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Oslecamo
2010-02-20, 12:57 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:

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.

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 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.




Growth modifiers

{table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)
[/table]

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.

Kudos to Zeta Kai for the basis of the above table.

Red dragon:

http://www.markeedragon.com/screenshots/data/3082/10red_dragon_attacks2-med.jpg

HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Red Dragon body, Arcane blood, +1 Str
2| +2| +3|+0 |+3 | Keen senses, Fire Breath
3| +3| +3|+1| +3| Blindsense 60 feets, Str+1, Con+1
4| +4| +4| +1|+4 | Wings
5| +5| +4| +1| +4| Tail slap, Growth
6| +6| +5|+2 |+5 | Red Dragon SLAs 1/day, +1 Cha
7| +7| +5| +2| +5| +1 Str, +1 Con
8| +8| +6| +2| +5| Red Dragon SLAs 2/day, +1 Cha
9| +9| +6|+3 |+6| +1 str, +1 con
10| +10| +7|+3 |+7 | Red Dragon SLAs 3/day, +1 Cha
11| +11| +7| +3|+7 | Arcane Skin
12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
13| +13| +8| +4| +8| Growth, crush, Frightfull presence
14| +14| +9| +4| +9| +1 Str, +1 Con, Hellfire
15| +15| +9| +5| +9| Red Dragon SLAs 4/day, +1 Cha
16| +16| +10| +5| +10| +1 str, +1 con, Firey Arcana
17| +17| +10| +5|+10 | Red Dragon SLAs 5/day, +1 Cha
18| +18| +11|+6 |+11 | +1 str, +1 con, Find the Path
19 | +19| +11| +6| +11| Red Dragon SLAs 6/day, +1 Str, +1 Cha
20| +20| +12| +6| +12| Growth, tail sweep, Discern location

[/TABLE]
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), spellcraft.

Proefeciencies: 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.

Arcane Blood:A red dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 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. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

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 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)

Keen senses: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.

Fire Breath: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 feets with each extra HD the player takes from here.

Blindsense:as the normal ability, range 60 feets.

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

{table]Level | Total bonus gained
1|+1 Str
3 | +2 Str, +1 Con
6 | +2 Str, +1 Con, +1 Cha
7 | +3 Str, +2 Con, +1 Cha
8 | +3 Str, +2 Con, +2 Cha
9 | +4 Str, +3 Con, +2 Cha
10 | +4 Str, +3 Con, +3 Cha
12 | +5 Str, +4 Con, +3 Cha
12 | +6 Str, +5 Con, +3 Cha
15 | +6 Str, +5 Con, +4 Cha
16 | +7 Str, +6 Con, +4 Cha
17 | +7 Str, +6 Con, +5 Cha
18 | +8 Str, +7 Con, +5 Cha
19 | +9 Str, +7 Con, +6 Cha

[/table]
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!


Wings: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: the red dragon can use locate object and sugestion as SLAs, a number of times per day as indicated in the table. Save DCs are 10+1/2 HD +Cha mod.

Arcane skin: The red dragon gains SR equal to his HD+11.

Iron Scales: The red dragon gains DR/magic equal to half his HD.

Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

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 + ½ 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.

Hellfire: 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, the red dragon's breath weapon still deals damage equal to the red dragon's HD, reflex save for half.


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

Firey Arcana: The red dragon adds any sorceror/wizard spell with the fire descriptor of a level he can cast to his list of spells known.


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 1½ 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.




Personal coments:
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.

Troll
http://garrafalegion.files.wordpress.com/2008/12/trolldyd.jpg

HD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +0 | +2|+0 |+0|Troll body, Str+1, Con+1
2| +1| +3|+0 |+0 | Regeneration, Str+1, Con+1
3| +2| +3|+1| +1| Scent, Str+1, Con+1
4| +3| +4| +1|+1 | Rend, Str+1, Con+1
5| +3| +4| +1| +1| Growth , Str+1, Con+1

[/TABLE]
Skills: 4+int modifier per level, quadruple at first level. Class skills spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate, ride, tumble.

Proefeciencies: all simple and martial 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 and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

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

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.

Scent: a troll gains the scent extraordinary ability.

Rend: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.

Growth:The troll grows to large size.His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

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.


Other monsters already done:
(this list is always being updated)

Blue Dragon (http://www.giantitp.com/forums/showpost.php?p=7941947&postcount=2)
Mind Flayer and Minotaur (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Medusa and Choker (http://www.giantitp.com/forums/showpost.php?p=7948874&postcount=17)
Zelekhunt(inevitable) (http://www.giantitp.com/forums/showpost.php?p=7951028&postcount=26)
Ogre Mage and Succubus (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Rakshasa and Dragonne (http://www.giantitp.com/forums/showpost.php?p=7956421&postcount=32)
Red slaad (http://www.giantitp.com/forums/showpost.php?p=7957540&postcount=37)
Djinni (http://www.giantitp.com/forums/showpost.php?p=7960967&postcount=43)
Wing Dragon (http://www.giantitp.com/forums/showpost.php?p=7962320&postcount=47)
Grimlock (http://www.giantitp.com/forums/showpost.php?p=7966772&postcount=54)
Awakened Skeleton (http://www.giantitp.com/forums/showpost.php?p=7966879&postcount=55)
Vargouille (http://www.giantitp.com/forums/showpost.php?p=7966939&postcount=56)
Balor (http://www.giantitp.com/forums/showpost.php?p=7967157&postcount=58)
Phoenix (http://www.giantitp.com/forums/showpost.php?p=7968929&postcount=63)
Vasuthant (http://www.giantitp.com/forums/showpost.php?p=7974321&postcount=75)
pit fiend (http://www.giantitp.com/forums/showpost.php?p=7976670&postcount=80)
Mummy (http://www.giantitp.com/forums/showpost.php?p=7977252&postcount=82)
Hound archon (http://www.giantitp.com/forums/showpost.php?p=7987311&postcount=89)
Centaur (http://www.giantitp.com/forums/showpost.php?p=7987339&postcount=91)
Gray Jester (http://www.giantitp.com/forums/showpost.php?p=7988336&postcount=92)
Silver Dragon (http://www.giantitp.com/forums/showpost.php?p=8002450&postcount=108)
Yuan-ti (http://www.giantitp.com/forums/showpost.php?p=8017736&postcount=127)
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=8017743&postcount=128)
Gloom (http://www.giantitp.com/forums/showpost.php?p=8017974&postcount=129)
Erinyes (http://www.giantitp.com/forums/showpost.php?p=8024351&postcount=144)
Angel(planetar/solar) (http://www.giantitp.com/forums/showpost.php?p=8029656&postcount=154)
Nixie (http://www.giantitp.com/forums/showpost.php?p=8034400&postcount=162)
phasm (http://www.giantitp.com/forums/showpost.php?p=8055617&postcount=172)
Vampire (http://www.giantitp.com/forums/showpost.php?p=8056982&postcount=173)
Xill (http://www.giantitp.com/forums/showpost.php?p=8078928&postcount=203)(by ScionoftheVoid)
Lillend (http://www.giantitp.com/forums/showpost.php?p=8097854&postcount=208)
Ghost (http://www.giantitp.com/forums/showpost.php?p=8112651&postcount=215)
Aranea (http://www.giantitp.com/forums/showpost.php?p=8118735&postcount=220)
Dryad (http://www.giantitp.com/forums/showpost.php?p=8131810&postcount=243)-Contributed by Bodez.
Marilith (http://www.giantitp.com/forums/showpost.php?p=8132375&postcount=246)
Half-dragon (http://www.giantitp.com/forums/showpost.php?p=8159828&postcount=257)
Doppelganger (http://www.giantitp.com/forums/showpost.php?p=8160461&postcount=258)
Ghoul (http://www.giantitp.com/forums/showpost.php?p=8164244&postcount=269)-contributed by CraftY_Cultist.
Gnoll (http://www.giantitp.com/forums/showpost.php?p=8166791&postcount=274)
Dryder (http://www.giantitp.com/forums/showpost.php?p=8167059&postcount=275)-by I_Am_An_Undead
Nymph (http://www.giantitp.com/forums/showpost.php?p=8167378&postcount=278) by Bodez.
Werewolf (http://www.giantitp.com/forums/showpost.php?p=8178217&postcount=297)By Crafty_Cultist
WereBear (http://www.giantitp.com/forums/showpost.php?p=8183188&postcount=306)By Crafty_Cultist
Ethergaunt (http://www.giantitp.com/forums/showpost.php?p=8219832&postcount=315)Contributed by I_Am_Undead
Blink Dog (http://www.giantitp.com/forums/showpost.php?p=8325734&postcount=330)by AustontheGreat1
Hill giant (http://www.giantitp.com/forums/showpost.php?p=8476867&postcount=360)-by Hyudra
Gynosphynx (http://www.giantitp.com/forums/showpost.php?p=8574795&postcount=460)-by VoltHawk.
Lich(template) (http://www.giantitp.com/forums/showpost.php?p=8535643&postcount=427) by Crafty_Cultist
Nerra(mirror-people) (http://www.giantitp.com/forums/showpost.php?p=8492973&postcount=390) by Draken
Half-fiend (http://www.giantitp.com/forums/showpost.php?p=8535660&postcount=428) by Crafty_Cultist
Half-celestial (http://www.giantitp.com/forums/showpost.php?p=8538254&postcount=434) by Crafty_Cultist
Firbolg (http://www.giantitp.com/forums/showpost.php?p=8588088&postcount=490)
Pixie (http://www.giantitp.com/forums/showpost.php?p=8592607&postcount=512) by Aranii
Stone giant (http://www.giantitp.com/forums/showpost.php?p=8589236&postcount=495)by Hyudra
Angel of Decay (http://www.giantitp.com/forums/showpost.php?p=8589538&postcount=496)by Draken
Frost giant (http://www.giantitp.com/forums/showpost.php?p=8591700&postcount=510)by Hyudra
Beholder (http://www.giantitp.com/forums/showpost.php?p=8501338&postcount=416)by AustontheGreat1
Slaad (http://www.giantitp.com/forums/showthread.php?p=8568028#post8568028)by Trenelus
Redcap (http://www.giantitp.com/forums/showpost.php?p=8603621&postcount=534) by Draken
Pyroclastic dragon (http://www.giantitp.com/forums/showpost.php?p=8697418&postcount=671) by Kyubi
Entomber (http://www.giantitp.com/forums/showpost.php?p=8787260&postcount=750)by Gorgondantess
Ogre (http://www.giantitp.com/forums/showpost.php?p=8789542&postcount=758)by Hyudra
Half-Illithid (http://www.giantitp.com/forums/showpost.php?p=8842357&postcount=807)by Crafty Cultist
Kaorti (http://www.giantitp.com/forums/showpost.php?p=8843416&postcount=809)by Crafty Cultist
Harpy (http://www.giantitp.com/forums/showpost.php?p=8895469&postcount=872)[/list]by Hyudra
Brain in a jar (http://www.giantitp.com/forums/showpost.php?p=8674054&postcount=649) by Draken
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=8881599&postcount=835)by Gorgondantess
Winter Wolf (http://www.giantitp.com/forums/showpost.php?p=8890538&postcount=856) by Frog Dragon
ScorpionFolk (http://www.giantitp.com/forums/showpost.php?p=8885793&postcount=839) by Frog Dragon
Mephit (http://www.giantitp.com/forums/showpost.php?p=8678862&postcount=664)by Hyudra
Spellwarped creature(prc) (http://www.giantitp.com/forums/showpost.php?p=8911423&postcount=916) contributed by Frog Dragon
Half-troll (http://www.giantitp.com/forums/showpost.php?p=8911522&postcount=918) by flarbort
Entropic Reaper (http://www.giantitp.com/forums/showpost.php?p=8911700&postcount=920) by Crafty_Cultist
Silthilar (http://www.giantitp.com/forums/showpost.php?p=8913176&postcount=924)by AustonTheGreat1
Zern (http://www.giantitp.com/forums/showpost.php?p=8903096&postcount=899)by AustontheGreat1
Annis Hag (http://www.giantitp.com/forums/showpost.php?p=8910218&postcount=915) by Hyudra
Purple dragon (http://www.giantitp.com/forums/showpost.php?p=8927061&postcount=949)
Fire giant (http://www.giantitp.com/forums/showthread.php?p=8936547&posted=1#post8936547) by Hyudra
Hook Horror (http://www.giantitp.com/forums/showpost.php?p=8940925&postcount=984)by Frog Dragon
Air elemental (http://www.giantitp.com/forums/showpost.php?p=8927531&postcount=952)by AustontheGreat1
Achaierai (http://www.giantitp.com/forums/showpost.php?p=8926591&postcount=946)by Gorgondantess
Vrock (http://www.giantitp.com/forums/showpost.php?p=8940273&postcount=981)by Gorgondantess
Force Golem (http://www.giantitp.com/forums/showpost.php?p=8983373&postcount=1020)by Gorgodantress
Iron Golem (http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018)by Gorgodantress
Planetouched (http://www.giantitp.com/forums/showpost.php?p=9041408&postcount=1052)by Gorgodantress
Marrutact (http://www.giantitp.com/forums/showpost.php?p=9029376&postcount=1044)by Gorgodantress
Ulitharid (http://www.giantitp.com/forums/showpost.php?p=9047316&postcount=1086)(prc)
Imp (http://www.giantitp.com/forums/showpost.php?p=9047328&postcount=1087)by Hyudra
Mezzoloth (http://www.giantitp.com/forums/showpost.php?p=9015485&postcount=1034)by Frog Dragon
Nycaloth (http://www.giantitp.com/forums/showpost.php?p=9044409&postcount=1060)by Frog Dragon
Leonal and Bralani (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
Kuo-Toa (http://www.giantitp.com/forums/showpost.php?p=9081372&postcount=1195)by Hyudra
Wyvern (http://www.giantitp.com/forums/showpost.php?p=9080278&postcount=1186)by Hyudra
Reptilians (Lizardfolk and Troglodyte) (http://www.giantitp.com/forums/showpost.php?p=9080902&postcount=1191)by Gorgondantess
Displacer Beast (http://www.giantitp.com/forums/showpost.php?p=9094837&postcount=1225)by Hyudra
Hell Hound (http://www.giantitp.com/forums/showpost.php?p=9094826&postcount=1224)by Crafty Cultist
Griffon (http://www.giantitp.com/forums/showpost.php?p=9074825&postcount=1170)-by AustontheGreat1
Earth Elemental (http://www.giantitp.com/forums/showpost.php?p=8946427&postcount=996) by AustontheGreat1
Sahuagin (http://www.giantitp.com/forums/showpost.php?p=9072388&postcount=1164)by Crafty Cultist
Monster of Legend(prc) (http://www.giantitp.com/forums/showpost.php?p=9077277&postcount=1173)by Hyudra
Lantern Archon (http://www.giantitp.com/forums/showpost.php?p=9147212&postcount=1301)by Volthawk
Tarrasque (http://www.giantitp.com/forums/showpost.php?p=9148817&postcount=1307)
Anaxim (http://www.giantitp.com/forums/showpost.php?p=9148130&postcount=1304)by Draken
White Dragon (http://www.giantitp.com/forums/showpost.php?p=9145802&postcount=1291)by un_known
Green Dragon (http://www.giantitp.com/forums/showpost.php?p=9144031&postcount=1283)by un_known
Half-Golem (http://www.giantitp.com/forums/showpost.php?p=9157221&postcount=1345)
Psionic Mindflayer (http://www.giantitp.com/forums/showpost.php?p=9159107&postcount=1357) by Gorgondantress
Antromorphic animal (http://www.giantitp.com/forums/showpost.php?p=9187907&postcount=1413)
Tengu (http://www.giantitp.com/forums/showpost.php?p=9197614&postcount=1434)

More to come!



Monsters done by alphabetical order:


