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lunasmeow
2015-08-08, 04:44 PM
A campaign just ended and for our new one we're doing "monster" characters, and were specifically told to pick powerful ones, but we'll be starting at 1 HD. Interested in doing an Eladrin, but the only level charts I see are for Ghaele from Savage Species. Anyone know where to find a level chart for Tulani? One that ends up with the given stats and abilities as shown for them in the BoED? Not really that good with the monster creation rules for players, so reverse engineering it is not my forte.

This is what I have so far. I made it by comparing the Ghaele in Savage Species to the one in the Monster Manual, thereby figuring out what the "average human" stats are they spoke of, (turned out to be 11, 10, 11, 10, 11, 10) and using those to try and determine what the Tulani would be like in comparison. I have fixed the HD, BAB, Saves, and the CR to match the Tulani in the BoED, but am having issues fixing the skill points and the Special column. At the moment those two columns match the Ghaele one. Suggestions?

GHAELE - (Monster Manual)
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 10d8+20 (65 hp)
Initiative: +5
Speed: 50 ft. (10 squares), fly 150 ft. (perfect)
Armor Class: 25 (+1 Dex, +14 natural), touch 11, flat-footed 24, or 14(+1 Dex, +14 natural), touch 14 flatfooted 13
Base Attack/Grapple: +10/+17
Attack: +4 holy greatsword +21 melee (2d6+14/19-20) or light ray +11 ranged touch (2d12)
Full Attack: +4 holy greatsword +21/+16 melee (2d6+14/19-20) or 2 light rays +11 ranged touch (2d12)
Space/Reach: 5 feet/5 feet
Special Attacks: Spell-like abilities, spells, gaze
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60 feet, immunity to electricity and petrification, low-light vision, protective aura, resistance to cold 10 and fire 10, spell resistance 28, tongues
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16 (Average Human Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10) (Increase of Str 14, Dex 2, Con 4, Int 6, Wis 6, Cha 6)
Skills: Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)
Feats: Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: -

This creature resembles an elf with a noble bearing. It has pearly, opalescent eyes and seems to give off a radiant aura.

Ghaeles are the knights-errant of the celestials. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes more than other eladrin, ghaeles quietly muster resistance and offer guidance to any of good heart with the courage to stand against their oppressors.
A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter.
A ghaele is about 6 feet tall and weighs about 170 pounds.
Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat
Ghaeles who enter combat prefer direct confrontation and damage dealing attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will- aid, charm monster (DC17), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only), 1/day- chain lightning (DC 19), prismatic spray (DC 20), wall of force, Caster level 12th. The save DCs are Charisma based.
Spells: Ghaeles in humanoid form can cast divine spells as 14th level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13+ spell level): 0- cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st- bless, calm animals, command, divine favour, obscuring mist, sanctuary, shield of faith; 2nd- aid, align weapon, bear’s endurance, hold animal, lesser restoration, remove paralysis, zone of truth; 3rd- daylight, gaseous form, prayer, remove curse, searing light, water breathing; 4th- death ward, dismissal, divine power, restoration, summon nature’s ally IV (animal); 5th- control winds, flame strike, raise dead, true seeing; 6th- banishment, blade barrier, chain lightning, heal; 7th- animal shapes, holy word, summon monster VII.
Domain Spell Domains: Air and Animal.
Gaze (Su): In humanoid form- slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.
Non-evil creatures, and evil creatures with more than 5 D, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma based.
Light Ray (Ex): A ghaele in globe form can project light rays, with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, make use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)

