Yeril
2007-09-24, 04:27 PM
Credit belongs to TempeststadiossA, who originaly made this on the gleemax forums here (http://forums.gleemax.com/wotc_archive/index.php/t-221004.html), on 04-14-04, 04:49 PM
Upon finding this Marilith Progression chart, I knew it was exacly what I was looking for.
But now looking over some of its abilitys Ive noticed many that stick out as being.. ahem.. OMGWTFPWNAGEHACKS!
Examples of this would be, the 4d6+1.5str tail slap with improved grab that it gets at FIRST LEVEL. :smalleek:
and another would be the SIX full functioning arms, also a FIRST LEVEL.
so to make the chance for somone ever getting to play this monster there will need to be alot of Balance changes, and being no expert, Ive naturaly decided to see if anyone want to share advice? suggestions? flames? :smallbiggrin: :smallredface:
Here is the Marilith in all her cheesy glory
MARILITH
http://i133.photobucket.com/albums/q70/Yerileikre/Marilith.jpg
MARILITH
Alignment: Always Chaotic Evil
Hit Die: d8
Class Skills
The MARILITH's class skills (and the key ability for each skill) are:
- Bluff (Cha)
- Concentration (Con)
- Diplomacy (Cha)
- Hide (Dex)
- Intimidate (Cha)
- Listen (Wis)
- Move Silently (Dex)
- Search (Int)
- Sense Motive (Cha)
- Spellcraft (Int)
- Spot (Wis)
- Use Magic Device (Cha)
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
{table="head"]Lvl|HD|BaB|Fort|Ref|Will|Special
1|1d8|+1|+2|+2|+2| Darkvision 60ft, Fast movement, Improved Grab, +2 Natural armor
2|2d8|+2|+3|+3|+3| Telepathy 100ft, +2 Int, +2 Str
3|3d8|+3|+3|+3|+3| Lesser Powers 1/day, Acid and Cold Resistance 5, +2 Con
4|3d8|+3|+3|+3|+3| Fire Resistance 5, +2 Natural Armor, +2 Cha, +2 Str
5|4d8|+4|+4|+4|+4| 2 Natural Armor, +2 Cha
6|5d8|+5|+4|+4|+4| +2 Str, +2 Dex, +2 Con
7|6d8| +6/+1|+5|+5|+5| Lesser Powers 3/day, +2 Natural Armor, +2 Int
8|6d8| +6/+1|+5|+5|+5| Electricity Resistance 10, Immunity to Poison, +2 Con
9|7d8|+7/+2|+5|+5|+5| Powers 1/day, +4 Str, +2 Dex
10|8d8|+8/+3|+6|+6|+6| DR 5/Cold Iron and Good, Large Size, +2 Wis
11|8d8|+8/+3|+6|+6|+6| Fire Resistance 10, +2 Cha, +2 Con, +2 Natural Armor
12|9d8|+9/+4|+6|+6|+6| Acid and Cold Resistance 10, Electricity Resistance 20, +2 Con
13|10d8|+10/+5|+7|+7|+7| Lesser Powers at will, Powers 3/day, +4 Con
14|10d8|10/+5|+7|+7|+7| +2 Str, +2 Wis, +2 Natural Armor
15|11d8|+11/+6/+1|+7|+7|+7| Greater Powers 1/day, SR 10+HD, +2 Int
16|12d8|+12/+7/+2|+8|+8|+8| +2 Cha, +2 Str
17|12d8|+12/+7/+2|+8|+8|+8| Electricity Immunity, +2 Con, +2 Wis
18|13d8|+13/+8/+3|+8|+8|+8| Powers at will, +4 Dex, +2 Int, +2 Natural Armor
19|14d8|+14/+9/+4|+9|+9|+9| +2 Int, +2 Cha
20|14d8|+14/+9/+4|+9|+9|+9| DR 10/Cold Iron and Good, True Seeing, +2 Con
21|15d8|+15/+10/+5|+9|+9|+9| Constrict, +2 Str, +2 Natural Armor
22|16d8|+16/+11/+6/+1|+10|+10|+10| Greater Powers 3/day
23|16d8|+16/+11/+6/+1|+10|+10|+10| Summon Tanar'ri, +2 Str, +2 Wis
24|16d8|+16/+11/+6/+1|+10|+10|+10| Greater Powers at will, +4 Cha[/table]
Class Features:
AUTOMATIC LANGUAGES: Abyssal, Celestial and Draconic.
