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Blue Jay
2019-04-04, 03:08 PM
In D&D 3rd edition, a lot of players are interested in building and playing monster characters, but the designers didn't provide a lot of options for advancing a monster's innate abilities. So, players who want to play monsters are restricted to either (1) choosing from a short list of monsters whose innate abilities synergize well with the features of some class or other, or (2) playing a character whose abilities lack variety and don't scale well as the party advances in level.

I've been toying around a bit with some ideas for prestige classes that can give monster characters a little boost.

Blazer (http://www.giantitp.com/forums/showsinglepost.php?p=23872857&postcount=39): For those miscellaneous Ex or Su energy attacks that have no support.
Bruiser (http://www.giantitp.com/forums/showsinglepost.php?p=23853729&postcount=12): For monsters that want to do something with their slam attacks.
Chomper (http://www.giantitp.com/forums/showsinglepost.php?p=23853789&postcount=13): For monsters that bite.
Dire Blob (http://www.giantitp.com/forums/showsinglepost.php?p=23834245&postcount=3): For oozes and swarms that covet each other's abilities.
Gulper (http://www.giantitp.com/forums/showsinglepost.php?p=23845858&postcount=9): For monsters that just want to swallow stuff.
Myriad (http://www.giantitp.com/forums/showsinglepost.php?p=23857511&postcount=26): For swarms that want more swarms.
Padiddle (http://www.giantitp.com/forums/showsinglepost.php?p=23846005&postcount=10): For monsters with only one natural weapon and no other combat abilities whatsoever (Tongue-in-Cheek).
Slasher (http://www.giantitp.com/forums/showsinglepost.php?p=23853817&postcount=14): For clawed monsters that don't already have Pounce, Rapidstrike or Rend.
Splork (http://www.giantitp.com/forums/showsinglepost.php?p=23857588&postcount=27): For oozes that want more slime options, some contortionism and even a little shapeshifting.
Stinger (http://www.giantitp.com/forums/showsinglepost.php?p=23836880&postcount=4): For monsters with innate Poison attacks.
Tangler (http://www.giantitp.com/forums/showsinglepost.php?p=23841340&postcount=8): For be-tentacled monsters that wish to control a chunk of the battlefield through grappling.
Thagomizer (http://www.giantitp.com/forums/showsinglepost.php?p=23857917&postcount=28): For monsters with powerful tail attacks.
Web-Slinger (http://www.giantitp.com/forums/showsinglepost.php?p=23839445&postcount=5): For spiders and other creatures that entangle their victims with webs.
Wild Juggernaut (http://www.giantitp.com/forums/showsinglepost.php?p=23847347&postcount=11): For creatures that charge, trample and knock stuff over.

Blue Jay
2019-04-09, 11:00 AM
***This class has been updated due to feedback I received on this thread. See this post (http://www.giantitp.com/forums/showsinglepost.php?p=23872857&postcount=39) for the updated version***

The Blazer

In order to take levels in the Blazer prestige class, a character must be a race or monster with a special attack that deals energy damage. Special attacks that meet all of the following criteria can qualify:
The attack must be Extraordinary or Supernatural. Spell-like abilities and spells do not qualify.
The attack must be innate to the character, granted by either its race or a template. Attacks gained from class levels, feats or items do not qualify.
The attack must deal one of the following damage types: acid, cold, electricity, fire or sonic. Light-based attacks (such as a lantern archon's light rays) also qualify, and for the purposes of this class, "light" can be considered an energy type.

Attacks that meet these criteria will be referred to as "qualifying attacks."

Special: A creature that lacks a qualifying racial special attack, but has either the [Cold] or [Fire] subtype, can also qualify for this class, and its benefits are slightly different, as explained below.
Hit Dice: d10
Class Skills: 2 + Int modifier skill points per level
A Blazer treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Intimidate (Str)
Jump
Listen
Sense Motive
Spot
Tumble


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Associated Energy, Escalation, Intensity
2 +2.00 +3.00 +3.00 +0.67 Side Effect
3 +3.00 +3.50 +3.50 +1.00 Shaped Energy
4 +4.00 +4.00 +4.00 +1.33 Side Effect
5 +5.00 +4.50 +4.50 +1.67 Shaped Energy


Class Features:
A Blazer gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

At 1st level, a Blazer must select one energy type that matches the energy type of one of its qualifying attacks. If the creature qualified for the Blazer class by means of the [Cold] or [Fire] subtype, but lacks a qualifying attack, it must select the energy type that matches its subtype (see Intensity, below, for further details about how to work with such creatures).

Once the Associated Energy type is chosen, the decision is permanent: the Blazer may not change it later. The features of this class can be applied to any or all of the Blazer's qualifying attacks that deal damage of the chosen energy type, but not to any spell-like abilities, spells or special attacks it gains from class levels or items. If it also has attacks that deal different types of energy damage, those attacks will not be treated as "qualifying attacks" for that Blazer.

A Blazer can tap into hidden reserves of power, allowing it greater stamina with its energy attacks. All of its qualifying attacks can be used more often, as shown on the accompanying table. Qualifying attacks that are already usable at will gain no benefit from this ability.


Normal Number of Uses Escalation
once every 1d4 rds at will
once every X rds once every X – (class level) rds (a result of 0 or lower means the attack is usable at will)
once per minute once every 1d4 rds
once per hour once every 1d4 rds
X times per day X + (class level) times per day


Note: Some creatures may have usage rates expressed in ways that are are not represented on this chart. In those cases, use the formula from the chart that's most similar to the creature's standard formula. If that somehow results in the creature not gaining additional uses of its ability, then use the next closest formula instead.

A red dragon can use its breath weapon once every 1d4 rounds. A red dragon 1st-level Blazer can use its breath weapon at will.

A vril (http://archive.wizards.com/default.asp?x=dnd/dnd/20070504a) can use its Shriek attack once per day. A vril 1st-level Blazer can shriek twice per day.

