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View Full Version : D&D 3.x Other Wait... That's not right? [P.E.A.C.H][Rose Red update]



AtlasSniperman
2015-10-22, 09:28 PM
Hey everybody. I've gotten on kind of a kick where I'm looking at putting class levels on creatures that advance by HD to see what it looks like. I figured other people might be interested in them, so I'll post them here for you all to enjoy! Feel free to give feedback on the idea. Many of these will have the class levels replace the Racial Hit Dice, which I see as having a more specialized critter.

For the most part the ideas are about putting a creature and a class together, not really about the class features... It's all in fun really.

Dysingolet
Large Outsider (Evil, Extraplanar)
Nightmare Monk 11
Hit Dice: 11d8+44(96hp)
Initiative: +4
Speed: 70ft.(14 squares), fly 120ft.(perfect)
AC: 27(-1 size, +4 Dex, +13 natural, +2 Monk), touch 15, flat-footed 24
BAB/Grp: +8/+23
Attack: Hoof +14 melee (3d6+7 plus 1d4 fire)
Full Attack: 4 Hooves +14 melee (3d6+7 plus 1d4 fire) and bite +9 melee (3d6+3)
Space/Reach: 10ft./ 5ft.
Special Attacks: Flaming Hooves, Smoke, Greater Flurry of Blows, Unholy Strike
Special Qualities: Astral projection, Darkvision 60ft., Etherealness, Improved Evasion, Still Mind, Purity of Body, Natural Learning, Flurry of Hooves, Diamond Body
Saves: Fort +11, Refl +10, Wis +7
Abilities: Str 24, Dex 18, Con 18, Int 16, Wis 10, Cha 12
Skills: Concentration +19, Diplomacy +16, Intimidate +16, Knowledge (The Planes) +18, Listen +15, Move Silently +19, Sense Motive +15, Spot +15, Survival +1(+3 on other planes and following tracks)
Feats: Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Improved Trip, Run, Improved Flight, Ability Focus(Smoke), Deflect Arrows.
Environment: Gray Waste of Hades
Organization: Solitary
CR: 13
Treasure: None
Alignment: Lawful Evil
http://orig05.deviantart.net/3a48/f/2009/224/0/9/horse_on_fire_by_stephencrowe.jpg
Despite his general equine appearance, all who lay eyes on this magnificent stallion are of no doubt to his nature. Its mane and tail are tremendous flames, with fire further billowing from its hooves and nostrils. The air around this great creature shimmers with more heat than even the fires would suggest.

Millenia ago a powerful blackguard called forth for a new mount worthy of his strength. His desire reached deep into the farthest depths of Hades, and pulled this Great Nightmare Stallion from his rest. For reasons lost to time, the blackguard was judged unworthy, and was slain by his would be mount. This tradition, of calling for a mount from Hades only to be judged and slain by the great creature that answered, has persisted for generations. Now little more than the beasts name is known; Dysingolet.

Dysingolet can speak Common and Infernal. He considers himself a judge of the power and malice of blackguards. Very few mortals have ever been found worthy by him. Dysingolet is little more than a powerful and old Nightmare, arrogant and self-assured of his strength.



Dysingolet's natural weapons, as well as any weapons he wields, are considered evil-aligned for the purpose of overcoming damage reduction. In addition, when he strikes good creature with a natural attack, his attack deals an extra 1d6 points of damage.

Flaming Hooves(Su): A blow from Dysingolet's hooves sets combustible materials alight and has been known to melt the armour upon the breast of many a Blackguard.
Smoke(Su): During the excitement of battle, Dysingolet exhales a potent mix of sulfur and pure hate. This snorting fills a 15-foot cone with a hot, smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 19 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke he gives off, Dysingolet has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure his vision at all.
Flurry of Blows: By using a full attack action, Dysingolet may strike 2 additional times at his highest attack bonus. With the exception of "Flurry of Hooves" below, this ability functions exactly as the Monk Flurry of Blows.


Astral Projection and Etherealness(Su): These abilities function just like the spells of the same names(caster level 20th); Dynsingolet can use either at will. Creating images of himself throughout the world, to terrify and threaten all who believe that possibly; they are worthy.
Improved Evasion: Dysingolet can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. In addition on a failed save he takes only half damage. If Dysingolet is helpless (such as one who is unconscious or paralysed) he does not gain the benefit of Improved evasion.
Still Mind: Dysingolet gains a +2 bonus on saving throws against spells and effects from the school of enchantment, his iron will sees no purpose other than judging the worthy and killing the weak.
Purity of Body: Dysingolet is immune to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Natural Learning: Dysingolet treats his natural weapons as part of the progression of his unarmed strike damage. This ability replaces Slow Fall.
Flurry of Hooves: Dysingolet may perform a flurry of blows with his hooves, when he does so he gains an extra hoof attack at the same attack bonus. This ability applies only to his hooves and not his bite. This ability replaces Wholeness of Body.
Diamond Body: Dysingolet is immune to poisons of all kinds.