CONSTRICT (Ex): A marilith deals 4d6+(1.5xSTR) points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 10+½HD+STR) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.
FAST MOVEMENT (Ex): Mariliths' base land speed is 40Ft.
FEATS: Mariliths gain a new feat every 3d8HD.
IMPROVED GRAB (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
SIX ARMS: Mariliths can't use Girallon's Blessing as they already have the maximum number of limbs for a creature of their size.
SKILLS: Mariliths gain additional skill points every 1d8HD and have a +8 racial bonus on Listen and Spot checks.
SNAKE BODY: Due to their snake body, Mariliths suffer a -10 racial penalty to all Climb and Jump checks.
SPELL-LIKE ABILITIES: A Marilith's caster level for Spell-like Abilities is equal to her racial HD. Spell-like Abilities are divided into Lesser Powers(Magic Weapon, Telekinesis), Powers (Greater Teleport, Project Image, See Invisibility) and Greater Powers (Align Weapon, Blade Barrier, Polymorph, Unholy Aura). The save DCs are Charisma based.
SUMMON TANAR'RI (Sp): Once per day, a marilith can attempt to summon 4d10 Dretches, 1d4 Hezrous or 1 Nalfeshnee with a 50% chance of success, or one Glabrezu or another Marilith with a 20% chance of success. This ability is the equivalent of a 5th level spell.
TAIL SLAP: A Marilith's tail slap attack deals 4d6+STR points of damage.
TRUE SEEING (Su): Mariliths have a Continuous True Seeing ability, as the spell (Caster Level = Racial HD).
WEAPON AND ARMOR PROFICIENCY: Mariliths are proficient with all simple and martial weapons and all armors (Light, Medium and Heavy) and shields (except Tower Shields).
Upon finding this Marilith Progression chart, I knew it was exacly what I was looking for.
But now looking over some of its abilitys Ive noticed many that stick out as being.. ahem.. OMGWTFPWNAGEHACKS!
Examples of this would be, the 4d6+1.5str tail slap with improved grab that it gets at FIRST LEVEL. :smalleek:
and another would be the SIX full functioning arms, also a FIRST LEVEL.
so to make the chance for somone ever getting to play this monster there will need to be alot of Balance changes, and being no expert, Ive naturaly decided to see if anyone want to share advice? suggestions? flames? :smallbiggrin: :smallredface:
Here is the Marilith in all her cheesy glory
MARILITH
http://i133.photobucket.com/albums/q70/Yerileikre/Marilith.jpg
MARILITH
Alignment: Always Chaotic Evil
Hit Die: d8
Class Skills
The MARILITH's class skills (and the key ability for each skill) are:
- Bluff (Cha)
- Concentration (Con)
- Diplomacy (Cha)
- Hide (Dex)
- Intimidate (Cha)
- Listen (Wis)
- Move Silently (Dex)
- Search (Int)
- Sense Motive (Cha)
- Spellcraft (Int)
- Spot (Wis)
- Use Magic Device (Cha)
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
{table="head"]Lvl|HD|BaB|Fort|Ref|Will|Special
1|1d8|+1|+2|+2|+2| Darkvision 60ft, Fast movement, Improved Grab, +2 Natural armor
2|2d8|+2|+3|+3|+3| Telepathy 100ft, +2 Int, +2 Str
3|3d8|+3|+3|+3|+3| Lesser Powers 1/day, Acid and Cold Resistance 5, +2 Con