An ankheg can use its Spit Acid attack once every 6 hours. Among the formulas listed on the table, the formula "once per hour" is most similar to the ankheg's normal usage rate, so an ankheg Blazer's Spit Acid attack will increase to "once every 1d4 rounds."

A behir can use its Breath Weapon once every 10 rounds. Since 10 rounds is the same as 1 minute, the formulae "once per minute" is most simliar to the behir's normal usage rate, so a behir Blazer can use its Breath Weapon once every 1d4 rounds.

A Blazer's energy-based special attacks are more potent than usual for a creature of its kind. The qualifying attack that deals the most damage now deals a number of dice of damage equal to the Blazer's racial hit dice divided by 2 (round up). These extra dice are the same size as the dice normally used by the monster's attack. If that attack deals a set number of points of damage instead of dice of damage, it now deals a number of points of damage equal to that same value. If the already deals more damage than it would with these new calculations, retain the original damage value instead.

Levels in the Blazer class are treated as racial hit dice for the purpose of calculating damage.

If the creature qualified for the Blazer class by means of the [Cold] or [Fire] subtype, but lacks a qualifying special attack, it instead gains the ability to deal 1d6 cold or fire damage (depending on its Associated Energy choice) with its melee attacks. This damage increases to 2d6 at 3rd level, and 3d6 at 5th level.

Additionally, levels in this class count as racial hit dice for the purpose of calculating factors of a Blazer's qualifying attacks that scale with racial hit dice, such as save DCs.

A behir's breath weapon deals 7d6 electricity damage, so a behir Blazer's breath weapon deals 8d6 electricity damage at 1st level, which increases to 9d6 at 3rd level, and 10d6 at 5th level.

An adult arrowhawk's electricity ray deals 2d8 electricity damage Since it has 7 racial hit dice, this value increases to 4d8, and at 5th level in the Blazer class, it will increased to 6d8 damage.

An azer deals 1 fire damage with a melee attack, so an azer 5th-level Blazer will deal 4 fire damage with a melee touch.

A frost giant has the [Cold] subtype, but has no innate ability to deal cold damage. A frost giant Blazer deals 1d6 cold damage with any melee attack. This damage increases to 2d6 at 3rd level, and 3d6 at 5th level.

A Blazer's power leaves a strong impression, and its energy attacks do more than harm a foe physically: they assault the mind, test the reflexes and weaken the body. At 2nd level, a Blazer may choose one of the 2nd-level effect options listed for its energy type in the spoilers below. At 4th level, the Blazer selects a second effect, from either the 2nd-level or 4th-level lists.

A number of times per day equal to its class level, the Blazer may choose to reduce the damage of a qualifying attack by 1 die (or by 1 point, if the attack doesn't deal damage measured in number of dice) to inflict one of the chosen effects alongside the normal effects of the attack. Alternatively, starting at 4th level, it may reduce the damage by 2 dice (or 2 points) to inflict both of the chosen conditions (requiring a separate save for each effect, if applicable). Either option counts as 1 daily use of this ability, and 1 daily use of its special attack. Making an attack with a side effect requires a standard action, unless the usual attack takes longer than a standard action, in which case it takes the same amount of time as the attack normally takes.

If the effect allows a saving throw, it uses the same DC as the base attack. If the base attack lacks a save DC, the save DC's for these side effects are Constitution-based (DC = 10 + HD/2 + Con modifier).


Side Effect Level Available
Acid Burned (1d6 acid per round) for 1d4 rounds (Ref negates) 2nd
Sickened for 1d4 rds (Fort negates) 2nd
Nauseated for 1d6 rds (Fort negates) 4th
Poison 1d8 Con (primary and secondary, Fort negates) 4th



Side Effect Level Available
Fatigued (Fort negates) 2nd
Sickened for 1d4 rds (Fort negates) 2nd
Exhausted (Fort negates) 4th
Slowed as the spell (Fort negates; CL = class level + RHD) 4th



Side Effect Level Available
Entangled (Ref negates; not immobilized) 2nd
Fatigued (Fort negates) 2nd
Blinded for 1 min (Fort negates) 4th
Paralyzed for 1d4 rds (Fort negates; repeat save each round) 4th



Side Effect Level Available
Catch Fire (1d6 fire damage per round) for 1d4 rds (Ref negates) 2nd
Shaken for 1 min (Will negates; does not stack with itself) 2nd
Blinded for 1 min (Fort negates) 4th
Nauseated for 1d6 rds (Fort negates) 4th



Side Effect Level Available
Dazzled for 1 min (Fort negates) 2nd
Shaken for 1 min (Will negates; does not stack with itself) 2nd
Blinded permanently (Fort negates) 4th
Cower for 1d4 rds (Will negates; new save each time target takes damage) 4th



Side Effect Level Available
Sickened for 1d4 rds (Fort negates) 2nd
Knocked prone (Ref negates) 2nd
Deafened permanently (Fort negates) 4th
Dazed 1 rd (Fort negates) 4th


A Blazer of 3rd level has mastered its energy-based special attacks. It gains total control over the energy damage it deals. It may always choose to suppress an energy attack that is usually active continuously (e.g., a magmin Blazer can choose to suppress its Fiery Aura). It may also decide whether or not its energy damage is delivered in situations where it is able to deliver energy damage (e.g., a thoqqua Blazer can choose not to deal Heat damage to a creature that touches it).

Additionally, at 3rd level, and again at 5th level, it may choose one of the attack forms listed below. A number of times per day equal to its class level, a Blazer may choose to deliver a qualifying attack in one of the chosen forms instead of its normal form. It deals the same amount of damage as it would in its normal form, though if converted into an area attack, it always allows a Ref save (DC = 10 + HD/2 + Con modifier) for half damage. Delivering a special attack this way counts as one use of the attack.