Deflect Arrows: Once per round, the sheer rippling heat from Dysingolet can disturb the path of any incoming ranged attack that would have otherwise hit him.
Carrying Capacity: A light load for Dysingolet is up to 700 pounds; a medium load, 701-1400 pounds; and a heavy load, 1401-2100 pounds.

AtlasSniperman
2015-10-23, 01:21 AM
The Sorbhe Marsh Crocodile
Medium Outsider
Crocodile of Legend Ranger 3
Hit Dice: 3d8+9(22hp)
Initiative: +9
Speed: 30ft. (6 squares), swim 40ft.
Armor Class: 24(+5 Dex, +9 natural), touch 15, flat-footed 19
Base Attack/Grapple: +3/+11
Attack: Bite +11 melee(1d8+12) or tail slap +11 melee(1d12+12)
Full Attack: Bite +11 melee(1d8+12) or tail slap +11 melee(1d12+12)
Space/Reach: 5ft./5ft.
Special Attacks: Improved Grab, Spells, Crocodile Roll
Special Qualities: Hold Breath, See in darkness, Reflective Hide, Track, Endurance, Favored enemy(Human) +2, Spiritual Connection
Saves: Fort +9, Refl +7, Will +5
Abilities: Str 26, Dex 21, Con 26, Int 7, Wis 18, Cha 8
Skills: Craft(Trapmaking) +4, Hide +15*, Survival +10, Swim +22.
Feats: Skill Focus(Hide), Improved Initiative, Swim-By Attack, Multiattack
[B]Environment: Warm Marshes
Organization: Solitary
Alignment: Chaotic Evil
CR: 5
http://adventure-journal.com/wp-content/uploads/2015/07/croc-3-1024x6071.jpg
Across the surface of the water is strewn sticks and logs and all manner of debris. It all drifts slowly about, so you can never see a single piece for too long. You thought you saw some eyes in there at one point. You're sure of it, so you search to find them again, eager to proove to yourself it wasn't your imagination. Until you notice the ripples in the water at your feet, something has breached the water far to your right, but when you look across there is nothing but the grass and the shoreline.

The Sorbhe Marsh Crocodile is an unnaturally hyper-intelligent crocodile that while strong, prefers clever and manipulative ways to capture its prey.


[B]Improved Grab(Ex): To use this ability, the Sorbhe Marsh Crocodile must hit with its bite 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, the Sorbhe Marsh Crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Spells: The Sorbhe Marsh Crocodile casts divine spells from the cleric list and from the Protection, Strength, and War domains as a 5th-level cleric(save DC 14 + spell level). It does not gain extra domain spell slots for these domains as a cleric would.
Crocodile Roll(Ex): Whenever the Sorbhe Marsh Crocodile causes a creature to take damage while grappling underwater, that creature must make a Constitution check as if another minute had passed underwater(meaning each time the DC increases by 1) or begin to drown in addition to being attacked.


Hold Breath(Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Consitution score before it risks drowning.
See in Darkness(Su): The crocodile can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Reflective Hide(Su): The crocodile has a slight silvery sheen to its scales and is permanently protected by a spell turning effect.
Spiritual Connection: The Sorbhe Marsh Crocodile can use speak with animals and speak with plants, as the spells(caster level equals its ranger level). It can use any combination of these effects up to three times per day.


Skills: A crocodile 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 endancered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

COMBAT
The Sorbhe Marsh Crocodile is a relatively highly intelligent ambush hunter. It prefers to wait and observe it's prey, learning their habits and routines before attacking. It has been known to set traps such as sturdy looking rock formations that will immediately fall out from under something of the weight it's tracking. A patient killer aware of its own strengths and weaknesses, this crocodile has been known to rip apart a tree into loose branches and large chunks of log, in locations where there is no debris to disguise itself as while observing prey. The Sorbhe Marsh Crocodile is most fond of seizing an unaware or prone target with its Improved Grab ability and pulling them into the water.

The Sorbhe Marsh Crocodile uses its ability to talk to plants and animals to gather information on targets within its territory, often leaving subordinates to watch one set of prey to learn their routine while it searches for more.
While it cannot speak, the Sorbe Marsh Crocodile can understand Common.

Advancing:
The Sorbhe Marsh Crocodile can be levelled up just as any ranger can be. It does not gain Combat Styles but does get "Aspect of the Dragon" from 'Dragon Magic' at level 5.

Debihuman
2015-10-23, 05:35 AM
:biggrin: Well Done. While substituting class levels for HD isn't by the book, it makes for unique and creative creatures. These become more than just nameless monsters to defeat, but are far more complex and interesting. There is a rich history of doing exactly this. I think naming them is wise move as these could be used as NPCs even.

My only concern is CR to HD ratio. Generally speaking, when a monster's CR is higher than its HD, it has a glass jaw. Usually these can dish out a lot of damage, but can't necessarily take it. A clever party can ferret out any weakness and use it to their advantage. Also, this means that the party can throw significantly higher spells at the critter.

