Corporate M
2010-06-15, 06:26 PM
You'll have to excuse the poor formatting. I'm not familiar with the coding to make level tables. But I try to keep it simplistic and readable... I've only worked on the bone devil and earth elemental so far. My hope is to make playable monster classes from level 1 to 20 for people who want an interesting PC thats a monster. Albeit they'll probably just dip in the class, as I can't seem to raise them above Tier-5. (Though maybe you'll think differently)
I hope to hear your reviews, and see if you would play them. My hope is to make PC monsters either for a campaign, or play as them. Doesn't even have to be "a bone devil paladin of tyranny", but just "a bone devil". Or it even works for DMs who don't want to be limited to what monsters they can use ingame, but want them to properly scale with adventurers... (Yes, not everything is worded properly or in the same sequince, but thats cause I wrote these in wordpad)
BONE DEVIL:
http://www.wizards.com/dnd/images/bonedevil72.jpg
BaB: Full Saves: Good will, poor reflex/fortitude HD: d8
Size: Medium
Class Skills: Climb, Contration, Disguise, Hide, Intimidate, Jump, Knowledge (Arcana),
Knowledge (Religion), Move Silently
Skillpoints first level: 4+int modifier x4
Skillpoints additional level: 4+int modifier
Profcietcy Weapons: Simple
Proficietcy Armor: None
Level 1: Disguise Self (Sp), Claw Attack (1d4), Tail Snap (1d6)
Level 2: Darkvision 20ft (ex), Damage Reduction 1/piercing, +2 dexterity
Level 3: Tail Poison (ex), Claw Attack (2d4), Spiderclimb (Su)
Level 4: Summon Devil, 25% (sp), Damage Reduction 2/piercing, Weapon Finnese (Natural Attacks)
Level 5: Claw Attack (3d4), Natural Armor +1, Fear Aura 10ft (Shaken)
Level 6: Damage Reduction 3/piercing, Tail Snap (2d6), Devil Drain 1d10 (Su)
Level 7: Claw Attack (4d4), Darkvision 40ft, Fear Aura 20ft
Level 8: Summon Devil, 50% (sp), Immunity to poison/disease (Ex), DR 4/piercing
Level 9: Claw Attack (5d4), Darkvision 60ft, Fear Aura 30ft
Level 10: Damage Reduction 5/piercing, Greater Claw Attack, Natural Armor +2
Level 11: Claw Attack (6d4), Tail Snap (3d6), Fear Aura 40ft
Level 12: Summon Devil, 75% (sp), Damage Reduction 6/piercing, Devil Drain 2d10
Level 13: Claw Attack (7d4), Negative Energy Attraction (Ex), Fear Aura 50ft
Level 14: Damage Reduction 7/piercing, Fear Aura (Frightened), +4 dexterity
Level 15: Claw Attack (8d4), Improved Claw Attack (Ex), Natural Armor +3
Level 16: Summon Devil, 100% (sp), Tail Snap (3d6), Damage Reduction 8/piercing
Level 17: Claw Attack (9d4), Greater Poison 25%, Fear Aura 60ft
Level 18: Devil Drain 3d10, Damage Reduction 9/piercing, Fear Aura (Cowering)
Level 19: Claw Attack (10d4), Precise Claw, Fear Aura 70ft
Level 20: Damage Reduction 10/piercing, Natural Armor +4, Dexterity +6
Disguise Self (Sp)
You can cast it as the spell at-will. (This is less mechanically sound and more fluff because demons walking around may be a bit odder then usual)
Claw Attack [Slashing damage]
Claw attack damage scales at 1st and every odd level. Critical: 20. Multiplyer: x2.
Tail Snap. [Piercing damage]
Tail Snap scales at level 1, 6, and every five levels thereafter. Crit: 20. Multi: x2. Has
reach 10'ft, and gains a +2 bonus on trip attacks and grapple checks.
Darvision (Ex)
At described levels you gain darkvision of that far.
Damage Reduction (Ex)
you gain damage reduction at second and every even level, except against piercing type dmg
Dexterity Bonus (Ex)
At levels 2, 14, and 20. You gain a +2 then additional 2 at respective levels bonus in your dexterity score.