An adult arrowhawk's electricity ray normally deals 2d8 electricity damage on a ranged touch attack, or 4d8 damage for a 3rd-level adult arrowhawk Blazer. If it selected the Cone option below, if could instead deal 4d8 electricity damage in a 30-ft cone, and all creatures in the area of effect would get a Ref save to halve the damage.

Burst: 10-ft radius burst, centered on itself (Ref halves; the Blazer itself is not affected)
Cone: 30-ft cone (Ref halves)
Line: 60-ft line (Ref halves)
Projectile: A ranged touch attack against a single target, with a range increment of 30 feet (max range = 5 increments).
Touch: Delivered with a melee touch attack
Wall: A stationary barrier similar to the wall of fire spell, except as described here. The wall's height is 10 ft and its length is up to 10 ft / class level; or a closed ring with radius up to 5 ft / 2 class levels. The energy type matches the special ability's base energy type, and the wall lasts as long as the Blazer concentrates on it, plus 1 round.
Weapon: Your natural and/or manufactured melee and ranged weapons conduct your energy damage.

Instead of choosing a new form, a Blazer may choose to improve an effect it already has. If the Blazer chooses to improve an area attack, the area of effect doubles.
A destrachan's Destructive Harmonics (Flesh) attack is normally delivered as either an 80-ft cone or a 30-ft radius burst. It may choose to increase the cone-shaped effect to a 160-ft cone, or the burst effect to a 60-ft burst (but not both).

Note: The destrachan's Destructive Harmonics (Nerves) attack is treated as a separate attack, and must be improved separately. The Destructive Harmonics (Shatter) attack does not qualify for improvements from this prestige class.

If the Blazer chooses to improve a ranged attack, it may choose one of two options: (1) double the range or (2) deliver the attack as a volley with one additional target.
A yrthak has a Sonic Lance attack that targets a single creature at a range of up to 60 ft. If a yrthak Blazer were to choose the Ranged Attack option above, it could choose to increase the maximum range of its Sonic Lance to 120 ft, or it could choose to deliver Sonic Lance attacks against two targets simultaneously.

If the Blazer chooses to improve a melee touch attack, it may make one extra melee attack with its energy-based weapon at its highest BAB as part of a full attack, but all attacks in the round take a -2 penalty.
A Will-O'-Wisp has a melee touch attack that deals electricity damage. A Will-O'-Wisp Blazer that chooses to improve its melee touch attack would be able to make two touch attacks as part of a full attack, taking a -2 penalty on both attacks, as well as on any other attacks it makes that round.

Once an effect is chosen, it becomes permanent, and cannot be changed (except with the retraining rules).

-----

Here, I'm starting small, with a "generic" 5-level PrC called the "Blazer" that adds some options for racial special attacks that deal energy damage (which is one of the attack types that has the fewest support options in the manuals). The flavor here is for a monster that has received some kind of special training that lets it control and manipulate its energy attacks to a higher degree than normal, but it really is generic, so the fluff is not really important: each DM or player ought to be able to write their own fluff for it.

It feels like something that ought to be fairly straightforward from a design perspective, but it seems to get convoluted pretty easily when I start thinking about how many different kinds of energy attacks there are, and how widely they vary in terms of their raw power, and how widely they vary in terms of what they can extract from a class like the Blazer. So, there's a delicate balance between raising the optimization floor sufficiently without raising the optimization ceiling too far, and I'm completely unqualified to figure out that balance point myself; so any advice the Playground could offer would be appreciated.

The ideal result, in my opinion, would be a class that's more attractive for monsters with relatively weak special attacks than for monsters with relatively powerful special attacks; but I don't know how to accomplish that. Here, I've offered some damage boosts, increased usage rates, options to trade damage for side effects, and options to alter the way the attack is delivered. I kept the class short (5 levels), just because it's easier for me to design in small chunks like that; but I think it would be relatively straightforward (if a bit boring) to just extend it from here.

Another Idea: Another hypothetical way to enhance some of these monster's attacks is to let the warlock class advance their energy attack in place of Eldritch Blast. So, a juvenile arrowhawk warlock would get "Electricity Ray +1d6" instead of "Eldritch Blast 1d6" at its 1st warlock level, and a Medium fire elemental warlock would get "Burn +1d6" instead of "Eldritch Blast 1d6" at its 1st warlock level. That's probably not going to work for all monsters, and the logistics need to be thought out carefully, because I'm not exactly sure how it's going to work.

Blue Jay
2019-04-09, 11:27 AM
The Dire Blob

In order to take levels in the Dire Blob prestige class, a character must meet all of the following requirements:
Type: Any ooze or swarm
Other: ???

Hit Die: d10
Class Skills: 2 + Int modifier skill points per level
A Dire Blob treats all skills mentioned in its monster stat block as class skills, and adds the following if it doesn't already have them:

Balance
Climb
Escape Artist
Hide
Listen
Move Silently
Spot
Swim
Tumble


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Form of the Blob, Swarm Slam
2 +2.00 +3.00 +3.00 +0.67 Impediment (terrain), Roving Blob
3 +3.00 +3.50 +3.50 +1.00 Blob Dodge, Glob
4 +4.00 +4.00 +4.00 +1.33 Impediment (entangle)
5 +5.00 +4.50 +4.50 +1.67 Blob Assault, Growth


Class Features
A Dire Blob is proficient with its natural weapons. It gains no new proficiencies with any other weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Dire Blob blurs the line between swarm and ooze.

If the Dire Blob was an ooze before taking levels in this class, it gains the swarm subtype, and gains all the traits of the swarm subtype (e.g., shapeable area, immunity to most targeted spells and effects, vulnerability to area effects, etc). It is still treated as a creature of its original size for most purposes, but it counts as a swarm of Tiny creatures whenever it would be beneficial for it (e.g., it now takes only half damage from piercing and slashing weapons, and it gains a bonus to Armor Class as if it were a Tiny creature.). It does not lose its ability to grapple, and grapples as a creature of its original size, but it can no longer be grappled by other creatures. If it has a racial penalty to Dexterity (as most oozes do), it loses that penalty.