Monster of Legend Template from MM2 was updated in the MM2 errata for 3.5 so it should now have the Native Subtype. I highly recommend you grab the official errata from the WotC website. It's in the archives. In fact, grab all the errata as it comes in handy.

Crocodile Roll should be an Extraordinary ability.

Debby

AtlasSniperman
2015-10-23, 05:43 AM
:biggrin: Well Done. While substituting class levels for HD isn't by the book, it makes for unique and creative creatures. These become more than just nameless monsters to defeat, but are far more complex and interesting. There is a rich history of doing exactly this. I think naming them is wise move as these could be used as NPCs even.

My only concern is CR to HD ratio. Generally speaking, when a monster's CR is higher than its HD, it has a glass jaw. Usually these can dish out a lot of damage, but can't necessarily take it. A clever party can ferret out any weakness and use it to their advantage. Also, this means that the party can throw significantly higher spells at the critter.

Monster of Legend Template from MM2 was updated in the MM2 errata for 3.5 so it should now have the Native Subtype. I highly recommend you grab the official errata from the WotC website. It's in the archives. In fact, grab all the errata as it comes in handy.

Debby

Thanks, CR input is always appreciated. They are intended to be more unique creatures and just a little fun of seeing how they'd turn out. Some other ones I have in mind require considerable cheese but are so much fun I just have to do them.
I'll grab the errata thanks

AtlasSniperman
2015-10-24, 02:21 AM
The wizard Alburn Servanna was famous for his obsession with familiars, having five of his own. However many people do not know of what he considers his crowning achievement; Maxille and Jowlie, a pair of Cat Sorcerers with each other as familiars.


Maxille
Tiny Magical Beast(familiar)
Cat Sorcerer 6
Hit Dice: 6d4+6(1hp)
Initiative: +4
Speed: 30ft.(6 squares)
Armor Class: 19(+2 size, +4 Dex, +3 Nat), touch 16, flat-footed 15
Base Attack/Grapple: +3/-5
Attack: Claw +7 melee(1d2-3)
Full Attack: 2 claws +7 melee(1d2-3) and bite +2(1d3-3)
Space/Reach: 2-1/2ft./0ft
Special Attacks: Spells
Special Qualities: Low-Light Vision, scent, Improved Evasion, Share Spells, Empathic Link, Deliver Touch spells, Speak with Jowlie
Saves: Fort +3, Refl +6, Will +6
Abilities: Str 4, Dex 18, Con 13, Int 8, Wis 12, Cha 12
Skills: Climb +8, Hide +8, Jump +12, Knowledge(arcana) +3, Listen +2, Move Silently +11, Spot +2
Feats: Alertness, Tactile Trapsmith, Lucky Catch, Leadership
[B]Environment: Temperate Plains
Organization: Domesticated
CR: ???
Advancement: -
Level Adjustment: -

Maxille is a white shorthair domestic cat with a highly playful nature, he enjoys high places and knocking things down purely to see them fall.

Spells: Maxille can cast Spells as typical for a Sorcerer. These spells do not require somatic components due to his anatomy. The number of spells he can cast per day are as follows: cantrips- 6, 1st-6, 2nd-5. Maxille knows the spells: Cantrips(Amanuensis, Electric Jolt, Light, Open/Close, Mage Hand, Mending), 1st(Comprehend Languages, Jump, Spirit Worm, Greater Mage Hand), 2nd(Eagle's Splendor, Greater Slide), 3rd(False Gravity)

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8


Jowlie
Tiny Magical Beast(familiar)
Cat Sorcerer 6
Hit Dice: 6d4+6(1hp)
Initiative: +3
Speed: 30ft.(6 squares)
Armor Class: 19(+2 size, +4 Dex, +3 Nat), touch 16, flat-footed 15
Base Attack/Grapple: 3+/-5
Attack: Claw +7 melee(1d2-3)
Full Attack: 2 claws +7 melee(1d2-3) and bite +2(1d3-3)
Space/Reach: 2-1/2ft./0ft
Special Attacks: Spells
Special Qualities: Low-Light Vision, scent, Improved Evasion, Share Spells, Empathic Link, Deliver Touch spells, Speak with Maxille
Saves: Fort +2, Refl +5, Will +8
Abilities: Str 5, Dex 16, Con 10, Int 8, Wis 16, Cha 12
Skills: Climb +8, Hide +8, Jump +12, Spellcraft +3, Listen +2, Move Silently +11, Spot +2
Feats: Alertness, Improved Initiative, Death Blow, Sly Fortune.
[B]Environment: Temperate Plains
Organization: Domesticated
CR: ???
Advancement: -
Level Adjustment: -

Jowlie is a black tabby domestic cat with a highly aggressive temprement. She will lash out at anyone within range and prefers low to the ground, stalker-ish environments.