Achaierai (http://www.giantitp.com/forums/showpost.php?p=8926591&postcount=946)by Gorgondantess
Air elemental (http://www.giantitp.com/forums/showpost.php?p=8927531&postcount=952)by AustontheGreat1
Anaxim (http://www.giantitp.com/forums/showpost.php?p=9148130&postcount=1304)by Draken
Angel(planetar/solar) (http://www.giantitp.com/forums/showpost.php?p=8029656&postcount=154)
Angel of Decay (http://www.giantitp.com/forums/showpost.php?p=8589538&postcount=496)by Draken
Annis Hag (http://www.giantitp.com/forums/showpost.php?p=8910218&postcount=915) by Hyudra
Antromorphic animal (http://www.giantitp.com/forums/showpost.php?p=9187907&postcount=1413)
Aranea (http://www.giantitp.com/forums/showpost.php?p=8118735&postcount=220)
Awakened Skeleton (http://www.giantitp.com/forums/showpost.php?p=7966879&postcount=55)
Balor (http://www.giantitp.com/forums/showpost.php?p=7967157&postcount=58)
Beholder (http://www.giantitp.com/forums/showpost.php?p=8501338&postcount=416)by AustontheGreat1
Blink Dog (http://www.giantitp.com/forums/showpost.php?p=8325734&postcount=330)by AustontheGreat1
Blue Dragon (http://www.giantitp.com/forums/showpost.php?p=7941947&postcount=2)
Brain in a jar (http://www.giantitp.com/forums/showpost.php?p=8674054&postcount=649) by Draken
Centaur (http://www.giantitp.com/forums/showpost.php?p=7987339&postcount=91)
Djinni (http://www.giantitp.com/forums/showpost.php?p=7960967&postcount=43)
Displacer Beast (http://www.giantitp.com/forums/showpost.php?p=9094837&postcount=1225)by Hyudra
Doppelganger (http://www.giantitp.com/forums/showpost.php?p=8160461&postcount=258)
Dryad (http://www.giantitp.com/forums/showpost.php?p=8131810&postcount=243)-Contributed by Bodez.
Dryder (http://www.giantitp.com/forums/showpost.php?p=8167059&postcount=275)-by I_Am_An_Undead
Earth Elemental (http://www.giantitp.com/forums/showpost.php?p=8946427&postcount=996) by AustontheGreat1
Entomber (http://www.giantitp.com/forums/showpost.php?p=8787260&postcount=750)by Gorgondantess
Entropic Reaper (http://www.giantitp.com/forums/showpost.php?p=8911700&postcount=920) by Crafty_Cultist
Erinyes (http://www.giantitp.com/forums/showpost.php?p=8024351&postcount=144)
Ethergaunt (http://www.giantitp.com/forums/showpost.php?p=8219832&postcount=315)Contributed by I_Am_Undead
Firbolg (http://www.giantitp.com/forums/showpost.php?p=8588088&postcount=490)
Force Golem (http://www.giantitp.com/forums/showpost.php?p=8983373&postcount=1020)by Gorgodantress
Fire giant (http://www.giantitp.com/forums/showthread.php?p=8936547&posted=1#post8936547) by Hyudra
Frost giant (http://www.giantitp.com/forums/showpost.php?p=8591700&postcount=510)by Hyudra
Ghost (http://www.giantitp.com/forums/showpost.php?p=8112651&postcount=215)
Ghoul (http://www.giantitp.com/forums/showpost.php?p=8164244&postcount=269)-contributed by CraftY_Cultist.
Gloom (http://www.giantitp.com/forums/showpost.php?p=8017974&postcount=129)
Gnoll (http://www.giantitp.com/forums/showpost.php?p=8166791&postcount=274)
Gray Jester (http://www.giantitp.com/forums/showpost.php?p=7988336&postcount=92)
Green Dragon (http://www.giantitp.com/forums/showpost.php?p=9144031&postcount=1283)by un_known
Grimlock (http://www.giantitp.com/forums/showpost.php?p=7966772&postcount=54)
Griffon (http://www.giantitp.com/forums/showpost.php?p=9074825&postcount=1170)-by AustontheGreat1
Gynosphynx (http://www.giantitp.com/forums/showpost.php?p=8574795&postcount=460)-by VoltHawk.
Half-celestial (http://www.giantitp.com/forums/showpost.php?p=8538254&postcount=434) by Crafty_Cultist
Half-dragon (http://www.giantitp.com/forums/showpost.php?p=8159828&postcount=257)
Half-fiend (http://www.giantitp.com/forums/showpost.php?p=8535660&postcount=428) by Crafty_Cultist
Half-Illithid (http://www.giantitp.com/forums/showpost.php?p=8842357&postcount=807)by Crafty Cultist
Half-Golem (http://www.giantitp.com/forums/showpost.php?p=9157221&postcount=1345)
Half-troll (http://www.giantitp.com/forums/showpost.php?p=8911522&postcount=918) by flarbort
Harpy (http://www.giantitp.com/forums/showpost.php?p=8895469&postcount=872)[/list]by Hyudra
Hell Hound (http://www.giantitp.com/forums/showpost.php?p=9094826&postcount=1224)by Crafty Cultist
Hill giant (http://www.giantitp.com/forums/showpost.php?p=8476867&postcount=360)-by Hyudra
Hound archon (http://www.giantitp.com/forums/showpost.php?p=7987311&postcount=89)
Hook Horror (http://www.giantitp.com/forums/showpost.php?p=8940925&postcount=984)by Frog Dragon
Imp (http://www.giantitp.com/forums/showpost.php?p=9047328&postcount=1087)by Hyudra
Iron Golem (http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018)by Gorgodantress
Lantern Archon (http://www.giantitp.com/forums/showpost.php?p=9147212&postcount=1301)by Volthawk
Leonal and Bralani (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
Lich(template) (http://www.giantitp.com/forums/showpost.php?p=8535643&postcount=427) by Crafty_Cultist
Lillend (http://www.giantitp.com/forums/showpost.php?p=8097854&postcount=208)
Kaorti (http://www.giantitp.com/forums/showpost.php?p=8843416&postcount=809)by Crafty Cultist
Kuo-Toa (http://www.giantitp.com/forums/showpost.php?p=9081372&postcount=1195)by Hyudra
Marilith (http://www.giantitp.com/forums/showpost.php?p=8132375&postcount=246)
Marrutact (http://www.giantitp.com/forums/showpost.php?p=9029376&postcount=1044)by Gorgodantress
Medusa and Choker (http://www.giantitp.com/forums/showpost.php?p=7948874&postcount=17)
Mind Flayer and Minotaur (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Mephit (http://www.giantitp.com/forums/showpost.php?p=8678862&postcount=664)by Hyudra
Mezzoloth (http://www.giantitp.com/forums/showpost.php?p=9015485&postcount=1034)by Frog Dragon
Monster of Legend(prc) (http://www.giantitp.com/forums/showpost.php?p=9077277&postcount=1173)by Hyudra
Mummy (http://www.giantitp.com/forums/showpost.php?p=7977252&postcount=82)
Nerra(mirror-people) (http://www.giantitp.com/forums/showpost.php?p=8492973&postcount=390) by Draken
Nixie (http://www.giantitp.com/forums/showpost.php?p=8034400&postcount=162)
Nycaloth (http://www.giantitp.com/forums/showpost.php?p=9044409&postcount=1060)by Frog Dragon
Nymph (http://www.giantitp.com/forums/showpost.php?p=8167378&postcount=278) by Bodez.
Ogre Mage and Succubus (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Ogre (http://www.giantitp.com/forums/showpost.php?p=8789542&postcount=758)by Hyudra
phasm (http://www.giantitp.com/forums/showpost.php?p=8055617&postcount=172)
Phoenix (http://www.giantitp.com/forums/showpost.php?p=7968929&postcount=63)
pit fiend (http://www.giantitp.com/forums/showpost.php?p=7976670&postcount=80)
Pixie (http://www.giantitp.com/forums/showpost.php?p=8592607&postcount=512) by Aranii
Planetouched (http://www.giantitp.com/forums/showpost.php?p=9041408&postcount=1052)by Gorgodantress
Purple dragon (http://www.giantitp.com/forums/showpost.php?p=8927061&postcount=949)
Psionic Mindflayer (http://www.giantitp.com/forums/showpost.php?p=9159107&postcount=1357) by Gorgondantress
Pyroclastic dragon (http://www.giantitp.com/forums/showpost.php?p=8697418&postcount=671) by Kyubi
Rakshasa and Dragonne (http://www.giantitp.com/forums/showpost.php?p=7956421&postcount=32)
Red slaad (http://www.giantitp.com/forums/showpost.php?p=7957540&postcount=37)
Redcap (http://www.giantitp.com/forums/showpost.php?p=8603621&postcount=534) by Draken
Reptilians (Lizardfolk and Troglodyte) (http://www.giantitp.com/forums/showpost.php?p=9080902&postcount=1191)by Gorgondantess
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=8881599&postcount=835)by Gorgondantess
Sahuagin (http://www.giantitp.com/forums/showpost.php?p=9072388&postcount=1164)by Crafty Cultist
ScorpionFolk (http://www.giantitp.com/forums/showpost.php?p=8885793&postcount=839) by Frog Dragon
Silver Dragon (http://www.giantitp.com/forums/showpost.php?p=8002450&postcount=108)
Silthilar (http://www.giantitp.com/forums/showpost.php?p=8913176&postcount=924)by AustonTheGreat1
Slaad (http://www.giantitp.com/forums/showthread.php?p=8568028#post8568028)by Trenelus
Spellwarped creature(prc) (http://www.giantitp.com/forums/showpost.php?p=8911423&postcount=916) contributed by Frog Dragon
Stone giant (http://www.giantitp.com/forums/showpost.php?p=8589236&postcount=495)by Hyudra
Tarrasque (http://www.giantitp.com/forums/showpost.php?p=9148817&postcount=1307)
Tengu (http://www.giantitp.com/forums/showpost.php?p=9197614&postcount=1434)
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=8017743&postcount=128)
Ulitharid (http://www.giantitp.com/forums/showpost.php?p=9047316&postcount=1086)(prc)
Vampire (http://www.giantitp.com/forums/showpost.php?p=8056982&postcount=173)
Vargouille (http://www.giantitp.com/forums/showpost.php?p=7966939&postcount=56)
Vasuthant (http://www.giantitp.com/forums/showpost.php?p=7974321&postcount=75)
Vrock (http://www.giantitp.com/forums/showpost.php?p=8940273&postcount=981)by Gorgondantess
WereBear (http://www.giantitp.com/forums/showpost.php?p=8183188&postcount=306)By Crafty_Cultist
Werewolf (http://www.giantitp.com/forums/showpost.php?p=8178217&postcount=297)By Crafty_Cultist
White Dragon (http://www.giantitp.com/forums/showpost.php?p=9145802&postcount=1291)by un_known
Wing Dragon (http://www.giantitp.com/forums/showpost.php?p=7962320&postcount=47)
Winter Wolf (http://www.giantitp.com/forums/showpost.php?p=8890538&postcount=856) by Frog Dragon
Wyvern (http://www.giantitp.com/forums/showpost.php?p=9080278&postcount=1186)by Hyudra
Xill (http://www.giantitp.com/forums/showpost.php?p=8078928&postcount=203)(by ScionoftheVoid)
Yuan-ti (http://www.giantitp.com/forums/showpost.php?p=8017736&postcount=127)
Zelekhut(inevitable) (http://www.giantitp.com/forums/showpost.php?p=7951028&postcount=26)
Zern (http://www.giantitp.com/forums/showpost.php?p=8903096&postcount=899)by AustontheGreat1





Waiting list (kinda out of date):

{table=head]Monster Requested|Requested by
Deathdrinker (MM4) | Dante & Vergil
Salamander | Darkkwalker
Androsphynx | Darkkwalker
Gynosphynx | Darkkwalker
Couatl | Darkkwalker
Leonal | Darkkwalker
Mephits | Darkkwalker
Pyroclastic Dragon (Dr) | Kyuubi
Styx Dragon (Dr) | Kyuubi
Concordant Killer (MM4) | Dire Weasel
Etherguants (FF) | Geiger Counter
Yuan-Ti Anathema | Quirp
Giants | Ralasha
Lycanthropes | Bodez
Bralani | Zaakar
more Slaads | Trenelus
Ghaele Eladrin | Eldariel
Howler | DaHamr
Black Dragon | Dannan-Kun[/table][/QUOTE]



I'll be taking requests from anyone who wants me to turn other monsters into playable classes.As a rule of thumb, I'll be doing them by order of income.

All criticism apreciated, as long as it is detailed. If you don't like something, please point out what it is.

Oslecamo
2010-02-22, 01:35 PM
Blue dragon:

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG72.jpg


HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Blue Dragon body, Arcane blood
2| +2| +3|+0 |+3 | Keen senses, Thunder Breath
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| +5| 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

[/TABLE]
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), 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.


Arcane Blood:A blue dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.


If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 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. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

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 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


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.

Thunder Breath: At 2nd 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.

Blindsense:as the normal ability, range 60 feets.

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

{table]Level | Bonus gained
3| Str+1, Con+1
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

[/table]



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 any 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
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 1½ times the dragon’s Strength bonus (round down).

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 + ½ 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 linger 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.

arguskos
2010-02-22, 02:24 PM
1. I like the way you're doing these.

2. For requests, I wouldn't mind seeing a Mind Flayer worth taking. Also, a Minotaur worth taking. I lurve me some Mind Flayers and Minotaurs. :smallbiggrin:

Xallace
2010-02-22, 02:25 PM
I was gonna say troll, but look at that.

So, do you need to take a monster class all the way to the finish before multiclassing, or can you jump out early? For instance, say I wanted to skip my last level of troll and remain medium-sized. Could I?

Also, you mention that you don't keep any of the racial bonuses save those in the progression, but what about the penalties? Were I to play a troll, would I instantly have a very low intelligence and charisma, or are those waved as well?


Also, I request Mind Flayer.

Oslecamo
2010-02-22, 03:23 PM
So, do you need to take a monster class all the way to the finish before multiclassing, or can you jump out early? For instance, say I wanted to skip my last level of troll and remain medium-sized. Could I?

Sure. I mentioned it in my comments page. You can also just pick up the first levels of dragon and then branch out to something else while keeping to improve breath and flying abilities.



Also, you mention that you don't keep any of the racial bonuses save those in the progression, but what about the penalties? Were I to play a troll, would I instantly have a very low intelligence and charisma, or are those waved as well?

The troll mental penalties are waved, but if you were playing, let's say, an orc, and picked up the troll class, you would keep the -2 at mental scores from the orc race while losing the +4 str.



Also, I request Mind Flayer.
Gonna work on it then. There's a good challenge.

arguskos:Thanks as well! Gonna work in the minotaur next then.:smallsmile:

Agi Hammerthief
2010-02-22, 03:36 PM
So, do you need to take a monster class all the way to the finish before multiclassing, or can you jump out early? For instance, say I wanted to skip my last level of troll and remain medium-sized. Could I?
you could argue that growth takes time and take a level in race X whenever you think enough time has passed, meanwhile freely multiclass with PC classes as that only takes xPerience

erikun
2010-02-22, 03:49 PM
I seem to recall this from earlier. It's good to see you're still working on this! (Assuming this is the same project...)

I'd like to see the Medusa turned into monster classes. I was having some trouble with in, not quite sure how to fit the Petrifying Gaze without making her too high a level.

Mythestopheles
2010-02-22, 04:07 PM
I like what you've done here. And I would like to see either the choker or the Zelekhut (Inevitable) turned into a playable race.

AustontheGreat1
2010-02-22, 04:47 PM
Succubus and Ogre Mage

CTLC
2010-02-22, 05:07 PM
There are a few other dragons id like to see, especially the stronger ones. I really like these and would love to gestalt it side by side with a base class. Maybe a Rakshasa and a dragonne.

vasharanpaladin
2010-02-22, 09:31 PM
Slaadi. Mostly greens, hopefully progressing further into blacks and whites in epic, yes...? :smalleek:

GoC
2010-02-22, 09:33 PM
Succubus and Ogre Mage
This.
And a Paragon Choker.:smalltongue:

Oslecamo
2010-02-23, 08:51 AM
I seem to recall this from earlier. It's good to see you're still working on this! (Assuming this is the same project...)


It's more of an evolution of the other project. I gave up on redesigning the whole system, as there's several projects on that direction, but the idea of making playable monster classes is something unexplored, so I decided it was worth continuing.

Anyway, two more:

Mind Flayer
http://www.iwozhere.com/SRD/images/MM35_PG188.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
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
[/table]
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 once 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 12th 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.


Comments:

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.


Minotaur
http://www.iwozhere.com/SRD/images/MM35_PG189a.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+1 |+2 |+ 0| +0 |Minotaur body, Minotaur skills, +1 Str, +1 Con
2|+ 2|+ 3|+ 0| +0 |Powerfull Charge, Scent, +1 Str, +1 Con
3|+ 3|+ 3|+ 1| +1 |Natural cunning, +1 Str, +1 Con
4|+ 4|+ 4|+ 1| +1 |Growth, +1 Str, +1 Con
[/table]

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).

Proefeciencies: 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+Str modfier damage base.

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

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

Powerfull Charge:When the minotaur charges with his gore attack, he deals 2d8 damage plus 1,5 times his str modifier. If the minotaur changes size, change the base damage acodingly (2d6 for small, 4d6 for large).

Scent (Ex): A minotaur has 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.

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.
l
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.

Growth:The minotaur increases one size category. Apply all necessary modifiers to the minotaur's AC, attacks, skills, grapple, natural weapons, ect, but the minotaur doesn't get any ability score/natural armor bonus or penalties.




Comments:

Another D&D favorite, in my opinion the minotaur should be an iconic brute monster. Good fort save and BAB, stronger charge, ability score bonus and powerfull charge all allow the minotaur to charge into battle and unleash the pain.

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

Compared with the troll, the troll's tougher and has more natural attacks, but worst acuracy and skills.

togapika
2010-02-23, 09:13 AM
Genie Please!!!

DracoDei
2010-02-23, 10:38 AM
If homebrewed monsters are acceptable, I would very much like to see Wing Dragons (http://www.giantitp.com/forums/showpost.php?p=3788332&postcount=9).

kopout
2010-02-23, 12:11 PM
I've always wanted to play a grimlock

Oslecamo
2010-02-23, 01:29 PM
Medusa
http://images.elfwood.com/art/p/e/peters/medusa.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+ 0|+ 2| +2 |Medusa Body
2|+2 |+ 0|+ 3| +3 |+1 Dex, +1 Cha
3|+ 3|+ 1|+3 | +3 |Stone glimpse, Poison dip
4|+ 4|+ 1|+ 4| + 4|+1 Dex, +1 Cha
5|+ 5|+ 1|+4 | +4 |Stone glare
6|+ 6|+ 2|+ 5| + 5|+1 Dex, +1 Cha
7|+ 7|+ 2|+5 | +5 |Stone gaze
[/table]
Skills: 4+int modifier, quadruple at 1st level. The medusa’s class skills (and the key ability for each skills) are Bluff (Cha), Craft (Int), Disguise (Cha), Move Silently (Dex), Profession (Wis), and Spot (Wis).

Proefeciencies: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 half her Con modifier.

Ability increase:At 2nd, 4th and 6th level the medusa gains a permanent +1 to Dex and Cha.

Stone glimpse:At 3rd level a medusa's stoning powers begin to awaken. She can't yet turn a creature into stone in one go, but can partialy petrify them.

As a standard action, a medusa can "stone glimpse" a creature whitin 10 feets(+5 feets for each HD beyond the first 3). The Fort DC is 10+Half the Medusa's HD+Medusa's Cha modifier. If the target fails the save, it takes 1d4 Dex damage as their bodies partialy petrify. The damage increases by an extra 1d4 for every 3 extra HD of the medusa. This attack even affects corporeal undeads, but it doesn't affect creatures immune to petrification.

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


Poison Dip: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, after wich it dries out and becomes useless. It has no commercial value.

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 gets both a will save and fort save to resist this effect. If it fails both, then it's instantly turned to stone as a flesh to stone spell. A stone glare costs two uses of stone glimpse.

If the medusa has 8 or more HD, a fraction of second is enough for the petrifying to happen, and thus the target only gets a fortitude save to resist this effect.

Stone gaze: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.


Comments:
So yeah, the medusa gets a save or die at 5th level, but it demands two saves for it to work. As the medusa levels, it becomes only 1 save. And no, you're not geting an at will save or die attack.

Besides the stoning attack, she only has her poison really, so I give her full BAB, 4skill/level, +3 Dex and +3 Cha plus two good reflexes to try to make up for it.

Choker
http://www.iwozhere.com/SRD/images/MM35_PG35a.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+0 |+2 | +0 |Choker body, Improved grab, constrict.
2|+ 1|+ 0|+ 3| + 0|Quickness, extend, climber
[/table]

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.


Coments:
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.

DracoDei
2010-02-23, 01:33 PM
Also, you shouldn't HAVE a race when you take one of these classes... the first level of the class should include all your racial characteristics... multi-classing betweent them to create hybrids is... OK I GUESS... but only with strict GM supervision.

jagadaishio
2010-02-23, 02:38 PM
I find the mindflayer disappointing for one very important reason. It builds off of the stats as presented in the Monster Manual instead of Expanded Psionics. The one in EP gives you a manifester level as if you had some levels in psion, allowing you to already have a power base to continue in psion after you're done with your racial levels. As presented, an ECL 9 mind flayer who just took its first level of psion will have a manifester level of 1 and have the same powers and power points as a first level character.

Aside from that, you did a good job stating out these monstrous classes.

Oslecamo
2010-02-23, 03:03 PM
The one in EP gives you a manifester level as if you had some levels in psion, allowing you to already have a power base to continue in psion after you're done with your racial levels. As presented, an ECL 9 mind flayer who just took its first level of psion will have a manifester level of 1 and have the same powers and power points as a first level character.


Did you notice my telepathy ability clause?

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, neither the familiar ability.

I did it precisely for that reason, so you could make your mind flayer 8/psion 1 have a ML of 9 and 72-58=14 PP(whitout counting bonus) .It won't have as many PP and power points as a normal psion, but you're still able to manifest 5th level powers.

This is, the EP mind flayer is kinda broken. He manifests as a 9th level psion at CR 8! I can't exactly make a class that gives 9th level fullcasting at ECL8.

Zeta Kai
2010-02-23, 03:41 PM
Am I correct in assuming that each of these new monster classes have a number of levels equal to the CR of the monster entry? If so, that would fix the monster class problems from Savage Species, as well as provide a superios alternative to LA. I hope that I'm right in this.

Also, your Growth abilities are a bit vague. Please check this post & this post for a more thorough description of what is entailed in a proper size increase. You can copy & paste the relevant class features, if you like. I hope that this helps.

Oslecamo
2010-02-23, 03:48 PM
Am I correct in assuming that each of these new monster classes have a number of levels equal to the CR of the monster entry? If so, that would fix the monster class problems from Savage Species, as well as provide a superios alternative to LA. I hope that I'm right in this.

Yes you are!:smallbiggrin: The minotaur is CR 4 and has 4 levels. The mind flayer is CR 8 and has 8 levels. 7 for the medusa, 2 for the choker, 5 for the troll. This way you don't have to worry about LA at all!

Dragons have all 20 levels because their CR goes all the way beyond 20. If I have time, perhaps I'll do an epic progression for them someday.



Also, your Growth abilities are a bit vague. Please check this post & this post for a more thorough description of what is entailed in a proper size increase. You can copy & paste the relevant class features, if you like. I hope that this helps.

Grumble grumble, am I the only one who has memorized the base changes that come with size? Ok, perhaps a table on the 1st post would help. Thanks.

Mythestopheles
2010-02-23, 03:59 PM
By the way, am I correct in assuming that these races have no base ability adjustments?

Also, I have a race in mind to request... but I can't remember the name. It's form Monster Manual III, has a greater form. it has some dice rerolling/fate manipulation abilities. I'll see if I can find it when I have access to my books.

I also feel compelled to congradulate you on this great idea. I'll use these in the next game I can.

AustontheGreat1
2010-02-23, 04:37 PM
Actually I want to change my request. I've always wanted to play a phoenix from MMII p.168. Its CR is 24 which means there will have to be an epic progression.

Mulletmanalive
2010-02-23, 06:25 PM
How are you getting around the fact that under most circumstances, no PC class is actually as dangerous as a monster of equal CR?

I know Wizards, Clerics and Druids etc beyond a certain level kind of can, but that's not really my concern; if find winning by dint of mechanics dull...

Oslecamo
2010-02-23, 07:16 PM
Mythestopheles:The only ability score bonus these monster classes give are the ones listed. Thanks for the compliments and I ask you to report your experiences here if possible!