GHAELE (CELESTIAL) - (Savage Species)
Outsider (Chaotic, Good)
The ghaeles are the knights-errant of the celestials, tasked with seeking out evil wherever it rears its head. Although quite capable of fighting evil outright, they prefer to aid mortals in their fight against evil, training them to use their abilities and setting them on the right course. Ghaeles have phenomenal powers at their disposal, which make them appealing choices for players.
A ghaele begins play with the ability to cast spells as a cleric, plus resistance to three energy types. As it gains levels, its spellcasting ability increases, as do its resistances (some of which eventually become immunities). It develops many spell-like abilities, spell resistance, and damage reduction, all of which increase in power over time. Its ability scores increase as well, and it gains the power to become a globe of pure energy that can fly and fire beams of pure light. A ghaele has so many abilities that they must be spread over twenty levels to create a balanced character. Because its 10 Hit Dice are far below its actual ECL, when part of a group of adventurers, a ghaele must take care that it does not overestimate its ability to keep up with the clerics and fighters during combat.
Racial Traits
• Starting Ability Score Adjustments: None. Young ghaeles are physically and mentally no greater or lesser than a typical human, but over time they become very powerful.
• Speed: Ghaele land speed is 50 feet.
• Darkvision: Ghaeles can see in the dark up to 60 feet.
• Low-Light Vision: Ghaeles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Saves: +4 racial bonus on saving throws against poison.
• Automatic languages: Celestial, Infernal, and Draconic.
• Favored Class: Ghaele. Because ghaeles have an ECL of
20, multiclassing requires the use of epic level rules (see
Epic Level Handbook for more information).
Class Skills
The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
Class Features
All of the following are class features of the ghaele monster class.
Weapon and Armor Proficiency: Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.
Feats: A ghaele receives one feat at 1st level and additional ones at 3rd, 7th, and 15th level. After 20th level it gains feats normally according to its character level (which requires epic level advancement rules; see Epic Level Handbook for more information).
Spells: A ghaele casts spells as a cleric of its class level (maximum caster level 14th) and may also prepare spells from the Air, Animal, Chaos, Good, and Plant domains as if they were on the cleric spell list.
Lesser Ghaele Powers (Sp): Beginning at 2nd level, a ghaele can use the following spell-like abilities once per day: aid, alter self, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, and see invisibility. At 5th level it can use these abilities three times per day, and at 8th level it can use them at will. The ghaele's caster level is equal to its Hit Dice from the ghaele class, to a maximum caster level of 12th (save DC 10 + spell level + Cha modifier).
Spell Resistance (Ex): At 3rd level, a ghaele gains spell resistance equal to its class level +8.
Ghaele Powers (Sp): Beginning at 6th level, a ghaele can use the following spell-like abilities once per day: chain lightning, charm monster, dispel magic, hold monster, improved invisibility (self only), major image, and wall of force. At 9th level it can use any of these except chain lightning and wall of force three times per day, and at 12th level it can use any of them except chain lightning and wall of force at will.
Protective Aura (Su): Starting at 6th level, as a free action a ghaele can surround itself with a nimbus of light having a radius of 20 feet. This light acts as a magic circle against evil (but providing +4 bonuses instead of +2 bonuses). At 10th level, the protective aura also functions as a minor globe of invulnerability. The ghaele's caster level for these effects is its Hit Dice from ghaele class levels. The aura can be dispelled, but the ghaele can create it again as a free action on its next turn.
Alternate Form (Su): Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In globe form, it can fly at speed 150 feet (perfect), fire light rays (see below), and use its spell-like abilities, but it cannot make other physical attacks, use its gaze, or cast spells. The ghaele can remain in either form indefinitely, and dispel magic and similar spells do not cause it to revert to another form. If killed, it does not revert to another form. A true seeing spell used to view a ghaele with this ability reveals both forms simultaneously.
Light Ray (Ex): A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing the indicated damage.
Gaze (Su): At 7th level, a ghaele gains a gaze attack in its humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increase as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's HD from class levels + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a fear spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.
Greater Ghaele Powers (Sp): Beginning at 14th level, a ghaele can use prismatic spray and teleport without error (self plus 50 pounds of objects only) each once per day as a sorcerer of his class level (maximum caster level 12th). At 17th level it can use teleport without error three times per day, and at 20th level it can use teleport without error at will.
Positive Energy (Ex): A ghaele can infuse its melee weapon with celestial power, causing it deal an additional 2d6 points of positive energy damage to evil creatures. Infusing a melee weapon in this manner requires 1 minute of concentration and lasts for 1 day, but the power vanishes immediately if the weapon leaves the celestial's possession.