Spells: Jowlie can cast Spells as typical for a Sorcerer. These spells do not require somatic components due to her anatomy. The number of spells she can cast per day are as follows: cantrips- 6, 1st-6, 2nd-5. Maxille knows the spells: Cantrips(Electric jolt, Sonic Snap, Silent Portal, Dancing Lights, Open/Close, Prestidigitation), 1st(Thunderhead, Sonic Blast, Nerveskitter, Wings of the Sea), 2nd(Touch of Idiocy, Flameburst), 3rd(Lightning Bolt)

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8

Debihuman
2015-10-24, 09:49 AM
The cats' hit points are wrong (should be 21), CR is 6. Where are the feats Tactile Trapsmith and Lucky Catch and other none-core from? Once an Animal becomes Intelligent (Int 3 or more), it becomes a Magical beasts and can no longer be a familiar (Max as a sorcerer can have Jowlie as his familiar but he can't be her familiar. Jowlie can be Max's familiar but she can't also be a sorcerer in her own right or she ceases to be a familiar. This one kinda breaks the rules too much. Also, a sorcerer can't cast spells past 2nd level w/Cha 12.

Even with the changes you made, they seem to have too many ability points. Also Max gets 7 first level spells not 6.

Here is how a by the book Awakened Cat sorcerer looks. It gains 1 ability point for 4th level (in charisma). Note cat sorcerers aren't very good. Awakened cats can speak one language and an additional language per point of Intelligence bonus (if any).

Here is how they look using RAW. I am changing the color of the first cat Maxille so he doesn't stand out so much and I'm giving them a bit of back story. Hope you like what I've done.

Maxille
Male Awakened Cat Sorcerer 6
Tiny Magical Beast
Hit Dice: 6d4+6 (21 hp)
Initiative: +4
Speed: 30 ft.(6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-5
Attack: Claw +7 melee (1d2-3)
Full Attack: 2 claws +7 melee (1d2-4) and bite +2 (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Spells
Special Qualities: Cat Familiar, Deliver Touch Spells, Empathic Link, Low-Light Vision, Scent, Share Spells
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 4, Dex 15, Con 10, Int 10, Wis 12, Cha 7 (13 with magical cloak)
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Knowledge (Arcana) +9, Listen +3 (+5 with Jowlie), Move Silently +9, Spot +3 (+5 with Jowlie)
Feats: AlertnessB (with Jowlie), Stealthy, Silent Spell, Weapon FinesseB
Environment: Temperate Plains
Organization: Domesticated
Treasure: Cloak of Charisma +6
Challenge Rating: 6
Advancement: By Class
Level Adjustment: +0

Maxille is polydactyl cat with 6 toes on each of his front feet, giving him human-like dexterity to manipulate small objects like door knobs, writing implements and the like. He is a grey tabby with gray eyes.

His former master was a much feared and disliked wizard who treated Max with equal parts abuse and disdain because Max had been his ex-wife's pampered pet whom he awakened for her amusement. She left one day and never returned taking only her clothes and leaving even her wedding band. Max's master took his drunken fury on Max who vowed one day to get even. Every night he would study the big spellbook his master conveniently left open when he went to bed. Max took to memorizing the text rather than trying to copy the work and found even with his mewling out the spells, some of them still worked. He soon discovered he no longer needed to caterwaul to cast his spells.

Months later, a group of adventurers came to the keep with express purpose of killing Max's former owner. While combat was gong on, Max stole his former master's cloak of charisma and ran away taking Jowlie as his own familiar in the process.

Maxille speaks Common.

He knows 7 0-level spells, 4 1st-level spells 2 2nd-level spells and 1 3rd-level spell. Maxille knows the spells: Cantrips--electric jolt, sonic snap, silent portal, dancing lights, open/close, prestidigitation; 1st level spells--thunderhead, sonic blast, nerveskitter, wings of the sea); 2nd level spells-- touch of Idiocy, flameburst; 3rd level spell--lightning bolt.

Maxille's familiar is Jowlie. She is a sleek black tabby with mischievous green eyes. Despite his constant protestations to the contrary, he's quite besotted by her.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8

Jowlie
Cat Familiar
Tiny Magical Beast
Hit Dice: ½ d8 (10 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 size, +2 Dex +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +0/-12
Attack: Claw +7 melee (1d2-4)
Full Attack: 2 claws +7 melee (1d2-4) and bite +2 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Empathic Link Improved evasion, low-light vision, scent, share spells
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon FinesseB
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: ¼
Advancement: —
Level Adjustment: —

Jowlie is a black tabby domestic cat with a highly aggressive temperament. She will lash out at anyone within range and prefers to lie low to the ground to stalk her prey. Her fondness for Max waxes and wanes depending on her mood, whether she is in heat, and whether he listens to her. However, she is fiercely loyal even at her crankiest as he rescued her from that miserable sot of a wizard.

As a familiar, Jowlie has 1/2 the number of Max's hit points, she uses Max's BAB for her attacks, her Int increased to 8, she has a +3 natural armor bonus

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8


Debby

AtlasSniperman
2015-10-24, 03:03 PM
point by point response to debihuman


The cats' hit points are wrong (should be 21), CR is 6.
Since both are familiar's of each other, they both get half rounded down of each other's HP. Technically this isn't possible without hitting 0, so they both have a minimum of 1.