Zelekhut

http://thruxus.shadows-angels.com/Miniatures/Pictures/inevitable-zelekhut.gif

HD:d10
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+ 0|+0 | + 0|Body of Law, Judgement Chains
2|+ 1|+ 0|+ 0| +0|Inevitable, +1 Str
3|+ 2|+ 1|+ 1| +1 |Mechanus blessing, lesser, +1 Str, +1 Cha
4|+ 3|+ 1|+ 1| + 1|Wings, +1 Str
5|+ 3|+ 1|+ 1| +1|Mechanus blessing, +1 Cha, +1 Str
6|+ 4|+ 2|+ 2| + 2|Growth, +1 Str
7|+ 5|+ 2|+ 2| + 2|Mechanus 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
[/table]
Skills:2+int modifier per level. No class skills

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:


# 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 that 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.


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.

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 feets (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.



Comments:

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.



EDIT:
Mulletmanalive:That is actualy something very variable. Some monsters like the EPH Mind Flayer and that damn crab will eat non-munchkin players alive, others like the ogre mage and minotaur aren't very special really.

I'm aiming more at PC power level here, the one where I like to play, on the higher scale of optimization, but still keeping some sanity. Monsters I believe too strong get nerfed, and monsters that I believe too weak are buffed, while trying to close abuseable abilities and extremes as best as possible.

GoC
2010-02-23, 07:26 PM
Can you do the Vargouille and the Skeleton next?:smallbiggrin:

Mythestopheles
2010-02-23, 07:57 PM
Found the monster I was thinking about. The Vasuthant (MM III).

For future notice, which books do you have available?

Oslecamo
2010-02-23, 09:25 PM
Ogre Mage
http://prolixwag.com/blog/wp-content/uploads/2009/08/ogre-magi.jpg

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

Proefeciencies: Ogre Mages are proefecient 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 magi:The ogre mage can use sleep as a SLA once 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.

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

Lesser magi: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.

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.

Magi:the ogre mage can now use invisibility as a SLA 1/day for each HD it has.

Flight (Su):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.

Magi resistance:The ogre magi gains SR equal to 11+it's HD+it's Cha modifier.

Advanced Magi: the ogre mage can now use gaseous form as a SLA 1/day for each 2 HD it has.

Growth: the ogre mage grows one size category.

Change Shape (Su):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
* 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.


Greater Magi: 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.



Comments:

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.

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.


Succubus

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

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0 |+2 | + 2| Body of temptation, Corrupter initiate, +1 Cha
2|+ 1|+0 |+ 3| + 3|Demon, Gifted, Change Shape, +1 Cha
3|+ 2|+ 1|+3 | + 3|Lesser Corruptor, Deadly seduction +1 Cha
4|+ 3|+ 1|+ 4| + 4|Wings, Abyss skin, +1 Cha
5|+ 3|+ 1|+ 4| + 4|Corruptor, Temptation Incarnate, +1 Cha
6|+ 4|+ 2|+5 | +5 |Kiss, +1 Cha
7|+ 5|+ 2|+ 5| + 5|Greater Corruptor, +1 Cha

[/table]

Skills:8+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 weapons 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: Use detect good, detect thoughts, charm person as SLAs twice per day per HD. 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.


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

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 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.

Gifted:Can use tongues on herself as a SLA 1/day for each HD it has. Also gains a bonus to listen and spot checks equal to her HD.

Change Shape:An succubus can assume the form of any Small or Medium humanoid 1/day for each HD it has.
* 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.


Lesser corruptor:Use sugestion as SLAs once per day per HD. DC=10+1/2HD+Cha modifier.

Deadly seduction: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.

Wings:develops wings allowing her to fly at a speed of 50 feets with average maneuverability.

Abyss skin: gains DR/cold iron or good equal to half her HD and SR equal to 11+HD.

Corruptor: Use charm monster as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.

Temptation Incarnate: The succubbus benefits from a permanent sanctuary effect as the spell, with 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 if she suceeds on a bluff check against their sense motive as a standard action


Kiss: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:The succubus can now use ethereal jaunt and teleport 1/day as SLAs for each 4HD it has.

A succubus with 12 HD or more can use greater teleport SLA instead of the teleport SLA.


Comments:

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 +6Cha.

Dante & Vergil
2010-02-24, 02:37 PM
I pretty much died when I saw the Ogre Mage, from the shear joy of it.:smalltongue: The classes you have are amazing!
While I'm here, I would like to see the the Balor and Pit Fiend...

erikun
2010-02-24, 03:27 PM
Medusa
Very nice, thank you. I would actually recommend moving the poisonous bite, or at least the ability to coat weapons with poison, to level 3. Something about having a limitless supply of 1d4+ ability damage poison seems a bit much for a single level dip.

Any reason why it deals 1d4+Str bonus in damage, rather than 1d4+Con bonus? Or just 1d4, for that matter.

...Undead are not immune to petrification. I did not know this. That makes her Stone Glimpse very interesting... Although I does bring up another question. I assume both of her save attacks (poison and petrification) are Fortitude saves? Very interesting indeed.

Oslecamo
2010-02-24, 03:54 PM
Rakshasa
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG212.jpg


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+1 |+ 2|+ 2| + 2|Rakshasa body, Mind Read, +1 Dex
2|+ 2|+3 |+ 3| +3 | Tyrant hide, +1 Con
3|+ 3|+3 |+ 3| +3 |Arcane soul, +1 Cha
4|+ 4|+4 |+ 4| +4 |+1 Dex, +1 Cha
5|+5|+ 4|+ 4| +4 |Deceiver, +1 Cha
6|+ 6|+5 |+ 5| +5 |+1 Con, +1 Cha
7|+ 7|+ 5|+ 5| + 5|Change Shape, +1 Cha
8|+ 8|+6 |+ 6| + 6|+1 Dex, +1 Cha
9|+ 9|+6 |+ 6| + 6|+1 Con, +1 Cha, +1 int
10|+ 10|+ 7|+7 | +7 |+1 Con, +1 Dex, +1 Cha, +1 int

[/table]
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Bluff, Disguise, Listen, Move Silently, Hide, Knowledge(any), Perform, Sense Motive, UMD, and Spot.

Proefeciencies: 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 readthe 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 bonus:A rakshasa gains a permanent
+1 to Dex at levels 1, 4, 8 , 10
+1 to Con at levels 2, 6, 9, 10
+1 to Cha at all levels except 1 and 2
+1 to int at levels 9 and 10

Tyrant hide:The Rasksha's skin is exceptionaly strong, protecting it from both magic and weapons. It gains SR equal to 11+HD+Cha mod and DR/magic or piercing equal to it's own HD. When the Rasksha reaches 5HD, the DR can only be ignored by weapons both magic and piercing.

Arcane soul:The Raksha can cast as if he was a sorceror two levels lower than it's Raksha level .

Deceiver:The Raksha 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.

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.

* 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.


Comments:
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 isn't as crippling. In adition, it gains a whooping +8 to Cha over all 10 levels to make that casting count, good bonus to Dex, Con and int , full BAB, 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.



Dragonne
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG88b.jpg

HD:d10
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+2 |+2 | +0 | Dragonne body, pounce
2|+ 2|+ 3|+ 3| + 0|Scent, +1 Str
3|+ 3|+ 3|+ 3| + 1|Vigilant, Roar, +1 Con
4|+ 4|+ 4|+ 4| + 1|Wings, +1 Str
5|+ 5|+ 4|+ 4| + 1|+1 Str, +1 Con
6|+ 6|+ 5|+ 5| + 2|+1 Str, +1 Con
7|+7 |+ 5|+ 5| + 2|Growth, +1 Str
[/table]

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:
Dragonna 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 a full attack, it uses the bite at full attack bonus and both claws with a -5 penalty each.

In adition, it gains a bonus to Nat armor equal to his Con modifier.

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

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


Scent:This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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.

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

Roar (Su):A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 10+1/2HD+Cha modifier Will save or become fatigued. Those within 30 feet who fail their saves become exhausted.

Wings:the dragonna can now fly at a speed of 30 feets(poor).

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



Comments:
To be honest, I didn't even know this monster existed untill it was requested. Well, nothing much to say here. Big bad half dragon-half lion who flies, roars and pounces, pure assault machine.

Oslecamo
2010-02-24, 04:05 PM
Very nice, thank you. I would actually recommend moving the poisonous bite, or at least the ability to coat weapons with poison, to level 3. Something about having a limitless supply of 1d4+ ability damage poison seems a bit much for a single level dip.
I put the coating power to 3rd level then. You can still poison enemies at will with a dip, but you can only do it with your hair snake attack now, wich demands you to be in melee and can only be used once per turn, so I don't see much of a problem with that.



Any reason why it deals 1d4+Str bonus in damage, rather than 1d4+Con bonus? Or just 1d4, for that matter.

That's the base normal damage of the snake hair. The strenght damage dealt by the poison is just 1d4, and an extra 1d4 for every two extra HD.



...Undead are not immune to petrification. I did not know this. That makes her Stone Glimpse very interesting... Although I does bring up another question. I assume both of her save attacks (poison and petrification) are Fortitude saves? Very interesting indeed.
Yes, both fort saves, forgot to mention that. Corrected now.

Nero24200
2010-02-24, 04:15 PM
*coughs* Bookmarked *coughs*

Liking alot of this, looks really good.

Don't suppose you have any plans for a giant-based race?

Oslecamo
2010-02-24, 04:20 PM
Don't suppose you have any plans for a giant-based race?

Both the troll and ogre mage are giants technicaly speaking. I may do one of the most classic giants later, altough they're not a priority since they're kinda dull due to their lack of special abilities besides brute force.

Gotta do an index, thread is geting too big.:smallsmile:

erikun
2010-02-24, 04:46 PM
Woohoo, thank you! I know I'm being a bit nitpicky, but I appreciate it. The Medusa looks a lot better now.

I do like the Mind Flayer and the Rakshasa, mainly because I liked those two as creatures. I agree that the Mind Flayer is a bit odd; taking levels of Mind Flayer on odd levels and Wizard on even levels, for example, produces a larger number of available spells than the other way around. I'm not sure how I'd do so, though, as just adding Mind Flayer levels to a spellcaster would be too strong... Overall, a rather interesting way of handling it.

Also, I am reminded of why I dislike they way they handle skills in the Monster Manual. It's rather hard to have a class with only 4 class skills, after all. That's more a complaint of the D&D system, though. :smallwink:

Could I see one for the Mummy? The official one (in Heroes of Horror, was it?) was 20 levels, which needless to say isn't terribly useful...

Oslecamo
2010-02-24, 06:51 PM
Red Slaad

http://www.wizards.com/dnd/images/iw061304_Neraph.jpg

{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+ 2|+0 | + 0|Body of chaos, pounce
2|+ 2|+ 3|+ 0| + 0|Slaad, +1 Str
3|+ 3|+3 |+ 1| + 1|Implant, +1 Con
4|+ 4|+ 4|+ 1| + 1|Fast Healing, +1 Str
5|+ 5|+4 |+ 1| + 1|Stunning croack, +1 Con
6|+ 6|+ 5|+ 2| + 2|+1 Str, +1 Con
7|+ 7|+ 5|+ 2| + 2|Growth+1 Str
[/table]
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.

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

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.


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


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:Equal to half it's own HD.

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 20 feets for 1d3 turns. Fort Save 10+1/2HD+Con mod to resist. For every 5 extra HD the Slaad has, he can extend the range of this ability another 20 feets and increase the stun duration by an extra 1d3 turns.

Growth: the red slaad increases one size category.



Comments:
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.

I'll be doing the other stronger slaads as I get interest, but for now there's other less creepy choices than giant psycho frogs who assimilate their enemies.

DaHamr
2010-02-24, 06:54 PM
Centaur and Hound Archon would be nice to see my group is a little OP compared to the other players so this would help a lot.
Thx in Advance

jagadaishio
2010-02-24, 08:59 PM
Did you notice my telepathy ability clause?

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, neither the familiar ability.

I did it precisely for that reason, so you could make your mind flayer 8/psion 1 have a ML of 9 and 72-58=14 PP(whitout counting bonus) .It won't have as many PP and power points as a normal psion, but you're still able to manifest 5th level powers.

This is, the EP mind flayer is kinda broken. He manifests as a 9th level psion at CR 8! I can't exactly make a class that gives 9th level fullcasting at ECL8.

I hadn't noticed that clause, and now that it's been pointed out to me, I have nothing but praise to sing for these classes. Bravo.

deuxhero
2010-02-24, 11:45 PM
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,

What? This doesn't make sense at all to me.


Though the rest are clearer and seem as if they would be fun to play.

Oslecamo
2010-02-25, 08:13 AM
What? This doesn't make sense at all to me.


It's aimed to allow you to multiclass easily between monster classes and casters, so you can have a true "monster caster", who can cast spells as strong as a pure caster of the same level, but the "monster caster" less spells and has less spell slots.

For example, let's say you have a succubus 3 and then you pick a level of sorceror.

Your Caster level would be 4 instead of 1.

You would learn a 2nd level spell and a 0th level spell, like a sorceror who had reached lv4, instead of two 1st level spells and 4 0th level spells a fighter 3/sorceror 1 would receive.

Similarly, you would gain three 2nd level spell slots and one 1st level spell slot,like a sorceror who had reached lv4, instead of four 1st level spell slots and 4 0th level spell slots a fighter 3/sorceror 1 would receive.

Is it more clear now?

DracoDei
2010-02-25, 08:23 AM
Should I be getting my hopes up that you will eventually be doing my request or not?

Oslecamo
2010-02-25, 08:55 AM
Djinni
http://teamwingman.net/uploads/bu/mahamoti_djinn1.jpg



HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+ 0|+2 | + 0|Body of Air, Minor Wish, +1 Str
2|+ 1|+ 0|+ 3| + 0|Genie, Lesser Wish , +1 Cha
3|+ 2|+1 |+ 3| + 1|Flying, whirlwind, +1 Str
4|+ 3|+ 1|+ 4| + 1|Partial Wish, +1 Cha
5|+ 3|+1 |+ 5| + 1|Growth, Noble Wish, +1 Str
[/table]

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.

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.

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.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.



Comments:

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.




DracoDei:It's next on line.

Coplantor
2010-02-25, 09:01 AM
Oh please, do the gray jester!

DracoDei
2010-02-25, 09:06 AM
You have no "Lesser Wish" in the ability descriptions, only in the table.

Also, since Wing Dragons have so many abilities and such, I have an idea...
Give them Poor BAB, 1d6+HALF Con modifier per level, all saves at 1+1/4(class level), and at first level(6+INT MOD)x2 skill points (not times 4). Each later level give them 3+1/2 INT MOD skill points. This basically makes each class level half a dragon HD, which makes things much smoother of a curve.

Stupid? Brilliant? What?

pffh
2010-02-25, 09:14 AM
*Bookmarked*

Does the rakshasa arcane soul stack with sorcerer levels?

Also requesting silver dragon if you have the time. :smallsmile:

Oslecamo
2010-02-25, 02:15 PM
Wing Dragon

http://www.taur.net/~ottercomics/mps/barnardfinal.jpg

HD:d6
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +0 | +0|+2 |+0 |Wing Dragon body, Arcane blood , Limited spider climb, Fog immunity
2| +1| +0|+3 |+0 | Improved Keen senses, Wings, Dogfighting
3| +1| +1|+3| +1| Blindsense 90 feets, Know direction, +1 Dex, Smoke Breath
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| +2|Uncanny 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| +4|Improved 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
[/TABLE]
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, Spot, Search, and Tumble.

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


Features:
Wing dragon Body: The blue dragon loses all other racial bonuses, and gains Dragon traits, fire 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.

Arcane Blood:A wing dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list and one of the following domains: air, healing or travel. The wing dragon doesn't gain any special ability from those domains, but can change it when it rests and recovers spells.


If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 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. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, nor the familiar ability

His Caster level remains equal to his full HD when multiclassing to sorceror.

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 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


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.

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.

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:

3-9 cubes
4-27 cubes
8-61 cubes
12-116 cubes
20-197 cubes



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: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.

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
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 1½ times the dragon’s Strength bonus (round down).


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 + ½ 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 1½ 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).


Comments:
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.


(Custom monster, original here (http://www.giantitp.com/forums/showpost.php?p=3788332&postcount=9) )

DracoDei
2010-02-25, 02:36 PM
Don't forget the wisdom penalties and Pride in Grace at first level... they will make room to get them in the air and denying dex bonuses sooner (more-so the wisdom penalty since ability drain doesn't arrive until higher levels.. when it can get cured before "Pride in Grace" ever becomes an issue.). I mention this only because I haven't noticed any penalties in anything you have posted so far but I suspect that is because none of those creatures HAVE ability score penalties.

Oslecamo
2010-02-25, 02:58 PM
I mention this only because I haven't noticed any penalties in anything you have posted so far but I suspect that is because none of those creatures HAVE ability score penalties.

The original troll's Int and Cha are abysmal, and the minotaur shouldn't be too bright either. Believe the red slaad also has some penalty at his brains. The wing dragon meanwhile reaches Wis 10 by young age. And none of it's abilities are tied to Wis, so it wouldn't matter much anyway.

Basicaly, I don't feel very well making a class that gives you ability score penalties. Since I'm cuting off the huge ability bonus, I may as well ignore any penalties. This are adventurers we're talking about, so they should be smarter/wiser than your average wild monster.

Also, you do mention in your original post that Pride in Grace is completely optional, and I believe the class is already pretty filled as it is. And as you pointed out, at higher levels it can easily be ignored with some restoration magic. But if you insist I'll add it.

pffh:Yes, a rakshasa's arcane soul with stack with normal sorceror levels.

DracoDei
2010-02-25, 03:03 PM
Ability scores: See, to me, that just makes everything more boring. I would give every penalty the race has at first level in most cases, so that you can front-load as many of the goodies that make the race flavorful and unique to play as possible. Since that isn't the way you do things, I guess I will just sit back and let you do your thing, and then try to create my own version by modifying what your particular expertise spits out.


Pride In Grace: Nah, forget it... it is mostly a flavor ability, and it is almost never going to come up so leaving it out is the correct decision. Don't know what I was thinking.

Oslecamo
2010-02-25, 03:14 PM
Ability scores: See, to me, that just makes everything more boring. I would give every penalty the race has at first level in most cases, so that you can front-load as many of the goodies that make the race flavorful and unique to play as possible. Since that isn't the way you do things, I guess I will just sit back and let you do your thing, and then try to create my own version by modifying what your particular expertise spits out.


Well, I also don't believe in too much frontloading at 1st level. It's harder to balance, in particular because you can leave those racial classes at any point, and I don't want to create super lv1 dips, or flying creatures at 1st-2nd level. I want to make the whole class worth taking, with lower levels giving weaker abilities and higher levels giving bigger abilities. Even then, the wing dragon is probably the Monster with more abilities I've done untill now.

Plus, a lot of players I know start above 1st level, and most monsters here should have most of their characteristic abilities with 3-4 levels. This is, a fighter/barbarian/rogue/ranger also isn't that hot in versatility at low levels.

And your Wing Dragon class should be finished now. Feel free to critisize it, I'll change any problem in wich I agree with you.

EDIT: Changed the flying and dogfighting for 2nd level, in return puting the smoke breath at 3rd level and unblinking+scent at 4th level. This way you can be your flying biting machine earlier than anyone else, but you must wait a little more for the rest.

DracoDei
2010-02-25, 03:47 PM
Getting up to speed by 3rd level, rather than 4th is quite satisfactory.

For the moment all I have noted that you missed is that you never copied in the number of cubes they can expel per round into the chart, and, unless I missed it, you didn't edit it into the chart either.

(More as I find time and motivation)

Oslecamo
2010-02-25, 04:10 PM
For the moment all I have noted that you missed is that you never copied in the number of cubes they can expel per round into the chart, and, unless I missed it, you didn't edit it into the chart either.

Hmm, completely missed that, added a little table to the smoke breath section.

Oslecamo
2010-02-26, 06:14 AM
Grimlock
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG141.jpg



HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+0|+2 | + 2|Grimlock body, Blindsight, Scent, +1 Str, Camouphlage.
[/table]

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

Proefeciencies:Simple weapons and battleaxe.

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 +1 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.


Comments:
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.

Oslecamo
2010-02-26, 07:03 AM
Awakened Skeleton
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG225.jpg


HD:d12
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+0 | + 2|Skeleton body, Cold as death, +1 Dex
[/table]

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

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

Features:

Skeleton body: a skeleton loses all other racial modifiers and gains the following undead traits
* 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.

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.



Comments:
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.

Oslecamo
2010-02-26, 07:23 AM
Vargouille
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG254.jpg



HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+2 | + 0|Vargouille body, Wings, Poison.
2|+ 1|+0|+3 | + 0|Evil soul, Shriek, Kiss
[/table]

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.


