image, +1 Str
9+9+3+3+6 Alternate Form, Light Rays, +1 Str
10+10 +3+3+7 Teleport, Hold Monster
11+11+3+3+7 Prayer Amulet, +1 Str, +1 Cha
12+12+4+4  +8 Wall of force, Prismatic Spray, +10 Speed
13+13+4+4+8  Incadescent Weapon, +1 Str, +1 Cha
Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Hide(Dex) Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Proficiencies: Simple weapons, Two martial weapons of its choice and light rays.

Features:

Eladrin Body:
The ghaele eladrin loses all other racial bonus and gains outsider traits (basicaly and darkvision 60 foot). She is a medium sized outsider with base speed 30 foot and low-light vision.

At levels 6 and 12 of this class the eladrin's base speed increases by an extra 10 foot.

Aditionally the ghaele eladrin gains a bonus to nat armor equal to her Con modifier.

Heaven soul:
the ghaele eladrin can cast spells as a sorceror, with the following changes:
[spoiler]
-It counts as divine spellcasting (so isn't hindered by armor)
-It learns spells from the cleric list instead of the sorceror/wizard list.
-It uses Cha for spell DCs and extra spells per day but needs to have a Wis score of 10+spell level to learn/cast a spell of that level.
-It the ghaele eladrin multiclasses as cleric or favored soul it can choose to keep increasing this kind of spellcasting instead of receiving the normal cleric spellcasting.
-If the ghaele eladrin picks up a Prc that advances spellcasting it may choose to keep increasing this kind of spellcasting as much levels that Prc gives altough the GE class is tecnically just 13 levels long. So a GE 13/fullcasting prc 5 could reach 9th level spells.
[/spoiler]

Divine miracle:
At the levels in wich a spell name appears the GE can use it a certain number of times per day as SLAs. Save DCs are 10+1/2HD+Cha mod.

1-Color spray and dancing lights 1/day per HD
3-Detect toughts and Disguise self 1/day per HD
5-Tongues, permanent effect
6-See invisibility, chain lighting 1/day per 2 HD
8-Greater invisibility(self only) and major image 1/day per 4 HD.
10-Teleport and hold monster 1/day per 5 HD.
12-Wall of force and Prismatic spray 1/day per 6 HD.

A GE 10 that reaches 14 HD has it's teleport SLA upgraded to greater teleport.

Eladrin:Gains resistance to electrecity and a bonus to saves against petrification equal to her HD, and resistance to Cold and fire equal to half her HD.

Divine skin:
Gains DR/evil or cold iron equal to half her HD. At 5 HD this upgrades to DR/evil and cold iron. The GE also gains the good and chaotic subtypes and her attacks count as good and chaotic for purposes of bypassing DR.


Ability increase:
The GE gains +1 to Str at levels 2, 4, 6, 8, 9,  11 and 13 for a total of +7 at 13th level and +1 to Cha at levels 3, 5, 7, 11, 13 for a total of +5 at 13th level.


Gaze:
Slay evil creatures with less HD than half the GE's  own HD, rounded down, range 60 feet, Will DC 10+1/2HD+Cha mod negates. Even if the save succeeds, the creature is affected as though by a fear spell for 1 round. At 6 HD this increases to 1d10 rounds, and every other 6 HD the duration increases by an extra 1d10 rounds.

 Nonevil creatures, and evil creatures with more HD than half the GE's own HD must succeed on a DC 10+1/2HD+Cha mod Will save or suffer the fear effect.

The GE can only keep her gazer for a number of rounds per day equal to her HDxCha modifier. Starting it is a standard action and ending is a free action. The total use time can be divided between several uses in a single day.

At 10 HD the gaze can be started as a swift action.


Lesser Protective Aura:
Always active, as magic circle against evil, but affects all whitin 20 feets of the Ghaele Eladrin, and the bonus to AC and saves is equal to her Wis modifier.

Greater protective aura:
Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the eladrin and blocks spells up to (Character HD/2)-3.

Alternate form:
A ghaele can shift between its humanoid and globe forms as a standard action 1/day per HD. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly at a speed of 10 foot per HD (perfect maneuverability), use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light rays:
A ghaele in globe form can project a light ray with a range of 25 feet per HD dealing 1d12 damage for each 5 HD. This attack overcomes damage reduction of any type and counts as touch attack. The GE can shoot multiple rays as iterative attacks in a fullattack just like with a normal weapon.


Prayer Amulet:
The GE takes on an object of her choice in wich she deposits her faith. She can use a weapon for her Prayer Amulet. Using rare incenses, oils and other special substances she can deposit cleric spells from scrolls on her prayer amulet just like a wizard copies scrolls on his spellbook. Only actual cleric spells can be deposited, not special domain spells that normally don't appear on the cleric list.

 In adition, choose one cleric domain. All spells from that domain are miracously deposited on the prayer amulet when this ability is gained.

When regaining spells, the GE can meditate with her Prayer Amulet to get extra spell knowns for that day. The extra spells must be chosen from the ones deposited on the Prayer Amulet, and the GE can only draw a number of extra spells equal to her Wis modifier in a single day. Those spells vanish from her mind after 24 hours and she must pray again to recover them.

0th level spells count as 1/2 level for all purposes of this ability.

A GE can have more than one prayer amulet, as long as she spends the resources to fill them with spells, but only one has her domain spells. If she loses (or sacrifices) the prayer amulet with her domain spells, she can acquire a new domain by praying for 24 hours on front of a new prayer amulet and make offerings worth 4500 GP. The new prayer amulet is then filled with the domain spells. If she later finds her older prayer amulet she can no longer retrieve spells from it.


Incadescent weapon:
1/day per HD as a swift action the GE can give any weapon she's wielding an enanchment bonus equal to 1/4 her HD and the holy property for 1 round, making it appear as if covered in pure-white flames.

 If the weapon is her domain prayer amulet, instead this ability lasts for one hour or untill it leaves the GE's possession, wichever comes first. The GE can choose to end this effect on her prayer amulet earlier as another swift action, in wich case she gains an enachment bonus to her strenght score equal to her HD for 1 round.

If a GE hits an oponent with an incadescent weapon, that oponent takes a penalty on saves against the GE spells, SLAs and other abilities equal to the enanchment bonus of the weapon for 1 round.
[/spoiler]

Comments:
[spoiler]
The Ghaele Eladrin is a powerfull gish warrior, with full Bab, limited spontaneous cleric casting and several other goodies.

It's main features are it's strong gaze attack and a powerfull array of ofensive and support SLAs.  It never grows to big size but +7 Str and full Bab plus cleric buff still makes him more than able to lay down the pain. It must turn into a ball for flying wich makes it

I added the Prayer Amulet at 11th level to let the GE get some extra punch on spell choice. It's limited by Wis (wich isn't your main casting stat) however so you you can never go wild like a rainbow servant. Normal sorcerors would be prcing to something nice to get extra spells earlier anyway.

Compared to a cleric it has much less spell choice and is MAD. Compared to a sorceror it only gets some of the nice sorcereror tricks and is MAD.

So if you want to play a celestial wingless warrior-mage the Ghaele Eladrin's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 December 29, 2010, 01:48:45 PM
What has magic done?
Heh. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 30, 2010, 08:21:25 AM
Fusion Golem

(http://www.mangadrawing.net/users/imagecache/image_display/admin/image/admin.image.super_robot_wars_-_valsione_-_valsione_r.7c0fe2bbf9121791fd480c3acfa2196e-8671.jpg)


[spoiler]

Entry Requirements
-Must have the 3 levels of Half-golem.
-Must lack another body part to be replaced (Those who wish to remove the limb surgically must have another perform a DC 20 Heal check on them, or suffer 1d6 points of constitution damage. A failed half-golem suffers 1d10+5 damage for a failure on this heal check. One may attempt this heal check on their own, but the DC is increased by 10.)
-Must spend 500 gp for the raw materials used in construction of this limb at first level of Fusion Golem, and then must respectively pay 600 gp, 700 gp, 800 gp, and 900 gp  for taking the other four levels, in order to pay for the improvements. Alternatively should a player destroy a Golem of the appropriate type, and leave enough of its body in tact (DM’s Discretion), it may forgo these prices. An appropriate graft feat, or Craft Constructs may be used to reduce this price by half. (With no xp cost.)

HD: d10

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
The Danger, Second construction material, Unstability, Improve, Str +1.
2nd
+1
+0
+0
+0
Second golemaic weapon, Demolish, Str +1.
3rd
+2
+0
+0
+0
The Danger, Third construction material, Composite Plating, Str +1.
4th
+3
+1
+1
+1
Third golemaic weapon, Twin Core, Spell Immunity, Str +1.
5th
+3
+1
+1
+1
New Generation, Tech Up, Str +1.
Skills: The Fusion Golem gains (4+Intelligence Modifier) skills per level. The Fusion Golem class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int),  Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Weapon Proficiencies: The Fusion Golem gains proficiency with any special or natural attacks offered by its class features, it does not however gain any new armor proficiencies.

Features:

The Danger: Just because the character managed to implant one golem limb doesn't mean the second will be any easier. Upon taking the 1st level of Fusion Golem the character must make a Will save (DC 20) after the 24 hour ritual required to implant the Golem’s limb. Other people can help the operation process by attempting a DC 20 Heal check, (This assistance is non-stressful and fairly simple, and these assistants may take 10). Each successful Heal check grants the Character a +2 bonus to its Will save at the end of the Ritual. These assistants must partake in the 24 hour ritual. People wanting to play safe will hire several experts to assist the ritual.

Succeeding on this save means nothing goes wrong. If it fails the Elemental Spirit animating the new Golem limb makes an attempt take over the Character's body, or begins to clash with the Elemental Spirit already attempting to take over the character’s body. The character’s type changes to construct, if it wasn’t already, gaining all of the following construct traits. The Golem’s limb expands inside the Character’s body producing a horrible internal amalgam of minerals and flesh. The character permanently loses 6 Charisma as that it partially loses its own identity, or drifts even further from it. If this would reduce the Fusion Golem to 0 Charisma it becomes a mindless rampaging construct that attacks everything on its path until destroyed.

In addition a failed Fusion Golem only gains 2+Int Skill Points per level and has no class skills.

Construct Traits of the Failed Half-golem
[Spoiler]The Failed Half-golem has no Constitution score.
The Failed Half-golem gain Darkvision out to 60 feet.
The Failed Half-golem has immunity to all mind-affecting effects.
The Failed Half-golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
The Failed Half-golem is not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
The Failed Half-golem cannot heal damage on its own, although it can be healed.
The Failed Half-golem has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
The Failed Half-golem is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
The Failed Half-golem, having had its body and soul befouled by that of which animated to slap-shod limb, cannot be raised or resurrected. It can only be revived by a wish, limited wish, or miracle spell or effect.
The Failed Half-golem does not breathe, eat, or sleep.
[/spoiler]
Some people actually consider failing this danger to be the true success, as they believe flesh to be weak, and would rather fully embrace the artificial side of the half-golem, so they choose to automatically fail their saves. There are dark rituals where people who believe that the Failed half-golem is an improvement attempt to encourage a ‘Failure’ this functions exactly as the Heal Checks to Aid the process, but instead impose a -2 penalty on the Character’s Will save at the end of the 24 Ritual.

At 4th level The Danger applies again when the Fusion Golem adds yet another part, but the Will Save will be 22.

In either case, the new "limbs" can be grafted over diferent body parts, combined with other golem parts or grafted directly over the body forming an irremoveable armor. This allow the Fusion Golem to have a wide array of looks depending on the player's tastes.

Second construction material: At first level the Fusion Golem gains a new construction material ability based on the new material used to graft the Fusion Golem’s second limb. (See Half-golem construction materials.) This material must be different than the material type the character used for its half-golem levels. The Fusion Golem does not gain any of other benefits from this material at this level (including Golemaic weapon or Prototype.)

If the Fusion Golem has two material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the Fusion Golem’s armor bonus equals 1.5 the ability modifier the material type’s armor bonus is based on. If for some reason these two abilities are based on two different ability scores use the higher of the two. (I.e. a Half Stone Golem takes Iron as their second material, their bonus to natural armor is equal to 1.5 their constitution modifier.)

Ability Increase: Each level of the Fusion Golem grants an extra +1 to Str.

Unstability: At first level the Fusion Golem essentially has three spirits trying to control it, the original one, and the two from the limbs. One is normally in control, but any sign of weakness from it will cause the others to try to take over.

If a non-construct Fusion Golem fails a will save against an harmfull effect, it instead goes into a rampage, recklessly attacking to the best of its abilities the nearest enemy. If it can't reach any enemy on his own turn with any of his attacks, it will attack his nearest ally. This rage lasts for 3+Con modifier rounds, after which the effects of the failed Will Save apply.

If the character is a construct,  it must make a Will Save with DC 20/22/24 when its HP drops below 75%/50%/25% of its total HP, respectively, or enter a similar rampage, which lasts 3 rounds.

Improve(Ex):
Regardless of suceeding on failing The Danger, the Fusion Golem is going to become something more than it is now. Each level of this class grants +1 to an ability score of the Fusion Golem's choice besides Str. The character also can choose one of the save progressions of the Fusion Golem class to become a ‘Good Save Progression’ (+2, +3, +3, +4, +4).

Ability Score Increase(Ex): The Fusion golem gains +1 to Str at every level, for a total of +5 Str at 5th level.

Second golemaic weapon (Su): At second level the Fusion Golem gains a new golemaic weapon based on the new material used to graft the Fusion Golem’s second limb. (See Half-golem Golemaic Weapons.) This weapon must be of the same material type  as its second construction material ability granted at 1st level of the Fusion Golem.

Regardless of the choice made, any effect that allows a save can affect even targets immune to it once the Fusion golem reaches 10 HD, but they gain a +5 bonus on their saves.

Demolish: At second level the Fusion Golem combined materials allow it to easily crush pretty much everything. It ignores half of the DR and hardness of any targets it attacks.

Third construction material (Su): At third level the Fusion Golem gains a new construction material ability based on the new material used to graft the Fusion Golem’s third limb. (See Half-golem construction materials.) This material must be different than the material type the character used for its half-golem levels, and for their second material. The Fusion Golem does not gain any of other benefits from this material at this level (including Golemaic weapon or Prototype.)

If the Fusion Golem has two material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the Fusion Golem’s armor bonus equals 1.5 the ability modifier the material type’s armor bonus is based on. If for some reason these two abilities are based on two different ability scores use the higher of the two. (I.e. a Half Stone Golem takes Iron as their second material, their bonus to natural armor is equal to 1.5 their constitution modifier.)

If the Fusion Golem has three material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the Fusion Golem’s armor bonus equals 2x the ability modifier the material type’s armor bonus is based on. If for some reason these three abilities are based on two or three different ability scores use the higher of the two or three. (I.e. a Half Stone Golem takes Iron as their second material, and Brass as their third, their bonus to natural armor is equal to 2x their constitution modifier.)

Composite Plating:
At third level, any DR the Fusion Golem possesses is doubled.

Twin Core: At fourth level the Fusion Golem selects one of its new materials. It gains the benefits of prototype body for that material. If that material later changes, the prototype body bonus also changes acordingly.

Spell Immunity:At fourth level the combination of three diferent golem parts disrupts pretty much all magic. Spells always count as failing to penetrate the Fusion Golem's spell resistance.

Third Weapon: At fourth level the Fusion Golem gains a new golemaic weapon based on the new material used to graft the Fusion Golem’s third limb. (See Half-golem Golemaic Weapons.) This weapon must be of the same material type as its third construction material ability granted at 3rd level of the Fusion Golem.

Regardless of the choice made, any effect that allows a save can affect even targets immune to it once the Fusion golem reaches 10 HD, but they gain a +5 bonus on their saves.

New Generation: At fifth level any Fusion Golem that didn't destroy itself can only be considered a rousing sucess. The natural and artificial parts have reached a delicate balance point, and the result is something completely new. The Fusion Golem can count himself as a construct or its original creature type whenever its benefecial. So for example it could benefit from a bard's inspire courage while remaining immune to mind-control spells from oponents. In adition the Fusion Golem no longer suffers from Unstability.

This also allows a Fusion Golem that was just a construct before to "recover" his old Con score and add it to the HP and Fort saves, but don't recalculate base saves or skill points.

Finally, all of the properties granted by the Fusion Golem and Half-golem class now become Ex if they weren't before, since they've been upgraded beyond the mysticism of magic.

Tech Up: At fifth level the Fusion Golem can now replace parts of himself with relative easy. By paying 1,000 gp it may undergo an 8 hour process in which it may change out any one of its three golemaic weapons or materials to that of another half-golem’s type. These do not need to match (material to weapon) but the Fusion Golem does not gain any benefits of having two of the same weapon or material. (The construction cost may be ignored if the Fusion Golem has access to a viable limb of an appropriate type, DM's discretion). The Craft Construct feat reduces this cost by 50%, the Graft Flesh [Construct] feat reduces this cost by an additional 50%.)
[/spoiler]

Fusion Golem Feats
[spoiler]
Detachable Limb
Prerequisites: Tech U class ability.
Benefits: By paying 5x the cost of grafting a construction material or golemaic weapon, the Fusion Golem may create a ‘detachable’ body part. When this limb is removed by Tech Up it may be saved, and reattached later at no price.
Special As with Tech Up The construction cost may be ignored if the Fusion Golem has access to a viable limb of an appropriate type. The Craft Construct feat reduces this cost by 50%, the Graft Flesh [Construct] feat reduces this cost by an additional 50%.

Fourth Construction Material
Prerequisites: Tech Up class ability, 12+ HD.
Benefits: The Fusion Golem may have up to 4 construction materials now, however it still must graft its fourth material to itself using the Tech Up class ability.

Fourth Golemaic Weapon
Prerequisites: Tech Up class ability, 15+ HD.
Benefits: The Fusion Golem may have up to 4 golemaic weapons now, however it still must graft its fourth material to itself using the Tech Up class ability.

Regardless of the choice made, any effect that allows a save can affect even targets immune to it, but they gain a +5 bonus on their saves.


Tri-Core, 18+ HD
Prerequisites: Tech Up class ability, Fourth Construction material, Fourth Golemaic Weapon
Benefits: The Fusion Golem now gains the prototype body bonus from another of its body materials currently attached.
[/spoiler]

Comments:
[spoiler]
The original template does allow you to attach multiple limbs, and this Prc explores that, a half-golem combining diferent kinds of artificial limbs.

You gain two new golemaic weapons and materials, one new prototype body, and become able to switch new stuff. Also magic immunity and you can further expand the class with feats.

By the end of the class you're beyond a simple construct or living creature so you can benefit from the best of both worlds.

If you liked the Half-Golem and wanted to expand on it, then the Fusion Golem is for you.

[/spoiler]

Contributed by Chumplump from GITP




: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 30, 2010, 08:24:24 AM
Son/Daughter of Silence
(http://www.wizards.com/mtg/images/daily/ld/ld29_silence2.jpg)(http://t0.gstatic.com/images?q=tbn:IFRQY6DSvbpsXM:http://yotsuba.imouto.org/image/2052d031829d6d30311e86350a246b8c/moe%2056199%20imari_yuka%20konpaku_youmu%20saigyouji_yuyuko%20touhou.jpg&t=1)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+ 0+0 +2 Cursed body, Total silence, Devour Sound, Unstability, +1 Cha
2+1 + 0+0 +3 Traitor's tongue, Steal speech, +1 Dex
3+ 2+ 1+ 1 +3 Selective uncorporeality, Disruptive touch,+1 Cha
4+ 3+ 1+1 +4 Bestow uncorporeality, Silent Grapple, +1 Dex
5+ 3+ 1+ 1 +4 Sound Immunity, Traitor Touch, +1Dex, +1 Cha
6+ 4+ 2+2 +5 Phantasm, Silent Magic +1 Dex,+1 Cha
Skills:4+int modifier per level, quadruple at 1st level,  class skills are Diplomacy(Cha), Heal (wis), Intimidate(Cha), Hide(Dex), Knowledge (any) (int), Listen (wis), Profession (any, wis), Perform(any, cha), Spot (wis)

Proficiencies: Simple weapons, light armor and Disruptive touch.

Features:

Cursed Body:
A Son or Daughter of Silence loses all other racial bonus and gains humanoid traits (nothing really). He/She is a medium sized humanoid with base speed 40 foot.


Total Silence (Su):
At first level, Sons and Daughters of Silence cannot make sound directly or indirectly unless benefitting from their Steal Speech or Devour Sound abilities. Anything they do will make no sound whatsoever; shattered glass will fall to the ground in utter silence, stone will break with no noise whatsoever. This ability will not silence other beings near them, however; a human stabbed by a Daughter of Silence will still scream, for example, even if their body makes no noise when it hits the floor.

Devour Sound (Su)
- At first level, a Son or Daughter of Silence is normally mute, but they can temporarily overcome this limitation. Whenever they are in the area of a spell that deals sonic damage, they may speak for one round per caster level of the spell. Additionally, if they slay a living creature that has a language, they may steal its breath as a free action and become capable of speech for a number of rounds equal to that creature's hit dice. A Son or Daughter of Silence typically spends its time singing when it has the ability to.

In adition, they recover a number of Unstability (see below) rounds equal to the CL of the spell or the HD of the slain creature. They cannot end up with more uses than they start the day with.


Unstability (Su):
At first level as a swift action a Son or Daughter of Silence can gain the incorporeal subtype along with all equipment carried, receiving the related penalties and advantages. This ability lasts a number of rounds equal to HDxCha mod. It can be ended earlier as a free action, and the total number of rounds can be spent over several uses in a single day this way. Incorporeal equipment can't be used unless it has the ghost touch property. An incorporeal Son or Daughter of silence gains a flight speed equal to their base speed.

Traitor's Tongue (Su):
- At 2nd level a Son or Daughter of Silence warps sound and speech around themselves. All spells with verbal components cast within 5 feet per HD of them have a 75% chance to fail, and normal verbal communication is impossible; words become randomly replaced or simply refuse to leave the lips of their speakers. Sons and Daughters of Silence are immune to this ability and may suppress, resume or reduce it's effect radius (or back to normal) it as a free action, but only once per turn.

Ability Increase:
A Son or Daughter of Silence gains a permanent +1 to Cha at levels 1, 3, 5 and 6, and +1 to Dex at levels 2, 4, 5 and 6, for a total of +4 Dex and +4 Cha at level 6.


Steal Speech (Su):
- At 2nd level as a standard action, a Son or Daughter of Silence may attempt to steal the speech from all beings within five feet per 2 HD. Those affected must succeed at a Will save (DC 10 + 1/2 of the Son/Daughter's hit dice + Son/Daughter's charisma modifier) or be rendered mute for 24 hours or until the Son or Daughter of Silence is slain. At the end of the 24 hour period, they make a second save; failure indicates that they are struck permanently mute unless healed by a restoration, greater restoration or wish spell. Once they have stolen speech this way, a Son or Daughter of Silence may speak for ten rounds for each muted creature.

In adition, they recover a number of Unstability rounds equal to the half the total HD of the muted creatures. They cannot end up with more uses than they start the day with.

Selective Incorporeality (Su) -  At 3rd level while using their Unstability ability, Sons or Daughters of Silence are treated as incorporeal only whenever it benefits them; they may affect the physical world whenever they choose to, have a Strength score whenever it is beneficial to do so, et cetera. They may choose to act as both corporeal and incorporeal at the same time; that is, they may choose to exercise their Strength score,  use weapons and other equipment normally, and grapple while still remaining immune to physical attacks and being able to pass through objects.

Disruptive touch:
At 3rd level as a standard action a Son or Daughter of silence can deliver a touch attack dealing 1d8+Cha mod damage. For each extra 3 HD they gain this damage increases by an extra 1d8. This damage has no type.

Bestow Incorporeality (Su):
At 4th level once a Son or Daughter of Silence has established a grapple on an opponent, they may, as a swift action, render their victim incorporeal as long as the grapple continues by spending an extra Unstability use per round. As long as their victim is incorporeal, they have no Strength score (for grapple purposes count as Str modifier 0) and are weightless - a Son of Silence's typical use of this ability is to drop the victim into the earth or a wall, then release them, shunting them into the nearest open space and dealing them 1d6 points of damage per square moved in the interim. Bestow Incorporeality can plunge a target quite deep inside something before they're shunted out, specifically overriding the usual limitation of an incorporeal creature only being able to enter an object as long as it remains adjacent to the surface

Bestow Incorporeality affects the equipment of creatures they choose to use the ability upon just like Unstability makes their own equipment uncorporeal.

Silent grapple:
At 4th level a Son or Daughter of Silence gains Improved Grapple as a bonus feat even if it doesn't meet the pre-requisites. In addition, they learn how to use their grace to subdue their oponents, so they may use either their Dex modifier or Cha modifier instead of Str mod for grapple checks. They also ignore size bonus on grapple checks from bigger oponnents.

At 8 HD, they ignore Freedom of Movement effects.

Sound Immunity (Ex): At 5th level Sons and Daughters of Silence take no damage from sound-based attacks and are immune to deafness and language-dependant abilities (such as Suggestion, but not Holy Word or Power Word, as those doesn't need to be heard). This includes immunity to sonic damage, but not immunity to effects that only demand sound to activate, like spells with a vocal component or word-trigger items.

Traitor touch(Su): At 5th level Sons and Daughters of Silence may, 1/day per HD, suddenly turn another creature incorporeal for 1 round if they suceed on a touch attack as a standard action. The affected creature must also make a Reflex Save with DC 10+1/2HD+Cha mod or be pushed 5 feet per HD on any direction of the Son/Daughter of silence choice.

If used on an already uncorporeal creature, it becomes corporeal instead. It must still make the reflex save or be pushed.

Phantasm(Su):At 6th level a Son or Daughter of silence reaches it's full peak and they count as always using their Unstability ability, and may use Bestow Uncorporeality at will. If they would gain extra rounds per day, they instead gain the same amount of temporary HP for 1 Hour. Multiple slain creatures don't stack, neither do multiple uses of Steal Speech, count just the bigger bonus from each.

Silent magic(Ex):
if a Son or Daughter of silence multiclasses into a casting class, he/she can choose to count the levels from this class  for purposes of CL and learning new spells and gaining new spell slots. Son or Daughter of Silence levels don't count for any other class ability. He/She may ignore verbal components from spells as long as she's able to move, but he/she can't cast spells with [Sonic] descriptor, neither do any of her spells produce any sound by themselves.

So for example a Son or Daughter of Silence 6/Wizard 1  could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.

[/spoiler]

Comments:
[spoiler]
The Son/Daughter of silence is kinda of an half-ghost, receiving the benefits from corporeal and incorporeal at the same time.

I took the aproch of limited time uncoporeality at first levels, giving the ability to gain extra turns by silencing others or killing stuff. It doesn't have much on the way of pure ofensive but selective uncorporeality should allow for all kind of fun combos.

It can turn other creatures incorporeal to put them into nasty places and since it never makes sound and can become uncoporeal makes a great stealth machine.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 30, 2010, 08:25:46 AM

Wererat

(http://fierydragon.com/dragonsbreath/wp-content/uploads/2009/08/lycanthrope_wererat_medium.jpg)
[spoiler]
To become a Wererat, the character must meet the following requirements
Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Wererat.

HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Alternate form (Rat), Rat empathy, Lunar body, Rat Whiskers, Filth Fever
2nd
+1
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+2
+3
+3
+1
+1 Dex, Improved Pestilence, Shrink
4th
+3
+4
+4
+1
Curse of Lycanthropy, Feinting Tail
Skills Points at Each Level: (4+Int Mod.)
Wererat Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: The Wererat gains proficiency with its own natural weapons, but not with armor or shields.

Wererat Class Features: The following are the Class Features of the Wererat.

Lunar Body: The Wererat retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wererat gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wererat gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wererat gains a Small Rat Alternate Form. While in Rat form, the Wererat cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d4 damage and two claws natural attacks that deal 1d3 damage. While in Rat form the Wererat's movement speeds are set to 40 feet base land speed, and it gains a  20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Rat form the Wererat may always take 10 on swim checks, even if rushed or threatened.

Alternate Form
[Spoiler]
The Wererat has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wererat’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wererat reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wererat:

* The Wererat retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wererat gains that subtype as well.
* The Wererat loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wererat gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Rat or Hybrid Form. (As Specified).
* The Wererat retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Rat or Hybrid Form. (Unless Specified Otherwise.)
* The Wererat retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Rat or Hybrid Form.
* The Wererat gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wererat gains the hit points increase from any change to its Constitution.
* The Wererat retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wererat retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wererat retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wererat 's Humanoid or Giant form has hands.
* The Wererat is effectively camouflaged as a creature of its Rat or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wererat that can’t be worn or carried in its Rat or Hybrid Form instead falls to the ground in its space. If the Wererat changes size, any gear it wears or carries that can be worn or carried in its Rat or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.[/spoiler]

At second level, the Wererat can assume a Small Hybrid form, between its Rat form and its Humanoid Form. While in Hybrid form, the Wererat gains the natural attacks of Rat form, as well as the same movement speeds, however the Wererat retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wererat can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wererat, or for every two in another class, the Wererat's Alternate Forms improve as shown below.
Wererat Level+ 1/2 HD of other LevelsAbility Improvements
1
+1 Dex
2
+1 Dex, +1 Con
3
1 Dex, +1 Con, +1 Str
4
+2 Dex, +1 Con, +1 Str
5
+2 Dex, +2 Con, +1 Str
6
+2 Dex, +2 Con, +2 Str
7
+3 Dex, +2 Con, +2 Str
8
+3 Dex, +3 Con, +2 Str
9
+4 Dex, +3 Con, +2 Str
10
+4 Dex, +4 Con, +2 Str
11
+6 Dex, +4 Con, +2 Str
12
+6 Dex, +4 Con, +2 Str

Wererat Empathy: The Wererat can communicate with Rats, and other Rat like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wererat gains no such bonus on influencing Magical Beasts.

Rat Whiskers: Beginning at first level the Wererat, while in Rat form, gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all climb checks equal to its HD.
At second level the Wererat gains the full benefits of Rat Whiskers regardless of form.

Filth Fever: At first level, While the Wererat is in Rat (or Hybrid) form  its bite attack carries a terrible disease, Any successful bite from a Wererat in Rat (or Hybrid) form subjects the target to an enhanced from of filth fever. Filth Fever (DC 10+1/2 the WereRat’s HD+Constitution Modifier, Incubation: 1d3 days, Damage 1d6 Dex, 1d6 Con).

Lunar Hide: At second level, while in either Rat or Hybrid form, the Wererat gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wererat gains a +1 increase to Dexterity.

Shrink: At third level, a Wererat’s Rat or Hybrid forms may be Tiny or Small. The Wererat chooses its size each time it assumes one of its Alternate Forms.

When A Wererat changes size its natural attacks are re-sized for appropriate damage.

A Wererat of 14 HD or more may choose to become Diminutive by expending two normal transformations.

A Wererat of 20 HD or more may choose to become Fine by expending four normal transformations.

Pestilence: At third level the Wererat may store any disease it has been subjected to and naturally overcome passively in its body, this make the Wererat immune to any disease it has previously overcome, either by successful fortitude save, or through the aid of a heal check. (Magical Removal of disease eliminates these as it would any other disease, this effect functions in all Forms.) However, while in Rat form (and only Rat form) the Wererat may deliver these diseases through a bite attack. This disease now has an incubation period of 1 hour, and a save DC equal to that of the Wererat’s Filth Fever ability.

Feinting Tail: At fourth level the Wererat learns to use its tail as a tricky combat aid. While in Hybrid or Animal form, once every five rounds it may use its tail in order to make a Feint attack as a swift action. It gains a bonus equal to its HD on the related bluff check on this feint.

Curse of Lycanthropy: At fourth level the Wererat can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wererat’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wererat’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm) check the Lycanthrope entry in the monster manual.
[/spoiler]

Done by Chumlump from GITP, some tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 30, 2010, 08:27:15 AM
Wereviper

(http://www.theredepic.com/Web%20Images%202/Pieces/Were%20Snake%2072dpi.jpg)

[spoiler]
To become a Wereviper, the character must meet the following requirements
Race: Any  humanoid or giant.
Special: Must have been injured by the natural attack of another Wereviper.

HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Alternate form (Viper), Snake empathy, Lunar body, Serpent’s Tounge, Venom
2nd
+1
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+2
+3
+3
+1
+1 Dex, Venom Spit, Shrink
4th
+3
+4
+4
+1
Curse of Lycanthropy, Venom Weapon
Skills Points at Each Level: (4+Int Mod.)
Wereviper Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: The Wereviper gains proficiency with its own natural weapons, but not with armor or shields.

Wereviper Class Features: The following are the Class Features of the Wereviper.

Lunar Body: The Wereviper retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wereviper gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereviper gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereviper gains a Small Viper Alternate Form. While in Viper form, the Wereviper cannot use weapons or do anything requiring the use of hands or feet, but gains a bite natural attack that deals 1d6 damage. While in Viper form the Wereviper's movement speeds are set to 20 feet base land speed, and it gains a 20 feet climb speed, as well as a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Viper form the Wereviper may always take 10 on swim checks, even if rushed or threatened.

Alternate Form
[Spoiler]
The Wereviper has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereviper’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wereviper reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereviper:

* The Wereviper retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereviper gains that subtype as well.
* The Wereviper loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wereviper gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Viper or Hybrid Form. (As Specified).
* The Wereviper retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Viper or Hybrid Form. (Unless Specified Otherwise.)
* The Wereviper retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Viper or Hybrid Form.
* The Wereviper gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wereviper gains the hit points increase from any change to its Constitution.
* The Wereviper retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wereviper retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wereviper retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wereviper 's Humanoid or Giant form has hands.
* The Wereviper is effectively camouflaged as a creature of its Viper or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wereviper that can’t be worn or carried in its Viper or Hybrid Form instead falls to the ground in its space. If the Wereviper changes size, any gear it wears or carries that can be worn or carried in its Viper or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.[/spoiler]

At second level, the Wereviper can assume a Small Hybrid form, between its Viper form and its Humanoid Form. While in Hybrid form, the Wereviper gains the natural attacks of Viper form, as well as the same movement speeds, however the Wereviper retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereviper can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereviper, or for every two in another class, the Wereviper's Alternate Forms improve as shown below.
Wereviper Level+ 1/2 HD of other LevelsAbility Improvements
1
+1 Dex
2
+1 Dex, +1 Con
3
1 Dex, +1 Con, +1 Str
4
+2 Dex, +1 Con, +1 Str
5
+2 Dex, +2 Con, +1 Str
6
+2 Dex, +2 Con, +2 Str
7
+3 Dex, +2 Con, +2 Str
8
+3 Dex, +3 Con, +2 Str
9
+4 Dex, +3 Con, +2 Str
10
+4 Dex, +4 Con, +2 Str
11
+6 Dex, +4 Con, +2 Str
12
+6 Dex, +4 Con, +2 Str

Wereviper Empathy: The Wereviper can communicate with Snakes, and other Snake like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereviper gains no such bonus on influencing Magical Beasts.

Serpent’s Tounge: Beginning at first level the Wereviper, while in Snake form, gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all Bluff checks equal to half its HD.
At second level the Wereviper gains the full benefits of Serpent’s Tounge regardless of form.

Venom: At first level, While the Wereviper is in Viper (or Hybrid) form  its bite attack carries a terrible venom, Any successful bite from a Wereviper in Viper (or Hybrid) form subjects the target to an the following poison. (DC 10+1/2 the Wereviper’s HD+Constitution Modifier, 1d4 constitution damage as Initial and Secondary damage. At every 4 HD this damage increases in size.)

Lunar Hide: At second level, while in either Viper or Hybrid form, the Wereviper gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereviper gains a +1 increase to Dex.

Shrink: At third level, a Wereviper’s Viper or Hybrid forms may be Tiny or Small. The Wereviper chooses its size each time it assumes one of its Alternate Forms.

When A Wereviper changes size its natural attacks are re-sized for appropriate damage. However its Venom does not resize.

A Wereviper of 14 HD or more may choose to become Diminutive by expending two normal transformations.

A Wereviper of 20 HD or more may choose to become Fine by expending four normal transformations.

Spitting Viper: At third level the Wereviper, while in Viper form (and only Viper form), may spit its venom into its target’s eyes. This requires a standard action, and is treated as a Ranged Touch attack with a thrown weapon with a range of 10 feet. If touch attack succeeds target is blinded for 1 round and subjected to the viper's poison.

Venom Weapon: At fourth level the Wereviper learns to use its powerful venom as a combat aid. While in Hybrid form  it may spend a move action to coat any single weapon in its possession with the Venom it produces. Further, in Viper or Hybrid form, the Wereviper may elect to have its poison instead deal acid damage equal to its initial damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

Curse of Lycanthropy: At fourth level the Wereviper can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wereviper’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereviper’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm) check the Lycanthrope entry in the monster manual.
[/spoiler]

Done by Chumplump from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 30, 2010, 08:29:51 AM
Wereconstrictor

(http://images.elfwood.com/art/a/u/audrey86/naga.jpg)

[spoiler]
To become a Wereconstrictor, the character must meet the following requirements
Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Wereconstrictor.

HD: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form (Constrictor), Snake empathy, Lunar body, Serpent’s Tounge, Improved Grab
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+1
+1 Strength, Constrict, Growth
4th
+4
+4
+4
+1
Curse of Lycanthropy, Tail Hold
Skills Points at Each Level: (2+Int Mod.)
Wereconstrictor Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: The Wereconstrictor gains proficiency with its own natural weapons, but not with armor or shields.

Wereconstrictor Class Features: The following are the Class Features of the Wereconstrictor.

Lunar Body: The Wereconstrictor retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wereconstrictor gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereconstrictor gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereconstrictor gains a Medium Constrictor Alternate Form. While in Constrictor form, the Wereconstrictor cannot use weapons or do anything requiring the use of hands or feet, but gains a bite natural attack that deals 1d6 damage. While in Constrictor form the Wereconstrictor's movement speeds are set to 20 feet base land speed, and it gains a 20 feet climb speed, as well as a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Constrictor form the Wereconstrictor may always take 10 on swim checks, even if rushed or threatened.
 
Alternate Form
[Spoiler]
The Wereconstrictor has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereconstrictor’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wereconstrictor reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereconstrictor:

* The Wereconstrictor retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereconstrictor gains that subtype as well.
* The Wereconstrictor loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wereconstrictor gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Constrictor or Hybrid Form. (As Specified).
* The Wereconstrictor retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Constrictor or Hybrid Form. (Unless Specified Otherwise.)
* The Wereconstrictor retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Constrictor or Hybrid Form.
* The Wereconstrictor gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wereconstrictor gains the hit points increase from any change to its Constitution.
* The Wereconstrictor retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wereconstrictor retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wereconstrictor retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wereconstrictor 's Humanoid or Giant form has hands.
* The Wereconstrictor is effectively camouflaged as a creature of its Constrictor or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wereconstrictor that can’t be worn or carried in its Constrictor or Hybrid Form instead falls to the ground in its space. If the Wereconstrictor changes size, any gear it wears or carries that can be worn or carried in its Constrictor or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.[/spoiler]

At second level, the Wereconstrictor can assume a Small Hybrid form, between its Constrictor form and its Humanoid Form. While in Hybrid form, the Wereconstrictor gains the natural attacks of Constrictor form, as well as the same movement speeds, however the Wereconstrictor retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereconstrictor can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereconstrictor, or for every two in another class, the Wereconstrictor's Alternate Forms improve as shown below.
Wereconstrictor Level+ 1/2 HD of other LevelsAbility Improvements
1
+1 Str
2
+1 Str, +1 Con
3
1 Str, +1 Con, +1 Dex
4
+2 Str, +1 Con, +1 Dex
5
+2 Str, +2 Con, +1 Dex
6
+2 Str, +2 Con, +2 Dex
7
+3 Str, +2 Con, +2 Dex
8
+3 Str, +3 Con, +2 Dex
9
+4 Str, +3 Con, +2 Dex
10
+4 Str, +4 Con, +2 Dex
11
+6 Str, +4 Con, +2 Dex
12
+6 Str, +4 Con, +2 Dex

Wereconstrictor Empathy: The Wereconstrictor can communicate with Snakes, and other Snake like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereconstrictor gains no such bonus on influencing Magical Beasts.

Serpent’s Tounge: Beginning at first level the Wereconstrictor, while in Snake form, gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all Hide checks equal to half its HD.
At second level the Wereconstrictor gains the full benefits of Serpent’s Tounge regardless of form.

Improved Grab: At first level, While the Wereconstrictor is in Constrictor (or Hybrid) form its bite attack allows for easy grappling, Any successful bite from a Wereconstrictor in Constrictor (or Hybrid) form subjects the target to an immediate grapple. No touch attack need be made by the Wereconstrictor using this ability, and no attack of opportunity is granted.

Lunar Hide: At second level, while in either Constrictor or Hybrid form, the Wereconstrictor gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereconstrictor gains a +1 increase to Strength.

Growth: At third level, a Wereconstrictor’s Constrictor or Hybrid forms may be Large or Medium. The Wereconstrictor chooses its size each time it assumes one of its Alternate Forms.

When A Wereconstrictor changes size its natural attacks are re-sized for appropriate damage.

A Wereconstrictor of 12 HD or more may choose to become Huge by expending two normal transformations.

A Wereconstrictor of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Wereconstrictor of 20 HD or more may choose to become Colossal by expending four normal transformations.

Constrict: At third level the Wereconstrictor, while in Constrictor or Hybrid form, automatically deals 2d8+1.5 strength damage to any target it successfully grapples against. This damage is for a medium Constrictor, and increases as appropriate. The Constrictor may choose do deal nonleathal damage with this attack if it so pleases.

Tail Hold: At fourth level the Wereconstrictor learns to use its tail as a tactical weapon in combat, while in Hybrid or Animal form the Wereconstrictor that is already grappling an opponent, may attempt to hold them with its strong tail, and behave as though it were not grappling said opponent. The Wereconstrictor suffers a -10 penalty to this grapple check (opposed to the usual -20) and also suffers a -5 penalty to armor class, and attack rolls. It may freely move, and carry the grappled opponent, as long as it has a hold established on it.

Curse of Lycanthropy: At fourth level the Wereconstrictor can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wereconstrictor’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereconstrictor’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm) check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumplump from GITP, some tweaks by me.

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 10:55:40 AM
Werespider Weaver

(http://www.nicholasstohlman.com/wp-content/uploads/2007/01/smfm.jpg)Image by Nicholas Stohlman
[spoiler]
Prerequisites To become a Werespider Weaver, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Werespider Weaver.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Alternate form (Weaver Spider), Spider empathy, Lunar body, Tremorsense, Silk
2nd
+1
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+2
+3
+3
+0
+1 Dex, Debilitating Venom, Shrinking
4th
+3
+4
+4
+1
Curse of Entomnothropy, Wrangle
Skills Points at Each Level: (4+Intelligence Modifier)
Class Skills: The Werespider Weaver’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

Proficiencies: A Werespider Weaver gains proficiency with its own natural weapons and Nets, but not with armor or shields.

Werespider Weaver Class Features: The following are the Class Features of the Werespider Weaver.

Lunar Body: The Werespider Weaver retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Darkvison 60 Ft if it did not already possess it. A Werespider Weaver gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werespider Weaver gains a bonus to natural armor equal to half its constitution modifier. The Werespider Weaver is never considered mindless.

Alternate Form: At first level, the Werespider Weaver gains a Medium Weaver Spider Alternate Form (http://"http://www.d20srd.org/srd/specialAbilities.htm#alternateForm"). While in Weaver Spider form, the Werespider Weaver cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d6 damage. While in Weaver Spider form the Werespider Weaver’s movement speeds are set to a 30 foot land speed, and a 20 foot climb speed.

 Alternate Form[spoiler]The Werespider Weaver has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werespider Weaver’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Werespider Weaver reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werespider Weaver:

    * The Werespider Weaver retains the type and subtype of its Humanoid or Giant form. It gains the size of its Weaver Spider or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werespider Weaver gains that subtype as well.
    * The Werespider Weaver loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werespider Weaver gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Spider Weaver or Hybrid Form. (As Specified).
    * The Werespider Weaver retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Spider Weaver or Hybrid Form. (Unless Specified Otherwise.)
    * The Werespider Weaver retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Spider Weaver or Hybrid Form.
    * The Werespider Weaver gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas Unlike normal creatures with Alternate Forms the Werespider Weaver gains the hit points increase from any change to its Constitution.
    * The Werespider Weaver retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werespider Weaver retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werespider Weaver retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werespider Weaver's Humanoid or Giant form has hands.
   * The Werespider Weaver is effectively camouflaged as a creature of its Spider Weaver or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werespider Weaver that can’t be worn or carried in its Spider Weaver or Hybrid Form instead falls to the ground in its space. If the Werespider Weaver changes size, any gear it wears or carries that can be worn or carried in its Spider Weaver or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werespider Weaver can assume a Medium Hybrid form, between its Weaver Spider form and its Humanoid Form. While in Hybrid form, the Werespider Weaver gains the natural attacks of Weaver Spider form, as well as the same movement speeds, however the Werespider Weaver retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werespider Weaver can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werespider Weaver, or for every two in another class, the Werespider Weaver's Alternate Forms improve as shown below.

For every level in Werespider Weaver, or for every two in another class, the Werespider Weaver's alternate form improves as shown below
Werespider Weaver level+1/2 other levels Ability Improvements
1
+1 Dexterity
2
+ Dexterity, +1 Constitution
3
+1 Dexterity, +1 Constitution, +1 Strength
4
+2 Dexterity, +1 Constitution, +1 Strength
5
+2 Dexterity, +2 Constitution, +1 Strength
6
+2 Dexterity, +2 Constitution, +2 Strength
7
+3 Dexterity, +2 Constitution, +2 Strength
8
+3 Dexterity, +3 Constitution, +2 Strength
9
+4 Dexterity, +3 Constitution, +2 Strength
10
+4 Dexterity, +4 Constitution, +2 Strength
11
+6 Dexterity, +4 Constitution, +2 Strength
12
+6 Dexterity, +4 Constitution, +2 Strength

Weaver Spider Empathy: The Werespider Weaver can communicate with Spiders, and other Spider like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Vermin, however the Werespider Weaver gains no such bonus on influencing Magical Beasts.

Tremorsense: Beginning at first level the Werespider Weaver while in Weaver Spider form gains Tremorsense (http://"http://www.d20srd.org/srd/specialAbilities.htm#tremorsense") out to 5 ft per HD, or over its entire Home Web. And it also gains a bonus on Use Rope checks equal to half its HD when using its own Silk as rope. At second level the Werespider Weaver gains the full benefits of Tremorsense regardless of form.


Silk: At first level in both Weaver Spider and Hybrid Alternate Form the Werespider Weaver may produce up to 10 feet of Silk per point of constitution score the Werespider Weaver has. This Silk has hp of (10+the WereSpider Weaver’s Constitution Modifier), and a Burst DC of (10+1/2 the Werespider Weaver’s HD+Constitution Modifier). 30 feet of this Silk may be fashioned into a Net as a Move Action, and more of this Silk may be used to trail back to the Werespider Weaver. This net has a maximum range of 10 feet per HD of the Werespider Weaver, with a range increment of 1 foot per HD. It is also effective against targets up to one size category larger than the Werespider Weaver. The Escape artist check on this net is (10+1/2 the Werespider Weaver’s HD+Constitution Modifier).

This Silk is particularly sticky and thus does not require a grappling hook, or Use Rope Check, to set. The Weaver Spider May spend 24 hours creating a Home Web. This Home Web cannot fill a space larger than 60 square feet per Medium Spider like Creature living in, and maintaining it.

Approaching creatures must succeed on a DC 20 Spot check to notice a Home Web (Which may be increased with a Hide Check, by an amount equal to half the Hide Check Result); otherwise they stumble into it and become trapped as though by a successful Silk Net attack, And must make attempts to escape or burst from the webbing in order to move, which gain a a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has hit points as per the Silk, and Damage Reduction 5/—.

This Home Web Requires 1 hour of maintenance per Spider Like Creature Living in it , 1/day. This fully restores any lost hp the Home Web may have suffered. Each section of web loses 5 hp per day that it is not maintained.

No amount of Diminutive or Fine Spiders can help with this Home Web.
16 Tiny Sized spider creatures count as 1 medium Spider for these purposes.
4 Small Sized spider creatures count as 1 medium Spider for these purposes.
1 Large Sized spider creature counts as 2 medium Spider for these purposes.
1 Huge Sized spider creature counts as 4 medium Spider for these purposes.
1 Gargantuan Sized spider creature counts as 8 medium Spider for these purposes.
1 Colossal Sized spider creature counts as 16 medium Spider for these purposes.

Lunar Hide At second level, while in either Weaver Spider or Hybrid form, the Werespider Weaver gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werespider Weaver gains a +1 increase to Dexterity.
 
Shrink : At third level, a Werespider Weaver’s Weaver Spider or Hybrid forms may be Medium or Small. The Werespider Weaver chooses its size each time it assumes one of its Alternate Forms.

When A Werespider Weaver changes size its natural attacks are re-sized for appropriate damage.

A Werespider Weaver of 12 HD or more may choose to become Tiny by expending two normal transformations.

A Werespider Weaver of 16 HD or more may choose to become Diminutive by expending two normal transformations.

A Werespider Weaver of 20 HD or more may choose to become Fine by expending four normal transformations.

Debilitating Venom: At third level the Werespider Weaver while in Weaver Spider Alternate or Hybrid Form gains a potent poison that it can use to render its opponents useless in combat. Any creature that is successfully struck by the Werespider Weaver’s bite natural attack is subjected to its natural poison and must succeed on a  (DC 10+1/2 the Werespider Weaver’s HD+Constitution Modifier) Fortitude save or immediately fall asleep for 1 minute per HD of the Werespider Weaver, the secondary damage of this venom is 1d6 Dexterity damage , however at every 4 HD this damage increases in size.

Upon Reaching 5 HD the Werespider Weaver may elect to have its poison instead deal acid damage equal to its secondary damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

Wrangle: At fourth level the Werespider Weaver While in Alternate or Hybrid Alternate Form gains the ability rapidly wrap its opponents in its sticky web, leaving them bound and helpless. If the Werespider Weaver has entangled a creature with a Net, and has rope on hand (including its natural silk) it may Bind the entangled creature as a Full-Round Action. It must be adjacent to the creature to Bind it, and the Werespider Weaver suffers a -10 to its Use Rope Check when Wrangling.

Curse of Entomanothropy: At fourth level the Werespider Weaver can transmit Entomanothropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Werespider Weaver’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werespider Weaver’s HD+ Constitution modifier) or contract Entomanothropy. Entomanothropy Functions exactly as Lycanthropy except as noted above. For more information on Entomanothropy (http://"http://www.wizards.com/default.asp?x=dnd/re/20040621a\"), check the Lycanthrope (http://"http://www.d20srd.org/srd/monsters/lycanthrope.htm") entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 10:56:42 AM

Werespider Hunter
(http://images.elfwood.com/art/j/i/jimdlee/damian_01.jpg)
 [spoiler]
Prerequisites To become a Werespider Hunter, the character must meet the following requirements

Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Werespider Hunter.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form (Hunter Spider), Spider empathy, Lunar body, Tremorsense, Hunter’s Tools
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Str, Ambush Attack, Growth
4th
+4
+4
+4
+1
Curse of Entomnothropy, Extra Arms
Skills Points at Each Level: (2+Intelligence Modifier)
Class Skills: The Werespider Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

Proficiencies: A Werespider Hunter gains proficiency with its own natural weapons but not with armor or shields.

Werespider Hunter Class Features: The following are the Class Features of the Werespider Hunter.

Lunar Body: The Werespider Hunter retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Darkvison 60 Ft if it did not already possess it. A Werespider Hunter gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werespider Hunter gains a bonus to natural armor equal to half its constitution modifier. The Werespider Hunter is never considered mindless.

Alternate Form: At first level, the Werespider Hunter gains a Medium Hunter Spider Alternate Form (http://"http://www.d20srd.org/srd/specialAbilities.htm#alternateForm"). While in Hunter Spider form, the Werespider Hunter cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d6 damage. While in Hunter Spider form the Werespider Hunter’s movement speeds are set to a 30 foot land speed, and a 20 foot climb speed.

 Alternate Form[spoiler]The Werespider Hunter has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werespider Hunter’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Werespider Hunter reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werespider Hunter:

    * The Werespider Hunter retains the type and subtype of its Humanoid or Giant form. It gains the size of its  Hunter Spider  or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werespider Hunter gains that subtype as well.
    * The Werespider Hunter loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werespider Hunter gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Spider Hunter or Hybrid Form. (As Specified).
    * The Werespider Hunter retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Spider Hunter or Hybrid Form. (Unless Specified Otherwise.)
    * The Werespider Hunter retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Spider Hunter or Hybrid Form.
    * The Werespider Hunter gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas Unlike normal creatures with Alternate Forms the Werespider Hunter gains the hit points increase from any change to its Constitution.
    * The Werespider Hunter retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werespider Hunter retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werespider Hunter retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werespider Hunter's Humanoid or Giant form has hands.
   * The Werespider Hunter is effectively camouflaged as a creature of its Spider Hunter or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werespider Hunter that can’t be worn or carried in its Spider Hunter or Hybrid Form instead falls to the ground in its space. If the Werespider Hunter changes size, any gear it wears or carries that can be worn or carried in its Spider Hunter or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werespider Hunter can assume a Medium Hybrid form, between its Hunter Spider form and its Humanoid Form. While in Hybrid form, the Werespider Hunter gains the natural attacks of Hunter Spider form, as well as the same movement speeds, however the Werespider Hunter retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werespider Hunter can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werespider Hunter, or for every two in another class, the Werespider Hunter's Alternate Forms improve as shown below.

For every level in Werespider Hunter, or for every two in another class, the Werespider Hunter's alternate form improves as shown below
Werespider Hunter level+1/2 other levels Ability Improvements
1
+1 Dexterity
2
+ Dexterity, +1 Constitution
3
+1 Dexterity, +1 Constitution, +1 Strength
4
+2 Dexterity, +1 Constitution, +1 Strength
5
+2 Dexterity, +2 Constitution, +1 Strength
6
+2 Dexterity, +2 Constitution, +2 Strength
7
+3 Dexterity, +2 Constitution, +2 Strength
8
+3 Dexterity, +3 Constitution, +2 Strength
9
+4 Dexterity, +3 Constitution, +2 Strength
10
+4 Dexterity, +4 Constitution, +2 Strength
11
+6 Dexterity, +4 Constitution, +2 Strength
12
+6 Dexterity, +4 Constitution, +2 Strength

Hunter Spider Empathy: The Werespider Hunter can communicate with Spiders, and other Spider like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Vermin, however the Werespider Hunter gains no such bonus on influencing Magical Beasts.

Tremorsense: Beginning at first level the Werespider Hunter while in Hunter Spider form gains Tremorsense (http://"http://www.d20srd.org/srd/specialAbilities.htm#tremorsense") out to 5 ft per HD, or over its entire Home Web. And it also gains a bonus on Jump checks equal to its HD. At second level the Werespider Hunter gains the full benefits of Tremorsense regardless of form.

Hunter’s Tools: At first level while in both in Hunter Spider and Hybrid Alternate Form the Werespider Hunter gains a potent poison that it can use to render its opponents useless in combat. Any creature that is successfully struck by the Werespider Hunter’s bite natural attack is subjected to its natural poison and must succeed on a  (DC 10+1/2 the Werespider Hunter’s HD+Constitution Modifier) Fortitude save or suffer the initial and secondary damage of this venom, which is 1d4 Strength damage, however at every 4 HD this damage increases in size.

Upon Reaching 5 HD the Werespider Hunter may elect to have its poison instead deal acid damage equal to its intial damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

While a Werespider Hunter cannot produce as much silk as a its Weaver Cousins, it can create a Home Web. The Werespider Hunter’s Silk may not be used as rope, it is only good for making a Home Web.

The Hunter Spider May spend 3 full days  creating its Home Web. This Home Web cannot fill a space larger than 60 square feet per Medium Spider like Creature living in, and maintaining it.

No amount of Diminutive or Fine Spiders can help with this Home Web.
16 Tiny Sized spider creatures count as 1 medium Spider for these purposes.
4 Small Sized spider creatures count as 1 medium Spider for these purposes.
1 Large Sized spider creature counts as 2 medium Spider for these purposes.
1 Huge Sized spider creature counts as 4 medium Spider for these purposes.
1 Gargantuan Sized spider creature counts as 8 medium Spider for these purposes.
1 Colossal Sized spider creature counts as 16 medium Spider for these purposes.

Approaching creatures must succeed on a DC 20 Spot check to notice a Home Web (Which may be increased with a Hide Check, by an amount equal to half the Hide Check Result); otherwise they stumble into it and become entangled, and must make attempts to escape or burst from the webbing in order to move, which gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has (10+ the Werespider Hunter’s Constitution Modifier) hit points, and The Escape Artist and Burst check on this Web are both (10+ the Werespider Hunter’s Constitution Modifier). Further it has Damage Reduction 5/—.

This Home Web Requires 1 hour of maintenance per Spider Like Creature Living in it, 1/day. This fully restores any lost hp the Home Web may have suffered. Each section of web loses 5 hp per day that it is not maintained.

Lunar Hide At second level, while in either Hunter Spider or Hybrid form, the Werespider Hunter gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werespider Hunter gains a +1 increase to Strength.
 
Growth : At third level, a Werespider Hunter’s Hunter Spider or Hybrid forms may be Medium or Large. The Werespider Hunter chooses its size each time it assumes one of its Alternate Forms.

When A Werespider Hunter changes size its natural attacks are re-sized for appropriate damage.

A Werespider Hunterof 12 HD or more may choose to become Huge by expending two normal transformations.

A Werespider Hunterof 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Werespider Hunter of 20 HD or more may choose to become Colossal by expending four normal transformations.

Ambush Attack: At third level the Werespider Hunter while in Hunter Spider Alternate or Hybrid Form learns to effectively uses its ability to leap out at unsuspecting opponents to its full advantage. When making a Charge attack against a creature that is flat footed, the Werespider Hunter gains the benefits of Improved Grab, allowing it to initiate a grapple immediately if it strikes with either of these bite attacks, without the need of a touch attack, or provoking an attack of opportunity.  Further, while in a grapple, the Werespider Hunter (While in Hunter Spider Form, and only Hunter Spider Form) does not suffer any penalties to attack with its Bite Natural attack.

Extra Arms: At fourth level the Werespider Hunter While in Hybrid Alternate Form (and only Hybrid Alternate Form)  gains the ability to effectively wield weapons and manipulate objects with two of its auxiliary arms. The Werespider Hunter in Hybrid form is treated as having four arms, for all intents and purposes. Further if the Werespider Hunter has the Feats ‘Two Weapon Fighting’ or any feat related to it, it instead applies as ‘Multiweapon’ fighting Feats of the same sort while in Hybrid Form.  These new arms are weaker and more clumsy than the Werespider Hunter’s original two, and are treated as having 2 less dexterity and strength.

Curse of Entomanothropy: At fourth level the Werespider Hunter can transmit Entomanothropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Werespider Hunter’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werespider Hunter’s HD+ Constitution modifier) or contract Entomanothropy. Entomanothropy Functions exactly as Lycanthropy except as noted above. For more information on Entomanothropy (http://"http://www.wizards.com/default.asp?x=dnd/re/20040621a\"), check the Lycanthrope (http://"http://www.d20srd.org/srd/monsters/lycanthrope.htm") entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 10:57:32 AM
Weretiger

(http://img90.imageshack.us/img90/8356/weretiger65qy1.jpg)[Spoiler]
Weretiger Prerequisites
To become a Weretiger, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Weretiger.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Tiger, Tiger empathy, Lunar body, Tiger Whiskers, Rake
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Dex, Bounding Tiger, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Drawing Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Weretiger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Weretiger gains proficiency with its own natural weapons, but not with armor or shields.

Weretiger Class Features: The following are the Class Features of the Weretiger.

Lunar Body: The Weretiger retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Weretiger gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Weretiger gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Weretiger gains a Medium Tiger Alternate Form. While in Tiger form, the Weretiger cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Tiger form the Weretiger’s movement speeds are set to a 40 feet base land speed.

Alternate Form[spoiler]The Weretiger has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Weretiger’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Weretiger reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Weretiger:

    * The Weretiger retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Tiger or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Weretiger gains that subtype as well.
    * The Weretiger loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Weretiger gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Tiger or Hybrid Form. (As Specified).
    * The Weretiger retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Tiger or Hybrid Form. (Unless Specified Otherwise.)
    * The Weretiger retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Tiger or Hybrid Form.
    * The Weretiger gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the WereTiger’s Hp score.
    * The Weretiger retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Weretiger retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Weretiger retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Weretiger's Humanoid or Giant form has hands.
   * The Weretiger is effectively camouflaged as a creature of its Tiger or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Weretiger that can’t be worn or carried in its Tiger or Hybrid Form instead falls to the ground in its space. If the Weretiger changes size, any gear it wears or carries that can be worn or carried in its Tiger or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Weretiger can assume a Medium Hybrid form, between its Tiger form and its Humanoid Form. While in Hybrid form, the Weretiger gains the natural attacks of Tiger form, as well as the same movement speeds, however the Weretiger retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Weretiger can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Weretiger, or for every two in another class, the Weretiger's Alternate Forms improve as shown below.

Weretiger Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Strength
2+1 Strength, +1 Constitution
3+2 Strength, +1 Constitution
4+3 Strength, +1 Constitution
5+3 Strength, +2 Constitution
6+4 Strength, +2 Constitution
7+5 Strength, +2 Constitution
8+5 Strength, +3 Constitution
9+6 Strength, +3 Constitution
10+7 Strength, +3 Constitution
11+7 Strength, +4 Constitution
12+8 Strength, +4 Constitution

Tiger Empathy: The Weretiger can communicate with Tigers, and other Tiger like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Weretiger gains no such bonus on influencing Magical Beasts.

Tiger Whiskers: Beginning at first level the Weretiger while in Tiger form gains Scent (http://"http://www.d20srd.org/srd/specialAbilities.htm#scent") and gains a bonus on all Move Silently checks equal to half its HD. At second level the Weretiger gains the full benefits of Tiger Whiskers regardless of form.

Rake: At first level, While the Weretiger is in Tiger or Hybrid Alternate form it gains a single rake (http://www.d20srd.org/srd/specialAbilities.htm#rake) natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Tiger or Hybrid form, the Weretiger gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Weretiger gains a +1 increase to Dexterity.

Growth:  At third level, a Weretiger’s Tiger or Hybrid forms may be Medium or Large. The Weretiger chooses its size each time it assumes one of its Alternate Forms.

When A Weretiger changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Weretiger of 12 HD or more may choose to become Huge by expending two normal transformations.

A Weretiger of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Weretiger of 20 HD or more may choose to become Colossal by expending four normal transformations.

Bounding Tiger: At third level the Weretiger suffers half damage from all falls, regardless of form. While in Tiger or Hybrid form , the Weretiger may make a full attack with its natural weapons at the end of a charge.

Drawing Claws: At fourth level, while in Alternate or Hybrid form, the Weretiger may draw in opponents into its vicious grip by striking with its claws. In any round where the Weretiger successfully strikes an opponent with both of its claw attacks may attempt to begin a grapple as an immediate action, as with improved grab this does not require an additional touch attack, and does not provoke attacks of opportunity. Further, while in Hybrid form the Weretiger may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Weretiger can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large Size is hit by the Weretiger’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Weretiger’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://"http://www.d20srd.org/srd/monsters/lycanthrope.htm"), check the Lycanthrope entry in the monster manual. [/spoiler]

Done by Chumlump from GITP, some tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 11:00:22 AM
Werelion

(http://t0.gstatic.com/images?q=tbn:aoe0lQzAsypg-M:http://i432.photobucket.com/albums/qq43/Ilynlor/werelionwarrior.jpg&t=1)
[Spoiler]
Werelion Prerequisites
To become a Werelion, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Werelion.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Lion, Lion empathy, Lunar body, Lion Mane, Rake
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Str, Roaring, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Overpowering Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Werelion’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Werelion gains proficiency with its own natural weapons, but not with armor or shields.

Werelion Class Features: The following are the Class Features of the Werelion.

Lunar Body: The Werelion retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werelion gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werelion gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Werelion gains a Medium Lion Alternate Form. While in Lion form, the Werelion cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Lion form the Werelion’s movement speeds are set to a 40 feet base land speed.

Alternate Form[spoiler]The Werelion has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werelion’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Werelion reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werelion:

    * The Werelion retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Lion or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werelion gains that subtype as well.
    * The Werelion loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werelion gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Lion or Hybrid Form. (As Specified).
    * The Werelion retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Lion or Hybrid Form. (Unless Specified Otherwise.)
    * The Werelion retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Lion or Hybrid Form.
    * The Werelion gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Werelion’s Hp score.
    * The Werelion retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werelion retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werelion retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werelion's Humanoid or Giant form has hands.
   * The Werelion is effectively camouflaged as a creature of its Lion or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werelion that can’t be worn or carried in its Lion or Hybrid Form instead falls to the ground in its space. If the Werelion changes size, any gear it wears or carries that can be worn or carried in its Lion or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werelion can assume a Medium Hybrid form, between its Lion form and its Humanoid Form. While in Hybrid form, the Werelion gains the natural attacks of Lion form, as well as the same movement speeds, however the Werelion retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werelion can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werelion, or for every two in another class, the Werelion's Alternate Forms improve as shown below.

Werelion Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Strength
2+1 Strength, +1 Dexterity
3+1 Strength, +1 Dexterity, +1 Constitution
4+2 Strength, +1 Dexterity, +1 Constitution
5+2 Strength, +2 Dexterity, +1 Constitution
6+3 Strength, +2 Dexterity, +1 Constitution
7+3 Strength, +3 Dexterity, +1 Constitution
8+3 Strength, +3 Dexterity, +2 Constitution
9+4 Strength, +3 Dexterity, +2 Constitution
10+4 Strength, +4 Dexterity, +2 Constitution
11+5 Strength, +4 Dexterity, +2 Constitution
12+6 Strength, +4 Dexterity, +2 Constitution

Lion Empathy: The Werelion can communicate with Lions, and other Lion like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werelion gains no such bonus on influencing Magical Beasts.

Lion Mane: Beginning at first level the Werelion while in Lion form gains Scent (http://"http://www.d20srd.org/srd/specialAbilities.htm#scent") and gains a bonus on all Intimidate checks (Including checks opposing intimidation) equal to half its HD. At second level the Werelion gains the full benefits of Lion Mane regardless of form.

Rake: At first level, While the Werelion is in Lion or Hybrid Alternate form it gains a single rake (http://www.d20srd.org/srd/specialAbilities.htm#rake) natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Lion or Hybrid form, the Werelion gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werelion gains a +1 increase to Strength.

Growth:  At third level, a Werelion’s Lion or Hybrid forms may be Medium or Large. The Werelion chooses its size each time it assumes one of its Alternate Forms.

When A Werelion changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Werelion of 12 HD or more may choose to become Huge by expending two normal transformations.

A Werelion of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Werelion of 20 HD or more may choose to become Colossal by expending four normal transformations.

Roaring: At third level the Werelion learns it may play its part extempore, for it is nothing but Roaring. While in Lion or Hybrid form the Werelion may let out a Powerful Roar as a move action to demoralize all opponents within a 60ft radius This functions similar to the demoralize function of the Intimidate skill, except all targets that fail their opposed check are Dazed for one round, and then left frightened instead of shaken. Targets that fail their opposed check by 10 or more are stunned for one round, and then panicked rather than frightened. Roaring is a fear effect. The Werelion can use this ability a number of times per day equal to its HD.

Overpowering Claws: At fourth level, while in Lion or Hybrid form, the Werelion may charge over obstacles, and no longer needs a clear path to make a charge attack. If the Werelion strikes an opponent with one of its claws at the end of a charge attack it may make a bulrush attempt as an immediate action. Further, while in Hybrid form the Werelion may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Werelion can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werelion’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werelion’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://"http://www.d20srd.org/srd/monsters/lycanthrope.htm"), check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 11:01:55 AM
Wereleopard
(http://www.myrealms.net/mysticalrealms/ellan/wereleopard-Katerina.jpg)
 [Spoiler]
Wereleopard Prerequisites
To become a Wereleopard, the character must meet the following requirements

Race: Any humanoid or giant.
 Special: Must have been injured by the natural attack of another Wereleopard.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Leopard, Leopard empathy, Lunar body, Leopard Spots, Rake
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Wis, Rend Attack, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Ambushing Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Wereleopard’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Wereleopard gains proficiency with its own natural weapons, but not with armor or shields.

Wereleopard Class Features: The following are the Class Features of the Wereleopard.

Lunar Body: The Wereleopard retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Wereleopard gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereleopard gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereleopard gains a Medium Leopard Alternate Form. While in Leopard form, the Wereleopard cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Leopard form the Wereleopard’s movement speeds are set to a 40 feet base land speed.

Alternate Form[spoiler]The Wereleopard has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereleopard’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Wereleopard reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereleopard:

    * The Wereleopard retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Leopard or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereleopard gains that subtype as well.
    * The Wereleopard loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Wereleopard gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Leopard or Hybrid Form. (As Specified).
    * The Wereleopard retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Leopard or Hybrid Form. (Unless Specified Otherwise.)
    * The Wereleopard retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Leopard or Hybrid Form.
    * The Wereleopard gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Wereleopard’s Hp score.
    * The Wereleopard retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Wereleopard retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Wereleopard retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wereleopard's Humanoid or Giant form has hands.
   * The Wereleopard is effectively camouflaged as a creature of its Leopard or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Wereleopard that can’t be worn or carried in its Leopard or Hybrid Form instead falls to the ground in its space. If the Wereleopard changes size, any gear it wears or carries that can be worn or carried in its Leopard or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Wereleopard can assume a Medium Hybrid form, between its Leopard form and its Humanoid Form. While in Hybrid form, the Wereleopard gains the natural attacks of Leopard form, as well as the same movement speeds, however the Wereleopard retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereleopard can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereleopard, or for every two in another class, the Wereleopard's Alternate Forms improve as shown below.

Wereleopard Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Strength
2+1 Strength, +1 Dexterity
3+1 Strength, +1 Dexterity, +1 Constitution
4+2 Strength, +1 Dexterity, +1 Constitution
5+2 Strength, +2 Dexterity, +1 Constitution
6+2 Strength, +2 Dexterity, +2 Constitution
7+3 Strength, +2 Dexterity, +2 Constitution
8+3 Strength, +3 Dexterity, +2 Constitution
9+3 Strength, +3 Dexterity, +3 Constitution
10+4 Strength, +3 Dexterity, +3 Constitution
11+4 Strength, +4 Dexterity, +3 Constitution
12+4 Strength, +4 Dexterity, +4 Constitution

Leopard Empathy: The Wereleopard can communicate with Leopards, and other Leopard like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereleopard gains no such bonus on influencing Magical Beasts.

Leopard Spots: Beginning at first level the Wereleopard while in Leopard form gains Scent (http://"http://www.d20srd.org/srd/specialAbilities.htm#scent") and gains a bonus on all Hide checks made within a highly vegetated environment equal to half its HD. At second level the Wereleopard gains the full benefits of Leopard Spots regardless of form.

Rake: At first level, While the Wereleopard is in Leopard or Hybrid Alternate form it gains a single rake (http://www.d20srd.org/srd/specialAbilities.htm#rake) natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Leopard or Hybrid form, the Wereleopard gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereleopard gains a +1 increase to Strength.

Growth:  At third level, a Wereleopard’s Leopard or Hybrid forms may be Medium or Large. The Wereleopard chooses its size each time it assumes one of its Alternate Forms.

When A Wereleopard changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Wereleopard of 12 HD or more may choose to become Huge by expending two normal transformations.

A Wereleopard of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Wereleopard of 20 HD or more may choose to become Colossal by expending four normal transformations.

Rend Attack: At third level the Wereleopard suffers half damage from all falls, regardless of form. While in Leopard or Hybrid form, if it strikes with both of its claw attacks, it may make an immediate rend attack that deals damage equal to both of its claws’ base damages +1.5 strength damage.

Ambushing Claws: At fourth level, while in Leopard or Hybrid form the Wereleopard may draw in opponents into its vicious grip by striking with its claws. In any round where the Wereleopard successfully strikes an opponent with both of its claw attacks may attempt to begin a grapple as an immediate action, as with improved grab this does not require an additional touch attack, and does not provoke attacks of opportunity. Further, while in Hybrid form the Wereleopard may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Wereleopard can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Wereleopard’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereleopard’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://"http://www.d20srd.org/srd/monsters/lycanthrope.htm"), check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 11:04:10 AM
Werecheetah

(http://www.gothosenterprises.com/images/jenny2.gif)
[Spoiler]
Werecheetah Prerequisites
To become a Werecheetah, the character must meet the following requirements

Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Werecheetah.

HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Alternate form Cheetah, Cheetah empathy, Lunar body, Cheetah Whiskers, Cheetah Stamina
2nd
+2
+3
+3
+0
Alternate form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Wis, Cheetah Rush, Growth
4th
+4
+4
+4
+1
Curse of Lycantropy, Swift Claws
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Werecheetah’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Werecheetah gains proficiency with its own natural weapons, but not with armor or shields.

Werecheetah Class Features: The following are the Class Features of the Werecheetah.

Lunar Body: The Werecheetah retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werecheetah gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werecheetah gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Werecheetah gains a Medium Cheetah Alternate Form. While in Cheetah form, the Werecheetah cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Cheetah form the Werecheetah’s movement speeds are set to a 60 feet base land speed.

Alternate Form[spoiler]The Werecheetah has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werecheetah’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Werecheetah reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werecheetah:

    * The Werecheetah retains the type and subtype of its Humanoid or Giant form. It gains the size of its   Cheetah or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werecheetah gains that subtype as well.
    * The Werecheetah loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werecheetah gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of   Cheetah or Hybrid Form. (As Specified).
    * The Werecheetah retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its  Cheetah or Hybrid Form. (Unless Specified Otherwise.)
    * The Werecheetah retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its   Cheetah or Hybrid Form.
    * The Werecheetah gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Werecheetah’s Hp score.
    * The Werecheetah retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werecheetah retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werecheetah retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werecheetah's Humanoid or Giant form has hands.
   * The Werecheetah is effectively camouflaged as a creature of its Cheetah or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werecheetah that can’t be worn or carried in its Cheetah or Hybrid Form instead falls to the ground in its space. If the Werecheetah changes size, any gear it wears or carries that can be worn or carried in its Cheetah or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.
[/spoiler]

At second level, the Werecheetah can assume a Medium Hybrid form, between its Cheetah form and its Humanoid Form. While in Hybrid form, the Werecheetah gains the natural attacks of Cheetah form, as well as the same movement speeds, however the Werecheetah retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werecheetah can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werecheetah, or for every two in another class, the Werecheetah's Alternate Forms improve as shown below.

Werecheetah Level+ 1/2 HD of other LevelsAbility Improvements
1+1 Dexterity
2+2 Dexterity,
3+2 Dexterity, +1 Strength
4+3 Dexterity, +1 Strength,
5+4 Dexterity, +1 Strength
6+4 Dexterity, +1 Strength, +1 Constitution
7+5 Dexterity, +1 Strength, +1 Constitution
8+6 Dexterity, +1 Strength, +1 Constitution
9+6 Dexterity, +2 Strength, +1 Constitution
10+7 Dexterity, +2 Strength, +1 Constitution
11+7 Dexterity, +2 Strength, +2 Constitution
12+8 Dexterity, +4 Strength, +4 Constitution

Cheetah Empathy: The Werecheetah can communicate with Cheetahs, and other Cheetah like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werecheetah gains no such bonus on influencing Magical Beasts.

Cheetah Whiskers: Beginning at first level the Werecheetah while in Cheetah form gains Scent (http://"http://www.d20srd.org/srd/specialAbilities.htm#scent") and gains a bonus on all Move Silently equal to half its HD. At second level the Werecheetah gains the full benefits of Cheetah Whiskers regardless of form.

Cheetah Stamina: At first level, While the Werecheetah is in Cheetah or Hybrid Alternate form it may run for four times as long before needing to rest, or suffering from fatigue or exhaustion.

Lunar Hide At second level, while in either Cheetah or Hybrid form, the Werecheetah gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werecheetah gains a +1 increase to Strength.

Growth:  At third level, a Werecheetah’s Cheetah or Hybrid forms may be Medium or Large. The Werecheetah chooses its size each time it assumes one of its Alternate Forms.

When A Werecheetah changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

A Werecheetah of 12 HD or more may choose to become Huge by expending two normal transformations.

A Werecheetah of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

A Werecheetah of 20 HD or more may choose to become Colossal by expending four normal transformations.

Cheetah Rush: At third level the Werecheetah suffers half damage from all falls, regardless of form. While in Cheetah or Hybrid form, the Werecheetah may move ten times its normal speed as a full round action, 1/hour. She also may charge ten times her normal land speed, instead of the normal 2 times, 1/minute. She may use either of these abilities a number of times per day equal to her HD.

Swift Claws: At fourth level, while in Cheetah or Hybrid form,  the Werecheetah’s claws flash and dance at a deadly pace,  when making a full-attack action with both of its claws the Werecheetah gains an additional attack at full base attack bonus with one of its claws. At 11 HD this increases to 2 additional claw attacks. Further, while in Hybrid form the Werecheetah may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Werecheetah can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werecheetah’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werecheetah’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://"http://www.d20srd.org/srd/monsters/lycanthrope.htm"), check the Lycanthrope entry in the monster manual.[/spoiler]

Done by Chumlump from GITP, some tweaks by me
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo December 31, 2010, 11:05:07 AM
Tsochar(LoM pg. 121)

(http://www.wizards.com/dnd/images/lom_gallery/88127.jpg)

[spoiler]
Hit Die: d8

Tsochar
LevelBABFortRefWillSpecial
1st
+0
+0
+0
+2
Parasitic Body, Alien Mind, +1 Int
2nd
+1
+0
+0
+3
Improved Grab, +1 Dex
3rd
+1
+1
+1
+3
Wear Flesh, +1 Int
4th
+2
+1
+1
+3
Alien Flesh, Constrict, Poison, +1 Dex

Class Skills: ((6 + Int. Modifier) x 4 at first level) A Tsochar’s class skills are Climb, Concentration, Bluff, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Knowledge (Arcana), Move Silently, Search,  Spellcraft, and Use Magic Device.

Proficiencies: Tsochari are proficient only with their own natural weapons.


Class Features

Parasitic Body: At first level, a Tsochar loses all racial bonuses, traits, and abilities and gains aberration traits (essentially darkvision 60ft.). Tsochari are small aberrations with the shapechanger subtype. They can slither along the ground at a speed of 20ft. and they have a climb speed equal to their land speed. Having a climb speed mean that a Tsochar receives a +8 racial bonus to all climb checks and always take 10 on climb checks even when rushed or threatened. Additionally, Tsochari may use their dexterity modifiers in place of their strength modifiers when making climb checks. At first level, Tsochari have two natural tentacle attacks that deal 1d4+Str damage each and have 10 foot reach. A Tsochar gains an additional tentacle attack for every 2 HD it possesses. These tentacles are equipped with sharp barbs.  These tentacles do allow the Tsochari to wield weapons and manipulate objects normally. Tsochari speak their own language and common, and may speak an additional language for every point of their intelligence modifier.

Lastly, a Tsochar receives a bonus to its armor class equal to its constitution score in the form of a natural armor bonus.

Alien Mind (Ex): A Tsochar can speak telepathically with any creature that has a language within 10ft. The range of this ability increases by an additional 10ft, for every 2 HD the Tsochar gains after the first.

If it multiclasses for an arcane/divince class it can count Tsochar 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 Tsochar 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. It wouldn't get the spell knowns and spell slots of a sorceror 3 however. It would get the familiar ability, but succubus levels wouldn't count for it.

Ability Increases: A Tsochar receives a permanent increase to its Intelligence score at each odd numbered Tsochar level as well as a permanent increase to its dexterity score at each even numbered Tsochar level. At 4th level, assuming the Tsochar has taken all 4 levels available, the increases total at +2 Intelligence and +2 Dexterity.

Improved Grab (Ex):  To use this ability, a Tsochar must hit with two tentacle attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Additionally, Tsochari receive a +4 racial bonus on grapple checks and may use their Dex modifier instead of their Str modifier on grapple checks.

Wear Flesh (Ex): A Tsochar can bore its way into a helpless living creature’s body, slipping its ropy tendrils into the spaces between organs and muscles and disappearing into the victim. The victim must be the same size as the Tsochar or larger, and the process requires 1 minute. The Tsochar can choose to replace or inhabit the victim (see below). Incorporeal creatures and constructs, elementals, oozes, plants, and undead are immune to this ability. A Tsochar can abandon a body it has inhabited or replaced with a full-round action that deals 3d6 points of damage to the host. A Tsochar can be forced to abandon the body by a remove disease or dispel evil spell (the caster must succeed on a caster level check (DC = 10 + the Tsochar's HD + the Tsochar's intelligence modifier) to expel the monster, which deals damage as described above) or a heal or limited wish spell (which automatically succeeds and causes no damage to the host).

Inhabit: The Tsochar leaves its victim alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing up to 1d6 for every 2 HD the Tsochar possesses or as little as 1d6 points of damage and requiring the host to succeed on a Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's intelligence modifier) or be nauseated by the pain for 2d4 rounds. The Tsochar chooses how much damage it deals with this attack. The Tsochar can take no physical actions while inhabiting a host, but it can use purely mental actions (such as communicating with its host by means of its telepathy power and threatening to injure or kill the host unless the host does as the monster wishes). When the host takes damage (other than damage the Tsochar inflicts on it), the inhabiting Tsochar takes half that damage. For example, if the host takes 28 points of cold damage from a cone of cold spell, the Tsochar takes 14 points of cold damage. A Tsochar inhabiting a humanoid’s body feeds on the creature’s blood and tissues, dealing 1d3 points of Constitution damage per day. A successful Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's constitution modifier) reduces this damage by half. Over the course of days, frail humanoids carrying Tsochari sicken and die, although Tsochari are clever enough to direct their hosts to acquire curative magic to keep themselves alive indefinitely, if the situation calls for it.

Replace: The Tsochar bores out the victim’s nervous system, killing the victim. It then animates the body, effectively acting as the nervous system of the dead host. The body remains alive, hosting the Tsochar. This functions like a polymorph spell into the victim’s exact form, except that the Tsochar can remain in the victim’s form for up to a year, and it leaves the victim’s corpse behind when it chooses to end the effect. The Tsochar uses the victim’s physical ability scores in place of its own, as described by polymorph. The Tsochar can remain in this form indefinitely, but once it abandons the form, it cannot reanimate the body. Tsochari that have replaced a humanoid slowly devour their new shell from the inside out. A replaced body takes 1d4 points of Constitution drain per month, which does not heal naturally and can be restored only by magical means. A successful Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's constitution modifier) reduces this damage by half. Naturally, Tsochari imposters choose to abandon bodies they have replaced before they become too weak to be serviceable.

Aditionally, A Tsochar that replaces a spellcaster retains any arcane spells prepared by the dead character, and can cast them as if it had prepared the spells itself. The Tsochar must meet the minimum ability score needed to cast the spell based on the type of caster replaced (Intelligence for a wizard, for example), or else the spell is unavailable to it. If the Tsochar replaces a spontaneous caster such as a sorcerer, it retains the available spell slots of the dead spellcaster, and can use any spells the dead host knew. In either case, the Tsochar cannot regain spells or spell slots it expends from the dead character’s spellcasting ability.

Alien Flesh (Ex): Despite a Tsochar’s frail and squishy appearance, their aberrant flesh is actually quite resistant to damage. At 4th level, the Tsochar gains damage reduction equal to ˝ half its HD. This DR is penetrated by adamantine. The Tsochar also gains spell resistance equal to its HD + 11 and a resistance to cold damage equal to its HD.

Constrict (Ex): A Tsochar deals 2d4+1,5 Str mod points of damage with a successful grapple check. When a Tsochar deals damage by means of its constrict attack, it injects its victim with poison.

Poison(Ex):the Tsochar begins to produce a potent poison and may deliver this poison whenever it deals damage with his constrict attack. This poison deals 1d3 Dex damage as its initial and secondary damage. A successful fortitude save (DC = 10 + ˝ the Tsochar’s HD + the Tsochar’s Constitution Modifier) negates the poison. The damage die increases one size category for every two extra HD from now on.

[/spoiler]
Comments
[spoiler]
The Tsochar gains extra tentacles as it grows, can use Dex modifier for grapple checks, gained pseudo-spellcaster, corrected the poison and made it scale.

The Tsochar starts as a tentacled skill monkey, slow but able to climb, and then evolves into a solid grappler. At third level it finally gains it's main ability, to enter other creatures and make them do it's bidding while eating them from inside. 4th level adds DR, SR and poison, always nice stuff to have.

If you feel like playing a wearer of flesh, the Tsochar's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: VennDygrem December 31, 2010, 08:42:29 PM
For the Son/Daughter of Silence's Sound Immunity, just what consitutes sound-based attacks? Are they just immune to sonic damage, or effects/spells like, say, the Power Word spells? Does it extend to any spell cast with a somatic component? It just seems a little vague, and thus somewhat abuse-able.

Otherwise, it seems really interesting for a stealth character (even if I have to wonder how it's going to be effective at grappling most creatures to make use of bestow incorporeality). It seems a little weaker than some of the monsters at level 1 (seeing as how the others gain some benefit from not being humanoids), but most characters are weak at level 1. I'd really like to try playing one sometime, especially in a gestalt setting along with swordsage or rogue or something. :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 03:01:33 PM
For the Son/Daughter of Silence's Sound Immunity, just what consitutes sound-based attacks? Are they just immune to sonic damage, or effects/spells like, say, the Power Word spells? Does it extend to any spell cast with a somatic component? It just seems a little vague, and thus somewhat abuse-able.
Clarified it. I tought that mentioning that Holy Word still worked was enough to clarify about the Power Word spells, but aparently it wasn't enough.

Otherwise, it seems really interesting for a stealth character (even if I have to wonder how it's going to be effective at grappling most creatures to make use of bestow incorporeality).
Well, it's suposed to be an extra thing on top of the stealth theme, so I'll let to the player how to best grapple oponents.

It seems a little weaker than some of the monsters at level 1 (seeing as how the others gain some benefit from not being humanoids), but most characters are weak at level 1. I'd really like to try playing one sometime, especially in a gestalt setting along with swordsage or rogue or something. :)
Yeah, 1st level is always harder to balance because you have so little. But glad to see it caught people's atention! :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 03:02:54 PM
Pseudodragon

(http://www.wizards.com/dnd/images/pseudodragon72_med.jpg)

Class
[SPOILER]
Hit Dice: d12

LevelBABFortRefWillSpecial
1+1+0+2+2Demi-Dragon Body, Poison, Telepathy, Blindsense, Advancement

Class Skills: (6+Int Mod, x4 at 1st level) Concentration, Diplomacy, Heal, Hide, Know (Arcana), Know (Nature), Listen, Move Silently, Sense Motive, Spot, Spellcraft, Survival

Proficiencies: Pseudodragons are proficient with their own natural attacks.

Class Features:

Demi-Dragon Body: A Pseudodragon loses all Racial Traits & Features and gains the Dragon type, including all Traits determined by that.
The Pseudodragon is small size with a land speed of 20ft.
It gains a primary tail sting attack that deals 1d4+Str damage & Poison (see below), and a secondary bite attack that deals 1+1/2Str damage.
The Pseudodragon gains a Natural Armour bonus equal to it's Con Modifier and a racial Hide bonus of +2, or +4 if hiding in a forest or overgrown trees.

Poison: When the Pseudodragon successfully hits an opponent with it's tail sting it injects them with it's Poison. If the opponent fails a Fort Save (DC 10+1/2HD+Con Mod) it falls asleep for 1 round/HD, and take a -1 to all attack rolls, Saves, skill checks and ability checks for 1d3 hours.
It may use the poison as often as it likes, but only 1/round.

Blindsense: A pseudodragon can locate creatures within the range of it's Telepathy (though the two abilites are not connected) by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Telepathy: A Pseudodragon may communicate telepathically with any creature that can speak Common or Sylvan and is within 10ft/HD.

Advancement: When a Pseudodragon hits 4HD it becomes Tiny, gains all benefits and penalties associated with the change, unless otherwise stated. It's land speed drops to 15ft but it gains a fly speed of 30ft (average), which increases by 5ft/2HD & becomes Good Maneouverability at 10HD. It's tail retains a reach of 5ft despite it's reduced size. It's poison Save DC gains a +2 racial bonus and it's racial hide bonus increases to +4/+8.[/SPOILER]

Done by Kobold-Bard from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 03:03:49 PM
Wererhino

(http://www.frayedlogic.com/portfolio/pencil/rhinoman.jpg)
[SPOILER]
Wererhino Prerequisites
To become a wererhino, the character must meet the following requirements

Race: Any humanoid or giant
Special: Must have been injured by the natural attack of another wererhino and contracted lycanthropy

HD:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+0
Alternate form(Rhino), Rhino empathy, Lunar body, Rhinose
2nd
+2
+3
+0
+0
Alternate form(hybrid), Lunar hide
3rd
+3
+3
+1
+0
+1 Con, Growth, Tough Hide
4th
+4
+4
+1
+1
Curse of lycantropy, Powerful Charge
Skills (2+Int Modifier): Intimidate (Cha), Listen (Wis), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

Proficiencies: A wererhino gains proficiency with their own natural weapons

Features:
Lunar body(ex): Wererhino retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it. A wererhino gains natural armor equal to its con bonus while in rhino or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Rhino empathy: A wererhino can communicate with rhinoceros and other rhinoceros like Magical Beasts regardless of form and gains a +4 bonus on charisma based checks to influence such animals, however he gains no bonus on influencing magical beasts.

Alternate Form(su): At first level, a wererhino can take on a medium rhinoceros form. While in rhinoceros form, a wererhino cannot use weapons or do anything requiring the use of hands, but gains a gore attack dealing 1d8 damage, their land speed is set to 30 ft speed. A wererhino in rhinoceros form gains a bonus on all strength checks involving a bull-rush, including opposing a bull-rush, equal to his Wererino class level.  

A wererhino can transform 1/day/HD, and can remain transformed indefinitely.

For every level in wererhino, or for every two in another class, the wererhino's alternate form improves as shown below

Wererhino level+1/2 other levels Ability Improvements
1
+1str
2
+1str, +1con
3
+2str, +1con
4
+3str, +1con
5
+3str, +2con
6
+4str, +2con
7
+5str, +2con
8
+5str, +3con
9
+6str, +3con
10
+6str, +4con
11
+7str, +4con
12
+8str, +4con


At second level, a wererhino can assume hybrid form. While in hybrid form, a wererhino gains a gore attack dealing 1d8 damage. They can wield any weapons they could use in humanoid form.  Both alternate forms are Medium sized, regardless of the creature's humanoid size. A wererhino in alternate form gains a +4 bonus to intimidate checks.

Rhinose:A wererhino in rhinoceros form gains scent and gains a bonus on all Listen checks equal to his HD. At second level this ability works regardless of form.

Lunar hide: At second level, a wererhino gains DR/Silver equal to their HD/2 while in alternate form.

Growth:At 3rd level, a wererhino's alternate forms become large. Their gore attack deals 2d6 damage, in addition their natural armor improves by 1 while in alternate form.

A wererhino of 12 HD or more may choose to become huge by expending two normal transformations.

A wererhino of 16 HD or more may choose to become gargantuan by expending three normal transformations.

A wererhino of 20 HD or more may choose to become colossal by expending four normal transformations.

Tough Hide: At third level a wererhino form becomes able to shrug off blows and pain more effectively. The wererhino gains a bonus to any saves against pain effects equal to his Wererhino class level, and may stay conscious down to his constitution modifier in negative hp, this does not increase his negative hp threshold however, he still dies when he reaches his limit, and cannot remain conscious after death.

Powerful Charge: Starting at fourth level a wererhino in alternate form deals additional damage on a charge that ends with a gore attack. Double the damage on any such charge. (For purposes of abilitys that allow for more than one attack on a charge, only double the first gore attack the wererhino uses.)

Curse of lycanthropy: At 4th level a wererhino can transmit lycanthropy to other creatures. If a medium or large humanoid  or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save (DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.
[/SPOILER]

Done by Chumplump from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 03:04:45 PM

Salamander
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG218.jpg)

[SPOILER]
HD:d8
Level BABFort Ref Will Feature
1 +1+2+0+2    Salamander Body, +1 Str
2 +2+3+0+3   Tail slap, Heat, +1 Con
3 +3+3+1+3Multiattack, Improved grab, Constrict +1 Str
4 +4+4+1+4Powerfull tail, +1 Str, +1 Con
5 +5+4+1+4Growth, +1 Str
6 +6+5+2+5Salamander Skin, +1 Con, +1 Cha
7 +7+5+2+5Flame Initiate, +1 Cha
8 +8+6+2+5Flame Adept, Melt +1 Cha
9 +9+6+3+6Growth +1 Str, +1 Con
10 +9+6+3+6Noble, Flame Master, +1 Str, +1 Cha.

8 Skill points+int per level, quadruple at 1st level. Class skills:
Bluff, Craft, Escape artist, Intimidate, Hide, Profession(any) Spot, Listen, Search, Knowledge (any) Move silently, Diplomacy, Hide and Sense motive.

Proficiencies:
A Salamander is proficient just simple weapons and  also  with its tail slap.

Features:


Salamander Body:
The Salamander loses all other racial bonuses, and gains outsider traits(basically darkvision 60 foot) and the fire subtype. It is a small outsider. The salamander has no legs, instead having a powerful tail allowing him to move at a speed of 20ft. He cannot use boots of any kind.

The salamander also has a natural armor of 2+con modifier. His natural armor also go up by 1 when it grows.

Salamanders are immune to fire, but takes 50% more damage from cold attacks.

A Salamander also gains a bonus on any craft rolls involving metal equal to their HD.

Ability increase:
The Salamander gains +1 Str at levels 1, 3, 4, 5, 9 and 10, +1 Con at levels 2, 4, 6 and 9, and +1 Cha at levels 6, 7, 8 and 10, for a total of +6 Str, +4 Con and +4 Cha at level 10.


Tail slap:
At level 2 the salamander can make a tail slap dealing 1d4+ 1/2 str dmg.

Heat:
At 2nd level a salamander generates so much heat that its mere touch deals additional fire damage. This applies to natural weapons of the salamanders. Melee weapons wielded by the salamander also conduct this heat. This ability can be suppressed and resumed as a free action. At level 2 the heat deals 1d6. For every extra 5 HD from there this damage increases one size category (1d8 at 7 HD, 2d6 at 12 HD, 2d8 at 17 HD )

Multiattack: At level 3 the Salamander gain the multiattack feat even if he do not have the requisites of three natural weapons. It can attack with a manufactured weapon as primary attack and it's tail slap as secondary attack with just -2 penalty on the tail slap instead of -5.


Improved Grab:
At 3rd level, to use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Powerfull tail: At level 4, the tail slap of the salamander now deals 1d8+1/2 Str mod damage, and it's reach is doubled (10 foot for small/medium size, 20 for large size, etc). If the salamander changes size adjust the damage acordingly as well.


Constrict :
A salamander deals automatic tail slap damage (including fire damage) whit a successful grapple check against creatures up to one size larger than itself. A large or larger salamander can constrict multiple creature simultaneously provided they are all at least two size smaller than it.

Growth: At level 5 the salamander grows to medium size. At level 9 the salamander grows to large size.

Salamander Skin: The Salamander gains DR/magic equal to half his HD.

Flame Initiate:
The Salamander can now use Burning Hands, Fireball and Flaming Sphere as SLA's each 1/day for each HD it has. Save DCs are 10+1/2 HD+Cha mod.

In adition, a salamander who multiclasses for an arcane or divine casting class can count his salamander 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 Salamander 7 who took 1 level of sorceror could choose to have CL 8, get 3 4th level spell slots, 1 3rd level spell slot, 1 4th level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 7 however. He would get the familiar ability, but Salamander levels wouldn't count for it.


Flame Adept:
The Salamander can now use Wall of Fire and Dispel Magic 1/day for each 2 HD it has. Save DCs 10+1/2HD+Cha mod. At 11 HD the Dispel Magic is upgraded to Greater Dispel Magic.

Melt: The Salamander's expertise with the forge teaches him how to focus heat untill it can burn trough anything. If the Salamander would use any ability that deals fire damage (like a SLA, spell or heat), as a swift action the salamander may instead reduce the fire damage  by half and make it count as untyped damage.

Noble:Any spells or SLAs cast by the Salamander with the [Fire] descriptor have no limit on the number of dice they deal and are cast at +2 CL. In adition, a number of times per day equal to their Cha mod, a Noble Salamander may use his Melt ability to deal full untyped damage with a fire SLA or spell.

Flame Master:the Salamander can now use Summon Monster VII as a SLA 1/day for every 5 HD it has, but only for summoning huge or smaller fire elementals.

At 13 HD it may use Summon Monster VIII (greater fire elemental) instead.

At 16 HD it may use Summon Monster IX (elder fire elemental) instead

At 19 HD it may use Elemental Swarm (fire only) instead.

[/SPOILER]

Comments:
[spoiler]
Salamanders are hard and skilled workers with pyromaniac tendencies. They seem to just use simple weapons and are slow moving but get better skills than normal and a tick natural armor.

The Salamander has full Bab, two good saves and +6 Str, +4 Con and +4 Cha, but it's somewhat lacking on mobility and SLAs, plus just DR/magic. Melt ability helps to deal with oponents with fire resistance/immunity, and the capstone should help make Fire focused salamanders more viable. Also pumping out powerfull fire elementals to help.

If you feel like playing a skilled, slow but tough fire-focused monster, the Salamander's for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 03:07:46 PM

The Styx dragon Source, Draconomicon.

(http://i239.photobucket.com/albums/ff25/azrael_nox/Fantasy%20Creatures/dragon-styx.jpg)

class
[spoiler]
HD: D12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Stygian Body, Styx adaptation, Fog Cloud
2  +2 +3+0 +3 Keen senses, Stygian Breath
3  +3 +3+1 +3 Blindsense 60 feet, Strength +1, Constitution +1
4  +4 +4 +1+4 Curse Water, Summon from the Deeps, +1 Charisma
5  +5 +4 +1 +4  Improved Breath weapon, Improved tail blades
6  +6 +5+2 +5   Deeper Darkness, Stinking Cloud
7  +7 +5 +2 +5Constrict, Improved grapple, Diseased tail blades
8  +8 +6 +2 +6 Growth, Mind Fog, Feeblemind, +1 Charisma
9  +9  +6+3 +6 Stygian grab, +1 Strength, +1 Constitution
10  +10 +7+3 +7 Improved breath, Hold Monster
11  +11 +7 +3+7 Stygian Scales, Stygian Influence, Stygian Corruption
12  +12 +8 +4+8 Frightful presence, Growth, Crush.
13  +13 +8 +4 +8 Bonus Feat, +1 Charisma
14  +14 +9 +4 +9Stupefying breath, +1 strength +1 Constitution
15  +15 +9 +5 +9 Disease ascension, Bonus Feat
16  +16 +10 +5 +10 Horrid Wilting, Corrosion, +1 Charisma
17  +17  +10 +5  +10 Stygian bite +1 Strength, +1 Constitution
18  +18  +11 +6  +11 Bonus Feat, Diseased Body, +1 Str, +1 charisma
19   +19 +11 +6 +11Growth, Tail Sweep, +1 strength, +1 Constitution, Pestilence
20  +20 +12 +6 +12 Disease perfection, Bonus Feat, +1 Str, +1 Cha, +1 Con

6 Skill points+int per level, quadruple at 1st level. Class skills:
Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft.

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

Features:

Stygian Body: The Styx dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 tail blades for 1d8 damage each, (They are secondary attacks and both are seperate attacks) a 40 foot base land speed which starts increasing by 10 every hit dice after its fourth and medium sized.  In addition, the Styx dragon gains a swim speed equal to the base speed, and a burrow speed equal to half the base speed.

 The tail blades only add your strength modifier to damage until level 5 at which point it becomes 1 and a half strength modifier

The Styx dragon's arms are vestigial and cannot be used for any purpose.

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

Styx Adaptation:Ex The Styx dragon has complete immunity to poisons and diseases, magic or mundane. In addition, the dragon can breathe in water, Is not hampered in combat by being in an aquatic environment, and is immune to the harmful effects of the river Styx and cannot be affected by the disease ascension or disease perfection abilities of other Styx dragons.


Styx dragon SLAs: At 1st level Fog Cloud SLA 2/day per HD.

At 4th level Curse Water SLA 2/day per HD.

At 6th level Stinking Cloud and Deeper Darkness 1/day per HD.

At 8th level Mind Fog and Feeblemind 1/day per 2 HD.

At 10th level Hold Monster 1/day for each 5 HD.

At 16th level Horrid Wilting 1/day for each 4 HD.

Keen Senses:Ex At second level, the Styx dragon's senses become far stronger. The Styx 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

Stygian Breath:Su At second level the Styx dragon gains a breath weapon. The breath weapon is a  60 foot line dealing 1d6 acid damage/HD, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The line increases by 10 feet for every extra hit die the dragon gains. In addition, at 5th level the damaging effects of the line cling to enemies. The next round the acid deals half the damage it dealt the previous round. At tenth level it affects them again dealing one quarter the damage it originally dealt.

Blindsense:Ex At third level the dragon gains Blindsense as the normal ability, range 60 feet.

Ability increase: The stygian dragon gains

+1 Str at levels 3,  9,  14, 17,18, 19, 20

+1 Con at levels 3,  9, 14, 17, 19, 20

+1 Cha at levels 4, 8, 13, 16,18, 20

For a total of +7 Str, + 6 Con and + 6 Cha at level 20.

Styx dragon SLAs: At 1st level Fog Cloud SLA 2/day per HD.

At 4th level Curse Water SLA 2/day per HD.

At 6th level Stinking Cloud and Deeper Darkness 1/day per HD.

At 8th level Mind Fog and Feeblemind 1/day per 2 HD.

At 10th level Hold Monster 1/day for each 5 HD.

At 16th level Horrid Wilting 1/day for each 4 HD.

Summon From the Deeps:
At 4 HD the Styx dragon can use Summon Monster Y, where Y it's half the Styx Dragon's HD, as a SLA 1/day per HD.

Creatures summoned this way have a swim speed equal to their best speed and gain the Styx Adaptation ability. If they already had a swim speed it is doubled.

Diseased Tail blades:Ex At seventh level anybody who is hit by the tail blades must succeed on a Fortitude save equal to the Dragon's breath weapon save or contract a disease of the player's choice. The player must choose once he gets this ability and the ability cannot be changed after this. There are several diseases on Page 292 of the dungeon master's guide or they can choose Stygian wasting from Draconomicon.

Improved grapple:at 7th level the Styx dragon gains the improved grapple feat regardless of whether or not they meet the prerequisites.

Constrict: At seventh level, after the Styx dragon makes a successful grapple check, it can make a constrict attack. The constrict attack deals twice the tail blade's damage as bludgeoning damage. 

Growth:At 8th level the Dragon grows to large size. At 12th he grows to huge and at 19th he grows to gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.


Stygian Grab:Ex At 9th level the Styx dragon gains the improved grab extraordinary ability.  To use this ability a Styx dragon must hit an enemy that is at least one size category smaller than him with his tail blades attack. The dragon can immediately make a Grapple check and if it's successful can use it's constrict ability in the same turn. In adition, this ability ignores freedom of movement effects.

Stygian scales:Ex At 11th level the Styx dragon gains DR/magic and good equal to half its total HD and SR equal to its total HD plus 11

Stygian influence: After swimming through the river Styx for centuries the planes they swim through have affected the dragon's attacks. At 12th level The Dragon can now bypass any form of damage reduction that can be bypassed by any evil alignment as if their weapons were attuned to that alignment.

Stygian Corruption:
No mind can resist the river Styx. The Stygian dragon can now affect creatures immune to mind affecting with his Mind Affecting SLAs, but those creatures receive a +4 bonus on their saves.

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightful Presence:Ex at 12th level the dragon gains frightful presence. ability takes effect automatically whenever the dragon attacks or charges. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Charisma modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Bonus feat:
At levels 13, 15 and 20 the Styx Dragon gains Extrarodinary disease as a bonus feat (see after this monster entry) or a fighter bonus feat for wich it qualifies for.


Stupefying breath:Su
At 14th level the dragon gains an additional breath weapon. The breath is a cone with a radius of 30 feet+5 feet per HD of the dragon and deals 1 intelligence damage for every 4 HD of the dragon. The damage can be halved with an appropriate fortitude save of DC10+Con Mod+Half its HD. The breath weapon recharges in 1d4 rounds.

Disease ascension: At 15th level, the dragon can now bypass immunity to disease derived from class features (Such as the Paladin's divine health) and any ability not derived from a creature's type. However, Styx dragons cannot affect each other with this ability. In addition, the damage die for both Stygian wasting and devil chills increase by one die size.

Corrosion:
At 16th level, the Stygian Dragon's natural weapons deal an aditional 1d8 Acid Damage. This Damage increases one die step for every 4 HD gained from here.

Stygian bite: At level 17 the Styx Dragon's bite is a weapon to be feared. The Dragon can now channel its Stupefying breath weapon into its bite attack to be used along with it. This still counts as a use of the breath weapon and you must wait 1d4 rounds before using the breath weapon in any way shape or form again. Channeling the breath weapon is a swift action.

Disease Body: At 18th level all of the Styx Dragon's natural weapons can transmit diseases as his tail.

Tail sweep:At 19th level this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Pestilence:
At 19th level the Styx Dragon can contaminate anything it touches. As a fullround action the Styx dragon can "rub" the area where he's standing or a number of objects equal to his Con modifier. The next creature steping on that area or touching the object willingly receives a disease as if hit by the Styx's dragon natural weapons, same Fort Save to resist. The disease must be chosen when the Styx Dragon rubs. The effect is permanent but each contaminated square /object can only try to infect one creature per HD. A rogue can spot and safely "clean" an object with his trap sense, search and disable DCs are 10+HD+Con modifier.

Disease perfection Su: At 20th level, the Styx dragon's affinity for disease has reached it's peak. From this point on, the dragon's disease based abilities* affect even those normally immune to them. The dragon now bypasses any immunity derived from type, race, class, or anything else besides being a Styx dragon (or summoned by a Styx Dragon). Styx dragons are still immune to each other's diseases. In addition, anything that is not normally immune to disease receives no save and the saves on the disease are now equal to the save of the dragon's breath weapon.

*The abilities that disease ascension and perfection apply to are the dragon's tail blades, its SLAs, and any spells it can cast due to the class.
[/spoiler]

Comments
[spoiler]
The Styx Dragon can't fly, but it swims and burrows quite well. It has a powerfull array of SLAs and disease abilities to back up it's melee-grappling abilities and bard-sorceror spellcasting.

If you feel like playing an aquatic dragon that lays down plagues upon his oponents, the Styx Dragon's for you!
[/spoiler]

In addition to the features described herein, there are new feats to enhance the Styx dragon's disease based abilities. (Credit to Hyudra)

Extraordinary Disease [Monstrous]
Your disease works in a manner above and beyond that of other creatures of your type.
Prerequisite:  A natural weapon that can transmit disease, 13 Con and 6HD, at least one of which must be a level in a monster class.
Benefit:  Choose one of the following from the list to enhance your poison:
[spoiler]
Once the disease has incubated, the victim must save or be nauseated/confused (again, as appropriate to the disease) on any given hour.

1d3 rounds after a victim afflicted with Miasma dies, the miasma begins consuming their body, filling all adjacent squares with the inhaled version of the disease.
[/spoiler]
Special: This feat may be taken multiple times, choosing a different option each time (or choosing options that specifically allow multiple instances).

Contributed by Kyuubi from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 05:24:23 PM
Ravid

(http://t0.gstatic.com/images?q=tbn:lwB2cbFRt7bmlM::www.cracked.com/forums/index.php?topic%3D54803.msg1281734&t=1&usg=AFrqEzcTo2YQbHEPBW651ITSgodP_bIjhA)

Class
[SPOILER]Hit Dice: d8

LevelBABFortRefWillSpecial
1+1+2+0+2Serpent Body, Positive Energy Lash
2+2+3+0+3Flame Retardant, Improved Positive Energy Lash
3+3+3+1+3Airborne, Skilled Combatant
4+4+4+1+4Greater Positive Energy Lash
5+5+4+1+4Animate Objects

Class Skills: (4+Int Mod, x4 at 1st level) Escape Artist, Heal, Hide, intimidate, Know (Planes), Listen, Move Silently, Spot, Survival, Use Rope

Proficiencies: Ravids are proficient with their own natural attacks.

Class Features:

Serpent Body: Ravids lose all racial traits & features and gains the Outsider type including all traits determined by that. They are Native to the Positive Energy Plane, and recieve the Extraplanar subtype when anywhere else.
Ravids are Medium sized and have a base land speed if 20ft. Because they don't have legs Ravids technically slither an inch off the ground, however this is not flight yet and as such they are subject to all normal effects for land bound creatures; falling damage, rough terrain etc.
They have a primary tail slap that deals 1d6+Str damage and a secondary claw that deals 1d4+1/2Str damage.
Ravids have a natural armour bonus of 1+Con Mod.

Positive Energy Lash (Su): Ravids are suffused with Positive Energy and may release it as part of an attack. 4/day for each HD it has a Ravid may add an overstimulating effect to any tail lash attack it makes. If the target takes damage from the attack it must make a Fort Save (DC 10+1/2HD+Con) or suffer an effect identical to the Dazzled condition for 1 round.

Flame Retardant (Ex): At second level Ravids gain Fire Resistance 1/HD. At 15HD this instead becomes full Fire Immunity.

Improved Positive Energy Lash (Su): At second level the Ravid hones it's Energy Lash's capabilities. By spending two uses of Positive Energy Lash instead of one a target that fails it's Save is Fatigued, an Dazzled if it successfully makes it Save.
The Ravid's claw attack now inherits the lesser Lash effect as described at level 1.
The Ravid may choose which of these effects it uses in a full attack or none if it chooses. It cannot however use both in the same full attack.

Airborne(Su): From third level Ravids are able to move further from the ground. They are no longer hampered by rough terrain and may treat a fall as being 10ft less than it was. They may also fly at a speed of 60ft(A) for a number of rounds equal to their Con Modifier (min 1) each day before having to land for at least 1 round.
At 5HD their flight speed increases to 60ft(G) and they may fly indefinitely.
At 12HD their fly speed increases to 60(P) and their flight becomes an (Ex) ability.

Skilled Combatant (Ex): From third level the Ravid becomes a master of battling with it's unusual physique. It may take the Multiattack feat despite not having the requisite three natural weapons.

Greater Positive Energy Lash (Su): At fourth level the Ravids energy lash becomes more potent. If the target takes damage from it's tail slap and fails it's Save it instead now suffers an effect identical to the Sickened condition, becoming Fatigued if they do make their Save successfully. If the target is a mindless undead it also acts as though Turned (see Turn Undead). Greater lash costs 3 uses of it's Positive Energy Lash to activate.
The Ravid's claw attack now inherits the Improved Lash effect as described at level 2.
The Ravid may choose which of these effects it uses in a full attack or none if it chooses. It cannot however use both in the same full attack.

It may also choose to forego it's usual tail slap damage & the Sickened/Fatigued effect when using Greater Lash and instead make a touch attack with it's tail that deals 2d10+1/HD pure positive energy damage (thus bypassing DR etc). This damage harms both living and undead targets alike and can affect incorporeal undead as easily as corporeal ones.

Animate Objects (Su): At fifth level the Ravid learns to channel the raw positive energy that suffuses it in a much more complex way. A Ravid may use this ability 1/day for each HD it has. The Ravid may imbue an object with the semblance of life as though it had cast the spell Animate Objects, where the Caster Level equals the Ravid's HD. This ability can affect any unattended object within 20ft of the Ravid.
1/day for every 10HD it has the Ravid may choose to make an object it animated with this ability last for 24 hours before becoming inanimate again.[/SPOILER]

Done by Kobold-Bard from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 05:26:25 PM

Death Drinker

(http://www.wizards.com/dnd/images/mm4_gallery/98677.jpg)

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Slaughter body, DeathDrink, +1 Str
2  +2 +3+0 +3 Demon,  +1 Con
3  +3 +3+1 +3 Glory in Slaughter,  Abyss Skin, +1 Str
4  +4 +4 +1+4 Growth, +10 Speed
5  +5 +4 +1 +4 See Invisibility,+1 Str, +1 Con
6  +6 +5+2 +5 Dispel Magic +1 Con
7  +7 +5 +2 +5  Air Walk , +1 Str
8  +8 +6 +2 +5 Growth, +10 Speed +1 Con
9  +9  +6+3 +6 Teleport, +1 Str, +1 Con
10  +10 +7+3 +7 Aura of Unlife, Death Disciple
11  +11 +7 +3+7 True Seeing, +1 Str, +1 Con
12  +12 +8 +4+8 Warrior Magic
13  +13 +8 +4 +8 Bonus Feat, +1 Str
14  +14 +9 +4 +9 Battle-hardened
15  +15 +9 +5 +9 Bonus Feat, +1 Str, +1 Con
16  +16 +10 +5 +10 Death Weaponry, +1 Str, +1 Con
17  +17 +10 +5+10 Bonus Feat, Death Tracker, +1 Str, +1 Con
18  +18 +11+6 +11 Soul Taker, +1 Str, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy ,  Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive, Spot , Survival

Proefeciencies:Simple and martial weapons, light and medium armor

Features:

Slaughter body:
The Deathdrinker loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets

At 4th and 8th levels of this class the base speed of the Death Drinker increases by an extra 10 foot.

The Death Drinker also gains a bonus to Nat armor equal to his Con modifier.

Ability increase:The DeathDrinker gains
+1 Str at levels 1, 3, 5, 7, 9, 11,  13,  15, 16, 17, 18
+1 Con at levels 2, 5, 6, 8, 9, 11, 15, 16, 17, 18

For a total of +11 Str and +10 Con at level 18

DeathDrink:
Whenever the DeathDrinker kills a creature, whetever with a melee attack, spell or undeath aura, it heals 1d8 HP for each HD of the victim. A DeathDrinker cannot "drink" more creatures per turn that it's Con modifier.

Demon:gain resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

In adtion, it's darkvision applies to all kinds of darkness, even deeper darkness.

Glory in Slaughter:
Whenever the deathdrinker kills a creature, it gains +1 moral bonus on Attack rolls, Damage rolls and Saves for each 2 HD of the creature killed, rounded down, for 1 minute.

Abyss Skin:
The deathdrinker gains DR/good or Lawfull equal to half it's HD and SR equal to 11+HD. At 5 HD the DR upgrades to DR/Good and Lawfull

Growth:
At 4th level the deathdrinker grows to large size. At 8th level he grows to huge size.

See Invisibility: Permanent effect on self as the spell.

Dispel Magic:
SLA as the spell, useable 1/day per HD. At 11 HD upgrades to Greater Dispel Magic.

Air Walk:
SLA as the spell, useable 1/day per HD.

Teleport:
SLA as the spell, useable 1/day per 3 HD. At 13 HD upgrades to to greater teleport.

Aura of unlife:
At the end of each DeathDrinker's turn every other creature, whitin 5 feet for every 4 DeathDrinker HD takes 1d6 damage per 4 DeathDrinker HD. Undeads are instead healed for the same amount. Notice this isn't negative energy damage, so  constructs and creatures protected by Death Ward take the damage as well. This ability can be supressed and restarted at will by the DeathDrinker.

Death Disciple:The deathdrinker now benefits from a permanent (Ex) Death Ward effect as the spell. In adition, if the DeathDrinker multiclasses as a cleric can can count his DeathDrinker levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, he does not retroactively gain spell slots or new spells for caster levels he did not take, nor does she add his DeathDrinker level to her character level for the purpose of other class features, such as turn undead.

So for example, a DeathDrinker 10 who took 1 level of cleric would receive one 6th level spell slot, one 6th level domain spell slot, one 3rd level spell slot and one 1st level spell slot instead of one 1st level normal spell slot, one 1st level domain spell slot and three 0th level slots.

If the DeathDrinker picks two from the Death, Evil and Destruction Domains, he can use his Str score instead of his Wis for cleric spellcasting purposes, but only adds half his Str mod to the DC of his spells.

True Seeing: Permanent effect, as the spell.

Warrior Magic: A number of times per day equal to his Con modifier, the DeathDrinker may cast one of his SLAs as a swift action.

Bonus Feat:
At levels 13, 15 and 17 the DeathDrinker receives a bonus feat from either the Fighter Bonus feat list or a feat with the [Vile] descriptor.

Battle-Hardened:
The DeathDrinker life of war has made him a seasoned warrior. His DR is now equal to his HD. In adition, 1/day for each HD it can add his Str modifier to a skill of his choice for 1 minute as a swift action.

Death Weaponry:
On the hands of a DeathDrinker any weapon is a deadly implement of destruction. 1/day for each HD it has as a swift action, the DeathDrinker can make any weapon he wields gain an enanchment bonus equal to 1/4 his own HD and bypass all DR and hardness for 1 round. If the weapon is used to kill a creature while this effect is still active, the bonus lasts for 1 hour instead.

Death Tracker:
You can run from a deathdrinker but you cannot hide. By meditating for 1 hour, the blooddrinker can discern the location of any creature he has personally damaged with a weapon as long as he still has said weapon. This ability just tells the direction to that creature, not how far away it is, or the conditions it is in, so the DeathDrinker cannot teleport directly. If the creature is in another plane, Death Tracker can be combined with a planeshift spell cast on the deathdrinker to carry the DeathDrinker to that plane, altough he has no idea what the plane actualy is untill he arrives there.


Soul Taker:
Whenever the Death Drinker kills a creature with a weapon, he may capture his soul inside that weapon. If used to destroy an undead/construct/something not normally alive it may capture it's essence anyway, preventing it from coming back with effects like limited wish, wish, miracle, rejuvenation or a lich's pylachtry. The only way for geting the creature back is to track and destroy the weapon where the soul/essence is captured.

In adition, the DeathDrinker can call the power of a captured soul for himself. 1/day per 10 HD as a free action the DeathDrinker can grant himself +1 moral bonus on attack rolls, damage rolls and saves for each HD of the captured soul/essence with more HD stored inside his wielded weapon. A DeathDrinker cannot gain a bonus bigger than his own HD this way.

[/spoiler]

Comments:
[spoiler]
TheDeath Drinker is actualy a simple yet effecient high level monster on it's original shape. Powerfull melee, true seeing, air walk and quickened greater teleport and greater dispel magic to close in with casters and debuff them, plus a no save damage aura, bonus for killing stuff plus all the standard demon package.

But that so fills around half the levels. So I gave it improved DR at higher levels, some bonus feats and some custom abilities to follow the whole "KILL!" theme. Also gave it the ability to quicken his SLAs by himself since the original DeathDrinker "cheats" by having 27 HD to qualify for a lot of feats. As a capstone the DeathDrinker can stop defeated enemies from coming back for good and gain a pretty fat moral bonus once per day (twice at level 20) that however doesn't stack with

Death Disciple it's because cleric is the deathdrinker's favored class. They seem to like death that much. Str as spellcasting stat may be too good, so you can only add half the bonus to spell DCs. Still a pretty good deal.

Massive +11 to Str and Con rounds with full Bab, two good saves and powerfull skills it up.

If you want to play a bloodthirsty demon who loves melee and doesn't loses times with silly fireballs and other ofensive SLAs the deathdrinker's for you.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 01, 2011, 05:27:43 PM


Fire Elemental

(http://www.wizards.com/dnd/images/mm4_gallery/98665.jpg)

CLASS
[spoiler]Hit Die: d8

FIRE ELEMENTAL
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+0
Body of Fire, Burn
2nd
+1
+0
+3
+0
Bonus Feat, +1 Cha or +1 Con
3rd
+2
+1
+3
+1
Growth, Spitfire, +1 Dex
4th
+3
+1
+4
+1
Flame Skin, +1 Cha or +1 Con
5th
+3
+1
+4
+1
Bonus Feat, Leap of Flames, +1 Dex
6th
+4
+2
+5
+2
Holocaust Cloak
7th
+5
+2
+5
+2
Blistering Heat, +1 Cha or +1 Con
8th
+6
+2
+6
+2
Bonus Feat, +1 Dex
9th
+6
+3
+6
+3
Oppressing Heat, +1 Cha or +1 Con
10th
+7
+3
+7
+3
Nova, +1 Dex
11th
+8
+3
+7
+3
Bonus Feat, Elder Elemental

Class Skills: (2 + Int. Mod.) x4 at first level. The Air Elemental's class skills are Concentration, Escape Artist, and Intimidate.

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

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

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

The Elemental begins as a small creature with a base land speed of 30ft.. Despite being made of flames, fire elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. fire elementals have the fire subtype meaning they are immune to fire damage and take +50% more damage from cold damage.

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge.

Burn (Ex): A Fire Elemental’s slam attack deals bludgeoning damage plus additional 1d6 fire damage from the Elemental’s flaming body. The additional damage done by this ability increases by an additional d6 for every 4 HD the elemental possesses. Those hit by a Fire Elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC for this effect is 10 + ˝ the Elemental’s HD + The Elemental’s Charisma Modifier or Constitution Modifier (whichever is greater). The additional damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, or Maximize Blaze feats.

Meta Blaze: At second, fifth, eighth, and eleventh level, the Elemental may choose from the following list of Meta-Blaze feats. These feats can be used to modify many of the Elemental’s abilities. Any use of a power may only be enhanced by one meta-blaze feat at a time.
[spoiler]
- Maximize Blaze – The damage die dealt by an ability enhanced by this meta-blaze feat are treated as if all die had rolled the maximum value possible. The fire elemental may only use this ability to enhance 3 abilities per day.

- Empower Blaze – The damage dealt by an ability enhanced by this meta-blaze feat is increased by one half. The fire elemental may only use this ability to enhance 5 abilities per day.

- Intensify Blaze – The damage dealt by an ability enhanced by this meta-blaze feat ignores resistance to fire damage and deals half damage to creatures immune to fire damage. The fire elemental may only use this ability to enhance 3 abilities per day.

- Lingering Blaze – This feat causes the attack to cling to the target dealing damage over time. Creatures who are dealt damage by an ability enhanced by this feat must succeed at fortitude save (DC = 10 + ˝ The Elementals HD + the Elemental Charisma Modifier or Constitution Modifier (whichever is higher)) or take Ľ of the damage dealt by the attack. The target must continue making saves to prevent this damage each round for a number of rounds equal to the elemental charisma modifier or constitution modifier (whichever is higher) (to a minimum of 1 round.)The fire elemental may only use this ability to enhance 3 ability per day.

- Quicken Blaze - An ability enhanced with this feat requires only a swift action to activate. An elemental may use this feat to enhance 3 abilities per day, though may only use one quickened blaze during any given round.

*More meta-blaze feats needed.*
[/spoiler]
Ability Increase: The Fire Elemental burns brightly in both body and soul. A Fire Elemental receives a permanent increase to either his charisma score or constitution at 2nd, 4th, 7th, and 9th level. It chooses which one to increase at each instance is isn't forced to make the same ability increase each time. Additionally, the Elemental receives an increase to his dexterity score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Charisma and/or Constitution and +4 to Dexterity by 11th level.

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

Spitfire (Su): At 3rd level, a Fire Elemental gains the ability to hurl balls of fire at his enemies. This is a ranged touch attack which has a range of 60ft. with no range increment. Using this ability requires one standard action and deals 1d8 for every 4 HD the elemental possesses and an additional point of damage for every point of the elemental charisma modifier or constitution modifier (whichever is greater). The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

Flame Skin (Ex): At 4th level, The elemental gains DR/-, equal its 1/2 HD. Additionally, Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage and are subject to being caught on fire as though they were hit with the elemental's slam attack.

Leap of Flames (Su): In a burst of fire and speed, the fire elemental surges forth, leaving a trail of flames in its wake. As a full-round action, the elemental transform itself into a ball of fire and may hurl itself in a straight line in any direction. This line can be of any length from 10 feet to up to 5ft/HD. The Elemental reappears in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of its heavy load limit). Creatures in occupying any square the line travels through takes ld6 points fire damage for every 2 HD the elemental possesses. A successful Reflex save halves this damage. The fire elemental may use this ability once per day for every 2 HD it possesses. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

Holocaust Cloak (Su): At 6th level, the incredible heat of the elementals body can even turn away attacks. The elemental receives a bonus to his AC equal to his Charisma modifier or Constitution modifier (whichever is higher) in the form of a deflection bonus. Additionally, whenever an opponent attacks the elemental with a natural attack or unarmed strike, they take one point of fire damage for each point of the Elemental’s charisma modifier or constitution modifier (whichever is higher.)

Blistering Heat (Su): At 7th level, the flame of the Elemental’s soul begins to burn with even greater intensity. Each round on the fire elementals turn, All creatures within 10ft. for every 4 HD the Elemental possesses must make a successful fortitude save or take 1 point fire damage for every point of the Elemental’s charisma modifier or constitution modifier (whichever is greater.) The Elemental can suppress or activate this ability as a free action.

Oppressive Heat (Su): The blistering heat created by the elemental is a burden to all creatures near the elemental. At 9th level, the Fire Elemental produces an incredible aura of intense heat. This aura extends in all directions from the elemental 10ft. for every 4 HD the elemental possesses. Creatures within this aura who are not immune to fire or do not possess fire resistance greater than the Elemental's HD, must succeed on a fortitude save (DC = 10 + 1/2 the elementals HD + the elementals charisma modifier or constitution modifier (whichever is greater.)) or take a penalty to all attack rolls, saving throws, skill checks, and ability checks equal to the elementals charisma modifier or constitution modifier (whichever is greater.) for as long as they remain in the radius of the aura. Any creature who succeeds on the save is immune to the effects of this ability for 24 hours. Creatures who are affected by this ability but move out of its area due to its own movement or the movement of the elemental are entitled to a new save each time they re-enter the aura's radius. An Elemental can suppress or activate this ability as a free action.

Nova (Su): The Culmination of the elementals power, at 10th level, the elemental gains the ability to, once per day for every 10 HD it possesses, erupt into a brilliant explosion of flame and light. The explosion fills a radius that extend 5ft./HD and deals 2d6 for every HD the Elemental possesses. Creatures within the area are entitled to a reflex save. Those that succeed take only half damage. Additionally, any creature within this area must also succeed on a fortitude save or be blinded for a number of rounds equal to the elementals charisma modifier or constitution modifier. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

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

Done by AustontheGreat1 from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 01, 2011, 05:52:25 PM
The Pseudodragon is small size with a land speed of 20ft.
[...]
Advancement: When a Pseudodragon hits 4HD it becomes Tiny, gains all benefits and penalties associated with the change, unless otherwise stated. It's land speed drops to 15ft but it gains a fly speed of 30ft (average), which increases by 5ft/2HD & becomes Good Maneouverability at 10HD. It's tail retains a reach of 5ft despite it's reduced size. It's poison Save DC gains a +2 racial bonus and it's racial hide bonus increases to +4/+8.
It... grows backwards! Like those frogs!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 02, 2011, 09:15:34 PM
Pegasus
(https://myth-wiki-ology.wikispaces.com/file/view/pegasus.jpg/33401955/pegasus.jpg)
[SPOILER]HD: d8
LevelBabFortRefWillFeature
1+ 1+2+2 + 0Pegasus Body, Spell-like Abilities, Divine Blood, Scent
2+ 2+3+3 + 0Wings, Teeth, Skill Bonuses, +1 Str, +1 Con
3+ 3+3+3 + 1Growth, Steed of the Gods, +1 Str, +1 Con

Class Skills: (4+Int Mod)x4 at first level. The pegasus class skills are Balance, Concentration, Jump, Listen, Sense Motive, Spellcraft, Spot, and Survival.

Proficiencies: Pegasi are proficient with their own natural weapons. They are not proficient with any armor.

Class Features:

Pegasus Body:
A pegasus loses all other racial traits and gains the following traits:

[SPOILER]Medium size
40 ft. base land speed
Two natural hoof attacks, dealing 1d6+Str mod damage
Darkvision 60'
Low-light vision
Pegasi are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
Pegasi cannot speak, but understand Common (and gain bonus languages as normal).
Additionally, the pegasus gains a bonus to natural armor equal to its Con modifier.[/SPOILER]

Scent (Ex): At first level, pegasi gain the scent ability.

Divine Blood: Although pegasi levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Multiclassed pegasi may also choose to let their pegasus levels stack for purposes of determining spells known and spells per day gained (not total). For instance, a pegasus 3/cleric 1 may choose to either gain 3 0th and 1 1st level spell or 1 0th, 1 1st, and 1 2nd level spell. Despite their lack of hands or speech, pegasi may cast spells with somatic and verbal components.

Ability Increases:
At second and third level, the pegasus gains a permanent +1 bonus to Str and Con.

Spell-like Abilities: Beginning at first level, the pegasus can cast detect good or detect evil 2/day per HD.

Wings (Ex): At second level, the pegasus' vestigial wings develop fully, and it gains a fly speed of 30' (average maneuverability). This improves by 10' every 3 HD thereafter.

Teeth (Ex): At second level, the pegasus gains a secondary bite attack that deals 1d6+1/2 Str damage.

Skill Bonuses (Ex): At second level, the pegasus gains a racial bonus to Spot and Listen equal to HD/2.

Growth: At third level, the pegasus grows to Large (long) size.

Steed of the Gods (Ex): At third level, the pegasus gains a +10 inherent bonus to land and fly speeds. Additionally, it gains the bonus feat Flyby Attack, and its maneuverability increases one step (to good).
[/SPOILER]
Comments:
[SPOILER]My first attempt at a monster class - the pegasus' fluff wants badly to be a paladin, hence the reasoning for Divine Blood (and the note about them being able to do somatic/verbal components, which Savage Species considers worth a feat), but I don't want to step on the unicorn's toes here, similar as they are.

Cut scent from the original monster - seemed extraneous. Can add it back in, though.

The pegasus gains flight fairly early, at second level, and it scales slowly - up to 100' at 20th level, including the bonus at third. It gets Pounce at third, so it's a fair charger, but lacks defensive capability (doesn't have the nat. armor bonus that's common around here).

Basically - flight, pounce, three natural attacks, large size, and a fluffy spell-like, but it's got no AC to speak of and can't talk or wield weapons. Rounded out with okay hit dice, decent skills, two good saves, and good BAB.
[/SPOILER]

Done by FirebirdFlying from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 02, 2011, 09:21:02 PM

Unicorn
(http://t1.gstatic.com/images?q=tbn:XV-lXkXU0C9s-M:http://wallpapers.free-review.net/wallpapers/12/Unicorn_fantasy.jpg&t=1)
[SPOILER]HD: d6
LevelBabFortRefWillFeature
1+ 0+2+0 + 2Unicorn Body, Divine Blood, Guardian of the Forest, Scent
2+ 1+3+0 + 3Alicorn, +1 Cha, +1 Con
3+ 2+3+1 + 3Growth, Bastion Against Evil, +1 Cha, +1 Con

Class Skills: (4+Int Mod) x4 at first level. Unicorn class skills are Balance (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Proficiencies: Unicorns are proficient with their own natural weapons. They are not proficient with any armor.

Unicorn Body:
A unicorn loses all other racial traits and gains the following traits:

[SPOILER]Medium size
40 ft. base land speed
Two natural hoof attacks, dealing 1d4+Str damage
Darkvision 60'
Low-light vision
Unicorns are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
Unicorns speak Common and Sylvan, and gain bonus languages as normal.
Additionally, the unicorn gains a bonus to natural armor equal to its Con modifier.[/SPOILER]

Scent (Ex): At first level, unicorns gain the scent ability.

Divine Blood: Although unicorn levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Despite their lack of hands or speech, unicorns may cast spells with somatic and verbal components.

Guardian(Ex/SL): Unicorns have an affinity with nature. At first level, they gain wild empathy as the druid class feature, with a +6 racial bonus on the check.

At second level, the unicorn gains a racial bonus to Move Silently equal to its HD/2.

At third level, the unicorn may designate an area with a radius in feet equal to 100xHD as its home. Once per day/3 HD, it may greater teleport (as the spell) to any location within from any location within (thus, it cannot use this ability to teleport from outside the area). The designated home may be changed if the unicorn gains sufficient knowledge of another location (usually requiring 24 hours of exploration of the new land).

Ability Increases: The unicorn gains a permanent +1 bonus to Cha and Con at second and third levels.

Alicorn (Ex/SL): At second level, the horn protruding from the unicorn's head hardens, and it gains a secondary natural gore attack dealing 1d6+Str damage. Additionally, the unicorn may touch the horn to a subject in order to cast the follow spell-like abilities, gained at 2, 3, and 5 HD respectively:

Cure Light Wounds once per day/HD
Cure Moderate Wounds once per day/3 HD
Neutralize Poison once per day/5 HD

At third level, the unicorn gains a 1+Cha mod bonus to saves against poison, charms, and compulsions. This bonus increases by 1 each HD thereafter, and becomes an immunity at 8 HD.

Bastion Against Evil (SL/Su): At third level, the unicorn may use detect evil as a spell-like ability at will. Additionally, it continuously exudes an aura of pure goodness, which may be suppressed and resumed as a free action. Evil summoned creatures/non-native outsiders must make a Will Save (DC 10+1/2 HD+Cha) to enter (although need not do so if the unicorn approaches them), and when inside the aura must make an additional Will Save to avoid taking your Cha modifier/2 damage per round. The unicorn gains a +2 divine bonus to Diplomacy and Sense Motive checks made against Good creatures within the aura. This aura extends out to a 10' radius.


Growth: At third level, the unicorn grows to Large (long) size.
[/SPOILER]

Done by FirebirdFlying from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 02, 2011, 09:23:02 PM
Murderjack
(http://www.wizards.com/magic/images/cardart/DK/Elves_of_Deep_Shadow_640.jpg)
[SPOILER]HD: d6

LevelBabFortRefWillFeature
1+0 +0 +2 +0 Fey Body, Sneak Attack +1d6, Spells
2+1+0+3 +0 Woodland Camouflage, +1 Str
3+1+1+3 +1 Sneak Attack +2d6
4+2+1+4 +1 Sudden Lunge +1 Cha
5+2+1+4 +1 Sneak Attack +3d6, +1 Str
6+3+2+5 +2   Greater Fey Body, +1 Cha
7+3+2+5 +2 Sneak Attack +4d6, +1 Str
8+4+2+6 +2 Frightful Presence, +1 Cha
9+4+3 +6 +3 Sneak Attack +5d6, True Fey Body
Skill Points: 4+int modifier per level, quadruple at 1st level.
Class skills: Balance  (Dex), Bluff (Cha), Climb (Str), Concentration  (Con), Craft (Int), Diplomacy (Cha), Disguise  (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently  (Dex), Perform  (Cha), Profession  (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft  (Int) and Tumble (Dex).

Proficiencies: Murderjacks are proficient with natural weapons and light armour

Fey Body: A Murderjack loses all racial features and becomes a Fey. It gains low-light vision, a base speed of 30 feet and two claw attacks that deal 1d4 damage and are treated as the Murderjack's primary attacks. It takes no penalty for attacking with both claws as a fullattack. A Murderjack has natural armor equal to his Con modifier.

Sneak Attack: As the Rogue ability.

Spells: A Murderjack knows and  casts spells just like a Bard of it's MurderJack. Murderjack levels that grant casting stack with Bard levels for the purpose of determining the Bard's caster level, spells known and spells per day

Woodland Camouflage (Su): In woodland areas, the murderjack's green and brown seems to blur and fade into the brackground. Attacks directed at a murderjack of 2nd level or higher when it is in a woodland area suffer a 5% miss chance, plus an additional 5% for every two HD the murderjack possesses (up to 50% at 20th level).

Ability increase:
At levels 2, 5 and 7 the MurderJack gains +1 to Str.
                            At levels 4, 6, 8 the MurderJack gains +3 to Cha.
                            So at level 9 the MurderJack has +3 to Str and Cha.

Sudden Lunge (Su): Once per hour, a murderjack of 4th level or higher can move up to its speed as a free action.


Greater Fey Body: At 6th level, the murderjack's base land speed increases to 40ft and it gains a climb speed of 40ft. Its claw damage improves to 1d6. It gains DR/cold iron equal to half it's HD.

Frightening Presence (Su): When a murderjack of 8th level or higher charges or attacks, it inspires terror in all enemies within 5 feet per  HD that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (10 + 1/2 of the murderjack's HD + its CHA modifier) or become panicked. Even if they suceed they are shaken. Enemies with equal or more Hit Dice become shaken only on a failed save. This is a mind-affecting fear effect.

True Fey Body: At 9th level, the murderjack's base land speed increases to 50ft and its climb speed increases to 50ft. It gains spell resistance of 11+its HD.
 [/SPOILER]

Comments
[SPOILER]
Original

I had to reduce its Sneak Attack by two dice and give it a not-useless SR (Standard has 6+HD). Bardic casting mirrors the original at 2/3 HD. It's not quite as good as the Rogue (less BAB, skill points, skills, proficiencies) or the Bard (no songs, less BAB, less skills, less casting) but can enter PrCs intended for both without too much hassle and has tasty ability bonuses.

My comments:

Pumped out the spellcasting, lowered the skills and stat bonus. So we get a songless bard with sneak attack, DR, SR, +3 to Str and Cha, less skill points and just one save to make space for some extra feyish abilities.

Better picture needed. Google search for Murderjack only gives photos of real people. Something elvish, savage, but whitout manufactured weapons.
[/SPOILER]

Contributed by Flickerdartfrom GITP


: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 02, 2011, 09:25:30 PM
Coatl

(http://t0.gstatic.com/images?q=tbn:dCv91F4vzg0Y3M::www.kaluta.com/pages/games/dnd/couatl.php&t=1&usg=AFrqEzfrvXRByQX9gsRfPkg_OL9_xpU7gQ)

Class
[SPOILER]Hit Dice: d8

LevelBABFortRefWillSpecial
1+1+0+0+2Lesser Psionics, Rainbow Body, +1 Str, +1 Cha
2+2+0+0+3Superior Sorcery, Telepathy
3+3+1+1+3Improved Grab, +1 Str, +1 Cha
4+4+1+1+4Flight, Moderate Psionics
5+5+1+1+4Growth, Shape Change, +1 Str or Cha
6+6/+1+2+2+5Constrict, +1 Str, +1 Cha
7+7/+2+2+2+5First Domain
8+8/+3+2+2+6Venom
9+9/+4+3+3+6Greater Psionics, +1 Str, +1 Cha
10+10/+5+3+3+7Rainbow Master, Second Domain, +1 Str or Cha


Class Skills: (4+Int, x4 at 1st level) Concentration, Diplomacy, Heal, Jump Know (Arcana, Nature, Planes, Psionics, Religion), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Proficiencies: Couatls are proficient with their own natural weapons.

Class Features

Rainbow Body: Couatls lose all racial traits & features and gains the Outsider type including all traits determined by that. They are Native to the Material Plane, and recieve the Extraplanar subtype when anywhere else.
They are Medium sized with a land speed of 20ft. They have wings but are not able to fly yet; however they can use them to slow their descent, meaning they never take more than 1d6 falling damage, and flapping grants them a +4 racial bonus on Jump Checks.
They gain a bite attack that deals 1d2+Str damage and inflicts it's Poison.
Couatls gain a natural armour bonus equal to it's Con Mod.

Lesser Psionics (Sp): A Couatl may use Detect Chaos, Detect Evil, Detect Good, Detect Law & Hypnotism as the spells 1/day for each HD it has. The Save DC for all current and future Couatl Psionics abilities is 10+1/2HD+Cha Mod.

Poison: (Ex) The Couatl inflicts it's Poison on any target that takes damage from it's bite attack. It deals 1d4 Str damage, and the same again 1 minute later. The Save DC is 10+1/2HD+Con Mod.
It may use the poison as often as it likes, but only 1/round.
At 6HD and every 6 after that the Poison deals an additional die of primary & secondary damage.

Stat boosts (Ex): At first, third, sixth & ninth level the Coual gains +1 to Str and Cha. At fifth and tenth level it gains +1 to either Str or Cha, representing that individual's choice to focus more on it's physical or magical abilities.

Superior Sorcery: From second level a Couatl casts spells as a Sorcerer of it's Couatl level -1. Despite having no hands Couatls use a
combination of wing beats an snake-like movements to provide the somantic components for spells as easily as any other race can.
Couatl Caster Levels stack with Sorcerer levels for spells/day and spells known, but not Familiar advancement. Couatl levels can also be used as Sorcerer levels for PrC pre-requisites.

Telepathy (Su): The Couatl's blossoming magical abilities allow it to speak directly into the minds of others. It gains Telepathy at a range of 10ft/HD.

 Improved Grab (Ex): To use this ability, a Couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Once it reaches 6th level, if it wins the grapple check, it establishes a hold and can use it's Constrict.

Flight (Ex): At fourth level the Couatl's wings become strong enough to sustain flight. It gains a fly speed of 40ft(A).

Moderate Psionics (Sp): The Couatl may now use Detect Thoughts and Invisibility 1/day for each 2HD it has.

Growth (Ex): The Couatl grows to large size. It's bite now deals 1d3+Str damage.

Change Shape (Su): A Couatl may assume the form of any Small or Medium Humanoid for 1 hour/HD each day. Changing form is a Move equivalent action.

Constrict (Ex): At sixth level the Couatl also develops it's physical strength. On a successful Grapple check it deals 2d8+Str damage to the target.

First Domain (Ex): At seventh level the Couatl unlocks new power from the jungle cults that worship it's species. It may select any one of the following Cleric Domains (Air, Good & Law) and add all the spells up to and including the level they can currently cast as a Sorcerer (under usual circumstances this would be 1-3) as bonus spells to their Spells known automatically, and it may choose any remaining spells from that Domain as spells known in future.
All spells from domains are considered arcane in nature for the Couatl so try don't require a divine focus, but are subject to arcane spell failure.

Venom (Ex): At eighth level the Couatl's poison takes on new potency. The Couatl may either:
-Increase all it's Poison damage to d6s
or
-Change the stat that the poison affects each time they recover their spells for the day.

Greater Psionics (Sp): At ninth level the Couatl may use Plane Shift And Ethereal Jaunt as the spells 1/day for every 4HD they have.

Second Domain (Ex): The Couatl gains another Domain from the previous list, and again adds the spells of levels that it can currently castas bonus spells to it's spells known (usually 1-4). As with it's First Domain the Couatl can now choose from the remaining spells in the domain as regular spells known.

Rainbow Master (Ex): At tenth level the Couatl becomes a paragon of it's kind. It's Fly Speed improves to 60ft(G). They also gain the Domain power for the two Domains they have chosen. Finally they gain a +1 racial bonus to the DCs of their Psionics abilities and their Poison.[/SPOILER]

Comments
[SPOILER]And there's the Couatl, my third lizardy monster in one day. Totally a coincidence, but maybe I'm just a weirdo :smalltongue:

Gave it good BAB to make us of it's combat abilities, and some Str & Cha boosts to improve it's abilities. Took away it's at will stuff and based it on HD, and topped up it's Poison.

The Domains are to incorporate the Rainbow Servant PrC fluff.

I'm worried I overdid it, have a look and let me know.[/SPOILER]

Done by Kobold-Bard from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 02, 2011, 09:27:50 PM

Wight
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Wight.jpg)
[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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 02, 2011, 09:29:30 PM
Androsphinx
(http://www.wizards.com/mtg/images/daily/ld/ld13_Cerulean_Sphinx.jpg)
[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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: rypta January 03, 2011, 08:33:07 PM
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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 03, 2011, 09:42:30 PM
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 (http://www.d20srd.org/srd/specialAbilities.htm#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 (http://www.d20srd.org/srd/spells/fireshield.htm) (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 (http://www.d20srd.org/srd/spells/seeinvisibility.htm) 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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 12:17:48 PM
Janni

(http://t0.gstatic.com/images?q=tbn:Su1WGKEQhHs4nM::e3.lemdal.com/TER/races/janni.htm&t=1&usg=AFrqEzcjFqqVuDs2O98ehn0tee6cRxGNhA)

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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 12:24:27 PM

Bugbear
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Bugbear.jpg)
[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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 12:28:28 PM
Rukanyr

(http://wizards.com/leaving.asp?url=/dnd/images/ff_gallery/50150.jpg&origin=dnd_ag_20030409a)

[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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 12:31:14 PM
Will-O'-Wisp

(http://t0.gstatic.com/images?q=tbn:JXkylRJI6yXvgM::nwn2forums.bioware.com/forums/viewtopic.html?topic%3D699102%26forum%3D109&t=1&usg=AFrqEzdqsYE3IvK7lnD0psvfloTxIRLlfg)

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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 12:38:31 PM
Kython
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Kython.jpg)
[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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 12:54:10 PM
Spell Weaver

(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_116.jpg)
[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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 01:03:43 PM
Rakshasa, Naztharune

(http://www.gemmaline.com/bestiaire/naztharune.png)

[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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 07:29:56 PM
Duergar, Gray Dwarves
(http://www.gothosenterprises.com/images/khaliban.jpg)
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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 14, 2011, 07:40:23 PM
Rather different than the one provided (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) by WotC
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 07:46:09 PM
Kython Impaler

(http://thereticule.com/wp-content/uploads/2009/02/tyrannid.png)
[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
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 07:48:02 PM
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+1˝ 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 (http://www.d20srd.org/srd/spells/dispelmagic.htm) 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 (http://www.d20srd.org/srd/spells/wallofstone.htm) 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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 14, 2011, 08:20:20 PM
Kython Slaymaster
(http://i868.photobucket.com/albums/ab249/crafty-cultist/slaymaster.jpg)
[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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate January 15, 2011, 01:30:55 AM
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]
(https://7chan.org/tg/src/129065321729.jpg)
[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 + ˝ 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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 15, 2011, 08:20:12 AM
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 (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772) 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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate January 15, 2011, 11:39:37 AM
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?  :(

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.

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).

-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.

-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 (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772) 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?

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.

-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.

-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.


-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.

-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.

-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.

-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.

-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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 15, 2011, 01:33:57 PM
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.

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?


-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)

-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 (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322772#msg322772) 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.

-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.

-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.


-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.

-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.

-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.

-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. :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 15, 2011, 10:20:49 PM
Kython Slaughterking
(http://i868.photobucket.com/albums/ab249/crafty-cultist/Slaughterking.jpg)
[spoiler]Prerequisites: To become a Slaughterking, a player must meet the following requirements;

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

HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Poison spray, Instictive Cunning, +1 str
2nd
+2
+3
+3
+0
Debilitating screech, +1 Con
3rd
+3
+3
+3
+1
Growth, +1 str
4th
+4
+4
+4
+1
Broodlord, Speed boost, +1 con
5th
+5
+4
+4
+1
Enhanced defense, +1 str
6th
+6
+5
+5
+2
Disruptive field, +1 con
7th
+7
+5
+5
+2
Vicious, Rend, +1 Str
8th
+8
+6
+6
+2
Rampage, Slaughterking, +1 Str, +1 Con
Skills: 4+ int mod. A Slaughterking's class skills are Climb, Hide, Intimidate, Jump, Listen, Move Silently, Survival, and Swim

Proficiencies: a Slaughterking is proficient in its natural wepons

Features:

Poison spray: A Slaughterking can spit poison in place of a bite attack. It must make a ranged touch attack with a range of 5ft per HD. On a hit, the target is subject to the Slaughterking's poison.

Ability boost: A Slaughterking gains a +1 bonus to strength at levels 1, 3, 5, 7 and 8, and a +1 bonus to constitution at levels 2, 4, 6 and 8, for +5 Str and +4 Con at 8th level.

Insinctive cunning: A Slaughterking is much smarter than it looks, and even more cruel, not hesitating to use his own allies as meat shields. A Slaughterking gains 20% miss chance against all attacks for every ally it has adjacent to it, up to 80% miss chance.

Debilitating screech: A second level slaughterking can generate a loud shriek which disrupts the equilibrium of any nonkythons that hear it. Any creature within range of the Slaughterking's blindsight must make a will save(DC 10 + 1/2 HD + constitution modifier) or have their mobility Inhibited. Affected creatures take a -2 penalty to attack rolls, a -4 penalty to dexterity, and have their speed halved for 1 round. In addition, flying creatures are forced to land as quickly as possible while burrowing creatures are driven to the surface. The Slaughterking can use this ability as a free action every 2d4 rounds. This is a sonic, mind affecting effect.

Growth:At third level, a Slaughterking grows one size category. If all Slaughterking levels were taken, it grows again at 14 HD and 20 HD.

Broodlord: at fourth level, a Slaughterking's cunning keeps improving, allowing it to coordinate it's minions with subtle subsonics only the slaughterking itself is aware off. Allies inside his blindsight range gain +1 Insight bonus to attack rolls for every 3 HD of the Slaughterking, and they may re-roll failed saves against fear and mind-affecting effects.

In adition, this ability can be used for comunicating with other creatures like telepathy with a range of 1 mile per HD, except that only very basic concepts can be transmited, like "feed", "come", "stay" or "attack".

Speed boost: Also at forth level, a Slaughterknig's land speed increases by 5ft for every 4 HD it has

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

Disruptive field: A sixth level Slaughterking 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 and skill checks and caster/manifester/initiator level for every 4HD of the Slaughterking.

Vicious: a second level slaughterking deals triple damage upon scoring a critical hit with one of its natural wepons

Rend: If a seventh level Slaughterking hits an opponent with two or more claw attacks in one round, it latches into the creature and tears its flesh for an additional 2d6 damage(Plus 1.5 x Strength mod)

Rampage: Once every 2d4 rounds, a Slaughterking can make a savage rush through its enemies. The Slaughterking can move double its speed and make a four claw attacks along the way, as long as no two attacks target the same creature and the Slaughterking moves at least five feet between attacks. Any creatures smaller than the Slaughterking damages during its rampage must succeed an oposed strength check(With the slaughterking gaining a +1 bonus to its check for every five points of damage done by its claw) or be forced to move alongside the Slaughterking for the remainder of its rampage as it drags them. The creatures dragged take 1d6 points of damage for every 20ft moved and are knocked prone. This movement does not provoke an attack of opportunity

Slaughterking: An eighth level Slaughterking is fully developed, gaining immunity to acid.[/spoiler]

Comments
[spoiler]The Slaughterking had a few dead levels to fill in, so I improved the poison spray ability and gave it some leader-based powers. The rend ability also helped make the slaughterking more savage than other kythons. Its rampage ability lets it tear through its enemies, while its debilitating shriek stops enemies from escaping. While its shreik is a mind effecting ability, I used constitution because it relies on the volume of the kythons shreik for effectiveness, rather than mental strength.[/spoiler]

Done by Crafty_Cultist from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 15, 2011, 10:45:10 PM
Half-Golem suplement II

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 (http://www.d20srd.org/srd/specialAbilities.htm#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 (http://www.d20srd.org/srd/spells/fireshield.htm) (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 (http://www.d20srd.org/srd/spells/seeinvisibility.htm) 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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 16, 2011, 08:02:32 AM
Aasimar
(http://t3.gstatic.com/images?q=tbn:eCRDHUCxHMRmTM:http://jmhutchins.com/images/AasimarKnight.bmp&t=1)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0+2 Holy Body, Lightbringer, +1 Wis, +1 Cha
Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival..

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

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

An Aasimar gains a bonus on Spot and Listen checks equal to his HD  and resistance to acid, cold and electrecity equal to half his HD.

Lightbringer:
1/day per HD the Aasimar can use Daylight as a SLA. If he uses his daylight on his weapon, it can add his Cha to to Hit and Damage rolls with that weapon for the duration of the SLA.

As it grows stronger, an Aasimar 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 Daylight SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Aasimar's main weapon/holy symbol/eyes glows intensily as if made of pure light, imposing a -40 penalty on hide checks and providing illumination as a daylight spell for the duration.

[spoiler]
Light Soul-At 2 HD, by one use, the Aasimar can may boost the Caster level  of any spell or SLA with the light, healing or good descriptor by 2, and that spell ignores any limit on Caster level it may have.

Light Ray-At 4 HD, by one use, the Aasimar can project light 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.

Illuminate- At 6 HD, by two uses, any creatures hit by the Aasimar's weapons or failing a save against his spells must make a Will Save DC 10+1/2HD+Cha mod or be blinded for 1 round per Aasimar HD.

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

Brilliance: At 10 HD, by three uses, the Aasimar's attacks count as touch attacks.

Heaven touch: At 12 HD, by four  uses and as an immediate action the Aasimar 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 an extra use at the begginning of his next turn.

Star Blessing: At 14 HD, by four uses and as a free action even if it isn't his turn and/or he can't act normally the Aasimar may grant himself a Freedom of Movement and Death Ward effects like the spells. He can extend the duration of this  by spending an extra use at the begginning of his next turn.

Judge: At 16 HD, by five uses, creatures struck by the Aasimar's attacks or failing saves against his spells or SLAs must make a Will Save DC 10+1/2HD+Cha mod or be Dazed for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Aasimar when this ability is used and failing all four saves  would be dazed for four rounds).

Star-Reach: At 18 HD, by six uses, the Aasimar can project a light beam from his weapon as far as the eye can see, providing him basically infinite reach. He can attack any oponent in his line of sight he can spot with melee attacks, ranged attacks and/or spells whitout penalty of any kind and using the normal bonus for the attack.

Purify: At 20 HD, by seven uses, the Aasimar can replicate a Mormekdain's Disjuction spell with CL=HD as a standard action, except that he's himself always affected regardless of the chosen area and magic items don't permanently lose their properties if the Will save is failed, they simply stop to fuction for 1 round per HD. Save DC 10+1/2HD+Cha mod.
[/spoiler]


Ability increase:
The Aasimar gains +1 to Wis and +1 to Cha.

[/spoiler]

Comments:
[spoiler]
The Aasimar gets some bonus to Wis, Cha, skills, resistances and the ability to produce daylight. Wich could probably qualify for worst spell ever.

So I decided to focus on boosting the daylight. As the Aasimar grows it can use it's daylight in all kinds of powerfull ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 16, 2011, 08:50:38 AM
Tiefling
(http://t2.gstatic.com/images?q=tbn:_RZGjtizpmDESM:http://lesteinalcancavel.files.wordpress.com/2009/06/tiefling-planescape.jpg&t=1)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+0+0+2 Unholy Body, Darknessbringer, +1 Dex, +1 Int
Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

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

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

An Tiefling gains a bonus on Bluff and Hide checks equal to her HD  and resistance to fire, cold and electrecity equal to half her HD.

Darknessbringer:
1/day per HD the Tiefling can use Darkness as a SLA. If she uses her Darkness on her weapon, she can add her Int to to Hit and Damage rolls with that weapon for the duration of the SLA.

As she grows stronger, an Tiefling 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 Darkness SLA uses and last 1 round.

[spoiler]
Dark Soul-At 2 HD, by one use, the Tiefling can may boost the Caster level  of any spell or SLA with the darkness, fire or evil descriptor by 2, and that spell ignores any limit on Caster level it may have.

Dark Ray-At 4 HD, by one use, the Tiefling can project darkness 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 Int bonus. You can perform iterative attacks with this if you have enough Bab or any other ability that grants extra attacksTher ray can also be combined with a touch range spell instead of a weapon.

Dim- At 6 HD, by two uses, the Tiefling can create a Darkness so deep only she can see trough it. Even creatures with abilities like blindsense, tremorsense and blindsight must roll spot checks to detect anything inside said darkness.

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

Backstab: At 10 HD, by three uses, the Tiefling's attacks count her enemies as flatfooted.

Hell touch: At 12 HD, by four  uses and as an immediate action the Tiefling may grant herself a sacred bonus on Saving throws, AC and skill checks equal to her Int bonus.  She can extend the duration of this by spending an extra use at the begginning of her next turn.

Pit Curse: At 14 HD, by four uses, the Tiefling may use Bestow Curse as the spell as a swift action, with save DC being 10+1/2HD + Int mod, except that even if the enemy makes the save, they still suffer the curse effect for 1 round. In this case, the Tiefling may expend another use of Darkness as a free action every turn to further extend the effect of the curse for another round. A failed will save still means a permanent curse.

Corrupt: At 16 HD, by five uses, creatures struck by the Tiefling's attacks or failing saves against her spells or SLAs must make a Will Save DC 10+1/2HD+Int mod or lose all their resistances and immunities for 1 round. Creatures hit by multiple attacks or failing the save against multiple spells stack the duration. (so a creature struck four times by the Tiefling when this ability is used and failing all four saves  would lose all resistances and immunities for four rounds).

Extending Shaddow: At 18 HD, by six uses, the Tiefling can dissolve into shaddows, and then reform in any place she could spot before initiating this ability.

Darkle: At 20 HD, by seven uses, the Tiefling can replicate a Energy Drain spell with CL=HD as a standard action, except that it ignores immunity to negative energy, affecting even undeads, and victims can atempt a Will save with DC 10+1/2HD+Int mod at the begginning of their turns to remove one negative level inflicted by this ability, every turn untill all the negative levels caused by this ability are gone.
[/spoiler]


Ability increase:
The Tiefling gains +1 to Int and +1 to Dex.

[/spoiler]

Comments:
[spoiler]
The Tiefling gets some bonus to Int, Dex, skills, resistances and the ability to produce Darkness, wich isn't very hot.

So I decided to focus on boosting the Darkness. As the Tiefling grows it can use it's Darkness in all kinds of powerfull ways, but it burns trough uses pretty fast, since it's still just a 1 level class after all.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 16, 2011, 06:32:01 PM
Half-Golem suplement II

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+1˝ 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.  At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

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 (http://www.d20srd.org/srd/spells/dispelmagic.htm) 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 (http://www.d20srd.org/srd/spells/wallofstone.htm) 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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Amechra January 17, 2011, 02:44:45 AM
With the Son/Daughter of Silence, may they take levels in Bard?
: Nimblewright Racial Class
: Bloody Initiate January 17, 2011, 05:31:35 AM
Nimblewright
(http://i177.photobucket.com/albums/w230/BloodyInitiate/NImblewright.jpg)
Class
[spoiler]Hit Dice: d10
LevelBABFortRefWillSpecial
1+0+0+0+0Nimblewright Body, Rapier Hands, Body Adaptation
2+1+0+0+0Bonus Feat, Entropic Shield, Tripping Thrust
3+2+1+1+1Spell Resistance, Feather Fall, Special Ability
4+3+1+1+1Bonus Feat, Special Ability, Spell-like abilities
5+3+1+1+1Special Ability, Repair
6+4+2+2+2Special Ability, Accelerated Self-Repair
7+5+2+2+2Augmented Critical, Special Ability, Tides

Class Skills: (2+Int Mod, x4 at first level) Balance, Bluff, Craft, Disguise, Jump, and Tumble

Proficiencies: A nimblewright is proficient with its natural weapons and rapiers, but with no armor or shields.

Class Features:

Nimblewright Body: The Nimblewright loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-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, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hitpoints
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe
It is Medium size and has a land speed of 40ft. A nimblewright has a natural armor bonus equal to its strength modifier or its charisma modifier, whichever is higher.

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. Each rapier does (1d6 18-20x2) damage at level 1, which increases at fourth level to (1d10 18-20x2) at level 4, and increases again to (2d6 18-20x2) at level 7.
When making a full attack a nimblewright may attack with both rapier-hands at no penalty (one attack with each rapier-hand at its full base attack bonus), but since its rapier-hands are treated as natural weapons it gains no additional attacks due to a high base attack bonus. Although its rapier-hands are treated as natural weapons, they can be enchanted or re-built with special materials like cold iron or adamantine. Also, as a full-round action, a nimblewright may detach its rapier-hands and wield them as rapiers rather than natural weapons. In this case the damage returns to (1d6 18-20x2), but the nimblewright may make multiple attacks due to a high base attack bonus and any feats it took for its rapier-hands still apply to the rapiers if they could normally apply to manufactured weapons (Weapon Focus would apply, Improved Natural Attack would not). When a nimblewright does this it is considered to have the Two-Weapon Fighting feat and meets pre-requisites as if it had that feat.
Feats, maneuvers, and other abilities that would allow a creature to attack with more than one weapon as a standard action also allow a nimblewright to attack with both rapier-hands as a standard action. A nimblewright must still meet prerequisites for any such abilities should it choose to take them, although the nimblewright may ignore any racial prerequisites.

Body Adaptation: As the spirit that animates the nimblewright grows accustomed to its construct body, it grows more apt in its use. At every level including 1st, it gains +1 Dexterity and +1 Strength or Charisma, but not both. At 5 HD it gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Entropic Shield: A nimblewright can use entropic shield, as the spell, as a spell-like ability 4 times per day. The miss chance granted by this spell-like ability increases by 10% at the third, fifth, and seventh nimblewright levels. At fourth level a nimblewright can activate entropic shield as a move action, and at sixth level it can activate its entropic shield as a swift action. At seventh level a nimblewright can choose to activate its entropic shield as an immediate action, but if it does so the duration for the spell is decreased to 1 round.

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 + ˝ Nimblewright's HD rounded up + Nimblewright's Strength modifier) or be knocked prone as if tripped. Even if an opponent is immune to critical hits, it can still be tripped by failing its reflex save (Unless of course it can't be tripped).

Bonus Feats: A nimblewright gains Combat Reflexes at level 2, and Combat Expertise at level 4 even if it does not meet the prerequisites. If it already has either of these feats, then it may select any other feat for which it meets the prerequisites.

Spell Resistance (SR): A nimblewright gains Spell Resistance 13 + HD, which increases to 15 + HD at level 5, and 17 + HD at level 7. A nimblewright can lower or raise 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 or raise its spell resistance. The Swat special ability is the exception to this rule.

Feather Fall (Su): A nimblewright is under a constant feather fall effect, as the spell. It can dismiss or reactivate this effect as a free action at any time, even if it is not its turn.

Special Abilities: At third level and every level thereafter, a nimblewright gains a special ability of its choice from among the following options.
Beat (Ex): You may make a disarm attempt without provoking an attack of opportunity. If you have the Improved Disarm feat, you gain +2 to the disarm attempt in addition to the +4 from the Improved Disarm feat. If you are successful your target provokes an attack of opportunity from you at a +4 bonus.
Like Water (Ex): When an opponent gives you a chance to make an attack of opportunity, you may instead opt to immediately take a 5-foot step. This 5-foot step does not count as your 5-foot step for the round, and you may take it every time anyone provokes an attack of opportunity from you. You can also use a free action to sacrifice an attack of opportunity for the round to make a 5 foot step at any time during your turn, or as an immediate action if it is not your turn.
Parry (Ex): When an enemy makes a melee attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of your attack roll as your effective AC against the incoming attack. You cannot use this special ability if you are denied your dexterity bonus to AC. If you have the Beat special ability and threaten the opponent you parried, you may make a disarm attempt as a free action against the same opponent.
Riposte (Ex): When an enemy you threaten makes a melee attack against you and you avoid damage using the Parry special ability, that opponent provokes an attack of opportunity from you at a -5 penalty. You cannot use this ability without the Parry special ability.
Swat (Ex): To use this special ability you must forego the benefits of your spell resistance and give up an attack of opportunity for the round. You infuse your rapier-hands with anti-magic to empower a melee attack against a flying enemy. If your attack is successful, you deliver an anti-magic jolt that causes your target to fall according to their means of flight. If your target was flying by magical means, they risk having their flight spell dispelled unless they succeed on a caster level check vs. your spell resistance. If you scored a critical hit then their flight is negated as if by an antimagic field. Your spell resistance does not return until 1 round has passed, it returns by itself and requires no action.
Deflect (Ex): When an enemy makes a ranged attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of you attack roll as your effective AC against the incoming attack. You must declare you are using this ability before you know the result of your enemy's attack, but after you know whether they have overcome any miss chance you possess. You cannot use this special ability if you are denied your dexterity bonus to AC.
Reflect (Ex): When you successfully avoid a ranged attack with the Deflect special ability, you may give up an additional attack of opportunity to redirect the attack you avoided to a new target within the range of the original attack. Use the attacker's original attack roll to determine the success of the redirection.
Trip (Ex): When you hit with a melee attack you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If your attempt fails, they cannot react to make a trip attempt against you. You must declare you are using this special ability and give up one of your attacks of opportunity for the round before you make your attack.
Dextrous (Ex): You may use your dexterity modifier instead of your strength modifier when making trip, disarm, grapple, bull rush, or overrun attempts.
Feat: A nimblewright may learn a feat in place of a special ability.

Spell-like abilities: A nimblewright gains several spell-like abilities, which it can use a limited number of times per day. At fourth it gains cat's grace 3/day, at fifth level it gains alter self 4/day, and at sixth level it gains haste 3/day. The caster level for a nimblewright's spell-like abilities is equal to its HD. Save DCs are Charisma-based. At each even-numbered hit die, it gains an additional use of any spell-like ability it possesses.

Repair: A nimblewright may repair damage it has taken with a Craft Check. This takes 8 hours and materials worth (damage taken x Nimblewright's HD) gold pieces. The Nimblewright repairs as many hitpoints as its Craft Check -15. A nimblewright may also re-attach severed limbs this way, although the check is more difficult. Re-attaching a leg adds +10 to the check DC. Re-attaching an arm or rapier-hand adds +20. Re-attaching a head adds +25.

Accelerated Self-Repair (Ex): Once per day per 3 HD the Nimblewright possesses, it can initiate a powerful self-repair routine. As a full round action a nimblewright makes a Craft Check (DC 10 + HD, maximum 30 at level 20) to heal as many hitpoints as its base attack bonus. It can take no other actions during this time, not even a 5-foot step, and is denied its dexterity bonus to AC even if it has Uncanny Dodge.

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).

Tides (Su): At 7th level, the water spirit animating the nimblewright's body recovers some of its connection to and control over aqueous bodies. The nimblewright suffers no penalties while in water and can act normally. It also gains the ability to shape water into a crude turbulent pillar, which it can then use to enhance its mobility and harm enemies.[spoiler]

A number of times per day equal to its charisma modifier, the nimblewright can conjure a churning column of water. The Nimblewright must have access to water to use this ability. It needs at least as much water as is contained in full canteen, but gains benefits from using larger amounts of water such as from a natural body of water like a lake or pond. The benefits for using different size bodies of water are listed in the table below.

With access to a tiny or larger body of water, a nimblewright can spend a standard action to create a column of water that resembles a swirling geyser. Upon creation the column rises to its maximum height, which varies based on the amount of water used to create it (indicated on the table below). The nimblewright can lower or increase the height with a free action as part of another action it takes on its turn, but it cannot raise the water higher than the maximum height indicated on the table below. If the nimblewright created the column beneath itself then it stand on top as if standing on solid ground. If the nimblewright did not create the geyser below itself it can later choose to get atop the column via any movement options at its disposal. The column is a cylindrical supernatural effect with a 5 foot radius and the water descriptor. Any creatures under the effects of water walk or similar a similar effect can stand on top of the column safely assuming there is enough space for them to stand on, and the nimblewright can increase the radius with appropriate reductions in height based on the total cubic feet of the column.

The nimblewright can direct the column to move horizontally with a move action. The column's speed is indicated on the table below. The nimblewright can also choose to program the column with a simple movement path like a figure-8, zigzag, or circle. Programming the column takes the same type of action as directing its movement, and once the column is programmed it will continue to follow the designated movement without an action from the nimblewright until the nimblewright chooses to redirect its movement. The column ignores difficult terrain and can move over either water or land, but it is much harder to maintain over land. The duration for this ability is 1 round per Hit Die the nimblewright possesses. Moving over consistently dry ground effectively halves the duration by reducing it by 1 round for every round the column is on dry land. Moving over large bodies of water so that the column constantly is on water allows a nimblewright to spend its standard action sustaining the column beyond its original duration, making the duration as long as the nimblewright can spend standard actions. The nimblewright only needs to spend standard actions sustaining the column after the column's original duration has expired.

The column buffets creatures and objects when it touches them, dealing contact damage according to the table below unless they succeed on a Reflex Save (DC 10 + ˝ Nimblewright's HD + NImblewright's strength or charisma modifier, whichever is higher). Creature with a swim speed can make a swim check in place of a reflex save, and operators of affected watercraft can make a profession (sailor) check in place of a reflex save. Creatures and objects of a small enough size (Also indicated on the table below) who fail their save are pulled into the swirling column and carried upward by its violent currents, taking damage (No save. Damage value is on the table below) while they are trapped within (Time trapped within is also on the table below). Once at the top of the column they are forcefully ejected and fall back to the ground or surface 1d8 x 5 feet away from the base of the column, taking full falling damage in either case.

If the nimblewright is at the top of the column when a creature is ejected, the creature is considered to be leaving the nimblewright's threatened square and provokes an attack of opportunity accordingly. The nimblewright gains the +1 attack bonus on these attacks of opportunity for being on higher ground. It gains the same bonus on many of the attacks it might make from atop the column, assuming it is higher than the opponent it is attacking.

If the column is on water, creatures and objects also on the water within 10 feet of the base of the column must save against being sucked into the column as if they had touched it.

Aqueous
body size
1
Creation
distance
2
Speed3Maximum
Height
4
Damage5
contact/trapped|
Trapped6
size/time
Example
bodies
7
TinyAdjacent
or same
square
30'HD feet1d6/1d3< Small /
1 round
canteen, waterskin, small bucket
Small10 feet30'10 feet
+ HD
1d8/1d4< Medium /
1 round
basin, large bucket
Medium20 feet40'20 feet
+ HD
2d6/1d6< Large /
1d2 round
barrel, bathtub
Large30 feet40'HD x
5 feet
2d8/1d8< Large /
1d2 rounds
section of creek, small wading pool
Huge40 feet60'HD x
10 feet
3d8/2d6< Huge /
1d3 rounds
section of large creek, large swimming pool
GargantuanClose*60'HD x
10 feet
4d8/2d8< Huge /
1d3 round
small pond, section of river
ColossalMedium*HD x 10'HD x
10 feet
6d8/4d6< Huge /
1d3 round
Normal or larger pond
Beyond ColossalLong*HD x 10'HD x 20 feet6d8 + HD/
4d6 + HD
< Huge /
1d4 + 1 rounds
ocean, lake
[spoiler]1The size of the body of water used to create the column
2The range at which the Nimblewright can create the column. Larger bodies of water can be manipulated from greater distances.
3The speed at which the column moves horizontally
4The maximum height the column can reach based on the amount of water used in its creation
5The damage the column does to creatures and objects when it touches them and when they are sucked into it. Contact is damage dealt when the column touches a creature or object and can be negated with a successful check to avoid it, and trapped is damage dealt with no save to creatures trapped within the column.
6Creatures above a certain size are too large to be sucked into the column. The time it takes for them to be carried to the top is based on the amount of water used to create the column.
7Examples of different sized bodies of water.
*As spell ranges. For the purposes of determining creation distance the Nimblewright's caster level is equal to its HD.
[/spoiler]


At 10 HD the nimblewright may create the column with either a move or a standard action. The nimblewright chooses what type of action to use every time it uses the column ability of Tides, it can alternate between using a move or standard action every time it uses the ability. At this level the nimblewright can also designate allies who can stand atop the column safely - just as it does - assuming there is ample space, although doing so takes the same action as sustaining the column beyond its duration.