If the Dire Blob was a swarm before taking levels in this class, it gains the traits of the ooze type (its actual creature type does not change, however). It also gains the Blindsight ability of an ooze, with a range of 60 ft. It gains the ability to grapple, but still cannot be grappled by other creatures, and counts as a Large creature whenever it would be beneficial for it (e.g., it counts as Large on Grapple checks, Bull Rush attempts, etc.); but it retains its previous size for all other purposes. If it has a racial penalty to its Strength score (as most swarms do), it loses that penalty.

At 1st level, a Dire Blob learns to take advantage of its amorphous form to a greater degree than normal in combat.

The Dire Blob gains a slam attack that deals 2d4 points of bludgeoning damage (For a Large ooze, or a swarm that takes up 10' x 10' area). If the Dire Blob already has a slam attack, use the better damage value. It also gains the Improved Grab special attack (usable against a target of any size) in conjunction with its slam attack, and has the reach of a long creature of its size (unless it already had a better reach).

If the Dire Blob lacked a swarm attack, it gains one now, which deals damage appropriate for its Hit Dice (as determined in the SRD Swarm subtype entry (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype)). A Dire Blob's swarm attack also deals an additional 1 damage per class level. It also gains the Distraction special attack in conjunction with this swarm attack.

An opponent hit by a Dire Blob's slam attack also takes the Dire Blob's swarm damage, and is subjected to any special attacks that work in conjunction with its swarm attack. However, a Dire Blob's Distraction attack never applies to the same target more than once per round, even if it is subjected to the Dire Blob's swarm damage more than once in a given round.

When a Dire Blob reaches 2nd level, all enemies treat the space occupied or threatened by the Dire Blob as difficult terrain: they cannot charge through the area, and they must move at half speed when moving through it. The Woodland Stride ability does not overcome this effect, but the Flawless Stride ability does.

At 4th level, this ability improves. All enemies who enter the Dire Blob's space must succeed on a Ref save (DC = 10 + HD/2 + Con modifier) or become entangled (but not immobilized). The effect lasts as long as the enemy remains in the Dire Blob's space, and the enemy must repeat the save each round it remains in the Dire Blob's space.

At 2nd level, a Dire Blob's base land speed (if it has one) improves by 10 ft.

Additionally, a Dire Blob that lacks a Climb speed gains a racial Climb speed equal to one-half its land speed (minimum 15 ft). And a Dire Blob that lacks a Swim speed gains a racial Swim speed equal to one-half its land speed (minimum 15 ft).

A Dire Blob gains a +8 racial bonus on all Climb and Swim checks. It can always choose to take 10 on any Climb or Swim check, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line.

At 3rd level, a Dire Blob's substance becomes looser and more able porous to missile attacks. All ranged attacks against the Dire Blob now have a 20% miss chance, due to the Dire Blob's dispersed substance.

At 3rd level, a Dire Blob gains the ability to gather a small portion of its substance into a glob that it can hurl at an opponent. Treat this attack exactly like the Dire Blob's slam attack, except it is a ranged attack with a range increment of 30 ft (maximum 5 increments). If it hits, it deals damage equal to the Dire Blob's slam attack. Its Swarm Slam ability applies just as if this were the Dire Blob's slam attack.

Once the Dire Blob has thrown a Glob, it cannot throw another Glob for 1d4 rounds. This is the time it takes for the thrown portion to crawl back and rejoin its parent.

At 5th level, the Dire Blob can make one additional slam attack each round at its highest base attack bonus. Any special attacks are applied separately for each successful hit, with the exception of Distraction, which still only affects a given creature once per round.

Additionally, when it uses its Glob attack, the hurled glob lingers on its target. A target struck by a Glob attack continues taking the Dire Blob's swarm damage (and secondary effects) at the end of the Dire Blob's turn, starting the round after the Glob attack was delivered. This damage repeats each round until the wait period for the Dire Blob's Glob attack has ended. This damage is in addition to any other swarm damage the target may take from the Dire Blob, but it still only makes a save against the Distraction attack once per round.

When it reaches 5th level, a Dire Blob grows larger in size. It now takes up a space one size category larger than its previous space. It counts as a creature of that size whenever it would be beneficial to it. Its slam damage increases as normal for this size change. However, it still counts as a Tiny creature (or smaller, if it originally counted as smaller) when it would be beneficial for it, as well.

A typical swarm takes up a 10' x 10' space, or 4 contiguous squares (which is equivalent to a Large creature). A swarm with this ability will grow to take up a 15' x 15' space, or 9 contiguous squares (equivalent to a Huge creature).

It counts as Huge on Grapple checks, Bull Rush attempts, etc; but counts as Tiny (or smaller) for weapon attack rolls, Armor Class, squeezing through openings, etc).

-----

I don't know about y'all, but I've always wanted to try to play an ooze and/or a swarm, just for the challenge of figuring out how to roleplay such an alien character. I came up with the idea for this class when I began wondering if an ooze's area was shapeable like a swarm's. Some of them, like the black pudding and the ochre jelly, seem to imply that they can shape their bodies freely, but there are no mechanics that allow them to do that except for one line in the ochre jelly's text that says it can "compress its body to fit into cracks as small as 1 inch wide." That gave me the idea of adding that ability to the oozes, and then I thought, "why not just add all the swarm traits to an ooze"?

This is completed untested, so I have no idea how well it would actually work in play. But, I still think it's a fun idea, and I'd like to try it out someday.

Other Ideas: One other obvious idea for advancing an ooze or swarm is to introduce a shapeshifting motif, where the ooze/swarm can form itself into a shape for short periods of time and act like another type of creature. Some forms would be a giant humanoid shape that has a slightly improved walking speed and two arms to deliver slams and globs, and a "charger" shape that runs on four legs and has a Powerful Charge ability that makes it explode back into the ooze form on contact.