Comments:
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.

Coplantor
2010-02-26, 07:32 AM
Wow, I really admire your dedication, if I could be this constant and persistent with my own projects, maybe I could even finish some of them! You are inspiring!

Oslecamo
2010-02-26, 08:44 AM
Balor

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG41.jpg

HD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Balor body, Fiend whip, +1 Str
2| +2| +3|+0 |+3 | Demon, Flaming body +1 Con
3| +3| +3|+1| +3| Abyss Skin, +1 Str
4| +4| +4| +1|+4 | Wings, +1 Con
5| +5| +4| +1| +4| Growth, Entangle, +1 Str
6| +6| +5|+2 |+5 |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 |+6|Telekinesis, +1 Cha
10| +10| +7|+3 |+7 |Teleport, +1 Con
11| +11| +7| +3|+7 |True 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| +1 Str, +1 Con, +1 Cha, +1 Dex
20| +20| +12| +6| +12| Death throes, +1 Str, +1 Con, +1 Cha, +1 Dex
[/TABLE]
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, 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

The Balor gains +1 Dex at levels 19 and 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.

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.

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.

Balor SLAs: 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. Saves are 10+1/2HD+Cha mod.

Dispel Magic:1/day for HD, upgrades to greater dispel magic at 11 HD.

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 for HD.

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.

Unholy Aura: 1/day for each HD

Insanity:1/day for each 2HD
Power Word Stun:1/day for each 2HD
Dominate Monster:1/day for each HD
Blasphemy:1/day for each 2HD
Implosion:1/day for each 4HD
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 half).



Comments:

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 reinforcmens.

Zeta Kai
2010-02-26, 08:45 AM
We may need to commission you to do some monster classes for the VUACS project. Your work is impressive, not to mention quick.

Eleven
2010-02-26, 09:01 AM
These are excellent! Impressive work, Oslecamo. When you get a chance, both Yuan-Ti and Thri-Kreen have a special place in my heart.

AustontheGreat1
2010-02-26, 09:13 AM
i could totally see myself playing vargouille necromancer who animates a headless body to ride upon

Oslecamo
2010-02-26, 11:29 AM
i could totally see myself playing vargouille necromancer who animates a headless body to ride upon

Well, you would need still spell to cast whitout hands, but that's still a pretty wickned idea!

Working in your phoenix now, expect it done still today.

Everybody:Thank you very much for the compliments! Altough I'm doing this mostly for my amusement, praises do motivate me even more!:smallbiggrin:

Oslecamo
2010-02-26, 03:25 PM
Phoenix
http://marvel.com/universe3zx/images/thumb/a/a5/Phoenix_force.jpg/440px-Phoenix_force.jpg

HD:d8
{TABLE]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| +5|Sun soul, advanced
8| +8| +6| +6| +5|Immolation
9| +9| +6|+6 |+6|Sun 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| +8|Sun 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| +10|Planar 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| +11|Sun incarnation
20| +20| +12| +12| +12|New Dawn
21| +20| +12| +12| +12|Nova, +1 Str, +1Cha
22| +21| +13| +13| +13|Great Phoenix,
23| +21| +13| +13| +13|Mighty Phoenix, +1 Str, +1 Cha
24| +22| +14| +14| +14|Elder Phoenix
[/TABLE]
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.


Comments
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.

Zexion
2010-02-26, 04:04 PM
This idea is awesome. I really can't say anything else. I am dumbstruck. Awesome.

The Tygre
2010-02-26, 04:31 PM
Alright, I've got one for you. And it's gonna' be tricky, let me tell you. Could you try your hand at Gloom monster class? They're in the Epic Level Handbook, if that's any help. Ace this one and I might have a more... challenging project at hand. :smallamused:

By the by, awesome work so far! I'm really impressed by all this. I have a soft spot for monstrous PCs.

AustontheGreat1
2010-02-26, 04:37 PM
Well, you would need still spell to cast whitout hands, but that's still a pretty wickned idea!

Working in your phoenix now, expect it done still today.

Everybody:Thank you very much for the compliments! Altough I'm doing this mostly for my amusement, praises do motivate me even more!:smallbiggrin:

SURROGATE SPELLCASTING [MONSTROUS]
{Scrubbed}

This is from page 39 of the savage species. It makes it possible for things like this to cast spell.

Thanks for the Phoenix, my dream has been realized.

Also, I'd like to point out that you gave them blur in both the sun soul and lesser sun soul ability. Same with Find the Path

Lord_Gareth
2010-02-26, 04:42 PM
Eiyrines

That is all.

peacenlove
2010-02-26, 04:55 PM
Great job !!! :smallbiggrin::smallbiggrin::smallbiggrin:
I am sure to recommend those monster classes to my players on their next campaign :smallsmile:
Could you by any chance make a shadow or a deep dragon but instead of sorcerer casting he has shadowcaster casting?
Preety please? :smallredface:

GoC
2010-02-26, 05:05 PM
The Skeleton and The Phoenix are AWESOME INCARNATE!!!
Here, have an internet:
*Oslecamo receives 1 Internet!*

Yeah, I know they're all awesome but the Phoenix in particular was pretty much the coolest thing I've seen on the homebrew subforum.:smallbiggrin:

DracoDei
2010-02-26, 06:22 PM
Awakened Skeleton shouldn't have the Mindless trait I don't think.

CTLC
2010-02-26, 09:48 PM
Awesome, thanks for doing both of my requests!

So, here are some more :smalltongue:
-Planetar and other angels?
-Pit Fiends?
-Platinum Dragons?
-The roc, or giant eagles?
-The bulette!
-Obviously, ive asked for the dragon-lion-horse, so im asking for the dragon-turtle!
-A lammasu?
-And Pegasus.
im done for now, sorry to dump requests on you, but i think any of these could be cool.

I love this thread!

PersonMan
2010-02-26, 10:08 PM
The link in the first post to the redone Mindflayer and Minotaur is broken, it leads to Blue Dragon.

Otherwise, good.

Zeta Kai
2010-02-26, 10:27 PM
Awesome, thanks for doing both of my requests!

So, here are some more :smalltongue:
-half the Monster Manual
im done for now, sorry to dump requests on you, but i think any of these could be cool.

I love this thread!

Fixed it for you. :smallsigh:

Oslecamo
2010-02-27, 11:52 AM
Vasuthant
http://www.wizards.com/dnd/images/mmiii_gallery/83072.jpg


HD:d12
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+0 | + 2|Vasuthant body, Light Immunity, Entropic touch.
2|+ 1|+0|+0 | + 3|Abomination, Absorb light, Reality Distortion, Unholy toughness
3|+ 1|+1|+1 | + 3|Growth, +1 Str
4|+ 2|+1|+1 | + 4|Void Bringer Initiate
5|+ 2|+1|+1 | + 4|Distortion armor, +1 Cha
6|+ 3|+2|+2 | +5|Growth, +1 Str
7|+ 3|+2|+2 | +5|Void Bringer, Lesser
8|+ 4|+2|+2 | +6|Alter past
9|+ 4|+3|+3 | +6|Growth, +1 Str
10|+ 5|+3|+3 | +7|Void Bringer
11|+ 5|+3|+3 | +7|Spawn, +1 Cha
12|+ 6|+4|+4 | +8|Growth, +1 Str
13|+ 6|+4|+4 | +8|Void Bringer, Greater
14|+ 7|+4|+4 | +9|Absorb, +1 Cha
15|+ 7|+5|+5 | +9|Growth, +1 Str
16|+ 8|+5|+5 | +10|Void Bringer, Supreme
17|+ 8|+5|+5 | +10|Reality horror, +1 Str, +1 Cha

[/table]
Skills: 2+int modifier per level, no class skills.

Proefeciencies:it's own natural weapons.

Features:
Vasuthant body:a Vasuthant loses all other racial modifiers and gains the following undead traits

* 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.


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.



Comments:

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.

erikun
2010-02-27, 02:40 PM
I really should stop by to say what a good job you're doing so far. I haven't tried any of them myself, but all look useful and usable, both by players and DM. I think you're accomplishing your mission very well here.



Erinyes
(devil)

That is all.
Fixed, and seconded. I'm not sure how you managed that misspelling. :smallamused:

Dante & Vergil
2010-02-27, 03:47 PM
The size table in the opening post seems a bit odd in one aspect. Why, when becoming medium, does youre weight increase by 2000 lbs.? Seems like a lot for almost everything that size, except for very, very few cases.

Mythestopheles
2010-02-27, 03:56 PM
The size table in the opening post seems a bit odd in one aspect. Why, when becoming medium, does youre weight increase by 2000 lbs.? Seems like a lot for almost everything that size, except for very, very few cases.

I was a bit confused also, but I believe it shows the modifiers for increasing from that size. So the modifiers on the medium column are for when you grow to large size.

Oslecamo
2010-02-27, 04:30 PM
I was a bit confused also, but I believe it shows the modifiers for increasing from that size. So the modifiers on the medium column are for when you grow to large size.

That's indeed correct. First column is base size, and second column is the new size. Thus you get +2000lb for growing from medium to large size.

Oslecamo
2010-02-27, 06:21 PM
Pit fiend

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG57.jpg

HD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Pit Fiend body, +1 Str
2| +2| +3|+0 |+3 | Devil, Pit fiend SLAs (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 |+5 |Growth, Improved grab, constrict, +1 Con
7| +7| +5| +2| +5| Fireball , +1 Cha
8| +8| +6| +2| +5| Dispel magic +1 Str
9| +9| +6|+3 |+6|Persistent Image +1 Cha
10| +10| +7|+3 |+7 |Teleport, Create undead +1 Con
11| +11| +7| +3|+7 |Devil 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|+10 |Mass Hold Monster +1 Cha, +1 Str
18| +18| +11|+6 |+11 | +1 Cha, +1 Str, +1 Con, +1 Dex
19 | +19| +11| +6| +11| +1 Cha, +1 Str, +1 Con, +1 Dex
20| +20| +12| +6| +12| Wish, +1 Con
[/TABLE]
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

Proefeciencies:Simple and martial weapons, it's 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.

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

+1 Dex at levels 18 and 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, it's darkvision applies to all kinds of darkness, even deeper darkness.

Pit fiend SLAs: The pit fiend becomes able to use some SLAs. Saves are 10+1/2HD+Cha modifier.

In adition, he can now use Invisibility as a SLA 1/day for each HD.

Summon Devil:Twice per day, the Pit fiend can summon reinforcments, depending on it's HD:

3HD:2 lemures
8HD:2 bearded devils
10HD: 1 erineyes
12HD:2 bone devils
14HD: 1 ice devil
18:1 horned devil

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


Hell Skin:he Pit fiend gains DR/silver and good equal to half it's HD and SR equal to 11+HD.

Magic circle against good: as a SLA 1/day for each HD.

Regeneration:equal to 1/4 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.

Dispel magic:SLA 1/day for HD, upgrades to Greater dispel Magic at 11HD.

Persistent Image:SLA 1/day for 2HD.

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 it's 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 20-foot-radius fear aura as a free action. Any oponent in the area must succeed on a 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.

Unholy aura: SLA 1/day for each HD.

Power Word, stun:SLA 1/day for each 2HD

Blasphemy:SLA 1/day for each 2HD

Meteor Swarm:SLA 1/day for each 2HD

Mass Hold Monster:SLA 1/day for each 2HD.

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.



Comments:

Ah, the lawfull cousin of the Balor. The Pit fiend is more focused in powerfull natural weapons and battlefield control.

It's 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, but the Balor summons stronger forces.

ScionoftheVoid
2010-02-27, 07:06 PM
Good work, bookmarked. Haven't looked these over too much but balance issues don't bother me anyway, as long as players can keep up. You're kinda drowning in requestes now but I have two more. The Nixie and the Phasm. For someone who likes Lawfulness so much I have a soft spot for Fey and mutable creatures. Love the Vasuthant, Vargouille, Succubus, Ogre Mage and Rakshasa write-ups BTW. If anyone knows of a monster with fast healing or regeneration and at least normal human levels of looks and Intelligence, I also request that (not out of spite for you to stat it, I just really want to play something like that. Everything with fast healing or regeneration has massive/no listed LA, mental stats through the floor, is butt-ugly or some combination of the three. The MM Troll manages all three at once.)

Oslecamo
2010-02-27, 08:00 PM
Mummy
http://www.gonadan.com/dnd/mummy.jpg


HD:d12
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+0 | + 2|Mummy body, +1 Str
2|+ 1|+0|+0 | + 3|Eternal guardian, +1 Str
3|+ 1|+1|+1 | + 3| +1 Cha, +1 Wis, +1 Str
4|+ 2|+1|+1 | + 4|Mummy Rot, +1Cha, +1 Wis, +1 Str
5|+ 2|+1|+1 | + 4|Despair, +1 Cha, +1 Wis, +1 Str[/table]
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

* 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.


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.

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.


Comments

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.

erikun
2010-02-28, 07:43 PM
Wow, I'm pretty impressed. Your mummy makes an excellent melee Cleric (or melee Sorcerer, if you really want) but is also makes a very nice Duskblade or Monk. +5 Str, +3 Wis, and flurrying with a slam that deals 1.5x Str damage? It makes an impressive Paladin or, if you desired, Barbarian.

I wonder if the penalities will fully cancel out the bonuses, though. No bonus HP from high Con and +50% damage from fire will hurt, although you could possibly get around the second. No class skills keeps it from being an efficient Rogue or skill-monkey Bard, although there's nothing stopping you from ignoring your skills or just focusing on a select few.

Over all, really neat. Thanks for the work.

GoC
2010-02-28, 07:52 PM
Oslecamo creates more awesome.:smallcool:

Zeta Kai
2010-02-28, 09:00 PM
So, why is this so much better/more logical than anything WotC did to make monster classes? WotC MCs are okay, but they're put together so oddly (IE relying on the LA "system" to set the benchmark) that you just can't replicate them efficiently. Making CR = ECL works so much better. Anyone can follow that, & the OP has done a good job of turning that into a functional system.

Tip of the Hat: Oslecamo.

Wag of the Finger: WotC.

PS: What book is Vasuthant from?

Mythestopheles
2010-02-28, 09:03 PM
PS: What book is Vasuthant from?

Monster Manual III

Oslecamo
2010-03-01, 05:08 AM
Monster Manual III

Speaking of wich, what did you think of that conversion, since you were the requester? It was probably the monster I changed more from the original thing, in order to try to make it playable.


Zeta Kai:That's indeed something I'll never understand about 3.X monster design. Why oh why do the monsters HD doesn't follow their CR? It messes a lot of stuff up, not only with players as monsters but also with any spells/effects that are based on HD.

Also, buffed up the succubus a little, since I felt it was somewhat weaker at low levels.

Well, on to the hound archon.

Mystic Muse
2010-03-01, 05:39 AM
So, is this like, you choose a monster and then choose a class and play as the monster in that class or is the monster the class?

Oslecamo
2010-03-01, 05:57 AM
Hound Archon
http://api.ning.com/files/T-fipViK8V9cj9AwQqqrA23uB2mFlEbgtIE40Ezw8Tw_/hound_archon.png?width=183&height=183&crop=1%3A1


HD:d8
{table]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
[/table]

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

Proefeciencies: 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.


* 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.


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.


Comments:

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.

Oslecamo
2010-03-01, 05:59 AM
So, is this like, you choose a monster and then choose a class and play as the monster in that class or is the monster the class?

The monster is the class. Once you finish up the monster levels then you can pick up a class. You can also stop taking monster levels midway and pick class levels. You'll miss the stronger monster abilities but be able to get normal class bonus earlier.

Oslecamo
2010-03-01, 06:17 AM
Centaur
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG32.jpg



HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+2|+0 | + 2|Centaur body, +1 Str, +1 Con
2|+ 2|+3|+0 | + 3|Hooves, +1 Str, +1 Con
3|+ 3|+3|+1 | + 3|Growth, +1 Str, +1 Con
[/table]

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

Proefeciencies:Simple weapons, longsword and longbow.


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 beneftical purposes. For example, a centaur charging with a lance deals double damage. It also counts as a quadruped for carrying purposes

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

Hooves: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.

Ability increase:The centaur gains +1 to Str and Con at every level of the monster class.


Growth:The centaur grows one size category (notice it is a long creature).


Comments:

The main advantage of the centaur is large size at level 3, even if it's just a long creature.

Besides that, not much to say. A couple natural weapons to unleash the pain in melee. +3 to Str and +3 to Con.

Decent skills and two good saves, but good BAB to help him do his job since he doesn't get any defensive ability.

High speed and the fact that it always counts as mounted makes it a mighty charger, and also opens the potential for a hit and run character.

Oslecamo
2010-03-01, 12:04 PM
Gray Jester
http://fc08.deviantart.net/fs4/i/2004/200/5/2/Jester_Girl.jpg


HD:d6
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 | + 0|+ 2| + 2|Gray 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
[/table]

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 it's 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 HD and SR equal to 11+HD.

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.


Comments:

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.

sigurd
2010-03-01, 02:21 PM
Great thread. You're really on a roll.

I'd like to request a Lillend


Sigurd

Coplantor
2010-03-01, 02:28 PM
You did the grey jester, I love you. Now, I can die in peace.

Mythestopheles
2010-03-01, 02:46 PM
Speaking of wich, what did you think of that conversion, since you were the requester? It was probably the monster I changed more from the original thing, in order to try to make it playable.

I actually quite like it, the grapple didn't really make much sense, and I didn't like the idea of a small grapple. I just really like the idea of being a well strange monster, morphing the battlefield.

Hmm, now I want to make a vargouille mage using no somatic components...

Sila Prirode
2010-03-01, 03:54 PM
Can I get some Marilith love in here? :smallbiggrin:

GoC
2010-03-01, 04:35 PM
Can I get some Marilith love in here? :smallbiggrin:
You want the House of Horrors. Second thread to the left, you can't miss it.:smallsmile:

The Tygre
2010-03-01, 05:57 PM
You want the House of Horrors. Second thread to the left, you can't miss it.:smallsmile:

Pfft, says you. Just think of what you can do with six hands... :smallamused:

Lorien077
2010-03-01, 06:03 PM
Would it be possible to get a ghost? Or some more caster friendly (I did see the illithid I swear) critters as well, like an aranea? Thanks a ton and these are awesome thus far. ^_^

CTLC
2010-03-01, 08:17 PM
What about half dragon?

DaHamr
2010-03-01, 08:46 PM
Thank you a million Just got a chance to get on and read it. You do an amazing job please keep up the good work!

Sila Prirode
2010-03-02, 12:04 PM
You want the House of Horrors. Second thread to the left, you can't miss it.:smallsmile:

Been there, done that :smallcool:

But I have always wanted to play a Marilith, so why not shamelessly employ someone to make that possible for me .P

Stycotl
2010-03-02, 01:07 PM
kudos to you, oslecamo. you're doing a stupendous job; while you're at it, you ought to let the wizards of the coast designers intern for you. they might learn something.

Apropos
2010-03-02, 10:07 PM
If you could add doppelganger to your queue I'd be very grateful. Excellent job by the way.

Greymane
2010-03-02, 10:20 PM
I'm totally throwing in another vote for the Erinyes.

Not that these things are voted for, of course, but Erinyes are like Succubi. Except they can be both genders, and most importantly, are LAWFUL evil, making them obviously superior.

Now if you'll excuse me, that Pit Fiend has 'play test' written all over it. :smallcool:

AustontheGreat1
2010-03-03, 12:11 AM
I'm totally throwing in another vote for the Erinyes.

Not that these things are voted for, of course, but Erinyes are like Succubi. Except they can be both genders, and most importantly, are LAWFUL evil, making them obviously superior.

Now if you'll excuse me, that Pit Fiend has 'play test' written all over it. :smallcool:

Technically, Succubi can be males too, as they can take the form of any humanoid. Chicks can be seduced too. Call the succubus an incubus and there you go.

But I agree, lawful evil is in all ways superior to its chaotic counterpart.