At 15 HD the nimblewright may direct the column's movement with a swift action instead of a move action, should it choose. The nimblewright can alternate between move and swift action as it sees fit every time it directs the column's movement. Bearing allies safely atop the column no longer requires effort from the nimblewright.

At 20 HD the nimblewright may direct the column's movement as a free action. If the column is on a large enough body of water sustaining it beyond its duration becomes a swift action every round for the nimblewright. The column can use the run action and the nimblewright treats the column as if it were a mount whenever doing so would be beneficial.

A nimblewright is immune to the negative effects of its own tides column, although it can choose to be sucked into its own column as a way of quickly moving to the top where it can stand safely as if on solid ground. Creatures with the water or aquatic subtypes gain a +4 competence bonus on rolls to resist the effects of the tides column. Feats and abilities that increase a Nimblewright's ability with spells or effects with the water descriptor apply to the tides column.[/spoiler]

[/spoiler]
Comments in second post.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate January 17, 2011, 05:31:50 AM
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)...

...Why don't just allow for iterative attacks out of the bat?

They just end up working like a Warforged slam attack. It is a natural weapon because it is a part of the creature and gains the benefits and drawbacks of natural weapons. However because the creature is a construct and most of its body made of non-living matter, it can enchant its weapons.

I didn't allow for iterative attacks off the bat because that's just how natural weapons work. I try to work within the established rules as much as possible so that what I make doesn't set off alarms with anyone who might use it. To gain iterative attacks with natural weapons you have to take the feats Rapidstrike and Improved Rapidstrike. If your question is then "Why make them natural weapons then?" I did it because I felt like natural weapons offered greater advantage in the long run.

It's a construct. When will it ever need to make a Will save?

Illusions for one. Also when Eberron came out a lot more spells that target objects or constructs came out with it. In addition to that you even said that many of the best spells allow no spell resistance, so as many of those that offer a will save likely affect a construct. I removed the wisdom bonus in any case, so it's not an issue. I just thought I should explain my original reasoning.

Solution: give it a way to patch itself up easily, not necessarily fast healing.

Haven't thought of one yet, I looked at some of my options today but will have to resume figuring it out tomorrow.

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.

No the author of the update is correct. Monster Manual 2 is 3.0. Savage Species is 3.0. In 3.5 constructs with intelligence scores have skill points, and any creature with skill points has class skills (Although often only one or two). Class skills are not decided by creature type, they're decided by the specific creatures. Even most animals have class skills. As long as it has an intelligence score, it has skill points, and as long as it has skill points, it has class skills.

The Zelekhut even has class skills, you figure them out by looking at their entry and breaking down the math.

So we'll look at the Zelekhut:

It has 8 hit dice with 2 + int per level with 4x at first level. It has no intelligence bonus (10 intelligence), so just 22 skill points. Enough to get two skills to max or to sprinkle the skill points around. It also gets a +4 racial bonus on Search and Sense Motive. Its maximum ranks in cross-class skills is 5.

It has Str 21, Dex 11, Con -, Int 10, Wis 17, and Charisma 15.

Its skills are: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Search 3 (+5 following tracks)

Diplomacy +4 (+2 Charisma, +2 Synergy)
Listen +9 (+3 Wisdom, +6 ranks)
Search +9 (+0 Intelligence, +4 racial, +5 ranks)
Sense Motive (+3 Wisdom, +4 racial, +5 ranks)
Spot +9 (+3 Wisdom, +6 ranks)
Survival +3 (+3 Wisdom)

So by breaking down the math we see that the Zelekhut spent no skill ranks in cross-class skills because it could not have afforded to put 6 ranks into two skills. Also we see that at least the two skills it put 6 ranks in must be class skills because the maximum ranks it can afford in cross-class skills is 5. So the Zelekhut must have Listen, Search, Sense Motive, and Spot as class skills because although it only has 5 ranks in Sense Motive and Search it couldn't have afforded 5s if those were cross-class because it spent 12 of its 22 on Listen and Spot. I would also say it probably has Survival as a class skill since it gets a racial bonus, but it just didn't bother putting any ranks in it.

The Nimblewright's 3.5 entry shows it has ranks in Jump and Tumble. So at the very least it has those two skills as class skills. In my first draft of the Nimblewright class I had every skill that its description suggests it has (Bluff, Disguise, Diplomacy, and I considered Forgery, Gather Information, and Sense Motive but decided that was spreading it thin for a 2 + int monster).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 17, 2011, 07:45:34 AM
With the Son/Daughter of Silence, may they take levels in Bard?

Yes. But they'll have to use their bardic song abilities they'll have to use Devour Sound to be able to sing.

Bloody Initiate:Like the new version a lot more than the other!

To the last discussed points:
-Please clarify on the entry how natural-rapiers work (can be enchanted, cannot make iteratives, no penalty for attacking with both). It's an obscure mechanic and players shouldn't need to to go dig trough the MM and DMG to figure out how they work.
-On the repairs matter, since craft can aparently be used, I would say 1 GP worth of materials and a craft check with DC 15 repairs one hit point as a fullround action. Also check the Inevitable's "rebuild" option.
-Hmm, seems you're right about the skill points thingy. Updated the Inevitable then.

Now on  the new version:
-Put CL=HD for SLAs please, for standardization's sake.
-The same for tripping thrust. HD, not character level.
-Reflect only works against ranged touch attacks?
-You can drop your SR as a free action. Do you still need to spend a standard action to put it back up? Clarify it just to be safe.
-Do you need to use deflect and reflect before or after you know if your entropic shield stoped an attack?

Otherwise, really like your custom special abilities! Keep up the good work! :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 17, 2011, 08:04:22 AM
Hmmm... I think I'll try my hand at the cloaker, if you don't mind.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 17, 2011, 09:11:13 AM
How's this?

Cloaker
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG36.jpg)
[spoiler]
HD: d10
LevelBABFortRefWillFeature
1 +1+2+0+2Cloaker body, Mundane disguise, Absorb cloak, +1 Str
2+2+3+0+3Moan, +1 Str
3+3+3+1+3Growth, +1 Str, +1 Cha
4+4+4+1+4Shadow shift, +1 Str
5+5+4+1+4Engulf, Extraordinary moan, +1 Str, +1 Cha
4 Skill points +Int per level, quadruple at 1st level. Class skills: Bluff, Disguise, Escape Artist, Hide, Knowledge (dungeoneering), Listen, Perform, Move Silently, Spot

Proficiencies: A cloaker isn't proficient with any armor or weapons, besides its own natural weapons.

Features:
Cloaker Body: The cloaker loses all other racial bonuses, and gains Aberration traits, a land speed of 10ft and a fly speed of 40ft (average maneuverability). It gains a tail slap (1d4+Str) and a bite (1d3+1/2 Str) as natural weapons. Its natural armor bonus is equal to its Con modifier. A cloaker has no limbs capable of manipulating objects. It may wear up to three rings but no other magic items.

Mundane Disguise (Ex): A cloaker can fold itself up so it appears to be a normal robe or cloak, made for a creature of its size or one smaller. An observer must succeed on a Spot check opposed by the cloaker's Disguise check to notice the cloaker is really alive. The cloaker receives a +10 bonus on this check, and may automatically begin grappling any creature attempting to wear it as a free action (including the use of its Engulf special attack, if it has it).

Absorb Cloak (Ex): A cloaker can absorb a cloak or robe into its body as a full-round action. If it wishes, the cloaker may change its appearance while using Mundane Disguise to resemble the last item it so absorbed. If the item was magical the cloaker may take in the enchantment of that item, gaining its benefits. A cloaker may "wear" up to eight robes or cloaks at a time in this manner. The cloaker may expel any number of these items from its body as a standard action. If it is slain they materialise inside its body and can be cut out.

Ability Score Increase: The cloaker's ability scores increase by the shown amount.

Moan (Su): At 2nd level a cloaker can emit dangerous subsonic moans. This is considered a form of bardic music - his cloaker levels stack with bard levels to determine his daily uses and the strength of abilities based on bard level. Cloakers are immune to the moans of other cloakers, but not to other bardic music effects created by them. Unless otherwise specified, moans are [Sonic, Mind-affecting] abilities, and a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based. A cloaker knows one Moan per 3 ranks of Perform (moan).

Growth: At 3rd level the cloaker grows to Large size. Its bite attack retains the reach of a creature one size category smaller.

Shadow Shift (Su): At 4th level a cloaker can manipulate shadows. He gains access to the following abilities, usable 1/day per HD: blur, mirror image, silent image. These abilities function only within the area of a shadow and their effects are suppressed if they are moved out of the shadows. At 12HD this restriction is removed.

Engulf (Ex): At 5th level a cloaker can try to wrap a creature of one or more size categories smaller in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the cloaker and half to the trapped victim. Engulfed creatures take a -2 penalty on saving throws against the cloaker's Moan. As a full-round action, an engulfing cloaker may attempt to disarm a cloak worn by the victim; if successful it is immediately absorbed.

Extraordinary Moan (Ex): At 5th level, a cloaker's moan becomes an Extraordinary rather than Supernatural Effect.[/spoiler]

Comments
[spoiler]The cloaker's highest ability score is Str, followed by Con. Cha bonuses are there to make certain levels sweeter. Because someone who focuses on manipulation might not want a size increase otherwise. Rather than increase Con, I gave it a higher HD size (d10 rather than d8).

The moan's uses per day do not advance by character level like most monster abilities, but can be improved by bard levels. Or you could enter a PrC which has bardic music as a prereq and skip straight to the exotic stuff. The Unnerve moan covered ground similar to two bard abilities, and the secondary effect was too powerful and took too long to use, so I split it into two moans for greater compatibility. In addition, the moans now affect enemies only, since they otherwise interfere with the other members of your party (note the MM cloaker's organisation entry - they don't need that part since the only creatures they ever ally with are other cloakers).

Absorb Cloak is based on the tarrasque class's abilities, and combined with the ability to wear three rings it amounts to the same thing as the standard 11 body slots. If you are using some system of magic item attunement where PCs are limited to a lower number of equipped magic items than 11, you should lower the number of cloaks to match.[/spoiler]

Cloaker bard (racial substitution level)
[spoiler]
Hit Die: d6
LevelBABFortRefWillSpecial
1st+0+0+2+2Bardic music, Deep music, Bardic knowledge, Countersong, Dark fascination, Inspire dread -2

Skills (6+Int): Add Intimidate to the cloaker bard's skill list, remove Diplomacy and Gather Information.

Deep music: Whenever a cloaker bard uses his Moan ability he makes a Perform (moan) check. The result of this check becomes the saving throw DC for that usage of the moan.

Dark Fascination: The range of the cloaker bard's Trance moan increases to 90ft.

Inspire Dread: Creatures who hear the cloaker bard's Unnerve moan continue to be affected after they can no longer hear it for a number of rounds equal to the cloaker's Cha modifier. The penalty inflicted by this moan is equal to a normal bard's Inspire Courage bonus +1. Effects which increase the bonus provided by Inspire Courage increase the penalty inflicted by this ability.
[/spoiler]

Cloaker Lord (prestige class)
(http://www.wizards.com/dnd/images/mof_gallery/MonFaePG29.jpg)
[spoiler]
Prerequisites: Cloaker level 5
HD: d6
LevelBABFortRefWillFeature
1+0+2+0+2Deep magic, Heart of Darkness, Moan, +1 Str
2+1+3+0+3Improved Natural Weaponry, Improved Speed, Spell Resistance, +1 Str, +1 Cha
3+1+3+0+3Cloaker Lord, Growth, Master of Shadows, +1 Str, +1 Int
2 Skill points +Int per level. Class skills: Bluff, Disguise, Escape Artist, Hide, Knowledge (arcana), Knowledge (dungeoneering), Listen, Perform, Move Spellcraft, Silently, Spot

Deep Magic: A cloaker lord can prepare and cast arcane spells as a Wizard of its class level +2 (stacking with any wizard levels it may gain). A cloaker lord receives Eschew Materials and Shadow Weave Magic as bonus feats, but cannot specialise in a school. Like a bard, its spells always have verbal components. If you do not possess the Forgotten Realms Campaign Setting or Player's Guide to Faerűn, use the following description for the Shadow Weave Magic feat.
The saving throw DCs of your enchantment, illusion and necromancy spells increase by 1, and you gain a +1 bonus on caster level checks made to overcome spell resistance with such spells. However, your caster level for evocation and transmutation spells is reduced by 1 unless they have the Darkness descriptor. You forever give up the ability to cast spells with the Light descriptor, as if they belonged to the barred school of a specialist wizard.

Heart of Darkness: A cloaker lord develops a new organ within its body which is the source of its improved abilities, the shadow core. The cloaker lord may scribe spells into its shadow core as if it were a spellbook, but at half the normal cost (a shadow core never runs out of "pages". When the cloaker lord is slain its shadow core remains intact for 1d4 days (this period can be extended by the gentle repose spell); in this time a wizard may attempt to copy spells from it as if it were a normal spellbook, though Spellcraft DCs are increased by +4 due to the unusual medium.

Moan: The cloaker lord's levels in this class count as cloaker levels for determining the number of times it can use its moans per day.

Ability Score Increase: The cloaker lord's ability scores increase by the shown amount.

Spell Resistance (Su): At 2nd level a cloaker lord gains Spell Resistance equal to 11 + its HD.

Improved Natural Weaponry: At 2nd level the cloaker lord's natural weapons increase in damage by one size, to 1d8 (tail slap) and 1d6 (bite).

Improved Speed: At 2nd level a cloaker lord's fly speed increases by +10ft.

Cloaker Lord (Ex): At 3rd level a cloaker lord has power over lesser cloakers. Normal cloakers are no longer immune to the moans of a cloaker lord and take a -2 penalty on saving throws against his special attacks. In addition he gains a +4 bonus on Bluff, Diplomacy and Intimidate checks made against them. A cloaker lord Engulfing another cloaker may disarm and absorb a cloak they have absorbed as if they were wearing it normally. Finally, it may absorb cloakers it slays as if it had the Consume Body feat.

Growth: At 3rd level the cloaker lord grows to Huge size.

Master of Shadows (Su): At 3rd level a cloaker lord may use darkness as a Supernatural ability at will. At 12 HD it may also use shadow walk 1/day per 4 HD, but must expend two uses if it brings other creatures with it. These abilities, along with those granted by Shadow Shift, have an effective spell level equal to half its HD.[/spoiler]


New Feats
[spoiler]Consume Body [Racial]
Prerequisites: Cloaker, consume cloak, engulf special attack
Benefit: When an opponent you are engulfing dies or is destroyed, you can absorb their body as a free action (providing the body was not destroyed in the process). This grants you 2 temporary hit points per HD of the victim for 1 hour, and prevents any form of resurrection which requires part of the corpse. If they are wearing any cloaks or robes you may absorb these at the same time; other items drop to the ground.

Deep Scholar [General]
Prerequisites: Spell Mastery, Knowledge (dungeoneering) 3 ranks, must possess a shadow core taken from a cloaker lord.
Benefit: You conduct a ritual where you swallow a pilfered shadow core and fuse with your own body. This prevents the core from decaying and allows you to use it as a spellbook with unlimited pages. Like a cloaker lord, you pay half cost to scribe spells into a shadow core. In addition, this bond makes you more like a cloaker lord yourself. You gain a +1 bonus to caster level for all spells with the Darkness descriptor, and a +2 bonus on Bluff, Diplomacy and Intimidate checks made against cloakers other than cloaker lords.
Special: A cloaker lord may select this feat if he consumes the shadow core of another cloaker lord, even if he does not meet the prerequisites. The consumed shadow core merges with his own, and the skill bonuses stack with his existing skill bonuses.

Favoured Moan [Racial]
Prerequisites: Cloaker, moan special attack
Benefit: The range of one of your moans is increased by +30ft, and its DC is increased by 1.
Special: You may select this feat multiple times. Each time it applies to a different moan.

Improved Engulf [Racial]
Prerequisites: Cloaker, engulf special attack
Benefit: You may engulf creatures of your size category or smaller. In addition, you gain a +2 bonus on damage rolls against engulfed opponents with your bite attack.
Normal: You may only engulf a creature if it is at least one size category smaller than you.

Shrouded Knight [General]
Prerequisites: Mounted Combat, Cha 15
Benefit: When using a cloaker as a mount, you may additionally have it occupy your cloak slot. While doing so the cloaker cannot use its bite attack, but can grant you the benefits of up to two of the cloaks it has absorbed (this suppresses the effects of any existing cloak you are wearing, as normal when equipping two magic items to the same slot). The cloaker may change the cloak enchantments it grants as a move action. The cloaker may also grant you its immunity to the moans of cloakers if it wishes.
Special: When using a cloak with transformation powers in this manner (such as a cloak of the bat), you transform while the cloaker melds into your body; in this state the cloaker sees through your senses and can communicate with you mentally. The cloaker must consent to this process, and can end it at will.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 17, 2011, 03:11:51 PM
I'm curious; why are you guys always breaking up ability score bonuses into +1s?

Also, the cloaker needs an ability so that it can enchant its body as if it were a cloak.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 17, 2011, 03:59:20 PM
Also, the cloaker needs an ability so that it can enchant its body as if it were a cloak.
What if it can eat cloaks (a la the tarrasque class) and take on their appearances? Maybe it has the same number of body slots as any creature, but all of them are eaten cloak slots. :p

EDIT: Done.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 17, 2011, 05:07:41 PM
I'm curious; why are you guys always breaking up ability score bonuses into +1s?

Because giving them on +2 or higher on a single level would be too high for my tastes. Altough some monsters here do break this rule, like the Duergar and Pixie. The gnoll gets an exceptional +4 to Str, altough it's a one level class.

Prime32:Excellent job with the cloaker! It captures the essence of the monster, but you take the care of making it player/party-friendly and offer a path for after the cloaker levels are finished. :D

Some details I believe need polishing however:
-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.
-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 17, 2011, 05:10:16 PM
I'm curious; why are you guys always breaking up ability score bonuses into +1s?

Because giving them on +2 or higher on a single level would be too high for my tastes. Altough some monsters here do break this rule, like the Duergar and Pixie. The gnoll gets an exceptional +4 to Str, altough it's a one level class.

As is, though, when you have a +1 bonus, half the time it's mechanically identical to a +2, and half the time it's identical to a +0, due to how bonuses work.

It makes the progression more predictable to have a +2 every other level than a +1 every level.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 17, 2011, 05:18:51 PM
-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.
It was based on the gargoyle's Freeze ability, which doesn't scale and doesn't have any formula I can determine. Likewise the gelatinous cube's Transparent ability does not scale. I'm not sure how to tie it into the Hide and/or Disguise skills (+10 on Disguise checks to impersonate a cloak?). For now I've added the ability to auto-grapple anyone who tries to put you on.
-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.
Done. Increased the HD to d10 to try to represent its toughness another way.
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 17, 2011, 05:47:15 PM
The_Mad_Linguist:Ah, but a single +1 isn't useless half the time. It can help you qualify for feats, make you a little more resistant to ability drain/damage, and allows more sinergy with templates wich grant themselves +1 to an ability score.

-Mundane disguise doesn't scale? DC 20 is nice for 1st level, not so much when you're at medium-high levels.
It was based on the gargoyle's Freeze ability, which doesn't scale and doesn't have any formula I can determine. Likewise the gelatinous cube's Transparent ability does not scale. I'm not sure how to tie it into the Hide and/or Disguise skills.
The gelatinous cube and gargoyle are low level monsters that suffer from the non-scaling syndrome that affects a lot of creatures out there.

One way I would do it would be making the DC equal to double Hide bonus+HD. So a cloaker 5 with, say, 16 Dex, has 8 ranks on hide, -4 penalty for being large, +7 hide modifier, double that and add HD and you get a DC of 19, pretty close to the original. Wich will then increase +3 for every level from now on if you keep puting ranks in hide, up to +72 at 20 HD. Granted nobody can probably beat that DC, but everybody probably has blindsight of some kind to detect you, so you may as well be immune to peasants rolling natural 20s on their spot checks when you're high level.

Or you can make it a fixed DC that benefits from your hide modifier. Like 13+Hide modifier (or ranks if you don't want the large size to interfere), and then it scales with the skill.

-You really should focus on just a couple scores. I believe it would be best swaping that single +1 Con for another +1 Cha.
Done. Increased the HD to d10 to try to represent its toughness another way.
Nice.
-Bard substitution level doesn't have the "cloaker body" ability, and has countersong and has a bunch of bard abilities listed but not explained. If it was your intention then put the abilities explanations (or just "as bard").
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
Oh, I confused something there, sorry about that. :blush
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 17, 2011, 05:49:17 PM
^ See edit: "+10 on Disguise checks to impersonate a cloak?"

Does that sound okay?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 17, 2011, 05:53:26 PM
^ See edit: "+10 on Disguise checks to impersonate a cloak?"

Does that sound okay?

Sounds good!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 17, 2011, 06:46:59 PM
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
Don't you choose class and race simultaneously?  Not sure what you mean, unless you're saying that you'd have to be a cloaker1 before you can start gaining class levels
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 17, 2011, 07:32:01 PM
In order to take a racial substitution level you need to already be a member of that race. So you couldn't take it at 1st level.
Don't you choose class and race simultaneously?  Not sure what you mean, unless you're saying that you'd have to be a cloaker1 before you can start gaining class levels

I believe the bard cloaker is suposed to replace the first level of bard, not cloaker. Trade weapon and armor proefeciencies for improving your moans while geting started on the bard class itself.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate January 17, 2011, 10:34:38 PM
-Please clarify on the entry how natural-rapiers work (can be enchanted, cannot make iteratives, no penalty for attacking with both). It's an obscure mechanic and players shouldn't need to to go dig trough the MM and DMG to figure out how they work.
-On the repairs matter, since craft can aparently be used, I would say 1 GP worth of materials and a craft check with DC 15 repairs one hit point as a fullround action. Also check the Inevitable's "rebuild" option.
-Hmm, seems you're right about the skill points thingy. Updated the Inevitable then.

I have added explanations of how its weapons work as well as given it the option to detach them to use like normal rapiers.

I have also added two repair options, one is emergency healing the other is overnight healing.


Now on  the new version:
-Put CL=HD for SLAs please, for standardization's sake.
-The same for tripping thrust. HD, not character level.
-Reflect only works against ranged touch attacks?
-You can drop your SR as a free action. Do you still need to spend a standard action to put it back up? Clarify it just to be safe.
-Do you need to use deflect and reflect before or after you know if your entropic shield stoped an attack?

Otherwise, really like your custom special abilities! Keep up the good work! :)

-Done
-Done
-It DID. I made it work against all ranged attacks instead. Originally I couldn't imagine reflecting an arrow fired from 300 feet away at the person who shot it. Then I said "Melee deserves nice things" so I gave him the ability to turn any ranged attack back assuming he make the attack roll and has the AoO to spare.
-I clarified the spell resistance issue both under the description of the nimblewright's spell resistance and in the description of the Swat special ability
-I have edited in that information. You declare you're using after you know whether they overcame your miss chance, but before you know whether they're going to hit anyway. That way his abilities aren't self-defeating.

I also added a new special ability "Like Water" which lets the Nimblewright move around more. I have also added to the parry special ability to make the Beat special quality more useful (Since disarming is looked down upon).

I think he's done though. I will polish the language here and there if someone points out a flaw, and I could think of new special abilities all day long, but that's more support than is merited by a 7-level class. Better to have him complete and usable, so I think edits will be limited to fixing typos and faulty language from now on.

The only major edit I can think of would be to give it an "advance to large size" option at level 16, but since the class is only 7 levels that seems out of tune with most published materials.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 18, 2011, 09:30:54 AM
I have added explanations of how its weapons work as well as given it the option to detach them to use like normal rapiers.
What action does it take to detach and re-attach them?

I have also added two repair options, one is emergency healing the other is overnight healing.
Those look good.

-I clarified the spell resistance issue both under the description of the nimblewright's spell resistance and in the description of the Swat special ability
You left a typo there, "lower or lower".

-I have edited in that information. You declare you're using after you know whether they overcame your miss chance, but before you know whether they're going to hit anyway. That way his abilities aren't self-defeating.
Good.

I also added a new special ability "Like Water" which lets the Nimblewright move around more. I have also added to the parry special ability to make the Beat special quality more useful (Since disarming is looked down upon).
Looks good as well. Can you use it multiple times on your own turn?

I think he's done though. I will polish the language here and there if someone points out a flaw, and I could think of new special abilities all day long, but that's more support than is merited by a 7-level class. Better to have him complete and usable, so I think edits will be limited to fixing typos and faulty language from now on.

The only major edit I can think of would be to give it an "advance to large size" option at level 16, but since the class is only 7 levels that seems out of tune with most published materials.
I don't think it needs a large size option. Just take care of the last typos and clarifications and it should be ready for the Index!

Prime32: Don't see any more problem with the cloaker, so will add it to the Index. Congratulations on your first monster class!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom January 18, 2011, 01:12:41 PM
I must say, I'm a big fan of this thread. I do have one request, will YOU please redo the beholder? A wizard of the same level can be more of a beholder than a beholder and I don't think that's right.

No offense to its original creator of course
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 18, 2011, 02:51:50 PM
Half-Golem Suplement III

Prototype Body
Material|Elemental Affinity
Half Black Ice Golems|Heal from Cold damage.
Half Cannon Golems|Heal from Fire damage.
Half Chalk Golems|Heal from Cold damage.
Half Diamond Golems|Heal from Repair/Cure* spells.
Half Dragonbone Golems|Heal from negative energy damage.
Half Drakestone Golems|Heal from any one element damage.**
Half Dung Golems|Heal from Fire damage.
Half Elder Eidolon Golems|Heal from negative energy damage.
Half Emerald Golems|Heal from Acid damage.
Half Glass Golems|Heal from Fire damage.
Half Hard Wood Golems|Heal from Cold damage.
Half Ironwyrm Golems|Heal from any one element damage.**
Half Lemorian Golems|Heal from Fire damage.
Half Maggot Golems|Heal from negative energy damage.
Half Obah-Blessed Clay Golems|Heal from Acid damage.
Half Relief Golems|Heal from Cold damage.
Half Ruby Golems|Heal from Fire damage.
Half “Ruby”-Ruby Golems|Heal from Fire damage.
Half Rune Golems|Heal from Cold damage.
Half Sardorian Golems|Heal from Force damage.+
Half Serpentflesh Golems|Heal from Electricity damage.
Half Shaboath Golems|Heal from Cold damage.
Half Swarm Golems|Heal from Cold damage.
Half Tellene Bone Golems|Heal from negative energy damage.
Half Tellene Bronze Golems|Heal from Electricity damage.
Half Tellene Ice Golems|Heal from Cold damage.
Half Thayan Golems|Heal from Cold damage.
Half Topiary Guardian Golems|Heal from Cold damage.
Half Watcher Clay Golems|Heal from Cold damage.

+ Force damage heals 1 point of damage for every 4 points damage it would normally have done to the Half-Golem.

Construction Material[spoiler]
Black Ice-This material is carved from ice exposed to negative energy and great blocks of frozen blood. The Half Black Ice Golem's Constitution improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half Black Ice Golem with a melee attack suffers 1d4 cold damage per 4 HD the Half Black Ice Golem has.

Cannon -This material is constructed from wood and iron, and resembles a crude cannon rather than an actual limb. The Half Cannon Golem’s Dexterity improves by an extra +2 and its natural armor increases to equal its Constitution modifier. Further the Half Cannon Golem may launch any melee or thrown weapon from its cannon limb as a standard attack action. Thrown weapons so launched have their range increment doubled, light melee weapons gain a 20-foot range increment, one handed melee weapons gain a 30-foot range increment, and two-handed melee weapons have a 10-foot range increment.

Chalk-This material is crafted from a wire cast covered in a thick chalky powder mixed with paste and other adhesives. The chalk dust is loose and easily airborne, leaving a trail of thick white powder behind the Chalk golem. The Half Chalk Golem may elect to leave lose dust as it moves or not as a non-action. While doing so any square that the Half Chalk Golem moves through is left filled in a white dusty powder that raises 5 feet off the ground. The dusty cloud obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).  A moderate wind (11+ mph), such as from a gust of wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) spell, disperses the dust in 4 rounds. A strong wind (21+ mph) disperses the dust in 1 round. A fireball, flame strike, or similar spell burns away the chalk in the explosive or fiery spell’s area. A wall of fire burns away the chalky dust in the area into which it deals damage. This ability does not function underwater. These clouds of dust last for 3d4 rounds. Further the Half Chalk Golem gains a racial bonus on Move Silently checks equal to its HD.

Diamond- This material is  crafted around a “heart” made of almost pure, yet undeniably flawed Diamond that offers incredible durability and resolve to the Half Diamond Golem. The Half Diamond Golem’s Wisdom improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half Diamond Golem gains Damage Reduction at third level, it gains additional DR equal to its Wisdom modifier.

Dragonbone-This material is crafted from the carefully reconstructed skeletal components of a mighty dragon, and is animated with the bound spirit of the very beast. The Half Dragonbone Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. In addition, when the Half Dragonbone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Drakestone-This material is shaped from ancient rock, carved with powerful magic and animated with the still living spirit of a recently slain dragon. The arcane strength of this material is incredible but demands constant maintenance or it may become a hindrance on the Half Drakestone Golem. The Half Drakestone Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further when the Half Drakestone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Magic. However every time the Half Drakestone Golem takes Bludgeoning or Elemental damage opposite of its affinity (See Prototype Body; Fire and Cold are opposites, Acid and Electricity are opposites) 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 craft (sculpture) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Drakestone Golem can repair itself but it takes double time. There's no penalty for failing these craft checks.

Dung-This material is relatively fertile in magical potency, and potently foul foul, a Half Dung Golem’s Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition, Any creature that successfully makes a melee attack on the Half Dung Golem must pass a DC (10+1/2 The Half Dung Golem’s HD + Constitution Modifier) fortitude save, or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

Elder Eidolon-This material is carved from ancient stones covered in runes and glyphs from forgotten, dead languages. The otherworldly geometry of this material makes it difficult to graft, increasing the Will save DC of The Danger Ritual by 5. The Half Elder Eidolon Golem gains Fast Healing equal to half its HD. Further the Half Eidolon Golem gains a deflection bonus to armor class equal to its Strength bonus.

Emerald-This material is  crafted around a “heart” made of almost pure, yet undeniably flawed Emerald that offers incredible durability and magic to the Half Emerald Golem. The Half Emerald Golem’s Constitution improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half Emerald Golem gains Damage Reduction at third level, it gains additional DR equal to its Constitution modifier.

Glass-This material is made from thousands upon thousands of shards of broken glass welded with very few smooth areas to resemble a humanoid limb. The Half Glass Golem’s Dexterity improves by +2. In addition the Half Glass Golem is treated as having armor spikes, for all intents and purposes, except that these armor spikes deal slashing rather than piercing damage and deal damage as armor spikes sized for a creature one size larger than the Half Glass Golem is. It is naturally proficient with these armor spikes. Further when a Half Glass Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Hard Wood-This material is jumbled together from poorly cut logs, stripped branches and roots nailed together to create a roughly humanoid looking limb. While this material is incredibly tough it demands constant upkeep or it may become a hindrance. The Half Hard Wood Golem’s Constitution improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Hard Wood golem gains an additional +2 hp per HD it possesses. However every time the Half Hard Wood Golem suffers Slashing or Fire damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Constitution. Further damage taken increases the penalty by an extra -1 to Constitution for every failed Fortitude save the Half Hard Wood Golem fails in this manner. It requires 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this procedure) and a successful profession (Carpenter) or other appropriate check (DC 18) to remove each point of this Constitution penalty. The Half Hard Wood Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Ironwyrm-This material is forged from Iron ores that have been marinated in the blood of dragons, and is animated by the same trapped and unwilling spirit of a recently departed creature. The half Ironwyrm Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. In addition, the Half Ironwyrm Golem is immune to spells that normally effect metals or other specific materials, such as rusting attacks or Heat Metal spells.

Lemorian-This material is forged deep in the pits of a high ranking demon’s lair, usually carved in the demon’s image, and animated with dark spirits, the metal is sturdy and strong. The Half Lemorian Golem’s Strength increases by an additional +2 and its natural armor increases to equal its Constitution modifier. In addition, when the Half Lemorian Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Good.

Maggot-This material is a disgusting heap of maggots, flies, and fly eggs that have infested the dead tissue of a specially treated corpse.  The Half Maggot Golem gains fast healing equal to half its HD, further a Half Maggot Golem’s thousand tiny teeth and hungry maggots chew on  creatures it grapples, automatically dealing damage equal to its slam attack when grappling an opponent, this is damage is piercing damage. However this material is very food dependent and A Half Maggot Golem must consume 5 pounds of raw flesh at least once every week or suffer ill effects. After a week has passed, the Half Maggot Golem must make a Constitution check every day thereafter (DC 10+ 1 per additional day) or suffer 1 point of Strength penalty. Once a Half Maggot Golem consumes raw flesh again, it regains 1d4 points of Strength per pound it consumes.

Obah-Blessed Clay-This material offers extra momentum to the Half Obah-Blessed Clay Golem. After it has engaged in at least one round of combat the Half Clay Golem can act as if it were under the effects of Haste (http://www.d20srd.org/srd/spells/haste.htm). 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 Obah-Blessed Clay Golem has. In addition, when the Half Obah-Blessed Clay Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Relief-This material is crafted from flat sand stone carved to resemble common temple or tomb relief.  The Half Relief Golem’s Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Further the Half Relief Golem gains a burrow speed equal to half its movement speed. However the Half Relief Golem is restricted to burrowing just below surface level. While just below the surface the Half Relief Golem is visible as a moving relief image along the earth or stone it is burrowing through. It may be attacked at such a time, however the Half Relief Golem gains concealment against such attacks. Upon Reaching 5 HD the Half Relief Golem may burrow as deep as it likes, if it burrows deeper than 5 feet it does not leave a relief image nor may it be attacked from the surface.

Ruby- This material is  crafted around a “heart” made of almost pure, yet undeniably flawed Ruby that offers incredible durability and ferocity to the Half Ruby Golem. The Half Ruby Golem’s Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half Ruby Golem gains Damage Reduction at third level, it gains additional DR equal to its Strength modifier.

“Ruby”-RubyThis material is  crafted around a “heart” made of almost pure, yet undeniably flawed Ruby that offers incredible durability and ferocity to the Half “Ruby”-Ruby Golem. The Half Ruby Golem’s Dexterity improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half “Ruby”-Ruby Golem gains Damage Reduction at third level, it gains additional DR equal to its Dexterity modifier.

Rune-This material is made of hardwood, bone, and horn covered in intricate runes and sigils. The Half Rune Golem gains a +2 bonus to Wisdom, further any square moved through by a Half Rune Golem is left covered in patches of eldritch web that entangle any creature that walks into its space, and may hold fast the creature there. The creature must make an opposed strength check in order to exit any such square, use the Half Rune Golem’s Wisdom Modifier for this opposed check. These patches of eldritch web last for three rounds after forming, and do not effect the Half Rune Golem.

Sardorian -This material is taken from a red crystalline statue carved in the image of a great and powerful dragon, deep within the material a pulsing light creates an ominous red glow. The Half Sardorian Golem gains an addition +2 bonus its Strength Score and its natural armor bonus increases to equal its constitution modifier. Further when a Half Sardorian Golem gains Magic Resistance at third level it gains Power Resistance rather than Spell Resistance, and this Power Resistance is increased by its constitution modifier. Even in a game with transparency the Half Sardorian Golem only adds its constitution modifier when resisting psionic abilities. Further the Half Sardorian Golem gains a racial bonus to its jump checks equal to its HD.

Serpentflesh-This material is composed of the body parts of various Scaled Ones, stitched together to resemble a fairly humanoid limb. The Half Serpentflesh Golem's Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further the Half Serpentflesh Golem is adept at displacing and replacing its bones to get through small spaces, the Half Serpentlesh Golem gains a racial bonus on Escape Artist checks equal to its HD.

Shaboath-This material is brought into existence by powerful aberrant creatures by tainting water with a thick, transparent slime. The Half Shaboath Golem’s Dexterity improves by an additional +2 and its natural armor increases to equal its constitution modifier. In addition while in water the Half Shaboath Golem gains concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#concealment) while underwater. Further a Half Shaboath Golem gains a racial bonus on swim checks equal to its Hit Dice.

Swarm-This material is composed of an army of figurines carved from stone, granting the Half Swarm Golem incredible control over its body and resistance against sharper weapons. The Half Swarm Golem gains an additional +2 Dexterity, and its natural armor bonus increases to equal its constitution modifier. In addition, when the Half Swarm Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Tellene Bone-This material is fashioned from the bones of various dead creatures, strapped together to make a fairly humanoid shaped limb. The Half Tellene Bone Golem gains he Half Bone Golem’s Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. In addition, when the Half Bone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Tellene Bronze-This material is fashioned in large plates of bronze joined together with smelted edges, and seems to have complex water works under its bronze plate ‘skin.’ The Half Tellene Bronze Golem gains an additional +2 to Strength and its Natural armor increases to equal its constitution modifier. Further A metal weapon that deals damage to a Half Tellene Bronze Golem corrodes immediately, wooden, stone, and other nonmetallic weapons are unaffected. A magical metal weapon is allowed a DC (10+1/2 HD + Constitution modifier) Reflex save to avoid corroding. Ferrous creature that damage the Half Tellene Bronze Golem with a natural weapon instantly suffer 3d6 points of damage +1 per Hit Die.

Tellene Ice-This material is formed by freezing negatively charged blood and water around a humanoid skeleton, and draws on dark frozen energies. The Half Tellene Ice Golem's Constitution improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half Tellene Ice Golem suffers 1d4 cold damage per 4 HD the Half Tellene Ice Golem has.

Thayan-This material is carefully carved from the wood of a great Thayan Oak, animated through magical rituals that seem to sabotage the usefulness of the Thayan material. The Half Thayan Golem’s gains a +2 bonus to its Dexterity score and its natural armor increases to equal its constitution modifier. Further the Half Thayan Golem suffers no damage from magic missiles spells or effects.

Topiary Guardian-This material is different from most others, in that it does not have its own animating spirit, but is rather a living plant that is grafted into the arm. Never the less, the plant graft behaves in many ways as an elemental spirit, trying to take over the host’s body or mind, and behaves almost identically to a normal animating spirit. The Half Topiary Guardian Golem’s natural armor increases to equal its constitution modifier. Spells and affects that effect or target plant creatures treat the Half Topiary Guardian Golem as a plant creature. Half Topiary Guardian Golems may spend 1 hour with their feet in soil and their limb in natural sunlight in order to forgo eating normal food for 1 day. Further, the Half Topiary Guardian Golem is particularly adept at dealing non lethal damage; it never suffers a penalty to attack when dealing non-lethal damage, and deals additional non-lethal damage on any such attack equal to its HD.

Watcher Clay-This material is made from exotic soils that seem to remain cool and moist, even when subjected to fire for long periods of time. The magical properties of this odd soil allow the Half Watcher Clay golem to assume a statue form as a standard action. While in its statue form the Half Watcher Clay golem’s natural armor class improves to 1.5x its constitution score, and upon reaching 3rd level the Half Watcher Clay golem’s damage reduction improves to Adamantine and Bludgeoning while in Statue form. Further, in this form the Half Watcher Clay golem is composed entirely of strong stone, and weighs 8x its original weight, the Half Watcher Clay Golem can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the incredibly hard statue’s body. In addition while in Statue form the Half Watcher Clay Golem gains a will save against any divination spells that would reveal that it is anything more than a simple statue, and gains a racial bonus equal to half its HD on such divination spells that already allow for a will save. The Half Watcher Clay golem may exit from its statue form as a free action.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom January 18, 2011, 03:41:54 PM
I must say, I'm a big fan of this thread. I do have one request, will YOU please redo the beholder? A wizard of the same level can be more of a beholder than a beholder and I don't think that's right.

No offense to its original creator of course

Could you be a little more specific please? Saying that something is weaker than a wizard is probably true, but isn't very precise.
It's low uses of the higher end spells is disappointing. A wizard of the same level can use all of its abilities(minus AMF) much more times a day. I would prefer a per encounter(or make a recharge mechanic for it) system for the death ball
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate January 18, 2011, 04:58:25 PM
What action does it take to detach and re-attach them?
Full-round action, edited.
Looks good as well. Can you use it multiple times on your own turn?
Edited it to explicitly state you can use it multiple times, the use that requires you to sacrifice an AoO is a free action on your turn so it can be used as many times as you have AoOs, and the one that you use on someone else's turn is an immediate action so you have to weigh whether you want to give up your swift action or not.

Also fixed the typo. Thanks for looking over all of it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 18, 2011, 05:19:13 PM
I must say, I'm a big fan of this thread. I do have one request, will YOU please redo the beholder? A wizard of the same level can be more of a beholder than a beholder and I don't think that's right.

No offense to its original creator of course

Could you be a little more specific please? Saying that something is weaker than a wizard is probably true, but isn't very precise.
It's low uses of the higher end spells is disappointing. A wizard of the same level can use all of its abilities(minus AMF) much more times a day. I would prefer a per encounter(or make a recharge mechanic for it) system for the death ball

You probably noticed I'm not exactly very keen on spammable spells, even with some kind of "recharge" system.

But you're right the Beholder's class kinda has too few uses of it's SLAs, when it's suposed to be his main stick.

How about this: Lords of Madness states that Beholders actually get their power from draining magic energy from the enviroment. Their central eye isn't exactly nullifying magic, but actualy sucking it.

So I give the beholder some more uses per day of the rays, and then allow the Beholder's central eye to "absorb" magic from whatever it affects. Buffs will get dispelled, enemy spell slots will be lost, magic items will stop working for some time, and the beholder will drink them to recharge his own eye rays and keep blasting. How does that sound?

Bloody Initiate:
Great! Will add it to the index then! Congratulations as well on your first monster class!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 18, 2011, 05:41:15 PM
For reference:
PGtF Web Enhancement (Faerun monsters 3.5 update) (http://www.wizards.com/default.asp?x=dnd/we/20040313a)
: Changes to Cloaker Lord stats
Aberration; +6/+22; 15 ft./10 ft. (5 ft. with bite);
Hide +5, Knowledge (arcana) +16, Listen +15, Move Silently +13,
Spellcraft +18, Spot +15; Blind-FightB, Combat Expertise, Combat
Reflexes, Improved Initiative, Lightning Reflexes. Add darkvision
60 ft. to special qualities.
Okay, after checking my copy of Monsters of Faerun the cloaker lord is pretty nuts. It's a CR 7 monster that casts as a 9th-level wizard. Wha? Anyway, here's a rough draft. The standard cloaker is a CR 5 monster with 6 HD, while the cloaker lord has 9HD. I went for a 3-level class to spread out the benefits a little.


REMOVED - See cloaker post for final version


On Deep Magic... I used a non-SRD feat, but included a substitute for players without access to it (a la the Kalashtars' mindlink). It's not exactly the same as the original feat. The advanced spell access makes up for forcing you take 5 levels in another class, and is just enough to get access to 9th-level spells by 20th level.

I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.

I wanted to do something about the fluff ability of the head cloaker lords to merge into an orb called the Conclave of Shadows, but I can't think of any way to use that in a party which doesn't consist entirely of choker lords.

EDIT: Huh... just noticed that the cloaker lords' natural weapons go from 1d6/1d4 to 2d6/2d4 from only one size increase.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom January 18, 2011, 07:10:32 PM


So I give the beholder some more uses per day of the rays, and then allow the Beholder's central eye to "absorb" magic from whatever it affects. Buffs will get dispelled, enemy spell slots will be lost, magic items will stop working for some time, and the beholder will drink them to recharge his own eye rays and keep blasting. How does that sound?
Sounds great ;)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 18, 2011, 07:36:27 PM
Okay, after checking my copy of Monsters of Faerun the cloaker lord is pretty nuts. It's a CR 7 monster than casts as a 9th-level wizard. Wha?
Yeah, that would be one of the monsters that needs to be hit with the nerfbat. Oh, and they ignore all non-vocal components. How come I had never heard of this lovely monster before?


Deep Magic: A cloaker lord can prepare and cast arcane spells as a Wizard of its class level +2 (stacking with any wizard levels it gains).
So it starts casting as a wizard 3 by default, and can reach 9th level spells at lv 20?

It does not require a spellbook, but receives the benefits of Spell Mastery for every spell it knows. Like a bard, its spells always have verbal components. A cloaker lord receives Eschew Materials
Very nicely done. So it cannot learn extra spells correct?

and Shadow Weave Magic as bonus feats,
Why this one? The original cloaker lord doesn't have it. The monster actually says it's specialized in spells with the shaddow subschool, wich granted, isn't very clear. Ok, perhaps best to just give it SWM.

I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.
Cloaks of spell resistance are seriously overpriced. I would give the cloaker lord SR at 2nd level, since blindfight and +10 flight speed aren't exactly that hot.

I wanted to do something about the fluff ability of the head cloaker lords to merge into an orb called the Conclave of Shadows, but I can't think of any way to use that in a party which doesn't consist entirely of choker lords.
Wouldn't be that usefull anyway. Quickly reaching conclusions is pretty much a default PC ability anyway even if the DM insists they shouldn't be able to stop to discuss strategy mid-battle. :p

EDIT: Huh... just noticed that the cloaker lords' natural weapons go from 1d6/1d4 to 1d6/2d4. Improved Natural Attack would just overly complicate things though.
Remember that around here we assume that natural weapons damage increase with size by default.

Now to revise a beholder.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 18, 2011, 07:54:26 PM
Okay, after checking my copy of Monsters of Faerun the cloaker lord is pretty nuts. It's a CR 7 monster than casts as a 9th-level wizard. Wha?
Yeah, that would be one of the monsters that needs to be hit with the nerfbat. Oh, and they ignore all non-vocal components. How come I had never heard of this lovely monster before?
The 3.5 revision handbook is also pretty crazy.

Take a look at the revised hairy spider, for example.  It's given a LA of +0.  It's also [mindless].
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo January 18, 2011, 08:31:59 PM
Beholder

(http://www.wired.com/images_blogs/underwire/images/2008/06/06/beholder.jpg)

[spoiler]

HD:d8
LevelBABFRWSpecial
1st
+0
+0
+0
+2
Eye of the Beholder, Gaze of Slumber, Tyrant Magic, +1 Con
2nd
+1
+0
+0
+3
Gaze of Charm
3rd
+2
+1
+1
+3
Gaze of Fear, +1 Int, +Cha
4th
+3
+1
+1
+4
Gaze of Pain, Bonus Feat, Omni-gaze
5th
+3
+1
+1
+4
Gaze of Encumbrance, Anti-Magic Eye, All Around Vision +1 Con
6th
+4
+2
+2
+5
Growth, Bonus Feat
7th
+5
+2
+2
+5
Gaze of Charming (Greater), +1 Int, +1 Cha
8th
+6/+1
+2
+2
+6
Bonus Feat, Buoyant
9th
+6/+1
+3
+3
+6
Gaze of Force, Anti-magic Eye (Greater) +1 Con
10th
+7/+2
+3
+3
+7
Omega Gaze, Bonus Feat
11th
+8/+3
+3
+3
+7
Gaze of Petrification, +1 Int, +1 Cha
12th
+9/+4
+4
+4
+8
Gaze of Destruction, Bonus Feat
13th
+9/+4
+4
+4
+8
Gaze of Death, Gaze of the Eye Tyrant, +1 Con

Class Skills: (4+ Int Mod.) x4 at first level. a beholders class Skills are appraise, bluff, concentration, decipher script, hide, intimidate, knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), move silently, search, spellcraft, spot.

Proficiencies: The beholder is proficient with no armor or shields and is only proficient with its own natural weapons.

Features:
Eye of the Beholder: The beholder loses all racial features and gains  aberration traits (basically darkvision 60 feet). A beholder is a medium sized aberration whitout a land speed but can hover above the ground at a speed of 20ft to a maximum hight of 5ft at 1st level. The maximum height increases by an addition 5ft for every 2 HD the beholder possesses. Because of this the beholder ignores all damage from falling any distance.  Beholders do not possess limbs capable of fine manipulation of wielding conventional weapons; however the beholder does have a bite attack that deal 2d4 + Str Mod Damage.

Additionally, the beholder receives a bonus to its natural armor equal to either his Int or Cha modifier, wichever is higher..

Tyrant Magic: A beholder who multi-classes into an arcane casting class can count his beholder levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a beholder 3 who took 1 level of wizard could choose to have CL 4, get 3 [2nd] level spell slots, 1 [1st] level spell slot, 1 [2nd] level spell known and 1 [0th] level spell known. He wouldn't get the spells known and spell slots of a wizard 3 however. He would get the familiar ability, but beholder levels wouldn't count for it.

Gaze of Slumber (Su): When a beholder is born, it begins life with a single eye stalk capable of firing a ray that Lulls its target into slumber. This ray (and all other eye rays possessed by the beholder) have maximum range of 10ft per beholder level. The beholder must succeed on a ranged tough attack, if the attack is successful the target is allowed a will save (DC = 10 + 1/2 HD + Charisma Modifier) or he fall asleep. The effect of this ray is identical to that of a sleep spell with a caster level equal to the beholder's HD, except that it has no limit on the number of HD it can affect. The beholder can use this ability twice a day for every HD it possesses.

Ability Increases: A beholder receives a permanent increase to its Constitution  scores at 1st, 5th, 9th, and 13th, level. And bonuses to his charisma and intleggence score at 3rd, 7th, and 11th levels. These bonuses total to +3 Int, +3 Cha and +4 Con at 13th level.

Gaze of Charming (Su): As the beholder grows, it begins to sprout addition, more powerful eye stalks. at 2nd level the beholder grows an eye capable of firing a ray which can charm a human or humanoid into becoming more friendly with the beholder. If the beholder succeeds on a ranged touch attack, then the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or become charmed as per the charm person spell with a caster level equal to the beholder's HD. The beholder can use this ability once a day for every HD it possesses.

Gaze of Fear (Su): At 3rd level the beholder grows a new eye stalk capable of firing a ray which instills emotions of dread, panic, and fear in the target. If the beholder succeeds on a raged touch attack, then the target is entitled to a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be a effected by the fear spell, caster level equal to the beholders HD. The beholder can use this ability once a day for every HD it possesses.

Gaze of Pain (Su): At 4th level the beholder grows another eye stalk capable of firing a ray of pure negative energy to damage their foes. If the beholder succeeds on the attack, the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be affected as if by a Inflict Moderate Wounds Spell with a caster level equal to the beholders HD. The beholder may use this ability once a day for every HD it possesses.

Bonus Feat: At 4th level the beholders growing arcane knowledge enables him to alter his eye rays in varying ways. At each even numbered level beginning at 4th, he may choose any one metamagic feat he meets the requirements for (the beholder treats his HD as his caster level for the purpose of determining which prerequisites he meets). Metamagic the beholder gains may be used to augment the spell his eye ray mimics as though it were actually being cast. Though the spell the eye ray is mimicking must still be eligable to be affected by the metamagic. Using any metamagic feat to augment the spell uses up a number of uses of that eye ray equal to the number of levels that would be added to the spell level. Eye rays are already considered stilled and silenced, so those two would be pointless.

Omnigaze (Ex): The bizarre brain structure of a beholder allows him to intemperate visual signals from varying angles and positions as well as coordinate his eyes to take advantage of this. The most useful aspect of this ability is that it allows him to coordinate his eye rays efficiently so that he can optimally use many simultaneously. As a full-round action a beholder can fire any and all eye rays it possesses though it may only fire up to 3 separate eye rays in any 90 degree arc. Each eye ray fired may have different targets. Each eye ray may only be fired to a maximum of 1/round.

Gaze of Encumbrance (Su): At 5th level, a beholder grows another eye stalk. This eye stalk is capable of firing a ray which inhibits the targets movements and causes him to move more sluggishly. If the beholder succeeds on the attack, then the target must a make a Will save (DC = 10 + 1/2 HD + Charisma Modifier) or become Slowed as per the spell. The caster level for this effect is equal to the beholder's HD. The beholder may use this ability once a day for every HD it possesses.

Anti-magic Eye (Su): At 6th level, the beholder's central eye has finally matured to the point to where it can fire brief bursts of energy that suppress magical effects and abilities. The beholder activates this ability opening its central eye, this requires a move equivalent action that does not provoke an attack of opportunity. This ability takes the form of a cone which extend 10ft for every HD that the beholder Possesses (Maximum 150 ft.) everything caught in the cone is effected as if caught in the area of a dispel magic spell with a caster level equal to the beholder's HD. This ability can be used a maximum of once every 2d4 rounds. After each use the beholder must close its eye to allow the magical energies of the eye to recharge.

For every spell dispelled or countered this way, the Beholder can recover one use of one of his eye-stalks wich replicates a spell of same level or lower.

All Around Vision (Ex): The beholder's eye stalks have grown in the form a crown, he can now see in all direction simultaneously granting him a +4 to all spot and search checks. In addition, the beholder can no longer be flanked.

Growth: the beholder's body has reached physical maturity and becomes larger. At 6th level, the beholder increases one size category.

Gaze of Charm, Greater (Su): at 7th level, the beholder grows another eye stalk. this eye is much like his eye of charm person but instead works on any creature targeted, not just humans and humanoids. the beholder may use this ability once a day for every 2 HD it possesses.

Buyouant: At 8th level the beholder's body reaches it's physical pinnacle. It has no limit to how high it can fly, and now adds both his Cha and Int scores to Nat armor.

Gaze of Force (Su): At ninth level, the beholder grows another eye stalk. This eye is capable of firing a ray of pure mental energy, allowing him to exert his will over physical creatures and objects. This eye allows the beholder to use Telekinesis with a caster level equal to the beholder's HD. Creatures are allowed will saves (DC = 10 + 1/2 HD + Charisma Modifier) to resist the effect. The beholder may use this ability once a day for every HD it possesses.

Greater Anti-magic Eye (Su): The power of the beholder's central eye increases. Creatures and objects inside the cone are now affected as if within the radius of a Greater Dispel Magic spell, it can be activated as a swift action, and only needs to wait 1d4 rounds between uses. The beholder still recovers eye-stalk uses for every spell dispelled/countered this way as before.

In adition, spellcasters and creatures with SLAs caught in the radius must make a Will save (DC 10+1/2HD+Cha mod) or lose one of their highest level prepared spells/spell slots/SLA uses. If the target has two of more of those options, it loses the highest-level one. If it has multiple tied for higher level, it chooses wich one is lost. If it would lose an use of an at-will SLA, then it can use that SLA only once per HD for the next 24 hours. Either way, the Beholder recovers the use of one of his eye-stalks replicating a spell of the same level or lower.

Omega Gaze: At 10th level the beholder can use his omni-gaze as a standard action, but then he must wait 1d4 turns before using it again.

Gaze of Petrification (Su): At eleventh level the beholder grows on of his most powerful eye stalks, a ray capable of transforming almost any living creature into stone. If the beholder succeeds on the ranged touch attack then the target must succeed on a Fort save (DC = 10 + 1/2 HD + Charisma Modifier) or be petrified as per the spell Flesh to Stone with a caster level equal to the beholder's HD. The beholder may use this ability once a day for every 2 HD it possesses.

Gaze of Destruction (Su): Arguably the beholder's most powerful weapon in it's arsenal, the beholders 9th eye stalk is capable of firing a ray of pure destructive energy. This eye stalk fires a ray which exactly duplicates the effects of a disintegrate spell, Fort save with DC = 10 + 1/2 HD + Charisma Modifier,  with a caster level equal to the beholders HD. The beholder may use this ability once a day for every 2 HD it possesses.

Gaze of Death (Su): The final eye stalk gained by the beholder is capable of firing a ray which drains the very life force from its targets. If the beholder succeeds on the ranged attack, then the target must must make a Fort save or be instantly stricken dead as per the Finger of Death spell. This ability has a caster level equal to the beholder's HD and can be used once a day for every 3 Hd the beholder Possesses.

Gaze of the Eye Tyrant (Su): The powerful eye of the beholder has finally reach its pinnacle. The area within the cone is now affected as if by an antimagic field as per the spell. The caster level for this effect is equal to the beholder's HD. Additionally, the effect remains active constantly as long as the beholder's central eye is open and no longer requires regular periods of recharge, neither does the eye affects the beholder himself (altough targets). The beholder can close or open his eye once per turn as a free action.

In adition, as a swift action the Beholder may strenghten of his central eye  in order to drain the mystical energies from his oponents. This works exactly as the Greater Anti-Magic Eye ability, except that it works on the creatures under the antimagic field cone. This can dispell supressed magics, ending them for good.

The beholder also now counts as true beholder-kin. Only now. So no beholder-mage shenigans before you get the 13 levels.

[/spoiler]
Comments
[spoiler]
Ah, the beholder, a truly classic D&D monster. And in the hands of a skilled DM, one of the few able to face a whole party by itself thanks to being able to shoot multiple attacks per round. Great for a boss battle, not so great for a player's hands.

Like most other monsters here the beholder has his SLAs limited to X/day, but since it exceptionally is heavily based on it's SLAs (otherwise it's a floating head whitout that good combat stats), I allowed it to "drink" magic energy from his oponents to recharge his own powers. Casters beware, this beholder's central eye not only supresses your powers, it also dispells your buffs while sucking your precious high level spell uses! Also drains other monster's SLAs.

Shooting the rays as free actions is pretty ridiculous, so the beholder class gets omnigaze (fullround action, can't move) and omega gaze (standard action, has cooldown).

Finally wizard/sorceror sinergy, so you can make a beholder mage whitout need of the prc if you want.

[/spoiler]

Contributed by AustontheGreat1 from GITP

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 18, 2011, 08:51:53 PM
Deep Magic: A cloaker lord can prepare and cast arcane spells as a Wizard of its class level +2 (stacking with any wizard levels it gains).
So it starts casting as a wizard 3 by default, and can reach 9th level spells at lv 20?
Correct.

It does not require a spellbook, but receives the benefits of Spell Mastery for every spell it knows. Like a bard, its spells always have verbal components.
Very nicely done. So it cannot learn extra spells correct?
That was... not my intention. It's more like it uses its own body as a spellbook, since it can't turn pages. I meant to add something about having to pay the normal costs to "scribe" spells.

I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.
Cloaks of spell resistance are seriously overpriced. I would give the cloaker lord SR at 2nd level, since blindfight and +10 flight speed aren't exactly that hot.
I know, which is why I added the Int bonus. But lv2 of cloaker lord is still better than another level of wizard...
Modified.

EDIT: Huh... just noticed that the cloaker lords' natural weapons go from 1d6/1d4 to 1d6/2d4. Improved Natural Attack would just overly complicate things though.
Remember that around here we assume that natural weapons damage increase with size by default.
Huh, I had a typo. Let me clarify.

The MM cloaker is a Large creature with natural weapons dealing 1d6 and 1d4 damage respectively. Since my class starts at Medium I reduced the damage by one size so that Growth would scale it back up.

The cloaker lord is a Huge creature with natural weapons dealing 2d6 and 2d4 damage respectively. i.e. it's only one size larger but its weapons deal damage as two sizes larger.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Mushroom January 18, 2011, 09:29:38 PM
Beholder

I like it
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 06:45:07 PM
It does not require a spellbook, but receives the benefits of Spell Mastery for every spell it knows. Like a bard, its spells always have verbal components.
Very nicely done. So it cannot learn extra spells correct?
That was... not my intention. It's more like it uses its own body as a spellbook, since it can't turn pages. I meant to add something about having to pay the normal costs to "scribe" spells.
I sugest that they can use their sonic abilities to ressonate with a special kind of (expensive but market-available) crystal in order to "engrave" them with new spells, then attach said crystals to their own bodies. Totally didn't make that up just now.

I figure the 11+HD Spell Resistance is unnecessary, especially since they can just eat a cloak that provides it.
Cloaks of spell resistance are seriously overpriced. I would give the cloaker lord SR at 2nd level, since blindfight and +10 flight speed aren't exactly that hot.
I know, which is why I added the Int bonus. But lv2 of cloaker lord is still better than another level of wizard...
Modified.
Don't understimate the first level of wizard! That innocent scribe scroll feat and summon familiar can be traded for all kind of juicy things.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 19, 2011, 07:05:02 PM
I sugest that they can use their sonic abilities to ressonate with a special kind of (expensive but market-available) crystal in order to "engrave" them with new spells, then attach said crystals to their own bodies. Totally didn't make that up just now.
Hmm... what about a "shadow core" within their body which is the source of their cloaker lord abilities, and can also be used as a spellbook? If you kill a cloaker you can loot the core while you're cutting it open for cloaks, though it's a little harder to understand than a conventional spellbook (+4 Spellcraft DC).
EDIT: And added.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 07:13:06 PM
Gold Dragon

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg)

[SPOILER]d12 HD
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Dragon Body,  Fire Breath, +1 Str
2nd
+2
+3
+0
+3
Keen Senses, Arcane Blood
3rd
+3
+3
+1
+3
Blindsense 60 foot, Swimming, +1 Con
4th
+4
+4
+1
+4
Amphibious, Wings
5th
+5
+4
+1
+4
Bless, +1 Cha
6th
+6
+5
+2
+5
Weakening Gas, +1 Con
7th
+7
+5
+2
+5
Growth, Tail Slap
8th
+8
+6
+2
+6
Parley,
9th
+9
+6
+3
+6
Detect Gems, +1 Str
10th
+10
+7
+3
+7
Domain, Luck, +1 Cha
11th
+11
+7
+3
+7
Arcane Skin
12th
+12
+8
+4
+8
Iron Scales, +1 Str, +1 Con
13th
+13
+8
+4
+8
Golden speed, +1 Str, +1 Cha
14th
+14
+9
+4
+9
Frightfull presence, Growth, crush.
15th
+15
+9
+5
+9
Judgement, +1 Str, +1 Con
16th
+16
+10
+5
+10
Fate, +1 Cha
17th
+17
+10
+5
+10
Sunburst, +1 Str, +1 Con
18th
+18
+11
+6
+11
Domain, +1 Cha
19th
+19
+11
+6
+11
Domain, Answer Fate, +1 Str, +1 Con
20th
+20
+12
+6
+12
Foresight, +1 Str, +1 Con, +1 Cha

2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Diplomacy, Disguise, Heal,  Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Search, Spellcraft, Swim.



Dragon Body:
At 1st level of this class the Gold Dragon loses all racial bonus and gains dragon traits. It is a Medium Dragon, 2 claws doing 1d6 + 1/2 Str modifier, a bite doing 1d8 + Str modifier damage and a base speed of 40 foot. The claws are capable of fine manipulation.

The gold dragon also has a natural armor bonus equal to his Con modifier. Whenever the gold dragon grows a size category his Natural armor increases by an extra +1.

The gold dragon is immune to fire but takes +50% damage from cold attacks.

Alternate Form (Su): A Gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Fire Breath: 30 ft cone of fire as a standard action. Fire does 1d6/level damage, Reflex DC 10+1/2 HD+Con modifier halves. Once used must wait 1d4 rounds before using again.

Keen senses: The Gold 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.

Arcane Blood:A gold 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.

The gold dragon may choose to learn spells from the cleric spell list instead of the sorceror/wizard list. That choice must be made when this ability is gained and can't be changed afterwards.

Blindsense: as the normal ability, range 60 ft.

Swimming: The Wings of the Gold Dragon  can be used to propel the Gold Dragon through water giving it a swim speed equal to its base speed.  It can swim on the surface or below it without difficulty. It moves through water  without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Ability increase: The gold dragon gains the following permanent ability bonus at the following levels:
LevelBonus
1st +1 Str
3rd +1 Con
5th+1 Cha
6th+1 Con
9th +1 Str
10th +1 Cha
12th+1 Str, +1 Con
13th +1 Str, +1 Cha
15th +1 Str, +1 Con
16th +1 Cha
17th+1 Str, +1 Con
18th+1 Cha
19th +1 Str, +1 Con
20th +1 Str, +1 Con, +1 Cha

So at 20 level it has +8 Str, +7 Con, +6 Cha.

Amphibious (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Wings:
At 4th level the Gold Dragon can fly at a speed of 10 ft/HD with poor maneuverability. Wings can be used to attack, doing 1d4 + Str damage.

Bless:At 5th level the gold dragon can use Bless as a SLA 1/day for each 5 HD it has.

Weakening Gas: At 5th level the gold dragon gains a new breath weapon, same area as fire breath, but instead of damage creatures within a cone of weakening gas must succeed on a Fortitude save DC 10+1/2 HD+Con modifier or take 1 point of Strength damage per 2 HD of the dragon. Must wait 1d4 rounds before using again.

Growth: The gold dragon grows one size category gaining all bonus and penalties as stated on the 1st page of this thread.  In addition, a Gold Dragon gains new attack options depending on its size:
7th level: Large: Tail Slap (1d8)
14th level: Huge: Crush (2d8)

Parley:
At 8th level a gold dragon gains a bonus on Diplomacy and Intimidate checks equal to half its HD.

Detect gems: At 9th level, the gold dragon can detect gems 1/day for every 3 HD it has. This is a divination effect similar to a detect magic  spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.


Domain:
At levels 10 and 18 the gold dragon can add the spells from one domain to his spells known list. The choices are Law, Luck, and Good.


Luck: At 10th level, 1/day for each 5 HD it has, the Gold Dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus  on all saving throws, ability checks and skill checks, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 1 hours per HD of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

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

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

Golden Speed:
Gold Dragons are always quick to the rescue. At 13th level the gold dragon base speed increases by 10 feet, and an aditional 10 foot at 17 HD and every 4 HD thereafter. In addition the Gold Dragon may now turn itself into the target of an attack directed to an ally whitin its reach as an Immediate action.


Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Judgement: At 15th level Geas/Quest SLA as the spell useable 1/day for every 5 HD, except it has only a casting time of one standard action.


Fate:
At 16th level, the gold dragon gains a sacred bonus to AC, skills and saves against attacks from oponents that the golden dragon has taken no harmfull actions against equal to 1/4 his HD.

Sunburst: At 17th level, SLA as the spell, useable 1/day for every 5 HD, save DC 10+1/2 HD+Cha modifier.


Answer Fate: At 19th level, 1/day per 5 HD, the golden dragon can cast any number of spells and SLAs on himself as a standard action.

Foresight: At 20th level, SLA as the spell, useable 1/day for every 6 HD.

[/SPOILER]

Comments:
[spoiler]
The gold dragon is suposed to be  the strongest metalic dragon, so it gets a whooping +8 str. Behind the red dragon yes, but the gold dragon gets powerfull SLAs, alternate form and swim speed in return.

Wich brings us to the point that one thing I've missed is that metalic dragons can get cleric spells. So I added this option to the golden dragon (you still only get to pick one list tough) and later on the class you get to add domains. Unfortenely for the golden dragon he only grows to gargantuan at 21 CR so it stays just huge pre-epic.

Anyway the gold dragon ends up as a powerfull tank/support gish, able to buff his allies while weakening the oposition.

If you want a big "bad" metallic dragon the gold one is for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 07:16:21 PM
Half-Golem Suplement III

Golemaic Weapon[spoiler]
Black Ice-  The Half Black Ice Golem, as a free action 1/minute, can spray shards of negatively charged ice from its body filling a 10 foot cone in front of the Half Ice Golem, plus 5 feet for every 3 HD. Any creature caught in the spray suffers 1d4 damage per HD, Reflex DC (10+1/2 HD+ Constitution Modifier) for half. Half of this damage is half negative energy damage, the other half is cold damage. Further any creature damaged by this spray of shards must make a Fortitude save DC (10+1/2 HD+ Constitution Modifier) or suffer 1d3 negative levels for the following 1d4+1 rounds, these negative levels fade away at the end of the 1d4+1 round duration and do not last long enough to become permanent.

Cannon - As a free action, once per minute, the Half Cannon Golem may launch a heated cannon ball attack from its cannon limb. This attack is a ranged touch attack with a range 100 feet per Hit Die of the Half Cannon Golem. If this attack strikes it deals 2d6 + the Half Cannon Golem’s Strength Bonus damage, and the struck target is denied their Reflex save against this attack’s area effect. If this attack misses roll 1d8 to determine where it strikes. This determines the misdirection of the throw, with 1 being back toward the Half Cannon Golem and 2 through 8 counting clockwise around the targeted creature or object’s square. When this attack strikes (or misses and strikes a nearby square) it creates an explosion in a 5-foot per HD radius burst. This explosion deals 1d6 points of Fire  damage per HD the Half Cannon Golem has, Reflex save DC (10+1/2 HD+Dexterity  Modifier) for half.

Chalk- Ages of scholars’ frustrations and students’ resentment have built up inside the Half Chalk Golem’s Elemental Spirit, giving it a powerful fury ability. If the Half Chalk Golem takes damage it must make a DC (10+damage taken) Will save or fly into a calculating rage, similar to a barbarian’s rage, except it gains a +4 bonus to Intelligence and a +2 bonus on all saves, further, while in a calculating rage the Half Chalk Golem gains an insight bonus to armor class, attack rolls, and damage rolls. This calculating rage is otherwise identical to the standard Barbarian’s rage in all other ways, except that the Half Chalk Golem may use skills based on the Intelligence ability score while in a calculating rage. The Half Chalk Golem may choose to fail the saving throw to enter a calculating rage when suffering damage. It can tap into its calculating rage 1/day plus an additional time for every 4 HD it has. Half Chalk Golem levels stack with barbarian levels for determining its calculating rage bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), calculating rage improves, The Half Chalk Golem’s Intelligence score improves to +6, and its bonus on saves improves to +3. At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Intelligence bonus increases to +8, and the bonus on saves improves to +4. Any effect that would normally apply only during a rage applies while the Half Chalk Golem's calculating rage is active.

Diamond- The Half Diamond Golem’s slam attack improves, it now deals bludgeoning and slashing damage and is considered adamantine for the purposes of over-coming damage reduction and the hardness of objects. In addition the Half Diamond Golem’s slam’s threat range increases to 19-20/x2. Further, the Half Diamond Golem may make a Dispelling Slam as a standard attack action. If a dispelling slam attack strikes a creature, that creature is subject to a Targeted Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) effect that uses the Half Diamond Golem’s Hit Dice as its caster level. This Caster Level is not limited to the normal 10 maximum. If the Half Diamond Golem misses with its Dispelling Slam attack the use is wasted. The Half Diamond Golem may use a Dispelling Slam attack once per day plus one additional time per day per four Hit Dice it has.

Dragonbone- The Half Dragonbone Golem’s slam attack is replaced by a wing attack that deals 1d8+1.5 Strength damage (Medium). When the Half Dragonbone Golem attacks with this wing, it inspires terror in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+Cha Mod) or suffer from the shaken condition for 1d4 rounds per 2 HD of the Half Dragonbone Golem. A successful save leaves that opponent immune to this fear effect for 24 hours.

Drakestone - The Half Drakestone Golem gains a petrifying breath weapon. As a free action, 1/minute, the Half Drakestone Golem may launch a petrifying breath attack. This attack spreads out to a 10 foot cone in front of the Half Drakestone Golem, plus 5 feet for every 3 HD it has. This cone deals 2d4 Dexterity damage. This damage increases by one size category every 4 HD the Half Drakestone Golem has. The targeted creature is allowed a Fortitude save DC (10+1/2 HD+ Constitution Modifier), for half damage. Should the target be reduced to 0 Dexterity in this manner they become petrified, as per Flesh to Stone (http://www.d20srd.org/srd/spells/fleshtoStone.htm), except that this works on any creature that has its Dexterity reduced to 0, and is not necessarily restricted to “flesh” creatures.

Dung- The Half Dung Golem gains… As a free action, 1/Minute, the Half Dung Golem can emit from its limb a massive spray of watery dung. This fills a 10 foot cone in front of the Half Dung Golem, plus 5 feet for every HD. Creatures within the area are sprayed with this fetid material and must make Reflex save DC (10+1/2 HD+Con Mod) be knocked prone. Regardless of this first fortitude save, these creatures must make a second fortitude save of the same DC or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

Elder Eidolon- The Half Elder Eidolon Golem gains an additional slam attack, further when the Half Elder Eidolon Golem attacks with its slam attack, it inspires insanity in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+ Strength Modifier) or suffer from the confused (http://www.d20srd.org/srd/conditionSummary.htm#confused) condition for 1d4 rounds per 2 HD of the Half Elder Eidolon Golem. A successful save leaves that opponent immune to this insanity effect for 24 hours.

Emerald- The Half Emerald Golem’s direct connection to teleportation magic allows it to control the placement of itself and other creatures as a supernatural ability. As a standard action the Half Emerald Golem may instantly transfer itself or any single creature within its line of sight within 100 feet per HD from its current location to any other spot within 400 feet per HD. The target always arrives at exactly the spot desired, whether by simply visualizing the area or by stating direction. The target can bring along objects as long as their weight doesn’t exceed its maximum load. If the location of arrival is already occupied by a solid body, the target suffers 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free spaces within 100 feet, the target suffers an additional 1d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target suffers an additional 1d6 points of damage and the spell simply fails. The Half Emerald Golem may use this ability once per day plus one additional time per day for every four Hit Dice the Half Emerald Golem has.

Glass- The Half Glass Golem gains a special Rushing Slash attack. As a full-round action the Half Glass Golem may literally rush past any number of opponents and targets in a straight line. The Half Glass Golem may move up to twice its speed.  This attack targets all targets that pass within (or rather that are passed by) 5 feet of the Half Glass Golem suffer slashing damage equal to the Half Glass Golem’s Slam attack plus twice the Half Glass Golem’s Strength modifier.  Creatures so passed gain an attack of opportunity at a -2 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+ Dexterity Modifier) to only suffer half damage. The Half Glass Golem may only deal Rushing Slash damage to each target once per round, no matter how many times its movement takes it past a targeted creature.

Hard Wood- The Half Hard Wood Golem gains reach of 5 extra feet with its natural slam attack. Further as a standard action 1/minute, the Half Hard Wood Golem may make a Flailing Attack, this attack passes through a 10 foot cone in front of the Half Hard Wood Golem, plus 5 feet for every 3 HD the Half Hard Wood Golem has. Any creature caught in this cone suffers damage equal to the Half Hard Wood Golem’s slam attack and is subjected to a special bull rush attempt made by the Half Hard Wood Golem made as a free action. If this bull rush attack succeeds, the Half Hard Wood Golem knocks the opponent back 5 feet for every 5 each 5 points by which the Half Hard Wood Golem’s check result is greater than the defender’s check result without having to move itself.

Ironwyrm- The Half Ironwyrm Golem gain a powerful breath weapon based on the Dragon spirit inhabiting it, and its prototype energy affinity.  As a free action, 1/Minute, the Half Ironwyrm Golem may release out a cone of destructive energy which fills a 10 foot cone in front of the Half Ironwyrm Golem, plus 5 feet for every 3 HD the Half Ironwyrm Golem has. Any creature caught in this breath weapon cone suffers 1d6 points of elemental damage (Fire, Cold, Acid, or Electricity, Based on the Half Ironwyrm Golem’s Affinity from Prototype) per HD the Half Ironwyrm Golem has, Reflex DC (10+1/2 HD+Charisma Modifier) for half. Further the Half Ironwyrm Golem’s natural attacks deal 1 additional point of this same energy damage, this extra elemental damage is increased by +1 for every 4 HD the Half Ironwyrm Golem has.

Lemorian- The Half Lemorian Golem gains reach of 5 extra feet with its slam attack, as well as Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Lemorian Golem deals constriction damage equal to its slam damage. Further the Half Lemorian Golem is extremely talented at doing two things at once. If the Half Lemorian elects to use its extended slam attack to hold its opponent rather than moving into its square an initiating a proper grapple, is suffers only a -10 penalty on the grapple checks, but the Half Lemorian Golem is not considered grappled itself; and does not lose its Dexterity bonus to AC, it continues to threaten an area, and can use its remaining attacks against other opponents.

Maggot- The slams of the Half Maggot Golem leave festering wounds filled with burrowing ravenous maggots. The Half Maggot Golem’s slam deals an additional 2d6 profane damage. Creatures damaged by the slam attack must make a Fortitude save DC (10+1/2HD+Strength Modifier) or suffer a Constitution penalty equal to 1d4 plus the Half Maggot Golem’s Strength modifier for a number of rounds equal to the Half Maggot Golem’s Strength modifier. This penalty does not stack with itself.

Obah-Blessed Clay- The Half Obah-Blessed Clay Golem gains a second slam natural attack and an additional functioning arm, which may wield a weapon, manipulate objects, or behave otherwise like an arm. Upon Reaching 5, 10, and 15 Hit Dice the Half Obah-Blessed Clay Golem gains an additional slam attack and another functioning arm.

Relief- The Half Relief Golem gains a surprise attack; if a Half Relief Golem can catch an opponent when it is unable to defend itself effectively from the Half Relief Golem attack, it can strike a vital spot for extra damage. The Half Relief Golem’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Half Relief Golem flanks its target. This extra damage is equal to its HD. Should the Half Relief Golem score a critical hit with a surprise attack, this extra damage is not multiplied. Ranged attacks can count as surprise attacks only if the target is within the first range increment of the ranged attack, if the ranged attack has no range increment can only deal surprise attack damage if the target is within 100 feet. With a weapon that deals nonlethal damage a Half Relief Golem can make a surprise attack that deals nonlethal damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal damage in a surprise attack, not even with the usual -4 penalty. A Half Relief Golem can surprise attack only living creatures with discernible anatomies: undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits or sneak attacks is not vulnerable to surprise attacks. The Half Relief Golem must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Half Relief Golem cannot surprise attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Further the Half Relief Golem gains a bonus on Initiative checks equal to half its Hit Dice.

Ruby- The Half Ruby Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, it deals constriction damage equal to twice slam damage adding 1˝ its strength bonus to damage.

“Ruby”-Ruby- The Half “Ruby”-Ruby Golem’s slam attack now deals piercing and slashing damage, and its threat range is increased to 19-20/x2. Further the Half “Ruby”-Ruby Golem  reaches deep into its internal heart and enhances its slam attack, not unlike a soulblade enhances their mindblade, The Half “Ruby”-Ruby Golem’s gains a +1 magical enhancement bonus to its slam attacks, as if it were a magic weapon. Every 4 HD the Half “Ruby”-Ruby Golem has this improves by +1. Beginning at 4 HD the Half “Ruby”-Ruby Golem may assign any of the special ability that can normally be assigned to a piercing or slashing light weapon to its Slam attack, in exchange for its equivalent enhancement bonus. The Half “Ruby”-Ruby Golem can choose any combination of weapon special abilities that does not exceed the total allowed by its HD. The Half “Ruby”-Ruby may not have a total enhancement bonus to attack and damage greater than +5 until it reaches 21 HD, at which point it may not have a total enhancement bonus to attack and damage greater than +10. A Half “Ruby”-Ruby Golem can reassign the ability or abilities he has added to his slam attack 1/day. To do so, it must first spend 8 hours in concentration. After that period, the slam attack loses its old abilities and enhancements and gains the new ability or abilities selected by the Half “Ruby”-Ruby Golem.

Rune- As a free action, 1/Minute, the Half Rune Golem can launch an explosion of eldritch energy and splinters from its body. This fills a 10 foot cone in front of the Half Rune Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with various splinters, which deals 1d4 piercing damage per HD of the Half Rune Golem to any creature or object in the area. A DC (10+ 1/2 HD+ Wisdom Modifier) Reflex save reduces this damage to half. Further any creature damaged by these splinters is marked with several Runes, and must make a Fortitude save DC (10+ 1/2 HD + Wisdom Modifier) or suffer from the blinded condition for 1d4+1 rounds. The Rune remains after this duration and behaves as an Arcane Mark (http://www.d20srd.org/srd/spells/arcaneMark.htm).

Sardorian- The Half Sardorian Golem gains a powerful breath weapon that is a mixture of is a mixture of force and brilliant light.  As a free action, 1/Minute, the Half Sardorian Golem may release a cone of destructive energy which fills a 10 foot cone in front of the Half Sardorian Golem, plus 5 feet for every 3 HD the Half Ironwyrm Golem has. Any creature caught in this breath weapon cone suffers 1d4 points of Force damage per HD the Half Sardorian Golem has, Reflex DC (10+1/2 HD+Charisma Modifier) for half. Further any creature damaged by this breath weapon must make a Reflex save of the same DC or be blinded for 1d4 rounds.

Serpentflesh- The Half Serpentflesh Golem gains a venomous barb, allowing it to inflict poison with its slam attack. An opponent damaged by its slam attack is subjected to potent poison with a DC (10+1/2 HD+Constitution Modifier) Fortitude save that deals and an initial and secondary damage of 1d6 Strength damage. This damage increases by one size category every 4 HD the Half Serpentflesh Golem has. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Shaboath- The Half Shaboath Golem gains reach of 5 extra feet with its oozy blue pseudopods-like slam attack. It also gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Shaboath Golem deals constriction damage equal to its slam damage. Further, the Half Shaboath Golem may use Wall of Ice as a spell like ability once per day, plus one additional time per day per 4 Hit Dice it has. Its caster level is equal to its Hit Dice.

Swarm- The Half Swarm Golem is designed to overcome, deconstruct, and distract. It gains improved grab, allowing it to initiate a grapple after successfully landing a slam attack, without the need of a touch attack or provoking an attack of opportunity. Further the Half Swarm Golem 1/minute, if the Half Swarm Golem strikes with its natural slam attack it may choose to forgo its improved grab in order to leave tiny stone constructs on its foe. These constructs distract living creatures, who must make a DC (10+1/2 HD+Constitution Modifier) Fortitude save each round or be nauseated for 1 round, this effect lasts for a number of rounds equal to the Half Swarm Golem’s HD. Constructs or objects receive no such saving throw and suffer 1d8 damage per round until the effect ends.

Tellene Bone- The Half Tellene Bone Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Tellene Bone Golem deals constriction damage equal to its slam damage. Further, any creature that is damaged by the Half Tellene Bone Golem’s slam must make a DC (10+1/2 HD+ Strength Modifier) Will save, or suffer from the shaken condition for 1d4+1 rounds, this is a fear effect. Once a creature has made their Will save against this effect does not need to make another save against it for 24 hours.

Tellene Bronze- The Half Tellene Bronze Golem gains a scalding steam breath attack. As a free action, once per minute, the Half Tellene Bronze Golem may breathe out a cloud of heated steam which fills a 10-foot cone in front of the Half Tellene Bronze Golem, plus 5 feet for every 3 HD the Half Tellene Bronze Golem has. Any creature caught in this steaming cone suffers 1d6 fire damage per HD the Half Tellene Bronze Golem has, Reflex DC (10+1/2 HD+ Constitution Modifier) for half. A creature damaged by this ability must make a successful Reflex save of the same DC or suffer half the amount of fire damage dealt on the following round on their turn. This fire effect functions underwater without penalty.

Tellene Ice- The Half Tellene Ice Golem’s touch is charged with the chill of the grave, the Half Tellene Ice Golem’s slam deals an additional 2d6 Uttercold damage. Uttercold damage is profane damage and that is not subject to cold resistance or immunity. Creatures struck by slam attack must make a Fortitude save DC (10+1/2HD+Constitution Modifier) or suffer a deep chill that inflicts a Strength penalty equal to1d6 plus the Half Tellene Ice Golem’s Constitution modifier for a number of rounds equal to the Half Tellene Ice Golem’s Constitution modifier. This penalty does not stack with itself.

Thayan- The Half Thayan Golem gains the ability to use a powerful composite longbow that is attached to its graft. The Half Thayan Golem may use its grafted limb as a composite longbow as if it were proficient with it. This composite longbow is always designed to accommodate the Half Thayan Golem’s strength modifier (even if modified by magic or by other means) and allows the Half Thayan Golem to add its full strength modifier to damage rolls made with it. This composite longbow is attached to the Thayan golem, and is treated as natural weapon or a manufactured weapon for the purposes of spells and effects, whichever is more beneficial to the Half Thayan golem, but otherwise has the statistics of a normal composite longbow sized for the Half Thayan golem. The Half Thayan Golem may make iterative attacks with this weapon, and can naturally produce its own arrows to fire. The Half Thayan Golem can rapidly generate twice its Dexterity modifier in arrows per day, rapid generation requires a free action, these arrows are treated as normal arrows sized for the Thayan golem. 1/minute as a full-round action the Half Thayan Golem may fire an arrow of force from this bow. This arrow is magically generated and deals double damage than a normal arrow fired from Half Thayan Golem’s grafted Longbow, in addition to dealing force damage rather than piercing damage. This attack gains an insight bonus to hit equal to twice the Half Thayan Golem’s HD.

Topiary Guardian- The Half Topiary Guardian Golem’s slam attack is replaced by two natural claw attacks that deal 1d6 damage (Medium), and one natural bite attack that deals 1d8 damage (medium). When making a charge the Half Topiary Guardian Golem may attack with all three of these weapons at its highest base attack bonus.

Watcher Clay- The Half Watcher Stone Golem’s natural attacks leave strange wounds with cooled moist earth mixed within the blood, Creatures damaged by its slam suffer 2d4 points of desiccation damage on the subsequent round to its delivery. This damage may not remove naturally or magically unless the target consumes 1/2 gallon’s worth of water per point of damage suffered. Further the Half Watcher Clay Golem’s slam always bypass regeneration.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 07:31:05 PM
Bronze dragon

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG81.jpg)
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Bronze Dragon body, Alternate Form, Lighting Breath
2  +2 +3+0 +3 Keen senses, Arcane Blood
3  +3 +3+1 +3 Blindsense, Amphibious, Create Food and Water, Fog Cloud, +1 Str
4  +4 +4 +1+4 Wings
5  +5 +4 +1 +4 Detect Toughts, Speak with Animals
6  +6 +5+2 +5 Repulsion breath, +1 Con
7  +7 +5 +2 +5 Bronze Empathy, +1 Cha
8  +8 +6 +2 +5 Control Water
9  +9  +6+3 +6Growth, Tail Slap
10  +10 +7+3 +7 Domain, +1 Str
11  +11 +7 +3+7 Arcane Skin
12  +12 +8 +4+8 Iron Scales, +1 Str, +1 Con
13  +13 +8 +4 +8 Rescue, +1 Cha
14  +14 +9 +4 +9 Wanderer, +1 Str, +1 Con
15  +15 +9 +5 +9 Growth, Crush, Frightful presence
16  +16 +10 +5 +10Protector, +1 Cha, +1 Con
17  +17 +10 +5+10 Bronze Friendship,  +1 Str, +1 Con
18  +18 +11+6 +11 Domain, +1 Cha
19  +19 +11 +6 +11 Bronze Unity, +1 Str, +1 Con, +1 Cha
20  +20 +12 +6 +12 Change Weather, +1 Cha, +1 Con, +1 Str

4 Skill points+int per level, quadruple at 1st level. Class skills:
Appraise, Bluff, Concentration, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (Any), Listen, Search, Spot, Survival, Swim.

Proficiencies: A Bronze Dragon isn't proficient with any armor or weapons, besides its own natural weapons.


Features:

Bronze Dragon Body:
The bronze dragon loses all other racial bonuses gaining Dragon traits (including darkvision 60' and immunity to paralysis & sleep),  with one bite as a primary natural attack dealing 1d8+str, as well as 2 claws as secondary natural attacks dealing 1d6+1/2 str damage each, 40' base speed, swim speed equal to its base speed and is medium sized. The bronze 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 bronze dragon also gets a natural armor bonus equal to his Con modifier. Whenever the bronze dragon grows one size category, his natural armor increases by a further 1.

The bronze dragon is immune to electrecity. It has no particular vulnerability.

Alternate Form (Su): A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Lightning Breath: As a standard action no more than once every 1d4 rounds, the Bronze dragon may breathe out a line of lightning out to 60', plus 10' per class level. It deals 1d6 damage/HD, with a reflex save (10+1/2 HD+Con Mod) for half.

Keen senses: At 2nd level, the bronze 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.

Arcane Blood:A bronze 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.

The bronze dragon may choose to learn spells from the cleric spell list instead of the sorceror/wizard list. That choice must be made when this ability is gained and can't be changed afterwards.

Blindsense: As the srd ability, 60 foot range.


Ability score increase:
The bronze dragon gains permanent bonus to his ability scores as the following table.

Level Bonus
3 +1 Str
6  +1 Con
7  +1 Cha
10 +1 Str
12+1 Str, +1 Con
13 +1 Cha
14  +1 Str, +1 Con
16   +1 Cha, +1 Con
17 +1 Str, +1 Con
18 +1 Cha
19 +1 Str, +1 Con, +1 Cha
20  +1 Str, +1 Con, +1 Cha

For a total of +7 Str, +7 Con and +6 Cha at 20th level.


Wings:
At level 4 the Bronze dragon becomes able to fly with a speed of 10' per HD, with poor maneuverability. The maneuverability doesn't increase naturally, 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 secondary natural attack dealing 1d4+1/2 str damage.


Amphibious (Ex):
At 3rd level this dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Bronze Dragon SLAs: At 3rd level the bronze dragon can now use Create Food and Water and Fog Cloud as SLAs 1/day for every HD it has.

At 5th level it can use Detect Toughts and Speak with Animals 1/day per HD.

Save DCs 10+1/2 HD+Cha mod.

Repulsion Breath:At 6th level, instead of the line of lightning the Bronze dragon may breath out a cone of repulsion gas out to 30', plus 5' per class level. Those caught in the blast must make a will save (DC 10+1/2 HD+Cha Mod) or be forced to do nothing but move away from the dragon for 1d6 rounds. This increases to 2d6 rounds at level 6 and by another 1d6 every 3 levels thereafter, up to 6d6 at level 18. This is a mind affecting compulsion effect. It must then wait 1d4 rounds before using it again.


Bronze Empathy:
Gained at 7th level, works as the Druid Wild Empathy ability, but using the full HD of the Bronze Dragon for the check, and can be performed as a standard action whitout penalties, even in magic beasts. The range is also 10 feet per HD instead of just 30 feet.


Control Water:At 8th level  as an SLA, once per day/5 HD, save DC 10+1/2 HD+Cha mod.


Growth:
At 9th level the Bronze dragon grows to large size.
                At 15th level the Bronze dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.


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

Domain: At levels 10 and 18 the bronze dragon can add the spells from one domain to his spells known list. The choices are Animal, Law, and Water.

Arcane skin: Starting at 11th level, the Bronze dragon gains SR equal to his HD+11.

Iron Scales:
Starting at 12th level, the Bronze dragon gains DR/magic equal to half his HD.

Rescue:
At 13th level the Bronze Dragon can, as a fullround action, take two move actions and during them pick up any number of creatures whose combined weight doesn't put the dragon over a light load. The Bronze dragon can then drop those creatures at another point of his movement, or move them to his back at which point they count as riding the dragon.

Rescue movement doesn't provoke attacks of oportunity.

Wanderer:At 14th level the Bronze Dragon gains a bonus to Survival and Disguise checks equal to half his HD, plus the track feat. If it already has the track feat it may pick any other feat for which he meets the prerequisites.

Frightful Presence:At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected oponent that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush: At 15th level this dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Protector: At 16th level creatures smaller than the bronze dragon adjacent (or riding it) get a sacred bonus to AC and saves equal to 1/4 the Bronze dragon's HD.

Bronze Friendship:
Unlike most other dragons bronze ones greatly enjoy the company of other beings. At 17th level, if a bronze dragon spends at least 8 hours in a day within view range of a creature which doesn't consider the bronze dragon an enemy, that creature counts as affected by a Greater Status effect as the spell, except that it extends to other planes, counts as an extraordinary effect, and has a permanent duration.

A bronze dragon can have a number of bronze friends equal to his Cha mod. If it reaches the limit it may swap old friend for new ones.

Bronze Unity: At 19th level, 1/day as a standard action the Bronze Dragon can rally his closest teammates with a mighty sense of companionship, camaredage and similar feelings. The Bronze Dragon and any adjacent bronze friends gain a friendship bonus to AC, Saves, Attack and Damage rolls equal to the number of bronze friends adjacent to the Bronze Dragon when this ability is used.

This effect lasts for a number of rounds equal to the Bronze Dragon's Cha mod, but the affected creatures don't need to remain adjacent after it started.

Change Weather: At 20th level the Bronze Dragon can use Control Weather as a SLA once per day/5 HD, except that the casting time is only one standard time. Save DCs are 10+1/2HD+Cha mod.

[/spoiler]

Comments:
[SPOILER]
The bronze dragon is specially connected to nature, with several water and animal related powers. It has better skills than the gold dragon in return for a little worse stats, and weaker SLAs in return for more variety. The extra breath weapon is also better as it targets will and takes oponents out of the battle. Plus no elemental vulnerability is always nice.

The bronze dragon also seems less arrogant than the other so it gets several teamwork abilities. Rescue allows you to move around allies, and protector and bronze friendship help the dragon help others. Of course, geting too togheter will make you a tasty target for area effects.

So if you want a more rangerish dragon that loves to work as a team, the bronze dragon's for you!
[/SPOILER]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 19, 2011, 07:34:23 PM
So... does the cloaker lord seem okay to transfer to the main cloaker post now?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 07:41:26 PM
So... does the cloaker lord seem okay to transfer to the main cloaker post now?
Yes, just remove the "quadruple skill points at first level" part, and don't forget the image. Tecnically it should've been two levels long, but you're right that it has way too many abilities for so few levels (and the original monster it's clearly under-CR), so I'm willing to extend it to 3 levels. Good job!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 19, 2011, 08:00:30 PM
Added. And another feat while I'm at it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 08:18:05 PM
Hydra
(http://www.hydra.in/Hydra.jpg.jpeg)

[SPOILER]Hit Dice: d10
Level BAB Fort Ref Will Feature
1+0+2+2+0Hydra Body, Hydra's Bite,  Regrowth, +1 Str, +1 Con
2+1+3+3+0 Fast Healing, +1 Str, +1 Con
3+1+3+3+1 Growth, +1 Str, +1 Con
4+2+4+4+1Growth, Scent, +1 Str, +1 Con
5+2+4+4+1Hydra Skills, +1 Str, +1 Con
6+3+5+5+2Hydra Hunger, +1 Str, +1 Con
7+3+5+5+2Hydra Ferocity, +1 Str, +1 Con
8+4+6+6+2Hydra Reflexes, +1 Str, +1 Con
9+4+6+6+3Hydra Healing, +1 Str, +1 Con
10+5+7+7+3Lasting Heads, +1 Str, +1 Con
11+5+7+7+3Magic Fangs, +1 Str, +1 Con

Skill Points: 2+Int (x4 at level 1)

Skills: Intimidate (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

Proficiencies: Hydras are proficient with their natural attacks.

Features:

Hydra Body: The Hydra loses all other racial traits, and gains the Magical Beast type which grants low-light vision and a 60 foot Darkvision.  The Hydra also gains a natural armor equal to it's Con modifier, a 20 foot move speed and swim speed, and is medium sized.

A hydra has no limbs capable of fine manipulation, and has only two legs for moving around.

Hydra's Bite: The Hydra gains two bite attacks (from having two heads) at first level that do 1d6+Str damage.    Every new level of the Hydra class gives it another head that can make a new bite attack.

Regrowth: Whenever the hydra takes damage it instinctevely "parries" it with their long necks. If it takes enough damage, the head is severed and two new sprout from the stomp 1d4 rounds later. An Hydra cannot have more heads total than 2*(Hydra level+1).

The damage needed to sprout each extra heads depends on the Hydra level:
Hydra Level Percentage of max HP lost to grow an extra head.
150%
233%
325%
420%
517%
614%
713%
812%
911%
1010%
119%
128%
The hydra may grow several extra heads in one turn if it takes enough damage in a single turn.

So for example a 2nd level Hydra with 18 HP that takes 13 damage from a single blow would grow two extra heads

A 10th level Hydra with 100 HP who loses 50 HP would grow five extra heads.

If the Hydra recovers HP, her extra heads wither and fall off at the same ratio it gains when hurt. So if the 10th level Hydra of the last example recovered 30 HP it would lose three heads.

Ability Increase: The Hydra gains +1 Str and +1 Con at every level of this class.

Fast Healing: A Hydra gains Fast Healing at 2nd level, equal to 1/2 it's HD. The Hydra may choose to not heal itself in order to keep extra heads.

Growth: At 3rd level, the Hydra grows to large size.  Her bite attacks also improve from 1d6 to 1d8 damage.  At 4th level, the Hydra grows to Huge size and her bite attacks improve from 1d8 to 1d10 damage in a non-standard damage progression.

Notice the Hydra is a long animal and thus her reach is only 5 foot at large size and 10 foot at huge size.

Scent:
As the standard SRD ability.

Hydra Skills: An hydra gets +1 to spot and listen checks for each head the have.

Hydra Hunger:The hydra may attack with all her heads as a standard action or in the end of a charge.

Hydra Ferocity:The hydra can act normally when disabled or dying.
If an hydra drops below -10 HP, it doesn't die untill her true head is striken. The heads are identical, thus the percentile chance to hit the true head is 100/number of heads. If the percentile chance is reached and the Hydra is left at -10 HP or less she dies.

 A character with cleave can re-roll this chance whenever it hits the Hydra. A character with greater cleave or whirlwind attack can cut all heads at once and auto-kill the Hydra if it's below -9 HP.
An area-damaging spell also automatically kills the Hydra if it leaves her below -9 HP.


Hydra Reflexes:The Hydra gains the combat reflexes feat even if it doesn't meet the pre-requisites, and whenever she's allowed an Aoo she can use all her bite attacks instead of just one.

Hydra Healing:The Hydra's fast healing doubles. The Hydra can choose to fast heal less life than normal in order to keep her total number of heads.

Lasting Heads:Extra heads last 1 minute now when the Hydra recovers HP.

Magic Fangs:All of the Hydra's heads gain +1 Enachment bonus to attack and damage rolls. As a move action the Hydra can re-distribute her total enanchment bonus among her heads, as longas the total bonus is equal to the number of heads.

No single head may be left with a bonus bigger than half the Hydra's HD, and no head may have an actual bonus to attack and damage bigger than 1/4 the Hydra's HD, altough the enanchment bonus can be used to replicate special effects like flaming and holy.

[/spoiler]

Comments:
[SPOILER]
So yeah the Hydra was one of those monsters that needed serious re-designing. It's rare for characters to have flaming weapons and improved sunder, but it's even more rare for monsters to have them to cut the PC's heads willingly.

On the other hand, I had to put something that discouraged the player from choping his own heads to grow extras.

So I made it tied directly to HP. You put your heads in the way of incoming, they fall, extras grows. The closer you are to death the stronger you get. Heal and you lose heads.

And speaking of close to death, Hydra ferocity means you can keep going far on the negative HPs, but then each blow has a chance of finishing you off. Area effects finish you instantly.

Removed the whole cauterizing wounds because the class is complicated as it is.

It grows to huge size at lv4 yes, but between weak Bab, being a long, slow creature and having no hands it can't really do much with it. The Hydra is specially vulnerable to ranged oponents, altough the next prc may help on that.

[/SPOILER]

Pyro/Cryo Hydra(prc)

(http://www.mbohbot.com/UO.Hydra.jpg)

[SPOILER]
Pre-Requisites:

-At least 4 levels in the Hydra class.

Hit Dice: d10
Level BAB Fort Ref Will Feature
1+0+2+2+0Elemental blood, Hydra Breath.
2+1+3+3+0 Improved Hydra Breath.
Skill Points: 2+Int
Skills: Intimidate (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

Features:

Elemental blood:Choose Acid, Fire, Electrecity or Cold. The Hydra gains that subtype and immunity to that element.

Hydra Breath: Can breathe jets of the chosen element 5 feet long per HD and 10 foot high/wide as a standard action. All heads must breathe at the same time in the same direction, and must wait 1d4 rounds. Their combined breath deals 1d6 points of the chosen element per head. A successful Reflex save halves the damage. The save DC is 10 + ˝ HD + hydra’s Con modifier.

Improved Hydra Breath:
The Hydra Breath is now 10 foot long per HD and deals 1d8 damage per head, plus it gets a special effect based on the element chosen.

Acid-Failed reflex save leaves damaged targets blinded for 1 round per HD.

Fire-Failed reflex save leaves damaged creatures dazed for 1 round.

Electrecity-Failed reflex save moves the damaged creature 5 foot per HD on a direction of the Hydra's choice. This movement causes no attacks of oportunity.

Cold-Failed reflex makes creature move at half speed for 1 round per HD. Multiple failed reflex saves stack.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 19, 2011, 08:51:58 PM
And another feat while I'm at it.

Great, now the monster goes from a fearsome enemy to "A Cloaker Lord! Kill it so I can grab it's juicy shaddow core!" :p

You know, since you seem to like doing those monster feats so much, I would be willing to add them to other already existing monsters if inspiration strikes you.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 19, 2011, 08:53:44 PM
Give the shadow core an ego score, and have it wrestle with your mind if you try to learn spells from it?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 20, 2011, 07:08:51 AM
Hmm... how would a Hydra with the Multiheaded template work out?
You know, since you seem to like doing those monster feats so much, I would be willing to add them to other already existing monsters if inspiration strikes you.
Name a monster. Any monster.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 20, 2011, 07:21:28 AM
Name a monster. Any monster.
Flail Snail
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 20, 2011, 07:23:04 AM
Name a monster. Any monster.
Flail Snail
oslecamo. Monster class. Now. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 20, 2011, 05:43:09 PM
Name a monster. Any monster.
Flail Snail
oslecamo. Monster class. Now. :p

Source? I'm pretty sure that's not a 3ed monster, but I'll take it on if it's a D&D monster and I have some statistics and fluff to base myself on.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist January 20, 2011, 07:23:39 PM
Original art
(http://www.headinjurytheater.com/images/d&d%20beasts%20flail%20snail.jpg)

Here's a converted statblock (missing its supernatural ability to whine - if you kill the heads, it utter "pitiful, wailing cries which have a 50% chance per turn of attracting a wandering monster.")
http://creaturecatalog.enworld.org/converted/vermin/flail_snail.htm

Here's a model (http://fc02.deviantart.net/fs28/f/2008/070/5/7/Flail_Snail_by_CatharsisJB.jpg)

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom January 20, 2011, 07:49:35 PM
Requesting the Aboleth
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 22, 2011, 11:57:16 AM
Awakened Flail Snail

(http://www.headinjurytheater.com/images/d&d%20beasts%20flail%20snail.jpg)
[spoiler]Hitdice: d8
LevelBaBFortRefWillFeature
1+1+2+0+0Snail Body, Hydrobody, Blindsight, Light Blindness, +1 str, +1 con
2+2+3+0+0Tentacle multiplication, Warp Magic, +1 str, +1 con
3+3+3+1+1Whitdraw, Growth, +1 str, +1 con
Skills: 2+int modifier, quadruple at first level. Class skills are Hide, Listen, Spot, Survival, and Swim.

Proficiencies: Flail Snails are proficient only with their natural weapons.

Features
Snail Body: The Flail Snail loses all other racial traits and bonuses and gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed and climb speed of 20 feet. It has three natural tentacle attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with all tentacles  in a full attack.
It does not have hands capable of fine manipulation, and cannot wield a weapon with it's tentacles.

It also gains a natural armor bonus equal to 2+con modifier.

Blindsight (Ex): Flail snails can ascertain all foes by vibration within 10 feet per HD.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds flail snails for 1 round. In addition, they suffer a –1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

Hydrobody(Ex): A Flail Snail is composed mostly of water. It's immune to fire and poison.

Ability score increases: The Flail Snail gains one point of strength and one of Constituction each level.

Tentacle multiplication: At second level, the Flail Snail grows an extra tentacle dealing as much damage as the others, and another tentacle for every 2 HD it has.

Warp Magic (Su): Each time a spell is cast on or at a Flail Snail, it produces a random effect. Roll 1d10 and consult the table below.

 

            1d10     Result

            1-7        Spell misfires; nothing happens.

            8-9        Spell functions normally

            10         Spell rebounds on caster (as spell turning)

The Flail Snail may choose to let benefical spells pass trough Warp Magic.


Whitdraw:At third level, a Flail Snail may retreat inside it's shell as an immediate action, doubling it's natural armor bonus and granting a bonus on all saves equal to it's Con modifier, but unable to attack, move or any other physical activity. Geting out from the shell takes a move action. The Flail Snail may choose to whitdraw in case a spell bypasses it's Warp Magic ability.
 
Growth: At third level, a Flail Snail grows to large size. At 10 HD, it grows another size category, and again at 20 HD.[/spoiler]

Comments:
[spoiler]
Straight from D&D 1st edition, the Flail Snail is clearly the result of a "A very drunk wizard did it". It's slow, but tough, and hits hard with multiple natural attacks. Boosted the base speed because 10 base is just crippling for a PC.

Tentacle multiplication is based on the original monster geting extra tentacles with extra HP, and Climb speed because it's a freaking snail.

You also get blindsight and three immunities (poison, fire, mind-affecting) at 1st level. Now that may sound like a lot, but let's face it, it's slow, handless and has light blindness, so it needed some love from somewhere.

Warp Magic is quite a powerfull defense against spellcasters, even if completely random on the original monster, and I added whitdraw because it's a Snail, so it should be able to do Snail-ish stuff.

So if you want to play a giant snail that bashes people with it's tentacles and just keeps growing bigger and more tentaclary, the Flail Snail's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 22, 2011, 12:06:15 PM
Aboleth
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG8.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Aboleth body, Anphibious, Memory of the eons, Mysteryous Mind, +1 Str, +1 Int
2+ 1+ 0+0 +3 Ancient Mind, Mucus Cloud, +1 Con, +1 Cha
3+ 1+ 1+ 1 +3 Growth, OverWhelming intellect, +1 Str, +1 Int
4+ 2+ 1+1 +4 Deep Mind, +1 Con, +1 Cha
5+ 2+ 1+1 +4 Slime, +1 Str, +1 Int
6+ 3+ 2+2 +5 Growth, Enslave, +1 Con, +1 Cha
7+ 3+ 2+2 +5 Eternal Mind, +1 Con, +1 Str, +1 Cha, +1 Int
Skills: 6+int modifier per level, quadruple at 1st level.The Aboleth’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy(Cha), Intimidate (Cha), Knowledge (Eons) (Int), Listen (Wis), Psicraft(Int), Sense Motive, Spellcraft, and Spot (Wis).

Proefeciencies:only it's own natural attacks.

Features:
Aboleth body(Ex): At 1st level, the Aboleth loses all other racial bonus and gets aberration traits(darkvision 60 feets basicaly). He's a medium sized aberration creature with base speed 20 foot and a swim speed triple of it's base speed. It has two natural tentacle attacks dealing 1d4+Str damage each. The Aboleth grows one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect). The Aboleth takes no penalty for attacking with all his tentacles in a fullattack.

The Aboleth also gets a Nat armor bonus equal to his Int or Cha modifier, wichever is higher. Whenever the Aboleth permanently grows one size category it's Natural Armor increases by 1.

The aboleth has no limbs capable of fine manipulation, but can use his tentacles for somatic components of spells.


Anphibious(Ex):
The Aboleth can breathe underwater permanently and doesn't take any penalty for acting underwater.

Memory of the eons(Ex):
Aboleths have the impressive racial trait of inheriting their ancestors memories. An Aboleth can only take ranks in Knowledge (eons), but that skill counts as any other knowledge skill (like Religion, Arcana, History) for all purposes, including sinergy bonus, qualifying for pre-requisites and finding out information.

In adition, an aboleth who multiclasses for an arcane/psionic class can count his Aboleth levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Aboleth 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but mind flayer levels wouldn't count for it.

Mysteryous Mind(Su):The Aboleth can use hypnotic pattern 2/day as a SLA for each HD it has. Save DC is 10+1/2HD+Cha mod.

Ability Increase(Ex):
The Aboleth gains +1 Str and +1 Int at levels 1, 3, 5, 7 and +1 to Con and Cha at levels 2, 4, 6 and 7 for +4 Str, +4 Con, +4 Int and +4 Cha at level 7.

Ancient Mind(Su):The Aboleth can now use Illusory Wall and Mirage Arcana as SLAs 1/day for each HD it has, save DCs are 10+1/2HD+Cha mod.

Mucus Cloud (Ex):
An aboleth underwater can surround itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance (ending turn adjacent or grappling with the Aboleth) must succeed on a DC 10+1/2HD+Con modifier Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours.

If an Aboleth leaves water the mucus Cloud lasts 1 minute per HD after wich it dries and becomes useless. Taking a full body "bath" renews the mucus assuming there's available water to fully cover the Aboleth.

Aboleths are immune to this ability.

Growth:At 3rd and 6th levels the Aboleth grows one size category, notice it is a long creature.

If all Aboleth levels were taken, it grows another size category at 11 HD and 16 HD.

Overwhelming intellect:At 3rd level the Aboleth's brain gets stronger the bigger it is. It receives +1 CL at all it's SLAs and spells for each size category it is bigger than medium, and oponents take a -1 penalty on saves against the Aboleth's spells and SLAs for each size category they're smaller than him.

Deep Mind:At 4th level the Aboleth can now use Persistent Image and Programmed image as SLAs 1/day for each HD it has, save DCs are 10+1/2HD+Cha mod.

Slime (Ex):A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 10+1/2HD+Cond mod Fortitude save or begin to transform over the next 1d4+1 rounds, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d4 points of damage every round as it dries (this damage always overcomes regeneration). The slime reduces the creature’s natural armor bonus by an amount equal to the Aboleth's Con modifier (this can result in negative natural armor).

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Enslave(Su):1/day per 2 HD , an aboleth can attempt to enslave any one living creature within 5 feet for each 2 HD it has as a standard action. The target must succeed on a DC 10+1/2HD+Cha mod Will save or be affected as though by a dominate person spell (caster level equal to HD). An enslaved creature obeys the Aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave.

Eternal Mind (Su): The Aboleth can now use Project Image and Veil as SLAs 1/day for every HD it has. In adition now True Seeing and similar effects that would automatically pierce illusions only work against the Aboleth's spells and SLAs if the user is whitin 10 feet of the illusion itself.

[/spoiler]

Comments:
[spoiler]
The Aboleth is a bigger fish with mind powers and tentacles, but isn't exactly a swimming mind flayer.

First I made it non-water dependant so it can still act on a ground campaigns, altough it does get some bonus for being on water.

The Aboleth's SLAs are fully focused on illusions, and then it gets Mucus and Slime for some melee capacity. I made the Slime act faster so it's actualy usefull in combat and the Mucus lasts some time out of water, plus clarifying what it's needed for someone to breath it.

Another problem it's that the Aboleth is huge, wich is actuly a liability for spellcasters. Overwhelming Intellect gives it a reason for making himself a big target.

Lots of score increases and good skill points, but it has no hands (altough I put a clause to let it use tentacles for spellcasting) and one single good save.

Kudos to TheGeckoKing for Memory of the Eons.

So if you want to play a huge fish with mind powers that's smarter than most land dwellers then the Aboleth's for you.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo January 22, 2011, 12:06:52 PM
Awakened Monstrous Crab

(http://dreamorpheus.files.wordpress.com/2009/06/giant-crab.jpg)
[spoiler]Hitdice: d12
LevelBaBFortRefWillFeature
1+1+2+0+0Crustacean Body, Crab Grab, +1 str, +1 con
2+2+3+0+0Powerful claws, Swim, Amphibious, +1 str, +1 con
3+3+3+1+1Constrict, growth, +1 str, +1 con
Skills: 2+int modifier, quadruple at first level. Class skills are Balance, Hide, Listen, Move Silently, Spot, Survival, and Swim.

Proficiencies: Monstrous Crabs are proficient only with their natural weapons.

Features
Crustacean Body: The Monstrous Crab loses all other racial traits and bonuses and gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed of 40 feet. It has two natural claw attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.
It does not have hands capable of fine manipulation, and cannot wield a weapon in either set of claws.
It also gains a natural armor bonus equal to 2+con modifier.

Crab Grab: If the monstrous crab hit an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. In adition the monstruous crab ignores freedom of movement effects on his oponents.

Ability score increases: The monstrous crab gains one point of strength and one of Constituction each level.

Powerful Claws: At second level, the monstrous crab's claw attacks do+1/2 HD extra damage. If it scores a critical with a claw it adds 1,5 times his strenght modifier instead of just 1. Additionally, it gains a racial bonus on grapple checks equal to its HD.

Swim: The monstrous crab gains a swim speed equal to its HD times 5, although it cannot swim faster than its land speed.

Amphibious:
The monstruous crab can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.

Constrict: With a successful grapple check, a monstrous crab can crush a grabbed opponent, dealing damage equal to its claw damage. It may constrict each grabbed opponent once per round, including the round it grabs the opponent.

Growth: at third level, a monstrous crab grows to large size. At 10 HD, it grows another size category, and again at 20 HD.[/spoiler]


Done by flabort from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 22, 2011, 12:19:10 PM
^ Perfect for high-realism campaigns set in ancient Japan (http://www.youtube.com/watch?v=2g1fr5vk72M). But needs an ability which increases the crit multiplier of any weapons used against it by 1.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: VennDygrem January 22, 2011, 12:50:48 PM
^ Perfect for high-realism campaigns set in ancient Japan (http://www.youtube.com/watch?v=2g1fr5vk72M). But needs an ability which increases the crit multiplier of any weapons used against it by 1.

You mean like:
Weak Point: A Monstrous Crab's massive damage threshold is reduced by 1/2, but adds its HD to the total. Thus, a 1st level Monstrous Crab has a massive damage threshold of 26, a 2nd level crab has a threshold of 27, and so on.

:lol
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 22, 2011, 09:20:18 PM
The Astral Stalker (mmIII)

(http://www.wizards.com/leaving.asp?url=/dnd/images/mmiii_gallery/82964.jpg&origin=dnd_ag_20040903a)

Class
[SPOILER]
HD: d8
Level BAB Fort Reflex Will Features
1 +0 +0 +2 +0 Outsider Traits, Rules of The Hunt, Scent, Camouflage
2 +1 +0 +3 +0 Sneak attack (1d6), Poison
3 +2 +1 +3 +1 Throat Dart(1d4), +1 Str
4 +3 +1 +4 +1 Elusive Prey, +1 Cha, Bonus Feat
5 +3 +1 +4 +1 Sneak attack (2d6), Grace of the Hunter
6 +4 +2 +5 +2 Hunter Advantage, +1 Str
7 +5 +2 +5 +2 Perfect Tracker, DR/magic
8 +6/+1 +2 +6 +2 Sneak Attack (3d6), Bonus Feat, +1 Cha,
9 +6/+1 +3 +6 +3 Observe the Prey, +1 Str
10 +7/+2 +3 +7 +3 Evasion, Bonus Feat
11 +8/+3 +3 +7 +3 Unearthly Grace
12 +9/+4 +4 +8 +4 Hunter Eye, +1 Str, +1 Cha
Skills: 4+int modifier per level, quadruple at 1st, class skills are: Climb(str), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Search(int), Sense Motive(wis), Spot(wis), Survival(wis)

Proficiencies: Astral stalkers are only proficient with their own natural weapons

Features:

Outsider Traits: An Astral Stalker loses all racial bonuses and traits, and gains outsider traits (mainly Darkvision 120ft).  It is a medium sized creature.  It has a basic speed of 40ft, and a climb speed of 10ft.  Lastly an Astral Stalker receives a bonus to its armor class equal to its constitution modifier in the form of a natural armor bonus.

Natural Attack: 2xClaws 1d6 (19-20x2)

Rules of the Hunt: Astral hunters live for the hunt, but to keep the hunt pure, and the competition deadly, they have imposed certain rules upon their conduct:
Scent(Ex): as per SRD

Camouflage(Ex): An astral stalker can use the hide skill in any sort of natural terrain, even if it doesn't normally provide cover, or concealment.

Sneak Attack(Ex): An astral stalker can make a sneak attack like a rogue from level 2,dealing an extra 1d6 points of damage whenever a foe is denied it's dexterity bonus, or the stalker is flanking.  This increases to 2d6 at level 5, and 3d6 at level 8.

Poison(Su): From level 2, An astral stalker can naturally produce poison, that can be used to coat either his claws, or his throat darts.  The poison is applied as a swift action, and lasts till the end of that turn. This ability is at will.

Poison: Injury; initial damage=Paralysis 1d4 rounds; secondary damage=none; Fort save DC scales at 10+1/2HD+con modifier.

At 10 HD the poison's secondary damage increases to another 1d4 rounds of paralyzis, and it now ignores immunity to paralyzis and/or poison from any source, altough oponents with that ability gain a +5 bonus on their saves against the Astral Stalker's poison.

Throat Dart(Su): From level 3, an astral stalker gains the ability to fire a throat dart at will, this deals 1d4 points of damage, and can be poisoned (see above).  This ability improves every 3HD, so at 6HD the dart does 2d4, at 9HD 3d4 and so on.  The range of this dart is 150ft with no range increment. The Astral Stalker may shoot extra throat darts in a single turn with iterative attacks, rapid shot, haste and similar abilities.

Strength Increase: From level 3 and every 3 level after that an astral stalker gains +1 to his strength.

Elusive Prey(Ex): An astral stalker is notoriously difficult to track, anyone attempting to track an astral stalker takes a  penalty on survival checks equal to his HD, and the Astral Stalker receives a bonus on saves against any divination spells and effects equal to 1/2 his HD. The Astral Stalker even gets a Will save against Divination spells that normally don't allow a save (DC=10+spell level+Highest mental stat of the caster), but it doesn't gain the extra bonus in those cases.

Bonus Feat: At fourth, and then again at seventh, and tenth level the astral stalker gets to choose a bonus feat from the following list:

Alertness, Improved Critical(claw), Improved Natural attack (claw) Improved Initiative, Self-Sufficient, Stealthy, or Track

Grace of the Hunter(Su):At level 5 An astral stalker can add it's charisma modifier as a bonus to it's armor class as a deflection bonus.

Hunter advantage (Ex): At level 6 an Astral Stalker adds his Strenght modifier to Hide and Move Silently checks. An Astral Stalker doesn't take a -20 penalty on hide checks for attacking while hiding.

Charisma Increase: From level 4 and every 4 level after that an astral stalker gains +1 to his charisma.

Perfect Tracker(Ex): An astral stalker can move  at it's normal speed while tracking without taking the normal -5 penalty, it takes only a -10 penalty (instead of the usual -20) when moving at up to twice normal speed whilst tracking. It also ignores track penalties due to terrain and can track any kind of creature trough any kind of enviroment, even a ghost trough the emptyness of the Ethereal Plane.

DR/Magic(Ex): From level 7 an astral stalker gains DR/Magic, this scales at 1/2 the stalkers Hit Dice.

Observe the Prey(Ex):For every round an Astral Stalker lays still observing an oponent, it gains a +1 bonus on attack rolls, damage rolls, saves, skill checks and ability checks against that oponent, for 1 round per Cha modifier after the Astral Stalker moves.

Evasion(Ex): An astral stalker can avoid even magical and unusual attacks with great agility.  If it makes a successful reflex saving throw against an attack that normally does half damage on a successful save, it instead takes no damage.

Unearthly Grace(Su): At level 11 an astral stalker gains his Cha modifier as a bonus on all saves, and no longer fails saves or attacks on a natural 1.

Hunter Eye(Ex): The Astral Stalker can quickly identify the strenghts and weakness of his oponents. As a move action, the Astral Stalker can atempt a spot check wich DC is 15+Target's HD. If it suceeds then the Astral Stalker automatically learns one of the following (roll 1d3 to determine witch):
-All of the target's racial plus class abilities.
-All of the target's magic buffs, feats and skill ranks.
-All of the target's gear.

The Astral Stalker can use Hunter Eye multiple times against one oponent, and doesn't risk learning the same thing twice. So three sucessfull atempts would reveal all of the above.
[/SPOILER]



Done by FyreByrd, some final tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 22, 2011, 09:39:02 PM
Guardian (prc)

(http://www.dreamscene.org/wallpapers/frozen_orb.jpg)

Guardian Template (http://www.athas.org/products/ToA/documents/114)

An obsidian orb two feet in diameter and utterly without flaw, this object simply sits there, passively reflecting your curious expressions in its smooth surface.

A guardian is the disembodied mind of a powerful psion that has been permanently embedded into a perfectly formed obsidian sphere. Although their identities are effectively erased by the embedding, guardians‘ minds remain potent tools and they retain full use of their psionic abilities.

[spoiler]Prerequisites:
-Must be a living sentient creature with at least 3HD and 10 Str, 10 Dex, 10 Con and 10 Cha.
-A character able to manifest 5th level or higher level psionic powers  must perform a week-long special ritual on the creature, costing 100 GP for each HD.

Optional:Spend 1000 GP per HD, or 10.000 GP per HD instead.

HD: d10
Level  BAB  Fort  Ref  Will  Feature
1 +0 +0 +0 +0 Anima Extinguished, Body of the Artifact, Immortal Artifact, Psionic Might
2 +1 +0 +0 +0 Jewels of the Ether, Immortal Mind, Meditation,  Rolling Stone
Class Skills: See Anima Body of the Artifact.

Proficiencies: A guardian gains no new weapon or armor proficiencies.

Anima Extinguished (Ex): The character's charisma score drops to 1.

If the 1000 GP were spent the character is treated as under a permanent dominate monster effect from the one who performed the ritual.

If the 10.000 GP were spent then the character comes completely under control of the one who performed the ritual and must obey it's orders blindly whitout saves ever allowed.

Body of the Artifact (Ex): Unlike other monster prestige classes, you lose your racial traits and previous levels and their associated bonus (except skill points and feats, see below).

You then gain both Guardian levels and after that Psion, Psychic Warrior levels and/or any Prestige class for wich you meet the pre-requisites (your choice) untill you reach your old number of HD, except that all your levels give a d10 HD and you retain your old skill points and class skills plus feats (some of them may become useless due to your new nature). Any class level taken after this gives normal skill points. You don't gain new feats just for re-taking your levels.

[spoiler]
For example, a 3rd level character could become a guardian 2/psion 1, but not guardian 1/psion 2. A 10th level character could become a guardian 2/Psion 8, but not a guardian 1/Psion 9.
[/spoiler]

You gain the below construct traits and are a small sized contruct with no movement ability, thus having no Str, Dex or Con score.

[spoiler]    *  No Constitution score.
    * Low-light vision.
    * 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, death effects, and necromancy effects.
    * Doesn't heal naturally.
    * Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    * Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    * Since it was never alive, a construct cannot be raised or resurrected.
    * Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    * Proficient with no armor.
    * Constructs do not eat, sleep, or breathe.
[/spoiler]
In adition you gain an extra +1 HP per HD if you have 5 or more HD. At 10 HD this bonus retroactively increases to +2 per HD, and +3 per HD at 15 HD. A guardian must still meditate 8 hours per day to recover it's daily power points.

You receive -5 penalty to AC and Reflex Saves for being immobile but gain a bonus to Nat armor equal to your highest mental stat.

As an immobile object you have no working limbs. You can still see and hear but not talk. You can only take purely mental actions (like manifesting powers).

Altough the typical Guardian is an obsidian sphere it's body can be built in any shape and material the creator wishes as long as it's small sized and it suceeds on the apropriate craft check. This never changes the guardian abilities.

Immortal Artifact (Ex): A guardian doesn't ages. It has DR/adamantine equal to it's HD due to it's compact shape.

In adition, a guardian standing still looks just like a part of the scenery. It takes a Sense motice, Search  or  Knowledge(psionics) check with a DC of 20+HD to recognize it as a construct.

When a guardian manifests powers, it takes a Spot check DC 10+1/2 HD+Highest Mental Stat to recognize it as the source of the power, unless the observer is adjacent to the guardian, in wich case it feels a "tingle" on his head pointing at the Guardian revealing it as the source of the power, so it still needs to make Concentration checks to avoid attacks of oportunity from adjacent enemies.

Psionic Might (Ex): Guardian levels stack with levels in one manifesting class in order to determine effective manifester level, learning new powers and the number of power points gained for each new level, but doesn't retroactively give power points and powers known.

So for example a guardian 2/psion 1 could choose to gain 5 power points per day and learn two up to 2nd level powers instead of three 1st level powers.

Guardian levels wouldn't stack for any other psion ability.

Jewels of the Ether (Ex): A guardian can custom make or have custom-made magic items for it, though the at double the market cost. These treasures take the form of semi-tangible orbs of ectoplasm and ether that float about them like ioun stones. A magic item that relies on its physical form or shape in order to achieve a purpose (such as weapons, armor, shovels, carpets, etc) will not generally function in the shape of an ethereal ioun stone (though secondary functions might still apply).

In adition, the Guardian automatically knows the Psionic Repair Damage power. It can use it to craft items from surrounding materials (assuming it has the necessary skills/feats), altough this fully drains his MP for the day for every day of work.

Immortal Mind (Ex): At 2nd level the guardian gains a +1 bonus to Int and Wis.

Meditation(Ex): A Guardian can't do much besides thinking so it becomes really good at that. As a full round action it may grant himself a bonus equal to it's HD on any Int or Wis-based skill untill the end of his next turn, or it may increase the ML of his next psionic power by 1 by increasing it's manifestation time as shown on the next table:

Original Manifesting time  New Manifesting time
Swift  Move
Move Standard
Standard Fullround
Other  Doubles

Rolling Stone(Ex):
When push comes to shove the Guardian is capable of some limited locomotation. It's capable of moving at a speed of 20 foot per round by rolling around the ground, altough no part of it actualy moves. It still has no Str/Con/Dex scores  so it can never deal damage or use combat maneuvers with this movement,  anyone can grab it, and it's still unable to use movement skills like tumble, climb and jump, so something like falling inside a pit it's a dead end. It could still block an oponent's path. It never threatens anyone or grants flanking bonus.
[/spoiler]

Comments
[spoiler]
The objective of the Guardian template is to turn the Character into a small sized limbless sphere. What can you do as a limbless sphere? Not much really. Besides psionics.

Since you lose your original body and your mind is stuffed into a ball you lose all your previous levels, but you get to gain free levels automatically to replace them. There's a precedent of this on the Blackguard.

The original objective of the Guardian template was to create almost mindless servants, but since playing that isn't that fun I put a clause the creator needs to pay an arm and a leg to assure control. The PC will be thus a "budget" guardian, with it's own will. But the possibility of the PC converting oponents into his toys is still there.

As finishing touches you get high DR for making up for your lack of regular defenses, easily blend with the scenario untill you manifest, and a small bonus for taking your time doing stuff.

Guardians on Athas (According to Athas.org)

[spoiler]Created during the Green Age, guardians are left utterly bereft of any sense of identity or personality by the transformational process and serve instead in a number of ways as immortal slaves for the society that created them.

A guardian can receive and understand complex instructions, and act on them where necessary, but it cannot conceive of itself as anything other than a servile device, a tool that exists to serve its masters.

Guardians are used as border guards, laborers, illumination, hunters, record keepers and so forth. Any task that can be carried out by an intelligent yet utterly dependent psionic mind can be assigned to a guardian.

The overwhelming majority of guardians date back to Athas‘ Green Age, as only a tiny handful still know the science of their creation. Over the millennia, time has not always been kind to the embodied psyches, however, and some guardians are extremely dangerous as a result. Whether through some deterioration in the embedding or, as some have suggested, through a vestigial resurgence of self-awareness, these guardians have become insane. Unable to effectively distinguish between friend and foe, order or obstacle, they lash out with devastating force at whatever they perceive to be a threat.

On Athas, the largest known concentration and use of guardians is in the area of Saragar. A great border network of guardians protects this place and the constructs are seen as integral cogs of local life. Most guardians of Saragar were criminals or deviants in life, and the embedding procedure was used as a particularly final form of punishment.[/spoiler][/spoiler]

Contributed by Stycotl from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 23, 2011, 08:01:50 PM
Owlbear

(http://t0.gstatic.com/images?q=tbn:CalEOYKVd0q5TM::zanegrant.org/zngrnt/sphpblog_0511/index.php?m%3D06%26y%3D08%26entry%3Dentry080612-190907&t=1&usg=AFrqEzcwfFwAB0aZMg_JIS0xA0ShToJMxg)

Class
[SPOILER]Hit Dice: d10

LevelBABFortRefWillSpecial
1+1+2+2+0Drunken Mistake, Track, +1 Str
2+2+3+3+0Improved Grab, Scent, +1 Str, +1 Con
3+3+3+3+1Great Owlbear, +1 Str
4+4+4+4+1Screech, +1 Str, +1 Con
Class Skills: 4/level (x4 at level 1) Balance, Climb, Handle Animal, Hide, Jump, Knowledge (Nature), Listen, Spot, Survival. 

Proficiencies: Owlbears are proficient with their own natural weapons.

Class Features:

Drunken Mistake (Ex): At first level an Owlbear loses all racial traits and features, and gains the Magical Beast type with all traits decided by that (basically darkvision 60 feet).
It is medium sized with a base land speed of 30ft.
It has two primary claw attacks that it may use together as a standard attack without penalty. Each claw deals 1d4+Str damage. It also gains a secondary peck attack that deals 1d6+1/2 Str damage.
It gains a natural armour bonus equal to it's Con Mod.

Owlbears are vicious and relentless; attacking anything bigger than a mouse on sight. Owlbear levels stack with Barbarian levels for determining uses of Rage/day, as well as stacking towards the levels needed to access Greater & Mighty Rage.

Track (Ex): The Owlbear gains Track as a Bonus Feat.

Strong as an Owl (Ex): At each level the Owlbear gains +1 Strength. At each even numbered level it gains +1 Constitution.

Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Scent (Ex): At second level the Owlbear gains the Scent ability.

Great Owlbear(Ex): At third level the Owlbear grows to Large size.

Screech (Ex): At fourth level the idea of blending a natural predator like the bear with something as unconventional as an owl finally starts to make sense.

As a Free Action 1/10 minutes the Owlbear may let out a high pitched screech. Any creature within 5ft/HD that fails a Fort Save (DC 10+1/2HD+Con Mod) is Dazed for 1 round +1 round/5HD. This does not affect the user, other Owlbears, deaf targets or targets under a Silence effect.[/SPOILER]

Done by Jobold-Bard from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 23, 2011, 08:10:33 PM
Dracotaur
(http://www.wizards.com/dnd/images/ex_dracotaur.jpg)
[SPOILER]Dracotaur
HD=d10
LevelBABFortRefWillSpecial
1st
+1
+2
+0
+0
Dracotaur body, +1 str,+1 con
2nd
+2
+3
+0
+0
Spit fire, +1 str,+1 con
3rd
+3
+3
+1
+1
+1 str,+1 con, Growth
Skills: 2 skill points +int, quadruple at 1st level Class skills: Balance, Intimidate, jump, Knowledge Arcana, listen, sense motive, spellcraft, spot, survival, swim

Proficiencies simple weapons, martial weapons, light armor and light sheilds

Class Features

Dracotaur body At 1st level a Dracotaur loses all racial bonus it had and gains monstrous humanoid traits, with the reptilian subtype. He's medium sized with darkvision 60', 2 natural claw attacks dealing 1d4+str modifier damage each as primary natural attacks, and one bite attack dealing 1d6+str modifier damage as a secondary natural attack. He has a base speed of 50. Because of their tails, Dracotaurs gets a bonus to balance ,jump and swim checks.At 1 HD it is a +2 bonus,At 3 HD it's a +4 bonus and for every 2 HD it gains a additonal +2.A dracotaur's lower body is like an horse, wich allows the dracotaur to count as riding for beneftical purposes. For example, a dracotaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes

In addition, a Dracotaur gains a bonus to natural armor equal to his constitution bonus.

Spit fire A Dracotaur can spit a glob of fire as a standard action. His spit is a sticky adhesive subsistence similar to alchemist’s fire. After he has spit he cannot spit again for 1 minute. It has a max range of 20 ft at 2HD, every 2HD after the second it's range increase by 10ft. Spit fire is treated as a ranged touch attack. At lv 2 it damages 1d6 and will augment by another 1d6 per 2HD. It last one round per 2 HD. Beacuse of it being a sticky substance it cannot be removed untill it's effects ends.

Growth At 3th HD a Dracotaur grows to large size(long).
[/SPOILER]

Done by Monkman from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 23, 2011, 08:15:37 PM
Awakened Gelatinous Cube

(http://t0.gstatic.com/images?q=tbn:cCODydNNSp1rOM::nwn.bioware.com/underdark/creature_gelcube.html&t=1&usg=AFrqEzfkY81mqH86HKQvtX4nk0PWEXLENA)

Class
[SPOILER]Hit Dice: d10
LevelBABFortRefWillSpecial
1+1+2+0+2Acid, Iconic Body, +1 Con
2+2+3+0+2Engulf, Holy Cr*p Where Did You Come From?, Paralysis, +1 Con
3+3+3+1+2Bud, Hypercube, +1 Con

Class Skills: (2+Int/level, x4 at Level 1) Balance, Climb, Escape Artist, Hide, Intimidate, Move Silently, Search

Proficiencies: Gelatinous Cubes are only proficient with their own natural attacks.

Class Features:

Iconic Body (Ex): The Gelatinous Cube is a legend amongst adventurers and scholars alike. At first level it loses it's racial traits and features and gains the Ooze type and the following Ooze traits:
[SPOILER]- Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
- Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
- Not subject to critical hits or flanking.
- Oozes eat and breathe, but do not sleep.
[/SPOILER]
It is Medium size with a land speed of 20ft.

It gains a slam attack that deals 1d4+Str damage+acid (see below). It also has a natural armour bonus equal to it's Con Score.
It has neither eyes, mouth nor a brain in the traditional sense, but to make up for this it gains Blindsight 60ft, and is immune to Mind Affecting effects. It can also "speak" by vibrating itself to create soundwaves that mimic speech.

It is incapable of fine manipulation, but can extend a tendril of goo and use it as a hand (assuming the thing it touches can resist it's acid/paralysis (see below).
Gelatinous Cubes may use magic items by engulfing them into bubbles that protect them from it's acid. It may only absorb one item for each body slot eg. if it absorbed a Cloak of Charisma and then tried to absorb a Cloak of Resistance, the Cloak of Charisma would be wrecked by it's acid.

Acid (Ex): Gelatinous Cubes endlessly excrete a corrosive acid. Any creature hit with it's slam attack, is engulfed by it or makes contact with it at all is dealt 1d6+1d6/2 additional HD acid damage.
This acid can be applied to objects/surfaces by touching them, and ignores 5 points of hardness/HD, melting the object/surface away is it loses hit points.
The acid has no effect on metal or stone.

Holy Cr*p, Where Did You Come From (Ex): Gelatinous Cubes are specialist hunters. Generally they have a green or blue tinge to their mass, but as an immediate action useable at will they can make that fade to near perfect translucency, granting themselves a form of crude all-purpose camoflague.
They gain a racial Hide bonus equal to their HD, which doubles as long as they take no actions besides move actions. They do not need cover  or any other factors to use this ability, and may move their full speed without penalty to the Hide checks.
Any creature that fails to spot the Gelatinous Cube and enters it's space is automatically Engulfed with no Attack of Opportunity or Save.

Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down creatures of it's size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10+1/2HD+Str Mod) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.

Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a Fortitude save (DC 10+1/2HD+Con Mod) or be paralyzed for 1d6+1/4HD rounds. The cube can automatically engulf a paralyzed opponent.

Stat Boosts: At each level the Gelatinous Cube gains +1 Con.

Hypercube (Ex): At third level it becomes a Gelatinous Hypercube, Lord of All Oozes. It grows to large size and it's slam now deals 1d6+Str+acid.
As a Hypercube, is no longer vulnerable to the effects of the Ring of Ooze Riding.
It also gains Electric Resistance equal to 1/HD, which becomes full Immunity at 15HD.

Bud (Ex): 1/day for each 3HD it has the Gelatinous Hypercube may bud off a portion of it's mass, granting it a semblance of the sentience it posesses.
Budding requires a full round action and the resulting "stub cube" uses the elite array and is a Gelatinous Cube of the creator's HD-2 (though they never gain their own Bud ability), except it is Small size (20ft land speed, 1d3+Str+acid slam damage), becoming Medium at 4HD.
After the three Gelatinous Cube Levels they gain generic Ooze HD (d10HD, Good BAB, Good Fort & Will Saves, 2 skill points/level with the Gelatinous Cube class skills). For the first of generic HD and for every two generic HD they gain one of these abilities:
[SPOILER]Fly speed doubling land speed with Good Maneouverability.
Swim Speed doubling land speed.
DR 1/2HD/magic & bludgeoning.
SR 10+HD.
Fast Healing 1/2HD.
Slam gains +1 enhancement bonus/4HD.
+1/2HD insight bonus to AC.
+2 enhancement bonus to stat of creator's choice.
1/2HD resistance to any one element.
Slam attack harms incorporeal targets.
Slam attack takes on one material or alignment quality.[/SPOILER]

It will obey commands from it's creator to the best of it's abilities, and if left without instruction it will move in random directions until it comes across organic material, at which point it will use it's Holy Cr*p... ability and move to engage them.

Stub Cubes last for 1 hour before melting into a pool of acid that covers a single 5ft square and deals 1d6 acid damage to any creature that makes contact with it, becoming inert after 3 rounds. The creator may intentionally melt it's Stubs as a free action.[/SPOILER]

Comments
[SPOILER]A monster very close to my heart, the Gelatinous Cube.

The acid as well as the Engulf & Paralysis DCs now all increase.

Hypercube is to differentiate it from normal cubes and to make up for the fact that it's a cube of goop with nothing too special otherwise (an also means another player/enemy can't jump into it and use it as a mount).

Bud is something based on their reproducion methods according to Wikipedia.
[/SPOILER]

Done by Kobold-Bard from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 23, 2011, 08:35:07 PM
Treant
 
(http://www.wizards.com/dnd/images/ci_treant.jpg)(http://1.bp.blogspot.com/_nmUba7DUZ64/TMcsyayRPMI/AAAAAAAAAl4/FSsVjIw5m6A/s1600/treant.jpg)
 
[spoiler]
HD: D8
 
Skills: 2 + Int mod (x4 at first level)
Class Skills: None
Weapon and Armour Proficiencies: You are proficient only with your natural weapons.
 
LevelBase Attack BonusFortRefWillClass Features
1+0+2+0+0Treant Body, Like a tree Str +1
2+1+3+0+0Animate Trees, Str +1, Con +1
3+2+3+1+1Growth, Str +1
4+3+4+1+1Reinforced Bark, Str +1, Con +1
5+3+4+1+1Trample, Entangle, Str +1
6+4+5+2+2Growth, Str +1, Con +1
7+5+5+2+2Woodland Guardian, Str +1
8+6+6+2+2Master of the Wild, Str +1, Con +1

Class Features:
 
Treant Body:
You lose all other racial bonuses, and gains Plant traits. You gain two slam attacks that deal 1d6 damage + Str mod each. You suffer no penalty for attacking with both your natural weapons in the same round, and can attack with both as a standard action. Additionally, your natural attacks deal double damage against objects. You also gain the Improved Sunder feat as a bonus feat.
 
You gain 30 base speed and medium size.
 
You takes +50% damage from any fire-based attack and gain a bonus to natural armor equal to 1 + Con mod. Whenever you increase in size, your natural armor bonus increases by 1.
 
Like a tree:When standing perfectly still and holding togheter his legs, a treat is nearly undistinguishable from a tree. Only by digging below it may one notice it has no actual roots.

Ability Bonuses:
You gain a +1 bonus to Strength at each level and a +1 bonus to Constitution at each even-numbered level.
 
Animate Trees:
At 2nd level you gain the ability to animate nearby trees. You may use this ability once per day per HD. This ability takes a standard action to activate.
 
When this ability is activated, you must pick a number of trees equal to your HD/4 (minimum 1) within 100ft + 10ft/level. These trees become Treants (as per this monster class, each animated tree has number of levels equal to your Treant level-2, minimum 1.) for a number of hours equal to your HD.
 
Treants created this way take one round to uproot. They may not use their Animate Trees ability. They are created with the elite array (15, 14, 13, 12, 10, 8).

You can control a maximum number of Treants equal to your HD/4 (minimum 1).

Growth:
At 3rd and 6th level, you increase by one size category and gain all the benefits and penalties associated with that. You do not gain any stat improvements.

Reinforced Bark:
At 4th level, you gain DR/Slashing equal to half your HD.

Trample:
At 5th level, you gain the ability to make a Trample attack. The save DC for your Trample is equal to 10 + 1/2 HD + Str mod.

Entangle:
At 5th level, once per day per HD the Treant can root itself in the ground and bring to bear its most lethal weapons; its roots. The Treant may, as a full-round action, unleash a number of roots equal to Ľ its HD. Each root may target a different opponent and more than one root can target a single opponent.

Each root is counted as a ranged touch attack with an increment of 10ft/HD. Any opponent successfully hit by a root takes damage as if hit by one of the Treant's slam attacks. Additionally, the Treant may attempt to start a grapple as a free action.

A root that targets an opponent touching the ground gets a bonus on the grapple check equal to ˝ its HD but does not gain a size bonus. A root that targets an opponent not touching the ground does not get this bonus but, once grappled, the opponent immediately falls to the ground and takes falling damage appropriate for the height fallen.

Once the Treant is rooted, additional uses of this ability require only a standard action to use. The Treant cannot move until it unroots itself, requiring a full-round action.

Woodland Guardian:
At 7th level, you gain the ability to create trees around you. As a standard action once per day per HD you can cause 1/HD trees to grow at any location within 300ft + 100ft/HD. These trees can be turned into Treants with your Animate Trees ability. You cannot create trees at a location where it would be unsuitable; such as in a square currently containing a creature or immovable object.

Additionally, when you are within 100ft of a tree you gain a bonus to hide checks equal to your HD, you ignore the penalty any penalty to hide checks for big size, and can hide whitout actualy having any cover, as long as the trees around you are at least your size.

Master of the Wild:
At 8th level, you gain a permanent aura out to 60ft + 10ft/HD. Any creatures with the Plant type that are affected by this aura gain a competence bonus on all attack and damage rolls equal to your Con mod. Additionally, they gain a morale bonus to save equal to 1/2 your Con mod. You do not benefit from this aura, but your DR/slashing doubles to be equal to your HD.

[/spoiler]

Done by Niezk from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Littha January 23, 2011, 08:37:42 PM
That picture scares me :sofa
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 06:54:27 PM
Kyton (Chain Devil)
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG53.jpg)
[spoiler]
Hit Dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Body of Bindings, Chain Rakes 1d4, +1 Str
2nd
+2
+3
+0
+3
Devil, Clattering Skin +1 Dex
3rd
+3
+3
+1
+3
Unerving Gaze, Chain Reach +1 Str
4th
+4
+4
+1
+4
Dancing Chains +1 Dex
5th
+5
+4
+1
+4
Regeneration, +1 Str
6th
+6
+5
+2
+5
Capture, +1 Dex
Skills:4+int modifier per level, Class skills are The Kyton’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Listen (Wis), Profession (Wis), and Spot (Wis).

Weapon and Armor Proficiencies: Kytons are proficient with their own natural weapons, simple weapons, any 2  martial weapons,  and with the spiked chain, but with not armor or shields. A Kyton’s body chains do not count toward the weight of its equipment.

Class Features:
Body of bindings(Ex): The Kyton loses all other racial bonuses and gains Outsider  traits. He's a medium sized Outsider with base land speed of 30 feet and  darkvision 60 feet, two ‘Chain Rake’ natural attacks (See Chain Rakes) and a natural armor bonus equal to his Constitution modifier.

Chain Rakes(Ex): At first level a  Kyton gains two natural ‘Chain Rake’ attacks that use the chains wrapping its body as deadly weapons. These ‘Chain Rakes’ deal 1d4+Str Damage.   Any feats the Kyton has regarding its chain rakes (such as Weapon Focus or Improved Critical) apply to using a spiked chain and vice versa.

A Chain Rake may be sundered, with the chain treated as having hp and hardness as a Spiked Chain, but immediately after this the broken pieces broken from the sundered chain wrap themselves automatically in around the Kyton and recreate a whole chain, and the Kyton may continue to use both of his Chain rake attacks without penalty.

The Kyton’s Chain Rakes are treated as a spiked chain for all weapon-like  purposes (2-handed weapon when dealing with Disarm attempts, Weapon Finesse applies, They are Trip Weapons and Disarm Weapon, etc) However the Kyton is able to’ wield’ the chains one-handed. In order to use both of his chain rake natural attack’s the Kyton must have both of his hands free, in order to use one chain rake attack, he must have one hand free.

Upon reaching  3HD the Chains deal 1d6+Str damage each, and at 6HD the chains deal 2d4+Str damage each.

Ability increase:
The Kyton gains +1 Str at levels 1, 3, 5, and +1 Dex at levels 2, 4, and 6.

Chain Reach(Ex): At second level  Kyton’s chain rakes have a reach of 10 feet. Like a spiked chain, a Kyton’s chains may be used against adjacent targets as well as targets at its maximum reach in the same round.

Devil(Ex): At second level the Kyton gains a bonus on saves against poison and resistance to cold equal to their HD, and resistance to acid and fire equal to half HD. He can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feet and an extra 10 feet for each extra HD besides this.

He also gains the evil and lawful subtypes, and his natural attacks and any weapon he wields count as evil and lawful aligned for purposes of bypassing DR.

Clattering  skin(Ex): At second level  the Kyton gains DR/good equal to half his HD and SR=11+HD.  In addition, the Kyton gains a racial bonus on all Craft (Metalworking) skills equal to his HD.

Unnerving Gaze (Su): Starting at 3rd level, a Kyton can make its face resemble one of the opponent’s departed loved ones or bitter enemies. Those subjected to the gaze must succeed on a Will save (DC 10 + 1/2 HD + Cha modifier) or take a –2 morale penalty on all attack rolls for 1d3 rounds. The gaze affects all enemies within a 15 foot radius, plus 5  feet  for every 3 HD the Kyton has. The Kyton can use this ability a number of times per day equal to his HD. Any creature that successfully saves against this effect cannot be targeted by it again for 24 hour.

Dancing Chains (Su): As a standard action, a Kyton of 4th level or higher may attempt to control one  unattended chain within a 20ft radius per 3HD. In order to target a chain, it must be within 20ft, but after this the Kyton can make it move as a dancing weapon as he wishes.  In addition, the Kyton can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs (the chains return to their normal length and shape when the Kyton stops controlling them).
 Each chain may make one attack per round, as if the Kyton were wielding it directly, on any creature within a 10 foot radius of the chain. A Kyton can climb chains it controls at its normal speed without a Climb check.

Any attended chain may also be affected, but the creature attending to the chain gets to make a will save (DC 10+1/2HD+Cha) mod, or else they lose control of the chain. If they succeed on this check the Kyton may not possess this chain for the next 24 hours (unless it becomes unattended)

A Kyton may use this ability for a number of rounds per day equal to his (HDxCha mod) if a Kyton controls two chains, each round is treated as two rounds, and if a Kyton controls three chains each round is treated as three rounds, and so forth.

Regeneration (Ex): A Kyton of 5th level or higher takes normal damage from fire, acid, and blessed weapons (if they bypass the Kyton’s damage reduction), but otherwise is treated as Having Regeneration equal to half its HD.

Capture (Ex): At sixth level woe befalls any opponents struck by the Kyton’s terrible chain attacks, and creature struck by 2 of the Kyton’s Chain Rake attacks (or by 2 dancing chains, or 1 Dancing chain and 1 rake attack) in the same round  the target becomes entangled, as per the net, and can only move within the limits that the chain allows. The chain needs no folding. Every round the target is entangled, it suffers damage equal to 1d4+the Kytons strength modified.   The Kyton gains a +4 racial bonus on the opposed strength check to gain control of the trailing chain.
[/Spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 06:56:55 PM
Flind gnoll
(http://pensotopia.com.br/wp-content/uploads/2010/08/flind.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 1+ 2+ 0 +2 Flind body, Flind Combat, +2 Str.
2+ 2+ 3+ 0 +3 Brutality, +1 Str.
Skills: 4+int modifier, quadruple at 1st level. Class skills are Climb (Str), Concentration  (Con), Craft (Int), Handle Animal (Cha), Heal  (Wis), Hide (Dex), Intimidate(Cha), Jump (Str), Knowledge  (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen  (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival  (Wis), Swim (Str), and Use Rope (Dex).

Proficiencies:Simple weapons, light armor, light and heavy shields, one exotic weapon of their choice.

Features
Flind body:At 1st level a flind gnoll loses all racial bonus it had and gains  humanoid traits. He's a medium humanoid with base speed 30 and darkvision 60 foots.

It gains a bonus to natural armor equal to his Con modifier.

Ability increase: the flind gnoll gets a permanent +2 to Str at first level and +1 at level 2 for a total of +3 Str at 2nd level.

Flind combat: flind gnolls are specialists at fighting both harder and smarter. Whenever they threaten a critical hit in melee they may perform a disarm atempt against the hit oponent as a free action whitout provoking attacks of oportunity. This atempt may also be used to "disarm" a natural weapon by hiting it in a way that the creature cannot use it to attack untill the begginning of the flind gnoll's next turn.

Brutality: A flind gnoll gains a number of "Brutality" charges equal to his own HD. As a immediate action the flind gnoll may spend a brutality charge to add his Str bonus to either one of his Saves, two Skills, all Ability checks, or Caster Level(if it gets spellcasting or SLAs from other sources) . This bonus lasts for 1 round and the flind gnolls recover those charges at a rate of 1 every minute.

The Flind Gnoll may also recover a Brutality charge by scoring a sucessfull critical hit against an oponent.

At 5 HD, and every 5 HD thereafter, they may use an extra Brutality charge in a single round as a free action, provided it applies to something new, and the Gnoll already spent his immediate action for the round on Brutality.

 [/spoiler]


Comments:

[spoiler]
Flind gnolls are bigger and stronger cousins of gnolls, and they know how to put that extra strenght to good use.

First level grants the iconic disarm ability, plus an extra for weaponless oponents. Second level grants the brutality to reflect their bully nature of using gnolls as expendable minions thanks to their superior strenght.

There's some caster multiclassing potential in there as Str CL can be quite usefull, at the cost of delaying your caster progression by 2.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 07:02:04 PM
Werelizard

(http://www.wizards.com/dnd/images/sand_gallery/87627.jpg)

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

Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another Werelizard and contracted lycanthropy.
HD:d8
LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Alternate form(lizard), Lizard empathy, Lunar body, Reptilian Senses
2nd
+2
+3
+3
+0
Alternate form(hybrid), Lunar Hide
3rd
+3
+3
+3
+1
Growth, Sharpened Bite
4th
+4
+4
+4
+1
Curse of lycanthropy, Devour
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A Werelizard gains proficiency with their own natural weapons

Features:

Lunar body(ex): Werelizards retain old racial modifiers and gain the Shapechanger subtype. They gain low-light vision if they did not already possess it.

A Werelizard gains natural armor equal to its con bonus while in lizard or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

Lizard empathy: a werelizard can communicate with wolves and dire wolves regardless of form and gains a +4 bonus on charisma based checks to influence them.

Alternate Form (Su): At first level, a Werelizard can take lizard form. The Werelizard must choose to either become Crocodile, Monitor or Horned Lizard at 1st level. This choice cannot be changed hereafter. While in lizard form, a Werelizard cannot use weapons but gains a bite attack dealing 1d6 damage; dependant on type chosen there are different modes of movement are allowed. A Werelizard can transform 1/day/HD, and can remain transformed indefinitely.

A Crocodile in Lizard form has a set speed of 20 ft. land & 30 ft. swim. While in lizard form it gains Improved Grab as a special ability, and may drag the opponent down with its jaws dealing 1d6+Str Mod Damage.

A Monitor in Lizard form has a set speed of 20 ft. land & 30 ft. swim. While in lizard form it gains Great Fortitude as a special ability and while in forests its natural bonus to Hide & Move Silently increases to HD. A Monitor Werelizard while transformed, hybrid or lizard, is large and may not choose to be smaller.

A Horned Lizard in Lizard form has a set speed of 20 ft. land & 20 ft. burrow. While in lizard form it gains Spines as a special ability. An opponent that hits it with a melee attack automatically takes 1d4 points of piercing damage. This damage increases with each size category the creature grows.


For every level in Werelizard, or for every two in another class, the Werelizard's alternate form improves as shown below
Werelizard level+1/2 other levels Ability improvements
1+1dex
2+1dex, +1con
3+1str, +1dex, +1con
4+1str, +2dex, +1con
5+1str, +2dex, +2con
6+2str, +2dex, +2con
7+2str, +3dex, +2con
8+2str, +3dex, +3con
9+3str, +3dex, +3con
10+3str, +4dex, +3con
11+3str, +4dex, +4con
12+4str, +4dex, +4con
At second level, a Werelizard can assume hybrid form. While in hybrid form, a Werelizard gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can wield any weapons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size.

Reptile Senses: a Werelizard gains the Alertness feat and gains a bonus on Hide and Move Silently equal to its 1/2 its HD.

Lunar Hide:
At 2nd level a Werelizard gains DR/silver equal to half it's HD.

Growth: At 3rd level, a Werelizard's alternate forms become large. A Monitor Werelizard's alternate form becomes huge.

A Werelizard of 12 HD or more may choose to become huge by expending two normal transformations. A Monitor Werelizard may choose to become gargantuan by expending two normal transformations.


A Werelizard of 16 HD or more may choose to become gargantuan by expending three normal transformations. A Monitor Werelizard may choose to become colossal by expending three normal transformations.


A Werelizard of 20 HD or more may choose to become colossal by expending four normal transformations. At this point the Monitor Werelizard may expend 1 transformation to become Gargantuan and two to become Collosal.
 
Sharpened Bite:
At 3rd level a Werelizard’s bite becomes even more deadly. Their bite improves to 1d8 + Str Modifier Damage. As well at this point the Werelizard has become so use to biting that it gains Improved Natural Attack (Bite).

Curse of lycanthropy:
At 4th level a Werelizard can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

Devour (Ex):
Whenever a Werelizard deals damage with its mouth, it regains a number of hit points equal to half the damage inflicted. Any excess gained becomes temporary hit points which last for a maximum of one hour. [/spoiler]

Done by un_known from GITP, some tweaks by me.


: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 07:27:20 PM
Sea Hag
(http://cryptlogic.net/images/gallery/illustrations-2003/original/Sea%20Hag.jpg)
[spoiler]
Hit Dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Hag of the Sea, Drowned Most foul, +1 Str
2nd
+2
+3
+0
+3
As the Water Does, Evil Eye, +1 Cha
3rd
+3
+3
+1
+3
Crystal Eye, +1 Cha
4th
+4
+4
+1
+4
Weakeningly Vile, +1 Str
Skills: 4+int per level, class skills are Bluff, Craft, Hide, Knowledge (Any), Listen,  Spot, and Swim.

Proficiencies: The Sea Hag is proficient with her own natural weapons, but she otherwise gains no new weapon or armor proficiencies

Features:
Hag of the Sea: The Sea Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 40’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
As a creature with a swim speed, the Sea Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress
Ability Score Increases: The Green Hag gets +1 Con at 1st  level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

Drowned Most Foul: The first level Sea Hag appears little better than a long since drowned  human, half elven or elven woman who died upon reaching adulthood,  Many have little idea of what they are, but are quickly rejected from humanoid societies when this begins to develop. The Sea hag ages and rots prenaturally fast, and accelerates her vile transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.

As the Water Does: At second level the Sea Hag has begun to become so waterlogged and foul that she seems to become unnaturally tough acquiring SR equal to 11+HD.

Evil Eye: At second level the Sea Hag can cause ruin and destruction by simply turning a cruel gaze upon creatures. By turning her wicked gaze upon a target whitin 10 feet per HD, that need not see her, the Sea Hag may, as a Standard action, require an opponent must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) will save or become dazed  for one round. Evil Eye is a Fear effect. The Sea Hag may use this ability a number of times per day equal to her charisma modifier (min 1).

Upon reaching 8HD the sea hag may instead show a creature their own death with this effect, the creature must succeed on a Fortitude save of the same DC or be dazed for a number of rounds equal to her charisma modifier,

Upon reaching 12 HD, after rolling the initial save, they must succeed on Will save of   DC (10+1/2 the Hag’s HD+ Charisma score) or die outright from fear. This is a Fear Effect, and the Sea Hag may choose to supress it if she wishes to only daze an oponent.

Weakeningly Vile: At fourth level a Sea Hag is a special king of vile, she is treated as having the willing deformity feat, but she does not gain the normal +2 to intimidate scores. Rather the Sea Hag’s skin is even more foul than a Green or Anis Hags could possibly be, even drowned humans and miserable undead shudder to see a Sea Hag. Any creature whitin 10 foot per HD (Besides another Hag or anyone the Hag considers an ally) that looks upon her must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or immediately suffer 1d6 points of strength damage. This cannot reduce a creature’s strength beyond 0, but a creature so reduced to 0 strength is helpless. A creature that succeeds on its save against this effect cannot be effected for another 24 hours.  The Sea Hag may use this ability a number of rounds per day equal to her HD+ her charisma modifier (min 0).
For every four extra HD this damage increases by an extra 1d6 strength damage.


Crystal Eye: At third level, the Sea Hag may create a simple magic trinket, that can be used by her, and two other Hags or other spell casters. Any Hags or creatures to be allowed to use the Crystal eye must  be involved in the creation of this trinket and  must be present at its creation, which requires 24 hours. This trinket requires 50 gold in raw materials.  After this the trinket becomes a disembodied eye that any of the three Hags or spell casters may see through whenever it may wish, so long as the creature seeing though it is on the same plane of existence. This Crystal eye has hardness 5 and 10 hit points. If it is destroyed the Sea Hag, and any Hags or Spellcasters involved in it’s creation suffer 1d10 points of damage and the Sea hag is blinded for 24 hours.[/spoiler]


Done by ChumpLump from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 07:30:09 PM
Green Hag
(http://www.wizards.com/dnd/images/eo_hag_med.jpg)
[spoiler]
Hit Dice:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Hag Body, Withered Hag, Foul is Fair, Dancing Lights, +1 Con
2nd
+1
+3
+0
+3
Earth hath bubbles, Disguise self, Dark Familiar, +1 Str
3rd
+1
+3
+1
+3
Invisibility, Pass without trace, +1 Cha
4th
+2
+4
+1
+4
Tongues, Water Breathing, Weakening Touch, +1 Cha
5th
+2
+4
+1
+4
Weird Sisters, Dark Augury, +1 Str
Skills:4+int per level, class skills are Bluff, Concentration, Craft, Hide, Knowledge (Any),  Listen,  Spot, and Swim.

Proficiencies: The Green Hag is proficient with her own natural weapons, she otherwise gains no new weapons or armor proficiencies.

Features:
Hag Body: The Green Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 30’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
As a creature with a swim speed, the Green Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress.

Ability Score Increases: The Green Hag gets +1 Con at 1st  level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

Withered Hags: The first level Green Hag appears little different than a sickly human, half elven or elven woman who has just reached adulthood, ranging from average to attractive in appearance, that is a bit malnourished and unhealthy. Many have little idea of what they are, having been secreted away in human society. However, her true nature soon asserts herself. The green hag ages prenaturally fast, and accelerates her transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.


Foul is Fair: The Green hag gains the following Spell Like abilities at the following levels: the Green Hag can use each SLA a certain number of times per day depending on its HD. Saves are 10+1/2HD+Cha mod.
Level      Spell             Uses per Day
1st       Dancing Lights       2/day per HD
1st      Ghost Sound*       2/day per HD
2nd       Disguise Self       1/day per HD
3rd      Invisibility          1/day per HD
3rd      Pass without Trace    1/day per HD
4th      Tongues              1/day per HD
4th       Water Breathing   1/day per HD

*When the Green Hag uses Ghost Sound, she may use it to perfectly imitate the sound of animal that is native to the swamp. (Alternatively the DM may allow for this ability to imitate the sound of any animal from the area where the Green Hag hails from.)

Further a green Hag levels stack with levels of Sorcerer the green takes for purposes of spells per day, caster level and spells known. So for example a green hag 2 who takes a level of sorcerer would count as having 3 levels of sorcerer(2+1) and gain the spell slots and spell known that a sorcerer gains when leveling from level 2 to 3, but not the spell slots and spell known that a sorcerer gets from level 1 to 2, He would get the familiar ability, but half-dragon levels wouldn't count for it.

Earth Hath Bubbles: At second level the Green Hag has begun to grow ugly, as her skin begins to discolor with terrible gangrene like rotting and warts. She begins to grow unnaturally tough as a result of the transformation, acquiring SR equal to 11+HD.

Dark Familiar: At second level the Green Hag gains a familiar like a sorcerer would at first level, except that it has a foul aspect just like the green hag, altough it could still pass like a normal animal.  The familiar counts all HD of the character for it's level, but doesn't stack with other familiar abilities. Upon reaching 7HD the Hag’s familiar Improves as per the ‘Improved Familiar’ Feat, except that it may retain the old looks. The Hag retains her familiar bonuses, and never loses exp for losing a familiar.

Weakening Touch: At fourth level the Green Hag  gains a weakening touch attack.  After a successful touch attack as a standard action an opponent must succeed on a  DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or suffer a penalty (not damage) of 1d4 points to their Str score. The Green Hag may use this ability a number of times per day equal to her HD+ her charisma modifier (min 0). Multiple Weakeneing touches stack, and the penalty can drop an oponent to 0 Str. This attack can be channeled trough natural weapons or trough targeted spells as a free action, but only once per turn.

For every 4 HD from here the penalty increases by an extra 1d4.

Weird Sisters: At fifth level, the Green Hag may bond with up to two other spell casters or Hags, creating a strange sistership between The Green Hag and the others. The targets of this binding need not be willing, or aware of it, but the Green Hag must spend 24 hours within 100 feet of the targeted creatures to create this binding.  The two or three have been bound they may communicate telepathically over any distance so long as they are on the same plane.

If the hag has bonded with one creature, or has bonded with two creatures but only one is present, the two bound creatures may work together for the following effects
As long as the two stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +1 circumstance bonus.
With a full round action they may both focus on casting the following spell like abilities, Caster level is equal to the Green Hag’s HD+1. DC(10+1/2 the Hag’s HD+ Charisma score+1)
~ Animate Dead 1/day for each 2HD the Green Hag has
~ Bestow curse 1/day for each 2HD the Green Hag has
~ Dream 1/day for each 2HD the Green Hag has
~ Mind Blank 1/day for each 3HD the Green Hag has

If the hag has bonded with two creatures who are both present, the three of them may work together for the following effects
As long as the three stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +2 circumstance bonus.
With a full round action they may both focus on casting the above spell like abilities and the  following ones as well, Caster level is equal to the Green Hag’s HD+2. DC(10+1/2 the Hag’s HD+ Charisma score+2)
~ Control Weather 1/day for each 2HD the Green Hag has
~ Forcecage 1/day for each 3HD the Green Hag has
~ Polymorph 1/day for each 3HD the Green Hag has
~ Veil 1/day for each 3HD the Green Hag has
~ Vision 1/day for each 3HD the Green Hag has

Dark Augury: At fifth level, the Green Hag may perform a terrifying dark ritual in order to ascertain truths about other’s futures.  1/week per 5HD the Green Hag has she may spend 10 minutes reaching into the depths of foul knowledge’s in order to answer any question passed to her about the Future. This effect works exactly as Augury cast by a Cleric of level equal to the Green Hag’s HD, except as noted. There is a 60%+1% per HD of Green Hag, to a Maximum of 80%,  chance that the answer will be accurate. If the answer is inaccurate, the result is ‘Woe,’ and whatever might have been is twisted by the dark implications of the Hag. If the DM is feeling unimaginative this effect may simply mirror an immediate ‘Bestow Curse’ of the DM’s choosing cast upon the person posing the question (Could potentially be the Hag.)  At 12HD, this curse effect can instead  mirror 'Greater Bestow Curse.'
[/spoiler]


Comments:
[spoiler]
I figure the Annis Hag provides the Evil Giant Protection, The Green Hag Provides the Convoy spells and the Sea Hag provides the Eye. Complete Coven of witches.

As for the Green Hag‘s Familiar, and Dark Augury, I’ve always felt that the Hags aren’t nearly Witchy enough. The green Hag, being the most spell-casty of the Convoy ought to have some sort of ‘Macbeth like prophesy’ ability.

I know most monster classes do not gain familiars, but the very idea of a familiar comes from witches, and their dark avatars of demons. Rather than making the Green Hag terribly vile and horrid, I figured virtual spell casting, a familiar, and  a convoy like ability should be enough.

The Sea Hag’s Evil Eye can kill, but not as easily. One must fail both a Fortitude and a Will save. And it has been reduced to 1/day starting at 12 level.

[/spoiler]

Done by ChumpLump from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 07:53:08 PM
War Troll(Prc)
(http://www.wizards.com/dnd/images/iw_war_troll.jpg)

[SPOILER]War troll(Prc)
HD=d12
Special: Need 5 lv of the troll class
LevelBABFortRefWillSpecial
1st
+1
+2
+0
+0
Bonus feat, +1str +1con
2nd
+2
+3
+0
+0
+1str +1con, Forged by magic
3rd
+3
+3
+1
+1
+1str +1con, Improved Regeneration
4th
+4
+4
+1
+1
+1str +1con, bonus feat
5th
+5
+4
+1
+1
+1str +1con, dazing blow
6th
+6
+5
+2
+2
+1str +1con , bonus feat
7th
+7
+5
+2
+2
+1str +1con,Master Of the dazing blow

Skills: 2+int modifier per level,. Class skills spot, listen, climb, jump, swim, knowledge(war), intimidate, ride, tumble

Proficiencies: All simple weapons, martials weapons, light and medium armor, light and heavy shields

Bonus feat: a war troll can select a feat from the fighters bonus feat and war troll lvs count as fighter lvs for selecting feats

Forged by Magic (Ex): War Trolls are engineered by powerful arcane spellcasters to be unstoppable engines of war. At 2th level, a War Troll gains Damage Reduction equal to 1/2 its HD, this damage reduction is penetrated by adamantine. Additionally, these spellcasters made the War Troll especially resistant to magic; war Trolls have Spell Resistance equal to their HD + 11.

Dazing blow A war troll can use this ablilty 1 time per day per HD.This ability is  a might swing that dazes(1 round) the opponent unless he make a fortitude save equal to 10+1/2HD+str modifier.This ability is considered a free action, the war troll  may only use this ability one time per round and the war troll declares this ability before the attack .

Improved Regeneration: Equal to his HD. Only acid  deals normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Master Of the dazing blowThis ability funtions like dazing blow but the war troll is now able to use dazing blow several times a round.He gains 5 additional  uses per day and he is able to declare it after knowing if his oponent was hit or not.
[/SPOILER]

Done by Monkman from GITP, some tweaks by me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 08:05:04 PM
Rust Monster

(http://t0.gstatic.com/images?q=tbn:BtoevXjm0RiwmM::www.nerdnyc.com/phpBB3/viewtopic.php?f%3D1%26t%3D43235&t=1&usg=AFrqEzdTIp_eHYxvZyEgpZDfurLmD6tDtg)

Class
[SPOILER]Hit Dice: d8
LevelBABFortRefWillSpecial
1+1+0+2+0Body of Rust, Rust, +1 Dex, +1 Con
2+2+0+3+0Search & Erode, +1 Dex, +1 Con
3+3+1+3+1Fleet of Foot, Rust Advancement +1 Dex, +1 Con

Class Skills: (4+Int/level, x4 at Level 1) Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Spot, Survival, Tumble

Proficiencies: Rust Monsters are proficient with their own natural attacks.

Class Features:

Body of Rust (Ex): At first level the Rust Monster loses all Racial Traits and Features and gains the Aberration Type and all Traits of that.
It is Medium sized with a base land speed of 40ft, and counts as a quadraped for all applicable situations.
It gains a primary Antennae attack that may use it's Rust ability to a target (it actually has two Antennae, but they both attack as one).
It also gains a secondary bite attack that deals 1d3+1/2Str damage.
It gains a Natural Armour bonus equal to it's Con Mod.

Rust Monsters may not use metal items. This includes metal armour, metal weapons, magic rings, magic helms or any other magic items that are described as being made mostly out of metal or where the specific metal part would be one required to be in contact with the Rust Monster.

Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC 10+HD+Con Mod) or be dissolved.

Instead of reducing it to pieces, a Rust monster may choose to cover the item in a layer of rust. That renders the item useless as well, but one hour of energetic scrubbing and oiling will make it useable again. Prestidigiation cannot remove this rust. This option still grants full Rust Points (see below)

Each time a Rust Monster destroys metal with this abilty it adds the rusty dust to it's own body. For every 4lb of metal destroyed (DM's best estimate when no weight is listed) the Rust Monster gains 1 Rust Point. As a Swift Action the Rust Monster may spend any or all of these points in whatever configuration they choose to gain one or more of the following bonuses:
[SPOILER]Burrow, Swim or Climb speed equalling land speed (1 point [1])

Fly(Good) speed equalling land speed (4 points [6])

DR 1/2HD/magic (2 Points [1])
- Improve DR by 1 (2 points/increase [1])
- Add Alignment or dmg type to DR (2 points [4])

SR 11+HD (4 points [4])
- Improve SR by 2 (2 points/increase [6])

Fast Healing 1/2HD (4 points [6])
- Improve FH by 1 (2 points/increase [8])

Antennae, Bite & Rust Cloud gain +1 enhancement bonus (2 points [3])
- Improve bonus by 1, either as an enhancement bonus; max +5 pre-epic or via valid weapon abilities; max +5 pre-epic (2 points/increase [5])

+1/2HD armour bonus to AC (2 points [1])
- Improve AC bonus by 1 (1 point [3])
- Change AC bonus to another valid type (4 points [6])

+2 enhancement bonus to stat of user's choice (2 points [4])
- Improve Stat Boost to +4 (6 points [8])
- Improve Stat Boost to +6 (10 points [12])

1/2HD resistance to any one element (2 points [2])
- Improve Resistance by 1 (1 point [4])
- Make Resistance apply to Acid, Cold, Electric, Fire & Sonic simultaneously (8 points [8])

Antennae, Bite & Rust Cloud take on one material or alignment quality (4 points [6])

The number in brackets "()" is how many Rust Points the ability requires. The number in square brackets "[]" is the minimum HD the Rst Monster must have to be able to use that ability.[/SPOILER]
All improvements only apply to the listed Rust ability (so not to features obtained by other racial abilities/items/spells etc.), and to use an improvement you must first activate the base ability.

All abilities last for 1 round +1 round/HD. A Rust Monster may not have more Rust Points than it's HD+2 without the Increased Rust Capacity Feat (see below).

Stat Boosts (Ex): Rust Monster recieve +1 Dex & +1 Con/level.

Search and Erode (Ex): At second level the Rust Monster gains the Scent special ability. Rust Monsters treat any metal as an Overpowering Scent and may differentiate between different types of metal. The scent of metal can also never be disguised to hide it from a Rust Monster.

It also gains Track as a bonus Feat, and gains a +2 Racial bonus to track the trail of metal.

Fleet of Foot (Ex): Because Rust Monsters natural weapons are relatively weak they make up for it by being able to escape quickly/chase adventurers afraid of losing their armour.
They gain +10ft to their land speed for every 3HD they possess.

Rust Advancement (Ex):

Rust Cloud: At third level the Rust Monster may release a cloud of jagged metal dust as a standard action. By spending 1 Rust Point they inflict 1d4/2HD piercing damage to every creature within an area of 5ft/HD.
Spending additional Rust Points increases the damage by 1d4 and the area by 5ft/point spent.
A successful Reflex Save (DC 10+1/2HD+Con Mod) allows the target to take only 1/2 damage from this attack. Every 2 additional Rust points spent increas this DC by 1.