TABLE A–21: THE GHAELE (Savage Species)
Hit Base Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points CR Special
1st 1d8 +1 +2 +2 +2 (8 + Int mod) × 4 1 Feat, spells, subtypes (chaotic, good)
2nd 2d8 +2 +3 +3 +3 8 + Int mod 1 Lesser ghaele powers 1/day, +2 Dex
3rd 3d8 +3 +3 +3 +3 8 + Int mod 2 Feat, spell resistance, +2 Int
4th 4d8 +4 +4 +4 +4 8 + Int mod 2 Tongues, +2 Str, +2 natural armor
5th 5d8 +5 +4 +4 +4 8 + Int mod 3 Lesser ghaele powers 3/day, resistances (acid 5, cold 5, electricity 5), +2 Wis
6th 5d8 +5 +4 +4 +4 - 3 Ghaele powers 1/day, +2 Cha, protective aura (magic circle against evil)
7th 6d8 +6/+1 +5 +5 +5 8 + Int mod 4 Alternate form, light rays 2d6, fly 150 ft. (perfect), gaze (5 ft., 1 HD), +2 Str, feat
8th 6d8 +6/+1 +5 +5 +5 - 4 Lesser ghaele powers at will, immunities (electricity, petrification), +2 Int
9th 7d8 +7/+2 +5 +5 +5 8 + tnt mod 5 Ghaele powers 1/day or 3/day, +4 natural armor
10th 7d8 +7/+2 +5 +5 +5 - 6 DR 5/+1, +2 Wis, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD)
11th 7d8 +7/+2 +5 +5 +5 - 7 Light rays 2d8, +2 Str, +6 natural armor
12th 8d8 +8/+3 +6 +6 +6 8 + Int mod 8 Ghaele powers 1/day or at will, +2 Int
13th 8d8 +8/+3 +6 +6 +6 - 8 Resistances (acid 10, cold 10), gaze (30 ft., 5 HD), +2 Str, +8 natural armor
14th 8d8 +8/+3 +6 +6 +6 - 9 Greater ghaele powers 1/day, +2 Cha
15th 9d8 +9/+4 +6 +6 +6 8 + Int mod 9 Light rays 2d12, +2 Str, +2 Wis, +10 natural armor, feat
16th 9d8 +9/+4 +6 +6 +6 - 10 +2 Con, gaze (60 ft., 5 HD), positive energy
17th 9d8 +9/+4 +6 +6 +6 - 10 Greater ghaele powers 1/day or 3/day, +12 natural armor
18th 10d8 +10/+5 +7 +7 +7 8 + Int mod 11 +2 Str, +2 Cha
19th 10d8 +10/+5 +7 +7 +7 - 12 DR 10/+2, +2 Con, +14 natural armor
20th 10d8 +10/+5 +7 +7 +7 - 13 Greater ghaele powers 1/day or at will, +2 Str

TULANI (Book of Exhalted Deeds)
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 18d8+108 (189 hp)
Initiative: +10
Speed: 40 ft. (8 squares), fly 90 ft. (perfect)
Armor Class: 36 (+6 Dex, +20 natural), touch 16, flat-footed 30
Base Attack/Grapple: +18/+23
Attack: +4 brilliant energy holy longsword +27 melee (1d8+9/19–20 plus 2d6 holy) or dream ray +24 ranged touch (1d6 Cha)
Full Attack: +4 brilliant energy holy longsword +27/+22/+17/+12 melee (1d8+9/19–20 plus 2d6 holy) or dream ray +24 ranged touch (1d6 Cha)
Special Attacks: Dream ray, gaze, spell-like abilities, sword of light
Special Qualities: Acid and cold resistance 10, alternate form, bardic music, eladrin subtype, damage reduction 15/cold iron or unholy, protective aura, spell resistance 30, tongues, +4 racial bonus on saves against poison.
Saves: Fort +17 (+21 against poison), Ref +17, Will +18
Abilities: Str 20, Dex 22, Con 22, Int 24, Wis 24, Cha 26 (Average Human Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10) (Increase of Str 9, Dex 12, Con 11, Int 14, Wis 13, Cha 16)
Skills: Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +27, Intimidate +31, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (the planes) +28, Listen +28, Move Silently +27, Perform (any one) +29, Sense Motive +28, Sleight of Hand +8, Spellcraft +30, Spot +28, Survival +7 (+9 in aboveground natural environments or on other planes.)
Feats: Dodge, Improved Initiative, Mobility, Purify Spell-Like Ability, Spring Attack, Power Attack, Words of Creation
Environment: Olympian Glades of Arborea Organization: Solitary or court (1 tulani plus 3–12 coures, 2–8 firres, and 1–4 ghaeles, with a 50% chance of 1–6 bralani or 1 shiradi)
Challenge Rating: 18
Treasure: Double standard
Alignment: Always chaotic good
Advancement: 19–36 HD (Large); 37–54 HD (Huge)
Level Adjustment: +10

The being resembles a tall, stately elven noble dressed in shimmering robes of shifting color. It has pure, yellow-gold skin and bright purple eyes.

The tulani, the ancient faerie lords of the eladrin, roam seeking peace, beauty, and solitude. These great beings favor peace, though the plights of good creatures can move them to fight evil. When stirred to battle, the beautiful tulani can shatter entire armies of evil, wielding glowing swords of light and cascades of lightning. Tulani exude unearthly beauty and grace; their voices are living music, and their faces shine with purity and beauty. The most reclusive of the eladrin, tulani rarely stray from the forests of the outer planes unless in answer to a dire summons.
The tulani, and through them all eladrin, answer to the Queen of Stars, the greatest of their kind. Tulani speak Auran, Celestial, Common, Draconic, Elven, Infernal, and Sylvan. They stand 6 feet tall and weigh 150 pounds.