Crafty Cultist
2010-03-03, 01:00 AM
These monster classes are brilliant. Keep up the good work. I'd request something but my favourites have already been done:smallsmile:

Oslecamo
2010-03-03, 02:55 PM
Silver dragon:

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


HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Silver Dragon body, Arcane blood, Alternate form
2| +2| +3|+0 |+3 | Keen senses, Blizzard Breath
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| Purify, +1 Str, +1 Cha
10| +10| +7|+3 |+7 |Tail 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| +8|Patience, +1 Con
14| +14| +9| +4| +9| Silver Feat,+1 Con, +1 Cha
15| +15| +9| +5| +9| Frightfull presence, Growth, crush.
16| +16| +10| +5| +10| +1 Str, +1 Con, Quick Learner.
17| +17| +10| +5|+10 | +1 Con, +1 Str, Cleanse.
18| +18| +11|+6 |+11 | +1 Cha, Domain
19 | +19| +11| +6| +11| +1 Str, +1 Con, Greater Silver Magic.
20| +20| +12| +6| +12| Reverse Gravity, +1 Str, +1 Con, +1 Cha

[/TABLE]
4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, Disguise, Jump, spot, listen, apraise, bluff, intimidate, Knowledge(any), 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.


Arcane Blood:A silver dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard or cleric spell list. The choice of wich list he draws spells from must be made at 1st level and then can't be changed.


If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table. (if cleric list was chosen then it keeps learning spells from the cleric list instead of sorceror/wizard list)

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 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. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, nor the familiar ability

His Caster level remains equal to his full HD when multiclassing to sorceror.

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 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)

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.

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.

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.

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.

{table]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
[/table]


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.

Purify: At 9th level the silver dragon gains a +1 bonus on and against dispel checks.

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.

Silver Feat: At 14th level, the silver dragon gains any feat for wich it meets the pre-requisites, except that the dragon may count himself as a member of any race/species for gaining this feat.

Crush: At 15th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

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 + ½ 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:The Silver Dragon gains any feat for wich he meets the pre-requisites. 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.

Cleanse:At 16th level a Silver dragons prefer correction to prevention. They gain a bonus on dispel checks equal to 1/4 their HD.

Greater Silver Magic: At 19th level the Silver Dragon adds any spell from 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.



Comments:

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.

Since he had two immunities for just one vulnerability, I downgraded said immunities to a couple of resistances.

Oslecamo
2010-03-03, 03:00 PM
Buffed up the blue dragon. it was kinda lagging behind the other dragons.

Also I personally do prefer the succubus(who also goes both ways) to the Erineyes, but heh, I reccon it has her lawfull evil appeal and will eventualy do it.



Now if you'll excuse me, that Pit Fiend has 'play test' written all over it. :smallcool:

Any and all reports on how my monster classes turn out in actual campaigns will be greatly apreciated.:smallsmile:

DracoDei
2010-03-03, 03:30 PM
I concur about play-test data, and also want to note that I haven't actually looked over Wing Dragon that carefully over all its levels... but I will really try to get around to it one of these days.

pffh
2010-03-03, 04:08 PM
Love the silver dragon. In fact I'm thinking of doing a dragon campaign after my current one using your dragon classes.

GenPol
2010-03-03, 06:06 PM
Oh, could we have Gnolls please? They never get enough love from WotC. :smalltongue:

Lord_Gareth
2010-03-03, 09:23 PM
....

I'm almost afraid to admit it, but I want the Erineyes because I have several (read; dozens) of non-evil concepts for them.

What can I say, I hate the nine alignments >.>

Mystic Muse
2010-03-03, 09:33 PM
Silver dragon:

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


HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Silver Dragon body, Arcane blood, Alternate form
2| +2| +3|+0 |+3 | Keen senses, Blizzard Breath
3| +3| +3|+1| +3| Blindsense 60 feets , Cloudwalking
4| +4| +4| +1|+4 | Wings, Lesser Silver Magic 1/day.
5| +5| +4| +1| +4| Paralyzing breath
6| +6| +5|+2 |+5 | +1 Str, +1 Con
7| +7| +5| +2| +5| Lesser Silver magic 2/day, +1 Cha.
8| +8| +6| +2| +5| +1 Str, +1 Con
9| +9| | +6|+3 +6| Lesser Silver magic 3/day, +1 Cha
10| +10| +7|+3 |+7 |Tail slap, Growth
11| +11| +7| +3|+7 | Silver Magic 1/day, +1 Cha
12| +12| +8| +4|+8 | Arcane Skin, +1 Str
13| +13| +8| +4| +8|Iron Scales, +1 Con
14| +14| +9| +4| +9| Silver Magic 2/day, +1 Cha
15| +15| +9| +5| +9| Frightfull presence, Growth, crush.
16| +16| +10| +5| +10| +1 Str, Silver Magic 3/day
17| +17| +10| +5|+10 | +1 Con, +1 Str Lesser Silver Magic 4/day
18| +18| +11|+6 |+11 | +1 Cha Silver Magic 4 /day
19 | +19| +11| +6| +11| +1 Str, +1 Con Lesser Silver Magic 5/day, Silver Magic 5/day
20| +20| +12| +6| +12| Reverse Gravity, +1 Str, +1 Con, +1 Cha

[/TABLE]
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, bluff, intimidate, Knowledge(any), 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, 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 blue 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.


Arcane Blood:A silver dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

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.

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.

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.

Blindsense:as the normal ability, range 60 feets.


Cloudwalking (Su):A 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.


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

{table]Level | Bonus gained
6| +1 Str, +1 Con
7| +1 Cha.
8| +1 Str, +1 Con
9| +1 Cha
11| +1 Cha
12| +1 Str
13| +1 Con
14| +1 Cha
16| +1 Str
17| +1 Con, +1 Str
18| +1 Cha
19 | +1 Str, +1 Con
20| +1 Str, +1 Con, +1 Cha
[/table]


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.

Lesser silver magic:The silver dragon can use fog cloud and feather fall as SLAs the indicated number of times in the table per day.

Paralyzing breath: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.


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

Silver Magic:The silver dragon can use Control Winds and Control weather as SLAs a number of times per day as indicated in the table.


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.

Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

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 + ½ 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.


Reverse gravity: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.



Comments:

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 blue dragon, but it gets better SLAs and special dragon abilities, plus the powerfull paralyzing breath.

Since he had two immunities for just one vulnerability, I downgraded said immunities to a couple of resistances.


I think I have to use this.

Dante & Vergil
2010-03-03, 11:03 PM
I'll ask for the Deathdrinker from MM4. If it happens, it's located in the Demon section.

Crafty Cultist
2010-03-03, 11:09 PM
I said I didn't have any requests, but do you do templates? Cause vampire would be good:smallbiggrin:

DracoDei
2010-03-03, 11:18 PM
Double checking this is OK: I am currently working on my own version of the Wing Dragon class... yours was great (as near as I can tell), but I am going trying to adapt it to a bit more bold of a take. Ability score penalties, and more goodies at low levels, Tiny size to start with, etc etc.

IF that is OK for me to post (which I can't think of any good reason it wouldn't be) do you want it in this thread, or a separate one.

Darkkwalker
2010-03-03, 11:57 PM
I really like the looks of this. I'll ask my DM about playing a Mind Flayer or a Medusa.

A few things that I think would be interesting to see:

the Salamander
the Androsphynx
the Gynosphynx
the Couatl
the Leonal
a Mephit

Those are my thoughts in order of how much the monsters rock.

Mystic Muse
2010-03-04, 01:46 AM
Do the ability score bonuses stack? While it would make sense for them to stack on say, the Silver dragon since they're rather small, I don't get how they can stack on the Red dragon otherwise the Red dragon gets

+42 strength +42 Constitution and +36 Charisma

while the Silver dragon gets a measly

+7 strength +6 Constitution and +6 Charisma

Can somebody help?

Oslecamo
2010-03-04, 03:48 AM
Can somebody help?

My bad. The red dragon was my first monster and thus it's template is a little diferent. His bonus are the total you get, you don't add them up, but you add them up with all the other monster. So the red dragon only gets +6 To Str, Con and Cha.

Also, nerfed the Pit Fiend claw damage. It was suposed to be just 1d10 after all, becomes 2d8 when it grows.

Greymane
2010-03-04, 05:12 AM
Also, nerfed the Pit Fiend claw damage. It was suposed to be just 1d10 after all, becomes 2d8 when it grows.

Yeah, I was going to ask you about that. Two greatswords for arms didn't seem to be right to me. :smallamused:

As of right now I'm more worried about Regeneration at level 4, but I'll be running a small one-shot soon, and I'll ask (read: force) my players to try a few of these out. Or just hand them character sheets. Maybe I'll make a Balor and a Pit Fiend team up...

Oslecamo
2010-03-04, 08:15 AM
Double checking this is OK: I am currently working on my own version of the Wing Dragon class... yours was great (as near as I can tell), but I am going trying to adapt it to a bit more bold of a take. Ability score penalties, and more goodies at low levels, Tiny size to start with, etc etc.

IF that is OK for me to post (which I can't think of any good reason it wouldn't be) do you want it in this thread, or a separate one.

Up, sorry, had missed this.

Yes it's ok for you to adapt it to your tastes and post it, it's your monster after all, as long as you leave a link pointing here and giving credit where it is due.:smallsmile:

Genn Greymane:Personaly, regeneration 1 at level 4 doesn't make much of a diference in combat, besides making sure that you don't die from a lucky crit. But then you are captured and tortured instead of the sweet release of death. :smalltongue:

The main advantage is going back to full health after each combat, but a dread necro with tomb-tainted soul could do it from level 1.

Mystic Muse
2010-03-04, 01:19 PM
Okay, two more questions I forgot to ask last night.

1. If I were to multiclass from Silver dragon to say Sorceror, or get a PRC after level 20 would it advance spellcasting as if I was a bard or as if I was a Sorceror?

2. Can you make the Pyroclastic or Styx Dragon by chance? (okay, I can't remember the other question. So sue me.)

Oslecamo
2010-03-04, 01:51 PM
1. If I were to multiclass from Silver dragon to say Sorceror, or get a PRC after level 20 would it advance spellcasting as if I was a bard or as if I was a Sorceror?

Know what? I'll let you choose. Added the following ability to all dragons:


If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 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, nor the familiar ability

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(14+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, nor the familiar ability

His Caster level remains equal to his full HD when multiclassing to sorceror.

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 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)

This way, you're properly rewarded for trying to make a spellcaster dragon. Dragon 10/Fullcasting prc 10 will grant you 9th level spells before epic. If you go epic, you count as having 13 levels of sorceror.



2. Can you make the Pyroclastic or Styx Dragon by chance? (okay, I can't remember the other question. So sue me.)

All on it's due time, all on it's due time.

Also, buffed up the red dragon a little. +1 Str, +1 Con, and the stronger SLAs before epic.

Mystic Muse
2010-03-04, 02:34 PM
Yay!

now to finish my Silver Dragon character

EDIT: Since I cast as a Sorceror that means I take spell failure chance from armor correct?

sigurd
2010-03-05, 02:35 PM
Great thread. Thanks.

Could you highlight any subsequent changes. I have an offline version I'd rather correct for a small revision than re-import and format.


Sigurd

Would love the Lillend or Dryder

Oslecamo
2010-03-05, 07:11 PM
Yuan-Ti
http://www.wizards.com/dnd/images/oe_yuanti_med.jpg


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+0 |+ 0| +2 |Yuan-ti body, Snake Magic initiate
2|+ 2|+ 0|+ 0| + 3|Poison, Snake Shape, Scent
3|+ 3|+ 1|+ 1| + 3|Chamaleon, Vitriolic soul, +1 Cha
4|+ 4|+ 1|+ 1| +4 |Snake Magic, Poison spit, +1 Cha
5|+ 5|+ 1|+ 1| + 4|Snake Skin, Aversion +1 Cha
6|+ 6|+ 2|+ 2| +5 |Growth, Snake bite +1 Str, +1 Con
7|+ 7|+ 2|+2| + 5|Snake Magic adept +1 Cha, +1 Wis, +1 Int
[/table]
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.

|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.



Comments:

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.

Oslecamo
2010-03-05, 07:13 PM
Thri-Kreen
http://www.wizards.com/dnd/images/xph_gallery/46026.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+ 0|+0 | +0 |Thri-Kreen body, poison, Kreen mind
[/table]
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.


Comments:

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

Oslecamo
2010-03-05, 08:01 PM
Gloom
http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery5a/44167_C5_gloomman.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+ 0|+2 | +0 |Gloom body, Sneak attack +1d6, Quietescence
2|+1 |+ 0|+3 | +0 |True Strike, Gloom dagger, +1 Dex
3|+ 2|+ 1|+3 | +1 |Sneak attack +2d6
4|+ 3|+ 1|+4 | + 1|+1 Dex, +1 Int
5|+ 3|+ 1|+4 | +1 |Sneak attack +3d6, Armor Piercer
6|+4 |+ 2|+5 | +2|Terror, +1 Int
7|+ 5|+ 2|+5 | + 2|Sneak attack +4d6, +1 Dex
8|+ 6|+ 2|+6 | +2 |Oportunist, Blindsight
9|+ 6|+ 3|+6 | +3 |Sneak attack +5d6, +1 Int
10|+ 7|+3|+7 | +3 |Shaddow Walk, Armor Breaker
11|+ 8|+ 3|+7 | +3 |Sneak attack +6d6, Shaddow jump
12|+ 9|+ 4|+8 | +4 |Gloom cloack, Hide in plain sight
13|+ 9|+ 4|+8 | +4 |Sneak attack +7d6, Shaddow concealment
14|+ 10|+ 4|+9 | +4 |Killing edge
15|+ 11|+ 5|+9 | + 5|Sneak attack +8d6, Armor Ravager
16|+ 12|+ 5|+10 | +5 |Killing blow
17|+ 12|+ 5|+ 10| + 5|Sneak attack +9d6, +1 Dex
18|+ 13|+ 6|+ 11| +6 |Gloom speed.
19|+ 14|+ 6|+ 11| +6 |Sneak attack +10d6, +1 Dex, +1 Int
20|+ 15|+ 6|+ 12| +6 | Killing strike
21|+ 16|+ 6|+ 12| +6 |Sneack attack +11d6, +1 Dex, +1 Int
22|+ 16|+ 7|+ 13| +7 |Gloom Specialist
23|+ 17| + 7|+ 13| +7 |Sneack attack +12d6, +1 Dex, +1 Int
24|+ 17|+ 8|+ 14| + 8|Gloom Master
25|+ 18|+ 8|+ 14| +8 |Sneack attack +13d6, bonus feat, +1 Dex, +1 int
[/table]
Skills:8+int modifier per leve, balance, concentration, spot, listen, search, move silently, hide, climb, swim, search, use magic device, bluff, diplomacy, intimidate, tumble

Proefeciencies: simple weapons

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

The gloom also gains an insight bonus to AC equal to it's Int modifier,

Quietescence:The gloom can produce an effect very similar to the silent 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 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.

Unlike a silent spell, the gloom may choose to only affect only the target of the effect to be silent. 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

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 10+1/2HD+Int modifier or be affected as by a fear spell.

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


Oportunist:as the rogue ability

Blindsight:as the srd ability, 60 feets.


Shaddow Walk:SLA as the spell 1/day for each HD, save=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.

Shaddow jump:the gloom may, once per turn as a swift action, teleport to any shaddow it can see whitin 60 feets.

Gloom cloack:The gloom gains SR=11+HD and DR/magic equal to half it's HD.

Hide in plain sight: as the shaddow dancer ability

Shaddow concealment:While standing in a shaddow, 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 shaddow will.

Killing edge:Whenever the gloom delivers a sucessfull critical, it adds +1d6 damage to. 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 his int modifer, or the crit multiplier by half his int modifier.

So, a gloom with an int of 22 could either make a normal dagger threaten a crit on a range of 15-20 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 shaddow 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 shaddow it can see whitin 60 feets. While standing in a shaddow, all attacks against it suffer a 75% miss chance. This miss chance now applies even to area attacks-the gloom is literaly a flickering shaddow! 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.

Bonus feat: the gloom gains an extra epic feat.



The gloom is an assassin that strikes from the shaddows 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.

Like the rogue, medium BAB, one good save and d6HD. The rogue gets more proefeciencies and defensive/utility abilities. The gloom is more glass-cannonish, but hits pretty hard.

Oslecamo
2010-03-05, 08:10 PM
Could you highlight any subsequent changes. I have an offline version I'd rather correct for a small revision than re-import and format.


I've been bolding any major changes I do besides trimming up errors. Just look at my posts that don't have monsters on it.

Kyuubi:Yes, dragons don't like armor that much.

Cogwheel
2010-03-05, 09:49 PM
Amazing work here, consider me impressed. Always wanted a good way to play monsters, and I had a mind flayer character in my head... oh, and thanks for introducing me to the Vasuthant, too. Have to play one now :smallbiggrin:

One question, though. I understand the growth modifiers, but what size do you start at? Your comments on the dragon suggests Medium, as that would make the dragon Gargantuan after three growths, but that would mean the Vasuthant ends up being Colossal+. Is it supposed to be mind-bogglingly huge?

Crafty Cultist
2010-03-05, 09:51 PM
Amazing work here, consider me impressed. Always wanted a good way to play monsters, and I had a mind flayer character in my head... oh, and thanks for introducing me to the Vasuthant, too. Have to play one now :smallbiggrin:

One question, though. I understand the growth modifiers, but what size do you start at? Your comments on the dragon suggests Medium, as that would make the dragon Gargantuan after three growths, but that would mean the Vasuthant ends up being Colossal+. Is it supposed to be mind-bogglingly huge?

Vasuthant starts at at small, so it can grow to collosal. massive cloud of all consuming darkness for the win!:smallbiggrin:

Eleven
2010-03-06, 04:32 AM
Oslecamo, you are the greatest person alive.

lord_khaine
2010-03-06, 09:46 AM
Regarding the Silver dragon, there are a few places in the text where it seems you have forgotten to replace Blue dragon with silver.

Also, it seems a little bit weak compared to the other dragons, are those spelllike abilities really that good when you can allready cast spells from the sorcerer list?

Oslecamo
2010-03-06, 10:00 AM
Regarding the Silver dragon, there are a few places in the text where it seems you have forgotten to replace Blue dragon with silver.

You found my secret! Yes, I copy-paste the dragons to try to save time, and that is prone to hapening. Thanks for pointint it out, it's corrected now.



Also, it seems a little bit weak compared to the other dragons, are those spelllike abilities really that good when you can allready cast spells from the sorcerer list?

The silver dragon's SLAs are indeed more usefull than the ones of the other dragons. Control winds isn't even a sorceror spell. Control weather is a 7th level one.

But not only that, he also gets the powerfull paralyzing breath (area save or die at relatively low level), plus cloudwalking and change shape (wich aren't that powerfull, but still good), so in return he gets shligtly less skills, stats and grows later.

Notice the alternate form allows him to turn into any animal medium or smaller, besides humanoids. That is a lot of extra versatility right there.

ScionoftheVoid
2010-03-06, 10:24 AM
Love the Grey Jester. Wish it could qualify for the Siren PrC though (Savage Species, needs a [Sonic, Mind-affecting] ability).

You may want to add this "So for example a dragon 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, nor the familiar ability

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(14+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, nor the familiar ability" kind of text to other creatures with racial casting and put racial casting in its own section. It's a bit unclear, at the moment.

Barbarian MD
2010-03-06, 10:32 AM
Wow-ee! This is great, sir. My congratulations on an excellent project and a job well done so far.

Have you given any thought to doing any of the Angels? Maybe a Solar?

DaHamr
2010-03-06, 11:45 AM
You never cease to amaze me. Also I think I might use that gloom for a recurring villain seems pretty fitting for what I was going for.

Oslecamo
2010-03-06, 04:43 PM
Have you given any thought to doing any of the Angels? Maybe a Solar?

Now that I look, I've got 2 demons and one devil to one archon, so probably angels need some love. Will probably do the planetar and Solar after the erinyes.

Also, buffed up the choker. Extra action now just cannot be used to cast spells or manifest powers, and you can use your normal standard action to cast in the same turn.

ScionoftheVoid:Personaly, I don't see much diference between your text and mine. But that may be because I'm kinda sleepy. Will try to clear up the text when I have time, but it isn't really a priority.

ScionoftheVoid
2010-03-06, 07:12 PM
ScionoftheVoid:Personaly, I don't see much diference between your text and mine. But that may be because I'm kinda sleepy. Will try to clear up the text when I have time, but it isn't really a priority.

That was a quote from the Silver Dragon casting clarification. The Telepathy of the Mind Flayer, for example, is comparitively hard to figure out. That text makes it perfectly clear, and there were earlier posters for whom the ability was slightly confusing (or at least unclear enough to ask about).

Edit: The Sprite and Phasm suggestions are being pushed back for some goody-two-shoes people who have glow dust? Bah, wretched angels. And other dreatures with the [Good] subtype.