Blue Jay
2019-04-10, 12:51 PM
The Stinger

In order to take levels in the Stinger prestige class, a character must meet all of the following requirements:
Race: Any race or monster with at least 2 racial HD
Other: ???
Special: The creature must have an innate Poison attack, delivered by a natural weapon, such as a sting or bite attack. The text below refers to sting attacks in several places, but this word is just a stand-in for any natural weapon. Abilities that reference a sting attack work just as well for any natural weapon that delivers a Poison. However, this class's abilities only improve natural, racial Poisons, and not poisons applied to the weapon from an external source.
Hit Die: d10
Class SKills: 2 + Int modifier skill points per level
A Stinger treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Craft (poisonmaking)
Hide
Intimidate
Listen
Move Silently
Search
Sleight of Hand
Spot
Survival


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Enhanced Venom, Immunity to Poison
2 +2.00 +3.00 +3.00 +0.67 Versatile Venom, Sting Shot
3 +3.00 +3.50 +3.50 +1.00 Penetration, Poison Spray
4 +4.00 +4.00 +4.00 +1.33 Versatile Venom
5 +5.00 +4.50 +4.50 +1.67 Double Dose


Class Features:
A stinger gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Stinger's venom is more potent than usual for its kind. If the Stinger's natural venom deals hit point damage or ability damage, it now deals 1 more point of damage of the same kind for each level the Stinger has in this class (for a maximum of +5 damage at 5th level). This bonus damage is added to both the primary and secondary damage (if applicable).

Additionally, levels in this class count as racial hit dice for the purpose of calculating save DCs for a Stinger's racial Poison attacks.

A Stinger is immune to poisons of any kind.

As a Stinger progresses in this class, its body becomes able to modify its poison to have different effects on its prey.

At 2nd level, a Stinger may choose one of the following effects: Str damage, Dex damage or nausea. Each time it delivers its Poison attack, it may choose to deliver the venom's normal effect, or replace that effect with the new chosen effect. If it chose Str or Dex damage, the Poison deals the chosen damage in the same amount that its venom normally deals, for both primary and secondary damage. If it chose nausea, the primary damage is nausea for 1 round, and the secondary damage is nausea for 1 minute (Fort negates, as usual).

At 3rd level, the Stinger may choose another effect from the list, or from the following list: Wis damage, Con damage or paralysis. As with Str and Dex damage, the Wis and Con damage options deal damage to the indicated ability score in an amount equal to the normal damage of the Stinger's Poison. If it chose paralysis, the primary damage is paralysis for 1d4+1 rounds, and the secondary damage is paralysis for 2d6 minutes (Fort negates, as usual).

A Small centipede's venom deals 1d2 Dex damage. A Small centipede 3rd-level Stinger who chose Str damage at 3rd level may choose to deliver 1d2+3 Dex damage, or 1d2+3 Str damage.

An ettercap's venom deals 1d6 Dex damage as primary and 2d6 Dex damage as secondary damage. An ettercap 3rd-level Stinger who chose Str damage at 3rd level could choose to deal 1d6+3 / 2d6+3 Dex damage, or 1d6+3 / 2d6+3 Str damage.

At 2nd level, the Stinger gains an ability to use its sting as a ranged attack. It can launch a poison barb at an opponent with a range increment of 30 ft. This functions as the Stinger's sting attack in all ways, except that it is treated as a thrown weapon (maximum 5 range increments). A Stinger can make one Sting Shot attack as a standard action, or as part of a full attack. Abilities such as the Rapid Shot feat can grant additional Sting Shot attacks.

At 4th level, a Stinger's sting attack becomes much more effective at penetrating its target's defenses. Treat its attacks with its sting as touch attacks: they ignore armor, natural armor and shield bonuses to the target's Armor Class. Even though it is now a touch attack, a successful sting attack still deals damage as normal, and can still deliver an Injury Poison.

In addition, the critical threat range for the Stinger's sting attack increases by 1.

Also at 4th level, a Stinger gains the ability to deliver its Poison attack as a 15-ft cone-shaped burst. When delivered this way, the Stinger's poison functions as a contact poison, and affects all creatures in the area of effect.

If the Stinger already had the ability to deliver its Poison as an area attack, it instead doubles the area of effect.

A couatl with the Deadly Spittle feat (Serpent Kingdoms) can deliver its Poison in a 15-ft cone. A couatl 4th-level stinger with that feat could instead deliver its Poison in a 30-ft cone.

A number of times per day equal to its Con modifier (minimum 1 time), a Stinger of 5th level can deliver more venom than normal with its sting attack. When this ability is activated (a swift action), the next attack made by the Stinger's sting attack delivers two doses of Poison instead of just one. The extra damage from the Enhanced Venom class feature only applies once.

Alternatively, a Stinger may choose to deliver one dose each of two different poisons from its Versatile Venom feature. When it does so, it divides the extra damage from Enhanced Venom among the two doses in any way it wishes.

A Medium viper's Poison normally delivers 1d6 Con damage (initial and secondary). A Medium viper 5th-level Stinger using this ability can choose to instead deal 2d6+5 Con damage.

A purple worm 5th-level Stinger may choose to deliver one dose of its natural Str-damaging poison, along with one dose of a Wis-damaging poison it acquired from Versatile Venom. It could choose to deal 1d6+2 Str damage and 1d6+3 Wis damage (with 2d6+2 Str and 2d6+3 Wis as secondary damage), or 1d6+1 Str and 1d6+4 Wis, etc.

The purple worm could also choose to deliver one dose of Str-damaging poison, and one dose of nauseating poison. The Enhanced Venom bonus cannot be applied to the dose of nauseating venom, so it must all be assigned to the dose of Str-damaging poison, dealing 1d6+5 Str damage initially, and 2d6+5 Str damage as secondary damage.