Tail Poison (Ex)
Your tail snap along with damage, inflicts poison, fort DC 20. Innitial damage: 1d6 str, secondary damage: 2d6 strength. You cannot use this poison again for one minute.
Spiderclimb (Su)
Can function as the spell at-will
Summon Devil (Su)
You can summon a number of any devil with a hit die equal to or lower then your own, with a percentage rate of success as listed. This is a full-round action. You are limited to a number of uses per day equal to your bone devil level in hit die. (For example; a level 20 bone devil could summon a bearded, barbed, and lemure devil. Because their HD amounts to 20)
Weapon Finnease (Natural Attacks) :
You can use your dexterity mod instead of your strength mod for your claw and tail attack as the feat weapon finnese.
Natural Armor (Ex)
At 5th and every five levels after that. Gain an additional 1 in natural armor bonus.
Fear Aura (Su)
You scale as listed in the table on the range of your fear aura and how strong the effect. Targets within range make will save DC 10+bone devil level. If they succeed, they are immune to the effects of fear aura for the next 24 hours. This fear effect lasts for a number of rounds equal to your bone devil level.
Devil Drain (Ex)
Whenever you successfully deal damage to a target with your natural attacks, you heal HP as listed.
Greater Claw Attack (Ex)
Claw attacks critical is changed to 19-20, and the multiplyer x3.
Negative Energy Attraction (Ex)
Negative energy heals instead of damages bone devils.
Improved Claw Attack (Ex)
Claws attack critical is changed to 18-20, and the multiplyer x4.
Greater Poison (Ex)
Anyone inflicted with tail poison has a 25% chance of dying instantly. This requires
failing the innitial save first.
Precise Claw (Ex)
Do not need to make confirmation checks when you roll a crit with your claw attack.
EARTH ELEMENTAL:
http://1.bp.blogspot.com/_3Pxdur4OKjY/SuoLm-q5IoI/AAAAAAAAAGc/FcF7K6T6OdA/s320/kevin%5B1%5D.jpg
Hit Die: d12 Saves: Good Fort, bad will/reflex BaB: Full
Size: You get to choose. (No smaller then tiny and no larger then large)
Class skills: Appraise, Climb, Intimidate, Listen, Spot
Skillpoints first level: 2+int modifier x4
Skillpoints each additional level: 2+int modifier
Profiecientcy Weapons: Simple
Proficientcy Armor: None
Class Penalties (at level 1) : Sonic/Cold Vunerable 10 Bulky Build
Level 1: Immunity, DR 2/Cold and Sonic, Slam Attack, Familiar Metals
Level 2: Natural Armor Bonus +2
Level 3: Strength +2
Level 4: DR 4, Earth Mastery +1
Level 5: Slam (+1 dice), Heavy Metal
Level 6: Strength +4, Mineral Morph, Regeneration 1
Level 7: Improved Immunity, DR 6
Level 8: Weapon Resistance 10, Earth Mastery +2
Level 9: Strength +6, Rock Sense
Level 10: Slam (+2 dice), DR 8
Level 11: Natural Armor Bonus +4
Level 12: Strength +8, Regeneration 2, Earth Master +3
Level 13: DR 10
Level 14: Change Size Lesser
Level 15: Slam (+3 dice), Strength +10
Level 16: DR 12, Earth Master +4
Level 17: Natural Armor Bonus +6
Level 18: Change Size Greater, Regeneration 3, Strength +12
Level 19: DR 14
Level 20: Slam (+4 dice), Improved Slam, Earth Mastery +5
Sonic/Cold Vunerable 10 (Ex) :
Earth elemental takes an additional ten damage that has [sonic] or [cold] in the descriptor
Bulky Build (Ex) :
Because of their awckward size, wearing armor is difficult for them. Even when they have proficietcy, any armor they wear must be specially built to fit them and costs an extra 50 gold.
Immunity (Ex) :
Earth elemental is immune to fear/charm effects, poison/disease, and doesn't need to breathe or eat. (They still must rest)
Damage Reduction (Ex) :
You gain damage reduction (except against cold and sonic damage) 2 at first level, 4 at fourth, and an additional 2 every three levels after that.
Slam (Ex) :
Your slam is a natural attack that goes up an additional dice at level 5 and every five levels thereafter. Your slam attack can be used in three forms.