Rust Anything: At 5HD 1/day for every 5HD the Rust Monster may use it's Rust ability on any item, regardless of whether it has any metal in it at all.
If the item is non magical it gives no Rust Points, if is then it gives Rust Points as normal.

[SPOILER]Improved Rust Capacity:
Pre-requisites: Rust Class Feature, 4HD

Benefit: The number of Rust Points you can hold at a time increases to your HD+4.
You may take this feat once, plus an addional time for every 8HD you possess.[/SPOILER][/SPOILER]

Comments
[SPOILER]Rust monster. One of those "screw you players!" monsters, wich altough it can't kill you, it can easily destroy your precious equipment. So the first custom thing was an ability to let it nullify enemy equipment whitout destroyng it.

 The Fleet of Foot thing comes from Gygax originally making them a lot quicker than adventurers so try were harder to escape from.

[/SPOILER]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 24, 2011, 08:07:10 PM
Movanic Deva
(http://images1.wikia.nocookie.net/sfery/images/c/cc/Deva02.jpg)
[spoiler]
HD: d8
LevelBabFortRefWillFeature
1+1 +0+2+0 Movanic Body, Heavenly Soul, +1 Dex
2+2+0+3+0Deva, +1 Cha
3+3+1+3+1Soothing Presence of Nature, +1 Dex
4+4+1+4+1Wings, +1 Cha
5+5+1+4 +1 Lesser Protective Aura, +1 Dex
6+6+2+5 +2 Heavenly Deflection, +1 Cha
7+7+2+5+2Divine Equilibrium, +1 Dex
8+8+2+6+2 Greater Protective Aura, +1 Cha
9+9+3+6+3 Cleansing Weapon, +1 Dex, +1 Cha
Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proefeciencies: Movanic Deva are proficient with simple weapons, two martial weapons of their choice and no armor.

Features
Movanic Body:At 1st level a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with base speed 40 ft and a Nat Armor bonus equal to her Con  modifier.

Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, acording to the following list. Save DCs are 10+1/2HD+Cha Mod.

1-Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has
4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has
5-Create food and Water, prayer, Discern Lies,  each 1/day for every 3 HD she has
6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has
7-Death Ward,  Divination, Holy Smite, each 1/day for every 5 HD she has
8-Polymorph,  Hallow, each 1/day for every 7 HD she has
9- Attonement, Raise Dead, Commune, Ethereal Jaunt, each  1/day for every 9 HD she has.

*Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD.

A Movanic Deva who multiclasses for a divine casting class can count her Movanic Deva 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  Movanic Deva  2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities.

In adition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics).

Ability Increase:the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9.

Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electrecity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD.

Soothing Presence of Nature:  At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva.

In adition, she gains SR equal to 11+HD and DR/magic equal to ˝ her HD.

Wings: At 4th level, the Movanic Deva grows beatifull featherly wings that allow her to fly at a speed of  10 foot per HD with good maneuverability.

Lesser Protective Aura: At 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn.

Heavenly Deflection:As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls.

To suceed the Movanic Deva must suceed ona Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva suceeds the attack is deflected and completely nullified.

The Movanic Deva must be aware of an attack to try to deflect it.

Divine Equilibrium:Movanic Devas are immune to the harmfull effects of Positive-dominant or Negative-dominant planar energy traits.

Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with 20 feet radius, CL equal to her HD, in adition to the magic circle against evil, , and blocks spells up to (Half HD)-3.

Cleansing Weapon: 1/day per HD, as a free action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round.
[/spoiler]

Comments:
[spoiler]
My favorite celestial, the Movanic Deva is suposed to be the lowest ranking angel of all, but still kicks a lot of ass thanks to her high mobility combined with a wide array of defensive abilities.

Heavenly deflection is the main ability here, allowing to negate most ranged non-area attacks, and eventualy minor globe of invulnerability allows you to ignore lesser magics. Scaling flying speed allows for air superiority, SR, multiple energy resistances, Dex bonus and a wide array of defensive SLAs covers up any left holes.

For the offensive the Movanic Deva counts with her full Bab and couple of martial proefeciencies and combat buffs to dish out the pain, and eventualy can make her weapons flaming for free.

On the downside, the Movanic Deva has just one good save and low skill points per level to make up for all of the above.

So if you want to play a resilient warrior angel that focuses on speed and defense the Movanic Deva's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 25, 2011, 09:22:27 AM
A request, since TML reminded me of it: Swarm-shifter. It's a template for undead which lets you, well, guess.

IIRC it was in Libris Mortis, but last time I checked through Crystalkeep. :(
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo January 25, 2011, 06:35:26 PM
Swarm-Shifter (prc)
(http://adrenalinarpg.files.wordpress.com/2009/09/swarm-shifter.jpg?w=400&h=431)

[spoiler]
REQUIREMENTS:
To qualify to become a Swarm Shifter, a character must fulfill all the following criteria.

Type: Must be a corporeal undead.

HD: d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Swarm Body, Swarm Form, Distraction, Swarm Attack, Hivemind
2+ 1+0+0 + 3 No escape, Consume, Swarm Master

Skills: 2 + Intelligence modifier per level, no class skills

Proficiencies: The Swarm-Shifter gains no new proficiencies.

Swarm body: Unlike other monster classes, the Swarm Shifter doesn't lose his racial ability modifiers, but he does gain the shapeshifter subtype. When turned into a swarm, it gains the swarm subtype, and any other sutbtype the swarm may have.

Swarm Form:The base creature can take the form of an undead swarm 1/day per HD. The swarm  the base creature can turn into is chosen when this prc is first gained from the list after this class. Each form alters the base creature in swarm form in different ways (as described in the individual entries below). Changing shape to or from swarm form is a standard action that infuses the undead with negative energy and heals 1 hit point of damage per HD of the Swarm Shifter. The undead cannot change from swarm form to its normal form in an area where it's body could not normally fit. As with the alter self spell, the base creature’s items are absorbed into the swarm form and
provide no benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the base creature’s form and is destroyed (unless you have special destruction rules like a vampire). If the swarm-shifter has multiple swarm forms, it can change from one swarm form directly into another, losing the fi rst swarm’s traits and gaining those of the other. When switching from one
swarm form to another, the undead does not heal damage.

It gains +10 bonus to disguise to pass as a normal swarm when transformed, but can only make the noises the swarm creatures could make.

When turned into a Swarm, the shapeshifter loses any abilities and qualities that rely on it's normal body shape, like spellcasting with somatic/vocal components, natural weapons, natural armor or a breath weapon. It gains a size bonus to AC equal to the size bonus of the swarm components. It also retains all it's  sensory abilities, even if lacking the body parts.

At 6 HD the swarm-shifter may transform as a move action. At 12 HD as a swift action. At 18 HD as an immediate action.

Although the use of this ability is a supernatural effect, remaining in one form or another is not supernatural, and the base creature in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both forms.

A swarm-shifter in swarm form fills a 10 feet square area for every 4 HD it has (minimum 10 feet). Just like a swarm it can change shape, and a swarm-shifter of 8 HD or higher can divide itself (or rejoin) in multiple swarms as a free action, as long as each fills the equivalent area of a 10 foot square. HP is equally distributed when they divide. They cannot turn back into the swarm-shifter while separated, but destroyed swarms don't count for this limit (so as long as one swarm remains it can turn back in the swarm-shifter. Swarm-shifter swarms  aren't hindered in any way by strong winds, but still retain the other base Swarm vulnerabilities:
[spoiler]
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.
[/spoiler]

Distraction:Creatures starting the turn on the same space as the swarm-shifter must make a Fort save with DC 10+1/2HD+Cha mod or be nauseated for 1 round. The swarm-shifter may choose to don't affect allies with this.

Swarm Attack:The Swarm shifter automatically deals 1d6 damage per 2 HD to every creature sharing it's space at the end of it's turn. DR applies as normal, but the Swarm-Shifter applies any special qualities it's natural attacks have on normal form to it's Swarm Attack. So for example a Swarm-Shifter with an enanchment bonus to natural attacks and counting his attacks as chaotic aligned on his normal form would penetrate DR/magic and chaotic with it's Swarm Attack. The swarm-shifter may choose to don't affect allies with this.

Hivemind: A swarm-shifter with this ability is immune to any spell or effect that targets a specifi c number of creatures
(including single-target spells such as disintegrate), with the exception of effects that command, control, turn, rebuke, bolster, or
destroy undead specifi cally. A swarm-shifter in swarm form is affected by turn and rebuke attempts just like the base creature.

No escape:Running from the swarm is futile. At 2nd level, the Swarm-Shifter gains a +10 feet bonus to all its movement speeds while on Swarm form.

Consume:As the swarm slowly bleeds its prey to death, it replenishes its own numbers. Whenever it deals Swarm Attack damage, it recovers half the damage dealt to its own HP. It cannot gain more HP than its max, and cannot Consume more creatures in a single turn than its Cha mod.

Swarm Master:At 2nd level, the Swarm Shifter gains three new Swarm forms from the list below. For every 3 HD it has, it gains an extra one.

[/spoiler]

Swarm Forms:
[spoiler]
These are the Swarm Forms from wich the Swarm-Shifter may pick. At the DM's discretion, new forms may be added to these options.

Swarm of Undead Bats
Diminutive Undead (Swarm)
Speed: 5 ft. (1 square), fly 40 ft. (good).
Special Attacks: An undead in bat swarm form has the following
additional special attack.
Wounding (Ex): A living creature damaged by the swarm
attack continues to bleed, losing 1 hit point per 2 HD per round thereafter.
Multiple wounds do not result in cumulative bleeding loss.
The bleeding can be stopped with a DC 10+HD Heal check or the
application of a cure spell or some other healing magic.
Special Qualities: An undead in bat swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Blindsense (Ex): A bat swarm notices and locates creatures
within 10 feet per HD feet by hearing.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.

Swarm of Undead Beetles
Diminutive Undead (Swarm)
Speed: 30 ft. (6 squares), burrow 20 ft., fl y 10 ft. (poor).
Special Qualities: An undead in beetle swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of beetles can pinpoint the location
of anything in contact with the ground within 20 feet per HD.

Swarm of Undead Centipedes
Diminutive Undead (Swarm)
Speed: 20 ft. (4 squares), climb 20 ft.
Special Attacks: An undead in centipede swarm form has
the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10 + 1/2  HD
+ Cha modifier, initial and secondary damage 1d4 Dex. This
damage increases one die step for every 4 HD. At 10 HD it
affects creatures immune to poison and/or ability damage, but
 they only take half damage from a failed save.
Special Qualities: An undead in centipede swarm form has
the following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.

Swarm of Undead Flies

Fine Undead (Swarm)
Speed: Fly 40 ft. (8 squares) (perfect).
following
additional special attack.
Disease (Ex): Red ache—swarm attack, Fortitude DC 10+1/2HD+Cha modifier,
incubation period 2d6 rounds, damage 1d8 Dex. This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to disease and/or ability damage,
but they only take half damage from a failed save.
Special Qualities: An undead in fly swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Fine creatures.

Swarm of Undead Leeches
Diminutive Undead (Aquatic, Swarm)
Speed: 5 ft. (1 square), swim 30 ft.
Special Attacks: An undead in leech swarm form has the
following additional special attack.
Wounding (Ex): A living creature damaged by the swarm
attack continues to bleed, losing 1 hit point per 2 HD per round thereafter.
Multiple wounds do not result in cumulative bleeding loss.
The bleeding can be stopped with a DC 10+HD Heal check or the
application of a cure spell or some other healing magic.
Special Qualities: An undead in leech swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of leeches can pinpoint the location
of anything in contact with the ground or in the water with it
within 20 feet per HD.

Swarm of Undead Maggots (or Worms)
Fine Undead (Swarm)
Speed: 20 ft. (4 squares).
Special Attacks: An undead in maggot swarm form has the
following additional special attack.
Extended Nausea (Ex): A creature nauseated by a maggot
swarm’s distraction special attack remains nauseated for 2d4
rounds.
Special Qualities: An undead in maggot swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Fine creatures.

Swarm of Undead Parts
Tiny Undead (Swarm)
This swarm is composed of the body of the base creature
broken into a pile of bones, sometimes including rotted fl esh
and organs. This swarm can skitter and slosh across the ground
or rise in a cyclone of limbs and pieces.
Speed: 20 ft. (4 squares), fl y 20 ft. (poor).
Special Attacks: An undead in parts swarm form has the
following additional special attack.
Fear (Su): A creature damaged by a parts swarm must make a
successful Will save (DC 10+1/2 HD +Cha modifier)or be frightened for
1d4 rounds. At 10 HD this affects creatures immune to fear, altough
they gain a +5 bonus on their saves.
Parts (Ex): A parts swarm undead is a swarm made up of the
body parts of the undead creature. This causes the swarm to
deal an extra 1d6 points of damage with its swarm attack.
Special Qualities: An undead in parts swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Half Damage From Slashing and Piercing (Ex): Slashing and piercing
attacks deal half damage to a swarm of Tiny creatures.

Swarm of Undead Rats
Tiny Undead (Swarm)
Speed: 15 ft. (3 squares), climb 15 ft.
Special Attacks: An undead in rat swarm form has the following
additional special attack.
Disease (Ex): Filth fever—swarm attack, Fortitude
DC 10+1/2HD+Cha modifier, incubation period 2d6 rounds, damage
1d3 Dex and 1d3 Con.  This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to disease
and/or ability damage,  but they only take half damage from a failed save.
Special Qualities: An undead in rat-swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Half Damage From Slashing and Piercing (Ex): Slashing and piercing
attacks deal half damage to a swarm of Tiny creatures.
Scent (Ex): As the standard ability.

Swarm of Undead Sand(or Tomb Dust or Grave Dirt)
Fine Undead (Swarm)
Speed: Fly 60 ft. (12 squares) (perfect).
Special Qualities: An undead in sand swarm form has the
following additional special quality, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Fine creatures.
Dust to Dust: A swarm of undead Sand can choose to lay perfectly still,
 not taking any actions, including Distraction and Swarm Attack. In this situation
it becomes fully immune to all kind of senses and divinations (even true seeing and
indirect ones like Legend Lore), and can only be detected by a sucessfull
Search Check with DC 10+HD+Cha mod.

Swarm of Undead Scorpions
Diminutive Undead (Swarm)
Speed: 20 ft. (4 squares).
Special Attacks: An undead in scorpion swarm form has
the following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10+1/2 HD+Cha mod,
 initial and secondary damage 1d2 Con.  This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to poison and/or ability damage,
but they only take half damage from a failed save.
Special Qualities: An undead in scorpion swarm form
has the following additional special qualities, in addition to
darkvision out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of scorpions can pinpoint the location
of anything in contact with the ground within 60 feet.

Swarm of Undead Spiders

Diminutive Undead (Swarm)
Speed: 20 ft. (4 squares), climb 20 ft.
Special Attacks: An undead in spider swarm form has the
following additional special attack.
Poison (Ex): Swarm attack, Fortitude DC 10+1/2  HD+Cha modifier,
 initial and secondary damage 1d3 Str. This damage increases one die step
for every 4 HD. At 10 HD it affects creatures immune to disease and/or
ability damage, but they only take half damage from a failed save.
Special Qualities: An undead in spider swarm form has the
following additional special qualities, in addition to darkvision
out to 60 feet and undead traits.
Immune to Weapon Damage (Ex): Weapon attacks are useless
against a swarm of Diminutive creatures.
Tremorsense (Ex): A swarm of spiders can pinpoint the location
of anything in contact with the ground within 20 feet per HD.

[/spoiler]

Comments:
[spoiler]
That's sure long for a 2 lv Prc.

Well, the swarm-shifter is aimed at all those undeads that can divide themselves in pieces, be it bugs or soft vermins or, well, undead parts!

The class comes with a list of custom ready-to-use swarm forms wich include pretty much all of the iconic ones, to wich I added several tweaks of my own. Feel free to ask your DMs to use other swarms, but I couldn't just allow for cherry-picking any swarm from anywhere.

Also made the swarms go faster (otherwise they're easily outrunned) and able to feed on the enemy for filling out the 2nd level a little more.

Altough it probably delays your main class progression, the Swarm Shifter's first level offers the awesome swarm traits (immunity to single-target effects in particular), and the second level offers great versatility.

So if you want to play an undead pile of tiny angry creatures, the Swarm Shifter's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 26, 2011, 08:15:41 PM
Death knight(prc)
(http://t1.gstatic.com/images?q=tbn:ANd9GcRfmr6Zn_gvrVI-CJmNiebt9UUq6X1w2RVqRO_7fGXMI9ln38oSpA&t=1)(https://secure.checkout-au.com/tinsoldier/catalog/images/prodimg/img10287.jpg)(http://www.google.pt/url?source=imgres&ct=img&q=http://wow.zuggaming.com/wp-content/uploads/best_death_knight_race.jpg&sa=X&ei=cKRATev0DdCB4QbhveDlAg&ved=0CAQQ8wc&usg=AFQjCNH93zHEm_wY1qAcds-rclQko8YC0A)
[SPOILER]
Prerequisites:
-Evil Aligned.
-At least 6 HD.
-At least 10 Con.

HD:D12

LevelBABFortRef WillSpecial
1st
+0
+0
+0
+2
Undying Body, Death touch, Natural armor, Abyssal blast, +1 Str
2nd
+1
+0
+0
+3
Immunities, Unholy Armor, +1 Str
3rd
+1
+1
+1
+3
Fear Aura, Death General, +1 Str

Skills: 2+int mod. A death knight has no class skills.

Proficiencies: A death knight gains profeciency with all armor, and shields (including tower shields), all simple weapons and all martial weapons.

Class Features:

Undying Body:Unlike other monster classes, the Death knight doesn't lose his racial ability modifiers, but he does gain undead traits:
[SPOILER]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed
* 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.
* Death knights don't need to breath, eat, or sleep. However, a death knight may do any of the three if desired.[/SPOILER]

In adition, a death knight gains natural armor equal to its Str modifier. This overwrites any previous natural armor. If the previous one was higher, instead increase it by 1. All its old HD change to D12, and any new HD it gains will be D12.


Death touch: The death knight’s touch attack channels negative energy to deal damage equal to 1d8 + the death knight’s Charisma bonus to living creatures. Each successful touch attack also deals 1 point of Constitution damage. A Will save(DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) reduces the damage by half and negates the Constitution damage. A death knight can channel the touch through Melee weapons. For two-weapon fighting it aplies for both weapons.

Abyssal blast A death knight can use this ability once per 4 HD Per day. It creates a giant fire energy ball that deals 1d8/HD and has a range of 200+40 ft/HD. Half the damage is either fire, cold, electrecity or acid (choose at first level, cannot be changed) base and the other half of the damage is divine. A Reflex save (DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) halves the damage.

Ability Increase: The Death Knight gains +1 Str at every level, up to +3 Str at 3rd level.

Immunities:At 2nd level a Death knight is immune to cold and gain resistances to electricity and polymorph effects equal to its HD.

Unholy Armor:At 2th level, a death knight gains DR/bludgeoding and magic equal to 1/2 its HD, and Spell resistance equal to 11+HD. It can rise or lower its SR at any time as a free action even if it isn't its turn.

Fear Aura:At 3rd level a Death Knight are shrouded in a dreadful aura of death and evil. All Creatures  within 5ft/2HD of a death knight must succeed at a Will save (DC 10 +1/2 death knight’s HD + death knight’s Charisma modifier) at the end of each of the Death Knight's turn. If they have less than half the death knight HD, and fail the save, they're panicked. If they suceed, they are still shaken. If a person of more than half the death knight's HD fails, they are shaken. If they succed nothing happens. The Death Knight can choose to exclude any number of allies from this ability.

At 12 HD even enemies immune to fear are vulnerable to this ability, but they receive a +5 bonus on their saves.

Death General: At 3rd level a Death Knight is the chosen of the forces of darkness, and lesser undead rally to to it in search of a leader. This works as the leadership feat, except that:
-All your followers must be corporeal undeads of some sort.
-You can use either your Str modifier or your Cha modifier for calculating your Death General level, wichever's higher.
-Your cohort must be a mount of some sorts, aka a creature dumber than you that you can ride, and it can have a level up to your own level -1.

Destroyed followers are replaced whitin 24 hours in the form of the undeads of the land traveling to your location. A destroyed mount-cohort takes one week to be replaced.

In adition the death knight gains a +4 bonus against turning effects.
[/SPOILER]

Contributed by Monkman from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 26, 2011, 08:47:06 PM
Wild Hunt
(http://www.wizards.com/dnd/images/MM5_Gallery/102523.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+2+0Wilderness body,  Track, Selected Prey, +1 Dex
2+2+3+3+0 Hunter Initiate, +1 Wis
3+3+3+3+1 Sprite Skin, +1 Dex
4+4+4+4+1 Hounds  
5+5+4+4+1 Hunting Steed, +1 Wis
6+6+5+5+2Adept Hunter
7+7+5+5+2 Ascension
8+8+6+5+2 Hunter Freedom
9+9+6+6+3Hunting Cry, +1 Dex
10+10+7+7+3Master Hunter
11+11+7+7+3Group Hunt, +1 Wis
12+12+8+8+3 Ride the Storm, +1 Dex
13+13+8+8+4 Focused Mind , +1 Wis
14+14+9+9+4 Legendary Hunter, +1 Dex
15+15+9+9+5Omen of Peril
16+16+10+10+5 Hunter Eye, +1 Wis
17+17+10+10+5 Gather the Dead
18+18+11+11+6Perfect Hunter, +1 Dex
19+19+11+11+6 Hunting Tools, +1 Wis
20+20+12+12+6 Immortality,  +1 Dex
21+20+12+12+6Heaven's Wrath, +1 Wis
22+21+13+13+7God of Hunt, +1 Dex
Skills: 6+Int modifier per level, quadrupe at 1st level, class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Proefeciencies:Simple and martial weapons, Light armor, Light and heavy shields.

Features:
Wilderness body:The Wild Hunt loses all other racial bonus and gains fey traits (basicaly low light vision ). It's a medium sized fey with base speed 30 feets.

Track: the Wild Hunt gains track as a bonus feat.

Selected Prey:As a standard action, 1/day per HD, the Wild Hunt points towards an oponent whitin 10 feet per HD it can detect, and it starts to glow as under the effect of a faery fire spell. The effect lasts 1 minute per HD, and during that time the Wild Hunt gains a +1 moral bonus to attack rolls, damage rolls, ability checks and skill checks against the Selected Prey, plus an extra +1 for every 4 HD the Wild Hunt has. Also critical threats against the Selected Prey are automatically confirmed. Only one selected Prey at a time.

At 6 HD it may use this ability as a move action.
At 12 HD as a swift action.
At 18 HD as a free action.

Ability Increase:
The Wild Hunt gains a permanent +1 to

Dexterity at levels 1, 3, 9, 12, 14, 18,  20, 22

Wisdom at levels 2, 5, 11, 13,16,  19,  21

For a total of +8 Dex and +7 Wis at level 22.

Hunter Initiate:At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electrecity equal to his HD and resistance to cold and fire equal to half his HD.

Sprite Skin:At 3rd level the Wild Hunt gains DR/Cold Iron or Magic equal to 1/2 his HD, and SR equal to 11+HD. At 6 HD this increases to DR/Cold Iron and Magic.

Hounds: At 4th level the Wild Hunt can summon mystical hounds to aid him in a 24 hour special ritual, and they're permanent. He can have up to 1 Hound per 4 Wild Hunt levels, and they each have a number of d8 HD equal to the Wild Hunt's HD. Their stats are as follows:
[spoiler]
-Medium Sized magical beast (darkvision 60 foot and low light vision).
-30 base speed, plus an extra 5 foot for every 2 HD they have.
-Bite attack dealing 1d8+1,5 Str modifier, proefecient with it only.
-Bab equal their HD.
-Good fort and Reflex Saves.
-Base Str, Con and Dex of 10. They gain +1 to each of those stats for every HD they have.
-Int and Cha of 6, Wisdom equal to the Wild Hunt.
-DR, SR, energy resistances and any immunities as those the Wild Hunt has.
-Scent as per the SRD.
-2+Int modifier Skill points per level (basically 1 Skill point per HD).
-Racial bonus to Hide and Move silently equal to their HD, and racial bonus to Spot/Listen equal to half their HD.
-Feats follow HD as normal, all hounds must have the same feats.
-Skirmisher:If the hound moves at least 10 foot before striking, it deals an extra +1d6 damage for every 2 HD it has.

Hounds also gain the following abilities when the Wild Hunt gains them from this class: Hunter Freedom, Ascension, Hunting Cry, Adept Hunter, Master Hunter, Focused Mind
[/spoiler]
Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.

Hunting Steed: The Wild Hunt can now use Phantom Steed as a SLA 1/day for every 2 HD it has, except that it has double the normal HP and can be made to look like whatever you want. Lookers can notice it's an unnatural creature by suceeding on a spot check against a hide check from you.

Adept Hunter: Whenever the Wild Hunt damages an oponent, that oponent is under a Dimensional Anchor effect untill the end of the Wild Hunt's next turn.

In adition, the Wild Hunt gains a bonus to Natural armor equal to his Con modifier.

Ascenscion:The Wild Hunt grows one size category, and can now fly by himself at double his base speed with perfect maneuverability. His Hunting Steed is now huge, and when the Wild Hunt rides it they gain a bonus to their speed equal to the Wild Hunt's base speed.

Hunter Freedom: The Wild Hunt now benefits from a permanent freedom of movement effect, and in adition it ignores the max Dexterity bonus on armors.

Hunting Cry: At 9th level, as a standard action the Wild Hunt can release a fearsome shout. All in a radius of 5 foot per HD must make a Will save DC 10+1/2HD+Wis modifier or be shaken for 1 minute. Sucessfull save renders a creature immune to further Hunting Cries from the same individual for 24 hours, but not from others. The Wild Hunt and his hounds are immune to each other's Hunting Cries.

At 13 HD this ability may be used as a move action, at 17 HD as a swift action, at 21 HD it ignores immunity to fear, but creatures normally immune gain a +5 bonus on their saves.

The Wild Hunt may affect a smaller radius with this ability if he wishes, and/or exclude allies from it.

Master Hunter: At 10th level, the Wild Hunt deals extra damage with all manufactured and natural weapons equal to his Wis modifier. He's also now immune to exhaustion.

Group Hunt: At 11th level, when the Wild Hunt selects a prey, his allies receive the same moral bonus. In adition, Selected prey now lasts 1 hour per HD and the Wild Hunt can have a number of preys at the same time equal to his Wis modifier.

Ride the Storm:At 12th level, as a full round action you can produce a Control Weather effect as the spell 1/day for every 3 HD you have. You count as a druid for the purposes of this ability.

At 16 HD, you can use this as a standard action.

At 20 HD, as a move action.

In adition, when you use this ability you may also replicate a  teleport or plane shift SLA, except that you must end up in an open non-enclosed area, your hounds don't count towards the max number of passengers and the Control Weather effect only manifests in your ending point.

Focused Mind: At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities, except for morale bonuses.

Legendary Hunter: At 14th level creatures slain by the Wild Hunt cannot be brought back to life except by a true ressurection combined with a Miracle or Wish spell.

In adition, the Wild Hunt gains an Insight bonus to AC equal to his Wis modifier.

Omen of Peril:At 15th level, no good can come from crossing the path of the Wild Hunt. This works as a gaze attack with a range of 5 foot per HD. Creatures must suceed on a Will save DC 10+1/2HD+Wis modifier or be cursed as a Bestow Curse spell. Only one curse per individual from this effect. Activating it is a standard action, and it lasts for 1 round per HD. It can be ended earlier as a free action and any remaining rounds used later that day (minimum of 1 round used each time).

Unlike normal Gaze attacks, the Wild Hunt can willingly choose to don't affect specific individuals whitout penalty.

Hunter Eye:At 16th level, the Wild Hunt can see much farther than anyone could think. He can use Discern Location as a SLA 1/day for every 4 HD it has, except that this effect can pierce mindblank effects if the Wild Hunt suceeds on a spot check against the CL or HD (whichever's higher) of the target, but the Wild Hunt only uses its ranks in Spot for this, whitout any other modifier.

Gather the Dead:At 17th level, the Wild hunt can guide the spirits of those who recently passed away.

1/day as a 10 minute ritual involving lots of dancing and chanting in circles, the Wild Hunt can make all deceased creatures in a 5 foot per HD radius rise as spirits. Treat them as the original creatures with 2 levels on the ghost improved class, except they don't lose racial modifiers. The Wild Hunt can directly control up to twice his HD of spirits (including ghost levels) and have them fight and perform deeds for him, the remaining risen spirits simply follow the Wild Hunt at distance moaning and lamenting their demises, never fighting or providing any benefit or penalty.

Those spirits do this for 24 hours, after wich they depart to the afterlife. They cannot be brought back except by true ressurection+Wish or Miracle.

Perfect Hunter:The Wild Hunt now ignores all miss chances from any source, he takes no range penalty for firing too far away and can do as many range increments as he wishes. His ranged weapon attacks have basically infinite reach as long as he can spot the oponent and has valid line of effect.

Hunting Tools:
Weapons wielded by the Wild Hunt automatically gain an enanchment bonus equal to 1/4 his HD. This bonus can be used to replicate specific weapon enanchments like returning, vorpal, holy, speed, etc, etc. If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn. This ability doesn't allow the Wild Hunt to further enanche already enchanted weapons, but he can temporaly "overwrite" a weapon's enanchments with Hunting tools for something specific. So for example if a 19th level Wild Hunt has a +5 frost spear and finds himself facing an epic trolll, he can turn his weapon in a +3 flaming spear (total of +4 enanchment) to bypass his regeneration.

Immortality:At 20th level the Wild Hunt stops aging and is immune to all aging effects.

In adition, if the Wild Hunt would be killed by any effect he raises 1d4 rounds later when his iniative arrives, automatically standing up from prone as a free action. He retains all taken injuries, but isn't hindered by them in any way. So a Wild Hunt decapitated by a Vorpal Blade would keep fighting headless, probably holding his head under one of his arms, while a disintregated Wild Hunt would fight as a cloud of ash taking humanoid shape. This is purely visual and doesn't provide any bonus or penalty.

All spells/abilities/effects are removed from the Wild Hunt when it raises and he's restored to full HP,  but if he's killed again whitin one hour then he stays killed for good.

If one hour passes after immortality is triggered the Wild Hunt's wounds heal naturally and he can ressurect again if killed.

In adition his DR can now only be bypassed by cold iron and epic.

Heaven's Wrath:
At 21st level the Wild Hunt can now use his Selected Prey and Ride the Storm ability at will.

His Hunter's Cry ability now makes oponents frightned on a failed save and shaken on a sucessfull save.

God of Hunt:
The selected prey bonus now are untyped (as thus stack with other morale bonus). The Wild Hunt attacks automatically bypass all DR, regeneration, bonus to AC derived from spells and Su abilities on it's selected prey (including but not limited to any and all deflection, sacred and insight bonus).

In adition, Selected prey striken by the Wild Hunt must make a Fort Save  equal to 10+1/2 HD+Dex modifier or be slain (or destroyed on the case of non-living enemies).
[/spoiler]

Comments:
[spoiler]
The Wild Hunt is an ancient European myth with a lot of diferent versions depending on the region it's told. Basically big badass hunter goes riding trough the skies on a mystic steed with mystic hounds and pursuing diferent preys from simple animals to the spirits of the dead and mystic creatures.

Anyway it's a 22 level class so I could put a lot of stuff into it. This class includes excellent mobility, party support, powerfull minions, Wis to damage, freedom of movement and immunity to mind-affecting, scrying abilities and some extra goodies.

So if you want to play a bored god that sees the world as it's playground, the Wild Hunt's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl January 26, 2011, 09:39:24 PM
I like little rusty. Even if the first way I can imagine him flying is by farting shrapnel. Mind you, I imagine him looking so cute gnawing on a rusted sword.
I don't see anything about the Rust Monster that damages grapplers, though. (You mentioned damaging grapplers due to being a rusty nail in the comments.) Also, should he have one antenna (as per the text) or two (as per the picture)? Should the save DC for Rust be +HD or +1/2 HD, like most other abilities?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 26, 2011, 09:43:08 PM
Reth Dekala
(http://www.google.pt/url?source=imgres&ct=img&q=http://kahdnd.pbworks.com/f/1285096887/Reth%2520Dekala.jpg&sa=X&ei=BbRATdHeFcmH4Qab-MXSAg&ved=0CAQQ8wc&usg=AFQjCNFPRBGgWfVQUNwv2BzORV62jFxOxA)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2 +0+2 Dekala Body, Faithless Warrior, +1 Str
2+2 +3 +0+3 Battle Cursed, +1 Con
3+3+3 +1 +3Awaken Vilefire, +1 Str
4+4 +4+1 +4 Infernal Path, +1 Con
Skills:4+int modifier per level, quadruple at first level. Class skills are Apraise, Balance, Concentration, Intimidate, Jump, Knowledge (The Planes, Local, Royalty/Nobility), Listen, Martial Lore, Sense Motive, Spellcraft, Spot, Tumble

Proficiencies: proficient with all simple & martial weapons, light & medium armor and all shields but tower shields.

Features:
Dekala body: At 1st level the Reth Dekala loses all other racial bonus and gains outsider traits (basically darkvision 60 foot). It is a medium sized outsider with base speed 30. It's body is covered in green flames, but at first level they just inflict permanent agonizing pain on the Reth Dekala itself whitout actually hurting it. They do provide Resistance to fire and Acid equal to HD.

In addition, he gains a bonus to natural armor equal to his Con modifier.

Faithless Warrior: A Reth Dekala picks any 3 Martial Schools  at first level. For every Reth Dekala level, they learn one maneuver from any of those schools. Their Iniator level for those Schools is equal to their Reth Dekala level. They can only be used 1/ecounter. A Reth Dekala cannot learn maneuvers of an higher level than half it's own level, rounded up.

If the Reth Dekala multiclasses with a martial adept class, it adds it's full Reth Dekala level (instead of half) for determing the total Iniator level for the chosen Martial Schools. It can also use that class's recovery method for recovering it's own maneuvers.

In adition, it learns one martial stance from any of the selected schools at 1st level.

Ability Score Increase: The Reth Dekala gains +1 Con at 2nd and 4th levels, and +1 Str at 1st and 3rd levels for a total of +2 Con and +2 Str at 4th level.

Battle Cursed: At 2nd level a Reth Dekala gains a bonus on Balance and Jump checks equal to it's HD, and 50% Fortification.

In addition, the Reth Dekala also gains the lawful and evil subtypes and his weapons count as lawful and evil for purposes of bypassing DR.

Awaken Vilefire: At 3rd level the Reth Dekala is able to turn the green flames around it's body against his oponents, in two possible ways:

Aura:At the beggining of the Reth Dekala's turn, creatures adjacanet to it take 1d6 points of damage per 4 HD. Creatures damaged by it must make a Fort Save with DC 10+1/2 HD+Con modifier or be sickened for 1 round.  The aura can be turned "on" and "off" as a free action, but no more than 1/round.

At 10 HD, as a swift action, the Reth Dekala may boost it's Vilefire aura for 1 round. Creatures suceeding on their saves are sickened, and those failing their saves are nauseated instead.

Blast:As an attack action, the Reth Dekala can fling bolts of the corrupt flames that compose it's body. This is a ranged touch attack with a range of 15 feet per HD that deals 1d8 damage per 4HD. Creatures damaged by it must make a Fort Save with DC 10+1/2 HD+Con modifier or be sickened for 1 round. Vilefire Blast can be combined with maneuvers, altough if they're melee range only, this ability becomes a melee touch attack.

At 10 HD, as a swift action, the Reth Dekala may boost it's next Vilefire Blast fired this turn. Creatures making their saves are sickened, and those failing their saves are Nauseated instead. This affects even creatures immune to sickness and nausea, altough they gain a +5 bonus on their saves.

For both Aura and Blast, half the damage is fire and half the damage is acid.

Infernal Path: At 4th level, the Reth Dekala can use it's flames as support for rising in the skies. This works as an Air Walk ability, except that it's an Extraordinary effect.
[/spoiler]

Comments
[spoiler]
One of the obscure Martial Monsters, but actually pretty cool. Four levels gives you four maneuvers, one stance, permanent extraordinary Air Walk and the Vilefire ability, a nice change from the SR/HD and Growth trio.

So if you want to play an Infernal Warrior that's literally on fire, the Reth Dekala's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 26, 2011, 09:50:08 PM
I like little rusty. Even if the first way I can imagine him flying is by farting shrapnel. Mind you, I imagine him looking so cute gnawing on a rusted sword.
Glad to see other Rust Monster lovers around here! Awww, so cute, now it's munching on my extra-expensive armor! :D

I don't see anything about the Rust Monster that damages grapplers, though. (You mentioned damaging grapplers due to being a rusty nail in the comments.)
Leftover from an old version. The anti-grapple ended up turned in the Rust Cloud. Corrected now.

Also, should he have one antenna (as per the text) or two (as per the picture)?
They both attack as one. Clarified it.

Should the save DC for Rust be +HD or +1/2 HD, like most other abilities?
No, because attacking the gear is a really suboptimal tactic, so at least it better have an harder save than normal.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl January 27, 2011, 12:07:57 AM
Cool, thanks for the clarification.

Is there any reason that the Reth can't take Devoted Spirit? I know it's called "Faithless Warrior", but half their maneuvers are from Devoted Spirit in the ToB write up. Both stances and 2 of the 5 maneuvers are from DS.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 27, 2011, 10:51:12 AM
Is there any reason that the Reth can't take Devoted Spirit? I know it's called "Faithless Warrior", but half their maneuvers are from Devoted Spirit in the ToB write up. Both stances and 2 of the 5 maneuvers are from DS.

Somehow let that completely slip by. Removed the restriction. Thanks for pointing it out!
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo January 27, 2011, 08:27:23 PM
Angel (planetar/solar)
(http://www.wizards.com/mtg/images/daily/wallpapers/WP_DvDAkroma_1280x960.jpg)(http://www.wizards.com/mtg/images/daily/wallpapers/WP_DvDLuminous_1280x960.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Celestial body, Celestial blood, Heaven Miracle, Change Shape
2+2+ 0+0 +3 Angel, Summon Servant
3+3+ 1+1+3+1 Str
4+4+ 1+1+4Celestial Skin
5+5+ 1+1+4Lesser Protective aura
6+6+ 2+2+5Wings
7+7+ 2+2+5+1 Wis
8+8+ 2+2+6Greater Protective aura
9+9+ 3+3+6+1 Cha
10+10+3+3+7Growth
11+11+3+3+7+1 Str, +1 Wis
12+12+4+4+8Regeneration
13+13+4+4+8+1 Str, +1 Cha
14+14+4+4+9Divine Messenger
15+15+5+5+9 +1 Str, +1 Wis
16+16+5+5+10Divine Blade
17+17+5+5+10+1 Str, +1 Cha
18+18+6+6+11Divine Judgment
19+19+6+6+11 +1 Str, +1 Wis
20+20+6+6+12Solar, +1 Str, +1 Wis, +1 Cha
21+20+6+6+12Divine Intervetion, +1 Str, +1 Wis, +1 Cha
22+21+7+7+13Holy General, +1 Str, +1 Wis, +1 Cha
23+21+7+7+13Divine Champion, +1 Str, +1 Wis, +1 Cha

Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)
Proficiencies: simple weapons, two martial weapons of it's choice, slam attacks.


Features:


Celestial body:The angel loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has its hands free.

In adition it gains a bonus to nat armor equal to its Con modifier.
 
Celestial blood: The angel casts spells as if it was a cleric of the same angel level, except that it only knows three cantrips, plus two spells per Angel level and has no domains, instead of knowing the whole cleric spell list. If the Angel multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of starting normal cleric spellcasting from the beginning.

Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the angel can recreate them in her own turn as a free action. The angel can also turn those abilities off out of her own will and reactivate them as a free action when needed(only on her own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

[spoiler]
Lv 1-Aid, Remove fear, Detect Evil, Detect Snares and Pits each 2/day per HD.
Lv 3-Continual flame*, Invisibility (self only), Speak with dead, Lesser restoration,  Resist energy, each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, Tongues, each 1/day per 2 HD, See Invisibility (always active)
Lv 7-Dimensional anchor, Holy smite, each 1/day per 3 HD, Discern Lies (always active)
Lv 9-Commune, Waves of fatigue, Permanency ***, each 1/day per 4 HD.
Lv 11-Animate Objects, Blade barrier, Heal, each 1/day per 5 HD, True seeing  (always active)
Lv 13- Resurrection, Waves of exhaustion, Greater restoration, Power word blind, Prismatic spray, each 1/day per 10 HD.
Lv 15- Earthquake, Mass Charm Monster, Power word stun, each 1/day per 10 HD.
Lv 17-Imprisonment, Power word kill, each 1/day per 10 HD.
Lv 19- Wish****,  1/day per 20 HD.

*-Unless the material cost is paid, this continaul flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.
***-The exp cost must still be paid.
****-The exp cost must be paid if used to create any permanent lasting effect like an item.

[/spoiler]

Change Shape: As the srd ability. A solar can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.

Angel: at 2nd level the Angel gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to its HD and resistance to fire and electrecity equal to half its HD.

In adition it gains the good subtypes and its natural attacks and any weapon it wields count as good  aligned for bypassing DR.

Summon Servant: At 2nd level, the Angel can use Summon Monster I as a SLA as a standard action 1/day per HD, except that it cannot summon evil creatures. Options with the Fiendish template instead get the Celestial template, making them summonable by this ability.

For every two more levels on this class, the Angel can use the next level of Summon Monster (II at 4th level, III at 6th level, ect).

Ability Score Increase: The Angel gains +1 to
Str at levels 3, 11, 13, 15, 17, 19, 20, 21, 22, 23
Wis at levels 7, 11, 15, 19, 20, 21, 22, 23
Cha at levels 9, 13, 17, 20, 21, 22, 23

For a total of +7 Str, +5 Wis, +4 Cha at level 20, and +10 Str, +8 Wis, +7 Cha at level 23.


Celestial Skin: At 4th level the Angel gains DR/evil equal to half its HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. It may rise or lower its SR at any time as a free action even if it isn't its turn.

Lesser Protective aura: At 5th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is equal to the Angel's Cha mod.

Wings: At 6th level the Angel grows a pair of beatifull featherly wings that allow it to fly at double it's base speed with good maneuverability.

Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel and blocks spells up to (Half HD level)-3.

Growth:At 10th level the Angel grows one size category.

Regeneration:At 12th level the Angel gains regeneration equal to half its HD. This regeneration is bypassed only by evil-aligned weapons and spells.

Divine Messenger:At 14th level the Angel gains one Domains of its choice matching its alignment and beliefs, adding all the related spells to its list of spells known and gaining i's granted power, using Angel levels instead of cleric levels. Whenever the Angel prepares its spells, it may change this Domain choice, representing the message it is to deliver that day.

Divine Blade: At 16th level, with 8 hours of meditation, the Angel may attune to a weapon. It gains an enanchment bonus to attack and damage rolls equal to 1/4 HD, and the Dancing property. On the hands of anyone else but the Angel, this bonus doesn't apply . Only one Divine Blade at a time.

Divine Judgment At 18th level,  1/day per HD, as a swift action the Angel may grant the Slaying property of its choice to any projectile  it fires. Fort save DC  10+1/2 HD+Cha mod or be destroyed by the Slaying projectile.

SolarAt 20th level, the Angel is an exalted being. Its DR improves to DR/Evil and Epic, and its own attacks count as epic and good for purposes of bypassing DR. Creatures summoned by Summon Servant also count their attacks as epic.

In adition, any creature wanting to attack the Angel or any of it's allies whitin 20 feet whitout provocation must suceed on a Will save with DC 10+HD+Cha mod or lose their action. "Provocation" means the Angel attacked the creature itself in any manner on the last 24 hours. Allies who "provoke" an oponent cannot benefit from this protection.

Divine Intervetion: At 21st level, the Angel knows how to be in the right place at the right time. It may cast any harmless spell in a willing creature as an immediate action regardless of it's casting time. If the spell is touch-range, the Angel may take a move action togheter with the casting of the spell with a single immediate action to reach an ally in need.

In adition, it can now use its Divine Judgement ability as a free action, any number of times per day it wishes.

Holy General: At 22nd level the Angel is expected to lead the armies of Heaven in battle if needed. Creatures summoned by Summon Servant now automatically receive all the benefical magic buffs affecting the Angel for free. The Angel may also make the duration of any of his Summon Servant uses increase to 24 Hours, a number of times per day equal to his Cha mod.

Divine Champion:At 23th level the Angel is a true paragon of good and justice, and can overcome any challenge even if just by sheer strenght of Will. A number of times per day equal to his Cha mod, it can replace any Ability check, Skill check or Save it's called to make with a Will save. If it would be affected by any effect whitout a save (besides normal HP damage), it may atempt a Will Save with DC 10+1/2 HD of the originator of the effect+Highest Stat mod of the originator of the effect to ignore it by spending one use of this ability.

[/spoiler]


Comments
[spoiler]
New take on the angel. More focus on the "Messenger from God" aspected instead of "Cleric with extra SLAs".

Again, when I looked closer at the Solar and Planetar, I realized they're so similar that it's possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.

Now, the Angel's cleric casting is nerfed to just two spells per level and no domains at all at start,wich really limits his spell selection. In return it gets Nat armor, Wings, regeneration, loads of SLAs (including buffed up Summon Monster), eventually  one switchable domains, and some extra goodies.

The Angel also has good Bab from the start, but just one good save and no armor proficiency. It gets a good bunch of ability bonus, but they only start kicking in later on.

So, if you want to play the ultimate celestial that lays down justice in the name of some greater power, the Angel's for you!

Criticism on this one would be really welcome, as "Angel" is a very wide concept, and the MM version are basically clerics on steroids.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 28, 2011, 09:43:43 PM
Achaierai
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG9.jpg)
[spoiler]HD:d8
LevelBabFortRefWillFeature
1+1+2+2+0Bird body, Hit and Run, +1 Str, +1 Con
2+2+3+3+0Beak Snatch, Long Legs
3+3+3+3+1Disrupting Feathers, Black Cloud
4+4+4+4+1Growth, Powerful Legs, +1 Str, +1 Con
5+5+4+4+1Maddening Cloud, +1 Str, +1 Con
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Climb, Diplomacy, Listen, Move Silently, Hide, Jump, Sense Motive, Spot

Proficiencies:
Its own natural weapons.

Bird Body:The Achaierai at first level loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feet). It's a medium sized outsider with base speed 40 feet, two claw natural attacks dealing 1d8+ Str mod each and a bite attack dealing 3d6+1/2 Str mod. He takes no penalty for attacking with both claws in a fullattack, but the bite attack takes a -5 penalty. It has no limbs capable of fine manipulation.

In adition, the Achaierai gains a bonus to its natural armor equal to its Con bonus.

Hit and Run: At 1st level the Achaierai gains spring attack as a bonus feat, even if it doesn't meet the prerequisites.

Beak Snatch: At 2nd level whenever the Achaierai hits an oponent with its bite attack, it may start a grapple as a free action whitout provoking attacks of oportunity. If the achaierai wins, and the oponent's weight doesn't push the Achaierai over its Light Load, the Achaierai may maintain the grapple with just its beak whitout taking any grappling penalty, including moving at full speed with its prey on the beak.

Long Legs: at 2nd level the Achaierai gains +5 feet to it's base speed and for every 2 HD it has.

Disrupting Feathers: At 3rd level the Achaierai gains SR equal to 11+HD. It may raise or drop its SR at any time as a free action.

Black Cloud: At 3rd level,  1/day per 3 HD as a standard action, the Achaierai may release a choking, toxic black cloud. All other creatures within 10 feet instantly take 1d6 points of damage for every 3HD of the Achaierai. This damage bypasses all resistances and immunities.

At 6 HD it may use this ability as a move action.

At 9 HD as a swift action.

At 12 HD as an immediate action.

Growth:At 4t level the Achaierai grows to large size.

Powerful Legs: at 4th level, the Achaierai gains +1 to Trip and Grapple checks for every 2 HD it has. At 8 HD, it also ignores Freedom of Movement effects.

Ability Increase: The Achaierai gains +1 to Str and Con at levels 1, 4 and 5, up to +3 Str and +3 Con at level 5.

Maddening cloud: At 5th level, creatures damaged by the Achaierai's Black Cloud  need to make a Will save (DC 10+1/2 HD+Con mod) or be affected as if by an Insanity spell with CL equal to the Achaierai's HD. The Achaierai also gains the lawfull and evil subtypes, and its natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

At 10 HD, the Achaierai's black Cloud can even affect creatures immune to mind-affecting, altough they get a +5 bonus on their saves.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar January 29, 2011, 06:18:00 PM
Interesting thread, plenty of fun monster classes here.  If the thread title is accurate about accepting requests, then may I request someone build a class for the Naityan Rakashasa from tome of battle.  Interesting monster, gaining maneuvers and a stance based on it's current form, but it's ELC really makes it nigh impossible to play.  I expect it'd be a rather difficult one to make a class for, especially if you make it scale with level and/or have more options for manuevers.  I'd love to see a form for it for each discipline instead of just four, but I accept doing so would not be staying truthful to the original.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 30, 2011, 04:41:55 PM
I don't mind making a form for each school, but I refuse to give them all at the same time. How about that you get to pick 4 forms out of 9? (one at 1st level, then one other for every 2 other levels on the monster class).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 January 30, 2011, 06:35:19 PM
I don't mind making a form for each school, but I refuse to give them all at the same time. How about that you get to pick 4 forms out of 9? (one at 1st level, then one other for every 2 other levels on the monster class).
Maybe a paragon class to gain more?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar January 31, 2011, 01:49:57 AM
I don't mind making a form for each school, but I refuse to give them all at the same time. How about that you get to pick 4 forms out of 9? (one at 1st level, then one other for every 2 other levels on the monster class).
Maybe a paragon class to gain more?

Sounds like a good idea.  Wouldn't fit to gain them all at once, but the possibility of gaining a different set than the one form the book would e good.  A Prestige class to gain more may be wise too, but would have to be careful it doesn't threaten the master of nine with access to everything.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo January 31, 2011, 07:04:56 PM
Rakshasa, Naytyan
(http://www.wizards.com/dnd/images/tob_gallery/99718.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1 +2+2+0Martial body, Mind Read, Martial Soul, +1 Str
2+2+3+3+0Change Shape, +1 Con
3+3+3+3+1Bas Hide, +1 Str
4+4+4+4+1Blood Thirst, +1 Con
5+5+4+4+1Brutish Deceiver, +1 Str
6+6+5+5+2Martial Adaptation, +1 Con
7+7+5+5+ 2Evil Incarnate, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at 1st level. Its class skills are Bluff, Concentration, Disguise, Jump, Listen, Move Silently, Hide, Knowledge(any), Martial Lore Perform, Sense Motive, Tumble and Spot.

Proficiencies:
its own natural weapons, simple and martial weapons.

Features:

Martial body: at first level loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base speed 40, two natural claw attacks dealing 1d4+Str mod each and a bite attack dealing 1d6+half Str mod. He takes no penalty for attacking with both claws in a fullattack, but takes a -5 penalty on the bite attack if it uses togheter with the claws.

It has the native subtype to the plane it was born (usually the material plane).

A Naytyan Rakshasa also gains a bonus to its natural armor equal to its Con modifier.

Mind read:the Naytyan Rakshasa 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.

Martial Soul:
The Naytyan Rakshasa learns one stance and two maneuvers from a single school. At 2nd level, and again at 4th and 6th level it learns one extra maneuver from that school. The Naytyan Rakshasa cannot learn maneuvers of a level bigger than (Iniator level/2)+1.

In adition, the Naytyan Rakshasa's body changes acording to the stance, providing combat bonus as follows:

Stone Dragon: the Naytyan Rakshasa's body becomes more snake-like, with stony-like scales and its legs fusing in a snake tail. It gains a bonus to Nat armor and Fort saves equal to 1/3 its HD (minimum 1).

Desert Wind: The Naytyan Rakshasa's body becomes like an humanoid Hell Hound, gaining the Scent ability as per the SRD, and a bonus on Survival checks equal to its HD.

Shaddow Hand: The Naytyan Rakshasa's body becomes an eel-like humanoid, gaining 1d6 sneak attack for every 4 HD it has (minimum 1) and gaining a swim speed equal to its base speed. He takes no penalties for fighting underwater.

Seting Sun: The Naytyan Rakshasa's body becomes like an humanoid displacer beast, increasing all its movement speeds for 10 feet for every 2 HD it has.

Devoted Spirit: The Naytyan Rakshasa's body becomes more pale and smooth. His attacks deals +1 Damage per 2 HD to oponents with one oposite alignment. This bonus doubles against oponents with two oposite alignments. If the Naytyan Rakshasa is neutral-something else it cannot gain more than +1 to Damage per HD. If the Naytyan Rakshasa is true neutral this Martial Soul offers no particular benefit.

Iron Heart: The Naytyan Rakshasa's body partially turns to metal. It gains immunity to poison, sleep effects, paralysism, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Tiger Claw:The Naytyan Raskhasa body becomes more feral. Its natural attacks critical threat doubles.

White Raven:The Naytyan Raskhasa's body becomes more elegant. It can make one extra 5-feet step either as a free action on its own turn or as an immediate action during an oponent's turn.

Diamond Mind:
The Naytyan Raskhasa's body partially crystalizes. It gains a bonus on Reflex and Will saves equal to 1/3 its HD (minimum 1).

A Naytyan Rakshasa begins with a single Martial Soul, and gains another one from a diferent school for every 2 extra levels on this class (two at third level, three at fifth, four at seventh). It can only use the maneuvers from the stance it is currently on. It recharges maneuvers automatically by changing stances (or, at first level, by exiting its only stance and starting it again).

It automatically learns one stance and a number of maneuvers for each new Martial Soul equal to the number of maneuvers from its first Martial soul it currently has. When it receives new maneuvers to its first Martial Soul from this class, it also learns the same number of maneuvers for each of each other of its Martial souls, with the same restrictions. So for example a Naytyan Rakshasa 3 picks its second Martial Soul, it will automatically know 3 maneuvers from the new school from a level it can use. At 4th level, it learns a new maneuver for its first Martial Soul and another one for its second Martial Soul. Stances and maneuvers learned for a specific Martial Soul are always from the respective school.

The Naytyan Rakshasa's iniator level is equal to his class level, and will fully stack with one single martial class of their choice, chosen at first level (crusader, swordsage or warblade). Other classes will stack 1/2 their levels as usual.

Finally, whenever a new Martial Soul is gained, the Naytyan Rakshasa may choose to replace the maneuvers and stance from his other Martial Souls for new, higher-level ones.

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 2, 4, 6, 7
                        +1 to Str at levels 1, 3, 5, 7
          
For a total of +4 Str and +4 Con at 7th level.

Change Shape (Su): At 2nd level the Naytyan rakshasa can assume any humanoid form, or revert to its own form, as a standard action 1/day for each HD it has. In humanoid form, a rakshasa loses its claw and bite attacks.  A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
[spoiler]
* The creature retains the type and subtype of its original form. It gains the size of its new form.
* The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
* The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
* The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
* The creature retains the ability scores of its original form.
* Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
* The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.[/spoiler]

Bas hide:At 3rd level the Naytyan Rasksha's skin is exceptionaly strong, protecting it from both magic and weapons. It gains SR equal to 11+HD and DR/magic and piercing equal to 1/2 its own HD. it may raise or lower this SR at any time ven if it isn't its turn.

Bloodthirst: Naytyan Rakshasa find the taste of humanoid blood extremely exquisite, more than any other food or beverage. At 4th level, whenever they injure an humanoid oponent with their bite attack they gain +1 Morale bonus on attack and damage rolls for every 2 HD of the oponent (minimum 1) on their next round .

Alternatively, the Naytyan Rakshasa may lick the blood directly from its claws or manufactured weapon if it was used to injure an humanoid during the last minute to gain this bonus.

Brutish Deceiver:At 5th level the Naytyan Rakshasa gains a bonus equal to half its HD on all disguise and bluff checks. If it's reading the oponent's mind with his Mind Read ability, this bonus doubles.

In adition, it may use either its Con or Str modifier for Bluff and Intimidate checks instead of Cha, wichever's higher.

Martial Adaptation: At 6th level, the Naytyan Rakshasa may changes stances as an immediate action.

Evil Incarnate: Naytyan Rakshasa were created by angry gods as living embodiments of the eternal desire for violence and cruelty that all humanoids share. At 7th level, 1/day per 4 HD as a free action, the Naytyan Rakshasa may use Intimidate or Bluff checks for attack rolls, AC and saves for 1 round.

[/spoiler]

Comments:
[spoiler]
Another of the obscure ToB monsters, the Naytyan Rakshasa's body changes depending on what stance it is using, gaining diferent bonus.

Compared to other ToB classes, it cannot combine  maneuvers from diferent schools on the same round, but ends up with considerably more maneuvers known, swaping between them as necessary during battle.

The original monster had only forms for four schools, but I made extra forms to cover them all. It's probably stronger than the original monster, but honestly, it wasn't much to write home about for a suposed CR 7 oponent.

Some sugested a paragon class for gaining extra Martial Souls, but I would rather first get some critique on the base class before doing anything else.

Meanwhile, if you wish to play a Rakasha that puts its natural attacks and shape changing abilities to good use, the Naytyan Rakshasa's for you!
[/spoiler]

Lord Rakshasa, Naytyan(prc)
(http://images.epilogue.net/users/abi/Rakshasa-v-Ju-Bi.jpg)
[spoiler]
Prerequisites:
-All 7 levels of the Rakshasa, Naytyan.
-Martial Lore 10 ranks.

HD:d8
LevelBabFortRefWillFeature
1+1 +2+2+0Martial Improvement, Shaped for War, +1 Con
2+2+3+3+0Extra Martial Soul, Cursed Bite, +1 Str
3+3+3+3+1Shaped for War, Mortal Combat, +1 Con
4+4+4+4+1Extra Martial Soul, Shifting Strike, +1 Str
5+5+4+4+1Shaped for War, Cursed Claws, +1 Con
6+6+5+5+2Extra Martial Soul, Double Soul, +1 Str
Skills:4+int modifier per level. Its class skills are Bluff, Concentration, Disguise, Jump, Listen, Move Silently, Hide, Knowledge(any), Martial Lore, Perform, Sense Motive, Tumble and Spot.

Proficiencies:
The Lord Rakshasa, Naytyan gains proficiency with one Exotic Weapon of its choice.

Features:
Martial Improvement:
At 1st level, and again at 3rd and 5th level the LNR learns one extra maneuver for each school it has acess to, following the same limitations as Martial Soul. The Naytyan Rakshasa cannot learn maneuvers of a level bigger than (Iniator level/2)+1.

Shaped for War:At 1st level of this Prc, and again at 3rd and 5th level, pick one of the Lord Rakshasa, Naytyan Martial Souls. It is improved in the following manner.

Stone Dragon: the NLR's body becomes harder, doubling its DR.

Desert Wind: The NLR's senses become even more enanched, increasing the range of its scent ability by 5 feet per HD.

Shaddow Hand: The NLR's body becomes a blur of darkness, granting it concealment, wich grants 20% miss chance and can be used for hiding whitout actually having anything to hide behind.

Seting Sun: The NLR body becomes impossibly flexible, granting it a bonus on grapple, trip and bullrushes equal to 1/4 its HD.

Devoted Spirit: The NLR drains the life of his oponents with its claws and teeths. Whenever it deals damage in melee with its natural weapons, it heals 1/4 the damage dealt.

Iron Heart: The NLR claws and teeths fully become of metal, and can mimick any special material (like adamantine, silver, cold iron), chosen when the NLR enters this stance.

Tiger Claw:The NLR claws and teeths grow specially sharp and long, inflicting deep wounds that don't stop bleeding and cannot be easily healed. Oponents struck by his claws or teeth lose 1 HP per round untill they receive a sucessfull Heal check with DC 10+1/2HD+Str mod. Magic healing, fast healing or regeneration do not stop this bleeding. Multiple natural hit attacks stack.

White Raven:The NLR grows wings (of a shape and color of its preference) that allow it to fly at its base speed with good maneuverability.

Diamond Mind:The NLR's body further crystallizes, increasing its SR by an extra 4, and its Natural Armor now counts against touch attacks.

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 1, 3, 5
                        +1 to Str at levels 2, 4, 6
          
For a total of +3 Str and +3 Con at 6th level.

Extra Martial Soul:
At 2nd level, and again at 4th and 6th level, the NLR gains a new Martial Soul, following all the rules as the Naytyan Rakshasa class Martial Soul.

Cursed Bite: At 2nd level, the NLR's bite gains an enanchment bonus equal to half its HD. It can actually only have +5 max to attack and damage rolls, but it can use that enanchment to gain special weapon properties like flaming and speed.

Mortal Combat: At 3rd level, whenever the NLR uses Change Shape to assume the form of an humanoid, it chooses one of its Martial Souls for every 4 HD it has. It can use the maneuvers it knows from all the chosen Martial schools, but doesn't benefit from any Martial Stance or the special properties of his Martial Souls. The benefits and drawbacks last while in humanoid shape.

Shifting Strike:At 4th level, 1/minute the NLR can partially change his body to use a maneuver from a Martial Soul while using other.

Cursed Claws:  At 5th level, the NLR's claws gains an enanchment bonus equal to half its HD. It can actually only have +5 max to attack and damage rolls, but it can use that enanchment to gain special weapon properties like flaming and speed.

Double Soul:At 6th level, 1/day for every 6HD it has, the NLR can combine two of its Martial Souls at the same time for a number of rounds equal to its Con modifier, gaining all the benefits from both, except that it only gains the benefits from one of the Martial Stances (NLR's choice). Activating this ability is a swift action.

[/spoiler]

Comments:
[spoiler]
The Lord Naytyan Rakshasa's grants three extra Martial Souls, and allows you to improve three of them as well.

In adition it improves its natural attacks, allows you to combine diferent Martial Souls (altough with limitations) and offers some extra ability score bonus.
[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 31, 2011, 09:57:07 PM
Know what? The Troll in the first post kinda pales compared to the dragon. Overhaul time!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo January 31, 2011, 09:57:41 PM

Troll
(http://www.mymagic.ru/files/418/Cudgel_Troll_421.jpg)
[spoiler]HD:d8
Level BAB Fort Ref Will Feature
1 +0+2+0+0Troll body, Reckless Assault, Shrug it off, Str+1, Con+1
2 +1+3+0+0Scent, Hunter Leap, Str+1, Con+1
3 +2+3+1+1  Rend, Lunging Throw Str+1, Con+1
4 +3+4+1+1 Regeneration, Tear Trough, Str+1, Con+1
5 +3+4+1+1  Growth , Overrun, Str+1, Con+1

Skills: 2+int modifier per level, quadruple at first level. Class skills:
spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate.

Proficiencies: all simple weapons and his own natural weapons.

Features:
Troll body: the troll loses all other racial bonuses, and gains giant traits, a base speed of 30 feet, two claw attacks dealing 1d4+Str mod each and one bite attack dealing 1d4+1/2 Str mod damage . He also gains a natural armor bonus equal to his own Con modifier.

Reckless Assault:Trolls are infamous for throwing themselves at their oponents while trusting their own toughness to endure whenever the oponent throws back at them. Whenever the troll charges or full attacks, he may make an extra claw or bite attack at his highest attack bonus, but causes an attack of oportunity from their oponent. If this attack of oportunity misses, the troll may make a new bite or claw attack, provoking a new attack of oportunity, and so on. The troll cannot gain a number of bonus attacks bigger than his own HD this way.

Shrug it off: At first level a troll's regeneration still isn't fully developed, but they're already able to quickly recover with mere seconds of rest. As a standard action, a number of times per day equal to his Con modifier, the Troll may heal itself for an amount of HP equal to HDxCon modifier.

At 3 HD, this ability automatically triggers should the Troll be droped below 0 HP.

Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

Scent:At 2nd level, a Troll gains the scent extraordinary ability, as the standard SRD ability.

Hunter Leap: At 2nd level, a Troll performing a charge can choose to fling itself trough the air. It can only move up to his speed (instead of twice), but counts as flying for all purposes, so ignores dificult terrain and can leap over a chasm, or reach flying targets. If it finishes it's charge on the air, then it falls back on the ground and takes damage as apropriate.


Lunging Throw: After centuries of running after agile preys while being too lazy to run faster themselves, trolls developed a natural talent for usinng thrown weapons to slow down their oponents. At 3rd level, if the Troll moves at least 10 feet on the direction of a target and then hits it with a thrown weapon, it must make a reflex save with DC 10+1/2HD+Str mod or be unable to move for 1 round (it can still attack/use items/cast, just not move). If the hit oponent was flying, it drops 10 feet for every point it failed the save. If this makes it hit the ground, it takes falling damage as apropriate.

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

Regeneration: At 4th level the Troll gains regeneration equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tear trough:At 4th level, as the Troll's regeneration awakens, it becomes even more reckless, allowing him to suffer grievous injuries in order to push trough traps and hazards at any cost. The troll may deal Claw damage to itself as an immediate action in order to re-roll a failed save with a bonus equal to the self-inflicted damage.

Growth:At 5th level the troll grows one size category.

Overrun: 1/day for every 2 HD it has, the Troll may push it's body to the limits. As a fullround action, it can move up to twice it's speed, ignoring hard terrain and even moving over oponents, while delivering one claw attack to every oponent he passes trough (no more than one attack per oponent), or alternatively full attack one single oponent at any time during the move. The troll causes attacks of oportunity as normal for moving, but in the turn this ability is used, and for a number of turns equal to his Con modifier afterwards, he automatically heals an amount of HP equal to his HD every time it's damaged (except if the source of damage is fire or acid).

Skraag: When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.[/spoiler]

Comments:
[spoiler]The original troll is strong, but kinda boring. Hit with claws and bite, regenerate some damage every turn, and that's it.

So the Troll class offers several new takes on the whole self-healing aspect, then new combat options for the troll, focusing on ferocious assaults while exposing yourself to enemy attacks, and some thrown weapon goodyness because I'm a WC III fan.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 01, 2011, 03:47:18 PM
I like the Reth Dekala, I was actually gonna make one but then saw you had done the leg work. Nice work  :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 02, 2011, 10:50:31 PM
Small update on the Ogre Mage (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322773#msg322773), felt like he was also a little lacking.

And an even smaller update on the succubus (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322775#msg322775), +1 Cha at first level and ability to ignore immunity to mind-affecting.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 03, 2011, 04:14:30 AM
The Naytyan Rakshasa looks reasonable, but the wording needs some tweaking.  As written, it only learns maneuvers and stances from one discipline, even as it gains access to the forms for other disciplines, which looks a little wrong.  Still, I actually like that as written a Naytyan Rakshasa can never use a maneuver or stance not suited to it's current form, even if it gains them from a source other than racial class (As the wording implies is the case), as it adds a feeling of the monstrous nature actually holding them back, their bodies not suited to the same martial arts as regular humanoids (And is a huge encouragement for Naytyan characters to take the prestige class you are considering making).  Very nice overall.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 03, 2011, 07:03:02 AM
Cleared up that you're suposed to learn maneuvers for all your Martial Souls at the same rate. How does it look now?

So how many new martial souls would you like the paragon class to grant since you don't want ? You said you didn't want it threatening the Master of nine, so how about three new Martial Souls over 6 levels, so it ends up with 7 ?

EDIT: Meanwhile, new update of the Minotaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322768#msg322768). Check it out if you love charging around the battlefield flinging your oponents trough the air!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 04, 2011, 03:05:48 AM
Cleared up that you're suposed to learn maneuvers for all your Martial Souls at the same rate. How does it look now?

So how many new martial souls would you like the paragon class to grant since you don't want ? You said you didn't want it threatening the Master of nine, so how about three new Martial Souls over 6 levels, so it ends up with 7 ?

It looks better now. Still, now I think about it, most martial adepts improve in terms of versatility linearly (Gaining a maneuver known every level or two), where as this expands at a less linear pace due to how gaining access to new disciplines gives you same known for each.  Now, the weakness of not being able to use stuff from different disciplines together should hopefully be enough of a disadvantage to stop that being a problem.  After all, no combining inferno blade with raging mongoose is certainly a big loss.

For the prestige class, it would be fair to only give three extras, as seven disciplines should be more than enough for most builds. An ability like that of the master of nine to switch stances/form when doing a counter would be nice, though not sure it'd be too balanced here.  Okay, overall, I'm not sure what you would give the prestige class.  Yes, it makes sense to have it (Plus is needed if you intend to ever use disciplines other than your initial four), but just giving it additional form options seems a little limited and it's hard to see what else would suit it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 04, 2011, 01:16:10 PM
Awhile back I said I'd do the Force Golem, finally got the time...

Lemme know what ya think  :)

...I want to play one with a Dungeon Crasher Fighter...
: Force Golem Racial Class
: Bloody Initiate February 04, 2011, 01:16:21 PM
Force Golem
(http://www.wizards.com/dnd/images/MM5_Gallery/106304.jpg)
[spoiler]HD:d10
Level BAB Fort Ref Will Feature
1 +0 +0+0+0Force Golem Body, +1 Str, Force Power, Broke the Mold
2  +1+0+0+0 +1 Str, Force Power, Warp, Force Vulnerability
3  +2+1+1+1+1 Str, Force Power, Spell Resistance, Forceful
4  +3+1+1+1 +1 Str, Force Power, Force Affinity, Controller
Class Skills: (2+Int Mod, x4 at first level) A Force Golem's class skills are Balance (Dex), Craft (Int), Jump (Str), Listen (Wis), Spot (Wis), and Tumble (Dex).

Proficiencies: A Force Golem is proficient with its natural weapons but gains no other weapon or armor proficiencies.

Features:
Force Golem Body: The Force Golem loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-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, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hitpoints, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe

A Force Golem is medium size and has a land speed of 30ft. A Force Golem also has a natural armor bonus equal to its Strength modifier.

A Force Golem has two slam attacks that do 1d6 damage and threaten a critical hit on a natural 20.

At 1st level and every class level thereafter, a force golem gains +1 strength.

Force Powers: At 1st level and every class level thereafter, a force golem gains a force power of its choice from the following list: Force Burst, Force Field, Force Reactive, Pulse, Feat
[spoiler]
-Force Burst (Su): Once every 3 rounds, a force golem can create a 30-foot-radius burst of force centered on its self. Creatures in the area take 1d6 points of damage per two HD the Force Golem possesses (rounded up) and are knocked prone. Those who succeed on a Reflex save take half damage and remain standing. The save DC is equal to 10 + half the Force Golem's HD (rounded up) + the Force Golem's Strength modifier. If a force golem has the Improved Overrun feat, the save DC is increased by 4. Force golems are immune to this ability. This is a force effect.

At 4 HD a force golem gains +10 feet to the potential radius of Force Burst. This additional 10 feet of radius is always optional, and the Force Golem can choose instead to decrease the radius of Force Burst to by up to 10 feet, down to 20 feet which adds +1d6 + the force golem's strength bonus to the damage. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Flying opponents caught within the radius of Force Burst are dazed for one round unless they make their reflex save.

At 8 HD a force golem gains +10 feet to the potential radius of Force Burst. This additional 10 feet of radius is always optional, and the Force Golem can choose instead to decrease the radius of Force Burst by up to 20 feet, down to 10 feet which adds +2d6 + the force golem's strength bonus to the damage. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Flying opponents caught within the radius of Force Burst are stunned for one round unless they make their reflex save. If they are immune to stunning they are instead dazed for one round on a failed reflex save.

At 12 HD a force golem gains +10 feet to the maximum radius of Force Burst. This additional 10 feet of radius is always optional. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Opponents caught within the radius of Force Burst who fail their reflex save are dazed for one round as well as knocked prone.

At 16 HD a force golem gains +10 feet to the maximum radius of Force Burst. This additional 10 feet of radius is always optional. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Opponents caught within the radius of Force Burst who fail their reflex save are stunned for one round as well as knocked prone. If they are immune to stunning they are instead dazed for one round and knocked prone on a failed reflex save.

At 20 HD a force golem gains +20 feet to the maximum radius of Force Burst. This additional 20 feet of radius is always optional. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase. Opponents caught within the radius of Force Burst cannot save against its damage, but must make a reflex save with a save DC equal to the damage they take or the normal save DC of Force Burst, whichever is higher. Opponents who fail this reflex save are dazed for one round, stunned for one round, and knocked prone. All opponents caught within the radius of Force Burst must also make a caster level check vs. the force golem's spell resistance or have a random buff dispelled.

The radius on a force golem's Force Burst gains an optional +20 feet every 4th HD after 20. A force golem decides the radius of Force Burst each time it uses the ability, it does not have to choose the radius at the HD at which it gains this increase.

Force Field (Ex): A force golem is surrounded in an invisible sphere that excludes external spells and spell effects of 2nd level and lower. This ability functions like a lesser globe of invulnerability, except it is an extraordinary ability and it does not extend to spells and spell effects created by the force golem. A force golem's Pulse, Force Reactive, and Force Burst abilities are unaffected by the Force Field. A force golem can dismiss or reactivate its Force Field as a free action at any time even if it is not its turn.

At 4 HD the Force Field excludes spells and spell effects of 3rd level and lower.

At 6 HD the Force Field functions like a globe of invulnerability, excluding spells and spell effects of 4th level and lower. It is still an extraordinary ability and does not hinder the Force Golem's abilities.

At 8 HD the Force Field excludes spells and spell effects of 5th level and lower

At 10 HD the Force Field excludes spells and spell effects of 6th level and lower

At 12 HD the Force Field excludes spells and spell effects of 7th level and lower

At 14 HD the Force Field excludes spells and spell effects of 8th level and lower

At 16 HD the Force Field excludes spells and spell effects of 9th level and lower

Force Reactive (Su): When an opponent attacks and misses a force golem with a melee attack, the force golem can turn the kinetic energy of the attack back on the attacker as an immediate action. The attacker is pushed 5 feet into an empty square of the force golem’s choice. This movement does not provoke attacks of opportunity. If the force golem has the Improved Bull Rush feat, it can choose to push an attacker as far as 10 feet into an empty square. If the attacker is flying, the force golem can push it up to 10 feet instead of the normal 5, and up to 20 feet if the force golem possesses the Improved Bull Rush feat.

At 6 HD the distance a force golem can push its attacker is twice the original distance (5 feet becomes 10 feet).

At 12 HD the distance a force golem can push its attacker doubles again (10 feet becomes 20).

At 18 HD the distance a force golem can push its attacker doubles again (20 feet becomes 40), and as part of the same immediate action it can use Pulse on its attacker.

At 20 HD a force golem can use Force Reactive as a free action even if it is not its turn, although if it chooses to use Pulse on an attacker affected by Force Reactive, then it must use its immediate action for the turn to do so.

Pulse (Sp): A force golem can target any opponent within 60 feet with this ability, which functions as a ranged bull rush attempt. The force golem and its target make opposed Strength checks. If the force golem wins the opposed check, the opponent is pushed 10 feet in a direction of the golem’s choice and falls prone in the square it ends up in. For each 5 points the force golem's check result is greater than the defender's check result, the force golem can push the defender an additional 5 feet. This movement does not provoke attacks of opportunity, and using this ability does not cause the force golem to provoke an attack of opportunity. If the target is flying, the force golem can push it twice as far. The force golem is not required to move with the pushed opponent.
A force golem can push an opponent only in a straight line, and it cannot push an opponent closer to it than the square that foe started in. If an intervening obstacle prevents the opponent from being pushed 10 feet, the foe and the obstacle each take 1d6 points of damage. If the opponent was flying and the force golem chose to push them straight down, they take falling damage appropriate for the distance traveled before striking the obstacle. The opponent then falls prone in the square it was in before striking the obstacle.
Any feat or special ability that grants a bonus on resisting bull rush attempts (such as a dwarf’s stability) applies to this opposed Strength check. Similarly, if a force golem takes a feat or special ability that improves bull rush attempts, they gain its benefits on this check.

At 4 HD a force golem gains a +2 bonus on bull rush checks, and can use Pulse on any opponent within 90 feet and can force a flying opponent downward three times the normal distance.

At 8 HD a force golem gains a +2 bonus on bull rush checks, and can use Pulse on any opponent within 120 feet and can force a flying opponent downward as if they were falling, dealing full falling damage upon impact with the ground.

At 12 HD a force golem gains a +4 bonus on bull rush checks, and can use Pulse on any opponent within 150 feet and deals and can force a flying opponent downward faster than if they were falling, dealing double falling damage upon impact with the ground. This overpowers spells that decrease falling speed, like feather fall, but does not deactivate them. Non-flying opponents who collide with obstacles suffer additional damage as well. Both the opponent and the obstacle take an additional +1d6 of damage per 10 feet beyond the first that the force golem pushed them with its bull rush check. In addition a force golem adds its strength bonus to any damage dealt through the use of Pulse.

At 16 HD a force golem gains a +4 bonus on bull rush checks, and can use Pulse on any opponent within 200 feet and can force a flying opponent downward faster than if they were falling, dealing triple falling damage + the force golem's strength bonus upon impact with the ground. This overpowers spells that decrease falling speed or allow flight and targets of this ability must make a caster level check vs. the force golem's spell resistance or have relevant transmutation effects dispelled. In addition a force golem adds double its strength bonus to any damage dealt through the use of Pulse.

At 20 HD a force golem gains a +8 bonus on bull rush checks, and can use Pulse on any opponent it can see. It also adds triple its strength bonus to any damage dealt through the use of Pulse. Should the force golem choose, it can use Pulse as a move action instead of as a standard action, it makes this decision anew each time it uses Pulse.

Feat: A force golem may learn a feat in place of a Force Power.[/spoiler]

Broke the mold: Their intelligence and free will make force golems anomalies amongst golems. In addition to allowing them to make complex tactical analysis, they develop personalities which they express in combat. At 1st level a force golem gains either Power Attack or Combat Reflexes as a bonus feat, even if it does not meet the prerequisites. If it already has one or both of these feats it may select any other feat for which it meets the prerequisites. A force golem must also choose to focus on charisma or intelligence. Whichever ability it chooses immediately increases by 1 and increases by 1 again every class level after 1st.

Warp (Ex): A force golem gains a Deflection bonus to AC equal to its highest mental ability modifier, and gains Sonic Resistance equal to twice its HD. At 5 HD it gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Force Vulnerability (Ex): Force effects deal half again as much damage (50%) to a force golem.

Spell Resistance (SR): A force golem gains Spell Resistance 15 + HD, A force golem can lower or raise its Spell Resistance as a free action at any time should it choose to receive friendly spells. It does not have to be the force golem's turn for it to lower or raise its spell resistance. This Spell Resistance does not extend to force effects.

Forceful (Ex): A force golem learns to put extra energy behind its blows. At 3 HD, its natural weapons increase in damage die size (From 1d6 to 1d8 for a medium size force golem) and gain the force descriptor, making them useful against incorporeal foes. The damage die increases in size again every five HD after the force golem's third HD.
 
Force Affinity (Ex): For obvious reasons, a force golem is particularly talented with force effects. Any force effect a force golem creates, whether it is a spell, power, or other special ability, is freely empowered. A force golem immediately gains +1 bonus to caster level, manifester level, and other level-dependent force effects. It gains another +1 for every 5 HD it has (So +1 at 5, 10, etc.).

Controller: A force golem becomes a large size creature. It also gains DR/adamantine equal to half its HD.[/spoiler]
Comments:
[spoiler]As much as I like the Force Golem in MMV, it was not very well designed.

It's MAD as hell, needing almost all of its stat bonuses just to make its abilities and fluff work. It normally has +8 Strength for Bull Rush attempts (Integral), +6 Dex to make its ranged touch attacks viable (For the pulse ability), +2 Intelligence primarily for fluff (But it's fluff I like), and +4 Charisma for Save DCs and fluff.

I dropped the Dex bonus entirely and chose a route that lets the player choose to be either smart or charismatic, which should allow for choice in character design.

If you drop the fluff support, which is unfortunate but necessary, the creature feels less unique but becomes more functional.

Focusing functionality made me question the power of the certain abilities; normally Pulse requires a ranged touch attack but I removed that part to make it less MAD. I figure the ability to move allies and opponents around the battlefield like chess pawns is pretty good, but nothing that compared to equivalent-level battlefield controllers, so I just let it be as good as possible.

I was also considering giving it tremorsense 5 x HD, to augment its chess board BFC feel.[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 04, 2011, 02:03:09 PM
As much as I like the Force Golem in MMV, it was not very well designed.

For starters, there are actually several mistakes in the entry. Its slams are too good (They do 1d8 when they should do 1d6, this turned into inspiration for me)
That's not a mistake. Natural weapons don't always do the same damage. The skum (http://www.d20srd.org/srd/monsters/skum.htm), for instance, is a Medium creature with a 2d6 bite attack.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 04, 2011, 02:07:15 PM
As much as I like the Force Golem in MMV, it was not very well designed.

For starters, there are actually several mistakes in the entry. Its slams are too good (They do 1d8 when they should do 1d6, this turned into inspiration for me)
That's not a mistake. Natural weapons don't always do the same damage. The skum (http://www.d20srd.org/srd/monsters/skum.htm), for instance, is a Medium creature with a 2d6 bite attack.

I figured that, and I definitely prefer that the Force Golem be able to hit a little harder than is normal for its size. What it did for me was allowed me to explain why its weapon scales to 1d8.

Actually using the word "scales" made me realize its weapon so DOES NOT scale. I'll have to edit that.

EDIT: HA! Gave'm the force descriptor as well as scaling dice.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl February 04, 2011, 02:38:44 PM
Force Burst (Su): Once every 3 rounds, a force golem can create a 30-foot-radius burst of force centered on its self. Creatures in the area take 1d6 points of damage per two HD the Force Golem possesses (rounded up) and are knocked prone. Those who succeed on a Reflex save take half damage and remain standing. The save DC is equal to half the Force Golem's HD (rounded up) plus either the Force Golem's Strength modifier, whichever is higher. If a force golem has the Improved Overrun feat, the save DC is increased by 4. Force golems are immune to this ability.
The save DC of this ability is off. The standard formula is 10 + 1/2 HD + stat. This is missing the base 10 part. It also says to use "either the Force Golem's Strength modifier, whichever is higher" which implies a choice between two or more options, despite only allowing Strength.

Shouldn't Force Burst have the Force descriptor or otherwise be called out as a Force effect?

Pulse (Sp): A force golem can target any opponent within 60 feet with this ability, which functions as a ranged bull rush attempt. The force golem and its target make opposed Strength checks. If the force golem wins the opposed check, the opponent is pushed 10 feet in a direction of the golem’s choice and falls prone in the square it ends up in. This movement does not provoke attacks of opportunity. If the target is flying, the force golem can push it twice as far.
A force golem can push an opponent only in a straight line, and it cannot push an opponent closer to it than the square that foe started in. If an intervening obstacle prevents the opponent from being pushed 10 feet, the foe and the obstacle each take 1d6 points of damage. The opponent then falls prone in the square it was in before striking the obstacle.
Any feat or special ability that grants a bonus on resisting bull rush attempts (such as a dwarf’s stability) applies to this opposed Strength check. Similarly, if a force golem takes a feat or special ability that improves bull rush attempts, they gain its benefits on this check.
As a Bull Rush attempt, does is provoke attacks of opportunity (for the attempt itself, rather than the movement), require the golem to move with the pushed opponent, or allow for greater forced movement based on how much the golem beat the defender on the Strength check?

As the Earth (Ex): The spirit animating a force golem’s body makes it tougher than it would normally be. It adds its Charisma modifier as bonus hit points to each Hit Die. (Stolen from the Scouring Stanchion found in the same book, MM5)
Since the Golem can choose to focus on either of Int or Cha, it seems strange that it should have such an important ability fixed to only one of those ability scores.

Forceful: A force golem learns to put extra energy behind its blows. Its natural weapons increase in damage die size (From 1d6 to 1d8 for a normal large size force golem) and gain the force descriptor, making them useful against incorporeal foes. The damage die increases in size again every five levels after third.
Should specify increasing every 5 HD after 3 HD instead of every 5 levels, since this is only a 4 level class.

Force Affinity (Ex): For obvious reasons, a force golem is particularly talented with force effects. Any force effect a force golem creates, whether it is a spell, power, or other special ability, is freely empowered. A force golem is also considered one level higher per 5 HD than its character level when determining caster level, manifester level, etc. for force effects it creates.
The text "than its character level" seems erroneous. The ability would seem to be intended to give a +1 bonus to CL, ML, and other level-dependent effects for the purpose of the golem's Force effects for every 5 HD it has.

Also worth noting is that this ability doesn't actually grant any benefits as written when it is gained. First, it is gained at 4th level, thus not having enough HD to give the first +1 bonus. This could be fixed by making it minimum +1, or +1 and another +1/5 HD beyond 4th, or something similar. Second, the golem doesn't actually have any level-dependent force effects other than (probably) Forceful, which scales at a slow enough rate that again, it won't provide any benefit for another couple of levels.

Force Vulnerability (Ex): Force effects deal half again as much damage (50%) to a force golem.[/spoiler]
Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 04, 2011, 03:06:44 PM
Force Vulnerability (Ex): Force effects deal half again as much damage (50%) to a force golem.[/spoiler]
Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.
Especially since the Force Dragon is immune to force. I haven't seen the source material here though.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 04, 2011, 04:09:48 PM
The save DC of this ability is off. The standard formula is 10 + 1/2 HD + stat. This is missing the base 10 part. It also says to use "either the Force Golem's Strength modifier, whichever is higher" which implies a choice between two or more options, despite only allowing Strength.

Shouldn't Force Burst have the Force descriptor or otherwise be called out as a Force effect?

Thank you for catching that! That was just a screw-up on my part.

As for the force descriptor on force burst, I pulled a lot of the text straight out of the entry rather than attempting to rewrite my own. I think they just relied on the fact that it says "burst of force", I will edit in a [Force] to its abilities.

As a Bull Rush attempt, does is provoke attacks of opportunity (for the attempt itself, rather than the movement), require the golem to move with the pushed opponent, or allow for greater forced movement based on how much the golem beat the defender on the Strength check?
No, no, yes. I've edited the additional information into the description.

Since the Golem can choose to focus on either of Int or Cha, it seems strange that it should have such an important ability fixed to only one of those ability scores.

I agree, but a few things went through my head:

No one else gets to choose which stat gives them bonus hps.

Other constructs don't even get bonus hps.

I COULD put it on Strength, but I was concerned that if I made the Force Golem perfectly SAD that it would appear too strong, and also pigeonhole players. As it is, I tried to set it up so that once you finish your force golem levels you can conceivably go in several directions with the character. If I make it SAD in every way I can, I make it so they gain so much from beefing that one ability score that it's not worth beefing anything else.

I am gonna think about it though, I wasn't thrilled with the result, but since I straight lifted it from another monster's entry and also am giving a construct bonus hitpoints I figured I was getting away with enough as it is.

Should specify increasing every 5 HD after 3 HD instead of every 5 levels, since this is only a 4 level class.

Fixed.

The text "than its character level" seems erroneous. The ability would seem to be intended to give a +1 bonus to CL, ML, and other level-dependent effects for the purpose of the golem's Force effects for every 5 HD it has.

Also worth noting is that this ability doesn't actually grant any benefits as written when it is gained. First, it is gained at 4th level, thus not having enough HD to give the first +1 bonus. This could be fixed by making it minimum +1, or +1 and another +1/5 HD beyond 4th, or something similar. Second, the golem doesn't actually have any level-dependent force effects other than (probably) Forceful, which scales at a slow enough rate that again, it won't provide any benefit for another couple of levels.

I fixed the wording, thanks for that.

Also, oddly enough, I intended for it to offer no immediate benefit. Since it's only a 4 level class it was supposed to be a sort of parting gift where you're set up for something else. However I changed the wording so that it immediately gains +1 and then gains +1 every 5 HD after that.

Question: Do you think it's a worthy capstone? I try to make the last level worth it, but I'm not always sure I succeeded.

Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.

I agree. I was attempting to balance the free empowering of force effects it gets and also attempting to stay a bit faithful to the MM5 entry.

You think it would be better just to leave off the vulnerability to force entirely? I felt like I was hooking this guy up pretty well, so eventually I started feeling guilty about not giving him any setbacks, but maybe eating 4 levels is enough of a setback.

Force Vulnerability (Ex): Force effects deal half again as much damage (50%) to a force golem.[/spoiler]
Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.
Especially since the Force Dragon is immune to force. I haven't seen the source material here though.

Monster Manual 5, page 68.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl February 04, 2011, 05:37:04 PM
The save DC of this ability is off. The standard formula is 10 + 1/2 HD + stat. This is missing the base 10 part. It also says to use "either the Force Golem's Strength modifier, whichever is higher" which implies a choice between two or more options, despite only allowing Strength.

Shouldn't Force Burst have the Force descriptor or otherwise be called out as a Force effect?

Thank you for catching that! That was just a screw-up on my part.

As for the force descriptor on force burst, I pulled a lot of the text straight out of the entry rather than attempting to rewrite my own. I think they just relied on the fact that it says "burst of force", I will edit in a [Force] to its abilities.
Super. It still has the "plus either the Force Golem's Strength modifier" text, though (the "either" is erroneous).


Since the Golem can choose to focus on either of Int or Cha, it seems strange that it should have such an important ability fixed to only one of those ability scores.

I agree, but a few things went through my head:

No one else gets to choose which stat gives them bonus hps.

Other constructs don't even get bonus hps.

I COULD put it on Strength, but I was concerned that if I made the Force Golem perfectly SAD that it would appear too strong, and also pigeonhole players. As it is, I tried to set it up so that once you finish your force golem levels you can conceivably go in several directions with the character. If I make it SAD in every way I can, I make it so they gain so much from beefing that one ability score that it's not worth beefing anything else.

I am gonna think about it though, I wasn't thrilled with the result, but since I straight lifted it from another monster's entry and also am giving a construct bonus hitpoints I figured I was getting away with enough as it is.
If you're giving Charisma something as big as this, how about at least evening the odds with a different but similarly-powered option for Intelligence-based Force Golems? Something like Int to Fort saves and Concentration checks (and other Con-based checks) to replace the other half of their missing Constitution score?


Seems a bit strange to give a vulnerability in exchange for taking the last level of the class.

I agree. I was attempting to balance the free empowering of force effects it gets and also attempting to stay a bit faithful to the MM5 entry.

You think it would be better just to leave off the vulnerability to force entirely? I felt like I was hooking this guy up pretty well, so eventually I started feeling guilty about not giving him any setbacks, but maybe eating 4 levels is enough of a setback.
If anything, that kind of thing (a significant weakness) should come earlier rather than later, unless its something tacked on to a greater change with its own benefits (Ex: vulnerability to turning as the result of gaining a template that makes you undead, like Lich, or vulnerability to cold/fire as a result of gaining the fire/cold subtype). 2nd level is a decent choice because it also gives you a few defenses (Cha to HP, DR/adamantine, and resistance to the similarly uncommon sonic damage), plus it comes early enough that is feels like an integral part of being a Force Golem, rather than a sort of strange cost for taking the capstone level. Alternatively, it could come at 1st level, which is also probably okay for similar reasons (you do pick up a whole host of fancy Construct immunities). But I dunno, go with what feels right to you.

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bkdubs123 February 04, 2011, 07:48:00 PM
Yeah, I suggest giving him the force vulnerability at 1st level, maybe lose the vulnerability at 3rd level, and maybe even grant Resist Force 5 or 10+1/2 character level at 4th?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 04, 2011, 09:08:57 PM
Super. It still has the "plus either the Force Golem's Strength modifier" text, though (the "either" is erroneous).

Fixed. Thanks for catching that yet again  :banghead



If you're giving Charisma something as big as this, how about at least evening the odds with a different but similarly-powered option for Intelligence-based Force Golems? Something like Int to Fort saves and Concentration checks (and other Con-based checks) to replace the other half of their missing Constitution score?

I gave it Int to saves. Not bad for a construct. I considered giving it a reworded Factotum Brains Over Brawn, but thought that might be overkill.

If anything, that kind of thing (a significant weakness) should come earlier rather than later, unless its something tacked on to a greater change with its own benefits (Ex: vulnerability to turning as the result of gaining a template that makes you undead, like Lich, or vulnerability to cold/fire as a result of gaining the fire/cold subtype). 2nd level is a decent choice because it also gives you a few defenses (Cha to HP, DR/adamantine, and resistance to the similarly uncommon sonic damage), plus it comes early enough that is feels like an integral part of being a Force Golem, rather than a sort of strange cost for taking the capstone level. Alternatively, it could come at 1st level, which is also probably okay for similar reasons (you do pick up a whole host of fancy Construct immunities). But I dunno, go with what feels right to you.

I put it in at 2nd level, right next to the choice between Cha to HPs and Int to Saves.

Thanks again for the input. I would kinda like to ditch the vulnerability entirely, but like I said I feel like I hooked this guy up pretty well. He gets a lot in 4 levels.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 04, 2011, 10:13:10 PM
Force golem:
-NO STARTING AT LARGE SIZE. Seriously that alone is too good for 1st level. Why do you think not a single of the other monsters here has it? Just no. At best at third level, probably better at fourth.
-Please, no Nat armor based on HD. Make it based on Str, and then the deflection based on one of the mental stats (and make the deflection come a little later).
-Make the powers area size/range increase with HD.
-The force golem's "vanilla" powers are all roughly the same power level, so perhaps let the player decide wich he picks in wich order?
-No to +2 Str at second level. Make it +1 at 1st level and another +1 at second level.
-DR always equal to half HD, save some very few exceptions, and never before 5th level. It's not like the force golem isn't already geting Nat armor and deflection bonus.
-"As the earth", just no. Doesn't really make sense fluff-wise (that's an undead-fey thing really) and kinda invalidates one of the important construct penalties. Just give it the standard extra HP like we've done for the other constructs.
-Also no for tactical mind. Really, the force golem is a litttle smarter than normal, that doesn't make it some tactical genius in any way.
-Lower spell resistance. Give it a scaling minor globe of invulnerability that it can turn off as needed to represent magic immunity.
-Good work with forcefull and force affinity!
-Prone is very nice at low levels, but becomes useless at higher levels with all the flying oponents. Allow all the stuff that makes oponent's prone to also harass flying oponents in a way.
-Remove force burst damage from the table since it's suposed to scale up with HD.

So basically, don't be tempted to just steal abilities from other classes and monsters and give them to your own.

Now the force golem isn't a tactical genius. It's smarter than a mindless golem yes, but that doesn't validate suddenly geting stuff like Int to saves and HP. Specially because it's ranged focus, so don't go too crazy on it's defenses.

Instead I sugest to focus on the force and ranged aspects. How about leting it create mini-walls of force (and keep a certain number up at the same time)?


: Prime32
Especially since the Force Dragon is immune to force.
He isn't last time I checked. Just +4 bonus to saves against force effects.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist February 05, 2011, 12:42:52 AM
: Prime32
Especially since the Force Dragon is immune to force.
He isn't last time I checked. Just +4 bonus to saves against force effects.
: Force Dragon (http://www.d20srd.org/srd/epic/monsters/dragonepic.htm)
Immune to Force (Ex)

A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo February 05, 2011, 12:55:27 AM
Lord Rakshasa, Naytyan(prc)
(http://images.epilogue.net/users/abi/Rakshasa-v-Ju-Bi.jpg)
[spoiler]
Prerequisites:
-All 7 levels of the Rakshasa, Naytyan.
-Martial Lore 10 ranks.

HD:d8
LevelBabFortRefWillFeature
1+1 +2+2+0Martial Improvement, Shaped for War, +1 Con
2+2+3+3+0Extra Martial Soul, Cursed Bite, +1 Str
3+3+3+3+1Shaped for War, Mortal Combat, +1 Con
4+4+4+4+1Extra Martial Soul, Shifting Strike, +1 Str
5+5+4+4+1Shaped for War, Cursed Claws, +1 Con
6+6+5+5+2Extra Martial Soul, Double Soul, +1 Str
Skills:4+int modifier per level. Its class skills are Bluff, Concentration, Disguise, Jump, Listen, Move Silently, Hide, Knowledge(any), Martial Lore, Perform, Sense Motive, Tumble and Spot.

Proficiencies:
The Lord Rakshasa, Naytyan gains proficiency with one Exotic Weapon of it's choice.

Features:
Martial Improvement:
At 1st level, and again at 3rd and 5th level the LNR learns one extra maneuver for each school it has acess to, following the same limitations as Martial Soul. The Naytyan Rakshasa cannot learn maneuvers of a level bigger than (Iniator level/2)+1.

Shaped for War:At 1st level of this Prc, and again at 3rd and 5th level, pick one of the Lord Rakshasa, Naytyan Martial Souls. It is improved in the following manner.

Stone Dragon: the NLR's body becomes harder, doubling it's DR.

Desert Wind: The NLR's senses become even more enanched, increasing the range of it's scent ability by 5 feet per HD.

Shaddow Hand: The NLR's body becomes a blur of darkness, granting it concealment, wich grants 20% miss chance and can be used for hiding whitout actually having anything to hide behind.

Seting Sun: The NLR body becomes impossibly flexible, granting it a bonus on grapple, trip and bullrushes equal to 1/4 it's HD.

Devoted Spirit: The NLR drains the life of his oponents with it's claws and teeths. Whenever it deals damage in melee with it's natural weapons, it heals 1/4 the damage dealt.

Iron Heart: The NLR claws and teeths fully become of metal, and can mimick any special material (like adamantine, silver, cold iron), chosen when the NLR enters this stance.

Tiger Claw:The NLR claws and teeths grow specially sharp and long, inflicting deep wounds that don't stop bleeding and cannot be easily healed. Oponents struck by his claws or teeth lose 1 HP per round untill they receive a sucessfull Heal check with DC 10+1/2HD+Str mod. Magic healing, fast healing or regeneration do not stop this bleeding. Multiple natural hit attacks stack.

White Raven:The NLR grows wings (of a shape and color of it's preference) that allow it to fly at it's base speed with good maneuverability.

Diamond Mind:The NLR's body further crystallizes, increasing it's SR by an extra 4, and it's Natural Armor now counts against touch attacks.

Ability bonus:A rakshasa gains a permanent
    
                        +1 to Con at levels 1, 3, 5
                        +1 to Str at levels 2, 4, 6
          
For a total of +3 Str and +3 Con at 6th level.

Extra Martial Soul:
At 2nd level, and again at 4th and 6th level, the NLR gains a new Martial Soul, following all the rules as the Naytyan Rakshasa class Martial Soul.

Cursed Bite: At 2nd level, the NLR's bite gains an enanchment bonus equal to half it's HD. It can actually only have +5 max to attack and damage rolls, but it can use that enanchment to gain special weapon properties like flaming and speed.

Mortal Combat: At 3rd level, whenever the NLR uses Change Shape to assume the form of an humanoid, it chooses one of it's Martial Souls for every 4 HD it has. It can use the maneuvers it knows from all the chosen Martial schools, but doesn't benefit from any Martial Stance or the special properties of his Martial Souls. The benefits and drawbacks last while in humanoid shape.

Shifting Strike:At 4th level, 1/minute the NLR can partially change his body to use a maneuver from a Martial Soul while using other.

Cursed Claws:  At 5th level, the NLR's claws gains an enanchment bonus equal to half it's HD. It can actually only have +5 max to attack and damage rolls, but it can use that enanchment to gain special weapon properties like flaming and speed.

Double Soul:At 6th level, 1/day for every 6HD it has, the NLR can combine two of it's Martial Souls at the same time for a number of rounds equal to its Con modifier, gaining all the benefits from both, except that it only gains the benefits from one of the Martial Stances (NLR's choice). Activating this ability is a swift action.

[/spoiler]

Comments:
[spoiler]
The Lord Naytyan Rakshasa's grants three extra Martial Souls, and allows you to improve three of them as well.

In adition it improves it's natural attacks, allows you to combine diferent Martial Souls (altough with limitations) and offers some extra ability score bonus.
[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 05, 2011, 12:56:05 AM
: Prime32
Especially since the Force Dragon is immune to force.
He isn't last time I checked. Just +4 bonus to saves against force effects.
: Force Dragon (http://www.d20srd.org/srd/epic/monsters/dragonepic.htm)
Immune to Force (Ex)

A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force.

Sorry, confused it with the Tarterian dragon. :blush
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 05, 2011, 05:32:29 PM
The Lord Naytyan Rakshasa looks reasonable, but I still have some comments on it:

Gaining an exotic weapon proficiency is a little unusual.  Not without use, of course, nor overpowered, just I don't think I've seen any other class that gives a single exotic proficiency of your choice. Still, good flavor-wise, and not annoying like needing an exotic proficiency to enter the class would be.

Martial Improvement: "learns one extra maneuver for each maneuver it has" seems a little too much. I do know what you actually meant by it, but it still needs fixing.

Shaped for War: Awesome ability, and forces some specialization.  Some seems stronger than others, but not by much.  Picking just three to have is giving a difficult choice, but it's more than reasonable to do so.

Cursed Bite/Claws: Another cool ability.  Saves a lot on enhancements, though is a bit in conflict with the exotic weapon proficiency.  After all, you can't use an awesome exotic weapon along with all your awesome natural attacks unless you somehow found an obscure set of rules for a tailblade or something like that (I'm sure one must exist somewhere).

Mortal Combat: Interesting ability, certainly gives options.  Still, Considering how much one loses from not having the special of martial soul bonus and stances, I see this only being used as an act of desperation to destroy a foe with a single full attack (Raging Mongoose+inferno blade, then curse at the fact the foe turned out to be immune to fire). I guess it also has use of not being unable to fight while disguised, which I guess is more useful if in a campaign where being seen as a Rakshasa would get you killed.

Shifting Strike: A lot more useful in combat than Mortal Combat, and likely renders Mortal combat obsolete other than fighting while disguised.

Double Soul: Perfect capstone ability.  Still, multiple uses per day might make encounters a little too easy.  Also, considering the character would now have two capstone abilities at level 13, one has to be a little concerned for power issues.  Still, best leave it to someone more able to judge power than me to see if this needs changing.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 05, 2011, 06:16:48 PM
The Lord Naytyan Rakshasa looks reasonable, but I still have some comments on it:

Gaining an exotic weapon proficiency is a little unusual.  Not without use, of course, nor overpowered, just I don't think I've seen any other class that gives a single exotic proficiency of your choice. Still, good flavor-wise, and not annoying like needing an exotic proficiency to enter the class would be.
It's more of a flavour thing indeed. You'll notice some classes around here do give proficiencies of the player's choice.

Martial Improvement: "learns one extra maneuver for each maneuver it has" seems a little too much. I do know what you actually meant by it, but it still needs fixing.
Yeah, that was a bad one... Corrected now.

Shaped for War: Awesome ability, and forces some specialization.  Some seems stronger than others, but not by much.  Picking just three to have is giving a difficult choice, but it's more than reasonable to do so.
Indeed I really wanted to improve them, but improving all at the same time would be too much.

Cursed Bite/Claws: Another cool ability.  Saves a lot on enhancements, though is a bit in conflict with the exotic weapon proficiency.  After all, you can't use an awesome exotic weapon along with all your awesome natural attacks unless you somehow found an obscure set of rules for a tailblade or something like that (I'm sure one must exist somewhere).
Well you're not suposed to. The exotic weapon is more for fluff, or when you're charging and a two-handed weapon adding +1,5 Str mod is better than a single natural attack.

Mortal Combat: Interesting ability, certainly gives options.  Still, Considering how much one loses from not having the special of martial soul bonus and stances, I see this only being used as an act of desperation to destroy a foe with a single full attack (Raging Mongoose+inferno blade, then curse at the fact the foe turned out to be immune to fire). I guess it also has use of not being unable to fight while disguised, which I guess is more useful if in a campaign where being seen as a Rakshasa would get you killed.
That was kinda of the idea indeed, for when you don't want to let others know you're the demonic kung-fu tiger.

Anyway what about if it allowed three schools instead of just two?

Shifting Strike: A lot more useful in combat than Mortal Combat, and likely renders Mortal combat obsolete other than fighting while disguised.
That's why it comes later.

Double Soul: Perfect capstone ability.  Still, multiple uses per day might make encounters a little too easy.  Also, considering the character would now have two capstone abilities at level 13, one has to be a little concerned for power issues.  Still, best leave it to someone more able to judge power than me to see if this needs changing.
Well, if you don't mind capstones useable only 1/day, I have no trouble doing that.

Also, by the 6th level you're suposed to be walking around with 13rd level casters, so I believe a little melee love isn't bad.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 05, 2011, 07:11:34 PM
Yeah, I guess you are right on all points.  Still, being limited to a once per day capstone is acceptable.  After all, tier 3 is the good place to be, and while being unable to compete with tier 1 and tier 2 classes... well, that shouldn't be an issue.  We need to be deviating away for those overpowered casters towards a more balanced game.  Okay, I admit two uses per day when you first get it won't be an issue, and moving up to three should also be fine.  Just not used to seeing capstone abilities that good giving so many uses, and neither would many DMs (Which might make them a little hesitant about it).

As for your comment about making mortal combat allow three... well, it wouldn't be a problem I guess, as it sort of makes sense flavor-wise (You are taking the form of a creature that can normally handle all disciplines).  Perhaps making the number scale by level wouldn't be bad.  I'd say 5 at level 20 would be the best allowed though.  Just consider the fact you need to use your stance forms to recover your manuevers, so using this ability really makes everything a one use till you cease the disguise (Or spend the 5 minute long recover method), and it's clear this won't be unbalancing... as long as there is something to prevent adaptive style working with it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 06, 2011, 04:41:01 PM
Force golem:
-NO STARTING AT LARGE SIZE. Seriously that alone is too good for 1st level. Why do you think not a single of the other monsters here has it? Just no. At best at third level, probably better at fourth.
-Please, no Nat armor based on HD. Make it based on Str, and then the deflection based on one of the mental stats (and make the deflection come a little later).
-Make the powers area size/range increase with HD.
-The force golem's "vanilla" powers are all roughly the same power level, so perhaps let the player decide wich he picks in wich order?
-No to +2 Str at second level. Make it +1 at 1st level and another +1 at second level.
-DR always equal to half HD, save some very few exceptions, and never before 5th level. It's not like the force golem isn't already geting Nat armor and deflection bonus.
-"As the earth", just no. Doesn't really make sense fluff-wise (that's an undead-fey thing really) and kinda invalidates one of the important construct penalties. Just give it the standard extra HP like we've done for the other constructs.
-Also no for tactical mind. Really, the force golem is a litttle smarter than normal, that doesn't make it some tactical genius in any way.
-Lower spell resistance. Give it a scaling minor globe of invulnerability that it can turn off as needed to represent magic immunity.
-Good work with forcefull and force affinity!
-Prone is very nice at low levels, but becomes useless at higher levels with all the flying oponents. Allow all the stuff that makes oponent's prone to also harass flying oponents in a way.
-Remove force burst damage from the table since it's suposed to scale up with HD.

So basically, don't be tempted to just steal abilities from other classes and monsters and give them to your own.

Now the force golem isn't a tactical genius. It's smarter than a mindless golem yes, but that doesn't validate suddenly geting stuff like Int to saves and HP. Specially because it's ranged focus, so don't go too crazy on it's defenses.

Instead I sugest to focus on the force and ranged aspects. How about leting it create mini-walls of force (and keep a certain number up at the same time)?

-It now takes until 4th level to gain Large Size
-Done
-I've added range increases to all of them (Thanks for mentioning that, I try to make everything scale but it's easy to miss some things.)
-I added stuff to all its "vanilla" powers and made them selectable. I had a hard time choosing what to do with Force Reactive, but came up with something that should work OK
-Fixed
-Seems weird to have a construct without DR, but I removed it
-Gone, although I pulled it from the Scouring Stanchion in MM5, which is also a construct. It's a pretty decent monster actually, though mindless.
-Gone
-Lowered spell resistance, and thanks for the idea about the minor globe! It fills the niche perfectly I think.
-Thanks!
-I made several changes that make it so flying near a force golem can quickly become a nightmare. The class actually does its best damage against flying creatures now. The beauty is that it make perfect sense that telekinetic/force powers would be easier to use against a flying target (Nothing anchoring them).
-Also done

I liked the idea of the mini walls of force but couldn't think of how to do it without a wall of text (All the wall spells are walls of text, no pun intended, and the limited version I was thinking of was looking like another wall). The truth is that it's more of a telekinesis golem anyway, so I didn't feel too bad about failing this on a 4 level class.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 06, 2011, 09:59:28 PM
Tyal-Kelvar:Ok, reduced the number of uses of the "ultimate", increased number of forms with mortal combat and made it scaling. Anything else?

-It now takes until 4th level to gain Large Size
-Done
-I've added range increases to all of them (Thanks for mentioning that, I try to make everything scale but it's easy to miss some things.)
-I added stuff to all its "vanilla" powers and made them selectable. I had a hard time choosing what to do with Force Reactive, but came up with something that should work OK
They look pretty good, but you forgot to list a duration for dazed/stunned. Also, for clarification's sake, state the Force Golem can choose to increase/reduce the radius every time he uses the power. The way it is now, one could misread it like meaning you must pick only one option when you gain enough HD.

-Fixed
-Seems weird to have a construct without DR, but I removed it
I didn't mean to fully remove it, just scale it down to 1/2 HD like most other monsters here.

-Gone, although I pulled it from the Scouring Stanchion in MM5, which is also a construct. It's a pretty decent monster actually, though mindless.
-Gone
-Lowered spell resistance, and thanks for the idea about the minor globe! It fills the niche perfectly I think.
-Thanks!
-I made several changes that make it so flying near a force golem can quickly become a nightmare. The class actually does its best damage against flying creatures now. The beauty is that it make perfect sense that telekinetic/force powers would be easier to use against a flying target (Nothing anchoring them).
-Also done

I liked the idea of the mini walls of force but couldn't think of how to do it without a wall of text (All the wall spells are walls of text, no pun intended, and the limited version I was thinking of was looking like another wall). The truth is that it's more of a telekinesis golem anyway, so I didn't feel too bad about failing this on a 4 level class.

Looking pretty good to me now, just take care of the clarifications and put a reduced DR, and it should be ready for the Index.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 06, 2011, 10:50:43 PM
I put clarification sentences in where necessary so that it's clear the force golem adjusts the radius of Force Burst on the fly, and not just when it gains enough HD. The daze/stun is for one round (thanks for pointing that one out, another oversight of mine).

It also gains DR/adamantine at 4th level equal to half its HD. This is part of the feature that increases it to large size, so it gains DR at the same level that it becomes a larger target.

Thanks for looking over it. I'll keep an eye out for mistakes in its language and stuff but otherwise its done I think.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 07, 2011, 04:06:55 AM
Lord Rakshasa, Naytyan looks good now.  I just wish there were more people commenting on it, for if I missed something.  All I'm left with are some rather general questions about both the LRN and the Rakshasa, Naytyan, perhaps even improved monster classes in general.

First off, what is the starting money for a 1st level Naytyan Rakshasa? Is it assumed that as a monster, it starts with no equipment at all if the campaign starts level 1? (Which would be a pain if party meets in a bar. I mean, goign into a bar when you know you are so broke you can't even afford to own a coin pouch.)

Is the leaving off of the Rakshasa, Naytyan native subtype a mistake or deliberate deviation from the original? (Native subtype is actual a decent advantage, but without it you run into problems like where a Rakshasa would be banished to by a banishment spell)

What happens to a character consisting of only monster class levels if they die and are brought back by a reincarnation spell? Would they lose all their levels due to it being a racial class? Or would they keep the levels (Due to them being effectively class levels), and hence the first level monster body instantly negating the racial traits of whatever is rolled on reincarnation?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 07, 2011, 08:24:04 AM
Lord Rakshasa, Naytyan looks good now.  I just wish there were more people commenting on it, for if I missed something.  All I'm left with are some rather general questions about both the LRN and the Rakshasa, Naytyan, perhaps even improved monster classes in general.

Sometimes people comment sometimes they don't. Oslecamo creates a lot of material, it would be surprising if people got around to commenting on every class.

I haven't created nearly the amount of classes that he has (I've only made two), and nobody commented on the first one. I was lucky to get noticed on the second one (Since those comments helped me out a lot).

In the multiple RPG-focused site I've been to, homebrew is one of the things that gets the least comments, so it's always a nice surprise when someone notices your work rather than the expectation.

First off, what is the starting money for a 1st level Naytyan Rakshasa? Is it assumed that as a monster, it starts with no equipment at all if the campaign starts level 1? (Which would be a pain if party meets in a bar. I mean, goign into a bar when you know you are so broke you can't even afford to own a coin pouch.)

I'm just guessing 4d4x10, since that's the amount Swordsages start with and Swordsage is the Naityan Rakshasa's favored class. Seeing as starting wealth generally doesn't vary much, it's not a big deal if they get a bit more or less than someone else.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 07, 2011, 11:12:20 AM
Bloody Initiate:Ok, added the Force Golem to the index. Congratulations on another great monster class! :clap

Lord Rakshasa, Naytyan looks good now.  I just wish there were more people commenting on it, for if I missed something.  All I'm left with are some rather general questions about both the LRN and the Rakshasa, Naytyan, perhaps even improved monster classes in general.
Added the Lord to the base class post, since they're almost a single class. I'm pretty happy with the final result of this one as well.

First off, what is the starting money for a 1st level Naytyan Rakshasa? Is it assumed that as a monster, it starts with no equipment at all if the campaign starts level 1? (Which would be a pain if party meets in a bar. I mean, goign into a bar when you know you are so broke you can't even afford to own a coin pouch.)
Hmm, yeah, I've been avoiding that issue untill now, but I guess it needs to be solved. Will add a comment on the FAQ that 1st level monster classes start with 100 GP for simplicity's sake. That should take care of basic gear whitout being overpowered.

Is the leaving off of the Rakshasa, Naytyan native subtype a mistake or deliberate deviation from the original? (Native subtype is actual a decent advantage, but without it you run into problems like where a Rakshasa would be banished to by a banishment spell)
Well, banishment isn't exactly that common of a spell. But added the native subtype anyway since it's both crunchy and fluffy.

What happens to a character consisting of only monster class levels if they die and are brought back by a reincarnation spell? Would they lose all their levels due to it being a racial class? Or would they keep the levels (Due to them being effectively class levels), and hence the first level monster body instantly negating the racial traits of whatever is rolled on reincarnation?
Allow me to point to this clause of that spell:

For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated.


A good chunk of the classes here are outsiders/constructs/undeads, so they can't be reincarnated at all. For everything else, it's the DM responsability to make a new reincarnation table. Or to smack up the players for coming with crazy ideas (hey, let's reincarnate the Tarrasque and see what happens!) instead of using raise dead.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist February 07, 2011, 03:22:57 PM
(hey, let's reincarnate the Tarrasque and see what happens!)
Actually, that's pretty sensible.  You don't want somebody resurrecting or reanimating it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bozwevial February 07, 2011, 05:30:56 PM
(hey, let's reincarnate the Tarrasque and see what happens!)
Actually, that's pretty sensible.  You don't want somebody resurrecting or reanimating it.
47HD rabbit?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 07, 2011, 06:35:47 PM
(hey, let's reincarnate the Tarrasque and see what happens!)
Actually, that's pretty sensible.  You don't want somebody resurrecting or reanimating it.
47HD rabbit?

Sounds a lot less nasty than a tarrasque.  Even if those HD give it a rather impressive size.  At least you can kill it with enough commoners with slings if it starts eating several entire lettuce farms each day.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Littha February 07, 2011, 07:17:56 PM
48 hd = 16 feats, 9 of which can be epic...

I don't see commoners killing it any time soon.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bozwevial February 07, 2011, 07:48:09 PM
47, assuming you don't regain the one lost from Reincarnation. Not that it matters much.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 09, 2011, 11:36:07 PM
Awakened Iron Golem

(http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG135.jpg)
[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+0+0+0 + 0Iron Body, Fire Forged, Mobile Fortress, +2 Str
2+1+0+0+0Iron Plating, Sentry Eyes +1 Str
3+2+1+1+1Iron Fist, Combine, +1 Str
4+3+1+1+1Invulnerability, Siege Crossbow,  +1 Str
5+3+1+1+1Growth, Neutralize, +1 Str
6+4+2+2+2Breath Weapon, Steel Plating,+1 Str
7+5+2+2+2Heavy Fists, +1 Str
8+6+2+2+2Shaking Steps +1 Str
9+6+3+3+3Runed Plating, +1 Str
10+7+ 3+3+3 Mighty Swing, +1 Str
11+8+ 3+3+3 Fire Magnet, +1 Str
12+8+ 4+4+4 Reinforced Plating, Mighty Iron, +1 Str
13+9+ 4+4+4 Iron Crush, Iron Demolish, +1 Str
Skills:2+int modifier per level, quadruple at first level. No class skills.

Proficiencies: It's own natural weapons, simple and martial weapons

Features:

Iron Body: an Iron Golem loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

[spoiler]
# No Constitution score.
# Low-light vision.
# 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, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, wich make it lose a level.
[/spoiler]

Iron golem is a medium sized construct with base speed 20 feet. It has two slam attacks dealing 2d6+Str mod damage each. The Iron Golem may attack with both fists in a fullattack whitout penalty.

It also gains a bonus to it's Nat armor equal to 3+Str modifier. Whenever it grows a size category, it's natural armor increases by an extra +1.

Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Iron Golem.

Fire Forged:The metal body of an iron golem perfectly conducts heat, not only being impervious to it but actually correcting failures and cracks on it's body. If the Iron Golem would be dealt fire damage, it instead recover lost HP equal to half the fire damage that it would receive.

Mobile Fortress: Iron Golems were designed as powerfull guardians, and their bodies are crafted in such a way to protect those close to them. Allies adjacent to the Iron Golem gain a bonus to their AC and Reflex saves equal to half the Nat armor bonus of the Iron Golem.

This also allows the Iron Golem to use Str instead of Dex for balance checks, and Str instead of Cha for Intimidate checks.

Ability Score Increase: The Iron golem gains +2 Str at the first level of this class and +1 on every other level, for +14 Str at 13th level.

Iron Plating:At 2nd level, the Iron Golem gains DR/Adamantine equal to half it's HD and SR equal to 15+HD. The Iron Golem may drop and raise it's SR as a free action at any time to let allies buff it.

Sentry Eyes: Iron Golems were originally designed as guardians of important places. They gain a bonus on all spot and listen checks equal to their HD.

At 8 HD the golem may grant itself  See Invisibility effect for 1 round as a swift action. It's eyes clearly glow bright red when using this ability, altough other colors are not unheard off.

At 14 HD the golem may grant itself True sight for 1 round as a swift action. It's eyes clearly glow bright red when using this ability, altough other colors are not unheard off.

Iron Fist:The Iron Golem's solid fists push back oponents with every hit. At 3rd level, oponents struck by the Iron Golem's slam attack are moved 5 feet in a direction of the Golem's choosing for every 5 damage taken. This movement provokes attacks of oportunity from other creatures as normal. If the oponent hits a surface, it takes 1d6 damage for every 5 feet it still had to move.

Combine: at 3rd level,the Iron Golem can integrate weapons and armor into his own body as a fullround action.
In the case of an armor, the Iron Golem gains the AC benefit, but doesn't take the skill check penalty or has his AC penalty.
In the case of a weapon, it's stored inside one of the Golem's arms, and can be equiped or put back inside as a swift action, and it cannot be disarmed. In the case of a thrown weapon, it's attached to a chain to the golem, allowing it to retrieve it as a free action.

The golem benefits from any magic properties of the items. Weapon enanchments of a combined weapon apply to the respective Golem's slam attack while it's put back.  Combined equipment cannot be unwillingly removed whitout destroiyng the golem.


Invulnerability:At 4th level, the Iron Golem can fully ignore harmfull effects of spells of level (Iron Golem level/2)-1. This isn't just limited to spells wich allow SR. An Iron Golem would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over it's plating.

In adition, the Iron Golem can fully ignore harmfull Su abilities from oponents with less HD than it has Iron Golem levels.

The Iron Golem may still let benefical effects affect him as normal.

Siege Crossbow:At 4th level, the iron golem fits a special custom crossbow inside a body part of it's choice, wich can be equiped or folded back inside the body as a free action. It has the base stats of an heavy crossbow of the Iron Golem's size, except that:
-It deals damage as if it was one size category bigger.
-It can fire specially heavy bolts with great inertia, wich allows them to ignore bad weather effects, including strong winds, including magic effects like wind wall. They can also be used to perform the Sunder action at range, and  cost 1 GP each.
-It's bolts are kept in special cases like a repeating crossbow, allowing the golem to fire multiple shots whitout reloading. Each case holds one bolt per HD. Replacing a case is a fullround action.
-One ally at least one size category smaller than the golem may "ride" on the siege crossbow and fire it whitout need of the golem taking any actions.

In adition, the iron golem may Combine his siege crossbow with an enchanted crossbow of any kind to get it's magical enanchments and special metal properties, just like his fists.

Growth: at 5th level the Golem grows one size category. If all golem levels were taken, it grows again at 15 HD.

Neutralize: At 5th level, whenever the Golem hits an oponent with a slam attack, it may perform a disarm atempt as a free action whitout provoking attacks of oportunity. If it suceeds, the weapon is holded on the respective fist if it wasn't holding anything.

Breath Weapon: At 6th level, as a swift action, the golem can produce a cone with 5 feet per 3 HD of poisonous gas lasting 1 round, once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 10+1/2HD+Str mod negates.

The damage increases one die size for every 6 HD from here.

At 12 HD it affects even creatures immune to poison and/or ability damage, but they gain a +5 bonus on their saves. If they don't have a Con score, it deals Wis damage instead.

Steel Plating: at 6th level the Golem's DR/adamantine is now equal to it's full HD.

Heavy fists: At 7th level the Golem's slams add +1,5 Str modifier to damage, and count as two-handed weapons for power attacking purposes.

In adition, oponents hit by the Golem's slam attack must make a Fort Save with DC 10+1/2HD+Str mod or be dazed for 1 round.

Shaking Steps: At 8th level, the Golem shakes the very ground when it walks, as well as sending shockwaves trough the air, due to it's extreme density. Whenever the golem moves, all other creatures whitin 5 feet per 4 HD (including airborn ones) must make a Balance check with DC 10+HD+Str mod or be unable to move on their next turn (even trough magic means).

This affects allies as well, but the golem can choose to turn on and off this ability at any moment during it's movement.

Runed Plating: At 9th level the Golem may have an arcane spellcaster carve runes on it's plating in a 1-hour long ritual, wich replicate one arcane spell with a range of touch or self that the arcane caster could cast. The spell must also be of a level no higher than (1/2 Golem's HD)+1. The golem permanently gains the benefits of said spell, except that it cannot be dispelled and any numerical bonus lose their type, thus stacking with other bonus of their usual type. So a golem receiving bull's strenght would gain +4 untyped to strenght for example. Only one rune at a time, but it may be erased to write a new one.

The golem may carve the rune on itself if it has a scroll of the apropriate spell, but the scroll is consumed on the process.

Mighty Swing: The golem has horrible reflexes, but it more than makes it up with sheer brute force.At 10th level it's attacks now ignore concealment of all kinds, and it can choose to attack an area equal to it's own instead of a single target with each attack. Roll a single time for attack of damage, then compare it with the AC of each oponent inside the area.

Fire Magnet: At 11th level, the golem's Invulnerability extends to adjacent allies, as it's wards become strong enough to divert the path of nearby magics.

In adition, whenever the golem hits an oponent with a slam attack or it's Siege Crossbow, it may replicate the effect of a greater dispel magic as a free action targeting the oponent struck, with CL=HD.

Reinforced Plating: At 12th level, the Golem's DR/adamantine is now equal to 1,5 times it's HD.

Mighty Iron:
At 12th level, the Golem adds 2 times it's Str modifier to it's slam attacks.

Iron Demolish: At 13th level the Golem may, as an attack action, destroy every inanimated matter on adjacent volume equal to it's own (so a large golem that fills a 10 feet per 10 feet space could destroy every inanimated object in  a 10 feet per 10 feet cube). The material it's made off it's irrelevant, and the golem can just as easily punch trough adamantium walls as taking down a tree.

In alternative, the Golem may automatically destroy an area magic effect on melee reach as an attack action.

Iron Crush:
a number of times per day equal to it's Str modifier, the Golem may simply use both it's fists to crush an oponent in melee range to a bloody pulp. This is a standard action touch attack using slam attack bonus. If it hits, the oponent must make a Fort save with DC 10+1/2HD+Str modifier or be utterly crushed into a fine paste under the golem's fists.

The oponent takes a -2 penalty on this save for each 10% missing HP from it's total.
[/spoiler]

Comments:
[spoiler]
The iron golem is one of the many spin offs D&D made of the original clay golem. It's suposed to be the biggest and toughest of the base 3,5 golems, thus the first I made.

Clearly, the emphasis is on something really hard, deadly in melee. It gets the powerfull Invulnerability to shrugg off magic, and the best DR of all monster classes.

The iron golem is also a team player, protecting nearby squishier allies with it's powerfull frame.

Still had levels to fill tough, so gave the golem the ability to "mount" extra weapons inside it's body and carve runes, plus destroying nearby magic resorting to it's wards.  At range it can resort to it's siege crossbow, wich can eventually debuff oponents.

It's however utterly uncapable of subtelty, but that's the idea behind your typical golem.

So if you want to play a massive chunk of iron that moves slowly but surely across the battlefield, the Iron Golem's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 10, 2011, 12:10:35 AM
I really like the Iron Golem! They were always the coolest looking golem in the Monster Manual (Adamantine Golem in Epic Level Handbook also looks pretty cool imo).

Noticed a couple mistakes:

The table says Mobile Fortress, the text says Moving Castle.

Also the table shows its saves getting WORSE at level 10.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadeseraph February 10, 2011, 01:03:02 AM
Growth is listed both at level 5 and 6.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 10, 2011, 08:31:40 AM
Corrected, thanks for pointing them out.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 10, 2011, 11:55:16 AM
New request (http://brilliantgameologists.com/boards/index.php?topic=10992) :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 10, 2011, 04:20:47 PM
New request (http://brilliantgameologists.com/boards/index.php?topic=10992) :p
20 levels?
Completely broken base abilities?

That... Will take some time to get finished.

Just let me finish my Medusa overhaul, partially inspired from too much surfing on the Fate/Stay Night wiki.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 10, 2011, 04:26:48 PM
New request (http://brilliantgameologists.com/boards/index.php?topic=10992) :p
20 levels?
Completely broken base abilities?

That... Will take some time to get finished.

Just let me finish my Medusa overhaul, partially inspired from too much surfing on the Fate/Stay Night wiki.

The drone is only 3 levels, and I'm pretty sure it's the one Prime32 is talking about.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 10, 2011, 06:08:10 PM
He already asked for the LeShay wich was 28 levels long.

Well, I guess I can make the drone while I wait for his clarification on the matter. The master would be a continuation of the drone class anyway.

Anyway, new Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770) ready, let me know what you think!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 10, 2011, 06:20:45 PM
It doesn't matter much but the damage dice on Divine Summon are rare in 3.5.

Divine summon eventually does 1d20 damage, 2d10 is more common and in keeping with 3.5's damage dice. 3.0 occasionally used d20s for damage, 3.5 increases the average and minimum damage by using 2d10 instead. 2d10 does minimum damage of 2 with average damage around 11, while a d20 does minimum damage of 1 with average damage around 10.5. The biggest reason to use 2d10 though is just because that's what shows up in 3.5.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 10, 2011, 08:23:30 PM
He already asked for the LeShay wich was 28 levels long.

Well, I guess I can make the drone while I wait for his clarification on the matter. The master would be a continuation of the drone class anyway.
I wasn't being entirely serious. :p

Anyway, new Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770) ready, let me know what you think!
I assume someone taking levels in this class wants to play a medusa, not Rider. :/
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 10, 2011, 11:02:48 PM
Anyway, new Medusa (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322770#msg322770) ready, let me know what you think!
I assume someone taking levels in this class wants to play a medusa, not Rider. :/

Meh, it was an interesting experiment.

Swapped the more fatesk abilities for gaze-boosters (more range and increase DCs) and extra attack options with her snake-hair. Also boosted skills (the old ones were kinda messed up).

Mind you, I'm leaving blood snakes, because it's something from the legend (and doesn't even appear in Rider), and Mind Eye because it's actually a necessity if you want the gaze attack to still be viable at higher levels.


Cha for to-hit and to-damage because, again, I'm going trough the "exceptionally beatifull" route of the legend, and unlike the succubus or erinyes (other femme fatales on the monster side), the medusa doesn't have much on the spellcasting deparment, so she will surely go combat.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bearsarebrown February 12, 2011, 02:27:39 PM
Love the new Troll and Minotaur. The Mino could stand to have a line dealing with what happens if you gain an Acrobatic Charge ability. Formatting is messed up on Medusa.

I'd like to see Ice Devil.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 13, 2011, 07:22:21 PM
MindStealer Drone

(http://www.jimmurrayart.com/Assets/Pics/Magic/Risen%20Changeling.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+0+0 +2Assimilator Body, Psychic Drain, Absorb Memories, Change Shape
2+1+0+0+3Psychic Archive, Infiltrator
3+2+1+1+3Psychic Combine, Trauma
Skills:4+int modifier per level, quadruple at first level. Class skills are Bluff, Concentration, Hide,  Listen, Move Silently, Knowledge(any), Spot

Proficiencies: It's own natural weapons

Features:

Assimilator Body: the MindStealer Drone loses all other racial bonuses and gains aberration traits (basically darkvision 60 feet) and the shapechanger subtype, having the form of an amorphous blob of uniform color. It's a small aberration with base speed 20 feet., rolling over itself to move. It can talk trough vibrations, but has no limbs capable of fine manipulation.

It also gains a bonus to Nat armor equal to it's Con modifier.

Psychic Drain: As a standard action, the MindStealer Drone can launch a bolt of psychic energy as a ranged touch attack with range 10 feet per HD that inflicts one negative level, with the following diferences:
-Immunity to energy drain doesn't block it, but immunity to mind affecting does.
-Targets reduced to effective level 0 don't die, but are left in an helpless cathatonic state.
-Affected creatures may atempt a Will save with DC 10+1/2 HD+Will save at the end of their turn to remove one of this negative levels.

Memory Drain: A mindstealer drone is a psychic vampire that steals the memories of its victims' experiences. As a standard action, it can steal a day's worth of memories from any creature that has a negative level from it psychic drain power.
If the mindstealer drone uses this power on a creature it has rendered catatonic through its energy drain power, it drains a year's worth of memories every minute. A victim drained of all memories dies, and even if ressurected will be a mindless shell, unless the MindStealer Drone is slayed.
Once the mindstealer drone has drained all a creature's memories, it can absorb its abilities and assume its form.
The most recent memories are  absorbed first.

Absorb Abilities: As a full-round action, a mindstealer drone can absorb the abilities of a creature it has drained of all memories, as long as that creature's HD is lower than the HD of the Mindstealer drone (at first level only creatures of ˝ HD or lower may be absorbed, like cats). As a standard action, it may grant itself one of the following for every HD it has:
-Learn one Feat of the absorbed creature, not needing to meet pre-requisites.
-Replace one ability score for one of the absorbed creature's ones.
-Replace one the skill ranks on one skill for the ones of the absorbed creature, plus gain any racial bonus on that skill from the Absorbed creature.
-Gain full Bab if the absorbed creature had it.
-Gain a bonus to a single save equal to ˝ HD (minimum 1), as long as the absorbed creature had that save as a good save.
-Gain one movement mode and speed of the absorbed creature.

This bonus last untill new bonus are granted from this ability.

A mindstealer drone can only “remember” a single creature at a time. It can forget an old one to learn new ones (in wich case it takes slaying of the MindStealer Drone and a limited wish for the victim to recover them).

Change Shape : A mindstealer drone can assume the form  of any creature from which it has absorbed abilities (so long at it retains those abilities)  1/day per HD.  When using an absorbed creature's form, a mindstealer drone uses it's own Hit Dice, hit points, base attack bonus, base save bonus, skills, and feats, but  gaining all the traits of the absorbed creature's type and finally gains all the absorbed creature's speed, size, natural weapons, natural armor, special attacks, and special qualities, except as follows:
-All at-will SLAs/PLAs become 1/day per HD.
-All SLAs/PLAs that replicate a spell with an exp/gold cost must pay said cost for being used.
-If changing for a creature with actual spellcasting/manifesting, the Mindstealer Drone  must rest for 8 hours for preparing new spell slots.
 -Adjust any DCs for the MindStealer Drone's HD, at the rate of 10+1/2 HD+Relevant Stat.
-Changing size doesn't grant any ability score or natural armor bonus/penalty.
-It can still use it's own Psychic Drain and Absorb Memories.
-You always look like the creature you absorbed the memories from, gaining a +10 bonus to disguise checks to look like it.

This lasts for 10 minute per HD.
Change Shape can be combined with Absorb Abilities.

Psychic Archive: At 2nd level the MindStealer drone can “remember” a number of absorbed creatures equal to it's own HD at the same time. Starting the campaign with forms already known from the background demands strict DM aproval.

Infiltrator: At 2nd level, the Mindstealer drone gains a bonus equal to it's own HD to bluff and disguise checks to pass itself as the creature it's changed into.

Psychic Combine: At 3nd level, the mindstealer drone can use Absorb Abilities to grant itself abilities from one extra specific creature it "remembers" while it's Shape Changed into another. No combining more than two creatures at any time.

In adition, it's Change Shape now lasts indefenetely. The Mindstealer drone can return to it's original shape whitout expending an use.

Trauma: At 3rd level, victims from the Mindstealer drone's negative levels can only atempt a Will save to remove their negative levels after 1 hour.


[/spoiler]

New Feats
[spoiler]
Synthetizator
Pre-requisites: at least one Mindstealer drone level.
Benefits: You can Psychic Drain, Memory Drain and Absorb Abilities from Constructs.


Exhume
Pre-requisites: at least one Mindstealer drone level.
Benefits: You can Psychic Drain, Memory Drain and Absorb Abilities from Undeads.

From the Depths
Pre-requisites: at least one Mindstealer drone level.
Benefits: You can Psychic Drain, Memory Drain and Absorb Abilities from Vermins and Oozes.

[/spoiler]

Comments
[spoiler]
Well the Mind Stealer drone (http://www.wizards.com/default.asp?x=dnd/mm/20030727a) was too good of a challenge for me to resist.

The class is pretty straightforward. Weaken stuff with Psychic Drain, then munch on their memories and turn into them. I put several clauses to try to prevent abuse (can only absorb stuff with less HD, no at-will SLAs or bypassing exp/gold costs). Hopefully it's not broken, altough if anybody notices any cheesy possibility out of the bat do tell me.

Might do the master one of these days.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 13, 2011, 07:26:15 PM
Love the new Troll and Minotaur. The Mino could stand to have a line dealing with what happens if you gain an Acrobatic Charge ability. Formatting is messed up on Medusa.
Corrected Medusa formating, thanks for pointing it out. What's exactly Acrobatic Charge again? I remember seeing it somewhere but don't have the time to look it up now.

I'd like to see Ice Devil.
Will do.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bearsarebrown February 13, 2011, 08:09:35 PM
The ability to move in any direction during a charge.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 14, 2011, 09:13:20 PM
Ice Devil(Gelugon)

(http://wizards.com/dnd/images/art_preview/20080417_114734_0.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0 +2Ice Devil body, Cold Tactician
2+2+3+0 +3 Devil, Summon Legion
3+3+3+1+3 Minion Shield, Hell Skin, Cold Spear
4+4+4+1+4Cold Rise, Regeneration,+1 Str
5+5+4+1+4 Fear Aura, +1 Con, +1 Cha
6+6+5+2+5Growth, Slowing Tail
7+7+5+2+5Cold Battlefield, +1 Str
8+8+6+2+5No Rest for the Wicked, You've Failed me for The Last Time  +1 Con
9+9+6+3+6Cold Assault +1 Cha
10+10+7+3+7Tactical Devil, +1 Str
11+11+7+3+7Cold Mirage, +1 Con
12+12+8+4+8Expendable Sacrifice, +1 Cha
13+13+8+4+8 Cold Aura (Unholy Aura), Uttercold, +1 Str, +1 Con, +1 Cha
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple and martial weapons, it's own natural weapons.

Features:

Ice Devil body:
The Ice Devil  loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural claw attacks dealing 1d6+Str mod damage each and a bite attack dealing 1d8+1/2 Str mod. In a ful attack, the Ice Devil takes no penalty for using both claws at the same time, but the bite attack takes a -5 penalty.

The Ice Devil also gains a bonus to Nat armor equal to his Con modifier.

Cold Tactician:
The Ice Devilcan use the Aid Another as a move action.

At 6 HD they can do so as a swift action.

At 12 HD they can do so an an immediate action.

Devil:At second level the Ice Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In addition, its darkvision applies to all kinds of darkness, even deeper darkness.

Summon Legion:Ice Devils serve as commanders of the Nine Hells, wich gives them direct acess to its legions. Once per hour the Ice Devil may summon forth reinforcments as a standard action, that instantly appear adjacent to him. The creature summoned depends on it's HD:

2HD: 2 Lemures.
5HD:Bearded devil
9HD: Bone Devil
13HD: Ice devil
17 HD: Choose two times.
20 HD: Choose four times.

Instead of the strongest creature possible, the Ice Devil may instead summon twice the amount of the next weakest creature, or quadruple the amount of the next weakest creature, and so on. So for example a 13 HD Ice Devil could summon 2 Bone Devils, or 4 Bearded Devils, or 16 Lemures.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

Hell Skin:At third level the Ice Devil gains DR/silver and good equal to half it's HD and SR equal to 11+HD.

Minion Shield: Ice Devils specialize in taking cover behind their troops. At third level they gain +1 to AC, all saves, SR, DR, and resistances for every adjacent summon that's at least one size category smaller than the Ice Devil (or bigger).

Cold Spear: At 3rd level, the Ice Devil may as a fullround action create a masterwork spear suiting it's tastes, of a material of it's choice (including special materials like adamantine or cold iron). It has the normal stats of a spear and it has an enanchment bonus to attack and damage rolls equal to 1/4 HD (minimum +1). Only one such spear at a time. Creating a new one makes the old one to melt away.

At 10 HD it gains the ghost touch poperty.

At 14 HD it gains the Frost Property.

At 17 HD the Icy Burst Property.

At 20 HD any +2 weapon enanchment of the Ice Devil's choice, like Wounding, or Keen+Defending. This extra bonus may be changed whenever the Ice Devil makes a new spear.

Cold Rise: At 4th level the Ice Devil can use Fly as an SLA as a swift action 1/day for every HD it has.

Regeneration: At 4th level the Ice Devil gains regeneration equal to 1/2 it's HD, rounded down. An Ice Devil takes normal damage from good-aligned silvered  weapons, and from spells or effects with the good descriptor.

Ability Increase: The Ice Devil gains a permanent +1 to
Str at levels 4, 7, 10, 13
Con at levels 5, 8, 11, 13
Cha at levels 5, 9, 12, 13

For a total of +4 Str, +4 Con, +4 Cha at level 13.

Fear Aura: At 5th level the Ice Devil can radiate a 5 foot per HD radius fear aura as a free action. An oponent in the area must succeed on a DC 10+1/2HD+Cha mod Will save or be affected as though by a fear spell with CL equal to HD. A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. The Ice devil can exclude allies from this effect.

At 12 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

Growth:At 6th level the Ice Devil grows one size category, and also grows a powerfull tail that can deliver a tail slap dealing 3d6+1/2 Str damage.

Slowing Blows:
At 6th level, whenever the Ice Devil hits an oponent with it's tail or Hell Talon, it must make a Fort save with DC 10+1/2HD+Cha mod or be Slowed as the Slow spell for 1d6 rounds. This ignores freedom of movement effects.

Cold Battlefield: At 7th level the Ice Devil can use Ice Wall and Ice Storm 1/day for every 3 HD it has. Save DCs are 10+1/2 HD+Cha mod. Its Ice Storm deals 1d6 damage per CL instead of the normal damage, half cold and half bludgeoding.

No Rest for the Wicked: At 8th level the Ice Devil promises terrible punishments to its minions that dare to fall in battle. Any summoned creatures gain regeneration equal to the Ice Devil's own. If they already had regeneration, add them both.

The summons are also now immune to fear, fatigue and exhaustion.

You've failed me for the last time: At 8th level, whenever one of the Ice Devil summons misses a melee attack against an oponent they both threaten, the Ice Devil may sacrifice the summon as a free action to create a distraction that allows it to perform a new melee attack as a free action against said oponent. The summon dies in a specially gory way regardless of defences, but all other summons from the Ice Devil gain a moral bonus to attack and damage rolls equal to the Ice Devil's Cha mod for 1 round per HD.

Cold Assault: At 9th level the Ice Devil can use Cone of Cold and Teleport each 1/day for each 3 HD it has. At 13 HD the teleport automatically upgrades to greater teleport. Save DCs are 10+1/2HD+Cha mod. The Cone of Cold has no damage cap.

In adition, creatures failing the save against its cone of Cold are Entangled for 1 round per HD. If they suceed on the save, they're Entangled for just one round.

Tactical Devil: at 10th level, the Ice Devil can exclude any allies it wishes from any of it's area effects when it uses them, such as Cone of Cold and Ice Storm.

In adition, it may use Aid Another as a free action a total number of times per round equal to it's Cha mod, and may do so in any ally whitin 5 feet per HD, whitout needing to be near anyone specific.

Cold Mirage: at 11th level the Ice Devil may use Persistent Image as a SLA 1/day for every 2 HD it has. Save DC is 10+1/2 HD+Cha mod.

In adition, any creature disbelieving or seeing trough the Ice Devil's Persistent Image takes 1d4 cold damage per CL.

Expendable Sacrifice: At 12th level, the Ice Devil may sacrifice an adjacent summon whitin 5 feet per HD as an immediate action to gain one of the following
-Bonus to attack rolls, DR, resistances, saves, skill checks, AC and damage rolls equal to the HD of the sacrificed summon for 1 round.
-Inflict a penalty to AC or a single skill to an adjacent oponent equal to half the HD of the sacrificed summon for 1 round.
-Inflict a penalty to the last d20 rolled by an adjacent oponent equal to the HD of the sacrificed summon, after the result is known (this may cause the action to fail).
-Grant all remaining summons a bonus on attack and damage rolls equal to the HD of the sacrificed summon for 1 round.

The summon is destroyed regardless of it's defences.
This isn't necessarily the Ice Devil turning the minion in raw energy to gain the effect. It could also be the Ice Devil ordering the minion to perform a sudden suicidical action to gain the advantage, or a genius maneuver set up in advance whitout anyone else noticing, wich ends up sacrificing the minion as part of it.

Cold Aura: At 13th level the Ice Devil can use Unholy Aura as a SLA 1/day for every HD it has, except that the Strenght damage applies to any attacker, not just good ones. Save DC 10+1/2 HD+Cha mod.

Uttercold:
At 13th level, the Ice devil may curse its magic with the agony of the souls tormented in Hell. Anytime it uses an SLA that causes cold damage, it may choose for half the cold damage to be negative energy.

In addition, both the cold and negative energy damage from the Ice Devil's SLAs can't be healed by any means unless the victim is inside the effect of an Hallow spell.

Finally, oponents struck by the Ice Devil's Cone of Cold receive one negative level.

[/spoiler]

Comments
[spoiler]
The Ice Devil is suposed to be the frontline commander of the legions of Hell. While Pit Fiends are the true masters, they aren't numerous enough to keep everybody in check, so it's the relatively more common Ice Devils that lead from the front

I took that aproach on this monster class, giving it a semi-spammable summon for geting troops, and then several options to sacrifice said summons for fun and profit gaining tactical advantages during battle.

Besides that, the Ice Devil sports several enanched cold-based SLAs, plenty of natural attacks and the powerfull ability to inflict slow with it's tail, and eventually with a custom spear, wich it can change in the fly to meet the situation.

Good skill points, Bab, two good saves and +4 to three ability scores helps round it up.

So if you want to play an Hell commander, the Ice devil's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 14, 2011, 09:16:01 PM
The ability to move in any direction during a charge.

What's exactly the problem between that and the minotaur? At first glance I don't spot anything particular problem that may arise from combining the two.

Also, spiced up a little the Pit Fiend (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357384#msg357384) and Balor (http://brilliantgameologists.com/boards/index.php?topic=9557.msg323204#msg323204), mostly customizing it's SLAs. Also Bully ability for the Pit Fiend's first level and Ravage for the Balor's 4th level, since they were kinda empty.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 15, 2011, 11:07:50 AM
I really like the summon-specific abilities the Ice Devil gets. I especially like "you've failed me for the last time."

Suggestions for the Ice Devil:

Allow it to sub a more of its cold damage for negative energy or vile or anything that's more difficult to resist than cold. Perhaps giving it something that acts like the "Lord of the Uttercold" feat for its SLAs.

Also Cold Spear feels like it should come earlier and upgrade more. Summoning a weapon is pretty common, so it seems odd to make it wait for 13 levels to gain that ability.

Been up all night, off to bed for me.

Before I go to bed though, I made a Maug racial class, since there were a few threads showing interest in Maugs.
: Maug Racial Class
: Bloody Initiate February 15, 2011, 11:21:27 AM
Maug

(http://www.wizards.com/dnd/images/ff_gallery/50149.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+0+0+0Maug Body, +2 Str, +1 Dex, Rapid Repair, Gift from Acheron
2+1+0+0+0+1 Str, +1 Dex, Pulverize, Grafts
3+2+1+1+1 +1 Str, +1 Dex, Spell Resistance, Built for War
Skills: (2 + Int per level, 4x at 1st level) The Maug's class skills are Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana), Knowledge (architecture and engineering), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis).

Proficiencies: Maugs are proficient with any natural weapons they possess, all simple weapons, all martial weapons, and with all armor. Maugs may treat two-bladed swords as martial weapons rather than exotic weapons.

Maug Body: The maug loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-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, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hit points, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe

A maug is medium size and has a land speed of 30ft. Maugs also have a natural armor bonus equal to their Strength modifier.

A maug has two slam attacks that each deal 1d6 damage and threaten a critical hit on a natural 20. These slam attacks increases their damage one die size for every 5 HD the maug gains.

At 5 HD a maug gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Ability Score Increases: The maug gains ability score increases as shown on the table.

Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 hit point of damage, so long as it has at least 1 hit point. The amount of hit points a maug repairs with a full hour of rest improves by 1 for every 3 HD a maug possesses.

A character can assist a maug's repair with a relevant Craft check (DC 15). If the check is successful the maug repairs an additional 1 point of damage per hour of rest. If the character assisting the maug's repair exceeds the DC 15 Craft check by 10 or more, the maug repairs an additional 1 point of damage for each 10 points by which the assisting character exceeded DC 15. So a craft check of 35 would allow a maug to repair an additional 3 points of damage. Relevant Craft skills include stonemasonry, sculpting, blacksmithing, armorsmithing, and gemcutting.

Providing assistance to the maug counts as light activity for the assisting character, and a character can only assist one maug at a time. A maug cannot aid its own repair.

Gift from Acheron (Ex): The maugs' creators knew they couldn't compel maugs to fight until death because constructs are immune to compulsions, so they designed their creations with "incentive" instead.

A maug is not destroyed when reduced to 0 hitpoints like other constructs. It is instead merely disabled from 0 hit points to -9 hit points, and can only take a single move or single standard action. In this mode the maug gains +1 to attack, damage, and initiative. Every time it successfully damages another creature it gains 1 hit point and another +1 to attack, damage, and initiative. The maug stops gaining hitpoints if it gains a positive hit point total of at least 1. The bonuses to attack, damage, and initiative remain until the end of the combat or until the maug is destroyed, whichever comes first.

Grafts: Maugs constantly modify their bodies to maximize their effectiveness. A maug can have certain maug grafts for free. At second level a maug can incorporate either a Locking Hand, a Shoving Arm, Rollers (Augment), or a Stone Spitter into its body at no cost. Additional grafts can always be purchased with the maug's own wealth and resources.

On their 3rd class level maugs learn how to build and install maug grafts with the appropriate materials and craft checks. They qualify for the Craft Magic Arms and Armor feat as if they met its prerequisites and can take the feat any time they would normally gain a feat. The maug also gains +4 racial bonuses on Craft (stonemasonry) and Knowledge (architecture and engineering).

Locking Hands replace normal hands the maug already possesses, so a maug cannot gain more locking hands than original hands. A maug can only have two Shoving Arms, two Stone Spitters, one set of Spike Stones, and one Shudder Plate from this class feature. A maug can only augment or replace its legs with rollers once, so it cannot gain the rollers graft more than once.

Pulverize (Su): Once per day per HD, a maug can touch an object as a standard action and negate its hardness for 1d4 rounds unless it succeeds on a fortitude save (DC 10 + Maug's HD + Maug's Strength modifier). A successful Fortitude save negates the effect.

Pulverize can affect an object of up to 1,000 cubic feet in volume (10 foot cube). If the object is larger, only a 10 foot cube of it is affected. Unattended non-magical objects do not receive a saving throw. If a creature holds, wears, or carries the object the maug must succeed on a melee touch attack that does not provoke an attack of opportunity. If a maug possesses the Improved Sunder feat, the save DC of this ability is increased by 4. Other feats and abilities that improve Sunder checks improve the save DC of this ability by the same amount.

A maug can affect another 1,000 cubic feet of volume (10 foot cube) for every 3 HD it possesses. Maugs also add 1 round to the duration of this ability for every 3 HD they possess.

At 6 HD Maugs can choose to use Pulverize as a move action instead of a standard action. They decide this every time they use the ability, they do not have to decide only when they reach 6 HD.

At 12 HD Maugs can use Pulverize as a move action, or a standard action, or a swift action, whichever is most practical at the time. They make this decision anew every time they use the ability, and don't have to decide only when they gain it.

At 18 HD Maugs can use Pulverize as a free action.

At 10 HD, Pulverize can mimic the disintegrate spell against objects when doing so would be superior to how Pulverize normally works. For example a 10th level maug could use Pulverize to destroy a wall of force. The maug's caster level for this ability is equal to its HD and its Strength modifier is used to calculate saves. The range is always touch though.

Spell Resistance (SR): The maug gains Spell Resistance 11 + HD. A maug can lower or raise its spell resistance as a free action at any time should it choose, it does not have to be the maug's turn for it to lower or raise its spell resistance.

Built for War (Ex): The maug increases to Large size and gains a +10 bonus to all its movement speeds.
[/spoiler]

Comments:
[spoiler]
The maug gets most of its power from its grafts, which are listed below these comments.

The Save DC for Pulverize is deliberately high. It was high in the original entry and it's not useful if the save is easy, because every action the maug spends lowering an objects hardness is a action it doesn't spend actually damaging the object. Eventually it's a free action, but that takes awhile. Since there are maneuvers that ignore DR and Hardness, Pulverize is only unique and worthwhile if it is difficult to resist. Honestly I saw the ability being used more often to make holes through walls and such than in combat.

The maug is on page 121 of the Fiend Folio.
[/spoiler]

Grafts:[spoiler]
At their 2nd level maugs gain one of the below grafts for free. The graft must be worth 3,000 gp or less to be gained for free by the maug's Graft class feature. The same class feature also qualifies maugs for the Craft Magic Arms and Armor feat which a maug must take in order to craft grafts.

Maugs customize their bodies for war. A maug with the Craft Magic Arms and Armor feat can expend gold, experience, and time as usual for crafting a magic item to create a maug graft. A maug must meet the prerequisites for a graft, given at the end of the graft entry, and make the necessary craft (stoneworking) check.

Locking Hand:
This stone hand is designed so its fingers can clasp and lock together, as well as grip with considerably more force than the maug's normal hands. It replaces the maug's normal hands. A maug can choose to replace all of its hands with Locking Hands, which for a normal maug is two, so a normal maug can have as many as two Locking Hands. Locking hands do not change the amount of damage a maug deals with its unarmed attacks or natural weapons, although a maug skilled in their use can use its locking hands to make a rend attack (See below).

The main purpose of a locking hand is to strengthen the maug's grip, making it more difficult to disarm the maug or dislodge an item from its grasp. The maug gains its strength bonus again to avoid being disarmed, to oppose checks to escape a grapple, to catch itself while falling, and to hold onto a surface when damaged while climbing. Effectively a maug with one or more locking hands is allowed to apply its strength bonus multiple times (A minimum of once) to activities that benefit from a strong grip. A creature with more than one locking hand stacks the bonuses of each locking hand involved in the activity.

Locking hands can be locked and unlocked as easily as the maug can make a fist. They do not inhibit spell-casting or skill use. If a maug does not have a strength bonus of +5 or more, then the bonus given by the locking hand is +5.

A maug with more than one locking hand can rend opponents. If a maug hits with at least two slams or unarmed attacks with two locking hands, it grips and tears its enemy for additional damage equal to two slams + 1 1/2 times its strength modifier.

At 5 HD a maug with at least one locking hand gains the Improved Grab extraordinary ability for attacks it makes with the associated limbs.

At 10 HD a maug with a locking hand can dispel magical effects within its vice-like grip. Once per round as a free action a maug gripping an item or character within its locking hand can choose to dispel a magical effect on its target as if by greater dispel magic with a caster level equal to the maug's Spell Resistance. This is an extraordinary ability.

At 15 HD a maug can infuse its locking hands with anti-magic. To do this a maug temporarily sacrifices any magical enhancements on its locking hands, but can suppress magic effects it touches as if by an anti-magic field. A maug must choose to do this at the beginning of the round, although doing so is a free action. Effectively its hands become small anti-magic fields, allowing it to suppress magical Freedom of Movement effects as well as any other magical effects on its target. A maug could theoretically make touch attacks with this ability, but without seizing hold of its targets would only suppress their magical effects for the moment it touched them. This is an extraordinary ability.

At 20 HD, once per round as a free action a maug gripping an item or creature within its locking hand can choose to target the item or creature in its grip with mordenkainen's disjunction with a caster level equal to the maug's Spell Resistance. This is an extraordinary ability.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD.
Market Price: 2,000 gp


Stone Spitter:
This device is usually fixed to the maug's shoulder. It is a boxlike or bin-like device with a tube at its base from which stones or bullets are fired. "Standard issue" ammunition for Stone Spitters is sling bullets, but appropriately-sized regular stones are often substituted.

A maug grafted with a stone spitter can use it to make ranged attacks with a range increment of 50 feet. The damage from these attacks is based on the maug's size and what type of ammunition is used (See table below). Two times per day per HD the maug possesses the maug can fire ammunition with increased velocity and force, this damage is shown on the "Increased" column of the table below. These enhanced attacks have a +1 bonus to attack and damage.

Each stone spitter can be loaded with up to 50 stones or sling bullets. A maug can reload up to 10 ammunition in a stone spitter as a full-round action, which involves opening the stone spitter, loading a handful of ammunition, and re-closing it. Fully reloading a stone spitter (to 50 ammo) takes three full rounds.

A maug with more than one stone spitter graft can make as many more attacks per standard action. So a maug with two stone spitters can make a ranged attack with each of its stone spitters in one standard action for a total of two attacks. Extra stone spitter grafts do not increase the amount of stone spitter attacks a maug can make as a full round action, though it can still make extra attacks it gains from other sources like a haste spell or a high base attack bonus. A normal maug cannot be grafted with more than six total stone spitters. The base price for the 2nd and 4th stone spitters is doubled and they take up arm slots for equipment. The base price for the 5th and 6th is doubled again and they take up leg slots.

Feats that enhance crossbows can be taken instead for stone spitters when their benefits could apply. Grafted stone spitters can benefit from feats, abilities, and enhancements that target natural weapons as well as those that target manufactured weapons.

At its 5th HD and every 5 HD afterward (10, 15, etc.) the range increment for a maug's stone spitters doubles.

At 10 HD a maug with a stone spitter gains the ability to fire dispelling ammunition. The maug must declare it is using this ability before it uses it. The maug fires a shot from its stone spitter as normal and must hit its target as normal. On a successful hit the target is subject to greater dispel magic with a caster level equal to the maug's spell resistance. If the maug misses the use of the ability is wasted. The maug can only do this as many times per day as HD it possesses, but only once per round. This is an extraordinary ability.

At 20 HD a maug with a stone spitter gains the ability to fire ammunition with even greater dispelling power. The maug must declare it is using this ability before it uses it. The maug fires a shot from its stone spitter as normal and must hit its target as normal. This shot is not allowed any magical enhancements, as the projectile fired is infused with antimagic. On a successful hit the target is subject to mordenkainen's disjunction with a caster level equal to the maug's spell resistance. If the maug misses its shot the use of the ability is wasted. The maug can only do this as many times per day as half its HD rounded up, but only once per round. This is an extraordinary ability.

Stone Spitter Damage
Size
Stone
Bullet
Increased
Fine
-
1
1d2+1
Diminuitive
1
1d2
1d3+1
Tiny
1d2
1d3
1d4+1
Small
1d3
1d4
1d6+1
Medium
1d4
1d6
1d8+1
Large
1d6
1d8
2d6+2
Huge
1d8
1d10
2d8+2
Gargantuan
1d10
2d6
3d6+3
Colossal
2d6
2d8
4d6+4

Stone Spitters and Alchemical items: Maugs who are invested in ranged combat enjoy loading their stone spitters with alchemical stones to achieve additional advantage in battle. Flash Pellets (Complete Adventurer, 118), lightweight Thunderstones (Player's Handbook, 129), Ferrous Aqua (Complete Scoundrel, 110), Liquid Sunlight (CS, 110), Rust Cubes (CS, 111), and other alchemical items that can withstand enough pressure to be fired from the stone spitters qualifies as potential ammunition. Although it is expensive, doing this allows maugs to barrage targets with unique tailored ammunition, overwhelming their foes with debilitating effects after forcing them to make dozens of saves.

A maug firing alchemical stones from its stone spitter(s) can target squares or specific enemies and successful attacks on creatures do damage as well as triggering the effect of the alchemical stone. Brittle items like Flash Pelets, Ferrous Aqua, and Liquid Sunlight do damage as stones. Heavier, harder items like Rust Cubes and Thunderstones do damage as bullets.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD
Market Price: 2,000

Shoving Arm:
This piston-like appendage ends in an upright flattened stone hand. It is affixed to the torso of a maug, held in place by a stone "belt."

A maug grafted with at least one shoving arm can use it to make a special attack once per round as a free action. The maug makes a melee touch attack against any opponent within 5 feet. If the maug hits with its shoving arm it and the creature struck make opposed strength checks as if the maug were making a bull rush attempt. The maug adds its strength bonus to this check a second time (So it will be using twice its strength modifier on this bull rush). If the maug wins the check the defending creature is pushed back 5 feet plus an additional 5 feet per 5 points by which the maug's check exceeded the defender's.

A maug with a shoving arm can also simply decide to add its strength bonus a second time on bull rush attempts.

At 3 HD a maug with at least one shoving arm can stand from prone as a swift action that does not provoke attacks of opportunity. If it has two shoving arms it can stand from prone as a free action that does not provoke attacks of opportunity.

At 6 HD a maug with a shoving arm gains the Constrict extraordinary ability. The maug deals damage equal to a slam + 1 1/2 times its strength bonus with constrict. If it has a locking hand it deals damage equal to two slams + 1 1/2 times its strength bonus with constrict. If it has two locking hands it deals damage equal to two slams + twice its strength bonus with constrict.

Also at 6 HD a maug with a shoving arm gains its strength bonus again to resist grapple. If the maug is using its grapple check to resist grapple this means it applies its strength bonus twice. If the maug is using its Escape Artist check to resist grapple this means it adds both its dexterity and its strength to the check. A maug with two shoving arms adds its strength bonus again.

At 9 HD a maug with a shoving arm can dispel magical effects when its shoving arm strikes an opponent. Once per round, any time a maug touches a target with a shoving arm can choose to dispel a magical effect on its target as if by greater dispel magic with a caster level equal to the maug's Spell Resistance. A target is "touched" any time the maug succeeds on a melee touch attack with its shoving arm, any time it inflicts constrict damage with its shoving arm, any time it gains the benefits of a shoving arm in a bull rush, or any time it gains the benefits of a shoving arm in grapple. This is an extraordinary ability.

At 12 HD checks made with the benefits of a shoving arm are made as if the maug is one size category larger when it would be beneficial.

At 15 HD checks made with the benefits of a shoving arm are made as if the maug is one size category larger when it would be beneficial.

At 18 HD a maug with a shoving arm can completely cancel magical effects when the maug strikes a target with its shoving arm. Once per round, any time a maug touches a target with a shoving arm can choose to dispel a magical effect on its target as if by mordenkainen's disjunction with a caster level equal to the maug's Spell Resistance. A target is "touched" any time the maug succeeds on a melee touch attack with its shoving arm, any time it inflicts constrict damage with its shoving arm, any time it gains the benefits of a shoving arm in a bull rush, or any time it gains the benefits of a shoving arm in grapple. This is an extraordinary ability.

Each shoving arm a maug is grafted with increases the price of armor made for the maug by 10%.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 3 HD.
Market Price: 2,000 gp


Shudder Plate:
Usually placed within the maug's chest, a shudder plate looks like a thin square piece of shale set within a stone frame. It is specially designed and enhanced to quietly shake and vibrate within its case, giving the maug a supernatural understanding of the area surrounding it.

A maug with a shudder plate gains Tremorsense with a range equal to 5 times half its HD rounded down. Additionally the maug takes a -4 penalty on Move Silently checks.

At 5 HD a maug with a shudder plate gains Blindsense with a range equal to 5 times half its HD rounded down.

At 10 HD a maug's Blindsense from its shudder plate is replaced with Blindsight at the same range.

At 15 HD the range of the maug's Tremorsense and Blindsight becomes 10 times half its HD rounded down.

At 20 HD a maug with a shudder plate gains Touchsight equal to 5 times half its HD (Touchsight works as the Psionic Power of the same name).

Wearing armor divides the range of the senses granted by shudder plate in half.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 5 HD.
Market Price: 8,000 gp


Rollers (Replace): Rollers replace the maug's legs with six great stone cylinders beneath a pyramid of rock.

Rollers add 20 feet to the maug's land speed and give it the ability to trample foes, but the maug takes a -8 penalty to Climb, Ride, and Swim checks.

A maug with rollers gains the Trample extraordinary ability, but with the following changes:

In place of the maug's slam damage it does damage based on its size according to the table below. The maug still adds 1 1/2 times its strength bonus to the damage as usual.

The maug may also trample an opponent more than once if it moves through their space more than once.

Opponents who take damage from the maug's Trample ability are knocked prone.

A maug with rollers can also do its Trample damage to any foe it successfully overruns.

At 9 HD and every 3rd HD afterward a maug with Rollers gains an additional +10 to its land speed and a +2 bonus on bull rush checks. If it also possesses Spike Stones, it gains +2 to climb checks for every +10 to land speed granted by its HD.

At 12 HD a maug with Rollers and Spike Stones gains a climb speed equal to half its land speed.

At 15 HD a maug with Rollers who pins an opponent in grapple can do its trample damage to that foe once per round and can maintain the pin as a free action. If the maug also has Spike Stones it gains the Rake extraordinary ability, but in place of two claw attacks it does the damage of its spike stones once. If it converts the damage of its Spike Stones to slashing somehow, it can do the damage of its spike stones twice with a Rake attack.

At 18 HD a maug with Rollers is counted as one size category larger for the purpose of Bull Rush checks, Overrun attempts, and when determining whether it can Trample an opponent.

Rollers Trample damage:
Size
Damage
Fine
1d6
Diminuitive
1d8
Tiny
2d6
Small
2d8
Medium
4d6
Large
4d8
Huge
8d6
Gargantuan
8d8
Colossal
16d6

If a maug has the Spike Stones graft, it adds the damage from its spike stones to its trample damage. The full damage of the maug's Trample with spike stones is counted as both bludgeoning and piercing for the purposes of overcoming damage reduction. The spike stones graft also removes the -8 penalty to climb checks the maug suffered for taking the rollers graft.

If the grafted maug has the Improved Overrun feat, it adds +4 to the save DC of its Trample ability.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 6 HD.
Market Price: 10,000 gp


Rollers (Augment): Instead of replacing its legs entirely, some maugs prefer to gain the speed of rollers without the removal of their legs. Eight stone cylinders are built into the maug's shins (4 in each shin) and smaller cylinders are built carefully into its feet so as not to impede normal movement.

A maug with rollers gains a +10 bonus to its land speed. This bonus increases by another +10 for every 3HD the maug possesses.

The bonus the maug gains from augmenting its legs with rollers is halved if the maug wears anything on its legs. If the maug later chooses to replace its legs with the larger rollers (See above) it loses the benefit of these rollers.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of at least 4 HD
Market Price: 3,000 gp


Spike Stones: These small round stones are placed in the stony exterior of a maug, all over its body.

The grafted maug can cause them to grow as a standard action that does not provoke attacks of opportunity. The stones suddenly lengthen into sharp spikes capable of piercing flesh and armor alike. These spikes count as armor spikes that do damage according to the maug's size (1d8 for a large maug). If used in conjunction with an unarmed or natural attack the spikes deal half their damage and add piercing damage to the damage type. In essence a maug with stone spikes deals half the damage of its spikes to any foe it strikes with an unarmed attack or natural attack.

At 8 HD a maug with stone spikes can expel its spike stones from its body, firing them in all directions. This is a burst-type area attack with a radius of 30 feet. Enemies in the area take piercing damage equal to twice the damage of the stone spikes plus the maug's strength bonus unless they succeed on a reflex save (DC 10 + 1/2 maug's HD + maug's strength bonus). A successful reflex save reduces the damage by half. Doing this causes the maug to take damage equal to its HD which cannot be reduced by any means. This also requires the maug to forfeit all benefits of its stone spikes until it spends another standard action regrow them.

Every 2 HD after its 8th HD allows the maug to add 5 feet to the radius of its burst attack.

The damage for the maug's stone spikes increase one die size for every 5 HD the maug possesses.

The maug's stone spikes count as both natural and manufactured for the purpose of determining whether they can benefit from enhancements.

Prerequisites: Craft Magic Arms and Armor, creator must be a maug of 4 HD
Market Price: 4,000 gp
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: BrokeAndDrive February 15, 2011, 11:38:49 AM
The ultimate shapeshifter? (http://www.d20srd.org/srd/epic/monsters/hagunemnon.htm) :)

Because filthy, stinking samelings suck!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 15, 2011, 12:58:57 PM
Allow it to sub a more of its cold damage for negative energy or vile or anything that's more difficult to resist than cold. Perhaps giving it something that acts like the "Lord of the Uttercold" feat for its SLAs.
The problem with that it's that gives the Ice Devil more of a necromancer feel than exactly a devil general. He doesn't really want to deal that much damage, but to slow down oponents so he and his summons can catch them. It's however a good idea that I'll remember for the next ice-based monster.

Also Cold Spear feels like it should come earlier and upgrade more. Summoning a weapon is pretty common, so it seems odd to make it wait for 13 levels to gain that ability.
Well to be terribly honest I reached the last level and needed some kind of capstone. Then I realized he still didn't have the slowing spear. Will see about shifting some stuff around. Perhaps I give it the uttercold ability as capstone after all. :p

Been up all night, off to bed for me.

Before I go to bed though, I made a Maug racial class, since there were a few threads showing interest in Maugs.
Comments on the Maug:
-If you want, you can give it +2 Str at first level, but not later. I would say +3Str and +3 Dex is already pretty good. The gnoll has +4 Str because I really couldn't remember of anything else to give it to make it stand out, but should probably be revised. The Flind Gnoll... I probably should back and give a small revision to it as well.
-Maneuvers are non-OGL and really shouldn't put in classes. I made an exception for Reth Dekala and the Martial Raskasa because they're monsters straight out of ToB, but otherwise no maneuvers for anyone else. Notice I even gave those two monsters custom recovering mechanics instead of "as martial class X that's not OGL". I trust you can make some custom ability to give it options at first level.
-Reduce skill points to 2 per level. This is not a matter of fluff but balance. The Maug is already geting plenty of other things.
-No problem with the high DC of Pulverize, you're right it would be kinda useless otherwise. COnsider allowing to use it as move/swift action at higher levels.
-Now, on my vision the grats are the nicest thing about the Maug that makes them stand apart from other constructs. Maugs research and improve themselves. So you should totally make some custom grafts and/or improve the old ones. Also remove the 1000GP/HD (or make it scale better, because 20.000 GP at 20 HD is spare changed), and instead give one of the weakest grafts for free to the Maug, and allow it to craft better ones at reduced prices as it gains HD. Take a look at the Kython class here for another monster class that fabricates improved custom gear.

BrokeAndDrive:That will definentely take a while, but I would be lying if I hadn't ttought of tackling that one before. Just let me make a quick revision of the gnoll and flind gnoll.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bearsarebrown February 15, 2011, 01:02:25 PM
I love Ice Devil. That's great! Thanks. I do agree with Bloody Initiate that Cold Spear feels like it should come sooner.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 15, 2011, 04:01:31 PM
Ok, third level looked a little too passive so put Cold Spear on it, and added Uttercold capstone.

Gnoll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg325384#msg325384) and Flind Gnoll (http://brilliantgameologists.com/boards/index.php?topic=9557.msg369509#msg369509) updated. They both have less Str, but Gnoll now gets several flanking bonus, and Flind Gnoll gains a mean of recovering brutality charges, and can use more of them in a single round as it gains HD.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 18, 2011, 09:39:35 AM
Comments on the Maug:
-If you want, you can give it +2 Str at first level, but not later. I would say +3Str and +3 Dex is already pretty good. The gnoll has +4 Str because I really couldn't remember of anything else to give it to make it stand out, but should probably be revised. The Flind Gnoll... I probably should back and give a small revision to it as well.
-Maneuvers are non-OGL and really shouldn't put in classes. I made an exception for Reth Dekala and the Martial Raskasa because they're monsters straight out of ToB, but otherwise no maneuvers for anyone else. Notice I even gave those two monsters custom recovering mechanics instead of "as martial class X that's not OGL". I trust you can make some custom ability to give it options at first level.
-Reduce skill points to 2 per level. This is not a matter of fluff but balance. The Maug is already geting plenty of other things.
-No problem with the high DC of Pulverize, you're right it would be kinda useless otherwise. COnsider allowing to use it as move/swift action at higher levels.
-Now, on my vision the grats are the nicest thing about the Maug that makes them stand apart from other constructs. Maugs research and improve themselves. So you should totally make some custom grafts and/or improve the old ones. Also remove the 1000GP/HD (or make it scale better, because 20.000 GP at 20 HD is spare changed), and instead give one of the weakest grafts for free to the Maug, and allow it to craft better ones at reduced prices as it gains HD. Take a look at the Kython class here for another monster class that fabricates improved custom gear.

-Done

-I took the Stone Dragon maneuvers out. What is OGL? Open Gaming License?

-Done

-I have made it so the action required for Pulverize gets shorter as the maug levels, and eventually it can be used as a free action at 18 HD

-I'm working on the grafts, I have ideas for all the ones in the Fiend Folio and a few ideas for custom grafts (A harpoon or net type graft that lets the maug yank flying opponents down is on my mind). Grafts are taking a bit of time though because I've been busy lately and my PDF of Fiend Folio is old (It has to reload every time I look at it, and it doesn't let me copy-paste so I have to keep re-opening it). I was also going to look at some Warforged components for inspiration (I'm partial to wand sheaths).