-----

Another generic monster class, this time for monsters with Poison special attacks. Telonius directed me to his Venomsmith (http://www.giantitp.com/forums/showthread.php?89314-3-5-Poison-Feats-and-PrC) poisoner PrC, and I'm wondering if I shouldn't have taken his lead and given the Stinger more stealth and sneaking options. As it is, it doesn't really have any real flavor: just some extra ways to deliver poison and some extra options for poison damage. I like the Mosquito's Bite trick for this one, and my original design did have some Sneak Attack; but I guess it's hard to maintain any specific flavor when I try to make it accessible to a wide swathe of different monsters. If I ever have the energy, perhaps I can start trying to create more flavorful classes, or perhaps a few flavored variants for each class, so they aren't just generic "monster enhancers."

Blue Jay
2019-04-11, 02:47 PM
The Web-Slinger


Race: Any monster or race with a Web special attack
Feats: Improved Web (Savage Species)
Other: ???



Hit Dice: d8
Class Skills: 2 + Int modifier skill points per level
A Web-Slinger treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Bluff
Climb
Craft
Escape Artist
Hide
Jump
Listen
Move Silently
Search
Spot
Survival
Swim
Tumble
Use Rope


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Extra Silk, Silken Bullet, Superior Webs, Webwalker
2 +2.00 +3.00 +3.00 +0.67 Increased Range, Silken Touch
3 +3.00 +3.50 +3.50 +1.00 Silken Supremacy, Web Splash
4 +4.00 +4.00 +4.00 +1.33 Increased Range, Layered Web
5 +5.00 +4.50 +4.50 +1.67 Imbue Web, Unlimited Webs


Class Features:
A Web-Slinger gains no new proficiencies with any weapons or armor.

Levels in this class count as racial hit dice for all calculations that would normally only count racial hit dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with hit dice. They do not count as racial hit dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Web-Slinger gains one extra daily use of its Web special attack for each level in this class.

A Web-Slinger may choose to throw its Web as a dense glob of semi-hardened silk, which flies further and hits harder than a normal Web attack. A web attack delivered in this way functions as a sling bullet hurled from a sling: it has a range increment of 50 feet (maximum 10 increments), it deals 1d4 bludgeoning damage (for a Medium Web-Slinger), plus the Web-Slinger's Str modifier, and it takes a normal attack roll instead of a touch attack roll.

However, a silken bullet differs from a normal sling bullet in several ways. First, the damage may be lethal or nonlethal, at the Web-Slinger's option, with no penalty for either use. Second, the Web-Slinger need not take an action to "reload" as a normal sling-user would, so he can make multiple silken bullet attacks as part of a full attack action (if his BAB is high enough). Most importantly, the silken bullet bursts on contact with its target, covering the target in silk and subjected the target to the normal entangle effect of the Web-Slinger's Web attack. A silken bullet that misses its target instead bursts where it lands (use the Splash Weapon (http://www.d20srd.org/srd/combat/specialAttacks.htm#throwSplashWeapon) rules to determine location), filling one 5-foot square with a web that entangles any creature that enters the square.

A Web-Slinger is automatically proficient with his Silken Bullet attack, and any effect that applies to either a sling attack or to his Web attacks also applies to his Silken Bullet attack, except for the Improved Web feat and other effects noted below.

A Web-Slinger's webs improve in strength and quality. Levels in this class stack with racial levels for calculating the DC of saves or checks against a Web-Slinger's webs. Any web built or thrown by a Web-Slinger gains 1 additional hit point for each racial hit die, and 1 additional hit point for each level in this class.

Additionally, the Web-Slinger's webs are effective against targets of up to one size category larger than usual for a creature of its kind.

A Medium monstrous spider (2HD) can normally throw a web 8 times per day, its webs have 6 hit points, an Escape Artist DC of 12 and a Break DC of 16, and it can entangle creatures up to Large size. A Medium monstrous spider with 2 levels of Web-Slinger can throw a web 10 times per day, its webs have 10 hit points, an Escape Artist DC of 15 and a Break DC of 19 (these DCs also include the +2 bonus from the Improved Web feat), and it can entangle creatures up to Huge size.

A Web-Slinger is unaffected by web spells, and any other type of magical or nonmagical webs, as if it were under the effect of a freedom of movement spell. It can climb across any web at its normal land or Climb speed without needing to make Climb or Balance checks.

At 2nd level, the range increment for a Web-Slinger's Web attack increases by 10 feet. At 4th level, its range increment increases by another 10 feet. These increases stack with any other effects that increase the range of a web attack, such as the Far Shot feat.

Furthermore, when the Web-Slinger uses the Improved Web feat, it may target opponents standing up to 20 feet away from one another (instead of only 10 feet, as normal).

At 2nd level, a Web-Slinger gains an ability to use its webs with greater versatility. It can deliver its Web (but not a Silken Bullet) with a melee touch attack, or with a Grapple check while grappling. The Web-Slinger does not provoke an attack of opportunity when delivering a web this way, and if it misses it does not expend a daily use of its Web ability.

At 3rd level, when a Web-Slinger makes a successful web attack, but the target is not entangled due to a freedom of movement spell or similar effect, the Web-Slinger may immediately attempt to dispel the freedom of movement effect protecting the target without requiring a separate action to do so. The Web-Slinger makes a normal dispel check, using its racial hit dice as its caster level. If it succeeds, the target is still not entangled, but the freedom of movement effect is dispelled, and the target is not protected from subsequent web attacks or other sources of entanglement. This dispel check only affects the single creature: any other creatures that may have been protected by the same casting of freedom of movement are not affected.