Where are the feats Tactile Trapsmith and Lucky Catch and other none-core from?
Tactile Trapsmith- Complete Adventurer,Lucky Catch- Complete Scoundrel, Death Blow- Complete Adventurer, Sly Fortune- Complete Scoundrel.


Once an Animal becomes Intelligent (Int 3 or more), it becomes a Magical beasts and can no longer be a familiar (Max as a sorcerer can have Jowlie as his familiar but he can't be her familiar. Jowlie can be Max's familiar but she can't also be a sorcerer in her own right or she ceases to be a familiar. This one kinda breaks the rules too much.
Correct, this was an oversight on my end, but is actually for the opposite reason you think.

This requires considerable cheese; see below.
Dragon Magazine #280 p.62
Extra Familiar [General]
You have an additional familiar.
Benefit: By taking this feat you get an additional animal familiar of a type described in the Player's Handbook(or this article, with the DM's Permission). This familiar can be the same type of animal as your first, or a different type. Existing familiar feats apply to the new familiar. So if you have the Construct familiar feat, for example, the new familiar you call can be a construct. The sorcerer or wizard gains all the benefits of both familiars, but identical bonuses from multiple familiars don't stack. For example, a wizard with both an owl and a cat familiar recieves only a +2 bonus to Move Silently checks, not a +4 bonus.
Special: A character can gain this feat multiple times. Each time you take the feat, you can call another familiar.

Technically, by reading this feat with the mindset of '0+1=1', you can use this to get a familiar regardless of class. So here's how it goes:


Jowlie retrains "Weapon Finesse" to "Extra Familiar", selecting Maxille as her familiar.
Maxille is now a magical beast with an Int of 6, allowing him to take class levels. Maxille takes a level in sorcerer and may select an animal as a familiar.
Maxille selects Jowlie(still an animal) as his familiar.
Jowlie becomes a magical beast with an Int of 6, allowing her to take class levels. Jowlie takes a level in sorcerer and may select an animal as a familiar.
Jowlie chooses not to gain an additional familiar as the feat would now allow her, and instead keeps Maxille as her familiar as she retrains "Extra Familiar" to another feat.




Also, a sorcerer can't cast spells past 2nd level w/Cha 12.
I know, which is why they KNOW a third level spell each but do not have 3rd level spells/day listed. through castings of Eagle's Splendor, either can qualify to cast their third level spell.


Even with the changes you made, they seem to have too many ability points.
With all of these I take the modifiers for each ability score of the actual creature and apply it to the elite array as these are named NPCs. Jowlie- 13, 12, 10, 8*, 14, 15+levelup
Maxille- 12, 14, 13, 8*, 10, 15+levelup
* note that their Int is based on each others levels, rather than the standard system here.


Also Max gets 7 first level spells not 6.
You are correct, I made a mistake.


Here is how a by the book Awakened Cat sorcerer looks. It gains 1 ability point for 4th level (in charisma). Note cat sorcerers aren't very good. Awakened cats can speak one language and an additional language per point of Intelligence bonus (if any).
This is assuming an Awakened Cat, which is actually what I was trying to avoid when creating these two.


Additionally, I do like your background changes.

Debihuman
2015-10-24, 05:12 PM
Your version really makes them the epitome of "glass jaw" monsters with 1 hit point. For a 6th level character, that's too much of a drawback.

Unlike you, I'm rather fond of the awaken spell. It opens up a lot of doors without having to mess with the Anthropomorphic Template from Savage Species as that never was updated to 3.5 The Anthro Animal also has human-like hands but keeps its claws, which I find a bit weird. If you want to model the hands off Wolverine, then you're in luck.

The idea of a cat sorcerer having a cat familiar was just too good not to create using RAW though. Glad you liked the back story. Thanks for letting me know where the feats were from. Lucky Catch is fitting for a cat so good choice.\


For my redo, I thought I'd go for a sneakier cat sorcerer by playing off the stealthy feat that regular cats have so I gave M the Silent Spell feat. The cloak is the only thing that he'd have to disguise. Jowlie actually came off better than I was expecting.

It's always kinda amusing to see off-the-wall critters. "Things that Cannot Be" were some of my favorite WotC articles (you can find them in the archives as well.) If you aren't opposed to 3PP material, the Templates from Green Ronin's Advanced Bestiary is a great place to start. It's available for 3.5 too.

Debby

EdroGrimshell
2015-10-25, 08:34 AM
There's another thing, familiars use either half their master HP or their own, whichever would be higher. As such, they should have normal HP totals for their hit die.

AtlasSniperman
2015-10-25, 03:36 PM
There's another thing, familiars use either half their master HP or their own, whichever would be higher. As such, they should have normal HP totals for their hit die.


Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. For example, at 2nd level, Hennet has 9 hit points, so his familiar has 4.