Combat
Inventive tacticians and powerful spellcasters, the tulani react well in both large engagements and small skirmishes. The reclusive tulani are often underestimated by their foes. They use dispel magic to strip protections away from mortal foes, then shower them in repeated castings of their powerful chain lightning. Against fiends and other creatures resistant to lightning, the tulani fight mobile battles combining their spell-like abilities and use of the Spring Attack feat.
A tulani’s natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
A tulani’s alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.
Dream Ray (Su): In globe form, a tulani can fire a coruscating ray of light with a range of 300 feet. The ray deals 1d6 points of temporary Charisma damage with a successful hit. Any non-evil creature reduced to 0 Charisma by the dream ray falls into a dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher. This is a mind-affecting effect.
Gaze (Su): Slay evil creatures of 5 HD or fewer, range 60 feet,
Will DC 27 negates. The DC is Charisma-based.
Spell-Like Abilities: At will—chain lightning (DC 29) (damage increased by one-half as if affected by the Empower Spell metamagic feat), mass charm monster (DC 31), cure serious wounds (DC 26), dancing lights, detect thoughts (DC 25), dispel magic, divine favor, haste (DC 26), greater invisibility (DC 27), major image (DC 26), polymorph any object (DC 31), righteous smite*(DC 30), greater teleport (self and 50 pounds of gear only), telekinesis (DC 28), wall of force; 1/day—heal (DC 29), meteor swarm(DC 32), power word kill, time stop. Caster level 18th. The save DCs are Charisma-based.
The following abilities are always active on the tulani’s person, as the spells cast by an 18th-level sorcerer: blessed sight*, detect law, detect magic, magic circle against evil (20-foot radius), and true seeing. These abilities may be dispelled, but the tulani can reactivate them as a free action. *New spell described in Chapter 6 of this book.
Sword of Light (Su): A tulani can create a +4 brilliant energy holy longsword at will as a free action. If the tulani dies or loses physical contact with the sword, the sword disappears instantly.
Alternate Form (Su): A tulani can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its dream rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its dream rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and a tulani has no Strength score while in that form. While incorporeal, a tulani can be harmed only by other incorporeal creatures, +1 or better magic weapons (though its damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).
A tulani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the tulani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Bardic Music: Tulani use the bardic music ability as 18thlevel bards. Tulani can use or maintain concentration on one such ability per round as a free action, requiring no instrument other than their unearthly voices.
Protective Aura (Su): As a free action, a tulani can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the tulani’s Hit Dice.

Goal: Get the Tulani class to be identical to the playable monster race in the Book of Exalted Deeds.

Completed Fixes:
Hit Dice: 1 for 1.
Base Attack Bonus: 1 for 1.
Saves: These are correct. Once you calculate the bonuses given by the ability scores, they add up perfectly.
Challenge Rating: 1 for 1.

Remaining Fixes:
Ability Score Changes: Change from ghaele to tulani. The stats are as follows:
Natural Armor: Change from ghaele to tulani. Increase from +14 to +20.
Ghaele Abilities: Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16 – Average Human Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10 – Increase of Str 14, Dex 2, Con 4, Int 6, Wis 6, Cha 6
Tulani Abilities: Str 20, Dex 22, Con 22, Int 24, Wis 24, Cha 26 – Average Human Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10 – Increase of Str 9, Dex 12, Con 11, Int 14, Wis 13, Cha 16
Skill Points: Change from ghaele to tulani. Seeking help from “The Playground” as I have no idea for this at all.
Special Features: Change from ghaele to Tulani. Sort to proper levels accordingly using ghaele as a guide.