At the moment I'm more interested in making the grafts in the Fiend Folio worthwhile rather than spending time thinking of new ones (Since I could think of new stuff all day and that gets messy on a 3 level class).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tyal-Kelvar February 18, 2011, 10:01:09 PM
Yeah, can be hard telling what fair game to reference for homebrew stuff.  After all, the full maneuver list is available on the wizards site still, due to them designing maneuver cards for them all as a web enhancement, which makes the Reth Dekala and Naytyan Rakashasa classes playable purely from free and legal online sources without touching the tome of battle book.  Still, even if Wizards of the Coast is allowing anyone to get the maneuver details for free, they aren't part of the OGL, are they?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 20, 2011, 02:04:01 PM
-I took the Stone Dragon maneuvers out. What is OGL? Open Gaming License?
First, the Maug should have some minor activated ability at first level. Nothing too powerfull, just something to give options.

Second, OGL is indeed Open Gaming License. ToB tecnically isn't OGL, but Wotc made the maneuvers available online, so it's kinda of limbo status. The warblade was presented online as well, but the swordsage and crusader methods however are definetely not OGL.

-I have made it so the action required for Pulverize gets shorter as the maug levels, and eventually it can be used as a free action at 18 HD
Nice one

-I'm working on the grafts, I have ideas for all the ones in the Fiend Folio and a few ideas for custom grafts (A harpoon or net type graft that lets the maug yank flying opponents down is on my mind). Grafts are taking a bit of time though because I've been busy lately and my PDF of Fiend Folio is old (It has to reload every time I look at it, and it doesn't let me copy-paste so I have to keep re-opening it). I was also going to look at some Warforged components for inspiration (I'm partial to wand sheaths).

At the moment I'm more interested in making the grafts in the Fiend Folio worthwhile rather than spending time thinking of new ones (Since I could think of new stuff all day and that gets messy on a 3 level class).
Ok, but locking hands it's kinda geting on the way of the Nightwalker right now. The mau can with 2 levels get what it takes the Nightwalker 15 levels, and that really isn't fair.

Remove the whole crushing items/magic effects thingy as they're kinda overshaddowing other monster class. Leave the AMF ones, they're original and I like them. Perhaps something like improved grab (start grapple when you hit with slam as a free action whitout provoking Aoes)?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 20, 2011, 02:26:13 PM
Second, OGL is indeed Open Gaming License. ToB tecnically isn't OGL, but Wotc made the maneuvers available online, so it's kinda of limbo status. The warblade/crusader/swordsage and their recovery methods however are definetely not OGL.
http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2 :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl February 20, 2011, 04:51:44 PM
I didn't see this done yet, so I decided to make the insane dwarves of the underground, the Derro. I hope it's alright.

Derro
(http://images.wikia.com/forgottenrealms/images/a/af/Derro_-_Brom.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeatureAbility Boost
1+0+0+2+2Broken Mindscape, Conflicted Mind, Derro Body, Derro Skills +2, Focused Mindscape, Sneak Attack +1d6, Spell-like Abilities (ghost sound), Sunlight VulnerabilityWis or Cha +2
2+1+0+3+3Broken Mindscape (resistance), Derro Skills +4, Efficient Poison Use, Focused Mindscape (resistance), Spell-like Abilities (darkness)Con +1, Wis or Cha +3
3+2+1+3+3Broken Mindscape (feedback), Derro Skills +6, Focused Mindscape (rebuff), Spell-like Abilities (lesser restoration or sound burst), Sneak Attack +2d6, Spell Resistance (11 + HD)Con +2, Wis or Cha +4
Skills: 4+int modifier per level, quadruple at 1st level. The Derro's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).

Proficiencies: A Derro is proficient with simple weapons, light martial weapons, and all martial and exotic crossbows (which they treat as martial weapons). They are also proficient with light armor and with shields (but not tower shields).

Features:
[spoiler]
Derro Body: At 1st level, a Derro loses all other racial bonus and gets monstrous humanoid traits (darkvision 60 feet, basically). Derro are Small sized monstrous humanoids. They have a base speed of 20 feet.

A Derro gains a natural armor bonus to its Armor Class equal to one half of its Constitution modifier (minimum +0). Insane Derro may use half their Charisma modifier instead, and sane Derro may use half their Wisdom modifier instead.

Ability Boost: A sane Derro gains a +2 racial bonus to his Wisdom score, while an insane Derro instead gains a +2 racial bonus to his Charisma score. At 2nd level, this bonus increases by 1 (to a total of +3), and the Derro gains a +1 racial bonus to his Constitution score. At 3rd level, both of these bonuses increase by 1 once more (to a total of +2 to Constitution and +4 to Wisdom or Charisma).

Conflicted Mind: A Derro's mind is one of madness. Some Derro can break free of its hold upon them, but most succumb to it entirely. The madness is so pervasive that insane Derro are considered the norm.

At 1st level, a Derro must choose whether to be sane or insane. A sane Derro gains bonuses to his Wisdom score, the Focused Mindscape ability, the ability to eventually use lesser restoration as a spell-like ability, and can use his Wisdom modifier in place of his Constitution modifier to determine his racial natural armor bonus to Armor Class. An insane Derro gains  bonuses to his Charisma score, the Broken Mindscape ability, the ability to eventually use sound burst as a spell-like ability, and can use his Charisma modifier in place of his Constitution modifier to determine his racial natural armor bonus to Armor Class. See the relevant abilities for details.

Once chosen, a Derro cannot choose to become sane or insane again without help. A sane Derro who willingly subjects himself to an insanity spell or another effect that causes insanity permanently becomes an insane derro. An insane Derro who willingly subjects himself to a greater restoration spell (for the purpose of returning to sanity), a wish or miracle used to remove the insanity, or another effect that removes insanity permanently becomes a sane Derro.

Derro Skills: Derro gain a racial bonus on all Hide, Move Silently, and Craft (poisonmaking) check equal to twice their Derro level.

Broken Mindscape (Ex): An insane Derro's mind is shattered almost beyond repair. Any attempts to contact or influence it are more difficult than normal and are fraught with peril. Sane Derro do not gain this ability.

At 1st level, an insane Derro may use his Charisma modifier in place of his Wisdom modifier to determine his bonus on Will saves.

At 2nd level, an insane Derro gains immunity to some of the effects that would alter his mind. Initially, this manifests as immunity to the confused condition. As he gains additional hit dice or levels, the Derro's resistance improves. A Derro with 6 HD or more is immune to charm and compulsion effects. A Derro with 12 HD or more is immune to fear. A Derro of 18 HD or more is immune to all mind-affecting effects.

Starting at 3rd level, any attempts to contact an insane Derro's mind come with great risk. Any creature attempting to communicate telepathically with the insane Derro or to read his thoughts must make a Will save (DC 10 + 1/2 the Derro's HD + the Derro's Charisma modifier) or suffer 1d6 points of Wisdom damage and be rendered confused for a like number of rounds. If the Derro has 8 or more HD, this improves to 1d12 points of Wisdom damage and rounds of confusion. If the Derro has 16 or more HD, half of the Wisdom damage is instead Wisdom drain, and if the creature attempting to contact the Derro's mind fails the initial Will save, it must make a second Will save or be rendered permanently confused. This confusion can be fixed in the same manner as an insane Derro's racial insanity. This aspect of this ability is a mind-affecting effect.

Any insane Derro may suppress or resume one or more aspects of this ability as a free action, even when it is not his turn. He may also simply choose not to apply some aspects of this ability towards specific creatures, effects, or events.

Focused Mindscape (Ex): A sane Derro's mind is frayed and tattered, but incredibly resilient. Any attempts to contact or influence it are prone to failure. Insane Derro do not gain this ability.

At 1st level, a sane Derro may use his Wisdom modifier in place of his Charisma modifier to determine his bonus on Bluff, Diplomacy, Intimidate, and Use Magic Device checks (these are still considered Charisma-based skills).

At 2nd level, a sane Derro gains resistance to some of the effects that would alter his mind. Initially, this manifests as immunity to the confused condition. As he gains additional hit dice or levels, the Derro's resistance improves. A Derro with 6 HD or more can ignore invisibility, glamers, and figments, automatically detecting those illusions for what they are and negating their effects on his senses. A Derro with 12 HD or more is automatically aware of any attempts to scry on him, and automatically notices all scrying sensors within line of sight. A Derro of 18 HD or more can see everything as it truly is, as per a true seeing effect.

Starting at 3rd level, any attempts to contact a sane Derro's mind will be rebuffed. A sane Derro is automatically aware of any attempts to communicate telepathically with him or read his mind, and can pinpoint the exact location of any creature that attempts to do so. If the Derro has 8 or more HD, the communicating creature must make a Will save (DC 10 + 1/2 the Derro's HD + the Derro's Wisdom modifier) or be dazed for 1 round and suffer 1d6 points of nonlethal damage per three HD of the Derro. If the Derro has 16 or more HD, the creature attempting to contact the Derro's mind is instead dazed for 1d4 rounds on a failed saving throw and if it fails the initial Will save, it must make a second Will save or be rendered comatose by the focused sanity of the Derro's mind. This comatose state can be fixed in the same manner as granting a sane Derro its racial insanity. This aspect of this ability is a mind-affecting effect.

Any sane Derro may suppress or resume one or more aspects of this ability as a free action, even when it is not his turn. He may also simply choose not to apply some aspects of this ability towards specific creatures, effects, or events.

Sneak Attack (Ex): At 1st level, a Derro gains the ability to make sneak attacks, as per the Rogue ability of the same name. Initially, this allows them to add +1d6 damage to any attacks that qualify. This improves by +1d6 at every odd Derro level thereafter.

Spell-like Abilities (Sp): Derro have a natural affinity for magic. Starting at 1st level, a Derro may use ghost sound once per day per HD he possess. Starting at 2nd level, he may also use darkness once per day per HD he possess. Starting at 3rd level, a sane Derro may use lesser restoration once per day per point of Wisdom bonus (minimum 1/day), while an insane Derro may instead use sound burst (Will DC 12 + Cha) once per day per point of Charisma bonus (minimum 1/day). The caster level for these spell-like abilities is equal to the Derro's total HD. The save DCs are equal to 10 + the spell's level + the Derro's Charisma modifier. A sane Derro may instead use his Wisdom modifier to determine the save DCs of these spell-like abilities.

Sunlight Vulnerability (Ex): Direct exposure to sunlight is harmful to Derro. Any Derro exposed to sunlight for at least 1 minute is fatigued. If he remains exposed for 1 hour, he is instead exhausted. The Derro automatically recovers from this after he spends at least as long underground or otherwise sheltered from the sun as he did exposed to the sun. A thick cloak and a face concealing hood (or similar protection from direct exposure) can protect a Derro from the sun while worn.

Efficient Poison Use (Ex): Starting at 2nd level, a Derro never risks poisoning himself when applying poison to a weapon. This ability functions as per the Assassin ability of the same name.

In addition, Derro have special techniques to improve the longevity of a poison upon a weapon. A Derro who poisons a weapon can choose to increase the poisons longevity at the cost of its potency. Such a poison has a save DC equal to one half its normal save DC plus the Derro's HD, or its normal save DC, whichever is less. However, that poison applies to the first attack each round made with the poisoned weapon within the next 24 hours, or until it is wiped clean or replaced with a new poison. Projectile weapons can be poisoned this way, in which case they bestow the poison to the first projectile that they launch each round.

Finally, the Derro techniques used to efficiently use poison also extend to efficiently making it. Once per day, a trained Derro can make a single dose of a special blend of Greenblood Oil at no cost with 1 hour's work, a DC 20 Craft (alchemy or poisonmaking) check, and a variety of inexpensive and readily available materials. Such a poison has a Fortitude save DC equal to 10 + one half the Derro's HD + the Derro's Constitution modifier, but only lasts for 24 hours before losing its potency. A 4 HD Derro also learns how to make a similar poison equivalent to a medium monstrous spider's venom, a 10 HD Derro can make a poison equivalent to giant wasp venom, a 14 HD Derro can make a poison equivalent to wyvern poison, and a 20 HD Derro can make a poison equivalent to black lotus extract.

Spell Resistance (Ex): A 3rd level Derro gains spell resistance equal to 11 + his total HD. He can raise or lower his spell resistance without an action, even when it is not his turn, and even when he is unconscious or unaware.

[/spoiler]

[/spoiler]

For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]

Comments:
[spoiler]
Derro! They're nuts! Or maybe they're sane, but still nuts in their sanity! Either way, it's a party 24/7 in their head, and their invitation was lost in the mail so they have to crash it. Or maybe avoid it. I dunno. Cookie?
Derro are these creepy little insane dwarven/human hybrids. Or maybe just degenerate dwarves. I dunno. Either way, they're all insane, except a few that aren't, but they're considered insane by the insane because insane is the way of life. Giant frogs need not apply.

The original is a sneaky little insane bastard. They keep the original's sneak attack and poison use, along with their preference for exotic crossbows (given through proficiency). The rest of their proficiencies are similar to a simplified version of the Rogue's proficiencies.
Derro get to pick between sanity and insanity, getting some different abilities for each. It's really two very similar races in one. They can switch between if needed, but it takes some higher level spells to do so.
The Derro's racial skill bonuses and poison use make them skilled assassins. They have special poison use and creation techniques that allow them to poison their enemies with impunity.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 21, 2011, 02:05:16 PM
Derro:
-First, needs an image. Here's one if you're too lazy for google search:
(http://images.wikia.com/forgottenrealms/images/a/af/Derro_-_Brom.jpg)
-I would normally complain that Derros are suposed to be almost always insane, but then, PCs are suposed to be special, and you worked quite hard for the sane part, so I actualy aprove of it. Very nice touch!
-For the 12HD madness I would sugest Fear immunity.
-Light vulnerability is kinda crippling for a party member. Allow them an easy way to ignore it, like wearing a hood+cape.
-Need SLAs DCs.
-Posion use by itself isn't very hot, as poisons are damn expensive. Give them something else to support that, like being able to extract free poison doses from freshly killed oponents.
-Why full BAB? I think average would be more apropriate.
-Con bonus listed on the table, but never explained in the actual features part. You should always list such a thing.
-I don't mind standard 11+HD SR in a 3 level class, and a bonus to hide/move silently to go along with it. None of the other Derro abilities are specially powerfull after all.
-Some graver grammar errors like "inane derro" in Focused Mindscape
-So good job so far! Needs some tweaks here and there but I like where it's going.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl February 21, 2011, 02:17:40 PM
Thanks for the feedback. I wasn't sure what the policy on using images from 3rd party sources was, so I figured it was safer to hold off on it.

If you see any more grammatical errors, please feel free to point them out. I'm not that great at finding them in my own work after the second or third pass. I was meaning to put in an Ability Boost entry to explain the stat gains, but I forgot. Thanks for catching that. Also, thanks for the suggestions on madness and the ability to better resist the light vulnerability.

The sanity/insanity thing is actually specifically addressed in the Derro entry in the MM/SRD. Insane Derro get +6 Cha/-6Wis and Cha to Will saves, but have LA --. Sane Derro don't get the stat adjustments, and have LA +2.

The full BaB is because the original had full BaB, since it was a monstrous humanoid... which I just realized is one of the things you specifically addressed in your guidelines. Rogue-like abilities begets a Rogue-like BaB, then.


For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 22, 2011, 09:58:45 AM
First, the Maug should have some minor activated ability at first level. Nothing too powerfull, just something to give options.

I gave it "Gift from Acheron."

Ok, but locking hands it's kinda geting on the way of the Nightwalker right now. The mau can with 2 levels get what it takes the Nightwalker 15 levels, and that really isn't fair.

Remove the whole crushing items/magic effects thingy as they're kinda overshaddowing other monster class. Leave the AMF ones, they're original and I like them. Perhaps something like improved grab (start grapple when you hit with slam as a free action whitout provoking Aoes)?

I removed the crushing items feature of locking hands.

I thought I should add that 14 levels is a long time to make the Nightwalker wait for the ability to deny its party magical items, but then I read the Nightwalker and saw you set up the Diamond Dust feature. Very nice touch ;). The maug didn't have that feature.

I've also added three more grafts: Stone Spitter, Shoving Arm, and Shudder Plate.

I'll try to finish the last two later tonight (Stone Spikes and Rollers).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 23, 2011, 08:59:00 AM
For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]

You should probably put that nice table in the Derro class itself.  ;)

Anyway Derro looks good enough to me now, will add it to the index. Good job with your custom mad dwarf!


Bloody Initiate:
"Gift from Acheron" is a cool and flavourfull ability for a war construct, I like it!

Altough not a priority, you'll need to put prices on your grafts.

Put a note saying that touchsight works like the psionic power of same name. I must also ask you to divide the ranges of all those abilities by half, because right now the Maug has the best senses of all the monster classes I believe, with a slotless item unlocked with just two levels in the class.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 23, 2011, 09:29:34 AM
No for touchsight in shudder plate. Non-OGL ability.
http://www.d20srd.org/srd/psionic/powers/touchsight.htm
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 23, 2011, 10:27:35 AM
No for touchsight in shudder plate. Non-OGL ability.
http://www.d20srd.org/srd/psionic/powers/touchsight.htm

Thanks for pointing it out, changed.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Garryl February 23, 2011, 01:05:27 PM
For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
[spoiler]
HD\Level1st2nd3rd
1Ghost Sound 1/HD----
2--Darkness 1/HD, Immune to confusion, Greenblood Oil--
3----Feedback//Rebuff
4--Medium Monstrous Spider Venom--
5------
6--Immune to charm and compulsion//Immune to glamers and phantasms--
7------
8----Increased feedback//Dazing rebuff
9------
10--Giant Wasp Venom--
11------
12--Immune to fear//Detect scrying--
13------
14--Wyvern Poison--
15------
16----Insane feedback//Comatose rebuff
17------
18--Immune to mind-affecting//True Seeing--
19------
20--Black Lotus Poison--
[/spoiler]

You should probably put that nice table in the Derro class itself.  ;)

Anyway Derro looks good enough to me now, will add it to the index. Good job with your custom mad dwarf!

Thanks, glad you like it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Littha February 23, 2011, 06:17:12 PM
No for touchsight in shudder plate. Non-OGL ability.

Considering you are converting a lot of non OGL races I fail to see why you make the distinction.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 23, 2011, 06:28:44 PM
No for touchsight in shudder plate. Non-OGL ability.

Considering you are converting a lot of non OGL races I fail to see why you make the distinction.

Because the conversions are 100% playable even if you don't have the respective book. I don't want people to drop here, watch a cool monster, and then reach a line that says "you now need to buy book X to use this ability".
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 25, 2011, 10:44:21 PM
Hagunemnon
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44190_C5_Hagunemnon.jpg)
[spoiler]
HD:d6
Level Bab Fort Ref Will Feature
1 +0 + 0 +0  +2 Changing Body, Alter Shape, Shape I, Evolve, Unstability
2 +1 + 0 +0  +3 Detect Toughts, Knock
3 +2 + 1 +1  +3 Shape II
4 +3 + 1 +1  +4 Sugestion, Nondetection
5 +3 + 1 +1  +4 Shape III
6 +4 + 2 +2  +5Dimension Door
7 +5 + 2 +2  +5Shape IV
8 +6 + 2 +2  +6Lesser Unstability
9 +6 + 3 +3  +6 Shape V
10 +7 +3 +3  +7Fast Healing, Plane Shift
11 +8 + 3 +3  +7 Shape VI
12 +9 + 4 +4  +8Ethereal Jaunt
13 +9 + 4 +4  +8 Shape VII
14 +10 + 4 +4  +9 Reactive Unstability
15 +11 + 5 +5  +9 Shape VIII
16 +12 + 5 +5  +10Regeneration, Minor Instability
17 +12 + 5 +5  +10 Shape IX
18 +13 + 6 +6  +11 Destabilize Form
19 +14 + 6 +6  +11Instant Evolution
20 +15 + 6 +6  +12Protean
21 +15 + 6 +6  +12 Potential
22 +16 + 7 +7  +13Devastating Evolution
23 +16  + 7 +7  +13Null Instability
24 +17 + 8 +8  +14 Overwhelming Evolution
25 +17 + 8 +8  +14 Gift of Change
26 +18 + 9 +9  +15 Blinding Evolution
27 +18 + 9 +9  +15 Survival of the Fittest
28 +19 + 10 +10  +16 Pinnacle of Evolution
29 +19 + 10 +10  +16Lord of Change
Skills:2+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, disguise, spot, listen, search, move silently, hide, climb, swim, bluff, diplomacy, intimidate.

Proficiencies:Its own natural weapons.

Features:
Changing Body: The Hagunemnon  loses all other racial traits and becomes a medium sized aberration with all the related traits (basically darkvision 60 feet). Its a medium sized creature with base speed of 30 feet. It also gains the Shapechanger Subtype. An Hagunemnon has a natural attack dealing 1d8+Str damage, like a claw, bite or slam. He can change between them as a free action. An Hagunemnon has no limbs capable of fine manipulation by default.

In addition, the Hagunemnon gains a bonus to Nat armor equal to it's Con modifier.

Alter Shape: The Hagunemnon is the ultimate shapeshifter, its body a constant flux of possibility, not limiting itself to copying a single creature, but rather combining aspects from diferent ones. He starts with 4 lv1 Shapes, and learns a new ones every level, and an extra one whenever it unlocks a new level of Shapes. At 3rd level of this class, and every 2 levels thereafter, it can pick Shapes of the next level, up to 9th level Shapes at 17th level.

All Shapes are Extraordinary abilities, as well as Alter Shape itself. The Hagunemnon is the ultimate expression of natural evolution, it's body and organs adapting to new needs in the blink of an eye. Shapes never stack with themselves.
[spoiler]
1st-level Shapes
Replicate I: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod.
Climb: You gain a climb speed equal to your base speed.
Superior eyes: Your darkvision increases by 60 feet, and you gain a bonus on Spot checks equal to 1/2 your HD.
Extra Limb:  You gain an additional limb which can be used as a natural weapon dealing 1d8+Str damage, shaped like you want, just like the basic Hagunemnon natural weapon. You take no penalty for attacking with natural weapons of the same type in a full attack. For every 6 HD you have, you gain an extra limb like this.
Scent: You gain the scent ability as per the SRD, and the track feat.
Speed: All your movement speeds increase by +5ft for every 2 HD you have (minimum +5 feet).
Spell Resistance You gain Spell Resistance 11+HD.
Animal: You gain Low Light vision, and you count as an animal whenever it would be beneficial for you. You also gain a bonus on Survival checks equal to half your HD, and can use Wild Empathy as a druid of your HD.
Humanoid:You are treated as a Humanoid whenever it would be beneficial for you, and you gain proficiency with Simple Weapons. You also can turn any of your natural weapons into an hand-like apendage capable of fine manipulation as a free action. You also gain a bonus on Diplomacy equal to half your HD.
Skillfull: Select two physical skills. You gain a bonus on it equal to half your HD. This choice can be changed every time you activate this Shape.
Resistance:Select acid, fire, cold, electrecity or sonic. You gain resistance to that element equal to your HD.
Tougher: You gain +1 HP per HD.
Harder: You gain an extra bonus to Nat armor equal to half your HD.
Quadruped: You become a long creature, with all the bonus and penalties, like extra carrying capacity, stability, but smaller reach. You cannot have limbs capable of fine manipulation in this form. Your land speed also increases by 50%.
Aquatic: You gain a swim speed equal to your base speed, and the Aquatic subtype. You also gain a bonus on Bluff checks equal to half your HD.
Spit: The Hagunemnon is capable of firing a globe of spit dealing 1d4 cold/fire/electrecity or acid damage per HD (choose whenever this Shape is selected), with a range of 20 feet per HD.
Fake Skin:You keep your exterior relatively stable, while your interiors keep shifting. You gain abonus on disguise checks equal to 10+HD.


2nd-level Shapes
Replicate II: You gain an Extraordinary ability from a creature with up to 4 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate I to learn this one.
Extend limbs: Your reach increases by +5ft for every 3 HD you have.
Rend: If you hit with both two natural attacks of the same type, they latch onto the opponent’s body and tears the flesh. This attack automatically deals an additional 1d8+1,5 Str damage. The base damage changes acordingly with size.
Magical Beast: You are treated as a Magical Beast whenever it would be beneficial for you. Your natural weapons deal damage as if they were one size category bigger, and half your Nat armor now counts as a deflection bonus.
Monstrous Humanoid: You are treated as a Monstrous Humanoid whenever it would be beneficial for you. You gain a bonus on Intimidate and Strength checks equal to half your HD.
Pounce: You gain the Pounce ability.
Breath weapon (Su): You gain a breath weapon usable once every 1d4 rounds, dealing 1d6 damage per HD, Reflex Save with DC 10+1/2HD+Con mod for half damage. Every time you activate this  Shape, you can choose from fire, cold, acid or electricity damage, and a line with 10 feet per HD or cone with 5 feet per HD. You cannot willingly lose this Shape while the breath weapon recharges.
Gracefull Frame: You become one size category smaller. At 6 HD, you may reduce yourself another size category. For every 3 extra HD from here, you can reduce yourself another size category, untill Fine size at 12 HD. At 15 HD and every 3 HD after you can further reduce your size, gaining an extra +4 to Hide checks, +1 to Attacks and AC, your carrying capacity being reduced by half, and -4 on combat maneuvers like grapple and trip.
Poison:Select one of your natural weapons. It now inflict a poison dealing 1d4 damage to a stat of your choice (half damage if the chosen type is Con) as secondary and initiary damage, Fort save with DC 10+1/2HD+Con mod for deying.  You can change this choice every time you activate this Shape. This damage increases one die size for every 5 extra HD from here. At 10 HD, against oponents immune to poison and/or ability damage this ability makes your natural attacks deal the same amount of acid damage to such targets in a sucessfull attack.
Damage Reduction: You gain DR equal to half your HD, bypassed by a material type of your choice. You may change this material every time you activate this Shape, and your own natural weapons count as made of that material for bypassing DR.
Aligned: You gain DR/alignment of your oposite alignment equal to 1/2 your HD. You gain the alignment subtype equal to your own alignment, and your natural weapons count as your own alignment for purposes of bypassing DR.
Improved Trip: Whenever you hit an oponent with your natural weapons, you may begin a trip as a free action whitout provoking attacks of oportunity. Against flying oponents, this prevents them from moving for 1 round.
Fey:You are treated as a Fey whenever it would be beneficial for you. You gain a bonus on Bluff checks equal to half your HD and become immune to sleep effects, no longer needing to sleep yourself (you must still rest to recover spells). If you multiclass  into a casting class, you can choose to count the levels from this class for purposes of CL and learning new spells and gaining new spell slots. Hagunemnon levels don't count for any other class ability.

So for example an Hagunemnon 6/Wizard 1  could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.

3rd-level Shapes
Replicate III: You gain an Extraordinary ability from a creature with up to 6 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate II to learn this one.
Improved Grab: You gain the Improved Grab special attack in all your natural weapons. At 10 HD this ignores Freedom of Movement effects.
Burrow: You gain a burrow speed equal to half your base speed.
Wings: You gain a fly speed equal to twice your base speed with good maneuverability.
Large: You grow to Large size.
BlindSight: You gain Blindsight with a range of 10 feet per HD.
Specter Eyes: You benefit from a permanent See Invisibility effect. At 15 HD it also works as True Seeing.
Evade: If an effect requiring a Reflex save would still cause an effect if you suceeded, you ignore that effect if you pass the save. You also gain a bonus on Reflex Saves equal to 1/5 your HD and don't fail Reflex saves on a natural 1.
Endure:If an effect requiring a Fortitude save would still cause an effect if you suceeded, you ignore that effect if you pass the save. You also gain a bonus on Fortitude Saves equal to 1/5 your HD and don't fail Fortitude saves on a natural 1.
Belief:If an effect requiring a Will save would still cause an effect if you suceeded, you ignore that effect if you pass the save. You also gain a bonus on Will Saves equal to 1/5 your HD and don't fail Will saves on a natural 1.
Frightfull Presence:This special quality makes your presence unsettling to foes. It takes effect automatically when you perform some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 10 feet per HD who witness the action become  Shaken for 1 round/HD unless they suceed on a Will save with DC 10+1/2HD+Cha mod. Foes who suceed on their saves can't be affected again for 24 hours.

At 10 HD this ignores immunity to Fear effects, but oponents with that immunity gain +5 bonus on their save.

At 15 HD oponents failing the save become Frightened instead.

4th-level Shapes
Replicate IV: You gain an Extraordinary ability from a creature with up to 8 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate III to learn this one.
Sonic: When using any of your abilities that allows you to do energy damage, you may choose sonic damage instead of your other options.
Vermin: You are treated as a Vermin whenever it would be beneficial for you. You become immune to mind-affecting effects.
Roar: You may let a mighty roar as a standard action. All enemies whitin 5 feet per HD must make a Fort Save with DC 10+1/2HD+Cha mod or become stunned for 1 round. At 10 HD you may Roar as a move action. At 13 HD this ignores immunity to stunning, but such oponents gain a +5 bonus on their saves.  At 16 HD you may Roar as a swift action. At 19 HD as a free action, but still only 1/round.
Spell Immunity: You become too tough for petty magics. You ignore all harmfull spell effects of a level less than (half your HD)-1. This include SR:No spells.
Elemental: You gain immunity to an element of your choice (cold, fire, electrecity or acid), +2 to Cha, and your natural attacks deal an extra +1d6 from the chosen element. This extra damage increases one die size for every 5 extra HD from here. You may choose a diferent element every time you activate this Shape.
Giant:You count as a Giant whenever it would be benefecial for you. You gain the Powerfull Build ability, +2 to Str and can hurl rocks two size categories smaller than yourself (2d6 for small rocks, 2d8 for medium rocks, and so on) with a range increment of 20 feet per HD.
Ooze:You count as an Ooze whenever it would be beneficial for you, and you become immune to critical hits. You also gain a +4 bonus on grapple checks and you may engulf a grappled oponent at least one size category smaller than yourself inside your body with a sucessfull grapple check. Engulfed oponents still count as grappling, except that you no longer take penalties for it (besides counting the engulfed oponent on your carrying load) and only you have line of effect and vision to it.
Outsider:You count as an outsider whenever it would be beneficial for you. You no longer need to eat and gain immunity to poison and diseases, and gain DR/magic equal to half your HD. If you had DR/material, they're combined to form DR/material and magic equal to the highest of the two.


5th-level Shapes
Replicate V: You gain an Extraordinary ability from a creature with up to 10 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate IV to learn this one.
Force: When using any of your Shapes that would allow you to choose an energy type, you may choose Force instead. Your Natural weapons benefit from a permanent Ghost Touch ability.
Huge: You become Huge size. You must know the Large shape to learn this.
Green: You count as a plant whenever it would be beneficial for you. You also gain immunity to critical hits and mind-affecting effects.
Tough Hide: You gain DR/- equal to half your HD. Any other DR you had is doubled. You also gain resistance to all elements equal to half your HD.
Augmented critical: Your natural weapons now threaten a critical on a 18-20, and their crit modifier is x3.
GazeYour eyes stare deeply into your oponents, making them slow down. This gaze attack has a range of 5 feet per 2 HD, and any affected creatures that fail a Will save with DC 10+1/2HD+Cha mod are left only able to take one standard or move action during their next round.
Cloud: You act as under the effect of a permanent Gaseous Form spell, except that you retain your natural attacks and can freely manipulate objects normally.

6th-level Shapes
Replicate VI: You gain an Extraordinary ability from a creature with up to 12 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate V to learn this one.
Absorb: Your natural attacks inflict a negative level on your oponents with each Hit, unless they suceed on a Fort save with DC 10+1/2HD+CHa mod. This affects even oponents immune to energy drain, but they gain a +5 bonus on their saves. You heal the same amount of damage you dealt whenever you inflict a negative level this way.
Spawn Shot:As swift action you can spit forth a globe of writhing flesh as a ranged attack dealing 1d6 damage per HD, with a range increment of 20 feet per HD. The projectile then starts moving on it's own and fights for you, with the stats of an Hagunemnon with ten less levels than you and the elite array of base stats. It has all the feats and Shape choices you had ten levels ago. It lasts for a number of rounds equal to your Cha mod.
Change:Your body constantly changes chaotically, making it impossible for a clear hit. All attacks with a single target against you suffer a 50% miss chance, that can't be overcome by any means, but don't stack with any other miss chances. You can also pass trough any opening at least 1 inch wide whitout slowing down.

Synthetic: You count as a construct whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
# Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
Unliving:You count as an undead whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
# Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
# You're healed by negative energy and damaged by positive energy.


7th-level Shapes
Replicate VII: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VI to learn this one.
Dragon: You count as a dragon whenever it would be beneficial for you. You have immunity to sleep, paralyzis, immunity to one element of your choice and gain +2 to all ability scores, saves and Natural armor.
Incorporeal:you gain the incorporeal Subtype. If you use ethereal jaunt while in this, you can count yourself as either incorporeal or corporeal whenever it would be beneficial for you.
Living Weapon: One of your natural weapons is turned in any simple or martial non-thrown manufactured weapon. You count as being proefecient with it, can make iterative attacks, can't be disarmed, and has an enachment bonus equal to half your HD. It can't have an enanchment bonus to attack and damage rolls bigger than 5, but you can spend the extra bonus on special abilities like Speed and Holy. If it's an two-handed weapon, you must use another of your natural weapons to help wield it. You may perform iterative attacks with it if you have enough Bab.
Gargantuan: You grow to gargantuan size. You must know the Huge shape to learn this one.


8th-level Shapes
Replicate VIII: You gain an Extraordinary ability from a creature with up to 16 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VII to learn this one.
Evolve Immunity: When you activate this shape, select one spell, condition or effect currently affecting you (besides death). You now can ignore it.
Evolve slaying: When you activate this ability, choose one oponent you hit with one of your natural weapons last turn. That natural weapon now ignores any DR and miss chances of that oponent, and bypasses its regeneration.
Crushing Limb:Select one of your natural weapons. Whenever it hits anything, the target is subjected to an Disintregate effect as the spell, with CL equal to HD and save DC 10+1/2HD+Cha mod.

9th-level Shapes
Replicate IX: You gain an Extraordinary ability from a creature with up to 18 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate VIII to learn this one.
Constant Evolution:While in this shape, whenever an oponent saves against one of your abilities, it takes a -2 penalty on it's next save against the same ability from you, cumulative.
Multi: You must know the Poison and/or Living weapon shapes to learn this. You might apply them to half your natural weapons now.
Colossal: You become colossal size. You must know the Gargantuan Shape to learn this one.
Revive:You can activate this shape when you're dead. You come back to life with full HP, stats and all harmfull effects you had removed from you. After used, you need to wait 24 hours before assuming this Shape again.
Replicate X: You gain an Extraordinary ability from a creature with up to 20 HD you observed on the last round. You can "remember" a  total number of replications you assumed equal to your Cha mod. You need to know Replicate IX and have at least 18 HD to learn this one.
[/spoiler]

Evolve: The Hagunemnon gains +1 to one of it's Physical Ability Score of it's choice for every level on this monster class. At the begginning of his turn, he may re-distribute this bonus among his stats as he sees fit.

Unstability: The Hagunemnon's biggest strenght it's also his biggest weakness, as his body refuses to stay too long on a single form.

The Hagunemnon can only have 2+1/2 HD shapes at any time (can't pick same Shape more than once), and at the begginning of every turn he has to change at least half his shapes for other ones as a free action, unless he spends a move action keeping himself stable. The Hagunemnon may change less than half his shapes if he used the move action to keep himself stable. Due to this, the Hagunemnon never gains a bonus to Disguise checks for his basic Alter Shape ability, as his body is constantly changing.

The exception it's when an Hagunemnon doesn't have enough extra shapes to swap due to having multiclassed. Straying from it's natural path helps it to learn stabilization.

Hagunemnon SLAs:
At the following levels, the Hagunemnon can use the following SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod.

2nd level- Detect Toughts, Knock 1/day per HD each.

4th level- Sugestion, Nondetection 1/day per 2 HD each.

6th level- Dimension Door 1/day per 3 HD.

10th level-Plane Shift 1/day per 6 HD.

12th level-Ethereal Jaunt 1/day per 7 HD.


Lesser Unstability: At 8th level, the Hagunemnon may keep stability of his body as a swift action instead of move action, a total number of rounds per hour equal to his Cha mod, divided as the Hagunemnon chooses.

Fast Healing: At 10th level the Hagunemnon  gains fast healing equal to half it's HD.

Reactive Unstability: At 14th level, the Hagunemnon may swap one of it's shapes for another one as an immediate action.

Regeneration: at 16th level the Hagunemnon's Fast Healing upgrades to Regeneration with the same amount. It's bypassed by an element of the Hagunemnon's choice between Acid, Fire, Cold and electrecit, and can be changed every 24 hours, but if the Hagunemnon  becomes immune to the chosen element, the regeneration reverts back to Fast Healing.

Minor Unstability: At 16th level, the Hagunemnon may use Lesser Unstability as a free action.

Destabilize Form: At 18th level, if an Hagunemnon hits with two or more natural attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+1,5 Str mod points of damage as well as 2 points of temporary Constitution damage. This affects even creatures immune to Con damage. Creatures whitout Con take Cha damage instead. If the If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.

Instant Evolution: At 19th level, 1/hour the Hagunemnon may change a number of Shapes equal to his Cha mod as an Immediate action.

Protean:
At 20th level any DR the  Hagunemnon has can now only be bypassed by Epic weapons, its natural weapons count as Epic for bypassing DR, and it's own regeneration cannot be bypassed by oponents with less HD than the  Hagunemnon.

In adition 1/day it may change any number of it's shapes as a free action at any time even if it isn't his turns.

Potential:
At 21st level the  Hagunemnon can now use all of its SLAs at will. The HD limits for all (if any) of it's Replicate Shapes are now equal to its own HD.

Devastating Evolution:
At 22nd level whenever the  Hagunemnon scores a sucessfull critical hit with a natural weapon, it inflicts a Balefull Polymorph effect on the target, with save DC 10+1/2HD+Cha mod. This works even against oponents immune to Criticals and Polymorph effects, but they gain a +5 bonus on their saves.

Null Unstability:At 23th level the  Hagunemnon doesn't need to spend any action to keep it's shapes, and it's Fast Healing/Regeneration doubles.

Overwhelming Evolution: At 24th level every hit from the  Hagunemnon's natural weapons now inflicts a Balefull Polymorph effect if it so desires. Sucesfull critical hits utterly destroy the target, body and soul whitout any change of recovery, unless they suceed on the save, even if they had a way out of polymorph.

Gift of Change:At 25th level the  Hagunemnon may bestow any of it's Shapes in a willing touched creature. The effect is permanent, but the  Hagunemnon cannot bestow more Shapes than it's Cha mod at any time. It can revogate bestowed Gifts  as a free action regardless of distance.

Blinding Evolution:At 26th level the  Hagunemnon can take an extra standard or move action during it's turn. He can also change its shapes as a free action once per round besides changing at the begginning of his turn.

Survival of the Fittest:At 27th level the  Hagunemnon may change all his shapes as a free action once per round even if it isn't his turn (this stacks with Blinding Evolution).

Pinnacle of Evolution:At 28th level the total bonus granted by Evolve is doubled.

Lord of Change:At 29th level the  Hagunemnon may use Gift of Change on a number of creatures equal to its HD, each one gaining a number of shapes equal to its Cha mod.

[/spoiler]

Comments
[spoiler]
Well this one was tough.

First thanks to Prime32 for the basis of the Alter Shape ability, with custom options.

Now the first problem with the  Hagunemnon was redudancy. There was already the Phasm, doppelganger, mindstealer drone, and at least a couple other monster classes with an heavy changing component. So how to make the  Hagunemnon special? Well, the fact, that it just keeps changing of course! While other shapechangers specialist stick in each form for some time, the  Hagunemnon has to constantly change, whetever he wants it or not. Their biggest strenght it also their main weakness, as they can't simply pick an usefull combination and stick with it.

The  Hagunemnon offers excellent versatility, offering a wide array of abilities at the cost of stability. I included everything I remember

Besides that there's the classic ability of copying other monsters Extraordinary abilities, capped at HD for safety purposes, some SLAs, fast healing, regeneration and some custom abilities that make it easier to adapt as it grows.

Epic levels let the crazyness ensue, with changing all your shapes multiple times per turn, extra actions, more SLA uses, and transforming others for good and ill.

Probably could use some extra shapes. Sugestions of any kind are welcome.

So if you want to play an ever-changing monster, the  Hagunemnon's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 26, 2011, 09:38:59 AM
Okay I finally finished the grafts section.

I also removed a lot of the free grafts from the class feature and gave the graft flesh feat as a bonus feat at level 3 (As you pointed out, some of the grafts were pretty damn good for a low level class feature).

This way the maugs are given a low-cost graft, are encouraged to gain more grafts, and thereafter have the choice of customizing their bodies.

Once the grafts are critiqued and approved, I can't think of much else the class needs.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 26, 2011, 10:09:00 AM
Maug:
-Why Graft flesh? They're constructs, made of stone and metal. Also non-OGL feat if I'm not mistaken. Just state that they can build the grafts. Also I would remove the spell pre-requisites, since I believe the maugs is suposed to  be able to build his own grafts even if he isn't a caster.
-No stacking shudder plates.
-Spike Stones: These small round stones are placed in the flesh of a maug, all over its body. Maugs have flesh now? :twitch
-Otherwise really like the new roller(augment) and stone spikes! I can easily picture some kind of punk Maug with rollerskates impaling people all around.
-Also really like the possibility of multiple Stone Spitters untill you're a mobile artillery plataform! :love
-Good job making trample more exciting!

So yes, take care of those last details and I believe the class will be more than ready. You did an excellent job with the Maug! :clap
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 26, 2011, 05:36:33 PM
Maug:
-Why Graft flesh? They're constructs, made of stone and metal. Also non-OGL feat if I'm not mistaken. Just state that they can build the grafts. Also I would remove the spell pre-requisites, since I believe the maugs is suposed to  be able to build his own grafts even if he isn't a caster.
-No stacking shudder plates.
-Spike Stones: These small round stones are placed in the flesh of a maug, all over its body. Maugs have flesh now? :twitch
-Otherwise really like the new roller(augment) and stone spikes! I can easily picture some kind of punk Maug with rollerskates impaling people all around.
-Also really like the possibility of multiple Stone Spitters untill you're a mobile artillery plataform! :love
-Good job making trample more exciting!

So yes, take care of those last details and I believe the class will be more than ready. You did an excellent job with the Maug! :clap

-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.

I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)

-Fixed. I looked back on my "notes" and found out that I didn't intend to allow two shudder plates in the first place, so I'm not sure where I lost my way there.

-Stone flesh, but "flesh" nonetheless. I pulled from the original text, not sure what other word to use. I used "stony exterior."

Glad you like the other stuff!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 26, 2011, 07:06:00 PM
Orange dragon

(http://t3.gstatic.com/images?q=tbn:ANd9GcQ2uDKHyUMAPbNtiv_jjTF9kHR6KmvRt8STFyiaQEUTaLEjqtUfgA&t=1)
[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Orange Dragon body, Explosive Breath
2 +2 +3+0 +3 Keen senses, Arcane Blood
3 +3 +3+1 +3 Blindsense 60 feets, Aquatic, Pass Whitout Trace, Str+1
4+4 +4 +1+4 Wings
5+5 +4 +1 +4 Tail slap, Growth
6+6 +5+2 +5 Cover Breath, +1 Cha
7+7 +5 +2 +5 +1 Str, +1 Con, Orange Agent
8+8 +6 +2 +5 Heat Metal, Control Water, +1 Cha
9+9  +6+3 +6 +1 str, +1 con, Sugestion, Hallucinatory Terrain.
10+10 +7+3 +7 Delayed Breath, +1 Cha
11+11 +7 +3+7 Arcane Skin
12+12 +8 +4+8 Iron Scales, +1 Str
13+13 +8 +4 +8 Growth, crush, Frightfull presence
14+14 +9 +4 +9 +1 Str, +1 Con, Territorial Ambush
15+15 +9 +5 +9 Pain Lord
16+16 +10 +5 +10 +1 str, +1 con, Casual Cruelty
17+17 +10 +5+10 Territorial Master, +1 Cha
18+18 +11+6 +11 +1 str, +1 con, Orange Agent
19 +19 +11 +6 +11River Flood, +1 Con, +1 Cha
20+20 +12 +6 +12 Wild Tyrant, Orange Breath, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), hide, move silently, Search, spellcraft, Survival.

Proficiencies: an orange dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

Dragon Body:
The orange dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, swim speed equal to half it's base speed, and is medium sized. The orange 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 orange dragon also gets a natural armor bonus equal to it's Con modifier. Whenever the orange dragon grows one size category, his natural armor increases by a further 1.

The orange dragon also gains immunity to Poison.


Explosive Breath:
An orange dragon's breath weapon is a bizarre mixture of oily saliva and a deadly, explosive compound, affecting a line with 40 feet plus 10 feet per HD. When this compound is exposed to water or air, it detonates in a ferocious explosion. The dragon's oily saliva shields this mixture, but it quickly evaporates. Once it is gone, the compound explodes. The orange dragon breathes this mixture in a line. Any creature caught in this area is covered with its sticky, gooey breath. A successful Reflex save with DC 10+1/2HD+Con mod allows a creature to avoid becoming covered in the dragon's breath weapon.

After 2 rounds, the mixture explodes in a 15-foot burst centered on each creature. The target creature takes 1d10 untyped damage per HD, with no saving throw, while all other creatures in the explosion's area save as normal for half damage. A creature takes damage from this breath weapon only once per detonation. A creature standing between two allies covered with the dragon's spew makes only one save and takes damage once, not once for each explosion

Unlike other dragon breaths, Explosive Breath takes 1d6 rounds to recharge.

Arcane Blood:An orange 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:The orange dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.



Blindsense:
as the normal ability, range 60 feets.

Amphibious:
At 3rd level this dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Orange dragon SLAs: At 3rd level the orange dragon can use pass whitout trace as a SLA 1/day for every HD it has.

At 8th level it can use Heat Metal and control water as SLAs, 1/day for each 2HD it has.

At 9th level it can use Sugestion and Hallucinatory Terrain 1/day for every 3 HD it has.

 Save DCs are 10+1/2 HD +Cha mod.

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

Level Total bonus gained
3 +1 Str
6 +1 Str,  +1 Cha
7 +2 Str, +1 Con, +1 Cha
8 +2 Str, +1 Con, +2 Cha
9 +3 Str, +2 Con, +2 Cha
10 +3 Str, +2 Con, +3 Cha
12 +4 Str, +2 Con, +3 Cha
12 +5 Str, +3 Con, +3 Cha
16 +6 Str, +4 Con, +3 Cha
17 +6 Str, +4 Con, +4 Cha
18 +7 Str, +4 Con, +4 Cha
19 +7 Str, +5 Con, +5 Cha
20 +8 Str, +6 Con, +6 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!


Wings:
At 4th level the orange 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.

Growth:
At 5th level the orange dragon grows to large size.
                At 13th level the orange 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.(see table at the 1st post for details)

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

Cover Breath:At 6th level, when the Orange dragon uses his breath weapon, he may choose to also cover the terrain with his explosive goo as well, in wich case the affected area explodes when the time is up. Oponents who failed the save against the breath and are still in the area still only take damage once.

Orange Agent: At 7th and 16th levels the Orange dragon adds any one spell of the Conjuration school from a level he can cast to his list of spells known.


Delayed Breath:
At 10th level, a number of times per day equal to his Con modifier, the Orange Dragon may choose to cover the explosive goo with an extra special layer of saliva, that delays the explosion untill one of the next conditions is met (dragon's choice)
-Any amount of extra delay time up to 1 hour per HD.
-Contact with Cold, Fire, Electrecity or Acid damage (orange dragon's choice).
-Anyone steping/touching on it (inanimate objects only).

It takes a sucessfull search check with DC 20+HD+Con mod to notice this goo as something dangerous, and a Disable Device with same DC to make it inert.

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

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

Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected oponent that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Territorial Ambush:At 14th level, while standing on the ground or inside water, the orange dragon can blend with the terrain, being able to use the hide skill even if it has nothing to hide behind, and ignoring size penalties for hiding while doing so.

Pain Lord:At 15th level the orange dragon casts spells from the conjuration school at +1 Caster level and ignores any limit on caster level on such spells.

Casual Cruelty: At 16th level the Orange dragon basks on the suffering of others. He gains +1 luck bonus to attack and damage rolls, skill checks and saves for every 20 point of damage he inflicted to any other creature whitin 5 feet per HD on the last round. The bonus lasts one round, and the Orange Dragon can't gain a bonus bigger than half it's HD this way.

Territorial Master: At 17th level the Orange dragon can declare an area up to 100 square feet per HD its Territorry as a 8 hours ritual that consists on traveling trough his new domain. It's ok for the area to be filled with other creatures, they may be dealt with later. Orange dragons that aim to conquer an area usually start by declaring it as its new territorry.

While inside it's territorry, it gains a bonus on all Wis, Dex, and Str-based skills equal to 1/4 it's HD.

Flood:
Orange Dragons are said to prefer to live in rivers and lakes. The actual truth it's that they create said rivers and lakes, fiting the landscape to their liking. At 19th level this ability can only be used inside the Orange Dragon's territorry, and it creates a surface of total of 10 cubic meters of water per HD as a fullround action in any place inside the Orange Dragon's territorry. This can be either sudden torrential rains, or another near body of water suddenly bursting and going to the desired areas.

Either way, the water can hold any kind of form (even in the middle of the air) for 1 round per HD, after wich it falls down and fits the terrain as best as possible. Given the right land conditions, it may persist for years or even centuries.  Only one flood at a time, starting a new one dries the older.

Wild Tyrant: Orange dragons are natural tyrants, and many of them seek to bring the monsters and humanoids in their territories under their control. At 20th level it's blindsense extends to all it's Territory, and 1/day it may use  Sugestion on any number of detected creatures inside his territorry regardless of distance (save as the SLA). The targets hear the sugestions as whispers from the wilderness, and the orange dragon may give diferent messages to each target.

Orange Breath:
At 20th level, a number of times per day equal to his Cha mod, the Orange Dragon may imbue his breath weapon with his magic. As a fullround action, he breathes while casting a spell or SLA with range of touch or bigger. Every oponent affected by the goo's explosion is affected as if hit by the spell as well.
[/spoiler]

Comments:
[spoiler]
The orange dragon is the first cousin of the purple dragon, both chromatic dragons from Dragon Magazine.

Its main sthick it's an explosive goo instead of regular energy breath. Big damage, but takes some time to deal it. Gave some extra custom abilities to expand on this theme.

For the later levels, I based myself on the orange dragon's fluff emphasis on being highly territorrial and liking to lurk in tropical areas.

In the end, we get a nasty ambush-specialized dragon, particularly in controling an area by filling it with explosive goo, making floods out of nowhere and other nasty tricks before coming in for the kill.

So if you want to play a volatile aquatic monster, the Orange Dragon's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 26, 2011, 07:15:22 PM
-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.

I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)

Maugs are special cases. If you re-read the Graft Flesh feat, you'll notice it doesn't cover Maug grafts. And by the Maug section, it seems like who can build them is up to DM fiat. Not the best written of rules indeed.

I would sugest simply sugest stating that they take gold and exp and time like crafting magic items, and that the Maug can qualify for it with the feat of Craft Magic Weapons and Armor, and it qualifies for it despite not having a caster level of his own.

Grafts aren't OGL, but notice you posted them on your class and improved them, so players can use them. That's good. You however didn't post any Graft Flesh feat, so players are left wondering its pre-requisites and where it is and then need to buy a book that's out of print. That's bad.

Anyway adding Maug to the Index, just remember to take care of that last detail please. :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist February 26, 2011, 07:18:53 PM
You could also use the OGL prestige race rules for the grafts instead.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 26, 2011, 07:27:42 PM
What again? Link please? So Bloody Titan can put it in the class?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist February 26, 2011, 07:42:42 PM
Dragon 304 has the rules. 

[spoiler]
Prestige Races

Gaining a Prestige Race Alteration

To gain a prestige race alteration, a creature must first take the Sculpt Self feat. When a creature with the Sculpt Self feat wants to purchase a prestige race alteration, it immediately expends the XP. It must then meditate for the time necessary to channel the XP into altering its form. A creature needs not do so immediately, and the process can be delayed as long as the creature wishes. If the creature purchased multiple prestige race alterations, it must meditate for each one separately.

Sculpt Self [General]

You have the ability to modify the essence of your being.

Benefit: You may spend XP to gain prestige race alteration. You cannot spend the XP for a prestige race alteration if that expenditure would reduce your level.

A creature must meditate for one day per 1,000 XP of the cost of the prestige race alteration, and the creature is presumed to spend about 8 hours meditating each day. You cannot rush the process by meditating more than 8 hours each day. Small interruptions or light activity do not disrupt this process so long as the creature spends about 8 hours a day meditating, but fighting, casting spells, using magic items, or other mentally or physically intensive activities ruin the day's meditation. Unlike a spellcaster creating a magic item, interruptions merely ruin the day's work, not the whole process. Thus, a creature can take as long as it wishes to gain the prestige race alteration.

Once gained, the prestige race alteration cannot be taken away. Loss of level due to energy drain and other effects never take away a prestige race alteration, and they cannot be dispelled. Most of the effects of a prestige race alteration are considered extraordinary abilities, but any spellcasting ability granted by prestige race alteration should be considered supernatural.

You cannot take the same prestige race alteration more than once.

Stacking Prestige Race Benefits

The benefits provided by prestige race alterations follow the normal bonus stacking rules. For instance, if a creature has a +4 natural armor bonus from a prestige race alteration and an amulet of natural armor +3, it gains only the prestige race's alteration's natural armor bonus to its AC. If it had an amulet of natural armor +5, it would instead gain the benefit from the amulet and not the prestige race alteration.

Prestige Race Foci

Prestige race alterations can be grouped into different foci. A prestige race focus represents a particular path of prestige race alterations. This path is much like a feat tree, but characters do not need to take feats to gain prestige race alterations; they need only spend the proper amount of XP and time.

Mineral Focus

Those who focus on the mineral path hold an affinity with the earth and its deepest foundations. The very bones of the world call out to them and hold mysteries that appeal to innermost selves. Progressing along this path, characters slowly experience changes to their bodies, allowing them to gain powers, abilities, and traits related to the deepest parts of the earth.

Grounded Creature [Mineral]

Grounded creatures have connected with the deep-seated, underlying energies of the earth. As a result, the creatures' skin darkens to the color of rich soil and becomes slightly gritty; their legs harden into thick pillars, and their feet begin to resemble wide, flat stones. A grounded creature becomes solidly linked with the ground beneath its feet.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains a +1 natural armor bonus and a +4 competence bonus to resist trip, bull rush, and overrun attacks.

Special: This prestige race alteration is unavailable to creatures with wind or wave prestige race alterations.

Cost: 928 XP

Earthen Creature [Mineral]

Earthen creatures have begun to understand how to harness the profuse powers of the earth. Earthen creatures develop a thick skin composed of pebbles, small stones, and a soil-like substance. Their bones gain the density of stone, and their blood thickens to mud. Lastly, their eyes become cold and smooth like well-worn rocks.

Prerequisites: Grounded Creature, Sculpt Self feat.

Benefit: The creature gains a +2 natural armor bonus, and it can cast soften earth and stone once per day as a 3rd-level druid.

Cost: 3,264 XP

Steeled Creature [Mineral]

Steeled creatures hear the whispered secrets of stones and minerals and know how to unravel them. The skin of steeled creature has hardened into sombrous steel, beneath which pulse muscles of magma. Their eyes smolder and smoke like the core of the earth.

Prerequisites: Earthen Creature, Grounded Creature, Sculpt Self feat, Steeled Creature

Benefit: The creature gains a +3 natural armor bonus and a burrow speed of 10 feet.

Cost: 6,400 XP.

Adamantine Creature [Mineral]

Adamantine creatures have mastered the songs of stone and ground. They have gained the ability to transform their minds into unassailable fortresses of steel and their flesh into an impervious sheet of adamantine. Adamantine creatures are welcomed by the stone as brothers and walk within it unhindered.

Prerequisites: Earthen Creature, Grounded Creature, Sculpt Self feat.

Benefit: The creature gains a +4 natural armor bonus and a +4 resistance bonus to all saves against mind-influencing effects and polymorphing. The creature also gains the ability to cast meld into stone once per day as 7th-level druid.

Cost: 8,280 XP.

Flame Focus

Those who feel the intense heat and rushing draw of fire deep within their soul, and those who are awestruck by its simple mystery and terrible majesty choose to focus on the path of flame. The blazing inferno is a siren's song to their ears. Blazing a trail along this path, they quickly gain abilities and characteristics related to fire and its properties.

Kindled Creature [Flame]

Kindled creatures have felt the stirrings of the flame deep within their souls for as long as they can remember. Within the furnaces of their hearts, a tiny fire has sprung into existence and sears outward, eternally unquenchable. Kindled creatures' dispositions become strained; their tempers shorten as the spark within them grows. Typically, the creature's skin takes on a reddish-orange hue, and their hair and eyes begin to roil with an inner flame.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains low-light vision and fire resistance 5.

Special: This prestige race alteration is unavailable to creatures with wave prestige race alterations.

Cost: 1,600 XP.

Ember Creature [Flame]

Ember creatures have discovered how to fan the flame within them; they have learned how to draw upon its inherent power in order to reacts with speed and precision. An ember creature's skin becomes opaque, dark, and cracked, with the vague hints of a smoldering fire lying deep beneath its surface. All of the hair on an ember creature's body falls away or vanishes in a puff of acrid smoke, and its eyes darken, leaving only two tiny pinpricks of gleaming light.

Prerequisites: Kindled Creature, Sculpt Self feat.

Benefit: The creature gains fire resistance 10 and the ability to cast produce flame at will as a 3rd-level sorcerer.

Cost: 7,520 XP

Fiery Creature [Flame]

Fiery creature speak with a voice of their inner flame and act through its authority. There is little that evokes fear in them, for they are the masters of their own destinies and giants among mere mortals. Fiery creatures sprout flame and blaze where they once sported hair and whiskers, and their ever-glowing skin ripples with the heat of a hundred torches.

Prerequisites: Ember Creature, Kindled Creature, Sculpt Self feat.

Benefit: The creature gains a +1 bonus to Charisma and the ability to cast wall of fire once per day as a 7th-level sorcerer.

Cost: 7,516 XP

Inferno Creature [Flame]

Inferno creatures are the lords of the flame and cower before none. The roar of fire is their voice, crackling conflagration is their laughter, and the all-consuming blaze is their wroth. An inferno creature's dark skin sizzles and pops with heat and is constantly licked with flickering flame.

Prerequisites: Ember Creature, Fiery Creature, Kindled Creature, Sculpt Self feat.

Benefit: The creature gains a the ability to cast fire shield once per day as a 7th-level sorcerer.

Cost: 4,480 XP

Wave Focus

Those who elect to follow the way of the wave tend to be placid and slow to anger. They feel the love and pull of the oceans, and from this they draw their unfathomable strengths and patience. As they steadfastly make headway along their chosen focus, these characters slowly experience changes and alterations to their minds, bodies, and spirits that only intensify their longing and love for the sea.

Sodden Creature [Wave]

Sodden creatures realize how truly vast and limitless the powers of the sea can be, and they have manages to bind a portion of that realization to their forms. A sodden creature's skin becomes coated with a slick, transparent film of water that can never be removed or sloughed off. The sodden creature's hair, fur, or plumage turns wet and slimy, remaining so despite all attempts to make it clean or dry. The creature's toes and fingers become webbed and elongated. Further, its eyes become paler and more luminous, like twin full moons reflected upon the surface of a calm bay.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains a +4 competence bonus to all Escape Artist and Swim checks. In addition, any opponent attempting to grapple the sodden creature or use grapple actions, such as attempting to pin or damage a grappled sodden creature, suffers a -4 circumstance penalty to its grapple checks.

Special: This prestige race alteration is unavailable to creatures with flame or mineral prestige race alterations.

Cost: 384 XP.

Watery Creature [Wave]

Watery creatures have become one with the waves, and their hearts pound with the rhythmic sound of the sea. Their bodies seem to contain rushing rivers held back only by thin skins of vellum. It is said that the color of watery creature's eyes always reflect their mood, much like the color of the waves might hint at a coming storm.

Prerequisites: Sculpt Self feat, Sodden Creature.

Benefit: A watery creature can breathe water at will like an aquatic creature.

Cost: 4,000 XP.

Saturated Creature [Wave]

Saturated creatures discover how to tap into the immense power that lies beneath the waves in such a way as to actually alter their physical make up. As a result, the bodies of these creatures undergo a transformation whereby the internal organs become little more than water. While the organs continue to perform their assigned tasks, the potential damage that can be delivered to them by most weapons is essentially nullified. The only outwardly noticeable sign of this change is that the creatures now bleed clear, pure water.

Prerequisites: Sculpt Self feat, Sodden Creature, Watery Creature.

Benefit: The creature is no longer subject to critical hits or sneak attacks.

Cost: 10,000 XP.

Wind Focus

The rushing wind awakens something within those who choose to focus on this path. It rouses their potential, driving them onward like a ship with a full sail. As long as they are able to draw breath into their bodies, they feel there is nothing that they cannot do, nothing that cannot be accomplished. The air about them provides inspiration, steels determination, and gives hope. As they speed along their chosen path, these characters become more and more like the quickening wind.

Stirred Creature [Wind]

Stirred creatures hear the clarion call of wind early in their lives. The mere hint of a gust on their faces and in their hair brings them alive and exhorts them onward toward their goals. Stirred creatures can employ the wind to defend themselves against opponents for brief moments before the capricious wind swiftly flows from them. A stirred creature's hair always seems to be tossed and stirred by a slight breeze, even when no breeze is present. Their voices change, becoming airy and hollow sounding, but they seem to carry farther than normal.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains the ability to cast wind wall once per day as a 7th-level sorcerer.

Special: This prestige race alteration is unavailable to creatures with mineral prestige race alterations.

Cost: 4,032 XP.

Zephyr Creature [Wind]

Zephyr creatures have learned to flow with the wind and make its force their own. Zephyr creature's bodies become more pliable and sinuous, and their skin and hair tones pale considerably as they strive to become one with the air. Further, their eyes turn a soft, airy color, usually light blue, white or pale yellow.

Prerequisites: Sculpt Self feat, Stirred Creature.

Benefit: The creature gains electricity resistance 5 and the ability to cast whispering wind three times per day as a 3rd-level sorcerer.

Cost: 3,391 XP

Gale Creature [Wind]

Gale creatures channel wind at will, working with it as a potter works clay. However, they can rarely maintain their grip upon it for long. Gale creatures know still that the wind is a fickle and passing thing an that their ability is a privilege given to them by the wind rather than a right to impose upon it. These creatures become impossibly thin, often appearing sickly or even at death's door. Their bones lighten and become supple, allowing them to walk upon the winds.

Prerequisites: Sculpt Self feat, Stirred Creature, Zephyr Creature.

Benefit: The creature gains the ability to cast wind walk once per day as an 11th-level cleric.

Cost: 9,504 XP.

Tempest Creature [Wind]

Tempest creatures are one with the wind and the air–it is not only their home but also their closest companion and most trusted friend. because tempest creatures have unlocked the secrets of the wind and co-exist with it at all times, the wind becomes their protector. Invisible swirls of rushing wind surround these creatures at all times. Further, the smells of wind-borne rain ant the sharp tang of lightning always surround tempest creatures.

Prerequisites: Gale Creature, Sculpt Self feat, Stirred Creature, Zephyr Creature.

Benefit: The creature gains the ability to cast improved invisibility three times per day as a 7th-level sorcerer.

Cost: 9,071 XP.

Gear Focus

Those who elect to traverse this path hear the call of the future, as spoken by the most potent force other than magic: technology. Gears, pulleys, pistons, and levers are the instruments for a cacophonous symphony of change. Those that dance to this strange new tune progress along the path of the gear and gain characteristics and capabilities related to mechanisms and technology.

Gadget Creature [Gear]

Gadget creatures see the opportunities that technology brings and have taken the first step of meeting it headlong. Turning their hopes, aspirations, and investigations inward, gadget creatures soon find ways to augment their physical and mental abilities. Generally, these augmentations focus on a single area of their bodies and supplement that area with unusual and fascinating arrays of gadgets and mechanisms. Depending on the nature and design of the enhancement, the general appearance of gadget creatures varies dramatically from one to another.

Prerequisite: Sculpt Self feat.

Benefit: One of the creature's ability scores gains a +1 inherent bonus. Once the ability is chosen, it cannot be changed. In addition, a gadget creature gains a +4 competence bonus to Knowledge (architecture and engineering) skill checks and may use the skill untrained.

Cost: 5,628 XP.

Clockwork Creature [Gear]

Clockwork creatures replace the weaker parts of their physical form, allowing themselves to slowly transform entire parts of their bodies into clockwork substitutes. Typically, limbs or even sections of clockwork creatures' bodies are replaced with mechanical twins, thereby strengthening their frames and increasing their abilities. Depending on the nature and design of their creations, the general appearance of a clockwork creature varies dramatically from one creature to another.

Prerequisites: Gadget Creature, Sculpt Self feat.

Benefit: Another of the creature's ability scores gains a +1 inherent bonus. This must be a different ability than that chosen for Gadget Creature. Once the ability is chosen it cannot be changed. In addition, the gadget creature also gains a +2 natural armor bonus.

Cost: 8,700 XP.

Contraption Creature [Gear]

Contraption creatures have gained enough knowledge of technology, clockwork mechanisms, and the rudimentary properties of the physical world to move their exploits to a new level- Contraption creatures now possess not only the knowledge to augment physical properties and mannerisms of the body, but also of how to drastically boost those properties. Contraption creatures are usually encased within several layers of interlocked and inter-working devices, to the point that they seem more metal than flesh. Depending on the nature and design of their augmentations, the general appearance of a contraption creature varies dramatically from one to another.

Prerequisites: Clockwork Creature, Gadget Creature, Sculpt Self feat.

Benefit: The creature gains a +4 resistance bonus to all Fortitude saves. In addition, the extra damage from critical hits and sneak attacks has a 25% chance to be negated, causing the attack to deal only normal damage. This does not stack or double with the fortification armor quality, but it does provide an additional negation chance should a contraption creature wear such armor.

Cost: 2,531 XP.

Soul Focus

Those creatures that choose the focus of the soul draw the bulk of their power from the enigmatic center of their beings–their souls. Many months and years are often initially spent purifying themselves and then searching for the most central and core aspect of their being. Once they begin along this path, these creatures quickly ascend through its rank and become both placidly serene and frighteningly formidable.

Blessed Creature [Soul]

Blessed creatures have found the light within their souls and have begun to foster its growth. Slowly, they begin to realize that despite their many years of self-realization and spiritual growth, their eyes are only now truly opening. Blessed creature can then begin to apply this thought-expanding knowledge to their lives with immediate and stunning results.

Prerequisite: Sculpt Self feat.

Benefit: The creature gains a +1 inherent bonus to charisma and a +4 insight bonus to Sense Motive, Spot, and Listen checks.

Cost: 5,884 XP.

Sacred Creature [Soul]

These creatures realize that they have the potential to change the world and set out to do so, relying on their ever-strengthening soul for guidance and support. A sacred creature's skin takes on a warmer tone (often rosy, golden or silvery). Their eyes melt into twin pools of tranquil light, and their hair becomes fuller, more glossy, and vibrant.

Prerequisites: Blessed Creature, Sculpt Self feat.

Benefit: The creature gains a +1 inherent bonus to Strength and a +4 resistance bonus to all Will saving throws.

Cost: 7,631 XP.

Hallowed Creature [Soul]

Hallowed creatures understand that the path to their ultimate destiny takes them not only through the calm but also through the storm. The countenances of hallowed creatures change, taking on more ethereal and timeless qualities, as if the weights and signs of the years simply vanish. Further, their voices boom with the resonating strength of righteousness.

Prerequisites: Blessed Creature, Sacred Creature, Sculpt Self feat.

Benefit: The creature gains a +1 inherent bonus to Wisdom and can cast searing light three times per day as a 5th-level cleric.

Cost: 11,980 XP.

Prestige Races and CR

Giving monsters or NPCs prestige race alterations is not the same as giving them XP and levels of classes. Instead, think of a monster or NPC with a prestige race as with a magic item. If you multiply the XP cost of a prestige race alteration by 5, you get the cost of a magic item with no space limitation and those qualities.

If you subtract this cost from the money you devote to the NPC's gear, you shouldn't have to worry about how it will negatively affect the NPC's CR or the difficulty of the encounter any more than normal when giving an NPC a magic item. If the prestige race alteration is in addition to an NPC's gear or a monster's usable treasure, you have to consider how that affects the encounter as carefully as if you were giving the creature extra magic items. Note that if the creature has plenty of item slots open, you might want to consider halving the gold piece value of the prestige race alterations: A creature with many item slots open would not expend resources to buy an item with no space limitation.

Creating Your Own Prestige Race Alterations

The possible effects of prestige race alterations are nearly limitless, but the XP cost can make certain alterations unlikely to be used. This article presents prestige race alterations worth up to 11,980 XP. This approaches the upper limit of what many players will be willing to pay for the benefits, and it limits the prestige race alterations to characters of 12th level or higher. When designing your own prestige race alterations, cheap benefits like skill bonuses are the most likely to be chosen and used by players.

Determining the XP cost of a prestige race alteration is simple in concept, but the math can become complicated. First determine the cost of each of the granted abilities as though they were all qualities of separate magic items that have no space limitation. You might want to add an ad-hoc price increase due to the fact that the “items” can never be stolen or destroyed, but consider that they can also never be given to another party member who might need them or be sold to buy a better item, and a feat is required to gain the benefits. Total all those prices. Once you have determined the total price in gold pieces, divide that cost by 5 to learn the XP cost. Note that if the prestige race alterations build upon another,a s in the case of the mineral focus's increasing natural armor benefit, you'll need to subtract the cost of the previous benefit before adding that to your calculations for the total gold piece cost of the prestige race alteration's qualities.
[/spoiler]
You wouldn't be able to give them to other people, but on the other hand it's an interesting mechanic.,
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 February 26, 2011, 09:27:39 PM
Say, were you going to replace the spellcasting mechanic with "casts as an Xth-level sorcerer"? (or cleric, etc.) On the first three pages, the
Mind flayer
Ogre mage
Succubus
Mummy
Erinyes
Dryad
still use the "leapfrog" advancement method.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo February 26, 2011, 09:38:42 PM
Say, were you going to replace the spellcasting mechanic with "casts as an Xth-level sorcerer"? (or cleric, etc.)

When did I ever said that? We only discussed about changing the dragons from "casts as bard-sorceror" to "casts as sorceror of 2/3 lv".

Because full  casting is kinda more than enough for a class, nevermind monster traits. I made some experiments out of that like the Ghaele Eladrin that cast as sorceror but taking from the (inferior compared to wizard/sorceror) cleric list and dual casting stats, Angel casts as cleric with much more limited spells known, Ethergaunt casts as wizard but much more limited schools, Nymph casts as druid but doesn't get the extra druid perks.

With lack of feedback on those (specially the Angel overhaul wich nobody commented), every other half-caster monster still has the pseudo-spellcaster ability.

The_Mad_Linguist:
Interesting and worth looking for in future monster classes, but not for the Maug if you ask me, wich literally forge their new body parts.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate February 27, 2011, 10:19:42 PM
-I gave it Graft Flesh because I think the way the feat works is: You take it and you have the power to make grafts from your race and no other. I don't think it's OGL, but I don't think grafts are OGL. I've replaced it with the ability to just make grafts, and I've also replaced the spell requirements with HD requirements. The HD requirements are based on WBL, a maug can't build a graft before they could normally afford it.

I fear I'm showing my ignorance of crafting rules, if you see something else wrong with how I've presented it let me know, because to be honest I never understood how to make or apply grafts (Grafts were always too ghoulish for my tastes, so I never bothered learning about them, and maug grafts come from Fiend Folio, which is 3.0-3.5 transition material)

Maugs are special cases. If you re-read the Graft Flesh feat, you'll notice it doesn't cover Maug grafts. And by the Maug section, it seems like who can build them is up to DM fiat. Not the best written of rules indeed.

I would sugest simply sugest stating that they take gold and exp and time like crafting magic items, and that the Maug can qualify for it with the feat of Craft Magic Weapons and Armor, and it qualifies for it despite not having a caster level of his own.

Grafts aren't OGL, but notice you posted them on your class and improved them, so players can use them. That's good. You however didn't post any Graft Flesh feat, so players are left wondering its pre-requisites and where it is and then need to buy a book that's out of print. That's bad.

Anyway adding Maug to the Index, just remember to take care of that last detail please. :)

Made it so the Grafts class feature qualifies maugs for the Craft Magic Arms and Armor feat at 3rd level. I wrote in the maugs must expend gold, time, and experience as well as meet the prerequisites for each graft given at the end of each graft's entry.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 01, 2011, 03:39:24 PM
Rakshasa, Ak'Chazar
(http://main.newgallo.dnsalias.net/Images/Monsters/RakshasaAkchazar.jpg)
[spoiler]
HD:d8
Level Bab Fort Ref Will FeatureSorceror casting
1 +0 + 0 +0  +2 Manipulator Body, Rebuke Undead, Call Undead, Change Shape, +1 Cha, +1 Dex.-
2 +1 + 0 +0  +3 Necro Soul, Pain Wave, lesser1
3 +1 + 1 +1  +3 Tyrant Hide, +1 Cha2
4 +2 + 1 +1  +4 Necropotence, 3
5 +2 + 1 +1  +4 Tyrant Tongue, +1 Dex4
6 +3 + 2 +2  +5Greater Necropotence, +1 Cha, +1 Dex4
7 +3 + 2 +2  +5 Primal Undead, 5
8 +4 + 2 +2  +6 Superior Necropotence, +1  Cha 6
9 +4 + 3 +3  +6 Pain Wave 7
10 +5 +3 +3  +7Wicked Necropotence, +1 Dex 8
11 +5 + 3 +3  +7Necro Arcana, +1 Cha, +1 Dex8
12 +6 + 4 +4  +8Vile Necropotence, +1 Cha9
13 +6 + 4 +4  +8 Dark Champion, +1 Dex10
14 +7 + 4 +4  +9 Master NecroPotence, +1 Cha 11
15 +7 + 5 +5  +9 Impure World Ressurection, +1 Cha, +1 Dex 12
Skills:4+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, disguise, spot, listen, search, move silently, hide, climb, swim, search, bluff, diplomacy, intimidate, tumble, use magic device.

Proficiencies:His own natural weapons, simple weapons.

Features:
Manipulator Body: The Rakshasa, Ak'Chazar  loses all other racial traits and becomes a medium sized outsider with all the related traits (basically darkvision 60 feet). He's a medium sized outsider with base speed of 30 feet, with two natural claw attacks dealing 1d4+Str mod damage and one bite attack dealing 1d6+1/2 Str mod damage.

In adition, the  Rakshasa, Ak'Chazar gains a bonus to Nat armor equal to his Cha mod.

Rebuke Undead: An Rakshasa, Ak'Chazar gains Rebuke Undead as an evil single-classed cleric with the same HD. This doesn't stack with Rebuke Undead from other sources.

Call Undead: In a 24-hour ritual, the  Rakshasa, Ak'Chazar can call forth the lesser undead of the area to do his bidding, geting one HD worth of basic skeletons and/or zombies for each HD of the Rakshasa, Ak'Chazar, divided among several undead or concentrated on a single one as he chooses. Those aren't under his controlm but can be rebuked as normal. The DM chooses the race of the called undead depending on the area the ritual is performed.

Change Shape: An ak’chazar rakshasa can assume any humanoid form as a standard action 1/day per HD. He can always return to its original form as a standard action whitout expending uses. In humanoid form, an ak’chazar rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). An ak’chazar rakshasa typically remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but an ak’chazar rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Ability Increase: An Rakshasa, Ak'Chazar gains +1 to

Cha at levels 1, 3, 6, 8, 11, 12, 14, 15
Dex at levels 1, 5, 6, 10,11, 13, 15

For a total of +8 Cha and +7 Dex at 15th level.

Necro Soul: At 2nd level the  Rakshasa, Ak'Chazar becomes able to cast as a sorceror of 4/5 his level (thus advancing this casting at every level but 6th and 11th, for a total of 12th level sorceror casting at 15th level). In adition the CL of the  Rakshasa, Ak'Chazar for Necromancy spells is equal to his HD.

Pain Wave, lesser: At 2nd level, as a standard action 1/day per  HD, the  Rakshasa, Ak'Chazar can emit an aura of negative energy, affecting every creature whitin 5 feet per 3 HD (minimum 5, may produce a smaller area if desired). Creatures whitin the area are subject to an Inflict Light Wounds spell with CL=HD, save DC 10+1/2 HD+Cha mod.

At 5 HD this upgrades to Inflict Moderate Wounds
At 10 HD this upgrades to Inflict Serious Wounds.
At 15 HD this upgrades to Inflict Critical Wounds.
At 20 HD this upgrades to Harm.

Tyrant Hide: At 3rd level the  Rakshasa, Ak'Chazar gains DR/good and piercing equal to half his HD and SR=15+HD. he may raise or drop this SR at any time even if it isn't his turn.

Necropotence: at 4th level the  Rakshasa, Ak'Chazar can use Animate Dead as a SLA 1/day for every 4 HD he has. At  9 HD, he may use it as a standard action. At 14 HD as a move action. At 19 HD as a swift action. He must still get bodies.

Necro Tongue: At 5th level the  Rakshasa, Ak'Chazar gains a bonus on Bluff, Diplomacy and Intimidate checks equal to ˝ HD. In addition, he may use such skills in mindless undeads.

Greater Necropotence : At 6th level the  Rakshasa, Ak'Chazar may use Command Undead as an SLA 1/day per HD. At 12 HD, he may spend four uses of this ability to replicate Control Undead as an SLA. Save DCs 10+1/2 HD+Cha mod.

Primal Undead:  At 7th level the  Rakshasa, Ak'Chazar's necromancy mastery allows him to grant a glimpse of rationality to undeads under his control. As an 1 hour ritual, one undead under his control may be given Int 2, which makes it gain one feat and full skill ranks in a single skill.

Superior Necropotence: At 8th level, the  Rakshasa, Ak'Chazar may use Create Undead as an SLA 1/day per 6 HD. He must still get the body.
 
Pain Wave: At 9th level, the  Rakshasa, Ak'Chazar's Pain Wave may now be used as a move action, and oponents failing their will Save are Shaken for 1d6+1 rounds.

At 14 HD he may use this as a swift action. At 19 HD as an immediate action.

Wicked Necropotence: At 10th level the  Rakshasa, Ak'Chazar may use Magic Jar 1/day for every 10 HD he has, Save DC10+1/2HD+Cha mod.

Necro Arcana: At 11th level the  Rakshasa, Ak'Chazar learns one extra Necromancy spell of a level he can cast. In adition the  Rakshasa, Ak'Chazar now ignores any CL limits on Necromancy spells he casts.

Vile Necropotence: At  12th level the  Rakshasa, Ak'Chazar may use Create Greater Undead as a SLA 1/day for every 10 HD he has. He must still get the body.
 
Dark Champion: at 13th level the  Rakshasa, Ak'Chazar may as a fullround action nominate any undead under his control and line of Sight as his personal champion. The Champion adds the  Rakshasa, Ak'Chazar's Cha mod to HP for every HD it has, and a Cha mod to saves, attack rolls and damage rolls. If adjacant to the  Rakshasa, Ak'Chazar the champion benefits from every benefical spell effect the  Rakshasa, Ak'Chazar has. If at distance, the  Rakshasa, Ak'Chazar may cast spells with range of Touch and Self in his Champion.

Master NecroPotence: At 14th level the  Rakshasa, Ak'Chazar may cast Trap the Soul as a SLA 1/day per 10 HD. If he provides an apropriate gem when using this, then he may combine the trapped soul with one of his undeads. The undead gains the Int score, feats and skill ranks of the trapped creature, but has none of its memories (altough the undead may show traces of the soul's personality).

Impure World Ressurection: At 15th level the  Rakshasa, Ak'Chazar has refined the necromancy process to a previously unmagined level. As a fullround action 1/day, the  Rakshasa, Ak'Chazar may animate an adjacent body, but instead of tissue decay due to the flow of negative energy, any sustained damage is instead completely healed, and the animated creature looks perfectly like it was in life. It retains all class levels, abilities, traits and memories. It also gains
-Undead traits on top of its own traits.
-Adds its highest stat mod to HP for every HD it has.
-Its personality is subtly changed so it is now blindly loyal to the  Rakshasa, Ak'Chazar and his cause, while retaining all of its previous beliefs. For example a devout champion of Pelor would still be a devout champion of Pelor, except that he would now believe that  Pelor aproves of necromancy, and all other servants of Pelor are the ones in the wrong and must be shown the new light.

The process is far from safe to the  Rakshasa, Ak'Chazar himself, as the process fills him with delusions of grandeur. He takes a penalty to Wisdom equal to the total HD of Impure World Ressurected he currently controls, which can't be removed by any means short of their destruction. If the  Rakshasa, Ak'Chazar is reduced to 0 or less Wis by this penalty, he's reduced to a catathonic state, unable to take any pratical actions. This doesn't stop the Impure World Ressurected to try to advance his agenda on his own, certain their new master is just preparing his next move.

 If an Impure World Ressurected is chosen as his champion, then the HP bonus stack . If the Impure World Ressurected is reduced to 0 HP it is destroyed and may not be brought back to life by any means short of a miracle of wish.

[/spoiler]

Comments
[spoiler]
First basic Rakshasa, then rogue Rakshasa, after Kung-Fu Rakshasa and now Necromancer Rakshasa!

The Rakshasa, Ak'Chazar is a necromancer true and trough. Sorceror spellcasting lags a little behind just being 12 by 15th level and thus locking you out from 9th level spells, but it makes up for that with several enanched necromancy SLAs, rebuke undead, negative damage aura to heal it's minions while hurting oponents, boosting your own undeads and finally the capstone of the perfect undead.

So if you want to play an Evil Master Necromancer, the Rakshasa, Ak'Chazar's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 02, 2011, 07:02:21 PM
Concordant Killer

(http://guerrerosdesingularidad.files.wordpress.com/2007/07/concordant-killer-by-wayne-reynolds.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0 +2Concordant Body, Lesser Force, Know Alignment
2+2+3+0 +3 Mixed Heritage, Know Magic Device
3+3+3+1+3 Constant Force
4+4+4+1+4Concordant Greatsword
5+5+4+1+4Balanced Force
6+6+5+2+5Wings, Aligned Defence, +1 Str
7+7+5+2+5Strong Force, +1 Cha
8+8+6+2+5Growth, Planar Adaptation, +1 Str
9+9+6+3+6Greater Force, +1 Cha
10+10+7+3+7Spoils of War, Channel Magic Device, +1 Str
11+11+7+3+7Major Force, +1 Cha
12+12+8+4+8Mercenary Magic, +1 Str
13+13+8+4+8Supreme Force, +1 Cha
14+14+9+4+9Divine Neutrality, Know Power, +1 Str
15+15+9+5+9Overwhelming Force, +1 Cha
16+16+10+5+10 Divine Challenge, +1 Str
17+17+10+5+10Perfect Force, +1 Cha
18+18+11+6+11 Worthy Oponent, Tip the Scales, +1 Str, +1 Cha
19+19+11+6+11Beyond Good and Evil +1 Str, +1 Cha
Skills: 4+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple and Martial weapons, it's own natural weapons.

Features:

Concordant body:
The Concordant Killer  loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural slam attacks dealing 1d8+Str damage each.

In addition, it gains a bonus to Nat armor equal to its com modifier.

Force: The Concordant Killer is adept on the manipulation of  Force effects, gaining several SLAs at the following levels, each useable a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod. Some of his SLAs may have improved versions in relation to the original spell. Continuous effects may be supressed or resumed as a free action on his own turn.

Lesser: Magic Missile 2/day, no limit of missiles based on CL.  At 11 HD you may fire a Magic missile as an attack action instead of a standard action.

Constant (3rd level): Invisibility,  Mage Armor and Shield, each 1/day per HD. The Mage Armor and Shield give a bonus to AC equal to Cha mod or +4, wichever's higher.

Balanced(5th level): Dispel Magic (upgrades to greater Dispel Magic at 11 HD), Arcane Sight (self only, constant effect), each 1/day per HD.

Strong(7th level): Otyluke's Resilient Sphere, Improved Invisibility, each 1/day per 2 HD.

Greater(9th level): Teleport (upgrades to greater teleport at 13 HD), Greater Arcane Sight (self only, constant effect), Wall of Force, each 1/day per 3 HD.

Major(11th level): Analyze Dweomer (self only, constant effect), ForceCage, PlaneShift, each 1/day per 4 HD.

Supreme (13th level): Blasphemy, Dictum, Holy Word, Word of Chaos,  Mormekdain's Sword (can be used and directed as swift action instead of standard action, provides and receives flanking, ignores SR), each 1/day per 5 HD.

Overwhelming(15th level):  Otyluke's Telekinetic Sphere, True Seeing (self only, constant effect) Mindblank, each 1/day per 6 HD

Perfect(17th level): Mormekdain's Disjuction 1/day per 10 HD, except that items failing their Will saves are merely supressed for 1 round per CL instead of destroyed.

Know Alignment: The Concordant Killer can instantly recognize the alignment of those nearby. This works as a Detect Chaos, Detect Evil, Detect Good and Detect Law effects with CL equal to HD. The concordant Killer can also turn them off and on as a free action at any time even if it isn't his turn.

Mixed Heritage: It's not very clear from where Concordant Killer's came, but they reveal both infernal and celestial traits. At 2nd level they gain resistance to all elements,  DR/- and a bonus on saves against poison and petrification effects equal to half their HD. They also gain telepathy with range of 40 feet plus 10 feet per HD from here.

Know Magic Device: A Concordant Killer's obsession with balance allows them to perfectly deduce the use of magic trinkets with a glance. At 2nd level, a number of times per day equal to their Cha mod, they may automatically activate a scroll, wand or staff replicating a spell of a level no bigger than ˝ HD as if they had suceeded on an Use Magic Device check with that item.

Concordant Greatsword: At 4th level the Concordant Killer learns to manifest his belief in balance  in a Masterwork Greatsword with an enanchment bonus to attack and damage rolls equal to Ľ his HD as a move action. In addition, this weapon deals an extra +1d6 damage per 4 HD against oponents one step away from neutrality. If they're two steps away from neutrality (like Lawfull Good or Chaotic Evil), this extra damage is doubled. The concordant Greatsword also counts as every alignment for purposes of bypassing DR and regeneration or any other defences based on alignment.

The Concordant Greatsword ceases to exist if it leaves the Concordant's Killer's hands or is sundered. The Concordant Killer may create a new one as another move action.

At 7 HD it also benefits from a permanent ghost touch effect.

Wings: At 6th level the Concordant Killer gains wings  wich allow him to fly at a speed of 10 feet per 2 HD with good maneuverability.

Aligned Defence: At 6th level the Concordant Killer chooses one alignment and . He adds his Cha to AC and Saves against attacks from oponents with the chosen alignment. In addition this ability also blocks spells from oponents with the chosen alignment as a globe of invulnerability, except that it only works for spells  of a level equal to (˝ HD) -2. The chosen Alignment  may be changed at will as a standard action.

Growth: At 8th level the Concordant Killer grows one size category.

Planar Adaptation: Despite being an outsider, the Concordant Killer has no known plane of origin, but can quickly adapt to any existing one. As an immediate action at 8th level, the Concordant Killer may gain immunity to one element of it's choice (or immunity to petrification or poison if he desires). He may change this choice as another immediate action. Only one immunity at a time.

Ability Increase: A Concordant Killer gains a permanent +1 to

Str at levels 6, 8, 10, 12, 14, 16, 18, 19
Cha at levels 7, 9, 11, 13, 15, 17, 18, 19

For a total of +8 Str and +8 Cha at level 19.

Spoils of War: Concordant Killers care little for other's armors and weapons, but greatly prize magic devices. At 10th level a Concordant Killer may, as a fullround action, shatter an unatended weapon or armor to harvest  it's raw magic energy and infuse it in either a  wand or staff. The wand or staff recovers lost charges proportional to the value of the sacrificed item (for example an weapon worth 75 GP would replenish 5 charges 1st level Wand with a 1st level spell worth 750 GP, or one charge from a 5th level Wand with a 1st level spell, worth 7500 GP).

The remains of the broken item are worthless, but still shiny, so Concordant Killers like to wear them as trophies.

Channel Magic Device: At 10th level, when activating a  consumable magic item that replicates a spell, the Concordant Killer may spend one of his SLAs uses of a level at least equal to the level of the consumable magic item. If he does so, the caster level of the item becomes equal to the Concordant Killer's HD and he adds his Cha bonus to the save DC. There's also  a 50% chance the item isn't destroyed (in the case of scrolls) or loses charges (in the case of wands/staffs), holded togheter by the Concordant Killer's force magic.

Mercenary Magic: At 12th level, a number of times per day equal to his Cha mod, the Concordant Killer may use one of his SLAs of a level no bigger than (˝ HD)-2 as a swift action. In addition, he may always use his Greater Dispel Magic SLA as an immediate action for purposes of countering spells. He adds his Cha mod to this dispell checks.

Divine Neutrality: Concordant Killer society has long stablished a web of favors with most deities, infernal lords and other powerfull beings , doing their dirty works whitout asking or answering questions.  As part of their payment, they expect said beings to cover the Concordant Killer's own tracks.  At 14th level, Concordant Killers are immune to all Divination effects, direct or indirect. Even See Insivibility, True Seeing and other anti-invisibility effects only work against the Concordant Killer's illusions if the source is whitin 10 feet or less.

Know Power: At 14th level as a swift or move action, the Concordant Killer learns the amount of HD of every creature he can see. On fluff terms, he feels their relative power levels.

Divine Challenge: Condordant Killers live for hunting down other powerfull outsiders,  facing them head on. At 16th level the Concordant Killer may Challenge an oponent whitin view as a swift action. If he does so the oponent must make a Will save with DC 10+1/2 HD+ Cha mod at the beginning of every of his turns or move at least half their speed towards the Concordant Killer. If they can't detect the Concordant Killer, they must remain still. If they're adjacent to the Concordant Killer they cause an attack of oportunity if they try to move away. If they make an attack that doesn't include the Concordant Killer as a target they take a  penalty to attack rolls and saves equal to Cha mod for 1 round and provoke an attack of oportunity.

The Challenge ends when the Concordant Killer either dies, dismisses it or attacks any other target but the challenged. Multiple Challenges from multiple Concordant Killers don't stack.

Worthy Target: Concordant Killers are always ready to rise to any challenge. At 18th level if they're hit by an oponent's attack, they gain a +1 cumulative to AC and saves against that oponent  for 1 hour. If they miss an attack or an oponent saves against one of their effects, the Concordant Killer gains +1 cumulative bonus to Attack and DCs against that oponent for 1 hour.

Tip the Scales: Concordant Killers seek balance on all things... As long as it benefits them. At 18th level they may as an immediate action either take any penalty to their Attack bonus to gain an equal bonus to either AC, one Specific Save or one single Skill, or take a penalty on all those things to gain an equal bonus on their attack and damage rolls . Either way the penalty/bonus lasts untill the begginning of the Concordant Killer's next turn, and can't be bigger than the Concordant Killer's HD/2.

Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day  as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of  10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.

Outsiders called/summoned by the Concordant Killer and/or his allies never count for this ability.

[/spoiler]

Comments:
[spoiler]
Some say Concordant Killers were the result of some neutral god council, others say that they're the remaining servants of some deity long vanquished. I say they're the result of a marilith and planetar geting drunk togheter.

The Concordant Killer is an Infernal-Celestial specialized in fighting the extremes of alignment. It combines powerfull Force SLAs with a Specialized weapon and lots of close-range divinations for deciding who's better to kill first.

The original was immune to all elements on top of poison and petrification, but that was kinda too much so settled down for a switchable immunity, stipp pretty usefull.

As usual higher levels see the custom abilities arrive, in particular Divine Challenge because the original has no way of stoping an enemy from just laughing and teleporting away, anti-divination because the gods themselves are suposed to give them free room and the capstone because they're kinda zen with all their talk about balance. They're also suposed to love consumable items.

So if you want to play an infernal-celestial combo that literally swings all ways, the Concordant Killer's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bearsarebrown March 02, 2011, 07:22:54 PM
Concordant Killer[/SIZE=4]

Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day  as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of  10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.
Concordant Killer slays two outsiders. He uses the bonus Exp to Wish for Planar Binding, Greater and starts a factory for bonus Exp. If Planar Binding, Greater doesn't count as a permanent effect this is even easier.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 02, 2011, 07:46:05 PM
Concordant Killer[/SIZE=4]

Beyond Good and Evil: At 19th level the Concordant Killer transcends, realizing the full extent of the alignment wars and how to profit from it. He may cast Wish and Miracle each 1/day  as an SLA, but he must pay the Exp cost if he tries to create any permanent lasting effect. If he however slays two outsiders with at least one oposite alignment between them, and each with at least 16 HD, the Concordant Killer gains a “pool” of  10.000 exp for spending on this ability. For every HD beyond 16 the slain outsiders have (they both must have the same HD), he gains an extra 1.000 exp to his pool.
Concordant Killer slays two outsiders. He uses the bonus Exp to Wish for Planar Binding, Greater and starts a factory for bonus Exp. If Planar Binding, Greater doesn't count as a permanent effect this is even easier.

Planar binding whitout Dimensional Anchor and Magic Circle support isn't that hot. The outsiders can fight back or just teleport away.

Or simply suceed on their saves against the Greater Planar Binding. 16 HD outsiders have pretty good Will.

Or I could just put a note stating that you don't get exp from stuff you yourself call. That's probably better, I'll do it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 March 02, 2011, 07:59:29 PM
So if you want to play an infernal-celestial combo that literally swings all ways, the Concordant Killer's for you!
Don't forget to become a vampire. (http://www.youtube.com/watch?v=OQlZgko5DCI)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 03, 2011, 08:10:30 PM
Dvati
(http://www.wizards.com/mtg/images/daily/arcana/454_vesuvandoppelganger.jpg)

[SPOILER]Hit Dice: d8
LevelBABFortRefWillSpecial
1+0+0+0+2Twin Body, Twin Skill

Class Skills: 2+Int modifier (x4 at first level) Appraise, Bluff, Craft, Diplomacy, Hide, Intimidate, Listen,  Move Silently, Perform, Profession, Search, Spot

Proficiencies: All simple weapons, plus light armor.

Twin Body: The Dvati loses all other racial bonuses, and gains the Humanoid  type, medium size, 60 foot darkvision, and a base land speed of 30 feet.

In addition, the Dvati is actually a pair of identitical beings that share a single soul. This implies:
-Each Dvati twin gets his own set of actions in each turn, controled by the same player.
-They roll iniative once for both of them.
-They gain and lose exp as a single creature.
-They must both make the same class, feats, skills and any other character build options.
-Casting spells, manifesting powers and similar abilities demand both twins to concentrate, so they must both spend the same action to cast a single spell/manifest a power/SLA or similar ability.
-If the Dvati have any ability with a limited use, both twins share the same number of uses. For example, a Dvati 1/Bard 3 can use Bardic music three times per day between both twins, not three times per day per twin. If a Dvati uses a maneuver/breath weapon with recharge, the other twin can't use it before  it is recharged. If a twin uses Rage, the other must spend a second use to Rage herself. If a twin is in a martial Stance, the other cannot be in any martial stance.
-HP gained from HD is split in half between both twins. Each one still adds full Con modifier to their own HP.
-Both twins have a telepathic link between them with infinite range. As a fullround action, one Twin may know the HP, mental status, general distance and direction of the other twin.
-If one twin suffers a mind-affecting effect or negative level, it affects the other one as well. Any other kind of effect however won't "spill" over the other twin.

Twin Skill: At first level, choose one of the following abilities. At 6HD, 12 HD and 18 HD you may choose another.

Echo Attack: By combining their voices into one maddening cacophony, a pair of dvati twins can confuse a creature they flank. If both twins make a single Perform (Sing) as a move action while flanking an opponent, they gain either +1 bonus to attack rolls or +1 to AC against that creature for every 5 points their Perform check exceeds a DC equal to oponent's HD+10. Creatures that cannot hear or be flanked are immune to this effect.

In addition, Dvati levels stack with Bard levesl for determining Bardic Music uses per day and useable Bardic Musics, and the Dvati gains +1 CL on spells with the Sonic descriptor.

Pair Link:
The close relationship between dvati twins grants them several benefits when they work together. If two dvati twins team up to flank an opponent, they gain +3 or their highest Mental Stat bonus on attack rolls (wichever is higher), rather than the normal +2 bonus. If a twin uses the aid another action to help his twin, he grants an additional bonus equal to her highest Mental Stat bonus.

In addition, the Dvati may masterfully split any item in twin parts with 24 hours of work. Both halves provide the full bonus of the item each, but only work for the Dvati and have no market value. Another 24 hours of work allows to fuse them again. This doesn't work for consumable items.

Spell Conductor: A dvati twin can choose to shift a spell that affects him to his twin so long as both of them are on the same plane. The shifted spell must have a range of touch and it must also be harmless. Using this ability requires a move action to focus and channel the spell's power. Aside from the change in target, the spell's duration and effects continue as normal. A dvati can transfer a spell he casts from one twin to the other as part of the act of casting. He cannot transfer spells used by others.

In addition, a number of times per day equal to their highest Mental Stat mod, a Dvati twin may choose to replicate a spell on herself so that it also affects her twin as a free action.

Two bodies, one Heart:
If one of the twins would die, but the other is still alive, then the other twin is left alive at -9 HP and stablized. Even Death effects and extreme situations like being drowned in lava won't finish her, but rather leave the fallen twin in a stasis. If the other twin is brought to -9 or less or falls to a Death effect, then they both die. Diehard and other abilities that allow you to act while on negative HP don't stack with this.

[/spoiler]

Comments
[spoiler]
I have no idea why I didn't do this ones before.

Despite being just a 1st level race, the Dvati offers a somewhat revolutionary concept, playing two identical characters as one.

Of course, the first big concern is action economy rape. Double the characters, double the brokeness of spellcasters and whatnot. Thus the Dvati gets several limiting factors, mainly both twins needing to coordinate for spells/psionics, and sharing the same pool of limited-use abilities.

They also will have reduced HP, and negative levels/mind-affecting royally screw them over as they spill to the other one.

The original Dvati had harsh penalties for one of the twins dying, but honestly, I don't see the need for that. Losing your twin is already bad enough as now you're a glorified humanoid.

On top of that the Dvati gets somewhat reduced HP, but has a telepathic link and gains some extra abilities to explore the whole twin theme. In particular an easier way of equiping both twins, some bard synergy, having an easier time buffing between them and not having to always buy ressurections when one of the squisher twins die.

So if you want to play a pair of twins as connected as they can be, the Dvati is for you!

NOTE:Geting a remotely proper image for this was a pain. If anybody has any cool-looking twin picture please let me know!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: veekie March 04, 2011, 06:09:19 AM
First thing that comes to mind is Four of A Kind, funny enough.
Followed shortly by Double Spark.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 04, 2011, 10:39:35 AM
Trying to return the courtesy of looking over your classes as you look over mine:

-The Rakshasa, Ak'Chazar table has a mistake in its reflex save column. It goes up to +5 a level too early at level 14. It's no more than a typo, but the tables are kinda important.

I really like the "Worthy Target" ability on the Concordant Killer!

Dvati:
-You may want to specify whether the Dvati is getting 1/2 BAB or 3/4 BAB for the purpose of determining fractional bonuses. Since it's a one level class it's unclear. Although a person can figure out it's probably 3/4 from the humanoid type I suppose.
-I don't understand the part of the Twin Body class feature where it says "If a twin is in a martial Stance, the other cannot." Does that mean that they can't take two different stances or that only one can take a stance?
-Echo attack seems to require a lot of dice rolls for a measly +1 to attack or AC. The Dvati have to make a perform check and then the monster has to make a save based on that DC. I know it seems like a pointless complaint, but gameplay-wise it seems like two die rolls from two different people for a negligible bonus.
-I like the item splitting ability of Pair Link, although it seems like it should just be part of the main class rather than a selectable special ability. It seems out of place tacked on to an ability related to flanking.
-On Spell Conductor, why not just let them share spells like casters with familiars can do? I suppose it opens up action economy cheese, but that stuff already exists. Maybe instead of making the caster the "giver" of the spell allow the unaffected twin to "take" or "copy" the spell for themselves.


I was wondering if I could fix some things in the classes I've done. I figured I should ask before I make any edits that change how the class works.

On the maug, I wanted to add this sentence to their Grafts class feature at 3rd level: "Maugs also gain +4 racial bonuses to Craft (stonemasonry) and Knowledge (architecture and engineering) due to their intimate familiarity with graft technology."

The original maug had these bonuses and the fact that I excluded them is really just an oversight on my part.


The Nimblewright was starting to look kinda shabby compared to stuff I've done since, so I wanted to make the following changes:

Remove the "as an immediate action" phrase from its Parry and Deflect abilities. At the moment they cost an AoO and an immediate action, which seems like a steep cost. You have to give up your swift action and an AoO, which makes the abilities seem especially costly compared to similar abilities.

Also the Nimblewright's final level was looking weak, so I was considering giving it permanent Freedom of Movement as a Supernatural ability. I'm surprised I didn't think of it earlier because the class doesn't have an answer to grapple or water. Melee character need an answer to grapple and water way more than casters do. The fact that it's made from a water spirit and still sucks in water struck me as silly. The ability would get turned off in an AMF so it still has a counter.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 04, 2011, 01:44:21 PM
Trying to return the courtesy of looking over your classes as you look over mine:

-The Rakshasa, Ak'Chazar table has a mistake in its reflex save column. It goes up to +5 a level too early at level 14. It's no more than a typo, but the tables are kinda important.

I really like the "Worthy Target" ability on the Concordant Killer!
Thanks! Fixed the typo. :)

Dvati:
-You may want to specify whether the Dvati is getting 1/2 BAB or 3/4 BAB for the purpose of determining fractional bonuses. Since it's a one level class it's unclear. Although a person can figure out it's probably 3/4 from the humanoid type I suppose.
-I don't understand the part of the Twin Body class feature where it says "If a twin is in a martial Stance, the other cannot." Does that mean that they can't take two different stances or that only one can take a stance?
-Echo attack seems to require a lot of dice rolls for a measly +1 to attack or AC. The Dvati have to make a perform check and then the monster has to make a save based on that DC. I know it seems like a pointless complaint, but gameplay-wise it seems like two die rolls from two different people for a negligible bonus.
-I like the item splitting ability of Pair Link, although it seems like it should just be part of the main class rather than a selectable special ability. It seems out of place tacked on to an ability related to flanking.
-On Spell Conductor, why not just let them share spells like casters with familiars can do? I suppose it opens up action economy cheese, but that stuff already exists. Maybe instead of making the caster the "giver" of the spell allow the unaffected twin to "take" or "copy" the spell for themselves.
-Whatever the campaign DM thinks it's fair. I don't use fractional Bab myself.
-Only one stance between both twins. Clarified the ability text.
-Simplified ability, now it's just one roll.
-It had to be tacked somewhere. The flanking part was one of the original monster abilities and simply wasn't too exciting, so added the split item. Wich I didn't made default because I didn't want to frontload too much.
-Because the Dvati is already treading in dangerous ground by giving you two characters for the price of one. If they start doubling everything they receive, things get out of hand quickly. I would rather hear some other commentaries from other people before adding yet more stuff to a 1-level class.

I was wondering if I could fix some things in the classes I've done. I figured I should ask before I make any edits that change how the class works.

On the maug, I wanted to add this sentence to their Grafts class feature at 3rd level: "Maugs also gain +4 racial bonuses to Craft (stonemasonry) and Knowledge (architecture and engineering) due to their intimate familiarity with graft technology."

The original maug had these bonuses and the fact that I excluded them is really just an oversight on my part.
Half-random skill bonus are ok.

The Nimblewright was starting to look kinda shabby compared to stuff I've done since, so I wanted to make the following changes:

Remove the "as an immediate action" phrase from its Parry and Deflect abilities. At the moment they cost an AoO and an immediate action, which seems like a steep cost. You have to give up your swift action and an AoO, which makes the abilities seem especially costly compared to similar abilities.
It's also an ability that many times will be denying your oponent's fullround action (like a charge) as an immediate action. If you can easily parry/deflect multiple times per turn, stacking in with their miss chance, it's simply too much for my tastes.

Also the Nimblewright's final level was looking weak, so I was considering giving it permanent Freedom of Movement as a Supernatural ability. I'm surprised I didn't think of it earlier because the class doesn't have an answer to grapple or water. Melee character need an answer to grapple and water way more than casters do. The fact that it's made from a water spirit and still sucks in water struck me as silly. The ability would get turned off in an AMF so it still has a counter.
You can use your pimped Dex for Grapple checks.

And look, when I first planned the Tarrasque, I gave it permanent Mindblank, Freedom of Movement and Death Ward. But then when testing it around a little, I realized I had made it immune to pretty much everything bebcause it also had all the other defensive abilities it still has. The only way to take it down was with some obscene damage combo, and altough it could be suitable for a boss ecounter, for a player it made the DM's job that much harder because the only way he could threaten the Tarrasque PC was with something that would one-shot most other characters out there.

So no, classes shouldn't be default get immunities to every problem they may find. You need to leave some holes. In particular when they aren't even 20-level classes. A player may close them with items/feats/multiclassing/allies.

In this case the Nimblewright already has contruct immunities, miss chance, deflecting spells, great SR and Natural armor, so adding permanent FoM just doesn't sound good to me.

Now it could use a little more spiffy capstone, and I don't mind you puting some water-affinity on it, just not in the first levels wich are kinda full. Could be the actual capstone, claiming the water spirit finally has fully bonded with the Nimblewright body.

Also I notice now it's trip is useless against flying oponents, you may want to solve that like you did with the Maug.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 04, 2011, 01:58:18 PM
-Only one stance between both twins. Clarified the ability text.
-Simplified ability, now it's just one roll.
-It had to be tacked somewhere. The flanking part was one of the original monster abilities and simply wasn't too exciting, so added the split item. Wich I didn't made default because I didn't want to frontload too much.
-Because the Dvati is already treading in dangerous ground by giving you two characters for the price of one. If they start doubling everything they receive, things get out of hand quickly. I would rather hear some other commentaries from other people before adding yet more stuff to a 1-level class.

-Gotcha, it's rough but fair.
-Nice
-Good thought
-Also a good thought

You can use your pimped Dex for Grapple checks.

And look, when I first planned the Tarrasque, I gave it permanent Mindblank, Freedom of Movement and Death Ward. But then when testing it around a little, I realized I had made it immune to pretty much everything bebcause it also had all the other defensive abilities it still has. The only way to take it down was with some obscene damage combo, and altough it could be suitable for a boss ecounter, for a player it made the DM's job that much harder because the only way he could threaten the Tarrasque PC was with something that would one-shot most other characters out there.

So no, classes shouldn't be default get immunities to every problem they may find. You need to leave some holes. In particular when they aren't even 20-level classes. A player may close them with items/feats/multiclassing/allies.

In this case the Nimblewright already has contruct immunities, miss chance, deflecting spells, great SR and Natural armor, so adding permanent FoM just doesn't sound good to me.

Now it could use a little more spiffy capstone, and I don't mind you puting some water-affinity on it, just not in the first levels wich are kinda full. Could be the actual capstone, claiming the water spirit finally has fully bonded with the Nimblewright body.

Also I notice now it's trip is useless against flying oponents, you may want to solve that like you did with the Maug.

*nod* You make a lot of good points.

The trip vs. flying opponents was a product of my being new to homebrew, I'll work something out that's more coherent than the current ability.

I'll also brainstorm a better capstone. "You don't suck in water" actually seems really lame and out of place as a capstone, which is why I went a step higher before. At the moment Augmented Critical isn't horrible as a capstone, since I'm pretty sure it stacks with Keen and Improved Critical, it just doesn't kick quite enough ass.

EDIT: It's NICE being able to review work and potentially clean it up! That's one big advantage of homebrew. You're not published so you don't have to construct official errata, you can just focus on making a good product without as many obstacles.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 04, 2011, 11:08:24 PM
I'll also brainstorm a better capstone. "You don't suck in water" actually seems really lame and out of place as a capstone, which is why I went a step higher before. At the moment Augmented Critical isn't horrible as a capstone, since I'm pretty sure it stacks with Keen and Improved Critical, it just doesn't kick quite enough ass.
I was thinking more along the lines of "You don't suck in Water. X times per day, you can summon/turn into a wave and ride atop it across the battlefield while washing away oponents", where X is a low number.

EDIT: It's NICE being able to review work and potentially clean it up! That's one big advantage of homebrew. You're not published so you don't have to construct official errata, you can just focus on making a good product without as many obstacles.

Well, errata is a necessary evil in my opinion. At least on the realm of computer games, patches are a very important part of a good game.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 04, 2011, 11:32:54 PM
Speaking of updates, the Son/Daughter of silence got a little update so it gets something more on the field of offense. It can now use Dex or Cha for grapple and  gets a new attack option at fifth level, Traitor Touch.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bearsarebrown March 06, 2011, 04:05:07 PM
Request: Naga.

Either multiple types as a single race like Slaad, or uses Prestige classes to differentiate.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 06, 2011, 06:56:18 PM
Yuan-Ti (Pureblood->Half-Blood->Abomination)
(http://www.wizards.com/dnd/images/oe_yuanti_med.jpg)(http://images3.wikia.nocookie.net/__cb20081014082145/forgottenrealms/images/6/60/4e_yuan-ti.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+0+2 +2Pureblood Body,  Snake Magic Beginner, Cobra Combat, +1 Wis
2+2+0+2+3 Snake Shape, Snake Skin
3+3+1+3+3Snake Magic Initiate, Cobra Infiltrator, +1 Wis
4+4+1+3+4Half-Blood Body, Poison, Chamaleon, Vitriolic Soul
5+5+1+4+4Snake Magic Adept , Cobra Lunge, +1 Wis
6+6+2+5+5Abomination Body, Growth, Improved Grab, Repulsion, +1 Wis
7+7+2+5+5Snake Magic Master, Cobra Crusher

Skills:4+int per level,  quadruple at first level, class skills are Concentration, Disguise, Spot, Listen, Move silently, bluff, intimidate, knowledge(any), profession(any), balance, climb, jump, apraise, swim, search, spellcraft

Proficiencies:Light armor, light and heavy shields, simple and martial weapons, and her own natural attacks.

Features:
Yuan-ti body:Loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feets)  She's a medium sized monstruous humanoid with base speed 30. While in her original shape, the Yuan-ti gains a +5 racial bonus to disguise when pretending to be an human.

Snake Magic: The Yuan-Ti can use SLAs a certain number times per day. Save DCs are 10+1/2HD+Wis mod

Begginner: At first level Entangle, Charm Person, Detect Poison, each 1/day per HD

Initiate: at third level  Animal Trance, Darkness, Cause Fear 1/day per HD.

Adept: At 5th level Neutralize Poison, Deeper Darkness and Sugestions 1/day per 2 HD.

Master: At 7th level Fear and Baleful Polymorph (Snakes only) 1/day per 3 HD.

If all Yuan-Ti levels were taken and she multiclasses into cleric, she can choose to count the levels from this class  for purposes of CL and learning new spells and gaining new spell slots. Yuan-Ti  levels don't count for any other class ability. She can only pick domains from Plant, Evil, Chaos or Destruction

So for example a Yuan-Ti 7/cleric 1  could choose to gain one 4th level spell slot and one 3rd level spell slot instead of one 1st level spell slots and three zero level slots.

Cobra: Yuan-ti snake heritage gives them  cold predatory instincts that allow them to train special fighting styles. Whenever this ability is gained, choose one of the two options of the respective style, and the choice cannot be changed. Only one Cobra style may be active at a time, and changing them is a swift action.

Combat:The Yuan-Ti can make an 5-foot step as an immediate action, or 5-foot steps provoke attacks of oportunity from the Yuan-Ti.

Infiltrator: At third level the Yuan-Ti can make one attack from hiding as a fullround action whitout taking a -20 penalty on Hide checks, or she can change direction during a charge.

Lunge: at fifth level the Yuan-Ti can either gain +5 feet reach, or she can move half her base speed as an immediate action.

Crusher: at seventh level the Yuan-Ti can either atempt to start a grapple as a free action whenever she hits an oponent in melee (with any melee attack, not just her bite) whitout provoking attacks of oportunity and doesn't lose her Dex modifier to AC while grappling, or she ignores any size modifier advantage when grappling oponents larger than herself.

Either way, the Yuan-Ti now adds her Wis mod to grapple checks, and they ignore Freedom of Movement effects on oponents.

Snake Shape:This ability works as the change shape ability and can only be used to take the form of tiny to medium vypers and back to yuan-ti shape 1/day for each HD at 2nd level.

At 4HD the yuan-ti can take the form of large vypers with two uses of this ability. At 8HD of huge vypers with 3 uses. For each extra 4HD from there it can grow an extra size by burning an extra use of this ability.(gargantuan at 12HD, colossal at 16HD).

In adition, the yuan-ti may choose to fuse her legs into a snake tail. This makes her retain all her abilities and equipment, reduces her base speed to 20 feets, grants her a swim and climb speed of 15 feets and can constrict grappled creatures for 1d6+1,5 Str damage.

Whatever the form the yuan-ti takes, she loses the +5 bonus to disguise as human while on it.

Snake Skin:At 2nd level the yuan-ti gains a bonus to nat armor equal to her con modifier and SR=11+HD. She can lower or rise her SR at any time as a free action, even if it isn't her turn.

Ability increase:The yuan-ti gains +1 Wis at levels 2, 4, 6, 7, for a total of +4 Wis at level 7.

Half-Blood body: To take the fourth level of this class the Yuan-Ti must participate in a dark ritual where she drinks a foul connection made from her own blood mixed with those of snakes and special herbs, wich makes her body grow more snake-like. That transformation may include stuff like the apearance of scales or other her teeths growing longer while her eyes become pupilless. Either way, she loses the +5 bonus to disguise as an human, but gains one of the following:

Snake Head: Gains a bite attack dealing 1d6+1/2 Str damage

Snake Arms: The Yuan-Ti arms become snakes, each able to deliver a bite attack dealing 1d4+Str mod. They can still acts as normal hands, but a snake-arm holding anything can't be used for delivering bite attacks.

Snake Tail: The Yuan-Ti grows a snake tail, wich grants her a swim speed equal to half her base speed and can be used for constricting creatures at least one size category smaller for 1d4+1,5 Str mod.

Snake Body:
The Yuan-Ti legs fuse into a snake tail, reducing her base speed to 20 feet but gaining a climb and swim speed of 15 feet. It can also be used for constricting creatures of the same size or smaller for 1d6+1,5 Str mod.

Poison: At fourt level the yuan-ti becomes able to produce poison from her fangs, inflicting it on any bite attack. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d4 con. For every other HD from here, increase the poison damage by one die category ( 1d6 at 6HD, 1d8 at 8 HD ect). This poison can be used in any of the Yuan-ti's forms, but doesn't stack with other poisons she may gain.

At 8 HD oponents immune to poison instead take double the poison damage in Acid damage if they fail the Fort save,


Chamaleon :At fourth level the yuan-ti gains a permanent +10 to hide checks as she can change the color of her skin and equipment to match the enviroment.

At 10 HD she may hide whitout actually having anything to hide behind.

Scent: At fourth level the yuan-ti gains the scent special quality as per the SRD.

Vitriolic soul:At fourth level as a swift action a number of times per day equal to her Con mod, the yuan-ti can cover a part of her body in acid. This acid deals 1d6 acid damage per 2HD to the next creature hit by a natural or touch attack from the Yuan-Ti,  and then dissipates. If the Yuan-ti uses this power while grappling a creature, it deals double vitriolic soul damage on the next sucessfull grapple.

Abomination body: To take the sixth level the Yuan-Ti must undergo an even more terrific ritual, covering herself in a special mixture and then rip off her own skin while chanting to forgotten vile gods, revealing beneath a new body that's now more snake than human.

Growth:At 6th level the Yuan-Ti grows one size category

Improved Grab: at 6th level the Yuan-Ti gains the Improved Grab Extraordinary ability with her bite attack.

Repulsion:At sixth level the yuan-ti can now, as a swift action and 1/day for each HD it has, target a creature whitin 30 feets and make it have a overwhelming repulsion to snakes. If the targeted creature fails a will save 10+1/2HD+Wis mod, it cannot willingly aproach less than 20 foot from any kind of snake or yuan-ti, even dead ones, for 10 minutes. If it is whitin 20 foot from a snake or yuan-ti, it moves away as soon as possible. If it cannot move away (or a snake/yuan-ti aproaches to attack outside of their turn) they take a -4 penalty to dex.

If the creature had been sucessfully feinted by the Yuan-ti, the save DC is 10+HD+Cha mod instead.

[/spoiler]

Comments:
[spoiler]
Yuan-Ti are evil snake-human hybrids with a mix of divine and rangerish abilities, and actually a D&D creation.

Now Savage Species greatly expands their fluff, and does say the weaker forms can “ascend” into the stronger ones, so I combined them all on the same class. The purebood starts relatively human, but as you gain levels you become more and more snake-like untill you're a snake abomination.

Besides the SLAs, poison and Snake Shape, I added Cobra styles to give it more of a snake feel, wich hopefully should help the Yuan Ti keep relevant in melee where it's suposed to be whitout need of Str boosts or great natural weapons.

So if you want to play a women/men-snake, the Yuan-Ti's for you!

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 06, 2011, 06:57:57 PM
Yuan-Ti Tainted One/Broodguard (template)
(http://kahdnd.pbworks.com/f/1293952425/Yuan-Ti.jpg)
[spoiler]
PreRequisites:
-Must be an humanoid.
-Must drink a special potion made of Yuan-ti blood and special herbs, demanding a Knowledge Religion with DC 25 plus 50 GP of material components wich makes the character go into a coma for 1d6+3 days while the transformation occurs.

HD:d8
Level BAB Fort Ref Will Feature
1+0+0+2+2Tainted Brood Body, +1 Con
Skills:4+int per level, class skills are Concentration, Disguise, Spot, Listen, Move silently, bluff, intimidate, knowledge(any), profession(any), balance, climb, jump, apraise, swim, search, spellcraft

Tained Brood Body: When the first level of this class is taken, the character must make a Con check with DC 15. Having another person chanting special rituals (Knowledge religion 15) during the trasnformation adds +2 to this check, with multiple chanters stacking. The character may also choose to willingly fail the check.

If the check is made, the character  becomes a Tainted One, wich leaves him basically unchanged on the exterior. Otherwise he becomes a Broodguard, his body and mind becoming horribly deformed due to the failed process, but also now capable of extreme brutality.

Tainted One
[spoiler]
Snake Shape:This ability works as the change shape ability and can only be used to take the form of tiny to medium vypers and back to normal shape 1/day for each HD.

At 4HD the Tainted One can take the form of large vypers with two uses of this ability. At 8HD of huge vypers with 3 uses. For each extra 4HD from there it can grow an extra size by burning an extra use of this ability.(gargantuan at 12HD, colossal at 16HD).

In adition, the yuan-ti may choose to fuse his legs into a snake tail. This makes his retain all her abilities and equipment, reduces her base speed to 20 feets, grants her a swim and climb speed of 15 feets and can constrict grappled creatures for 1d6+1,5 Str damage.

Poison Kiss: The tainted one's fangs become able to produce a poison dealing 1d4Con damage, Fort save DC 10+1/2HD+Con. He must suceed on a grapple check to deliver this poison since he lacks the natural jaws to deliver a proper bite attack.  1/day per HD he may also deliver this poison as an touch attack by kissing his oponent.

The poison damage increases one die size for every 5 HD of the creature. Against oponents immune to poison, it deals the same amount of acid damage.

Tainted Blood: The Tainted One gains SR equal to 11+HD plus immunity to poison.

[/spoiler]


Broodguard
[spoiler]
Horror: The Broodguard's body is horribly twisted, turning it into a Monstruous Humanoid (gain darkvision 60 feet), two claw attacks dealing 1d2+Str mod each and a bite attack dealing 1d2+1/2 Str mod damage.

Rage: the Broodguard can rage 1/day just like a Barbarian. BroodGuard levels stack with Barbarian levels for determining number of Rages per day and when stronger rages are gained.

Fanatism: Broodguards are immune to mind-affecting effects.
[/spoiler]
Ability Score Increase: Both Broodguard and Tainted One gain a permanent +1 to Con at first level.

[/spoiler]

Comments:
[spoiler]
If you can't beat them, make them join you. That's the Yuan-Ti philosophy. From Savage Species, this template is aimed to turn humanoids into mini Yuan-Tis. Altough the process is far from perfect and the creature may end up turned into a clawed raging almost-mindless horror. Wich has its advantages when you're an adventurer.

So if you wish to give your character a touch of Yuan-Ti, the Tainted One's for you, and if you want to give a little quick monster touch to your character quickly, the Broodguard's for you!

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 06, 2011, 07:15:54 PM
Yuan-Ti Anathema
(http://images.wikia.com/forgottenrealms/images/6/60/Yuan-Ti_Anathema.jpg)
[spoiler]
Pre-Requisites:
-Must have taken all Yuan-Ti levels.
-Must renounce all gods but the Great Serpent, taking a 24 hour ritual that demands the slaying and consuming of 6 sentient humanoids.

HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0 +2Anathema Body, Cobra Spitter, Biffurcate, +1 Str
2+2+3+0+3 Snake Magic Heretic, +1 Wis
3+3+3+1+3Cobra Dance,  Biffurcate, Sin Body, +1 Str
4+4+4+1+4Snake Magic Anathema, Great Serpent Cult, +1 Wis
5+5+4+1+4Growth, Cobra Assault,  Biffurcate, +1 Str
6+6+5+2+5Mass Aversion, Snake Swarm, +1 Wis
7+7+5+2+5Cobra Ravager,  Biffurcate, +1 Str
8+8+6+2+6Blasphemous Craft, +1 Wis
9+9+6+3+6Cobra Terror,  Biffurcate, +1 Str
10+10+7+3+7Snake Graft,  Fractured Mind, +1 Wis
11+11+7+3+7 Awaken the Great Serpent,  Biffurcate, +1 Str, +1 Wis

Skills:4+int per level, class skills are Concentration, Disguise, Spot, Listen, Move silently, bluff, intimidate, knowledge(any), profession(any), balance, climb, jump, apraise, swim, search, spellcraft

Proficiencies:Light armor, light and heavy shields, simple and martial weapons, and her own natural attacks.

Features:
Anathema body:Unlike other monster classes, the Anathema doesn't lose its precious racial traits, but her type changes to Aberration as her body becomes even less humanoid. She gains the Snake Head and Snake body choices from Half-Blood Body, and loses any other choices she had made from that level. Her base speed is now 40 feet and her climb speed is equal to half her base speed. Don't recalculate anything else.

In addition, the Yuan-Ti Anathema gains two claw attacks dealing 1d6+Str mod each she if it still had hands. If her hands were turned into snakes, they now deal damage as if they were one size category bigger.

Cobra: As the Anathema fully adopts her vile heritage, she's able to unleash new and more devastating combat styles on the battlefield. This works as the Cobra ability from the Yuan-Ti.

Spitter: The Anathema can Spit poison instead of a bite attack as a ranged touch attack with a range increment of 20 feet per HD, creatures struck affected by the poison as normal, or she can use her Wis for ranged attacks and add her Wis modifier on ranged damage rolls. Either way, her ranged attacks now ignore adverse wind and weather condictions, even magic ones like Wind Wall.

Dance: At third level the Anathema gains the Pounce ability, or can as a fullround action move up to her base speed while fullattacking during movement, needing to move at least 5 feet between each attack.

Assault: At fifth level oponents struck by your attacks cannot make 5-foot steps or make attacks of oportunity, or oponents cannot take defensive actions to avoid attacks of oportunity (like casting defensively) while threatened by you.

Ravager:  At seventh level oponents struck by your attacks get all their movement speeds reduced by half for 1 round (cumulative hits further reduce the speed for 1 round), or they take a -2 penalty to AC for 1 round every time you struck them, also cumulative.

Terror: At ninth level when you strike an oponent in melee, it must make a Will save with DC 10+Damage inflicted or be Shaken (Frightened if they were already Shaken), or oponents wishing to attack you in any way must suceed on a Will Save with DC 10+1/2 HD+Wis mod or lose their action as they're too scared by your visage. Those are both Fear effects, but can affect even creatures immune to Fear, altough they gain a +5 bonus on their saves.

Biffurcate: At 1st level of this class, and every other level, one of the Anathema's heads bifurcates in two, each one able to bite and poison on her own and granting +1 to Listen and Search checks and making the Anathema immune to flanking. Extra heads don't allow the Anathema to take more actions than normal besides the extra natural attacks.

Ability Score Increase: The Anathema gains a permanent +1 to

Str at levels 1, 3, 5, 7, 9, 11
Wis at levels 2, 4, 6, 10, 11

For a total of +5 Str and +5 Wis at level 11.

Snake Magic: The Anathema's mystical powers continue to improve. As usual save DCs are 10+1/2HD+Wis mod. Levels of Anathema stack with cleric levels just as full Yuan-Ti levels did.

Heretic: at 2nd level Haste, Charm Monster and Unholy Blight 1/day for every 4 HD. The Anathema's Unholy Blight deals  damage to all non-Yuan Ti creatures as if they were good. Against actually good creatures, it deals double that damage.

Anathema: At 4th level Blasphemy and Unholy Aura 1/day for every 5HD. The Anathema is such a perversion  of everything that's holy and unholy that her Blasphemy affects even evil non-Yuan-Ti creatures.

Sin Body: At 3rd level, the Anathema gains Regeneration and DR/Good and magic each equal to half her HD. The Anathema's regeneration is bypassed only by good weapons.

Great Serpent Cult: At 4th level, the Anathema starts to atract twisted individuals thirsting for destruction, that see on her a living Avatar of the Great Serpent who the Yuan-Ti say will one day devour everything.

This works as Leadership, except that you only get followers (all chaotic and/or evil), no cohort, and you can use your Wis modifier instead of Cha modifier for your Leadership score. Plus deceased followers are instantly replaced in 24 hours as the news of their deaths simply atract more equally minded individuals

Finally, the Anathema can “bless” her followers with the Tainted one/Broodguard class template by having them drink her own blood in a 1-hour ritual wich deals 1 Con damage to the Anathema herself. This level doesn't count towards a follower's max level.  An Anathema somehow immune to Con damage can't use this last option. The participant of the ritual must be fully and naturally willing, and will become mindlessly fanatic to the Anathema afterwards, so other Pcs and friendly NPCs can't benefit from this, neither the Anathema can use it to “convert” enemies.

Growth: At 5th level the Anathema grows one size category.

Mass Aversion: At 6th level the Anathema can choose for her Aversion power to affect every oponent in a 5 feet per HD radius instead of a single target.

Snake Swarm: At 6th level the Anathema can spend one use of her Snake Shape to turn into one medium-sized swarms of snakes. Treat this with the usual Alternate Shape rules, except that
-The Anathema gains swarm traits.
-Same Nat armor.
-It deals 1d6 damage per 2 HD to every creature.
-Distraction DC 10+1/2HD+Con mod.
-By doubling the number of uses spent, she can double her swarm size, up to Huge. At 16 HD she may go up to gargantuan swarm. At 19 HD up to colossal swarm.

Blasphemous Craft: At 8th level the Anathema can quickly infuse equipment with vile forces. As a ten-minute action she can apply each of the following 1/day. The effect only lasts 24 Hours, unless the Anathema also spends the respective gold cost in the form of special unguents and herbs to permanency the effect.

[spoiler]
Blasphemous Blade: The Anathema binds a fiend to an weapon, making it count as evil-aligned for purposes of bypassing DR and deal an extra +1d6 damage, plus an extra +2d6 against non-evil oponents. On a sucessfull critical hit, the extra damage increases to +1d10/+2d10, and the target is subject to a Blasphemy effect like it was cast from the Anathema. +3 Bonus cost.

Serpent Symbol: The Anathema defiles one Silver Holy Symbol, making it change into an image of the world with a snake coiled around it, mouth gaping wide as if to consume it. 1/Day the user may produce either a Disintregate or Destruction spell with DC 20 and CL of 13. If wielded by a Yuan-Ti, the DC is  10+1/2HD+Wis mod of the Anathema herself with CL equal to her own HD, even if she isn't the one using it or even nearby. If the Serpent Symbol sucessfully kills a creature when used, it auto-recharges. 50.000 GP cost.

Sickening Blade: This works as the unholy property, but on a sucessfull critical hit a good oponent also takes a -2 penalty to attack rolls, damage rolls, ability checks, skill checks and saves for 1d4 rounds. +1 weapon bonus cost.

Venomous Fire: The Anathema mixes her own poison with an explosie connoction This works as alchemist's fire, but it deals 1d6 Fire damage per 2 HD of the Anathema on a direct hit, and one fire damage per HD as splash damage. Plus creatures taking fire damage from this are affected as if struck by the Anathema's Poison. 220 GP per flask.
[/spoiler]

Snake Graft: At 10th level the Anathema can further corrupt her own allies, changing their flesh to her own twisted desires. Each graft takes 1 hour of uninterrupted work to create, and the Anathema may perform up to 8 of them per day. They only last for 24 hours before dissolving unless the respective gold cost is paid in the form of special herbs and oils to make them durable. Grafts don't stack.

[spoiler]
Added Tail: The subject receives a tail on addition to it's other limbs, giving it  a swim speed equal to half their base speed, a bonus on balance equal to their own HD, and they can constrict grappled creatures one size smaller than themselves for 1d4+1,5 Str mod damage. 6000 GP.

Poison Fangs: the subject's fangs become able to produce a poison dealing 1d4 Con damage, Fort save DC 10+1/2HD+Con. If they lack a bite attack to deliver the poison they must suceed on a grapple check to deliver it.  1/day per HD he may also deliver this poison as an touch attack by kissing his oponent.

The poison damage increases one die size for every 5 HD of the creature. Against oponents immune to poison, it deals the same amount of acid damage. 8000 GP

Replacement Tail:
The creature's legs are replaced by a single powerfull snake tail. It loses 10 feet from it's base speed, but it can now climb and swim at half his original speed, plus constricting grappled oponents of the same size or smaller than itself for 1d6+1,5Str mod damage. 12 000 GP.

Scaly Skin: The creature adds their own Con mod to natural armor. If they were already adding their Con mod to natural armor, they now add their Wis mod.  36 000 GP.

Serpent Arm: The creature is grafted with a long, flexible arm ending in a snake head, that can be used for a bite attack dealing 1d4+Str mod damage, and delivers poison as the Poison Fangs graft (but whitout the kiss option). 12 000 GP.
[/spoiler]

Fractured Mind: At 10th level the Anthema's last remains of sanity start to vanish as her multiple heads start developing minds of her own. The Anathema may use any of her SLAs as a free action by focusing a number of heads on the task equal to the SLA level. Heads casting SLAs this way on a given round can't be used for attacking on that same round.

Awaken the Great Serpent: The Yuan-Ti are a decaying race, and they blame it on their vile snake god growing more and more lethalergic for unclear reasons. To counter this, they enact all kinds of hideous, sacgrigelous and horrific acts on its name to try to stir it from its hybernation, so it may fulfill its prophecy of devouring existence, and the Yuan-Ti ruling whatever's left.

At 11th level, as a full Avatar of the Great Serpent, the Anathema can strenghten herself from gratituous violence. Whenever a sentient creature is killed whitin her view, the Anathema gains +1 enanchment bonus to Str, Con, Dex and Wis for 1 minute. The Anathema cannot gain a bonus bigger than half her own HD to her ability scores this way.

Plus whenever a sentient creature is killed whitin line of sight of the Anathema, she may remove one harmfull spell, condition or effect from her as she strives with the pain unleashed. This doesn't take any action on part of the Anathema, so may be used even if she's helpless or somehow unable to take normal actions.

Finally 1/day, if the Anathema kills a number of sentient creatures at least equal to her own HD in a single round, she may double her Str, Con, Dex and Wis base scores (enanchments and inherent bonus are not doubled) for 1 minute as a free action.
[/spoiler]

Comments
[spoiler]
And finally the ultimate Yuan-Ti, the Anathema. Bigger, nastier in all ways, such a force of nature all kind of crazed humanoids will flock to her and beg to be turned into her image.

The Anathema excells at close combat with multiple heads inflicting powerfull poison and Cobra styles to adapt to the situation, but also backs it up with powerfull magics. And then can do both at the same time with Fractured mind. And turn into a mass of snakes to drown her oponents.

And yes it can get some really cheap weapon enanchments. But melees need nice things. The original ones were all kinda overpriced.

It also has a powerfull minion subtheme. The Anathema doesn't get a cohort, but can upgrade his followers with the Tainted One/Brood buard level, and later equip them with blasphemous craft and serpent grafts. And when you reach the capstone, you actually get stronger when your mooks are killed. Or kill them yourself for fun and profit. The Apocalypse is coming, everybody but the strongest Yuan-ti will die horribly anyway, and you're here to make sure that happens.

So if you want to play a mad avatar of destruction that even other evil gods will cringe in repulsion from, the Anathema's for you!

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 06, 2011, 07:19:48 PM
Yuan-ti overhaul for connecting better with the new Anathema, and the Tainted one/Broodguard as a needed extra for the later.

Request: Naga.

Either multiple types as a single race like Slaad, or uses Prestige classes to differentiate.

Will have to do with prcs, because the Nagas are quite diferent between themselves, with diferent abilities and themes besides the sorceror casting. The green/gray/death/white/black slaads were suposed to grow into each other.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom March 08, 2011, 10:18:19 PM
Requesting the Hellwasp swarm!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 09, 2011, 11:16:58 AM
Naga
(http://www.deviantart.com/download/127759499/Naga__Water___Paizo_Pub__by_Cloister.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+0+0+2+2Naga Body, Path, +1 Str, +1 Con
2+1+0+3+3 Arcane Soul
3+2+1+3+3Naga Magic, + 1Cha
4+3+1+4+4Growth, +1 Str, +1 Con
5+3+1+4+4Naga Bite, +1 Cha
6+4+2+5+5Naga Magic, +1 Str, +1 Con
7+5+2+5+5Naga Cast, +1 Cha

Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Hide, Move silently, Bluff, Intimidate, Knowledge(any), Balance, Climb,  Apraise, Sense Motive, Swim, Spellcraft

Proficiencies:Her own natural weapons only.

Features:
Naga body:The Naga loses its precious racial traits, and gains Aberration traits (basically darkvision 60 feet). Its a medium-sized Aberration. See Path ability for the other statistics.

Regardless of Path, all Nagas gain a bonus to their Natural armor equal to their Cha mod.

Nagas have no limbs capable of fine manipulation, altough they can coil their tails around objects to grab and transport them (still not good enough to wield weapons).

Path:diferent Nagas have very diferent beliefs from birth, wich will shape their life.At first level, choose one of the following Paths, wich cannot be changed.

Darkness:
[spoiler]
You have a base speed of 40 feet and gain a bite attack dealing 1d3+1/2 Str mod and a Sting attack dealing 1d4+Str mod damage. Both natural attacks inflict a Poison wich plunges the enemy into a nightmare-induced sleep for 1 round per HD, Fort save DC 10+1/2HD+Cha mod negates.  At 10 HD, this ignores immunity to poison and sleep effects, but oponents with such immunities gain a +5 bonus on their saves.

Detect Toughts: A Darkness Naga can continuously use a Detect Toughts effect as the spell, keeping, ending or maintaining it as a free action. Save DC is 10+1/2HD+Cha mod.

Charmer:
At 2nd level, a Darkness Naga casts Charm spells at +2 Caster level.

Resistance to Charm: At 3rd level she gains a bonus agains Charm effects equal to half her HD.

Guarded Toughts: At 4th level she becomes immune against all forms of mind reading.

Foe to Ally: At 5th level she no longer takes a penalty on trying to Charm oponents during combat.

A whisper in your hear:
At 6th level she no longer takes a penalty in hide checks when trying to charm someone else, The darkness Naga won't break an invisibility effect on herself when trying to charm an oponent. In addition the vocal component of charm spells  is supressed to a small whisper that nobody else can notice from where it's coming from, and the Darkness Naga can whisper to a Charmed oponent whitout anyone else hearing. This isn't telepathy however and won't work in a Silence spell or if the oponent is too far away to be heard normally.

Vitriolic Blood: A life of lies and deceit ends up  making the Darkness Naga immune to poison at 7th level.    

[/spoiler]

Protector
[spoiler]
You have a base speed of 40 feet and a natural bite attack dealing 1d8+1,5 Str mod. Your bite inflicts a poison dealing 1d4 Con damage, Fort save DC 10+1/2 HD+Con mod negates. For every 3 extra HD from here, the poison damage increases one die size. At 10 HD, this ignores immunity to poison and ability damage, but oponents with such immunities gain a +5 bonus on their saves.

Spit Poison: A Protector Naga can spit her poison as a ranged touch attack with a range of 10 feet per HD.

Purity: At 2nd level, a Protector Naga can learn spells from the cleric list. When she casts them, they count as arcane spells, so they don't need Divine focus.

Righteouness: At 3rd level, the Protector Naga adds the spells from either the Good or Law Domain to her list of spells known. .  At 7th level, she adds the other domain.

Warn:
at 4th level, the Protector Naga can ready a spell against a specific oponent attacking. If this readied action is triggered, the Protector Naga casts the spell at +1 Caster Level.

Spit Blessing: At 5th level, the protector Naga can cast  an harmless spell with a range of touch on a distant ally by hiting them with her spit Poison attack. Of course, the target is not subject to the Poison in this case.

Valor: At 6th level, the protector naga casts spells with the Good and Law descriptor at +2 Caster level.

[/spoiler]

Spiritual
[spoiler]
You have a base speed of 40 feet and a natural bite attack dealing 1d8+1,5 Str mod. Your bite inflicts a poison dealing 1d4 Con damage, Fort save DC 10+1/2 HD+Con mod negates. For every 3 extra HD from here, the poison damage increases one die size. At 10 HD, this ignores immunity to poison and ability damage, but oponents with such immunities gain a +5 bonus on their saves.

Charming Blink: A number of times per day equal to HDxCha mod, you may gaze at one oponent whitin 5 feet per HD, and inflict them with a Charm Person effect. This works as a gaze attack, except that it affects only one oponent and takes a standard action to activate. Save DC is 10+1/2HD+Cha mod.

Animal Blink: At 2nd level Charming Blink can also work as Charm Animal, same DC.

Seduce: At third level,if the Spiritual Naga sucessfully feinted an oponent in combat, the save DC against her Charming Blink is 10+HD+Cha mod when used on the feinted oponent.

Poisonous Lie: At fourth level, if the Spiritual Naga sucessfully feints a charmed oponent, said oponent will attack the nearest ally to the best of its ability on the next round, regardless of whatever relation they have.

Gaze: At 5th level, by expending five uses, the Spiritual Naga can use Charming Blink to affect all creatures whitin range as a standard action.

Spread the Pain: At 6th level, whenever an oponent fails a save against any of the spiritual naga spells or Charming Blink, they provoke an attack of oportunnity from the Spiritual Naga.

Greater Charm: At 7th level Charming Blink works as Charm Monster, same DC.

[/spoiler]

Water:
[spoiler]
You have a base speed of 30 feet, a swim speed of 50 feet and a natural bite attack dealing 1d8+1,5 Str mod. Your bite inflicts a poison dealing 1d4 Con damage, Fort save DC 10+1/2 HD+Con mod negates. For every 3 extra HD from here, the poison damage increases one die size. At 10 HD, this ignores immunity to poison and ability damage, but oponents with such immunities gain a +5 bonus on their saves.

River Born: A Water Naga takes no penalties for acting underwater. In addition, the Water Naga can use the Hide action while underwater whitout actually having anything to hide behind. It also gains a bonus on Hide checks while underwater equal to her HD.

At 8 HD, it can breath underwater.

River Song: At 2nd level, a Water Naga can perform vocal components for spells while underwater.

Water Magic:At third level, while inside water, a Water Naga casts all spells at +1 CL. At 7th level this bonus increases by an extra +1.

Water Mirror: At 4th level, the Water Naga learns how to use the reflection of water to confuse oponents. If an oponent tries to target a Water Naga underwater while being outside of it, it suffers a 15% miss chance for every 4 HD of the Water Naga.

Humid Spell:
At 5th level, whenever the Water Naga casts a non-instantaneous spell that affects an area, it partially fills with water, allowing the Water Naga to count as being underwater while inside that spell's area. Oponents are left wet, but otherwise unhindered.

Watery Death:
at 6th level, a number of times per day equal to her Cha mod, whenever the Water Naga casts a non-instantaneous spell that affects an area, she may choose to fully fill with water, meaning all creatures inside it's area count as being underwater.
[/spoiler]

Ability Increase: A Naga gains a permanent +1 to

Str and Con at levels 1, 4 and 6
Cha at levels 3, 5, and 7

For a total of +3 Str, +3 Con and +3 Cha at 7th level.

Arcane Soul:At 2nd level, a Naga becomes able to cast spells as a sorceror of her Naga level-1. She can replace somatic components with elegant moves of her serpentine body, and she also gains the escehw materials feat for free.

Naga Magic:At 3rd and 6th level, a Naga learns one extra spell of a level she can cast of the sorceror/wizard spell list.

Growth:At 4th level, a Naga grows one size category.

Naga Bite: At 5th level, whenever she hits an oponent with her bite attack, a Naga may cast a spell on the target as a free action whitout provoking attacks of oportunity. That spell will ignore SR on the biten target.

Naga Cast: At 7th level, a Naga can apply metamagic feats to her spells on the fly whitout increased casting time (including quicken spell). She also gains one metamagic feat for wich she qualifies for.

[/spoiler]

Dark Naga
(http://paizo.com/image/content/PathfinderCampaignSetting/PZO9223-Naga.jpg)
[spoiler]
Pre-requisites:
-All levels of the Naga class.
-Darkness path

HD:d8
Level BAB Fort Ref Will Feature
1+0+0+2+2Dark Naga Body, Arcane Soul, Dark Toughts, +1 Cha

Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Hide, Move silently, Bluff, Intimidate, Knowledge(any), Balance, Climb,  Apraise, Sense Motive, Swim, Spellcraft

Proficiencies:Her  own natural weapons only.

Features:
Dark Naga body:The Dark Naga's body becomes more evil-looking and wicked, granting her a bonus on Intimidate checks equal to half her HD. Otherwise no changes.

Arcane Soul: Dark Naga levels continue to progress sorceror casting.

Dark Toughts: The Dark Naga spells now ignore immunity to mind-affecting effects, altough oponents with such immunity gain a +5 bonus on their saves. In addition when the Dark Naga becomes able to cast 7th level spells, she automatically learns MindBlank for free.

Ability Increase: A Dark Naga gains +1 to Cha.

[/spoiler]

Guardian Naga
(http://t3.gstatic.com/images?q=tbn:ANd9GcRvgoMZAn_ZjQVQQjPHDy08MEayrOHHo3tUeTklz-6WqQfAgr6r&t=1)
[spoiler]
Pre-requisites:
-All levels of the Naga class.
-Protector path

HD:d8
Level BAB Fort Ref Will Feature
1+0+0+2+2Guardian Naga Body,   Arcane Soul, Redemption, +1 Cha
2+1+0+3+3Splash Spit, +1 Str, +1 Con
3+2+1+3+3 Splash Spit Blessing, +1 Cha

Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Hide, Move silently, Bluff, Intimidate, Knowledge(any), Balance, Climb,  Apraise, Sense Motive, Swim, Spellcraft

Proficiencies:Her own natural weapons only.

Features:
Guardian Naga body:The Guardian Naga's body becomes more good-looking and with a serene visage, granting her a bonus on Diplomacy checks equal to half her HD. Otherwise no changes.

Arcane Soul: A Guardian Naga keeps advancing sorceror spellcasting.

Redemption: A Guardian Naga believes some beings deserve a second chance. Whenever a creature whitin 5 feet per HD of the Guardian Naga would die, the Guardian Naga may judge them worthy of redemption, meaning they instead stablize at -9 HP (and with their Con score at 1 if they would die from Con damage). Fast healing and regeneration of the Redempted creatures are disabled for 1 minute.

Ability Increase: A Guardian Naga gains +1 to

Cha at levels 1 and 3.

Str and Con at level 2.

For a total of +2 Cha, +1 Str, +1 Con at level 3.

Splash Spit: At 2nd level a number of times per day equal to her Con modifier, when using the Spit Poison ability, the Guardian Naga may make the poison splash to adjacent creatures of the target, automatically inflicting poison on them, but they gain a +4 bonus on their saves.

Splash Spit Blessing: At 3rd level a number of times per day equal to her Cha modifier, when using Spit Blessing, the Guardian Naga may choose to make harmless spell affect all adjacent creatures to the target.

[/spoiler]

Spirit Naga
(http://dndcove.files.wordpress.com/2009/02/mm35_pg192.jpg)
[spoiler]
Pre-requisites:
-All levels of the Naga class.
-Spiritual path

HD:d8
Level BAB Fort Ref Will Feature
1+0+0+2+2Spirit Naga Body,   Arcane Soul,  Charming Eyes, +1 Cha
2+1+0+3+3Spiritual Charm, +1 Str, +1 Con

Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Hide, Move silently, Bluff, Intimidate, Knowledge(any), Balance, Climb,  Apraise, Sense Motive, Swim, Spellcraft

Proficiencies:Her own natural weapons only.

Features:
Spirit Naga body:The Spirit Naga's body becomes a fluid pattern of colors, granting her a bonus on Bluff checks equal to half her HD. Otherwise no changes.

Arcane Soul:
A Spirit Naga keeps advancing sorceror spellcasting.

Charming Eyes: A Spirit Naga who uses her Gaze may choose to extend the duration of effect for aditional rounds by expending an extra use for every turn the Gaze is maintaned, but whitout needing of spending any more actions on it.

Ability Increase: A Spirit Naga gains +1 to

Cha at levels 1.

Str and Con at level 2.

For a total of +1 Cha, +1 Str, +1 Con at level 2.

Spiritual Charm: At second level a Spirit Naga can activate her Charming abilities as a move action. In addition, those abilities now ignore immunity  to charm and mind-affecting effects, but such oponents still get a +5 bonus on their saves.
[/spoiler]

Comments
[spoiler]
The Naga. Serpents with women heads and brimming with magic.

Due to the CR=level rule, I made one main class with four paths, one for each of the core nagas, and then three prcs for the higher level ones. Interesting that the stronger one is also the good one. But well, the other nagas will be able to enter prcs earlier.

Tried to do my best to make each path interesting on its own way, then buffed up the sorceror casting and gave it six skill points per level
and two good saves because you have no hands or even SR or DR like most other monsters out there.

So if you want to play a magic snake that relies more in trickery and subtleness than biting and crushing, the Naga's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bearsarebrown March 09, 2011, 11:50:11 AM
Does Naga Cast allow for Quicken Spell?

Otherwise, I like it! Wish there was an advanced Water Naga, that is my favorite of the paths.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 09, 2011, 12:39:50 PM
Does Naga Cast allow for Quicken Spell?
Yes. Perhaps should clarify it.

Speaking of wich, completely forgot the ability score increases. Added them now. :blush

Otherwise, I like it! Wish there was an advanced Water Naga, that is my favorite of the paths.
Very glad you liked it, because that path was the hardest one to do. The original one is basically "Naga that can swim", so I had to work extra to properly spice it up.  I may do some kind of Water Naga Queen later. But first I'll take care of one or two non-snake monster classes for refreshing my ideas.

Requesting the Hellwasp swarm!

Now this will be interesting. Already made the swarmshifter and some creatures that can turn into swarms, but never actualy done a "pure" swarm class.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 11, 2011, 05:00:27 PM
I was thinking more along the lines of "You don't suck in Water. X times per day, you can summon/turn into a wave and ride atop it across the battlefield while washing away oponents", where X is a low number.

Ok, it took me awhile to get around to it, but I finally have something that could be a pretty cool capstone for the Nimblewright. In addition to your suggestion, I drew heavily from the waterspout spell in Spell Compendium but added a bit more utility and scaling ability. The actual spell is pretty bad for its level, so I didn't feel bad converting it into a lower level ability. This version is also limited by the amount of water available.

It should give the Nimblewright some out-of-combat utility and general mobility (It's kind of like a limited version of flight). The damage values are pretty low and I don't see any need to increase them because the idea is to gain mobility rather than do damage with the water.

Here we go, it's a bit of a long read because I tried to explain just about everything the wave could do:

Tides (Su): [spoiler]At 7th level, the water spirit animating the nimblewright's body recovers some of its connection to and control over aqueous bodies. The nimblewright suffers no penalties while in water and can act normally. It also gains the ability to shape water into a crude turbulent pillar, which it can then use to enhance its mobility and harm enemies.

3 + Charisma modifier times per day, the nimblewright can conjure a churning column of water. The Nimblewright must have access to water to use this ability. It needs at least as much water as is contained in full canteen, but gains benefits from using larger amounts of water such as from a natural body of water like a lake or pond. The benefits for using different size bodies of water are listed in the table below.

With access to a tiny or larger body of water, a nimblewright can spend a standard action to create a column of water that resembles a swirling geyser. Upon creation the column rises to its maximum height, which varies based on the amount of water used to create it (indicated on the table below). The nimblewright can lower or increase the height with a free action as part of another action it takes on its turn, but it cannot raise the water higher than the maximum height indicated on the table below. If the nimblewright created the column beneath itself then it stand on top as if standing on solid ground. If the nimblewright did not create the geyser below itself it can later choose to get atop the column via any movement options at its disposal. The column is a cylindrical supernatural effect with a 5 foot radius and the water descriptor. Any creatures under the effects of water walk or similar a similar effect can stand on top of the column safely assuming there is enough space for them to stand on, and the nimblewright can increase the radius with appropriate reductions in height based on the total cubic feet of the column.

The nimblewright can direct the column to move horizontally with a move action. The column's speed is indicated on the table below. The nimblewright can also choose to program the column with a simple movement path like a figure-8, zigzag, or circle. Programming the column takes the same type of action as directing its movement, and once the column is programmed it will continue to follow the designated movement without an action from the nimblewright until the nimblewright chooses to redirect its movement. The column ignores difficult terrain and can move over either water or land, but it is much harder to maintain over land. The duration for this ability is 1 round per Hit Die the nimblewright possesses. Moving over consistently dry ground effectively halves the duration by reducing it by 1 round for every round the column is on dry land. Moving over large bodies of water so that the column constantly is on water allows a nimblewright to spend its standard action sustaining the column beyond its original duration, making the duration as long as the nimblewright can spend standard actions. The nimblewright only needs to spend standard actions sustaining the column after the column's original duration has expired.

The column buffets creatures and objects when it touches them, dealing contact damage according to the table below unless they succeed on a Reflex Save (DC 10 + ˝ Nimblewright's HD + NImblewright's strength or charisma modifier, whichever is higher). Creature with a swim speed can make a swim check in place of a reflex save, and operators of affected watercraft can make a profession (sailor) check in place of a reflex save. Creatures and objects of a small enough size (Also indicated on the table below) who fail their save are pulled into the swirling column and carried upward by its violent currents, taking damage (No save. Damage value is on the table below) while they are trapped within (Time trapped within is also on the table below). Once at the top of the column they are forcefully ejected and fall back to the ground or surface 1d8 x 5 feet away from the base of the column, taking full falling damage in either case.

If the nimblewright is at the top of the column when a creature is ejected, the creature is considered to be leaving the nimblewright's threatened square and provokes an attack of opportunity accordingly. The nimblewright gains the +1 attack bonus on these attacks of opportunity for being on higher ground. It gains the same bonus on many of the attacks it might make from atop the column, assuming it is higher than the opponent it is attacking.

If the column is on water, creatures and objects also on the water within 10 feet of the base of the column must save against being sucked into the column as if they had touched it.

Aqueous
body size
1
Creation
distance
2
Speed3Maximum
Height
4
Damage5
contact/trapped|
Trapped6
size/time
Example
bodies
7
TinyAdjacent
or same
square
30'HD feet1d6/1d3< Small /
1 round
canteen, waterskin, small bucket
Small10 feet30'10 feet
+ HD
1d8/1d4< Medium /
1 round
basin, large bucket
Medium20 feet40'20 feet
+ HD
2d6/1d6< Large /
1d2 round
barrel, bathtub
Large30 feet40'HD x
5 feet
2d8/1d8< Large /
1d2 rounds
section of creek, small wading pool
Huge40 feet60'HD x
10 feet
3d8/2d6< Huge /
1d3 rounds
section of large creek, large swimming pool
GargantuanClose*60'HD x
10 feet
4d8/2d8< Huge /
1d3 round
small pond, section of river
ColossalMedium*HD x 10'HD x
10 feet
6d8/4d6< Huge /
1d3 round
Normal or larger pond
Beyond ColossalLong*HD x 10'HD x 20 feet6d8 + HD/
4d6 + HD
< Huge /
1d4 + 1 rounds
ocean, lake
[spoiler]1The size of the body of water used to create the column
2The range at which the Nimblewright can create the column. Larger bodies of water can be manipulated from greater distances.
3The speed at which the column moves horizontally
4The maximum height the column can reach based on the amount of water used in its creation
5The damage the column does to creatures and objects when it touches them and when they are sucked into it. Contact is damage dealt when the column touches a creature or object and can be negated with a successful check to avoid it, and trapped is damage dealt with no save to creatures trapped within the column.
6Creatures above a certain size are too large to be sucked into the column. The time it takes for them to be carried to the top is based on the amount of water used to create the column.
7Examples of different sized bodies of water.
*As spell ranges. For the purposes of determining creation distance the Nimblewright's caster level is equal to its HD.
[/spoiler]


At 10 HD the nimblewright may create the column with either a move or a standard action. The nimblewright chooses what type of action to use every time it uses the column ability of Tides, it can alternate between using a move or standard action every time it uses the ability. At this level the nimblewright can also designate allies who can stand atop the column safely - just as it does - assuming there is ample space, although doing so takes the same action as sustaining the column beyond its duration.

At 15 HD the nimblewright may direct the column's movement with a swift action instead of a move action, should it choose. The nimblewright can alternate between move and swift action as it sees fit every time it directs the column's movement. Bearing allies safely atop the column no longer requires effort from the nimblewright.

At 20 HD the nimblewright may direct the column's movement as a free action. If the column is on a large enough body of water sustaining it beyond its duration becomes a swift action every round for the nimblewright. The column can use the run action and the nimblewright treats the column as if it were a mount whenever doing so would be beneficial.

A nimblewright is immune to the negative effects of its own tides column, although it can choose to be sucked into its own column as a way of quickly moving to the top where it can stand safely as if on solid ground. Creatures with the water or aquatic subtypes gain a +4 competence bonus on rolls to resist the effects of the tides column. Feats and abilities that increase a Nimblewright's ability with spells or effects with the water descriptor apply to the tides column.[/spoiler]

Next I'm going to work on rewording the Swat ability to make sense.

Also, I was thinking of doing the Azer or the God-Blooded Template. I also considered a God-Touched Template (Adapting the Lolth-Touched Template for different gods) but really that thing is probably fine as it is, even with the LA. Maybe once I get good enough I can make a Temporal Drake.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo March 11, 2011, 05:07:28 PM
HellWasp Swarm
(http://www.wizards.com/magic/images/mtgcom/arcana1000/ask0525_XantidSwarm_uncounted.jpg)
[spoiler]
Hit Die: d8
LevelBABFortRefWillFeatures
1+0+0+2+0HellWasp bodies, Hive Mind, Swarm Attack, Distraction, -2 Str, +2 Dex, +2 Con
2+1+0+3+0HellBorn, Poison,+1 Dex
3+1+1+3+1Inhabit Dead, +1 Dex,
4+2+1+4+1Growth, +1 Dex
5+2+1+4+1Scattering Swarm, +1 Dex, +1 Con
6+3+2+5+2Inhabit Living, +1 Dex
7+3+2+5+2Lay Eggs, +1 Dex,
8+4+2+6+2 HellPlague, +1 Dex, +1 Con
Skills: 2+Int mod. Class skills are Bluff, Disguise, Hide, Intimidate,  Listen, Sense Motive,  Spot

Proficiencies: A Hellwasp swarm is proeficient with its natural weapons only.

Features

Hellwasp Bodies: At 1st level, the Hellwasp Swarm loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision), plus the Swarm Subtype (http://www.d20srd.org/srd/monsters/swarm.htm). The Hellwasp Swarm is actualy composed of thousands of diminutive creatures that act as one, forming a collective hivemind, with a base speed of 5 feets and a fly speed of 40 feet with good maneuverability. They can however just fly 5 feet above ground untill they reach 4 HD, upon wich they can fly freely.

Unlike a normal swarm of diminutive creatures, the Hellwasp Swarm just fills a 5-feet square and takes half damage from slashing and piercing weapons at first level, as it's composed of newborn sluggish hellwasps that altough numerous provide an easy target.

Hive Mind: An Hellwasp Swarm legion of minds work as one, allowing it to speak with the combined sound of a thousand diminutive voices. It cannot perform carefull manipulation, but it can grab and carry objects by coordinating it's multiple bodies as long as it's whitin its carrying load.

In addition, the Hellwasp swarm can count itself as a single creature for purposes of receiving benefical spells from others.

This also allows an Hellwasp Swarm to fully benefit from  magic items by equiping them on one of it's members. Of course, the item needs to be custom crafted for diminutive size, meaning it costs double, but cannot be targeted by oponents as the hellwasp equiped with it is always covered by thousands of its brethern. A Hellwasp swarm can also drink and receive the benefits of a potion by sharing it between all it's members.

Swarm Attack: An Hellwasp swarm basic attack deals 1d6 damage, plus an extra 1d6 damage for each two other HD of the Hellwasp swarm. If the Hellwasp swarm gains means of performing extra attacks, like enough Bab or Haste, it can deal Swarm damage one more time for each extra attack in a single turn if it full attacks. Any effect that would boost a natural attack boost the Swarm Attack.

Distraction: Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 10+1/2HD+Con mod Fortitude save or be nauseated for 1 round.

Ability Modifiers: An Hellwasp swarm gains -2 Str, +2 Dex, +2 Con at first level. In addition it gains an extra +1 to
Dex at every other level.
Con at levels  5,  8.

For a total of -2 Str, +9 Dex, +4 Con at 8th level.

Hellborn: Hellwasps clearly didn't originate from the material plane. At second level they gain the Evil subtype, and their attacks count as Evil for bypassing Damage Reduction. They also gain fire resistance equal to their HD and DR/magic equal to half their HD.

Poison: At 2nd level, creatures damaged by the Hellwasp swarm receive a poison inflicting 1d3 Dex damage, Fort save DC 10+1/2 HD+Con mod negates. For every 4 HD of the Hellwasp Swarm, increase the poison damage die by one step. At 10 HD, even creatures immune to poison will be affected by this, but they gain a +5 bonus on their saves.

Inhabit Dead: At 3rd level a hellwasp swarm can enter the body of a dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If it does so, it can restore animation to the creature and control its movements, effectively transforming it into a Zombie for as long as the swarm remains inside.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

Growth: At 4th level the Hellwasp swarm now fills a 10x10 square. Like normal swarms, its shapeable in any form that fills four 5x5 squares.

Scattering Swarm: At 5th level the Hellwasp Swarm refines its coordinate flying , gaining full immunity to weapon attacks. It can also divide itself in up to four medium swarms, or two "long" swarms each filling 2 5x5 squares, as a fullround action. Each one has stats as the original one, except they divide the HP between them. They can get togheter simply by entering adjacent squares, in wich case they add their HP back togheter. Should one of the scattered swarms be destroyed, it's size is deduced from the Hellwasp swarm when its remaining members get togheter. It takes 8 hours of feasting, rest and frantic eye laying to replace one lost 5x5 square worth of Wellwasps.

Multiple swarms can't fill the same square.

Inhabit Living: At 6th level a hellwasp swarm can enter the body of a helpless  creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large  The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

When a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim, and this ignores immunity to mind-affecting effects. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.  

Lay Eggs:
At 7th level, a number of times per hour equal to their Con modifier, the Hellwasp Swarm can lay eggs on an oponent it damages with its Swarm Attack (only can lay eggs once in a single oponent per round). The eggs hatch in 1d4 rounds, producing a new HellWasp Swarm with Elite Array of stats and six levels lower than you, no feats or skills. The new Hellwasps crawl their way out of the victim's natural (or inflicted) orifices, forcing it to save against Distraction again, and the new swarm appears on its square, following any orders from the "mother" Hellwasp Swarm. They're under the control of the HellWasp Swarm for 1 minute per HD, after wich they abandon it and go to their own devices.

An Hellwasp Swarm of 15 HD spawns swarms with feats and skills of their own, but they must be ones that the HellWasp swarm itself has. They may also start picking class levels, as long as they're 6 levels lower than the "mother" HellWasp swarm.

Multiple swarms can't fill the same square.

HellPlague: At 8th level the HellWasp Swarm Hive Mind can now easily coordinate multiple bodies. If it uses a swarm of its Lay Eggs ability to Inhabit a dead body, then it won't go to its own devices, but serve the Hellwasp Swarm as an animated corpse permanently. The HellWasp Swarm can control up to eight times its own HD worth of zombies this way. If it produces more than it's limit, the ones longer under control break free.

Living inhabited creatures count as double their HD for purposes of this ability.

The Hellswarm itself can also now choose to don't deal Con damage to living inhabited creatures to make them last longer. This applies to its Lay Egg swarms as well, as long as they're high level enough to have the Inhabit living ability.

[/spoiler]

Comments:
[spoiler]
First, I know those on the image aren't "official" HellWasp swarms, but at the lack of an official picture, this will have to do.

Anway this is the first "Pure" swarm I've did. Specially hard because being a swarm really plays completely diferent from most other stuff. In the end I just decided that somebody wanting to play a swarm is willing to deal with the basic incovenients, so ended up not making that much custom changes. Just some stuff so you can properly benefit from magic and gear.

Anyway when not crawling over oponents, the main stick of the Hellwasp Swarm is inabiting the dead and the living and making them dance/fight for it. Inhabiting living is clearly stronger so it's gained later, but you can start making your wasp-zombies at third level.

For the two last levels custom abilities, in the form of spawning mini-swarms as support and then using them as permanent minions, while being able to control living creatures for longer.

Still feel like I could add some other touch to polish it up, but I really can't think of anything else. Well, I think it's more than playable as it is now. Making defeated oponents your slaves while buzzing around the battlefield and pestering everybody  while ignoring weapons and single-target spells is nothing to scoff at for an 8 level class. Enjoy your swarm of hell wasps!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 11, 2011, 05:18:33 PM
Bloody Initiate: Except that it's a wall of text, I find no problems with that ability and like it quite a bit. I must just ask to lower the number of uses to Cha mod, as the Nimblewright is already gaining two other abilities at last level.

I would really prefer if there was a shorter way of making it, but I can't see it now whitout sacrificing the coolness factor, so feel free to add it to the Nimblewright as it is now, plus the less uses per day. Good job there!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 11, 2011, 05:22:21 PM
Hellwasp Swarm:
-It has a fly speed of 40 feet but no listed maneuverability
-In the "Scattering Swarm" feature you have it saying "frenetic eye laying," I get them impression you meant to type "frantic egg laying."

Otherwise I couldn't see any problems with it. It's nasty  :smirk
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 11, 2011, 05:32:27 PM
Bloody Initiate: Except that it's a wall of text, I find no problems with that ability and like it quite a bit. I must just ask to lower the number of uses to Cha mod, as the Nimblewright is already gaining two other abilities at last level.

I would really prefer if there was a shorter way of making it, but I can't see it now whitout sacrificing the coolness factor, so feel free to add it to the Nimblewright as it is now, plus the less uses per day. Good job there!

Done. The ability is now in the Nimblewright's entry. I wished I could make it shorter too, but I already tried to make it as neat as possible with the table and stuff. I suppose if I removed the damaging aspect entirely and just made it a wave the Nimblewright rides that doesn't affect any enemies it would take up a lot less space, but I really liked having it work as it does. Also even if I took the damaging ability out of it, the thing would still collide with people in-game and there would be questions about how they interact.

Thanks for letting me fix the class up. Once I get the time I'll reword the Swat special ability to work more like some of the maug grafts that make sense. For now I have to prepare for a long drive etcetera.

Nice work on the Hellwasp Swarm, swarms are pretty cool and making one playable is just as cool, there just aren't that many playable swarms or support for players who want to play them.

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom March 11, 2011, 08:17:10 PM
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 12, 2011, 08:32:54 PM
Centaur
(http://www.mymagic.ru/files/418/Centaur_Courser_463.jpg)(http://www.librarising.com/mythos/images/centaur2.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+ 0+2+2 + 0Centaur body, Wild Path,  +1 Str
2+ 1+3+3 + 0Hooves, Wild Warrior,  +1 Con
3+ 2+3+3 + 1Growth, Wild Soul, +1 Str

Skills:
4+int modifier per level Its class skills are  Hide, Move silently, Jump, Balance, Listen, Survival, Swim and Spot.

Proficiencies:
Simple weapons, one martial weapon of its choice, and longbows.

Features:
Centaur body: The Centaur loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feet). A Centaur is a medium monstruous humanoid with base speed 50. A centaur's lower body is like an horse, wich allows the centaur to count as riding for benefitical purposes. For example, a centaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes.

A centaur gains a bonus to his natural armor equal to his Con bonus.

Wild Path:
The centaur is an incarnation of the wilderness, living off the land and facing the harshness of life head on. At first level they choose two of the following paths:

[spoiler]
Charger: The centaur can leap trough hindrances to quickly reach the enemy.  He can make a jump check during his charge as a swift action. If he does so, he leaps a total number of feets equal to the jump check at any point during his charge, ignoring any hard terrain and other obstacles in the zone where he jumped, as long as there's space for his body to fit trough. If there's a wall of any kind on his path, the centaur may atempt to break it as a free action whitout slowing down during the jump. The centaur adds his highest mental stat mod x 5 to this Jump check as he knows when it's best to jump.

Archer: The centaur can lose a quick volley of arrows instead of a single one as a standard action. This allows the centaur to attack multiple creatures with a ranged weapon, up to his highest Mental Stat modifier (minimum one extra target), and as long as each target is whitin 5 feet per HD of the other. So for example at first level the Centaur can only target adjacent oponents with this ability.

Khan: The centaur can push others to press onwards. Once per hour per HD as a swift action, the Centaur can grant +2 Str, +2 Con, +10 to all speeds and -2 penalty to AC to one willing creature whitin view for a number of rounds equal to his highest Mental Stat mod (minimum 1). For every 5 HD of the centaur, this bonus is doubled (+4 Str, +4 Con, +20 to all speeds at 5 HD, +6 Str, +6 Con, +30 to all speeds at 10 HD, ect).

Outrunner: The centaur can double all his movement speeds for 1 round, 1/hour per HD as a free action. He also gains a bonus to AC and to attack rolls equal to his highest Mental Stat when using this ability.

[/spoiler]

Ability increase:The centaur gains +1 to Str at 1st and 2nd level and +1 Con at 2nd level of this class, for a total of +2 Str and +1 Con at third level.

Hooves:At second level the centaur gains two natural hooves attacks dealing 1d4+1/2 str damage each. When full attacking, it may use both hooves as secondary attacks with a -5 penalty each, but no penalty on the primary attack.

Wild Warrior: At second level the chosen path of the centaur keeps improving:

[spoiler]
Charger: When performing a charge, the centaur may choose to attack with both hooves instead of a single attack. If it hits with either one, then the oponent must make a reflex save with DC 10+1/2HD+ Str mod or be tripped. Flying oponents are kicked down to the ground, droping 10 feet for each point they failed the save. If the oponent is tripped/knocked down, the centaur may choose to keep moving forward whitout provoking any attacks of oportunity from the run, up to his max charge range. If there appears a new oponent on the way, the  centaur may attack with it with both hooves again, inflicting tripping as before.

If the centaur hits with both hooves, the Reflex save DC is 10+HD+Str mod+Highest Mental Stat mod instead.

Archer: When making a ranged attack with a bow, the centaur may take a penalty to attacks up to his Bab, and add double the penalty he took as a bonus on the damage roll. Both penalty and bonus last for 1 round. In addition the centaur's arrows now ignore adverse wind conditions, even magic ones like Wind Wall, and any bows he wields gain a bonus range of (5x Highest Mental Stat mod) feets.
 
Khan: As an immediate action, the centaur may shout to an ally whitin sight to re-roll a Failed Save, Ability or Skill check of any kind with a bonus equal to the Highest Mental Stat mod of the centaur.

At 9 HD, the centaur may instead spend one attack of oportunity instead of an immediate action to use this.

At 16 HD, the centaur may allow an ally to re-roll one Attack roll, Miss chance or Random table effect instead. Only the re-rolled attack gains a bonus equal to the Highest Mental Stat mod of the centaur.

Outrunner: The Centaur may move up to twice his base speed in a straight line as a fullround action, not provoking attacks of oportunity for this movement. During this movement, he may perform melee attacks at any moment against any enemies whitin reach. Only one attack per enemy, and the centaur may only attack a total number of enemies up to his highest mental stat mod. The centaur counts as charging when using this ability for purposes of other abilities that would grant a bonus while charging.

[/spoiler]

Wild Soul: At third level, the centaur further advances his chosen paths
[spoiler]
Charger: As a fullround action, you can stomp in the ground creating a spheric shockwave with a 5 feet radius for each 3 HD that deals 1d6 damage per HD and stuns all enemies caught inside it (you can choose not to affect allies). A Fort save with DC 10+1/2HD+Fort modifier reduces the damage by half and negates the stun. If you have a magic weapon, you can use it to slam the ground, in wich case you add any of the weapon enanchments to the damage dealt, plus you can trigger any of the weapon's special bilities on those hit by your shockwave. Any bonus to attack rolls from the weapon is transfered to the save DC.

 Once used, you must wait (10-Highest Mental Stat mod) rounds before being able to use this again, minimum 1 round. If you do have a Mental Stat with a modifier of 10+, then you can add the diference to the DC of the save. If you're airborn, you can instead release a mighty battlecry to produce the same effect.

At 7 HD the centaur can use this as a standard action, and oponents cannot react to it with immediate/free actions.

At 11 HD as a move action, and even oponents immune to stun can be affected, but they gain a +5 bonus on the save.

At 15 HD as a swift action, and you can produce a Disintregate effect with CL equal to your HD, save DC equal to 10+1/2HD+Str mod on any point inside the affected area. Anything destroyed by this is shattered in pieces instead of reduced to dust.

At 19 HD as an immediate action, and a number of times per day equal to your highest Mental Stat Mod you can produce a Mormekdain's Disjuction effect on oponents inside the affected area, save DC 10+1/2HD+Str mod, except that magic items failing the save are simply supressed for 1d4 rounds instead of destroyed.

Archer: As a fullround action a number of times per hour equal to his highest mental stat mod, the centaur can perform a Wind Shot, firing a single arrow from a longbow with all normal bonus, except that this attack  has no range limit or range increment penalty. If the centaur can see it, he can shoot it with a longbow.

At 7 HD, the centaur may use Wind Shot as an attack action, and he ignores any special defenses that only work against ranged attacks/projectiles/arrows.

At 11 HD, a number of times per hour equal to his highest Mental Stat mod, the centaur may grant any arrows he fires an enanchment bonus equal to 1/4 his HD. He can only grant a bonus on attack and damage rolls up to +5, but he can grant other special abilities like flaming and holy. Remember that the same enanchments on bow and arrows don't stack, but diferent ones do.