Knife-Slam. Damage: 1d8 (Slashing) Critical: 19-20 Multiplyer: x2
Blunt-Slam. Damage: 1d8 (Bludgeon) Critical: 20 Multiplyer: x3
Shard-Slam. Damage: 1d8 (Piercing) Critical: 20 Multiplyer: x2 Range: 30ft
Familiar Metals (Ex) :
You gain a bonus to appraise checks if it involves stone or metal equal to your earth elemental level.
Natural Armor Bonus (Ex) :
At level 2, 11, and 17. You gain +2 and then an additional 2 at those levels for the total amount listed in natural armor bonus.
Strength Bonus (Ex) :
At level 3, and every three levels after that you gain a +2 then an additional 2 bonus in strength.
Earth Mastery (Ex) :
While you are touching the ground, you gain a +1 bonus to attack and damage rolls. This increases an additional 1 every four levels beyond the 4th.
Heavy Metal (Su) :
Not all metallic minerals are safe. (Plutonium, mercury..) Earth Elementals can, as a free action, deliver a poison with their slam attack.
Fortitude DC: 18. Innitial: 1d4 dexterity. Secondary: 2d4 dexterity.
You must wait one minute before you can use heavy metal again.
Mineral Morph (Su) :
As a free action, you can transform yourself into any metallic matireal (silver, iron, audamantine, etc) for the purpose of overcoming damage reduction with your slam attack.
Regeneration (Su) :
Beggeining at level 6, and every six levels after that increase by one, you regenerate every round as long as you are physically touching a mineral object.
Improved Immunity (Ex) :
As well as previous immunities. Is now immune to all mind-effecting effects, paralysis, stunning, sickening, and nauseated.
Weapon Resistance (Ex) :
You gain a resistance of 10 against damage from all weapons.
Rock Sense (Su) :
At 9th level you can sense the flow of movements beneath the earth, and gain a bonus to listen and spot checks equal to half your earth elemental level. (Rounded down) And cannot become flat-footed while you are touching earth soil.
Change Size, Lesser (Su) :
You can go into smaller size categories then the one you started out in.
Change Size, Greater (Su) :
You gain go into larger size categories then the one you started out in.
Improved Slam (Ex) :
You no longer have to make confirmation checks when you get a crit multiplyer damage.
I hope to hear your reviews, and see if you would play them. My hope is to make PC monsters either for a campaign, or play as them. Doesn't even have to be "a bone devil paladin of tyranny", but just "a bone devil". Or it even works for DMs who don't want to be limited to what monsters they can use ingame, but want them to properly scale with adventurers... (Yes, not everything is worded properly or in the same sequince, but thats cause I wrote these in wordpad)
BONE DEVIL:
http://www.wizards.com/dnd/images/bonedevil72.jpg
BaB: Full Saves: Good will, poor reflex/fortitude HD: d8
Size: Medium
Class Skills: Climb, Contration, Disguise, Hide, Intimidate, Jump, Knowledge (Arcana),
Knowledge (Religion), Move Silently
Skillpoints first level: 4+int modifier x4
Skillpoints additional level: 4+int modifier
Profcietcy Weapons: Simple
Proficietcy Armor: None
Level 1: Disguise Self (Sp), Claw Attack (1d4), Tail Snap (1d6)
Level 2: Darkvision 20ft (ex), Damage Reduction 1/piercing, +2 dexterity
Level 3: Tail Poison (ex), Claw Attack (2d4), Spiderclimb (Su)
Level 4: Summon Devil, 25% (sp), Damage Reduction 2/piercing, Weapon Finnese (Natural Attacks)
Level 5: Claw Attack (3d4), Natural Armor +1, Fear Aura 10ft (Shaken)
Level 6: Damage Reduction 3/piercing, Tail Snap (2d6), Devil Drain 1d10 (Su)
Level 7: Claw Attack (4d4), Darkvision 40ft, Fear Aura 20ft