GoC
2010-03-06, 07:18 PM
Oslecamo, you are the greatest person alive.
We should found the Church of Oslecamo!:smallbiggrin:

Oslecamo
2010-03-06, 07:28 PM
That was a quote from the Silver Dragon casting clarification. The Telepathy of the Mind Flayer, for example, is comparitively hard to figure out. That text makes it perfectly clear, and there were earlier posters for whom the ability was slightly confusing (or at least unclear enough to ask about).

Oh, of course it was me who wrote it!

Still too busy to go to all speudo caster monsters and change it one by one. People browsing the thread should be able to easily find clarification if they're confused.



Edit: The Sprite and Phasm suggestions are being pushed back for some goody-two-shoes people who have glow dust? Bah, wretched angels. And other dreatures with the [Good] subtype.

Well, in all fairness, CTLC asked for the planetar and other angels just before you requested the sprite and chasm. I'm not going to do all his list of course, but one or two goody two shoe celestials are in order. But I promise yours are next in line.

GoC:I like my offerings in the form of nets, cookies, and scantily clad action/RPG game females.:smallcool:

EDIT: Ah, yes, planetars are CR16 and cast as 17th level clerics in top of all their extra abilities, this shall be interesting after I do the erinyes...:smallsigh:

pffh
2010-03-06, 08:21 PM
Alright I just DM'd a session with a minotaur cleric. The player is in love with you and wants you to have his children.

Oslecamo
2010-03-06, 08:48 PM
Erinyes

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


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+2 |+0 | +2| Body of seduction, Sadism initiate
2|+ 2|+3 |+ 0| +3|Devil, Hell Skin, +1 Str
3|+ 3|+ 3|+1 | +3| Lesser sadist, +1 Cha
4|+ 4|+ 4|+ 1| +4|Wings, +1 Str
5|+ 5|+ 4|+ 1| +4|+1 Str, +1 Cha
6|+ 6|+ 5|+2 | +5|Sadist, +1 Cha
7|+ 7|+ 5|+ 2| +5|Greater Sadist, +1 Str
8|+ 8|+ 6|+ 2| +6|Master Sadist, +1 Cha
[/table]

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.


Comments:

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.

Oslecamo
2010-03-06, 08:51 PM
Alright I just DM'd a session with a minotaur cleric. The player is in love with you and wants you to have his children.

That's great to hear! How many levels did he took just out of curiosity?

Also, buffed up the succubus and the mind flayer a little. Mind flayer can now use a little more his psionics plus better stats and the succubus got +1 Cha.

ScionoftheVoid
2010-03-06, 08:57 PM
Well, in all fairness, CTLC asked for the planetar and other angels just before you requested the sprite and chasm. I'm not going to do all his list of course, but one or two goody two shoe celestials are in order. But I promise yours are next in line.

Yipee!:smallbiggrin::smallbiggrin::smallcool:

Looking over the Erinyes I had an odd thought. Who in popular media flies, is female and uses a magic rope/lasso as a signature ability before going in and beating up people?

sigurd
2010-03-06, 11:23 PM
Also, buffed up the succubus and the mind flayer a little. Mind flayer can now use a little more his psionics plus better stats and the succubus got +1 Cha.


Why not simply make your changes a different colour so we can find them?



I appreciate the updates, in any case.


Sigurd

Zeta Kai
2010-03-06, 11:45 PM
Who in popular media flies, is female and uses a magic rope/lasso as a signature ability before going in and beating up people?

OMG, Wonder Woman is an erinyes! It all makes sense! It's brill-


<HEAD ASPLODE>

The Tygre
2010-03-06, 11:51 PM
*snip Gloom*

...

...

*sniff*

That may, in fact, be the most beautiful thing I have ever seen. I- I love you, Oslecamo.

Dire Reverend
2010-03-07, 03:39 AM
Howdy Sir and/or Madam, I am requesting for you to do your magic on the Concordant Killer, from the Monster Manual 4. It is basically a Half-Celestial Half Fiend.

Geiger Counter
2010-03-07, 06:32 AM
Erinyes are horribly stated, I mentioned before how little thought wotc put into creating outsiders. as they now stand Erinyes are cheap nock offs of the succubi (who I now treat as any evil). They are supposed furies. creatures from the blood of dead gods who are the manifestation of vengeance. anyanka from btvs was probably the best example of a fury.

pffh
2010-03-07, 08:06 AM
That's great to hear! How many levels did he took just out of curiosity?

Also, buffed up the succubus and the mind flayer a little. Mind flayer can now use a little more his psionics plus better stats and the succubus got +1 Cha.

He took all four and a dmm enlarged minotaur cleric is scary.

Oslecamo
2010-03-07, 08:29 AM
Looking over the Erinyes I had an odd thought. Who in popular media flies, is female and uses a magic rope/lasso as a signature ability before going in and beating up people?

I would be lying if I said I wasn't tempted to make the erinyes rope force entangled creatures to tell only the truth.:smallbiggrin:

sigurd:You want diferent colors? I tought bolded was enough to make them stand out, but if you insist, further updates will be in shiny colors and bold.

Geiger Counter:I believe I did a good job of separating the erinyes and succubus here. One is deceiver who disguises and manipulates while unnoticed, the other is a dominatrix who imposes her will directly trough strenght and beauty.

Plus, notice D&D erinyes aren't exactly furies, but more like fallen angels, while the succubus are manifestations of the abyss's own corruption.


pffh:My work is worthy of making a cleric losing caster levels. I'm good.:smallcool:

Oslecamo
2010-03-07, 04:43 PM
Angel (planetar/solar)
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG12.jpg


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+ 0|+0 | +2 |Celestial body, Celestial blood, Heaven miracle (Detect evil)
2|+1 |+ 0|+0 | +3 |Angel, Celestial skin, Continual flame
3|+ 1|+ 1|+ 1| +3 |Invisibility
4|+ 2|+ 1|+1 | +4 |Detect snares and pits, See invisibility, Wings
5|+ 2|+ 1|+ 1| +4 |Lesser Protective aura, regeneration
6|+ 3|+ 2|+2 | +5 |Discern lies, holy smite
7|+ 3|+ 2|+2 | + 5|Greater protective aura
8|+ 4|+ 2|+2 | +6 |Polymorph
9|+ 4|+ 3|+ 3| +6 |True seeing
10|+5 |+ 3|+3 | +7 |Growth of mind/body
11|+ 5| + 3|+ 3| +7 |Waves of fatigue
12|+ 6|+ 4|+4 | +8 |+1 Str, +1 Wis, +1 Cha
13|+ 6|+ 4|+4 | +8 |+1 Str, +1Wis, +1 Cha, greater teleport
14|+ 7|+ 4|+4 | +9 |Earthquake
15|+ 7|+5 |+ 5| +9 | Power word stun
16|+ 8|+ 5|+ 5| +10 |Mass charm monster
17|+8 |+ 5|+5 | +10| Prismatic spray, Power Word blind
18|+ 9|+ 6|+ 6| +11 |Power Word Kill, Waves of Exhaustion
19|+ 9|+ 6|+6 | +11 |Imprisonment
20|+ 10|+ 6|+6| +12 |Judgement arrows.
21|+ 11|+ 6|+6 | +12|Solar
22|+ 11|+7 |+ 7| +13|Permanency
23|+ 12|+ 7|+ 7| +13 |Wish
[/table]
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)

Proefeciencies: 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.

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.

Detect evil: Always active.

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.

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

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

Invisibility:SLA 1/day for each 2HD

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. In alternative, the angel may choose to gain a permanent +1 to Wis and Cha.

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

Ability increase: At levels 12, 13, the angel gains +1 to Str, Wis and Cha.

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.



Comments

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. Greatsword proefeciency is mainly because solars and planetars seem to have some obession with big swords. Also longbow.

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.

Oslecamo
2010-03-07, 04:50 PM
Also, gave a small buff to all spellcasting monsters. They now get extra abilities like the familiar, they just don't stack with monster levels.

deuxhero
2010-03-07, 04:59 PM
no class skills for angel? At least put Know:religion.

Oslecamo
2010-03-07, 05:04 PM
Hmm, sounds good. Did it. Altough do notice it has full cleric casting.

Eldan
2010-03-07, 05:17 PM
Just a thing: I saw you did the Grey Jester, can you, perhaps as an upgrade to that class, also do the Joystealer? They are very similar in mechanics anyway.

Zeta Kai
2010-03-07, 05:23 PM
Well, I was going to suggest that you compile a list of every monster that you've done, but I can see that you've already done so. Great job on that; now I'll just hope that you alphabetize it, for clarity.

Also, the possible Angel domains list mentions War twice. I believe that you meant Law for one of those.

Lastly, unlike some greedy folk around here, I have no suggestions for you. I just wish that I had time to contribute to this awesome project. I'd love to try my hand at making one of these. I just wish that I had the time. At any rate, you do indeed rock, & rock hard. I think that you've found your niche here. I also think that nobody here will let you stop until you've made a class for every single published monster. Good luck.

Oslecamo
2010-03-07, 05:38 PM
I just wish that I had the time. At any rate, you do indeed rock, & rock hard. I think that you've found your niche here. I also think that nobody here will let you stop until you've made a class for every single published monster. Good luck.

Oh, don't be fooled, I'm doing this mainly for my own fun. I just enjoy a lot converting the monsters. Indeed I found a niche.

The free time is the hard part. I just happen to be on the begginning of new classes where I live, so the work load is still light, and I'm too anxious waiting for Starcraft II to play any other computer game, so my free time with a computer is spent on this.

But it will soon be over. My teachers shall burrow me in work, and I'll have to slow down and eventualy stop this to properly focus on uni. My remaining free time shall be channeled for my campaign and LP, and eventualy even those will have to stop during test time.

It was two fun weeks going at full speed, but from now on, my work here will be slower and slower.:smallsmile:

erikun
2010-03-07, 06:39 PM
Once again, you manage to impress. :smallsmile: I agree that the D&D Erinyes aren't much like the ones from classical greek, but you've done an excellent job of making them usable. Oddly enough, I'm seeing them less as Sorcerers or melee Clerics, and more as Knights or Bard/Warblades. Let's put that Charisma (not to mention excellent restraint actions) to good use!

Oslecamo
2010-03-08, 07:36 AM
Nixie
http://pics.livejournal.com/richgreen01/pic/000dp6a4/s320x240


HD:d6
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 | + 0|+ 2| + 2|Nixie body, Sprite skin, Charmer, Amphibious, Water breathing, Wild empathy, +1 Dex
[/table]

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

Proefeciencies: 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.


Comments:

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.

Maalketh
2010-03-08, 02:37 PM
The Pheonix (and maybe some others) has some durations and such listed in turns. In older editions, turns were 10 rounds; you may want to list the durations as rounds instead.

Geiger Counter
2010-03-08, 10:28 PM
On the Yuan-Ti, and maybe others. Someone on another forum told me that an application of poison only lasts on one weapon for one attack, that causes the poison to be rubbed off and must be reapplied for further attacks.

Also do etherguants.

Oslecamo
2010-03-09, 03:46 AM
On the Yuan-Ti, and maybe others. Someone on another forum told me that an application of poison only lasts on one weapon for one attack, that causes the poison to be rubbed off and must be reapplied for further attacks.

That's what I meant. One applying of poison is only good for one attack.

The freshness is how long you can wait untill the poison wears off. If you're a 5HD yuan-ti, and you poison a sword, the poison lasts untill you strike an enemy, or 5 hours, wichever comes first. I just assumed the fact that poison applied to weapons is only good for one blow was common knowledge.

Quirp
2010-03-09, 05:01 AM
I think you should give the Angel at least a second class skill. They have the worst saves possible and crappy BAB. Give them something like Concentration, Knowledge(religion), Sense Motive and Spellcraft. That is still a very limited list, but they can spend some skillpoints.
That would be great. I appreciate your great work and would be glad to see the Yuan-Ti Anathema on your list.

Oslecamo
2010-03-09, 05:41 AM
I think you should give the Angel at least a second class skill. They have the worst saves possible and crappy BAB. Give them something like Concentration, Knowledge(religion), Sense Motive and Spellcraft. That is still a very limited list, but they can spend some skillpoints.


Look closer. The angel has full cleric casting. He can easily buff his own saves and BAB with spells (divine power gives full BAB, greater resistance gives +6 to all saves, ect, ect). Skills are the only thing were he's truly hurt, and then he gets flying, large size and several SLAs to make up for it. Also do notice he already has knowledge religion.

Plus, even tough it has just one class skill, it can still get concentration, spellcraft and everything else as cross-class skills.

Ralasha
2010-03-09, 07:24 AM
Giants: I.E. Storm Giants, Cloud Giants, and Mountain Giants

AustontheGreat1
2010-03-09, 08:07 AM
Under angel you have the ability listed on the table as Slayer Bow, but in the description it is Judgement Arrows.

Sila Prirode
2010-03-09, 10:22 AM
Vampire and Lycanthropy, mayhaps? :smallsmile:

Zaakar
2010-03-11, 04:27 AM
Great work, I love the hound archon.
Bralani

Oslecamo
2010-03-11, 05:20 AM
Phasm
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG208b.jpg


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+ 0| +2 | Phasm body, amorphous, Shaper initiate.
2|+ 1|+ 0|+ 0| + 3|Telepathy, 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
[/table]
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
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.

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.

Oslecamo
2010-03-11, 12:51 PM
Vampire (prc)
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG251.jpg


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
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+0 | + 2|Vampire Body, Vampire Vulnerabilities, Resting Place, Blood Drain, Blood Power
2|+ 1|+0|+0 | + 3| Greater Blood Powers
[/table]

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

Proefeciencies: 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:
* 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.


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.

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).


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 modifier 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.

[I]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.


Kudos for Apropos for cleaning up the formation of the vampire class.

Sila Prirode
2010-03-11, 03:01 PM
Question:
Are you really sure about blood charge costs?
Because they are a bit high, in my opinion.
Let us take vampire 1\rogue 4.
He needs to feed on at least two victims daily, so he can survive, and be usefull for 2 minutes a day. With all the vulnerabilities, it seems like not a good payoff.

Oslecamo
2010-03-11, 03:18 PM
Question:
Are you really sure about blood charge costs?
Because they are a bit high, in my opinion.
Let us take vampire 1\rogue 4.
He needs to feed on at least two victims daily, so he can survive, and be usefull for 2 minutes a day. With all the vulnerabilities, it seems like not a good payoff.

Not really sure indeed. Buffed up most of the blood buffs durations to one hour in case you missed it.

Do notice you can always feed on farm animals bought in the market cheap.

Sila Prirode
2010-03-11, 04:46 PM
Not really sure indeed. Buffed up most of the blood buffs durations to one hour in case you missed it.

Do notice you can always feed on farm animals bought in the market cheap.

Actually, I did missed that (reading and writing this on my mobile phone, small screen and all that :smallbiggrin:).
This is actually good improvement, now he can have his protection last all day long. But let me ask you something, how will he feed in the middle of the desert? Or some other place PCs are likely to be travelling, where he won't have a steady supply of animals?

Also did you consider making some other stat relevant for blood charges, instead of Strength? For example, Charisma would be nice, because this way spellcasters get a shaft (you would never have enough blood charges on higher levels, due to high costs, and low Strength).
I would also propose upping the number of charges, in relevance to creatures Constitution. For example, you would get one charge for each point of Con modifier (minimum 1). For intelligent creatures add 1 to that number, and for creature from your former race add 2 more.

AustontheGreat1
2010-03-11, 04:51 PM
But let me ask you something, how will he feed in the middle of the desert? Or some other place PCs are likely to be travelling, where he won't have a steady supply of animals?


Short answer. He wont. Thats part of playing a vampire is dealing with the vampiric curse. People like to forget that. A lot of times vampires can't do the things people do; but the drawbacks are just as much a part of playing a monster as the benefits.

Trenelus
2010-03-11, 05:01 PM
Fantastic work, really inspires one to play "nice" monster party for change.
Hardest part will be to decide what to play...
Btw, really liked the vampire. Brings White Wolf's Vampire the Masquerades blood pool to mind.

Just wondering: there seems to be quit a few monsters that turn you to outsider.

How to get back to material plane?

Not really a problem at lower levels, but at mid and high you are bound to face spellcasters and they will throw dismissals/banishments to your face and thanks to Murby's law, you will fail it sooner or later. How to come back?
Might ruin your hole session if the first clerig send you back to hell and makes you to sit on your seat and be just a watcher, cause you miss all the action.

And really i can't blame DM for doing that: if we would know to expect infernal forces, we - the players, would prepaire to dismiss/banish them.
So it is realistic that opposition prepaires as well, if/when they find out
about your foreign origin.

Any good suggestions beside buying scrolls or other items, cause not every DM lets you buy everything you want?

Sila Prirode
2010-03-11, 05:04 PM
Short answer. He wont. Thats part of playing a vampire is dealing with the vampiric curse. People like to forget that. A lot of times vampires can't do the things people do; but the drawbacks are just as much a part of playing a monster as the benefits.

That is... unsatisfying. I would never limit my DMs freedom in designing adventure just because my character is some obscure race/template/class.
Also, as a DM, I would never want to limit my players just because one of them wanted to took an interesting race, and is good at roleplaying as that race.

Sure that is an obstacle, that your players need to find a way of going around, but right now, I don't really see much options for vampire PC, unless you consider staying home to guard their keep is a job worthy of missing few sessions as a player.

I'm just against forcing players to stay anywhere, because they won't be able to roll d20 if they don't do that. But of course, vampire can always feed on party members, wands of Lesser Restoration are not hard to come by.

Oslecamo
2010-03-11, 05:28 PM
Actually, I did missed that (reading and writing this on my mobile phone, small screen and all that :smallbiggrin:).
This is actually good improvement, now he can have his protection last all day long. But let me ask you something, how will he feed in the middle of the desert? Or some other place PCs are likely to be travelling, where he won't have a steady supply of animals?

Get survival ranks and hunt your own food? Teleport back to the city for supplies every day? Camels? I remember a fantasy book where the hero has to cross a big desert with a big hungry dragon, and one of his companions sugests buying camels. They carry themselves and then they get eaten as needed.

Or your idead of feeding on his own allies. Get the cleric to prepare as much restorations as possible.:smalltongue:

And like AustontheGreat1 pointed out, vampirism is suposed to be a curse, not something nice. You'll have to work to (un)live with it.

There's the awakened skeleton and mummy if you want to play undeads whitout curses.



Also did you consider making some other stat relevant for blood charges, instead of Strength? For example, Charisma would be nice, because this way spellcasters get a shaft (you would never have enough blood charges on higher levels, due to high costs, and low Strength).

Hmm, interesting idea. Altough I hate the pretty vampire concept, vampires are always described as being very persuassive, so I'll add that option. In return, I'm making the dominate and energy drain able to run in Str so we can get vampires who dump charisma.



I would also propose upping the number of charges, in relevance to creatures Constitution. For example, you would get one charge for each point of Con modifier (minimum 1). For intelligent creatures add 1 to that number, and for creature from your former race add 2 more.

That already happens in case you didn't notice. The more con a creature has, the more you can bite it before it dies, and you get blood charges for each bite. So while an elven maiden with 8 con will only last 3-4 bites, that elven paladin with 16 Con will endure for 6-7 bites.

Trenelus:Your native plane is always the plane where you were created. Just point out in your backstory you were born/created on the material plane. Monks ascend to outsiders at level 20, but they're still native to the material plane for example.

Altough I must point out, I don't see much of a diference between failing a save and being dismissed, needing to get plane shifted and failing the save from slay living, needing to be ressurected.:smallsmile:

Oslecamo
2010-03-11, 05:34 PM
The following is from a PM from Bodez:

I was just wondering, your "loses all racial abilites" clause is in reference to all of them?
For example, human bonus feat and skill point, and similiar?

Yes. My monster classes basicaly count as race and class at the same time. Removing racial bonus gives some space to put more monster abilities at 1st level.

Also please keep questions about this thread on the thread, my PM box is quite clogged up.

Sila Prirode
2010-03-11, 05:45 PM
In return, I'm making the dominate and energy drain able to run in Str so we can get vampires who dump charisma.

I can live with that :smallbiggrin:



That already happens in case you didn't notice. The more con a creature has, the more you can bite it before it dies, and you get blood charges for each bite. So while an elven maiden with 8 con will only last 3-4 bites, that elven paladin with 16 Con will endure for 6-7 bites.