At 15 HD, the centaur may a number of times per hour equal to his Mental Stat mod, the centaur may cause any arrow he fires to act as a Slaying arrow, Screaming Bolt or Sleep arrow, except the DC of those projectiles will be 10+1/2HD+Dex modifier instead of the normal one. Depending on the books allowed, the centaur may swap one of this options to replicate another kind of special projectile, pending DM aproval.

At 19 HD, all this Archer abilities become at-will, and the centaur adds his highest Mental Stat mod to longbow attack and damage rolls.

Khan: As a swift action, the centaur may release a rallyng cry that grants all allies (including the centaur himself) whitin a radius of 5 feet per HD a bonus on movement speeds equal to (5x Highest Mental Stat mod) feets and a bonus on attack rolls equal to half his highest Mental Stat mod (minimum +1) for 1 round.

In addition, if the centaur multiclasses for a druid or any spontaneous casting class, he can count his centaur 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 centaur 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but centaur levels wouldn't count for it.

At 8 HD the centaur can choose to allow his rallied allies to add half his highest Mental Stat mod to either  damage rolls, skill checks or ability checks when the rallying cry is used.

At 13 HD the centaur can create a blood link with a number of creatures equal to his highest mental stat mod in a 1-hour ritual. Any non-instaneous magic buff casted on the centaur is instantly replicated on all the other blood linked.

At 18 HD the benefits of the rallying cry becomes permanent for allies inside the radius whitout need of any actions from the centaur (he must still choose each turn one of the options from the 8 HD ability). If the centaur releases an actual rallyng cry as a swift action, the bonus are doubled.

Outrunner: A number of rounds per hour equal to his highest Mental Stat mod, the centaur can act as under a Freedom of Movement effect. Activating this ability takes no actual action on the part of the centaur but can only be started at the begginning of his turn, and he can divide the total number of uses during several turns.

At 7 HD this works as a permanent Freedom of Movement effect, and the centaur may now produce an Air Walk effect on himself a number of rounds per hour equal to his highest Mental Stat mod, except that he cannot stand still in the middle of the air. This isn't the centaur actually flying, but running so fast that he takes to the skies.

At 11 HD the Air Walk effect also becomes permanent (but still can't stand still in the air), and a number of times per day equal to his highest Mental Stat mod the centaur can run so fast he breaks the dimensional barriers, producing a Plane Shift effect on himself. He can bring other creatures with him provided they are either riding him or can keep up at least with his base speed.

At 15 HD the centaur refreshes his Plane Shift runs every hour, and can now a number of times per day equal to his Highest Mental Stat mod move instantly to a point he can see as a swift action, as long as he has line of effect.

At 19 the centaur can use his instant move as an immediate action, and a number of times per day equal to his highest Mental Stat mod he can produce a Time Stop effect on himself. He must spend at least a move action moving every round of this Time Stop. He can also act normally when others cast Time Stop. You can't outrun him!

[/spoiler]

Growth:At third level the centaur grows one size category (notice it is a long creature).
[/spoiler]

Comments:
[spoiler]
New take on the centaur, focusing on the "wise creature of the wilds aspect".

Since I couldn't decide if the centaur was suposed to be a tribal charger or a running archer, ended up leting the player decide by giving four paths and leting the player mix them around.

Charger is the "Hit them in the face!" type, Archer is focused on ranged combat, Khan is a leader/shaman hybrid and the outrunner focus on mobility.

If you take all three levels, the paths will keep improving to quite powerfull effects. But hopefully not too powerfull for a 3 level creature. Khan path also grants spellcasting synergy, so doesn't scale as much as the others.

Besides that, the centaur has excellent base speed, average Bab and skills, two good saves, just long growth that isn't really as good as tall growth (but still good), and minor ability score bonus to support his paths.

You may notice I made most of the abilities dependant on the highest Mental Stat score. That's because in mythology centaurs are depicted as wise,  smartass or as really proud but simple-thinking dudes depending on the story, so again I let the players pick wichever of these they want. Either way, centaurs should never be dumb brutes.

So if you want to play an human/horse hybrid that symbolizes the freedom aspect of nature, the centaur's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 12, 2011, 08:36:18 PM
Centaur overhaul done. The original one was kinda lacking since it pretty much was just large creature whitout any original ability. Let me know what you think!

Nice work on the Hellwasp Swarm, swarms are pretty cool and making one playable is just as cool, there just aren't that many playable swarms or support for players who want to play them.

One of the main goals of this project I must say, picking cool creatures that are however simply unplayable out of the bat, and making them work for a player.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist March 12, 2011, 09:16:46 PM
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!
Urban druid, man.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 12, 2011, 09:59:45 PM
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!
Urban druid, man.

Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist March 13, 2011, 04:31:32 AM
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!
Urban druid, man.

Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
You can wildshape into a hellwasp swarm.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 13, 2011, 06:26:04 PM
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!
Urban druid, man.

Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
You can wildshape into a hellwasp swarm.

No, urban druid can just wildshape into a vermin-based swarm, not every swarm under the sun and the moon. Hellwasp swarms are not vermins.  Just as hellhounds aren't animals.

Besides, you would still be playing a druid untill lv 12, wich kinda defeats the purpose of wanting of playing a swarm.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist March 13, 2011, 06:52:06 PM
Nice! I would love if my current DM would let me play that class, I mean who doesn't wantto play a swarm of Devil Bugs!
Urban druid, man.

Perhaps you missed the "Devil" part. Can your druid crawl under people's skins to control them? :smirk
You can wildshape into a hellwasp swarm.

No, urban druid can just wildshape into a vermin-based swarm, not every swarm under the sun and the moon. Hellwasp swarms are not vermins.  Just as hellhounds aren't animals.

Besides, you would still be playing a druid untill lv 12, wich kinda defeats the purpose of wanting of playing a swarm.
Right.. now that I'm remembering properly, that was a character adapted from 3.0 who already had tainted wildshape...

although come to think of it, RAW I think druids can normally turn into a swarm of rats or crows once they hit the right size category.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 13, 2011, 07:30:34 PM
Pleasure Devil and Lilithu plox? :flutter
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 13, 2011, 07:42:03 PM
Pleasure Devil and Lilithu plox? :flutter

Pleasure Devil is from Fiendish Codex II, but where the hell is Lilith from?(pun intended)

I know she's a consort of the Lord of the 7th layer of Hell, but I don't remember ever seeing her stats.

EDIT:And from the ecology section it seems like Pleasure devils are promoted Erinyes. Mind if I do it as a prc for the Erinyes?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 13, 2011, 07:52:11 PM
Pleasure Devil is from Fiendish Codex II, but where the hell is Lilith from?(pun intended)
It's a demon from Fiendish Codex I. A greater succubus.
EDIT:And from the ecology section it seems like Pleasure devils are promoted Erinyes. Mind if I do it as a prc for the Erinyes?
:/ If you must. I'd rather see it as a separate monster class but do what is better in your opinion.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 13, 2011, 08:38:27 PM
Both are promotions of their base creature, the Pleasure Devil is a promoted Erinyes and a Lilitu is a promoted Succubus, although the Lilitu is more different from the Succubus than the Pleasure Devil is from the Erinyes. Makes sense for them to be prestige classes, just like "Assassin" isn't a base class, it's a specialized rogue.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 March 13, 2011, 09:34:37 PM
IIRC Lillitu corrupt peoples' faith, infiltrating cults etc.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 13, 2011, 10:11:11 PM
More like turning temples into cults, but yeah you remember correctly. They specialize in corrupting the "incorruptible," and Pleasure Devils are just the devil version of the same concept with a greater emphasis on sexuality than on the preferred targets of corruption.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 13, 2011, 10:15:21 PM
To be more accurate, Pleasure Devil is specialized in corrupting the more devoted servants of dieties (higher level paladins and clerics in particular).
Lilithu corrupts churches and temples.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 13, 2011, 10:34:34 PM
To be more accurate, Pleasure Devil is specialized in corrupting the more devoted servants of dieties (higher level paladins and clerics in particular).
Lilithu corrupts churches and temples.

Wich are basically advanced paths of the basic succubbus and erinyes, wich are both supposed to be corruptors. That's why I wanted to make them prcs, so the first levels aren't "yet another low-medium level infernal corruptor".

Mind you, looking at her again, the Erinyes could use a spice up on the corruption deparment. Will give her a lift-up before taking on the bigger versions.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 13, 2011, 10:42:16 PM
Erynies aren't corruptors. They're soldiers or scouts. Only the more seductive ones are promoted to something more then just cannon fodder.
And BTW. The picture of the erynies is in fact a picture of the pleasure devil (it's the exact same as in FC2, although she's not really depicted in her natural form) (I mean the picture you're using for the erynies monster class).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 13, 2011, 10:53:23 PM
Erynies aren't corruptors. They're soldiers or scouts. Only the more seductive ones are promoted to something more then just cannon fodder.
From Fiendish Codex II pg 13:

Both harvester devils and erinyes are assigned the coveted task of recruiting mortals to active damnation through the signing of Faustian pacts.


Erinyes are direct descendants of fallen angels. They're much more than simple cannon fodder, specially because lesser devils cannot be promoted into an erinyes (unlike all other devil forms). They stand on a category of their own, and altough they do see more frontline combat than a succubus, they also work hard for seducing souls for the 9 Hells.

And BTW. The picture of the erynies is in fact a picture of the pleasure devil (it's the exact same as in FC2, although she's not really depicted in her natural form) (I mean the picture you're using for the erynies monster class).

Google Image Erinyes. Tell me what you see. :smirk
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 13, 2011, 11:15:42 PM
From Fiendish Codex II pg 13:

Both harvester devils and erinyes are assigned the coveted task of recruiting mortals to active damnation through the signing of Faustian pacts.


Erinyes are direct descendants of fallen angels. They're much more than simple cannon fodder, specially because lesser devils cannot be promoted into an erinyes (unlike all other devil forms). They stand on a category of their own, and altough they do see more frontline combat than a succubus, they also work hard for seducing souls for the 9 Hells.
Eh... I'm not saying that they can't be corruptors, they just aren't in default. They where warriors/corruptors in earlier editions (at least that's what I heard, I only played 3.5 so far), in 3 edition they where devolved into simple soldiers, but they tried to bring that "fluff" in FC2. That's why they created the pleasure devil. Notice that in MM they are described as scouts, servants and concubines of powerful devils. The "servant" part might be refering to the "corrupting" but it doesn't have to.

Google Image Erinyes. Tell me what you see.
I see lots of different pictures. They named a picture of a pleasure devil taken from FC2 as an erinyes. So what? I mean a pleasure devil IS theoreticly an erinyes. Check this (http://www.wizards.com/default.asp?x=dnd/dd/20061208a) out.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 March 13, 2011, 11:50:23 PM
Again, I should point out that erinyes can be male.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 13, 2011, 11:53:36 PM
Again, I should point out that erinyes can be male.
Of course. That's how I see it to. I'm not sure how it actually is in canon but I don't care. In my games everything that's not explicitly stated as genderless has two genders. :)
Actually I've seen a male erinyes in some handbook. Exemplars of Evil perhabs?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 14, 2011, 12:08:36 AM
Again, I should point out that erinyes can be male.

Someone on the GitP forums recently made an Erinyes class and I started to make one in response. To emphasize the multiple gender possibilities I was writing all the class features with "his" instead of "her," etc.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: veekie March 14, 2011, 12:19:01 AM
Bah, they used to be angels right?
Angels are simultaneously male and female no?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 14, 2011, 12:22:13 AM
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).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 14, 2011, 12:31:00 AM
Transcending gender is not the same has having both.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 14, 2011, 06:28:51 PM
AleksanderTheGreat: Well I'm a little lost here. You want the Pleasure Devil(wich is an advanced erinyes as you just agreed) as a corruptor/warrior or as a expendable soldier that happens to have some charm powers? We all know the core fluff isn't always the best, but just as the base rules, I'm willing to change that here.




: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: AleksanderTheGreat March 14, 2011, 06:36:35 PM
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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 14, 2011, 06:59:16 PM
Then Prc it shall be! After I give a little lift-up to the erinyes. Bad dead level with just ability score increases...
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 14, 2011, 07:53:30 PM
It's worth mentioning that whips appear to be viable candidates for the animate rope spell.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Cal349 March 16, 2011, 05:11:59 PM
These are cool, they make it much easier to play monster classes. I'm pretty tired of the LA system.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 19, 2011, 08:34:27 PM
Erinyes

(http://rpgzinho.site90.com/web_images/erinyes.jpg)(http://cdn.obsidianportal.com/assets/13825/Erinyes.jpg)

[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: Altough they're primarly warriors, Erinyes are also expected to rack in some souls for their side now and then At 5th level, the Erinyes gains special acess to the powers of Hell in order to tempt mortals into corruption. Offering a Faustian pact is a fullround action, in wich the Erinyes conjures a physical contract, usually a scroll or a small volume bound in fine leather and edged in gold, altough other forms exist. In it are scribed the terms of the contract in amazing detail. The Erinyes always retains a copy of the contract and, if pressed, provides a second one to the signatory. Mortals must sign in their own blood to render the contract binding. Since the actual purpose of the contract is to corrupt people into being sent into the 9 Hells, it can't be used with Lawfull Evil creatures, wich are already doomed anyway.

The actual contract is quite extense and written in diabolique bureaucracy and plenty of fine prints, but here's what it actually does:
[spoiler]
First, the Erinyes cannot force or trick the target into signing the contract. Mind-controlling effects, Bluff, Intimidate, direct or indirect threats (including making other beings threaten the signer) automatically render the pact null. She can only “forget” to mention the multiple negative clauses. This means Erinyes usually offer their contracts to desesperate people who were put into problem by somebody else they're not connected with.

The contract provides one of the following bonus to the  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)

(http://www.wizards.com/dnd/images/alumni_erinyes_FC2.jpg)
[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:At 2nd level the Pleasure Devil can temporarily gain control of a living creature whitin 30 feet with a simple look and . When a pleasure devil uses this ability, it gains immediate control of the creature, which immediately takes a full turn’s worth of actions under the pleasure devil’s control. A Pleasure Devil can use this ability up to one time per day per each 5HD she has. This is a mindaffecting enchantment ability with a Will save DC of 10+1/2Hd+Cha mod. Even if her oponent suceeds on the save, they may still be partially affected.

Saved by less than 5- must take one standard or swift/free action under the Pleasure Devil's control.

Saved between 5 and 10- must take one move or swift/free action under the Pleasure Devil's control.

Saved by more than 10- fully resisted.


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: At 3rd level the Pleasure Devil specializes in corrupting the servants of the gods. Whenever anyone whitin 10 feets of her uses a divination effect, she may make a Bluff or Diplomacy check against a Sense Motive check from the diviner by “offering” fake sugestions and advice.  If she suceeds, the diviner sees what the Pleasure Devil wants them to see (whitin the effect's limits), even if the divination wasn't aimed at the Pleasure Devil herself. The victim may atempt a Will Save with DC10+1/2 HD+Cha mod to notice the divination is wrong, but if he suceeds, the original divination simply fails instead of being corrupted, and no acusing connection to the Pleasure Devil is made. Even if the Sense Motive suceeds, the Pleasure Devil  will just appear to be an annoying/stupid woman that didn't know what she was talking about.

If this ability makes a divine character go against their beliefs, the Pleasure Devil may atempt a new Diplomacy or Bluff check as a fullround action against a Sense Motive check, offering consolation and promising everything will be allright. If she suceeds, the target becomes one step more friendly to the Pleasure Devil, and also one step closer to LE.

Not only that, if the divine character would lose powers from going against their beliefs or alignment change, the Pleasure Devil may offer them redemption by asking him to trust in her. If they acept, she  link them to the 9 Hells. Paladins become Paladins of Tyranny, Clerics replace their old Domains with ones apropriate to their new masters like Death, Evil, or Fire, lose turning and gain rebuke undead, swap spontaneous healing for spontaneous inflicts and so on. The divine character is now a faithfull LE servant of the 9 Hells, altough they may still angst over their new condition for some weeks or even years or centuries. He may even turn against the Pleasure Devil in anger, or plot a long revenge, but his soul is damned either way.

The Erinyes gains full Exp as if she had defeated the divine character should she suceed on this last step.   Unlike with the Faustian Pact, the Erinyes is free to use mind control, threats, cohertion and any other tools at her disposal to make this happen, altough she risks exposing her true intentions.
[/spoiler]

Comments
[spoiler]
Being a promoted Erinyes, it's only natural the Pleasure Devil comes out as a Prc.

Now saying "corrupt servants of the gods!" it's all fun and interesting, but actuall achieving it in D&D... You have any idea how many divinations and cheap mind control immunity are out there? Specially if you're a cleric?

Thus I focused the custom abilities of the Pleasure Devil in screwing up with divinations, so suddenly the cleric seeking counsel from their god only hears what you tell them, and when they look at you with True seeing and Detect evil, they just see an innocent pious young woman.

Besides that, you get a whole bunch of new SLAs, super mind control in the form of Beguille, powerfull poison and the always handy regeneration.

Forbidden Pleasure may be a little too crazy. Or perhaps not crazy enough. I wanted something for the capstone that really allows you to picture the Pleasure Devil making a cleric of Pelor awaken one day and realize he's now channeling negative energy and he hears fiery voices in his head to crush all those who opose him. Critiques welcome.

So if you want to play the ultimate Devilish Dominatrix that corrupts you from the inside, the Pleasure Devil's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 22, 2011, 11:37:49 AM
Azer
(http://i177.photobucket.com/albums/w230/BloodyInitiate/thumb-nwn-portrait-pack-azer.jpg)(http://nwn.bioware.com/underdark/images/creature_azer.jpg)
[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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 23, 2011, 06:46:53 PM
Lilitu

(http://t0.gstatic.com/images?q=tbn:ANd9GcRiZeugzfYn2TOmv3p5iZXA-CS1thmp1rfZOBYdB5Vmr5722c-Clw&t=1)

[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.

Lilitu’s Gift: At second level, a number of times per day equal to her Cha mod, a lilitu can embrace a willing or helpless living creature as a standard action and grant it a +2 profane bonus to Charisma and Str and a +2 profane bonus on saving throws for every 7 HD she has. The effect persists for 24 hours or until the target creature is affected by a dispel chaos. Until the gift expires or is removed, the affected creature radiates chaos as if his alignment were chaotic. Moreover, its natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of bypassing damage reduction. As long as the character possesses the gift, the lilitu’s name (written in Abyssal) appears as a tattoo somewhere on the character’s body. Most lilitu take pains to place this mark somewhere that’s easily hidden. The recipient of a lilitu’s gift cannot see his own tattoo. As long as the gift remains active, the lilitu can monitor the character’s condition and location as if she had placed a status spell on that character. She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating can observe the world around the character as if she were there in his place. Lilitus often use this ability to influence and trick a character into performing chaotic or evil acts. Accepting a lilitu’s gift is a chaotic act and could have repercussions on the recipient’s alignment. It is also a supernatural ability.

A creature can resist gaining a lilitu’s gift by making a DC 10+HD+Cha mod Will save.

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: One of the things that really sets Lilitus apart from Succubus, it's that the second are more than willing to fight by themselves when things get rough, using her powerfull stingers. At fifth level, as a fullround action, the Lilitu may move up to her speed while performing a full attack. She must move at least 5 feets between each attack. If she only attacks with her stingers, keeping her hands free, she may also use one of her spells or SLAs taking a standard action or less at any point during the movement. Once Mocking Dance is used, the Lilitu must wait 2d6 turns before using it again.

[/spoiler]

Comments

[spoiler]
The Lilitu is the Sucubus “evolution” from Fiendish Codex. Loses wings, but grows tentacles. Kinky.

For entering the class you must literally go down in a blaze of glory and decay, so I made it a little more complex than the usual, but still nothing a PC should have much trouble fulfilling. Just get a bunch of commoners charmed, add in some bluff, and you can enter the class easily if you're a sucubus 7/cleric 1.

For one, the original Lilitu actually had a cool corruption ability on the form of the Gift, wich I expanded a little. It demands some creativity to get going, but I can see a lot of possibilities. Specially the fact that you can see/hear everything about them. Gift some lower fool of the goody two shoes of the order you want to infiltrate and you can watch all their secrets! Or at least get him condemned for heresy when he shows up as chaotic.

Gaining 5 cleric levels worth of casting in one go may look a little imba, but you'll also be casting 3 levels behind a normal cleric, and no domain cherry picking.

Besides that you also get Shround Alignment to keep yourself hidden, activate any kind of magic items, some extra SLAs. And Mocking Dance to put those stingers to good use.

So if you want a nastier sucubus with tentacles, the Lilitu is for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 23, 2011, 06:56:50 PM
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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 23, 2011, 07:27:44 PM
-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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 23, 2011, 07:57:50 PM
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?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 23, 2011, 08:07:16 PM
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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 23, 2011, 08:24:14 PM
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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo March 25, 2011, 11:56:20 PM
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!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Bloody Initiate March 26, 2011, 01:24:09 AM
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 (http://www.dungeonplanet.com/2009/05/nwn-portrait-packs/) (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.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo April 04, 2011, 05:19:30 PM
Black Dragon
(http://1.bp.blogspot.com/_SdOT5lkngq0/S7vCvXPeKfI/AAAAAAAAAKc/z3Bhtu9Xb5k/s1600/black_dragon.jpg)

[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 :A Black dragon of 5th level can use this ability 1 time per day per each 5 HD it has. It affects one 10 feet cubic stagnate 10 cubic feet of water per 5 HD, making it become still, foul, and unable to support animal life, meaning creatures normally able to breath water begin to suffocate in the corrupted area. The ability also spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 10+1/2HD+Cha mod) or become fouled, making them undrinkable. This effect is permanent but a Purify Food and Water strong enough to affect the whole volume ends it. Black Dragons are immune to to corrupted water, being able to perfectly breath inside it and drink corrupted potions.
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: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo April 15, 2011, 10:18:33 PM
Chaond and Zenythri
(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_101.jpg)

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]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom April 20, 2011, 12:34:15 AM
Requesting the Ulgurasta or the .....century worm(EWWWW)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo April 20, 2011, 09:21:00 PM
Giant undead worm that vomits skeletons from Fiend Folio correct? Will take care of it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo April 23, 2011, 10:12:57 PM
Ulgurstasta
(http://aow-old-schizm.wikispaces.com/file/view/Ulgurstasta.jpg/30506471/Ulgurstasta.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Ulgurstata body,  Improved Grab,  Acid breath, +2 Str
2+1+0+0+3Tendrils, Incorporate Magic, +1 Str
3+1+1+1+3 Growth, Swallow Whole, +1 Str
4+2+1 +1+4 Maggot Flesh,  Acid Maw,  +1 Str
5+2+1+1+4Spawn Skeleton,   +1 Str
6+3+2+2 +5Growth, Acid Spit +1 Str
7+3+2+2+5 Necromantic Acid, +1 Str
8+4+2+2+6Consume Memory,  Corrode,  +1 Str
9+4+3+3+6Growth , Devouring Maw,  +1 Str
10+5+3+3+7Acid Coating, Necrobolism, +1 Str
11+5+3+3+7Putrid Assault, Kyuss Legacy,  +1 Str

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

Proficiencies:its own natural weapons only.


Features:

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

It is a medium sized undead with a bite attack dealing 1d8+1,5 Str mod and base speed 40 feet. It is unable to speak or peform fine manipulation of any kind, altough it can perform basic body communication with its flexible body.

In addition, it gains a bonus to natural armor equal to 2+Str mod and resistance to acid and cold equal to its HD.

Improved Grab: If an Ulgurstadta hits an opponent with a bite attack, it deals normal damage and can attempt to start a grapple as a free action whitout provoking an attack of opportunity.  Thereafter, the Ulgurstasta has the option to conduct the grapple normally, or simple use its bite to hold the opponent (-20 penalty on grapple check, but the ulgurstasta is not considered grappled). In either case, each successful grapple check it makes during sucessive rounds automatically deals bite damage.

At 7 HD the  Ulgurstatsta ignores Freedom of Movement effects with Improved Grab.

Acid Breath: An Ulgurstadta's stomach is filled with powerfull acids, giving it four Acid charges per HD. As a standard action, it can vomit part of them, affecting a cone of 5 feet plus 5 feet per HD (so 10 feet at first level) that deals 1d6 acid damage per four Acid Charge spent. Reflex save DC 10+1/2HD+Str mod for half. The Ulgurstadta recovers Acid Charges at the rate of 1 per  HD every round.

Ability Increase: An Ulgurstadta gains +2 Str at first level, and then +1 Str at every other level of this class, for a total of +12 Str at 11th level.

 Tendrils: At 2nd level the millions of pores on an ulgurstata's body provide it with a deadly defense. Each pore contains a coiled, hair-thin tendril with a length equal to the Ulgurstadta face size.  As an immediate action, the Ulgurstata can extend them to their ful range and make them whip about in a frenzy. This storm of tendrils grants a bonus to the AC  of the Ulgurstasta's equal to twice its HD against ranged attacks, even magic ones like rays and orbs. In addition natural 20s on ranged attacks no longer automatically hit the Ulgurstata.

In addition, creatures on the range of the tendrils take 1d4 slashing damage every  and a -1 penalty on attack rolls from the endless flaying of the tendrils every round. At 5 HD, and again every other five HD, this damage increases by an extra 1d4 and the penlty increases by an extra -1.

The DC of Concentration checks to cast spells/SLAs defensively,  or other actions that demand concentration or a skill check (like tumble) increases by an amount equal to the HD of the Ulgurstatsta while they're on the tendril area.

Puting the tendrils back in is another immediate action. Notice this affects allies as well.

Incorporate Magic:  At 2nd level as a fullround action the  Ulgurstatsta may eat an unatended piece of magic equipment, in wich case it is destroyed and it's essence incorporated into one the  Ulgurstatsta's body granting the full benefits of the normal item. Magic weapons absorbed transfer their magic enanchments to the bite attack of the  Ulgurstatsta in the form of extra exotic teeths. Magic armor appears on the form of extra scales. Any other equipment manifests on the form of exotic tendrils that clearly stand out from the rest. As usual equipment, bonus of the same type don't stack, and any penalties the item confers apply to the  Ulgurstatsta as well. So assimilating an armor would give the armor's skill penalty and encubrance of said armor. Neither can the  Ulgurstasta use this to bypass the normal magic item slot limitations (count it as having the same slots as a normal humanoid).

Basically, this ability allows the  Ulgurstatsta to use equipment whitout it actually equiping it.

The incorporated items can be sundered/dispelled as normal magic items but cannot be disarmed. They can however be pulled off forcibly by suceeding on a touch attack that causes attacks of oportunity and winning a Strenght check against the  Ulgurstatsta. Once ripped off, their magic essence can be easily be harvested back, meaning they're worth the same value as the original magic item.

Growth: At 3rd, 6th and 9th level the  Ulgurstatsta grows one size category. Its bite attack reach is always equal to the size of its face. If all Ulgurstatsta levels were taken, it grows again at 12 HD. Notice it is not a long creature, having face/reach 10 at large, 15 at huge, 20 at gargantuan, 30 at colossal.

Swallow Whole: At 3rd level an  Ulgurstatsta can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check, provided it already had that opponent in its maw. Once inside the  Ulgurstatsta, the creature is bathed in digestive fluids dealing 1d6 damage per two Acid Charges the  Ulgurstatsta has remaining. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the  Ulgurstatsta's maw, where another successful grapple check is needed to get free. In alternative, the swallowed creature may try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 3 damage per HD to the stomach (AC 10+1/2HD) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole, thus, another swallowed opponent must cut its own way out. An  Ulgurstatsta's stomach can hold 2 creatures one size category smaller than itself, 8 two sizes smaller, 32 three sizes smaller, 128 four sizes smaller and so on.

At 7 HD the  Ulgurstatsta ignores Freedom of Movement effects with its Swallow Whole ability.

 Maggot Flesh:At 4th level, the  Ulgurstatsta gains DR/piercing and magic equal to 1/2 its HD, and SR equal to 11+HD. It may lower or rise its SR as a free action at any time even if it isn't its turn.

Acid Maw: At 4th level, when it hits an oponent with its bite attack, the Ulgurstatsta may spend one Acid Charge as a free action to deal an extra amount of Acid damage equal to its HD to the target.

Spawn Skeletons: At 5th level, the Ulgurstasta's digestive acids start to develop necromantic properties. Creatures killed while inside the  Ulgurstatsta stomach receive the Skeleton Template if aplicable and are automatically under the  Ulgurstatsta's control. The skeletons remain dormant inside the  Ulgurstatsta stomach untill regurgitated. To do this, the  Ulgurstatsta must use its acid breath weapon as a fullround action, wich allows it to place any skeletons it had dormant anywhere inside the cone area. They act on the following round attacking the nearest creature other than the  Ulgurstatsta itself, unless they receive other orders. They automatically understand the  Ulgurstatsta intentions just by its body langugage.

The skeletons are also covered in acid when regurgitated, so for 1d6 rounds they deal an extra 1d6 acid damage with their attacks. The skeletons are immune to acid themselves, and may ride over the Ultragulsta if they're at least one size category smaller.

The  Ulgurstatsta may also produce skeletons by swallowing  corpses that had already been killed. The   Ulgurstatsta may control up to 6 HD of skeleton for every HD it has itself. Any excess skeletons blindly attack anything on sight, including the  Ulgurstatsta itself.

Acid Spit: At 6th level, as a standard action, the Ulgurstatsta may spend any number of Acid Charges to spit a blob of acid has a ranged touch attack. This attack has a range of 10 feet for every Acid Charge spent and deals 1d6 Acid damage, plus 1 Acid damage for every charge spent beyond first, plus entangling the target for 1 round. Flying creatures drop five feet for every Acid Charge spent. The blob of acid lingers on, forcing creatures hit  to make a Reflex save at the beginning of each of their turns with DC 10+1/2 HD+Str mod or be entangled for the next round as well, plus taking the initial damage and droping from the skies again.

Necromantic Acid: At 7th level the  Ulgurstatsta's acid becomes even more potent. Instead of dealing Acid damage, the  Ulgurstatsta may choose to deal 1d6 Con damage for every 12 Acid Charges spent. Creatures swallowed automatically take 1d8 Con damage per round. Even creatures immune to ability damage take half this damage, unless they don't have a Con score at all.

In addition, skeletons regurgitated when Necromantic Acid is used deal 1 Con damage with their attacks for 1d6 rounds instead of the acid damage.

Consume Memory: At 8th level, the Ulgurstatsta becomes able to absorb memory fragments from the creature it consumes. When a creature dies while on its stomach, the Ulgurstatsta gains one skill point the creature had, and that skill becomes a Class Skill for the Ulgurstatsta. This doesn't allow to bypass the normal limit of skill points of HD +3 on a single skill. The Ulgurstatsta cannot gain more  extra skill points this way than 6*(HD+3) total.

In addition, for every twelve creatures from wich the Ulgurstatsta consumes memories, its intelegence increases by 1. This increase can provide retroactive skill points unlike normal Int increases.

Corrode: At 8th level, when the Ulgurstatsta uses its breath attack, spit Acid or hits with a bite attack, it may release corroding acid to lower the target defenses by spending any amount of extra Acid Charges as a free action. Targets hit by the attack take a penalty to their AC and saves for 1d12 rounds depending on the attack used and the number of charges spent

Bite=> -1 for every 3 Acid Charges spent.
Acid Breath=> -1 for every 10 Acid Charges spent.
Acid Spit=> -1 for every 6 Acid Charges spent.

Devouring Maw: At 9th level, the Ulgurstatsta may try to eat several  creatures at once. When targeting a creature smaller than itself with its bite attack, the Ulgurstatsta may also target any adjacent creatures to the first target that are also smaller than the Ulgurstatsta. Roll only once for all the targets. Creatures hit can be subjected to improved grab, swallow whole, acid maw and any other abilities that may trigger with the bite attack.

Acid Coating: At 10th level the Ulgurtatsta becomes completely immune to acid and cold. It may expend a number of Acid Charges up to its HD as a swift action to either gain +1 enanchment bonus to Str or +5 feet enanchment bonus to all movement speeds for each Acid Charge spent this way for 1 round.

Necrobolism: At 10th level as a free action the Ulgurstasta may double its Acid Charges regeneration rate for 1 minure, but after that it becomes unable to recover Acid Charges for 1 hour.

Putrid Assault: At 11th level, when the Ulgurtstatsta regurgitates skeletons and places them adjacent to other creatures in the cone area, the skeletons may immediatily make one attack against a creatures and count as charging for that attack.

In addition,  for 1d6 rounds (roll only once for this and the extra acid/Con damage)  the regurgitated skeletons benefit from all benefical magic effects affecting the Ulgurstatsta itself, including those from Incorporate magic.

Kyuss Legacy: The Ulgurstatsta was created by a  mad and powerthirsty necromancer as an almost mindless, mobile skeleton factory, but it quickly proved to be much more than that as it developed an intelegence of its own. An intelegence that never stoped growing, and eventually allows it to learn how to use the necromantic energies coursing trough its body.

If all Ulgurstatsta  levels were taken and then multiclasses into a caster class, it may count levels from this class for purposes of total Caster Level, new spell slots and new spells per day gained, but doesn't retroactively grants older spell slots and spells known.

In addition if the  Ulgurstatsta multiclasses into a spontaneous casting class, it casts Necromancy spells with +2 CL and such spells no longer have CL limits on their effects.
[/spoiler]

Comments
[spoiler]
The  Ulgurstatsta is a massive maggot that eats people, turns them into skeletons and then spits them back out with concentrated gastric juices. Not pretty, but has a powerfull cool factor.

Thus I focused on the whole “super digestive juice aspect”. Many of the  Ulgurstatsta abilities run around its personal Acid Charges resource, wich needs to be spent to activate them and then regenerates itself at good rate. Yes the original monster could only “vomit” once a day, but that's kinda limited to a player. Specially because once you vomit you're kinda just reduced to biting people. One bite per turn.

As secondary focus “giant maggot”, growing sizes pretty fast while munching on people and shrugging off ranged attacks with tendrils. You're no longer fully immune to projectiles, but it now works against magic as well, a fair trade I believe. Also lv1 kobolds won't threaten you at 11th level as natural 20s on their crossbows won't hit you anymore.


Another subtheme is munching on other people's memories, wich I translated as gaining skill points. The Ulgurstatsta   has pretty damn good skills after all, for something that its suposed to start with Int 1. And as capstone you get some caster synergy in acordance with the fluff text.

So if you feel like playing a giant undead maggot that eats its oponents and then spits minions from their remains, the  Ulgurstatsta's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz April 26, 2011, 06:26:33 PM
Requesting the xixecal, the giant cold mountain  :) always been a personal favorite of mine.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: owenkendel April 27, 2011, 12:04:46 AM
This will be my first creation. So please have patience.

Kython Viscerator

(http://fc00.deviantart.com/images/large/indyart/scifi/QueenKiller-_ALIENS_fan_art.jpg)
[spoiler]
Prerequisites: To become an Kython Viscerator, a player must fulfill the following conditions.

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


HD:d8
Level   BAB   Fort   Ref   Will   Special
1st    +1      +0   +2     +2     Aerial Form, Wings, Enhanced Bone Shard Crossbow, +1 dex       
2nd   +2      +0   +3     +3     Shadow Shell, Flexible Senses, +1 con           
3rd    +3      +1   +3     +3     Versatile Poison, +1 dex,         
4th    +4      +1   +4     +4     Stealthy Shot, +1 con       
5th    +5      +1   +4     +4     Focused Poison, +1 dex,       
6th    +6      +2   +5     +5     Toxic Cloud, +1 dex, +1 con 
Skills: 4+ int mod. A Kython Viscerators class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Swim, and Tumble

Proficiencies: a Kython Viscerator is proficient in its natural weapons


Aerial Form: Upon starting down the path of the Viscerator the kython regains it's tail (that now does size appropriate damage) and grows a set of wings

Wings: Kython Viscerators gains a fly speed of 15 feet per 2HD, with clumsy maneuverability. The maneuverability increases one stage for every even level in this class.

Enhanced Bone Shard Crossbow:  Range increment is doubled and the weapon also deals one point of damage. At level 3 in this class increase crossbow damage to 1d3, at level 5 1d4+1. Using the Bone Shard Crossbow a Kython Viscerator may as a standard action and at a cost of 5 hp make a ranged tough attack with a Mucus Pod.

Shadow Shell: The exoskeleton of a Kython Viscerator becomes better suited for stealth, granting the Kython Viscerator a bonus on hide and move silently checks equal to 1/2 their HD. (copied this from Kython Impaler)

Versatile Senses: The Kython Viscerator may change the shape of its blind sight into a focused cone. The cones length is equal to 4 times its radius. This change is a full round action, at level 4 it's a standard action and at level 6 a move action.

Versatile Poison: The Kython Viscerators natural poison decreases by one die size. When ever the Kython Viscerator uses its poison it may choose which stat to effect. If you choose Con the damage is halved.

Stealthy Shot: Kython Viscerator can make one ranged attack from hiding as a full round action without taking a -10 penalty on its Hide check.

Focused Poison: The Kython Viscerators poison DC increase by 1 ever 5HD it has. Kython Viscerators poison now bypasses poison immunity, but they get a +5 on there save. 1 per day per HD, whenever changing the damage to one that targets a mental stat the target must make a will save instead of a fort.

Toxic Cloud: The Kython Viscerator may create poison that evaporates into a localized toxic cloud. The poison DC lowers by 1 per 3HD. The cloud has a radius 5ft per 3HD. Creates partial cover 20%. The poison evaporates at the end of your turn. (May only be used once per turn.)
[/spoiler]

Description
[spoiler]
While not as strong as there brethren they make up for it with cunning and wisdom. They tend to stalk there prey, gathering information before attacking. They like to create the perfect strategy of attack. Usually involving tactics that weaken and demoralize there prey, causing fear and mayhem. They often use trickery and deception. They enjoy watching there prey in fear and confusion, becoming more and more paranoid as either there comrade or themselves get weaker by the minute not knowing when or where they'll be attacked next... or by what.
[/spoiler]


: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Flay Crimsonwind April 27, 2011, 07:56:01 PM
Requesting the Assassin Devil. (http://www.wizards.com/default.asp?x=dnd/ex/20061207a&page=5) Mighty sexy work you've got going on here.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo April 28, 2011, 05:09:12 PM
owenkendel:Ok, let's see what we've got here.
-Why good will saves? You say they have strong willpower, but whitling enemies from afar doesn't seem specially brave.
-You can already tumble while flying by default. Otherwise I like the scaling maneuverability with levels, representing the kython developing his flight ability.
-Put a clause in versatile poison that if you pick Con it only deals half damage. Because damaging Con is much more devastating than any other stat.
-Poison cloud really original but a little unclear. You should state right away that it evaporates in a cloud. And what conditions makes it evaporate? Plus does it block vision? Anyway I may even borrow this one for some future monster! :D
-Finally, class a little empty. You gain stuff every level wich is very good, but some of those abilities are kinda passive. In particular focused poison only increases DC when you're a 10th level character. Some extra stuff here and there would be nice. You said they were suposed to be scouts, so perhaps they develop eyes (as other kythons are blind)? Bigger blindsense range?

So overall a pretty good start, but needs work. Also try to find some image that represents your concept to add to the class, even if it doesn't fit perfectly.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: owenkendel April 29, 2011, 04:07:04 AM
I wasn't increasing willpower to show bravery I was trying to show cunning. I couldn't think of any other way to show it. The description I made doesn't do it justice. I need to rewrite it. It's not just long range, it uses tactics that let it cripple and demoralize the enemy all while keeping its self out of harms way.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: proclus April 29, 2011, 05:02:01 AM
Requesting the Puppeteer, XPH p. 209.

Also please see here for discussion:  http://brilliantgameologists.com/boards/index.php?topic=11766.0

Thanks!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo April 30, 2011, 09:12:56 PM
owenkendel:Pretty cool image you got there!
-Nitpick, but the original shard crossbow can already be enchanted. Could you remove that clause from your class to avoid confusion please?
-Why stop geting enanchment bonus at 17th level? Geting +6 at 20 HD won't break anything.
-Hmm, I like the new focused poison. Specially usefull against dumb brutes, targeting their weaker will saves and smaller mental stats. Also fits well with the monster's theme.
-Again I remind you that Kythons have quite limited "view" range. At 11 HD that's 130 feet blindsense and 110 feet blindsight. And they can't see anything beyond that at all. The improved shard crossbow has 80 feet range increment, so they can't really fire anything beyond the second range increment (160 feet). Thus if you want your monster to be sniping and observe them from afar, I strongly advise you to give it some enanched senses. Like if they suceed on a listen check as a immediate action they know the exact oponent's position.

So overall I believe once you take care of the above it should be ready. Good job!


Everybody else:
I noticed your requests, but I'm taking of them by order. So first will be the epic glacier, wich with 36 levels will take some time to finish.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 06, 2011, 08:22:27 PM
Xixecal
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44168_C5_Xixecal.jpg)
[spoiler]
HD:d8
Level Bab Fort Ref Will Feature
1 +0+2 +0 +2 Glaciar Body, Breath Weapon, +1 Str, +1 Con
2 +1 +3 +0+3Glaciar Skin, Rend,+1 Str, +1 Con
3 +2+3+1+3 Ancient Senses, Winter Companion +1 Str, +1 Con
4 +3+4+1+4 Growth, Cold Magic,+1 Str, +1 Con
5 +3+4+1+4 Freezing Cold,+1 Str, +1 Con
6 +4+5+2+5Fast Healing, Winter Magic, +1 Str, +1 Con
7 +5+5+2+5Glaciar Endurance, Wasting Cold, +1 Str, +1 Con
8 +6+6+2+6Growth, Eternal Glaciar, +1 Str, +1 Con
9 +6+6+3+6Glaciar Magic,  +1 Str, +1 Con
10 +7+7+3+7Dire SnowStorm, +1 Str, +1 Con
11 +8+7 +3+7 Unholy toughts, +1 Str, +1 Con
12 +9+8+4+8Growth,  True Sight, +1 Str, +1 Con
13 +9+8+4+8 Stomp, Regeneration,+1 Str, +1 Con
14 +10+9+4+9 Ice Mountain Magic, Channel Winter, +1 Str, +1 Con
15 +11+ 9+5+9 Dire Winter, Ice Plates,  +1 Str, +1 Con
16 +12 +10+5+10Growth, Eternal Glaciar, Crushing Trample, +1 Str, +1 Con
17 +12 +10+5+10Ice Break, Crushing Blow, +1 Str, +1 Con
18 +13 +11+6+11 Apocalypse Magic,  +1 Str, +1 Con
19 +14 +11 +6+11Glaciar Wrath, +1 Str, +1 Con
20 +15 +12 +6+12Topling Mountain, Abomination, +1 Str, +1 Con
21 +15 +12 +6+12Glaciar Power, +1 Str, +1 Con
22 +16 +13 +7+13Glaciar Aegis, +1 Str, +1 Con
23 +16  +13 +7+13Dragon Roost, +1 Str, +1 Con
24 +17 + 14 +8+14 Walking Mountain, +1 Str, +1 Con
25 +17 + 14 +8+14 Icicle Fall, +1 Str, +1 Con
26 +18 + 15 +9+15 Perfect Freeze, +1 Str, +1 Con
27 +18 + 15 +9+15 Diamond Blizzard, +1 Str, +1 Con
28 +19 + 16 +10+16Living Mountain +1 Str, +1 Con
29 +19 + 16 +10+16Frost Columns+1 Str, +1 Con
30 +20 + 17 +11+16Wither Away+1 Str, +1 Con
31 +20 + 17 +11+16Minus Kelvin+1 Str, +1 Con
32 +21 + 18 +12+18Moving Glaciar+1 Str, +1 Con
33 +21 + 18 +12+18White Portal, +1 Str, +1 Con
34 +22 + 19 +13+19Freeze Atmosphere, +1 Str, +1 Con
35 +22 + 19 +13+19Great Crusher, +1 Str, +1 Con
36 +23 + 20 +14+20Living Glaciar, +1 Str, +1 Con
Skills:2+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, spot, listen, search, climb, swim, jump, diplomacy, intimidate, knowledge (any).

Proficiencies:Its own natural weapons.

Features:
Glaciar Body: The Xixecal loses all other racial traits and becomes a medium sized outsider with all the related traits (basically darkvision 60 feet). It's a medium sized creature with base speed of 40 feet.  An Xixecal has two natural claw attacks dealing 1d6+Str damage each and a natural bite attack dealing 1d4+1/2 Str damage.
 
The Xixecal has the Cold subtype, making  it immune to cold but taking 50% more damage from fire. In addition, the Xixecal gains a bonus to Nat armor equal to 2+ Con modifier, and is under effect of a permanent NonDetection effect with a Caster Level equal to its HD.

Breath Weapon: The Xixecal can breath a cone of cold with 10 feet per HD, dealing 1d6 cold damage per HD. It must wait 1 minute before using it again. A sucessful Fort Save with DC 10+1/2HD+Con mod halves this damage.

Ability Score Increase: The Xixecal gains an extra +1 to Str and Con at every level, for a total of +36 Str and +36 Con at 36th level.

Glaciar Skin: At 2nd level  the Xixecal gains DR/ magic, good and adamantine equal to ˝ its HD, and spell resistance equal to 11+HD. It may lower or rise its spell resistance as a free action at any time even if it isn't it's turn. It also gains the Chaotic and Evil subtypes, and its melee attacks count as Chaotic and Evil for bypassing DR.

Rend: At 2nd level, if the Xixecal hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals additional damage equal to twice the claw damage plus 1,5 Str mod.

Ancient Senses: At 3rd level, the Xixecal gains Blindsense with a range of 15 feet per HD and telepathy with twice that range.

Winter Companion: At 3rd level, the Xixecal is visited by a white dragon that entrusts it with a dragon egg. If the Xixecal keeps it close to its cold body for 1d12 days, it hatches into a White Dragon that's utterly loyal to the Xixecal as long as treated with respect. This White Dragon quickly grows with the Xixecal, starting at level 1 (use the White Dragon class), and then gaining one more WD level for each extra HD of the Xixecal, up to 20th level when the Xixecal reaches 22 HD.

Should it perish, in one month's time the Xixecal is visited by another white dragon that entrusts it with a new egg that hatches on the same time, and then the new wyrmling quickly grows at the rate of 1 level per day until it reaches the apropriate level. Alternatively, should he meet another White Dragon of a level suitable to it, the Xixecal may befriend it to become its Winter companion. This befriending demands beating the White Dragon in single combat. Sucessful or not, the Xixecal doesn't gain exp from such a duel.

Growth: At 4th level the Xixecal grows one size category, its natural armor increases by 1 and its base speed increases by 20 feet. At 8th, 12th and 16th level it grows another size category, each time its natural armor increasing by another 1 and it gains a +20 enanchment bonus to its land speed only (multiple size increases from Xixecal levels stack with each other but not with other enanchment bonus).

Cold Magic: At 4th level the Xixecal can use Desecrate, Hold person, and Invisibility 1/day per HD. Save DCs are 10+1/2HD+Con mod.

Freezing Cold:
At 5th level any oponent hit in melee by the Xixecal must make a Fort save with DC 10+1/2HD+Str mod or be affected as a Slow spell for 1 round per 4 HD. This effect ignores any immunity besides Cold Immunity. At 10 HD even creatures immune to cold can be affected by it, but they get a +5 bonus on their saves.

As a swift action, the Xixecal may power up his Breath Weapon with this effect, or any thrown weapon it uses it uses untill the end of turn.

Fast healing: At 6th level the Xixecal gains Fast Healing equal to half its HD.

Winter Magic: At 6th level the Xixecal can use Haste, Wall of Ice and Dispel Magic as SLAs 1/day per 2 HD. Save DCs are 10+1/2HD+Con mod.

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

Glaciar Endurace: At 7th level the Xixecal becomes immune to Energy Dragin, Ability Drain and Ability Damage.

Wasting Cold: At 7th level the Xixecal melee attacks deal 1 point of Con Drain unless the oponent suceeds on a Fort Save with DC 10+1/2 HD+Str mod. A Rend attack or Critical hit deals double the Con drain. The Xixecal heals 5 HP for each point of drained Con. Should he gain excess HP this way, the extra are kept as temporary hit points, but multiple drains don't stack for temporary HP. The Xixecal cannot heal more times in a round than his Con modifier.

At 12 HD this ability ignores immunity to Con Drain, but oponents with such immunity still gain a +5 bonus on their saves.

Eternal Glaciar: At 8th level the Xixecal becomes immune to polymorphing, petrification and any other effects that would alter its form.

Glaciar Magic: At 9th level the Xixecal can use Cone of Cold, Hold Monster and Improved Invisibility as SLAs 1/day per 3 HD. Save DCs are 10+1/2HD+Con mod, and the Cone of Cold has no caster level limit. As a swift action the Xixecal can add the Freezing Cold ability to its Cone of Cold SLA when using it.

Dire SnowStorm: At 10th level as a swift action the Xixecal can start a snowstorm (http://www.d20srd.org/srd/weather.htm) affecting a circle with a radius of 1 mile per 5 HD. The DC of any saves created by this snowstorm are 10+1/2HD+Con mod. The Xixecal is fully immune to all the effects of this snowstorm. It can keep it up for any amount of time, and end it with another swift action.

While the snowstorm rages, as another swift action the Xixecal can further intensify this snowstorm for 1 round,  blocking all planar travel in or out from inside the snowstorm area. Ethereal creatures are exposed and made vulnerable as if they were material by the snow and ice, being shunted out from inside any object they were hiding. Creatures whitin 30 feet per HD of the Xixecal take 1d6 cold damage for every 5 HD.

The Xixecal may nominate any number of creatures as its allies. They're magically unnafected by the storm as well. The Xixecal may revoke this protection at any time as a free action.

Unholy Toughts: At 11th level the Xixecal becomes immune to mind-affecting effects, and it can use Blasphemy and Word of Chaos as SLAs 1/day for every 4 HD it has. Save DCs are 10+1/2HD+Con mod.


True Sight: At 12th level the Xixecal is under a permanent True Sight effect.

Stomp: At 13th level the Xixecal gains a natural Stomp attack dealing 2d8 Damage+1/2 Str mod.

In addition, whenever the Xixecal attacks, it may choose to simply smash the area with its massive limbs! With this option the Xixecal targets an area two size category smaller than itself instead of a single target. Creatures inside the affected area must suceed a reflex save with the DC equal to the attack roll or take the damage. So a Gargantuan Xixecal could affect a 10 feet square, a colossal could affect a 15 feet square and so on. When using this option, the Xixecal ignores miss chances from oponents two or more size category smaller than itself.

Regeneration:  At 13th level the Xixecal gains Regeneration equal to half its HD which is bypassed by Lawful weapons. This regeneration stacks with the fast healing. However the Xixecal now also takes double damage from burning or fiery weapons (this already takes in acount the Xixecal's natural vulnerability to fire).


Ice Mountain Magic: at 14th level the Xixecal can use Unholy Aura and Temporal Stasis 1/day per 5 HD. Save DCs are 10+1/2HD+Con mod. The Xixecal can choose to entomb a creature inside its own body with the Temporal Stasis, as long as it is smaller than the Xixecal.

Channel Winter: At 14th level whenever the Xixecal hits an oponent in melee, it may as a swift action cast Blasphemy, Word of Chaos,  Temporal Stasis, Cone of Cold or Greater Dispel Magic targeting the enemy struck in melee.

Dire Winter: at 15th level the Xixecal can surround itself in a mighty storm of ice, snow and cold death! This works like the Dire Snowstorm ability, except the weather can now be turned into a Blizzard, and the cold damage inflicted every turn is doubled.

Ice Plates: At 15th level the Xixecal's DR is doubled, and its SR increases by 4.

Eternal Glaciar: At 16th level the Xixecal is just so massive that the strongest blows only chip away at his rocky skin. The Xixecal has 20% chance of simply ignoring any attack from any oponent smaller than itself. Characters with Greater Cleave and at least as many HD as the Xixecal ignore this chance with physical melee attacks.

Crushing Trample: The Xixecal sheer body mass allows it to simply walk over others. At 16th level the Xixecal may move up to its speed and trample its oponents as a move action. It can enter the space of any creature of its size category or smaller. Whenever it does so, it deals 3d6+1,5 Str mod to that creature (the base damage increases with size). You can only deal trampling damage to a creature once per round. You must move into every square a creature occupies to trample it. Oponents can either atempt an attack of oportunity against you or a reflex save with DC 10+1/2HD+Str mod to avoid half of this trampling damage.


Crushing Blow: The Xixecal attacks can simply crush the oponent with its sheer bulk. At 17th level whenever the Xixecal  deals damage equal to double the Con score of the target or more, the target must make a Fort save with DC 10+1/2 HD+Str mod or be destroyed by being reduced to a fine paste. If the attack was a sucessfull critical hit, the DC is 10+HD+Str mod instead.

Ice Break: At 17th level, at the end of each of the Xixecal's turns, one harmfull effect currently affecting it is automatically ended whitout need of any action. This cannot bring the Xixecal back to life.

Apocalypse Magic: At 18th level the Xixecal can cause giant fiery rocks to drop from the skies 1/day per 5 HD as a standard action. One meteor is produced by every 5 HD of the Xixecal and they have no range limit, being only limited by line of sight. If used in an enclosed space, they burst from the Xixecal's own body.

Each meteor deals 5d6 fire and 5d6 bludgeoding damage on a 40 feet-spread, reflex save DC 10+1/2HD+Con mod for half.  If a creature would be damaged by multiple meteors, count all the damage as coming from one source for resistance and save purposes (so a creature in an area of 3 meteors would take 15d6 fire damage and 15d6 bludeoding damage).

The Xixecal may combine this attack with Freezing Cold by expending an extra swift action, in wich case the targets are partially covered by molten rock.

The Xixecal may also choose to aim at specific targets and use the meteors as ranged touch attacks. If they hit the oponent isn't allowed the save for half damage. Even if the ranged touch attack fails the meteor still explodes over the target.

Glaciar Wrath:At 19th level whenever the Xixecal is harmed by an oponent it may use one of its SLAs as an Immediate action.

Topling Mountain: At 20th level the Xixecal grows even more! Its face, reach and height all increase by 10 feet, its natural armor increases by an extra 1, its natural weapons increase one die size and its base speed increases by 20 feet.

In addition the Xixecal gains one extra Swift/Immediate action per round.

Abomination: At 20th level the Xixecal no longer fails saves or attacks in a natural 1, and its DR now can only be bypassed by epic, good and adamantine weapons.

Glaciar Power: At 21th level the Xixecal may use its SLAs any number of times per day.  Any limits on Caster Level are removed.

Glaciar Aegis: The ice and rock crust surrounding the Xixical become even ticker. At 22th level the Xixecal Eternal Glaciar ability is improved to 50% chance of ignoring any attack. Characters with Greater Cleave and at least as many HD as the Xixecal just have 10% chance of seeing their melee physical attacks blocked. In addition its Wasting Cold ability now inflicts 2 Con Drain per melee hit.

Dragon Roost: At 23rd level the Xixecal's white companion atracts a mate. The Xixecal now has two great wyrm white dragons following it! For every 4 HD from here, the Xixecal gainss another loyal Great Wyrm white Dragon.

Walking Mountain: At 24th level the Xixecal grows even more! This works as Topling Mountain, except that now the Xixecal can choose to ignore any harmfull area effect that fills an area smaller than the Xixecal itself.

Icicle Fall: At 25th level the Xixecal can choose to deal the  damage from an Intensified Dire Winter in all the whole area of the effect, and the damage is doubled again.

Plus Wasting Cold now deals 4 Con Drain per melee attack.

Perfect Freeze: At 26th level the Xixecal may enter a Perfect Freeze mode as a fullround action, wich lasts for 1 minute. During it, creatures being dealt cold damge from the Xixecal must suceed on a Reflex save with DC 10+1/2 HD+ Con mod or be frozen in a block of ice, unable to take any actions! They may atempt a new save every round to get free, but if they do so, there's a 1/3 chance they shatter themselves. If the Xixecal strikes them with a melee attack while they're frozen, they shattered in little pieces anyway.

Once used the Xixecal must way 1 hour before using this again. Both during the activation and the duration the Xixecal and its ice attacks glow specially brightly with mysterious forgoten runes.

In addition the Xixecal now fully ignores cold resistance from oponents, and enemies immune to cold still take half  damage.

Diamond Blizzard: At 27th level 1/round as a free action even if it isn't its turn, the Xixecal may summon a massive hail of snow crystals in response to an enemy attack, blocking it and dealing  1d12 cold damage per HD to the fool that dared to attack it.

Living Mountain: At 28th level the Xixecal keeps growing. As Topling Mountain, and the Xixecal may use Earthquake 1/turn as a free action as long as it moves. Save DC 10+1/2HD+Str mod. The Xixecal is immune to is own earthquake.


Frost Columns: At 29th level the Xixecal may as an immediate action rise giant blocks of ice from any nearby surface whitin view. Any number of columns may be created, as long as they total volume is not bigger than 100 cubic feet per HD.  While the Xixecal lives, this ice won't melt naturally, and it has double the hardness, HP and break DC of a Wall of ice of the same size. The Xixecal may sculpt fine detail on the columns as it wishes, and even make them hollow to create refined instant houses/fortresses, but this doesn't allow for extra creation volume. The columns cannot be created over things already there, but may be created around them. Creatures that would be entraped are allowed a reflex save with DC 10+1/2HD+Str mod to get out in time. This ice doesn't deal area damage.

If a creature is adjacent to an ice column when the Xixecal uses Earthquake, that creature is affected by the Earthquake as well.

Wither Away: Just being close to the Xixecal is bad to your health. At 30th level any creature whitin 30 feet of the Xixecal automatically has its Max HP reduced by 1d20  at the begginning of its turn, multiple turns stacking. (creatures whose max HP is reduced to -10 die) This effect doesn't demand line of sight or effect or the Xixecal being aware of the creature. The Xixecal may will any allies it wishes to be immune to this ability whitout need of any action, or to reverse their HP back to normal.

Once affected by this once, geting away won't do the enemy any good. They'll keep withering slowly every turn, unless they manage to slay the Xixecal, or they present it with an offering that satisfies it. Either way, they recover their max HP once they get away from the Xixecal. Geting nearby again resets the effect.

In addition, the Xixecal's fast healing and regeneration are doubled, and it gains another extra swift/immediate action per round.

Minus Kelvin: At 31st level as a fullround action the Xixecal can lower the temperatures so much for a moment that even the laws of magic colapse. Whitin the Dire Winter area  all magic effects whitin the area are dispelled (even epic ones),  all magic items stop working for 2d6 rounds and all creatures are exhausted for 1d8 rounds (even if they're immune to exhaustion). The dispelling and magic item nullifying affect even the Xixecal and its allies, but not the exhaustion.

No immediate or free actions may be used in answer to this ability.

Moving Glaciar: At 32nd level the Xixecal just doesn't stop growing. This works as topling mountain, but now the Xixecal has  90% chance of ignoring attacks from those smaller than it (wich is pretty much everybody but other Xixecals of same level or higher). This stacks with glaciar aegis, but Characters with Greater Cleave and at least as many HD as the Xixecal have the chance of their physical melee attacks being blocked to just 20% (still stacks with glaciar aegis).

White Portal: at 33th level the Xixecal may let a reality-defying  howl as a fullround action, wich causes a portal of its own size to open in mid air, linking the plane where it is in now and one other of the Xixecal's choice trough a massive arc of indestructible rock and ice. This includes personal planes and even deity-personal planes.  The portal has no time limit but the Xixecal may only have one such fissure open at a time. Creating a new one ends the other. Slaying the Xixecal ends the portal as well.

Any creatures and terrain features in the area of the portal when it is created when they're created are utterly destroyed, being completely erased from existence whitout recovery possibility in any known way. Creatures being allowed a Fort, Reflex and Will save all with DC 10+HD+Str mod. If they suceed all three saves they manage to survive.

Freeze Atmsophere: At 34th level the Xixecal can lower temperatures to new absurds as a swift action.  For 1 round all whitin the Dire Winter area must make a Fort save with DC 10+1/2HD+ Fort save or only be able to take a move action. Even if they suceed they can at best take a standard action. The Xixecal can exclude any allies it wishes from it.

Great Crusher: At 35th level as a standard action the Xixecal may create a massive block of ice in mid air filling a 100 feet cube and drop it over any area whitin view,  automatically dealing 2d12 damage per HD and traping  any caught under it, rendering them unable to act. A sucessfull reflex save with DC 10+1/2HD+Str mod halves the damage, and the enemies are just Slowed for 1d4 rounds. They must still get out from under the Cube somehow, each  5-feet section having double the HP, hardness and Break DC of a wall of ice of the same size.

No immediate or free actions may be taken against a Great Crusher, neither any automatic no-action defensive abilities like contigency trigger.

Living Glaciar: At 36th level the Xixecal growth finally seems to stop. This works as topling mountain, but in addition the Xixecal may choose to “sleep”, in wich case it becomes a terrain feature where it stands as an immediate action. While being a terrain feature all methods of observation, magic or otherwise, say it is a normal mountain covered by ice and snow. The climate around the Xixecal becomes colder as well so it doesn't stand out of place. The Xixecal cannot take any actions while on this state but retains all its senses of its surroundings. ”Awakening ” is a move action.
[/spoiler]

Comments
[spoiler]
And here's the second Abomination of the project, the walking glaciar Xixecal!

It has pretty simple themes. Freeze Stuff. Beat down stuff in melee. Be big. Be so badass white dragons follow you like pets. And thus I focused on those themes.

As a being of chaos and evil the Xixecal focus on the offensive. It does have invisibility and its improved version, but otherwise its as direct as possible, droping cold SLAs and ice breath before closing in melee and delivering slowing-con-drain blows untill it's oponents are reduced t fine red paste.

But the Xixecal is no weakling on the defense. DR, fast healing plus regeneration, +36 Con, abomination immunities, it can take some heavy beating and ask for a second round!

But the overall key unique ability is to surround yourself with a powerfull permanent blizzard, that you can power up to screw with your oponent's day. And everybody else on the region since you're at it.

Plus you have your white dragon pet to back you up should the need arise.

As the epic levels arrive things start to get pretty wild because it's freaking epic levels and you're suposed to be punching gods on the faces and conquering planes for yourself by now. The Xixecal can almost instantly change the landscape, tear apart dimension walls, shatter magic like paper and overall wreck devastation like nobody's business. While geting bigger and bigger.

So if you want to play be a literal walking mountain of ice, the Xixecal's for you!

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom May 06, 2011, 08:42:15 PM
Powerful! Nice work Olescamo, that thing could wreck most shit its level easily
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 May 06, 2011, 08:53:50 PM
36 levels? Wow. Among the monsters you've done, that thing has got to be the strongest.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 06, 2011, 09:26:09 PM
Corrected several details that somehow slipped on the Xixecal plus grammar details.

-Crushing trample is a lv16 ability, not 8th.
-Crushing Blow kills in a failed save. Before it did nothing.
-Extra swift action at 20th level and another at 30th level as it has really a lot of actions that demand them.
-Con Drain amount improved at 22nd and 25th level.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom May 07, 2011, 08:53:14 AM
Wither away sounds too powerful

Deity gets within 30 feet of Xixecal
Deity now has a max of 20 HP
Mook fighter cohort kills deity

 :bigeye
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 07, 2011, 09:27:40 AM
My bad, I meant to say "reduced by 1d20", not "reduced to 1d20". Thanks for pointing it out. :banghead

Altough I may use that if I ever need to do an even higher level monster. :smirk
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 07, 2011, 10:24:49 AM
Ok, in a quick break from the classes, some general-purpose feats that have been going trough my mind!

General Monster Feats


Deceivingly Innocent Form[Monstruous]
"Oh, so cute... OH GODS SHE ATE JACK!"-random commoner

[spoiler]
Prerequisites:
-Levels in a monster class.
-11+ Charisma.
-Must have consumed fresh flesh from an humanoid killed by yourself.

Benefit: As a fullround  action at will you can turn yourself into an almost humanoid form of medium size or smaller or back. The size you turn into, as well as minor details like hair and skin color, face, height and others must be decided when you gain this feat and cannot be changed afterwise, altough growing old, scars, make-up and other such factors may still change your Deceivingly Innocent form.

You also retain some of the characteristics of your normal monster form, be it animal ears or horns, wings at your back, unnatural body part colors or other such cosmetic effects. You can control those characteristics to some extent, like gaining fur or scaled skin if you had them before, but you cannot fully supress them. They're are enough that your original shape can still be discovered by a sucessfull knowledge check with as if you were in your normal monster form, but the DC is 10 higher. You also gain a +10 bonus on disguise checks to pass as an humanoid. Otherwise you can perfectly mix in the middle of humanoid communities whitout atracting (too much) unwanted atention just by your looks, as long as you remember to wear some apropriate clothes to the region of course.

Unlike alternate form and change shape, you retain your full abilities and stats besides your old size modifiers (your natural weapons still deal damage as if you were your previous size). Abilities demanding a certain body part adapt to your deceivingly innocent form, usually by instantly changing shape when needed and then back. So your fingers would extend itself and become razor-sharp if you had claws, your jaw could extend itself to monstruous size if you had a bite attack, and so on. You can also now perform fine manipulation and speak if you couldn't before. You retain any equiped items as long as both your forms had slots for them.

This is considered to be your normal shape as much as your monster shape. You don't change back into an anti-magic field nor does true seeing reveals your other form.

Examples:

Deceivingly Innocent Tengu
[spoiler]
(http://t3.gstatic.com/images?q=tbn:ANd9GcQaFCoAIBH0c45nV46-_EpGfTzC5UF1aS47wHk136yiNkYrDDRx5A&t=1)
[/spoiler]

Deceivingly Innocent Death Drinker
[spoiler]
(http://images4.wikia.nocookie.net/__cb20080921233500/touhou/images/thumb/8/80/Th075suika01.png/256px-Th075suika01.png)
[/spoiler]


Deceivingly Innocent Green Dragon
[spoiler]
(http://t3.gstatic.com/images?q=tbn:ANd9GcSTptkXeSj_Iqimcnj1tFsmIJBeMpD_1CQZj0rZzlXY0x-Req-WSQ&t=1)
[/spoiler]


[/spoiler]

Monster Blooded[Monstruous]

Either trough ritual, ancestry or some other event, the blood of a monster now courses trough your veins, strenghtening you.

[spoiler]
Benefit: Choose a base monster class. You gain +1 to an ability score of your choice that the chosen monster also gains.

Special: you can take this feat multiple times, each time choosing another monster.
[/spoiler]

Monster Hybrid[Monstruous]

Your monster Blood grows stronger, now completely changing you.

[spoiler]
Prerequisites: Monster Blooded.

Benefit: You can now take levels of the base monster class you choosed with Monster Blooded. You don't lose your old racial abilities, but if your actual creature type would change, you may choose to keep your old one or you must lose it in favor of the new one. This multiclass may be performed on the level you gain this feat, so for example if you reach 3rd, 6th or 9th level, you may pick this feat and instantly pick the chosen base monster class right away instead of another class. If you can pick monster blooded and Monster hybrid at first level, you can start with a base monster class and a race right away.

Special: This may be taken multiple times, up to the number of Monster Blooded feats you have. Each time, it applies to another monster.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 09, 2011, 08:44:24 PM
Assassin Devil (Dogai)

(http://www.wizards.com/dnd/images/dx20061206_assassin.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+0+2 +0Assassin Devil body,  Assassin's Shadow Step, Smoke Cloud
2+2+0+3 +0 Devil,  Sneak Attack +1d6,+1 Dex
3+3+1+3+1 Shadow Skin, Shadow Form
4+4+1+4+1Sneak Attack +2d6 , +1 Con
5+5+1+4+1 Spring Attack, Evasion
6+6+2+5+2Infiltrator, Sneak Attack +3d6, +1 Dex
7+7+2+5+2Dimensonal Backstab, Uncanny Dodge
8+8+2+6+2BlindSight, Sneak Attack +4d6,   +1 Con
9+9+3+6+3Assassin Drugs, +1 Dex
10+10+3+7+3Assassin Teleport, Sneak Attack +5d6,  +1 Con
11+11+3+7+3 Improved Uncanny Dodge, Death Dance
Skills: 8+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple weapons, one martial weapon of its choice.

Features:

Assassin Devil body:
The Assassin Devil  loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets

The Assassin Devil also gains a bonus to Nat armor equal to his Con modifier.

Assassin's Shadow Step: As a swift action, an assassin devil can turn invisible until the end of its current turn. The creature remains invisible even if it attacks. An assassin devil can use this ability at will.

Smoke Cloud: The Assassin Devil may use Fog Cloud as a SLA 1/hour per HD.

At 5 HD he may use this as a move action.

At 10 HD as a swift action.

At 15 HD as an immediate action.

Devil:At second level the Assassin Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In addition, its darkvision applies to all kinds of darkness, even deeper darkness.

Sneak Attack: As the rogue ability, increases as shown in the table.

Ability Score Increase: The Assassin Devil gains a permanent

+1 to Dex at levels 2, 6, 9
+1 to com at levels 4, 8, 10

For a total of +3 Dex, +3 Con at 11th level.

Shadow Skin: At 3rd level the Assassin Devil gains DR/good equal to half its HD and SR equal to 11+HD. It may lower or rise its SR as a free action at any time even if it isn't its turn.

Shadow Form: At 3rd level as a swift action, an assassin devil can cause itself to turn into a shadowy, indistinct figure seemingly carved from pure shadow. While in this form, an assassin devil has concealment (20% miss chance) in all but sunlight or in the area of a daylight spell. In addition, an assassin devil gains a bonus on Hide checks equal to half its HD. An assassin devil can end this effect with a second swift action, and it can remain in shadow form for as long as it wishes.

Spring Attack: At 5th level the Assassin Devil gains Spring attack as a bonus feat even if it doesn't meet the requisites.

Evasion: At 5th level the Assassin Devil gains Evasion as the Rogue ability.

Infiltrator: At 6th level the Assassin Devil is under a permanent Tongues and Nondetection effects, with CL equal to its HD.

Dimensional Backstab: At 7th level the Assassin Devil can use Dimensional Door as a SLA 1/hour per 2 HD. It may still use any remaining actions it has after using it.

At 12 HD it may use this as a move action.

At 17 HD it may use this as a swift action.

Uncanny Dodge: At 7th level the Assassin Devil gains Uncanny Dodge, as the Rogue ability.

Blindsight: At 8th level the Assassin Devil gains Blindight with range 60 feet.

Assassin Drugs: At 9th level the Assassin Devil can craft a myriad of drugs in a myriad of forms like beverages, inhalable powders and pills to help it do its job.

They work basically as potions, except the Assassin Devil can craft them at 1/10th market price and doesn't need to burn exp. It counts as having a CL equal to its HD and knowing any spell needed for the crafting. Only ingestible potions may be created with this ability, not oils.

On the other hand, Assassin drugs are very bad for your health. Taking only one per day has no risks, but for every one taken after the first there's a cumulative 25% chance of an overdose, in wich case the character's max HP is reduced by 1d12 per spell level of the potion taken for 48 hours (stacking for multiple overdoses), but the potion still has effect. Trying to take more than five assassin drugs in a single day makes them give no benefit, but the reduced max HP still applies.

The Assassin Devil itself may take potions as a swift or move actions, but still causes attacks of oportunity doing so.

Assassin Teleport: At 10th level the Assassin Devil may use Teleport 1/day per 5 HD as a move action.

At 13 HD this upgrades to Greater Teleport.

At 16 HD it may use this as a Swift action.

At 19 HD as a Immediate action.

Improved Uncanny Dodge: At 11th level the Assassin Devil gains Improved Uncanny dodge as the rogue ability.

Death Dance: At 11th level the Assassin Devil is a constant blur of movements, darting past its oponents whitout stop. Whenever it does a melee attack, it may move before and after the movement, as long as the total movement is not superior to its base speed. This movement doesn't cause attacks of oportunity from the target of the melee attack. This means in a fullattack the Assassin Devil can move as many times its base speed as it has attacks!

So for example a standard 11th level Assassin Devil has three attacks per turn and a base speed of 30 feet. As a fullround action for a full attack, it could close in with an enemy whitin 30 feet, then move another 20 feet towards another oponent to deliver a second attack, move the remaining 10 feet towards a third oponent, move 15 feet more to get in melee range to the third oponent, deliver its third attack, and still have 15 leftover feet to get away from a retaliatiave fullattack.

This also applies to attacks of oportunity, allowing the Assassin Devil to move up to its speed to intercept oponents.

Death Dance doesn't stack with Spring attack.
[/spoiler]

Comments
[spoiler]
The Devil Assassin is, well, exactly what it says on the tin. Actually one may ask what is exactly devlish about it since besides devil traits it really has no abilities that link it to the 9 Hells. No seting stuff on fire or claws or special pacts or manipulation powers.

It is still a cool monster, with quite a bit of mobility and excellent senses plus several base rogue abilities. Except in the parts where it doesn't work as it should, like jumping into the middle of the enemy with dimensional door, that's just an horrible idea. If you can still act however, then it becomes that much more useful. Also being able to cast fog cloud faster makes a big diference, otherwise it's kinda of a wasted turn after the earlier levels. You'll notice several of the SLAs are per hour instead of per day in this monster, to make up for the fact that it doesn't grow or gets save-or-die or minions or even full sneak attack progression.

Assassin Drugs comes from the fact that the original monster has a bunch of potions on its combat gear, and then I remembered that poison would be kinda worthless in the 9 Hells where everything is immune to it, so hey, perhaps Devil Assassins stuff themselves with poisons to get high and kill stuff better! Anyway it gives some pretty nice versatility, a touch of originality over the other assassin monsters so far and a gambling factor for the players. The overdose penalty makes sure potion spam is not a possibility, unless you enjoy having your max HP reduced. And even then it caps at 5 potions per person per day.

The capstone is kinda of a “how Spring attack should really be”. Because moving 15, attacking, moving 15 and ending turn is kinda lame when you have to burn 3 feats for it. Now you get free move for every attack you make!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: VoodooPaladin May 10, 2011, 12:47:49 AM
I like what you've done so far, and I think I can use these for something in the future. If I may request the Troglodyte, from the first Monster Manual?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Flay Crimsonwind May 10, 2011, 01:37:33 AM
Oh my god. Oslecamo, you rock. Hard. I dropped in to check out the gloom, which was something I was playing with as a thought process thing, then saw the assassin devil. Beautiful work, and I love the drugs. Now I wanna gestalt the gloom and assassin devil with that monster hybrid feat really badly!

One thing, Ice Devil is written in the armor section. Just a nitpick. You've done some awesome stuff here though!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 10, 2011, 02:33:17 AM
One of my player's has a request, the Shade (Shadovar) from Faerun (Races of Faerun)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nanshork May 10, 2011, 04:39:34 AM
Monster Blooded/ Hybrid make me happy.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 May 10, 2011, 06:18:49 AM
Beautiful work, and I love the drugs.
:whistle
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: bkdubs123 May 10, 2011, 06:41:39 AM
That Xixical is a gorram thing of beauty.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Flay Crimsonwind May 10, 2011, 07:06:51 AM
Beautiful work, and I love the drugs.
:whistle
Wow, that came out in a way other than I intended. I've gotta stop sniffing this ajax.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 10, 2011, 09:48:54 AM
I like what you've done so far, and I think I can use these for something in the future. If I may request the Troglodyte, from the first Monster Manual?

Sure! Just let me take care of the puppeteer.

Also any reports on how the monster classes play out in your games will be greatly apreciated!  ;)

Flay Crimsonwind:
Corrected it. Good to see another satisfied customer! :D

b100d_arrowz: One tecnical problem with the Shade. It has no listed CR change as far as I can see, only LA. One of the base rules of this project is making the monster classes with a number of levels equal to their CR, but obviously I cannot do so if I don't have a CR to convert.

So how many levels would you like the Shade to have? At first glance it seems like it would be at least 3 CR, specially with the crazy free-action long-range teleport trough shadows on top of all the other bonus. The more levels the class has, the more power I can cram on it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 10, 2011, 03:50:10 PM
Any chance you could do the Sharn? The CR 8 mystic theurge-in-a-can.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 May 10, 2011, 05:54:36 PM
Or the CR3 Deadly Dancer from Tome of Magic? Though that could be quite similar to the last class.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 10, 2011, 08:30:55 PM
Puppeteer
(http://www.wizards.com/dnd/images/xph_gallery/33547.jpg)
[spoiler]
Hit Die:d4
LevelBABFortRefWillFeatures
1+0+0+0+2Puppeteer  body, Enthral, Parasite Brain, Hide Mind, Host Protection, Weak
Skills: 2+Int mod. Class skills are Bluff, Concentration, Diplomacy,  Intimidate, Listen, Sense Motive, Spot, PsyCraft.

Proficiencies: A Puppeteer  is proficient only with its natural weapons.

Features

Puppeteer Body: At 1st level, the Puppeteer  loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision). It’s a fine magical beast with a base speed of 5 ft. The Puppeteer  has one natural bite attack dealing 1d2+Str mod damage.

Puppeteers do not speak, though they can speak indirectly using a host body’s vocal cords, in whatever language the host knows. They cannot perform fine manipulation with their own bodies.

Enthral: If a puppeteer is in physical contact with a creature it has charmed (the puppeteer establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if Dominated. (Puppeteers often seek to charm victims first and then “ask” to be picked up.) As usual, orders against the dominated creature's nature allow it creature to make a Will save DC (8+1/2HD+Cha mod) to break out from the domination, but if they suceed they can only act by themselves for 1d6 rounds, after wich the pupetter recovers control automatically. The creature never regains enough control to actually remove the puppeteer itself, but may try to ask others for help or more drastic measures like throwing himself in a fire. All other clauses from Domination apply, like self-destructive orders not being carried out and ability to receive full sensory input as a standard action.

A puppeteer may start the game enthraling a warrior/expert/commoner of its own level for free, with wich it shares a common main goal.

Parasite Brain: The puppeteer has blindsense and telepathy 15 feet plus 5 feet per 2 HD, up to 60 feet at 18 HD. At 19 HD the blindsense becomes blindsight 60 feet.

In addition, the puppeteer may use Psionic charm and Detect Psionics as a PLA 3/day each, using Cha as its base stat, with a manifester level equal to its HD. At 5HD it may use mental barrier as a PLA 3/day as well.

Hide Mind:A puppeteer cannot be identified as psionic by divination spells or clairsentience powers.

Host Protection:A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted. A puppeteer that is attached to its host is treated as a creature in a grapple for the purpose of striking at the puppeteer instead of the host (but the host is not considered grappled in turn).
 
Weak: Puppeteers are squishy minuscle creatures, attaching themselves to others to survive. After ability scores have been generated, the Puppeteer must take a total of -9 penalty between its physical ability scores, whitout reducing any of them to less than 1.

In addition, the puppetter doesn't receive a bonus feat at first level, neither can it take flaws or traits.

[/spoiler]

Comments:
[spoiler]
The Puppeteer was just one level long, but quite tricky. Fine size is really an essential part of the monster, so for the first time I allowed the monster to start at something smaller than small.

Then you get the quite powerfull ability to dominate creatures right from lv1 as long as you can charm them and  get near them. Then you're quite dificult to pull out. Also blindsense and telepathy, with the first eventually upgrading to blindsight (because blindsight 60 feet at 1st level whitout the puppeteer being blind itself was kinda ridiculous honestly). You're also hard to find out with divinations so hide behind some clothes and they may not even notice you're there!

In return you're taking a heavy penalty to ability scores, no starting feat, and really not much of a backup plan. Your special abilities don't scale as well as other monster classes.

Allowed to start with a minor NPC enthralled untill you can get your hands in something nastier, probably with the help of the party. Unlike other charmer monsters the puppeteer doesn't get to bypass immunity to mind affecting since it's just one level long.

This is a very specialized monster, with powerfull abilities and powerfull drawbacks, but hopefully it all balances out. Opinions specially welcome here.

As for what to take with your other levels, anything psionic probably should be good. Warlock would a powerfull synergy with the to-hit bonus of being fine sized.

So if you want to play the stereotypic dominating worm that attaches itself to other people's necks, the puppeteer's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 10, 2011, 08:35:14 PM
Any chance you could do the Sharn? The CR 8 mystic theurge-in-a-can.

Who the hell do you think I am? I've already done the Tarrasque and the Xixecal! I'll find some way of making the Sharn work! Hopefully.

Or the CR3 Deadly Dancer from Tome of Magic? Though that could be quite similar to the last class.
I'll figure some way of making it original.  That's half the fun of this work after all. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 11, 2011, 10:03:25 AM
Troglodyte
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG246b.jpg)(http://cdn.obsidianportal.com/assets/14580/50.jpg)
[spoiler]
Hit Die:d8
LevelBABFortRefWillFeatures
1+1+0+0+2Troglodyte Body, Bleding Hide, Cavern Vision, Stench, +2 Con
Skill Points: (4+Int modifier) per level, x4 at first level. Class Skills (and the key ability for each skill) are Balance(Dex), Climb (Str), Intimidate (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).

Proficiencies: The troglodyte is proficient with its natural weapons and simple weapons.

Troglodyte Body: The troglodyte loses all other racial bonuses and gains  Humanoid traits (basically nothing). It also gains the (Reptilian) subtype, wich means it's cold blooded and has scaly skin.  The troglodyte is a Medium humanoid with a base speed of 30 feet, possessing two primary claw attacks that deal 1d4 + Str mod damage each and a secondary bite attack that deals 1d4 + 1/2 Str mod damage. Troglodytes instictively know how to speak draconic, but they don't know how to read by default as their civilization is specially primitive. A Troglodyte can learn how to read by spending 2 Skill Points.

In addition, the Troglodyte gains a bonus to nat armor equal to its Con mod.

Blending Hide: The skin of a troglodyte can change color, blending into its surroundings like a chameleon, wich grants it a bonus on Hide checks equal to its HD. This bonus doubles in rocky or underground settings.

Cavern Vision: The Troglodyte has darkvision 60 feet, wich increases by an extra 5 feet for every 2 HD.

Stench: A Troglodyte can secrete an oily, musk-like chemical that nearly every form of animal life finds offensive as a swift action. All living creatures (except troglodytes) within 30 feet of the Troglodyte must succeed on a DC 10+1/2HD+Con mod Fortitude save or be sickened for  2 rounds per HD. This counts as a poison effect, so any immunity/resistance against poison apply against the Stench as well. The Troglodyte may have his Stench affect a smaller area than the maximum possible. The Troglodyte can keep up the stench for a number of rounds equal to it's Con mod per hour, wich may be divided among several uses. Ending it beforehand is another swift action. Creatures with the Scent ability take a -2 penalty on their saves against Stench.

For every 2 HD the Troglodyte has, it can increase the range of this effect by an extra 5 feet.

In addition, with ten minutes work and comining inexpensive raw materials normally found in the wilderness with it's own musk, it may create 1d6 doses of anti-musk. Anyone who eats the anti-musk (a fullround action) becomes immune to that Troglodyte's stench for 24 hours. This was initially developed by Troglodytes to keep domestic animals and warbeasts, but is also used by adventuring troglodytes to don't hinder their allies.

Troglodyte Skill:
At 5 HD, 10 HD, 15 HD and 20 HD the Troglodyte may choose one of the following abilities to gain.

Nauseating Stench: Creatures failing the save against the Stench are now Nauseated for 1 round if they fail the save. Even if they make their initial save, they're still sickened for 1 round.

Stench Cloud: As a standard action, a number of times per day equal to its Con mod, the Troglodyte can create a persistent cloud of musk with a radius of 5 feet per HD centered on himself. Anyone entering it suffers the effects of Stench. This cloud doesn't provide concealment and lasts 10 minute/HD.

Corrupting Stench: Now the Troglodyte's stench can affect creatures normally immune to its effects (except creatures who took the anti-musk), but they gain a +5 bonus on their saves.

Coating Stench: The Troglodyte learns how to apply its musk to any manufactured or natural melee/thrown weapon, or 10 ammunition of any kind. Creatures striken by that weapon or ammunition are affected by the Trolodyte's stench. Coating is a swift action that can be used a number of times per day equal to the Troglodyte's Con modifier, and it lasts 1 hour/HD.

Blinding Stench: Creatures affected by the Troglodyte's Stench must also make a Reflex save with the same DC or be Blinded for 1 round.

Greater Blending Skin: The Troglodyte now has permanent cover, granting it a 20% miss chance and allowing it to hide whitout actually having anything to hide behind. Neither true seeing or see invisibility negate this effect.

Simple is Best:
Any simple weapons wielded by the Troglodyte deal damage as if they were one size category bigger. At 10 HD, and every 5 HD thereafter, they deal damage as if they were one extra size category bigger.

In addition, simple thrown weapons from the Troglodyte ignore adverse wind conditions, including magic ones like Wind Wall and the like.

Shaman:While the Troglodyte has its normal Stench activated, its caster/manifester level increases by 2.

Ability Score Increase: The Troglodyte gains a permanet +2 to Con.
[/spoiler]

Comments
[spoiler]
The Troglodyte is literally a foul monster, able to release a foul stench able to cripple its oponents. And allies. And anyone else who's passing by that's not a troglodyte. No wonder they have such bad reputation.

So of course after the base abilities had been stablished, I added a simple way of the Trolodyte not screwing over its own party.

Then in the tradition of all the other 1-level monsters, I added a bunch of improvements to keep your base abilities viable. Most of them based on Stench, but then Shaman as well for some troglodyte caster love.

So if you want to play a  cave lizardman, the troglodyte's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 11, 2011, 04:39:43 PM
b100d_arrowz: One tecnical problem with the Shade. It has no listed CR change as far as I can see, only LA. One of the base rules of this project is making the monster classes with a number of levels equal to their CR, but obviously I cannot do so if I don't have a CR to convert.

So how many levels would you like the Shade to have? At first glance it seems like it would be at least 3 CR, specially with the crazy free-action long-range teleport trough shadows on top of all the other bonus. The more levels the class has, the more power I can cram on it.

Hmmmm that would be a problem, I'd also say it pops on a good 3 CR at min, given the complete freedom it offers you to move, although perhaps less given those silly light restrictions it offers up as balance.


And several of my players tried out your classes at the end of our last session, they partnered up with a gnome messing with the forces of creation  :plotting and put a stop to a barbarian invasion powered by dragon orbs  :D Special thanks from my players for the Concordant Killer and Gloom especially.



Another fun monster, the Phaerimm (not sure on spelling) from monsters of Faerun. They are nowhere near as awesome in the text as the books unless fully advanced, make them mo betta please  :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 12, 2011, 10:01:56 PM
Shade(template)
(http://i7.photobucket.com/albums/y256/Zerak/Adumbral%20Blade/AdumExtra6.jpg)
[spoiler]Prerequisites

To become a Shade, the character must meet the following requirements:
-Must be a non-outsider corporeal living being of nongood Alignment.
-Must have 5HD or more.
-Must have performed an important task for another Shade, wich then will perform a 24 hour ritual on the character.
 
HD:d8
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+2
Shade Body, Light Unpowering, Shadow Speed, Night Field, Control Light, Dark Healing, Shadow Magic (Lesser), +1 Con
2nd
+1
+0
+3
+3
Dark Blow, Shadow Stride, Black Blessing, Shadow Magic(Intermidiate), +1 Cha
3rd
+1
+3
+3
+3
HandFang, Black Canopy, Shadow Magic (Greater), +1 Con, +1 Cha
Skills: 4+int mod. Class skills are bluff, hide, intimidate, listen, knowledge(arcana) knowledge(the planes), move silently, sense motive, spellcraft, and spot

Proficiencies: A Shade gains no new proficiencies.

Features:

Shade Body:
Unlike other monster classes, the Shade doesn't lose his racial ability modifiers, but he does gain native outsider traits (basically darkvision 60 feet). Their life spans are increased by a tenfold.

Light Unpowering: Unless otherwise noticed, none of the below Shade abilities apply in a well illuminated area, be it actual daylight or a Daylight spell.

Shadow Speed: The Shade gains a 20 feet bonus to all his movement speeds.

Night Field: The Shade gains a Deflection bonus to AC equal to his Cha mod, a bonus on Hide and Move Silently Checks equal to his HD, and a bonus on Spot and Listen equal to half his HD.

Control Light: The Shade can decrease the levels of light whitin a 100 feet radius by a factor of 10% per HD (up to 100%, can decrease less than maximum). For beings depedent on light to see, this decreases the effective range of vision for them by the same percentage. For each 25% decrease in light, anyone whitin the area gains a +1 circumstance bonus on Hide checks.

Dark Healing: the Shade gains Fast Healing equal to half his HD.

Shadow Magic: The Shade can use the following SLAs a certain number of times per day depending on his HD.

HD RequiredShade Magic RequiredSpellUses per day
6LesserInvisibility1/HD
7LesserMirror Image1/2HD
9IntermediateTeleport(to shadowy areas only)1/5 HD
12IntermediateShadow Walk1/6HD
13IntermidiateGreater Teleport (to shadowy areas only)1/7 HD
14GreaterShadow Conjuration, Greater1/8HD
18GreaterShades1/9HD
If he multiclasses for an arcane/divine class he can count his Half-fiend levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Shade 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but half-fiend levels wouldn't count for it

Dark Blow: The Shade adds his Cha mod as a competence bonus on damage rolls.

Shadow Stride: At 2nd level as a move action, the Shade can vanish and reappear in any shadowy position whitin 20 feet per HD. Once this is ability is used, the Shade must way 2 rounds before being able to use it again.

Black Blessing: At 2nd level the Shade gains SR equal to 11+HD. He may lower or rise it as a free action at any time even if it isn't his turn.

HandFang: At 3rd level a number of times per day equal to his Cha mod, as a standard action, the Shade may create a fanged, biting mouth on the palm of his hand that lasts for 1 round/HD. It can be used to deliver a melee touch attack dealing 1d6 points of damage per 4 HD and allowing a reflex save DC 10+1/2HD+Cha mod for half damage. If the oponent fails the save, the Shade may start a grapple as a free action whitout provoking attacks of oportunity and that ignores Freedom of Movement effects. The Shade may use his Cha instead of Str if he wishes in this grapple. If the Shade establishes a hold, the HandFang detaches from his hand and keeps grappling the oponent (using the Shade's stats), dealing 1d6 damage per HD every round untill the duration ends or the oponent breaks free.

In addition, the fanged mouth also delivers venom to a grappled foe when the Shade achieves the hold, dealing 1d6 Con damage, Fort DC 10´1/2 HD+Cha mod negates. Even oponents normally immune to this will be affected, but they gain a +5 bonus on their save.

HandFang may also be used with a weapon, in wich case it deals the extra damage and tries to start the grapple with a sucessfull hit. In the case of a ranged/thrown weapon, the effect ends if the attack misses.

Shadow Canopy: At 3rd level 1/day the Shade may create  a field of shadow filling a diamater of 100 feet plus 50 feet per HD, and an equal height. It must be centered in a point of space, an object or a creature. Unwilling targets and their worn equipment get a Will saving throw with DC 10+1/2HD+Cha mod to resist this. The outer surface of the fields is impenetrable to normal vision and dark vision, granting total concealment to creatures and objects whitin the spell's area. This includes even special darkvision abilities like those of a devil.

The interior of the field casts a deep shadow on everything whitin it. Light, including sunlight cannot penetrate the field. Creatures that would normally be adversely affected by sunlight are able to fuction normally whitin the field, including the shade himself. This ability may be activated even if the Shade is currently affected by light. It lasts 1 hour/HD.

Light spells of a level equal to or less than 1/2 your HD cannot be cast inside the Shadow Canopy, and any such effects that were inside the field or enter it later are automatically supressed. A light spell of a level higher than 1/2 your HD can counter or dispel Shadow Canopy however.
[/spoiler]

Comments
[spoiler]
Because there clearly weren't enough dark things lurking in D&D's shadows.

Shades are the elite of a society who went into the plane of Shadow and found out a way of turning their best members in elite shadows trough some secret process reserved only for the top ones.

Now the obvious weakness is sunlight. Even a daylight spell shuts down your powers. But the rest of the time, you get several goodies between fast healing, SLAs, extra speed, two good saves, Cha to damage, SR and whatnot.

The twin capstones are based on two obscure Shade-only spells from the same sourcebook, wich I decided to grant by default. Handfang is a nice combat trick for keeping oponents busy, Shadow Canopy almost completely nullifies your big weakness, but you're still vulnerable if you find some Pelor cleric higher level than you.

So if you want to give a touch of Shadow to your character, the Shade's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 12, 2011, 10:06:13 PM
And several of my players tried out your classes at the end of our last session, they partnered up with a gnome messing with the forces of creation  :plotting and put a stop to a barbarian invasion powered by dragon orbs  :D Special thanks from my players for the Concordant Killer and Gloom especially.
You're all welcome.  :)

Another fun monster, the Phaerimm (not sure on spelling) from monsters of Faerun. They are nowhere near as awesome in the text as the books unless fully advanced, make them mo betta please  :D

I didn't really read the Faerun books. Could you go in a little more detail on what they're suposed to do please? I remember in the crunch they're basically big nasty monsters with sorceror casting that everybody else and their mother in Faerun seems to hate.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom May 13, 2011, 04:17:46 PM
I didn't really read the Faerun books. Could you go in a little more detail on what they're suposed to do please? I remember in the crunch they're basically big nasty monsters with sorceror casting that everybody else and their mother in Faerun seems to hate.
[/quote]

They would have destroyed Faerun had it not been for the Sharn. They're so powerful that they almost(they were in the process of actually doing) "ate" an Elven Mythal. They're also so manipulative that they command Illithids and Beholders to work for them.


They're probably the most HOSS race next to the sharn.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 13, 2011, 07:20:24 PM
Well, see, uber-powerfull isn't something I can really work with here. That's why pretty much all the monsters here have reduced ability scores in relation to the originals, to make room for abilities. And I'm already  nerfing the Sharn untill its something remotely balanced, but at least the Sharn has some themes going for it (dual caster+create holes+lots of natural weapons+batshit insane and chaotic).

So the phaeryn, they're sorcerors with lots of natural weapons as well and aparently very manipulative. Anything else?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom May 14, 2011, 12:07:58 PM


So the phaeryn, they're sorcerors with lots of natural weapons as well and aparently very manipulative. Anything else?
They, in the fluff, can drain magic from damn near anything. They created Aunaroch(sp?) the giant ass desert and ripped Netheril's floating cities out of the sky. They also almost drained the Elven City of Everska of its Mythal. They're DR in the novels make it seem damn near impossible to break through, they had to use shadowstriking(ToM) swords in one book to actually harm them.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 20, 2011, 07:47:25 PM
Sharn
(http://images.wikia.com/forgottenrealms/images/e/ee/Sharn2.jpg)
[spoiler]
HD:d4
LevelBabFortRefWillFeature
1+0+0+0 +2Sharn Body, Hex Portal, Fixed Shape, +1 Cha
2+1+0+0 +3Chaos Field, Multi-Strike, +1 Cha
3+1+1+1 +3Chaos Soul, Screw the Rules
4+2+1+1 +4Dual Nature
5+2+1+1 +4Growth
6+3+2+2 +5Evasion, Chaos Essence
7+3+2+2 +5Tri-Force
8+4+2+2 +6Indepedent Action
Skills: 2+int modifier per level, quadruple at 1st level.The Sharn’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy(Cha), Intimidate (Cha), Knowledge (any) (Int) and Spellcraft(Int)
 
Proficiencies:its own natural weapons, plus one martial weapon of their choice.

Features:
Sharn body: At 1st level, the Sharn loses all other racial bonus and gets aberration traits (darkvision 60 feets basicaly). It's a medium sized aberration creature with base speed 10 feet. It has three arms each with a natural claw attacks dealing 1d4+ half Str mod damage each, and one head with bite attack dealing 1d6+half Str mod damage each. The claws are able to perform fine manipulation, including wielding weapons. It has no normal eyes on the head, instead it has multiple minuscle eyes around its claws. Holding a weapon with two claws allows the Sharn to add twice his full Str mod to damage rolls with that weapon. This is cumulative, so each extra claw used to hold a weapon allows the Sharn to add extra damage equal to half its Str mod.

The Sharn also gets a Nat armor bonus equal to its Con mod.

When it reaches 6 HD, the Sharn becomes able to fly at a speed of 40 feet with perfect maneuverability.

Hex Portal: A Sharn can first maintain one miniature portal-ethereal windows-trough wich it can see, cast spells, andeven launch a melee attack. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter.

As a fullround action, the Sharn can form one portal anywhere whitin 20 feet of its body, each portal coalescing out of a swirl of purple motes. Thereafter, each separate hex portal can move indendently  up to 20 feet per round as a free action before the Sharn takes its regular action.

The hex portal does not block movement, line of sight, or missile fire. A character can occupy the same space as a hex portal with no penalty besides exposing himself to the Sharn's attacks (see below). The Sharn can dismiss the portal as a free action. Any portal that ends up 20 feet per HD or more away from the Sharn instantly disappears.

Sharns can launch melee attacks trough portals whitout any penalty.  This includes attacks of oportunity and contributing to flanking. A Sharn can flank with its own Hex portal. Opponents cannot strike back trough the hex portal, but they can ready an action to attack the Sharn's limb when it comes out to strike. The Sharn gets +10 to AC and +4 bonus to reflex saves against such readied attacks.

At 4 HD, and every three HD from there, the Sharn can create up to one extra portal whenever it uses this ability. Two at 4 HD, three at 7 HD, Five at 10 HD, ect.

Fixed Shape: Sharns cannot polymorph themselves or be changed by others, including shapechange, alter self, gaseous form, petrification, and any such other spells and effects.

Ability Score Increase: The Sharn gains +1  and Cha at first and second levels, for a total of +2 Cha at 8th level.

Chaos Field: At 2nd level the Sharn gains DR/cold iron or lawfull equal to half its HD and SR equal to 11+HD. The Sharn may rise or lower it's SR at any time as a free action even if it isn't its turn.

Multi-Strike: At 2nd level the Sharn gains Multiattack and Multiweapon fighting as bonus feats, even if it doesn't meet the prerequisites.

Chaos Soul: At 3rd level the Sharn becomes able to cast spells both as a sorceror of its Sharn level -2, except it receives double the spells slots and spells known. Half of those spell knowns must be taken from the cleric list instead of the sorceror list, and half the spell slots can only be used to cast those cleric spells (the other half of spell slots can only be used for the spells learned from the sorceror list). If the Sharn takes cleric or sorceror levels they stack, but the Sharn also stops gaining double the amount of spell slots and spells known and now gains them at normal rate (and in the case of cleric continues advancing as sorcero casting for spell slots and number of spells known). If the Sharn takes a dual-casting prc like Mysthic Theurge, it can keep advancing at double rate, counting its Sharn casting for both the divine and arcane advancement.

Screw the Rules: At 3rd level the Sharn can cast any spell that has a material component or focus costing 1 gp or less without needing that component. If the spell has a material component or focus costing 1 gp or more, the Sharn can replace it with any object at hand wich has the same gp value, including any money you have.

Dual Nature: At 4th level the Sharn grows one extra head and three extra arms, granting it one extra bite attack and three extra claw attacks. They do not allow the Sharn to take more actions per turn than normal, besides more attacks in a fullattack.

Growth: At 5th level the Sharn grows one size category.

Evasion:At 6th level the Sharn gains Evasion as the standard rogue ability.

Chaos Essence:at 6th level the Sharn becomes immune to mind-affecting effects and gains regeneration equal to 1/3 its HD, wich can be bypassed only by lawfull attacks and spells.

Tri-Force:At 7th level the Sharn grows a third head and three more arms, granting it one extra bite attack and three extra claw attacks for a total of three bites and nine claw attacks. They do not allow the Sharn to take more actions per turn than normal, besides more attacks in a fullattack.

Independent Action:At 8th level, the Sharn's heads start becoming able of more independent coordination. 1/day for every 8 HD, the Sharn may take 3 standard actions plus one move action or one fullround action plus one standard action.

Either way, the Sharn cannot cast more than one cleric spell and one sorceror spell in a single round when using this ability.

[/spoiler]

Comments
[spoiler]
Well for a change the Sharn has no lack of abilities to fill its eight levels.

So the first level grants the iconic ability to create portals and four natural weapons. You'll notice I make the number of portals scale with HD so eventually you can go over the vanilla 3 portals at the same time. You start quite slow but your hex portals allow you to strike and
threaten at range. And eventually the Sharn can fly by itself.

At third level you get the Sharn's infamous dual casting progression, out of a single stat, but since they're both based on sorceror progression (wich also implies really low number of spells know), it isn't so bad.

Three standard actions per turn at will is just now. You're geting it 1/day at 8th level, twice per day at 16th level and that's already plenty if you ask me.

Meanwhile you're also geting a simply horrendous number of natural weapons, ability to improvise spell components and focus on the fly, evasion, growth, regeneration

The obvious path once all levels are taken is mystyhic theurge to keep progressing your dual casting.

With all of these goodies, the Sharn only gets 1d4 HD, bad skill points, one single good save, and a couple ability score increases.

So if you want to play a...A... Whatever the hell is a three headed nine clawed snake-bodied cleric-sorcerer, the Sharn's for you!  
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 20, 2011, 09:56:11 PM
Any reason for choosing the 3.0 CR 6 Monster's of Fearun version instead of the arguably weaker 3.5 CR 8 Anauroch: The Empire of Shade version? Not having the book is understandable.

If don't have the book: these were the changes"
[spoiler]
Given an ECL of 9 (4HD +5LA)
From 7th Sor+5th Cleric to 6th Sor+6th Favored Soul(loses turn undead)
DR 10/+3 to DR 10/cold iron or lawful
Natural Armor from 1 to 5
Loses haste, and the +4 AC from it
Instead of haste gets Independent Action (Ex) which is 3standard+move, Full round+stand, Full round+move each round, but limited to one spell per list as before.
 3.5 version has Alterness, Multiattack, and Multiweapon Fighting as bonus feats.
 3.5 version can wield weapon, but they count as 1 size smaller for wielding weapons
 Fixed shape clarified to apply against polymorph, petrification, gaseous form,
and transformative attacks.
3.5 if gains a familiar then the sharn HD stacks for it, but the HD doesn't grant one.
3.5 no longer gains free casting levels from HD, only from RHD.
[/spoiler]


: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 20, 2011, 10:53:02 PM
Any reason for choosing the 3.0 CR 6 Monster's of Fearun version instead of the arguably weaker 3.5 CR 8 Anauroch: The Empire of Shade version? Not having the book is understandable.
Geez, excuse me for not having every adventure D&D book ever printed.   :p

But if you want a diferent version of the monster as base that works for me too.
Given an ECL of 9 (4HD +5LA)
From 7th Sor+5th Cleric to 6th Sor+6th Favored Soul(loses turn undead)
DR 10/+3 to DR 10/cold iron or lawful
Natural Armor from 1 to 5
Loses haste, and the +4 AC from it
Instead of haste gets Independent Action (Ex) which is 3standard+move, Full round+stand, Full round+move each round, but limited to one spell per list as before.
 3.5 version has Alterness, Multiattack, and Multiweapon Fighting as bonus feats.
 3.5 version can wield weapon, but they count as 1 size smaller for wielding weapons
 Fixed shape clarified to apply against polymorph, petrification, gaseous form,
and transformative attacks.
3.5 if gains a familiar then the sharn HD stacks for it, but the HD doesn't grant one.
3.5 no longer gains free casting levels from HD, only from RHD.
-Don't really care about LA around here, only CR.
-Favored soul casting? I can work with that.
-Indepedent action implemented as capstone with some nerfing.
-Nobody cares about alertness. Multi stuff added at 2nd level.
-Melees deserve nice things. I won't punish the Sharn for wanting to use pointy sticks.
-Added the extra clarification for Fixed Shape.
-Double casting is already strong enough with all the other abilities, not gonna add familiar progression.
-Did you really think I was gonna put the broken free casting from any HD? That was the first ability of the monster thrown out the window.

Well, the adventure module version is ready now. If anybody else wanted to see the 3.0 version say something and I'll repost it again.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 21, 2011, 02:05:54 AM
Any reason for choosing the 3.0 CR 6 Monster's of Fearun version instead of the arguably weaker 3.5 CR 8 Anauroch: The Empire of Shade version? Not having the book is understandable.
Geez, excuse me for not having every adventure D&D book ever printed.   :p
I did say that not having the book was understandable.

I like the version better, so thank you.
The other one at level 4 you could get screwed overly by needed to cast a spell from one list of the other and having a 35% chance of not being able to.

Now I want to find a game where I can play a gestated Sharn 8/Mystic Theruge 10/ Cloisted Cleric 1/Choker2/ Tarrasque 2/Blink Dog 2/ Nymph 3/Pseudodragon 1/Creature of Legend 2/Warblade 3/Sword sage 2
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 21, 2011, 03:41:06 PM
Deadly Dancer
(http://www.wizards.com/dnd/images/ToMagic_Gallery/96070.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+0+2 +0Deadly Dancer Body,  Improved WhirlWind Attack, Deadly Grace, +2 Dex
2+2+0+3 +0Deadly Dodge, Soak Blood, +1 Dex
3+3+1+3 +1Augmented Critical, Deadly Dance, +1 Dex
Skills: 6+int modifier per level, quadruple at 1st level.The Deadly Dancer’s class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha), Climb(Str), Diplomacy(Cha), Intimidate (Cha), Hide (Dex), Jump (Str), Knowledge (Royalty and Nobilty) (Int), Move Silently(Dex), Perform(Cha), Sense Motive(Wis), Spot(Wis), Swim(Str) and Tumble(Dex)
 
Proficiencies:its own natural weapons.

Features:
Deadly Dancer Body: At 1st level, the Deadly Dancer loses all other racial bonus and gets aberration traits (darkvision 60 feets basicaly). It's a medium sized aberration creature with base speed 40 feet. All its four limbs ends in an Appendage Blade wich count as natural weapons dealing 1d6+Str mod damage each. The Deadly Dancer must still hold itself upon one of its limbs, so it can only attack with three Appendage Blades at a time unless flying by some special means.
 
The Deadly Dancer also gets a Nat armor bonus equal to its Con mod. It cannot speak or perform fine manipulation, but can still communicate trough complex dances. It feeds trough absorbing liquides trough its Appendage Blades.

In addition, the Deadly Dancer's base speed increases by an extra 10 feet for every new Deadly Dancer level, and 5 feet for any other level taken.

Improved Whirlwind Attack: As a standard action the Deadly Dancer can make a blade appendage attack at its full attack bonus against every oponent whitin its reach.

Deadly Grace: The Deadly Dancer can use its Dex mod instead of Str mod for melee attack and damage rolls. It can also use Dex instead of Cha for Bluff, Diplomacy, Intimidate and Perform.

Ability Score Increase: The Deadly dancer gains a permanent +2 to Dex at first level and then +1 to Dex at 2nd and 3rd level, for a total of +4 Dex at 3rd level.

Deadly Dodge: At 2nd level the Deadly Dancer cannot be flanked and always retains its Dex bonus to AC even when flatfooted or unable to see the oponent. Whenever an oponent misses an attack against the Deadly Dancer, it provokes an attack of oportunity from the Deadly Dancer (if whitin reach of course).

In addition as an immediate action the Deadly Dancer may roll a Tumble check and use it either as its AC or as a Save result against one attack targeting it.

Soak Blood: At 2nd level whenever the Deadly Dancer deals the killing blow to a living creature with at least 2 HD with one of its Appendage Blades, that natural weapon gains an enanchment bonus to attack and damage rolls equal to half the HD of the killed victim. This bonus lasts for 24 hours. The Deadly dancer cannot gain an enanchment bonus higher than +5 to attack and damage rolls, but enanchment points can be spent to get special abilities like keen.

Augmented Critical: At 3rd level the Deadly Dancer's Appendage Blades threaten a critical in a 18-20 and deal triple damage in a sucessfull critical.

Deadly Dance:At 3rd level the Deadly Dancer may create a special performace 1/day for every 3 HD it has as a free action during its own turn. During it all of the Deadly Dancer's move speeds double, and as a fullround action the Deadly Dancer may move up to its (improved) movement speed and attack once every creature it passes whitin reach (max of one attack against each creature each round).

In addition when an oponent misses an attack against it while he's on a Deadly Dance, the Deadly Dancer may turn the dodge into a mocking movement, allowing it to take a 5-foot step and perform either a Demoralize or Feint atempt against the oponent that missed the attack. Deadly Dancers gleefully provoke attacks of oportunity by moving around their oponents just to dodge them and create dispair in their prey.

Deadly Dance lasts for a number of rounds equal to half the Deadly Dancer's ranks in tumble, after wich the Deadly Dancer is fatigued.

[/spoiler]

Comments
[spoiler]
The Deadly Dancer is the monster form of the Vestige Paimon, wich focus on dancing while slicing up people. It also drinks blood from its Appendage Blades.

Focusing on those points, the end result is a quite agile melee melee monster. Altough it does have a lot of abilities for a 3-level class, it also has no hands, no mouth, not much on "standard" defenses like fast healing/DR/SR, no ranged capacity and no magic.

Your superior speed allows you to close in fast and then focus your blades in one target or attack everybody whitin reach if you're surrounded. Immunity to flanking and flatfooted and tumble to AC or saves allows you to take some risks. Deadly grace allows you to focus on Dex as the main stat.

So if you want to play a creature that's literally a set of dancing blades, the Deadly Dancer's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 21, 2011, 03:45:37 PM
I like the version better, so thank you.
Always good to see another satisfied customer. :)

Now I want to find a game where I can play a gestated Sharn 8/Mystic Theruge 10/ Cloisted Cleric 1/Choker2/ Tarrasque 2/Blink Dog 2/ Nymph 3/Pseudodragon 1/Creature of Legend 2/Warblade 3/Sword sage 2
I must point out that you cannot multiclass freely between base monster classes besides template/prcs like Creature of Legend. You need to take Monster Blooded and Monster Hybrid feats for each additional base monster class, so you would need at least 12 feats for that build.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 21, 2011, 04:10:44 PM


Now I want to find a game where I can play a gestated Sharn 8/Mystic Theruge 10/ Cloisted Cleric 1/Choker2/ Tarrasque 2/Blink Dog 2/ Nymph 3/Pseudodragon 1/Creature of Legend 2/Warblade 3/Sword sage 2
I must point out that you cannot multiclass freely between base monster classes besides template/prcs like Creature of Legend. You need to take Monster Blooded and Monster Hybrid feats for each additional base monster class, so you would need at least 12 feats for that build.
[/quote]

10 feats, 2 for choker, 2 for tarrasque, 2 for blink dog, 2 for nymph and two for pseudodragon. Could lose the blink dog and pseudodragons level, since they aren't that needed the free action DD is only an okay ability, and the telepathy can be gotten else where, reducing it to 6 feats. Dark chaos shuffle would work but likely not allowed in most games. 

Wasn't there an option before the monster feat were made that the DM could allow multiclassing between could be allowed, but not recommend?

Requiring two feats is per class is quite a commitment.
Perhaps a third feat in the chain that allow you to multiclass freely between the monster classes, but you don't get the ability score bonuses unless you have the monster blooded feat for that class.

How does monster hybrid interact between the Growth-like abilities of the Monster classes.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 21, 2011, 05:50:05 PM
The Sharn’s class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha), Climb(Str), Diplomacy(Cha), Intimidate (Cha), Hide (Dex), Jump (Str), Knowledge (Royalty and Nobilty) (Int), Move Silently(Dex), Perform(Cha), Sense Motive(Wis), Spot(Wis), Swim(Str) and Tumble(Dex)
Should be the Deadly Dancer's class skills.


How about the Daelkyr from the Eberron campaign setting? In that canon they are the ones who made beholders, mind flayers, chokers etc. Seem like a fun CR 20 to make
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 21, 2011, 06:35:02 PM
How about a try at the Genie, Khayal. CR 6, Tome of magic pg 162-163?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 21, 2011, 07:12:55 PM
War Troll(Prc)
(http://www.wizards.com/dnd/images/iw_war_troll.jpg)

[SPOILER]War troll(Prc)

Prerequisites:
-Must have all 5 levels of the troll class
HD:d10
LevelBABFortRefWillSpecial
1st
+1
+2
+0
+0
Bonus feat, Brute  Warrior, +1str +1con
2nd
+2
+3
+0
+0
Forged by Magic, Hard Charge, +1str +1con
3rd
+3
+3
+1
+1
Dazing Blow, Lunging Shot, +1str, +1con
4th
+4
+4
+1
+1
Bonus Feat, Improved Regeneration, +1str, +1con
5th
+5
+4
+1
+1
Precise and Methodical, War Experience, +1str, +1con
6th
+6
+5
+2
+2
]Master Of the Dazing Blow, Improvise, +1str, +1con
7th
+7
+5
+2
+2
Premium Merceneary, Bonus Feat, +1str, +1con

Skills: 2+int modifier per level. Class skills are spot, listen, climb, jump, swim, knowledge(war), intimidate, ride, tumble.

Proficiencies: All simple weapons, martials weapons, light and medium armor, light and heavy shields

Features:


Bonus feat: At 1st, 4th and 7th level a war troll can select a feat from the fighters bonus feat and war troll lvs count as fighter lvs for selecting feats.

Brute Warrior: Where others rely on fancy tutelage and natural talent, a War Troll compensates the lack of those things with raw muscle power. The War Troll may ignore any skill points or ability score requisites on feats he picks. If a feat's effect would be based on a skill or ability score, the War Troll may replace them with his Intimidate skill and Strenght respectivily.

Ability Score Increase: The War Troll gains a permanent  +1 to Str and Con at every level, for a total of +7 Str and +7 Con at 7th level.

Forged by Magic: War Trolls are engineered by powerful arcane spellcasters to be unstoppable engines of war. At 2nd level, a War Troll gains DR/adamantine equal to 1/2 its HD. Additionally, these spellcasters made the War Troll especially resistant to magic; war Trolls have Spell Resistance equal to their HD + 11, wich can be droped at any time as a free action, even if it isn't the troll's turn.

Hard Charge: At 2nd level the War Troll's base speed increases by 10 feet, and it can now use manufactured weapons with its Overrun ability from the normal troll class.

Dazing blow: At 3rd level, the first time a War Troll hits an oponent with a weapon in each round, they're dazed for 1 round unless he make a fortitude save equal to 10+1/2HD+str modifier. This ability is considered a free action, the war troll  may only use this ability one time per round and the war troll declares this ability before the attack .

Lunging Shot: At 3rd level the War Troll learns how to combine its spear hurling tradition with more advanced weapons, and then improves it. As Lunging Throw from the Troll class, but the War Troll doesn't need to move, works with any ranged weapon, and the War Troll ignores adverse wind conditions with its ranged attacks, even magic ones like Wind Wall.

Improved Regeneration: At 4th level the War Troll's regeneration is now equal to its full HD. Only acid  deals normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The War Troll can reattach the severed member instantly by holding it to the stump.

Precise and Methodical:At 5th level the War Troll knows how to combine its massive natural prowess with martial skill to make sure its oponents have no breathing room whatsoever. The DCs of any skill used by oponent threatend by the War Troll increases by an amount equal to the War Troll's Bab. So for example a caster trying to cast a 1st level spell defensively near a Troll 5/War Troll 5 would have to suceed on a Concentration Check with DC 24 instead of DC 16. Oponents are aware of this ability.

War Experience: At 5th level a War Troll can evaluate an oponent's prowess with just a glance. The War Troll automatically knows all the feats of other creatures he can see whose CR is equal to his HD or lower. If they're higher CR, the War Troll must fight with them for a number of rounds equal to the CR-level diference to gain this benefit.

In addition, as an immediate action, the War Troll may nullify one feat one oponent has for 1 round by using his superior battle experience to counter them with minimal effort. The feat must belong to the fighter bonus feat list, and the oponent loses all benefits of the feat for 1 round. If the feat was a requisite for some prestige class or special ability the oponent has, it cannot use those special abilities while the feat is nullified, including special abilities from the prestige class. Oponents with the same number of fighter levels or higher than you are immune to this ability. You need to know your oponent's feats to use this ability.

Master Of the Dazing Blow: At 6th level, every hit from the War Troll works as a Dazing Blow, not only the first sucessfull hit every round.

Improvise: A War Troll can quickly adapt to any battle situation. At 6th level as an immediate action, they may gain any feat for wich they meet the prerequisites. This feat lasts for 1 round.

Premium Mercenary:
War Trolls are warriors for hire of renown, and it's also a well known fact they love magic weapons and armor, so such items are usually offered as bargaining chips to get on the good side of the War Trolls, least they accept a better-paying contract from an enemy. At 7th level, by spending 24 hours into an heavily populated area, the War Troll may get one of its weapons and suits of armor (or a shield) to receive an enanchment bonus equal to half its HD as extra pay for some past job or an advancment for some work in the future. The items cannot gain an enanchment bonus higher than +5 to attack and damage rolls (AC in the case of armor/shield), but enanchment points can be spent to get special abilities like keen.

Only one such weapon and armor/shield at a time, altough the War Troll may change their enchantments with another 24 hours in any heavily populated area.

[/SPOILER]

Comments:
[spoiler]
Overhauled War Troll since I believed the old one was quite lacking.

So now the war troll is more of a combat master/tactician, knowing how to properly hinder its oponents while laying down the hurt. Dazing blow at will now, first only once per round, then in every attack at 11th level. Because Fort saves are obscenely high across the board.

Can nullify oponents feats or gain new ones on the fly as needed, but not both on the same round.

Capstone of people offering you shiny gear for free because you're so badass.

So if you want a troll that knows how to properly swing a sword and loves it, the War Troll's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 21, 2011, 07:20:28 PM
Wasn't there an option before the monster feat were made that the DM could allow multiclassing between could be allowed, but not recommend?
it's still there in the FAQ.

Requiring two feats is per class is quite a commitment.
Perhaps a third feat in the chain that allow you to multiclass freely between the monster classes, but you don't get the ability score bonuses unless you have the monster blooded feat for that class.
Don't really like that idea since as I don't really feel it's a very good idea to mix too many monster classes at once.

How does monster hybrid interact between the Growth-like abilities of the Monster classes.
Well I would say the growths stack untill you reach colossal, then you stop growing.

The Sharn’s class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha), Climb(Str), Diplomacy(Cha), Intimidate (Cha), Hide (Dex), Jump (Str), Knowledge (Royalty and Nobilty) (Int), Move Silently(Dex), Perform(Cha), Sense Motive(Wis), Spot(Wis), Swim(Str) and Tumble(Dex)
Should be the Deadly Dancer's class skills.

Corrected, thanks.

How about the Daelkyr from the Eberron campaign setting? In that canon they are the ones who made beholders, mind flayers, chokers etc. Seem like a fun CR 20 to make
You people and your 20th level monsters. Ok, I'll work on that next, this project started with the 20 levels red dragon after all. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 21, 2011, 07:37:56 PM
I meant what do you do it you have two at X HD before size Y, at the same time, when one instance of Y is small and the other instance of Y is large.
Pesudodragon, or a Growth ability and the a size set ability?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 21, 2011, 07:50:12 PM
If one is telling you to get larger and the other is telling you to get smaller, I would say pick wichever you like more.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 21, 2011, 08:27:57 PM
You people and your 20th level monsters. Ok, I'll work on that next, this project started with the 20 levels red dragon after all.  :p
How about the nice simple Shrieker from MMI  :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Jim Profit May 22, 2011, 04:37:36 AM
Actually oslecamo, I disagree about changing anything about the monster. There's really nothing a monster PC could do that would make another PC feel screwed over. Less you allow major exploits. In my experience, my DMs have been pretty content with my monster PC ideas, so long as I admittedly stay the course, and don't multiclass into a class or prestige class until monster levels are over. Thus preventing dipping abuse. And really, dipping abuse loses it's meaning after so long. Here's two of my own examples. I am a necrophiliac when it comes to undead PCs... lulz! It's just a shame that undead die immediately at zero HP, so really... they need all the help they can get. (Cause even though they're immune to most things, stuff like fireball would really hurt.) One thing that gives undead abuse potential is all hit dice is changed to d12s, so they can get the most out of a caster class... at least they could if they didn't have to eat so many levels. Here are two of my favorite undead, turned into monsters. And while I'm not a wiz at game balance, I would like to see how I stack up, because I've yet to run these passed a DM. Most undead are pretty straight foward.

All Undead have the following:
Hit dice d12. (All HD turned into d12)
Poor Reflex/Fortitude, Good Will.
Poor Base Attack Bonus.
Skillpoints 2+int modifier x4 first level, 2+int modifier each additional level.

MOHRG
[spoiler](http://gaming.icrontic.com/files/2010/07/mohrg.jpg)
Weapon Proficiency: Simple and Martial.
Armor/Shield Proficiency: None.
Class Skills: Balance, Climb, Hide, Jump, Move Silently, Spot.
Level 1: Slam (1d4), +2 Dexterity, +2 Natural Armor.
Level 2: Improved Grab, +2 Strength, +3 Natural Armor.
Level 3: Slam (Touch attack), Paralyzing Touch 1/day, +4 Natural Armor.
Level 4: +2 Strength, +2 Dexterity, +5 Natural Armor.
Level 5:  Paralyzing Touch 2/day, +2 Dexterity, +6 Natural Armor.
Level 6: Paralyzing Touch 3/day, +7 Natural Armor.
Level 7: +2 Strength, +2 Dexterity, +8 Natural Armor.
Level 8: +2 Strength, +2 Dexterity, +9 Natural Armor.
Level 9: Slam (Reach), Paralyzing Touch at-will, Create Spawn.

Slam (Ex) :
You have a natural attack that deals 1d4 damage, critical 20/x2.

Dexterity Bonus (Ex) :
You gain +2 to dexterity at 1st, 4th, 5th, 7th, and 8th level.

Strength Bonus (Ex) :
You gain +2 to strength at 2cd, 4th, 7th, 8th level.

Natural Armor (Ex) :
At first level you gain a natural armor bonus of +2, and an additional +1 every level thereafter to a maximum of +9 at level 8.

Improved Grab (Ex) :
You gain improved grab as a bonus feat at second level, even if you don't meet the prerequisites. You may use improved grab in combination with your slam attack.

Slam Touch Attack (Ex) :
All attacks with your slam are treated as melee touch attacks.

Slam Reach (Ex) :
Your slam attack becomes a reach weapon 10ft at ninth level.

Paralyzing Touch (Su) :
At third level once per day as an immediate action, you can have your slam attack require the opponent to make a fortitude save, DC equal to 10+half your mohrg level+charisma modifier, or become paralyzed for 1d4 minutes. This increases to 2/day at fifth level, 3/day at sixth level, and at-will at ninth. A creature who saves against the paralyzing touch, is immune to the effect for 24 hours.

Create Spawn (Su) :
Creatures killed by the mohrg, rise as zombies in 1d4 days, under the morhg's control. They do not possess any of the abilities they had in life, and must have been infected by the mohrg's paralyzing touch at least once in order to rise as a zombie. You can only control a total hit dice amount of zombie's this way, equal to your mohrg level+charisma modifier.
[/spoiler]

As you can see, it's mediocre, up until the sweet spot at level nine. Create spawn has been limited on purpose to prevent cheese, but I don't really think it was the hordes of zombies that worried people. Thats really a gimped summoner or animal companion. I think what worries people is the crazy paralyzation spam. But by level nine, other classes should be doing crazy shit anyway... But just to be on the safe side, I calmed that down too you better get it right the first time, or you'll be waiting a while to try again. The reach thing, I just always imagined the mohrg's slithering appendage, slug thing, could stretch out, like in Left 4 Dead Lickers, or whatever they were called. I just figured that fit The Mohrg well, or at least that's how I always saw him... It's good, but it isn't great. I'd say a solid Tier 4 the way it's presented. Now for my favorite of all undead!!!


BODAK:
[spoiler](http://dnd4.com/wp-content/uploads/2008/03/bodak.jpg)
Weapon Proficiencies: Simple.
Armor Proficiencies: None.
Class Skills: Listen, Spot, Move Silently.
Level 1: +2 Strength, Slam (1d8), Damage Reduction 2/Cold, Iron.
Level 2: +4 Dexterity, +2 Natural Armor, Damage Reduction 4/Cold, Iron.
Level 3: +2 Wisdom, +4 Natural Armor, Damage Reduction 6/Cold, Iron.
Level 4: +2 Charisma, +6 Natural Armor, Damage Reduction 8/Cold, Iron.
Level 5: Immunity To Electricity, +8 Natural Armor, Damage Reduction 10/Cold, Iron.
Level 6: Acid and Fire Resistance 10, Bodak Gaze, Create Spawn.

Slam (Ex) :
Bodak gains a natural attack at level one, that deals 1d8 damage. Critical 20/x2.

Stat Boost (Ex) :
At first level, gains +2 to strength, second level +4 to dexterity, third level +2 to wisdom, and fourth level +2 to charisma.

Damage Reduction (Ex) :
Gains damage reduction 2 (except against cold and iron) at first level, plus an additional two damage reduction every level after that, to a maximum of damage reduction 10 at level five.

Natural Armor (Ex) :
Gains +2 natural armor at second level, plus an additional +2 natural armor every level after that to a maximum of +8 at level five.

Immunity To Electricity (Ex) :
At level five gains immunity to electricity.

Acid and Fire Resistance (Ex) :
At level six, gains acid and fire resistance 10.

Bodak Gaze (Su) :
Range 30ft, as a standard action can make a gaze attack, fortitude saving throw DC 15+charisma modifier, or die.

Create Spawn (Su) :
Any creature slain by bodak gaze, rises as a bodak 24 hours later, (losing all abilities) under your control. You can only control a number of bodak at a time equal to your charisma modifier. Bodak currently under the control of another, cannot use bodak gaze to create spawn.[/spoiler]

Okay, this simply needed to be noted that you couldn't create spawn with bodak gaze, then have them create spawn, and so fourth until you had a zombie apocalypse on your hands. It's still a good ability. Essentially gaining the use of whatever size hit die you killed, and up to X of them to be your bodyguards. Too bad gaze attacks suck... but it's got a high save DC. Mostly you'd think to play a bodak as a defender class. (If such a thing is possible for an undead) With high natural armor and higher damage reduction making it pretty hard to hit. I'd rate this one as Tier four as well. On the lower end, as even though it has a sturdy defense and army capabilities, gaze attacks are just undependable, and he has nothing else really going for him.


Edit: I'm not trying to step on your toes here. If you think I am, I'll gladly edit my post and make my own topic. I just don't think any of the abilities of a monster need to be nerfed when you look at how many levels it would feasibly take to make any use out of them. We just have different views of how to go about balancing them. You say weaken their monster abilities, I say impose multi-classing restrictions.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 22, 2011, 09:55:17 AM
Edit: I'm not trying to step on your toes here. If you think I am, I'll gladly edit my post and make my own topic. I just don't think any of the abilities of a monster need to be nerfed when you look at how many levels it would feasibly take to make any use out of them. We just have different views of how to go about balancing them. You say weaken their monster abilities, I say impose multi-classing restrictions.

And I say you're missing most of the points around this project.

I say weaken the abilities that need to be weakened, and then strenghten the abilities that were too weak before.

As for your monster classes, first I must point out that you're not making much sense with their duration. The MM Mohrg is a CR 8 monster with 14 HD, and you turn it a 9 levels class. Then the MM Bodak is a CR 8 with 9 HD, and you turn it into a 6 levels class? Where's exactly the logic behind that? :psyduck

Then you make something that's even worse. The Bodak has no abilties besides bigger numbers for 5 levels. That's awfull. All they can do is hit stuff with their natural and simple weapons for five long levels. A vanilla fighter could have more options than that.

Now check my troll and other giants. Sure they have lower raw stats, but in return they get usefull combat options. They can make special weapons and get higher mobility and whatnot. They're not reduced to charge-fullattack every turn. Your classes are single-trick ponies at best. And altough certain people do like that, my classes are aimed precisely at the people who want multiple tricks.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart May 22, 2011, 07:21:59 PM
Antropormhopic animal

So I was reading through this and it's really sub-par compared to the other classes around here.

It has no proficiencies except for it's natural weapons but it doesn't have any of those by default. :pout
If you compare it with something like the hound archon which get multiple natural weapons, increased speed and weapon proficiencies and outsider type in addition to a second strong save it seems a little unfair. Granted the AA gets better stat bonuses but that doesn't help them be viable from the beginning.

I'd recommend giving it claws and a 40ft base speed at the beginning, as well as simple weapon proficiency. This gives them something somewhat unique (multiple attacks at 1'st level) but not overpowering.

Nature linked is hugely more powerful then any other option at that level, but it also relies on you taking another level. So either increase the other options or decrease the strength of that one, preferably both. I also think that the speed increases are heavily overvalued.

I'd also like to see some options for monk or ToB combinations like nature linked gives to divine casters.

I like the idea, but the execution seems flawed.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 22, 2011, 08:19:46 PM
Antropormhopic animal

So I was reading through this and it's really sub-par compared to the other classes around here.

It has no proficiencies except for it's natural weapons but it doesn't have any of those by default. :pout
If you compare it with something like the hound archon which get multiple natural weapons, increased speed and weapon proficiencies and outsider type in addition to a second strong save it seems a little unfair. Granted the AA gets better stat bonuses but that doesn't help them be viable from the beginning.

I'd recommend giving it claws and a 40ft base speed at the beginning, as well as simple weapon proficiency. This gives them something somewhat unique (multiple attacks at 1'st level) but not overpowering.
The problem with that would be that the AA can get pounce at first level, and 4 natural weapons with pounce is more than I feel confortable with.

However comparing to the Hound Archon is indeed somewhat lacking, so I gave her Simple Weapons proficiency and 40 base speed.

Then improved several of the What has magic done? abilities to make them better picks on the bigger picture, check it out.

Nature linked is hugely more powerful then any other option at that level, but it also relies on you taking another level. So either increase the other options or decrease the strength of that one, preferably both.
I also think that the speed increases are heavily overvalued.
Also improved all of those, let me know what you think now.


I'd also like to see some options for monk or ToB combinations like nature linked gives to divine casters.

I like the idea, but the execution seems flawed.
Synergy for fighter, precision-damage based classes and monk options included. ToB classes are naturally synergetic by themselves, they don't really need any help on that department.

Antropomorphic animal updated (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357563#msg357563), heavily recommended you check it out people!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart May 23, 2011, 01:03:56 AM
Digging the improved AA, especially the changes that make grapple a viable choice. It gives me a build idea... now I just need a tentacle Natural attack... I guess just re-flavor the tail as Tail/Tentacle and take it repeatedly. Does that seem balanced? or Should I be using the hooves as a base for tentacles?

Nature Linked still seems to strong but I think that is the +4 wis bonus. If it was +2 I think it would be reasonable.

Edit: On a second reading of the class, the skills still need to be fixed. It has wilderness Lore which has been folded into survival in 3.5, and it has Hide but not Move Silently. In addition I would give it Knowledge (Nature, Arcana or Dungeoneering), Handle Animal, and Profession (and/or Perform) or something since it's skill list is a bit short for 4+ skills.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 24, 2011, 02:21:52 AM
just checking on a few things here, but should the will o wisp have its full cha score added to its AC or just its cha mod?
The Will-o'-Wisp gains a Deflection Bonus to it's AC equal to it's Cha Score.

Also what happens if the will o wisp reaches epic levels? Does it become immune to epic spells as well if they allow spell resistance? And is it able to dodge attacks 100% of the time?

Also you don't say what happens when the Kyton hits 9HD and uses its poison on creatures normally immune to it, there's a blank
In adition, at 9HD, a Kython's poison can affect creatures normally immune to poison, but it only deals

And you state in the text of the poison that it improves every 3HD, but then you improve it at the 4th HD of Kython
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)
Improved poison: At forth level, a Kython's poison becomes more virulent, increasing the strength damage dealt from 1d4 to 1d6.


With the Yuan-ti Anathema you say this for one of its cobra abilities:
ponents wishing to attack you in any way must suceed on a Will Save with DC 10+1/2 HD+Wis mod or lose their action as they're too scared by your visage.
Is this like a normal boring fear effect where they only do it the first time they attack you, or does it happen every attack

Also with the anathema
The participant of the ritual must be fully and naturally willing, and will become mindlessly fanatic to the Anathema afterwards, so other Pcs and friendly NPCs can't benefit from this, neither the Anathema can use it to “convert” enemies.
What if the other PCs want to be my mindless thralls  0:)

In the centaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg388336#msg388336) text you say it gets +2 str and +1 con at the end of the 3 levels, but by the table it gets +1 str and con every level.

For the Pyroclastic Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339854#msg339854) under destruction breath you say reduced to ash, I'm assuming this is the save or die effect. What happens if they make their save?

With the Nerra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326153#msg326153) you never say what kind of weapon their shard is, only:
Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.
So could I have the blade be any slashing weapon I choose? Or can I make up wacky stats for it, like 1d12 x4/18-20  :D

Guessing this is an error, but in the Kaorti (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339863#msg339863) you have a prerequisite listed as d8 HD.


Should the Ghaele Eladrin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357567#msg357567) globe of invulnerability read [Ghaele Eladrin level/2] - 3, or [character level/2]-3 because otherwise at level 12 the Ghaele Eladrin and its allies are immune to 9th level spells  :bigeye
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 24, 2011, 07:24:40 AM
Digging the improved AA, especially the changes that make grapple a viable choice. It gives me a build idea... now I just need a tentacle Natural attack... I guess just re-flavor the tail as Tail/Tentacle and take it repeatedly. Does that seem balanced? or Should I be using the hooves as a base for tentacles?
You cannot take the options more than once unless noticed otherwise. But added a  tentacle option that can be taken multiple times, since it seems fiting for the AA.

Nature Linked still seems to strong but I think that is the +4 wis bonus. If it was +2 I think it would be reasonable.
I made it +4 because assuming a starting 10 Wis you'll need that bonus to be able to cast your 4th level divine spells. I don't want to force a starting AA to invest in wisdom right away that won't do much for six levels.

Anyone else has opinions on this matter?


Edit: On a second reading of the class, the skills still need to be fixed. It has wilderness Lore which has been folded into survival in 3.5, and it has Hide but not Move Silently. In addition I would give it Knowledge (Nature, Arcana or Dungeoneering), Handle Animal, and Profession (and/or Perform) or something since it's skill list is a bit short for 4+ skills.
Put on Survival, Move Silently and Knowledge(Nature or Duneoneering). Handle Animal can be obtained trough Fearsome ability. I don't see Arcana, Profession or Perform fiting for the AA. That leaves it with 13 class skills wich I believe is already enough.

just checking on a few things here, but should the will o wisp have its full cha score added to its AC or just its cha mod?
The Will-o'-Wisp gains a Deflection Bonus to it's AC equal to it's Cha Score.

Also what happens if the will o wisp reaches epic levels? Does it become immune to epic spells as well if they allow spell resistance? And is it able to dodge attacks 100% of the time?
Yeah that should be cha mod. Capped miss chance at 90%. And hell yeah immunity to epic spells that allow SR.

Also you don't say what happens when the Kyton hits 9HD and uses its poison on creatures normally immune to it, there's a blank
In adition, at 9HD, a Kython's poison can affect creatures normally immune to poison, but it only deals

And you state in the text of the poison that it improves every 3HD, but then you improve it at the 4th HD of Kython
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)
Improved poison: At forth level, a Kython's poison becomes more virulent, increasing the strength damage dealt from 1d4 to 1d6.
That should've been half damage against immune. Also removed improved poison, that was a leftover from an earlier version.

With the Yuan-ti Anathema you say this for one of its cobra abilities:
ponents wishing to attack you in any way must suceed on a Will Save with DC 10+1/2 HD+Wis mod or lose their action as they're too scared by your visage.
Is this like a normal boring fear effect where they only do it the first time they attack you, or does it happen every attack
Well since I don't put any clause that it only works once, it happes every attack.

Also with the anathema
The participant of the ritual must be fully and naturally willing, and will become mindlessly fanatic to the Anathema afterwards, so other Pcs and friendly NPCs can't benefit from this, neither the Anathema can use it to “convert” enemies.
What if the other PCs want to be my mindless thralls  0:)
They're still not geting an easy free level. :p

In the centaur (http://brilliantgameologists.com/boards/index.php?topic=9557.msg388336#msg388336) text you say it gets +2 str and +1 con at the end of the 3 levels, but by the table it gets +1 str and con every level.
Fixed table.

For the Pyroclastic Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339854#msg339854) under destruction breath you say reduced to ash, I'm assuming this is the save or die effect. What happens if they make their save?
First I tought "they just shrug it off", but then decided it was kinda boring so I added 1d8 damage per HD on a sucessfull save.

With the Nerra (http://brilliantgameologists.com/boards/index.php?topic=9557.msg326153#msg326153) you never say what kind of weapon their shard is, only:
Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.
So could I have the blade be any slashing weapon I choose? Or can I make up wacky stats for it, like 1d12 x4/18-20  :D
It has the stats of one already existing melee slashing weapon of your choice.

Guessing this is an error, but in the Kaorti (http://brilliantgameologists.com/boards/index.php?topic=9557.msg339863#msg339863) you have a prerequisite listed as d8 HD.
Yeah that was another error.

Should the Ghaele Eladrin (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357567#msg357567) globe of invulnerability read [Ghaele Eladrin level/2] - 3, or [character level/2]-3 because otherwise at level 12 the Ghaele Eladrin and its allies are immune to 9th level spells  :bigeye
Damn that slipped trough me as well. Fixed.

Thank you very much for pointing all of those out!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 24, 2011, 01:22:59 PM
Yeah that should be cha mod. Capped miss chance at 90%. And hell yeah immunity to epic spells that allow SR.
Dangit I was hoping to supermax cha and combine with 150% miss chance  :P Guess 90% and cha mod will have to do  :D And excellent  :plotting
Well since I don't put any clause that it only works once, it happes every attack.
The power of fear  :smirk thanks for clearing that up
Thank you very much for pointing all of those out!
No problem  :D Gotta help you out if there's any problems seeing as my players have fallen in love with these  :D


and just a cosmetic word issue, you say the imp can change into a mudane creature to avoid attracting attention, I'm not sure a gargantuan spider is mundane  :P

You didn't do this monster, but on the mezzoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343999#msg343999), under the SLAs it doesn't give uses per day individually, just up on the table. And it could be taken that you could only use the lesser 1/day, moderate 2/day, and greater 3/day. With no uses given for the SLAs gained after all levels in the class have been taken. The restriction of needing Greater Muzzoloth magic is only on cloudkill by the text, and should teleport be replaced by greater teleport instead of it having both? The Nycoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344002#msg344002) right after has a clearer table and chart in regards to the SLAs, but the order of abilities granted is out of order. Lists the abilities gained in the order of: 8, 6, 5, 7, 11, 9, 13

Just a not on the displacer beast (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344399#msg344399) you mention it gains +1 cha at level 3, but then don't list the cha bonus in the ending totals, and the +1 to cha is not on the chart.

With the hell hound's (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344400#msg344400) savage ability:
Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage.
is this done as a free action in response to an enemy dropping, or as an extra attack like the one granted by improved trip or an attack of opportunity?

So the earth elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344403#msg344403) doesn't have to stay at the nice big inconvenient huge size all the time? That's actually pretty cool. On the earth asunder move, should it be a reflex save instead of a balance check? I know thematically the balance makes sense, but with only a few classes ever getting balance and fewer still taking enough ranks to make it matter, this becomes almost a you lose check, including stunning with no save. Player's would probably be happier with a reflex save to try and avoid, with the conditional modifiers being placed on depending on how hard you failed. There is no listed save for earth's embrace, nor is it stated that the creature runs out of air, although that should be assumed. Finally there is no stated method of getting free, I'm assuming a Freedom spell could do it, but needing a 9th level spell for a 10th Hit Die ability seems a bit overpowered.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 24, 2011, 06:47:47 PM
Mezzoloth
(http://www.balo42.com/conans_iron_coc/Journal/images/mezzoloth.jpg)

[Spoiler]HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Mezzoloth Body, Anger, Darkness
2nd
+2
+3
+0
+3
Yuguloth, Produce Flame, +1 Str
3rd
+3
+3
+1
+3
Yuguloth Carapace, Cause Fear, +1 Cha
4th
+4
+4
+1
+4
See Invisibility, Spite, +1 Str
5th
+5
+4
+1
+4
Dispel Magic, Hate, +1 Cha
6th
+6/+1
+5
+2
+5
Cloudkill, teleport

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

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

Features:


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

Anger: At 1st level, a number of times per day equal to its Cha mod, the Mezzoloth may ignore all DR from oponents for 1 round as a swift action.

Yugoloth Magic: At levels indicated the Mezzoloth gains some SLAs, each useable a certain number of times per day. DCs are 10+1/2HD+Cha mod.

1-Darkness 1/day per HD.
2-Produce Flame 1/day per HD. No cap to bonus damage.
3-Cause Fear 1/day per 3 HD. No HD limit.
4-See Invisibility 1/day per 2 HD.
5-Dispel Magic 1/day per 2 HD. At 11 HD the dispel magic upgrades to greater dispel magic.
6-Cloudkill and teleport 1/day per 6 HD. At 13 HD the teleport upgrades to greater teleport.

Oponents with the same amount or less HD that the Mezzoloth who fail their saves against the cloudkill die instantly. Oponents with half or less HD than the Mezzoloth die whitout save. At 12 HD even oponents immune to cloudkill effects can be affected, but they gain a +5 bonus on their saves.
 
Ability Bonus:At levels 2 and 4 the Mezzoloth gains a +1 bonus to its strength score, and +1 to Cha at levels 3 and 5, for a total of +2 Str and +2 Cha at 6th level.

Yugoloth: At 2nd level the Mezzoloth gains a bonus on saves against poison and resistance to acid equal to its HD, and resistance to fire, cold & electricity equal to half HD. It also gains telepathy out to 10 feet per HD.

It also gains the evil subtype, and its natural attacks and any weapon it wields count as evil aligned for purposes of bypassing DR.

Yuguloth Carapace:At 3rd level the Mezzoloth gains spell resistance equal to 11+HD and DR/good equal to half its HD. It may drop or rise its SR as a free action at any time as a free action even if it isn't its turn.

Spite:
At 4th level, a number of times per day equal to its Cha mod, the Mezzoloth may "mark" one oponent that somehow harmed it as an immediate action. The next attack the Mezzoloth makes against that oponent has a bonus to attack and damage equal to its Cha mod (on the case of a physical attack) or the DC and CL increased by 1 (in case of magic). If the enemy manages to escape before the Mezzoloth strikes it again, the Spite remains.

Hate:At 5th level, a number of times per day equal to its Cha mod, the Mezzoloth may gain pounce for 1 round and heal an amount of HP equal to its HD as a swift action.
[/Spoiler]

Comments
[Spoiler]
Overhaul of the mezzoloth, done somewhat too long ago. Reduced to 6 levels as the Mezzoloth is CR 6, re-organized abilities, put some stuff to fill in dead levels.

Old one here. (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343999#msg343999)

[/Spoiler]

Contributed by Frog Dragon from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo May 24, 2011, 08:00:58 PM
Nycaloth
(http://a.imageshack.us/img842/1969/thisisyournycaloth.jpg)

[Spoiler]HD: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Nycaloth Body, Flank Assault, Darkness
2nd
+2
+3
+0
+3
Yuguloth, Invisibility, +1 Str
3rd
+3
+3
+1
+3
Yuguloth Carapace, Powerful Build, +1 Con
4th
+4
+4
+1
+4
Improved Grab, Mirror Image, +1 Str
5th
+5
+4
+1
+4
Wings, Liftoff, Wounding, See Invisibility
6th
+6/+1
+5
+2
+5
Growth, Rake, Desecrate
7th
+7/+2
+5
+2
+5
Deep Strike, Fear, +1 Con
8th
+8/+3
+6
+2
+6
Death Drop, Greater Invisibility, +1 Str
9th
+9/+4
+6
+3
+6
Wicked Assault, Teleport, +1 Cha, +1 Con
10th
+10/+5
+7
+3
+7
Multi-Armed, True Seeing, +1 Str, +1 Cha, +1 Con
Proficiencies:The nycaloth has proficiency in all simple and martial weapons and light armor and medium armor.

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

Features:


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

Flank Assault:
A number of times per day equal to its Cha mod, as a swift action, the Nycaloth may gain a bonus on melee attacks equal to its Con mod against flanked oponents.

Yugoloth Magic:At the levels indicated the Mezzoloth gains some SLAs, each useable a certain number of times per day. DCs are 10+1/2HD+Cha mod.

1-Darkness 1/day per HD. Upgrades to Deeper Darkness at 7th level (level, not HD).
2-Invisibility 1/day per HD.
4-Mirror Image 1/day per 3 HD.
5-See Invisibility 1/day per 2 HD.
6-Desecrate 1/day per 2 HD, except it also benefits evil outsiders as if they were undeads.
7-Fear 1/day per 2 HD. At 12 HD it ignores immunity to fear.
8-Greater Invisibility 1/day per 4 HD.
9-Teleport 1/day per 6 HD. At 13 HD it upgrades to Greater Teleport.
10-True Seeing 1/day per 5 HD.

Ability Bonuses
The Nycaloth gains a +1 to Str at levels 2, 4, 8, 10, a bonus to Con at levels 3, 7, 9, 10, and a bonus to Cha at levels 9, 10, for a total of +4 Str, +4 Con and +2 Cha at level 10.

Yugoloth: At 2nd level the Nycaloth gains a bonus on saves against poison and resistance to acid equal to its HD, and resistance to fire, cold & electricity equal to half HD. It also gains telepathy out to 10 feet per HD.

It also gains the evil subtype, and its natural attacks and any weapon it wields count as evil aligned for purposes of bypassing DR.

Yuguloth Carapace:At 3rd level the Nycaloth gains spell resistance equal to 11+HD and DR/good equal to half its HD. It may drop or rise its SR as a free action at any time as a free action even if it isn't its turn.

Powerful Build:At 3rd level, the physical stature of nycaloths lets them function in many ways as if they were one size category larger.
Whenever a nycaloth is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nycaloth is treated as one size larger if doing so is advantageous to him.
A nycaloth is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nycaloth can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

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

At 8 HD the Nycaloth ignores Freedom of Movement effects.

Wings:At 5th level, the nycaloth gains a fly speed equal to twice its base land speed with good maneuverability. Any increase to the nycaloth's land speed also increases the fly speed.

Liftoff: At 5th level, if the Nycaloth gets a hold on an oponent, it may fly with the the grabbed creature whitout penalty at full speed, provided it does not go over the light load limit. If it goes to the medium load limit, then the Nycaloth may still carry it at half fly speed and taking a -3 penalty on all physical skills. If it goes to the heavy load limit, then the skill penalty increases to -6.

Wounding:At 5th level, a wound from a nycaloth’s melee attacks continues to bleed after the injury was inflicted. Each wound bleeds for 2 point of damage per round thereafter. Multiple melee wounds result in cumulative bleeding loss (two wounds deal 4 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 10+Str mod Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

At 10 HD, and every 5 HD thereafter, the bleeding damage increases by an extra 2.

Growth:At 6th level, the nycaloth grows one size category. Their powerful build continues to apply.

Rake:
At 6th level the nycaloth that gets a hold on an oponent can make two rake attacks with its hind legs, each dealing 1d6+Str mod damage.

Deep Strike:
At 7th level, a number of times per day equal to its Cha mod, as a fullround action the Nycaloth may perform a charge in wich it moves triple its fly speed and can perform a full attack at the end, as long as the Deep Strike starts in the air and ends on a lower area. Oponents are considered flatfotted against Deep Strike.

Death Drop:At 8th level, a number of times per day equal to its Cha mod, if the Nycaloth has a grabbed oponent and is airborne, as a fullround action it may move up to its base speed and throw the oponent towards an hard surface or an airborne oponent (in this case a sucessul ranged touch attack is needed). The Nycaloth must move at least 20 feet and cannot throw a creature more than 20 feet per HD, unless he's throwing it directly down, in wich case the range is infinite.

If the oponent was thrown against a surface, every creature previously standing on that surface wich ends under or adjacent to the droped creature (and the surface itself) take 1d8 damage per HD of the droped creature and be dazed for 1 round. A sucessfull reflex save with DC 10+1/2HD+Str mod halves the damage and negates the daze. The droped creature itself is splatered in pieces unless it suceeds on a reflex save with the same DC. Even if it suceeds, it still takes 1d8 damage per HD of the Nycaloth and is dazed for 1 round.

If the oponent was thrown against another creature, then count said creature as the surface.

Wicked Assault:At 9th level number of times per day equal to its HD, when performing a charge, the Nycaloth may use one of it's SLAs as a swift action.

Multi-Armed:At 10th level, the Nycaloth's extra arms become functional. This means they can take the multiweapon fighting feat. If they had two weapon fighting prior to gaining this ability, the two weapon fighting feat changes into multiweapon fighting. Also, they kill things with four arms. Great, no?

 [/Spoiler]

Comments
[Spoiler]
verhaul of the mezzoloth, done somewhat too long ago. Reduced to 10 levels as the Mezzoloth is CR 10, re-organized abilities, put some stuff to fill in dead levels.

Decided to focus on the "lift oponents and then drop them" side, wich personally I believe its wicked cool.

Original here. (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344002#msg344002)
[/Spoiler]

Contributed by Frog Dragon from GITP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 24, 2011, 08:24:22 PM
and just a cosmetic word issue, you say the imp can change into a mudane creature to avoid attracting attention, I'm not sure a gargantuan spider is mundane  :P
At the level you're able to do it, gargantuan spiders can probably pass as background between tarrasques and pit fiends. :p

You didn't do this monster, but on the mezzoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg343999#msg343999), under the SLAs it doesn't give uses per day individually, just up on the table. And it could be taken that you could only use the lesser 1/day, moderate 2/day, and greater 3/day. With no uses given for the SLAs gained after all levels in the class have been taken. The restriction of needing Greater Muzzoloth magic is only on cloudkill by the text, and should teleport be replaced by greater teleport instead of it having both? The Nycoloth (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344002#msg344002) right after has a clearer table and chart in regards to the SLAs, but the order of abilities granted is out of order. Lists the abilities gained in the order of: 8, 6, 5, 7, 11, 9, 13
Those two were seriously outdated, including the wrong number of levels. As you may notice I cleaned and overhauled them.

Just a not on the displacer beast (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344399#msg344399) you mention
it gains +1 cha at level 3, but then don't list the cha bonus in the ending totals, and the +1 to cha is not on the chart.
Cha bonus just a remain from an earlier version, removed.

With the hell hound's (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344400#msg344400) savage ability:
Savage: When a third level hell hound drops an opponent in melee(usually by reducing it to negative hit points or tripping it) the hell hound can tear into the downed enemy, dealing the same damage as its bite attack, including fire damage.
is this done as a free action in response to an enemy dropping, or as an extra attack like the one granted by improved trip or an attack of opportunity?
Free action, clarified. And also allowed the Hound's howl to pierce fear-immunity at higher levels since I was at it.

So the earth elemental (http://brilliantgameologists.com/boards/index.php?topic=9557.msg344403#msg344403) doesn't have to stay at the nice big inconvenient huge size all the time? That's actually pretty cool.
Thank you, that's one idea of mine I'm quite proud off. You'll notice the air and fire elementals also have it. :)

On the earth asunder move, should it be a reflex save instead of a balance check? I know thematically the balance makes sense, but with only a few classes ever getting balance and fewer still taking enough ranks to make it matter, this becomes almost a you lose check, including stunning with no save. Player's would probably be happier with a reflex save to try and avoid, with the conditional modifiers being placed on depending on how hard you failed.
If you're 9th level whitout flying or Balance of sorts and also dumped dex, you deserve to get stunned if you ask me. This is, assuming a +8 Con bonus, at 9th level the DC is 22. You roll 10 for your balance check, at least +5 bonus from the ranks you put against grease, at least +1 Dex bonus, you're just failing by 6 on average, wich just means prone+damage.

At higher levels it gets even harder to make oponents stay on the ground, so if the earth elemental does manage to pull this off, let it stun his oponents.

There is no listed save for earth's embrace, nor is it stated that the creature runs out of air, although that should be assumed. Finally there is no stated method of getting free, I'm assuming a Freedom spell could do it, but needing a 9th level spell for a 10th Hit Die ability seems a bit overpowered.
Clarified the save. The nonlethal damage/pure damage every minute is there to represent the air running out. Put clause about allies being able to free them trough digging.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 24, 2011, 08:59:54 PM
At the level you're able to do it, gargantuan spiders can probably pass as background between tarrasques and pit fiends.  :p
Hmmm you may be right, especially if there's giant floating cloaks and mountains joining the tarrasque and pit fiend  :D
As you may notice I cleaned and overhauled them.
Excellent, revisions much clearer then the previous ones.
Thank you, that's one idea of mine I'm quite proud off. You'll notice the air and fire elementals also have it.  :)
It thematically makes sense and would be quite fun to see, imagine the poor little group of adventures trying to talk down on the wee bitty fire elemental, and whoosh! he turns huge and incinerates the surrounding areas  :smirk
If you're 9th level whitout flying or Balance of sorts and also dumped dex, you deserve to get stunned if you ask me. This is, assuming a +8 Con bonus, at 9th level the DC is 22. You roll 10 for your balance check, at least +5 bonus from the ranks you put against grease, at least +1 Dex bonus, you're just failing by 6 on average, wich just means prone+damage.

At higher levels it gets even harder to make oponents stay on the ground, so if the earth elemental does manage to pull this off, let it stun his oponents.
True true, just made me laugh at the thought of throwing this against my players, half of them would actually succeed... because they all love playing monks  :banghead but the rest of them  :devil
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind May 25, 2011, 12:45:41 AM
On the Tarrasque's stomp ability, is say the radius is equal to the Tarrasque's face. Did you mean space?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 25, 2011, 12:55:43 AM
On the Tarrasque's stomp ability, is say the radius is equal to the Tarrasque's face. Did you mean space?
My player and I took it to mean one side of the tarrasque's space, i.e. one side of the massive square he's in.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart May 25, 2011, 02:57:07 AM
Midgard Dwarf
(http://img109.imageshack.us/img109/7894/harskdwarficonic.jpg) (http://img109.imageshack.us/i/harskdwarficonic.jpg/)

Mechanics:
[spoiler]
Midgard Dwarf
Hit Dice: d8
Level BAB Fort Ref Will Special
1     +1  +2   +0  +0   Craft Magic Arms and Armor, Master Smith(Ex), Item Crafter(ex), Trapfinding, +1 con, Dwarf Body
2     +2  +3   +0  +0   Spell Resistance, +1 con, +1 str
3     +3  +3   +1  +1   Craft Wondrous Item, Dwarfish Strength, +1 con
4     +4  +4   +1  +1   Alternate Form, +1 con, +1 str
5     +5  +4   +1  +1   Forge Ring, Bestow Curse (Sp) 1/day, +1 con

Skills:8+int modifier per level, quadruple at 1st level.Class skills are; Appraise, Bluff, Concentration, Craft, Diplomacy, Disable Device, Intimidate, Knowledge (all), Hide, Listen, Move Silently, Profession, Open Lock, Use Magic device, Sense Motive, Search, Spellcraft, and Spot.

Dwarf body: The Midgard Dwarf loses all other racial bonuses, and gains the Outsider (Native) type and subtype, small size, 60 foot darkvision, and a base land speed of 20 feet. They also count as a dwarf for all race related effects. You are proficient with light and medium armors and shields, excluding tower shields and simple and martial weapons, as well as any weapons, armor, or shields you craft yourself.
Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring: As the feats.
Trapfinding: As rogue.
Master Smith(Ex): For any crafting feat they have they are considered to meet all other prerequisites when making items of that type, as long as the required caster level is equal or less than their HD+1.
Item Crafter(ex): Midguard Dwarves have a racial bonus equal to their hd for all craft skills and 1/2 HD for use magic device.
Spell Resistance: SR equal to 10+HD. Can be raised or lowered as a free action.
Dwarfish Strength: The Midguard Dwarf can move at his speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Bestow Curse: As the spell, but with medium range, or unlimited range for someone who has wronged them (must be on the same plane, only one curse per infraction). 1/day per 4 HD save DC is 10+1/2 HD+Con Modifier, caster level equal to HD.
Alternate Form(Su): At 4'nd level as a standard action the midguard dwarf can transform into a Badger or Raven. This works as wildshape, except that you do not regain hit-points and there is no daily use limit.[/spoiler]

Comments
[spoiler]
If you want to be artificer lite then the Midguard Dwarf is for you. The high skill points are because they are supposed to be wise and smart but I dropped their mental boosts.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 25, 2011, 04:14:08 AM
Is there a reason the LeShay gets no bonuses to its attributes? I think it is the only class that's presented without some kind of bonus.

Also just a completion type error, I know red dragon is the first monster class presented, but there isn't a link to it under the dragon section.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 25, 2011, 09:58:48 AM
On the Tarrasque's stomp ability, is say the radius is equal to the Tarrasque's face. Did you mean space?

Yes. Clarified it now.

Catty Nebulart:Excellent work there, glad to see you found a fiting image and everything! Added to the Index! :D

Is there a reason the LeShay gets no bonuses to its attributes? I think it is the only class that's presented without some kind of bonus.

Also just a completion type error, I know red dragon is the first monster class presented, but there isn't a link to it under the dragon section.
Because I believed the LeShay's first levels were already too filled with abilities to make up space for ability scores. But looking at the higher levels I guess some ability boosts would help since the Leshay is still a squishy medium creature. Put some bonus to Dex and Cha on him.



: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 25, 2011, 05:19:45 PM
Because I believed the LeShay's first levels were already too filled with abilities to make up space for ability scores. But looking at the higher levels I guess some ability boosts would help since the Leshay is still a squishy medium creature. Put some bonus to Dex and Cha on him.
That is what I figured, I mean getting permanent magic weapons in anything you can wield starting at level 2 is pretty nice, it was just strange seeing nothing added in later for its abilities.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist May 26, 2011, 04:07:03 AM
How about making a Cheshire cat? (http://www.wizards.com/default.asp?x=dnd/fools/20030401c)
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo May 26, 2011, 10:10:36 AM
Cheshire Cat
(http://themodernguilt.files.wordpress.com/2010/03/cheshire-cat.jpg)

[spoiler]
HD:d4

LevelBABFortRefWillFeature
1+0+0+0+2Chesire Cat Body, Cat Magic, Cat Skills, Eschew Materials, Cha+1, Dex+1, Str-2
2+1+0+0+3Partial Invisibility, +1 Dex
3+1+1+1+3Controled Invisibility, Maddening Smile, +1 Cha
Skills:6+Int modifier per level, Class skills are Balance, Bluff, Climb, Concentration, Diplomacy, Escape Artist, Hide, Jump, Listen, Knowledge(any) Move Silently, Perform, Sense Motive, Search, Spellcraft, Spot and Tumble.

Proficiencies: A Chesire Cat is proficient with its own natural weapons only.

Features:

Chesire Cat Body: A chesire cat loses all other racial bonus and gains fey traits (basically low light vision). It is a small sized fey with base speed of 30 feet, two natural claw attacks dealing 1d2+Str mod damage each and a bite attack dealing 1d3+1/2 Str mod damage. It can talk, and altough its paws are unable of fine manipulation, they're still able to provide somatic components for spellcasting.

Cat Magic: a chesire cat can cast spells as a sorceror of its Chesire cat level. This stacks with normal sorceror spellcasting. At first level, and every time its sorceror casting increases, it must learn at least one spell from the Enchantment or Illusion school.

Cat Skills: A Cheshire cat receives a bonus on Balance, Climb, Hide, Jump, and Move Silently checks equal to its HD. In areas of tall grass or heavy undergrowth, its Hide bonus is doubled. Like a normal cat, it also receives a +8 racial bonus on Balance checks and uses its Dexterity modifier for Climb and Jump checks.

Eschew Materials: A Chesire Cat gains Escew Materials as a bonus feat.

Ability Score bonus:
A Chesire cat gains +1 to Dex and Cha and -2 to Str at first level. It gains +1 to Dex at 2nd level and +1 to Cha at 3rd level for a total of +2 Dex, +2 Cha and -2 Str at 3rd level.

Partial Invisibility:
At 2nd level as a standard action the Chesire Cat may become partially invisible, making selected parts of its body disapear. This grants it concealment (20% miss chance and can hide whitout having anything to actualy hide behind). Going back to normal is another standard action. Chesire cats love to leave only their smiles visible to disturb oponents. See Invisibility cannot bypass this effect, but True Seeing can. At 8 HD not even True Seeing can bypass this effect.

Controled Insivibility:At 3rd level as a standard action the Chesire Cat may use Invisibility as a SLA 1/day per HD. Unlike normal invisibility, it can only be beaten by See Invisibility if the observer is at least whitin 10 feet from the Chesire Cat, but it can still be beaten by True Seeing.

At 8 HD the Chesire Cat can use six uses of this ability to use Improved Invisibility as a SLA instead (the bonus against see Insivisibility still applies)

At 11 HD even True Seeing can only beat this effect if the observer is at least whitin 10 feet of the Chesire Cat.

At 14 HD while Invisible the Chesire Cat is completely immune to all scrying and indirect divination methods, plus special senses like Blindsight, Mindsight, Whateversight and other similars only detect the Chesire Cat if it is whitin 10 feet of the observer.

Maddening Smile:The Chesire Cat is adept at making its oponents question their own sanity with its unique smile. At 3rd level, while a Chesire cat has only its smile visibile, the DC of any Illusion and Enchantment spells from it are increased by 1. If the Chesire cat sucessfully feinted the oponent, the DC of Illusion and Enchantment spells is increased by an extra 1.

At 11 HD  True Seeing and similar effects that would automatically pierce illusions only work against the Chesire Cat's illusion spells  if the user is whitin 10 feet of the illusion itself.

At 12 HD the Chesire Cat spells ignore immunity to mind-affecting, but oponents with such immunity still gain a +5 bonus on their saves against such spells.

The above bonus only apply while the Chesire cat leaves only its smile visibile. Turning itself completely invisible or remaining hidden removes the bonus.
[/spoiler]

Comments
[spoiler]
Well this one looked relatively simple and fun so I quickly did it during lunch time.

A clear homage to the cat from Alice in Wonderland, the Chesire Cat is more of a magic creature than a cat.

Full sorceror casting is somewhat compensated for having no hands and needing to invest in Illusion/Enchantment spells .

d4 HD and a single good save is quite squishy but good skills help supporting your spellcasting.

The infamous partial invisibility comes online at 2nd level, and then the capstones are total invisibility (wich ends up scaling to real total invisibility) and a boost to screw over your oponents with illusions and enchantments. Do notice you have to remain partially visibile to gain the bigger bonus.

So if you want to play a disturbing cat that messes up with people's mind, the Chesire's cat for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz May 26, 2011, 02:06:47 PM
Error alert, on the iron golem (http://brilliantgameologists.com/boards/index.php?topic=9557.msg376262#msg376262) you say
Breath Weapon: At 6th level, as a swift action, the golem can produce a cone with 5 feet per 3 HD of poisonous gas lasting 1 round, once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 1+1/2HD+Str mod negates.
Got 1+1/2HD+str mod instead of 10+1/2HD+str mod :(

Did the multi-headed (http://brilliantgameologists.com/boards/index.php?topic=9557.msg357378#msg357378) creature stop gaining a bonus to its good save for a reason? Or should it continue the progression all the way to +12 at 20th level?

Some confusion with the Orange Dragon's (http://brilliantgameologists.com/boards/index.php?topic=9557.msg383265#msg383265) breath attack.
An orange dragon's breath weapon is a bizarre mixture of oily saliva and a deadly, explosive compound, affecting a cone with 30 feet plus 5 feet per HD. When this compound is exposed to water or air, it detonates in a ferocious explosion. The dragon's oily saliva shields this mixture, but it quickly evaporates. Once it is gone, the compound explodes. The orange dragon breathes this mixture in a line. Any creature caught in this area is covered with its sticky, gooey breath.
You open by saying the breath weapon is a cone, but then say it breaths the mixture in a line... either way it looks like a bit of fun, but which one is it?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart May 27, 2011, 04:55:18 PM
Catty Nebulart:Excellent work there, glad to see you found a fitting image and everything! Added to the Index! :D

Thank you, I couldn't have done it without your guidelines and help.

EDIT: New request, I'd like to see an Urskan from frostburn. Bear People seem neat but severely over LA'd.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo May 28, 2011, 07:13:59 PM
Daelkyr
(http://www.wizards.com/dnd/images/eb_gallery/82151.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1 +2+0 +2Daelkyr body, Corrupting Touch, +1 Str 
2+2+3+0 +3Daelkyr, Breed War Symbiot
3+3+3+1+3Daelkyr Flesh, Daelkyr Operation, +1 Con
4+4+4 +1+4 Personal Creation
5+5+4+1+4Flesh Poet, +1 Int
6+6+5+2+5Breed Symbiot, Alien Mind
7+7+5+2+5Flesh Musician, +1 Str
8+8+6+2+5Master of Flesh, Great operation, +1 Con
9+9+6+3+6Flesh Sculptor, +1 Int
10+10+7+3 +7Breed Symbiot, Aura of Madness
11+11+7+3+7Flesh Artist, +1 Str
12+12+8+4+8Horror Legion, +1 Con
13+13+8+4+8 Revolutionary Operation, +1 Int
14+14+9+4+9 Breed Symbiot, +1 Str, +1 Con
15+15+9+5+9 Flesh Sculpture, +1 Int
16+16+10+5+10 Flesh Conversion, +1 Str
17+17+10+5+10 Instant Operation, +1 Con, +1 Int
18+18+11+6 +11 Breed Symbiot, +1 Str, +1 Con, +1 Int
19+19+11 +6 +11 Aura of Insanity, +1 Str, +1 Con, +1 Int
20+20+12 +6 +12 Gate to Madness, +1 Str, +1 Con, +1 Int
Skills: 6+int modifier per level, quadruple at 1st level, all skills are class skills for a Daelkyr.

Proficiencies:Simple and martial weapons, its own natural weapons.

Features:

Daelkyr body:The Daelkyr loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feet). It's a medium sized outsider with base speed 40 feets and one natural slam attack dealing 1d3+1,5 Str mod damage. Unlike normal natural weapons, the Daelkyr may perform iterative attacks with its Slam attack.

The Daelkyr also gains a bonus to Nat armor equal to his Con modifier.

Ability increase:The Daelkyr gains +1 Str at levels 1, 7, 11, 14, 16, 18, 19, 20

The Daelkyr gains +1 Con at levels 3, 8, 12, 14, 17, 18, 19, 20

The Daelkyr gains +1 Int at levels 5, 9,  13, 15,  17, 18,  19, 20

For a total of +8 Str, +8 Con, +8 Int at 20th level.

Corrupting Touch:A daelkyr possesses the innate power to twist and corrupt any creature that it touches. On a successful touch attack, grapple check, natural attack, or unarmed strike,
a daelkyr deals 1d3 points of damage to an ability of the daelkyr’s choosing (no save, if Con is the chosen stat then the damage is halved).

For every 4 HD of the Daelkyr, this ability damage increases one die size.

At 10 HD this ignores immunity to Ability damage, but oponents with such immunity get a save with DC 10+1/2HD+Str mod to resist this effect.

Daelkyr:At 2nd level the Daelkyr gains immunity to transmutation, and a bonus on saves against mind-affecting effects, poison and disease equal to its HD. The Daelkyr also gains the evil  subtype and his weapons/natural attacks count as evil for bypassing DR.

Breed War Symbiot : At 2nd level the Daelkyr learns how to breed a living piece of equipment for both personal use and its minions, a War Symbiot

War Symbiot base stats
[spoiler]
All War Symbiots are tiny aberrations with Str 1, Dex 1, Con 10, Int+1d6, Wis 10+1d6, Cha+1d6, Natural armor of +3, DR 10/cold iron, one single HD (d8) providing a base +2 to Reflex and Will saves and (2+Int mod)x4 Skill points, no class skills and base speed 10 feet.

War Symbiots take item slots and can be used by any willing living creature. They only take a fullround action to equip as they embrace the host unless they're weapons, in which case grabbing them is enough. While bonded, they count as items for all combat purposes. Even when they replicate armor or weapons, War Symbiots don't demand any specific proficiencies to use to full effect. They automatically adapt to the size of the user.

Telepathy-All War Symbiot can telepathically comunicate with their current hosts.

Bonding Tendrils- An equiped War Symbiot digs its tendrils into the host's body to draw sustenance, inflicting one negative level on the host, even if it would be normally immune to negative levels. This negative level cannot be removed by any means except removing the War Symbiot, which takes the same action as equiping it. The only exception to this rule is the Daelkyr using a War Symbiot it breeded itself.

On the other hand, the Bonding Tendrils also make impossible for War Symbiots to be disarmed, but they can still be sundered.

Dominate Host- A symbiot which dislikes its behaviour atitude may atempt to dominate it once per hour. The save DC is 11+Sum of all mental stat mods and works as a Dominate Monster effect that lasts for 24 hours, except it bypasses any mind-affecting immunities. The Daelkyr which breeded the War symbiot is however immune to this ability. A War Symbiot will always try to dominate the host if it turns against the Daelkyr that created it. But otherwise it has its own mind and will rather obey its host than the Daelkyr as long as well treated.

[/spoiler]

War Symbiot list
[spoiler]

Second Skin

[spoiler]
When bonded, this symbiote works as a suit of light armor with the following stats:
-Armor bonus of 2+1/4 HD of the user.
-Armor check penalty of 0 and 0% arcane spell failure chance.
-No max dexterity bonus.
-Grants an enanchment bonus to Dex equal to 1/3 HD of the user.
-Automatically stablizes host when they drop to negative HP.
-Has the Glamered property.
-Allows the wearer to use the Hide skill whitout actually having anything to hide behind.
[/spoiler]


Living Breastplate

[spoiler]
When bonded, this symbiote works as a suit of medium armor with the following stats:
-Armor bonus of 5+1/4 HD of the user.
-Armor check penalty of -2 and 15% arcane spell failure chance.
-Maximum Dexterity bonus of +5
-Grants DR/cold iron equal to 1/2 HD of the user.
-Grants an enanchment bonus to Con equal to 1/3 HD of the user.
-Grants Light Fortification.
-Automatically stablizes host when they drop to negative HP.
[/spoiler]

Bonding Exoskeleton

[spoiler]
When bonded, this symbiote works as a suit of medium armor with the following stats:
-Armor bonus of 8+1/4 HD of the user.
-Armor check penalty of -4 and 30% arcane spell failure chance.
-Maximum Dexterity bonus of +1.
-Grants DR/cold iron equal to the HD of the user.
-Grants an enanchment bonus to Str equal to 1/3 HD of the user.
-Grants Medium Fortification.
-Automatically stablizes host when they drop to negative HP.

[/spoiler]

Tentacle Whip
[spoiler]
When bonded, this symbiote fills one of the user's hands.
-Same stats as a whip, except it deals lethal damage, never provokes attacks of oportunity for attacking, and always threatens the area where you can attack.
-Can attack once per turn as a free action using the user's stats, or be used as a normal weapon (not both on the same round tough).
-Counts as a magic weapon for bypassing DR and affecting ethereal/incorporeal creatures.
-Tentacle whips can channel melee touch spells and abilities and any other abilities that would trigger with a sucessful hit from the used hand.
-Bonus to attack rolls equal to 1/4 HD of the user, and no penalties for being used by an off-hand.
-The user gains gains a  bonus on an opposed attack roll made to disarm an opponent equal to the user's HD, and an equal bonus bonus on a Strength check made to trip an opponent. The wielder does not provoke attacks of opportunity when attempting to trip or disarm, and he cannot be tripped or disarmed if he fails his attempt.
-Sucessful hits from the tentacle Whip inflicts Poison dealing 1d2 Dex damage, Fort save DC 10+1/2 HD of the user+User's Con mod. This damage increases one die size for every 6 HD of the User. At 10 HD it can affect even creatures normally immune to it, but they gain a +5 bonus on their saves.
-For every 5 HD of the user, the reach of the tentacle whip increases by an extra 5 feet.