Level 8: Summon Devil, 50% (sp), Immunity to poison/disease (Ex), DR 4/piercing
Level 9: Claw Attack (5d4), Darkvision 60ft, Fear Aura 30ft
Level 10: Damage Reduction 5/piercing, Greater Claw Attack, Natural Armor +2
Level 11: Claw Attack (6d4), Tail Snap (3d6), Fear Aura 40ft
Level 12: Summon Devil, 75% (sp), Damage Reduction 6/piercing, Devil Drain 2d10
Level 13: Claw Attack (7d4), Negative Energy Attraction (Ex), Fear Aura 50ft
Level 14: Damage Reduction 7/piercing, Fear Aura (Frightened), +4 dexterity
Level 15: Claw Attack (8d4), Improved Claw Attack (Ex), Natural Armor +3
Level 16: Summon Devil, 100% (sp), Tail Snap (3d6), Damage Reduction 8/piercing
Level 17: Claw Attack (9d4), Greater Poison 25%, Fear Aura 60ft
Level 18: Devil Drain 3d10, Damage Reduction 9/piercing, Fear Aura (Cowering)
Level 19: Claw Attack (10d4), Precise Claw, Fear Aura 70ft
Level 20: Damage Reduction 10/piercing, Natural Armor +4, Dexterity +6
Disguise Self (Sp)
You can cast it as the spell at-will. (This is less mechanically sound and more fluff because demons walking around may be a bit odder then usual)
Claw Attack [Slashing damage]
Claw attack damage scales at 1st and every odd level. Critical: 20. Multiplyer: x2.
Tail Snap. [Piercing damage]
Tail Snap scales at level 1, 6, and every five levels thereafter. Crit: 20. Multi: x2. Has
reach 10'ft, and gains a +2 bonus on trip attacks and grapple checks.
Darvision (Ex)
At described levels you gain darkvision of that far.
Damage Reduction (Ex)
you gain damage reduction at second and every even level, except against piercing type dmg
Dexterity Bonus (Ex)
At levels 2, 14, and 20. You gain a +2 then additional 2 at respective levels bonus in your dexterity score.
Tail Poison (Ex)
Your tail snap along with damage, inflicts poison, fort DC 20. Innitial damage: 1d6 str, secondary damage: 2d6 strength. You cannot use this poison again for one minute.
Spiderclimb (Su)
Can function as the spell at-will
Summon Devil (Su)
You can summon a number of any devil with a hit die equal to or lower then your own, with a percentage rate of success as listed. This is a full-round action. You are limited to a number of uses per day equal to your bone devil level in hit die. (For example; a level 20 bone devil could summon a bearded, barbed, and lemure devil. Because their HD amounts to 20)
Weapon Finnease (Natural Attacks) :
You can use your dexterity mod instead of your strength mod for your claw and tail attack as the feat weapon finnese.
Natural Armor (Ex)
At 5th and every five levels after that. Gain an additional 1 in natural armor bonus.
Fear Aura (Su)
You scale as listed in the table on the range of your fear aura and how strong the effect. Targets within range make will save DC 10+bone devil level. If they succeed, they are immune to the effects of fear aura for the next 24 hours. This fear effect lasts for a number of rounds equal to your bone devil level.
Devil Drain (Ex)
Whenever you successfully deal damage to a target with your natural attacks, you heal HP as listed.
Greater Claw Attack (Ex)
Claw attacks critical is changed to 19-20, and the multiplyer x3.
Negative Energy Attraction (Ex)
Negative energy heals instead of damages bone devils.
Improved Claw Attack (Ex)
Claws attack critical is changed to 18-20, and the multiplyer x4.
Greater Poison (Ex)
Anyone inflicted with tail poison has a 25% chance of dying instantly. This requires
failing the innitial save first.
Precise Claw (Ex)
Do not need to make confirmation checks when you roll a crit with your claw attack.
