Oslecamo
2010-03-02, 02:46 AM
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.
So, I started a project where 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 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.
Here's some samples:
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
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.
14| +14| +9| +4| +9| Frightfull presence
15| +15| +9| +5| +9| Red Dragon SLAs 4/day, +1 Cha
16| +16| +10| +5| +10| +1 str, +1 con
17| +17| +10| +5|+10 | Red Dragon SLAs 5/day, +1 Cha
18| +18| +11|+6 |+11 | +1 str, +1 con
19 | +19| +11| +6| +11| Red Dragon SLAs 6/day, +1 Cha
20| +20| +12| +6| +12| Growth, tail sweed.
[/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, 2 claws attack for 1d6 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.
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.
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
3 | +1 Str, +1 Con
6 | +1 Str, +1 Con, +1 Cha
7 | +2 Str, +2 Con, +1 Cha
8 | +2 Str, +2 Con, +2 Cha
9 | +3 Str, +3 Con, +2 Cha
10 | +3 Str, +3 Con, +3 Cha
12 | +4 Str, +4 Con, +3 Cha
15 | +4 Str, +4 Con, +4 Cha
16 | +5 Str, +5 Con, +4 Cha
17 | +5 Str, +5 Con, +5 Cha
18 | +6 Str, +6 Con, +5 Cha
19 | +6 Str, +6 Con, +6 Cha
[/table]
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 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 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.
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.
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).
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.
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
2|+ 1|+ 0|+0 | +3 |Minor psionics
3|+ 1|+ 1|+ 1| +3 |Mind Blast
4|+ 2|+ 1|+1 | +4 |+1 Int, +1 Cha, Improved grab
5|+ 2|+ 1|+1 | +4 |Advanced psionics
6|+ 3|+ 2|+2 | +5 |Psionic resistance, +1 Int, +1 Cha
7|+ 3|+ 2|+2 | +5 |Extract, +1 Int, +1 Cha
8|+ 4|+ 2|+2 | +6 |Greater psionics
[/table]
Skills:2+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 two, chosen at 1st level) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), 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 4 HD it possesses (3 tentacles with 4 HD, 4 tentacles with 8 HD, 5 tentacles with 12 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 Con modifier.
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.
Minor psionics: The mind flayer can use detect toughts and levitate as SLAs once per day for each HD it possesses.
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.
Ability score increase: The mind flayer gets a permanent +1 to Int and Cha at both 4th, 6th and 7th level.
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.
Advanced psionics: The mind flayer can now use sugestion and charm monster as SLAs once per day for each 2 HD it possesses.
Psionic resistance:The mind flayer gets SR equal to 11+HD.
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.
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 weak to make up for that.
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
2|+ 2|+ 3|+ 0| +0 |Powerfull Charge, Str+1 , Scent
3|+ 3|+ 3|+ 1| +1 |Natural cunning, Con+1
4|+ 4|+ 4|+ 1| +1 |Growth, Str+1
[/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 at 2nd and 4th level and +1 Con at 3rd leve
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.
You can find my original thread on the homebrew section here (http://www.giantitp.com/forums/showthread.php?p=7928088#post7928088). I created this thread because the roleplaying section has a lot more traffic and there's always a lot of discussion about alternatives to LA and RHD.
Also, I come here not only to present you my project to all those who seek an alternative to LA and RHD, but also seeking help to balance out any and all unpolished corners.
Of course, since this is a solution in a case by case basis, it may never end, but I've got 24 diferent monsters done so far.
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)
More to come!
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.
So, I started a project where 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 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.
Here's some samples:
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
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.
14| +14| +9| +4| +9| Frightfull presence
15| +15| +9| +5| +9| Red Dragon SLAs 4/day, +1 Cha
16| +16| +10| +5| +10| +1 str, +1 con
17| +17| +10| +5|+10 | Red Dragon SLAs 5/day, +1 Cha
18| +18| +11|+6 |+11 | +1 str, +1 con
19 | +19| +11| +6| +11| Red Dragon SLAs 6/day, +1 Cha
20| +20| +12| +6| +12| Growth, tail sweed.
[/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, 2 claws attack for 1d6 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.
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.
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
3 | +1 Str, +1 Con
6 | +1 Str, +1 Con, +1 Cha
7 | +2 Str, +2 Con, +1 Cha
8 | +2 Str, +2 Con, +2 Cha
9 | +3 Str, +3 Con, +2 Cha
10 | +3 Str, +3 Con, +3 Cha
12 | +4 Str, +4 Con, +3 Cha
15 | +4 Str, +4 Con, +4 Cha
16 | +5 Str, +5 Con, +4 Cha
17 | +5 Str, +5 Con, +5 Cha
18 | +6 Str, +6 Con, +5 Cha
19 | +6 Str, +6 Con, +6 Cha
[/table]
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 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 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.
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.
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).
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.
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
2|+ 1|+ 0|+0 | +3 |Minor psionics
3|+ 1|+ 1|+ 1| +3 |Mind Blast
4|+ 2|+ 1|+1 | +4 |+1 Int, +1 Cha, Improved grab
5|+ 2|+ 1|+1 | +4 |Advanced psionics
6|+ 3|+ 2|+2 | +5 |Psionic resistance, +1 Int, +1 Cha
7|+ 3|+ 2|+2 | +5 |Extract, +1 Int, +1 Cha
8|+ 4|+ 2|+2 | +6 |Greater psionics
[/table]
Skills:2+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 two, chosen at 1st level) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), 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 4 HD it possesses (3 tentacles with 4 HD, 4 tentacles with 8 HD, 5 tentacles with 12 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 Con modifier.
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.
Minor psionics: The mind flayer can use detect toughts and levitate as SLAs once per day for each HD it possesses.
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.
Ability score increase: The mind flayer gets a permanent +1 to Int and Cha at both 4th, 6th and 7th level.
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.
Advanced psionics: The mind flayer can now use sugestion and charm monster as SLAs once per day for each 2 HD it possesses.
Psionic resistance:The mind flayer gets SR equal to 11+HD.
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.
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 weak to make up for that.
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
2|+ 2|+ 3|+ 0| +0 |Powerfull Charge, Str+1 , Scent
3|+ 3|+ 3|+ 1| +1 |Natural cunning, Con+1
4|+ 4|+ 4|+ 1| +1 |Growth, Str+1
[/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 at 2nd and 4th level and +1 Con at 3rd leve
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.
You can find my original thread on the homebrew section here (http://www.giantitp.com/forums/showthread.php?p=7928088#post7928088). I created this thread because the roleplaying section has a lot more traffic and there's always a lot of discussion about alternatives to LA and RHD.
Also, I come here not only to present you my project to all those who seek an alternative to LA and RHD, but also seeking help to balance out any and all unpolished corners.
Of course, since this is a solution in a case by case basis, it may never end, but I've got 24 diferent monsters done so far.
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)
More to come!