[/spoiler]

Tongue Worm
[spoiler]
This War Symbiot bonds to the user's mouth, granting it a natural sting attack. This sting attack replaces the creature’s bite attack, if it has one.
-The tongue worm deals 1d3+Str damage, can be used to perform trip and disarm atempts, and counts as Evil aligned for overcoming DR.
-Sucessful hits with the tongue worm inject a poison with Fort DC 10+1/2 HD of the user+Con mod of the user that paralyzes the target for 1 round.
-If the user has at least 6 HD the paralyzis lasts 1d3 rounds instead, and every 6 HD after the paralyziz time increases one die size.
-If the user has 10 HD the paralyzis poison affects even creatures normally immune to it, but they get a +5 bonus on their saves.
-A tongue worm is immune to poison, and grants the user a bonus on saves against poison equal to its HD.
[/spoiler]

Breed Leech
[spoiler]
This War symbiot takes no item slot, just needing to attach itself to some piece of naked skin.
-While a breed leech is attached to a creature, the host is flooded with bolstering chemicals. The supercharged host gains 3+2 per HD of the host bonus hit points per day (which replace any leftover bonus hit points granted by the breed leech on the previous day) and a +1 bonus on Fortitude saves plus an extra +1 per 4 HD of the host.
-If the creature is pregnant, the bolstering chemicals corrupt the new life, turning the unborn child into a random aberration which will tend to CE alignment and be at least friendly towards the Daelkyr.
[/spoiler]

Shadow Sibling
[spoiler]
A shadow sibling settles around its host like a second skin (but not taking any item slot), granting the host protection from some physical attacks.
-While wearing a shadow sibling, a creature can gain 50% concealment against any single attack as an immediate action. You must decide whether to use this benefit before you know the result of the attack roll.
The creature can use this ability a number of times per day equal to its Constitution modifier (minimum once per day). This concealment has no effect against weapons or effects that ignore the miss chance of incorporeal creatures (such as force effects or weapons enhanced with the ghost touch special ability). Using this ability does not provoke attacks of opportunity.
-Moreover, a shadow sibling partly blocks ambient light, giving the host creature and its equipment a shadowy appearance even in full daylight. This effect grants the host
a circumstance bonus on Hide checks equal to half its HD.
-As an attack action the host can make a disrupting melee touch attack dealing 1d6 untyped damage. This damage increases one die size for every 4 HD of the host.
-At 10 HD, the host can turn itself fully incorporeal for 1 round as an immediate action instead of just 50% concealment.
-At 15 HD the incorporeality can last up to 1 minute per use instead of 1 round, ending it is a free action.
-At 20 HD there's no time limit to the incorporeality duration.

[/spoiler]

Storm Stalk
[spoiler]
This eye on a stalk attaches itself to the host's head taking the helm slot.
-As a standard action, a stormstalk’s host can make a ranged touch attack with a ray of electricity emitted from the eye. This ray has a maximum range of 10 feet per HD of the host and deals 1d6 points of electricity damage per 2 HD of the host. It
also imposes a –2 penalty to Dexterity for 1 minute on the creature struck. For every 4 HD of the host, this penalty increases by an extra -1. Penalties from multiple rays (either from the same or separate stormstalks) do not stack.
-At 10 HD of the host it can be used as a swift action. At 15 HD of the host as a free action 1/round. At 20 HD of the host even if it isn't the host's turn.

[/spoiler]

Throwing Scarab
[spoiler]
This War Symbiot attaches itself to one of the host's hand, taking a glove slot. It looks like some kind of exotic decoration untill used.
-A throwing scarab generates small shards of hard crystalline carapace. The host can grasp one of these shards as a free action and throw it as a normal ranged attack. The shard has a range increment of 20 feet. When thrown in this fashion, the shard is treated as a magic weapon for the purpose of overcoming damage reduction. On a successful hit, the shard deals 1d6 points of slashing damage (critical 19–20/2) and then dissolves in its target, dealing an additional 1d6 points of acid damage.
Once a shard is thrown out, the throwing scarab secretes another shard, allowing the host to continuously throw them. Shards do not last for more than 1 round once detached from the symbiont. If a shard is not used as a weapon within 1 round after being pulled from the symbiont, it dissolves harmlessly.
-For every 4 HD of the host, the base damage and the extra acid damage increases by one die step.
-At 10 HD the shards ignore adverse wind conditions, including magic ones like wind wall.

[/spoiler]

Winter Cyst
[spoiler]
This eye on a stalk attaches itself to the host's head taking the helm slot.
-As a standard action, a stormstalk’s host can make a ranged touch attack with a ray of cold emitted from the eye. This ray has a maximum range of 10 feet per HD of the host and deals 1d6 points of cold damage per 2 HD of the host. It
also imposes a –2 penalty to Strenght for 1 minute on the creature struck. For every 4 HD of the host, this penalty increases by an extra -1. Penalties from multiple rays (either from the same or separate stormstalks) do not stack.
-At 10 HD of the host it can be used as a swift action. At 15 HD of the host as a free action 1/round. At 20 HD of the host even if it isn't the host's turn.


[/spoiler]

Each War Symbiot takes 24 hours to breed. There's no limit to how many the Daelkyr can produce, but remember that they can't do anything by themselves and they inflict negative levels on anyone that uses them but the Daelkyr itself. Symbiotes of the same kind never stack.

[/spoiler]
When this ability is first gained the Daelkyr learns how to breed one of this War Symbiots. At levels 6, 10, 14 and 18 it learns how to breed a new kind.

Daelkyr Flesh: At 3rd level the Daelkyr gains Fast Healing equal to half it's HD and SR equal to 11+HD. It may rise or drop its SR as a free action at any time even if it isn't its turn.

Daelkyr Operation: At 3rd level the Daelkyr learns how to perform questionable chirurgies which involve an assortment of knives, saws, chunks of flesh and lots of blood. Each one takes 8 hours and grants one of the following

[spoiler]
Claws: two of the subject's hands become claws dealing 1d6+Str mod, which can still be used for fine manipulation. If the subject already had claws they now deal damage as if they were one size category bigger.

Sharp Extremes: the subject gains either a gore or bite attack dealing 1d8+ 1/2 Str mod. If the subject already had one of those, it now deals damage as if they were one size category bigger.

Fast: The subject's movement speeds increase by 10 feet.

Scaly Skin: The subject's Natural armor increases by 2.

Superior: one of the subject's ability scores increases by 1.

Sharp Nose: the subject gains the Scent standard ability.

Skillful: the subject gains a +4 bonus on all checks with a single skill chosen at the moment of the operation.

Plastic Chirurgy: the subject gains a +10 bonus on disguise checks to pass as a specifific creature chosen at the time of the operation. Alternatively, the subject gains a +20 bonus on disguise checks to prevent others from figuring out its own identity.


[/spoiler]
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.

Alternatively, the Daelkyr may operate the subject for just minor cosmetic changes like skin color change, hair implants and removing signs. Those don't provide any mechanical bonus but neither do they reduce the subject's HP.

The Daelkyr cannot operate itself.

Personal Creation:At 4th level, the Daelkyr experiments produce a specimen with superior powers that doesn't die on the same day, so the Daelkyr dedicates itself to making sure it grows big and strong.

Treat this as a cohort of level -2 of the Daelkyr using either the Beholder or Mind Flayer monster classes with the elite array of stats and no equipment of its own. Once all the base monster levels are taken, it can take either template/prc-monster classes for which it qualifies or normal levels.

If it dies, the Daelkyr can "rebuild" it with one week of work.

Depending on the campaign and background of the character, other monsters may be used for Personal Creation, with DM's aproval.


Flesh Poet:
At 5th level the Daelkyr can use Haste, Lesser Confusion and Slow as SLAs 1/day per 2 HD, save DCs 10+1/2HD+Int mod.

It may use its Lesser Confusion as a swift action.

At 10 HD its Lesser Confusion can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

At 15 HD it may use Lesser Confusion as an immediate action.

Alien Mind:The mind of a daelkyr is a labyrinth that can swallow the thoughts of lesser creatures. At 6th level any creature who attempts to read the thoughts of a daelkyr or otherwise
study its mind must make a DC 10+1/2 HD+Int mod Will save or suffer the effect of an Insanity spell.

The Daelkyr also becomes fully immune to mind-affecting spells and effects.

Flesh Musician:At 7th level the Daelkyr can use Dimension Door, Polymorph and Confusion as SLAs 1/day per 3 HD, save DCs 10+1/2HD+Int mod.

At 12 HD its Confusion can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

At 17 HD it may use its Dimension Door as a move action, and can use any remaining actions it has left after it.

Master of Flesh:At 8th level the Daelkyr becomes fully immune to poison, ability damage and drain and diseases.

Great Operation: At 8th level the Daelkyr can perform even more risky operations. This works as Daelkyr operation, except it takes 16 hours and reduces the subject's max HP by 1 per each HD of the subject itself.

[spoiler]
Wings: The subject gains a fly speed equal to its base speed with average maneuverability. If it already had a fly speed, its maneuverability increases by one step. If it was already perfect, then the fly speed increases by 20 feet.

War Tentacle: the subject gains one tentacle which can be used as a natural weapon dealing 1d4+Str mod damage for a medium creature and can perform basic manipulation like moving items, trip, grapple, disarms, but not complex manipuation like wielding weapons or shields and activating magic items.

Skeleton reinforce:
the subject gains the powerful build trait. If it already had it, instead it loses it and grows one size category, but its ability scores and natural armor don't change.

Skeleton Reducement: the subject gains the slight build trait (as powerful build, but counting as one size category smaller). If it already had it, instead it loses it and is reduced one size category, but its ability scores and natural armor don't change.

Specialized: As skillful, but the skill bonus is +8.

[/spoiler]

Flesh Sculptor:at 9th level 1/day per 4 HD, the Daelkyr may use Baleful Polymorph, Feeblemind and Mind Fog as SLAs. Save DCs are 10+1/2 HD+Int mod.

At 13 HD its Feeblemind and Mind Fog can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

Aura of Madness: At 10th level as a free action 1/round, a daelkyr can trigger a 20-foot-radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a DC 10+1/2 HD+Int mod Will save or be affected as though by a confusion spell
(caster level equal to Daelkyr's HD). A creature that successfully saves cannot be affected again by the same daelkyr’s aura of madness for 24 hours. This ability is a mind-affecting compulsion effect.
 
Flesh Artist At 11th level 1/day per 5 HD the Daelkyr may use Flesh to Stone, Flesh to Stone and Insanity as SLAs, save DCs are 10+1/2HD+Int mod.

At 14 HD its Insanity SLA can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

At 17 HD it may use its Insanity SLA as a swift action.

At 20 HD it may use its Insanity SLA as an immediate action.

Horror Legion: At 12th level the Daelkyr learns how to twist other living creatures into its own servants. This demands 24 hours of work and at least one helpless or petrified creature, the details of which are unique to each Daelkyr but always messy to the extreme.

When the process ends the subject creature loses all its previous levels and HD and related abilities, replaces its stats with Elite Array, and gains an amount of levels in either the Tsochar, Beholder, Mind Flayer or Medusa monster classes equal to its previous CR, up to the Daelkyr's HD-6. The Daelkyr may stitch togheter several victims into a single servant of level equal to their combined CR.

If all the levels on the base monster class were taken, the servant may take template class levels it qualifies for untill it reaches the cap of Daelkyr HD-6.

Their alignment changes to CE, and the Daelkyr may control a number of such servants equal to its Int mod, with any servants over this limit running away and then spreading terror and destruction to satisfy their own destructive lusts. Daelkyr's aren't shy of creating servants over its control limit just to set them free to spread pain and suffering.

Depending on the campaign and background of the character, other monsters may be used for Personal Horror Legion, with DM's aproval.

Revolutionary Operation: At 13th level the Daelkyr may perform even more audacious operations. This works as Daelkyr operation, except it takes 24 hours and reduces the subject's max HP by 2 per each HD of the subject itself.

[spoiler]
Extra Arm: The subject gains one extra arm that can be used to perform fine manipulation or as a natural Slam attack dealing 1d6+Str mod damage for a medium creature.

Flexible Limb: One of the subject's natural weapons reach is doubled and it gains a +4 bonus on grapple, trip and disarm atempts. Grapples performed with that limb also ignore freedom of movement effects.

Overspecialized: As skillful, but the skill bonus is +12.

Better:One of the subject's ability scores increases by 2.

Growth Stimulus: The subject grows one size category, but its ability scores and natural armor don't change.

Shrink:The subject becomes one size smaller, but its ability scores and natural armor don't change.

[/spoiler]

Flesh Sculpture:At 15th level the Daelkyr can use Polymorph any Object as a SLA 1/day per 6 HD. Save DC is 10+1/2HD+Int mod.

At 20 HD it may also use its Polymorph any Object SLA as a swift action.

Flesh Conversion:At 16th level whenever an oponent fails a save against a Transmutation SLA from the Daelkyr, the Daelkyr may choose to instantly convert them in a servant as in the Horror Legion ability.

In this case, even if the new servant would exceed the Daelkyr's max number of servants, it still remains under control for 1d6 rounds before running away.

Instant Operation: At 17th level the Daelkyr may perform a Daelkyr Operation on an adjacent willing creature as a free action 1/round even if it isn't its turn, a Greater Operation as a swift action and a Revolutionary operation as a standard action. Reversing it still takes the normal time tough.

The Daelkyr may also use this on adjacent oponents by suceeding on a melee attack as a free action as part of the Instant Operation.

Aura of Insanity:As a swift action, the Daelkyr may produce a 5 foot per HD radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a DC 10+1/2 HD+Int mod Will save or be affected as though by an Insanity spell
(caster level equal to Daelkyr's HD). A creature that successfully saves cannot be affected again by the same daelkyr’s aura of Insanity for 24 hours. This is a mind-affecting effect, but affects even creatures immune to it, altough they gain a +5 bonus on their saves.

The Daelkyr may exclude any allies it wishes from this ability.

Gate to Madness:For a Daelkyr, destroying worlds is a form of art. At 20th level, it may create a Gate to Madness 1/day.

This works as a Gate SLA that only works for the Planar Travel form and doesn't demand concentration to maintain, but only lasts while the Daelkyr remains whitin 500 feet from it, up to 24 hours. While it lasts, whenever one of the Daelkyr's servants(even those under its direct control) or personal Experiment dies, it automatically reforms at full capacity at the Gate to Madness. Creatures trying to pass trough the Gate of Madness whitout the Daelkyr's permission are permanently rendered insane whitout save (even if they're immune to mind-affecting), but any creature aproaching the gate is aware of this effect as they feel their minds slipping away, and may willingly stop at any time. This won't stop the Daelkyr and its minions from trying to push oponents trough the gate to drive them crazy however.

Slaying the Daelkyr ends this effect, but in the moment before its death it is instantly moved to the other side of the Gate of Madness before it closes, with at least 1 HP and all ill effects removed from it.


[/spoiler]

Comments:
[spoiler]
Damn this one was tough.

Funny thing about the Daelkyr, their "official" crunch isn't that hot. The top SLA they have is POA, and then most of the abilities that make them look so cool in the fluff like breeding beholders and mind flayers are left right there in the fluff.

Well not on my watch! The Daelkyr class is all about breeding your own aberrations and then performing crazy experiments on them and then experimenting on whatever creatures are unlucky enough to cross your path and your allies if you can persuade them. Interestingly enough, Daelkyrs aren't so hot about changing themselves, but considering the mind-shattering typic result of their experiments, I can't really blame them.

You'll notice I made the class Int focused since Daelkyrs seem to be more crazy scientist than crazy overlord. They get all skills as class skills because the original monster has more skills that you can shake a tentacle whip at.

Anyway by itself the Daelkyr only has some SLAs and solid physic stats and fast healing, but then can greatly augment itself with War Symbiots. You also get a personal flesh horror pet at 4th level and eventually mass-produced expendable minions, and smaller operations to customize them at your will. Your allies can choose to join the freak show if they're willing to endure the side effects.

So if you want to play a mad biologist from beyond, the Daelkyr's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nanshork May 28, 2011, 07:53:26 PM
This needs to be corrected.

"Ability increase:The Daelkyr gains +1 Str at levels 1, 7, 11, 14, 16, 18, 19, 20

The Daelkyr gains +1 Con at levels 3, 8, 12, 14, 17, 18, 19, 20

The Daelkyr gains +1 Cha at levels 5, 9,  13, 15,  17, 18,  19, 20

For a total of +8 Str, +8 Con, +8 Int at 20th level."
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo June 03, 2011, 08:11:19 PM
Urskan
(http://www.wizards.com/dnd/images/fb_gallery/83579.jpg)
[Spoiler]HD:d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+0
Urskan Body, Surefooted, White Fur, Demolish, +1 Str
2nd
+1
+3
+0
+0
Armored Bear, Scent, +1 Con
3rd
+2
+3
+1
+1
Rend, Challenging Roar, +1 Str, +1 Con
4th
+3
+4
+1
+1
War Bear Charge, +1 Str,  +1 Con
5th
+3
+4
+1
+1
Growth, SteelClaws, Guardian Bear, +1 Str
Skill Points:4+Int mod, quadruple at first level. Class Skills are: Balance,  Climb, Craft(any), Concentration, Diplomacy, Hide, Intimidate, JumpKnowledge (any), Listen, Move Silently, Profession(any), Search, Sense Motive,  Spot, Survival, Swim

Proficiencies:The Urskan has proficiency in all simple weapons, hammers, warhammers, and light, medium and heavy armor.

Features:

Urskan Body: The Urskan loses all previous racial and gains magic beast traits ( basically low light vision and Darkvision 60ft). It is a medium sized magic beast with base speed 40 feet and a swim speed equal to its base speed. It has two claw attacks that deal 1d6+str mod damage each and  a bite attack dealing 1d8+1/2 Str mod damage. It can use its claws for fine manipulation.

In addition it gains a Natural Armor bonus equal to its Con mod and a the Cold subtype (immunity to cold, +50% damage from fire).

Surefooted: Urskans ignore all movement penalties associated with snow on the ground. They also receive a racial bonus on Balance checks when walking on ice or snow equal to their HD.

At 4 HD those bonus apply on any kind of ground as the Urskan learn to quickly adapt to any terrain

White Fur: The Urskan gains a bonus on Hide checks equal to twice its HD in Icy or Snow terrain while wearing no armor.

At 4 HD the Urskan can spend one minute covering his fur with dirt, plants and whatever's available to gain this bonus on the place where he is now.

At 8 HD the Urskan can hide whitout having anything to hide behind as long as he's unarmored and the fur adapted to the current terrain.

At 12 HD the Urskan can cover his fur as a standard action.

At 16 HD as a move action.

Demolish:Urskan are naturally great smiths, and that knowledge can be used for destroying as well as creating. As a swift action, a number of times per day equal to its Con mod, the Urskan next sunder atempt on this round doesn't provoke attacks of oportunity and may target an oponent's armor. If the sunder is done with an hammer of any kind, it ignores any hardness from the object attacked and deals double damage. If it hits the Urskan may follow it up with a free attack against the user of the item.

This also grants the Urskan a bonus on any Skill checks involving metal equal to its HD, and the Urskan may repair any sundered item with 1 hour of work with an hammer and a fireplace.

Ability Score Bonus:
The Warbear gains an extra +1 to Str at levels 1, 3, 4, 5 and +1 to Con at levels 2, 3, 4, for a total of +4 Str and +3 Con at 5th level.

Armored Bear:At 2nd level every Urskan feels incomplete, and has a sudden urge to craft a powerful personal armor that it will keep improving trouhout its life. This  demands at least 48 hours of initial hard work from the Urskan, and results in an Half-Plate fit for its size and an Enhancement bonus equal to half its HD. It cannot have an enhancement bonus to AC actually bigger than +5, but the Enhancement bonus can be spent on extra abilities like Glammered and Fortification. If the Urskan ever changes size, it can refit the armor with 24 hours of work.  It can also change the Enhancement bonus whith another 24 hours of work.

Such is the dedication of the Urskan put on its armor that it offers considerably superior protection compared to a normal half-plate, counting half its armor bonus towards the touch AC of the Urskan and also granting the Urskan itself DR/adamantine equal to half the ranks it has in Craft (Armorsmithing).

Should it ever be destroyed, the Urskan can repair it from the remains in 24 hours, even if crumbled to dust from a disintregate! Every time the Urskan levels up, it must spend 24 hours working on its armor to gain the improved bonus.

Finally, the Urskan may don or remove this armor as a fullround action.

Scent:At 2nd level an Urskan gains the Scent standard ability as per the srd.

Rend:At 3rd level if an Urskan hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional damage equal to twice the claw damage (including double the Str bonus).

Challenging Roar:Urskans are not only carnivores, they live for conflict. A number of times per hour equal to their Con mod as a move action, they may let out a challenging roar that affects all enemies in a radius of 10 feet per HD. Unless they suceed on a save of DC 10+1/2HD+Con mod, they must answer to the Urskan's challenge, being unable to move away from it for 1 round (they can still move closer or move around as long as the distance doesn't increase). If they fail by 5 or more, they also cannot attack any other creature but the Urskan for 1 round.

War Bear Charge: Urskans know how to put the weight of their powerfull bodies at the end of a charge. At 4th level when performing a Charge the Urskan may deliver a Slam attack dealing 2d6+1,5 Str mod damage in addition to all the other benefits and hazards of a charge. If wearing armor, the Urskan adds the Armor bonus to the damage as it uses its extra weight to crush the enemy. This is an extra attack option and if the Urskan gains pounce or a similar ability it can combine its other natural weapons with this Slam.

If this Slam hits, the Urskan may also atempt a basic combat maneuver as grapple, trip, disarm or bullrush as a  free action against the hit oponent.

The Urskan may also charge trough solid obstacles if he suceeds on a break check against them to pass trough, otherwise it stops right in front of the obstacle. It adds its armor bonus (if any) to this break check.

At 10 HD the Urskan can even charge trough magic obstacles as long as wearing its Armored Bear half-plate. Make a dispel check using your HD as CL with a bonus equal to half your Armor bonus.  If it suceeds, the magic obstacle is dispeled. This works even against normally undispellable effects like Wall of Force, but the dispelling DC is increased by 5.

Growth: At 5th level the Urskan grows one size category.

SteelClaws: At 5th level the Urskan fits its Armored Bear half-plate with special tips to their already powerful claws, that can be used instead of its normal claw attacks and deal 1d12+Str mod damage each. They count as either natural or manufactured weapons whenever it would be more benefical, meaning the Urskan can attack with both on a full attack whitout penalties and also perform iterative attacks if it has enough Bab.

They count as masterwork and can be enchanted as normal weapons. If the Urskan participates in the enchanting process, the gold and exp cost are reduced by half as the Urskan lends an hand, or a claw to be more precise.

If the Urskan has acess to special materials like silver or adamantine, it can fit them to its steelclaws with 24 hours of work, in which case they count as that material for all purposes.

Guardian Bear: Urskans are specially renowned for fiercely defending their territories, being virtually unstoppable when fighting for their land. Such reputation is well founded. At 5th level, 1/day per 4 HD they may fly into a Rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) with one of the following additional effects:
(All caster levels are your HD and saves are 10+1/2 HD + con)

Urskan's are Exhausted after their rage instead of merely being Fatigued.

Any bonus that would apply to Rage are applied to this ability as well, and it also counts as Rage for feat and prc prerequisites. If an Urskan multiclass as a barbarian, Urskan levels stack to determine when they gain Greater Rage and Mighty Rage .

They can fly into rage even if they are unconscious or otherwise disabled if their nearby allies are under attack, even if they have no way of knowing it.
[/spoiler]

Comments
[spoiler]
Bears with hammers and heavy armor. What else needs to be said? Drawed heavy inspiration from Golden Compass. Kinda too tired for fancy commentaries now tough.

So if you want armored bears, the Urskan's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 03, 2011, 08:12:29 PM
You open by saying the breath weapon is a cone, but then say it breaths the mixture in a line... either way it looks like a bit of fun, but which one is it?

It was the line option, thanks for pointing it out.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 June 03, 2011, 08:20:36 PM
Drawed heavy inspiration from Golden Compass.
*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: The_Mad_Linguist June 03, 2011, 11:04:37 PM
Drawed heavy inspiration from Golden Compass.
*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
That's the series where the author wanted to make it atheistic, confused it with agnostic, then thought the A was silent and just wrote a bunch of books centered around gnosticism, right?
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 June 03, 2011, 11:27:00 PM
Drawed heavy inspiration from Golden Compass.
*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
That's the series where the author wanted to make it atheistic, confused it with agnostic, then thought the A was silent and just wrote a bunch of books centered around gnosticism, right?
Well it starts with a corrupt church, and ends with a war against a Demiurge. Also angels are subatomic particles found in amber. Or something.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Nanshork June 04, 2011, 12:37:17 AM
Drawed heavy inspiration from Golden Compass.
*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
That's the series where the author wanted to make it atheistic, confused it with agnostic, then thought the A was silent and just wrote a bunch of books centered around gnosticism, right?

I think the characters having a goal of killing god counts as trying to turn kids into atheists.  :P
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Prime32 June 04, 2011, 01:22:19 AM
I think the characters having a goal of killing Demiurge counts as trying to turn kids into gnostics.  :P
Fixed. :teach
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Catty Nebulart June 04, 2011, 05:54:46 PM
Yay armored bear people.

Ability Score Bonus: The Warbear gains an extra +1 to Str at all levels and +1 to Con at levels 2, 3, 4, for a total of +5 Str and +3 Con at 5th level.

The table does not have a str bonus at 2'nd level.

Armored Bear:
typo:
enanchment => enhancement

Also you should have some verbiage around changing the enhancement bonuses, either outright state it can't be done, or say that it takes 24 hours of forge work.

Challenging Roar:
Interesting mechanic, the fluff could use a bit of work but it's mechanically sound.

War Bear Charge: Urskans know how to put the weight of their powerfull bodies at the end of a charge. At 4th level when performing a Charge the Urskan may deliver a Slam attack dealing 2d6+1,5 Str mod damage in addition to all the other benefits and hazards of a charge. If wearing armor, the Urskan adds the Armor bonus to the damage as it uses its extra weight to crush the enemy.

I am a little unclear how this would work if the Urskan somehow had pounce. Would he get this attack in addition to the other attacks since it is a natural attack? Or does this attack replace the normal attacks? By pure wording it's a strict additional attack.

typo's bolded, missing words underlined;
Guardian Bear: Urskans are specially renowned for fiercely defending their territories, being virtually unstoppable when... (even if currently unable to take actions, including being bleeding to death) ...end one harmful spell/condition/effect ...  its armors hardness is doubled and have their natural weapons and Steelclaws deal damage as if they were one size category larger.

Also "even if currently unable to take actions, including being bleeding to death" is not a valid English sentence. You probably mean "even if currently unable to take actions, such as if currently dying". Which is the proper DnD keyword for that condition. Also you probably want to use the word 'Unconscious (http://www.d20srd.org/srd/conditionSummary.htm#unconscious)' since that is the status that prevents you from acting, dying just makes you unconscious.
Also that ability is basically Iron Heart Surge on crack. I would tone it down to OR instead of and, and up some of the effects a bit. Also how would you see or hear your allies being attacked while unconscious or dead? Or just blinded and deafened? How about this;

Guardian Bear(Ex): Urskans are specially renowned for fiercely defending their territories, being virtually unstoppable when fighting for their land. Such reputation is well founded. At 5th level, 1/day per 4 HD they may fly into a Rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) with one of the following additional effects:
(All caster levels are your HD and saves are 10+1/2 HD + con)

In addition Urskan's are exhausted after their rage instead of merely being fatigued. At 11 HD the rage improves to Greater Rage, and at 15 HD to Might Rage. At 19 HD the Urskan is merely fatigued after a rage.

They can fly into rage even if they are unconscious or otherwise disabled if their nearby allies are under attack, even if they have no way of knowing it.

-*-*-*-*-

That might still be a tad strong. hmm. Anyway thank you for making Urskan's.  :clap :love
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo June 04, 2011, 09:41:15 PM
Drawed heavy inspiration from Golden Compass.
*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)

When they translated it to my country they translated it as golden compass so I blame the editors.

And for the record angels do appear as human-sized beings, the subatomic particles are... Well I never understood what they were. Some kind of zen fey-soul thing that made people feel good.

And it's not much as atheism or gnocism as simply sociopatism as the guy who starts the whole "kill the guy on top" thingy is doing it for the evulz (why take down the government when I can take down the heavens themselves?) and was willing to sacrifice his own daughter in the process (but another random kid served too)

Yay armored bear people.

Ability Score Bonus: The Warbear gains an extra +1 to Str at all levels and +1 to Con at levels 2, 3, 4, for a total of +5 Str and +3 Con at 5th level.

The table does not have a str bonus at 2'nd level.

Armored Bear:
typo:
enanchment => enhancement

Also you should have some verbiage around changing the enhancement bonuses, either outright state it can't be done, or say that it takes 24 hours of forge work.
Indeed there wasn't suposed to be a bonus to Str at 2nd level, removed it from the text. Also corrected that typo and added changing option.

Challenging Roar:
Interesting mechanic, the fluff could use a bit of work but it's mechanically sound.
Well by all means feel free to sugest fluff. My idea was something along the lines that Uskan's image screams CHALLENGE. You just can't run away from it. You must pit your strenght against its.

War Bear Charge: Urskans know how to put the weight of their powerfull bodies at the end of a charge. At 4th level when performing a Charge the Urskan may deliver a Slam attack dealing 2d6+1,5 Str mod damage in addition to all the other benefits and hazards of a charge. If wearing armor, the Urskan adds the Armor bonus to the damage as it uses its extra weight to crush the enemy.

I am a little unclear how this would work if the Urskan somehow had pounce. Would he get this attack in addition to the other attacks since it is a natural attack? Or does this attack replace the normal attacks? By pure wording it's a strict additional attack.
Extra attack if you get pounce, clarified.

Also that ability is basically Iron Heart Surge on crack. I would tone it down to OR instead of and, and up some of the effects a bit. Also how would you see or hear your allies being attacked while unconscious or dead? Or just blinded and deafened? How about this;
IHS is basically at will. This is 1/day. But your sugestion looks quite good anyway so I'll add it.

...
That might still be a tad strong. hmm. Anyway thank you for making Urskan's.  :clap :love
I removed the auto-upgrade to greater and mighty rage and reduced Mass Heal to just Heal to tone it down a little, but put in some barbarian sinergy. Check out the new version!

Also one thing I clearly didn't explain well was that the custom half-plate grants the Urskan itself an hardness score. Hopefully clarified it properly now.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Catty Nebulart June 05, 2011, 12:45:10 AM
Also corrected that typo and added changing option.

There is still a typo; enhancement

Also that ability is basically Iron Heart Surge on crack. I would tone it down to OR instead of and, and up some of the effects a bit. Also how would you see or hear your allies being attacked while unconscious or dead? Or just blinded and deafened? How about this;
IHS is basically at will. This is 1/day. But your sugestion looks quite good anyway so I'll add it.

Thanks. Oh and there is something we both have overlooked, while the image of a group of adventurers carting around a months old Urskan corpse that somehow springs back to life, rages for a bit and then falls over dead again is quite amusing it also doesn't seem quite right. Possibly restrict it to within 1/round or 1/minute per HD since death? And we should probably add a disintegrate clause either allowing or forbidding it, though the image of a pile of dust suddenly springing back up in the ghostly form of an Urskan and raging to protect their friends is extremely cool. :lmao
The Urskan might also need the ability to freely act while at negative hit-points and raging. At least when pulling the suspend death trick.

Also one thing I clearly didn't explain well was that the custom half-plate grants the Urskan itself an hardness score. Hopefully clarified it properly now.

 :twitch Why not give it DR/adamantine and energy resistance? granted the combination is a bit much but that does the same as hardness without adding confusion. Even Golems use DR/adamantine rather than hardness, the only creature I can think of that has hardness are animated objects. And since animated object are still object they probably take half damage from fire and electircity, etc which probably is not appropriate for an Urskan. Also I don't think both DR and energy resistance are needed, one of the two should be enough, probably DR.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: Nanshork June 05, 2011, 08:12:01 AM
Drawed heavy inspiration from Golden Compass.
*twitch* (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarketBasedTitle)
And it's not much as atheism or gnocism as simply sociopatism as the guy who starts the whole "kill the guy on top" thingy is doing it for the evulz (why take down the government when I can take down the heavens themselves?) and was willing to sacrifice his own daughter in the process (but another random kid served too)

Just an fyi, the author himself has said that it's an anti-christianity thing.  Not that it affects the class. 
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 05, 2011, 09:20:01 AM
Fixed typo, traded hardnesd for DR/adamantine (some other monsters besides animated objects like the Carven Cartaryd to have it, altough they're all chunks of rock of some sort) and clarified up the keep fighting-after-death scenarios.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo June 10, 2011, 03:11:26 PM
Genie, Kahayal
(http://images.wikia.com/forgottenrealms/images/d/d8/Khayal_-_Lucio_Parrillo.jpg)

[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+0+0+2+0Kahaya Body, Improved Finesse, Sneak Attack +1d6, Dusk and Dawn, +1 Dex
2+1+0+3+0Shadow Genie, Black Candle, +1 Con
3+2+1+3+1Sneak Attack +2d6, Sight Eclipsed,+1 Dex
4+3+1+4+1Fleeting Shadow, Deception, +1 Con
5+3+1+5+1Sneak Attack +3d6, Bolster
6+4+2+6+2Pass Into Shadow, Umbral Body, Shadow Endurance

Skills:
6+int modifier per level, quadruple at 1st level. Class skills are Apraise, Balance, Bluff, Concentration, Craft(any), Diplomacy, Intimidate, Hide, Jump, Knowlege (any), Listen, Move Silently, Profession (any), Sense motive, Spot, Swim, Tumble, Use rope

Proficiencies:simple and martial weapons, light armors.

Features:
Khayal Body :A Genie, Kahayal loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). He is a medium outsider with 30 base speed.

The Genie, Kahayal also gains a Nat armor bonus equal to his Con modifier.

Improved Finesse: A Genie, Kahayal gains Improved Finesse as a bonus feat even if he doesn't meet the prerequisites, and can apply it to any weapon he wields with a single hand, not only light weapons.

Sneak Attack: As the rogue ability, and stacks with Sneak Attack from other sources. The extra damage increases by 1d6 for every two other Genie, Kahayal levels, up to +3d6 Sneak Attack bonus damage at 5th level.

Dusk And Dawn: As a standard action 2/day for every HD he has, a Genie, Kahayal can make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see trough this area normally. This affects a 20 feet radius emanation centered on a point in space whitin 25 feet plus 5 feet for every 2 HD. It lasts for 10 min per HD.

At 6 HD he may use this as a move action.

At 12 HD as a swift action.

At 18 HD as a free action even if it isn't his turn, and multiple times per round as long as he has uses left.


Ability increase:
The Genie, Kahayal gains +1 to Dex at 1st and 3rd  levels and +1 to Con at 2nd and 4th levels for a total of +2 Con and +2 Dex at 6th level.

Shadow Genie: At 2nd level the Genie, Kahayal gains immunity to cold, resistance to fire, acid, electrecity and sonic equal to his HD, and  telepathy with range of 40 feet plus 10 feet for each extra HD beyond 2.

Black Candle:
At 2nd level as a standard action, 2/day for every HD the Genie, Kahayal can replicate a Darkness or Daylight spell with CL equal to HD. Both choices draw from the same number of uses. They count as spells of half the Genie, Kahayal's HD for purposes of countering and dispelling light and darkness spells.

At 10 HD the Genie, Kahayal may use this ability as an immediate action for countering purposes.

Sight Eclipsed: At 3rd level 1/day per HD the Genie, Kahayal can cloak himself in shadow while shifting away the light that would reveal him. He may atempt to hide even while being observed, and whitout need of cover or concealment.

At 11 HD he may use this ability at will.

Fleeting Shadow: At 4th level the Genie, Kahayal  gains a fly speed of 40 feets with perfect maneuverability.
 
Deception:
Genie, Kahayal are adept of trickery and light tricks. At 4th level while standing in an area of darkness or shadowy illumination, As a swift action they may either add their highest mental stat mod to their next damage roll or their highest physical stat mod to their next Intimidate or Bluff check.

Bolster: At 5th level 1/day per 2 HD the Genie, Kahayal may link a creature touched (including himself) to the Plane of Shadow, granting it 5 temporary HP for every HD of the target, which last for 10 minutes per HD of the Genie, Kahayal. For the duration of this effect, the subject's shadow grows larger than normal and its movements are very slightly uncoordinated with those of the subject.

At 12 HD if the Genie, Kahayal Bolsters himself, he can partially control his rebellious shadow, allowing him to make one Feint check per round as a free action.

Pass into Shadow: As a fullround action at 6th level 1/day per 6 HD, the Genie, Kahayal may replicate a PlaneShift effect with CL equal to HD, but he must either travel to or from the Plane of Shadow. You cannot use this ability on unwilling creatures.

At 13 HD he may use this as a standard action, and may target unwilling creatures, with save DC being 10+1/2HD+Cha mod.

Umbral Body: As a fullround action at 6th level, 1/day for every 6 HD he has, the Genie, Kahayal may gain the Incorporeal Subtype for 1 round per HD, with all the associated bonus and penalties. He may end the effect sooner if he wishes as another fullround action, but any rounds left are wasted.

At 14 HD he may start and end this as a standard action.

Shadow Endurance: At 6th level the Genie, Kahayal can whitstand and ignore the adverse conditions of any of the elemental planes for 1 hour per HD per day.


[/spoiler]

Comments:
[spoiler]
Altough it was published only on Tome of Magic, the Genie, Kahayal probably fits the original genie archetype better than any of the others if you ask me. They're powerful bastards that delight on cheating others and and perform smoke and mirror tricks.

The class has a main roguish theme with a series of shadow abilities to back it up. Sneak attack, creating your own cover and concealment, improved weapon finesse, some buffing and limited use hide-in-plain-sight (that eventually becomes at will, but making it so right away would be kinda unfair for every other class with it, plus even the original monster can't do it at will). One good save, strong skill points, medium Bab and HD round him up.

The last level offers two quite powerful abilities with Plane Shift and Incorporeability. However their use is quite limited when you first get it until so it balances out.

So if you want to play a shadowy outsider trickster, the Genie, Kahayal's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz June 13, 2011, 02:25:53 AM
How about one of my personal favorite monsters, the conflagration ooze from MMIII I believe. Nothing seems to scare my party more then a ball of fire coming up and attacking them from the bowels of the temple of the Sun Gods  :evillaugh
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 June 13, 2011, 08:20:01 AM
How about one of my personal favorite monsters, the conflagration ooze from MMIII I believe. Nothing seems to scare my party more then a ball of fire coming up and attacking them from the bowels of the temple of the Sun Gods  :evillaugh
After recently having another look at MM3, the geriviar. It's a giant monster with four arms and skin like a horned lizard that hates buildings and grows organic grenades on its back. :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 13, 2011, 09:49:29 AM
I couldn't find this one on the thread, so I decided to give it a try myself. Comments are always most welcome!

Verdant Prince

(http://www.wizards.com/dnd/images/mm4_gallery/98730.jpg)

[spoiler]HD: d6.

Level BAB Fort Ref Will Feature
1 +0 +0+2 +2 Verdant Prince Body, Fae Tyrant’s Magic, Lesser Enchantment Mastery, Weakness to Cold Iron, +2 Dex, +1 Cha.
2  +1 +0+3 +3 Princely Demeanour, Minor Oath Bond, +1 Cha.
3  +1 +1+3 +3 Unearthly Grace, +1 Dex, +1 Cha.
4  +2 +1 +4+4 Evasion, Tyrant Soul, +1 Cha.
5  +2 +1 +4 +4 Princely Tongue, +1 Dex, +1 Cha.
6  +3 +2+5+5 Greater Enchantment Mastery, Intermediate Oath Bond, +1 Cha.
7  +3 +2 +5 +5 Will of the Fae Lord, Staff of the Forest, +1 Dex, +1 Cha.
8  +4 +2 +6 +5 Unchallenged, +1 Dex, +1 Cha.
9  +4 +3+6 +6 Tyrant Body, +1 Dex, +1 Cha.
10  +5 +3+7 +7 Improved Evasion, Major Oath Bond, +1 Cha.
11  +5 +3 +7+7 Tyrant Mind, True Enchantment Mastery, +1 Dex.

Skills: 6 + Intelligence modifier per level, quadruple at first level. Class skills: Appraise, Balance, Bluff, Climb, Concentration, Craft(Any), Diplomacy, Disguise, Escape Artist, Hide,  Intimidate, Jump, Knowledge(Arcana), Knowledge(Local), Knowledge(Nature), Listen, Move Silently, Perform(Any), Profession(Any), Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble and Use Magic Device.

Proficiencies: As the druid.

Features:

Verdant Prince Body (Ex): The verdant prince loses all other racial bonuses, and gains the Fey type along with its traits (Low-Light Vision, mainly), medium size and a base speed of 40 ft.

Fae Tyrant’s Magic (Sp): At each verdant prince level, he becomes capable of using some Spell-Like Abilities a certain number of times per day, according to the following list. Save DCs are 10 + ˝ HD + Cha modifier.

1: Disguise Self and Charm Person, each 2/day per HD.
2: Dimension Door (only when starting point and destination are adjacent to a tree or plant creature) and Pass Without Trace, each 2/day per HD.
3: Detect Thoughts and Goodberry, each 1/day per HD.
4: Suggestion and Cure Moderate Wounds, each 1/day per 2 HD.
5: Call Lightning Storm and Arcane Sight, each 1/day per 3 HD.
6: Charm Monster 1/day per 3 HD.
7: Wall of Thorns 1/day per 4 HD.
8: Baleful Polymorph 1/day per 5 HD.
9: Fire Seeds 1/day per 5 HD.
10: Changestaff 1/day per 6 HD.
11: Repel Metal or Stone 1/day per 10 HD.

A verdant prince who multiclasses to druid, ranger, bard or sorcerer can count his Verdant Prince levels as levels of that class for the purposes of Caster Level, learning new spells and receiving spell slots. For example, a Verdant Prince 2 who took one level of Druid could choose to have a CL of 3 and a second level spell, but he couldn’t have the spells known and the spell slots of a Druid 2, and his Verdant Prince levels wouldn’t count towards his animal companion or wild shape class features.

Lesser Enchantment Mastery (Ex): The verdant prince gains Wild Empathy, as the druid class feature, but he may also affect creatures of the Vermin and Plant types in addition to creatures of the Animal and Magical Beast types. Classes that grant the Wild Empathy class feature stack with levels in Verdant Prince for the purposes of this ability.

Weakness to Cold Iron (Ex): A verdant prince takes double damage from weapons made of cold iron.

Princely Demeanour (Ex): The verdant prince gains a racial bonus on Bluff, Diplomacy, Intimidate and Sense Motive equal to half his HD (rounded down).

Minor Oath Bond (Su): The verdant prince is capable of entering a bargain with an intelligent creature (Intelligence score equal to or greater than 3) of Indifferent or better attitude. This bargain requires a specific service performed by each party. The service must be attainable by the creature who vows to perform it, and it must have a definite ending. The service must also be performed prior to a specific date agreed upon by both parties. The party who does not perform the service before the appointed date receives a -2 to all ability scores until they perform the service or the oath is dissolved. The oath can only be dissolved by the verdant prince, or by the Wish or Miracle spells. A dominated or controlled creature cannot make an oath bond. The verdant prince instantly knows when an oath bond he has forged has been broken. He also instantly knows the direction and distance to a creature who has broken an oath bond, so long as both the verdant prince and the creature are on the same plane. The verdant prince may only have as many Minor Oath Bonds as he has HD. Making the oath is a sonic, language-dependent effect. The penalties are a (Su) effect.

Unearthly Grace (Su): The verdant prince adds his Charisma modifier as a bonus on saving throws and as a deflection bonus to AC.

Evasion (Ex): As the rogue class feature.

Tyrant Soul (Su): The verdant prince gains SR equal to 11+ his HD.

Princely Tongue (Ex): Once per round as a standard action, the verdant prince may speak words of such grandiose eloquence that he can render one target within 30 ft. Immobilized for a round. A will save (DC = 10 + ˝ the verdant prince’s HD + Cha modifier) negates this effect. This is a mind-affecting, compulsion, sonic, language-dependent effect. At 8 HD, the verdant prince may choose to render the target Staggered instead. At 10 HD, the verdant prince may choose to render the target Silenced instead. At 12 HD, the verdant prince may choose to render the target Dazed instead. At 14 HD, the verdant prince may choose to render the target Stunned instead. At 16 HD, the verdant prince might choose to render the target Paralyzed instead. At 18 HD, the verdant prince might choose to render the target Confused instead. At 20 HD, the verdant prince might choose to render the target Unconscious instead.

Greater Enchantment Mastery (Ex): The verdant prince becomes immune to effects from the Enchantment school and receives a +5 bonus on saves versus mind-affecting effects, illusions and divinations. The verdant prince may forgo the immunity at will if he wishes to be affected by Enchantment effects.

Intermediate Oath Bond (Su): The verdant prince is capable of entering a bargain with an intelligent creature (Intelligence score equal to or greater than 3) of Indifferent or better attitude. This bargain requires a specific ongoing service performed by each party, for an agreed-upon period of time. The party who does not perform the service for the arranged period of time receives a -4 to all ability scores until they perform the service or the oath is dissolved. The oath can only be dissolved by the verdant prince, or by the Wish or Miracle spells. At the verdant prince's choice, he may choose that the penalty for not fulfilling an Intermediate Oath Bond be a negative level instead of a -4 to all ability scores. A dominated or controlled creature cannot make an oath bond. The verdant prince instantly knows when an oath bond he has forged has been broken. He also instantly knows the direction and distance to a creature who has broken an oath bond, so long as both the verdant prince and the creature are on the same plane. The verdant prince may only have as many Intermediate Oath Bonds as half of his HD (rounded down). Making the oath is a sonic, language-dependent effect. The penalties are a (Su) effect.

Will of the Fae Lord (Ex): Whenever the verdant prince would be subject to an effect that is lessened with a successful Will save (such as Will half or Will partial), he instead suffers no effects if he succeeds on the Will save.

Staff of the Forest (Su): The verdant prince crafts a staff from an ancient and powerful tree (oak is commonly chosen, but it can be of any type of wood). The staff grants the verdant prince the ability to cast certain spells by expending Oath Charges, and one passive bonus that is always active for as long as at least one Oath Charge remains on the staff. The verdant prince's staff regains Oath Charges based on the amount of Oath Bonds he has crafted. Normally, Minor Oath Bonds do not grant Oath Charges, though the DM might decide that a particularly harrowing Minor Oath Bond is worth between 1 to 5 Oath Charges, according to the peril involved in the task. For every Intermediate Oath Bond that the verdant prince has active at the beginning of every day, his staff gains one Oath Charge. For every Major Oath Bond that the verdant prince has active at the beginning of every day, his staff gains two Oath Charges. Oath Charges are gained by the other party's completion of the arranged services, not by the verdant prince's actions. If either party breaks their Oath Bond, or if the Oath Bond is completed or dissolved (or annulled by Wish or Miracle), the prince stops receiving daily Oath Charges from that Oath Bond. A staff may not store more than twice the verdant prince's HD in Oath Charges. Excess Oath Charges are wasted. Upon creation, the verdant prince chooses a type of staff and a type of weapon he is proficient with. Once made, the decisions cannot be changed, except by Limited Wish, Wish or Miracle. As a move action, the verdant prince can make the staff change forms between an ordinary staff and the type of weapon he has chosen. This is a (Su) effect. If the verdant prince chooses the Staff of the Jade Duelist or the Staff of the Peerless Archer, he may change the type of weapon his staff can turn into once per day. The verdant prince must hold the staff in his hand when he wishes to cast a spell contained within and to benefit from the passive bonus. The verdant prince may pay to have his staff enchanted as an ordinary weapon. He can choose any enchantment that an ordinary staff or its alternate weapon form qualify for. If an enchantment would not be applicable when the staff changes forms, it is suppressed until the staff changes back. Example: A verdant prince chooses the Staff of the Jade Duelist and a bastard sword. The verdant prince can turn his staff into a bastard sword with a move action. If he enchants the staff with the Keen enchantment (because the bastard sword qualifies for it), the enchantment is suppressed while the staff is in staff form. The Caster Level for the spells equals the verdant prince's HD. Save DCs equal 10 + spell level + the verdant prince's Charisma modifier.

Types of Staves:
[spoiler]* Staff of the Emerald Oak:
Light Fortification (Su): As the armour special ability.
Entangle: 1 Oath Charge.
Tree Shape: 2 Oath Charges.
Diminish Plants: 3 Oath Charges.
Plant Growth: 3 Oath Charges.
Speak with Plants: 3 Oath Charges.
Command Plants: 4 Oath Charges.

* Staff of the Beastmaster:
Animal Fury (Su): The verdant prince gains a bite attack appropriate to his size (1d6 for medium).
Calm Animals: 1 Oath Charge.
Charm Animal: 1 Oath Charge.
Hide from Animals: 1 Oath Charge.
Speak with Animals: 1 Oath Charge.
Animal Trance: 2 Oath Charges.
Hold Animal: 2 Oath Charges.
Dominate Animal: 3 Oath Charges.

* Staff of the Peerless Archer:
Vigilance (Su): The verdant prince does not provoke attacks of opportunity when making ranged attacks with a weapon.
True Strike: 1 Oath Charge.
Magic Missile: 1 Oath Charge.
Acid Arrow: 2 Oath Charges.
Cat's Grace: 2 Oath Charges.
Flame Arrow: 3 Oath Charges.

* Staff of the Dark Ruler:
Supernatural Allure (Su): The verdant prince is so alluring that opponents must struggle to raise a hand against him. He is considered to be under the effect of a permanent Sanctuary spell. He may suspend this effect as a free action, but he must wait 1d12 rounds before he can resume it, also as a free action. The DC is 10 + half the verdant prince's HD + the verdant prince's Charisma modifier.
Enthrall: 2 Oath Charges.
Glibness: 3 Oath Charges.
Hold Person: 3 Oath Charges.
Dominate Person: 5 Oath Charges.
Mind Fog: 5 Oath Charges.

* Staff of the Undying Lord:
Bound to the Forest (Su): The staff functions somewhat like a lich's phylactery, returning the verdant prince to life 1d10 days after his death. The verdant prince loses one level upon resurrection, as though he had been affected by a Raise Dead spell. In order for this effect to function, the verdant prince must store 5000 GP worth of jewels, precious metals, small magic items or gems in the staff, and they are consumed upon the verdant prince's resurrection. The staff must retain at least one Oath Charge from the moment the verdant prince dies to the moment he is restored to life. If the staff is destroyed or drained of Oath Charges, the verdant prince dies normally. Placing the staff on an Antimagic Field postpones the resurrection until it is removed from the antimagic area.
Barkskin: 2 Oath Charges.
Poison: 3 Oath Charges.
Contagion: 3 Oath Charges.
Blight: 4 Oath Charges.
Rusting Grasp: 4 Oath Charges.

* Staff of the All-Knowing Eyes:
Prescient Knowledge (Su): The verdant prince always knows when he is being observed, whether by divinations or actual senses. He does not know the source, location, direction, number or identity of the creature or creatures observing him.
Locate Object: 2 Oath Charges.
See Invisibility: 2 Oath Charges.
Clairaudience/Clairvoyance: 3 Oath Charges.
Locate Creature: 4 Oath Charges.
Scrying: 4 Oath Charges.

* Staff of the Jade Duelist:
Weapon Mastery (Su): The verdant prince is proficient with a single exotic or martial weapon of his choice.
Shillelagh: 1 Oath Charge.
Magic Weapon: 1 Oath Charge.
Blur: 2 Oath Charges.
Keen Edge: 3 Oath Charges.
Greater Magic Weapon: 3 Oath Charges.

* Staff of the Seasons:
Inured to the Wilds (Su): The verdant prince is considered to be under the permanent effect of an Endure Elements spell.
Gust of Wind: 2 Oath Charges.
Call Lightning: 3 Oath Charges.
Sleet Storm: 3 Oath Charges.
Flame Strike: 4 Oath Charges.
Ice Storm: 4 Oath Charges.
[/spoiler]

Unchallenged (Ex): The verdant prince becomes immune to fear effects. He also becomes immune to being Silenced, Deafened, Blinded, Confused, Dazed, Dazzled, Charisma-drained, Charisma-damaged, Dexterity-drained and Dexterity-damaged.

Tyrant Body (Ex): The verdant prince gains DR/cold iron equal to his HD.

Improved Evasion (Ex): As the monk class feature.

Major Oath Bond (Su): The verdant prince is capable of entering a bargain with an intelligent creature (Intelligence score equal to or greater than 3) of Indifferent or better attitude. This bargain requires a specific ongoing service performed by each party for as long as each party continues to exist as a creature (regardless of whether it suffers a Type change that renders it no longer alive). The party who stops performing the service receives a -6 to all ability scores after 24 hours of cessation, and this penalty continues until they resume performing the service or the oath is dissolved. The oath can only be dissolved by the verdant prince, or by the Wish or Miracle spells, or by the permanent death of either party (if the creature is brought back to life or changes its Type to Undead, Outsider or any other kind, the oath resumes until they are killed or destroyed again). At the verdant prince's choice, he may choose that the penalty for not fulfilling a Major Oath Bond be two negative levels or an ongoing Staggered effect instead of a -6 to all ability scores. A dominated or controlled creature cannot make an oath bond. The verdant prince instantly knows when an oath bond he has forged has been broken. He also instantly knows the direction and distance to a creature who has broken an oath bond, so long as both the verdant prince and the creature are on the same plane. The verdant prince may only have as many Major Oath Bonds as a quarter of his HD (rounded down). Making the oath is a sonic, language-dependent effect. The penalties are a (Su) effect.

Tyrant Mind (Su): The verdant prince is considered to be under a permanent Nondetection effect (Caster Level equal to his HD). At 15 HD, the verdant prince is considered to be under a permanent Mind Blank as well. The verdant prince may forgo these benefits at will if he wishes to be affected by an effect that would be blocked by either of the two spells.

True Enchantment Mastery (Ex): The verdant prince becomes capable of affecting non-mindless creatures normally immune to mind-affecting or Enchantment effects, but the targets of his mind-affecting or Enchantment effects gain a +5 bonus on their saves.[/spoiler]

Comments:
[spoiler]Highly social/RP-focused class, not too powerful in other arenas, though he might serve as a controller/supporter but is highly dependent on minions/allies.

A blend of druid, rogue and sorcerer, the verdant prince is adaptable enough to support multiple play styles, especially after picking his staff. Should offer a solid build for both players and villain NPCs.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 13, 2011, 11:21:02 AM
Conflagration Ooze
(http://www.wizards.com/dnd/images/mmiii_gallery/82977.jpg)

[spoiler]
HD:d10
LevelBabFortRefWillFeature
1+0+0+0+0Conflagration Ooze Body, Fire in the Blood, Ooze Grab, +1 Str
2+1+0+0+0Stalking Fire, Sleep Fumes, +1 Str
3+2+1+1+1Conflagration Skin,+1 Str, +1 Con
4+3+1+1+1Slumbering Fumes, +1 Str, +1 Con
5+3+1+1+1Growth, Conflagrating Grab, +1 Str
6+4+2+2+2Toxic Fumes, +1 Str, +1 Con
7+5+2+2+2Paralyzing Fumes, Burning Slam, +1 Str
8+6+2+2+2Death Throes, +1 Str, +1 Con

Skills:
2+int modifier per level, quadruple at 1st level. No class skills.

Proficiencies:It's own natural weapons only

Features:
Conflagration Ooze Body :A Conflagration Ooze loses all other racial bonus and gains the following ooze traits

[spoiler]
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Blind (but have the blindsight special quality with 60 feet), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
-Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
-Not subject to critical hits or flanking.
-Oozes eat and breathe, but do not sleep.
[/spoiler]

 It is a medium ooze with 30 base speed and a climb speed of 10 feet, and two natural Slam attacks dealing 1d6+Str mod damage each. It can speak by making the air around vibrate with its body.

The Conflagration Ooze also gains a Nat armor bonus equal to its Con modifier, and the Fire subtype (immunity to fire, +50% damage from cold).


Oozes 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.

Oozes can use their body as either head+neck slot or body+belt slot. The lantern archon can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.


Fire in the Blood: A potent fiery toxin flows through the body of a conflagration ooze. Any creature grappled or pinned by the ooze must
make a successful DC 10+1/2HD+Con modifier Fortitude save as the fiery toxin seeps through the victim’s skin (or whatever surface passes for its skin) and into its blood (or life-supporting fluid, such as sap in a plant creature).

Success indicates the creature takes 1d6 points of fire damage in addition to any damage already dealt by the slam or grapple, as the fire burns and sears the creature.

Failure indicates that the toxin has taken hold of the creature’s body and has begun converting portions of its blood into liquid flame. The creature takes 1d2 points of Constitution damage and another 1d6 points of fire damage, in addition to any damage already dealt by the slam or grapple.

Each round the creature remains grappled by the ooze, and for 1 round afterward, it must make another DC 10+1/2HD+Con mod Fortitude save to reduce or avoid the same effects. As a creature that fails its saves takes Constitution damage, the flaming blood burns through the victim’s skin in small patches that increase in size the more Constitution damage accrues. Tiny rivulets of flame leak from these holes, as well as from the creature’s ears, nose, and mouth, running down the victim’s body and giving it an unearthly, terrible appearance.

At 5 HD the additional fire damage increases to 2d6, and the Con damage dealt is 1d4. For every other 5 HD, the additional fire damage increases by an extra 1d6 and the Con damage increases one die size.

Creatures that lack a Constitution score, such as constructs and undead, or any sort of life-dependent body fluid, such as elementals, are immune to the Constitution damage from this ability but are still subject to the fire damage.

At 8 HD this can affect even creatures immune to ability damage, but they gain a +5 bonus on their saves. In the case of creatures whitout a Con score, this will deal Str damage instead.

Ooze Grab:
To use this ability, the conflagration ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to deal slam damage with a successful grapple check. The ooze can also attempt to use fire in the blood against the grappled target.

Ability increase:The Conflagration Ooze gains +1 to Str at every level, and +1 to Con at levels 3, 4, 6, 8, for a total of +8 Str and +4 Con at 8th level.

Stalking Fire: At 2nd level, the Conflagration Ooze gains a bonus on Hide and Move Silently checks equal to its HD.

Sleep Fumes: At 2nd level, the Conflagration Ooze can use Sleep as a SLA 1/day for every HD it has, save DC 10+1/2 HD+Con mod. At 5 HD, he can affect an amount of creature HD with this ability equal to its own HD.

Conflagration Skin: At 3rd level the Conflagration Ooze deals an extra 1d6 fire damage with each of its slams. At 9 HD and every other 6 HD, this increases by an extra 1d6 fire damage. In addition it gains DR/bludgeoding equal to half its own HD.

Slumbering Fumes: at 4th level, the Conflagration Ooze can use Deep slumber as a SLA 1/day for every 2 HD it has, save DC 10+1/2 HD+Con mod. At 6 HD he can affeact an amount of creature HD with this ability equal to twice its own HD.

In addition, the Conflagration Ooze may now spend a swift action when using this or Sleep Fumes. If he does so, the targets get Slowed for 1 round even if they suceed on their saves. If they're immune to sleep, they'll still be Slowed for 1 round if they fail the save.

Growth: At 5th level the Conflagration Ooze grows one size category. It keeps growing during its existence, growing another size category at 10 HD, 15 HD and 20 HD.


Conflagrating Grab:
At 5th level the Conflagration Ooze gains a bonus on Grapple checks equal to half its HD, and now ignores Freedom of Movement effects.

Toxic Fumes: At 6th level the Conflagration Ooze may use Confusion as a SLA for every 3 HD it has, save DC 10+1/2HD+Con mod. At 12 HD he may use this as a swift action, and as an immediate action at 18 HD.

Paralyzing Fumes: At 7th level the Conflagration Ooze may use Hold Monster as a SLA 1/day for every 4 HD it has, save DC 10+1/2 HD+Con mod. At 13 HD this can affect even creatures normally immune to it, but they gain a +5 bonus on their saves.

Burning Slam: At 7th level as a swift action the Conflagration Ooze may cause all its body to burn even hotter for a moment. If its next Slam attack hits, the oponent struck is affected by Fire in the Blood as if it has been grappled by the Conflagration Ooze.

In addition, if the Conflagration Ooze now multiclasses as a casting class, it may count Conflagration Ooze levels for purposes of CL and gaining new spell slots and spell knowns. So for example a Conflagration Ooze 7/sorceror 1 would gain 3 4th level spell slots, 1 3rd level spell slots, 1 4th level spell known,  and one 0th level spell known, all with CL 8. It could also gain a familiar, but Conflagration Ooze levels wouldn't count for it.

The Conflagration Ooze will also cast any Fire spells and SLAs it gains with +2 CL if it ever gains them, and can sprout tendrils to produce somatic components.

Death Throes: At 8th level, when killed, a conflagration ooze explodes in a fiery flash of goo that deals 1d6 points of fire damage per 2 HD and 1d6 points of bludgeoning damage per 2 HD to anything within 20 feet. Creatures that make a DC 10+1/2HD+Con mod Reflex save take half damage. The Conflagration Ooze may also willing blow itself up as an immediate action if it feels it can take down more enemies with it that way. This can be used even if the Conflagration Ooze would normally be unable to act.

In addition, creatures caught within the blast are exposed to the ooze’s fiery toxin, being affected by Fire in the Blood as if the Conflagration Ooze had sucessfully grappled them. Only creatures that take damage from the initial blast must make this second save.

Finally, if the remaining goo is collected in a recipient and put over a fire source whitin one minute, and that goo is left to boil for 2 hours whitout interruption togheter with 500 GP of diamond dust sprinkled on it, the Conflagration Ooze comes back to life with full stats and no level loss.
 [/spoiler]

Comments
[spoiler]
It's an ooze? it's an fire elemental? It's fire ooze! That grabs people and then melts them.

It is quite slow moving, so it gets some SLAs to catch up with fleeing oponents before burning their faces.

 It tecnically is CR 7, but it has an option of adding Death Throes for +1 CR, for I couldn't resist with one 8th level. Since of course blowing yourself up isn't that productive, added a less painful way of coming back to life.

So if you want to play a literal ball of liquid fire, the Conflagration Ooze's for you!
[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 13, 2011, 12:28:50 PM
Shadowknight12:Ok it's a pretty good start but some things stand out right away
-Any +2 to a single ability score should only happen at first level.
-How it is suposed to fight at 1st level? It just has disguise self and pass whitout trace and druid weapons. Sugesting trade one of those for the Charm Person at 2nd level.
-Lesser Enchantment mastery just no. Your DCs will already be pretty high with all the Cha bonus.
-You can say "as class X" for srd classes, but for non-srd classes and monsters, please copy and adapt the abilities or make new ones. In particular with mettle and the oath bounds. Ditto for non-srd spells.
-Usually skill bonus should scale with level.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 13, 2011, 02:58:38 PM
Shadowknight12:Ok it's a pretty good start but some things stand out right away
-Any +2 to a single ability score should only happen at first level.

Fixed.

-How it is suposed to fight at 1st level? It just has disguise self and pass whitout trace and druid weapons. Sugesting trade one of those for the Charm Person at 2nd level.

Huh. That's a very good point. Traded Pass Without Trace for Charm Person.

-Lesser Enchantment mastery just no. Your DCs will already be pretty high with all the Cha bonus.


Replaced by a slightly enhanced Wild Empathy feature.

-You can say "as class X" for srd classes, but for non-srd classes and monsters, please copy and adapt the abilities or make new ones. In particular with mettle and the oath bounds. Ditto for non-srd spells.

Fair enough, I've replaced Mettle by a will-only version and created a modified Oath Bond version that has a bit more flavour and versatility than the one on the MMIV. I don't think I've included any non-SRD spells.

-Usually skill bonus should scale with level.

Fixed.

Anything else that could use improvement?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 13, 2011, 08:48:52 PM
Anything else that could use improvement?

Yes, in a more carefull readtrough, I believe it has too many abilities at every level right now.

Now you should avoid dead levels, but you put no less than 2 abilities in each level, plus at least 2 SLAs per level, and then double ability score increase, two good saves progression and strong skill points. You need to cut something down here. Specially when you're also handing out SLAs before a caster would get them (binding in particular). I'm not saying you can't do it, but doing it all at the same time is not good.

I sugest taking out all extra the rogue abilities besides evasion, I don't believe they fit the monster very well as it is more of a caster-type than dodgy rogue.

Then cut down on the SLAs and ability scores a little. In case of doubt, you really shouldn't be handing more than 3-4 things per level, be it SLAs, ability score boost to a single score, or other abilities.

On the other side, I really like your take on the Oath ability, quite flavourful and with potential! :)

One thing I believe would fit well on the oaths would be the "you know if they broke the bond and if they do then you can sense their direction and distance" so you can hunt down those who betray you. :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 14, 2011, 01:12:59 PM
Anything else that could use improvement?

Yes, in a more carefull readtrough, I believe it has too many abilities at every level right now.

Now you should avoid dead levels, but you put no less than 2 abilities in each level, plus at least 2 SLAs per level, and then double ability score increase, two good saves progression and strong skill points. You need to cut something down here. Specially when you're also handing out SLAs before a caster would get them (binding in particular). I'm not saying you can't do it, but doing it all at the same time is not good.

Hah, I think now would be a good time to mention that one of my main models was the Movanic Deva class you made, which I've started playing recently (toned down, though. We got rid of a couple of abilities and ditched the SLAs, replacing them with a single spell per level, 1/day, every 2 HD, much like Domains work). They get way more SLAs than anyone else I've seen, so I assumed that multiple SLAs on a monster who has pretty much no other way to attack (Bad BAB, d6 HD, no special attacks, no spells, no gimmicks, druid proficiencies, the monster entry doesn't even have a proper ranged attack despite its huge Dex, etc) wasn't so bad.

I sugest taking out all extra the rogue abilities besides evasion, I don't believe they fit the monster very well as it is more of a caster-type than dodgy rogue.

I removed Uncanny Dodge, Slippery Mind and Improved Uncanny Dodge. I still think Improved Evasion fits the theme well, as it is an improvement on an ability the monster already has (namely, Evasion). Also, a problem with the "caster type" thing is that it's not actually a caster. It has a few Druid SLAs, Evasion, a ton of skills and uses UMD to fire Magic Missiles at the party from a wand. It's actually a lot more "rogue" than it looks at first glance. :p

Then cut down on the SLAs and ability scores a little. In case of doubt, you really shouldn't be handing more than 3-4 things per level, be it SLAs, ability score boost to a single score, or other abilities.

All right. The class now grants a +8 to Dex and a +10 to Cha (instead of +12 and +11 as it did), trimmed down the SLAs (they are now 1 per level except at levels 1 and 2) and got rid of a few abilities. Had to do a major re-organisation of the abilities as a consequence.

I placed Lesser Enchantment Mastery at first level and considered it compensated by the Weakness to Cold Iron. That totals, along with the SLAs, 4 things (not counting Verdant Prince Body). Everything else except level 2 and 9 has 4 things (level 2 has one SLA too many, which I didn't think was too serious, and level 9 has Unchallenged, which gets mostly superseded by the Mind Blank effect at 15 HD, so I also didn't consider it too serious).

On the other side, I really like your take on the Oath ability, quite flavourful and with potential! :)

One thing I believe would fit well on the oaths would be the "you know if they broke the bond and if they do then you can sense their direction and distance" so you can hunt down those who betray you. :D

Thanks! That's a great suggestion, added to all three oath bonds.

Anything else I could improve upon?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 14, 2011, 01:47:26 PM
Hah, I think now would be a good time to mention that one of my main models was the Movanic Deva class you made, which I've started playing recently (toned down, though. We got rid of a couple of abilities and ditched the SLAs, replacing them with a single spell per level, 1/day, every 2 HD, much like Domains work). They get way more SLAs than anyone else I've seen, so I assumed that multiple SLAs on a monster who has pretty much no other way to attack (Bad BAB, d6 HD, no special attacks, no spells, no gimmicks, druid proficiencies, the monster entry doesn't even have a proper ranged attack despite its huge Dex, etc) wasn't so bad.
That's a good point, but take a more careful look at some of the SLAs the Monavic Deva gets. Daylight. Create Food and Water. Remove curse/disease. Neutralize poison. They really don't really have much combat potential and/or are very situational. Those count a lot less than stuff like glibness and sugestion. And none of them are a save-or-die like Charm Monster.

Altough I'll admit the 9th level of the Deva was kinda crazy now that I look again at it, so I toned down heavily the number of uses the Monavic Deva gets of her stronger stuff.

: Kreistor
All right. The class now grants a +8 to Dex and a +10 to Cha (instead of +12 and +11 as it did), trimmed down the SLAs (they are now 1 per level except at levels 1 and 2) and got rid of a few abilities. Had to do a major re-organisation of the abilities as a consequence.
Just to be clear, you need to take in acount how usefull each SLA actually is, as not all spells are equal even if they're tecnically of the same level. You can throw in some extra SLAs as long as they're situational/weak stuff like goodberry. Cure X wounds also isn't that valuable as long as you're not geting them faster than a cleric.

: Kreistor
I placed Lesser Enchantment Mastery at first level and considered it compensated by the Weakness to Cold Iron. That totals, along with the SLAs, 4 things (not counting Verdant Prince Body). Everything else except level 2 and 9 has 4 things (level 2 has one SLA too many, which I didn't think was too serious, and level 9 has Unchallenged, which gets mostly superseded by the Mind Blank effect at 15 HD, so I also didn't consider it too serious).
Looking good, the abilities seem to grow much more naturally now.

: Kreistor
On the other side, I really like your take on the Oath ability, quite flavourful and with potential! :)
One thing I believe would fit well on the oaths would be the "you know if they broke the bond and if they do then you can sense their direction and distance" so you can hunt down those who betray you. :D

Thanks! That's a great suggestion, added to all three oath bonds.

Anything else I could improve upon?

Glad you liked it. As for any more improvements, looking at the original monster, I really feel like the class should get some custom magic staff that fires magic missiles (refuffled as super faery fire of course) and gains an enanchment bonus, and auto-recharges daily. Probably at level 7, which seems to be a little weaker than the other levels right now. Many other monsters get SR much earlier, and Call Lighting Storm is cool but really not that powerful, specially when compared with the other stuff the Verdant Prince is geting like Charm Monster and Baleful Polymorph.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 14, 2011, 04:36:11 PM
That's a good point, but take a more careful look at some of the SLAs the Monavic Deva gets. Daylight. Create Food and Water. Remove curse/disease. Neutralize poison. They really don't really have much combat potential and/or are very situational. Those count a lot less than stuff like glibness and sugestion. And none of them are a save-or-die like Charm Monster.

Altough I'll admit the 9th level of the Deva was kinda crazy now that I look again at it, so I toned down heavily the number of uses the Monavic Deva gets of her stronger stuff.

Hmmmm, I suppose that's a good point, since it varies heavily on the type of game you're playing. If you're in a wilderness/dungeon setting, those spells become invaluable, but in a city-bound adventure, stuff like Create Food and Water and Daylight do become rather useless.

My issue with undervaluing save-or-dies is that they're Enchantment. Enchantment is by far the most gimped school out there. There are undead at every single level, from 1 to 21+, and there are so many things out there with auto-immunity to Mind-Affecting effects. Then you have stuff like Protection from X and Magic Circle Against X that flat out interrupt charm and domination. There are so many other save-or-dies that fit your argument really well, but Enchantment SODs cannot really compare to the big guys of Conjuration, Transmutation and Necromancy.

Hah, well, you can tone the SLAs down a bit on her, because she's fairly competent on her own. She doesn't rely on her SLAs like more squishier monsters do (like the verdant prince!). Movanic Devas aren't really missing out on much there.

Just to be clear, you need to take in acount how usefull each SLA actually is, as not all spells are equal even if they're tecnically of the same level. You can throw in some extra SLAs as long as they're situational/weak stuff like goodberry. Cure X wounds also isn't that valuable as long as you're not geting them faster than a cleric.

Yeah, I'm aware, I just wanted to respect the original entry as much as possible, and it seemed a bit overpowered to add more SLAs (situational or not) than were necessary to fill all 11 levels. Do you think it should have more situational SLAs? I don't really see the need, but they could help round out the class's flavour.

Looking good, the abilities seem to grow much more naturally now.

Excellent!

Glad you liked it. As for any more improvements, looking at the original monster, I really feel like the class should get some custom magic staff that fires magic missiles (refuffled as super faery fire of course) and gains an enanchment bonus, and auto-recharges daily. Probably at level 7, which seems to be a little weaker than the other levels right now. Many other monsters get SR much earlier, and Call Lighting Storm is cool but really not that powerful, specially when compared with the other stuff the Verdant Prince is geting like Charm Monster and Baleful Polymorph.

Grk. I have no idea why it has a staff of all things, when its build clearly screams "ranged combatant." At least it has that wand and the high UMD check, but it doesn't make use of his huge Dexterity score. I do admit that the staff fits the "ruler" symbolism, but it's not even a useful staff. It's specifically stated to be expended, so all he can do with it is smack people on the face. I do find the staff symbolism to be very attractive, though, but I can't think of a way to incorporate it into the class. Mainly because I don't want to force the player to stick to a single specific build or feel like they're not taking advantage of a class feature. I want the staff feature to be a nice complementary addition to whatever the player wants to do with the class, not the default attack method (regardless of whether they're smacking people on the face with it or using it to fire Magic Missile from afar).

A possible idea would be a staff that has an out of combat utility, such as giving him the ability to scry/sense/spy on people that swore oath bonds to him, or that lets him Find The Path, Tree Shape or Speak With Plants/Animals by spending charges (which are renewed depending on the fulfilment of oath bonds? So that the more people the verdant prince has ensnared, the quicker his staff recharges? Something like the Blood charges from the Vampire PrC you have here), or perhaps it enhances some of the other class abilities, so that if he's ever parted from it, his powers are diminished. Or it can serve as a phylactery of sorts. Fey aren't explicitly stated to be mortal, but they're still killable, and it might be a good idea to have a lich-like fey that is so tied to the power of nature that it can return to life unless proper steps are taken.

I've moved Call Lightning Storm earlier and made it /3HD instead of /4HD. Moved SR to level 4, then the skill bonuses to level 9 and Unchallenged to level 8. Or are skill bonuses are also handed out earlier?

Looking forward to more ideas! :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 14, 2011, 06:28:31 PM
My issue with undervaluing save-or-dies is that they're Enchantment. Enchantment is by far the most gimped school out there. There are undead at every single level, from 1 to 21+, and there are so many things out there with auto-immunity to Mind-Affecting effects. Then you have stuff like Protection from X and Magic Circle Against X that flat out interrupt charm and domination. There are so many other save-or-dies that fit your argument really well, but Enchantment SODs cannot really compare to the big guys of Conjuration, Transmutation and Necromancy.
Not exactly. Altough indeed there's a of stuff out there that's immune to enchantment, there's also a lot of stuff that isn't. You don't try to enchant the undead. You mindrape some nearby orcs/giants and get them to smash the undeads. Enchantment has a lot of potential for a good planer and can outright break campaigns when you get control of a key NPC. So altough it doesn't always works, when it  does then it's best than any of the other schools, because you're not only defeating an oponent, you're geting an ally. Did you notice that Charm Monster lasts days? And that there's no cap for how many charmed minions you can have?

Hah, well, you can tone the SLAs down a bit on her, because she's fairly competent on her own. She doesn't rely on her SLAs like more squishier monsters do (like the verdant prince!). Movanic Devas aren't really missing out on much there.
I would quite disagree there. The Monavic Deva's offensive options are Holy smite and hiting people with pointy stuff. Even with full Bab, she needs those SLA buffs, and then she also has quite humble skills, so again SLAs to help round up the utility.

Yeah, I'm aware, I just wanted to respect the original entry as much as possible, and it seemed a bit overpowered to add more SLAs (situational or not) than were necessary to fill all 11 levels. Do you think it should have more situational SLAs? I don't really see the need, but they could help round out the class's flavour.
Well I would like to at least see some minor healing SLAs in the class for flavour and minor utility

Grk. I have no idea why it has a staff of all things, when its build clearly screams "ranged combatant." At least it has that wand and the high UMD check, but it doesn't make use of his huge Dexterity score. I do admit that the staff fits the "ruler" symbolism, but it's not even a useful staff. It's specifically stated to be expended, so all he can do with it is smack people on the face. I do find the staff symbolism to be very attractive, though, but I can't think of a way to incorporate it into the class. Mainly because I don't want to force the player to stick to a single specific build or feel like they're not taking advantage of a class feature. I want the staff feature to be a nice complementary addition to whatever the player wants to do with the class, not the default attack method (regardless of whether they're smacking people on the face with it or using it to fire Magic Missile from afar).

A possible idea would be a staff that has an out of combat utility, such as giving him the ability to scry/sense/spy on people that swore oath bonds to him, or that lets him Find The Path, Tree Shape or Speak With Plants/Animals by spending charges (which are renewed depending on the fulfilment of oath bonds? So that the more people the verdant prince has ensnared, the quicker his staff recharges? Something like the Blood charges from the Vampire PrC you have here), or perhaps it enhances some of the other class abilities, so that if he's ever parted from it, his powers are diminished. Or it can serve as a phylactery of sorts. Fey aren't explicitly stated to be mortal, but they're still killable, and it might be a good idea to have a lich-like fey that is so tied to the power of nature that it can return to life unless proper steps are taken.
Rule nş39 of this thread: when you have several cool ideas for a monster but can't fit them all at the same time, put them in a list and then let the player pick one! So you can have magic missile staff, self-buff staff and phylactry staff and let the player pick which one he likes more.

Also I like the idea of tying the recharging to the number of oaths you can make, but then you need to  write it carefully so it can't be abused (for example spamming minor oaths with your party like "fetch me that rock! Now throw the rock! Now pick it again!"). In the case of the vampire, you're dealing Con drain, which isn't exactly that easy to heal, can't drink stored blood, blood from summoned creatures only lasts as long as said summoned creature, etc.

I've moved Call Lightning Storm earlier and made it /3HD instead of /4HD. Moved SR to level 4, then the skill bonuses to level 9 and Unchallenged to level 8. Or are skill bonuses are also handed out earlier?

They are. That's half the reason of making them scaling. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind June 15, 2011, 06:21:42 PM
I'm thinking about trying to make the Incarnum Dragon class eventually, but it would require MoI to be useful. Since any other way would require creating an entire new Item Magic system, which would take a while and be harder to balance. Some of the Soulborn's melds aren't bad, but the class they are attached to is horrible. Maybe will expanded it to Soulborn+Incarnate melds(matched alignment, and un-aligned only), but at a progression between Incarnate and Soulborn.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 15, 2011, 06:47:23 PM
Not exactly. Altough indeed there's a of stuff out there that's immune to enchantment, there's also a lot of stuff that isn't. You don't try to enchant the undead. You mindrape some nearby orcs/giants and get them to smash the undeads. Enchantment has a lot of potential for a good planer and can outright break campaigns when you get control of a key NPC. So altough it doesn't always works, when it  does then it's best than any of the other schools, because you're not only defeating an oponent, you're geting an ally. Did you notice that Charm Monster lasts days? And that there's no cap for how many charmed minions you can have?

You're right, but I suppose it's another of those things that vary from campaign to campaign. My experience with Enchantment has been quite the opposite to the examples you're giving. Protection from X and Magic Circle Against X are very common across spell lists, and all eight block charm and domination. Add constructs, undead and mindless creatures, plus items, high Will saves and other mind-blocking spells and you have a surprising amount of creatures against which Enchantment just fails. It's far more reliable to stick to Grease, Colour Spray and Web at low levels, and by the time you get Charm Monster, Enervation is a safer bet. But I do admit that unless the DM is aware of this, it can really wreck the campaign.

I would quite disagree there. The Monavic Deva's offensive options are Holy smite and hiting people with pointy stuff. Even with full Bab, she needs those SLA buffs, and then she also has quite humble skills, so again SLAs to help round up the utility.

I agree with the utility, but her levels stack with divine caster classes, which means that she can dip one level into Cleric and get all the buffs she wants at very little cost. It's a big if, though, so you might have a point there.

Well I would like to at least see some minor healing SLAs in the class for flavour and minor utility

Added Goodberry, Cure Moderate Wounds and Arcane Sight. After that, the spells were becoming rather powerful, so I figured it was a good place to stop.

Rule nş39 of this thread: when you have several cool ideas for a monster but can't fit them all at the same time, put them in a list and then let the player pick one! So you can have magic missile staff, self-buff staff and phylactry staff and let the player pick which one he likes more.

Also I like the idea of tying the recharging to the number of oaths you can make, but then you need to  write it carefully so it can't be abused (for example spamming minor oaths with your party like "fetch me that rock! Now throw the rock! Now pick it again!"). In the case of the vampire, you're dealing Con drain, which isn't exactly that easy to heal, can't drink stored blood, blood from summoned creatures only lasts as long as said summoned creature, etc.

Huh. That's a really good idea.

There. I think those "styles" are fine. I've done the math, and the most amount of Oath Charges per day a verdant prince can receive is 16 at level 20 (10 for 5 Major Oath Bonds and 6 for 6 Intermediate Oath Bonds). Earlier than that, and we're looking at roughly 1-5 Oath Charges per day.

They are. That's half the reason of making them scaling. :p

Hah, I suspected as much. Moved to level 2.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 16, 2011, 07:33:15 AM
You're right, but I suppose it's another of those things that vary from campaign to campaign. My experience with Enchantment has been quite the opposite to the examples you're giving. Protection from X and Magic Circle Against X are very common across spell lists, and all eight block charm and domination. Add constructs, undead and mindless creatures, plus items, high Will saves and other mind-blocking spells and you have a surprising amount of creatures against which Enchantment just fails. It's far more reliable to stick to Grease, Colour Spray and Web at low levels, and by the time you get Charm Monster, Enervation is a safer bet. But I do admit that unless the DM is aware of this, it can really wreck the campaign.
Well, your DM could just as well throw situations where all those effects aren't that hot as well. Web is useless in open plains, enervation actually makes undeads stronger, grease won't affect flying oponents (or if they just took 5 ranks in balance its effect is greatly reduced), and colour spray, ironically, is mind-affecting itself.

Huh. That's a really good idea.

There. I think those "styles" are fine. I've done the math, and the most amount of Oath Charges per day a verdant prince can receive is 16 at level 20 (10 for 5 Major Oath Bonds and 6 for 6 Intermediate Oath Bonds). Earlier than that, and we're looking at roughly 1-5 Oath Charges per day.
Ok here are my first impressions on the staffs:
-I really feel like you should need to wield it to gain the passive bonus. For the staffs that grant you bonus with a certain kind of weapon, allow the Verdant Prince to turn the staff into said weapon.
-Staff of the Undying Lord passive kinda too strong. The monster class lich demands 10th level and a significant money investment, so you can't just copy its key ability. I would sugest making the Verdant Prince need to sacrifice some exp and/or gold to return to life from its staff (needing to store jewels beforehand, that are consumed when he comes back to life).
-Staff of the All-Knowing Eyes is definetenly too strong for 7th level. Always geting a suprise round is huge, even more when compared with geting just endure elements or a simple weapon proficiency. I would just put uncanny dodge in there, and even then is quite good.
-Other staffs look quite good at first glance, as well as the recovery mechanic.

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 16, 2011, 08:50:42 AM
Well, your DM could just as well throw situations where all those effects aren't that hot as well. Web is useless in open plains, enervation actually makes undeads stronger, grease won't affect flying oponents (or if they just took 5 ranks in balance its effect is greatly reduced), and colour spray, ironically, is mind-affecting itself.

Hah! Point taken. :clap

Ok here are my first impressions on the staffs:
-I really feel like you should need to wield it to gain the passive bonus. For the staffs that grant you bonus with a certain kind of weapon, allow the Verdant Prince to turn the staff into said weapon.

Yeah, my problem with that is that it severely curtails attack modes. Those who don't pick the melee or ranged staves are forced to wield one-handed or light weapons to get the passive benefit. What I'm going to do instead is to allow the verdant prince to turn his staff into any weapon he wants as soon as he gets it, and the decision is permanent in all cases but the melee and ranged staves. That way, if a player wants to wield a longbow but he prefers the Staff of the Emerald Oak, he can take it.

-Staff of the Undying Lord passive kinda too strong. The monster class lich demands 10th level and a significant money investment, so you can't just copy its key ability. I would sugest making the Verdant Prince need to sacrifice some exp and/or gold to return to life from its staff (needing to store jewels beforehand, that are consumed when he comes back to life).

Hmmmm, good point. I made the verdant prince lose a level (as if Raise Dead had been cast upon him), and pay the cost of a Raise Dead spell in something other than diamonds.

-Staff of the All-Knowing Eyes is definetenly too strong for 7th level. Always geting a suprise round is huge, even more when compared with geting just endure elements or a simple weapon proficiency. I would just put uncanny dodge in there, and even then is quite good.

Replaced by the ability to know when he's being observed. It's nifty, but nothing too huge (it can be duplicated by the Commune spell, simply by asking "Am I being observed?").

-Other staffs look quite good at first glance, as well as the recovery mechanic.

I realised that the immunity to charm, domination and command was more or less superseded by other class abilities later on and I didn't want the staff to be useless, so I replaced that with a Sanctuary effect.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 16, 2011, 09:24:46 AM
Yeah, my problem with that is that it severely curtails attack modes. Those who don't pick the melee or ranged staves are forced to wield one-handed or light weapons to get the passive benefit. What I'm going to do instead is to allow the verdant prince to turn his staff into any weapon he wants as soon as he gets it, and the decision is permanent in all cases but the melee and ranged staves. That way, if a player wants to wield a longbow but he prefers the Staff of the Emerald Oak, he can take it.
I like that, good idea.

Hmmmm, good point. I made the verdant prince lose a level (as if Raise Dead had been cast upon him), and pay the cost of a Raise Dead spell in something other than diamonds.
Nice as well.

Replaced by the ability to know when he's being observed. It's nifty, but nothing too huge (it can be duplicated by the Commune spell, simply by asking "Am I being observed?").
Oh, original!

I realised that the immunity to charm, domination and command was more or less superseded by other class abilities later on and I didn't want the staff to be useless, so I replaced that with a Sanctuary effect.
You should just clarify the DC it's Cha based as well.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Shadowknight12 June 16, 2011, 09:51:57 AM
Thanks!  :D

You should just clarify the DC it's Cha based as well.

Done. Made it 10 + half HD + Cha mod, mostly so that it stays relevant as he levels up.

Anything else you think I could improve upon? I rather like the way it is now, but I'm always willing to improve. Especially in the name of balance. I don't want to spring something completely unbalanced on my DM.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 16, 2011, 11:57:24 AM
I like the Verdant Prince enough as it is now and will add it to the Index now. Feel free to show it to your DM and then let me know what he tought (and how it plays)!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind June 16, 2011, 04:15:49 PM
Incomplete, Please suggest ideas.


Incarnum Dragon

(http://www.wizards.com/dnd/images/moi_gallery/91216.jpg)

[SPOILER]d12 HD
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialSoulmeldsEssentiaChakra Binds
1st
+1
+2
+0
+2
Incarnum Body, Incarnate Breath, +1 Con
0
0
0
2nd
+2
+3
+0
+3
Keen Senses, Meldshaping, Draconic Connection
1
1
0
3rd
+3
+3
+1
+3
Blindsense 60 foot, +1 Con, Incarnate Knowledge +1
1
2
0
4th
+4
+4
+1
+4
Charka Bind(Crown, Feat, Hands), Wings
2
3
1
5th
+5
+4
+1
+4
Expaned Soulmeld, Incarnate Feature +1 Cha
2
3
1
6th
+6
+5
+2
+5
,Expanded Soulmeld Capacity +1,  +1 Con, Incarnate Knowledge +2
2
4
1
7th
+7
+5
+2
+5
Growth, Tail Slap
3
5
1
8th
+8
+6
+2
+6
Incarnate Empowerment
3
6
1
9th
+9
+6
+3
+6
+1 Str, Incarnate Knowledge +3
3
6
1
10th
+10
+7
+3
+7
Expaned Soulmeld,Chakra Bind(Arms, Brow, Shouders)  +1 Cha
4
7
2
11th
+11
+7
+3
+7
Arcane Skin
4
8
2
12th
+12
+8
+4
+8
+1 Str, +1 Con, Incarnate Knowledge +4
4
9
2
13th
+13
+8
+4
+8
Indigo Determination, +1 Str, +1 Cha
5
9
2
14th
+14
+9
+4
+9
Frightful presence, Growth
5
10
2
15th
+15
+9
+5
+9
Expaned Soulmeld, +1 Str, +1 Con, Incarnate Knowledge +5
5
11
2
16th
+16
+10
+5
+10
Chakra Bind(Throat, Waist) +1 Cha
6
12
3
17th
+17
+10
+5
+10
Soulmeld Capacity +2,  +1 Str, +1 Con
6
12
3
18th
+18
+11
+6
+11
Chakra Bind(Heart), +1 Cha, Incarnate Knowledge +6
6
13
4
19th
+19
+11
+6
+11
+1 Str, +1 Con
7
14
4
20th
+20
+12
+6
+12
Expaned Soulmeld, +1 Str, +1 Con, +1 Cha
7
15
4

4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Bluff, Diplomacy, Hide, Intimidate, Jump, Knowledge (all taken individually), Listen,  Move Silently, Knowledge(any), Search, Sense Motive, Spellcraft, Spot, Use magic Device.



Incarnum Body:
At 1st level of this class the Incarnum Dragon loses all racial bonus and gains dragon traits. It is a Medium Dragon, 2 claws doing 1d6 + 1/2 Str modifier, a bite doing 1d8 + Str modifier damage and a base speed of 40 foot. The claws are capable of fine manipulation.

The Incarnum dragon also has a natural armor bonus equal to his Con modifier. Whenever the Incarnum dragon grows a size category his Natural armor increases by an extra +1.


Incarnate Breath: 30 ft cone of Incarnum as a standard action. This does 1d6/level damage, and reduces the target's essentia by 1 and additonal 1 per every 4 HD of the Incarnum Dragon.  Reflex DC 10+1/2 HD+Con modifier halves the damage and the amount of essentia drained. Once used must wait 1d4 rounds before using again. Essentia lost from this breath recovers in 1 hour.

Keen senses: The Incarnum 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.

Meldshaping  The Incarnum Dragon has the ability to shape Soulmelds from the Soulborn list. The number of melds the Incarnum Dragon can shape and the amount of essentia the Incarnum Dragon has is given in the table. The Incarnum Dragon and change the amount of essentia invested her soulmelds as a swift action. When gaining this ability choose: Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil. This is your Effective Alignment for which melds you can bind, but you do not have to actually be any these alignments. The Incarnum Dragon's Meldshaper level is equal to his class level. The Difficulty Class against a Incarnum Dragon soulmeld is 10+Con mod+Essentia invested. The maximum number of soulmelds that can be shaped at any time is 10-Constitution score. This a Incarnum Dragon with a Constitution score of 11 could only bind 1 soulmeld, a Incarnum Dragon with a Constitution score of 15 could bind a max of 5 soulmelds.

Essentia Capacity
Character LevelCapacity
1-51
6-112
12-173
18-204

Draconic Connection. The Incarnum Dragon can bind any soulmeld that has the Draconic descriptor, even if it doesn't appear on the list of Soulmelds the Soulborn has access to.

Blindsense: as the normal ability, range 60 ft.

Incarnate KnowledgeAt level 3 and increasing every three levels after that the Incarnum Dragon gains a +1 insight bonus to all knowledge checks.

Charka Bind Begging at level 4, the Incarnum dragon can bind soul melds to the Crown, Feat, and Hands chakras. At level 9 the Incarnum Dragon can bind soulmelds to the Arms, Brow, Shouders chakras. At level 16 the Incarnum Dragon can bind soulmelds to the Throat, Waist chakras. And, At level 18 the Incarnum Dragon can bind soulmelds to the Heart Chakra.

Expaned Soulmeld, At level 5, and every 5 levels thereafter the Incarnum Dragon can add one Soulmeld from the Incarnate or Totemist list to the list of Soulmelds the Incarnum Dragon has access to. The soulmeld chosen can be one that the Incarnum Dragon could not normally bind due to an opposing Effective Alignment. The decision once chosen is permanent, and can only be changed by Limited Wish, Bend Reality, or Miracle.

Expanded Soulmeld Capacity At 6, and again at level 17 the essentia capacity of your Soulmelds increased by 1. This only applies to Soulmelds and not Incarnum Feats, class features, or other essentia receptacles.


Ability increase: The Incarnum dragon gains the following permanent ability bonus at the following levels:
LevelBonus
1st +1 Str
3rd +1 Con
5th+1 Cha
6th+1 Con
9th +1 Str
10th +1 Cha
12th+1 Str, +1 Con
13th +1 Str, +1 Cha
15th +1 Str, +1 Con
16th +1 Cha
17th+1 Str, +1 Con
18th+1 Cha
19th +1 Str, +1 Con
20th +1 Str, +1 Con, +1 Cha

So at 20 level it has +8 Str, +7 Con, +6 Cha.


Wings: At 4th level the Incarnum Dragon can fly at a speed of 10 ft/HD with poor maneuverability. Wings can be used to attack, doing 1d4 + Str damage.

Growth: The Incarnum dragon grows one size category gaining all bonus and penalties as stated on the 1st page of this thread.  In addition, a Gold Dragon gains new attack options depending on its size:
7th level: Large: Tail Slap (1d8)
14th level: Huge: Crush (2d8)

Incarnate Feature
At level 5 the Incarnum Dragon picks of the abilities given below
[spoiler]
Smite Opposition.
     Once a day on a melee attack you make add your charisma bonus to your attack roll, and +1 damage per Incarnum Dragon level to the damage roll. These bonuses only apply to an opponent whose alignment opposes at least one of the your Effective Alignment( A Incarnum Dragon with a Effective Alignment of Lawful Good can smite an opponent who is either Chaotic and/or Evil. A Incarnum Dragon whose Effective Alignment is Chaotic Evil can smite an opponent who is either Lawful and/or Good, etc.) An Incarnum Dragon who chooses this ability gains an additional use every 5 levels.

Indigo Turning
     The Incarnum Dragon gains Turn Undead, as a cleric of the his Incarnum Dragon Level. The number of uses the Incarnum Dragon gets is 1+Cha. At the Begging of each day the Incarnum Dragon can invest essentia into the ability, the same way he could invest essentia in an [Incarnum Feat]. For each essentia invested the Incarnum Dragon gains 2 additonal Turn Undead uses, and is treated as two levels higher for the effective cleric level for turning undead. The amount of essentia invested in the ability remains invested until the Incarnum Dragon rebinds his soulmelds.

Azure Rage
     The Incarnum Dragon gains Rage as a Barbarian. Once per day the Incarnum Dragon can fly into a rage as a Barbarian, and every five levels after gaining these ability the Incarnum Dragon gains an additional use of the ability. The At the Begging of each day the Incarnum Dragon can invest essentia into the ability, the same way he could invest essentia in an [Incarnum Feat]. For each essentia invested the bonus to Strength,Constitution, and Will save increase by one, but the penalty to armor class also increases by one. The amount of essentia invested in the ability remains invested until the Incarnum Dragon rebinds his soulmelds.

[/spoiler]

Incarnate Empowerment At 8th level the whenever the Incarnum Dragon is able to use his breath weapon he may instead force that power internally. By doing this he may treat one of your soulmelds, class features, [Incarnum] feats, or other Incarnum receptacles as if it essentia invested equal to its maximum essentia capacity. This is a swift action, and it or the Incarnate Breath can only be used every 1d4 rounds.

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

Indigo Determination At level 13 the Incarnum Dragon can invested essential into this ability as a swift action. The Incarnum Dragon gains 5*the amount of essentia invested into this ability temporary hit points. The duration of the temporary hit points is 1d4 rounds, and the essentia invested into this feature remains invested in this feature for the same amount of time.

Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


[/SPOILER]

Comments:
[spoiler]
Ah the Incarnum Dragon, on of the weaker true dragons due to low amount of essential, few soulmelds, almost no chakras, and has to chosen from the weakest list of the meldshapers. This Incarnum dragon has instead of the 1/2 level progression of the Soulborn(which is noted to be a horrible class), has a 3/4 progress like the Bard has in its casting progression. It also gets essentia at a rate of .75 per level, while the Incarnate has a rate slightly higher than 1 per level, and the Totemist has a rate of slightly lower than 1 per level, but end with a 1:1 ratio. The normal soulborn ends with a essentia ratio to 1:2.

Change log:
Forgot to add the saving throw for Soulmelds.

[/spoiler]

Custom Soulmelds:
[spoiler]

Mantle of Tiamat.
Descriptors: Draconic, Evil

Classes: Soulborn, totemist

Chakra: Heart, shoulders (totem)

Saving Throw: Reflex

Incarnum forms a chormatic wrapping around your shoulders. The wrapping hovers above your back and shoulders, having an almost winglike appearance.

You draw on the incarnum of the mightiest evil dragon to grant you power. You gain a +3 damage increase to any breath weapon you may have. If you do not have a breath weapon you gain a Breath weapon of a 30ft cone that deals 1d4 damage, and is usable every 1d4 rounds. The damage type of the breath weapon may be fire,cold,acid or electricity chosen at the time of binding.

Essentia: For every essential invested in this meld, the damage of the breath weapon increases by 3, and the area of the breath weapon increases by 10ft.


Chakra Bind (Heart)

A five headed crest appears on your chest
You gain the ability to take control of Dragon who are of the Evil alignment. This is a standard action that  functions like Charm Monster, but only applies to creatures of the Dragon type, and who are of the Evil Alignment, and it ignores innate spell resistances most dragons have, but not spell resistance from other sources. The duration is 1 hour/level, but you may only have one dragon charmed at any give time. If you would charm another you lose control of the dragon you had previously charmed. This is a mind-effecting ability.
Saving Throw:Will

Chakra Bind (Shoulders)
Chromatic Wings drape over your shoulds, protecting you are energy attacks
You gain resistance to acid, electricity, fire, and cold equal to 5 x the number of points of essentia invested in this soulmeld. If you already have resistance to any of these energy types from another source, it stacks with the resistance granted by this chakra bind.

Chakra Bind (Totem)
Claws hands appear over your own granting you claws that are treated as primary natural weapons.
These claws deal 1d6 damage, and 1d4 energy damage. The energy damage may be fire,cold,acid or electricity chosen at the time of binding. For every essentia invested into this meld the claw damage increases by one size category, and the energy damage increases by 1d4.


Eyes of Bahamut
Descriptors: Draconic, Good
Classes: Soulborn, Incarnate
Platinum Lens surround your lens allows you to see deeper into others. And warn you of hostile intent
You can use detect evil, as the spell at will  with caster level equal to meldshaper level.
Essentia: For every essentia invested into this soulmeld you gain +1 armor bonus and +1 to all saving throws against attacks and abilities made by opponents of the Evil alignment.

Crown of the Gem Dragons.
Descriptors: Draconic
Classes: Incarnate

A crystal band appearing like a psicrown appears on your head allowing the power of the psionic dragons fill you will talent psionic knowledge.
You gain +4 insight bonus on concentration, Autohypnosis, Knowledge (Psionics), Psicraft  Use Psionic Device checks and are able to use and you can make these checks untrained.
Essentia: Every point of essentia you have invested in your Crown of the Gem Dragons increases the insight bonus by 2.

Chakra Bind(Crown)
The crystal band turns Emerald as the essence of the Emerald Dragon protects you from sonic attacks.
You gain resistance to Sonic equal to 4 x the number of points of essentia invested in this soulmeld.  If you already have resistance to sonic from another source, it stacks with the resistance granted by this chakra bind. You also gain 1 x the number of points of essentia invested in this soulmeld  insight bonus to all saving throws against spells or powers with the [Sonic] Descriptor.

Chakra Bind(Heart)
A purple crystal hear appears on your chest.
You gain the telekinetic mastery of the Amethyst Dragon. You gain the Telekinetic Force, and the Telekinetic Thrust powers as psi-like abilities usable at will. Manifester level equal to Meldshaper level.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 16, 2011, 10:29:32 PM
Geriviar
(http://www.wizards.com/dnd/images/mmiii_gallery/82991.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+0+2+0 +0Geriviar Body, Powerful Build, Bonus Feat, +1 Str, +1 Con
2+1+3+0 +0Hardened Skin, +1 Str, +1 Con
3+2+3+1+1Brutal Cunning, Leap, +1 Str, +1 Con
4+3+4 +1+1Growth, Throw Rock, Catch, +1 Str, +1 Con
5+3+4+1+1Regeneration, Personal Creation, +1 Str, +1 Con
6+4+5+2+2Land Reshaper, Brutal Health, +1 Str, +1 Con
7+5+5+2+2Stone Flesh, Deafening Scream, +1 Str, +1 Con
8+6+6+2+2Extra Arms, Sprint,+1 Str,  +1 Con
9+6+6+3+3Batter, Stone Will, +1 Str, +1 Con
10+7+7+3 +3Siege Rocks, +1 Str, +1 Co
11+8+7+3+3Timed Nodules, Crushing Fist, +1 Str, +1 Con
12+9+8+4+4Siege Scream, Hardened Flesh,+1 Str,  +1 Con
13+9+8+4+4 Earth Repulse, Stone Toughts, +1 Str, +1 Con
14+10+9+4+4 Smoke Nodes, Double Throw, +1 Str, +1 Con
15+11+9+5+5 Ablative Hide, Greater Sprint, +1 Str, +1 Con
16+12+10+5+5 Flash Node, Planar Siege, +1 Str, +1 Con
17+12+10+5+5Siege Mode, Node Sprout, Explosive Delivery,+1 Str, +1 Con
18+13+11+6 +6Heavy Bombardment, Outlast, +1 Str, +1 Con
19+14+11 +6 +6Breaking Assault, Uncompromising Tenacity, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at 1st level. Class skills are Balance, Climb, Escape Artist, Intimidate,  Jump, Listen, Spot, Swim, Tumble, Use Rope

Proficiencies:Simple weapons and his own natural weapons.

Features:

Geriviar Body:The Geriviar loses all other racial bonus and gains giant traits (basicaly low light vision). He is a medium sized giant with base speed 40 feets, two arms each able to perform a natural slam attack dealing 1d8+Str mod damage and a bite attack dealing 1d6+1/2 Str mod.

The Geriviar also gains a bonus to Nat armor equal to 2+Con modifier.

Ability increase:The Daelkyr gains +1 Str and +1 Con at every level for a total of +19 Str, +19 Con at 20th level.

Bonus Feat: The Geriviar  gains either Improved Bull Rush or Improved Sunder as a bonus feat even if it doesn't meet the prerequisites. It may use its own natural weapons for sunder atempts. If he ever gains Improved Sunder, he may Intimidate merchants into buying the broken pieces of any item he destroys for the normal price.

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

Hardened Skin: At 2nd level the Geriviar gains resistance against Fire and Sonic equal to his HD, DR/adamantine and magic equal to ˝ his HD and SR equal to 11+HD. He may lower or rise his SR at any time as a free action even if it isn't his turn.

Brutal Cunning: At 3rd level the Geriviar can use Invisibility as a SLA 1/day per HD.

Leap: At 3rd level a Geriviar can always take 10 on Jump checks. Also, if a Geriviar leaps down from a great height, a successful DC 15 Jump check negates the damage from the fi rst 60 feet of the fall, as opposed to the first 10 feet. For every 5 points the  Geriviar beats that check, it can ignore the next 60 feet of the fall.

Growth: At fourth level, the Geriviar  finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base speed increases by 10 feet.

The Geriviar continues to grow trough its existence.
At 8HD, the Geriviar  reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Geriviar  grows to Huge size and loses Powerful Build.
At 16HD, the Geriviar  reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Geriviar  grows to Gargantuan size and loses Powerful Build.

His base speed also increases an extra 10 feet again at  12 and 20 HD.

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

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

Regeneration: At 5th level the Geriviar gains regeneration equal to ˝ his HD. Acid and cold deal normal damage
to a geriviar. If a geriviar loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can
reattach the severed member instantly by holding it to the stump.

Exploding Nodules: At 5th level a geriviar’s body becomes covered with spherical, spiny nodules that range between 1 and 2 feet in diameter. Each of these nodules is fi lled with small fragments of the armored plates covering the geriviar’s body, as well as a volatile, explosive liquid secreted through the giant’s skin. A geriviar can break off up  these nodules each round (until he runs out) and hurl them at his opponents as an attack action.

Each nodule is a grenadelike weapon (10 feet range increment) that deals 1d6 points of piercing damage and 1d6 points of fire damage per 2 HD  in a 10-foot spread (DC 10+1/2 HD+Con modifier Reflex for half ). If not thrown right away , they explode after 1 round by themselves after removed.

A healthy geriviar normally carries one  nodule per HD at a given time. Nodules take 3d6 minutes to grow back once
broken off. A geriviar can regrow multiple nodules at the same time. However, if a geriviar’s regeneration is negated
somehow, it takes 2 to 3 days to regrow.

Land Reshaper: At 6th level the Geriviar can use Stone Shape and Stone Spikes  as a SLA 1/day for every 2 HD he has. Save DCs are 10+1/2 HD+Con mod.

At 12 HD he may use them as a move action. At 18 HD as a swift action.

Brutal health: at 6th level the Geriviar becomes immune to  disease.

Deafening Scream: At 7th level the  Geriviar can use Shout as a SLA 1/day per 2 HD he has, except it deals 1d6 damage per HD to non-crystaline creatures and 2d6 damage per HD to brittle or crystaline objects and creatures, whitout any cap. The save DCs are 10+1/2 HD+Con modifier. Plus even if the targets suceed on their saves, they're still deafened for 1 round.

Stone Flesh:  At 7th level the Geriviar becomes immune to poison, and can also use Jump as a SLA on itself at will, but you can't have more than one on yourself at any time.

Extra Arms:
At 8th level the Geriviar grows two extra fully fuctional arms, that may also be used to deliver slam attacks as his original arms. Notice throwing a rock or exploding node demands two arms, so the new extra arms only allow for one extra ranged attack per round.

Sprint:At 8th level the Geriviar can sprint on all six limbs. A geriviar that takes the run action moves six times his speed.

Batter: At 9h level the Geriviar is especially ferocious and adept at attacking  objects. It ignores half the hardness of any objects he hits. As a swift action, it may fully ignore the hardness of the next object he hits during this round.

Stone Will: at 9th level  the Geriviar can use Telekinesis as a SLA 1/day per 2 HD, save DC being 10+1/2 HD+Con mod. He may keep concentration of this effect as a swift or move action instead of the normal standard action.

Siege Rocks: At 10th level as a swift action the Geriviar may channel his earth powers into a rock or exploding nodle to make them crush trough petty magics and strike true. If he does so, that weapon gains the ghost touch property for 1 round, ignores adverse wind conditions (even magic ones like Wind Wall), can re-roll failed miss chances, and any oponents struck by it are subject to a greater dispel magic effect with CL equal to HD  (targeted dispel magic for a rock, area dispel magic for an exploding node). In the case of an exploding node, it may even end normally undispellable magic effects like a Wall of Force, but the dispel DC is 5 higher.

Crushing Fist: At 11th   level the Geriviar  gains Improved Sunder or Improved Bullrush as a bonus feat (if he already has both, he gains a bonus feat of his choice).

 In addition, as an attack action, the Geriviar may smash the equipment of an oponent and with the same move send them tumbling away! This works as a sunder atempt that can be immediatily followed by a free bullrush atempt on the wielder of the equipment.

Timed Nodules: At 11th level the Geriviar gains some natural control of the chemicals inside his exploding nodes, allowing him to make them explode faster or slower. He may either make them explode in mid-air after traveling a certain distance, or may drop them harmlessly on a surface and explode any number of rounds later, chosen at the time the nodes are detached from his body. He cannot delay the explosion for more rounds than he has HD.

Siege Scream: At 12th level, as a standard action, the Geriviar may scream with such power that even the rocks themselves around him crack. This works as a Greater Shout a SLA useable  1/day for every 4 HD he has, except it deals 1d6 damage per HD to non-crystaline creatures and objects on the area, and 2d6 damage per HD to brittle or crystaline objects and creatures, whitout any cap. The save DCs are 10+1/2 HD+Con modifier. Plus even if the targets suceed on their saves, they're still deafened for 1d6 rounds.

Hardened Flesh: At 12th level the Geriviar becomes fully immune to Fire and Sonic.

Earth Repulse: At 13th level the Geriviar may use Reverse Gravity 1/day for every 4 HD he has. Save DC is 10+1/2 HD+Con modifier.

Stone Toughts: At 13th level the Geriviar becomes immune to mind-affecting spells and abilities.

Double Throw: At 14th level the Geriviar can throw two stones or two exploding nodes at full attack bonus as a standard action.

Smoke Nodes: At 14th level the Geriviar may make any of his nodes produce a Fog Cloud effect on the area where they explode that lasts for 1d6 rounds. This option must be chosen before throwing the nodes.

Ablative Hide: At 15th level the Geriviar can detonate one of the exploding nodes on his body as an immediate action to try to block any one harmfull  attack. The attacker must suceed on a reflex save with the same DC as the exploding node or their attack fails. This also deals damage in a 10 foot spread centered on the Geriviar as if it had detonated one exploding node over himself, altough the Geriviar himself isn't hurt by this.

Greater Sprint: at 15th level the Geriviar may run as a move action provided he has his hands free and is wearing no armor.

Flash Node:  At 16th level as a swift action the Geriviar can make one of the exploding nodes on his body more unstable than normal, making it explode in a blinding flash coupled with an ear-spliting sound. Oponents failing their Reflex save against the Exploding Node are blinded and deafened for 2d6 rounds. Even if they suceed on the save they'restill blinded and deafened for 1 round. The flash node must be removed from the Geriviar on the same round or this bonus is lost.

Planar Siege: At 16th level the Geriviar may force open any portal, extraplanar entrance or the like with an explosive node. The passage can now be used by any creature for 1 round per HD.

Explosive Delivery: At 17th level as a fullround action the Geriviar may mash togheter four explosive nodes with a boulder and throw it as a normal rock throw attack. It deals normal damage as a rock, and then deals 1d12 fire damage and 1d12 slashing damage per 2 HD in a 40 feet spread. This may be combined with Flash Node or Siege Rocks (in which case it causes a targeted dispel on an enemy hit and an area dispel on the spread).

Node Sprout: At 17th level a number of times per day equal to his Con mod the Geriviar may instantly regrow one node as a  swift action, 1d6 nodes as a move action, 2d6 nodes as a standard action or all his nodes as a fullround action.

Siege Mode: At 18th level the Geriviar may as a swift action grant the Siege Rocks ability to all his thrown explosive nodes and rocks for 1 round.

Outlast: At 18th level the Geriviar is well used to engaging in attrition battles at range, whitstanding siege engine  direct hits and mage blasts whitout flinching. He now has 25% chance of completely ignoring any non-melee attack.

Heavy Bombardment: At 18th level as a standard action the Geriviar may throw up to half his max number of explosive nodes in large arcs trough the air. This multiplies their range increment by 10, but also means they  only reach their target areas after 1 round, and the trajectory is so easy to read that your oponents know where they're gonna fall and may move out of the way during their own turns. Gerivars usually use this to either target static targets or to pin down oponents in preparation for another attack.

Breaking Assault:
At 19th level the Geriviar can unleash his more devastating attack honing all his siege powers a number of times per day equal to his Con mod. As a fullround action he performs a charge against one oponent, but may move up to six times his base speed, and during it he throws  up to four explosive nodes at said target, proceeding to making one sunder atempt at the end of the charge, one bite attack, one slam attack, and one bullrush to seal the deal. If this is combined with Flash nodes, it affects all the explosive nodes. If this is combined with Siege Mode, the natural attacks cause targeted dispels on top of the explosive nodes area dispels. If the target is bullrushed into an obstacle, botth it and the target take an additional 1d8 damage for every 5 feet it still had to move from the bullrush, ignoring all hardness. If the obstacle was magical, it's automatically dispelled.

Uncompromising Tenacity:  Once a geriviar undertakes a task or makes up its mind to accomplish something, only death or an incredible will can prevent it from following the task through to its completion. And sometimes not even that. At 19th level 1/day as a free action even if it isn't his turn, if the geriviar would somehow be rendered incapable of acting like being disabled, transported to another dimension or killed, he may simply ignore that and keep fighting! For 1 round per HD the Geriviar only dies if he reaches negative HP equal to his max HP and has 75% chance of ignoring all harmfull effects directed at him (doesn't stack with Outlast).  He may die at the end of this duration if his HP is too much on the negatives.
[/spoiler]

Comments
[spoiler]
Four-armed giant which grows organic grenades from his back? Hell yeah!

This one is a pretty straighforward monster that focus heavily on ranged combat and taking hits to the face. His explosive nodes are far from his only weapon as he also can use standard big rocks and has some nice ofensive SLAs like telekinesis and reverse gravity. Plus some suport in the form of invisibility and Stone shape. Added in Stone spikes since I believe it fits. You can add extra effects to the explosive nodes and gain new forms of using them as you level up.

So if you want to play a living ranged siege engine, the Geriviar is for you!

[/spoiler]


: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 16, 2011, 10:34:38 PM
the_shadowmind:Too sleepy for a carefull look, but I must point out the "monster class must be playable just with this thread and the SRD" rule around hre. Which means if you want to do the incarnum dragon, I must at least ask you to post some custom draconic soulmelds to go with it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 19, 2011, 03:14:16 PM
21 pages later, I notice I completely forgot the construction materials of the Half-Golem (http://brilliantgameologists.com/boards/index.php?topic=9557.msg354558#msg354558). Added.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 23, 2011, 11:33:48 PM
Malebranche
(http://www.wizards.com/dnd/images/FC2_Gallery/101492.jpg)
[SPOILER]
HD:d8
LevelBase Attack BonusFortRefWillFeature
1+1+2+0+2Body for War, Improved Grab, +1 Str
2+2+3+0+3Devil, Cruel Intent, +1 Con
3+3+3+1+3Hidden Cunning, Battle Hardened, +1 Str
4+4+4+1+4Wings, +1 Con
5+5+4+1+4Growth, Hell Target, +1 Str
6+6/1+5+2+5Malicious Intent, +1 Str, +1 Con
7+7/2+5+2+5Diabolic Vision, +1 Str, +1 Con
8+8/3+6+2+6Hell Veteran, Crush Magic, +1 Con
9+9/4+6+3+6Devilish Presence, +1 Str
10+10/5+7+3+7Growth, Sinister Intent +1 Str, +1 Con
11+11/6/1+7+3+7Powerful Assault, +1 Str, +1 Con
12+12/7/2+8+4+8Greater Body for War, +1 Str, +1 Con
13+13/8/3+8+4+8Fanatism, +1 Str, +1 Con
14+14/9/4+9+4+9Perfect Body for War, Sinister Intent, +1 Str, +1 Con
Class Skills: Balance, Climb, Escape Artist, Intimidate, Knowledge (The Planes), Listen, Sense Motive, Search, Spot, Use Magic Device
Skill Points: 6+Int Mod (quadruple at first level)

Proficiencies: You are proficient with Simple and Martial Weapons, and with Light Armor.

Body for War: You lose all racial modifiers and abilities and gain outsider traits(basically darkvision 60 feet). You are a Medium Sized outsider with  a Gore Attack that deals 1d6+Strength Modifier damage and two Claw Attacks that deal 1d4+1/2 Strenght Modifier damage. You also gain Power Attack as a Bonus Feat. You have a base land speed of 40 ft.

You also gain a Natural Armor Bonus equal to your Constitution Modifier.


Improved Grab: Your claws gain Improved Grab  as the Ability (http://"http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab"). At 8 HD you ignore Freedom of Movement effects.


Ability Increase: You gain:
+1 Strength at every Level except 2 and 4 and 8th
+1 Constitution at every level except at 1st, 3rd, and 9th

For a total of +11 Str and +11 Con at 14th level.

Devil:At 2nd level the Malebranche gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawful subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

Cruel Intent: You care not for paltry tricks, and everyone you face knows it. At 2nd Level, your Melee attacks (Both Natural and Manufactured) have a 25% to ignore Concealment, Cover and Damage Reduction from any source.

Hidden Cunning: Others may take you as nothing but an oaf. Even more will take you as a tool. But you know better. And you make sure anyone who tries to take control of you knows better. At 3rd Level, you gain a +2 Bonus to Will Saves against Mind-Affecting Spells and effects. At every odd level afterwards, this bonus increases by 1. At 10 HD, you may atempt a new save against one Mind-affecting spell or effect currently afecting you. If you suceed the effect is removed.

Battle Hardened: Your time fighting has made you adapt to the mysteries of the Arcane and Divine. At 3rd level you gain SR equal to 11+HD and DR/magic  equal to half your HD. You may drop or raise your SR at any time as a free action even if it isn't your turn.

Wings: At 4th level you gain a pair of demonic wings that allow you to fly at a speed of 10 feet per HD with average maneuverability.

Growth: At 5th Level you grow to Large Size. Your ability scores do not change due to your increased size, but you do gain the normal bonuses and penalties of being Large sized. At 10th Level you grow to Huge Size. You gain all benefits of an increase in size, but your ability scores do not change because of it.

Hell Target: At 5th level as a swift action you may mark one you may mark one oponent you attacked this turn in melee regardless of hiting or missing. For 1 round, it will provoke attacks of oportunity for taking 5 feet steps, casting quickened spells, and the DC of any tumble and defensive castings they perform is increased by an amount equal to your Bab.

Malicious Intent: You grow tired of having others attempt to dodge your blows or resist them. At 6th Level, your Melee attacks (Both Natural and Manufactured) have a 50% to ignore Concealment, Cover and Damage Reduction from any source.

Diabolic Vision: The illusions of the world hold no merit over you! Starting at 7th level, you gain a +2 to any Save to any spell of the Illusion School. This bonus increases by 1 for every 3 HD you have. Additionally, if you have struck the creature at least once, you are treated as having True Seeing on that Creature for a number of rounds equal to your Constitution Modifier.

Hell Veteran: Time in battle has exposed you to more and more elements of warfare. At 8th level you become fully immune to poison and fire, your DR/magic, acid and cold resistance are doubled and you gain Regeneration equal to half your HD, which is bypassed by Acid.

Crush Magic:You don't need magic tricks to fight, and you laugh at oponents that think themselves safe behind such petty things. As a swift action you may boost your next melee attack so that it ignores any magic miss chances (including mirror images) and magic bonus to AC, even those from Supernatural abilities. If the attack deals damage, the target automatically loses all temporary(with a duration) magic effects that grant a bonus to AC and miss chances, including supernatural abilities.

Devilish Presence: At 9th Level you gain a Fear Aura (Will Save DC: 10+1/2 HD+Con Mod) that spreads out 20 ft. from you at end of each of your turns. On a failed save, creatures are panicked for 1 round per HD. On a successful save, a creature cannot be affected by the your Aura for the next 24 Hours. Other Baatezu are not affected by this. Allies of your choice are not affected by this Aura as well.

At 13 HD this can affect even creatures immune to Fear effects, but they gain a +5 bonus on their saves.

Sinister Intent: Each blow you deal hits hard, taking most creatures aback at how powerful each one is. At 10th Level, your Melee attacks (Both Natural and Manufactured) have a 75% chance to ignore Concealment, Cover and Damage Reduction from any source.

Powerful Assault: You're an expert of charging head on into battle, not giving your oponent any time to react. When charging, if you use your Gore natural attack, no oponents may take free and/or immediate actions against you, and you deal double damage with your Gore natural attack. If you hit, your oponent must also suceed on a reflex save with DC 10+1/2 HD+Strenght modifier or be unable to move from their current spot for 1d4 rounds, even trough magic means.

You may also charge right trough obstacles by suceeding on a break check as part of the charge, as long as you know the position of the enemy. In the case of magic obstacles that can't be destroyed by normal physical means, you may atempt a dispel check with CL equal to your HD. This may even destroy undispellable effects like a Wall of Force, but the DC is 5 more harder than normal.

Greater Body for War: Your name is whispered by lower Devils, and your body has grown and changed, being filled with scars... along with your mind. At 12th Level You gain Improved Initiative as a Bonus Feat, and 1/hour per HD you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.

Fanatism :
You're prepared to overcome pain and make any sacrifice to perform your tasks. At 13th level if you would be affected by any harmfull effect except damage, you may delay it for 1 round by taking 2d12 damage, which allows you to ignore it for 1 round. At the begginning of your next turn, you may delay it again by taking another 4d12 damage, and so on, always doubling the damage taken. This damage bypasses your regeneration. You may delay multiple effects.

Killing Intent: You're a finely honed killing machine, your strikes performed whitout any kind of mercy or hesitation. At 14th Level, your Melee attacks (Both Natural and Manufactured) have a 100% chance to ignore Concealment, Cover and Damage Reduction from any source.

Perfect Body for War: You're a fearsome sight to behold. Countless demons speak of your kind, and those who meet you or see you, are reassured of the intimidating tales. 1/day as a swift action you may extend your Devilish Presence to 10 feet per HD, and even creatures that already saved against you in the last 24 hours must save again. Creatures that were already panicked and fail the new save die out of pure fear.

[/SPOILER]

Comments
[spoiler]
The Malebranche is an interesting Devil in that despite being CR 14 it has no SLAs whatsoever and suposedly is all brawn and little brains. While other high level devils are tactical genius and manipulators, the Malebranche is the elite brute that actualy does the dirty work, because somebody has to smash faces hard at the end of the day.

Thus it gets a lot of brutish abilities, some anti-magic tricks, improved immunities and ability scores and the ability to shrug off anything with HP.

So if you want to play a more direct devil that crushes his oponents directly into pulp instead of trickery and subterfuge, the Malebranche's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Dralnu June 24, 2011, 02:38:53 AM
This thread is AWESOME and I'll be pointing my friends over here whenever they want to play monsters as PCs.

I'm currently running a PbP over here (http://www.giantitp.com/forums/showthread.php?t=200729) and one of the players is playing oslecamo's Blue Dragon (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322902#msg322902), though I just noticed we're using the outdated GiTP version, I'll have to fix that. I should note that the party averages to mid/low tier 3 (we've got a warblade and a warmage along with more homebrew).

Anyway, we made a change to the class by making the initial starting size Small and adding a Growth at level 4 to Medium. This was in part because we felt that the class is a little too strong at the beginning. d12 HP, 2 claws 1d6 and a bite 1d8, 40ft. land speed along with burrowing capabilities, seemed like too much at level 1, and soon after that it picks up breath attack + (bardic progression) sorcerer spellcasting + flight between 2-4. I think the class evens out a bit once the party has acquired wealth for things such as full plate and magical items, but at least for the first few levels it felt like too much. Small size at least nerfs the damage capability a bit. The other reason was the player's desire to start as a Wyrmling, aka Small.

Anyway, that's my 2cents on that class. I'm not saying you should change anything, just reporting what's working for us. I'll update again as the group progresses higher in levels. We're doing a "1 encounter = +1 level" format, so hopefully in a month from now they'll be around level 8.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz June 25, 2011, 01:05:58 AM
you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.
:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh

Surely this needs to have a limited use per day... otherwise every roll will get my con mod to it forever  :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 25, 2011, 05:46:06 AM
you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.
:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh

Surely this needs to have a limited use per day... otherwise every roll will get my con mod to it forever  :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh

It costs you an immediate action, which means you can only use it once per round at best, and if you do use it you can't use your other swift-action options like Hell Target and Crush Magic.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart June 26, 2011, 02:48:20 AM
you may add your Constitution modifier to any 1d20 roll after you rolled (but before you know the result) as an Immediate action.
:evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh

Surely this needs to have a limited use per day... otherwise every roll will get my con mod to it forever  :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh :evillaugh

It costs you an immediate action, which means you can only use it once per round at best, and if you do use it you can't use your other swift-action options like Hell Target and Crush Magic.

You should still limit it per day, otherwise it becomes a big boost to all the out of combat stuff. Make it 1/HD, so you start out with 12 uses which should be plenty but still very different from at will.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo June 26, 2011, 09:18:30 AM
It was kinda intended to be used to out of combat stuff. The Malebranche doesn't really have anything else on the realm of out-of-combat utility besides its basic skills, which really isn't aceptable at 12th level. Everybody else by then has at least something that can be potentialy used outside of combat.

So what's the worst that could happen with the Malebranche boosting his skills with his out of combat experience  to help the party when they don't need to break stuff?

At-will may be a little too much,  but 1/HD per day means you'll want to save those for your expected 4 combat per day, so I'm going to change it to 1/HD per hour for now.

If you have some other idea for out of combat utility for what it's otherwise a big brute magicless devil I'm all hears.
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo June 30, 2011, 02:22:57 PM
Anaxim
(http://i7.photobucket.com/albums/y265/Nny2/Anaxim.jpg)
[spoiler]
LevelBABFortRefWillFeatures
1   +0   +0   +0   +0   Apocalyptic Engine, Electricity Discharge, Multi-Purpose Arms
2   +1   +0   +0   +0   Divine Construction, Rend, Str +1, Cha +1
3   +2   +1   +1   +1   Ancient Senses, Defensive Plating, Str +1
4   +3   +1   +1   +1   Bolter Guns, Minor Divine Artifice, Cha +1
5   +3   +1   +1   +1     Heliblades, Inspired Design, Str +1
6   +4   +2   +2   +2   Lesser Divine Artifice, Cha +1
7   +5   +2   +2   +2   Axiomatic Defense, Sonic Blast, Str +1
8   +6/+1   +2   +2   +2   Never Stoping Machine, Cha +1
9   +6/+1   +3   +3   +3   Divine Artifice, Divine Construction, Str +1
10   +7/+2   +3   +3   +3   Pneumatic Pummeler, Platings of Mass Defence, Cha +1
11   +8/+3   +3   +3   +3   Unfinished Protocols, Str +1, Cha +1
12   +9/+4   +4   +4   +4   True Sight, Str +1, Cha +1
13   +9/+4   +4   +4   +4   Weapons of Mass Destruction, Str +1, Cha+1
14   +10/+5   +4   +4   +4   Iron Companion, Channel the Machine, Str +1, Cha +1
15   +11/+6/+1   +5   +5   +5   Impossible Design, Master’s Divine Artifice, Str +1, Cha +1
16   +12/+7/+2   +5   +5   +5   Drill Trough, Str +1, Cha+1
17   +12/+7/+2   +5   +5   +5   Determining Blow, Str +1, Cha+1
18   +13/+8/+3   +6   +6   +6   Supreme Divine Artifice, Str +1, Cha +1
19   +14/+9/+4   +6   +6   +6   Metal Vengeance, Str +1, Cha +1
20   +15/+10/+5   +6   +6   +6   Apocalyptic Drive, Undivine Spark, Str +1, Cha+1
21   +15/+10/+5   +6   +6   +6     Potential unleashed, Str+1, Cha+1.
22   +16/+11/+6   +7   +7   +7     Ghost in the Machine, Str+1, Cha+1.
Class Skills (2+ Int Modifier, quadruple at first level): An Anaxim has no class skills.

Proficiencies: Anaxim are proficient with their natural weapons only.

Features:


Apocalyptic Engine: An Anaxim loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:
[spoiler]
# No Constitution score.
# Low-light vision.
# 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, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, wich make it lose a level.
[/spoiler]

The Anaxim is a medium sized construct with a roughly humanoid body (two arms, two legs, head), base speed 40 feet, and is under effect of a permanent NonDetection effect with a Caster Level equal to its HD.

It also gains a bonus to its Nat armor equal to 2+Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Multi-Purpose Arms: As a swift action the Anaxim can reconfigure one or both of its hands into Slams, drills or Spinning Blades, these are primary natural weapons that deal 1d8 + Str modifier Bludgeoning//Piercing/Slashing damage respectively. Further, the slams count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a slam and another hand configured into a spinning blade if it so wishes, both attacks are treated as primary. They can also be permanently enchanted as normal weapons provided the Anaxim finds a willing spellcaster to do it and is present for the whole process.

Electricity Discharge: At 1st level, the anaxim has the ability to unleash a potent electrical discharge from its body as a standard action. This discharge can take the form of either a touch attack or  a touch ray attack with a range of 10 feet per HD. Either way, it deals 1d6 damage per HD.

Divine Construction: At 2nd level the anaxim gains fast healing and DR/chaotic and adamantine both equal to half its HD. It also receives the Chaotic subtypes and all its attacks count as Chaotic and Adamantine for bypassing DR.

Rend:At 2nd level if the anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals additional damage equal to twice the spinning blade damage plus 1,5 Str mod.

Ability Score Increases: The Anaxim gains a permanent +1 to

Str at all levels except 1, 4, 6, 8, 10.

Cha at all levels except 1, 3, 5, 7, 9.

For a total of +15 Str and +15 Cha at level 20 and +17 Str and +17 Cha at level 22.
 

Ancient Senses: At 3rd level, the Anaxim gains Blindsense with a range of 15 feet per HD and telepathy with twice that range.

Defensive Plating: At 3rd level the Anaxim gains SR equal to 15+HD, plus resistance to fire and cold equal to its HD. It may raise or lower its SR as a free action at any time even if it isn't its turn.

Bolter Guns: At 4th level, the Anaxim adds two bolter guns to its arsenal. A bolter gun is a built-in ranged weapon with a range increment of 120 feet that deals damage equal 1d6 +Strength modifier, and counts as both a natural weapon and as a manufactured weapon, including being able to perform iterative attacks if the Anaxim has enough Bab and attacking with them both in a fullattack whitout penalty. The Anaxim will never run out bolts to fire. In a full attack it can combine its Bolter Guns with other ranged weapons, but not melee attacks.

The bolter guns can also be used to perform bullrush, trip, disarm and sunder atempts at range. They can also be permanently enchanted as normal weapons provided the Anaxim finds a willing spellcaster to do it and is present for the whole process.

At 8 HD and every 4 HD thereafter the Anaxim gains a new bolter gun.

Minor Divine Artifice: Starting at 4th level, the anaxim gains the power to ignite the latent divine power within itself to imitate magic, gaining the power to cast spell-like abilities. Any save DCs for the Anaxim's SLAs are equal to 10+1/2HD+Cha modifier.

At 4th level, the anaxim can use Blur and Invisibility once per day per HD.

Heliblades: Starting at 5th level, the anaxim gains a fly speed equal to 10 feet per HD, with perfect maneuverability.

Inspired Design:
At 5th level the Anaxim's spinning blades/slams now deal damage as if the Anaxim was one size category larger and its land speed increases by 20 feet. Its bolter guns also ignore adverse wind conditions now, including magic ones like Wind Wall.

Lesser Divine Artifice: At 6th level the anaxim gains the ability to use Displacement, Dispel Magic, Greater Magic Weapon, Lighting Bolt and Magic Vestment as SLAs 1/day per HD. At 11 HD the Dispel Magic Upgrades to Greater Dispel Magic. The Lighting Bolt has no damage cap.

In addition the Anaxim can now count its own body as a suit of armor for purposes of receiving benefical spells like Magic vestment, including being permanently enchanted provided the Anaxim finds a spellcaster willing to do the work and is present for the whole process.

Axiomatic Defense:
At 7th level, the Anaxim can fully ignore harmfull effects of spells of level (Anaxim Level/2)-1. This isn't just limited to spells wich allow SR. An Anaxim would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over it's plating.

In adition, the Anaxim can fully ignore harmfull Su abilities from oponents with less HD than it has Anaxim levels.

 If all Anaxim levels are taken, then it becomes immune to all magical and supernatural effects.
The Anaxim may still let benefical effects affect him as normal either way.

Sonic Blast: At 7th level as a standard action, an anaxim can emit a  cone with 10 feet per HD of sonic energy that deals 1d6 points of sonic damage per HD to all creatures that fail a Reflex save (DC 10+1/2 HD+Str mod). Those that succeed take half damage. Creatures failing the save are also deafened for 1 round per HD, those making the save are just deafened for 1 round. Creatures deafened by this effect take a penalty to Concentration checks equal to the Anaxim's HD.

Never Stoping Machine: At 8th level the Anaxim becomes immune to polymorphing, petrification and any other effects that would alter its form.

Divine Artifice: At 9th level the anaxim gains the ability to use Greater invisibility, Dimensional Anchor and Chain Lighting as SLAs 1/day per 2 HD. The Chain Lighting has no cap to damage.

Divine Construction: Starting at 9th level the anaxim gains bonus hit points per HD based on his charisma modifier.

Pneumatic Pummeler : Starting at 10th level, whenever the anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush, disarm, sunder, grapple or trip attempt as a free action that does not cause an attack of opportunity. The Anaxim gains a bonus on this maneuvers equal to the damage dealt by the slam. This ignores freedom of movement effects.

If the anaxim chooses to bull rush its target, it does not need to move along the victim.

If this attempt fails, the target cannot attempt to trip the anaxim in return.

Platings of Mass Defence: At 10th level the Anaxim adds his Cha mod to all saves and Natural Armor bonus. The extra natural armor bonus gained from this ability also counts against touch attacks.

Unfinished Protocols: at 11th level the Anaxim can use Dictum, Ethereal Jaunt and Destruction as SLAs 1/day per 4 HD.

True Sight: At 12th level the Xixecal is under a permanent True Sight effect.

Weapons of Mass Destruction:
The Anaxim may not be very big, but that doesn't mean it cannot butcher whole armies by now. At 13th level when the Anaxim hits an oponent with its Slam/Spinning blade, it may choose to extend its mechanical arm to also attack all creatures adjacent to the first one with the same attack! This stacks with Pneumatic Pummeler.

In addition if firing its bolters, the Anaxim may choose for them to affect a 120 feet line instead of the normal range. All creatures inside that line must suceed on a reflex save with DC 10+1/2HD+Str mod or take the bolter damage. This  option ignores miss chances from enemies bigger than the Anaxim.

Iron Companion: At 14th level the Anaxim as a standard action 1/day the Anaxim can infuse an adjacent pile of scrap with artificial life, turning it into an Iron Golem under the Anaxim's command. The Anaxim may not have more than one Iron Golem under its control this way.

At 16 HD and every 2 HD thereafter the Anaxim may use this ability one extra time per day and control more than one Iron Golem at a time. In addition he may as a move actionfuse two adjacent Iron Golems created this way into a 36 HD advanced Iron Golem of Huge size, or three golems into a 54 HD advanced Iron Golem of Huge size. They count as two and three Iron Golems for how many you can control  at a time respectively.

Channel the Machine: At 14th level whenever the Anaxim hits an oponent in melee, it may as a swift action cast Dictum, Dimensional Anchor, Lighting Bolt, Chain Lighting or Greater Dispel Magic targeting the enemy struck in melee.

Impossible Design:At 15th level the Anaxim gains an extra pair of arms that can be turned into Slams/spinning blades as well, and it may now use its Electrecity Discharge 1/round as a free action. It may also change its arms into Slams/spinning blades as a free action.

Iron Determination:at 15th level the Anaxim adds his Cha mod to its Fast Healing rate.

Drill Trough: At 16th level the Anaxim can pierce the heavens themselves if needed. If it has at least one arm in drill mode, it may as an free action (even if it isn't its turn) block any enemy attack that would affect it by suceeding on an attack roll with its drill against the attack roll/save DC of the oponent's attack. If it doesn't normally have an attack roll or save DC, it is 10+1/2HD+Highest ability score mod. The Anaxim must be aware of the attack to try to Drill Trough it, and any sucessive Drill trough in a single turn takes a cumulative -5 penalty on the Anaxim's part (-5 for a second attack, -10 for a third, ect).

The Anaxim also gains a bonus on any Break and Dispel checks equal to its Cha mod, and also gains a burrow speed equal to its land speed.

Determining Blow:At 17th level the Anaxim's threat for all its natural weapons is doubled, and it has 50% chance of being able to inflict critical hits on creatures normally immune to them. In addition creatures suffering a critical hit from the Anaxim must suceed on a sucessful Fort save with DC 10+1/2HD+Str mod or explode in pieces.

Supreme Divine Artifice:At 18th level the Anaxim may use Etherealness as a SLA as free action 1/day per 5 HD, but no more than 1/round, and all its movement speeds are doubled while this lasts. The Anaxim may also dismiss the effect as a free action.

Metal Vengeance:at 19th level whenever the Anaxim is attacked, the Anaxim may strike back at the attacker with a melee attack if attacked in melee (even if the oponent has superior reach) or a bolter shot if the enemy attacked from range.

Apocalyptic Drive:
At 20th level the Anaxim may fully  focus at a single target with mechanical precision 1/hour as a fullround action. It fires all bolter guns, then charges and performs a full attack with all its melee weapons at said target. Distance is never a problem when using this attack as long as the Anaxim can spot the target.

Undivine Spark:At 20th level, the Anaxim no longer fails saves or attacks in a natural 1, and its DR now can only be bypassed by epic, good and adamantine weapons.

Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of it's SLAs (except summon iron golem) at will. The HD limit on all of its SLAs and other abilities is removed.

Ghost in the Machine: At 22th level the Anaxim realizes it isn't actualy a construct. It is a design, an idea. As a free action at any time even if it's its turn (but only one try per round) the Anaxim can transfer its consciouness to any manufactured object (including magic items and artifacts) or construct that it can see or one of his summoned iron golems, even if it can't seem them. Intelegent constructs, artifacts and worn items are allowed a Will save to resist this ability (DC 10+1/2HD+Cha mod). The Anaxim can jump again to another object/construct in view on the next turn if it wishes.

The original body can keep following a simple set of instructions of the Anaxim's choice like it was a mindless construct.  If entering a normally inanimate object the Anaxim can make it move as if under the effect of an Animate objects spell (CL=HD). The Anaxim retains its blindsight under its new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxim's consciouness is inside something.

The Anaxim can return to his original body as another free action regardless of the distance and barriers between them. Should the Anaxim's original body be destroyed, the Anaxim's divine spark causes the surrounding world to start shaping his current body in a new Anaxim. The original body crumbles into worthless scrap, useless even as magic component to track the Anaxim, including the magic items on it's possession. Bypassers stop to work on the Anaxim's current body, animals join pieces as best as possible with their claws and teeths, the wind and sun themselves start shaping a new Anaxim. The process is completed in 1d10 days, after wich the old object/construct is now completely replaced with a new Anaxim of same level, altough it may look diferent. The new body comes with the same magic items the Anaxim's original body had at it's time of destruction, in the same state/number of charges/etc.

Should the Anaxim have controled an object bigger than medium size the new Anaxim body is of that size, but the construction is unstable. Whenever the Anaxim takes damage it must make a Fort Save DC 10+Damage taken or it's massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.

[/spoiler]

Comments:
[SPOILER]
Complete overhaul of the Anaxim since in retrospective it just had damage, more damage and some more raw damage in top.

Added several extra effects and utilities (disarming/triping/bullrushing people with the bolter guns for example), some defensive stuff, cooler powers for the high levels, earlier iron golems and stat bonus standardization. Plus magic immunity

I feel like it now should play like it should, a dangerous determined machine looking for a place in the world.
[/SPOILER]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: solara July 04, 2011, 12:31:40 AM
So . . . I wanted to play a Tome Dragon, and therefore made a monster class for them. It deviates slightly from the rest of the dragon classes, since Tome Dragons are arcane dragons. I listed some concerns in the comments spoiler.

And a great big thanks to you, oslecamo, for starting this project, and keeping it going here on BG. My entire gaming group is actually going to use classes from here for our next campaign.

EDIT: Also, if anyone has thoughts about what I should give them at 14th level, please let me know. I didn't realize it was a dead level until I posted, pretty much. I know - impressive absent-mindedness on my part.

Tome Dragon

(http://t2.gstatic.com/images?q=tbn:ANd9GcTT1xpF7Do6Wtzcv2XFbhxxQ971dp4U-P4jah_qBTqpNHYXuHsPgw&t=1)

[SPOILER]
d8 HD
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Dragon Body, Frail Body, Mutable Breath, +1 Int
2nd
+1
+3
+0
+3
Keen Senses, Arcane Blood
3rd
+2
+3
+1
+3
Blindsense 60 foot, Distant Speech, +1 Wis
4th
+3
+4
+1
+4
Wings
5th
+3
+4
+1
+4
Arcane Sight
6th
+4
+5
+2
+5
Free Metamagic, +1 Wis
7th
+5
+5
+2
+5
Far Eyes
8th
+6
+6
+2
+6
Knowledge Domain
9th
+6
+6
+3
+6
Baffling Flight, +1 Int
10th
+7
+7
+3
+7
Piercing Sight, +1 Wis
11th
+8
+7
+3
+7
Master of Knowledge
12th
+9
+8
+4
+8
Magic of Foresight, +1 Int
13th
+9
+8
+4
+8
Infinite Step, +1 Int, +1 Wis
14th
+10
+9
+4
+9
-
15th
+11
+9
+5
+9
Planar Explorer, +1 Int, +1 Wis
16th
+12
+10
+5
+10
Master of Space, +1 Int
17th
+12
+10
+5
+10
Master of Time, +1 Int, +1 Wis
18th
+13
+11
+6
+11
Master of Maigc, +1 Int
19th
+14
+11
+6
+11
Greater Magic of Foresight, +1 Int, +1 Wis
20th
+15
+12
+6
+12
Flawless Foreknowledge, +1 Int, +1 Wis

4 Skill points+int per level, quadruple at 1st level. Class skills:

Concentration, Climb, Diplomacy, Disguise, Heal,  Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Search, Spellcraft, Swim.

Dragon Body: At 1st level of this class the Tome Dragon loses all racial bonus and gains dragon traits. It is a Medium Dragon, 2 claws doing 1d6 + 1/2 Str modifier, a bite doing 1d8 + Str modifier damage and a base speed of 40 foot. The claws are capable of fine manipulation.

The Tome dragon also has a natural armor bonus equal to half his Con modifier. The Tome Dragon also gains an insight bonus to AC equal to the lower of 1/3 its HD or its Int modifier, minimum 1.

Alternate Form (Su): A Tome dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Mutable Breath: At first level, the Tome Dragon gains a breath weapon that deals 1d4 damage/HD of one of the following types: Acid, Cold, electricity, Fire, or Sonic. This breath weapon deals a burst of damage with a radius of 5’ per 3 HD the dragon has (minimum 5’, range as a spell with large range at a caster level equal to the dragon’s HD). A reflex save halves this damage (DC is Constitution-based).

Keen senses: The Tome 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.

Arcane Blood:A Tome dragon receives spells known and spells per day as a Wizard of 3/4 of his level, but he has CL equal to his HD. If he multiclasses as a Wizard, the casting stacks.

Dragon level Wizard casting
1-
21
32
43
53
64
75
86
96
107
118
129
139
1410
1511
1612
1712
1813
1914
2015

If a dragon takes a casting prc, it may choose to advance his casting as that of a wizard. So a dragon 10/loremaster 10 would cast as a 17th level wizard.

Blindsense: as the normal ability, range 60 ft.

Distant Speech: A Tome Dragon can communicate telepathically with any creature within 20’. The range of its telepathy increases by 10’ for each odd-numbered HD after 3rd the dragon achieves.

Ability increase: The gold dragon gains the following permanent ability bonuses at the following levels:

LevelBonus
1st +1 Int
3rd +1 Wis
6th+1 Wis
9th +1 Int
10th +1 Wis
12th+1 Int
13th +1 Int, +1 Wis
15th +1 Int, +1 Wis
16th +1 Int
17th+1 Int, +1 Wis
18th+1 Int
19th +1 Int, +1 Wis
20th +1 Int, +1 Wis

So at 20 level it has +10 Int, +8 Wis.

Wings: At 4th level the Tome Dragon can fly at a speed of 10 ft/HD with good maneuverability. Wings can be used to attack, doing 1d4 + Str damage.

Arcane Sight: At 5th level, a Tome Dragon can use the spell Detect Magic as a spell-like ability 1/day per HD. At 7th level, this ability improves so that the Tome Dragon can use Arcane Sight instead of Detect Magic. At 18th level, this ability improves again so that the Tome Dragon may use Greater Arcane Sight instead of Arcane Sight.

Free Metamagic: At 6th level, a Tome Dragon can subtract 1 from the level adjustment of any spell it casts using a metamagic feat. This ability applies once per spell and cannot reduce the level adjustment of the spell below 0.

At 12th level, a Tome Dragon can subtract 2 from the level adjustment of any spell it casts using a metamagic feat, subject to the same restrictions as before.

At 18th level, a Tome Dragon can subtract 3 from the level adjustment of any spell it casts using a metamagic feat, subject to the same restrictions as before.

Far Eyes: At 7th level, Tome Dragons gain the ability to use the spell Clairaudience/Clairvoyance as a spell-like ability 1/day per 3 HD.

Domain: At level 8 Tome dragon can add the spells from the Knowledge Domain to his spellbook and ready them normally.

Baffling Flight: At 9th level, a Tome Dragon can use the spell Dimension Door as a spell-like ability 1/day for every 3 HD it has.

Piercing Sight: At 10th level, a Tome Dragon gains the ability to use the spell True Seeing as a spell-like ability 1/day for every 3 HD it has.

Master of Knowledge: At 11th level, a Tome Dragon gains a +2 bonus to its caster level when using divination spells or spell-like abilities.

Magic of Foresight: At 12th level, a Tome Dragon adds a divination spell from any spell list of a level it can cast to its spellbook.

Infinite Step: At 13th level, a Tome Dragon can use the spell Teleport as a spell-like ability 1/day per 5 HD.

Planar Explorer: At 15th level, a Tome Dragon gains the ability to use the spell Plane Shift as a spell-like ability 1/day for each 5 HD it has.

Master of Space: At 16th level, a Tome Dragon can use the spell Discern Location as a spell-like ability 1/day per 5 HD.

Master of Time: At 17th level, a Tome Dragon can see into the future and the past. Once per day, a Tome Dragon can make a knowledge check to see into the future or the past of a particular creature, location, or object. The type of knowledge check depends on the nature of the knowledge desired, and the result of the check determines the volume, specificity, and temporal distance of the knowledge acquired.

Examples of type of check versus desired information: past events of some significance (knowledge: history), past of a particular location (architecture
and engineering, dungeoneering, geography, or nature), etc.

[table
Check ResultRarity of Knowledge; Temporal Distance
15 or BelowCommon; weeks
16 to 25Uncommon; years
26 to 35Rare or obscure, legend; decades
[/td][/tr]
[tr][td]36 to 45[/td][td]Truth behind legend; centuries[/td][/tr]
[tr][td]46 +   [/td][td]Completely unknown; any[/td][/tr][/table]

The relationship between the clarity of knowledge received, the type sought, and the check result is more complex. The results should be determined by the DM based on the exact sort of knowledge sought, the amount of knowledge already present, significance of events, etc. Generally, seeking common knowledge will always result in the Tome Dragon observing events as if it were there in person.

Looking into the future is far more difficult than looking into the past. To discern the events viewed, the Tome Dragon must make a Will save (DC = 10 +
minimum check result for knowledge sought). If this save fails, the Tome Dragon perceives events in a skewed manner – it will still see the events, but may not fully understand them, or recognize creatures it knows, even intimate friends. Success means the Tome Dragon can observe the future as if it were present. This vision can be precarious: if the future is uncertain, or easily changed, the Tome Dragon may see one future, or parts of many different futures.

Master of Magic: At 18th level, a Tome Dragon is no longer affected by anti-magic, anti-psionic, or other magic-damping effects, or wild magic and dead magic zones unless it chooses to be. While in the area of one of these effects, a Tome Dragon can also make a caster level check (DC = 20 + caster level of the item) to prevent its magic or psionic items from being affected by these effects.

Greater Magic of Foresight: At 19th level, a Tome Dragon may add another divination spell from any spell list of a level it can cast to its spellbook.

Flawless Foreknowledge: At 20th level, a Tome Dragon’s knowledge transcends time and space, allowing it to choose the most favorable path. Each day, a Tome Dragon gains a number of Insight points equal to its Intelligence modifier. Spending an Insight point is a free action; a Tome Dragon may not spend more than one Insight point per round. By spending one of these points, the Tome Dragon may reroll any attack, saving throw, ability check, or skill check. Alternatively, the Tome Dragon may spend an Insight point to gain an additional standard action during its turn.
[/SPOILER]

Comments:
[spoiler]
The Tome Dragon is from Dragon Magazine #343, and is a "new" kind of dragon - an arcane dragon. Arcane dragons are physically weaker than normal dragons, but have better casting. So I lowered the Tome Dragon's HD size and didn't give it a Constitution boost.

Most of the Tome Dragon's abilities are based on their fluff text in Dragon 343 - they're supposed to be obsessed with knowledge and extremely thoughtful dragons. I gave them Wizard casting because it fits my version of the dragon more than sorcerer, but would consider changing it to sorcerer casting (but I'd like to keep it int-based, just because of their knowledge focus).

The "Master of [fu]" abilities just seemed thematic, and really cool, but the last two need testing, and Master of Time is explicitly dependent on what the DM will allow, especially looking into the future.

Another ability I'm concerned about are the "Free Metamagic" ability, which can be very powerful, but is a defining ability of the original Tome Dragon. I boosted the caster level because Tome Dragons are supposed to have better arcane casting than other dragons.
[/spoiler]

Thoughts?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 04, 2011, 04:19:31 PM
solara: Ok, here are my first impressions on your tome dragon.
-Image? Again even if you can't get an "official" image some other work that fits your idea is good enough.
-No growth, DR, resistances/immunities/SR or frightful presence? I don't have the dragon issue of the tome dragon but I find it somewhat strange they don't get bigger and harder.
-Casting as wizard demands spellbooks. You're saying the tome dragon carries around a spellbook? I think I once heard tome dragons get to write spells on their scales or something more exotic like that.
-Free metamagic is indeed powerful, but with the limitations you imposed, it should be below the abuseable treshold.
-Master of time is quite flavourful, but like you pointed out kinda too DM-specific. Well any ability that revolves about being able to see both the past and the future is bound to be. Greatly advise replacing for something else unless the tome dragon fluff really says they're masters of time.
-Flawless knowledge is crazy good if not outright overpowered, but as a castone, and since taking it means you don't reach 9th level spells  pre-epic, meh, it's probably fair enough. The game is pretty crazy if you ever reach that high level so he'll probably need it.
-Why good flight maneuverability when they're suposed to be physically weaker than other dragons?
-Now master of magic may be too powerful. Because if you're immune to AMF, you can drop one in yourself and royally screw other magic users, which is basically everybody, or at least their gear. Cheater of Mystra (cleric that gets to ignore AMF) isn't considered one of the most imba builds out there whitout infinite loops for nothing.

So what we have here is a dragon that trades physical prowess for considerable improved spellcasting (but still behind a fullcaster) plus several utility SLAs. Sounds good, but the mid-levels seem a little dull because you're really not gaining anything special but spells you could've learned anyway because you cast as wizard. As it is, you really want to drop the class at level 8 and then go to some casting prc, because all you're gaining with the tome dragon for the next 9 levels are SLAs that can be replicated by wizard casting and some better numbers (and a DM-dependant ability). The only real reason to stay on the class would be to wait for the 18th level and 20th level abilities.

So overall I like where the class is going, but it really needs something other stuff at mid-levels than extra spells, which is something a wizard has by default.

Also thanks for the compliments, and I hope you can then share your impressions here on how the monster classes played out! :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: solara July 04, 2011, 09:18:07 PM
The real difference between Tome Dragons and, say, Gold Dragons, according to wotc, is that Tome Dragons are "arcane dragons." This means their natural weapons deal damage as if they're one size smaller (and they therefore get fewer natural attacks) and they get lower strength/constitution/natural armor, and don't grow as large (Tome Dragon uses the White Dragon's size progression). In exchange, they get better spellcasting and their flight is always at good maneuverability (but can be improved by that feat in Savage Species, I believe). Tome Dragons do get DR/magic and spell resistance, but I was afraid of giving them too much nice stuff (with the improved casting) so I took those and the size increase out.

Point also taken about the mid-levels being boring. I'll work on making them more interesting - maybe adding in the spell resistance, DR, and a size increase would do? That would make the Tome Dragon look more like your other dragons, too.

Master of Time and Master of Magic were just . . . ideas . . . that randomly popped into my head, and I instantly loved. Would reworking Master of Time to be something like a bardic knowledge/lore check, and removing the ability to see the future, be good? I'll check to see if there are any spells that I could model its effect after. I'll think about what to do with Master of Magic for a few days, but maybe increased caster level or spells per day? Something like +1 caster level on arcane spells and spell-like abilities or an additional spell/day at each level they can cast.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 04, 2011, 09:37:22 PM
Point also taken about the mid-levels being boring. I'll work on making them more interesting - maybe adding in the spell resistance, DR, and a size increase would do? That would make the Tome Dragon look more like your other dragons, too.
Yes. It'll also help you fill out that empty level.

As I view it, tome dragons may be softer than other dragons, but considering regular dragons are usually  pretty tough, tome dragons shouldn't be squishy, but instead just "not as tough, but still tough". Remember, the white dragon may be the "weakest" true dragon, but they still grow to gargantuan size and get around 30 Str and whatnot.

Master of Time and Master of Magic were just . . . ideas . . . that randomly popped into my head, and I instantly loved. Would reworking Master of Time to be something like a bardic knowledge/lore check, and removing the ability to see the future, be good? I'll check to see if there are any spells that I could model its effect after. I'll think about what to do with Master of Magic for a few days, but maybe increased caster level or spells per day? Something like +1 caster level on arcane spells and spell-like abilities or an additional spell/day at each level they can cast.
Picking an already existing mechanic and working from there would probably be safer yes. I'm not saying you can't make abilities completely from scratch, but you should make them clear.

+1 CL is always nice, and it does make you toughter against dispels so I like that idea. In my experience  wizards at that level rarely need to worry about running out of spell slots.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: solara July 04, 2011, 09:47:14 PM
I forgot to ask, how do I go about finding and posting a picture for the Tome Dragon? I've tried clicking the "help" button but I get a "Template Parse Error!" message.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 04, 2011, 10:02:57 PM
1-Use google images option.
2-Put in key words and search.
3-Select image you like.
4-Right click image and select "copy image location".
5-On the post itself write down ["img"](paste the image location here)["/img"], but whitout the brackets

Here's an example I got from image googling "tome dragon" D&D:

(http://suptg.thisisnotatrueending.com/archive/6143735/images/1254768851446.jpg)

If still in doubt how to code images on the forum quote this post.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Caiphon July 05, 2011, 07:51:12 PM
Hello!
First of all, you're doing an awesome job here! Your monster classes are almost an every-day need to most of the homebrewers and players of DND, so congratulations!  :D
I would like to know if there's a waiting list or something like that. Otherwise, I would like to gently request for a roper (http://www.d20srd.org/srd/monsters/roper.htm) or bone devil (http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth) monster class, because they're really cool and iconic monsters; and thus would be fun to play *
Also, even though I'm pretty new to the 3.5 edition of the game and to homebrewing, I would really like to help if there's something I could do.
Well, thanks in advance and I'll bookmark this thread because you're doing and excellent job ;)

Caiphon
* sorry if there's a problem with the links, i'm new to the forum and I don't know if there's some specific format for them, so please bare with me :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 July 05, 2011, 09:03:33 PM
Caiphon
* sorry if there's a problem with the links, i'm new to the forum and I don't know if there's some specific format for them, so please bare with me :)
[url]http://www.google.com[/url] becomes http://www.google.com (http://www.google.com)
[url=http://www.google.com]This is a link[/url] becomes This is a link (http://www.google.com)

There's a "Help" (http://brilliantgameologists.com/boards/index.php?action=help) link at the top of the page which explains the code (http://brilliantgameologists.com/boards/index.php?action=help;page=post#bbcref)... or just use the buttons.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 06, 2011, 02:17:36 PM
Hello!
First of all, you're doing an awesome job here! Your monster classes are almost an every-day need to most of the homebrewers and players of DND, so congratulations!  :D
I would like to know if there's a waiting list or something like that. Otherwise, I would like to gently request for a roper (http://www.d20srd.org/srd/monsters/roper.htm) or bone devil (http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth) monster class, because they're really cool and iconic monsters; and thus would be fun to play *
Well right now there's tecnically no waiting list, but I'm kinda busy in RL so I'll take some time to make that request.

Also, even though I'm pretty new to the 3.5 edition of the game and to homebrewing, I would really like to help if there's something I could do.
Well if you want to help with other stuff than homebrewing there's some things you can do:
-First of all simple reviews are very important. Even if you don't find anything wrong with the class, tell me what you more like on it. Reports on how the monster classes perform in actual play are also very welcome.
-Check out the monsters already done and search for any errors I missed, like discrepancies between table and text.
-A good simple homebrew contribution would make monster feats, be them specific or general. Like the feat that allows the Leshay  to turn his special melee weapons into a ranged one, or the monster multiclass feats in the third post. I don't particularly enjoy doing feats myself, but most people out there seem to love them. COUGH Prime32 had promised to do some but seems to have forgoten it. He still offers quite a bit of other suport mind you.COUGH

Well, thanks in advance and I'll bookmark this thread because you're doing and excellent job ;)
Thanks! Always good to hear my work is being usefull!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 July 06, 2011, 02:52:52 PM
-A good simple homebrew contribution would make monster feats, be them specific or general. Like the feat that allows the Leshay  to turn his special melee weapons into a ranged one, or the monster multiclass feats in the third post. I don't particularly enjoy doing feats myself, but most people out there seem to love them. COUGH Prime32 had promised to do some but seems to have forgoten it. He still offers quite a bit of other suport mind you.COUGH
:p

Alternate Form [Monstrous]
Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid, some traits of your original form remain (such as unusual ears or a tail); if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general).
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form.
Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.

Amorphous Disguise [Monstrous]
Prerequisite: Ooze type, Disguise 8 ranks.
Benefit: As a full-round action you may assume the form of other creatures as if casting disguise self. This is a transmutation rather than illusion effect (though interaction still allows a Will save to disbelieve), and is capable of changing your body type though this grants no mechanical benefit.

Breath Spit [Metabreath]
Prerequisite: Breath weapon
Benefit: You may use your breath weapon against a single target, out to your breath weapon's normal range (if it is a line) or double its normal range (if it is a cone). When you use this feat, subtract -2 from the number of rounds you must wait before using your breath weapon again.

Exotic Caster [Monstrous]
Prerequisite: Racial spellcasting ability
Benefit: Choose one spellcasting class in which you have levels. Your racial spellcasting ability becomes spellcasting of that type, stacking with the casting from that class. Eg. a dragon who casts as a 5th-level sorcerer and has 2 levels of cleric could take this feat to lose his sorcerer casting and cast as a 7th-level cleric.
Special: If your racial spellcasting ability is based on a class which grants fewer than 9 levels of spells (such as bard or paladin) it may only be used to advance equivalent or worse casting. I.e. a creature who casts as a bard (6 levels) could improve his paladin (4 levels) or duskblade (6 levels) casting but not his wizard casting.

Master of Animation [General]
Prerequisite: Ability to cast animate objects
Benefit: When casting animate objects you may animate double the normal number of objects.

Two As One [Racial]
Prerequisite: Dvati
Benefit: You can use fusion as a psi-like ability at will, except that it may only target your twin and lasts until you dismiss it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 06, 2011, 09:53:23 PM
Those are suprisingly well done for something that seemed so spontaneous.  Or had you been working on them all along after all? :p

No complains whatsoever, added to the index!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 19, 2011, 11:21:46 AM
Bone Devil (Osyluth)

(http://www.wizards.com/dnd/images/bonedevil72.jpg)
[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1+1+2+0 +2Bone Devil body, Hate, +1 Cha
2+2+3+0 +3 Devil, Secrecy Initiate
3+3+3+1+3Bone Skin, Hell Inquisitor, Fear Aura
4+4+4+1+4Secrecy Agent, Summon Grunts,+1 Str
5+5+4+1+4 Growth, Poison, +1 Con
6+6+5+2+5Cunning Hate, +1 Cha
7+7+5+2+5Secrecy Adept, +1 Str
8+8+6+2+5Nobody Expects the Inquisition, Dark Hunch,  +1 Con
9+9+6+3+6Secrecy Master, Focused Hate, +1 Str, +1 Con, +1 Cha
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple and martial weapons, its own natural weapons.

Features:

Bone Devil body:
The Bone Devil  loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 40 feets and two natural claw attacks dealing 1d3+1/2 Str mod damage each and a bite attack dealing 1d8+Str mod damage. In a ful attack, the Bone Devil can attack with its bite at full power and both claws at a -5 penalty each.

The Bone Devil also gains a bonus to Nat armor equal to his Con modifier.

Hatred: Bone Devils hate everybody else and want nothing but to see those around them suffer, even more than other devils. As a swift action the Bone Devil may focus its hate on a single target. Every time it misses an attack against said target, the Bone Devil gains a +1 bonus to attack rolls against it while it remains the focus of the Bone Devil's hatred. Even if the target runs away, this bonus persists as long as long as the Bone Devil doesn't pick a new target, but the bonus is lost if the Bone Devil hates another target.

At 5 HD, and every other 5 HD, the Bone Devil may "hate" another enemy at the same time. It must still spend a swift action to "hate" each target.

Devil:At second level the Bone Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In addition, its darkvision applies to all kinds of darkness, even deeper darkness.

Secrecy Initiate:The Bone Devil becomes able to use some SLAs a certain number of times per day. Their DC (if any) is always 10+1/2 HD+Cha mod.

At 2nd level, the Bone Devil can use Inivisibility (self only) and Silent Image each 2 times per day per HD.

Bone Skin:At third level the Bone Devil gains DR/ good equal to half its HD and SR equal to 11+HD. It may rise or lower its SR as a free action at any time even if it isn't its turn.

Hell Inquisitor:
Bone Devils act as the secret police of the 9 Hells, making sure other devils are on the line and always in the lookout for spies. A Bone Devil may add its Cha mod to Sense Motive checks, and may use any of the Sense Motive options (Hunch, sense Enchantment, Discern Secret Message) as a immediate action.

In addition, the Bone Devil can "intercept" any message transmited or received by creatures inside its Telepathy range, regardless of the method used to deliver the message or the language used. If the Bone Devil suceeds on a Sense Motive check against a Bluff check from the ones communicating (use the best result between them), it also automatically knowns the position of the speaker and the receiver when the message was transmited.

Fear Aura: Bone devils can radiate a 5-foot-radius fear aura as a free action 1/round. Affected creatures must succeed on a DC 10+1/2 HD+Cha mod Will save or be affected as though by a Fear spell (caster level equal to HD). A creature that successfully saves cannot be affected again by the same Bone Devil’s aura for 1 minute. Other devils are not immune to this aura, as Bone Devils are rightly feared as Hell's secret police.

At 12 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

Secrecy Agent: At 4th level the Bone Devil can use Fly and Major Image 1/day for every HD it has.

Summon Grunts: At 4th level 1/day as a standard action the Bone Devil can summon forth 2 Lemures plus an aditional Lemure for every HD it has. They appear in any position inside a radius of 25 feet plus 5 feet for every 2 HD, and serve for 1 hour before disapearing.

At 7 HD it may summon another Bone Devil instead of lemures. Use MM stats.

At 10 HD, and every 3 HD thereafter, it can double the amount of Bone Devils summoned.


Ability Increase:
The Bone Devil gains a permanent +1 to
Str at levels 4, 7, 9
Con at levels 5, 8, 9
Cha at levels 1, 5, 9

For a total of +3 Str, +3 Con, +3 Cha at level 9.

Growth:At 5th level the Bone Devil grows one size category, and also grows a powerfull scorpion's tail that can deliver a Natural Sting attack dealing 3d4+1/2 Str damage. Like all natural weapons, this can be used as a secondary attack in a fullattack togheter with other natural weapons and/or manufactured weapons.


Poison:
At 5th level, the Bone Devil's sting injuries inflict a poison dealing 1d4 Str initial damage and 2d4 secondary damage. At 9 HD, and every 4 HD therefater, both initial and secondary damage increase one die size. It can be resisted with a sucessful Fort save with DC 10+1/2 HD+Con mod.

At 13 HD this poison can affect even oponents immune to it, but they gain a +5 bonus on their saves.

Cunning Hate: At 6th level the Bone Devil's hate grows even more spiteful. It can now re-roll failed miss chances against such oponents, and also gains a bonus equal to 1/4 its HD on all Cha-based ability and skill checks against the targets of its hate. This does not include the DCs of any SLAs or class abilities that may be Cha based, only raw Charisma checks and skills based on charisma.

Secrecy Adept: At 7th level the Bone Devil can use Ice Wall and Dimensional Anchor 1/day for every 2 HD it has. Save DCs are 10+1/2 HD+Cha mod. If it hits an oponent in melee, it can use Dimensional Anchor on that oponent as a swift action. Oponents don't get a reflex save to try to disrupt the Wall of Ice when it is being formed.

Nobody Expects the Inquisition:
at 8th level the Bone Devil's illusions can only be pierced by anti-illusion effects (like See Invisibility, Invisibility Purge and True seeing) if the point of origin of such effect is whitin 10 feet of the Illusion itself. The Bone Devil also adds its Cha mod to Hide and Move Silently checks from now on.

Dark Hunch: At 8th level as an Immediate Action, the Bone Devil may replace either an attack roll, damage roll or a save with a Sense Motive check.

Secrecy Master:
At 9th level the Bone Devil can now use Teleport 1/day per 3 HD. In addition, it can use teleport on unwilling targets if they fail a Will save. It may even teleport oponents that have been Dimensional Anchored by the Bone Devil itself, specifically overriding the effect. At 13 HD the teleport automatically upgrades to greater teleport.

Focused Hate: At 9th level, such is the pure spite behind the Bone Devil's attacks that oponents that are targeted by its Hate ability and are damaged in melee by it must suceed on a Will save with DC 10+1/2 HD+Cha mod or become shaken for 1 round. This stacks with other fear effects but not with itself. However if an oponent fails multiple saves in 1 round against this ability, the duration stacks (two failed Will saves means two rounds shaken for example).

At 12 HD this affects even oponents immune to fear, but they gain a +5 bonus on their saves.

[/spoiler]

Comments
[spoiler]
The Bone Devil is suposed to be some kind of secret totalitarian cup. He's watching you. He knows your secrets. And he's gonna take advantage of that to slowly and surely crush you. And then you'll go missing in the night.

Focus on fear effects and illusions, with some good melee and magic to back it up.

So if you want to play a hell inquisitor, the Bone Devil's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY July 19, 2011, 01:10:47 PM
I really like the Bone Devil writeup, but I wonder if it isn't a bit overpowered. What would the stats on the summoned Bone Devils be? As the MM writeup?

The save DC on those fear effects is also going to be quite high after the bonus from Cunning Hate at levels 6+. At levels 9+, everyone it hits is going to have to make two high DC saves vs. fear or be overcome with fear due to them stacking.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 19, 2011, 02:08:04 PM
Cunning hate isn't suposed to work with SLAs and class abilities that are based on Charisma, only raw Charisma checks and Charisma-based skills. Clarified.

The summoned Bone Devils are suposed to use base MM stats, clarified that as well.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Caiphon July 22, 2011, 04:32:45 PM
Wow! Just in time!
I just got my Computer fixed  :banghead so I hope I didn't missed much
Now, I loved the bone devil monster class, seems like a perfect inquisitor, and an interesting addition to a diplomatic or spying Campaing. His dark vision makes him useful anywhere, and it has a solid array of natural attacks to choose from when dealing damage. It is able to bring some backup to buy time in a moment of need and his spellcasting based on HD is a nice complement that makes constitution your most important score.
Well, I have a question, though, if I were to full-attack, with two weapon fighting, can I make my attack with the active hand, the off hand AND the sting?
Anyway, I am working on some monster feats, that I'll post when I finish  :D
And thank you of doing my request
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 23, 2011, 03:44:27 PM
Since the sting is a natural weapons, it can be used togheter with other attacks in a fullattack by taking a -5 penalty on the Sting attack roll. Clarified it.

And you're welcome. another customer satisfied!
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo July 23, 2011, 09:55:03 PM
Astral Deva
(http://www.wizards.com/dnd/images/ph2_gallery/97109.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Astral body, Astral Miracle, Change Shape, +1 Str, +1 Cha
2+2+ 0+0 +3 Angel, Astral Mace
3+3+ 1+1+3Celestial Skin, +1 Str
4+4+ 1+1+4Lesser Protective Aura, Rise to the Challenge, +1 Cha
5+5+ 1+1+4Wings, +1 Str
6+6+ 2+2+5Uncanny Dodge, Stun, +1 Cha
7+7+ 2+2+5Astral Assault, +1 Str
8+8+ 2+2+6Greater Protective aura, Cleansing Blow, +1 Cha
9+9+ 3+3+6Improved Uncanny Dodge, Speed Increase,+1 Str
10+10+3+3+7Find the Lost, Heaven's Honor, +1 Str, +1 Cha
11+11+3+3+7Protect the Weak, +1 Str,+1 Cha
12+12+4+4+8Astral Pride, Prophetic Warning, +1 Str, +1 Cha
13+13+4+4+8Message From Heavens, +1 Str, +1 Cha
14+14+4+4+9Judgement Mace, Divine Fervor, +1 Str, +1 Cha

Skills:4+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Heal (wis), Hide(dex), Intimidate, Jump, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Proficiencies: simple weapons.

Features:

Astral body:The Astral Deva loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). She is a medium sized outsider with base speed 40 feet. She has one natural Slam natural attack dealing 1d10 damage+1,5 str modifier damage.

In adition she gains a bonus to nat armor equal to her Con modifier.
 
Astral Miracle:The Astral Deva is an agent from heavens, and this allows her some SLAs a certain number of times per day. Any save DCs from such SLAs is 10+1/2 HD+Cha mod. Some of those SLAs are always active and altough they can be dispelled the Astral Deva can recreate them in her own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on her own turn).

[spoiler]
Lv 1-Aid, Remove fear, Detect Evil, each 2/day per HD.
Lv 3-Continual flame*, Cure Light Wounds, Invisibility (self only), each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, each 1/day per 2 HD, Tongues (always active)
Lv 7-Holy smite, Discern Lies,  each 1/day per 3 HD,
Lv 9-Dispel Evil, Plane Shift, each 1/day per 4 HD.
Lv 11- Blade barrier, Heal, each 1/day per 5 HD
Lv 13-Holy Word, Holy Aura, each 1/day per 6 HD.
*-Unless the material cost is paid, this continaul flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.
[/spoiler]

Change Shape: As the srd ability. An Astral Deva can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.

Ability Score Increase: The Astral Deva gains +1 to
Str at levels 1, 3, 5, 7, 9, 10, 11, 12, 13, 14
Cha at levels1, 4, 6, 8, 10, 11, 12, 13, 14

For a total of +10 Str, +9 Cha at level 14.

Angel: at 2nd level the Astral Deva gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to her HD and resistance to fire and electrecity equal to half her HD.

In adition she gains the good subtype and his natural attacks and any weapon it wields count as good  aligned for bypassing DR.