Yes, but what if you don't want to kill him? You most certainly wouldn't want to kill your party barbarian, and his blood is much more healthy and strong then feeble wizard over there.

I see that you think of vampires as brutal killing machines, which take what they want, but you shouldn't close options to people who want to play more reserved vampires, who doesn't hunt to kill, but because he must feed. Let's take Angel from Buffy as an example, maybe he is a bit of a wuss as a character, but you can't say he isn't mean when someone is calling for it. He can kick ass just as any other vampire, while still being good at heart.

The main point I want to argue is, if you are lacking blood charges you not only gain nothing from your 2 levels, but instead get mayor penalty on everything. That is even worse then Paladin falling, with which you lose acess to class features, you suck at everything.

This Con modifier drain helps vampire stay health without killing 3 people a day
at level 7.

EDIT: Also, sorry for the PM, I didn't want to derail thread, at least not while we are in such a heated debate :smallbiggrin:

Trenelus
2010-03-11, 05:47 PM
Hmmm, didn't know/thought that.

Could dimensional anchor stop dissmiss/banishment? :smalltongue:

Oh, and requesting more slaads, with maybe way to evolve?

And once more thanks for fantastic work.

Oslecamo
2010-03-11, 06:03 PM
Yes, but what if you don't want to kill him? You most certainly wouldn't want to kill your party barbarian, and his blood is much more healthy and strong then feeble wizard over there.

Ah, but here's one of the parts where we have a diferent view of vampires. It's not only the strenght of the blood that matters. Vampires are also partialy absorbing your soul when they bite you. That's why sentient creatures give more blood charges. The wizard? His blood has an exotic touch of arcane energy. The cleric? It's quite spiritual. The rogue? Spicy!:smallbiggrin:



I see that you think of vampires as brutal killing machines, which take what they want, but you shouldn't close options to people who want to play more reserved vampires, who doesn't hunt to kill, but because he must feed. Let's take Angel from Buffy as an example, maybe he is a bit of a wuss as a character, but you can't say he isn't mean when someone is calling for it. He can kick ass just as any other vampire, while still being good at heart.

Or I could make the vampire not need to feed at all. And remove all of it's penalties. And they would glitter in the sun...

http://media.ebaumsworld.com/mediaFiles/picture/507021/80702563.jpg
No. Pretty good vampires that hang out with blond girls and hardly drink any blood must be purged from history.

You can still play a good vampire. You'll just have to be a pretty good hunter of wild life or start your own creation of farm animals of your choice.



The main point I want to argue is, if you are lacking blood charges you not only gain nothing from your 2 levels, but instead get mayor penalty on everything. That is even worse then Paladin falling, with which you lose acess to class features, you suck at everything.

You still retain undead immunities. And well yes, vampires whitout drinking blood should get weaker in my view. Eternal life means eternal hunger.



This Con modifier drain helps vampire stay health without killing 3 people a day
at level 7.

Or you can get your own "herd" of humanoids, biting each one only once and then leting them heal the con damage naturaly, mealing in diferent ones each day. Finding some dozen kobolds/goblins shouldn't be too hard. Evil probably, but effecient.

Herd of animals also works, altough it would be more expensive. Now that I think about it, several ancient tribes would drink the blood of their cows and horses whitout killing them as a regular meal. You can totaly play a honorable vampire knight with a dozen horses who "borrows" their strenght every night!




EDIT: Also, sorry for the PM, I didn't want to derail thread, at least not while we are in such a heated debate :smallbiggrin:
No problem, this thread is also intended to discuss the classes themselves. For those who just want the classes, the index in the 1st post provides links to all of them whitout needing to worry about the discussion.

Trenelus:Dimensional ancohor blocks all dimensional travel, no exceptions. It can indeed be used on a defensive way like that.

Also, thank you all again for the compliments!

Sila Prirode
2010-03-11, 06:20 PM
http://media.ebaumsworld.com/mediaFiles/picture/507021/80702563.jpg

Let us not never bring that topic again in this thread, or any other, please, for the sake of civility :smallbiggrin:



You still retain undead immunities. And well yes, vampires whitout drinking blood should get weaker in my view. Eternal life means eternal hunger.

Hm, while I was writing a response to your post, I did some math, and it turns out, if you bite only your party members, and an occasional animal, you get around 8 charges to spend, with sleeping counted already in. That actually isn't half bad :D

But, let us move to other points of interest. Spellcasting. Have you consider lowering penalty (let's say one charge for two HD), but have him gain only CL/ML? That way the don't pay much, and still get normal spellcasting (if lagging a bit).

Disclaimer: If I didn't quote part of your posts, it is because that are parts I tend to agree with :smallwink:

Oslecamo
2010-03-11, 06:30 PM
Hm, while I was writing a response to your post, I did some math, and it turns out, if you bite only your party members, and an occasional animal, you get around 8 charges to spend, with sleeping counted already in. That actually isn't half bad :D

See? It isn't so hard to satisfy your killing insticts!:smallbiggrin:



But, let us move to other points of interest. Spellcasting. Have you consider lowering penalty (let's say one charge for two HD), but have him gain only CL/ML? That way the don't pay much, and still get normal spellcasting (if lagging a bit).

I was thinking of a reduced dark magic version if the vampire didn't want to burn his whole reserve. Your idea sounds good. Added it.



Disclaimer: If I didn't quote part of your posts, it is because that are parts I tend to agree with :smallwink:

Hey, I do that myself a lot, so I understand perfectly.:smalltongue:

Sila Prirode
2010-03-11, 06:39 PM
Congratulations Oslecamo, not only did you manage to make a damn fine job (which my friend is already in love with), but you kept up with my whining through the end :smallbiggrin:

Now, next time you make a monster I like into a class, expect to see me again :smallwink:

Looking forward to contributing to such a good project, and, also, if you some day get an idea to compile this all into a pdf, I'll be the first to volunteer to help.

Crafty Cultist
2010-03-11, 08:04 PM
Or you can get your own "herd" of humanoids, biting each one only once and then leting them heal the con damage naturaly, mealing in diferent ones each day. Finding some dozen kobolds/goblins shouldn't be too hard. Evil probably, but effecient.

Herd of animals also works, altough it would be more expensive. Now that I think about it, several ancient tribes would drink the blood of their cows and horses whitout killing them as a regular meal. You can totaly play a honorable vampire knight with a dozen horses who "borrows" their strenght every night!


you would need restoration magic for this as drain does not heal naturally

Sila Prirode
2010-03-12, 09:05 AM
you would need restoration magic for this as drain does not heal naturally

Then it could be changed to Con damage, and still have the same effect. It will just make it easier for party to heal (Lesser Restoration, instead of Restoration).

The Tygre
2010-03-12, 05:06 PM
Let us not never bring that topic again in this thread, or any other, please, for the sake of civility :smallbiggrin:


It is too late now. My hatred has been roused. Judgment must be passed on the wicked. The Emo must be purged, in the name of the Emperor.

Mystic Muse
2010-03-12, 05:15 PM
So do these monsters get increased ability modifiers for increasing in size?

Sila Prirode
2010-03-12, 05:22 PM
It is too late now. My hatred has been roused. Judgment must be passed on the wicked. The Emo must be purged, in the name of the Emperor.

You do realize that for me, a dedicated Slaanesh/Tzeentch heretic, this means war? :smallamused:

Oslecamo
2010-03-12, 05:38 PM
So do these monsters get increased ability modifiers for increasing in size?
As shown on the growth modifiers table in the 1st post, no. Only normal monsters advancing HD get increased ability scores for increasing size, and it's one of the main reasons why advanced monsters end up broken.

Also, thanks Crafty Cultist for pointing out the drain thingy.

deuxhero
2010-03-12, 05:53 PM
I think Vampire needs a special clause to make it vulnerable to critical hits because as it stands now, a stake to the heart (It would be a Coup de Grace, which is an automatic critical at max damage with a fort save or die) is not much more effective (just max damage, as the critical and save or die is negated) than a stake anywhere else, and that's terrible.

Mystic Muse
2010-03-12, 05:54 PM
I think Vampire needs a special caluse to make it vulnerable to critical hits (because as it stands now, a stake to the heart is no more effective than a steak anywhere else, and that's terrible).

Do you realize how hard it would be to stab a Vampire with a Steak as compared to a stake?

Oslecamo
2010-03-12, 06:07 PM
I think Vampire needs a special clause to make it vulnerable to critical hits because as it stands now, a stake to the heart (It would be a Coup de Grace, which is an automatic critical at max damage with a fort save or die) is not much more effective (just max damage, as the critical and save or die is negated) than a stake anywhere else, and that's terrible.

Check the vampire vulnerabilities again. Driving a stake trough the vampire's heart will stop it for good. It is not a regular coup de grace.

Sila Prirode
2010-03-12, 06:20 PM
Check the vampire vulnerabilities again. Driving a stake trough the vampire's heart will stop it for good. It is not a regular coup de grace.

I think that Kyuubi got it right, driving a steak through vampire heart should kill him too (if much harder to acomplish :smallbiggrin:).
Also, do you plan to change Con drain to damage? So it could heal naturally?
So, you could have a vampire that lives off the human village, instead of just slaughtering them?

The Tygre
2010-03-13, 03:22 AM
You do realize that for me, a dedicated Slaanesh/Tzeentch heretic, this means war? :smallamused:

It is too late now. My hatred has been roused. Judgment must be passed on the wicked. The Emo must be purged, in the name of the Emperor Lord Arioch.

There? See? I'm willing to compromise. I like to keep an open mind.

...

Now lets kill em' all.

Sila Prirode
2010-03-13, 07:33 AM
It is too late now. My hatred has been roused. Judgment must be passed on the wicked. The Emo must be purged, in the name of the Emperor Lord Arioch.

There? See? I'm willing to compromise. I like to keep an open mind.

...

Now lets kill em' all.

We may join forces, enemy has a strong army of followers, but as my grandma used to say: "Everything burns." :smallbiggrin:

Also, a picture of the enemy, so everyone would know his wicked face. Notice how he clutches that young female in his grasp, just by looking at her.
http://i43.tinypic.com/23r7t38.jpg

Oslecamo
2010-03-13, 07:42 AM
GET YOUR TWILIGHT OUT OF MY MONSTER THREAD!

That aside, Apropos PMd me a cleaned up version of the vampire class.Go check it out it's pretty neat, just like the official book ones. Also for now the bite remaind drain damage untill further notice. Altough since it's homebrew material I can't really stop you from changing it for your own campaigns.

Sila Prirode
2010-03-13, 08:12 AM
GET YOUR TWILIGHT OUT OF MY MONSTER THREAD!

Ok, ok, calm down :smalltongue:

Also, I seem incapable of finding that vampire, link please? :smallredface:

Ralasha
2010-03-14, 09:50 AM
I usually go by actual mythology for my custom monsters.

ScionoftheVoid
2010-03-14, 07:18 PM
I...I...

Thank you so very, very much. I love the Phasm and Nixie so much.

I may try to do something with the Xill (I recently started playing FFXII again and playing as Gilgamesh in D&D would be awesome), if you don't mind of course. I'll get the bare bones up now.

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG259b.jpg
Xill
Hit Die:d8
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).

{table=head]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[/table]

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.


Or, you know I could just do the whole thing. Hope it's good enough!:smallwink:

Class Comments:
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.

I have to give some credit to Oslecamo, creator of this wonderous thread. Partially for the inspiration to do some work for once and partially for the chance to play as a Phasm (I love that monster so much, even if its natural form is an ick-thing).

Edit: Added some stuff I'd forgotten, corrected spelling lapses, etc.

demidracolich
2010-03-14, 09:29 PM
what is the name of the feat that increases manuverability because I cant find it

Mythestopheles
2010-03-14, 09:40 PM
what is the name of the feat that increases manuverability because I cant find it

Improved Flight, From Complete Adventurer.

Edit: A successful ninja-ing. Though he had a link.

Flickerdart
2010-03-14, 09:40 PM
what is the name of the feat that increases manuverability because I cant find it
Improved Flight (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Flight).

Eldariel
2010-03-17, 01:39 PM
My first instinct was:
"Great work, and nice job solving Level Adjustment. Unfortunately this still doesn't enable me to play a Mind Flayer Warrior or a Minotaur Wizard, with the races acting as classes here."

Then I noticed though that you did include some seeds in the classes towards just this goal. To that end, I must applaud you; these are first of all, very fun and playable, and second, level-up nicely and synergise with actual classes. This doesn't solve the issue of having a different number of class levels for special races and special races starting as "infants"; with incomplete abilities, but ultimately all that seems quite necessary for balance.

So...yeah, for that challenge? Consider it fulfilled; I'd definitely allow my players to pick these races for their monstrous class if they desired to play anything with level adjustment. To hell with that system. I only wish WoTC put as much effort into making all this workable as you did. Rewriting the classes to fit into given number of CRs seems like just the thing to do.


Thumbs up, overall. Good job man, keep it up! I especially like the monsters that also act as "fixed versions" of the original like Ogre Mage. By the way, I'd love to see Ghaele Eladrin some point soon.

Oslecamo
2010-03-17, 03:32 PM
Lillend
http://img6.imageshack.us/img6/1457/lillend.jpg

HD:d8
{TABLE]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| +3|Constrict, 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
[/table]
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.



Comments:

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.

Oslecamo
2010-03-17, 03:57 PM
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG259b.jpg
Xill
Hit Die:d8
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).

{table=head]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[/table]

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.


Or, you know I could just do the whole thing. Hope it's good enough!:smallwink:

Class Comments:
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.

I have to give some credit to Oslecamo, creator of this wonderous thread. Partially for the inspiration to do some work for once and partially for the chance to play as a Phasm (I love that monster so much, even if its natural form is an ick-thing).

Edit: Added some stuff I'd forgotten, corrected spelling lapses, etc.

Very nice work there, you seem to have caught up my method quite well. Added it to the index. It's great to see slaves working for me people doing more monsters inspired by mine. I don't really have any hope of doing every other monster out there by myself, but like Eldariel pointed out, I seek to plant some seeds.

Eldariel:very glad that you didn't only like it but noticed my goals. The monster classes aren't full level, but their abilities keep scaling and combine with normal classes, so you can keep growing your character whitout problems. "Infant" monsters are a necessity since some abilities just shouldn't be allowed at lower levels.

On the paragon template:It was requested on page 3, but I'm kinda stuck on this one. The base template offers +15CR (meaning it'll be 15 levels long) and all it adds are numbers, some more numbers on top, a couple SLAs and an handfull of defensive abilities.

Thus, it needs some serious reworking to do. As it stands it's basically useless for spellcasters (despite it showing a mind flayer on the picture) and even noncasters don't gain much from it.

I'll thus be redoing the whole thing from scratch. My basic idea for now is that the class will offer a variety of abilities (SR, DR, resistances, size increase, ability increases, spellcasting, SLAs, BAB, saves, skill, ect) from wich you pick a limited number, with stronger abilities being unlocked as you level up. It'll take some time and extra inspiration to put it all togheter properly however, so I'll be posting more regular monsters while I work on the paragon template prc.

ScionoftheVoid
2010-03-17, 03:58 PM
Lillend
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG168.jpg

HD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +0 |+0 | +0|+2 |Lillend body, Artistic soul
2| +1| +0 |+0|+3 | Muse , +1 Cha
3| +2|+1| +1| +3|Constrict, Improved grab, +1 Str
4| +3| +1|+1| +4 | Understanding ,+1 Str, +1 Cha
5| +3| +1|+1| +4| Trickster, +1 Str, +1 Cha
6| +4| +2|+2|+5 |Wings, +1 Cha
7| +5| +2|+2| +5| Growth, +1 Cha, +1 Str
[/table]
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, rounded up.

Artistic soul:A lillend casts spells and can use bardic music as a bard of the same level. Only lillend levels count for this ability, but they stack with any other class or prc that gives bard spellcasting and/or bardic music.

Muse:the lillend gains poison resistance 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.

Ability increase:The lillend gains


Constrict (Ex):A lillend deals 2d6+5 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.

Ability increase: the lillend gains +1 Cha at levels 1, 5, 6, 7 and +1 Str at levels 1, 4, 6, 7

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.



Comments:

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 6th level bard actualy, but that isn't very hot actualy, so I bumped it up a little.

In return, the lillend loses the good reflex save and can't pick up a base race, wich really helps bards. It's probably a little stronger than a vanilla bard since it gets the cha and str bonus on top of flying and growth, but well, bard is on the underpowered side so, like my dragon, it's ok.



Bards are not normally considered underpowered. They are commonly thought of as very balanced. You may wish to adjust the class slightly there. Also the first Ability Increase is missing most of the entry, is it even supposed to be there? There is no such thing as "Poison Resistance", BTW. A resistance bonus against poison effects, maybe?

Any response to the Xill?

Oslecamo
2010-03-17, 04:06 PM
Bards are not normally considered underpowered. They are commonly thought of as very balanced. You may wish to adjust the class slightly there. Also the first Ability Increase is missing most of the entry, is it even supposed to be there? There is no such thing as "Poison Resistance", BTW. A resistance bonus against poison effects, maybe?

Sorry, really don't know what hapened to me there. The lillend now casts and sings as a bard-1 and reduced/fixed the ability increases. :smallredface:



Any response to the Xill?

See the post above yours.

ScionoftheVoid
2010-03-17, 05:00 PM
Sorry, really don't know what hapened to me there. The lillend now casts and sings as a bard-1 and reduced/fixed the ability increases. :smallredface:

See the post above yours.

Nice.

Thanks.

Any suggestions for something I could try? My PM box is completely empty so requests are welcome, though I'll probably get round to them slower/less frequently than Oslecamo does.

What has not been done yet, but has been requested, actually? I could try and go through myself but it would be nice to have a list so that people can attempt them and know they aren't going to be beaten to it (unless they don't say they are attempting that monster in the thread). We'll get though requests more quickly if more people are able to help and the resulting classes can always be adjusted if their first incarnations are not quite there.

Lorien077
2010-03-18, 04:18 PM
I'm still holding out for some sort of ghost and an aranea. :)

Sila Prirode
2010-03-18, 07:33 PM
It's great to see slaves working for me people doing more monsters inspired by mine.

I shall take advantage of that, and yes, I said advantage :smallcool:



In adition, she gains a bonus to natural armor equal to her Cha modifier, rounded up.


Also, you missed a spot here (or Spot :smallbiggrin:). It should read half her Cha modifier, or get rid of that rounded up part.

Oslecamo
2010-03-19, 06:21 PM
Ghost
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG117.jpg


HD:d12
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0|+0 | + 2|Ghost body, Ethereal, Manifestation, Grave Bond.
2|+ 1|+0|+0 | + 3|Fly, Lesser Ghost Power, Greater Ghost Power.
[/table]
Skills: 2+int modifier per level, no class skills.

Proefeciencies:Simple weapons.

Features:
Ghost body:a ghost loses all other racial modifiers and gains the following undead traits

* 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.


The Ghost is a medium sized uncoporeal undead with base speed 30 feets. Any class levels it takes have their HD increased to d12.

Ethereal (Ex): A ghost is an ethereal creature. Like all ethereal creatures, a ghost is invisible to and cannot interact with creatures on the Material Plane, nor can material creatures harm her (but see manifestation, below). If somehow bodily transported to the Material Plane (with a plane shift or gate spell, for example) she can physically interact with other material creatures because she is solid, but she cannot manifest or return to the Ethereal Plane without magic.

A ghost is native to both the Ethereal and the Material Planes, so she is not considered extraplanar when on either of those planes.

Manifestation (Su): A ghost on the Ethereal Plane can partially enter the Material Plane at will as a fullround action. Doing so which makes her visible to creatures on the Material Plane, though she remains incorporeal with respect to them. However, she also remains partially on the Ethereal Plane, where she is not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested ghost. The ghost's incorporeality helps to protect her from foes on the Material Plane because of the 50% incorporeal miss chance that applies to attacks from such creatures, but she has no such protection from foes on the Ethereal Plane. Notice even mundane weapons can harm the ghost while manifested.

A manifested ghost can attack with a ghost power (see below) that requires a touch attack or with a ghost touch weapon (see ghostly equipment, below). Spells cast by a manifested ghost affect both ethereal and material targets normally, except for those that rely on touch, which work only on ethereal targets.

If the ghost's original body has a weapon (see grave bond), the ghost can use it to attack material enemies normally while manifested, even if it isn't magic.