At 3rd level, when a Web-Slinger throws its a web, he can choose to treat it as a splash weapon that affects his target or target square, and all adjacent squares. Creatures in adjacent squares may make Ref saves to avoid being entangled. The Web-Slinger may use this effect with a Silken Bullet, but only the target takes the bludgeoning damage: adjacent creatures are only subjected to the entangle effect.

At 4th level, a Web-Slinger can weave tighter and tighter webs upon its opponents. If the Web-Slinger's web attack hits a target that is already entangled (whether by the Web-Slinger's webs or by some other effect), the target must succeed on a Ref save (DC = 10 + HD/2 + Con modifier) or become further entangled, taking double the usual penalties for the entangled condition: it moves at one-quarter speed, takes a -4 penalty on attack rolls, and a -8 penalty to Dex.

A third successful web attack against the same target (which also allows a Ref save) renders the target bound and helpless. The DC for the Escape Artist or Strength check to escape such bindings is equal to the usual check DC +10.

At 5th level, a Web-Slinger's webs are able to channel some of its other special attacks. As a standard action, the Web-Slinger may imbue its web or sling bullet with a special attack or spell effect, then attack a single target with its web. Special attacks that can be imbued into a web include any special attack that is normally delivered with an attack roll, including Energy Drain attacks, attacks the deal ability damage or energy damage, attacks that inflict conditions and Poison attacks. Poisons are treated as contact Poisons when delivered this way, regardless of their usual delivery method. Spells that can be imbued into a web include any spells with a range of "touch" or any spell that targets one or more creatures. Area effects or spells cannot be imbued into a web.

If the web attack hits, the target is entangled by the web as normal, and is also subjected to the effect of the imbued attack. It must make a separate saving throw against the imbued effect. A creature with a freedom of movement or similar effect is not entangled, but is still covered in sticky silk, and is still subjected to the imbued effect as normal.

If the imbued effect deals energy damage, a target takes half that damage in the following round if it remains entangled, after which the web is destroyed and the target is freed from its entanglement.

If the imbued effect imposes a status condition, the condition lasts for as long as the target remains entangled by the web, plus the usual duration of the condition afterwards.

A Web-Slinger that can construct a freestanding web (such as the sheet webs constructed by ettercaps and monstrous web-spinning spiders) can also imbue such a web with a special attack. In this case, the freestanding web holds the imbued effect for 24 hours, or until it is discharged. The effect is discharged by the next creature to make contact with the Web-Slinger's web. The Web-Slinger itself does not trigger the imbued effect, nor does any other creature that is capable of ignoring the effects of spider webs or web spells. Only one effect may be imbued into a freestanding web at a time.

At 5th level, a Web-Slinger can create webs with minimal expenditure of silk, and its metabolism supports rapid replenishment of expended silk reserves. It no longer has any daily limit on the number of webs it may throw.

-----

I'm a trained spider biologist in real life, so I've always wanted some really good options for enhancing Web special attacks.

I'm worried that unlimited webs, stacking web effects and imbued attacks might be too much, but I like all the effects. Perhaps the Imbued Web would only allow Poison attacks or other innate special attacks, and not spells. Then again, without gestalt, most Web-Slingers will be well behind in spellcasting ability, so maybe it's not so bad. And plus, as long as freedom of movement exists, the Web-Slinger will be seriously impeded in a lot of encounters (I hate that spell). I also considered giving a menu of rider effects instead of imbued attacks and/or Layered Web (e.g., the web causes Str damage, or paralysis), but I think I like it better the way it is.

Other possible effects I considered were things like making a Web that functions like a web spell, and the "Web Ride" ability from the Yathchol Webrider PrC (Underdark). I also think I should try to include a "Webwalker" ability (immunity to web and entangle effects), and Tremorsense, but I'm not sure I want to try to pack those in here. I might expend this to a 10-level PrC to fit in some of these other options.

rferries
2019-04-12, 03:25 AM
This is an ambitious undertaking! I like the concept.

Blue Jay
2019-04-12, 09:54 AM
This is an ambitious undertaking! I like the concept.

Thanks! If you have any ideas about how I could improve these classes or make them more interesting, feel free to share. :)

Blue Jay
2019-04-12, 11:06 AM
The Tangler

A creature with any of the following natural attack types can qualify for the Tangler prestige class:
Tentacle attack, or other similar attack delivered by a flexible appendage, such as "arms," "lash," "pseudopod," "strand," "tendril" or "vine."
Slam attack delivered by a tentacle-like appendage (e.g., oozes, shambling mound, maybe even elephant if you can convince your DM)
Tail attacks, if the creature also has the Prehensile Tail feat or the Improved Grab ability in conjunction with its tail attack.
Constrictor snakes and other serpent-like creatures with Improved Grab and/or Constrict attacks (e.g., couatl, marilith, salamander, some yuan-ti halfblood variants)

The text below refers to tentacle attacks in several places, but this word is just a stand-in for any tentacle-like natural attack or other attack used to initiate Improved Grab and/or Constrict attacks. Abilities that reference a tentacle attack work just as well for any of the other attack types described here.
Hit Die: d10
Class Skills: 2 + Int modifier skill points per level
A Tangler treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Escape Artist
Intimidate (Str)
Jump
Listen
Spot
Survival
Swim
Tumble


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Flexibility, Improved Grab, Overpower
2 +2.00 +3.00 +3.00 +0.67 Multigrab, Stretch +5 ft
3 +3.00 +3.50 +3.50 +1.00 Double Grab
4 +4.00 +4.00 +4.00 +1.33 Improved Multigrab, Stretch +10 ft
5 +5.00 +4.50 +4.50 +1.67 Entanglement
Class Features

A Tangler gains no new proficiencies with any weapons or armor.

Levels in this class count as racial hit dice for all calculations that would normally only count racial hit dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with hit dice. They do not count as racial hit dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Tangler is a contortionist extraordinaire. It counts as two size categories smaller than normal when squeezing through spaces, and for all Hide checks.