EARTH ELEMENTAL:
http://1.bp.blogspot.com/_3Pxdur4OKjY/SuoLm-q5IoI/AAAAAAAAAGc/FcF7K6T6OdA/s320/kevin%5B1%5D.jpg
Hit Die: d12 Saves: Good Fort, bad will/reflex BaB: Full
Size: You get to choose. (No smaller then tiny and no larger then large)
Class skills: Appraise, Climb, Intimidate, Listen, Spot
Skillpoints first level: 2+int modifier x4
Skillpoints each additional level: 2+int modifier
Profiecientcy Weapons: Simple
Proficientcy Armor: None
Class Penalties (at level 1) : Sonic/Cold Vunerable 10 Bulky Build
Level 1: Immunity, DR 2/Cold and Sonic, Slam Attack, Familiar Metals
Level 2: Natural Armor Bonus +2
Level 3: Strength +2
Level 4: DR 4, Earth Mastery +1
Level 5: Slam (+1 dice), Heavy Metal
Level 6: Strength +4, Mineral Morph, Regeneration 1
Level 7: Improved Immunity, DR 6
Level 8: Weapon Resistance 10, Earth Mastery +2
Level 9: Strength +6, Rock Sense
Level 10: Slam (+2 dice), DR 8
Level 11: Natural Armor Bonus +4
Level 12: Strength +8, Regeneration 2, Earth Master +3
Level 13: DR 10
Level 14: Change Size Lesser
Level 15: Slam (+3 dice), Strength +10
Level 16: DR 12, Earth Master +4
Level 17: Natural Armor Bonus +6
Level 18: Change Size Greater, Regeneration 3, Strength +12
Level 19: DR 14
Level 20: Slam (+4 dice), Improved Slam, Earth Mastery +5
Sonic/Cold Vunerable 10 (Ex) :
Earth elemental takes an additional ten damage that has [sonic] or [cold] in the descriptor
Bulky Build (Ex) :
Because of their awckward size, wearing armor is difficult for them. Even when they have proficietcy, any armor they wear must be specially built to fit them and costs an extra 50 gold.
Immunity (Ex) :
Earth elemental is immune to fear/charm effects, poison/disease, and doesn't need to breathe or eat. (They still must rest)
Damage Reduction (Ex) :
You gain damage reduction (except against cold and sonic damage) 2 at first level, 4 at fourth, and an additional 2 every three levels after that.
Slam (Ex) :
Your slam is a natural attack that goes up an additional dice at level 5 and every five levels thereafter. Your slam attack can be used in three forms.
Knife-Slam. Damage: 1d8 (Slashing) Critical: 19-20 Multiplyer: x2
Blunt-Slam. Damage: 1d8 (Bludgeon) Critical: 20 Multiplyer: x3
Shard-Slam. Damage: 1d8 (Piercing) Critical: 20 Multiplyer: x2 Range: 30ft
Familiar Metals (Ex) :
You gain a bonus to appraise checks if it involves stone or metal equal to your earth elemental level.
Natural Armor Bonus (Ex) :
At level 2, 11, and 17. You gain +2 and then an additional 2 at those levels for the total amount listed in natural armor bonus.
Strength Bonus (Ex) :
At level 3, and every three levels after that you gain a +2 then an additional 2 bonus in strength.
Earth Mastery (Ex) :
While you are touching the ground, you gain a +1 bonus to attack and damage rolls. This increases an additional 1 every four levels beyond the 4th.
Heavy Metal (Su) :
Not all metallic minerals are safe. (Plutonium, mercury..) Earth Elementals can, as a free action, deliver a poison with their slam attack.
Fortitude DC: 18. Innitial: 1d4 dexterity. Secondary: 2d4 dexterity.
You must wait one minute before you can use heavy metal again.
Mineral Morph (Su) :
As a free action, you can transform yourself into any metallic matireal (silver, iron, audamantine, etc) for the purpose of overcoming damage reduction with your slam attack.
Regeneration (Su) :
Beggeining at level 6, and every six levels after that increase by one, you regenerate every round as long as you are physically touching a mineral object.
Improved Immunity (Ex) :
As well as previous immunities. Is now immune to all mind-effecting effects, paralysis, stunning, sickening, and nauseated.
Weapon Resistance (Ex) :
You gain a resistance of 10 against damage from all weapons.
Rock Sense (Su) :
At 9th level you can sense the flow of movements beneath the earth, and gain a bonus to listen and spot checks equal to half your earth elemental level. (Rounded down) And cannot become flat-footed while you are touching earth soil.
Change Size, Lesser (Su) :
You can go into smaller size categories then the one you started out in.
Change Size, Greater (Su) :
You gain go into larger size categories then the one you started out in.
Improved Slam (Ex) :
You no longer have to make confirmation checks when you get a crit multiplyer damage.