TABLE CUSTOM: THE TULANI (Custom for leveling)
Hit Base Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points CR Special
1st 1d8 +1 +2 +2 +2 (8 + Int mod) × 4 1 Feat, spells, subtypes (chaotic, good)
2nd 2d8 +2 +3 +3 +3 8 + Int mod 2 Lesser ghaele powers 1/day, +2 Dex
3rd 3d8 +3 +3 +3 +3 8 + Int mod 3 Feat, spell resistance, +2 Int
4th 4d8 +4 +4 +4 +4 8 + Int mod 4 Tongues, +2 Str, +2 natural armor
5th 5d8 +5 +4 +4 +4 8 + Int mod 5 Lesser ghaele powers 3/day, resistances (acid 5, cold 5, electricity 5), +2 Wis
6th 6d8 +6/+1 +5 +5 +5 - 6 Ghaele powers 1/day, +2 Cha, protective aura (magic circle against evil)
7th 7d8 +7/+2 +5 +5 +5 8 + Int mod 7 Alternate form, light rays 2d6, fly 150 ft. (perfect), gaze (5 ft., 1 HD), +2 Str, feat
8th 8d8 +8/+3 +6 +6 +6 - 8 Lesser ghaele powers at will, immunities (electricity, petrification), +2 Int
9th 9d8 +9/+4 +6 +6 +6 8 + tnt mod 9 Ghaele powers 1/day or 3/day, +4 natural armor
10th 10d8 +10/+5 +7 +7 +7 - 10 DR 5/+1, +2 Wis, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD)
11th 11d8 +11/+6/+1 +7 +7 +7 - 11 Light rays 2d8, +2 Str, +6 natural armor
12th 12d8 +12/+7/+2 +8 +8 +8 8 + Int mod 12 Ghaele powers 1/day or at will, +2 Int
13th 13d8 +13/+8/+3 +8 +8 +8 - 13 Resistances (acid 10, cold 10), gaze (30 ft., 5 HD), +2 Str, +8 natural armor
14th 14d8 +14/+9/+4 +9 +9 +9 - 14 Greater ghaele powers 1/day, +2 Cha
15th 15d8 +15/+10/+5 +9 +9 +9 8 + Int mod 15 Light rays 2d12, +2 Str, +2 Wis, +10 natural armor, feat
16th 16d8 +16/+11/+6/+1 +10 +10 +10 - 16 +2 Con, gaze (60 ft., 5 HD), positive energy
17th 17d8 +17/+12/+7/+2 +10 +10 +10 - 17 Greater ghaele powers 1/day or 3/day, +12 natural armor
18th 18d8 +18/+13/+8/+3 +11 +11 +11 8 + Int mod 18 +2 Str, +2 Cha
TULANI STOPS HERE – EDIT ACCORDINGLY TO FIT ALL WITHIN 18 LEVELS INSTEAD OF 20
19th 10d8 +10/+5 +7 +7 +7 - 12 DR 10/+2, +2 Con, +14 natural armor
20th 10d8 +10/+5 +7 +7 +7 - 13 Greater ghaele powers 1/day or at will, +2 Str

Bad Wolf
2015-08-08, 04:56 PM
There's none for Tulani, though you might be able to find a homebrew version somewhere.

lunasmeow
2015-08-08, 05:07 PM
There's none for Tulani, though you might be able to find a homebrew version somewhere.

I was assuming it'd be homebrew, but as long as it ends up with the proper abilities and such, my DM will allow it. The hard part will be figuring out the ability score modifiers since we roll for stats and what racial levels the abilities are gained at.

The ability score modifier rules say:



Ability Scores for Monster PCs

While a monsters statistics give the ability scores for a typical creature of a certain kind, any “monster” creature that becomes an adventurer is definitely not typical. Therefore, when creating a PC from a creature, check to see if the creature’s entry has any ability scores of 10 or higher. If so, for each score, subtract 10 (if the score is even) or 11 (if the score is odd) to get the creature’s modifier for that ability based on its race or kind. Generate the character’s ability scores as normal, then add the racial ability modifiers to get their ability scores.


But with Tulani starting at 18 HD, with their 4 ability score increases already factored in, I'm not sure what those should be, does anyone know any specific guidance on how to tell which one(s) have been increased so I can find the base stat, or would I just pick at random?

Runestar
2015-08-08, 10:09 PM
I was assuming it'd be homebrew, but as long as it ends up with the proper abilities and such, my DM will allow it. The hard part will be figuring out the ability score modifiers since we roll for stats and what racial levels the abilities are gained at.

The ability score modifier rules say:

But with Tulani starting at 18 HD, with their 4 ability score increases already factored in, I'm not sure what those should be, does anyone know any specific guidance on how to tell which one(s) have been increased so I can find the base stat, or would I just pick at random?

I think the easiest way would be to just assumed they are already factored in, work this into your racial progression, and skip the +1 stat you would normally get every 4th HD.

lunasmeow
2015-08-09, 02:00 AM
I think the easiest way would be to just assumed they are already factored in, work this into your racial progression, and skip the +1 stat you would normally get every 4th HD.

Found a better way around it, but still need help with the skill points and the special features of the class. Edited the first post. It's a dozy.