Astral Mace:at 2nd level the Astral Deva  crafts a Heavy Mace out of her own pure soul. Even if dropped, thrown or stolen the Astral Mace mysteriously reapears on the Astral Deva's hands on the next moment.

Its stats are like a regular heavy Mace, but it gains an enanchment bonus of +1 for every 2HD of the Astral Deva. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The Astral Deva can change her heavy mace's properties with 8 hours of meditation.

Celestial Skin: At  3rd level the Astral Deva gains DR/evil equal to half her HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. She may rise or lower its SR at any time as a free action even if it isn't her turn.

Lesser Protective Aura: At 4th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the Astral Deva, and the bonus to AC and saves is equal to the Astral Deva's Cha mod.

Rise to the Challenge: At 4th level, the Astral Deva adds her Cha bonus to AC and basic combat maneuvers (like grapple and trip) when threatened by an oponent larger than herself for each size category that said oponent is bigger than the Astral Deva, against that oponent only. So for example if the Astral Deva is medium-sized, and threatened by a huge oponent, she would add twice her Cha bonus to AC and basic combat maneuver against that oponent.

Wings: At 5th level the Astral Deva grows a pair of beatifull featherly wings that allow it to fly at double her base speed with good maneuverability.

Uncanny Dodge: Gained at 6th level as the Rogue ability.

Stun:
At 6th level, if the Astral Deva hits an oponent twice or more on a turn, it must suceed on a Fort Save with DC 10+1/2 HD+ Str mod or be stunned for 1d6 rounds. If they're immune to stun they're dazed instead. If they're immune to daze they're affected anyway but gain a +5 bonus on this save.

Astral Assault: At 7th level the Astral Deva can swing her heavy mace at impressive speeds. She may attack with it twice as a standard action, or attack one extra time when full attacking, both options at full attack bonus.

Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the Astral Deva and blocks spells up to (Half HD level)-3.

Cleansing Blow:At 8th level whenever the Astral Deva hits an oponent with her astral mace, she can choose to either automatically dispell a random benefical spell/power currently affecting the oponent, or impose a penalty on attack rolls from the oponent equal to the Astral Deva's Charisma bonus for 1 round.

Improved Uncanny Dodge:Gained at 9th level, as the rogue ability. Astral Deva levels count as rogue levels for overcoming Improved uncanny dodge, and also stack with rogue levels for this purpose.

Speed Increase: At 9th level the Astral Deva's base speed increased by 10 speed (which increases her flight speed by 20 feet).

Find the Lost: At 10th level the Astral Deva is automatically aware of the presence of Good creatures in trouble inside a radius of 1 mile per HD. When using her plane shift ability on herself, she may choose to appear next to a creature in trouble, in which case she doesn't deviate from course. She may choose to plane shift to a specific creature if the Astral Deva knows it beforehand.

Heaven's Honor: At 10th level the Astral Deva always always adds her Cha modifier to attack rolls, basic combat maneuvers, and AC (which stacks with Rise to the Challenge).

Protect the Weak: At 11th level allies inside the protective aura of the Astral Deva may choose to user her saves and AC when under attack.

Astral Pride: at 12th level the Astral Deva always adds her Cha modifier to her damage rolls, dispel checks, DR, and saves.

Prophetic Warning: At 12th level as a fullround action the Astral Deva may deliver an enigmatic message to any other creature whitin view, granting them a Prophecy. At any time the affected creature may expend the Prophecy to finally understand its meaning and gain a bonus on their next 1d20 roll equal to the Astral Deva's Charisma bonus. No single creature may benefit from Prophetic Warning more than once per day.

Message From Heavens: At 13th level, whenever the Astral Deva hits an oponent in melee with her Astral Mace, she may cast one of her SLAs on either herself or an ally whitin 5 feet per HD as a free action, even if they couldn't normally be cast at range.

Judgement Mace:
At 14th level, whenever the Astral Deva hits an oponent in melee with her mace, she automatically becomes aware of all heroponents abilities, and one of their Su abilities (chosen at random) is disabled for 1d20 rounds. If they have no Su abilities to disable, then one of their Ex abilities is disabled for 1d20 rounds.

Divine Fervor: At 14th level 1/day as a swift action the Astral Deva may enter a Divine Fervor, gaining temporary HP equal to her HDxCha mod, and also making all attacks with her Astral Mace count as touch attacks and ignore miss chances, including from effects like Mirror Image. The bonus last for a number of rounds equal to the Astral Deva's Cha mod, after which the Astral Deva is left exhausted.
[/spoiler]

Comments
[spoiler]
Because there were too much infernals already done, so a celestial for a change.

Astral Deva is in some ways your "typical" angel. Strong beatifull, some mysterious powers, but eventually specializes in hiting enemies in the face untill they stop moving, whitout necessarily killing them.

So I focused on a tankish aproach, granting bonus to allies while wading into melee with a pimped mace to deliver the pain justice. Somewhat fragile, but has several powerful tools to disrupt its oponents and offers great suport for the party. Not to mention classic stun. Added several custom abilities around the whole "messenger from gods who smashes people with mace" part.

So if you want to play a prophetic celestial, the Astral Deva's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz July 23, 2011, 10:49:59 PM
Have you given any thought to doing monsters from Pathfinder? I know there's a few from pathfinder that I'd be interested in playing, such as the aeon family (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/aeon), especially the pleroma aeon  (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/aeon/aeon-pleroma)

[spoiler](http://3.bp.blogspot.com/-n0Fj0avkuNo/TdGw5kU8gmI/AAAAAAAAAPM/yg1vgU9Zs84/s1600/Aeon+Pleroma.png)[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 23, 2011, 11:37:53 PM
Trivia fact, Fiend Folio in 3.0 did include some "outsiders of neutrality", but they were kinda meh.

That aside, I'll work on any monster as long as I have base stats. I've done homebrewed ones and even the flail snail from 2e. Pathfinder is no problem. I'll only haven't done it already because nobody asked for it and I have several favorites in 3.X to convert when I'm motivated.

Now at first glance that monster seems to suffer from the author wank syndrome, aka is a freaking 20th level cleric at CR 20, over-HDed, with superior stats and a personal major artifact to boot.

So something will have to be nerfed, and by "something", I mean the cleric casting. What would you prefer, reduced cleric casting (2-3 levels behind) or restricted cleric casting(only knowing a limited number of spells or some other custom limitation)?

(pretty cool picture tough)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz July 24, 2011, 02:04:38 AM
(pretty cool picture tough)
that was the first thing I saw too  :D And its got the same type of casting as the solar of equivalent power I think... been awhile since I looked at the Pathfinder bestiary.


I'd say restricted would fit in more with it, only being able to cast from a few domains would fit the general archetype of the monster itself, the whole each type of aeon holding sway over a certain theme of the multiverse
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo July 24, 2011, 10:19:16 PM
Pleroma
(http://3.bp.blogspot.com/-n0Fj0avkuNo/TdGw5kU8gmI/AAAAAAAAAPM/yg1vgU9Zs84/s1600/Aeon+Pleroma.png)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Pleroma body, Void Soul, Flux Power, Envisaging, Disrupting Touch
2+2+ 0+0 +3Aeon, +1 Wis
3+3+ 1+1+3+1 Con
4+4+ 1+1+4Void Essence
5+5+ 1+1+4Extension of All
6+6+ 2+2+5Disregard the Earth
7+7+ 2+2+5+1 Cha
8+8+ 2+2+6Void Form
9+9+ 3+3+6+1 Wis
10+10+3+3+7Growth
11+11+3+3+7+1 Con, +1 Cha
12+12+4+4+8Void Sight, +1 Wis
13+13+4+4+8+1 Con, +1 Cha
14+14+4+4+9Sphere of creation, Sphere of Oblivion
15+15+5+5+9Opposition Mastery, +1 Wis
16+16+5+5+10Advanced Sphere of Creation, Advanced Sphere of Oblivion
17+17+5+5+10Creation from Destruction, +1 Con
18+18+6+6+11Greater Sphere of Creation, Greater Sphere of Oblivion
19+19+6+6+11Balance the Scales, +1 Cha
20+20+6+6+12Eternal Cycle, +1 Wis, +1 Con +1 Cha

Skills:4+int modifier per level, quadruple at 1st level,  class skills are Appraise, Bluff,  Heal, Hide, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot,  Use Magic Device.

Proficiencies: A Pleroma isn't proficient with any kind of weapon besides its disrupting touch.


Features:


Pleroma Body:The Pleroma loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider wich floats just above ground at a speed of 30 feet per round. For now it cannot raise more than a couple of feets in the air. It cannot speak, but it possesses a special kind of telepathy (see Envisaging ).

In adition it gains a bonus to nat armor equal to its Con modifier.
 
Void Soul: The Pleroma casts spells as if it was a cleric of the same Pleroma level, except that it doesn't know any spells from the cleric spell list. Instead it gains three domains (instead of two) and can use all its spell slots for domain spells,  not only its domain slots. At least two of the domains must be of oposite philosophies, like creation and destruction, good and evil, law and chaos. It uses its Pleroma level for any domain special power. If the Pleroma multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of normal cleric spellcasting (doesn't gain any extra domains from cleric, but does from prcs). Cleric/prc levels stack for domain abilities.

Flux Power:The Pleroma is a living embodiment of the balance between creation and destruction, and this allows it several special powers besides its spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and altough they can be dispelled the Pleroma can recreate them in its own turn as a free action. The Pleroma can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on its own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

[spoiler]
Lv 1-Mending, Daylight each 1/day per HD.
Lv 3-Deeper Darkness, Create Food and Water, each 1/day per HD.
Lv 5-Wood Shape, Plant Growth, each 1/day per 2 HD
Lv 7-Rusting Grasp, Freedom of Movement each 1/day per 2 HD
Lv 9-Break Enchantment, Scult Sound, each 1/day per 3 HD
Lv 11-Shout, Stone Shape each 1/day per 3 HD
Lv 13- Fabricate, 1/day per 4 HD, True Seeing (always active)
Lv 15- Major Creation, Disintegrate each 1/day per 6 HD.
Lv 17-Mage's Disjuction, Horrid Wilting each 1/day per 10 HD.
Lv 19- Wish*,  1/day per 20 HD.

*-The exp cost must be paid if used to create any permanent lasting effect like an item.

[/spoiler]

Envisaging: Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects. This ability has a range of 40 feet plus 5 feet per 2 HD.

Envisaging can also fulfill vocal components for spells, in which case they resonate inside the mind of all whitin reach of the Pleroma.

Disrupting Touch: As a standard action or at the end of a charge, the Pleroma may make a touch attack dealing 1d8 damage per HD from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s touch never heals damage.

Aeon: at 2nd level the Pleroma's darkvision increases to 120 feet, and gains  resistance to Cold plus a bonus on saves against poison both equal to its HD, and then resistance to fire and electrecity equal to half its HD.

Ability Score Increase: The Pleroma gains +1 to
Wis at levels 2, 9, 12, 15, 20
Con at levels 3, 11, 13, 17, 20
Cha at levels 7, 11, 13, 19, 20

For a total of +5 Wis, +5 Con, +5 Cha at level 20

Void Essence: At 4th level the Pleroma gains Fast healing equal to half its HD and SR equal to 11+HD. it may rise or lower its SR at any time as a free action.

Extension of All: At 5th leve through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. The Pleroma gains a racial bonus equal to half their  HD on all Knowledge skill checks. This same connection also binds it to other aeons. As a result, it can communicate with other aeons freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action. This is an extraordinary ability.

Disregard the Earth:At 6th level the Pleroma's base speed is doubled, and can now rise as high as it wants, counting as flight with perfect maneuverability.

Void Form: Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. At 8th level a Pleroma’s void form grants it a deflection bonus equal to 1/4 its Hit Dice, plus immunity to criticals.

Growth:At 10th level the Pleroma grows one size category.

Void Sight: At 12th level the Pleroma gains Blindsight with range 20 feet plus 5 feet per HD.

Sphere of Creation: At 14th level once per day per 2 HD, the Pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand as a standard action. By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new non-valuable matter, creating  new terrain (such as swamp, tundra, desert, or forest) that counts as hard terrain and provides cover. It may even create terrain in mid-air, in which case it floats naturally. Any creature that comes in a square trough which the sphere passes must make a DC 10+1/2 HD+Con modifier Reflex save or be entangled and fixed in place into the new terrain unless the Pleroma wishes otherwise. Trapped creatures may atempt to get out as a fullround action by suceeding on a new Reflex save with the same DC. Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created terrain. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash.


No more than one such sphere at a time (including the greater version).

Sphere of Oblivion: At 14th level once per day per 2 HD, the Pleroma the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand as a standard action. The sphere is an empty void similar to a sphere of annihilation. Any creature (living or nonliving) that is in the same square as the sphere automatically takes 1d6 damage per HD,Fort save DC 10+1/2HD+Con mod for half damage. Larger objects (such as ships or buildings) and area spells (like black tentacles and wall of force) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. Magic objects are allowed a Fort save with the same DC as before. Lasting spell effects are automatically dispeled.  By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. No creature or magic object can be affected by a Sphere of Oblivion more than once per round.

No more than one such sphere at a time (including the greater version).

Opposition Mastery: At 15th level, if the Pleroma has both a Sphere of Oblivion and a Sphere of Creation out at the same time, it may concentrate on both as a single swift action. This also works for the greater version.

Advanced Sphere of Creation: At 16th level, when using its Minor Sphere of creation, the Pleroma may choose for it to leave behind a 10-foot-square wall composed of a single natural non-valuable substance (such as clay, wood, or stone) instead of creating new terrain. Plus now when the sphere explodes  all creatures other than the Pleroma within 30 feet of the flash must make a DC 10+1/2 HD+ Con modifier Fortitude save or be permanently blinded.

Advanced Sphere of Oblivion: At 16th level, the Pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the creature hit must suceed on a Fort save with DC 10+1/2 HD+Con mod or be utterly destroyed as touched by an actual sphere of annhilation. The sphere of oblivion implodes immediately after the attack is resolved,

Creation from Destruction:
At 17th level the Pleroma may summon a sphere of oblivion and a sphere of creation as a fullround action. This also works for the greater versions. It must still spend ability uses as normal.

Greater Sphere of Creation: At 18th level the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any existing matter, either living or nonliving that is in the same square as the greater sphere must make a DC 10+1/2 HD+Con mod Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Even if they save they must still suceed on the Reflex roll or be left entangled and fixd into place of the normal version. No more than 1 check per round.

Greater Sphere of Oblivion: At 18th level  the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any creature that is on the same square as the sphere must succeed on a DC 10+12HD+Con mod Fortitude save or be sucked into the sphere and destroyed, after which nothing short of pure direct divine intervetion (miracle and wish aren't enough) may restore them. Even if they suceed on this fortitude save they're still affected by the base damaging ability of the Sphere of Oblivion. No more than 1 check per round.

Balance the Scales: At 19th level a number of times per day equal to their Cha mod, the Pleroma may spontaneously cast any spell it knows by sacrificing a prepared spell of the same level or higher.

Eternal Cycle:Everything that begins must come to an end, but also everything that falls may yet rise again. At 20th level, 1/day if it has both greater Creation and greater Oblivion spheres summoned, as a fullround action, the Pleroma may fuse them in any space adjacent to itself and hope for the best. Roll a 1d100 and consult the following table.

1d100 Roll Result
1-20Negation
21-40Omni Sphere
41-60Out of control
61-80Big Bang
81-95 Void Ascension
96-100Aeon Gate

Negation-the spheres disapear in a quite epic scene above any possible words description, but otherwise nothing pratical happens.

Omni Sphere
-the spheres fuse themselves into the mighty Omni Sphere! Its radius is 20 feet and can work as either or both a Greater Sphere of Oblivion and Greater Sphere of Creation, Pleroma's choice and can be moved up to 300 feet per round instead of just 10 feet. It creates/destroys 40 feet cubes of matter instead of 10 feet cubes, and the Pleroma adds either his Wis or Cha mod to the DCs, whichever's higher. The omni sphere only lasts 1d4 rounds.

Out of Control-As Omni sphere, but the result is too powerful for the Pleroma to control! The omni sphere acts on its own at the end of each of the Pleroma's rounds, as if it was Insane (http://www.d20srd.org/srd/psionic/powers/insanity.htm). Treat a result of 1-10 as going after the Pleroma and a result of 11-20 as trying to pass over as many creatures as it can in a single round. It moves at a speed of 300 feet and doesn't disapear if it leaves the Pleroma's  control range.

Big Bang-
The spheres anihilate each other in a reality-shaking explosion. All within 30 feet of the Pleroma takes 2d8 damage per HD that bypasses all regeneration, a reflex save DC 10+HD+Con mod Reflex save reduces this damage by half. A new plane of random characteristics is started at the center of the explosion, but it immediatily separates itself from the current plane.

The Pleroma itself has a 50% chance of being sucked to this new plane of existence, but if it fails this chance, the explosive energy destroys it.

Void Ascension-The spheres fuse themselves with Pleroma, which grows to gargantuan size as its power swells beyond all imagination. All damage is healed and all harmfull conditions removed. The Pleroma can also instantly apply any known metamagics to its spells for free whitout increased casting time, and the DCs and CLs of its spells and SLAs are all increased by 2. This state only lasts 1d4 rounds, after which the Pleroma returns to normal.

Aeon Gate-The fusion of the spheres opens a rift in reality that spwans 1d4 Pleromas adjacent to you with level equal to your HD and elite array of stats. They follow your orders for 1 hour and then leave.

[/spoiler]

Comments
[spoiler]
Some would tell you the multiverse is balanced between good and evil, chaos and order. They lie. Neutrality also plays an important role, standing in the middle and preventing either side from geting too strong.

The Pleroma is a champion of neutrality from pathfinder that on top of being a cleric and the usual array of SLAs also flies around a couple of artifact spheres. So no big trouble on what to focus on this class, actually had to pull back on the cleric casting. The spheres are first acessed at 14th level but only attain their true power at 18th level. The capstone is based on an old game boss that was also built around a creation sphere and a destruction sphere.

So overall cleric casting, SLAs and some minor powers, and then flying around two spheres that blow up and create stuff. If you want to play a judge of the multiverse, the Pleroma's for you!


[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Caiphon July 30, 2011, 08:48:07 PM
Hey guys!
Oslecamo: I wanted to tell you how the bone devil's performing,
    It is going pretty balanced at the moment, I made my cohort take some levels of it and it's going pretty well. I showed the thread to a friend that's going to join our campaign and he's desperate to give a try to the pleroma, awesome class!  ;)
    Oh, and I want to challenge you, to make this, I'll just name it.
hecatoncheires

Nothing further  ;) (they are from the epic level handbook)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 July 30, 2011, 09:37:27 PM
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p

And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Caiphon July 30, 2011, 10:13:49 PM
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p

And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.

Yeah, your right with that, or maybe you could halve the number of attacks to adjust If the player wants to use a two handed weapon, say, a spear (soooo epic  :p)
I also think oslecamo makes each class according to cr, so in this case I'll suggest cutting it up, because a 57 level class is odd  ;)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo July 31, 2011, 01:39:27 AM
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p

And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.

A strong point. Since the main stick of the hecatoncheires is a hundred arms and fifty heads, I can't just wait untill level 57 to grant them all. So I guess area attacks and combining multiple attacks in a single big one are the way to go.

Caiphon:
Thanks for the report, good to hear my work is performing well! :D

I also think oslecamo makes each class according to cr, so in this case I'll suggest cutting it up, because a 57 level class is odd  ;)
It's a matter of honor by now. I did the Xixecal with 36 levels, this is just 21 more. Altough really the hecatoncheires shall have most of its main abilities by level 20 (even if some still not at full power), then by levels 30+ I just start to make up big flashy stuff that I couldn't really safely put in non-epic levels. The hecatoncheires are suposed to stomp gods for breakfast after all. :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Caiphon July 31, 2011, 01:05:12 PM
I'd say give them abilities which let them affect an area with all their attacks (everything within reach?). Because obviously if you're rolling upwards of 200 dice per turn the other players will try to kill you. :p

And either a weapon duplication ability or an organ which can be enchanted and passes it on to every weapon you wield.

A strong point. Since the main stick of the hecatoncheires is a hundred arms and fifty heads, I can't just wait untill level 57 to grant them all. So I guess area attacks and combining multiple attacks in a single big one are the way to go.

Caiphon:
Thanks for the report, good to hear my work is performing well! :D

I also think oslecamo makes each class according to cr, so in this case I'll suggest cutting it up, because a 57 level class is odd  ;)
It's a matter of honor by now. I did the Xixecal with 36 levels, this is just 21 more. Altough really the hecatoncheires shall have most of its main abilities by level 20 (even if some still not at full power), then by levels 30+ I just start to make up big flashy stuff that I couldn't really safely put in non-epic levels. The hecatoncheires are suposed to stomp gods for breakfast after all. :P


No problem oslecamo! Next time I'll give you a report of the pleroma, I'm glad to help :D
Oh, and about The hecatoncheires, I understand your level thing, epic campaigns exist , and
epic campaigns exist

Im currently at 2 campaigns, and one of them is the latter, so I'm ok with 57 levels. Let me exemplify:
    -our cleric has a cohort, that has a cohort, that has a cohort, that is a level 37 sorcerer
    -I'm able to planar rebuke the hecantoncheires by taking 10, and I already have a cohort, that's a undead giant scorpion behemoth that deals 2d6 negative levels as a sting attack, and casts as a 20 level wizard that doesnt need material components
    -our Druid wildshapes into a pseudonatural tarrasque. legally
    -my girl has a great wyrm prismatic dragon as a cohort, and her own demiplane full of lavawights and winterwights at her service, that torment undead servant into crafting Magic items for us
...

So yeah, 57 levels? Ain't bad idea  :p




: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Mushroom August 03, 2011, 10:26:01 AM
-Delete-
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Daedroth August 03, 2011, 10:50:30 AM
Requesting Brass & Copper dragons
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas August 03, 2011, 10:57:19 AM
Actually, I think I wouldn't mind seeing a merfolk entry.  They seem so... lackluster normally.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: PhaedrusXY August 03, 2011, 12:29:09 PM
The hecatoncheires are suposed to stomp gods for breakfast after all. :P

Yeah... and the official writeup is so far from being able to do that that it isn't even funny... They need a LOT more powerful abilities, like the ability to ignore all SDAs and divine spells, or something that would actually let them not die instantly to even a moderately powerful deity. Heck, maybe just give them some kind of insanely powerful magic immunity like the 3.0 Demiliches, and also let it apply to SDAs...
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The_Mad_Linguist August 03, 2011, 06:34:48 PM
The hecatoncheires are suposed to stomp gods for breakfast after all. :P

Yeah... and the official writeup is so far from being able to do that that it isn't even funny... They need a LOT more powerful abilities, like the ability to ignore all SDAs and divine spells, or something that would actually let them not die instantly to even a moderately powerful deity. Heck, maybe just give them some kind of insanely powerful magic immunity like the 3.0 Demiliches, and also let it apply to SDAs...
Depends upon the god matchup.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The Tygre August 04, 2011, 12:27:42 PM
Os! You're still alive! And so are the monster classes! Hell, they're thriving! How ya' been, buddy?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 04, 2011, 04:58:43 PM
Daedroth:Ok, will do after the hecatoncheire.

Os! You're still alive! And so are the monster classes! Hell, they're thriving! How ya' been, buddy?

Hi Tygre, long time no see! As you may notice this is now my main D&D forum, kudos for Prime32 to have shown me this place to begin with. As you noticed I kept the monster classes project running ever since I exited gitp to today, and also several other homebrew projects you can find in my sig (plus updating my Dming guide). I'm also still running one of the campaigns I started back there and a new one I started here, both at plothook.net.

This is a pretty nice place, somewhat less populated than gitp, and the extra-complex table code is a a pain in the ass, but the saner moderation more than makes up for it. Hope you enjoy your stay!

The hecatoncheires are suposed to stomp gods for breakfast after all. :P

Yeah... and the official writeup is so far from being able to do that that it isn't even funny... They need a LOT more powerful abilities, like the ability to ignore all SDAs and divine spells, or something that would actually let them not die instantly to even a moderately powerful deity. Heck, maybe just give them some kind of insanely powerful magic immunity like the 3.0 Demiliches, and also let it apply to SDAs...
Depends upon the god matchup.
Meh, they're still horrible for their level. They don't even have HD equal to their CR, no way to actualy move and unleash their lunatic full attack (even a quickened dimensional door shuts off their remaining actions for the turn), just huge sized and some basic SLAs, and most of their attacks don't even count as magic. I'll have to apply them a lot of custom powerful abilities to make them the god-slayers they're meant to be if you actualy reach lv 57.

 
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Chrononaut August 05, 2011, 08:32:36 PM
Hecatonchires is so underoptimized it's not even funny, just sad. If it had multiweapon fighting feats all the way up to perfect it would actually make 400 attacks on a full round, since it's using all manufactured weapons. To name a few. (The multiweapon version of two weapon pounce, multiweapon pounce, would let it get off 100 attacks on a charge, at least).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz August 08, 2011, 04:06:03 PM
Hecatonchires is so underoptimized it's not even funny, just sad. If it had multiweapon fighting feats all the way up to perfect it would actually make 400 attacks on a full round, since it's using all manufactured weapons. To name a few. (The multiweapon version of two weapon pounce, multiweapon pounce, would let it get off 100 attacks on a charge, at least).
The Hecatonchires just needs to take a level in lion spirit totem barbarian to get pounce, and then 3 levels of the defiant prestige class and get immunity to divine damage  :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Chrononaut August 08, 2011, 11:48:12 PM
Off the top of my head, ideas I came up with would be like the ability to grant its swords the dread property, in addition to feat reorganization. 400 attacks in a full round with dread longswords is an average of 40 crits, 80 if it has improved critical. That's an awful lot of rolls consisting of 'not nat 1' to make for anyone to avoid being pasted. If it could dervish dance around on top of that, moving from person to person to kill them... (and maybe attack from ethereal too...). To deal with gods it would need some way of temp removing or negating divine ranks and interdicting travel effects, until the god is weak enough that the whole 'can't be killed: GOD' thing stops protecting them from Dread crits.

/$0.02
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: dmanus August 09, 2011, 01:20:35 AM
Fantastic job, Oslecamo!  I have always loved monster classes.  Yours and the other members contributions are grrrrrrrrrrrrrrrrrrrrreat!  :clap

I got the 3.5 bug afew weeks ago and started pouring over the old books.  I just fiished savage species and was celebrating its coolness while lamenting its failures.  You guys have put together some really flavorful and workable classes.

I am so glad to find this place after the mortfication I experienced when I realized how much of he old CO boards had been devastated...   RIP lost threads of compiled optimized brokeness...  :(
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 August 09, 2011, 09:34:08 AM
On hecatoncheires, maybe give it the power to absorb things by consuming them. At first it can only have one creature absorbed at a time (taking on its appearance), but that increases as it gains levels, culminating in the mass of 50 people. Absorbing a creature prevents it from being rezzed and lets the hec use some of its abilities exactly once (similar to Metamorphic Transfer). Including divine abilities.

At high levels, remove the "penetrated by good" part of its regeneration.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Chrononaut August 09, 2011, 05:01:08 PM
It's also got rock throwing as a giant for... some reason.

In greek myth, the hecatonchires didn't throw rocks, they threw 100 MOUNTAINS at the titans. Maybe look at that angle too. (Also at least one, Briareus, stood guard in Tartarus over the vanquished titans at the Gods behest.)

Of course the greek gods were basically 11th or 13th level wizards in terms of powers displayed anyways, so that's a pretty poor guideline. XP
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 10, 2011, 10:11:50 PM
On hecatoncheires, maybe give it the power to absorb things by consuming them. At first it can only have one creature absorbed at a time (taking on its appearance), but that increases as it gains levels, culminating in the mass of 50 people. Absorbing a creature prevents it from being rezzed and lets the hec use some of its abilities exactly once (similar to Metamorphic Transfer). Including divine abilities.

The idea of the hecatoncheire being some monstruous amalgam of other creatures sounds actually pretty cool and would be a great touch on uniqueness. I'll work on it.

"You need to make a god bleed to actualy hurt a high level hecantoncheire" was one of my first ideas actualy.

And yes I'll put rock throwing that eventualy scales up to mountain throwing. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: owenkendel August 11, 2011, 01:40:30 AM
Work In Progress

Kython Overlord

(http://i265.photobucket.com/albums/ii237/owenkendel/tumblr_l6ado0PhvW1qa1o5zo1_500.jpg)

[spoiler]

Prerequisites: To become an Kython Overlord, a player must fulfill the following conditions.
-Must have finished a kython prestige class and have at least 13 HD.


HD:d10
Level   BAB   Fort   Ref   Will   Special
 1st     +1      +0   +2     +2    1 Evolution Point
 2nd    +2      +0   +3     +3    1 Evolutions Points, Ability Boost
 3rd     +3      +1   +3     +3    2 Evolution Points      
 4th     +4      +1   +4     +4    2 Evolution Points, Ability Boost
 5th     +5      +1   +4     +4    4 Evolution Points
 6th     +6      +1   +4     +4    Overlord, Ability Boost
Skills: 4+ int mod. A Kython Viscerators class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Survival, Swim, and Tumble

Proficiencies: a Kython Viscerator is proficient in its natural weapons


Ability boost: Select 2 attributes, you gain +1 to each. (You may change your choice each time gaining this ability)

Kython Evolution: When selecting a Kython evolution you may not select the same evolution twice. Abilities of the same name gained from other classes do not stack, use whichever is better.

       1 Point Evolutions:
              Fast Healing: Gain Fast Healing 1. (May be taken multiple times, each time increasing it by 1)
              Immunity: Select one of the following: acid, cold, electricity, fire, sonic, poison, disease. You gain immunity to the chosen one. (This may be selected more than once)  
              Regeneration: Gain Regeneration 0. (Only useful for regrowing or reattaching body parts.)
              Speed Boost: All speeds increase by 5ft for every 5 HD.
              Subtype: You gain a subtype of your choosing. If you have the Lay Egg ability, you may give any kython you have created a subtype that you have. That Kython counts as one level higher for each subtype. (This may be selected more than once) (If you have weakness and immunity to the same thing because of 2 or more subtype, they cancel each other out.)
             
       2 Point Evolutions:
              Damage Reduction: DR/material, material must be iron, silver or adamantium, equal to 1/2 the Creature's HD.
              Sure-footed: The Overlord gains the evasion ability.
              Wings: gains a fly speed of 15 feet per 2HD, with clumsy maneuverability. The maneuverability increases one stage for every even level in this class.
              Growth: Grow one size category, at 16HD grow another. (Can't go larger than Gargantuan)

       4 Point Evolutions: May only gain one of these pre epic
              Equipment Master: All your Kython equipment is considered 1 size category larger. You count as 4HD higher for all Kython equipment purposes. (Not saving throws)
              Instinctive Cunning: An Overlord gains 20% miss chance against all attacks for every ally it has adjacent to it, up to 60% miss chance.
              Lay Egg (Least): Once per day an Overlord may lay 1d4 Eggs as a fullround action, which hatch each into a broodling (lvl 1 Kython with elite array of stats, no gear) in 24 hours. They obey the Overlord blindly, and for every other 24 hours the Overlord may make those broodlings gain one more level on the Kyton class, but the Overlord cannot control more of them than twice his own HD in kytons, and even then cannot control any single kython with more than the Overlord'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 Overlord is killed he releases a special substance which make his nearby minions automatically flee, and in 24 hours the strongest of them which is still alive and free morphs and grows into a new Overlord identical to the deceased one (except equipment), which may then be controlled by the player.

Overlord: Depending on what kython prestige class you have finished and used to enter this class you gain an ability. ()
       Impaler
              Improved Eviscerate Charge: Charge now deals 9d6 damage(plus double strength modifier or dexterity modifier)
       Viscerator
              Persistent Toxic Cloud: Toxic Cloud now persists for an additional round per 3HD. As a free action you may envelop yourself in your non persistent toxic cloud centered on you at max radius.
       Slaymaster
              Improved Disruptive Field: Disruptive Field now increase at a rate of -1 per 2 HD and anyone the Overlord wishes with in range must make a fort save vs Slow, DC 10+1/4HD+Con mod.
       Slaughterking
              Ruthless: The critical threat range of all natural weapons doubles. It also gets a +4 confirm criticals, this is an untyped bonus . This does not stack with other things that double threat ranges and is always applied first.
[/spoiler]


Description

Comments
Giving credit to oslecamo, used alot of your stuff.

Haven't decided on the fluff yet. Trying to make it a versatile but not overpowering class. So the user may create any Kython they can imagine.

Taken from the Book of Vile Darkness: As they mature, each answers only to those more powerful than themselves, so slaughterkings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialized and powerful.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 12, 2011, 08:46:52 AM
Kython Overlord:

-Why the Cha boost? It's somewhat flavourfull yes, but it really isn't doing anything for the Kython.
-If the Kython only gets a boost to a single physical score every couple of levels, you should give a name to the ability and remove the bonus from the table (check mind flayer class).
-"If there is an evolution of the same name gained from a Kython class you may not select it." What do you mean with that exactly? Didn't you perhaps meant an ability from a kython class you already have?
-Water breathing is a really weak ability by itself. No need for fresh vs salt distinction. Also throw in gaining the aquatic subtype for underwater combat whitout penalties plus swim speed (also not very hot abilities by themselves).
-You don't gain size categories, you grow them.
-Typo in Improved Disruptive Field, it should say "with in range must make a fort save ".
-Persistent toxic cloud last an additional round per 3 what?
-Ruthless seems quite subpar compared to the other options. At the very minimum it should stack with other critical increasers. Throw something else like the ability to inflict criticals on creatures normally immune to them.
-Other abilities look good at first glance. It's an interesting concept and I like where it's going. However since it's not based on any specific monster, you should really put in some custom fluff.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: owenkendel August 12, 2011, 03:40:03 PM
What do you think about losing the Aquatic ability and replacing it with the ability to gain a subtype?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 13, 2011, 09:22:31 PM
Sounds pretty good!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart August 16, 2011, 10:55:20 AM
Troll

The table does not match the description, aside from obvious bugs such as the table having scent twice.

Also the index still links to the troll on the first page.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 16, 2011, 07:00:57 PM
That's because the troll in the first page is the last updtated version, and the one you linked to was a draft that ended up geting buried among the posts. In case of doubt, always trust the index.

Also I couldn't stop noticing the monster-friendly campaign (http://www.myth-weavers.com/showthread.php?t=141811) you started up. I'll definetely keep a check on that!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nanshork August 17, 2011, 09:54:20 PM
I've discovered a problem with the Wild Hunt

Hunter Initiate:At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electrecity equal to his HD and resistance to cold and fire equal to half his HD.

Master Hunter: At 10th level, the Wild Hunt deals extra damage with all manufactured and natural weapons equal to his Wis modifier. He's also now immune to fatigue.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 17, 2011, 10:47:17 PM
That should've been immunity to exhaustion at level 10. Corrected, thanks for pointing it out!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nanshork August 17, 2011, 11:08:26 PM
That should've been immunity to exhaustion at level 10. Corrected, thanks for pointing it out!

You're welcome, I'm probably going to try and play one in Catty's campaign so I've been going over it with a fine toothed comb.   :D

Edit: You should probably also specify that the Selected Prey bonuses are only applicable against that specific target.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart August 18, 2011, 11:24:59 PM
For the war troll PrC the table mentions 'Brute  Warrior', and the text is 'Hard Training'. At least I presume these are meant to be the same.

Also looking over your list I notice a horrible shortcoming in that you don't have a Cookie Monster! :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 19, 2011, 08:11:55 AM
I can't do a cookie monster if I don't have cookie monster stats to base myself on.

But the half-golem has a birthday-cake option. :p

Also fixed War Troll and Wild Hunt typos, thanks for pointing them out one more time!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart August 19, 2011, 11:53:52 PM
How does the caster level bonus interact with manifesters? Since I don't want tiers 1&2 in my game I will probably houserule it as just a manifester level bonus and nothing else, but I do wonder how it's supposed to work.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: owenkendel August 20, 2011, 04:10:15 AM
Thinking of changing the Kython Overlord into something with a little less power so it's in the same power level as other Kython PRC's. Was thinking of changing the class so that you can make a unique Kython. Wanted to know what you thought Oslecamo or if you had any ideas.


Taken from the Book of Vile Darkness: As they mature, each answers only to those more powerful than themselves, so slaughterkings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialized and powerful.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 20, 2011, 10:32:59 PM
How does the caster level bonus interact with manifesters? Since I don't want tiers 1&2 in my game I will probably houserule it as just a manifester level bonus and nothing else, but I do wonder how it's supposed to work.

Ok, let's say you take 8 levels of the mindflayer class and then pick psion 1. You would get manifester level 9, be able to learn 5th level powers (the same as a 9th level psion), and get 14 power points base instead of 2 (72 minus 58, the diference between a 8th level psion and a 9th level psion).

Altough I must point out that manifesters have a lot more to gain from improved manifester level than vancian casters have to gain from improved caster level.

owenkendel: A little detail you need to take in acount. Your prc can only be taken at 14th level. This means it should actualy be a little stronger than the other kython prcs because you will be higher level than even a full slaughterking. You can notice this on the bigger monster classes, they get stronger abilities as they level up.

And personaly, I dislike "generic multiple pieces" monster classes. That's why I went trough so much work of making each dragon type its own class instead of a generic dragon class, or heck, just make this whole project a single class and then keep adding options. Each monster should be unique and the generic aproach both feels unflavourful to me and in the end is harder to review and balance when some combinations end up stronger than other. Also the reason why I didn't allow monster multiclassing between diferent monsters out of the bat.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart August 20, 2011, 10:46:45 PM
How does the caster level bonus interact with manifesters? Since I don't want tiers 1&2 in my game I will probably houserule it as just a manifester level bonus and nothing else, but I do wonder how it's supposed to work.

Ok, let's say you take 8 levels of the mindflayer class and then pick psion 1. You would get manifester level 9, be able to learn 5th level powers (the same as a 9th level psion), and get 14 power points base instead of 2 (72 minus 58, the diference between a 8th level psion and a 9th level psion).

Altough I must point out that manifesters have a lot more to gain from improved manifester level than vancian casters have to gain from improved caster level.

Yeah my main concern is with how they pick up powers since not every psionic class gets new powers known every level. Also many psionic powers scale well with higher manifester level, so only knowing low level powers shouldn't be as big of a problem. It's also a problem how it interacts with half-manifester classes, such as the Divine Mind or some of my own home-brew.

Also your method has a problem with prestige classes, say I took mindflayer and entered warmind, I might already be off the scale. The same applies to prestige class casters too though.

Altough I must point out that manifesters have a lot more to gain from improved manifester level than vancian casters have to gain from improved caster level.

Which is why I'm thinking of limiting it to a manifester level boost.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 20, 2011, 10:54:48 PM
Yeah my main concern is with how they pick up powers since not every psionic class gets new powers known every level. Also many psionic powers scale well with higher manifester level, so only knowing low level powers shouldn't be as big of a problem.
You simply check if the respective psionic class would gain a new power on the respective level-up.

It's also a problem how it interacts with half-manifester classes, such as the Divine Mind or some of my own home-brew.
You'll just have to pick one base psionic class level before entering the prc.

Also your method has a problem with prestige classes, say I took mindflayer and entered warmind, I might already be off the scale. The same applies to prestige class casters too though.
See above.

Which is why I'm thinking of limiting it to a manifester level boost.
And what will you do about arcane/divine ones? Spells don't get super scaling from just increased caster level.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: owenkendel August 21, 2011, 03:03:44 AM
I was going to reduce the prerequisites, and water down the abilities or increase there cost or decrease the amount of mutation points you get. But I think you're right think I'll keep as is and start on something that building on the Kython made me think of.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart August 21, 2011, 03:07:47 PM
Which is why I'm thinking of limiting it to a manifester level boost.
And what will you do about arcane/divine ones? Spells don't get super scaling from just increased caster level.

Not sure yet, hopefully it won't come up.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: MalcolmSprye August 23, 2011, 06:34:23 PM
I have a question about Deceptively Innocent Form:  I want to play a cheshire cat(small sized).  My Deceptive Form will be Medium sized.  It says that my NATURAL weapons still count as small... but makes no indication of whether I need to wield a small or medium sized weapon(since the form allows me to wield weapons).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz August 23, 2011, 06:47:57 PM
Hurry up with the Hecatoncares or however you spell it  :P Its only 55 levels  :lmao love the work man  :clap
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 23, 2011, 06:56:14 PM
I have a question about Deceptively Innocent Form:  I want to play a cheshire cat(small sized).  My Deceptive Form will be Medium sized.  It says that my NATURAL weapons still count as small... but makes no indication of whether I need to wield a small or medium sized weapon(since the form allows me to wield weapons).
Since the feat only mentions natural weapons, manufactured weapons fit your new size.

Hurry up with the Hecatoncares or however you spell it  :P Its only 55 levels  :lmao love the work man  :clap

I'm on vacation on a village with around just 2 hours of computer availability per day (can't exactly take it to the beach or to night activities), which must be split between keeping check on two online campaigns, making a Xixecal character for Catty's campaign (which includes the above customer suport), satisfying gaming addiction, keeping tabs on my other online projects,  and advancing the one-hundred-arm thingy. Currently on 23th level, but progress should go faster now that I entered epic and can make wilder and wilder stuff. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz August 23, 2011, 09:02:50 PM
I'm on vacation on a village with around just 2 hours of computer availability per day (can't exactly take it to the beach or to night activities), which must be split between keeping check on two online campaigns, making a Xixecal character for Catty's campaign (which includes the above customer suport), satisfying gaming addiction, keeping tabs on my other online projects,  and advancing the one-hundred-arm thingy. Currently on 23th level, but progress should go faster now that I entered epic and can make wilder and wilder stuff.
Ah I love those vacations  :D I've made up one of your Xixical's for an endboss in a campaign  :evillaugh was a fun few hours  :plotting Ah epicness  :lol best part of making uber villains  0:)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 27, 2011, 08:32:55 AM
Hecantoncheires
(http://ghostknight.net/dndrealm/monster/special/monster/image/hecatoncheires.jpg)
[spoiler]
HD:d12
Level Bab Fort Ref Will Feature
1 +0+2 +0 +0 Proto Body, Undefined Essence
2 +1 +3 +0+0Proto Skin, MultiWeapon Fighting, +1 Str
3 +2+3+1+1 Combined Essence(2)
4 +3+4+1+1 Insane Skill, Shield, +1 Con
5 +3+4+1+1Proto Magic, Boulder Throw, +1 Str
6 +4+5+2+2Combined Essence(3), Fast Healing
7 +5+5+2+2Proto Endurance, Growth, +1 Con
8 +6+6+2+2Untamed Flesh, Insane Skill, +1 Str
9 +6+6+3+3Combined Essence(4),Unmaking Blow, +1 Con
10 +7+7+3+3Greater Insane Skill, +1 Str, +1 Con
11 +8+7 +3+3Oldest Toughts, +1 Str, +1 Con
12 +9+8+4+4Combined Essence(5), Regeneration, +1 Str
13 +9+8+4+4 True Sight, Oldest Skin, Living Pit, +1 Con
14 +10+9+4+4Growth, Primal Consume, +1 Str, +1 Con
15 +11+ 9+5+5 Combined Essence(6), Greater Insane Skill
16 +12 +10+5+5Superior Multiweapon Fighting, Proto Fission
17 +12 +10+5+5First Shield,+1 Str, +1 Con
18 +13 +11+6+6Combined Essence(7), Proto Fusion, +1 Str, +1 Con
19 +14 +11 +6+6Ancient Revenge, +1 Str, +1 Con
20 +15 +12 +6+6Unbounded Essence (8), Abomination, +1 Str, +1 Con
21 +15 +12 +6+6Unbounded Essence (9), Early Power, +1 Str
22 +16 +13 +7+7Unbounded Essence (10), Insanity Master, +1 Con
23 +16  +13 +7+7Unbounded Essence (11), Essence Heart, +1 Str
24 +17 + 14 +8+8Unbounded Essence (12), Sacrificial Flesh, +1 Con
25 +17 + 14 +8+8Unbounded Essence (13), Greater Insanity Master, +1 Str
26 +18 + 15 +9+9Unbounded Essence (14), Brutal Visage, +1 Con
27 +18 + 15 +9+9Unbounded Essence (15), Meteor Smash, +1 Str
28 +19 + 16 +10+10 Unbounded Essence (16), God Ender, +1 Con
29 +19 + 16 +10+10Unbounded Essence (17), Proto Flashback, +1 Str
30 +20 + 17 +11+11Unlimited Essence (20)+1 Str, +1 Con
31 +20 + 17 +11+11Unlimited Essence (23), Martial Purge, +1 Str, +1 Con
32 +21 + 18 +12+12Unlimited Essence (26), Rend Essence, +1 Str, +1 Con
33 +21 + 18 +12+12Unlimited Essence (29), Battle Trough, +1 Str, +1 Con
34 +22 + 19 +13+13Unlimited Essence (32), Multiweapon Pin, +1 Str, +1 Con
35 +22 + 19 +13+13Unlimited Essence (35), Great Avalanche, +1 Str, +1 Con
36 +23 + 20 +14+14Unlimited Essence (38), Monstruous Form, +1 Str, +1 Con
37 +23 + 20 +14+14Unlimited Essence (41), Oldest Abomination, +1 Str, +1 Con
38 +24 + 21 +15+15Unlimited Essence (44), Impossible Fusion, +1 Str, +1 Con
39 +24 + 21 +15+15Unlimited Essence (47), Ancient Flashback, +1 Str, +1 Con
40 +25 + 22 +16+16Unlmited Essence (50),Hundred-Handed One, +1 Str, +1 Con
41 +25 + 22 +16+16Proto Aegis, +1 Str, +1 Con
42 +26 + 23 +17+17Shred Essence, +1 Str, +1 Con
43 +26 + 23 +17+17Apocalypse rock, +1 Str, +1 Con
44 +27 + 24 +18+18Tri Fission, +1 Str, +1 Con
45 +27 + 24 +18+18One Hundred Fates, +1 Str, +1 Con
46 +28 + 25 +19+19Slash the Heavens, +1 Str, +1 Con
47 +28 + 25 +19+19One Hundred Blades Works, +1 Str, +1 Con
48 +29 + 26 +20+20Insane Fusion, +1 Str, +1 Con
49 +29 + 26 +20+20Eons Flashback, +1 Str, +1 Con
50 +30 + 27 +21+21All Things Possible, +1 Str, +1 Con
51 +30 + 27 +21+21Too Horrible to Die, +1 Str, +1 Con
52 +31 + 28 +22+22Tear Essence, +1 Str, +1 Con
53 +31 + 28 +22+22Ragna Rock, +1 Str, +1 Con
54 +32 + 29 +23+23Heaven's Fall, +1 Str, +1 Con
55 +32 + 29 +23+23One Hundred Trinities, +1 Str, +1 Con
56 +33 + 30 +24+24Zelretch's Doom, +1 Str, +1 Con
57 +33 + 30 +24+24One Hundred Arms, Fifty Heads, One Heart, +1 Str, +1 Con

Skills:2+int modifier per level, quadruple at firt level, Class skills are: balance, concentration, spot, listen, search, climb, swim, jump, diplomacy, intimidate, knowledge (any).

Proficiencies: Simple and Martial weapons, Simple, Medium and Heavy armor.

Features:
Proto Body: The Hecantoncheires loses all other racial traits and becomes a medium sized outsider with all the related traits (basically darkvision 60 feet). It's a medium sized outsider with base speed of 30 feet.  An Hecantoncheires starts with a roughly human shape.
 
 In addition, the Hecantoncheires gains a bonus to Nat armor equal to its Con modifier, and is under effect of a permanent NonDetection effect with a Caster Level equal to its HD.

Undefined Essence: Hecantoncheires are of the oldest creatures in existence, even before the concept of life was fully formed. This leads to an  Hecantoncheires body having a... Very adaptable nature.

As a fullround action, the  Hecantoncheires can fuse itself with an adjacent helpless creature up to one size category larger or smaller. The fused creature is considered as killed and cannot be brought back untill the  Hecantoncheires itself is slain. The  Hecantoncheires can then assume the shape of that creature at will as a standard action as the Change Shape ability.

In addition, the  Hecantoncheires can use one Ex ability from the absorbed creature once,  any save DCs becoming 10+1/2 HD+Con mod, and otherwise using the Hecantoncheires own statistics instead of the original creature for calculating any effects . If it was a passive ability, it can activated as a free action and lasts 1 hour.  Either way, once the  Hecantoncheires has used any ability this way, the absorbed creature is fully turned into the proto material that forms the  Hecantoncheires, and its abilities cannot be used by it ever again.

The  Hecantoncheires cannot have more than one absorbed creature at a time, but once it is turned into proto material, a new one may be absorbed to take its place.

Proto Skin: At 2nd level  the Hecantoncheires gains Electrecity Resistance equal to its HD, Fire Resistance, Cold Resistance and DR/ magic, good and adamantine all equal to ˝ its HD, plus spell resistance equal to 11+HD. It may lower or rise its spell resistance as a free action at any time even if it isn't its turn. It also gains the Evil subtype, and its melee attacks count as Evil for bypassing DR.

MultiWeapon Fighting: At 2nd level, the  Hecantoncheires gains MultiWeapon Fighting as a bonus feat, even if it doesn't meet the prerequisites.

Ability Score Increase: The  Hecantoncheires gains a permanent +1 to
Str at  levels 2, 5, 8, 10, 11, 13,  14, 17,18,19, 20, 21, 23, 25, 27, 29, 30, and every other Hecantoncheires level.

Con at levels  4, 7, 9, 10, 12, 13, 14, 17,18, 19, 20, 22, 24, 26, 28, 30, and every other Hecantoncheires level.

For a total of +11 Str and +11 Con at level 20,  and +44 Str and +44 Con at level 57.



Ancient Senses: At 3rd level, the Hecantoncheires gains Blindsense with a range of 15 feet per HD and telepathy with twice that range.

Combined Essence: At 3rd level, the  Hecantoncheires can have a second absorbed creature with its Undefined Essence ability.  In addition, as a standard action at will, it may become an amalgam of both creatures, with two heads and four arms. It gains +1 racial bonus to Spot and Listen checks for every head it has, but cannot take any more actions per round than normal from them.

At 6th level of this class, and every three levels thereafter, the  Hecantoncheires may absorb a second creature, up to fourteen arms and seven heads at 18th level.

Insane Skill: The unique nature of multiple heads and arms of the  Hecantoncheires allows it to use special tactics by using its arms on suportive roles. At 4th level choose one of the following abilities. You must choose how many arms to use in suport at the begginning of your turn, and the bonus lasts 1 round. Suporting arms cannot be used for any other tasks for the duration of the bonus.

[spoiler]
Steel Storm: Choose one of your arms. For each suporting arm, the chosen arm gains +2 to attack rolls. For every two arms invested on this, you may re-roll a failed attack or miss chance with the chosen arm during this round, including effects like Mirror Image.

Ancient Parry: For each suporting arm, you gain +2 bonus to AC. For every 2 arms invested on this, you also gain a 1% miss chance that can't be overcome by any means.

Vigilant Blades: For each suporting arm, you can perform one extra attack of oportunity this round. For every two arms invested on this option, the DC of skill checks performed to avoid attacks of oportunity (like concentration and tumble) from creatures threatened by the Hecantoncheires increases by 1.

Brutal Wrestler: For each suporting arm, you gain a +2 bonus to grapple and trip checks. If you invested at least 4 arms on this option, you may ignore Freedom of Movement effects when grappling an oponent, and you may also trip normally untripable creatures (like those flying by magic means and those whitout legs), in which case they're unable to move from their position for 1 round.

Primordial Combat: For each suporting arm, you gain +2 bonus to bullrushes, disarms and deal an extra 2 damage on sunder atempts. If you invest at least three arms on this ability, you may combine a bullrush, disarm and/or sunder atempt on a single attack.
 
[/spoiler]

At level 8, the Hecantoncheires  learns one extra MultiWeapon Skill.

Shield: At 4th level the Hecantoncheires can use Shield 1/day per HD as a SLA.

Proto Magic: At 5th level the  Hecantoncheires can use Fly and Greater Magic Weapon as SLAs 1/day per HD each. When it uses its Greater Magic Weapon SLA on a weapon wielded by itself, it may choose to make it affect all weapons  it is currently wielding, but the effect ends 1 round after the weapon leaves the  Hecantoncheires possession.

Boulder Throw: At 5th level the  Hecantoncheires can throw rocks of its own size with one of its hands, dealing  1d8+Str mod damage and a range increment of 120 feet. If the  Hecantoncheires grows, the damage increases acordingly (2d6 for large, 2d8 for huge, etc). At the lack of boulders, the Hecantoncheires can always tear chunks out of the nearby scenery as long as he's in reach of some building or hard surface. One casting of Greater Magic weapon can enchant up to 50 “boulders”, assuming the  Hecantoncheires can carry them all.

Fast healing: At 6th level the Hecantoncheires gains Fast Healing equal to half its HD.

Proto Endurace: At 7th level the Hecantoncheires becomes immune to Energy Dragin, Ability Drain and Ability Damage.

Growth: At 7th level the Hecantoncheires grows one size category. At level 14 it grows another size category. Each time it grows, the  Hecantoncheires base speed increases by 30 feet and its Natural armor increases by 1.

Untamed Flesh: At 8th level the Hecantoncheires becomes immune to polymorphing, petrification and any other effects that would alter its form.

Unmaking Blow: At 9th level whenever the Hecantoncheires hits an oponent with  a weapon enanched by Greater Magic weapon, it may discharge the GMW on that weapon to inflict a Greater Dispel Magic of the same CL on the oponent hit, except only one spell may be dispelled. In alternative the  Hecantoncheires may “attack” a 5-feet square to produce an area greater dispel magic on it.

In addition the  Hecantoncheires boulders now ignore adverse wind conditions, even magic ones.


Greater Insane Skill: At 10th level the  Hecantoncheires learns one of the following abilities. At 15th level it learns the other.

[spoiler]
Boulder Storm: As a fullround action, the  Hecantoncheires can rain boulders upon an area. This attack deals (boulder damage including Str bonus)* (half the number of  Hecantoncheires arms) damage on an area one size category bigger than the  Hecantoncheires itself. Creatures hit by this attack are allowed a Reflex save with DC 10+Bab +Str mod for half damage. If they fail, they're also pinned by the rocks and unable to move from their position by any means for 1 round. Once used, the  Hecantoncheires must wait 1d4 rounds before being able to use this again.

Weapon Hurricane:As a fullround action, the Hecantoncheires can savagely swing all its weapons at the same time around it. This attack deals  half the combined damage of the weapons wielded by the Hecantoncheires on every creature inside the reach of the  Hecantoncheires (if the Hecantoncheires is wielding weapons with diferent reaches, use the most common one). A reflex save with DC 10+Bab+Str mod halves this damage again. If a creature fails the reflex save against this ability, the Hecantoncheires may inflict on it any one hit-triggered ability from any weapon  used on this attack (like Unmaking Blow), or a basic combat maneuver if the weapon allows it  for every 7 HD it has. So for example if the Hecantoncheires used a spiked chain, it could make a trip or disarm atempt on any creature failing their reflex saves.  If the Hecantoncheires was 14th level, it could use trip and disarm, or trip/disarm and Unmaking blow. Once used, the  Hecantoncheires must wait 1d4 rounds before being able to use this again.
[/spoiler]


Oldest Toughts: At 11th level the Hecantoncheires becomes immune to mind-affecting effects, and it can now choose to use Su abilities instead of Ex abilities with its Undefined Essence ability, including SLAs, but following all other limitations, including one ability per fused creature only.

Regeneration:  At 12th level the Hecantoncheires gains Regeneration equal to half its HD which is bypassed by Good weapons. This regeneration stacks with the fast healing.

True Sight: At 13th level the Hecantoncheires is now under  a permanent True Sight ability.

Oldest Skin: At 13th level the Hecantoncheires DR is doubled, and its SR increases by 4.

Living Pit: At 13th level the Hecantoncheires can  fuse itself with creatures bigger than itself. This doesn't change the  Hecantoncheires's size, the targets are just compressed as needed into the smaller body, which may get messy.

Primal Consume: At 14th level, 1/day per 4 HD, the Hecantoncheires may  move up to its speed, ignoring any other creatures on its path. Any oponents that it passes trough are “glued” to the  Hecantoncheires body and dragged by it if they fail a Reflex Save with DC 10+1/2 HD+Str mod, counting as entangled and grappled by the  Hecantoncheires, but  the Hecantoncheires itself doesn't take any grappling penalties for this like losing their Dex bonus to AC against other oponents. At the end of every turn they remain grappled this way, they must suceed on a Fort save with DC 10+1/2 HD+Str mod or be absorbed by the Hecantoncheires. Escaping from the grapple ends this effect.

Superior Multiweapon Fighting:At 16th level, the  Hecantoncheires doesn't take any to-hit or damage penalties for attacking with multiple weapons. It adds its full strenght bonus to all arms.

Proto Fission: At 16th level the  Hecantoncheires can use Fission as the power 1/day, except the duration is 1 hour/level, the duplicate gets copies of all your equipment (but cannot use any limited use abilities from items, only at-will and permanent effects, and said equipment melts into protoplasm should it leave the duplicate's possession), and you don't take any penalty for the duplicate dying.

First Shield:At 17th level the Shield created by the  Hecantoncheires becomes a true bullwark of protection. At the begginning of every turn the  Hecantoncheires has its Shield SLA active on itself, it may choose a direction. Attacks from that direction have a 50%  chance of being blocked by the Shield. Attacks from the sides have a 20% chance of being blocked by the Shield. Only attacks from the oposite direction the Shield is turned to can't be blocked. Using this option makes the Shield become visible, sculpted in mysterious alloys with intricate runes and/or bright colors

In addition the  Hecantoncheires gains an insight bonus to AC equal to 1/3 its HD.

Proto Fusion: At 18th level the  Hecantoncheires can use Fusion at the power 1/day per 6 HD as a standard action, except the duration is permanent, costs no exp, and the Hecantoncheires can use it on unwilling adjacent creatures (Reflex save DC 10+1/2 HD+Con mod negates). Every day a fusioned creature gets a Will save with the same DC to break free (even if they're willing). Failing this save 3 days in a row means the creature gets absorbed by the Undefined Essence ability. This doesn't allow the  Hecantoncheires to go over its normal limit of essences, should it be at its limit, the new essence is wasted.  The  Hecantoncheires may “release” a creature fusioned this way at any time as an immediate action.

Ancient Revenge: At 19th level whenever the Hecantoncheires is harmed by an oponent, it may throw it a boulder as a free action as long as it has a free hand.  

In addition, such is the strenght that the  Hecantoncheires now throws its boulders that they count as Adamantine.

Unbounded Essence: At 20th level the  Hecantoncheires can absorb one more creature at a time as per the Undefined Essence ability. For every extra level on the  Hecantoncheires class, the limit on absorbed creatures increases an extra 1 (8 at 20th level, 9 at 21st level, 10 at 22th level, etc).

In addition, 1/day the  Hecantoncheires can make a passive ability from an absorbed creature last the whole day instead of just 1 minute.

Abomination: At 20th level the Hecantoncheires no longer fails saves or attacks in a natural 1, and its DR now can only be bypassed by epic, good and adamantine weapons, and also becomes fully immune to Electrecity.

Early  Power:Old powers start to fully awaken. At 21th level the  Hecantoncheires may use its SLAs any number of times per day.  Any limits on Caster Level are removed.  

Insanity Master: Hecantoncheires have lived on constant struggle since anyone can remember, and the only ones who survived were those willing to devote their existences to merciless combat. At 22nd level, the Hecantoncheires learns all Multiweapon skills it had not yet learned. Any weapon it wields automatically automatically receives its Greater Magic weapon SLA, including thrown boulders.

Essence Heart: Despite all its arms and heads, the Hecantoncheires still has a single heart.  At 23rd level, the Hecantoncheires can fuse a weapon to it. The  Hecantoncheires can grant that weapon's material properties and/or magic enanchments to any weapon it wields, overwriting its original material properties and enanchments.

The weapon reverts back to its original stats at the end of the turn it leaves the Hecantoncheires hands.

Sacrificial Flesh:While a single arm or head remains, the fight continues.  At 24th  level, whenever the the  Hecantoncheires would be affected by an harmful effect, it may delay it for 1 round by channeling it to one of its arms or heads, making it spontaneously combust and burn.  The  Hecantoncheires may delay a single effect for multiple rounds (and/or more effects) by sacrificing more limbs and/or heads. The Hecantoncheiresmust absorb new creatures to replace them (regeneration alone won't do), but cannot absorb any more for 1d4+1 rounds after an use of this ability.

Greater Insanity Master: Combat breathes out from all the Hecantoncheires pores. At 25th  level, Weapon Hurricane and Boulder Storm now deals damage equal to the  full combined damage of the  Hecantoncheires arms. In addition it may now automatically dispel one magic effect of its choice on the area of the attack and on every creature failing its reflex save against either skill.

Brutal Visage: To gaze upon an Hecantoncheires is to gaze upon something that shouldn't exist, yet will fight with all its power to endure, challenging all on its path.  At 26th level the Hecantoncheires may enter a Brutal Visage mode as a free action, which lasts for 1 minute per HD. During it, creatures that can view/detect the  Hecantoncheires must either attack it from where they stand or spend at least one move action every turn advancing towards the  Hecantoncheires at their top speed, and they cannot move away from it by any means, even magic like teleportation or planar travel. If there's more than one  Hecantoncheires using this ability on the same area, they advance towards the one with highest HD.

Once used the Hecantoncheires must wait 1 hour before using this again, but it can end it earlier and/or make any allies it wishes immune to it.

Meteor Smash: It's really incredible the amount of problems a mountain to the face can solve.  At 27th level 1/round as a free action even if it isn't its turn, the Hecantoncheires may pull out a massive block of nearby terrain and throw it an  oponent in reaction to any action. The boulder automatically hits and the target regardless of defences, which must then make a Fort save with DC 10+1/2 HD+Str mod or fail the action. Either way, they still take 1d6 damage for each free hand of the  Hecantoncheires used to throw the terrain block. This isn't a regular boulder attack so it cannot be combined with other bonuses.

God Ender: Even the deities struggle when facing the Hecantoncheires. At 28th level it ignores all Salient Divine abilities and planar traits it wishes, including being able to enter personal planes (as long as it gets some tool of planar travel, usually by absorbing a creature able to do so). Creatures killed by any means by the Hecantoncheires cannot be brought back  by any means now, even after its own destruction. The  Hecantoncheires can now also use Salient Divine abilities from any gods it absorbs instead of an Ex or Su ability as per the Undefined Essence ability.

Proto Flashback: Some memories linger more than others. At level 29, 1/day the  Hecantoncheires can use one ability from a creature it had absorbed and  had already been turned to proto material, but still only one extra use per creature.

Unlimited Essence: At 30th level the Hecantoncheires can now bound two more essences. For every Hecantoncheires levels from now on, it can bound three more essences instead of just one more.

Martial Purge: Hecantoncheires still remember the time where the strenght and skill of one's arm was what decided your sucess, not how much magic trickery you could stack on you. At 31st level, when using Weapon Hurricane or Boulder Storm, the  Hecantoncheires may choose to automatically dispel all effects (including those on creatures) on the area of effect, even normally undispellable ones and epic spells, but all magics on the  Hecantoncheires are dispelled as well.

Rend Essence: Just as they're undefined, an Hecantoncheires can slash apart the very concept of its oponents.  At 32nd level, whenever the  Hecantoncheires damages an oponent with one of its weapons (not boulders), it may choose to remove from the oponent a feat, Ex, Su or Ex ability, which takes 1d6 years to come back, if they somehow survive the encounter. The  Hecantoncheires automatically gains knowledge of all abilities and feats from any creature it damages with one of its weapons (not boulders). Each oponent cannot be affected by this ability more than once per round.

In the case of spellcasting/psionics/maneuvers or  similar, instead of fully losing the ability in one go the target instead has the respective ability reduced by 4 levels. So a wizard 32 would cast as a wizard 28 and so on. Multiple Rend Essence stack in this matter.

Battle Trough: at 33th level the Hecantoncheires may easily smash trough obstacles with its multiple arms. As part of movement, as a free action, the  Hecantoncheires may destroy up to 15 cubic feets of inanimate material with one of his arms, but that arm can't be used for anything else for 1 round. Instead of removing one obstacle, the  Hecantoncheires may also instantly kill, absorb or disable  for 24 hours (Hecantoncheires choice) one creature in melee reach with a single arm, as long as that creature has a CR 20 lower than the  Hecantoncheires HD.

Multiweapon Pin: At 34th level the Hecantoncheires has a true forest of arms around it. The squares it threatens count as hard terrain, and any enemy entering (or starting their turn on) them must make a Reflex save with DC 10+1/2 HD+ Str mod or be simply pinned as the grapple option by the Hecantoncheires under the multitude of arms and weapons. The  Hecantoncheires doesn't take any penalties grappling for this ability, and this also ignores Freedom of Movement effects.

Great Avalanche: At 35th level the  Hecantoncheires becomes able to throw boulders one size category bigger. Thanks to this, whenever it throws a boulder, it may choose to fill a 10 cubic square adjacent to the target with debris for each boulder thrown. In the case of Boulder Storm, it may choose to fill up to a 10 feet cube with debris for every free hand used on the attack. Debris placed in one round never interfere with the Hecantoncheires line of sight for other attacks in the same round. If the target ends up fully covered by debris, it must find a way to break out. The debris are of the same material as the boulders thrown.

In addition boulder storm can now affect a circle with a radius of 10 feet per HD. The  Hecantoncheires never hits allies unwillingly with this.

Monstruous Form: As it grows, the Hecantoncheires  becomes something beyond words,  a  moving mass of limbs, heads and flesh. At 36th level while using Brutal Visage, it may as a fullround action move up to its speed and at any time during its movement perform a full attack, weapon hurricane or boulder tempest.

Oldest Abomination: Very few things can consider themselves to be more ancient than the  Hecantoncheires. At 37th level the  Hecantoncheires regeneration now can only be bypassed by weapons tempered with the blood of a deity, or damaging spells using the blood of a deity as an extra spell component. The deity must have at least half the CR/level of the Hecantoncheires HD, the blood must have been collected no more than 24 hours ago, and cannot be replicated by any known means except extracting it directly from a living god's body, willingly or forcibly taken.

In addition, the  Hecantoncheires now can turn a permanent ability from one of its absorbed creatures into permanent for itself, but only one at a time. Turning a new one permanent “overwrites” the last on.

Impossible Fusion: At 38th level, if the  Hecantoncheires is fused with another creature with its Proto Fusion power, it can now fuse itself with a second creature, specifically overriding Fusion's base limitation.

Ancient Flashback: At 39th level as protoflashback, but now 3 extra times.

Hundred Handed One: At 40th level the  Hecantoncheires full array of arms and heads if a vision beyond any words. Every creature the  Hecantoncheires considers an oponent whitin view is Silenced and their wisdom scores are reduced by 2 for every round facing the  Hecantoncheires. The Wisdom reduction cannot be recovered by any means, and the Silence lasts for 1d100 days. Only creatures with more CR than the  Hecantoncheires has HD get a Will save to resist the Silence and Wisdom reduction, with DC 10+1/2 HD+Con mod.

Proto Aegis: At 41th level the  Hecantoncheires Shield SLA now blocks all attacks coming from the direction it is facing, and 50% of the attacks coming from the sides. The  Hecantoncheires may also change the direction of its Shield as an immediate action.

Shred Essence: At 42nd level the  Hecantoncheires can now  remove 3 abilities from an oponent when  it damages them as per the Rend Essence ability.

Apocalypse Rock: At 43th level the  Hecantoncheires becomes able to throw even bigger rocks. The damage increases two size categories, debris produced can fill up to a 20 feet cube,  and boulder storm can now affect a circle area up to 1 mile per HD. The  Hecantoncheires never hits allies unwillingly with this.

Tri Fission: At 44th level the  Hecantoncheires can Fission itself a second time per day as the Proto Fission ability, and have up to two fissioned versions of itself. This overrides Fission's limitation of just one copy.

One Hundred Fates: At 45th level the  Hecantoncheires can, 1/round, roll a 1d100 when it would have to roll any other dice, and use the result of the d100. Except for calculating HP gained at a level up. A result of 1 or 20 are still treated as natural 1 or natural  20 respectively.

Slash the Heavens: At 46th level the Hecantoncheires Fly SLA now grants it a flight speed equal to its base speed if its better, and the  Hecantoncheires can instantly change dimensions when it moves whitout need of any extra actions, by literally tearing holes in reality with its hundred arms. It always arrives at the position it wishes with perfect acuraccy, but can only make one such jump for each 10 feet moved.

One Hundred Blades Works: At 47th level the  Hecantoncheires can as a fullround action perform a special attack where it throws all its wielded weapons with peerless acuraccy and skill. This attack automatically hits up to 100 target the  Hecantoncheires can detect whitin its blindsense range regardless of obstacles and defenses. The  Hecantoncheires must assign each weapon  thrown to a target. The  Hecantoncheires must wait 2d4 rounds before using this again.

In addition, up to 10 of the weapons used that have any status-inflicting ability may ignore any immunities and resistances, and any DCs from said weapons is increased by an amount equal to the  Hecantoncheires HD.

Insane Fusion: At 48th level, if the  Hecantoncheires is fused with two other creatures with Impossible Fusion, it can now fuse itself with a third creature, specifically overriding Fusion's base limitation.

Eons Flashback: At 49th level as protoflashback, but now 7 extra times.

All Things Possible: The Hecantoncheires is the embodiment of the possibility of life (or how things can always go horribly wrong depending on who you ask). At 50th level the  Hecantoncheires can stablize as a fullround action, which makes any number of its arms and heads be absorbed back into its body. For every 4 arms and 2 heads absorbed, the  Hecantoncheires can gain the abilities of a base class level (this doesn't grant HD, neither do skill points or diferent saves). Multiple levels of the same base class level stack (so 40 removed arms and 20 removed heads could grant wizard 10 abilities). In the case of spellcasting/psionics/maneuvers or similar, the Hecantoncheires must perform the apropriate “recharge”  ritual. Another fullround action reverts this process.

Too Horrible to Die: Nobody really knows what spawned the  Hecantoncheires, and nobody knows how to put them to an end. At 51st level whenever the  Hecantoncheires would be killed/destroyed/imprisoned/similar, it has 66% chance of simply geting back up with 1d100% of its total HP and arms/head back.

Even if the 66% chance fails, the  Hecantoncheires is just banished to ancient planes long forgoten where it cannot get out neither can anyone else get in.  A miracle/wish from anyone else with CR/level 21 or higher specifically worded to release the  Hecantoncheires releases it, in which case the ones releasing the  Hecantoncheires can ask it a favor in return. The  Hecantoncheires however is not bound in any means to obey the request, altough it usually provides some reasonable measure of help to its releaser as a thanks.

This ability specifically overrides abilities that override anti-death abilities.

Tear Essence: At 52nd  level the  Hecantoncheires can now  remove 9 abilities from an oponent when  it damages them as per the Rend Essence ability.

Ragna Rock: At 53th level the  Hecantoncheires is literally throwing boulders the size mountains at its oponents. The damage increases four more size categories, debris produced can fill up to a 1000 feet cube,  and boulder storm can now affect a circle area up to 10 miles per HD. The  Hecantoncheires never hits allies unwillingly with this.

Heaven's Fall: Such is the power of the  Hecantoncheires that whole pantheons are destroyed under its wrath. At 54th  level the Hecantoncheires can automatically move trough any object created by magic means or salient divine abilities,  crumbling them whitout slowing down a hinch. Whenever the  Hecantoncheires damages a creature that has been created or changed by another trough magic means or salient divine abilities by someone else, the one who did so also takes the damage (including any other harmfull effects). This includes effects like Astral Projection, in which case striking the projection would damage the caster.

One Hundred Trinities: As One Hundred Fates, but now 3/round at 55th level.

Zelretch's Doom: At 56th level, the  Hecantoncheires can strike any number of planar dimensions with each of its attacks. It must have entered the dimensions this turn with its Slash the Heavens ability, and the strikes are performed as if the  Hecantoncheires was on the point where it exited the dimension, with the Hecantoncheires only needing to attack once to affect all dimensions entered this turn. This also allows the  Hecantoncheires to take an extra round of actions for every normal round it takes.

One Hundred Arms, Fifty Heads, One Heart: At 57th level the  Hecantoncheires reaches its natural peak as a rough creation of long forgoten demiurges. And it gains some creation abilities of its own. It can now instantly absorb any equipment it touches to its heart (even if in somebody else's possession if the Hecantoncheires can reach it with a melee touch attack) and instantly turn its gold value into extra enanchments to the weapon bounded to it per the Essence Heart ability,  at 1/3 the normal cost. It can also change the enanchments as a immediate action, or remove them in the form of coughed jewels with the same value as the invested items as a free action.

[/spoiler]

Comments
[spoiler]
CR 57 means 57 levels. I believe this class speaks by itself. Enjoy!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 August 27, 2011, 09:58:19 AM
Hecantoncheires

*snip*
...Nietzsche would be proud. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas August 27, 2011, 01:06:33 PM
Ye gods......... Seriously, that's all I can say.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz August 27, 2011, 03:20:04 PM
Excellent  :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: veekie August 28, 2011, 03:45:41 AM
Now THAT, is a true Hundredman.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 29, 2011, 08:13:02 AM
Brass Dragon
(http://images.wikia.com/forgottenrealms/images/b/b1/Brass_Dragon.JPG)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0+2Brass Dragon body, Flame Breath, Alternate form
2  +2 +3+0+3 Keen senses, Arcane Blood
3  +3 +3+1+3 Blindsense 60 feets , Burrowing, Lesser Brass Magic
4  +4 +4+1+4 Wings
5  +5 +4+1+4  Sleep breath
6  +6 +5+2+5  Fine Art of Conversation, +1 Str, +1 Cha
7  +7 +5+2+5  Domain, +1 Con
8  +8 +6+2+5  Non-stop Talker
9  +9 +6+3+6 Melodramatic Speech, +1 Str, +1 Cha
10  +10 +7+3+7Tail slap, Growth
11  +11 +7+3+7 Brass Magic , +1 Con
12  +12 +8+4+8 Arcane Skin, Iron Scales, +1 Cha
13  +13 +8+4+8Brass Speed, +1 Cha
14  +14 +9+4+9 Genie Servant, +1 Str, +1 Con
15  +15 +9+5+9 Frightfull presence, Growth, crush.
16  +16 +10+5+10Domain, +1 Str, +1 Cha
17  +17 +10+5+10Grand Speech  +1 Con, +1 Cha
18  +18 +11+6+11 Shut up and Listen, +1 Cha
19  +19 +11+6+11 Grandious Tale, +1 Str, +1 Con
20  +20 +12+6+12 Free Speech, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Diplomacy, Disguise,  Gather Information, Jump, Listen,  Knowledge(any), Search, Spot, Spellcraft.

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


Features:

Brass dragon Body: The Brass dragon loses all other racial bonuses, and gains Dragon traits, Fire subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The Brass 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 Brass dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Brass dragon grows one size category, his natural armor increases by a further 1.

Flame Breath:Line 60 foot dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 feet with each extra HD the player takes from here.

Alternate Form (Su): A Brass dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

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

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

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

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


Keen senses:The Brass dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feets.

Burrowing:
At 3rd level the Brass dragon gains a Burrow speed equal to half his base speed.

Lesser Brass magic:At 3rd level the Brass dragon can use Endure Elements, Sugestion, and Speak with Animals as SLAs 1/day for every 3 HD it has. Save DCs are 10+1/2HD+Cha mod. The Endure Elements affects all allies in a radius of 5 feet for every 2 HD of the Brass Dragon.


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

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

For a total of +6 Str, +6 Con, +8 Cha at 20th level.


Wings:
The Brass 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.

Sleep breath:Gained at 5th level, Cone 45 feets, Will save DC 10+1/2HD+Con or fall asleep 1d6 rounds plus 1 round for each 2HD of the Brass dragon. Cone increases by 5 feets for every extra HD from here. Once used must wait 1d4 turns before using again

Fine Art of Coversation:Brass Dragons love to talk more than anything. They've been known to knock down random travelers just to have somebody to talk to. And they're really good at it, to the point they don't even shut up during the most pitched combats, throwing both useful advice or simply filling an oponent's mind with useless information to confuse them. At 6th level as a Swift or Move action the Brass dragon may talk at high speed to one target whitin 10 feet per HD. The target takes either a bonus or penalty (brass dragon's choice) to mental skill checks and concentration skill checks for 1 round equal to  1/3 the Brass Dragon's ranks in Gather Information.

Domain: At levels 7 and 16 the Brass dragon can add the spells from one domain to his spells known list. The choices are Chaos and Knowledge.

NonStop Talker: Did I mention how Brass Dragons like to talk? They really do. They can go on and on for every waking hour and end up geting all kind of usefull stuff from it. At 8th level The Brass dragon gains a bonus on  Diplomacy and Gather Information checks equal to half his HD.

Melodramatic Speech:As it ages and keeps talking a Brass Dragon learns to manipulate his audience. At 9th level as a standard action, 1/day per 3 HD,  it can replicate Calm Emotions, Crushing Despair, Good Hope or Rage spells with CL equal to HD, except this counts as an Ex ability and can affect creatures normally immune to the effects, but they still gain a +5 bonus to their saves.  Save DCs are 10+1/2 HD+Cha mod. Any concentrations needed can be kept as a move or swift action.

Growth:At 10th level the Brass dragon grows to large size.
                At 15th level the Brass dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

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

Brass Magic:At 11th level the Brass dragon can use Control Winds and Control weather as SLAs 1/day for every 5 HD it has

Arcane skin:At 12th level the Brass dragon gains SR equal to his HD+11. It may raise or lower it at any time as a free action.

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

Brass Speed: Brass dragons really aren't exactly renowed for their bravery, always prefering to look for some kind of advantage before engaging any kind of real threat. At 13th level the Brass dragon's base speed increases by 10 speed. It increases an extra 10 feet at 17 HD and every 4 HD thereafter. In addition it can perform a Move action as an Immediate action 1/minute.

Genie Servant: At 14th level, the Brass dragon can use Summon Monster VII as a SLA as a standard action 1/day to get a Djinni only, except this lasts 1 hour/ level, and the Djinni has its HD advanced to the Brass Dragon's HD (this doesn't turn it into a noble, but makes it grow a size category at 11 HD). In addition it gains an extra use of its SLAs for each 2 extra HD.

Crush: At 15th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Grand Speech: At 17th level the Brass Dragon words are so loquacious and histrionic that combined with flamboyant and exaggerated gestures he can get a variety of reactions from his audience.  As Melodramatic Speech, but 1/day per 5 HD, and the Brass Dragon can produce any simultaneous combination of Rage, Calm Emotions, Crushing Despair and Good Hope,  but multiple concentration requirements stack.

So for example the Brass Dragon could produce a Rage effect on his warrior allies and Calm Emotions on another confused ally and then Crushing Despair on a group of nearby enemies. But then would need to keep two concentrations for the Rage and Calm emotions effects.

Shut up and Listen:At 18th level a Brass dragon can dramatically interrupt an oponent's or ally's actions with words full of spirit. This allows the Brass Dragon to use Melodramatic Speech as an Immediate Action.

Grandious Tale: Brass Dragons simply love the sound of their own voice, and nothing short of iminent danger of death will make them stop with cheap chatter. Then they resort to their most profound stories. At 19th level, 1/day as a fullround action, the Brass Dragon may deliver a Supreme speech. All that can observe the Brass Dragon must make a Will save with DC 10+1/2 HD+Cha mod.

If they suceed they're still left Confused by 1 round by the brass dragon's grandious performace.
If they fail by less than 10 they're left Dazed for 1 round and then permanently Confused as they question their own beliefs.
If they fail by 11 or more they fully acept the Brass Dragon's words. They become friendly towards the Brass dragon (if they were already friendly they increase one step) and their alignment changes one step closer to the Brass Dragon's own alignment.

This ability can affects creatures even normally immune to the effects, but they gain a +5 bonus to their saves. The Brass Dragon may exclude allies from it.

Free Speech: At 20th level the Brass dragon cannot be shut up by any means short of killing it. The Brass Dragon ignores Silence, physical obstacles and any other thing that may stop it from making himself heard by others. This however doesn't allow the Brass Dragon's words to reach bigger distances and/or intensities than normal. 1/day for 10 minutes, the Brass Dragon can ignore even this limitation and throw his voice to any place he has ever been to, regardless of his current position.

[/spoiler]

Comments:
[spoiler]
Brass Dragons are renowed for their love of talking. They've been known to keep riddle games with sphynxes for centuries, drive wizards into becoming paladins,  tempt creatures into evil just to see if it really worked like in the stories and make protests against human polution. They're also suposed to be good being metallic dragons and stuff.

Well the class ends up following the basic metallic dragon chassis, with a nice array of lower level SLAs and burrowing to back it up.Then a bunch of custom speech abilities to show the talky nature. It ends up focusing more in buffing allies and debuffing enemies than direct combat.  Also buffed up the genie servant and made Cha the highest stat bonus.

So if you want to play a giant lizard that asks questions first and second, the Brass Dragon's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Daedroth August 29, 2011, 07:49:29 PM
Thank you so much oslecamo, is really awesome

I like the "talking2 stuff  :lol is very funny

Fear me evildoers! i will speak you until your ears start bleeding!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas August 30, 2011, 03:06:09 PM
[spoiler]Free Speech: At 20th level the Brass dragon cannot be shut up by any means short of killing it. The Brass Dragon ignores Silence, physical obstacles and any other thing that may stop it from making himself heard by others.[/spoiler]

Does this include distance?  Can a level 20 brass dragon speak to the world and/or other worlds/planes?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo August 30, 2011, 09:17:02 PM
As I tempted as I am to say "yes", my sane side tells me to put a clause to prevent that, lest the rest of the multiverse hunt them down to extinction or go mad from their non-stop speeches
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz August 31, 2011, 03:03:58 PM
As I tempted as I am to say "yes", my sane side tells me to put a clause to prevent that, lest the rest of the multiverse hunt them down to extinction or go mad from their non-stop speeches
But that would make for an epic quest idea... and a morals question for good players, keep it  :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 01, 2011, 03:25:31 AM
I'm wondering, oslecamo, if you'd be willing to listen to a few comments, concerns, and criticisms about your work.  Me, being the silly person I am, did not write them down so I have the joyous task of looking them all over again... but I just wanted to make some remarks about the racial classes.  To be honest, I love almost every one I've seen!  But still, some things nag at me, some quirks make me question a few things, and others (very few) feel just a tad bit boring (though, that doesn't mean they're not effective/powerful enough).

I ask this because I am a relative newcomer to these forums and especially to utilizing homebrew material of others.  I've come up with several ideas of my own and would be willing to share them if I feel confident enough to get laughed at.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 01, 2011, 08:40:59 AM
As I tempted as I am to say "yes", my sane side tells me to put a clause to prevent that, lest the rest of the multiverse hunt them down to extinction or go mad from their non-stop speeches
But that would make for an epic quest idea... and a morals question for good players, keep it  :D

Ok, as a middle term, I'll allow it for a 1/day option, since it's a quite cool idea.  The brass dragon great wyrm progression will improve on it, whenever I get to making the dragon epic levels (just...one...more...true dragon to do...).

I'm wondering, oslecamo, if you'd be willing to listen to a few comments, concerns, and criticisms about your work.  Me, being the silly person I am, did not write them down so I have the joyous task of looking them all over again... but I just wanted to make some remarks about the racial classes.  To be honest, I love almost every one I've seen!  But still, some things nag at me, some quirks make me question a few things, and others (very few) feel just a tad bit boring (though, that doesn't mean they're not effective/powerful enough).

I ask this because I am a relative newcomer to these forums and especially to utilizing homebrew material of others.  I've come up with several ideas of my own and would be willing to share them if I feel confident enough to get laughed at.
Yes.  I'm always asking for people to critisize my work every other page and point out what they like and don't like.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 01, 2011, 03:54:52 PM
Okie doke.

First, how about having a generic HD-increasing class for each of the types of creatures (outsider/magical beast/etc.).  This is not for PC use but more for monster advancement :) I see QUITE a few uses of these monsters as foes for the PCs and can work with a level-by-level adjustment of these creatures to be mighty enemies for the party to face... even the lowly goblin or kobold can see high-level play (of course, class levels can come into play as well; I just thought that perhaps even the monsters with levels can still be deadly without being Monster X/Class Y).  Maybe something along the lines of "For every 2 HD, pick an ability from the following list" or "Swap one SLA with another higher level one."

Also, the typos can really throw off the... I guess "immersion" would be the word I'm looking for.  I love to read these classes.  Misspellings unfortunately cause me to stop and either figure out what word you were looking for or make it feel less like an actual class.  For example, using "feets" instead of "feet."  "Foots" was present as well.  "A" instead of "At" is another one that rather broke my concentration on the monsters.  Bold and italic formatting can be weird when they go from one to another.

One big thing that has me confused is whether the listed abilities are Extraordinary or Supernatural.  This can make or break a monster (in an overpowered kind of way) whenever there are anti-magic fields present, dispel magic, and any other abjurative type of power that could render them useless.  As it stands now, they're typeless.  This means that their powers WILL work anywhere and everywhere.  This may be your intention, which is fine, but consider those as part of its power level.  You said you were looking for high-tier 3/low-tier 2 in power level, so I figured I'd point out some things that may "curb stomp a wizard", as you so succinctly put it ;)

I'll go into a monster-by-monster basis a little bit later (I'm already starting a list in Word), but these are a few things that I felt I should comment upon.

[Edit]Another thing I forgot to mention is listing the levels that abilities are gained.  Anything above level 1 should probably mention what level it's gained, as it helps to avoid confusion/getting lost as you jump up to the chart to look.  Also, abilities listed out of order make one rather confused at times (ie. Nycaloth, Hook Horror).

And also... You had mentioned that you were thinking of giving monsters an ability name to indicate that spellcasting levels stack with the monster levels.  Mayhaps something pseudo-latin or the like:  Magicae Arcanis (for arcane stacking), Magicae Divinae (for divine stacking), Magicae Naturalis (for druid-specific stacking), Vis Animus (for psionic stacking), and so forth.  Only suggestions!  Call them "Arcane Stacking" if you feel like it, just as long as they are recognizable.[/Edit]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 01, 2011, 08:27:38 PM
In a week or so when you have time again can you do the Keeper (Fiend folio 111, the outsider/construct)?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 01, 2011, 08:36:51 PM
First, how about having a generic HD-increasing class for each of the types of creatures (outsider/magical beast/etc.).  This is not for PC use but more for monster advancement :) I see QUITE a few uses of these monsters as foes for the PCs and can work with a level-by-level adjustment of these creatures to be mighty enemies for the party to face... even the lowly goblin or kobold can see high-level play (of course, class levels can come into play as well; I just thought that perhaps even the monsters with levels can still be deadly without being Monster X/Class Y).  Maybe something along the lines of "For every 2 HD, pick an ability from the following list" or "Swap one SLA with another higher level one."
That's for what one has templates, which here are done as prcs. Monster of legend, celestial, half-X, death knight, those are your stronger monsters. One thing I've been looking forwards in this matter is converting the Paragon template from the Epic level handbook.

Also, the typos can really throw off the... I guess "immersion" would be the word I'm looking for.  I love to read these classes.  Misspellings unfortunately cause me to stop and either figure out what word you were looking for or make it feel less like an actual class.  For example, using "feets" instead of "feet."  "Foots" was present as well.  "A" instead of "At" is another one that rather broke my concentration on the monsters.  Bold and italic formatting can be weird when they go from one to another.
English isn't my original language, and I'm not up to go pick an english grammar manual every time I want to make a new class. If you want, post more correct versions and I'll edit them in. Otherwise this is just something I can't be bothered with. I'll clean up some stuff here and there when I notice them, but a full grammar revision just isn't worth my time unless someone's paying me.

One big thing that has me confused is whether the listed abilities are Extraordinary or Supernatural.  This can make or break a monster (in an overpowered kind of way) whenever there are anti-magic fields present, dispel magic, and any other abjurative type of power that could render them useless.  As it stands now, they're typeless.  This means that their powers WILL work anywhere and everywhere.  This may be your intention, which is fine, but consider those as part of its power level.  You said you were looking for high-tier 3/low-tier 2 in power level, so I figured I'd point out some things that may "curb stomp a wizard", as you so succinctly put it ;)
You got me there. I intentationally ommit that detail most of the time because most of the time I simply don't know if something should be Ex or Su. That's something really unstable in D&D. Singing really well is Su, but IRON HEART SURGE that shatters cages of force is Ex. Lolwhut? So I leave that hot potato to the player and DMs. :P

On the other hand, noncasters don't really care if their oponent's abilities are Ex or Su, because they don't have AMF, dispels or other abjurative type of powers anyway, so it's mostly wizard-types that get screwed! Remember the motto in the first page, casters deserve bad things, noncasters deserve nice things.

Mind you, when I really feel that something should be Ex, I point it out (cough Tarrasque cough).


[Edit]Another thing I forgot to mention is listing the levels that abilities are gained.  Anything above level 1 should probably mention what level it's gained, as it helps to avoid confusion/getting lost as you jump up to the chart to look.  Also, abilities listed out of order make one rather confused at times (ie. Nycaloth, Hook Horror).
Oh for the love of Vecna, use the Index! The Nycaloth got a whole overhaul some pages go. The Hook Horror... I'll fix it now, ok. But I do strive to at least put the abilities in the right order.

And also... You had mentioned that you were thinking of giving monsters an ability name to indicate that spellcasting levels stack with the monster levels.  Mayhaps something pseudo-latin or the like:  Magicae Arcanis (for arcane stacking), Magicae Divinae (for divine stacking), Magicae Naturalis (for druid-specific stacking), Vis Animus (for psionic stacking), and so forth.  Only suggestions!  Call them "Arcane Stacking" if you feel like it, just as long as they are recognizable.[/Edit]

The problem with that isn't geting a fancy name, is that I would need to go back and add it to around half the monster classes. And I have over two hundred monster classes here. I may  do it in the near future, and if somebody could get me a list of all the monsters here that have that kind of ability, it would be a great help.

Catty Nebulart:K, copper dragon should be done tomorrow, then merfolk should be fast, and then it's your turn.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz September 02, 2011, 01:50:17 AM
Oh for the love of Vecna, use the Index!
Vecna == Pelor. Perfect truth  :sparta
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 03, 2011, 12:01:23 AM
Copper Dragon
(http://www.draconika.com/types/images/copper-dragon.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0+2Copper Dragon body, Acid Breath, Alternate form
2 +2 +3+0+3 Keen senses, Arcane Blood
3 +3 +3+1+3 Blindsense 60 feets, Stone Climb, Lesser Copper Magic, +1 Cha
4 +4 +4+1+4 Wings
5 +5 +4+1+4 Slow breath, +1 Str
6 +6 +5+2+5 Copper Feint, +1 Con, +1 Cha
7 +7 +5+2+5 Domain, +1 Str
8 +8 +6+2+5 Prankster
9 +9  +6+3+6 Copper Magic, +1 Con, +1 Cha
10 +10 +7+3+7Vitriolic Taunt
11 +11 +7+3+7 Tail slap, Growth, +1 Str
12 +12 +8+4+8 Arcane Skin, Iron Scales, +1 Cha
13 +13 +8+4+8Greater Copper Magic, +1 Con
14 +14 +9+4+9Inpatient, +1 Str
15 +15 +9+5+9Domain, +1 Cha
16 +16 +10+5+10Frightfull presence, Growth, Crush, +1 Con, +1 Cha
17 +17 +10+5+10Take the Stage,  +1 Str, +1 Cha
18 +18 +11+6+11 Just Kidding, +1 Con
19 +19 +11+6+11 Outrageous Humor, +1 Str, +1 Cha
20 +20 +12+6+12 Incorregible, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Diplomacy,  Jump, Hide, Listen,  Knowledge(any), Move Silently, Search, Spot, Spellcraft.

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


Features:

Copper Dragon Body: The Copper dragon loses all other racial bonuses, and gains Dragon traits, Earth Subtype , bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The Copper 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 Copper dragon is immune to Acid, and also gets a natural armor bonus equal to his Con modifier. Whenever the Copper dragon grows one size category, his natural armor increases by a further 1.

Acid Breath:Line 60 foot dealing 1d6 acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 feet with each extra HD the player takes from here.

Alternate Form (Su): A Copper dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

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

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

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

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


Keen senses:The Copper dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feets.

Stone  Climb:
At 3rd level the Copper dragon is under a permanent Spider Climb effect, except it only works on stone surfaces.

Lesser Copper magic:At 3rd level the Copper dragon can use Stone Shape as a SLA 1/day for every 3 HD he has.

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

Level Bonus gained
3    +1 Cha
5    +1 Str
6    +1 Con, +1 Cha
7    +1 Str
9    +1 Con, +1 Cha
11   +1 Str
12  +1 Cha
13  +1 Con
14  +1 Str
15  +1 Cha
16  +1 Con, +1 Cha
17 +1 Str, +1 Cha
18  +1 Con
19 +1 Str, +1 Cha
20  +1 Str, +1 Con, +1 Cha

For a total of +7 Str, +6 Con, +9 Cha at 20th level.


Wings:
The Copper 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.

Slow Breath:Gained at 5th level, Cone 45 feets, Fort save DC 10+1/2HD+Con mod or be Slowed  1d6 rounds plus 1 round for each 2HD of the Copper dragon. Cone increases by 5 feets for every extra HD from here. Once used must wait 1d4 turns before using again

Copper Feint:Copper Dragons are natural tricksters. At 6th levels they can Feint in combat as a swift or move action, and doesn't take penalties on feinting against other types of creatures, even those of animal Inelligence. If the Copper Dragon had the Improved Feint feat, he may now replace it for another feat.

Domain: At levels 7 and 15 the Copper dragon can add the spells from one domain to his spells known list. The choices are Chaos, Earth, and Trickery.

Prankster: Copper dragons love pratical jokes. At 8th level they gain a bonus on  Bluff and Hide checks equal to half his HD.

Copper Magic:At 9th level the Copper dragon can use Transmute Rock to Mud and Transmute Mud to Rock as SLAs 1/day for every 4 HD he has. Save DCs are 10+1/2 HD+Cha mod.

Vitriolic Taunt: Copper dragons love to provoke others, and take great satisfaction from seeing their enemies annoyed and out of their minds. At 10th level as a standard action a number of times per day equal to his Cha mod, the Copper dragon may throw a series of carefully picked provocations that make his enemies mindlessly seek retribution from the insults at all costs. Oponents inside a radius of 10 feet per HD must suceed on a Will Save with DC 10+1/2 HD+Cha mod or become Flatfooted and attack the Copper Dragon by any means possible. At the end of their turns, affected enemies may atempt a new Will save to break out from this effect, otherwise they remain Flatfooted and trying to attack the Copper Dragon. Oponents immune to mindaffecting gain a +5 bonus on their saves against Vitriolic Taunt.

Growth:At 11th level the Copper dragon grows to large size.
                At 16th level the Copper dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

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

Arcane skin:At 12th level the Copper dragon gains SR equal to his HD+11. It may raise or lower it at any time as a free action.

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

Greater Copper Magic:At 13th level the Copper Dragon can use Wall of Stone and Move Earth as SLAs 1/day for every 5 HD he has.

Inpatient: Copper Dragons hate to sit idly and are always ready for some action. At 14th level, the Copper dragon adds his Cha mod to Iniative checks, and can always act in a suprise round unless something restrains it from moving.

Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 16th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Take the Stage:Copper dragons love being the center of attention (even more than other dragons that is). At 17th level the Copper Dragon can use Copper Feint on any number of creatures whitin view a number of times per day equal to his Cha mod.

Just Kidding:Copper Dragons have been known to keep up throwing jokes even on the direst of circumstances. At 18th level, 1/day per 6 HD, if the copper dragon has been affected by  some condition (including Death caused by non-damage means), at the begginning of its next turn it may make a Bluff check  against the DC of the condition (if it didn't have a DC, then it is 10+1/2 HD of the originator+originator's highest stat mod) whitout any need of an action. If he suceeds, the Copper Dragon is revealed to have just been pretending it had been affected and the condition is removed. Only one atempt per Condition inflicted.

Outrageous Humor: Copper Dragons can make even the coldest hearts release a good laugh.  At 19th level, 1/day as a fullround action, the Copper Dragon may tell a Supreme joke. All that can observe the Copper Dragon must make a Will save with DC 10+1/2 HD+Cha mod.

If they fail  they're left prone laughing (unable to take any actions, but not helpless) for 1 round per HD .
If they fail by 11 or more they 're literally contagiated by the Copper Dragon's humor. They'll become Charmed by the Copper Dragon as “Charm Monster” for the rest of the day, after which they'll depart in good terms with the Copper Dragon if they're still charmed.

Copper Dragons don't take lightly when someone doesn't laugh at their their best jokes. If anybody resists to laugh at Outrageous Humor, the Copper Dragon adds his Cha mod to Attack rolls, Damage Rolls and Breath Weapon DCs against the creatures that resisted for 1 hour.

This ability can affects creatures even normally immune to the effects, but they gain a +5 bonus to their saves. The Copper Dragon may exclude allies from it.

Incorregible: At 20th level you simply can't get a straight answer from a Copper Dragon, as he always twists words and meanings, adds puns and overall plays with every word and idea it can. By no means can an oponent make the Copper Dragon tell the truth if he doesn't want to. This includes blocking any mind-reading effects, and the copper dragon keeping his charades even if dominated/charmed.

In addition when anyone atempts a divination other than True Seeing to know anything related directly or indirectly to the Copper Dragon, he can make a Bluff check to produce a false result. Even if the oponent suceeds in a Sense motive against the Copper Dragon's Bluffs, they cannot discern the actual truth unless they see it with their own eyes.
[/spoiler]

Comments:
[spoiler]
Finally, the last true dragon!

Copper Dragons are infamous for their love of jokes and pranks. They like to hang with feys or just common people and mess up with everybody they can. They also have an Earth elemental secondary theme.

Besides the usual draconic package, the class itself focuses on feinting and aggroing togheter with some defensive tricks thrown in for fluff and profit.

So if you want to play a giant lizard that lives always with good humor, the Copper Dragon's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Daedroth September 03, 2011, 11:21:32 AM
Thanks and....congratulations now your Core True Dragons Serie is complete!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 05, 2011, 03:51:14 AM
Here are a couple of comments, questions, and critiques.  Keep in mind, I am no professional so feel free to "grain of salt" them:

Aasimar:
[spoiler]Certainly a flavorful path of imbuing light into multiple forms of energy/matter, making it far more divine than the spell itself.  I can just imagine an aasimar child playing with a ball of light and bouncing it around while the parents watch bewildered.  You certainly crammed quite a bit into a one-level class.  I'm not certain if this is front-loading or not, but as you said, it's a one-level class that burns through its daylight usage quickly.

[Edit]Can Raise Dead's (and other like spells, such as Resurrection and Restoration) "limit" defined by caster levels be bypassed by the uncapped-ness of Light Soul?[/Edit]

Regarding the 4 HD usage of Lightbringer, Light Ray, can multiple rays be utilized over the course of a round?  Assuming, of course, a high enough BAB to provide multiple attacks.  Also, when utilizing the ability with a touch range spell, does this mean that the spell becomes a ray instead of touch (or, rather, that the spell simply gains a range)?  I pity the person who pisses off the aasimar druid with Poison cast...

Rising Star and Heaven('s?) Touch mention that they can be continued by spending "an extra use."  Is that one Lightbringer use or two/four respectively?  I'm fine either way, as maintaining something that you've done can be easier or just as difficult as the first expenditure.  I believe Star Blessing is also an ability that utilizes the "maintain for an extra use."

Star-Reach blows the "largest range increment possible" thread out of the water.  Quite seriously.  Then again, this IS homebrew material and the ability is made of pure awesome.  Can line of sight be obtained via scrying?  Physical sight?  What about sight enhancers?  Does the "light projected from the weapon" provide light as a light spell as if it were a ray (aka, attacking in total darkness)?  What about mirrors for LOS (admittedly, this one is me not knowing the answer to a basic D&D question regarding LOS)?

Also, why does Purify cause the aasimar to be affected by his own MDJ?  It already costs 7 uses of something that he's probably going to get one more use of over the course of his day/night.[/spoiler]

Aboleth:
This monster has stacking magical levels.
[spoiler]The aboleth is a disgusting creature, to be certain.  It's a slime fish that consumes memories (much like the mind flayer) and takes them as its own.  Of course, it eats the person those memories belong to... Admittedly, the monster is very ill-suited as a PC.  It has a very slow land speed (which you increased artificially, especially for a creature of medium size) and a nice swim speed (a useful friend to have for an aquatic campaign!).  It is almost wholly evil because of its ability to absorb memories from parent and food alike.  If not evil, very much insane.  It's not a long creature according to the MM, but I certainly understand your take on it and pretty much agree based on the image alone.

Can the aboleth's land speed perhaps start off at 10 ft and increase with more tentacles?  It uses them to drag itself along the ground, after all.  Mayhap +5 ft per tentacle?

With the aboleth's tentacles being incapable of fine manipulation, how does it utilize spell components?  Can it wear gear of any sort?

Knowledge (eons) really seems powerful... Exceptionally so.  You beat the bard flat out and probably curb stomp the wizard and archivist a la knowledges (not necessarily in battle though).  'Tis difficult for me to think of a good way to make that ability more suited for PC's.

The Slime ability seems a little fast.  Did you mean 1d4+1 minutes just as the MM states?  Or did you want the person being immediately affected for battle purposes?  It actually feels far more deadly than the MM version and is on an at-will basis (with a full attack of 8 tentacles, the creature has a very good chance of failing at least one save against the slime; this means death to the creature eventually).  Especially early on (levels 5-8), fights can be a breeze by just outlasting your opponent.

I like that you kept the SLA's in as a gradual growth thing, with increased uses (rather than unlimited) per day per HD instead of a "I spam illusions!!!11!?"  The True Seeing was total icing on the cake.  Isn't Enslave a bit powerful though?  Especially when combined with Overwhelming Intellect.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 06, 2011, 02:21:12 PM
 I'm not certain if this is front-loading or not, but as you said, it's a one-level class that burns through its daylight usage quickly.
I want each class to feel unique. The aasimar, being just 1 level long, did end with somewhat too much cramping, but I believe that's balanced by the fact the stronger abilities will burn trough uses very quickly.

[Edit]Can Raise Dead's (and other like spells, such as Resurrection and Restoration) "limit" defined by caster levels be bypassed by the uncapped-ness of Light Soul?[/Edit]
You didn't understand that one right. The uncapped clause is meant for spells like sunbeam, that cap their effects at a certain amount of caster level.

Regarding the 4 HD usage of Lightbringer, Light Ray, can multiple rays be utilized over the course of a round?  Assuming, of course, a high enough BAB to provide multiple attacks.  Also, when utilizing the ability with a touch range spell, does this mean that the spell becomes a ray instead of touch (or, rather, that the spell simply gains a range)?  I pity the person who pisses off the aasimar druid with Poison cast...
Clairified that it combines with iterative attacks. And yes touch spells become rays.

Rising Star and Heaven('s?) Touch mention that they can be continued by spending "an extra use."  Is that one Lightbringer use or two/four respectively?  I'm fine either way, as maintaining something that you've done can be easier or just as difficult as the first expenditure.  I believe Star Blessing is also an ability that utilizes the "maintain for an extra use."
"Uses" always refer to Daylight uses.

Star-Reach blows the "largest range increment possible" thread out of the water.  Quite seriously.  Then again, this IS homebrew material and the ability is made of pure awesome.  Can line of sight be obtained via scrying?  Physical sight?  What about sight enhancers?  Does the "light projected from the weapon" provide light as a light spell as if it were a ray (aka, attacking in total darkness)?  What about mirrors for LOS (admittedly, this one is me not knowing the answer to a basic D&D question regarding LOS)?
You need LoS before you activate the ability. Scrying would work as long as you had line of effect.

Also, why does Purify cause the aasimar to be affected by his own MDJ?  It already costs 7 uses of something that he's probably going to get one more use of over the course of his day/night.[/spoiler]
Because even a single use of MDJ is already pretty brutal striping all your oponents buffs and disabling their gear for a few rounds. Specially when you just needed 1 level to get it.

Can the aboleth's land speed perhaps start off at 10 ft and increase with more tentacles?  It uses them to drag itself along the ground, after all.  Mayhap +5 ft per tentacle?
The problem with that it's that it would quickly end up faster on land than most other monsters out there! :P

I put the 20 feet base speed because I feel that's the bare minimum to don't slow down the campaign too much, so the aboleth isn't just playable in aquatic campaigns.

With the aboleth's tentacles being incapable of fine manipulation, how does it utilize spell components?  Can it wear gear of any sort?
It specifically can use them for spell components in the class description. And yes it can wear gear, consult SS for item slots of unusual creatures.

Knowledge (eons) really seems powerful... Exceptionally so.  You beat the bard flat out and probably curb stomp the wizard and archivist a la knowledges (not necessarily in battle though).  'Tis difficult for me to think of a good way to make that ability more suited for PC's.
Well, the aboleths are suposed to have the best memories around after all.

The Slime ability seems a little fast.  Did you mean 1d4+1 minutes just as the MM states?  Or did you want the person being immediately affected for battle purposes?  It actually feels far more deadly than the MM version and is on an at-will basis (with a full attack of 8 tentacles, the creature has a very good chance of failing at least one save against the slime; this means death to the creature eventually).  Especially early on (levels 5-8), fights can be a breeze by just outlasting your opponent.
Well that's the idea. If it took minutes to start, then the battle would probably be long over before it mattered. If the aboleth can outlast the enemy, then it deserves to win.

I like that you kept the SLA's in as a gradual growth thing, with increased uses (rather than unlimited) per day per HD instead of a "I spam illusions!!!11!?"  The True Seeing was total icing on the cake.  Isn't Enslave a bit powerful though?  Especially when combined with Overwhelming Intellect.[/spoiler]
Yes it is powerful, but Enchantment effects are also quite easy to block. As you level up eventually every damn thing is immune to mind control.

Plus it doesn't stack with Overwhelming Intellect, since it's neither a spell or SLA.

Thanks for the in-depth reviews! :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 06, 2011, 09:32:20 PM
With the aboleth's tentacles being incapable of fine manipulation, how does it utilize spell components?  Can it wear gear of any sort?
It specifically can use them for spell components in the class description. And yes it can wear gear, consult SS for item slots of unusual creatures.

Yes, it specifies that they may be used for "somatic components."  Somatic is movement.  What about material?  If it can't grab the components from a pouch, there needs to be some other way to do so.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 06, 2011, 10:21:41 PM
Eschew materials? :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 06, 2011, 11:29:07 PM
Heh, that would work for some of the weaker spells.  Unfortunately, a bit higher up, they start getting costly.  Very costly.  I might recommend something along the lines of an aboleth being able to consume up to X cubic meters/pounds of material (X being related to its current size) which acts as a bag of holding for material components.  Something similar to a gullet that doesn't actually digest anything.  Chipmunk cheek pouches are a close example.

[Edit]I think I left out the important part of that post.  Whenever it casts spells, if it has the material components in its gullet (and focuses), it uses them.  This might not work for but a few spells that require specifically pointing at a target or flinging said object.[/Edit]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: The Tygre September 07, 2011, 02:25:45 AM
Hecantoncheires
(http://ghostknight.net/dndrealm/monster/special/monster/image/hecatoncheires.jpg)

...

I-

...

It's-

...

How do I put this?

...

The class balance is-

...

... Fuck it.

This is the most goddamn beautiful thing I have ever seen. That is beautiful. That is a fucking work of art. It's a testament, nay, a monument to Epic. In the end, man shall die and return to loam, civilization will crumble into dust, but this, -this- will be eternal. The neuromancers wandering the Capital Wasteland will hold this as a standard. Exalted and Nobilis will be called 'low-magic settings' before this monstrosity's might. There will be legends founded on this monster class. DMs will whisper of it in hushed darkness, and PCs will call it an optimization legend. This is the heart of Epic. This is its point. It's not supposed to be practical or within reason. It stares common sense in the face so it can sucker-punch it in the scrote. -With atomic fire-.

I tell ye what.

In other words:

(http://i273.photobucket.com/albums/jj240/TheTygre/1281938555843.gif)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 07, 2011, 10:56:59 PM
Merfolk
(http://www.wizards.com/magic/images/cardart/10E/Ambassador_Laquatus.jpg)

[spoiler]
HD:d8
Level BAB Fort Ref Will Feature
1 +0 +0+2+2Merfolk Body, Amphibious, Water Path, +1 Con
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Craft(any) Diplomacy, Disable Device, Handle Animal,  Hide, Intimidate,  Listen,  Knowledge(any), Move Silently, Perform(any), Search, Sleight of Hand, Spot, Spellcraft, Swim.

Proficiencies: a Merfolk is proficient with Simple Weapons, Tridents, Halberds, and Light Armor.

Features:
Merfolk Body: The Merfolk loses all other racial bonuses, and gains Humanoid traits (nothing really) plus the aquatic subtype (breath water and doesn't take any penalty for acting underwater). It is a medium sized humanoid with base speed 5 feet and swim speed 50 feet, plus low-light vision. As a swift action, the Merfolk may divide his tail into a pair of humanoid legs, losing his swim speed but gaining base speed 20 feet. It can change back as another swift action.

[spoiler]
(http://garcya.us/wp-content/uploads/2011/08/merfolk-looter.jpg)
A merfolk grows legs to explore dry land.
[/spoiler]

Amphibious:Merfolk can breathe both air and water, although they prefer to hang near water.

Water Path: Normally renowed for their subtelty, Merfolk are actually a pretty varied bunch. At 1st level the Merfolk chooses one of the following paths which will shape his life.

Seaguard
[spoiler]
(http://img.aegen.nl/7E/Merfolk%20of%20the%20Pearl%20Trident.jpg)

Altough rarely witnessed by land dwellers, merfolk have to wage constant war against a variety of auqatic monsters and less harmonic underwater races like Kuo-Toa and Sahuagin. Many merfolk heed the call of arms to defend their own.

Sea Weaponry: At 1st level a seaguard gains weapon focus with the trident, spear, longspear, halberd, and all crossbows he's proficient with. Whenever the merfolk picks a feat that normally demands you to pick one weapon, he may choose to apply it to the trident, spear, longspear, halberd and all crossbows he's proficient with at the same time.

 In addition seaguards learn how to craft special crossbows from coral and shells and fish spines. Each takes 1d4 days of gathering materials in a watery zone and crafting. Each has the same stats as one of the crossbows the seaguard is proficient with, and can also fire underwater with ˝ their normal range increment. For an extra 350 GP of special oils, this crossbow can be crafted as a masterwork version. The seaguard also knows how to improvise a trident (or spears/longspears and halberds) from underwater materials with 24 hours work, and can as well make them masterwork with an extra 350 GP of special oils.

Current Fighter:Seaguards are trained to be shifty. At 1st level they may take a 5-feet step as an immediate action.

Sea Reflexes: At 5 HD the seaguard can draw (and put away again) melee weapons and crossbows as a free action, even if it isn't his turn. If he had (or later gains) the quickdraw feat, he can also shoot a crossbow once and charge as a single fullround action.

Sea Discipline: Seaguards advanced training focus on countering their oponent moves as they are unleashed. At 10 HD,  whenever the seaguard or an adjacent ally is attacked, the seaguard may perform a melee or ranged crossbow attack against the attacker as an immediate action before the blow lands. If this hits, the attacker takes a penalty to their attack roll equal to the damage taken.

The seaguard may also use this to try to disrupt an enemy that starts to cast a spell that would affect the seaguard and/or an adjacent ally. If the attack hits the enemy must make a concentration check to keep the spell as normal for the damage taken.

Either option cannot be used more than once per minute.

Sea Legionaire: At 15 HD As Sea Reflexes, but now only consumes an Attack of Oportunity for the round instead of an immediate/swift action, and the seaguard may perform it multiple times per round (as long as he has enough attacks of oportunity), but not more than 1 round per hour.

 The Seaguard also can perform an extra number of attacks of oportunity per round equal to his Con mod.

Sea Champion:The strongest seaguards are said to be able to block any attack, stop any monster on its tracks. At 20 HD, 1/day as a free action, even if it isn't his turn, the Seaguard may fully prevent one enemy physical attack or spell/power/smilar that would affect the seaguard or an adjacent ally if he suceeds on a Bab check against that oponent. Both sides use their actual Bab, ignoring any spells/effects that may be altering it.

[/spoiler]

Wave Infiltrator
[spoiler]
(http://img.aegen.nl/M11/Merfolk%20Spy.jpg)
Most merfolks have a big natural curiosity. Some satisfy it with trading. Others with stealing. Some others seeing how other races bleed. Whatever they're searching for however, they prefer to do it unnoticed.

Wave Mimicry: All merfolks can slightly change the tone and color of their skin depending on their emotions and health, but a Wave Infiltrator takes it to a new state. They gain a bonus to Hide checks equal to half their HD. This bonus is doubled if the Wave Infiltrator is inside or adjacent to a large mass of water, including watery terrains like swamps.

Current Pilferer: At 1st level the Wave Infiltrator may use Sleight of hand as a move action, or as a swift action with a -10 penalty. He may also draw a concealed weapon as a swift action, in which case enemies count as flatfooted against attacks from that weapon for 1 round.

Wave Raider: At 5 HD the Wave Infiltrator's ability of controling his skin grows even greater, granting him permanent cover (20% miss chance), which also allows it to hide whitout actually having anything to hide behind.

Dream Thief: At 10 HD the Wave Infiltrator can steal even the memories of adjacent oponents as a swift action 1/minute. The oponent must suceed on a reflex save with DC 10+ 1/2 Ranks in Sleight of Hand+Dex mod or lose 1 skill point for each point they failed their saves. If the enemy is a spellcaster or similar, they instead lose one spell (or similar) known, including any prepared spells of that kind. In the case of spellcasters that write their spells in a book, the merfolk has ripped the stolen pages of the book, even if it wasn't in their person! (the wave infiltrator actualy stole it in some downtime and they just realize it now). The Wave infiltrator automatically learns all spells known and skill points of oponents failing their saves against Dream Thief.

Either way, the Wave infiltrator liquifies the stolen memories in colorfull potions that can be collected in vials which can then be sold for 50 GP per skill point, and 100 GP per level in the case of a spell. His oponents may then track down their own crystals on the markets with 1d10 days of searching, but will have to pay double price to get them back. If they get them back they may drink it to recover their skill points/spells known.

Nightmare Thief: At 15 HD, 1/hour as a free action, the Wave Infiltrator may use his Dream Thief ability on every oponent it strikes for 1 round.

Dream Wave: At 20 HD, 1/day as a free action even if it isn't her turn, the Wave Infiltrator may drink one potion produced by Dream Thief to gain the respective skill points for 1 round. If it was a spell potion, it can cast that spell normally as long as he starts casting it whitin 1 round, and must pay any Exp and material costs. The CL is equal to his HD and he uses his highest mental Stat mod for DCs.

[/spoiler]

Siren
[spoiler]
(http://images.wikia.com/forgottenrealms/images/8/88/Merfolk.jpg)
Singing and music are quite popular merfolk hobbies, and among land dwellers the legends of mermaids enchanting sailors are quite popular. As most legends, they have some truth to it.

Sea Song: A Siren can use Bardic Music as a 1st level Bard. This stacks with actual Bardic Music. The Siren can sing underwater whitout problem.

Siren Lure: At 1st level as a swift action while using a bardic song, a Siren may direct subtle requests to any single creature listening to her. That creature makes a Will save with a DC of 10+1/2 Ranks in Perform+Cha mod or move 5 feet in a direction of the Siren's choice. This movement doesn't cause attacks of oportunity.

Siren Trap: At 5 HD, when the Siren uses the Fascinate option from Bardic Song, creatures affected by it don't automatically break out when somebody threatens them. They only get a new save if actually harmed in any way.

Ocean Song: At 10 HD, 1/minute as a swift action, the Siren may throw her voice up to 1 mile per HD, including singing effects.

Siren Temptation: At 15 HD, 1/hour, as a free action for 1 round the Siren may ignore any immunities to [Sonic], [Enchantment], [Compulsion] and mind-affecting, but oponents with such abilities still gain a +5 bonus on saves against those effects from the Siren.

Siren Cacophony: At 20 HD, 1/day as a swift action, the Siren may sing all her known bardic songs at the same time until the start of her next round. This doesn't expend Bardic Magic uses.

[/spoiler]

Ocean Sage
[spoiler]
(http://www.wizards.com/mtg/images/daily/stf/stf67_trick.jpg)
Merfolk have a certain natural talent for magic, even if only some of them actively pursue that path. They're specially adept at disrupting other spellcasters.

Ocean Magic: At 1st level the Ocean Sage gains 1st level spellcasting of a base class of his choice. This stacks with actual levels from that base class. A Ocean Sage can speak spell components whitout trouble underwater.

Fleeting Distraction: At 5 HD as an immediate action the Ocean Sage may create a small illusion that makes a target oponent whitin 10 feet per HD take a -1 penalty on his next roll.

Mana Leak: At 10 HD, the Ocean Sage can perform counterspells as an immediate action 1/minute.

Force of Will: At 15 HD 1/hour the Ocean Sage can automatically counter an enemy spell as a free action by spending any of his spell slots/prepared of the same level or higher.

Magic Desertion: At 20 HD 1/day when an oponent whitin view casts a spell, the Ocean Sage as an immediate action may take control of it. The ocean sage picks the targets (if any) and will be the one controling any resulting effects.

[/spoiler]

Ability Score Increase: The Merfolk gains +1 to Con, and +1 to Dex if he took the Seaguard or Wave infiltrator path, or +1 to Cha if he took the Siren or Ocean Mage path.
[/spoiler]

Comments:
[spoiler]
Back when I played MTG merfolks were my favorite race, and I drew plenty of inspiration from Blue to make this one.

May have gotten a little overboard with the scaling abilities but quite limited uses should keep them in check. Need sleep right now.

So if you want to play the sea people, the merfolk are for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 07, 2011, 11:03:10 PM

This is the most goddamn beautiful thing I have ever seen. That is beautiful. That is a fucking work of art. It's a testament, nay, a monument to Epic. In the end, man shall die and return to loam, civilization will crumble into dust, but this, -this- will be eternal. The neuromancers wandering the Capital Wasteland will hold this as a standard. Exalted and Nobilis will be called 'low-magic settings' before this monstrosity's might. There will be legends founded on this monster class. DMs will whisper of it in hushed darkness, and PCs will call it an optimization legend. This is the heart of Epic. This is its point. It's not supposed to be practical or within reason. It stares common sense in the face so it can sucker-punch it in the scrote. -With atomic fire-.
Mission acomplished then!  :) :D

Heh, that would work for some of the weaker spells.  Unfortunately, a bit higher up, they start getting costly.  Very costly.  I might recommend something along the lines of an aboleth being able to consume up to X cubic meters/pounds of material (X being related to its current size) which acts as a bag of holding for material components.  Something similar to a gullet that doesn't actually digest anything.  Chipmunk cheek pouches are a close example.

[Edit]I think I left out the important part of that post.  Whenever it casts spells, if it has the material components in its gullet (and focuses), it uses them.  This might not work for but a few spells that require specifically pointing at a target or flinging said object.[/Edit]

On the other hand I feel like just leaving it as a natural limitation. Pseudo-spellcaster is already quite powerfull, specially when backed up by the actual aboleth abilities. No need for allowing the aboleth full easy acess to every spell out there if you ask me.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 08, 2011, 06:26:39 PM
Living Spell
(http://trollitc.com/wp-content/uploads/2010/12/LivingSpell1.jpg)
[spoiler]
HD:d10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial Anima
1
+0
+0
+0
+2
Spell Body, Anima, Spell Slam 2
2
+2
+0
+0
+3
Engulf, Spell Within, Speed of Magic 4
3
+2
+1
+1
+3
Arcana body, +1 Cha6
4
+3
+1
+1
+4
Descriptor Resistance, +1 Cha8
5
+3
+1
+1
+4
Flight, +1 Con10
6
+4
+2
+2
+5
Living Arcana, +1 Str12
7
+5
+2
+2
+5
Growth, +1 Cha14
8
+6
+2
+2
+6
Arcane Grasp, +1 Con16
9
+6
+3
+3
+6
Living Metamagic, +1 Str18
10
+7
+3
+3
+7
Cast Self, Reshape, +1 Cha20
11
+8
+3
+3
+7
Spell Evolution, +1 Con22
12
+9
+4
+4
+8
Living Spark, +1 Str24
13
+9
+4
+4
+8
Growth, +1 Cha26
14
+10
+4
+4
+9
Spell Feed, +1 Con28
15
+11
+5
+5
+9
Magic Mirror, +1 Str30
16
+12
+5
+5
+10
Living Doom, +1 Cha32
17
+12
+5
+5
+10
Spreading Arcana (twins), +1 Con34
18
+13
+6
+6
+10
Anima Feedback, +1 Cha 36
19
+14
+6
+6
+11
Spreading Arcana(triplets), +1 Str, +1 Con38
20
+15
+6
+6
+12
Mournland Legacy, +1 Cha, +1 Str, +1 Con40
Skills: 2+Int mod, quadruple at first level. Class Skills: Spellcraft, Knowledge(any).

Proficiencies:  A Living Spell Paragon is proficient with its natural slam attack only.

Features:
Spell Body : At first level the Living Spell loses its racial traits and features and gains the Ooze type and the following Ooze traits:
[spoiler]
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Blind (but have the blindsight special quality with 60 feet), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
-Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
-Not subject to critical hits or flanking.
-Oozes eat and breathe, but do not sleep.
[/spoiler]

 It is a medium ooze with 20 base speed and  one natural Slam attack dealing 1d4+Str mod damage. It can speak by making the air around vibrate with its body.

 The Living Spell also has a deflection armor bonus equal to half its Cha modifier.

Oozes 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.

Oozes can use their body as either head+neck slot or body+belt slot. The living spell can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Anima:  Every level of The Living Spell class a Living Spell gains 2 Anima, which can be used to purchase the following:

-Increase Caster level of its Represented spells by 1 (the Living Spell starts with 1 free CL)

-Purchase a primary spell to represent, costing two Anima per spell level. A Living spell must have a CL equal to 2*(spell Level) to purchase a spell. 0th level spells cost 1 Anima. They must be spells that create an area or effect (not targeted spells),  but not a spell whose effect is already a creature (such as a summon monster spell).

-Purchase any number of secondary spells to represent, these must be of the same level or lower than the primary spell, following the same restrictions, except that they only cost half the normal Anima (minimum 1 anima per spell, or 1 anima per two 0th level spells).

Whenever a new Living Spell level is gained, you can choose to re-make those choices, so you it can "reshape" lower level spells into higher level ones.

For example, a Living Spell 5 has 10 anima, six of them invested into caster level to get CL 7, two for a burning hands primary spell, and one in both Obscuring Mist and Color Spray as secondary spells.

Upon gaining a new Living Spell level, it has 12 total anima, so he can either learn two new secondary first level spells (or four cantrips), or it can "reshape" all its spells and learn fireball as its primary spell.

Spell Slam:  Any target successfully struck by the Living spell’s slam attack is immediately subjected to all of the spells that Living Spell represents. Caster Level is as the Anima, and the Save, if any, is (10+spell level+Cha mod) for each spell individually. The Living Spell may supress any or all of its Represented spells on a slam attack if it wishes.

Ability Increase The living spell gains a +1 to Charisma at 3rd level, 6th level, 9th level, 12th level, 15th level, and 18th level. It also receives a +1 to Constitution at 7th, 13th, 11th and 17th level.

Engulf: A living spell of of 2nd level can simply mow down creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10+1/2HD+Cha Mod) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Living spell moves forward. Engulfed creatures are subject to the Living spells Spell engulf, and are considered to be grappled and trapped within its body.

Spells Within: Any creature or object occupying the same space as the Living spell, either a willing creature or unattended object, or a target subjected to Engulf (See below),  is subjected to the all of the spells that Living Spell represents. Caster Level is as the Anima, and the Save, if any applies, is (10+spell level+Cha mod) for each spell individually.

Speed of Magic: Starting at 2nd level the base land speed of the Living spell is effected by its Primary Spell Slot. If its Primary Spell Slot has a range of ‘Medium’  its base land speed is increased to 40 ft, and ‘Long’ ranged spells increase its speed to 60 feet. Any other range leaves the Living spell's speed at 20ft.

Arcana Body: At 3rd level the Living Spell gains DR/Magic equal to half its HD and SR equal to 11+HD. It may raise or drop its SR at any time as a free action.

Ability Score Increase: A Living Spell gains a permanent +1 to

Cha at levels 3, 6, 9, 12, 15, 18, 20

Con at levels 4, 7, 10, 13, 16, 19, 20

Str at levels 5, 8,  11, 14, 17, 19, 20

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

Descriptor Resistance: Starting at 4th level the Living Spell gains a bonus on saves and SR equal to half its HD on spells with the same descriptor as its Primary Spell Slot, it gains a bonus on saves and SR equal to one quarter its HD on spells with the same descriptor as any of its Secondary Spell Slots.

Flight: At 5th level the Living spell gains a flight speed equal to its base land speed as modified by its 'Speed of Magic.' It maneuverability is (Good).

Living Arcana: At 6th level the Living Spell adds his Cha mod to Knowledge and Spellcraft checks, and gains an amount of skill points equal to its HD+3, which must be spent on knowledge skills. For every extra HD, the Living Spell gains one extra skill point that must be spent on a Knowledge skill.

Growth: At 7th level the Living spell grows to large size , and at 13th level the Living Spell grows to Huge size.

Arcane Grasp: At 8th level the Living spell adds its Cha mod to attack rolls and grapple checks.

Living Metamagic At 9th level the Living spell can purchase spells with its Anima as modified by any metamagic feat it has (the level modification is included on the anima cost). In addition the Living spell can reduce the metamagic cost of metamagics applied to its primary represented spell by 1, to a minimum of 0.

Cast Self: At 10th level, the Living Spell may cast each of its Represented Spells as an actual spellcaster, each 1/day per 5 HD. It ignores somatic components.

Reshape: Starting at 10th level the living spell may change its anima points after a lengthy ordeal. In order to do so it must spend 24 hours in deep meditation with a spell caster who can cast the Living Spell’s Primary spell at least 1/day. If the Living spell is changing its primary spell the Spell caster must be able to cast the new Primary spell, but needs not be able to cast the old one.  After these 24 hours the living spell must make a spell craft check as if it were a wizard transcribing a new spell from another spellbook to his own for new spell represented. (Any spell that the Living spell wasn’t representing at the beginning of the meditation is considered ‘new.)
If it passes all these spell-craft checks it successfully changes. This ritual costs 100gp per Caster Level of the Living spell’s anima. (Initial or Final, whichever is higher.) This is wasted on a failed skill check, and does not cover the cost of hiring a mage. After this ritual the living spell may reassign its Anima.

Living Spark: At 11th level the Living Spell can act even inside an AMF, altough he takes damage equal to the CL of the AMF for every round the Living Spell remains inside it.

In addition the Living Spell has now a 50% chance of being able to affect enemies immune to magic like golems.

Spell Evolution:At 12th level a number of times per day equal to his Cha mod as a free action, for 1 round the Living Spell may ignore any immunities on an oponent to its spells, but they gain a +5 bonus on their saves. This ability doesn't do anything if the Represented spells didn't allow a save.

Spell Feed:At 14th level oponents engulfed or hit by the slam attack of the Living Spell are targeted by a Greater Dispel magic with CL equal to the Anima CL of the living spell. The Living Spell recovers HP equal to the combined levels of the dispelled spells. In alternative, the Living Spell may use the area dispel option over all the squares it threatens.

In addition, whenever the SR of the Living Spell stops a magic, the Living spell heals an amount of HP equal to the level of the stoped spell.

Magic Mirror: At 15th level whenever the Living Spell's SR sucessfully stops a spell or the Living Spell is affected by one, it may swap one of its represented spells for the new one, as long as they're of the same level and a valid choice.

In addition the Living Spell may now use Reshape in just 1 hour, and with just the help of scrolls of the spells he wants to change to instead of another spellcaster. The scrolls are consumed.

Living Doom: At 16th level the Living Spell ignores Freedom of Movement effects on its oponents, neither can them use any kind of planar travel while engulfed by the Living Spell.

Spreading Arcana: Starting at 17th level, 1/day as a swift action the Living Spell may divide itself into two Living spell creatures. The Living spell divides both its maximum and current HP between the two living spells. Both can move and act independently of the other, and behave like to separate entities (but still under control of the same player). Each of the new Living spells are one size category smaller than the original.  However, the 'new' living spell exists on borrowed time, after 1 minute per Cha mod, one of the living spells collapses, and the other living spell's maximum hp returns to normal, however its current hp remains the same. The Living spells may conglomerate at any time before the limit, restoring maximum hp, and adding current hp. At 19th level the living spell may split itself into 3 living spells instead, dividing their hp by 3, and reducing their size category twice.

Anima Feedback: At 18th level, whenever the Living Spell is harmed, as an immediate action it may inflict one of its Represented spells on the creature that attacked it.

Mournand Legacy: Magic is quite unpredictable, and living spells are the living embodiment on how even the best spellcasters can lose control to create completely unexpexted, and dangerous, results. At 20th level once per day the Living spell can alter its anima as a swift action whitout need of scrolls or other components.

[/spoiler]

Comments:
[Spoiler]
This one was buried under my notes for quite some time. Found it half-done and finally got to finishing it up.

The living spell is pretty self-explanatory I believe. Pick your favorite ones, and go around spreading the love/hate!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 08, 2011, 07:37:54 PM
The lantern archon can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Might wanna double-check that Living Spell ;)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 08, 2011, 08:52:43 PM
Merfolk

The various paths could use more work

Siren:
Sea Song: A Siren can use Baric Music as a 1st level Bard. This stacks with actual Bardic Music. The

The what?

Otherwise this is fine.

Ocean Sage
Ocean Magic: "At 1st level the Ocean Sage gains 1st level spellcasting of a class of his choice." No, just no. The other bonuses this path gets are more then enough.


Sea Legionaire: a bit weak

Sea Champion: needs a lot of clarification, seems way to strong.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: veekie September 09, 2011, 05:42:11 PM
Hows the living spell PC deal with equipment?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 09, 2011, 06:12:47 PM
Merfolk

The various paths could use more work
More details please?


Siren:
Sea Song: A Siren can use Baric Music as a 1st level Bard. This stacks with actual Bardic Music. The

The what?
Was suposed to be a clause to specifically allow them to sing underwater fixed.

Ocean Sage
Ocean Magic: "At 1st level the Ocean Sage gains 1st level spellcasting of a class of his choice." No, just no. The other bonuses this path gets are more then enough.
The problem it's that I don't really believe in "suck now, get benefit later". The gnoll has a similar path in that it gets 1st level spellcasting.

Instead moved up Fleeting Distraction so it's gained later and reworked a little the other abilities.

Sea Legionaire: a bit weak
Buffed up by granting extra attacks of oportinity per round.

Sea Champion: needs a lot of clarification, seems way to strong.
Clarified and limited, how is it now?

Hows the living spell PC deal with equipment?

As other similar monsters so far.

: living spell
Spell Body : At first level the Living Spell loses its racial traits and features and gains the Ooze type and the following Ooze traits:

...

Oozes 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.

Oozes can use their body as either head+neck slot or body+belt slot. The living spell can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: veekie September 09, 2011, 06:37:34 PM
I Cannae Read.

Well actually I should just to to bed early for once. Early being 4.30 AM
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 09, 2011, 11:25:23 PM
Another possible challenge for you after your core dragons might be the crystal/gem dragons... or maybe a song dragon?  Given that the name of the game is "Dungeons and Dragons", I figure they would probably be the most popular.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind September 10, 2011, 03:55:06 AM
I second the request for getting the Psionic dragons eventually.
I'll probably never get back to trying to make the Incarnum dragon work though.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 10, 2011, 10:42:58 AM
I've already made some of the non-core dragons, but on a single/double request basis. However since the gem dragons are 100 levels worth of classes, I'll do them one by one. When I feel like it unless you ask for a specific kind. Because "do all  dragons" or "do all outsiders" isn't exactly very motivating. I work better when I see you're specifically interested in a particular monster. ;)

But before that it's the Keeper Catty requested. And then there's a personal experiment I want to try out here before any other monster class.

Trivia, infernals managed to be just as popular around here untill now.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 10, 2011, 04:30:00 PM
The various paths could use more work
More details please?

I did give 4 specific things wrong with the paths :) They don't feel fully finished or edited, I'll review in more detail and nitpick later.

Ocean Sage
Ocean Magic: "At 1st level the Ocean Sage gains 1st level spellcasting of a class of his choice." No, just no. The other bonuses this path gets are more then enough.
The problem it's that I don't really believe in "suck now, get benefit later". The gnoll has a similar path in that it gets 1st level spellcasting.

I also don't like those "sn, bl" mechanics, they are inherently unbalanced. I havne't looked at the gnoll.

I don't like the pick any class spellcasting in particular, if it was just caster-level stacking(with or without level skipping) as you do with many of your monsters it would be fine, but as it is it's a 1'st level wizard with a bigger hit die, more skillpoints, and a second good save, along with multiple movement modes, and the ability to cast underwater without a problem, among other goodies.

If it was just casting like a warmage or something it wouldn't even be a problem, it's the pick anything mechanic that is troublesome. Hell you could choose 1'st level Beholder Mage casting as it's written, and then just take a casting advancing PrC.

I'll read the changes over in detail later.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 10, 2011, 05:26:15 PM
I don't like the pick any class spellcasting in particular, if it was just caster-level stacking(with or without level skipping) as you do with many of your monsters it would be fine, but as it is it's a 1'st level wizard with a bigger hit die, more skillpoints, and a second good save, along with multiple movement modes, and the ability to cast underwater without a problem, among other goodies.

Notice however that you're sacrificing your race with the merfolk. You can't be a small gnome with +2 con and +2 Dex bonus or a sun elf with dex and Int bonus or a human with extra skill points and feat or a warforged that's immune to a lot of stuff.

If the merfolk had multiple levels and they all granted casting I would fully understand, but with just 1 level, the question becomes, is one (any) feat of your choice, acess to human-specific abilities and one skill point per level worth less than amphibious capacity, lower base speed, +2 to a save, +2 skill points, and some other bonus later on?

Also you can't pick Beholder mage casting, because beholder mage is a prc, not a base casting class (clarified it).
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo September 10, 2011, 06:17:05 PM
Keeper
(http://www.wizards.com/dnd/images/ff_gallery/50109.jpg)
[spoiler]
HD:d8
LevelBabFortRefWillFeature
1+1+ 2+2+0Keeper Body, Eyeless, Mimic Weapon (simple)
2+2+ 3+3+0Keeper Skin, Scent , +1 Str
3+3+ 3+3+1Impossible Joints, Mimic Weapon(martial), +1 Int
4+4+ 4+4+1Alien Physiology, Venomous Spit
5+5+ 4+4+1Dissolution, Mimic Weapon(exotic), Strange Flesh +1 Str
6+6+ 5+5+2Hive Mind, +1 Int
7+7+ 5+5+2Body Switch, Pattern Assault, Artificial Flesh, +1 Str, +1 Int

Skills:8+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Climb(Str), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex),  Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock, Search(Int),, Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex), Use Magic Device(Cha)

Proficiencies: simple weapons.

Features:

Keeper Body:The Keeper loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 40 feet and a Climb speed equal to half his base speed.

In adition he gains a bonus to nat armor equal to its Int modifier.
 

Eyeless: A Keeper is blind as it doesn't have eyes (they still use googles so it doesn't stand too much), but they have a sonar like that of a bat. This grants it blindsight with a range of 60 feet plus 20 feet per HD. The Keeper loses it however inside the area of a Silence spell or anything else that negates sound, becoming completely blind.


Mimic Weapon:
A Keeper can form the malleable flesh and bone of its arms into any melee simple weapon it has witnessed in use and then wield the weapon with proficiency. As a swift action it can form either arm into any single-hand melee weapon, or fuse both its arms to mimic a two-handed melee weapon.

A keeper's attacks with its mimicked weapons are treated as natural attacks; thus, Keepers do not incur the penalties for fighting with two weapons, cannot be disarmed, and do not gain iterative attacks with their mimicked weapons. It adds his full Str mod to single hand weapons and 1,5 Str mod to combined hand weapons. They can still wield normal weapons and perform fine manipulation when their arms are in their "normal" form.

At 3rd level the Keeper can mimic Martial weapons. It becomess automatically proficient with any martial melee weapons it observes.

At 5th level the Keeper can mimic Exotic weapons. It s automatically proficient with any exotic melee weapons it observes.

Ability Score Increase: The Keeper gains +1 to

Str at levels 2, 5, 7
Int at levels  3, 6, 7

For a total of +3 Str and +3 Int at 7th level.

Keeper Skin: At  2nd level the Keeper gains Resistance to Acid, Cold, Electricity, Fire and Sonic equal to his HD, DR/magic equal to half its HD, and SR equal to 11+HD. It may raise or lower its SR at any time as a free action even if it isn't its turn.

Scent: At 2nd level the Keeper gains the standard Scent ability.

Impossible Joints: At 3rd  level the Keeper gains a bonus to Jump and Escape Artist checks equal to his HD.

Alien  Physiology: At 4th level, the interior of a Keeper's body resembles more a machine than a living being. They become immune to poison, paralysis, diseases, death effects, necromantic effects.

In addition, the  Keeper's body can now be enchanted as if it was a masterwork weapon, and any enanchments put on it apply to its mimicked weapons.

Poison Spit: At 4th level as a standard action the Keeper can spit a nauseating contact poison in a 20 feet cone, with DC 10+1/2 HD+Con mod. The initial damage is nauseated for 1d8 rounds, and the secondary damage is 1d8 Con. The Keeper must wait 1d4 rounds before using it again.

The Keeper can "coat" weapons and ammo with poison by spitting on them, but the poison is wasted if not used whitin 1 hour per HD.

At 7 HD, and every 7 HD thereafter, the nausea duration and Con damage increase one die size. At 12 HD the Keeper's poison can affect even creatures normally immune to it, but they gain a +5 bonus on their saves

Dissolution: At 5th level, whenever the Keeper is harmed in melee, it may release a burst of poison at the attacker from the wound as an immediate action.

In addition, when the Keeper is dropped into negative HP, he may choose to dissolve himself in a pool of poison that fills his previous space and affects all standing on it plus all adjacent creatures. This pool of poison remains "active" for 1 round per HD, after which it becomes inert. If the Keeper is brought back to positive HP by some healing effect, it recovers its old shape again.

The Keeper mas also "self-destruct" if captured, pinned or otherwise held helpless or against his will, droping to -1 HP (unless he was already on the negatives) and turning into a puddle of poison as above.

Strange Flesh: At 5th level the Keeper becomes even more like a machine. They're now immune to any effects that would require a Fortitude save unless it also works on objects and are no longer subject to critical hits and precision damage.

Hive Mind:At 6th level a Keeper develops a mysterious direct connection with those of its own kind. All Keepers whitin 500 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No Keeper whitin range is considered flanked unless all are. A Keeper may also spend 8 hours talking over a matter of diferent topics with a non-Keeper creature to forge a unique bond with them, that allows that Keeper to treat its companion as another Keeper for the purposes of Hive  Mind. The Keeper can only maintain a number of such companions at one time up to its Int mod, but he may trade old ones for new ones.

In addition, by now the Keeper's mind has become so incomprehesible that he becomes immune to mind-affecting effects, sleep and stunning.

Body Switch: At 7th a Keeper's hive mind and its unique mental link to other Keepers  grants it a supernatural ability to exhange places with any other living Keeper whitin 500 feet. As a standard action, a Keeper can use Greater Teleport to reach the location of another Keeper, instantaneously teleporting the other Keeper away and effectively switching positions with that Keeper. This may be used even with another uncoscious, dying or otherwise helpless Keeper. This ability can also be used with the special companions from Hive Mind that count as Keepers.

At 10 HD this may be used as a move action.

At 13 HD this may be used as a swift action.

At 16 HD as an immediate action.

At 19 HD as a free action even if it isn't its turn, but still no more than 1/round.

Pattern Assault: At 7th level the Keeper can combine its ability to turn its arms into weapons with its impossibly flexible joints to make an aparently crazy rampage of attacks as he turns his body into weapon and runs trough the battlefield twisting its body trough opening, that's actually a carefully calculated pattern to inflict as much damage as possible on its oponents.

First, the Keeper now adds his Int mod to weapon damage rolls with Mimic Weapon all the time.

Second, as a fullround action, make a Jump and Escape Artist checks. The Keeper moves an amount of feet equal to the combined results of those checks whitout provoking attacks of oportunity and performs a total number of attacks equal to its Int mod at any points during its movement. Those attacks must be performed with mimicked weapons, and the Keeper must change into a new weapon after each blow as a free action. At least half these attacks must be performed with single-hand weapons.

After using this, the Keeper must wait 2d4 rounds before being able to use it again.

Artificial Flesh: At 7th level is clear that someone designed the Keepers as extremely advanced constructs, but something went awry. They're no longer subject to subdual damage, ability damage, ability drain, energy drain or death from massive damage.


[/spoiler]

New Feats

[spoiler]
Keeper Sentry
Prerequisites: 1+ levels of the Keeper class.
Benefit: You can use your mimic ability to replicate ranged weapons. You can reload such weapons whitout problem even tough your hands are transformed. If you have no ammo available, you can produce it from your own body as a free action at the rate of 1 HP per shot.


Siege Keeper
Prerequisites: 5+ levels of the Keeper class.
Benefit: You can use your mimic ability to turn yourself into a siege engine. This option makes all your body transform into the siege engine, not just your hands, and you fill as much space as the siege engine itself. All your movement speeds are halved, and you cannot perform any actions other than firing (standard action), loading yourself(move action) and mental skills other than Use Magic Device. Unless you have some kind of ally crew to load you with shots, you must produce the ammo from your own body at the cost of 5 HP per shot.
[/spoiler]


Comments
[spoiler]
The Keeper is a somewhat creepy being that's something between a machine and a living being and exists in a state of hive mind. Can transform its body and dissolves into poison when finished. Also whitout eyes, not to mention humanoids shouldn't bend that way. And I could swear it's carrying some kind of plasma pistols the first time I saw the picture.

Well anyway you end up with a skillmonkey that gets most construct immunities whitout all the disadvantages, proficiency with all weapons you'll ever see, the ability to get them when you need them, poison, some neat hive-mind tricks and some other stuff. The ultimate is based on the fluff that Keepers develop their own favorite attack patterns and then use them over and over again. And also wanted to emphasize the whole "Transformer" aspect.

The feats are there because I wanted Keepers shooting stuff as well.

So if you want to play some kind of high-tech living construct, the Keeper's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 10, 2011, 10:34:32 PM
I've already made some of the non-core dragons, but on a single/double request basis. However since the gem dragons are 100 levels worth of classes, I'll do them one by one. When I feel like it unless you ask for a specific kind. Because "do all  dragons" or "do all outsiders" isn't exactly very motivating. I work better when I see you're specifically interested in a particular monster. ;)

But before that it's the Keeper Catty requested. And then there's a personal experiment I want to try out here before any other monster class.

Trivia, infernals managed to be just as popular around here untill now.
I know my wife is planning on having a crystal dragon as a companion.  She's running a campaign in which evil dragons have attacked the world, hidden themselves within it, and the good dragons were nearly wiped out by them.  The party has good dragon companions.  She has found an egg that will eventually hatch into a crystal dragon.  My character, being the bard, ended up with a song dragon (gee, how conVEEENient).  The rest of the party is currently working with metallic dragons, which they are now converting to these custom monster classes.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Amechra September 10, 2011, 11:31:32 PM
Hey, may I make a request?

I would like a Defiler; you know, those creepy undead from one of the later MMs (4 or 5, can't remember), that stole people's faces?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nanshork September 11, 2011, 04:15:12 AM
You've done Lich, how about Demilich?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 11, 2011, 04:51:36 AM
Interesting take on the keeper I like it, more comments later after I've had a chance to properly mull it over.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 11, 2011, 04:45:37 PM
Before I tackle the monster that is the Aeon there, I'm going to post my review of the Achaierai.

Achaierai:
[spoiler]The achaierai should be a simple creature with simple wants.  The bird looks and acts as a normal "bird of prey" and, again, doesn't feel very PC-like.  Perhaps as a mount of sorts or a trained beast for a druid.  Unfortunately, the MM portrays them quite differently.  They are agile, intelligent creatures, much like the raptors of Jurassic Park but with the mind of a cat (chase after it, knock it down, gore it up a bit and play with it before finally consuming).

The Hit and Run ability feels a little weak when compared with, say, the Anthropomorphic Animal which can "pounce" during a spring attack.  Maybe allow its bite to start a grapple.  Then, while it has a creature of one size or more smaller grappled, it flees with its prey (its beak maintains the grapple without the achaierai itself having to).  This is especially effective if the creature moves in groups/flocks.

Long Legs is kind of a necessity for that creature's build.  They have an ostrich-type feel to them.  Disrupting Feathers would feel a bit on the tacked-on side, but they are outsiders.  Outsiders seem to have this penchant of being resistant to magic (and, again, it matches with the MM version).  Do the multiple legs grant a bonus on stability?  Possible grapple bonuses?

Regarding Black Cloud, is the cloud considered to be "poisonous"/Poison?  It is important to know for the sake of defending against its attack.  Druids, for example, would be immune once past ninth level.  The improved Maddening Cloud is a nice touch, though Will Saves are usually on the lower end as levels rise, making it rather powerful on its own.

Ability increases seem standard.  One thing, though, that always got me was the defined "Lawful Evil" of the creature.  If the creature were somehow of another alignment, would its natural/manufactured weapons count as the new alignment or STILL of the old alignment?  Remember, there are always exceptions to a given alignment.  I'm assuming you prefer to not look at alternate alignments as a possibility for simplicity sake.  I can't say I fully disagree with you, but I think a simple clause could fix it right up.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 11, 2011, 05:11:08 PM
The achaierai should be a simple creature with simple wants.  The bird looks and acts as a normal "bird of prey" and, again, doesn't feel very PC-like.  Perhaps as a mount of sorts or a trained beast for a druid.  Unfortunately, the MM portrays them quite differently.  They are agile, intelligent creatures, much like the raptors of Jurassic Park but with the mind of a cat (chase after it, knock it down, gore it up a bit and play with it before finally consuming).
Heh, I admit I wasn't very inspired when making that one and it ended up somewhat bland. But I just can't take the official fluff seriously when I look at the picture and it reminds me of a four-legged chicken!

The Hit and Run ability feels a little weak when compared with, say, the Anthropomorphic Animal which can "pounce" during a spring attack.  Maybe allow its bite to start a grapple.  Then, while it has a creature of one size or more smaller grappled, it flees with its prey (its beak maintains the grapple without the achaierai itself having to).  This is especially effective if the creature moves in groups/flocks.
Hit and Run is gained at 2nd level. The AA ability is gained at 5th level. Of course the AA ability is stronger!

Long Legs is kind of a necessity for that creature's build.  They have an ostrich-type feel to them.  Disrupting Feathers would feel a bit on the tacked-on side, but they are outsiders.  Outsiders seem to have this penchant of being resistant to magic (and, again, it matches with the MM version).  Do the multiple legs grant a bonus on stability?  Possible grapple bonuses?
Continue...

Regarding Black Cloud, is the cloud considered to be "poisonous"/Poison?  It is important to know for the sake of defending against its attack.  Druids, for example, would be immune once past ninth level.  The improved Maddening Cloud is a nice touch, though Will Saves are usually on the lower end as levels rise, making it rather powerful on its own.
Isn't put as a poison effect, so isn't poison. Specially because almost everything at mid-high levels ends up immune to poison

Ability increases seem standard.  One thing, though, that always got me was the defined "Lawful Evil" of the creature.  If the creature were somehow of another alignment, would its natural/manufactured weapons count as the new alignment or STILL of the old alignment?  Remember, there are always exceptions to a given alignment.  I'm assuming you prefer to not look at alternate alignments as a possibility for simplicity sake.  I can't say I fully disagree with you, but I think a simple clause could fix it right up.[/spoiler]
Wotc already took care (http://www.wizards.com/default.asp?x=dnd/fc/20050824a) of that one for me. Creatures with alignment subtypes (the only ones whose attacks count as a subtype) keep said subtypes even when they change their alignments.

Anyway, gonna make a quick spiffing up of the Achaierai.

EDIT: Done.Moved hit and run to 1st level so it isn't just limited to full attacking at start, added Beak Snatch to 2nd level and powerful legs to 4th level.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 11, 2011, 05:34:39 PM
The achaierai should be a simple creature with simple wants.  The bird looks and acts as a normal "bird of prey" and, again, doesn't feel very PC-like.  Perhaps as a mount of sorts or a trained beast for a druid.  Unfortunately, the MM portrays them quite differently.  They are agile, intelligent creatures, much like the raptors of Jurassic Park but with the mind of a cat (chase after it, knock it down, gore it up a bit and play with it before finally consuming).
Heh, I admit I wasn't very inspired when making that one and it ended up somewhat bland. But I just can't take the official fluff seriously when I look at the picture and it reminds me of a four-legged chicken!

The Hit and Run ability feels a little weak when compared with, say, the Anthropomorphic Animal which can "pounce" during a spring attack.  Maybe allow its bite to start a grapple.  Then, while it has a creature of one size or more smaller grappled, it flees with its prey (its beak maintains the grapple without the achaierai itself having to).  This is especially effective if the creature moves in groups/flocks.
Hit and Run is gained at 2nd level. The AA ability is gained at 5th level. Of course the AA ability is stronger!

Long Legs is kind of a necessity for that creature's build.  They have an ostrich-type feel to them.  Disrupting Feathers would feel a bit on the tacked-on side, but they are outsiders.  Outsiders seem to have this penchant of being resistant to magic (and, again, it matches with the MM version).  Do the multiple legs grant a bonus on stability?  Possible grapple bonuses?
Continue...

Regarding Black Cloud, is the cloud considered to be "poisonous"/Poison?  It is important to know for the sake of defending against its attack.  Druids, for example, would be immune once past ninth level.  The improved Maddening Cloud is a nice touch, though Will Saves are usually on the lower end as levels rise, making it rather powerful on its own.
Isn't put as a poison effect, so isn't poison. Specially because almost everything at mid-high levels ends up immune to poison

Ability increases seem standard.  One thing, though, that always got me was the defined "Lawful Evil" of the creature.  If the creature were somehow of another alignment, would its natural/manufactured weapons count as the new alignment or STILL of the old alignment?  Remember, there are always exceptions to a given alignment.  I'm assuming you prefer to not look at alternate alignments as a possibility for simplicity sake.  I can't say I fully disagree with you, but I think a simple clause could fix it right up.[/spoiler]
Wotc already took care (http://www.wizards.com/default.asp?x=dnd/fc/20050824a) of that one for me. Creatures with alignment subtypes (the only ones whose attacks count as a subtype) keep said subtypes even when they change their alignments.

Anyway, gonna make a quick spiffing up of the Achaierai.


Regarding the Hit and Run, I realize that's at 2nd level.  Perhaps a certain hit die will enable the beast to make multiple attacks or perform previously mentioned grapple?  (8+ HD or so)

Also... "Continue..."?

Regarding the alignment thing, I guess WotC did cover that... strange.  However, that's for redeemed monsters.  What of those born under good circumstances?  Should I just assume the same thing?

As far as poison, I really think that the cloud should have a type so that it can be defended against.  Maybe make it such that creatures normally immune to poison can still be affected, but with a +5 to their saves?  Creatures that require no fortitude saves are still immune (undead/construct).

All just thoughts on ways to keep it viable even at higher levels without necessarily breaking the game.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 11, 2011, 06:50:08 PM
Regarding the Hit and Run, I realize that's at 2nd level.  Perhaps a certain hit die will enable the beast to make multiple attacks or perform previously mentioned grapple?  (8+ HD or so)
I already made some modifications, check it out.

Also... "Continue..."?
That just means I was liking your train of tought. :P

Regarding the alignment thing, I guess WotC did cover that... strange.  However, that's for redeemed monsters.  What of those born under good circumstances?  Should I just assume the same thing?
That's an heavily debated topic. I'll just let it to DMs to decide.

As far as poison, I really think that the cloud should have a type so that it can be defended against.  Maybe make it such that creatures normally immune to poison can still be affected, but with a +5 to their saves?  Creatures that require no fortitude saves are still immune (undead/construct).

All just thoughts on ways to keep it viable even at higher levels without necessarily breaking the game.
It's simple damage! 6d6 damage at 18 HD! Even as an immediate action, that's pretty far from broken. Even acounting for the insanity, considering that it targets Fort and is based on a secondary stat, most things out there can easily shrugg it off, and constructs/undeads still gain the +5 save because they're immune to mind-affecting.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 11, 2011, 07:11:30 PM
Regarding the Hit and Run, I realize that's at 2nd level.  Perhaps a certain hit die will enable the beast to make multiple attacks or perform previously mentioned grapple?  (8+ HD or so)
I already made some modifications, check it out.

Ah, cool.  Those work :)

Also... "Continue..."?
That just means I was liking your train of tought. :P

Gotcha!  Thanks for considering.

Regarding the alignment thing, I guess WotC did cover that... strange.  However, that's for redeemed monsters.  What of those born under good circumstances?  Should I just assume the same thing?
That's an heavily debated topic. I'll just let it to DMs to decide.

Yeah, it certainly seems like that would be a DM's call.  Could be more than just "how they act" being involved after all.

As far as poison, I really think that the cloud should have a type so that it can be defended against.  Maybe make it such that creatures normally immune to poison can still be affected, but with a +5 to their saves?  Creatures that require no fortitude saves are still immune (undead/construct).

All just thoughts on ways to keep it viable even at higher levels without necessarily breaking the game.
It's simple damage! 6d6 damage at 18 HD! Even as an immediate action, that's pretty far from broken. Even acounting for the insanity, considering that it targets Fort and is based on a secondary stat, most things out there can easily shrugg it off, and constructs/undeads still gain the +5 save because they're immune to mind-affecting.

You have it written as targeting Will.  That could be a typo or something you didn't realize.  Constructs/Undead, as written, would be wholly immune to it and not because of immunity to mind-affecting.  They're immune to fortitude saves.  However, I will concede as the usage of the word "toxic" is what is throwing me off.  I suppose it's just an untyped chemical that's somewhat corrosive.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 11, 2011, 10:26:29 PM
Aeon, Pleroma:
[spoiler]The pleroma is an odd creature.  Thanks to PF's statement of some of them gaining "personalities", they can certainly become PCs.  Why they would start off weak is beyond me, but that is the purpose of this thread ;) To create playable creatures for the players.

Truth be told, despite the creature's many levels and VERY definable power, it feels very lackluster.  It's awesome that it can create permanent matter and create spheres of annihilation.  It's awesome that it gets full cleric casting, even if they are just domain spells (and abilities).  It's pretty cool that they get some spell-like abilities that mostly fit its flavor (not 100% certain about Freedom of Movement, though I can see a small connection).  It just doesn't have the wow factor, though.  It's almost like saying "Why yes, my genius son did start algebra at the age of 4, craft a master thesis by the time he was in high school, and join the scientific community at large where he's doing his darndest to fight cancer!"  Where's that cure for cancer, y'know?

Low-speed levitation to full blown flight later on is fine.  Helps the creature in the form of not touching pressure plates.  I assume that the casting is based on WIS, just like a cleric.  If it gains cleric levels, can it actually choose to gain two more domains (totaling five domain abilities)?  Does the pleroma gain "domain casting slots"?  Can it gain a domain it already has?  Also:  "It uses its Pleroma level for any domain special power" to me means that it overwrites that 1-level dip of cleric.  And PrC's that grant domains as well.

Regarding the resistances, I'm thinking of something along the lines of "once a monster class reaches 15 resistance, it becomes immunity."  Most creatures can still function as a PC despite having a powerful ability.

Ability score increases seem somewhat small and rather cramped in their distribution.  Obviously all three ability scores are required for the pleroma, but again with the lackluster thing.

Fast healing and SR are pretty much on target.

Breaking the spheres up into three categories was probably a good idea.  Balance the Scales is nice, though charisma will not be a highlight attribute for the creature (will probably focus more on WIS than CHA).  And finally, Eternal Cycle is okay.  I know the phoenix is the phoenix and all, but it doesn't take nearly as much work for that bird to be "reborn" than the 20 levels it takes for the aeon creature.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 11, 2011, 11:03:22 PM
You're right that it doesn't have any "cancer cure" ability. The reason for that is quite simple. It gets 9th level spellcasting and 9th level SLAs. The phoenix gets to be reborn earlier and then improves on it because that's the main phoenix trick. The plemora gets reborning only at 20th level because it already has plenty of other powerful abilities. Heck I even wondered if I wasn't pushing it over the top with the spheres thrown in. I'm pretty sure you can get some cure to cancer by combining all the Aeon abilities.

Clarified all the domains slots and stacking thing. Wis-based is included on the fact that its cleric casting.

Gotta keep ability score bonus on more check when its fullcasters.

If I want to give a monster immunity to an element, I'll do so. There's a very significant diference between Resistance 15 and immunity, as high level enemies can still dish out high amounts of elemental damage.

Also pretty glad to see you got the "make monsters playable damnit!" spirit! :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 12, 2011, 02:31:20 PM

Keeper Skin: At  2nd level the Keeper gains Resistance to Acid, Cold, Electrecity, Fire and Sonic equal to his HD, DR/magic equal to half its HD, and SR equal to 11+HD. It may rise or lower its SR at any time as a free action even if it isn't its turn.

Electricity, raise

Alien  Physiology

This seems like a very fat list of immunities to give at once, 5'th and 7'th level are a little underwhelming, you might want to move a few immunities there.

Eyeless

Please clarify if it still has normal vision (like say a Myrdal who is also eye-less), or if it just has darkvision and sonar. The original monster is also not clear about it...


About the Hive Mind and Body Switch, the special companions should probably count as keepers for both abilities.

Pattern Assault seems a little underwhelming for a capstone, also since the keeper uses natural weapons it will fall behind regular fighters with it's lack of iterative attacks, unless it picks up levels in monk (or monk-like).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 12, 2011, 02:48:36 PM
Again, I'm not saying that the pleroma isn't powerful.  It just feels like it's lacking, even with that resurrection ability.  Have you considered, perhaps, what would happen if two level 3 orbs (one creation, one destruction) were to be combined?  Do they negate?  Or do they enhance one another to be insanely powerful?  Can the pleroma control it at that point?  Would it have the effect of a staff of the magi?  Maybe automatic application of any number of metamagics to the creature's spells.  Maybe a gate is created and other pleromas of the same level are brought in.  The orbs still have their duration, after all.

It just feels like the orbs should've been the highlight of the creature, not spellcasting/SLA's.

Also, be careful with the creature's disrupting touch at the end of a charge.  One level of Barbarian makes this creature a monster (Lion totem for pounce).  With a full BAB, that's four touch attacks.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 12, 2011, 04:47:41 PM
Added a waiting list on the third post (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322569#msg322569) to help keep tab of things.

Also did a cleanup on the Succubus (http://brilliantgameologists.com/boards/index.php?topic=9557.msg322775#msg322775)

Keeper Skin: At  2nd level the Keeper gains Resistance to Acid, Cold, Electrecity, Fire and Sonic equal to his HD, DR/magic equal to half its HD, and SR equal to 11+HD. It may rise or lower its SR at any time as a free action even if it isn't its turn.

Electricity, raise
Done.

Alien  Physiology
This seems like a very fat list of immunities to give at once, 5'th and 7'th level are a little underwhelming, you might want to move a few immunities there.
I wondered about how to best distribute the immunities quite a bit. Moved.

Eyeless
Please clarify if it still has normal vision (like say a Myrdal who is also eye-less), or if it just has darkvision and sonar. The original monster is also not clear about it...
Well, the monster says it's blind, so clarified that part on the class.

About the Hive Mind and Body Switch, the special companions should probably count as keepers for both abilities.
Ouch, can't believe I forgot to add that! Done.

Pattern Assault seems a little underwhelming for a capstone, also since the keeper uses natural weapons it will fall behind regular fighters with it's lack of iterative attacks, unless it picks up levels in monk (or monk-like).

Pattern assault now adds Int mod to damage rolls, all the time. How about this way? Remember that the Keeper's also geting a bunch of immunities and the body switch at 7th level.

Also please don't forget the merfolk! ;)

Again, I'm not saying that the pleroma isn't powerful.  It just feels like it's lacking, even with that resurrection ability.  Have you considered, perhaps, what would happen if two level 3 orbs (one creation, one destruction) were to be combined?  Do they negate?  Or do they enhance one another to be insanely powerful?  Can the pleroma control it at that point?  Would it have the effect of a staff of the magi?  Maybe automatic application of any number of metamagics to the creature's spells.  Maybe a gate is created and other pleromas of the same level are brought in.  The orbs still have their duration, after all.

It just feels like the orbs should've been the highlight of the creature, not spellcasting/SLA's.
Now there's an interesting idea. Behold the new Aeon capstone (http://brilliantgameologists.com/boards/index.php?topic=9557.msg425562#msg425562)!


Also, be careful with the creature's disrupting touch at the end of a charge.  One level of Barbarian makes this creature a monster (Lion totem for pounce).  With a full BAB, that's four touch attacks.
Pft, already took care of that. The disruptive touch isn't an attack action, thus you don't get iterative attacks with it! :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 12, 2011, 05:54:36 PM
Very nice on the pleroma.  Now it just cured cancer ;) Well... maybe it caused it in the first place >.> Can never tell with them and their balancing act.  One last thing, though, and I might have missed this:  Can the pleroma be considered "speaking" by envisaging?  For sake of verbal components.  Many, and I do mean many, spells have a verbal component element to them.

[Edit]Oh, forgot to mention, the Luck domain will be a worthwhile investment for the pleroma if it is to utilize its final ability.  He only gets one shot per day--may as well make the best out of it!  Can probably oppose Luck with the Fate domain.[/Edit]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 12, 2011, 09:00:03 PM
Added the option for performing vocal components with envisaging. And the Luck domain already's a pretty good choice even whitout the re-roll, as it unlocks several strong spells.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 12, 2011, 11:09:42 PM
Pattern assault now adds Int mod to damage rolls, all the time. How about this way? Remember that the Keeper's also geting a bunch of immunities and the body switch at 7th level.

I like it, instead of several attacks at ever decreasing reliability the keeper just gets a few reliable attacks that deal a lot of damage.

Also please don't forget the merfolk! Wink
But the Keeper is so much more interesting. :P
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 13, 2011, 05:37:37 PM
One minor balance fix, though I'm not 100% sure it's needed.

First, the Keeper now adds his Int mod to Mimic Weapon damage rolls all the time.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 13, 2011, 05:47:45 PM
I feel like playing safe today. Added.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: vingolf September 13, 2011, 09:27:39 PM
Taking requests are we? How about spicing up a Behir? Or an Ankheg?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 13, 2011, 10:51:59 PM
So I was looking over the Succubus, and I had a few comments.

Gifted:At 3rd level the Succubus can use tongues on herself as a SLA 1/day for each HD she has. She also gains a bonus to listen and spot checks equal to her HD.

Honestly, since it starts out as 3*30 minutes you might as well make it a permanent effect since in a level or two at most that's what it'll amount to, and that reduces book keeping.

Also why is it not proficient with the Whip? :smirk

Also it's very powerful race, I'll stat some up to check for balance.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tenebrus September 14, 2011, 03:11:06 AM
This is some insanely good work.  Many thanks.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 14, 2011, 03:27:40 PM
vingolf: Added to the waiting list.

So I was looking over the Succubus, and I had a few comments.

Gifted:At 3rd level the Succubus can use tongues on herself as a SLA 1/day for each HD she has. She also gains a bonus to listen and spot checks equal to her HD.

Honestly, since it starts out as 3*30 minutes you might as well make it a permanent effect since in a level or two at most that's what it'll amount to, and that reduces book keeping.
You're right, changed.

Also why is it not proficient with the Whip? :smirk
Well, I had given it Use Rope for that kind of stuff, but since whips aren't that useful whitout investment, and it's quite flavourful, added! :p

Also it's very powerful race, I'll stat some up to check for balance.
Sure.

Tenebrus:Thanks! :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 14, 2011, 06:20:21 PM
Skaven
(http://whfb.lexicanum.com/mediawiki/images/thumb/4/45/SkavenArmy2.jpg/300px-SkavenArmy2.jpg)
"Sometimes - you might think I'm as crazy as a doom prophet - but sometimes I think those rats are watching me. You know, spying like. Pelor preserve me, but I don't like it much. I'd hate to see it if the rodents ever got their way..."

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

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

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

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

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

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

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

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

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

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

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

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

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

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

SKAVEN RACIAL TRAITS

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

[/spoiler]

Skaven Classes(only available to Skaven characters)

[spoiler]
Skaven Warlord
(http://wibben.cghub.com/files/Image/108001-109000/108848/606_stream.jpg)
"Now, hear-listen what I have to say. Long-long have we fought for this under-lair and now we stand in the Darf-things throne room. Their king-thing sat here. I, Warlord Viskis, have eaten him. We must take-take the other levels, kill-kill all that remain. Following is MY plan!"-Skaven Warlord Viskis

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

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

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

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

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

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

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

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

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

Features:

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

[/spoiler]

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

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

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


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



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

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

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

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

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

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

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

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

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

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

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

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

Grey Seer (http://brilliantgameologists.com/boards/index.php?topic=9557.msg440796#msg440796)

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

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

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

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

[/spoiler]


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



[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 14, 2011, 06:24:16 PM

Grey Seer

(http://whfb.lexicanum.com/mediawiki/images/thumb/3/35/GreySeer.jpg/800px-GreySeer.jpg)
The messenger bowed low, pressing its muzzle to the floor
"Speak-speak!”-snarled the Grey Seer
“Unexpected complications, most powerful of potentates”-answered the scurrier just before being roasted alive.
“Bad news can wait, and it's always best to kill the messenger"-Grey Seer Arqueek, after unleashing a warp lighting.


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

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

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

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

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

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

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

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

Proficiencies: Simple Weapons.

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

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

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

[spoiler]

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

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

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

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

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

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

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

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

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

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


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

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

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

Material component: any one dose of poison.

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

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

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

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

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

Death Frenzy

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

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

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

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

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

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

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

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

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

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

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

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

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

The caster releases a stinking blast of diseased fury.

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

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

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

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

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

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


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

The caster unleashes a disease from the Book of Woe.

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

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

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

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

Focus: a copy from the Book of Woe.


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

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

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

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

[/spoiler]

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 14, 2011, 09:02:22 PM
Air Elemental:
[spoiler]Ah, the friend of druids everywhere!  Well, one of them anyhow.  It's almost hard to picture an air elemental adventuring.  What motivation would it have?  Does it have a structured system of monarchy/society?  Does it simply exist?  I know there are some forms of society out there, but it's rather difficult to identify (I am familiar with the princes of elemental evil/good).  Even the MM indicates that it "rarely leaves its home plane except when summoned."  Doesn't stop it from being a damn nifty creature though :)

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

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

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

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

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

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

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

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

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

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

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

Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 15, 2011, 10:54:49 AM
Air Elemental:
[spoiler]
That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...
Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thanks for another detailed review! :)
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas September 15, 2011, 04:11:44 PM
Response to the response!
[spoiler]
That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...
Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.

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

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

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

Fine by me then!

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

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

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

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

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

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

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

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

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

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

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

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

For Hurricane Shroud, you might want to clarify what can and cannot hit the elemental.  Any ranged weapon attack (with the stipulation of size category difference) or spell requiring a ranged touch attack maybe?  It sounds like spells with an area of effect can still affect the elemental, but what of things that are... well, a little conditional.  Like a glitterdust spell.  A sunbeam.  Scorching rays.  Things like that.  It's very difficult to assume how they would interact with the body of an elemental, let alone how they would remain swirling about.
Clarified to not affect spells that don't demand attack rolls. As for the exact interactions, a wizard failed to do it. :P

Works for me.  Thank you for the clarification.

The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute.  The first ability, force of nature, is a brute ability.  Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list.  That could be particularly nasty :) Wind reach is a bit confusing, however.  Can it really reach things within Medium range?  Despite being 100, 150, or even 200 feet away from them?  Well, "reach" is in the name so I suppose... It just feels a bit strong.  "Oh, we need that necklace off the king over there!"  "Not a problem, I'll get it... and I don't even need a spell to do it!  I'll just float by the window here..."  Telekinesis is particularly powerful and has an even longer range.  Is this how you intended the ability to work?  Does it need line of effect or just line of sight?  Standard action/move action/swift action?  Please clarify these few things and I can make a better decision.  It feels very assassin-based, at least.
They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!

Alright.  DC = 10 + 1/2 HD + ?  I'm assuming dexterity for maximum advantage.  Is it the winds that is causing the effects or do they act exactly as the spell-like ability (a sourceless, telekinetic pull/thrust)?  'Tis only a flavor question ^^

For the level 9 abilities, specifically tempest breath, why not let it act like force of nature?  Basically, those in the breath weapon make two saves:  First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack.  The breath weapon is subpar to the slam attack in many ways, least of all dealing damage.  It also becomes a controller effect rather than a brutish damaging type.  The falling prone is more like icing.
Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.

Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.

True about the tankish, but the tanks usually work in a localized area surrounding them, depending mostly on the reach of their weapons.  Also, tanks want to keep enemies near them and away from the party.  They control not out of self preservation but out of party preservation.  The more enemies targeting them and not their party members, the better off the party is.  Maybe a gust of wind type effect from somewhere within range with the breath weapon rules you posted?  A pull rather than a push, basically.

Suffocate is nasty--I like it.  Very assassin-esque and VERY much save-or-die.  'Tis a good thing that you made it a full-round action.  How long can the air elemental sustain the Suffocate ability?  Just three rounds?  There is no cap on it currently.  Can it use it an unlimited number of times per day?
If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.

Okay, definitely powerful.  I presume, then, that three rounds are still necessary to fully suffocate a character, despite his current hit point total.

At level 10, things get complex and even deadlier.  Once again, the first ability feels more controller-based.  Is that a 5-ft radius beyond the elemental's space per HD?  That can reach huge proportions.  Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).
And again, tanking is the brute's control.

Made my comments about tanking above.  This ability, however, isn't as controllery as the previous breath weapon.  It applies a few negatives to an area surrounding the elemental, including allies.  Might not be uber useful if you have ranged characters in the party.

Whispering winds is another nice assassin-esque ability.  Is there a limit?  It's insanely powerful.  Does the spell See Invisibility work against the elemental?  True Seeing?  All important to know.
Again, if it says it works like a spell, it indeed works like the spell. Greater Invisibility already answers all of those.

Well, I ask because the ability is listed as extraordinary.  'Tis not magical in nature, simply an extension of the creature's abilities and not subject to dispelling, amongst other magical responses.  However, I will accept your response and the possible answers to the ability.

Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).
Why exactly? Summon monster isn't that strong of a spell.

Oh, you silly person you :) There are threads dedicated to summoning.  Even when limited to air elementals, they can still be extremely powerful.  Check out the storm elemental from MM3 (considered an air elemental).  I believe that the Djinni counts as an air elemental as well.  Wishes?  Chance of a noble five times per day currently.