Maybe in pathfinder or a later edition, but not 3.5e

Debihuman
2015-10-25, 04:35 PM
It's in the 3.5 online SRD: "Hit Points
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice." and in the 3.5 PH page 52.

Debby

AtlasSniperman
2015-11-03, 06:43 AM
Roguar Horr
Medium Aberration(Ethereal Filcher)
Rogue 5, Hoardstealer(Draconomicon p.132) 10
Hit Dice: 15d6(22hp)
Initiative: +10
Speed: 40ft.(8 squares)
Armor Class: 19(+6 Dex, +3 natural), touch 16, flat-footed 13
Base Attack/Grapple: +10/+16
Attack: Bite +16 melee(1d6)
Full Attack: Bite +16 melee(1d6) and Dagger +10 melee(1d6)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack +3d6, Spells
Special Qualities: Trapfinding (x2), Evasion, Trap sense +7, Uncanny dodge, Hide from dragons 3/day, Deep pockets, Treasure Dowsing 3/day, Skill Mastery, Darkvision 150ft., Detect magic, Ethereal Jaunt, Dimensional Jaunt
Saves: Fort +5, Refl +17, Will +4
Abilities: Str 10, Dex 22, Con 12, Int 14, Wis 10, Cha 13
Skills: Appraise +20, Disable Device +6, Escape Artist +10, Hide +26, Move Silently +26, Open Lock +11, Search +20, Sleight of hand* +32, Spot* +10, Listen* +10
Feats: Dodge, Improved Initiative, Weapon Finesse, Dimensional Jaunt(Complete Mage p.41), Combat Reflexes, Stealthy
Environment: Underground
Organization: Solitary
Challenge Rating: 15

Standing nearly as tall as a human, this creature has a strange baglike body that balances on a single, powerful leg that ends in a prehensile foot. His face is located in the center of his body, with six eyes and a large toothless mouth. Four long, triple jointed arms extend from his body, each ending with a amber-brown hand whose multijointed fingers are as long as a common man's forearm. It wears a small coin pouch on a belt around it's body, just below the mouth. With a whispered hushing noise, the creature moves one of it's long fingers to its crooked lips.

Unlike other Ethereal Filchers, Roguar Horr can't settle for just a single small bauble from his target. But of course, Roguar isn't like other Filchers. To him there is no challenge in swiping a necklace or coinpurse from some wanderer in a dungeon. No, he seeks a greater challenge. Roguar is happy to accompany adventurers, or stalk them if they don't want his company, in order to get closer to a dragons lair. So often has he pilfered a Dragon's hoard, that if anyone knew where his stash was, and was able to break into it, they might just find wealth enough to buy a deity.

STATS
Detect Magic(Su): Roguar can detect magic as the spell(caster level 5th) at will.
Ethereal Jaunt(Su): Roguar can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. He can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal Jaunt spell(caster level 15th).
Sneak Attack(Ex): As much as Roguar considers combat a blemish on his tactics, he is not above making deadly strikes at a target unable to defend themselves effectively. Basically, Roguar's attack deals extra damage any time his target would be denied a Dexterity bonus to AC(whether the target actually has a Dexterity bonus or not), or when he's flanking the target. This extra damage is equal to 3d6. While he prefers not to use this ability, his preferred means to do it when he must is to slip in and out of the Ethereal Plane near a wall to catch the target off guard and slip back to safety.
Trapfinding(Ex): Roguar can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and he can use the Disable Device skill to disarm magic traps.
Evasion(Ex): As the Rogue ability.
Trap Sense(Ex): As the Rogue ability.
Uncanny Dodge(Ex): As the Rogue ability.
Hide from Dragons(Sp): In addition to his normal spells, Roguar may cast Hide from Dragons as the spell 3 times per day. However this effect only targets himself and lasts for 1 minute.
Deep Pockets(Su): Once per day, Roguar can turn any container- from a waistcoat pocket to a backpack to a barrel- into the equivalent of a bag of holding. The container's weight remains the same, but it becomes capable of holding up to 100 cu.ft.(or 1000lb) of material. The duration of this effect is 10 hours. If the effect ends prematurely(such as by being dispelled), everything within the container spills out onto the floor.
Treasure Dowsing(Su): Three times per day, Roguar can spend a full-round concentration to detect the location of the largest mass of metal or minerals within a range of 10ft. If he concentrates on a specific metal or mineral(such as gold or diamond), he detects the location of each such deposit within range. This is otherwise identical to the effect of a rod of metal and mineral detection.
Skill Mastery(Ex): Roguar may always take 10 on Hide, Move Silently, Appraise, Sleight of Hand and Search checks even if stress and distractions would normally prevent him from doing so.
Dimensional Jaunt(Sp): As long as Roguar doesn't cast his single use of Dimension Door per day, he may use a standard action to teleport 20ft to any point he can see.

Skills: As an Ethereal filcher, Roguar has a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Spot and Listen checks.

AtlasSniperman
2015-11-08, 03:38 AM
Hey look! Rose Red.
Yea I know skill points aren't done and I need 10 more feats. Do you know how hard it is to find feats for a house? Help would be appreciated though.