At 4HD the ghost can manifest as a standard action. At 8 HD as a move action. At 12 HD as a swift action. At 16HD as an immediate action.

Grave Bond:The ghost is a spirit of a dead creature that refuses to go to the after life. Thus they end up wandering near their own bodies.

The ghost must always remain whitin 30 feets per HD of it's original body. If any effect would cause the ghost to go further away the ghost disapears and re-apears next turn on top of his body, in ethereal state.

The ghost is a replica of it's dead body. Ghosts lucky enough to get a high quality funeral remain basically unchanged from life, while ghosts of those who died in the wild appear as rotten corpses or even ethereal skeletons. The player can always declare it had a high quality funeral, but then must take measures to protect his body from the enviroment's harshes.

In order to use equipment, the ghost must equip it on the corporeal body, and a ghostly copy materializes on the ghost. Removing equipment from the body makes the same item disapear from the ghost.

Attacking the corpse deals damage directly to the ghost. Destroying the corpse destroys the ghost. Most ghosts who go adventuring take care of aquiciring high quality coffins to protect their bodies. A manifested ghost can carry it's own body, assuming it has enough strenght.

At 10HD the ghost can distance itself as much as it wants from it's own body, as long as he spends at least 8 hours per day whitin the necessary reach of it. Failing to do so makes the ghost suffer one negative level (even if it's an undead) per day it stays away from it's body. If it has as many negative levels as HD it is destroyed. Spending 24 hours in range of it's body dissipates one such negative level.

At 20HD the the ghost can distance itself from it's body for as long as it wants, but it's still tied to it for equipment.


Lesser Ghost Power (Su): A ghost gains one of the following ghost powers. Unless otherwise stated, the DC is 10 + 1/2 ghost's HD + ghost's Cha modifier. They can be used 2/day for each 2HD of the ghost. They need a fullround action to use.

At 4HD the ghost can use them as a standard action. At 8 HD as a move action. At 12 HD as a swift action. At 16HD as an immediate action.

Corrupting Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d6 points of damage. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only.

Frightful Moan (Su): A ghost with this ability can emit a frightful moan as a standard action. Each living creature within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This ability is a sonic, necromantic, mind-affecting, fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.

Telekinesis (Su): A ghost with this ability can use telekinesis as a standard action (caster level equal to the ghost's HD). Each time she uses this power, she must wait 1d4 rounds before doing so again.


Fly(Ex):the ghost realizes it isn't tied by gravity anymore. It can fly at it's base speed with perfect maneuverability.

Greater Ghost Power (Su): The ghost can choose one ghost power from the following list or two from the Lesser Ghost Powers list. They can be used 1/day for each HD of the ghost. Saves DCs are 10+1/2HD +Cha modifier and they need a fullround action to use.

At 4HD the ghost can use them as a standard action. At 8 HD as a move action. At 12 HD as a swift action. At 16HD as an immediate action.

Corrupting Gaze (Su): A ghost with this power can blast living beings with a glance at a range of up to 30 feet. Any creature that meet the ghost's gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.


Draining Touch (Su): If a ghost with this ability hits a living target with her incorporeal touch attack, she deals 1d4 points of ability drain to any one ability score she selects. With each such successful attack, she heals 5 points of damage to herself. Against an ethereal opponent, she adds her Strength modifier to her attack and damage rolls when using this attack. Against a material opponent, she adds her Dexterity modifier to her attack rolls only.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost with this ability must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost who has this power can merge her body with that of a creature on the Material Plane. This effect is similar to that of a magic jar spell (caster level equal to the ghost's Hit Dice), except that no receptacle is required. To use this ability, the ghost must be manifested, and she must try to move into the target's space, but doing so does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 10+1/2HD + the ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.



Comments:

Undead traits, etherealness, flying and the ghost powers all combine to make the ghost quite powerfull for 2 levels, even with crappy skills and saves.

My solution for trying to balance it out was to make the ghost dependant of it's original body, but said depedency grows weaker as the ghost levels up. Even if the ghost itself is a tough nut to crack, the body is vulnerable and demands constant vigilance, and it can't just be put into a pocket.

It doesn't get a bonus to AC because etherealness already make it quite hard to hit.

DaHamr
2010-03-19, 07:42 PM
could I see a gnoll, and howler (for a mount) please

Sila Prirode
2010-03-19, 07:57 PM
Ghost


This was enough for me to glee like a little girl :smallbiggrin: Now I know what am I playing next campaign, with fellow PC carrying around a curios coffin on his back (like this (http://omisyth.files.wordpress.com/2008/09/gungrave.jpg)). That would be totally awesome, Warlock ghost merged with his gunslinging friend .P

I might have to marry you sir :smallbiggrin:

The Tygre
2010-03-19, 07:58 PM
could I see a gnoll, and howler (for a mount) please

Are you implying giving a regular mount levels in the hypothetical howler class? Because that would be genius, and awesome.

Apropos
2010-03-20, 01:29 AM
I've always wanted to play a doppelganger, but the RHD is always so taxing. Think you could help me out?

Oslecamo
2010-03-20, 05:45 PM
Aranea
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG16.jpg

HD:d10
{table]Level|Bab|Fort|Ref|Will|Feature
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
[/table]
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.


Comments:
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.

Eldan
2010-03-20, 05:49 PM
Well done. It could make an interesting Dex/Cha gish, like a Bladesinger or something.

Now, you already did the Lillend, one of my favourite monsters (even though you used the lame 3.X picture). What about a few more fey? Nymph or Dryad are obvious choices, but there are much more interesting fey. What was that tiny plant fey called...

Oslecamo
2010-03-20, 06:01 PM
Now, you already did the Lillend, one of my favourite monsters (even though you used the lame 3.X picture).

By all means, feel free to sugest better pictures. Google images for lillend only show the MM image, womens with too few clothing for this forum, or some ones I believe are even lamer.:smalltongue:



What about a few more fey? Nymph or Dryad are obvious choices, but there are much more interesting fey. What was that tiny plant fey called...

For the waiting list, my friend, for the waiting list. The aranea and ghost had already been asked some pages ago and I ended up skipping the marilith wich I also want to do. Next is doppelganger (also requested some pages ago), gnolls, and...I would make a proper waiting list if I had more time for this project.

Eldan
2010-03-20, 06:14 PM
Well, there's Di'Terlizzi's picture, though that might fall under the "not enough clothing" section. Still, nothing is visible, so I'll post it.

http://img6.imageshack.us/img6/1457/lillend.jpg

Mythestopheles
2010-03-20, 06:17 PM
I would make a proper waiting list if I had more time for this project.

If you want I could make up a waiting list, could be edited into my first post, perhaps with a link in the OP.

Let me know if you would like me to do so.

Oslecamo
2010-03-20, 06:26 PM
If you want I could make up a waiting list, could be edited into my first post, perhaps with a link in the OP.

Let me know if you would like me to do so.

Yes please. See the stuff people requested, put it in order and post it here, and I'll copy-pasta it in my first post.

Thanks in advance.

Geiger Counter
2010-03-20, 06:37 PM
Would it be fair to if playing an Aranea to loose the ability boosts and spell casting and make it a too level class.

Personally I think it's weird to make ghosts undead, undead typically lack souls and are not the same creature as they were in life. Can you make an outsider version of the class? I do use the rules that lets outsiders "sleep" and lets them travel to the material via the ethereal to possess people, it's in the eberron campaign setting and I think fiend folio or the book of vile darkness.

Oslecamo
2010-03-20, 06:49 PM
Would it be fair to if playing an Aranea to loose the ability boosts and spell casting and make it a too level class.

Probably yes.



Personally I think it's weird to make ghosts undead, undead typically lack souls and are not the same creature as they were in life. Can you make an outsider version of the class? I do use the rules that lets outsiders "sleep" and lets them travel to the material via the ethereal to possess people, it's in the eberron campaign setting and I think fiend folio or the book of vile darkness.

That depends on your view of undeads. In my view, undeads are tormented souls, either by their own actions or someone elses.

A skeleton/zombie/mummy is a soul that's locked in a body by magic.

Ghouls and mhorgs are souls so wicked they keep moving their bodies even after death, becoming twisted creatures.

Vampires become mockeries of life, darkening their souls to they can feed on the souls of others.

Shades, allips, wraiths and ghosts arebitter bodyless souls wich keep roaming the material plane, refusing to go to the after life.

They are neither alive or dead. They are the undead.

Fiends are the ones who can go ethereal and possess people, not ghosts. Eberron also has the quori wich however are alienbeings of other dimensions.

Dannan-Kun
2010-03-20, 06:50 PM
I've always wanted to play a doppelganger, but the RHD is always so taxing. Think you could help me out?

I agree with Apropos, and i was also wondering if it would be possible to make a black dragon.

They are the best dragons ever!:smalltongue:

Lorien077
2010-03-20, 06:59 PM
*fangirl squeal of joy* Thank you for doing both a great ghost and aranea! I've been having issues playing both with their respective LA and/or HD issues, and this will make it worlds easier to stat one of the characters I'm trying to build! Initially I wasn't sold on the idea of the ghost being stuck with his or her body but that is a great handicap that could lead to some truly interesting situations!

Not terrible constructive but thanks they're both awesome!

sigurd
2010-03-20, 08:15 PM
Thanks for the Lillend.

This makes a little scenario easier to do.

Merci.


Sigurd

ScionoftheVoid
2010-03-20, 08:24 PM
I agree with Apropos, and i was also wondering if it would be possible to make a black dragon.

They are the best dragons ever!:smalltongue:

So true, acidic jet breath FTW!

I'm going to be doing the rest of the MM True Dragons at some point (maybe even tommorow today if people are convincing enough). I'm also in charge of the Giants. Oslecamo may regret (or enjoy) having made a joke on the Giant varieties in his PM to me, why that is will remain a secret for now (unless Oslecamo reveals it)!

Mythestopheles
2010-03-21, 11:34 AM
This look good to you?

I added book names for monsters outside the original MM.

Its possible I may have missed some, so if anyone's request is not here let me or Oslecamo (probably Oslecamo) know.

{table=head]Monster Requested|Requested by
Half-Dragon | CTLC
Marilith | Bodez
Doppleganger | Apropos
Gnoll | GenPol
Deathdrinker (MM4) | Dante & Vergil
Salamander | Darkkwalker
Androsphynx | Darkkwalker
Gynosphynx | Darkkwalker
Couatl | Darkkwalker
Leonal | Darkkwalker
Mephits | Darkkwalker
Pyroclastic Dragon (Dr) | Kyuubi
Styx Dragon (Dr) | Kyuubi
Lillend | sigurd
Dryder | sigurd
Concordant Killer (MM4) | Dire Weasel
Etherguants (FF) | Geiger Counter
Yuan-Ti Anathema | Quirp
Giants | Ralasha
Lycanthropes | Bodez
Bralani | Zaakar
more Slaads | Trenelus
Ghaele Eladrin | Eldariel
Howler | DaHamr
Nymph | Eldan
Dryad | Eldan
Black Dragon | Dannan-Kun[/table]

ScionoftheVoid
2010-03-21, 12:47 PM
I'd like to do the Salamander. Any particular age or all three (Flamebrother, Average and Noble, IIRC)? I'll be trying to do some stuff later but I'll have to resist playing Valkyrie Profile 2: Silmeria so it may not happen. I'm loving this project, normally I screw up really badly when I try to help with stuff but I hope it won't happen this time. Thanks for that list Mythestopheles. Maybe we can get down who's doing what on there somewhere too. I'll post that with something later today if all goes to plan.

Eldan
2010-03-21, 01:35 PM
I'd think that several very similar monsters, especially those which are essentially upgrade versions of each other, can easily be done in one class. So levelling in the Salamander class could take you through different stages.

Oslecamo
2010-03-21, 02:37 PM
I'd think that several very similar monsters, especially those which are essentially upgrade versions of each other, can easily be done in one class. So levelling in the Salamander class could take you through different stages.

Indeed, I did that for the yuan-ti, vasukant, solar and dragons.

Also, I put your image of the lillend, the mods aproved.:smallbiggrin:

Mythestopheles:Thanks a lot! Already put it in the first page.:smallsmile:

Sila Prirode
2010-03-21, 02:46 PM
I'll just have you know that I'll probably have a take at Nymph and Dryad, should be done in a day or two, I got to take care of two base classes first .D

ScionoftheVoid
2010-03-21, 02:48 PM
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG218.jpg
Salamander

Hit Die: d8.
Skills: 4+Int modifier per level, multiplied by four at first character level. Class skills are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex) and Spot (Wis).

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Salamander Body, Tail Slap (1d4), Heat (1)

2nd|
+2|
+3|
+0|
+3|Constrict, Heat (1d3), +1 Con

3rd|
+3|
+3|
+1|
+3|Constrict, Heat (1d6), +1 Int

4th|
+4|
+4|
+1|
+4|Class Ability

5th|
+5|
+4|
+1|
+4|Class Ability

6th|
+6|
+5|
+2|
+5|Class Ability

7th|
+7|
+5|
+2|
+5|Class Ability

8th|
+8|
+6|
+2|
+6|Class Ability

9th|
+9|
+6|
+3|
+6|Class Ability

10th|
+10|
+7|
+3|
+7|Class Ability[/table]

Class Abilities:
Salamander Body:You lose all racial bonuses and abilities. You gain Outsider traits and Small size. Your speed becomes twenty feet. You also gain immunity to fire and a vulnerability to cold. You gain a natural armour bonus equal to your Constitution bonus or +1, whichever is higher. You gain a tail slap as a natural weapon. It deals damage as indicated on the table and is a primary natural weapon. Salamanders have a +4 racial bonus on Craft (blacksmithing) checks. Salamanders have the Multiattack feat as a bonus feat.

Heat (Ex): You deal fire damage equal to the number in parenthesis when you are grappling, attacking with a metal or otherwise heat-conductive melee weapon, attacking with an unarmed strike or natural weapon or if you make a melee touch attack as a standard action.

Improved Grab (Ex):

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.

Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.

That's the Flamebrother done, I'll come back to this later in the week.

Mythestopheles
2010-03-21, 03:31 PM
Mythestopheles:Thanks a lot! Already put it in the first page.:smallsmile:

No problem. I've fallen in love with this project, and I'm happy to help in any way I can.

Sila Prirode
2010-03-21, 10:11 PM
Dryad
Couldn't find a decent photo, at least not one safe for forums .D

{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+0 |+0 | +2 |Nature Embodied, Tree Dependent, Nature's Attendant
2|+ 1|+ 0|+0 | +3 |Wild Empathy, Nature's Guardian, Fey body
3|+ 1|+ 1|+ 1| +3 |Nature's Advocate, Cha +2
[/table]
Skills:6+Int modifier per level, Class skills are Handle Animal, Knowledge (nature), Spot, Listen, Survival, Escape Artist, Hide, Move Silently.

Proficiencies: Dryad has no proficiencies.

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. Also, dryad levels stack with druid levels for the purpose of caster level, and she can use her Charisma as primary stat for casting instead of Wisdom.

Tree Dependent: A dryad must stay always within 100 yards per HD of her chosen tree. Dryad can choose a new tree by doing a 24 hour ritual.

Nature's Attendant: Entangle, Tree Shape, Speak with Plants at will.

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 3/day.

Nature's Advocate: Charm Person 3/day, Suggestion 1/day.

Ability increase: Dryad gains Cha + 2 at level 3.


Comments:
Spell like abilites, along with fey type, and DR. It doesn't go well if you dip it, but stacks well with druid.


So, you like it? :smallredface:

Geiger Counter
2010-03-21, 11:43 PM
I just want to point out that the acolyte of the devourer and handmaiden of the stone serpent is my own way of stating devourers an medusa/gargoyles.

Eldan
2010-03-22, 03:38 AM
Perhaps, in the spirit of these stacking with classes, give the dryad levels of druid casting with charisma replacing wisdom, instead of a few (good) spell-likes at will?

Sila Prirode
2010-03-22, 08:48 AM
Perhaps, in the spirit of these stacking with classes, give the dryad levels of druid casting with charisma replacing wisdom, instead of a few (good) spell-likes at will?

I was considering doing that, but then you don't have any options for first. Consider Ogre Mage, Succubus and Mind Flayer. The all stack with sorcerer if you take levels in sorcerer. But on their own they got natural attack, and some other goodies at level 1.

Only thing Dryad can do at level 1 is spam Entangle, and at level 2 she gets Deep Slumber. Dryad still stacks with druid, in regards to caster level. So 3 level Dryad/ level 1 Druid has a caster level of 4. Which is strong enough I think .)

But I'm taking your advice and replacing wisdom with charisma, that seems like a good idea :smallwink:

Oslecamo
2010-03-22, 02:44 PM
Dryad
http://www.ravenmedium.com/dryad_lg.jpghttp://th08.deviantart.net/fs7/300W/i/2005/173/c/1/dryad_by_guri_chan.jpg

HD:d6
{table]Level|Bab|Fort|Ref|Will|Feature
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
[/table]
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/divince class it can count it's 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.


Comments:

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.

This one was initially done by Bodez, but I felt like it needed some serious tweaking thus made a new post.

Eldan
2010-03-22, 02:46 PM
I wouldn't let it stack with every casting class, to be honest. I can't see a Dryad wizard or dread necromancer.

Oslecamo
2010-03-22, 02:47 PM
So, you like it? :smallredface:

Nice, but you seem to have missed some things. SLAs aren't suposed to be at will and they're suposed to scale with level. 1/day Sugestion at level 3 is ok, at level 10 it is not. You also didn't state HD or wich stat the SLA DCs are based off. And no proefeciencies? Even the MM dryad runs around with a dagger.

Also I must say you were kinda lazy with the images. A quick google search provided me several results wich could be used on the forums. Used two of them actualy. As long as no "private" parts are showing, it should be ok.:smallwink:

Eldan:dryad wizard is suboptimal since she can only change Cha for cleric and druid. Dread dryad, well... It is a dryad adventurer after all. Corrupted? Nature twisted? It's better than multiclassing as druid and picking up that corrupted druid Prc at least.:smalltongue:

Oslecamo
2010-03-22, 04:03 PM
Marilith

http://www.finalfantasy.com.br/ffs/ff1/img/Marilith.jpghttp://images3.wikia.nocookie.net/forgottenrealms/images/thumb/8/84/Marilith_-_Sam_Wood.jpg/250px-Marilith_-_Sam_Wood.jpg

HD:d8
{TABLE]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 |+6|Dance 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
[/TABLE]
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.


Unholy Aura: 1/day for each HD

Blade Barrier:1/day for each HD.

Project image: 1/day for each HD

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.


Comments:

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.

Sila Prirode
2010-03-22, 04:07 PM
Nice, but you seem to have missed some things. SLAs aren't suposed to be at will and they're suposed to scale with level. 1/day Sugestion at level 3 is ok, at level 10 it is not. You also didn't state HD or wich stat the SLA DCs are based off. And no proefeciencies? Even the MM dryad runs around with a dagger.


Yeah, about that, I felt it was too good to be able to cast them at will, so I didn't give her any proficiencies to balance it. It was first time, so I felt it was better to err on the side of weak then have you fix it, than to make it too strong :smallbiggrin:

I got my guidelines for next time all right ,)



Also I must say you were kinda lazy with the images.

You got me there, it was almost 5 am, so I rushed it a bit :smallbiggrin:


Edit: Marilith!

<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3

Eldan
2010-03-22, 04:53 PM
Hmm. "Any non-special weapon". How exactly would you define non-special? It could be interpreted as mundane, which is clearly not the intention. Do you mean non-artefact, non-legacy, non-intelligent? (And perhaps a few other nons)

Oslecamo
2010-03-22, 05:01 PM
Hmm. "Any non-special weapon". How exactly would you define non-special? It could be interpreted as mundane, which is clearly not the intention. Do you mean non-artefact, non-legacy, non-intelligent? (And perhaps a few other nons)

Read the ability description down further. Basically any weapon that doesn't have a proper name and a wizard/cleric could craft.

demidracolich
2010-03-22, 05:04 PM
I'd like to see some more undead like a boneclaw(MM3), deathknight(Dragonlance Campaign Setting), and mabye some sort of wraith

Zeta Kai
2010-03-22, 06:15 PM
Well, I haven't asked for a monster class from you, because I didn't want to put undue strain on your talent & time. However, I looked at the completed monsters, as well as the waiting list, & saw a glaring oversight. Absolutely no one has requested the Tarrasque, & if anyone could pull that beast off, it would be you, O. So add the Big T to your to-do list, & I shan't bother you again.