4|3d8|+3|+3|+3|+3| Fire Resistance 5, +2 Natural Armor, +2 Cha, +2 Str
5|4d8|+4|+4|+4|+4| 2 Natural Armor, +2 Cha
6|5d8|+5|+4|+4|+4| +2 Str, +2 Dex, +2 Con
7|6d8| +6/+1|+5|+5|+5| Lesser Powers 3/day, +2 Natural Armor, +2 Int
8|6d8| +6/+1|+5|+5|+5| Electricity Resistance 10, Immunity to Poison, +2 Con
9|7d8|+7/+2|+5|+5|+5| Powers 1/day, +4 Str, +2 Dex
10|8d8|+8/+3|+6|+6|+6| DR 5/Cold Iron and Good, Large Size, +2 Wis
11|8d8|+8/+3|+6|+6|+6| Fire Resistance 10, +2 Cha, +2 Con, +2 Natural Armor
12|9d8|+9/+4|+6|+6|+6| Acid and Cold Resistance 10, Electricity Resistance 20, +2 Con
13|10d8|+10/+5|+7|+7|+7| Lesser Powers at will, Powers 3/day, +4 Con
14|10d8|10/+5|+7|+7|+7| +2 Str, +2 Wis, +2 Natural Armor
15|11d8|+11/+6/+1|+7|+7|+7| Greater Powers 1/day, SR 10+HD, +2 Int
16|12d8|+12/+7/+2|+8|+8|+8| +2 Cha, +2 Str
17|12d8|+12/+7/+2|+8|+8|+8| Electricity Immunity, +2 Con, +2 Wis
18|13d8|+13/+8/+3|+8|+8|+8| Powers at will, +4 Dex, +2 Int, +2 Natural Armor
19|14d8|+14/+9/+4|+9|+9|+9| +2 Int, +2 Cha
20|14d8|+14/+9/+4|+9|+9|+9| DR 10/Cold Iron and Good, True Seeing, +2 Con
21|15d8|+15/+10/+5|+9|+9|+9| Constrict, +2 Str, +2 Natural Armor
22|16d8|+16/+11/+6/+1|+10|+10|+10| Greater Powers 3/day
23|16d8|+16/+11/+6/+1|+10|+10|+10| Summon Tanar'ri, +2 Str, +2 Wis
24|16d8|+16/+11/+6/+1|+10|+10|+10| Greater Powers at will, +4 Cha[/table]
Class Features:
AUTOMATIC LANGUAGES: Abyssal, Celestial and Draconic.
CONSTRICT (Ex): A marilith deals 4d6+(1.5xSTR) points of damage with a successful grapple check. The constricted creature must succeed on a Fortitude save (DC 10+½HD+STR) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.
FAST MOVEMENT (Ex): Mariliths' base land speed is 40Ft.
FEATS: Mariliths gain a new feat every 3d8HD.
IMPROVED GRAB (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
SIX ARMS: Mariliths can't use Girallon's Blessing as they already have the maximum number of limbs for a creature of their size.
SKILLS: Mariliths gain additional skill points every 1d8HD and have a +8 racial bonus on Listen and Spot checks.
SNAKE BODY: Due to their snake body, Mariliths suffer a -10 racial penalty to all Climb and Jump checks.
SPELL-LIKE ABILITIES: A Marilith's caster level for Spell-like Abilities is equal to her racial HD. Spell-like Abilities are divided into Lesser Powers(Magic Weapon, Telekinesis), Powers (Greater Teleport, Project Image, See Invisibility) and Greater Powers (Align Weapon, Blade Barrier, Polymorph, Unholy Aura). The save DCs are Charisma based.
SUMMON TANAR'RI (Sp): Once per day, a marilith can attempt to summon 4d10 Dretches, 1d4 Hezrous or 1 Nalfeshnee with a 50% chance of success, or one Glabrezu or another Marilith with a 20% chance of success. This ability is the equivalent of a 5th level spell.
TAIL SLAP: A Marilith's tail slap attack deals 4d6+STR points of damage.
TRUE SEEING (Su): Mariliths have a Continuous True Seeing ability, as the spell (Caster Level = Racial HD).
WEAPON AND ARMOR PROFICIENCY: Mariliths are proficient with all simple and martial weapons and all armors (Light, Medium and Heavy) and shields (except Tower Shields).