Rose Red
Colossal Awakened Animated Object, Spellthief[CAd.13] 1, Psion(Shaper)[EPH.20] 19
Colossal Construct
Hit Dice: 32d10+1d6+19d4+80(307hp)
Initiative: -3
Speed: 20ft
AC: -8 size, -3 Dex, +12 nat
Base Attack/Grapple: +33/+58
Attack: Slam +42 melee(4d6+13)
Full Attack: Slam +42 melee(4d6+13)
Space/Reach: 330ft./0ft.
Special Attacks: Sneak Attack +1d6, Steal Spell(0 or 1st), Steal Power Points(1), Psionic Powers
Special Qualities: Low Light vision, Darkvision 60ft., Immunities, Cannot be raised or resurrected, Doesn't eat, sleep or breathe. trapfinding. 311power points/day
Saves: Fort +16, Ref +13, Will +23
Abilities: Str 28, Dex 4, Con -, Int 30, Wis 10, Cha 12
Skills: 454 points
Feats: Psionic Fist[EPH], Psionic Endowment[EPH], Overchannel[EPH], Talented[EPH], Psithief[CS], Vile natural attack[BoVD], Polyglot[ELH], Epic Reputation[ELH], +10
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Chaotic Evil

Houses... are alive. This is something we know. News from our nerve endings. If we're quiet, if we listen, we can hear houses breath. Sometimes, in the depth of the night, you can even hear them groan. It's as if they were having bad dreams. A good house cradles and comforts, a basd one fills us with instinctive unease. Bad houses hate our warmth and our human-ness. That blind hate of our humanity is what we mean when we use the word 'haunted'. ~ Ellen Rimbauer

Sometimes a house isn't haunted. Some times no ghosts are needed. Perhaps the house itself is simply evil. But Rose red is special even among such houses. Rose red is a house built by the evil and unloved, on ground that itself hates the living.

Rose Red is a magnificent mansion standing on a square hectare of land on the outskirts of a city. Every object that enters the area becomes a part of Rose Red, in fact the building itself is not the truly evil entity, it is in fact the land upon which the building stands. Rose Red can perceive everything that occurs within its boundaries regardless of light level. In addition, any object possessed by Rose Red can be used by it to deliver a slam attack, though it prefers to attack the mind of a target using its various psionic powers in an attempt to drive the target to kill themselves.


COMBAT
When Rose Red in any way causes the death of a living being, it absorbs that creature's soul, and by virtue their XP. Nothing short of a Wish or Miracle can restore such a lost life.

While Rose Red cannot speak through any physical means, it can communicate with any being within its boundries using any language it desires, whether the creature knows the language or not.

Creatures can move through Rose Red's space as if it weren't there. In addition, Rose Red typically makes use of it's "Astral Seed" Power, to keep a seed several miles underground in case of serious damage to the main building. The listed movement speed functions in a manner similar to reach; while the area and the main building cannot itself move, Rose Red can move objects within its bounds at the listed movement speed in order to deliver its slam attacks(this is also why Rose Red has no reach, as it only attacks within its own bounds).

Steal Spell/Power: Any time Rose red can make a Sneak Attack against a target, it may instead steal a spell of 0 or 1st level, or a single psionic power point from the target. these stolen spells or points, if not used, return to the original owner in an hour.

Psionic Powers: 1st- Control Flames, Control Light, Create Sound, Synesthete, Telempathic Projection. 2nd- Control Sound, Feat Leech, Mental Disruption, Share Pain. 3rd- Body Adjustment, Eradicate Invisibility, Mind Trap, Forced Share Pain. 4th- Death Urge, Detect Remote Viewing, Psionic, Fabricate, Power Leech. 5th- Catapsi, Incarnate, Leech Field, Psionic True Seeing. 6th- Aura Alteration, Psionic Contingency, Greater Psionic Fabricate. 7th- Divert Teleport, Energy Wave, Insanity. 8th- Astral Seed, Bend Reality, Matter Manipulation. 9th- Apopsi, Microcosm, Reality Revision, True Creation.

Immunities: As a construct, Rose red is immune to mind-affecting effects(charms, compulsions, phantasms, patterns and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, Critical hits, massive damage, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain and any effect that requires a Fortitude save(unless the effect also works on objects, or is harmless).

Debihuman
2015-11-08, 10:30 AM
I remember the miniseries. Visually it was beautiful, but the plot didn't hold together all that well. I felt it was a mash up of Poltergeist and the Legend of Hell House (the original not the remake), but not as good as either.

Technically, Rose Red should have a couple of ghosts, it's less murdery without them. :smallbiggrin:

Rather than speaking outright it should use some form of telepathy to speak. Unless you wanted a talking house. it can know all the languages but that doesn't mean it can actually "Speak" per se. I'd still allow it to have the Polyglot feat since it would know a lot of languages.

CR is wrong. It has 10 for being a Colossal Animated Object and an additional 20 for class levels. Its CR should be 30. It has 52 HD so that's reasonable.