Thanks for another detailed review! :)

Happy to.  I enjoy reviewing these (even if RL doesn't give me all the time that I'd like to write them up).  I also like the fact that these creatures are being given justice as playable characters.  Powerful, yes, but sacrifice is required for them to be so (in the form of race and levels)![/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 15, 2011, 05:55:25 PM
Song Dragon
(http://images.wikia.com/forgottenrealms/images/e/e7/Song_Dragon.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0+2Song Dragon body, Flame Breath, Alternate form
2  +2 +3+0+3Keen senses, Arcane Blood
3  +3 +3+1+3Blindsense 60 feets, Twilight Tune
4  +4 +4+1+4Wings
5  +5 +4+1+4Draconic Song
6  +6 +5+2+5Lesser Song Magic, +1 Cha
7  +7 +5+2+5Domain, +1 Str
8  +8 +6+2+5Consumate Actor
9  +9 +6+3+6Song Magic, +1 Cha
10  +10 +7+3+7Full Awareness
11  +11 +7+3+7Arcane Skin , +1 Str
12  +12 +8+4+8Iron Scales,  +1 Cha
13  +13 +8+4+8Greater Song Magic, +1 Cha
14  +14 +9+4+9Growth, Tail Slap, +1 Str +1 Con
15  +15 +9+5+9Greater Song Magic
16  +16 +10+5+10Domain, +1 Str, +1 Cha
17  +17 +10+5+10Grand Song Magic, +1 Con, +1 Cha
18  +18 +11+6+11Battleground Music, +1 Cha
19  +19 +11+6+11Frightfull presence, Growth, crush, +1 Str, +1 Con, +1 Cha
20  +20 +12+6+12Preserving Song of Renewal, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Diplomacy, Disguise,  Gather Information, Jump, Listen,  Knowledge(any), Perform(any), Search, Spot, Spellcraft.

Proficiencies: a Song dragon is proficient with his own natural weapons and one melee slashing martial weapon of his choice.


Features:

Song dragon Body: The Song dragon loses all other racial bonuses, and gains Dragon traits, Electrecity subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The Song dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Song dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Song dragon grows one size category, his natural armor increases by a further 1. He's also immune to electricity and has no particular weakness.

Charged Breath:Cone 30 foot dealing 1d6 electrecity damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feet with each extra HD the player takes from here.

Woman Form (Su): A Song dragon can assume the form of an humanoid female of an unique Medium size or smaller as a standard action at will. That form is always the same when this ability is used, the details of which are chosen at 1st level.   The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Arcane Blood:A Song dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.  He may also choose to pick spells known from the Cleric spell list instead of the sorceror/wizard list, but this choice must be made at first level and cannot be changed later.

If he multiclasses as a sorceror, the casting stacks. If he chose to pick spells from the Cleric list, he'll keep picking them from that list.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Keen senses:The Song dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feets.

Twilight Tune: At 3rd level the song Dragon can use Daylight and Darkness as SLAs 1/hour for every 3 HD he has, and Feather fall 1/day for every HD he has.


Ability score increase:
The Song dragon ability scores increase by the shown amount.

Level Bonus gained
6+1 Cha
7+1 Con.
9+1 Cha
11+1 Con
12 +1 Cha
13+1 Cha
14+1 Str, +1 Con
16+1 Str, +1 Cha
17+1 Con, +1 Cha
18+1 Cha
19 +1 Str, +1 Con, +1 Cha
20+1 Str, +1 Con, +1 Cha

For a total of +5 Str, +5 Con, +9 Cha at 20th level.


Wings:
The Song dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

Draconic Song: At 5th level the Song Dragon can use Bardic Music as a Bard of his Song Dragon level -4. This stacks with Bard levels. If the Song Dragon multiclasses as a Bard, he may choose to keep progressing his Arcane Blood casting instead of gaining bardic spellcasting, and can learn spells from the Bard list.

Lesser Song Magic:At 6th level the Song Dragon can use Blink 1/day as a SLA  for every 3 HD he has. If he's using Bardic Music, he suffers no miss chances on his own attacks due to the Blink.

Domain: At levels 7 and 16 the Song dragon can add the spells from one domain to his spells known list. The choices are Healing, Travel, Trickery.

Consumate Actor: Song Dragons prefer the company of humanoids over other dragons, and excell at living among “lesser” beings whitout ever revealing their true nature. At 8th level The Song dragon gains a bonus on  Disguise and Performace checks equal to half his HD.

Song Magic:At 9th level, the Song Dragon can use teleport as a SLA 1/day per each 4 HD he has. If he does so while using Bardic Music, this works like Greater Teleport instead.

Full Awareness: With their extensive knowledge, Song Dragons are able to learn new languages in a matter of seconds, and seeing trough any kind of illusion under close observation. At 10th level, the Song Dragon is under a permanent Tongues and True Seeing effects, but the second only has a range of 15 feet.

Arcane skin:At 11th level the Song dragon gains SR equal to his HD+11. It may raise or lower it at any time as a free action.

Iron Scales: At 12th level the Song dragon gains DR/magic equal to half his HD.

Greater Song Magic: At 13th level the Song Dragon can use Heal as a SLA 1/day for every 5 HD he has. If he does so while using Bardic Music, he can affect any one creature that's currently listening to his song,  not only creatures whitin touch range (don't need attack rolls to target oponents either).

Growth:At 14th level the Song dragon grows to large size.
                At 19th level the Song dragon grows to huge size.
                
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:The Song dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Glorious Song Magic At 15th level the Song Dragon can use Plane Shift as a SLA 1/day for every 6 HD he has. If he uses this while using Bardic Music, he only arrives 5 to 500 feet off-target.

Grand Song Magic:At 17th level the Song dragon can use Polymorph any Object as a SLA 1/day for every 7 HD he has. If he uses this while using Bardic Music, the Saving Throw becomes a Will save instead of a Fortitude save.

Battleground Song: Every great conflict deserves an equally great theme playing on the background! At 18th level 1/day when the Song Dragon starts a Bardic Music, he can choose to improve it to a Battleground Song. For 1 hour (or  sooner if the Song Dragon willingly dismisses it), the chosen Bardic Music keeps playing, centered on the area where the Song Dragon first started, regardless of what happens to the Song Dragon. Any silence effects on the area have a 10% chance every round of being overwhelmed by the music. The Song Dragon may even start a second Bardic Music while the Battleground Song plays.

Crush: At 19th level the Song Dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 19th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Preserving Song of Renewal At 20th level the Song dragon develops an unique song to protect those he cares most about while overriding any evil foul play. It can be started as an Immediate action, and costs 7 Bardic Music uses. Each round of the countersong, he makes a Perform check. Any creature within 60 feet of the Song Dragon (including the dragon himself) that is affected by any  magical/psionic/supernatural/similar attack may use the dragon’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Preserving Song of Renewal is already under the effect of a noninstantaneous  magical/psionic/supernatural attack, it gains another saving throw against the effect each round it hears the Preserving Song of Renewal, but it must use the dragon’s Perform check result for the save. If the effect didn't allow a save and is harmfull, then it's automatically removed.

Preserving Song of Renewal also automatically blocks any harmfull noninstantaneous magical/psionic/supernatural attacks that don't allow a save. The Song dragon can play it for up to 7 rounds.

[/spoiler]

Comments:
[spoiler]
Song Dragons are slim and delicate compared to most other dragons, but make up for it with a powerful arsenal of SLAs. Ironically, the original monster has no music abilities whatsoever (not even perform as a class skill!) so I took care of that. Also can only turn into women and like to charge with swords while in humanoid form while singing, altough they won't do noise if silence is required.

In the end, the Song Dragon is mostly a suport monster. It grows slower than any other dragon but bardic music on top of spellcasting and an excellent selection of SLAs makes him an invaluable ally to the party.

So if you want to play a joyous giant lizard that tries to solve everything with music, the Song Dragon's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 15, 2011, 06:24:40 PM
Air elemental IV-a new wind!

[spoiler]
That said, let's look at this puppy.  Starting off at small is fine, though I will admit that it has some amazing movement for its size.  It is wind, however, so I'll give it the benefit of the doubt.  I always thought it was strange that air elementals had a slam attack instead of a bull rush maneuver.  The mostly-physical body does work to some degree, but I half wonder what happens to the creature's equipment when it goes into whirlwind mode (possibly meld?).  Speaking of...
Nothing special happens. If the air elemental can hold equipment normally, the air elemental can hold it while in whirlwind.

I suppose that makes sense.  Then the equipment just flows around the body.  Is it still "in use/being worn?"  Could be important to know if those monsters inside attacking the elemental get any special bonuses while this is happening.  Remember, creatures "caught in the whirlwind can otherwise act normally" and can still swing those vorpal scytes, get their full round of damaging natural attacks in, etc.

Oh, I noticed one more thing:  The DC for the whirlwind is based on strength.  Was this intentional?  I know you changed one of them to dexterity down below.
Definetely not intentional, because it said strenght score, not bonus. That would make for some sick DCs even if Str was your third stat! :P

Also put in that the equipment still counts as being worn, and that it counts as an humanoid for item slots since I'm at it.


 It feels very standard for the creature, though I feel that it could use a little pizzazz or something.  Maybe after it exits its whirlwind mode, it can be any size it can turn into?  Maybe it adds its dexterity modifier to any damage dealt in the whirlwind?
I believe you're seriously understimating the whirlwind. Its big advantage is capturing creatures and taking them to wherever you want (like, say, up and away and then droping them). The damage is just a bonus. Altough I guess the 8th level is a little empty, so I could squeeze Dex to damage there (it would be too good at 1st level).

Dexterity mod to damage is a nice touch.  And yes, controllery move-you-around-the-battlefield is rather good.  Given that you avoided the suggestion of "size changing upon exiting whirlwind", I assume that's a "didn't like."  Didn't feel too overpowered, given that it would normally take only two rounds to reach maximum/minimum size anyhow.
[/quote]
Didn't really liked that sugestion yes. I believe the whirlwind is already good enough as it is.

I rather like the growth being on a choose-your-size basis rather than a given large-to-huge and beyond!  Makes adventuring much better for the elemental, although I would imagine the elemental would never take any penalties for squeezing.  It has a body like that of an ooze at times.  Hence Dancing Wind.  It's a fun feature that says "I'm my own gran--I mean flanker!"  With the dexterity modifier through the roof, it will get several of those per encounter.
Trust me, air gets pressured up all the time in narrow passages. That's what leads to air currents in cities and buildings.

Yes, but the air is living now.  It can direct itself such that it won't be hitting the buildings.  That makes me think... does this creature have all-around vision?
No. Don't you see the two defined eyes on the picture? :p

I consider that even if they have underscineble anatomy, elementals still seek to assume shapes and focus their atention in something, unlike monsters like oozes that are indeed a blob moving over/under anything on its path.

The 7th level ability choice is nice, and goes with my previous statement about being either an assassin or a brute.  The first ability, force of nature, is a brute ability.  Mayhap whirlwind attack would have been a good feat to add as part of that bonus feat list.  That could be particularly nasty :) Wind reach is a bit confusing, however.  Can it really reach things within Medium range?  Despite being 100, 150, or even 200 feet away from them?  Well, "reach" is in the name so I suppose... It just feels a bit strong.  "Oh, we need that necklace off the king over there!"  "Not a problem, I'll get it... and I don't even need a spell to do it!  I'll just float by the window here..."  Telekinesis is particularly powerful and has an even longer range.  Is this how you intended the ability to work?  Does it need line of effect or just line of sight?  Standard action/move action/swift action?  Please clarify these few things and I can make a better decision.  It feels very assassin-based, at least.
They all work like the respective spell. What more clarifications do you need? Well, put in that it needs a stadard action to activate, but otherwise just works like the spell. Noncasters can also get nice things!

Alright.  DC = 10 + 1/2 HD + ?  I'm assuming dexterity for maximum advantage.  Is it the winds that is causing the effects or do they act exactly as the spell-like ability (a sourceless, telekinetic pull/thrust)?  'Tis only a flavor question ^^
Whatever the player/DM thinks its best. I don't see the need to limit myself here. Also added the DCs formula, good catch.

For the level 9 abilities, specifically tempest breath, why not let it act like force of nature?  Basically, those in the breath weapon make two saves:  First to avoid the effect entirely and the other to determine how far they're knocked back as if hit by a slam attack.  The breath weapon is subpar to the slam attack in many ways, least of all dealing damage.  It also becomes a controller effect rather than a brutish damaging type.  The falling prone is more like icing.
Breath weapon affects multiple targets, slam only one and you need to actualy hit them. Anyway changed the saves from both to reflex saves, since looking back now Fort saves don't really make much sense here.

Also brutish and controler aren't mutually exclusive. Combined they produce a tankish character that keeps enemies busy while the party lays down the hurt.

True about the tankish, but the tanks usually work in a localized area surrounding them, depending mostly on the reach of their weapons.  Also, tanks want to keep enemies near them and away from the party.  They control not out of self preservation but out of party preservation.  The more enemies targeting them and not their party members, the better off the party is.  Maybe a gust of wind type effect from somewhere within range with the breath weapon rules you posted?  A pull rather than a push, basically.
Why? A push can be just as effective at keeping enemies away, puting them further away from the party. Or sending them towards the wizard's area damages and fighter's Aoo spiked chain machine. In particular because the air elemental isn't really prepared to pull a bunch of enemies and then eat all their full attacks to the face.

Suffocate is nasty--I like it.  Very assassin-esque and VERY much save-or-die.  'Tis a good thing that you made it a full-round action.  How long can the air elemental sustain the Suffocate ability?  Just three rounds?  There is no cap on it currently.  Can it use it an unlimited number of times per day?
If it doesn't say anything, then it's at will. Clarified what happens if the oponent suceeds on one of the saves.

Okay, definitely powerful.  I presume, then, that three rounds are still necessary to fully suffocate a character, despite his current hit point total.

At level 10, things get complex and even deadlier.  Once again, the first ability feels more controller-based.  Is that a 5-ft radius beyond the elemental's space per HD?  That can reach huge proportions.  Decent duration, nice limitation of once per encounter (given the length of it, you probably only need one anyhow).
And again, tanking is the brute's control.

Made my comments about tanking above.  This ability, however, isn't as controllery as the previous breath weapon.  It applies a few negatives to an area surrounding the elemental, including allies.  Might not be uber useful if you have ranged characters in the party.
You're right there, added clause to exclude allies.


Finally, the 11th level ability is decent for a capstone.  Makes you somewhat of an elemental duke or the like.  An upgrading summon is nice and can be quite powerful.  Might make it a bit more sparse (1/day per 5 HD or more).
Why exactly? Summon monster isn't that strong of a spell.

Oh, you silly person you :) There are threads dedicated to summoning.  Even when limited to air elementals, they can still be extremely powerful.  Check out the storm elemental from MM3 (considered an air elemental).  I believe that the Djinni counts as an air elemental as well.  Wishes?  Chance of a noble five times per day currently.
The djinni is an outsider with the Air subtype, not an elemental. The storm elemental is cool, but not exactly OP. Also most summoning combos usually involve a good bunch of feats to raise the summon's power. And hey, capstone ability!  :p

Thanks for another detailed review! :)

Happy to.  I enjoy reviewing these (even if RL doesn't give me all the time that I'd like to write them up).  I also like the fact that these creatures are being given justice as playable characters.  Powerful, yes, but sacrifice is required for them to be so (in the form of race and levels)!
Yeah, that was my main focus when starting this project.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 17, 2011, 11:18:00 PM

Defacer
(http://www.wizards.com/dnd/images/mm4_gallery/98676.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Defacer Body, Steal Face, Frightful Keening, +1 Str
2+1+0+0+3Defiled Skin, Tremorsense +1 Str
3+1+1+1+3 Stunning Possession, +1 Str
4+2+1 +1+4The Masquerade, +1 Str
5+2+1+1+4Face Possession, +1 Str
6+3+2+2 +5Earth Glide, Cruel Deceiver, +1 Str

2 Skill points+Int mod per level, quadruple at 1st level. Class skills:
none.

Proficiencies:its own natural weapons only.


Features:

Defacer Body:
The Defacer loses all other racial bonuses, and gains the following Undead traits.
[spoiler]
*  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
   
    * Undead do not breathe, eat, or sleep.
[/spoiler]

It is a medium sized undead with  two slam natural attacks dealing 1d8+ Str mod each and base speed of  30 feet, plus a burrow speed of 15 feet. It is unable to speak or peform fine manipulation of any kind, altough it can perform basic body communication with its flexible body.

In addition, it gains a bonus to natural armor equal to its Str mod.

Steal Face:If a Defacer's slam attack kills a creature with an Intelligence of 3 or higher, or if the Defacer touches the body of such a creature whitin 1 day of its death, the Defacer steals its face as an immediate action. This physically erases the facial features of the body, including bone structure, mouth, and teeth, leaving a smooth and blank surface. Attempts to cast speak with dead or any kind of divination on victims of this attack always fail.

This defilement of the corpse also draws the soul of the creature to the defacer, and it becomes one of the keening faces that whirl about the defacer's head. This prevents the soul from reaching the afterlife, becoming undead, or being raised or ressurected. Nothing short of destroying the Defacer restores a corpse's face and frees the soul.

As a free action, the Defacer can make its blank visage take the shape of a face it has stolen. There's no limit to how many faces a Defacer can hold, and they're always hungry for more!

If a defacer stole a creature's face by killing it and is destroyed whitin 24 hours of that act, its victim returns to life (stable at 0 hit points) if its body is largely while. Its face is restored. This return to life does not result in level loss or ability drain.

Frightful Keening: As a fullround action the Defacer can make the faces it has stolen whirl about its head, wailing and screaming. The noise produced can be heard trough earth and stone as easily as it can trough air.  Any creature that can hear the sound and that is whitin 10 feet per face stolen (up to 10 feet per HD)  of a Defacer is automatically shaken. This is a sonic, mind-affecting fear effect. Ending is another fullround action. The Defacer can affect a smaller area than maximum when he starts the keening, but can't change its size untill he ends it and starts anew.

In addition, the Defacer gets a racial bonus to Spot and Listen checks equal to the number of stolen faces (up to its HD) while it is using Keening as the floating heads are literally extra eyes and hears.

At 10 HD, even those that would be immune to the Defacer's Frightful Keening can become shaken, but they're allowed a Will save with DC 10+1/2 HD+ Cha mod to resist it.

Ability Score Increase:The defacer gains +1 Str at every level, for a total of +5 Str at 5th level.

Defiled Skin: At 2nd level the Defacer gains DR/silver equal to half the number of stolen faces (up to its HD).

Tremorsense: At 2nd level the Defacer gains tremorsense with a range of 10 feet per HD number of stolen faces (up to its HD)

Stunning Possession: Creatures struck by a Defacer's slam attack must succeed on a DC 10+1/2 HD+Str mod or be stunned for 1 round. While Stunned, the creature's face takes on the shape of one of the defacer's victim (Defacer's choice) and screams for help and release using the languages that soul knew in life for 1 round, after which it returns to the defacer.

At 8 HD this can affect even creatures immune to it, but they gain a +5 bonus on their saves.

The Masquerade: Defacers are created from doppelgangers or other beings that can mimic others, but they lost that ability on undeath, instead developing the power to steal faces. That doesn't mean they stop trying to impersonate others however. At 4th level if the Defacer wears clothes and a hood so only its face is revealed, it gains a racial bonus on disguise checks to impersonate those whose face it stole equal to 10+HD, and a racial bonus to Bluff checks equal to its HD. Using Frightful Keening removes those bonus as no diguise can hold itself up to a bunch of screaming floating flaces, but in return the Defacer now gains a racial bonus on Intimidate checkes equal to its HD while using Frightful Keening.

Haunting Despair: At 4th level as a fullround action, useable only if its already using Frightful Keening, the Defacer can “throw” the faces around it to any point whitin 50 feet per HD (demands line of sight and effect). The faces concentrate their screams around the target point, as if the Defacer itself was there. Flying creatures caught by this effect are forced to drop 1d10*5 feet per HD as the faces fly above them and push them downwards.

Face Possession: At 5th level, as a swift action, the Defacer can concentrate his possessing power. Its next sucessful Slam attack whitin 1 round, on  top of Stunning Possession, forces the creature to make a Will save with DC 10+1/2HD+Str mod or have its face replaced by a stolen screaming face anyway for 2d6 rounds! This renders the creature blind, deafened and unable to taste or scent for the duration, plus a penalty on Concentration and Cha-based skills equal to the Defacer's HD for the duration.

Earth Glide: At 6th level the Defacer can glide trough stone, dirt and any sort of earth except metal as easily as a fish swims trough water at its base speed. This burrowing leaves behind no tunel or hole, nor does it create a ripple or any other signs of its presence (altough its frightful keening can still be heard).

Cruel Deceiver: At 6th level, 1/day when the Defacer's disguise is found out by someone, the Defacer may react by pulling out its current face and summoning forth his remaining ones in a macabre ritual as an immediate action. It can activate its Frightful Keening, except on the 1st round afterwards all other creatures whitin range are panicked for 1 round.

In alternative, in combat 1/day, it may as an immediate action focus its floating faces on one single oponent inside its Frightful Keening range to make them panicked. Both options share the same pool of uses so only one can be used each day.

 This is a sonic, mind-affecting fear effect.  At 10 HD, even those that would be immune to this can become panicked, but they're allowed a Will save with DC 10+1/2 HD+ Cha mod to resist it.

Comments
[spoiler]
Can't believe I hadn't noticed this one before, really cool undead.

The original one had a lot of half-random limitations like losing faces while gliding and it only lasting one day, which I don't consider very fun for a player who wants to go around stealing faces, so removed all of that.

Earth glide is very powerful so only gained at last level, altough the Deceiver gets normal burrowing until then. Then had to add some custom abilities to fill in the levels following the whole “steal faces” premise.

So if you want to play an undead that goes around stealing identities, the Defacer's for you!


[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 23, 2011, 12:18:36 AM
In regards to wing dragon:

Proefeciencies: a wing dragon isn't
proefecient with any armor or weapons, besides his own natural weapons.

Wing dragon Body: The blue dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite .... (snip)

And I'd question the fire subtype.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 23, 2011, 10:51:14 AM
Fixed typos. And hmm, you're right, I don't know what I was thinking when I put the fire subtype there, removed.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 23, 2011, 08:58:50 PM
Demilich
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44180_C5_Demilich.jpg)

[spoiler]
Prerequisites
To become a Demilich, the character must meet the following requirements

Spells: Be a spellcaster of 21st level or higher.
Special: Must have both Lich prc levels. Must craft its own Soul Gems (described below)

[spoiler]
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do Demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the Demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the Demilich to use its most devastating ability, Cap'ture the Soul (see the class below). Each Demilich must make its own soul gems, which requires the Craft Wondrous Item feat. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the Demilich.
[/spoiler]

HD:d12
Level BAB Fort Ref Will Feature
1+0+0+0+2Demilich Body,  Perfect Magic, Phylactery Transference , +1 Int, +1 Wis, +1 Cha
2+1+0+0+3Warded Bone, Endless Library, Dark Immunity,  +1 Int, +1 Wis, +1 Cha
3+1+1+1+3 Fell Senses,  Harvest Touch, Dark Immunity, +1 Int, +1 Wis, +1 Cha
4+2+1 +1+4 Essence of Terror, Fell Insight, Dark Immunity,  +1 Int, +1 Wis, +1 Cha
5+2+1+1+4Beyond the Material, Magi Supremacy,  Dark Immunity,  +1 Int, +1 Wis, +1 Cha
6+3+2+2 +5Capture the Soul, Tenacious Magic, Dark Immunity, +1 Str

2 Skill points+Int mod per level, quadruple at 1st level. Class skills:
none.

Proficiencies:A Demilich doesn't gain any new proficiencies


Features:


Demilich Body: Unlike other monster classes, the Demilich maintains most of its previous racial traits except as noted here.

The demilich chooses a part of its body (usually the skull, but hands or spines are also relatively popular choices). The Soul Gems are incrustated in that part of the Demilich at first level of this class and then the rest of its body permanently crumbles to dust. This makes the Demilich to be reduced three size categories, gaining all apropriate bonus and penalties except for ability score and natural armor changes.

Obviously the Demilich can't move normally anymore, but instead it can magically float  with perfect maneuverability at a speed of 30 feet per Demilich level, up to 180 feet at 6th level. It can also use Disguise or Hide to stand perfectly still and pretend it's an inanimate object, opposed by observer's Spot checks.

If the selected body part was capable of a natural attack, the Demilich retains it, but loses any other natural weapons. Dark touch can always be used regardless of the part chosen, simply by flying towards its target and contacting them. It can also project a magic voice if it no longer has a jaw, for both communication and spellcasting.

Finally the demilich is now immune to any effects that would cut off parts from its body, like Vorpal.

Perfect Magic: The Demilich keeps improving its base magic capabilities. Levels from this class stack with the highest caster class the Demilich has for caster level purposes (note that epic spellcasters don't gain new spell slots or spells known anyway).

In addition it no longer needs any somatic components for its spells.

Phylactery Transference:Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. This also includes spell components.

Ability Score Increase:
The Demilich gains +1 to Int, Wis and Cha at all levels, for a total of +6 Int, +6 Wis and +6 Cha at 6th level.


Warded Bone:
The Demilich's body has been filled with protective enchantments so many times it has become saturated with them. At 2nd level the Demilich gains resistance to Fire, Acid, Sonic and Turning equal to its HD, and its DR improves to DR/epic and bludgeoning.

Endless Library:
After centuries or even millenia, the Demilich can effortesslly use a wide variety of magic. At 2nd level the Demilich can cast the following spells as SLAs at will [Astral Projection, Create Greater Undead, Create Undead, Death knell, Enervation, Greater Dispel Magic, Harm (usually used to heal itself), Summon Monster I-IX, Telekinesis, Weird]. Save DCs are 10+1/2 HD+Cha mod, and any limits on CL are removed.

In addition the Demilich can use  Greater Planar Ally as a SLA 2/day.

Dark Immunity:
The Demilich progressively becomes completely immune to certain problems even normal undeath doesn't automatically escape. At every level but 1st pick one of the following options
-Immunity to Cold.
-Immunity to Electricity.
-Immunity to Polymorph and any other effects that would change its chape against its will.
-Immunity to any effects that would make it act against its will, like Control Undead and Rebuke/Command, but not Turning/Feints or any effect that simply makes the Demilich unable to act.

Fell Senses: No longer hindered by a clunky skeleton, Demiliches move whitout drawing notice while carefully observing their surroundings. At 3rd level the Demilich gains a racial bonus equal to its HD on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
 
Harvest Touch:A simple caress on the jeweled bone ruins the greatest heroes. At 3rd level the Demilich's touch attack now deals 1d8 per HD plus Main Mental Stat mod damage, and the target needs to make a Fort save with DC 10+HD+Main Mental Stat mod or become permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 10+HD+Main mental stat mod) or Heal check (DC 10+1/2HD+Main Mental Stat mod) reveals that the victim is still alive. Even those immune to paralyzis can be affected by this, but they gain a +5 bonus on their saves.

Essence of Terror:
At 4th level the Demilich is surrounded by a pure aura of dread and fear. Enemies with less than half its HD are automatically panicked unless they're immune to fear (in which case they get the save, but whitout the +5 bonus anymore). Other enemies are panicked in a failed save and shaken in a sucessfull save unless they're immune to fear (they're still panicked if they fail the save).

In addition creatures suceeding on their saving throws against this effect no longer gain immunity against the demilich's fear aura for 24 hours, and must save again next turn.

Fell Insight:The Demilich's mind becomes even more cold and calculating, planning every move several steps ahead. At 4th level it gains an Insight bonus to AC and attack rolls equal to its HD.

Beyond the Material:
The Demilich mind moves almost on its own, barely recognizing it's still enclosed in a physical vessel. At 5th level it gains Blinding Speed and Automatic Quicken Spell as bonus Epic Feats even if it doesn't meet the prerequisites. If it already had them, it may select another Epic Feats it qualifies for on a 1 for 1 basis.

Magi Supremacy: Very few can hope to suceed against a Demilich in a contest of raw magic. At 5th level a Demilich is immune to all magical and supernatural effects, except as follows. A shatter spell affects a Demilich as if it were a crystalline creature, but deals half the damage normally indicated. A Dispel Evil spell deals 3d6 points of damage (Fort save for half damage). Holy Smite spells affect Demiliches normally. It may still let benefical magics and supernatural effects affect it as it wishes.

Otherwise it laughs at magic. It slips trough entangles and animated tentacles, orbs harmlessly dissipate over it, force effects could as well not be there, and so on.

Capture the Soul: At 6th level the Soul Gems have finally fully crystalized into the Demilich, and they can now be used for their true dark purpose.

A demilich can trap the souls of up to eight living creatures per day. To use this power, as a standard action it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier). If the target makes its saving throw, it gains four negative levels, or two negative levels if it was immune to such effect (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours—at the end of that time the soul is completely absorbed, and the victim is forever gone unless the Demilich decides to release it from the darkest pits of its mind, something it can never be forced to do unwillingly. The Demilich recovers all lost HP and any harmfull effects on it are removed when this happens.

In addition the  The Demilich gains all memories and knowledge of the consumed soul, including even those that were tampered with magic or simply forgoten by the original being. From the first baby cry to the last breath, the Demilich now has the full reportoire of its life.


 If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.

Despite the name, Capture the Soul can be used just fine on constructs and other such "soulless" beings, in which case it captures its essence.

Tenacious Magic: The Demilich's magic prevails. At 6th level it gains Tenacious Magic as a bonus Epic Feat.

[/spoiler]

Comments
[spoiler]
I had already done quite a few number of epic monsters, but this is the first one I do that already starts on epic.

Overall, the demilich was already filled with lots of abilities. Numerous immunities and resistances, bonus feats, lots of SLAs, you name it!

Still added a few custom abilities here and there. Replaced immunity to mind-affecting (already granted by being an undead thank you very much) by immunity to "dirty tricks to get undeads under your control". Also improved Trap Capture the Soul by removing most limitations, and added the extra benefit of learning everything your poor victims did, even if they themselves don't remember it anymore. Not that much brute power, but brutally efficient if you know how to use it.

Epic usefull feats (and kinda useful at that) plus +6 to mental scores helps rounding it up.

Now I would really like to see a Demilich pretending it is some kind of artifact while leting itself be "wielded" by a group of adventurers.

So if you want to play a flying pimped piece of bone, the Demilich's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz September 23, 2011, 09:04:45 PM
Now I would really like to see a Demilich pretending it is some kind of artifact while leting itself be "wielded" by a group of adventurers.
Funny you should say this... In a campaign I was in once, our party wizard (personality of a stereotypical old man in anime) got himself trapped inside his staff for 3 sessions. He was the most... interesting intelligent item  :lol
: Re: [3.5]Improved monster classes: adapting creatures for player use!
: oslecamo September 24, 2011, 01:40:57 PM
Ankheg (awakened)

(http://lockenport.hivemind.net/lib/exe/fetch.php?hash=c0a462&w=200&media=http%3A%2F%2Fwww.wizards.com%2Fdnd%2Fimages%2Fccmmii%2Fankheg.jpg)
[spoiler]

Hit Die: d10
LevelBABFortRefWillFeatures
1+1+2+2+0Ankheg Body, Mandible Grab, Tremorsense, Spit Acid, +1 Str, +1 Con
2+2+3+3+0Death From Below, Winding Tunnel, Hit and Dig, +1 Str, +1 Con
3+3+3+3+1Growth, Instinctive Vomit, +1 Str, +1 Con
Skills:2+Int mod. Class skills are Balance, Climb, Jump, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: An Ankheg is proficient with its own natural weapons.

Features

Ankheg Body:
The Ankheg loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 30 feet, a Burrow speed equal to 2/3 its base speed, and a natural weapon bite attack dealing 1d8+1,5 Str mod damage. Ankhegs have no limbs capable of fine manipulation, but awakened specimens are capable of speech even if its mandibles always get in the way.

An Ankheg also gains a natural armor bonus equal to 2+Con modifier.

mandible Grab:To use this ability, an Ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. At 8 HD the Ankheg ignores Freedom of movement effects.

Tremorsense:
The Ankheg gains tremorsense with a range of 10 feet per HD.

Spit Acid:
The Ankheg can, as a standard action, fire a breath weapon consisting on a line of 10 feet per HD dealing 1d6 Acid damage per HD, allowing a reflex save with DC 10+1/2 HD+Con mod for half damage. Once used, it must wait 1d4 rounds before it is recharged.

Ability Score Increase: The Ankheg gains +1 to Str and Con at every level, up to +3 Str and +3 Con at 3rd level.

Death From Below:While underground, at 2nd level the Ankheg can perform a Charge whitout actually needing to move at least 10 feet, and whitout needing a clear path towards its target as long as it knows its position with tremorsense. The Ankheg may also ready a Charge as a standard action, but can only move up to its climb speed. Ankhegs prefer waiting just below the surface untill they detect some kind of prey.

Winding Tunnel:A burrowing Ankheg usually does not make a usable tunnel, but 2nd level can construct a tunnel. It burrows at half speed when it does so. The tunnel is large enough to fit creatures of its own size whitout trouble.

Hit and Dig:At 2nd level an Ankheg that sucessfully grabs an oponent after a Charge may use any leftover movement to go back inside the earth with its prey before it can offer any meaningfull resistance. If it had digged a Winding Tunnel and retreats trough it, the leftover movement is doubled, altough any leftover enemies may also follow it trough that path.

Alternatively, the Ankheg may as a fullround action, move up to its Climb Speed, perform a normal bite attack at any point during movement, and if it sucessfully grapples the target then drag them along for the remainder of the movement.


Growth: At 3rd level, the Ankheg grows to large size (notice it's a long creature). At 10 HD, it grows another size category, and again at 20 HD.

Instinctive Vomit:Ankhegs will suddenly let out spits when desesperate or frustated. If the Ankheg is reduced to less than half its max HP or fails a save, it may use its Spit Acid as an immediate action. It can use this even if the breath weapon was in recharge, but if he does so, then he can't use it again (not even for another Instinctive Vomit) for 1 minute as it needs more time to recharge its acid reserves.
 [/spoiler]

[spoiler]
Yes, awakened because the original just has 1 Int.

Well the Ankeg is actually a pretty staple creature of D&D, and even one of the first ones I ever faced as a player. They don't have empires or threaten to consume the world or anything like that, but few things beat going in your low level journeys and suddenly "OH GODS WHAT'S THAT THING THAT JUST BURST THE GROUND CHEWING ON JOHN? OH GODS IT CAN BREATH ACID?". Classic.

Thus the Ankheg class kinda focuses on that. Dig around and keep tabs on the situation with tremorsense, then burst up for a bite, maybe breath some acid for when dealing with multiple enemies, then back underground. Being able to make tunnels for allies is also quite handy.

Grealty reduced the "cooldown" on acid breath because it can't wield weapons or anything so it needs a reliable back up trick to just trying to chew on people.

So if you want to play a burrowing acid-spitting monster, the Ankheg's for you!


[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Daedroth September 25, 2011, 10:26:33 AM
Oslecamo, the black dragon class have some mistakes.

"A blue dragon of 5th Nivel can use this ability 1 time per day per each 5 DG it has. It affects one 10 feet cubic stagnate 10 cubic feet of water per 5 DG, making it become still, foul, and unable to support animal life... "

This mistake is repeated over and over again in the black dragon.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 25, 2011, 10:34:30 AM
You know, whenever I build a new monster from other I should really start just by replacing the old names.

Fixed, thanks for pointing it out!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 25, 2011, 03:43:14 PM
Another quick general update, deceivingly innocent form now explicitly allows one to speak if they couldn't before as it was suposed to all along.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart September 25, 2011, 04:43:14 PM
A blinkdog is proficient with its own natural weapons.

That is nice but this is the Ankheg entry.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 25, 2011, 04:51:35 PM
Clearly this is typo fixing day. Fix'd, and thanks again!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz September 26, 2011, 03:08:35 PM
(DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier).
This is the save for the demilich's trap the soul ability, just wanted to make sure it's correct, since almost every other ability for it, and all other monsters  :D, is 1/2 HD.


also
If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.
a little redundant there  :o
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo September 26, 2011, 04:13:09 PM
(DC 10 + demilich’s HD + demilich’s highest Mental Stat modifier).
This is the save for the demilich's trap the soul ability, just wanted to make sure it's correct, since almost every other ability for it, and all other monsters  :D, is 1/2 HD.
It's suposed to be like that. It's how the original monster works and I agree, by this level everybody will have so many random boosts to saves that DCs need some extra hiting power.

also
If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle.
a little redundant there  :o
Don't blame me, that's the original text. :p
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz September 26, 2011, 10:58:54 PM
It's suposed to be like that. It's how the original monster works and I agree, by this level everybody will have so many random boosts to saves that DCs need some extra hiting power.
I checked the original text, and your right on both  :D Now to roll up my xixecal/wizard/lich/demilich endboss  :devil
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nobunaga October 01, 2011, 01:57:00 AM
Registered just to ask... would it be possible to get a level progression for a Hell Wyrm (MM2)?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Nobunaga October 01, 2011, 04:48:44 AM
Err, rather, a Hellfire Wyrm?
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 01, 2011, 09:06:05 AM
Sure! Altough the hellfire wyrm is 25 levels long, so it'll take a while.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Tenebrus October 02, 2011, 01:21:48 AM
Requesting the Abeil soldier (MM-2).  I use them for all sorts of insectoid/arachnid monsters.  And again, bravo for your work, sir!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requ
: Mushroom October 02, 2011, 08:27:15 AM
Requesting the Basilisk

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 02, 2011, 11:19:54 AM
Also added to the waiting list.

EDIT:small update on the demilich, improved Harvest touch a little (bypass immunity and harder to notice targets aren't dead).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: CDTalmas October 02, 2011, 05:59:23 PM
Just wanted to let you know that I will be getting more questions/comments/concerns/criticisms for the monsters, but my weeks have been hectic.  What little free time I have have been used trying to relax :) Will get to that anaxim very soon.  It's going to prove a little more difficult as it's the first epic monster I've reviewed.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz October 03, 2011, 03:29:01 AM
Just wanted to let you know that I will be getting more questions/comments/concerns/criticisms for the monsters, but my weeks have been hectic.  What little free time I have have been used trying to relax :) Will get to that anaxim very soon.  It's going to prove a little more difficult as it's the first epic monster I've reviewed.
try reviewing things like the xyxycal  :lmao
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 04, 2011, 11:22:40 PM
Hellfire Wyrm
(http://my.ddo.com/strangstormblade/wp-content/blogs.dir/36694/files/my-gallery/hellfire-wyrm.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0+2Hellfire Wyrm body,  Lesser Fiendish Form, Faint Fiendish Magic, +1 Cha
2 +2 +3+0+3 Keen senses, Hellfire Breath
3 +3 +3+1+3 Blindsense 60 feets, Lesser Fiendish Magic
4 +4 +4+1+4 Wings, +1 Str
5 +5 +4+1+4 Developed Fiendish Magic, +1 Con
6 +6 +5+2+5 Growth, Tail Slap, +1 Cha
7 +7 +5+2+5 Intriguist Fiendish Magic, +1 Str
8 +8 +6+2+5 Fiendish Form, Summon Baatezu
9 +9  +6+3+6Corrupt Fiendish Magic, +1 Con, +1 Cha
10 +10 +7+3+7Hellfire Scales, Infernal Aura
11 +11 +7+3+7 Greater Fiendish Magic, +1 Str
12 +12 +8+4+8Growth, Frightfull Presence, Crush, +1 Con
13 +13 +8+4+8Master Fiendish Magic, +1 Cha
14 +14 +9+4+9Power broker, +1 Str, +1 Con
15 +15 +9+5+9Overwhelming Fiendish Magic, +1 Cha
16 +16 +10+5+10Unholy Alliance, +1 Str, +1 Con
17 +17 +10+5+10Greater Infernal Power, +1 Cha, +1 Str
18 +18 +11+6+11Justice is Just a Word, +1 Con, +1 Cha
19 +19 +11+6+11Foul Agenda,+1 Str +1 Con, +1 Cha
20 +20 +12+6+12Baator Agent, +1 Str, +1 Con, +1 Cha
21 +20 +12+6+12Hellfire Power, +1 Str, +1 Con, +1 Cha
22 +21 +13+7+13Hellfire Diplomacy, +1 Str, +1 Con, +1 Cha
23 +21 +13+7+13 Breed Despotism Baator Ambassador, +1 Str, +1 Con, +1 Cha
24 +22 +14+8+14 Baator Ambassador, +1 Str, +1 Con, +1 Cha
25 +22 +14+8+14 Let no Good Deed go Unpunished, +1 Str, +1 Con, +1 Cha
26 +23 +15+9+15 Let no Evil Deed go Unrewarded, +1 Str, +1 Con, +1 Cha
6 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Bluff, Concentration, Climb, Disguise, Diplomacy, Intimidate,  Jump, Listen,  Knowledge(any), Profession(any), Search, Spot, Spellcraft.

Proficiencies: a Hellfire Wyrm isn't proficient with any armor or weapons, besides his own natural weapons.


Features:

Hellfire Wyrm Body: The Hellfire Wyrm loses all other racial bonuses, and gains Dragon traits, Fire Subtype (immunity to fire, +50% damage from cold) , bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size. The Hellfire Wyrm 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 Hellfire Wyrm  equal to 1+Con modifier. Whenever the Hellfire Wyrm grows one size category, his natural armor increases by a further 1.

Lesser Fiendish Form : A Hellfire Wyrm can assume the form of a Tiefling as a standard action at will. The dragon can remain in its Tiefling form until it chooses to assume a new one or return to its natural form.

Fiendish Magic: Starting at first level, and every other level, the Hellfire Wyrm becomes able to use certain SLAs a certain number of times per day.  Any save DCs are 10+1/2 HD+Cha mod. Some of those SLAs may have improved effects in comparison to the original spells, in which case that's indicated on the entry.

Faint
- At 1st level Charm Person and Misdirection each 2/day per HD.

Lesser
-At 3rd level Hold Person, Invisibility, and Pyrotecnhnics 1/day per 2 HD.

Developed-At 5th level Dispel Magic, Desecrate and Suggestion 1/day per 2 HD. At 11 HD the Dispel Magic upgrades to greater Dispel Magic. The Desecrate benefits devils (plus the Hellfire Wyrm itself) as if they were undead.

Intriguist-At 7th level Improved Invisibility, Charm Monster, and Wall of Fire 1/day per 3 HD, and half the damage it deals is infernal power that ignores resistances and immunities.

Corrupt-At 9th level Teleport,  Sending, and Unhallow  each 1/day per 4 HD. At 13 HD the teleport upgrades to greater teleport. The Unhallow benefits devils (plus the Hellfire Wyrm itself) as if they were undead.

Greater-At 11th level Plane Shift and Hold Monster each 1/day per 5 HD and True Seeing as permanent effect on the Hellfire Wyrm. In addition now the Hellfire's wyrm true shape is never revealed by True Seeing while he remains in Fiendish Form of any kind.

Master-At 13th level Blasphemy, Dictum, Power Word (Blind) each 1/day per 5 HD.

Overwhelming-At 15th level Unholy Aura, Demand, and Fire Storm 1/day per 5 HD. Half the damage dealt is infernal power and ignores resistances and immunities (both the Fire Storm and the Unholy Aura's Str damage).


Hellfire Breath:At 2nd level the Hellfire Wyrm gains a breath weapon consiting of a Cone 30 feet dealing 1d6  damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feet with each extra HD the player takes from here. Half the damage is fire, and the other half is infernal power that can't be reduced by any amount of resistance and bypasses all immunities.

Keen senses:The Hellfire Wyrm sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feets.

Ability score increase: The Hellfire Wyrm ability scores increase by the shown amount.

Level Bonus gained
1    +1 Cha
4    +1 Str
5    +1 Con
6    +1 Cha
7    +1 Str
9    +1 Con, +1 Cha
11   +1 Str
12  +1 Con
13  +1 Cha
14  +1 Str, +1 Con
15  +1 Cha
16  +1 Str, +1 Con
17 +1 Cha, +1 Str
18  +1 Con, +1 Cha
19 +1 Str, +1 Con, +1 Cha
20  +1 Str, +1 Con, +1 Cha
21  +1 Str, +1 Con, +1 Cha
22  +1 Str, +1 Con, +1 Cha
23  +1 Str, +1 Con, +1 Cha
24  +1 Str, +1 Con, +1 Cha
25  +1 Str, +1 Con, +1 Cha
26  +1 Str, +1 Con, +1 Cha

For a total of +8 Str, +8 Con, +9 Cha at 20th level and +14 Str, +14 Con and +15 Cha at 26th level.


Wings:
The Hellfire Wyrm 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.

Growth:At 6th level the Hellfire wyrm grows to large size.
                  At 12th level the Hellfire wyrm grows to huge size.
               
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:The Hellfire Wyrm can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Fiendish Form:At 8th level the Hellfire Wyrm can use Polymorph on itself 1/day per HD with CL=HD, but the duration is permanent (can still be dismissed) and the Hellfire Wyrm can only assume Devil forms.

Summon Baatezu:At 8th level the Hellfire Wyrms have rose enough in the Nine Hells ranks to summon lesser devils. As a standard action 1/day the Hellfire Wyrm may summon a Bearded Devils that serve for 1 minute/HD. Devils summoned this way can't use their own summons.

At 10 HD he can summon two Bearded Devils instead

At 12 HD he can summon four Bearded Devils instead.

At 14 HD he can summon one Barbed Devil instead.

At 16 HD he can summon an Ice Devil instead.

At 18 HD he can summon an Horned Devil instead.

At 20 HD two Horned devils, or four Ice Devils, or eight Barbed Devils, or sixty-four Bearded Devils.


Hellfire Scales: At 10th level the Hellfire Wyrm gains DR/magic and good equal to half his HD and SR equal to 11+HD, which he can drop or raise at any time as a free action even if it isn't his turn.

Infernal Aura: At 10th level any creature whitin 5 feet of a Hellfire Wyrm automatically takes 1d4 points of damage per round per each 5 HD. Half this damage is fire and the other half is infernal power that ignores resistances and immunities. The Hellfire Wyrm may supress or resume this aura as a free action.

Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 12th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons


Power Broker:At 14th level the Hellfire Wyrm is a true master of subtle manipulation. As a swift action he may make a Bluff or Intimidate check against two creatures that can hear him (can't pick himself or anybody that's clearly the hellfire wyrm's ally). If he suceeds against either, the relation between those two creatures drops or rises by one step (Hellfire Wyrm's choice). The effect lasts 48 hours, and no creature can be affected more than 1/day by the Hellfire wyrm. However multiple uses along several days stack, so for example an hellfire wyrm can make two best friends bitter enemies over several days of poisoning their minds, altough they'll eventually come to their senses unless the Hellfire Wyrm continues his scheming. The Hellfire Wyrm can use this on an undercover ally/minion, but if the relationship is discovered, all creatures affected by this go back to normal.

Unholy Alliance: An Hellfire Wyrm is a master at playing for all sides of a conflict. At 16th level he may count himself as any alignment for the purpose of magic and effects that care about alignment, and he also can always count himself as an ally when under area effects.

In addition 1/day he may make a sucessful Power Broker check change a relationship two steps instead of just one, but the effect then only lasts 1d4 rounds.

Greater Infernal Form: At 17th level the Hellfire Wyrm may use Shapechange at will on himself as the spell with CL equal to HD, except it may only take Devil forms.

Justice is Just a Word:Why should the strong help the weak? Why should those with power share it with those who don't have it?  At 18th level 1/day per 3 HD, as an immediate action the Hellfire Wyrm may make a Bluff or Intimidate check against someone targeting an attack against him. If he suceeds, that attack is re-directed against another creature the Hellfire Wyrm has suceeded in damaging on the past (the new target must be in range of the re-directed attack).

Instead of attacks, the Hellfire Wyrm may also use this ability if an oponent  would use a benefical effect on itself or an ally (or group of allies). In this case if he suceeds, the Hellfire Wyrm is the only one gaining the benefical effect instead.

Foul Agenda:At 19th level the Hellfire Wyrm can use Dominate Monster, Mass Charm Monster and Mass Hold Monster as SLAs each 1/day per 6 HD. Save DCs are 10+1/2 HD+Cha mod. All of those can affect even creatures normally immune to them, but they gain a +5 bonus on their saves.

Baator Agent:At 20th level, few can rival an Hellfire Wyrm on the department of manipulation. He may now use any of his SLAs as a swift or move action 1/round. Once per day, he may cast any 3 SLAs as a fullround action.

Hellfire Power: At 21st level the Hellfire Wyrm can use all of his SLAs at will, and his DR improves to DR/Epic and Good. An limits on CL are removed.

Hellfire Diplomacy: At 22nd level whenever the Hellfire Wyrm uses his breath weapon, he may submit the targets affected by it to any one of his mind-affecting SLAs.

Breed Despotism: At 23rd level the effects of Power Broker last 1 year, and the Hellfire Wyrm can affect any number of targets whitin hearing range as a simple swift action. Remaining limits still apply.

Baator Ambassador: At 24th level the hellfire Wyrm can bring forth two Pit Fiends with is Summon Baatezu ability. At 26 HD and every two HD thereafter, he can double the number of Pit Fiends summoned.

Let no Good Deed go Unpunished: At 25th level whenever an oponent whitin sight casts a benefical spell on himself or an ally, the Hellfire Wyrm may attack them with a SLA, breath weapon or natural weapon as a free action even if it isn't his turn, but no more than 1/round.

Let no Evil Deed go Unrewarded: At 26th level the Hellfire Wyrm may use Wish as a SLA 1/day per 7 HD. He must pay the exp price as normal. If the Wish is used to perform (or helps perform) one of the following

[spoiler]
Using an evil spell
Humiliating an underling
Engaging in intimidating torture
Stealing from the needy
Desecrating a good church or temple
Betraying a friend or ally for personal gain
Causing gratuitous injury to a creature
Perverting justice for personal gain
Inflicting cruel or painful torture (or worst)
Cold-blooded murder
Murder for pleasure
[/spoiler]

Then the Hellfire Dragon gains 200 exp per HD back, up to the Exp he spent on the Wish once the above deed is done. So for example a Hellfire Wyrm could create stashes of treasure to briber someone into commit horrible acts, and then the Hellfire Wyrm would get his exp back when said deeds were performed by the receiver

[/spoiler]

Comments:
[spoiler]
And here's my first epic dragon! (really gotta do the true dragons epic progressions one of these days)

The Hellfire Wyrm is literally a dragon from hell, specialized in manipulation of others. Doesn't have spellcasting, but has strong skill points and a wide arsenal of SLAs (to which I added some extras since the original's list is kinda too much focused on low level spells). Only goes to huge size in 26 levels but provides excellent stat bonus. All fire abilities deal half  infernal damage.

It can also turn into devils and summon devils and manipulate others like a devil. And now I need some good sleep.

So if you want to play a giant LE lizard, the hellfire dragon's for you!

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 08, 2011, 01:23:31 PM
Abeil (Soldier & Vassal)

(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_1.jpg)

[SPOILER]
HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +1 +0 +0 +2 Abeil Body, Drone, Poison
2 +2 +0 +0 +3 Hive Mind, Flight of the Bumble Bee, Insect Grab
3 +3 +1 +1 +3 Abeil Soldier, Gut Suspicion, +1 Str, +1 Con
4 +4 +1 +1 +4 Special Enemy, Enfeebling Poison, +1 Str
5 +5 +1 +1 +4 Growth, Better to Die for the Hive than to Live for Yourself, +1 Str
6 +6 +2 +2 +5 Stormwing, Swift Response, +1 Str, +1 Con
Class Skills (4+ Int Modifier,quadruple at 1st level):Balance, Bluff, Craft(any), Diplomacy, Intimidate Knowledge(any), Listen, Sense Motive, Spot, Survival.

Proficiencies: The Abeil is proficient with simple weapons and whatever natural weapons it acquires from this class.

Features:

Abeil body:At 1st level an Abeil  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 30 ft. An Abeil is a medium monstruous humanoid with two natural claw attacks dealing 1d4+Str mod damage each and a Sting natural attack dealing 1d6+1/2 Str mod damage.

Drone: As a fullround action a number of times per day equal to his HD, an Abeil can beats its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10+1/2HD+Con mod) or fall asleep as a Sleep spell. There is no HD limit for this effect. Abeils are immune to their own drone attacks as well as those of other abeils. With one week of intensive training consisting of submiting an ally to weakened versions of Drone, an Abeil can turn other creature immune to his personal Drone attack, but not that of other Abeils.

At 10 HD the Abeil can affect even creatures normally immune to this effect, but they gain a +5 bonus on their saves.

Poison: An abeil delivers its poison (Fortitude save DC 10+1/2 HD+Con mod) with each successful sting attack. The initial and secondary damage are 1d4 Strenght damage.

Hive Mind: At 2nd level an Abeil develops a mysterious direct connection with those of its own kind. All Abeils whitin 500 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No Abeil whitin range is considered flanked unless all are. An Abeil may also spend 8 hours talking over a matter of diferent topics with a non-Abeil creature to forge a unique bond with them, that allows that Abeil to treat its companion as another Abeil for the purposes of Hive  Mind. The Abeil can only maintain a number of such companions at one time up to its highest mental Stat Mod, but he may trade old ones for new ones.

Flight of the Bumble Bee:At 2nd level the Abeil grows short insect wings that can be used to fly at 60 ft speed with average maneuverability, but only for a few seconds at a time, so if he ends his turn in the air he instantly falls. At 4 HD the Abeil can fly at 60 ft with average maneuverability all the time whitout problem.

Insect Grab: At 2nd level if an Abeil hits a single target with both claws on the same round, it deals normal damage and can attempt to start a grapple as a free action whitout provoking an attack of oportunity. If it gets a hold, it automatically hits with its String. Thereafter, the Abeil has the option to conduct the grapple normally, or simple use its claws to hold the opponent (-20 penalty on grapple checks, but the Abeil is not considered grappled). In either case, each succesful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.

At 8 HD the Abeil also ignores Freedom of movement effects.

Abeil Soldier:
At 3rd level the Abeil starts developing warlike tastes while his chitin hardens. He gains proficiency with all martial weapons and DR/magic equal to  his HD.

Gut Suspicion:
Abeil soldiers are trained to protect their people from all danger, and as far as their instincts tell them, any other nearby civilization is a threat. At 3rd level the Abeil adds his Con mod to Sense Motive checks.

Ability Score Increase: The Abeil gains a permanent +1 to

Str at levels 3, 4, 5 and 6.

Con at levels 3 and 6.

For a total of +4 Str and +2 Con at 6th level.

Special Enemy: At 4th level an Abeil may select a creature type as a special enemy. This works exactly as the Ranger's favorored enemy ability, except the Initial bonus is +2 plus +1 for each 4 HD of the Abeil. Ranger and Abeil levels stack for calculating when new favored enemies are gained and their bonuses, except the +1/4 HD only applies to the first one.

Enfeebling Poison: At 4th level, the Abeil's poison deals 2d4 Str damage as initial and secondary effect. At 8 HD it will deal 1d8 Str damage instead, and every 4 HD thereafter it increases one extra die size. At 10 HD it can affect even creatures immune to its effects, but they gain a +5 bonus on their saves.

In addition the Abeil can coat his weapons and ammo with his poison whitout risking to poison himself, but such poison only remains "fresh" for 1 hour per HD or untill the weapon strikes, after which it dries out and becomes useless. It has no commercial value.

Growth: At 5th level the Abeil grows one size category.  His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Better to Die for The Hive than to Live for Yourself:
Cowardice from the individual threatens the group, and Abeil soldiers will rather throw themselves to their deaths than to let their ideals falter. At 5th level the Abeil may choose to automatically suceed on a failed Will save as an immediate action, but then the Abeil becomes flat-footed for 1d4 rounds as he's too focused on his ideals to notice much else.

Stormwing:At 6th level as a fullround action, an Abeil in flight can hover and deliver a destructive sonic attack with its wings. The attack deals 1d6 damage per HD to all enemies whitin a 40-foot burst (Reflex save DC 10+1/2 HD+Con mod for half damage). Once the Abeil uses this ability, it must wait 1d4 rounds before using it again.

1/day per 2 HD, the Abeil may instead deliver an even more devastating sonic attack with its wings. Add the Abeil's Con mod to the damage inflicted and oponents failing their saves are dazed for 1 round.

Swift Response:
At 5th level the Abeil's base speed increases to 40 ft and his flight speed increases to 90 ft and increases to Good maneuverability.
[/spoiler]

Comments
[spoiler]
The Abeil Soldier's one of the few MM II monsters that's not grossly over or under-CRd (not the queen of course).

I took the chance and made the Vassal as well, those are the two first levels granting all the base abilities. Drone, poison, grapple, multiple natural weapons, hive mind, limited flight (that gets better), that's one nasty bug. I made the initial poison non-scaling because that was already pretty front-loaded.

Levels 3-6 upgrade the humble vassal to the sturdy soldier. No armor proficiency or natural armor plus just 1d8 HD means it's somewhat squishy, so for one I gave it DR/magic fully equal to HD instead of half like most other monsters. Sure it grows obsolete quickly, but at this levels monsters with magic attacks are still rare, and by 7th level you'll be geting levels of something that can get armor.

Fast flight speed however allows it to keep mobile while peppering oponents with ranged weapons, and I added the BTDFTHTLFY for representing the whole "drone existing only for fighting" thingy. In some cases however it may be better to fail the will save than render yourself flat-footed. Notice that since you can't take immediate actions while flatfooted, you can't either spam it every round.

It also has a wide array of offensive trick between Favored Special enemy, sleep, poison, grapple, wingstorm, it can inflict a wide array of status effects while laying out the pain. Wear down your oponent's strenght and then get a good hold of them!

Trivia, in my mother language Abeil is quite close to abelha, our word for "bee".

So if you want to play abelha-man, the Abeil's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart October 09, 2011, 02:03:36 AM
Abeil body:At 1st level an Abeil  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 30 ft. An antropormhopic animal is a medium monstruous humanoid with two natural claw attacks dealing 1d4+Str mod damage each and a Sting natural attack dealing 1d6+1/2 Str mod damage.

While you could make the argument that Abeil are anthropomorphic animals that is probably a typo.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 09, 2011, 01:32:56 PM
Corrected, thanks.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind October 09, 2011, 04:00:46 PM
Could you try the Obsidian Dragon? It is a 3.0 psionic dragon, so some extra tweaking might be needed compared to the standard dragons.
And it has no picture sadly.
http://www.wizards.com/default.asp?x=dnd/psb/20030124b (http://www.wizards.com/default.asp?x=dnd/psb/20030124b)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: mishra October 10, 2011, 11:00:05 AM
I'd love to see a Visage from Libris Mortis, if you have the time.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 11, 2011, 08:01:30 PM
Added both to the list.

On other news, the basilik's proving a tough nut to crack since it's something whitout hands that has only one trick(stone gaze) and shares it with another monster (the medusa).
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: VennDygrem October 12, 2011, 01:19:01 PM
Well, ability increases would be a couple points in Str and a couple in Con, and obviously it gets the petrifying gaze. Possibly build up to it.

I might also find ways to focus more on its bite attack, since that's one of its only other features. Possibly partial paralysis or a Slow effect chance from getting bit?

Basilisks also have 8 legs, which would be great fodder for abilities if not for the fact that basilisks are both slow and lazy. They also get a minor ability to hide slightly better in natural settings due to their hide's coloration, so maybe you could give them a version of the Ranger's Camouflage ability (rather than Hide in Plain Sight in natural terrain, which they get later, but is another consideration).

Other than that, I'd agree, basilisks are pretty boring.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 14, 2011, 08:24:07 PM
Basilisk (awakened)
(http://media.wizards.com/images/magic/daily/arcana/arcana502_final.jpg)
[spoiler]
Hit Die: d10
LevelBABFortRefWillFeatures
1+1+2+0+2Basilisk Body, Hardening Gaze, Unique Gaze, +1 Con
2+2+3+0+3Unique Gaze, Hectability, +1 Str
3+3+3+1+3Nature Petrification, Hide in Plain View, +1 Con
4+4+4+1+4Unique Gaze, Rock Guts, +1 Str
5+5+4+1+4Stone Gaze, Rock Chomp, +1 Str, +1 Con
Skills:2+Int mod. Class skills are Balance, Climb, Jump, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: A Basilisk is proficient with its own natural weapons.

Features

Basilisk Body:
The Basilisk loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 30 feet, and a natural weapon Bite attack dealing 1d8+1,5 Str mod damage. Basilisks have no limbs capable of fine manipulation, but awakened specimens are capable of speech.

A Basilisk also gains a natural armor bonus equal to 2+Con modifier.

Hardening Gaze: at first level, the Basilisk's eyes are still far from their true power, but they can already slowly turn its preys into stone. The Basilisk gains a Gaze attack with a range of 20 feet plus 5 feet per 2 HD, useable at will, that inflicts a 1d2 penalty to Dexterity and -10 feet penalty to all movement speeds if the onlooker fails a Fort save with DC 10+1/2HD+Con mod. Multiple failed saves stack, and they last 1 minute/HD. Any effects that protect against Petrification protect against Hardening Gaze. If a creature's Dex would be reduced to 1 by this, they're turned to stone instead.

Unique Gaze: there's multiple subspecies of basilisks each capable of producing diferent kind of gazes, and some experts will claim that actualy each individual Basilisk's gaze has unique properties. At1st, 2nd and 4th Basilisks level, choose one of the following options, each useable a number of times per day equal to Con mod.

[spoiler]
Long Gaze: A Basilisk's eye can reach far indeed. As a standard action, the Basilisk can focus its eyes on a creature it can see whitin 200 feet plus 50 feet per 2 HD. That creature is affected once by the Basilisk's Hardening gaze.

Petrificating Gaze:
Just because you survived the first glance doesn't mean you'll escape the second. As a standard action, you can focus your eyes more intensily on a creature inside your Hardening gaze range that is already affected by its penalty. They must save again, and if they fail, they're fully petrified. At 8 HD they get another instance of the penalty if they

Heavy Gaze: Stone is heavier than flesh, and moving gets harder. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze are also fatigued for 1 round per HD. At 8 HD they become Exhauted instead for the same duration, or fatigued for 1 round if they suceed on the save.

Toxic Gaze: Having your body turned into stone just isn't healthy. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze are also sickened for 1 round per HD. At 8HD, they become nauseated instead, or sickened if they suceed on the save.

Crumbling Gaze: Stone muscles just don't perform that well. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze also take a 1d2 stackable penalty to Str for 1 minute/HD.

Careful Gaze: Some friendlier Basiliks learn how to don't look at the things they like. As a swift or move action, the Basilisk can exclude any number of creatures it wants from being affected by its gaze.

Fossilizing Gaze: A crack on a stone is a crack that will only get bigger. As a swift or move action, for 1 round creatures under the Basilisk gaze lose any Fast healing and Regeneration that they may have for 1 round if they pass the save, and 1 hour per HD if they fail it.

Soft Gaze: Certain basilisks produce weaker varieties of stone, which is actualy an advantage for the beast. As a swift or move action, for 1 round creatures under the Basilisk gaze have any DR/hardness they have halved for 1 round if they pass the save, or halved for 1 hour per HD if they fail it.

Quick Gaze: Sometimes resisting a Basilisk's gaze is a matter of just looking the other way in the right moment. As a free action, for 1 round all effects of the Basilisk gaze demand Reflex saves instead of Fort saves.

Staring Contest: Sometimes resisting a Basilisk's gaze is a duel of minds. As a free action, for 1 round all effects of the Basilisk gaze demand Will saves instead of Fort saves.

[/spoiler]

Ability score increase:
The Basilisk gains a permanent

+1 to Str at levels 2, 4 and 5

+1 to Con at levels 1, 3 and 5

For a total of +3 Str and +3 Con at 5th level.


Hectability:
The eight legs of the Basilisk combined with its lazy nature mean it's extremely hard to budge, or to stop moving when it feels like it. Besides the bonus for having multiple legs, at 2nd level the Basilisk gains a racial bonus equal to 1/2 its HD to resist trips and bull rushes. In addition the Basilisk movement speed can never be reduced below 30 feet, except for self-inclicted effects, and effects that completely block movement (this includes the Basilisk ignoring hard terrain).

Nature Petrification:At 3rd level the Basilisk can turn organic matter into stone even if it doesn't have eyes to look back. This unlocks the following options, each useable as a standard action with a range equal to the Hardening Gaze.
[spoiler]
-Automatically end area effects that rely on manipulating area organic matter, like Entangle, Entangling Bags, Web and Grease, turning them into fragile stone that easily crumbles.
-Turn up to a 5 feet cube per 2 HD of wooden objects in stone (magic items get a Fort save to resist, creatures may atempt a reflex save to protect their equipment, DC 10+1/2HD+Con to resist. Equiped magic equipment gets both a Fort(one for each) and Reflex save(one for all)). Bows, crossbows and any other weapon demanding flexible parts becomes a glorified stone club, and any other weapons turned to stone now deal bludgeoding damage. Clothes turn into fine stone that crumbles under the wearer's movement. Spell component pouches are rendered useless. Any other equipment (including all armors and shields) performs as well as before but weights 5 times as more.
-Affect a creature that is blind or keeping its eyes away from the Basilisk with Hardening Gaze.
-Turn up to a 5 feet cube per 2 HD of natural ground into hard terrain that now works as covered in caltrops due to simple twigs and plants becoming hard extremities. Those caltrops gain a bonus to their attack rolls equal to the Basilisk's HD.
-Turn up to 5 feet cube per 2 HD of natural hard terrain into obstacles that can't be passed trough. If there were any creatures in it, they get a Reflex save (DC 10+1/2HD+Con mod) to get out in time to an adjacent square or get entangled and locked into place until they suceed on a Str check with the same DC to get out.
-Turn a 5 feet square of hanging  organic surfaces like a tree's canopy or a boat's sails into stone, upon which they automatically crumble and fall dealing 1d8 per 2 HD damage to all below (reflex save DC 10+1/2 HD+Con mod for half damage), and then the razor-sharp fragments make any surface below counts as covered by caltrops that have a bonus to their attack rolls equal to the Basilisk's HD.
[/spoiler]

Hide in Plain View:
At 3rd level Basilisks get a racial bonus to Hide checks equal to their HD, and can Hide whitout actualy having anything to hide behind, as long as they're in a natural terrain or on a zone altered by its Nature Petrification ability.

Rock Guts:
It may be wrong to call a Basilisk sluggish. It would be more acurate they just don't waste energy, saving it for the right moment. At 4th level, the Basilisk adds its Con mod to all saves (including Fort).

Stone Gaze:
At 5th level, the Basilisk can unleash its true power. Creatures failing their saves against its Gaze are now instantly petrified. This can be stacked with Unique Gazes, altough some combinations will be redudant. Stone Gaze has the same range as Hardening Gaze and is started as a free action and lasts for a number of rounds per day equal to HDxCon mod. It can be ended as another free action and remaining rounds saved for another time during that day, minimum of 1 round spent each time.

Rock Chomp:
At 5th level the Basilisk's maws are well used to chewing trough hard matter. Its bite attack now ignores all hardness and DR.

[/spoiler]

Comments
[spoiler]
This one was hard to do for a 5th level class, but ended up produding a quite interesting result.

The Basilisk gets a basic relatively weak gaze attack, but then can pimp it with several extras gained along the levels before unlocking the final one.

Nature's petrification is based on the legends that basilisks would petrify all vegetation near their lairs. It doubles as utility by turning wood barriers into stone and whatnot.

In the end, it's an unique battlefield control monster that doesn't actualy have spells, transforming the terrain while laying down gaze attacks.

So if you want to play the king of petrification, the Basilisk's for you!
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Caiphon October 16, 2011, 10:51:46 PM
Hey OS!

Sorry for the time-Out, its been some time since I last logged In.
I just wanted to tell you how well both the bone devil, phleroma and grey seer's are working at our current campaign, i'll give you a more complete review later on, though I'll be missing next friday's session cause I got hit by a car today and I'm stuck at the hospital.  :banghead

Well, keep on the good work!

Caiphon
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 17, 2011, 08:22:16 PM
Sorry for the time-Out, its been some time since I last logged In.
I just wanted to tell you how well both the bone devil, phleroma and grey seer's are working at our current campaign, i'll give you a more complete review later on, though I'll be missing next friday's session cause I got hit by a car today and I'm stuck at the hospital.  :banghead

Ouch, I hope you recover soon. I look forwards to your detailed review!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 18, 2011, 10:34:22 PM
Crystal Dragon
(http://www.wizards.com/dnd/images/mm2_gallery/88268_620_37.jpg)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+1 +2+0+2Crystal Dragon body, Brilliant Breath
2+2 +3+0+3Keen senses, Gem Blood
3+3 +3+1+3Blindsense 60 feets, Lesser Crystal Psionics
4+4 +4+1+4Wings, +1 Str
5+5 +4+1+4Advanced Crystal Psionics, +1 Con
6+6 +5+2+5Innocent Curiosity, +1 Cha
7+7 +5+2+5Growth, Tail Slap, +1 Str
8+8 +6+2+5Crystal Mind
9+9 +6+3+6Greater Crystal Psionics, +1 Con
10+10 +7+3+7Psionic Skin, +1 Cha
11+11 +7+3+7Gem Scales, +1 Str
12+12 +8+4+8Frightfull Presence, Growth, Crush
13+13 +8+4+8Planar Travel, +1 Con
14+14 +9+4+9Mind Lord, +1 Cha
15+15 +9+5+9Dazzling Brilliance
16+16 +10+5+10Crystal Mind, +1 Str
17+17 +10+5+10Crystal Redemption, +1 Con, +1 Cha
18+18 +11+6+11Take to the Air,+1 Str +1 Con
19+19 +11+6+11Ice Palace+1 Cha, +1 Str
20+20 +12+6+12Growth, Tail Sweep, Supreme Crystal Psionics, +1 Con, +1 Cha
2 Skill points+int per level, quadruple at 1st level. Class skills: Apraise, Bluff, Concentration, Climb, Diplomacy, Gather Information, Listen,  Knowledge(any), Search, Sense Motive, Spot, Psicraft.

Proficiencies: a Crystal Dragon is proficient with his own natural weapons and one melee slashing martial weapon of his choice.


Features:

Crystal Dragon Body: The Crystal Dragon loses all other racial bonuses, and gains Dragon traits, Air subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each, 40 feet base speed and 5 feet burrow speed, medium size. The Crystal 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. Crystal dragons in particular are renowed for loving to make snow sculptures when the material is available.

The Crystal Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Crystal Dragon grows one size category, his natural armor increases by a further 1. He's also immune to cold  and has no particular weakness.

Brilliant Breath:Cone 30 foot dealing 1d3 untyped damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Creatures failing their saves are also blinded for 1d4 rounds. Cone increases by 5 feet with each extra HD the player takes from here.

Gem Blood:A Crystal Dragon receives powers known and powers per day as a Psion of 2/3 his level with the Telepath primary discipline, except he may choose to use Cha as his main manifesting stat instead of Int.

If he multiclasses as a psion, the casting stacks.

Dragon level Psion Manifesting
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 manifesting prc, it may choose to advance his manifesting as that of a psion.

Keen senses:The Crystal Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feet.

Crystal Psionics: Starting at 3rd level, the Crystal dragon can use certain powers as PLAs with a manifester level equal to HD, and Cha to determine the DCs a certain number of times per day.

Lesser: At 3rd level Charm Person, Psionic, 1/day per 3 HD.

Advanced: At 5th level Disable, 1/day per 2 HD.

Greater: At 9th level Control Air 1/day per 2 HD.

Supreme: At 20th level Dominate, psionic, 1/day per 4 HD.


Ability score increase:
The Crystal Dragon ability scores increase by the shown amount.

Level Bonus gained
4+1 Str
5+1 Con
6+1 Cha
7+1 Str.
9+1 Con
10+1 Cha
11+1 Str
13+1 Con
14+1 Cha
16+1 Str
17+1 Con, +1 Cha
18+1 Str, +1 Con
19+1 Cha, +1 Str
20+1 Con

For a total of +6 Str, +6 Con, +5 Cha at 20th level.


Wings:
The Crystal 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.

Innocent Curiosity:Crystal Dragons are the friendliest of the gem dragons, and they are always curious about the world. At 6th level he gains a racial bonus on Diplomacy and Spot checks equal to 1/2 HD.

Growth:At 7th level the Crystal Dragon grows to large size.
                      At 12th level the Crystal Dragon grows to huge size.
                      At 20th level the Crystal Dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:The Crystal Dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Crystal Mind:
At 8th and 16th level the Crysta Dragon learns one power of a level he can manifest from the Telepathy discipline.

Psionic skin:At 10th level the Crystal Dragon gains SR equal to his HD+11. It may raise or lower it at any time as a free action.

Gem Scales: At 11th level the Crystal Dragon gains DR/magic equal to half his HD.

Crush: At 12th level the Crystal Dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 12th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Planar Travel:At 13th level, the Crystal Dragon can travel to any of the elemental planes and back to the Material plane 1/day per 3 HD as a Plane Shift spell with CL equal to HD. Save DC 10+1/2HD+Cha mod.

Mind Lord: At 14th level the Crystal Dragon gains +2 Manifester level to manifest Telepathy discipline Powers, and such powers also cost 1 less power point to manifest, to a minimum of 1 power point.

Dazzling Brilliance: The Crystal Dragon's scales reflect light in a brilliant show. At 15th level all creatures whitin 5 feet per 2 HD are Dazzled whitout save as long as there's some kind of ambient light. A creature that spends at least 24 hours traveling with the crystal dragon gets used to the effect and becomes immune to it (but not to other sources of dazzling). Staying away more than 1 week from the crystal dragon also removes this immunity.

By spending 7 power points as as a move action, the Crystal Dragon may intensify the light coursing trough his body, forcing all whitin range to make a Reflex save with DC10+1/2HD+Con mod or be blinded for 1d4 rounds.

Crystal Redemption: For a Crystal Dragon, everybody deserves a chance at being good, and they're known for going as far as atempting to convert chromatic dragons. Sometimeves even with sucess.

At 17th level, creatures failing their saves against any [Telepathy] power from the  Crystal Dragon have one of their alignment axis (chosen at random) brought one step closer to the Crystal Dragon. If they become the same alignment as the Crystal Dragon, they automatically become friendly towards him.

Take to the Air: At 18th level the Crystal Dragon can fly upwards at full speed regardless of his maneuverability.

Ice Palace: Older Crystal dragons build incredible Ice palaces atop high, cold, mountain peaks where to rest and play, but those constructions can be used for more pratical purposes. At 19th level 1/day per 6 HD by spending a Planar Travel use the Crystal Dragon can bring one of his Ice Palaces to the battlefield. It fills a total volume up to a 20 feet cube per HD (all connected to each other), complete with detailed decorations and stuff like doors, windows, arcs and the like. It can be positioned over other creatures, but never completely locking them (mazes are ok). It can be positioned on the air, in which case it floats, having been summoned from the plane of air. It doesn't have a duration limit, but as nonmagic ice, it'll eventually melt outside a frigid enviroment.

Tail sweep:This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

[/spoiler]

Comments:
[spoiler]
Crystal Dragons are a member of the famous MM II gem dragons. He's suposed to be a really nice guy, despite being specialized in mind rape. Also likes to kidnap children (ok tecnically wyrmlings).

Well the class focuses on non-lethal disabling methods, between blinding, charms, dominate and, well, Disable. The original monster had color spray but I felt like it was out of place so replaced it for the closest psionic I could find. Stat enanchment are somewhat small for a dragon, but that's for making up for its powerful PLAs, that auto-scale into much stronger versions.

So if you like a giant lizard pure of mind and body, the Crystal Dragon's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart October 19, 2011, 02:23:15 AM
Gem Blood:A Crystal Dragon receives powers known and powers per day as a Psion of 2/3 his level with the Telepath primary discipline, except he may choose to use Int as his main manifesting stat instead of Int.

Well I'm sure glad to have that option. (I guess it's supposed to be Cha.)

Also yay psionic dragons.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 19, 2011, 01:16:51 PM
Yeah it was suposed to be Cha.

Also the obsidian dragon promises to be an intriguing challenge, since it seems to use not only non-equivalent 3.0 powers (firefall), but also freaking d20 modern powers (whitefire). I guess I'll just use 3.5 blasting powers, with the limitation of fire-only.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requ
: Thine Doom Be Had October 20, 2011, 06:52:49 AM
May I request the Shadow Dragon? It's a personal favorite of mine.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 21, 2011, 05:12:08 PM
Obsidian Dragon
(http://t0.gstatic.com/images?q=tbn:ANd9GcT-b5QHcwPJRuBXdq1KXhacKhKAMB8_Dq9t6s3Z1VDiywvuieVr9d2foyHjEQ)

[spoiler]
HD:d12
Level BAB Fort Ref Will Feature
1+1 +2+0+2Obsidian Dragon body, Brilliant Breath
2+2 +3+0+3Keen senses, Gem Blood
3+3 +3+1+3Blindsense 60 feets, Burrow, Lesser Obsidian Psionics
4+4 +4+1+4Wings
5+5 +4+1+4Advanced Obsidian Psionics, +1 Str
6+6 +5+2+5Haughty, +1 Con
7+7 +5+2+5Adept Obsidian Psionics, +1 Cha
8+8 +6+2+5Obsidian Mind, +1 Str
9+9 +6+3+6Growth, Tail Slap, +1 Con
10+10 +7+3+7Psionic Skin, +1 Cha
11+11 +7+3+7Gem Scales, +1 Str
12+12 +8+4+8Greater Obsidian Psionics
13+13 +8+4+8Planar Travel, +1 Con
14+14 +9+4+9Frightfull Presence, Growth, Crush, +1 Cha
15+15 +9+5+9Mind Store, +1 Str, +1 Con
16+16 +10+5+10Obsidian Mind, +1 Cha
17+17 +10+5+10Supreme Obsidian Psionics, +1 Str, +1 Con
18+18 +11+6+11Vicious Obsidian,+1 Cha
19+19 +11+6+11Firey Shift, +1 Str, +1 Con
20+20 +12+6+12 Obsidian Growth, +1 Str, +1 Con, +1 Cha
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise, Bluff, Craft(any), Concentration, Climb, Disguise, Listen,  Knowledge(any),  Psicraft, Search, Spot, Use Psionic Device

Proficiencies: a Obsidian Dragon is proficient with his own natural weapons and one melee slashing martial weapon of his choice.


Features:

Obsidian Dragon Body: The Obsidian Dragon loses all other racial bonuses, and gains Dragon traits, Fire subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each, 40 feet base speed and a 20 feet swim speed, medium size. The Obsidian 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 Obsidian Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Obsidian Dragon grows one size category, his natural armor increases by a further 1. The fire subtype makes it immune to Fire, but takes +50% damage from cold.

Pyro Breath:Cone 30 foot dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Creatures failing their saves are also blinded for 1d4 rounds. Cone increases by 5 feet with each extra HD the player takes from here.

Gem Blood:A Obsidian Dragon receives powers known and powers per day as a Psion of 2/3 his level with the Shaper primary discipline, except he may choose to use Cha as his main manifesting stat instead of Int.

If he multiclasses as a psion, the casting stacks.

Dragon level Psion Manifesting
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 manifesting prc, it may choose to advance his manifesting as that of a psion.

Keen senses:The Obsidian Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
As the normal ability, range 60 feet.

Burrow: Starting at 4th level, the Obsidian Dragon gains a Burrow speed equal to half his land speed.

Obsidian Psionics: Starting at 3rd level, the Obsidian Dragon can use certain powers as PLAs with a manifester level equal to HD, and Cha to determine the DCs a certain number of times per day.

Lesser: At 3rd level Biofeedback, 1/day per 3 HD.

Advanced: At 5th level Energy Ray (can only choose fire damage), 1/day per 2 HD.

Adept At 7th level Inertia Armor and Energy Stun (can only choose fire damage) 1/day per 2 HD.

Greater: At 12th level Wall of Ectoplasm and Energy Burst (can only choose fire damage) each 1/day per 3 HD.

Supreme: At 17th level Genegis, 1/day per 17 HD.


Ability score increase:
The Obsidian Dragon ability scores increase by the shown amount.


Level Bonus gained
5+1 Str
6+1 Con
7+1 Cha
8+1 Str
9+1 Con
10+1 Cha
11+1 Str
13+1 Con
14+1 Cha
15+1 Str, +1 Con
16+1 Cha
17+1 Str, +1 Con
18+1 Cha
19+1 Str, +1 Con
20+1 Str, +1 Con, +1 Cha

For a total of +7 Str, +7 Con, +6 Cha at 20th level.


Wings:
The Obsidian 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.

Haughty:Obsidian Dragons are the most vicious of the gem dragons,  anger easily, and like to toy with prey before finishing it off At 6th level he gains a racial bonus on Apraise and Bluff checks equal to 1/2 HD.

Growth:At 7th level the Obsidian Dragon grows to large size.
                      At 12th level the Obsidian Dragon grows to huge size.
                      At 20th level the Obsidian Dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:The Obsidian Dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).

Obsidian Mind:
At 8th and 16th level the Crysta Dragon learns one power of a level he can manifest from the Shaper discipline.

Psionic skin:At 10th level the Obsidian Dragon gains SR equal to his HD+11. It may raise or lower it at any time as a free action.

Gem Scales: At 11th level the Obsidian Dragon gains DR/magic equal to half his HD.

Crush: At 12th level the Obsidian Dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
[spoiler] This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun  or grapple  attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down). [/spoiler]

Frightfull presence:
At 12th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Planar Travel:At 13th level, the Obsidian Dragon can travel to any of the elemental planes and back to the Material plane 1/day per 3 HD as a Plane Shift spell with CL equal to HD. Save DC 10+1/2HD+Cha mod.

Shaping Lord: At 14th level the Obsidian Dragon gains +2 Manifester level to manifest Shaper discipline Powers, and such powers also cost 1 less power point to manifest, to a minimum of 1 power point.

Mind Store: This ability allows the Obsidian Dragon to materialize a storage obsidian stone 1/day containing the essence of the Obsidian Dragons living mind with 1 hour of meditation (no more than one such crystal at a time). Untill such time as the Obsidian Dragon perishes or wishes to, the storage crystal is utterly inert. If the Obsidian Dragon is slain at some later date (or wishes to transfer his mind if he feels cornered), his soul transfers into the storage obsidian, which begins to dimly glow. Upon transference, the Obsidian Dragon's phsyical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the storage crystal works over any distance, physical or extradimensional.

Once the storage crystal is activated by the Obsidian Dragons physical body's demise or his will, the Obsidian Dragon then has the abilities of a psicrystal of the appropiate level, plus all the powers the Obsidian Dragon knew and the power points the Obsidian Dragon possessed when the mind store was used. The Obsidian Dragon now has 30 days to grow an organic body, after which time his sentience fades and his soul passes on if it hasn't entered a new body by that time frame.

To grow a body, the Obsidian Dragon must spend three days in uninterrupted solitude. The body's constituent parts are pulled as ectoplasm from the Astral Plane, and slowly molded and transformed into a living, breathing body that is an exact duplicate of his body, at the time the Obsidian Dragon used this ability (this however doesn't allow the Obsidian Dragon to recover any exp he may have lost in between). The obsidian breaks down and becomes part of the new organic body. If the growing body is struck for any amount of damage, it is destroyed and his soul passes on.

Vicious Obsidian : Just as obsidian forms exceptionally sharp cuting edges when it breaks, so does the Obsidian Dragon becomes more deadly as he's wounded.

At 18th level for each 25% of his max HP lost, the Obsidian Dragon's natural attacks deal damage as if he was one size larger and his Cha increases by 2. So for example an Obsidian Dragon between 50% and 25% max HP deals damage with his natural weapons as if they were one size category larger and his Cha increases by 4. Those bonus are lost as soon as the HP is recovered.

Firey Shift A favorite tactic of  older Obsidian Dragons is to grab an oponent and take them to a ride to the  Plane of Fire! As a immediate action whenever the Obsidian Dragon hits an oponent in melee he may spend one Plane Shift uses. If he does the hit oponent must suceed on a Will save with DC 10+1/2 HD+Cha mod  or be transported to the Plane of Fire or the Obsidian Dragon's personal plane from Genesis! If the oponent fails, the Obsidian Dragon may go along with the ride or stay behind.

Obsidian Growth: At 20th level, the Obsidian Dragon can now regrow his body from a storage obsidian as a fullround action instead of 3 days. In addition any equipment held on its previous body is instantly replicated on the new one on the same conditions, while the old ones turn into brittle obsidian with no value.


[/spoiler]

Comments:
[spoiler]
Obsidian Dragons are another gem dragon, because clearly the ones in the MM II weren't enough.

Well it likes to burn things and make them explode with psionics and then burn them some more. Tried to don't step up on the red dragon's toes too much doing the class as the obsidian dragon basically tries to be a red dragon.

Ended up focusing on more "bodily" abilities to make it more original, with Biofeedback, Inertia armor and Obsidian Store making it quite durable, if it has the time to buff up. Also the possiblity of turning into a psicrystal for almost a month at a time could be quite interesting.

So if you want to play a psionic dragon of greed and materialism, the obsidian dragon's for you!

[/spoiler]

: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 21, 2011, 06:01:10 PM
Mummy
(http://images.wikia.com/warhammeronline/images/3/30/Tomb_King_concept.jpg)
(http://2.bp.blogspot.com/-4RHiQkmYPgw/TcoxWYbWB8I/AAAAAAAAAsg/T3D0kd2QH5I/s1600/Tomb+Kings+3.jpg)

[spoiler]
HD:d12
LevelBabFortRefWillFeature
1+ 0+0+0 + 2Mummy body, +1 Str
2+ 1+0+0 + 3Tomb Heritage, +1 Str
3+ 1+1+1 + 3Frighten, +1 Cha, +1 Wis, +1 Str
4+ 2+1+1 + 4Mummy Rot, Tomb Curse +1 Cha, +1 Wis, +1 Str
5+ 2+1+1 + 4Despair, +1 Cha, +1 Wis, +1 Str
Skills: 2+int modifier per level, no class skills.

Proficiencies:Simple weapons, and its own natural weapons.

Features:
Mummy body:a mummy loses all other racial modifiers and gains the following undead traits
[Spoiler]
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.
[/spoiler]

The Mummy is a medium sized undead with one natural slam attacks dealing 1d6+1,5 str mod damage  and base speed 20. Any class levels it  takes have their HD increased to d12.

A mummy has a bonus to Nat armor equal to  its Str mod.

Since it has it's body covered in dry clothings, the mummy takes 50% more damage than normal from any fire source.

Ability increase:
a mummy gains +1 Str at all levels .
                       a mummy gains +1 Cha and +1 Wis at levels 3, 4 and 5.

For a total of +5 Str, +3 Wis and +3 Cha at 5th level.

Tomb Heritage: Mummies are bodies preserved trough elaborate entombing ceremonies, which makes it exceptionaly tough. At 2nd level the mummy has DR/- equal to half its HD.

In addition, the simple fact that the mummy exists means it was someone important during its life. Select one of the following

[spoiler]
Tomb King: the mummy was a powerful ruler, and thus can let out a clear commanding aura with a radius of 30 feet as a swift action for 1 round. Allies gain a +1 morale bonus on attack rolls while inside the aura, and enemies gain a -1 morale penalty to attack rolls for every 2 HD of the mummy. This bonus/penalty can't exceed the mummy's Cha bonus and doesn't affect the Tomb King itself. Since the mummy has already faced death and came back, undeads are also  vulnerable to the effects of this aura!

In addition if it multiclasses for an arcane/divine class it can count its mummy 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 mummy 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. It wouldn't get the spell knowns and spell slots of a sorceror 3 however.  He would get the familiar ability, but mummy levels wouldn't count for it.

Tomb Guard: the mummy was a powerful martial champion, having fought countless battles and reached great glory in combat, and thus was entombed with a powerful blade to keep fighting in the afterlife. The Tomb Guard becomes proficient with a martial weapon of its choice, and then picks a weapon it is proficient with. As a swift action, it can draw a +1 version of that weapon, a Tomb Blade from inside it's wrapings (or put it back inside its body). This cursed weapon cannot be disarmed and if sundered it reassembles itself on the Tomb Guard's hand on the next round. It can be further enchanted as a normal +1 weapon, and it keeps growing in power as the Tomb Guard recovers and exceeds the martial power it had in life.

[spoiler]
At 4 HD its critical threat and critical multiplier both increases by 1.

At 8 HD the mummy gains Cleave and Greater Cleave with attacks with the Tomb weapon. If it already had those feats, it can add either its Wis or Cha bonus (wichever's bigger) to attack and damage rolls.

At 12 HD critical threats from the Tomb weapon automatically ignore miss chances, ignoring such effects as Mirror Image.

At 16 HD the critical threat and critical multiplier are both increased by 1 again.

At 20 HD it ignores half of any enemy's DR.

[/spoiler]

In addition, mummy levels will stack with fighter levels for qualifying for feats, monk levels for calculating movement speed, unarmed damage and flurry of blows attack bonus (note: the Tomb King can pick unarmed attacks as its Tomb weapon).

[/spoiler]


Frighten:At third level as a standard action, the Mummy may look directly into an oponent whitin line of sight into the eyes. The target must make a Will save with DC 10+1/2HD+Cha mod or Str mod (whichever's higher) or be paralyzed with fear for 1d4 rounds. This can affect an oponent multiple times. At 10 HD this can affect enemies normally immune to it, but they gain a +5 bonus on their saves.

Mummy Rot (Su): At 4th level a mummy's slam attack and unarmed attack (and Tomb Blade if it's a Tomb Guard) inflict supernatural disease when they damage an oponent-Fortitude DC 10+1/2HD+Cha mod or Str mod, whicever's higher, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is treated as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 15+HD caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 15+HD caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

At 10 HD mummy rot can affect even creatures normally immune to it.

Tomb Curse: Oponents currently incubating Mummy Rot take a -1 penalty to AC and saves against all the attacks of a mummy. At 8 HD and and every 4 HD thereafter, the penalty increases by an extra -1.

Despair (Su):At the mere sight of a mummy, the viewer must succeed on a DC 10+1/2HD+Cha mod or Str mod (whichever's higher) Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 4 rounds. At 10 HD this can affect even oponents immune to it! The mummy may choose not to affect allies with this.

[/spoiler]

Comments
[spoiler]
Cleaning up and overhaul of the mummy class, heavily inspired from reading Tomb Kings from Warhammer fantasy. Now the mummy gets some melee love and more combat options, plus making mummy rot viable besides inflicting it on someone and them having to wait 1 minute for it to do anything.

So if you want to play a very important person came back from the dead to enact their will, the mummy's for you!

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requ
: oslecamo October 21, 2011, 06:10:09 PM
May I request the Shadow Dragon? It's a personal favorite of mine.

Added to the list. Seems like dragons are really popular this season!
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: the_shadowmind October 21, 2011, 06:47:18 PM
Did you intend for the Obsidian Dragon to get Crytal Redemption :p?
The typo is also on the Crystal Dragon.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Libertad October 22, 2011, 09:42:02 PM
I'd like to request a Satyr class.  They're a monster that knows how to party. :)
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 22, 2011, 09:53:17 PM
Corrected several gem dragon typos, and added Satyr to the list.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 26, 2011, 07:52:12 AM
Here are thoughts and suggestions for the monsters currently used in our campaign:

Troll
[spoiler]

Natural Attacks + Reckless Assault: This does not apply only to the troll, but I think any monster starting at ECL1 with more than two natural attacks is stronger than a class should be at that level (even though they do it even in Savage species). Main reason is that the usual level 1 PC will have a single attack per round while the Troll would have 3. If he charges, he actually gets 4 attacks plus something akin to a reverse Robilard's Gambit feat effect. Giving a potential 4+ attacks at level one might be too much.

Shrug it Off: This is similar to a self-only paladin's Lay on Hands except it gets (Con modifier) times that amount per day. Thematically, I think it should take a full round action to activate to put emphasis on the fact that the Troll is resting. This way the troll can recover a big chunk of HP while he isn't in danger but risks getting all the damage back if he does it in battle (since he cannot use a move action to run to safety) and somewhat compensates for the large amount of healing available.

Hunter Leap: Very cool. But you might want to specify that while the Troll can jump at his speed as if flying he cannot make turns in mid air (jumping up and going around a column twice or around corners in mid-air would be weird). There is also the question of which maneuverability the jump is using for its flight. Are there up and down maximum angles and is the up speed halved and down speed doubled?

Tear trough: Considering the only limit to the usage of this ability is the troll's max hit points (the claw doesnt bypass its renegeration, meaning nonlethal dmg it regens and can self-heal), and that DCs do not scale up in power as fast as damage does, I believe the "damage to save bonus" should be lower. 10 nonlethal damage is not much paid for a +10 to a save once per round that nearly guarantees success against a challenging CR. +1 to saving throws per 2 damage inflicted sounds a little more appropriate. More, getting a chance to reroll once per day is already a great thing. Trolls can do it once per round and get a bonus on top of it. This is too much, which is why I think the Troll should only be able to use Tear Through before rolling to get a bonus on his save. Granting a reroll is something that would work if there a big limit on how many times that ability can be used each day. Like 1/day.

Rend: Rend is a powerful ability that is usually granted at around level 8. It helps dish out extra damage almost equal to the two attacks that activates it and at low level creatures do not have much hit points so activating a rend would usually lead to a kill right away. More lethal considering the claws are the main natural weapons.

*I note that the Troll is not getting the superior darkvision (90ft) the original monster acquires.

[/spoiler]

Cheshire Cat
[spoiler]

Despite the lack of much in terms of class abilities, the Sorcerer is a powerful class. Cheshire Cat is a sorcerer that trades his familiar progression for:
-Hide in plain sight without the need for shadows (a wizard can See invisibility at 3rd level and a cleric can cast True Seeing at level 9, so unless the Cheshire Cat faces an opponent of a higher level than it is it won't ever have its invisibility challenged.)
-Invisibility that is progressively impossible to counter in any way.
-An amazing boost to its illusions and the ability to pierce mind affecting immunity while hiding.
That is a lot for three level already granting full casting progression.

After its three levels the Cheshire Cat is free to advance into more Sorcerer levels to get his familiar. The only thing a Cheshire Cat 3 / Sorcerer 17 would miss out of a level 20 sorcerer is 1 natural armor and one extra point of intelligence for his familiar.
He could otherwise enter a prestige class like most sorcerers do at the same level they would themselves without really losing anything.

Without more limits to the sorcerer spellcasting, I think Controled Invisibility should be removed outright. Partial Invisibility and Maddening Smile already offers a lot of long term power for only three levels.

*I note that it does not acquire the small cold iron DR typical to most feys in its entry. Though over three levels already packed with so much I guess its negligible. It could fit in if it replaced Controlled Invisibility or a reduction of sorcerer spellcasting of one level or two to compensate for everything else.

[/spoiler]

Tarrasque
[spoiler]

Assimilation allows the character to achieve perfect revenue out of any magical items the party finds. Nothing is sold at half price since everything is converted to its full value in gems.

Monstrosity offers a regeneration ability at level 2. Granted, once the nonlethal reaches the max hp the character is easy to kill since there is no need to find a source of a specific kind damage to finish him but its still a very good ability acquired a bit early.

Rush: I feel quadruple base land speed, even for one round, is way too much for second level. This one should scale in power rather than give everything at once. Maybe starting at double land speed.

Stomp: The ability is nice but somewhat far-fetched.
It can do it at level 8 as a move action... so technically it can do it twice per round (two move actions) and then only once per round at level 16.
There is also the wonder of how this ability works when used on fragile surfaces. If a tarrasque and its opponent are standing on a thin plank of wood. Does the plank shatters and they both fall or is the surface of the plank simply becoming difficult terrain?
Otherwise, getting the ability as a swift, nevermind a free action is already a lot - being able to do it during another's turn might be too much.

Primal Roar: Taking a move action at first, it can also be done twice per round until it becomes a free action (though the word "still" suggests that it can only be used once before that, and like Stomp the intent suggests the ability can be used only once per turn from the beginning. Though there are little instances where there would be a point to roaring twice).
I think there should be no 'echo' or that it should only echo for one round. Seeing how a battle doesn't usually last more than 10 rounds and a Tarrasque has multiple uses of the ability, only using it once risks being enough to otherwise last the whole battle, every battle.
Also, the ability seems to be a no-save one. Unsure if it was intended. 100 foot per HD is also a a pretty bigass range and the way I read it makes it sound like it would also affect the Tarrasque itself if it flew somehow.

Reality bend: The only thing that really bugs me is the Planeshift SLA which bases its DC on Constitution. SLAs are always using Charisma for their DC and I don't see why this should be an exception. Though there is that mention at the top stating every Tarrasque abilities are by default Ex abilities. It mentions that Planeshift is a SLA rather than an ability that works like the spell, so I think that is an exception to the Tarrasque Ex abilities, and should therefor be based on Charisma like all SLA should.
Planeshift at level 7 is also a bit early. SLAs should be acquired at the same level a Wizard/Cleric would be able to cast it, at the earliest.

Devouring bite: Though its very good for the Tarrasque, the ability to ignore Freedom of Movement is something I don't think should exist. It would basically be a "hey, you're screwed if I catch you" card against anything with a low Str score. Freedom of Movement is a buff used to protect the weak against those kind of things and with it out there is little else. Perhaps it should instead make a dispel attempt against the effect so it doesn't become completely useless.

Doom: This is similar to the Frightful Presence of the dragons (and the ability the original tarrasque creature actually has), and as such it should be Charisma based for the same reasons. Basing every Tarrasque ability on Str or Con (which is increased at every level) is a little too convenient and, in cases like this one where the ability is based on influence, makes little sense.

Carapace: This one if fairly different from the original ability. Working only at a distance when the creature itself fights at melee but with a higher reflection percentage.

Counter: Sounds a little cheap. Kind of like a Robilard's Gambit without any penalty. A Tarrasque is of colossal size by the time it gets Counter and so its reach is pretty much 30ft, which means anyone afraid to go melee and get suckerpunched when they attack need to attack from 30ft away and thus be subject to all the Tarrasque defenses applying at that range.

Eruption: Its cool in concept but sounds a bit unclear. Just making sure I got it right: A column of lava. A radius of at least 95ft, 100ft high starting from the ground surface it came from and destroying any object or structure in its trajectory that cannot withstand lava immersion damage. Under that column is a hole of the same radius that goes all the way down to the earth's core. Someone in the middle of that column as it appears can succeed on a reflex save to instantly appear at the edge of the column no matter their movement speed. Once the eruption is over, the gap used by the lava to surface reforms itself?
I can see why it would be usable Con times per day but I think the DC should be Str based seeing how the effect is external (stomp on the ground) and doesn't come from the creature's body (like a poison or a breath attack).
It and SkyBreak are effectively level 9th spells and considering the Constituation bonuses gained at each level that makes a nasty amount of level 9 spell uses at 18/19. Enough to make a sorcerer blush. The uses per day should be lowered.

*I note that the tarrasque gets a lot of new very flavorful abilities like Destroyer/Prevail/Reality Bend/etc but misses a few characteristics of the original creature, such as immunity to fire, poison, disease, energy drain, and ability damage.

[/spoiler]

Wild Hunt
[spoiler]

Wilderness body/Adept Hunter: Almost every monster begins with an ability score modifier to natural armor or as a deflection bonus to AC, but this one has to wait until level 6. It is a little strange.

Hounds: The Wild Hunt eventually gets his own party. Why bother sharing his XP with other PCs?
Limiting it to a single pup would help and it should fall more along the lines of a ranger's animal companion since the Wild Hunt is a super ranger to begin with. Perhaps have it share some of its Wild Hunt class features instead of the abilities normally gained by animal companions. The hound should no be so significantly powerful itself and remain clearly inferior to the Wild Hunt.

Hunting Steed/Ascension: I do not suggest buffing the steed further than an increase in size considering the spell already advances in power as the caster level does. But perhaps when the Wild Hunt reaches about level 13 or so the phantom steed could be based out of the spell "Phantom Stag" [Spell Compendium] instead. I think it would fit the power curve better and provide the right flavor.

Hunting Cry: This ability influences the mental state of another, and should therefor have its DC based out of Charisma instead of Wisdom.

Ride the Storm: On top of the Control Weather effect, four uses of greater teleport (or planeshift) at level 12 is a bit much considering the original creature has neither and that greater teleport is wizard card gained at level 13.

Legendary Hunter: Ultimate destruction of a soul at level 14 is too harsh, especially considering True Resurrection itself is not even available at that level, so requiring a Miracle/Wish on top is a bit overkill. This ability should be gained at level 20.

Omen of Peril A bestow curse (at will) should be applied as a standard action instead of something happening automatically with a glance. At least.

Hunter Eye: The ability lost the flavor of looking through the moon at night. Possibly piercing even a mindblank is a nice touch but the check to do so is a joke. Increasing a spot skill check is WAY easier to do than increasing your HD or caster level. A more balanced and fair check would be in order, like an opposed caster level check.

Gather the Dead: It does what Legendary Hunter does, but at a more appropriate level and with at least a usage limit. But automatically making himself a small army like that, without any expense in XP or components, on top of it is something that feels a bit too strong, though at least it lasts only a single day, so its not so bad. Perhaps only requiring a True Resurrection at first (because this a fate given to a LOT of potential souls at once that the WH might not even have killed) and then requiring the Miracle/Wish on top at level 20 or 21.

Unerring Accuracy: It grants two +6 epic weapon abilities at level 18 to all his attacks with any ranged weapon. More than what is usually granted even at that level. Maybe too much?

Hunting Tools: And they keep getting better the next level. It gets everything within two levels instead of something increasingly better as it levels up.

Immortality: The immortality itself is somewhat redundant seeing how feys are all immortal to begin if not for a few exceptions... otherwise the wild hunt is now pretty much invincible. Especially given he can Greater Teleport/planeshift as a move action or summon his steed and escape at more than half a thousand feet per round.

God of Hunt: Now his every attacks can always hit pretty much anything, at any distance, maybe auto-kill them (even the undead, which suggests immunity to death effects doesn't protect against it) and make their resurrection a real pain. God of the hunt at level 22 indeed, and way more powerful that than epic character of that level should be.

*I note that the Wild Hunt doesn't have something that really looks like the Moonhunter ability of its original presentation. Though it gets many weapon boosts which are independent of whether the moon is there or not. Perhaps the electricity resistance should become an immunity at some point.
[/spoiler]

Xixecal
[spoiler]

Glaciar Skin: DR and SR at level 2 is a bit early. DR adamantine already is a bit early as well considering the odds of facing adamantine at level 2 are very, very low.
Getting alignment types to attacks is something that usually happens after level 6 but isn't as much of an issue. The alignment aspect of the DR should be Good *or* Lawful even though that isn't the case with the original creature. More on that later.

Rend: See the Troll. Same reasons.

Ancient Senses: The blindsense increments are too big. Because the creature is a PC rather than a TPK creature the increments should be of about 5 feet. At level 3 the range would be half as good a Scent, an inferior ability, and be more than enough to notice if something it cannot see is sneaking up close or where to attack invisible foes in melee.
It would scale well all the way to level 36 and convert into blindsight at some point.

Winter Companion: The only problem I have with this ability is that it basically grants a cohort (part animal companion) at level 3 instead of level 6 (as part of leadership) - not because of a power issue but mostly because of the risks in getting it early. A cohort being two levels under would be received at level 1, and thus be VERY vulnerable to a possible fatal 1-hit kill attack against the Xixecal's enemies. Losing the class feature for the next month might lead to not having it for the next two levels, depending on some campaigns.
Otherwise, there is the issue of gaining a new egg and thus a level 1 WD at, say, xixecal level 15. At what speed does the wyrmling levels up to return to its master's ECL-2?
I'll note that there is the minor problem of the befriendings of new WD possibly becoming a DM challenge, seeing how giving a PC solo fights it will most likely win every time the critter dies grants it XP the rest of the party doesn't get, and would need to find something to balance the scales.

Growth: Grow 5ft in space, gain 20ft in speed every four levels? Even a monk's speed doesn't progress that quickly. Very few monsters get a speed increase upon growing either.

Cold Magic: SLAs have their DC based on Charisma. Always.

Freezing Cold The only problem in this is that it happens EVERY hit. Invoking on the first attack of the round or only a few times per day or some other restrained activation method would be more appropriate. Starting with 3 attacks per full attack that makes a lot of potential saves to avoid being slowed for what might be at later levels the entire fight.

Winter Magic: It might as well grant Greater Dispel Magic to begin with seeing how it acquires it as soon as Dispel Magic's cap is reached.

Glaciar Endurace: Powerful immunities, early.

Wasting Cold: Now every attack slows and drains Con. It should be doing one or the other. The DC should be Charisma based as per the original creature and the Con drain should begin as Con damage then improve to Con drain. It shouldn't bypass Con damage/drain immunity seeing how those kinds of attacks are way too dangerous to bypass some form of surefire protection.
The reasoning behind this is that most of what is actually immune to Con damage by default does not even have a Con score. Getting such an immunity through items or magic demands a lot of money or at least an action in combat and a mid to high level spell slot that are hardly worth +5 to saves when every attacks demand a new saving throw.

I think 10 healing on top of regeneration and fast healing is a bit too much even though the original creature gains a proportional amount per Con drained.

Glaciar Magic: Removing the cap on Cone of Cold is kind of okay, but being able to add the Freezing Cold ability on top of it would be a bit much. It should otherwise get its DC changed to a Charisma based one seeing how it is part of a SLA and not the aftermath of some kind of melee maneuver.

Dire Snowstorm: Too strong in every way. It takes minimal action to conjure, spreads to epic dimensions that quickly surpasses the range of the Dire Winter epic spell itself, acts like an improved version of Dimensional Lock and deals automatic damage. A comparison of what this ability could be like is the Walker of the Waste [Sandstorm] abilities called "local drought" and "greater drought", which are essential a desert aura where the Xixecal's is an artic one and could be improved further as it gains levels.

Unholy Toughts: Like the other SLAs. Though while I know Blasphemy is part of the original creature's repertoire, Word of Chaos isn't. And they are both acquired a bit early.

Regeneration: The Xixecal is a being of ice. The double damage from burning or fiery weapons part is relevant.

Ice Mountain Magic Temporal Stasis is new, but fits thematically. Both SLAs are acquired a level early, I feel.

Channel Winter: Quicken SLA at will at least once per round as long as you have SLA uses to cast. Bit too strong, and that makes a lot of saving throws to roll for being hit but a single time.

Ice Plates: Now DR = HD. This means that to inflict damage to the Xixecal in melee normally, one must wield an adamantine lawful good magical weapon. Too specific and gives the DM too narrow a range of enemies to throw at it for a fair chance to inflict decent damage. Enemies wielding such weapons would likely be lawful good themselves and thus be subject to both Blasphemy and Word of Chaos. Very troublesome.

Eternal Glaciar: And now the very specific weapon might miss.

Crushing Blow: Its like a save vs massive damage, but against a massive DC. Not many monsters get a Constitution score increase that scales at the same pace as the Xixecal's Strength score, and thus this ability is one-sided and bound to be activated pretty much all the time. The Xixecal's collection of Save or Lose abilities is getting too big.

Ice Break: Neat if not for the action economy in not requiring even a mere swift action to cleanse itself.

Apocalypse Magic: Though modified like Cone of Cold, it is based on the meteor swarm SLA of the Xixecal and should maybe have its DC based on Charisma as well.
Applying Freezing Cold seems very inappropriate considering they deal fire damage. Also, the way it is worded, it doesn't feel like shooting the meteors as ranged touch attacks is really a choice; if you hit there is no save, if you don't its like you didn't choose to shoot them as ranged attacks to start with. There is no penalty to using touch attacks.

Glaciar Wrath: Similar to the Tarrasque's Counter ability. Remove the reach range and add an immediate action. Its kinda foul.

Topling Mountain: I don't believe any size bigger than Colossal+ should exist. Especially not for a PC. Gaining more Swift actions makes the Xixecal own the action economy on top of everything else, and that is too much. Having many many uses for a swift action is not a reason to give a creature more of them. There is balance in choosing how to spend your actions in a round. Getting more actions just let you use everything without really choosing.

Glaciar Power: I think At-Will usage of abilities should be granted to each wave of new SLAs progressively rather than all at once at level 21. The xixecal only acquired meteor swarms a few levels ago and it can already spam them every round. Not that it should ever be allowed to. I also notice that it again breaks the cap on Greater Dispel Magic just in time.

Perfect Freeze: 1 minute is the whole fight. It should be activated and used within a single round. It otherwise leads to massive death cones of cold every round or something like that. Along with granting it a save or die aura that covers the planet.
Ignoring cold resistance effectively means everyone in the aura might die every round with multiple save or die saves being rolled each round and some being provoked just for trying to attack it. This is way past ridiculous.

Diamond Blizzard: Now attacking it still leads to a save or die, but the attack is now pointless as well. All that is left to do is try to run from it. This is not even suitable as an encounter for a group of PCs to face. Not unless they are three times its level and have access to some crazy abilities themselves. The xixecal is not even CR36 yet and the original monster is a puppy compared to it.

Wither Away: Why not? Its not like anything can get within 30ft of it and still be alive by the time they reach the beginning of their turn anyway. There is also the interesting notion of getting close on purpose and just running away until they die.

[/spoiler]

Genie, Kahayal
[spoiler]

Shadow Genie: Almost starting with immunity to cold without the penalties of the cold subtype feels too good. Perhaps beginning with a good cold resistance that scales quickly to immunity would be better.

Sight Eclipsed: How long does the Hide in Plain Sight lasts per activation until it becomes at-will (constant at that level would be better)?

Pass into Shadow: Level 6 is a bit early for planar travel. Though the choice of plane is specific and he's a native, so its not so bad.
The number of uses per day is not as generous as it is for other monster classes. At 6th level, the genie can only make one-way trips per day and has to wait a day to come back.

*Everything else seems fine.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 27, 2011, 05:27:13 PM
Troll
[spoiler]
1-Kobolds (http://www.wizards.com/default.asp?x=dnd/we/20060420a) get three natural weapons base. And kobolds are a race, not even a class. As for PCs, they're usually using a manufactured weapon, that will hit harder than any of the troll's natural ones. Also I don't see where you're geting 3 attacks on a charge, it doesn't have pounce. It can unleash 4 attacks on a fullattack, but will be drawing an Aoo.

2-Taking a standard action is already punitive enough, at least from what I saw of the troll player. You're spending a turn for healing when your oponent is still bashing you. And if you were already in melee, you can't really get away whitout drawing an Aoo.

3-Hunter leap is part of a charge. Charges are in a straight line and nothing on the ability contradicts that (you get to ignore difficult terrain and a hole in the ground, but you wouldn't be able to leap over a  large boulder that blocked movement for example).

4-Good point there, bonus and re-roll is too much, changed to just bonus and half the self-inflicted damage

5-Rend demands you to get a fullattack off and hit with both claws. Yes, when it does happen it can easily shred low level enemies, but then, a raging barbarian with a greatsword will also 1-hit kill pretty much anything at this level, and can do it in a charge as well.

As for the darkvision, I felt I really didn't fit the monster much, but did clairifed it gets the low-light vision it's suposed to get from being a giant

[/spoiler]

Chesire Cat
[spoiler]
1-Yes, one of the goals of this project is for the monster abilities to don't become irrelevant as they grow up.

2-It's not just sacrificing familiar progression, it's also locking itself into having around half his spells known being illusion spells, hands, and picking a race like human for extra feat and skill points.

3-And yes I left the DR out because it was more than filled with good abilies. However I'm a much more bigger fan of limiting spellcasting in some way than slowed caster progression, because if you're playing a magic being, you better have some magic at first level.

[/spoiler]

Tarrasque
[spoiler]
1-To be honest, the selling at half price thing always bugged me. If you get a random sword and you're specialized in axes, you sell the sword at half price and end up buying an inferior axe? What if you end up using the sword anyway? WBL always needs some DM hand to be kept in check.

2-Being hard to kill is the Tarrasque's main selling point. Thus it gets early regeneration.

3-Maybe. But so far besides your jumping trick, it really hasn't done much so far. Will keep an eye on that.

4-Clarified that's always just 1/round. Destruction of the battlefield is something really situational and could only be properly covered by a massive chart so up to the DM if he feels the ground should break or not. Also when you become able to use it as a free action, everything else is probably flying and/or able to ignore difficult terrain.

5-Clarified the roar is 1/round. Good point on echo only lasting 1 extra round, it kinda makes more sense that way, changed. Also yes it's suposed to be massive range because fliers can reach as high as they like. And yes it affects the Tarrasque itself because otherwise it would be unfair for the tarrasque to be on the air while everything else is forced to the ground.


6-MM monsters can afford themselves to have high scores in everything. Players cannot. Monster SLAs will always be based on something the player can afford. Also I'll admit it may be a bit early, but it's still unreliable transportation, so what's the worst that can happen?

7-Freedom of movement fully blocking grapple is something that should've never existed. And even if it catches the oponent, low str enemies usually have some kind of teleportation trick.

8-It's a huge bulging monster charging at you recklessly. That isn't charisma.

9-The tarrasque's main weakness it's its short range. If you try to keep away and pelt it with arrows, you better bring a lot of them.

10-Well that's the idea. The tarrasque's a melee monster that'll shred you if you get close, but try to kite it at range and you have to punch trough its carapace.

11-There's plenty of area effects that allow reflex saves to get out of the area in time regardless of movement speed. You can also imagine it as the creature being pushed away by the shockwave (or even surfing it if you're using rule of cool). Changed the eruption to Str based and yes, the lava solidifies to close the hole. Halved the number of uses of each since they're indeed its ultimate abilities and thus should get fewer uses.

I didn't give the tarrasque those immunities because it will already have godly Fort saves and I don't see why it should particularly be resistant to fire.

[/spoiler]

Wild Hunt
[spoiler]
1-It also gets a lo mor proficiencies than most other monsters as well as Bab.

2-Eeerr, the hounds don't get companion abilities, and they already get Wild Hunt abilities. Also it's not even like they have actual abilities, they're just HP chunks with a single attack per round. They hardly can make up for a party besides being meat shields.

3-All classes have to be playable using only net-available material, so Phantom Stag is out.

4-See the Tarrasque.

5-It also only works to move you to non-enclosed areas, so you can't exactly teleport to the throne room/treasure chamber like a wizard can, which is the main reason people dislike it. Anyway gretater port may be a little too much, so I changed it to regular port since you're also geting other cool effects with it.

6-Well, what's the worst that can happen here? It doesn't actualy help you kill the monsters. It's more of a flavor ability actually.

7-You're right, at-will bestow curse gaze was too much. Changed to limited duration and a standard action to initiate.

8-Moon depandant is just too situational. Changed it to be based on spot ranks (don't complain, casters usually boost their own CLs).

9-Remember that they get 2 ghost levels that count towards your control cap, so it can't get that many minions. Also again, ressurection-preventing is more of a flavor thing than anything else. How many enemies you meet you think will worry about that?

10-That's the kind of "epic" abilities that aren't that bad at this level. You're level 18, you should be geting to do extra badass stuff by now!

11-Remember that enanchment bonus don't stack, and by this level the Wild Hunt certainly already has better weapons from normal treasure. This is more of a "emergency" button, and also makes secondary weapons more viable, since I picture the Wild Hunt as wielding a wide variety of weaponry.

12-Immortality won't save him from disabling effects like temporal stasis and Flesh to Stone.

13-I must ask you in how many epic games have you been. I'll admit I'm no specialist on them, but I've played over 20th level, and by then players usually have stacked multiple prcs and will be able to pull out some pretty crazy stuff.

More importantly, everybody worth their salt will have their saves boosted to the sky between cloaks of resistance, spells, paladin dips and whatnot, or being monsters with butloads of HD on top of massive stats, so even with the DC being Dex based, most enemies should still be able to shrugg it off in anything but a 1 by now.


[/spoiler]

Xixecal
[spoiler]
1-It's still just DR 1 by then, so even if nobody has the right weapon, it hardly makes a diference.

2-Same counter arguments.

3-It's an abomination, one of their key traits being massive blindsight/telepathy ranges.

4-Clarified wyrmling growth, no gaining exp from befriending a dragon whetever you win or lose. And yes, it's suposed to be a companion you care about instead of an easily-replaceable minion you use to set up traps. Send it into danger at your own risk.

5-Yes, the Xixecal's suposed to have a pretty good movement speed.

6-This! Is! Homebrew!

7-Well, a caster by then could Slow multiple targets, and wouldn't even need to hit them in melee. A dragonfire adept could do it whitout even allowing a save.

8-Meh, tradition of mine by now, as well as all other monsters with dispel SLA so far. :p

9-Abomination traits, gained little by little. I would expect you to like that since you insisted on that kinda of idea early on.

10-Even if it's drain, even if it's in every hit, it's still just 1 point at a time. Your oponent will die of regular damage much before being drained to 0. But I'll agree 10 HP may be too much, changed it to 5 HP.

11-A Xixecal player can't really afford to pump Charisma unlike the original monster.

12-Dire winter isn't that hot cold. It's automatic minimal damage, and dimensional-lock mostly screws casters, noncasters really won't be bothered by it.

13-I felt like Word of Chaos felt well in.

14-Clarified right at the start of the class, it has Cold subtype and takes extra damage from fire, the usual.

15-Like the others before, they're purely offensive and aren't super-utility stuff.

16-You still need to hit them first. The Xixecal may be fast, but can't fly, and even with invsibility by now is taking a massive penalty to hide from size alone.

17-Power attack. Sneak attack. Stone dragon maneuvers. Transmuting weapons. Attacks that don't care about DR to begin with.

18-Still only a 1/5 chance.

19-And most of them are Fort-based. Even with the DCs being based on Str, enemies on this level should have an excellent chance of passing them. An adult red dragon (CR 5) for example gets +18 on Fort saves base, so if the Xixecal had 16 starting Str,  +17 from being monster, that's a +11 modifier, DC 29, the red dragon passes it half the time despite being two levels lower. Now you could find extra Str buffs for the Xixecal, but the red dragon would also certainly have some gear and defensive spells of its own.

20-If it needed a swift action, then it would be useless against imobilizing effects.

21-Touch attacks need a target. Sometimes you just want to blast an area. Also the Xixecal has it, and I found the idea of the living glaciar liking to throw massive balls of fire too amusing to keep out.

22-It's 19th level, there's really not much fairness around.

23-Check the original Xixecal, it has a freaking 50/50 face/reach. I expect a player wanting to play a Xixecal to expect to at least be bigger than everything else by epic levels. Also the Xixecal still can't use all its abilities with just two swift actions.

24-This is epic levels now. All bets are off. Things are suposed to be geting crazy by now.

And for the record, 1 mile/5 HD is hardly covering the whole planet. A big city perhaps.


[/spoiler]

Genie, Kahayal
[spoiler]
1-The genie doesn't have much going for it at 1st level, that's why I give it the cold immunity.

2-It's a hide check, it has no duration.

3-Yes, that's the idea. Geting pretty early, but just 1 use per day and only to 1 plane.

[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 28, 2011, 02:04:56 AM
Troll
[spoiler]
1-Kobolds get three natural weapons base. And kobolds are a race, not even a class. As for PCs, they're usually using a manufactured weapon, that will hit harder than any of the troll's natural ones. Also I don't see where you're geting 3 attacks on a charge, it doesn't have pounce. It can unleash 4 attacks on a fullattack, but will be drawing an Aoo.
The kobold isn't really a good example, in part because its a variant and because the design notes explain why they could be granted to that one race. IE: The troll does not start with -4 Str.
Manifactured weapons only give a die advantage when their real power is behind the STR modifier. Two claws with full STR and a bite with half of it.
Str score of 20 means 3d4+12 vs a greatsword's 2d6+7. On three chances to deal any damage instead of one. It could also pick a longsword and use a claw and a bite instead.
Reckless Assault allows it to deal two attacks in a charge and a potential 3rd if the AoO misses. But I meant Full Attack Action. It gets something in ways better than Pounce in Overrun but that's not an issue.

2-Taking a standard action is already punitive enough, at least from what I saw of the troll player. You're spending a turn for healing when your oponent is still bashing you. And if you were already in melee, you can't really get away whitout drawing an Aoo.
Indeed. Though drawing an AoO shouldn't be something it would be particularly afraid of considering it triggers automatically if he drops to 0 (should be a daily limit on that, by the way, or the Troll can avoid death CON mod times per day). There are clever ways around those issues but I am mostly pointing at the ability by comparing it to Lay on Hands or the Monk's Wholeness of body. This is a lot of healing. When it gets its regeneration it will heal both its nonlethal and lethal damage. Using it in battle should be more penalizing.

3-Hunter leap is part of a charge. Charges are in a straight line and nothing on the ability contradicts that (you get to ignore difficult terrain and a hole in the ground, but you wouldn't be able to leap over a large boulder that blocked movement for example).
You're right, but there are ways to make turns during a charge (items, skill trick, maneuvers...) that would be weird if applied during a jump.
You already ignore holes and difficult terrain while jumping until you land on them. The text states it can jump up to its speed as if flying, which makes it sound like it can ignore jump height distance, and thus get over boulders or reach a bird 30ft up in the sky.

5-Rend demands you to get a fullattack off and hit with both claws. Yes, when it does happen it can easily shred low level enemies, but then, a raging barbarian with a greatsword will also 1-hit kill pretty much anything at this level, and can do it in a charge as well.
Assuming they both have a Str score of 20, at third level a raging barbarian can still only do one attack per round. Average of 17 damage if the attack lands (not counting feats like power attack the troll could also get).
A 3rd level rogue with average HP and at least 14 in Con (19 hp) would still be standing. Fullround attack from a 3rd level troll would deal an average of 7 damage per claw (x3 claw attacks) and 4 damage from the bite. If but two of those 3 claw attacks hit, the average damage would be 28, including the Rend. If everything hits: 39. Either way; dead rogue.
I'll note that a troll has the opportunity to make 2 claw attacks whenever he charges, courtesy of Reckless Assault and can thus trigger a Rend without a fullattack action.
Barbarian can rage once per day. Troll can do that all day.
[/spoiler]

Cheshire Cat
[spoiler]
1-Yes, one of the goals of this project is for the monster abilities to don't become irrelevant as they grow up.
I don't see how Hide in Plain Sight becomes irrelevant at higher levels. Rogues even get it a level 10.
Unbeatable invisibility is also something that shouldn't exist considering there should be a counter for the DM to use against everything. A sorcerer usually tries to avoid melee combat, so the distance needed to see it shouldn't ever come into play if the cat is remotely smart.

2-It's not just sacrificing familiar progression, it's also locking itself into having around half his spells known being illusion spells, hands, and picking a race like human for extra feat and skill points.
The point was that is isn't really sacrificing anything as far as the familiar is concerned. It gets Cat Skills, more skill points than a Sorcerer and a wider class skill selection, and the hands are well taken care of with a certain Innocent Form feat, instead of spending it in Eschew Materials, which it is given (though Alter Self could take care of that too; its a sorcerer). The limit on spellcasting isn't such a bother considering everything illusions (shadow conjuration/evocation) and enchantments can do. Its abilities give it so much synergy with those two schools that it probably would abide to that limit even if it wasn't there.

3-And yes I left the DR out because it was more than filled with good abilies. However I'm a much more bigger fan of limiting spellcasting in some way than slowed caster progression, because if you're playing a magic being, you better have some magic at first level.
I perfectly agree. In this instance though I feel the cat is simply getting way too much for only 3 levels. Cheshire cat taking 2 sorcerer levels before entering a Prc would lose nothing over any core race taking 5 levels of sorcerer before prestige.
Perhaps allowing the cat to see its class abilities improve if it takes Sorcerer levels (instead of improving automatically upon reaching a specific HD) and be denied the familiar would be a good compromise.
[/spoiler]

Tarrasque
[spoiler]
3-Maybe. But so far besides your jumping trick, it really hasn't done much so far. Will keep an eye on that.
In our specific situation, indeed. A tarrasque facing wizards using long range spells will appreciate quadruple land speed this early a tad too much though.
Its more about how they scale in power. (almost) Everything can be useful in the right context.

6-MM monsters can afford themselves to have high scores in everything. Players cannot. Monster SLAs will always be based on something the player can afford. Also I'll admit it may be a bit early, but it's still unreliable transportation, so what's the worst that can happen?
The problem is not about whether or not a player can afford it. Its just the rule. SLA abilities use Charisma.
Changing that is leading to free Min/Maxing. A player wishing to be good with its SLA could increase its charisma the way a cleric decides to get a good Cha score for Turn uses. There are more uses to charisma than just SLAs, and to be honest a Tarrasque can certainly afford a high charisma score with the great gains in Str and Con it receives anyway.
There is a limit to how something can just be good at everything it can do, which is why many classes offer many options a player might want to specialize in (even though the Tarrasque itself as little to gain from it).

7-Freedom of movement fully blocking grapple is something that should've never existed. And even if it catches the oponent, low str enemies usually have some kind of teleportation trick.
It ticks me a little too but there has to be something at least giving a significant bonus. At least its a spell, and those can be dispelled or ignored if the grappler is within an AMF. Its probably on almost every spell lists for a reason. A PC grappler could be helped by the party's caster if he dispelled it. Grappling is not really a problem for DM encounters since he chooses what the PC fights anyhow. Teleportations can sure screw a grapple but they have their own counter; not every casting classes can teleport and not every low Str characters are casters (rogue-types/dex-based damage warriors/most swordsages/etc).
Otherwise, Freedom of Movement could instead grant a bonus of +20 on grapple checks against monsters with a similar anti-FoM ability. It supposed to help significantly after all.

8-It's a huge bulging monster charging at you recklessly. That isn't charisma.
So is the Frightful Presence of a dragon. Yet its still Charisma based. Its imposing a Fear effect. The fact the thing is huge and very dangerous and coming straight for you is already reason enough to instill the logical idea of escape if you do not have the ability to fight it like any other massive monsters. Looking like an avatar of destruction being the reason the fear is imposed seems like a charisma based effect as well.

9-The tarrasque's main weakness it's its short range. If you try to keep away and pelt it with arrows, you better bring a lot of them.
I meant to say that Carapace had received a big nerf since the original ability worked at any distance. I'll note that Carapace offers no protection against arrows, seeing how arrows aren't rays, lines, cones or a magic missile spell. But neither did the original ability. Rush is meant to counter the range issue.
Otherwise, although the class itself does not offer any kind of ranged damage until Eruption, nothing stops a player to build the character to be able to handle ranged combat, or to assimilate items that will help it do so.

10-Well that's the idea. The tarrasque's a melee monster that'll shred you if you get close, but try to kite it at range and you have to punch trough its carapace.
I think the big Str gains already help it achieve that status without a cheap counter trick, but that's just me. A player could always just pick the Robilard's Gambit or Karmic Strike feats if being even more dangerous to attack in melee was desired.

I didn't give the tarrasque those immunities because it will already have godly Fort saves and I don't see why it should particularly be resistant to fire.
1-Being hard to kill is the Tarrasque's main selling point.
I'll note that energy drain usually does not grant a save. Same goes with some ability damage, and I reckon some requiring Will saves.
There is the Fort/half saves that wouldn't be negated without Mettle as well. I don't know why it would be immune to fire either, but for some reason the original monster is.
Kind of how Devils are all immune to fire by default or how Demons are all immune to electricity, for some reason.
[/spoiler]

Wild Hunt
[spoiler]
2-Eeerr, the hounds don't get companion abilities, and they already get Wild Hunt abilities. Also it's not even like they have actual abilities, they're just HP chunks with a single attack per round. They hardly can make up for a party besides being meat shields.
I meant that the hound should work like an animal companion does for a ranger, progressing in power at a similar speed. Although they'd work like animal companions they'd acquire some wild hunt abilities instead of the powers gained by animal companions.
They are also more than just chunks of HP.
-Their BAB, large size and massive Str scores makes them great grapplers. (notice how they inflict Dimensional Anchor as well while doing so)
-Their single attack deals great damage via skirmish, high STR and the Wild Hunt's own Wis modifier.
-Their high hp, dex, con, SR, DR and immunities make great tanks out of them.
-Their high racial bonus to Hide and Move makes them great sneaks.
Its like having a few tanky rogue/scouts to bother his enemies in melee while he slaughters them at range. And they don't turn on you thanks to focused mind.
A normal animal companion doesn't even compare, and he gets a bunch of them to boot.

3-All classes have to be playable using only net-available material, so Phantom Stag is out.
Alright. I mostly wanted to point out that the Phantom Steed spell already improves as the Wild Hunt rises in levels, and cannot become useless at higher levels.

6-Well, what's the worst that can happen here? It doesn't actualy help you kill the monsters. It's more of a flavor ability actually.
Put yourself in a DM's shoes. Two examples:
-The DM's favorite lich BBEG get killed and because of that ability he cannot have it return 3 chapters later for a big showdown.
-The DM sends a Wild Hunt against a ECL14 party. Wild Hunt gets a crit and kills Gandalf. Gandalf's player now has no choice but to roll another character because there is fat chances that his companions will be willing to pay 25,025gp for the True Resurrection component, go through all the trouble of finding a near epic Cleric wiling to help and spend xp for a Miracle. Or spend even more money for a Wish scroll. Now the DM feels like a dick.

It will likely end in grief.

8-Moon depandant is just too situational. Changed it to be based on spot ranks (don't complain, casters usually boost their own CLs).
You're right. Limiting it to see only in non-enclosed areas might be more thematic without being too situational. There would be synergy with the ability to throw a storm at his found targets and appear nearby to pursue the hunt.
I won't complain. I suggested a more balanced opposed check and that definitively is one.

9-Remember that they get 2 ghost levels that count towards your control cap, so it can't get that many minions. Also again, ressurection-preventing is more of a flavor thing than anything else. How many enemies you meet you think will worry about that?
Oh, its fine. I just didn't really like the ability because its such a huge table turner that can be activated with only a single round (compare to the 1 hour casting time of Create Undead). I don't like the anti-rez property for the same reason as #6 except it can be done even if the Wild Hunt isn't the one doing the killing blow.
Since it takes a single round to activate and requires no expensive components or anything like that, pretty silly things could be achieved. Example:
Party faces a Wild Hunt +4 treants encounter. Each hounds dash at every party member and initiate a grapple, the treants move to help them maintain the grapples while the Wild Hunt shoots at them. 2 rounds later one of the pups rolls a crit and kills Gandalf, the only caster in the group able to cast Freedom of Movement (uh-oh). Wild Hunt uses Gather the Dead and now Gandalf is in his team, along with recovering one of the treants the party managed to kill.

10-That's the kind of "epic" abilities that aren't that bad at this level. You're level 18, you should be geting to do extra badass stuff by now!
Those abilities are just worth around a million gp that won't be increasing the worth of his bow's abilities further. I think that falls under high epic level badass, actually. Like level 30.

11-Remember that enanchment bonus don't stack, and by this level the Wild Hunt certainly already has better weapons from normal treasure. This is more of a "emergency" button, and also makes secondary weapons more viable, since I picture the Wild Hunt as wielding a wide variety of weaponry.
I remember. But enhancement bonuses are hardly an issue. What you mention is exactly the problem: they get better weapons at that level.
You]re probably are aware that when you enchant a weapon with a special ability, the cost of further enhancements increases drastically.
As written, this ability would allow a Wild Hunt to draw his +1 Speed Unholy Anarchic Flaming Burst (+10 weapon) composite bow and enchant it with additional abilities on the need, like Brilliant Energy against living foes. BAM. The bow bypasses the radical price increase of adding abilities past +10 and is now an epic bow (plus the epic weapon ability it already gets from Perfect Hunter). The worth of such a bow's combined abilities goes from 200k to 8 millions, at level 19. A level 36 character could afford one if he spent about everything on it.

12-Immortality won't save him from disabling effects like temporal stasis and Flesh to Stone.
But not everything else. Which is a massive load of things. His pets could always kill him to save him but I don't think having an Achilles' Heel justifies this ability. Which the original monster didn't have either.

13-I must ask you in how many epic games have you been. I'll admit I'm no specialist on them, but I've played over 20th level, and by then players usually have stacked multiple prcs and will be able to pull out some pretty crazy stuff.
More importantly, everybody worth their salt will have their saves boosted to the sky between cloaks of resistance, spells, paladin dips and whatnot, or being monsters with butloads of HD on top of massive stats, so even with the DC being Dex based, most enemies should still be able to shrugg it off in anything but a 1 by now.
If you must, about 4 or so, not counting those that failed to launch properly. Reached level 35 and 40 in two of them. To make Epic level manageable a DM must be very strict because a game is easily broken at that level.
I am somewhat familiar with what can be achieved at that level and what would be considered a normal amount of power with and without uber optimization and cheese.

As to massive saves. Taking a look at the epic monster encounters and I fail to see really impressive save modifiers until the very high CRs. If a DM has to optimize every monster it throws at its players just to have them survive their abilities for two rounds, the players are doing him a great disservice. A DM can use disjunction, AMF or dead magic areas to take care of ridiculous numbers for a while.
Speaking of which, specifying when a class ability is SU or EX would be a good idea.
It wouldn't be such a problem if it was something else than free instant death every attack.
And even then, an archer can manage a pretty impressive number of arrow shots per turn, so a LOT of saving throws. Even against godly saves, everything rolls a 1 eventually. People with godly saves are attacked by some sort of improved Vorpal effect that works against everything and destroys their soul. Those who don't have such saves just die.
[/spoiler]

Xixecal
[spoiler]
1-It's still just DR 1 by then, so even if nobody has the right weapon, it hardly makes a diference.
Tell that to the barbarian who gets it at level 7. Don't forget the SR that is always good at an equal level CR. I remember the barbarian players I played with being pretty happy to get it.

3-It's an abomination, one of their key traits being massive blindsight/telepathy ranges.
Its also a PC, and thus has a PC's power curve to follow. Its not an encounter meant to solo an entire party on his own anymore.

5-Yes, the Xixecal's suposed to have a pretty good movement speed.
See #3. Its all about balance. It already begins with a good movement speed and gets Haste to improve it further. Note that even the monk's massive movement speed is mostly an enhancement one that doesn't stack with Haste.

6-This! Is! Homebrew!
And this is a bad excuse to illegitimate min/maxed power. It is also unfit to be played as a PC among other characters that aren't Xixecals. Even the original Xixecal deals with its SLA with Cha. There are many other options for this: increasing Str, Con and Cha in turn instead of only Str and Con; the choice of not giving it SLAs at all since it doesn't have the big Cha increases to use them better than anyone else and give it something else instead, among other things.
If the class is meant to fall into a whole different power curve then there is no need to change anything.

7-Well, a caster by then could Slow multiple targets, and wouldn't even need to hit them in melee. A dragonfire adept could do it whitout even allowing a save.
And would need to spend a standard action, a spell slot, use a DC that doesn't scale with his HD and a single attempt at slowing. A dragonfire adept's slows doesn't deal damage and they hardly lasts as long. Xixecal can force a saving throw each attack every round all day and more than once with a full attack.

8-Meh, tradition of mine by now, as well as all other monsters with dispel SLA so far.
Haha. Its fine. I just meant that you should call it Greater Dispel Magic to begin with to avoid redundancy.

9-Abomination traits, gained little by little. I would expect you to like that since you insisted on that kinda of idea early on.
Oh, I don't mind them! I'm just saying that it acquires them fairly early.

10-Even if it's drain, even if it's in every hit, it's still just 1 point at a time. Your oponent will die of regular damage much before being drained to 0. But I'll agree 10 HP may be too much, changed it to 5 HP.
I agree. They will die of regular damage before that happens because every 2 Con points lost reduces the hp of the target by an amount equal to its HD. Along with making its fort saves worse against all its save-or-die effects.

11-A Xixecal player can't really afford to pump Charisma unlike the original monster.
As said in the Tarrasque entry, with all the gains in Str and Con a Xixecal can certainly afford a decent Charisma score if it wanted to do great in those class abilities or simply ignore them to focus on brawling melee damage. The Xixecal has a wide array of ways it can act in battle and choosing what it wants to be best at is a form of balance.

12-Dire winter isn't that hot cold. It's automatic minimal damage, and dimensional-lock mostly screws casters, noncasters really won't be bothered by it.
Dimensional Lock is also a level 8 spell with a small and static area of effect. The range of dire winter is HUGE. You also made a deal out of casters using nasty teleportation tricks to avoid grapples. And casters are the foes to really watch out for, especially with a vulnerability to fire.

14-Clarified right at the start of the class, it has Cold subtype and takes extra damage from fire, the usual.
Yes. 50% more. This is double damage now.

15-Like the others before, they're purely offensive and aren't super-utility stuff.
I fail to see why it being a save-or-lose SLA is a justification to acquiring it early.

16-You still need to hit them first. The Xixecal may be fast, but can't fly, and even with invsibility by now is taking a massive penalty to hide from size alone.
The question of "will it miss" doesn't dismiss the result. High Str and many attacks in a fullround action has good odds to accomplish this, either way.
Flight is easy to get with the many ways it can be acquired. Potion, magic items, spell from your party's caster, graft, you name it.

17-Power attack. Sneak attack. Stone dragon maneuvers. Transmuting weapons. Attacks that don't care about DR to begin with.
Power attack decreases the odds of hitting the thing along with dealing additional damage that would had gone into its HP instead of being wasted in the DR; same for Sneak Attacks.
Stone dragon maneuvers are one-hit attacks. Melee damage is fearsome when its given in full attacks.
Transmuting wastes a round to adapt and does not bypass the regeneration. It also still falls into the issue of 'very specific weapons' being needed but a fair option otherwise.
Most non-casting monster encounters care about DR very much.

18-Still only a 1/5 chance.
I know its not huge advantage on its own until it gets ridiculous at the later levels. Its kind of like Concealment, but special senses and Blind-Fight doesn't help you against it.
The problem is that there should be a way to bypass it other than looking for some rare means to acquire the Xixecal's size. There should always be some way to fight past a monster's defenses otherwise they become abilities not meant to be used by players and receiving a big LA to discourage playing it, if any.

19-And most of them are Fort-based. Even with the DCs being based on Str, enemies on this level should have an excellent chance of passing them. An adult red dragon (CR 5) for example gets +18 on Fort saves base, so if the Xixecal had 16 starting Str,  +17 from being monster, that's a +11 modifier, DC 29, the red dragon passes it half the time despite being two levels lower. Now you could find extra Str buffs for the Xixecal, but the red dragon would also certainly have some gear and defensive spells of its own.
I must say that dying half the time against a creature's constant barrage of save-or-die abilities is not something it will have the opportunity to do very often.

20-If it needed a swift action, then it would be useless against imobilizing effects.
Immobilizing effects do not prevent mental actions. If Iron Heart Surge, one of the most broken maneuvers there is, can afford a standard action for the awesomeness of cleansing oneself from a status effect. I don't see why this ability cannot.

21-Touch attacks need a target. Sometimes you just want to blast an area. Also the Xixecal has it, and I found the idea of the living glaciar liking to throw massive balls of fire too amusing to keep out.
I didn't say it should be removed. You can in fact make touch attacks in empty spaces with 50% chance of hitting if something is actually there and you beat the touch AC.
The issue was not in that it granted a touch attack either either; its that you have no penalty for choosing to use a touch attack. You get two chances to deal full damage including one without a save or you deal half damage on the second attempt with a successful save. If you just want to blast an area, aiming it at someone that might not get a save seems like a no brainer.

22-It's 19th level, there's really not much fairness around.
Only if the DM has no control over his campaign and over his players and/or has no balls.

23-Check the original Xixecal, it has a freaking 50/50 face/reach. I expect a player wanting to play a Xixecal to expect to at least be bigger than everything else by epic levels. Also the Xixecal still can't use all its abilities with just two swift actions.
Indeed, but its size modifiers aren't changing past Colossal. Only the space reach should be improved, to respect the original creature. Else, one virtual size bigger, at most, just to make a point.
Sill, gaining more Swift actions allows the Xixecal to own the action economy on top of everything else, and that is too much. Having many many uses for a swift action is not a reason to give a creature more of them. Giving anything more actions leads to an unfair lever of power.

24-This is epic levels now. All bets are off. Things are suposed to be geting crazy by now.
Yes. But not that kind of crazy. See #22.

And for the record, 1 mile/5 HD is hardly covering the whole planet. A big city perhaps.
I wasn't being literal. Its an aura of death affecting a very very large surface. No epic spells can achieve something similar and be cast at level 26. Hardly at even double that level.

I didn't bother commenting the rest of the abilities after those since it was escalating the beyond insanely powerful ladder and should be self-explanatory.
[/spoiler]

Genie, Kahayal
[spoiler]
2-It's a hide check, it has no duration.
Okay. Just wanted to make sure. You make a new hide check every time you move, so having a duration would maybe had been too good at that level.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz October 28, 2011, 03:22:06 AM
I wasn't being literal. Its an aura of death affecting a very very large surface. No epic spells can achieve something similar and be cast at level 26. Hardly at even double that level.
At level 21 as a wizard you can have every stat be arbitrarily high forever, have permanent emanations miles wide dealing arbitrarily high amounts of every type of damage, be immune to spells and damage forever, etc. Once you hit epic shit just gets silly naturally  :love Before epic is where you need to be concerned about balancing issues. And to be fair iirc these things aren't meant to be balanced towards barbarians and the like, more towards the sorcerer end of the power scale in non epic levels.


Back to your regularly scheduled debate now  :D
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Prime32 October 28, 2011, 01:02:22 PM
Request: Gray Shiver (Dragon 343).

It's a CR9 monster, the result of a spider making its home in the skull of a destroyed lich and inheriting some of its power and all of its ego.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 28, 2011, 02:39:18 PM
At level 21 as a wizard you can have every stat be arbitrarily high forever, have permanent emanations miles wide dealing arbitrarily high amounts of every type of damage, be immune to spells and damage forever, etc. Once you hit epic shit just gets silly naturally   Before epic is where you need to be concerned about balancing issues. And to be fair iirc these things aren't meant to be balanced towards barbarians and the like, more towards the sorcerer end of the power scale in non epic levels.
What can be done at epic levels goes as silly as a DM lets it be. What can be done by the cheesiest wizards is not a standard to be applied to everything epic.
Unless you want your game to end early.

I already compared the Cheshire Cat to a sorcerer.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz October 28, 2011, 08:42:55 PM
What can be done at epic levels goes as silly as a DM lets it be. What can be done by the cheesiest wizards is not a standard to be applied to everything epic.
Unless you want your game to end early.
Depends on how sneaky your players are, I've had an epic campaign where nothign cheesy happened... mainly because the players were too interested in random things, like improved death attack, or being a half celestial half fiend monk who could get his AC to unhittable totals but do nothing else... and an epic healer  :bigeye. And then there was the campaign where we won it before it started because the DM said do whatever you want I dont care ... us  :evillaugh him :hide
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 28, 2011, 09:48:43 PM
I bet.
But then again, if someone is ready to seriously DM an epic campaign, with all the work that entails, and with players you do not personally know - he better have a solid knowledge and understanding of what is actually going on just with a look or two at a player's character sheet.

Holding the DM's rule 0, such sneaks could, and should, see their characters die very fast as a lesson.
Unless the campaign was started just so people could screw around. Of course.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Littha October 28, 2011, 10:46:10 PM
Holding the DM's rule 0, such sneaks could, and should, see their characters die very fast as a lesson.

Never kill a character just because they did something you didn't expect, especially if it is fully rules legal and you checked their character sheet before the game started (Which should happen every time you have a new character)

Killing characters off for playing within the rules is such a dick move I struggle to find words to express it.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Catty Nebulart October 28, 2011, 11:01:27 PM
Killing characters off for playing within the rules is such a dick move I struggle to find words to express it.

Counterpoint: The fifth level kobold player summons a Sarruhk. At this point, as the DM, for the good of the game I have no problem with having the Sarruhk slip it's bindings and do something horrible to the PC.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 29, 2011, 12:23:28 AM
Well, there is always asking the player to correct the problem before dropping rocks.
Either way, smuggling cheese with a sheet that initially looks harmless is something I call abusing the Dm's trust. A player doing that knows damn right that he's sneaking something in.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Kajhera October 29, 2011, 02:00:32 PM
Epic spells pretty much explicitly let you do whatever you want, with a high enough spellcraft+gold, or enough allies. Check out the spell creation rules, also the Mythal seed; trying to 'balance' these would take pretty much an entire rebuilding of the system, somehow preserving what makes epic epic.

(When I ran for an epic party, they had not a particular amount of trouble with a xixecal and no epic spells, but they were also all undead.)

Few notes on early levels:

[spoiler]DR is in quantity in line with other DRs, but its descriptor seems a bit too complicated at level 2. Good and Adamantine would probably be plenty before it gets Epic. Who has a good-aligned non-magic adamantine weapon anyway, and why do we hate them?

Strength and Con boosts are a bit scary. o.O

Telepathy isn't a sense, um, that has nothing to do with the build of the monster, just puzzled me.

If you don't want the Xixecal's extra speed to count as base land speed, make it a bonus of some variety.[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 29, 2011, 05:46:46 PM
Indeed. But casting an spell requires a spellcraft check the stronger it is.

In this case, it is a wide aura transforming people into iceblocks with a save and a 1/3 chance of death without a save to try stopping being one for a minute and can be invoked with a fullround action.
Lets convert this into a similar Epic Spell:

[spoiler]Transform Seed: +21 (transform into inanimate block of ice)
Slay Seed: +25 (1/3 odds of death each attempt to get free, no saves)
Reduce casting time to 1 round (fullround action): +18
No verbal/somatic components: +4
*Seeds that already have an instantaneous duration cannot be increased* (So the one minute duration is breaking the very limits of epic magic): (+/x? modifier to Spellcraft check)
Change from target to area: +10
Change area to 20-ft. radius : +2
Increase area by 100% (radius of 26400ft at level 26, so x1319): +5276
No mitigating factors, bypasses SR, DC scaling with HD and effect cannot be dispelled. And the effect is not static.[/spoiler]

Spellcraft check DC to cast it: 5356 (addition of or multiplied by ? for taking effect every round for a minute)
(Do we agree that no level 26 wizard can cast this without massive shenanigans? Let alone afford the expenses of developing the thing?)

Telepathy is included in the abomination type bundle.
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: b100d_arrowz October 29, 2011, 05:58:33 PM
Killing characters off for playing within the rules is such a dick move I struggle to find words to express it.

Counterpoint: The fifth level kobold player summons a Sarruhk. At this point, as the DM, for the good of the game I have no problem with having the Sarruhk slip it's bindings and do something horrible to the PC.
Nothing wrong with that as the Sarrukh is probably much smarter and far more devious then the player character, and if you summon something and don't expect it to come back and try and get free from your chains  :nonono
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: oslecamo October 29, 2011, 10:19:22 PM
Request: Gray Shiver (Dragon 343).

It's a CR9 monster, the result of a spider making its home in the skull of a destroyed lich and inheriting some of its power and all of its ego.

You mean the diminutive "casts as CR" spider that has a dominate-person poison and several other goodies? Challenge acepted!

But first...

Anomander

Troll
[spoiler]
1-Well at first level good luck geting a 20 on Str even with the racial modifier. So we're looking at more of a 18-19 Str with 3d4+9 vs 2d6+6. And if you need to move to get in melee, it's 1d4+4 (or 2d4+8 causing an aoo) vs 2d6+6. The troll gets ahead on full attacks but back in charges.

2-The monk and paladin healing aren't that good of a comparison point. Those guys aren't low tiers by chance. Also the troll won't get to heal both nonlethal and normal damage at the same time because it's natural healing, not a magic or spell effect.

3-Well it could be the troll twisting itself before jumping to create a basebal/boomerang-like effect where something turns in mid-air, or cartoon-style of flailing its arms to change direction mid-air, or anime-style of super kung-fu, take your pick. And as long as the whole movevement it's in a straight lineand whitin your speed you can get anywhere.

5-Any self-respecting rogue will be tumbling trough the battlefield to avoid reprisal full attacks from monsters with lots of teeths and claws. Or can just hit the aoo to stop the full extra claw attacks. But good point on multiple rends, that was not intended. Will put a clause that the extra claw attacks can't trigger rend.
[/spoiler]

Chesire cat
[spoiler]
1-Hide In plain Sight  becomes irrelevant when enemies get blindsight and mindsight and tremorsense and whateversight. But I feel like waiting and see how the cat player that is sacrificing caster levels and our dear DM deal with this.

2-It's still a sorceror, whose main weakness is low level of spells known, for every illusion/enchantment it picks, is one less Polymorph/teleport/binding/hax dragon spell spell he knows.

3-But on the other hand, it also means a player can be tempted to play a sorceror and "gasp" lose caster levels! What was the last time you saw someone pick sorceror and plan a build that only goes to 6th level spells until 20th level?

[/spoiler]

Tarrasque
[spoiler]
3-Noted. I'm DMing a party with a lv8 tarrasque right now, and I plan to throw them medium level fullcasters later on, will see how it goes.

6-It's still something I do for every monster with SLAs here, and you're the first one to complain about it. It being a basic rule is no problem, I'm freaking rewriting whole monsters here! And yes I do strive for the abilities to be synergetic. Now some base classes do offer multiple paths, and so do some of my monster classes, but that's lots of extra work on my side of the field. Making a "pretty tarrasque" a viable and interesting path is just something I don't have the free time to do.  Finally cha is the dump stat in D&D. It would feel bad if a 1st level tarrasque has to burn points in Cha that will only be useful when it actually starts geting Cha-based abilities.

7-Dispel and AMF are "dun-dun-DUN" spells themselves! No wonder the best grapplers are casters (usually with some polymorph/wildshape help). High dex dudes have escape artist, or at least a cheap anklet of translocation (dispel and AMF items are much harder to come by). Now I guess I could make freedom of movement grant a bonus... But I won't because I'm personally offended from that rule, in particular because it's a 3.5 rule, whereas in 3.0 FoM only worked against magic effects, as it's suposed to.

8-There's more than one way to instil fear. Dragons scare you not only by being big but also by being shiny/colourful and very self-confident. There's a reason why ancient warriors liked to make themselves look as outrageous as possible before the whole "camouphlage" thing set in.

9-Ah yes it's indeed suposed to be most of an anti-magic effect. And do notice that the original blocked a much more limited selection of spells, meaning a caster could snipe it from a distance much easier. Plus this way it works as bait. If the caster aproaches enough to try to get trough your carapace, it's possibly in your natural weapons range!

10-But I wanted that effect whitout needing to resort to non-srd feats.

1-Neither do energy drain or ability damage spell instant death, they just weaken you. And with mindblank, regeneration and carapace, giving it death ward as well would be kinda too much. You can still get it trough items and spellcaster allies as you sugested.


[/spoiler]

Wild Hunt
[spoiler]
1-Hell no! The ranger's companion is renowed as one of the worst out there, and its main use being as a flying mount when you get the bat option. They won't be reliably grappling casters because they don't get to ignore freedom of movement (nyah!), and brute monsters like a Fire Giant (CR 10) has a +25 grapple modifier, which easily beats the +17 a 10 HD hound would have. Skirmish won't be triggering every round, and they'll basically be breaking their teeths in anything with DR. Now compare to a druid's fleshraker companion with venomfire or a plain dire bear (CR 7, obtainable by druid at lv13, 9 with that other feat). The hound is pretty tame compared to that.


6-Players screwing over the DM's plot is inevitable. But even then the wild hunt can't stop a lich from regenerating. It's not coming back to life, it's already dead! Some other monsters to prevent the lich, like the Tarrasque that stops them from coming back into existence, not just back to life. As for the DM side, it's expected he has some responsability and doesn't throw things the players cannot deal with. Several monsters out there could prevent ressurection as well (cough Barghest). Heck, below lv 7, good luck bringing dead players back to life!

9-Ah, good point on the 1 fullround. Gonna change it to 10 minutes.

10-We'll just have to disagree here then. You believe that's level-30 badass, I do not.

11-Then I clearly didn't write the ability clear enough, because it's not suposed to be able to further enanche already enchanted weapons. Clarified.

12-The Wild Hunt is a myth of life and death, destruction and renewal. And even if he comes back to life, if he runs for 1 hour, he's lost the battle. The evil wizard will finish his evil ritual, the dark general will butcher the capital, etc, etc

13-Good, but you see, at those levels, there's no such thing as "normal" anymore. The sheer number of combinations possible, and how strict your DM is will result in a lot of possible combinations. In my games that reach epic, we do stuff like assaulting Asmodeu's personal plane butchering armies of demons, undeads and demon-undeads, having to break trough walls of magic defenses and whatnot, or slaying armies of angels and then animating them all at once to make a blashpemous army of flying zombies on the spot if we're on Evil team and feel like we can take on Celestia by now.

And yes, a DM needs to optimize monsters against well optimized players. Most things straight out from the MM will only really challenge newbie players. Even Catty commented she needed to start pimping up her monster, despite admiting the party being pretty much all tier 3.

As a final note, evading natural 1s is part of epic play for me. Stuff like gods and abomination are naturally immune to them, everybody else can pick pride domain and/or steadfast determination and similar.
[/spoiler]

Xixecal
[spoiler]
1-Barbarian is tier 4. And altough DR never hurts, let's be honest, what does it matter DR 1 at 7th level?

2 and 5-The reason why I didn't give them at full power from the start and made them scale. But ok making the bonus an enanchment.

6-Look, one of the things many people complain in D&D it's that you can use mental scores to enanche your martial capacity, but it seems like you can never use your physical scores for enanching mystical abilities. Well no more. Monsters should be allowed to use magic with their muscles and/or life force instead of needing to be pretty.

7-Good point about the duration, changed it to 1 round per 4 HD.

10-Yeah that's called synergy.

11-See the same argument with the Tarrasque. Also there's no such thing as too high main stats.

12-I'm kinda lost here. If casters are the thing to watch out for, what's the problem with defensive measures against them?

14-Ah, corrected.

15-Because it's already over lv10 and there's much worse stuff out there by then.

16-Ok, it's good at killing stuff. Adventurers are suposed to kill stuff.

17-Melee monsters are renowed for having exceptional melee stats, and they can easily afford to spend some points to pump up their melee attacks. Most later MMs even sugest how much the monster likes to start with and then comments it adapts depending on how easy it is to hit the player. The Xixecal in particular has no armor proficiencies and unlike other monsters also didn't get extra bonus to AC, and its big size isn't helping things much. Even its natural armor won't really keep up with the much faster monster's escalating attack bonus. Also you don't exactly need to beat its regen, if you beat it in incosciouness, they can just keep hiting it until they realize fire burns it quite well.

18-Ok, greater cleave can bypass it now.

19-That's what you get for being two levels lower than your oponent.

20-Because IRON HEART SURGE cannot be used if you're immobilized. All maneuvers need you able to physically act as base rule.

21-Whatever, there's more important things to discuss.

22-You may not have the balls to deal with high power D&D, but I assure you it exists and can be quite a good experience.  My longest running PbP has no less than an abrupt jaunt wizard filled with prcs, a psionic archmage, and a rainbow mage servant war weaver, among others, and all I restrict are endless loops and minion combos.  Yes sometimes it breaks down in a player-DM duel, but competitive gaming is still gaming, and pretty good if you know what you're doing. Now I'm not making this classes to stand toe to toe with abrupt jaunt wizards and whatnot, but so that at least they won't fall to a simple quickened spell.

23-Removed the bonus to combat maneuvers, but swift actions stay. Yes geting more actions is part of high level play.

24-By all means read again my reply to 22.
[/spoiler]
: Re: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests
: Anomander October 30, 2011, 05:33:52 AM
Troll
[spoiler]
1-Well at first level good luck geting a 20 on Str even with the racial modifier. So we're looking at more of a 18-19 Str with 3d4+9 vs 2d6+6. And if you need to move to get in melee, it's 1d4+4 (or 2d4+8 causing an aoo) vs 2d6+6. The troll gets ahead on full attacks but back in charges.
The starting strength score of an example seems pointless to argue. But okay. Let's not assume the Troll begins with a +2 to all stats given by the DM.
You forgot what Reckless Assault does. Extra attack on a fullattack and on a charge. The troll dominates in a fullround attack, and if it needs to move, it can charge.
Troll on a charge deals 2d4+8 (3d4+12 with a missed AoO) vs 2d6+6, with two tries against the DC to deal damage. At level 1, considering missing too often in a melee battle can mean death, having more than one try to deal anything, even if its less damage, is a good thing.

2-The monk and paladin healing aren't that good of a comparison point. Those guys aren't low tiers by chance. Also the troll won't get to heal both nonlethal and normal damage at the same time because it's natural healing, not a magic or spell effect.
There aren't many other comparisons of non-spell abilities giving self healing to compare it with. If there are, its probably still not better than Troll self-healing. It heals too much/too often/too fast.

3-Well it could be the troll twisting itself before jumping to create a basebal/boomerang-like effect where something turns in mid-air, or cartoon-style of flailing its arms to change direction mid-air, or anime-style of super kung-fu, take your pick. And as long as the whole movevement it's in a straight lineand whitin your speed you can get anywhere.
I'll go with the troll fart. Thank you very much.

5-Any self-respecting rogue will be tumbling trough the battlefield to avoid reprisal full attacks from monsters with lots of teeths and claws. Or can just hit the aoo to stop the full extra claw attacks. But good point on multiple rends, that was not intended. Will put a clause that the extra claw attacks can't trigger rend.
...it was just an example of damage output in rebuttal to you stating a barbarian could 1 hit everything. The rogue could be a commoner, a fighter or whatever. Its not about what they can do to evade damage but what happens to them when they receive it. The point was: Troll damage potential is a whole lot bigger than a barbarian of its level with one of the best weapons.[/spoiler]

Cheshire
[spoiler]
1-Hide In plain Sight  becomes irrelevant when enemies get blindsight and mindsight and tremorsense and whateversight. But I feel like waiting and see how the cat player that is sacrificing caster levels and our dear DM deal with this.
Is your definition of useless being something that can still be countered past a specific level? Hide in Plain Sight is ALWAYS useful if only because not everything got some supernatural sense. If something needs to cast a spell to gain such a sense, its probably in response to realizing the presence of an invisible creature at which point usefulness has already been acquired in going at least one round undetected to mess them up and in having the caster waste an action getting the special sense. If a character really wanted to improve its HiPS, it could just invest a feat in Darkstalker and acquire anti-detection magical items. Even the spell superior invisibility is vulnerable to True Seeing.

2-It's still a sorceror, whose main weakness is low level of spells known, for every illusion/enchantment it picks, is one less Polymorph/teleport/binding/hax dragon spell spell he knows.
A sorcerer doesn't need more than one spell per level to accomplish each of those kinds of effects. Worst case scenario, it uses its badass enchantments to take ownership of some wizards to cast all that stuff for him or purchase/scribe scrolls, rods, runestaves, staves or wands of those spells if it feels a need to cast them (if especially nasty, use dominated wizards with the craft feats to make it all that stuff). I don't see the weakness.

3-But on the other hand, it also means a player can be tempted to play a sorceror and "gasp" lose caster levels! What was the last time you saw someone pick sorceror and plan a build that only goes to 6th level spells until 20th level?
Oh yes. Probably a few but the one example that strikes me was a gish swiftblade. Could fight like a monster and fly as Ex abilities to waltz around the battlefield in an antimagic field. A real mofo.
But even on that other hand, what does it change? A sorcerer deciding to multiclass and advance with handicapped spellcasting that way would get more being a Cheshire Cat to do the same. Unless its to grab a single level of sorcerer.
[/spoiler]

Tarrasque
[spoiler]
6-It's still something I do for every monster with SLAs here, and you're the first one to complain about it. It being a basic rule is no problem, I'm freaking rewriting whole monsters here! And yes I do strive for the abilities to be synergetic. Now some base classes do offer multiple paths, and so do some of my monster classes, but that's lots of extra work on my side of the field. Making a "pretty tarrasque" a viable and interesting path is just something I don't have the free time to do.  Finally cha is the dump stat in D&D. It would feel bad if a 1st level tarrasque has to burn points in Cha that will only be useful when it actually starts geting Cha-based abilities.
I am not surprised. People rarely complain when its to their advantage.
You are rewriting monsters and they end up working differently, ignoring a rule applying to every monsters in the game. Being constant in bypassing that rule is not really an argument in how that is not shaking the balance. Specifically stating that SLAs do not use Cha takes more of your free time than just keeping it the way it is. The idea is not to make a Cha based Tarrasque, it just gives it a reason to have a base Cha score higher than 8. If a character feels like it prefers its monster abilities and do not really care about the DC of its SLAs, it can keep Cha as a dump stat without losing too much. I am actually a firm believer that Cha and Int are the best two stats in the game. Cha and Int can be applied to almost every mechanics. If you insist on keeping it so because that's just how you like it, Min/Maxing or not, well, its your homebrew and lets leave it at that.  :rollseyes
Though perhaps it wouldn't be so bad as a new Monster feat for your list. Gives the Min/Max what I think is the usual price.

7-Dispel and AMF are "dun-dun-DUN" spells themselves! No wonder the best grapplers are casters (usually with some polymorph/wildshape help). High dex dudes have escape artist, or at least a cheap anklet of translocation (dispel and AMF items are much harder to come by). Now I guess I could make freedom of movement grant a bonus... But I won't because I'm personally offended from that rule, in particular because it's a 3.5 rule, whereas in 3.0 FoM only worked against magic effects, as it's suposed to.
*Slams table* Objection! *taps a character sheet* The best grapplers are dedicated grapplers (often a psychic warrior, though) modified with a polymorph type spell cast by their caster buddy.
Being personally offended by an official correction to something playtesters decided needed a fix is a reason to leave it unfixed. An alternative would not be beyond reason.
If a DM feels a 3.5 rule not to his liking, nothing stops him to stick with 3.0 or make an hybrid to his liking. Fixing it would help the classes pass in games where the DM is not personally offended by Freedom of Movement.

8-There's more than one way to instil fear. Dragons scare you not only by being big but also by being shiny/colourful and very self-confident. There's a reason why ancient warriors liked to make themselves look as outrageous as possible before the whole "camouphlage" thing set in.
Self confidence = force of personality = charisma. That ancient warrior thing feels a lot like an intimidation check with some kind of make-up giving it a circumstance bonus. Intimidation is charisma based. My previous point stands; its based out of Frightful Presence, which is Cha fueled. Another use for Charisma that is being ignored to make the ability score worthless.

9-Ah yes it's indeed suposed to be most of an anti-magic effect. And do notice that the original blocked a much more limited selection of spells, meaning a caster could snipe it from a distance much easier. Plus this way it works as bait. If the caster aproaches enough to try to get trough your carapace, it's possibly in your natural weapons range!
I notice no difference. Your revised Carapace is doing the very exact same thing as the original. It doesn't block anything new and is only giving a gap for stuff sent at it within 30ft. Now the Tarrasque is a bait for moronic casters! Now they can just send their illusion selves within range and cast their spells through them instead going there themselves to make their spells land. How is having a flaw in something that didn't have any making it better? If it wants them in reach, it'll just Rush at them, attack and grapple.

10-But I wanted that effect whitout needing to resort to non-srd feats.
Make it at least cost an immediate action. Or just say that whenever they attack it they provoke an AoO, that way only one counter can be done without Combat Reflexes and it doesn't cheapen out everything.

1-Neither do energy drain or ability damage spell instant death, they just weaken you. And with mindblank, regeneration and carapace, giving it death ward as well would be kinda too much. You can still get it trough items and spellcaster allies as you sugested.
Or just remove some of the offensive abilities that are too much and replace them with that. Being hard to kill is the Tarrasque's main selling point, after all, and those debuffs can actually be quite deadly. Ability drain/damage is not covered by deathward either, by the way.
The monster actually has that as part of its original bungle. It would be like removing some of the abomination traits off a Xixecal, like maybe those same immunities, if you catch my drift.[/spoiler]

Wild Hunt
[spoiler]1-Hell no! The ranger's companion is renowed as one of the worst out there, and its main use being as a flying mount when you get the bat option. They won't be reliably grappling casters because they don't get to ignore freedom of movement (nyah!), and brute monsters like a Fire Giant (CR 10) has a +25 grapple modifier, which easily beats the +17 a 10 HD hound would have. Skirmish won't be triggering every round, and they'll basically be breaking their teeths in anything with DR. Now compare to a druid's fleshraker companion with venomfire or a plain dire bear (CR 7, obtainable by druid at lv13, 9 with that other feat). The hound is pretty tame compared to that.
The encounters are not all consisting of casters, and they don't actually all have Freedom of Movement...
It can use the druid's progression for animal companions. They would actually have +19 at level 10, so they do have a good chance to win the grapple. Especially considering their numbers.
Fleshraker with venomfire? Of course, let's always compare everything to the cheesiest version of anything it can be compared to. I don't recall direbears dealing skirmish damage, being able to sneak well on their own, having DR and SR and inflicting auto-dimensional anchors on their preys or any other particularly noteworthy goodies.
Skirmish give a lot of extra damage even if it hits but once and the Wild Hunt can equip his hounds with amulets of natural attacks to bypass DR if its that much of a problem. It still doesn't change that they are pretty much tanky rogue/scouts. And getting more than one as a class ability is too much.

6-Players screwing over the DM's plot is inevitable. But even then the wild hunt can't stop a lich from regenerating. It's not coming back to life, it's already dead! Some other monsters to prevent the lich, like the Tarrasque that stops them from coming back into existence, not just back to life. As for the DM side, it's expected he has some responsability and doesn't throw things the players cannot deal with. Several monsters out there could prevent ressurection as well (cough Barghest). Heck, below lv 7, good luck bringing dead players back to life!
That's arguable. Killing an undead creature puts it back to being dead. While unlike the working of Gather the Death, that ability specifically to returning to life (thus still allowing people to be raised back as undead creatures), I would say that a phylactery returns a dead lich to unlife, so only Gather the Dead stops it form coming back.
Maybe a reason why the Barghest isn't meant to be played by as a PC. Their anti-rez is forgiving though; only works on humanoids and 50% of failure.
The rarity of means to resurrect at low level is balanced by there being a lot less save-or-dies in your every day encounters, I think.
As I said, I don't have a problem with the ability itself. Just saying that its acquired a bit early and that its more of a level 20 thing. It can still be used against the players to their grief.

12-The Wild Hunt is a myth of life and death, destruction and renewal. And even if he comes back to life, if he runs for 1 hour, he's lost the battle. The evil wizard will finish his evil ritual, the dark general will butcher the capital, etc, etc
I'm not reading that in its MM entry. If you're basing that on folklore then pretty much all the Feys are invincible. It should have some kind of flaw, like that not happening when its killed by a cold iron weapon or something like that since the metal is anathema to feykind. Even a lich doesn't come back if you destroy the phylactery, or a vampire when you do the whole vampire death ritual thing. Like the anti-rez thing at level 14, it can be used against the players and stuff returning to life has a lot of frustration potential.

And yes, a DM needs to optimize monsters against well optimized players. Most things straight out from the MM will only really challenge newbie players. Even Catty commented she needed to start pimping up her monster, despite admiting the party being pretty much all tier 3.
I agree, if a DM actually wants to manage an optimized party. I'll note that Catty had to pimp our monsters in response to a party filled by your creatures. Will every DM need to do that to keep things remotely challenging if they accept your stuff into their campaign?[/spoiler]

Xixecal
[spoiler]
1-Barbarian is tier 4. And altough DR never hurts, let's be honest, what does it matter DR 1 at 7th level?
You're dodging the issue. Its not about whether or not DR1 is cool at level 7th (and it is). The Xixecal gets it a level 2. It makes a much larger difference at that level.
Some poisons won't work because the damage of the weapon is negated, each time you are dealt damage has a chance to remind you every hit point counts (especially considering the rate of natural healing when you don't have cure magics). Then there is the awesomeness of not being bothered by normal insects, disease carrying rats, walking freely on caltrops you spread yourself around and so on.

6-Look, one of the things many people complain in D&D it's that you can use mental scores to enanche your martial capacity, but it seems like you can never use your physical scores for enanching mystical abilities. Well no more. Monsters should be allowed to use magic with their muscles and/or life force instead of needing to be pretty.
Its pretty much covered in the Tarrasque section.
Though I don't recall people making much of a fuss over it. I think it might be because Str and Dex covers almost everything battle oriented and giving those stats as a main spellcasting ability would allow gishes to fully own in both departments. Most X to Y effects of mental to combat affects a single aspect of combat at a time while an ability used for spellcasting pretty much only offers more spells or better DCs. Once you get both you have the entire mystical aspect covered, making physical to mystical more meaningful and powerful than the opposite.
There are actually a few rare ways to replace a typical mental stat usage with a physical ability score, but are indeed far and few and often very restricted.
I can picture some beast using its blood or lifeforce and losing life to generate magic; I have a hard time imagining a beast creating a prismatic wall with his muscles. Not without laughing, at least.
I will also note that not many spellcasters are getting their main casting stat increased every level either.

10-Yeah that's called synergy.
Which brings me back to the original problem: Now every attack slows and drains Con. It should be doing one or the other. It shouldn't bypass Con damage/drain immunity seeing how those kinds of attacks are way too dangerous to bypass some form of surefire protection. Even 1 or 2 at a time, especially considering all the synergy. Perhaps a swift action to make all its natural attacks inflict Slow or a swift action to make them deal Con damage/drain would be a balancing factor.

11-See the same argument with the Tarrasque. Also there's no such thing as too high main stats.
Not as valid now considering all the good stuff a healthy charisma score could do to a Xixecal if it was built more in line with the original monster.
The point was not about whether or not getting 2 unheavely high stats with everything else in the abyss was a good or bad idea; I am disputing the notion that such a creature not being able to "afford" the raise a third stat a bit higher than abyssal, considering its major increases elsewhere, might not be a blatant exaggeration.

12-I'm kinda lost here. If casters are the thing to watch out for, what's the problem with defensive measures against them?
Dimensional Lock: level 8th spell.
Dire Snowstorm: Dimensional Lock on crack at level 10. Massive range bigger than the Epic Spell its meant to emulate.
Still lost? :)

15-Because it's already over lv10 and there's much worse stuff out there by then.
Hearing you, there will always be worse, and that justifies every little injustices like a creature receiving a few uses of a spell inaccessible to any caster its level.

16-Ok, it's good at killing stuff. Adventurers are suposed to kill stuff.
Most are. But they don't all get an infinite number of Quicken Spell-like ability feats.

19-That's what you get for being two levels lower than your oponent.
Or two level higher, no doubt.

20-Because IRON HEART SURGE cannot be used if you're immobilized. All maneuvers need you able to physically act as base rule.
Exactly. I never said otherwise. Only that it cleanses the user of status effects.
This is ways better than iron heart surge and can be used as a mental action. Isn't that good enough? Does it really need to be done faster too?

22-You may not have the balls to deal with high power D&D, but I assure you it exists and can be quite a good experience.  My longest running PbP has no less than an abrupt jaunt wizard filled with prcs, a psionic archmage, and a rainbow mage servant war weaver, among others, and all I restrict are endless loops and minion combos.  Yes sometimes it breaks down in a player-DM duel, but competitive gaming is still gaming, and pretty good if you know what you're doing. Now I'm not making this classes to stand toe to toe with abrupt jaunt wizards and whatnot, but so that at least they won't fall to a simple quickened spell.
Woah there. Getting personal now?
I had my share of very high power epic and, yes, it is fun when properly managed. I am not anti-super-epic despite whatever impression I may have given you. Sorry if you felt offended by the comment. I forgot to also note the exception where a game without fairness is what a DM offers to his players. I'm saying this with the memory of too many such epics game that went nowhere after or before the first encounter when a DM realized that it was way over his abilities and preferred to abandon the game over asking his players to tone their characters down. What you consider epic gameplay is not the same for everyone else either.
I am saying that Perfect Freeze is a big thing, because it is, and I'll leave it at that.[/spoiler]