Natural Armor on the outside would be higher than Natural Armor inside. You might want to actually distinguish that.

Too bad you didn't give it a Maze Supernatural Ability.

Not sure why it doesn't have a speed of 0 ft. with a slightly higher Dex. It's immobile but not helpless. Normally that's indicated by Speed 0 ft. (immobile). It's not like it's traipsing over the property.

Space/Reach: Its reach should probably be 5 feet. It has a slam after all. Even being hit by a door would be at least 5 feet in range.

Possible Feats (it should have a total of 19 feat): Improved Initiative, Iron Will, Improved Critical, Great Fortitude, Cleave, Power Attack, Combat Expertise, Improved Disarm, Improved Unarmed Strike (even if you don't give any unarmed strikes, it can use it as the prerequisite for Deflect Arrows), Deflect Arrows, Infinite Deflection (Epic), Fast Healing (Epic), Improved Darkvision (Epic) , Improved Low-Light Vision (Epic).

Skills: it can have a maximum of 55 ranks in any skill; You could max out 8 skills: Appraise, Bluff, Intimidate, Listen, Spot, Knowledge (Architecture and Engineering), Knowledge (Local), Knowledge (History). And give it 5 Knowledge (Local). Or give it some other variation of that. Or you could give it more skills though then none would be at maximum ranks.Sense Motive and Gather Information are good.

The outside of the house should have Damage Reduction 10/magic since it would be made of brick. Inside it would be more vulnerable.

If you have access to other 3.5 books such as Complete Scoundrel or Complete Adventurer, there are even more feats that would be fitting. Insightful Reflexes from Complete Adventurer lets you add your Int modifier instead of Dex to Reflex saves.

Debby

AtlasSniperman
2015-11-08, 03:18 PM
Hey Debby :D I've noticed I don't get comments in threads you comment in... Anyway, as always I'll respond to your entire post, please don't take offense to any part.

Rose Red in the miniseries killed 14 people before it had any ghosts, before it was completed in fact. The ghosts mainly just acted to help expand the building. Which in this case can be replicated by the Psionic powers "Bend Reality, Greater Psionic Fabricate, and True Creation"

I quote from my post "While Rose Red cannot speak through any physical means, it can communicate with any being within its boundries using any language it desires, whether the creature knows the language or not." Indicating that I agree it shouldn't speak physically. In fact "communicate" could mean telepathically or by appritions you call ghosts.

Psionic classes are not associated for a melee attacking creature(Animated Object) and such are at 1/2CR until levels in one exceed levels in the base creatures HD(32). So 10CR from HD and 1/2 20CR(10) from levels.

The difference between inside and outer Natural AC can be explained by the "Matter Manipulation" Psionic power.

Couldn't figure out how. :P

This is something I should have explained. Creatures can move through Rose Red's square, so it doesn't have to move to reach them, I agree it's immobile. Rose Red doesn't reach out physically to attack people off the property, so it has no reach, however it does use objects inside its boundry to attack, and it's movement speed is the speed at which it can move these objects through its squares.

For Reach, See above.

Rose Red should actually have 22 feats total, due to its bonus feats from Psion. So it still needs 14:
Improved Initiative: Makes sense
Iron Will: Makes Sense
Improved Critical: Makes Sense
Great Fortitude: It doesn't make fort saves unless the reasoning also effects objects or is harmless. This is not a feat the house would be 'Interested' in.
Cleave: Makes Sense
Power Attack: Makes Sense
Combat Expertise: Makes Sense
Improved Disarm: Makes Sense
Improved Unarmed Strike: The animated object already deals lethal damage with a slam, which is any attack.
Deflect Arrows: Does it really make sense for a house(no matter how psychic) to stop arrows?
Infinite Deflection (Epic): See 'Deflect Arrows'
Fast Healing (Epic): Need a Con Score
Improved Darkvision (Epic): Can see from any square in its own space, making it's current Darkvision more than adequate.
Improved Low-Light Vision (Epic): Can see from any square in its own space, making it's current Low Light more than adequate.

Very good ideas on the skills though, thanks.

Why does Brick get DR 10/magic?

That Insightful Reflexes one is a good idea!

Thanks Debby.

Debihuman
2015-11-08, 06:24 PM
I find it works better to give a creature made of stone damage reduction to match its hardness rather than to just give it obscene amounts of natural armor. Natural armor makes sense to a point but nobody would normally hit a brick house with a sword under normal conditions (even accounting for a awakened house).

I forgot about it being a construct for Great Fortitude (yeah not a needed feat at all) and I'm not entirely Int 30 even makes sense. It gets 3d6 (10 or 11) and then it can gain +1 to an ability every 4 levels. Super villainy sure, but may be overkill.

You didn't really make it clear how it does what it does. I really like the idea of a monster house. I also like that form should follow function.

I see the slam as a door but I'm not sure how you envisioned the slam attack. I could also see it hurling small objects like a poltergeist.

Debby