It also gains a bonus on all Escape Artist checks equal to its class level, and can always choose to take 10 on any Escape Artist check, even when rushed or threatened.

Finally, it also gains a bonus on all Grapple checks equal to its class level.

A Tangler gains the Improved Grab special attack at 1st level. To use this ability, the Tangler must hit an opponent of any size with a tentacle 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, it establishes a hold and pulls its opponent into its space.

A Tangler that has successfully grabbed an opponent using this ability can deals damage with a successful grapple check, as normal for the Improved Grab special attack.

If a Tangler succeeds on its melee or melee touch attack to start a grapple, but the target evades or escapes the grapple attempt due to a freedom of movement effect, the Tangler may immediately attempt to dispel the freedom of movement effect from the target as a free action. The Tangler's caster level for this effect is equal to its racial hit dice. If the dispel check is successful, the creature's freedom of movement effect ends at the end of the Tangler's turn.

A Tangler gains Multigrab as a bonus feat at 2nd level, and Greater Multigrab at 4th level, even if it does not meet the prerequisites.

If the Tangler already has these feats, it may choose a different feat in their place.

At 2nd level, and again at 4th level, the reach of a Tangler's tentacle attacks increases by 5 feet. It can still attack all closer squares with no penalty.

At 3rd level, a Tangler gains the ability to grapple an opponent with two appendages at once. To use this ability, it must already be grappling an opponent with one tentacle (using its Multgrab feat). It then can make another grapple check against that opponent with a second tentacle. If it succeeds it is now grappling its opponent with two tentacles.

Grappling with two tentacles works the same as grappling with one tentacle, except the Tangler gains a +2 bonus on all grapple checks against an opponent it holds with two tentacles. Additionally, each time the Tangler would deal Improved Grab or Constrict damage, it deals damage from both grappling limbs. A Tangler gains no benefit from grappling with more than two tentacles.

A Tangler that has only one tentacle attack gains a second tentacle attack.

A kraken 3rd-level Tangler that has double grabbed an opponent using one arm and one tentacle will deal 1d6+6 and 2d8+12 damage each time it deals Constrict damage.

A squid 3rd level Tangler can now make 2 arms attacks, and if it successfully grabs with both, it will deal bite damage twice with each grapple check.

At 5th level, a Tangler can attempt to ensnare large numbers of creatures. As a standard action, it can spread its tentacles all around it and snag all opponents it can reach. While this ability is active, all opponents treat all squares threatened by the Tangler as difficult terrain. Additionally, each opponent the Tangler threatens (up to a maximum of 1 target per tentacle attack the Tangler has) must succeed on a Ref save (DC = 10 + HD/2 + Str modifier) or become entangled. If there are more available targets than the Tangler has tentacles, the Tangler may choose which available targets must make the save. Creatures so entangled cannot move from their spot unless they succeed on an opposed Str check against the Tangler.

The Tangler can choose to maintain this ability for as long as it wishes by taking a standard action each round. At the end of the Tangler's turn, if it is entangling fewer creatures than its number of tentacles attacks, it can select additional creatures it threatens and force them roll a Ref save to avoid becoming entangled. The Tangler may consciously avoid entangling any creature(s) it wishes, and doing so does not take an action on the Tangler's part.

An opponent who has become entangled can escape with a successful opposed Str check, or with an Escape Artist check (the check DCs are the same as the Ref save). Unlike an entangle spell, this ability does not impede the movement of a creature that succeeds on its Ref save or on a check to escape, though such an opponent still provokes attacks of opportunity for moving within the Tangler's threatened area.

While the Tangler maintains this ability it cannot make its usual tentacle attacks, but it can use any other attacks it has as normal. If any of its tentacles are not currently being used to entangle or grapple an opponent, it may use those tentacles to deliver its normal attacks of opportunity (as well as any other non-tentacle attacks it has). Additionally, on its turn, the Tangler may make one grapple check as a swift action to attempt to grapple any one creature that it has currently entangled.

While this ability is active, the Tangler cannot move more than a single 5-ft step per round. If it takes a 5-ft step, it automatically succeeds on any Str check to move other entangled or grappled creatures along with it. The Tangler may end the effect at any time as a free action. The effect also ends automatically if the Tangler is slain, paralyzed or knocked unconscious; if the Tangler attempts to move more than 5 feet in a given round; or if the Tangler uses its standard action to perform any activity other than maintaining the Entanglement effect. When the effect ends, all entangled creatures are immediately released from their entanglement, though any creatures that have been grappled by the Tangler are not automatically freed if the Tangler is still conscious.

-----

I'm not entirely happy with this one. I imagined this as a way to transform a cephalopod character into a battlefield-control machine, and while the abilities match the flavor I had in mind, that Entanglement ability seems clunky and over complicated. Any advice for cleaning that up would be appreciated. And, it also feels awkward imagining an elephant or constrictor snake or roper trying to use that Entanglement attack, so advice on what to do with those would also be appreciated.

Also, I really despise the freedom of movement spell, but I don't feel like it's appropriate to just flat-out override it with something like "FoM doesn't work on this," because that just kind of perpetuates the "auto-win" principle that's my main reason for disliking FoM. So, I think my strategy of allowing the Tangler to attempt to dispel FoM is a good compromise, and I think my approach of making CL = RHD + Tangler level is appropriate.

Blue Jay
2019-04-14, 09:50 PM
The Gulper

In order to take levels in the Gulper prestige class, a character must meet all of the following requirements:
Special: Swallow Whole special attack.
Other: ???

Hit Die: d10
Class Skills: 2 + Int modifier skill points per level
A Gulper treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Escape Artist
Intimidate (Str)
Jump
Listen
Sleight of Hand
Spot
Survival


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Distended Maw, Iron Gullet
2 +2.00 +3.00 +3.00 +0.67 Corrosive Maw, Spew
3 +3.00 +3.50 +3.50 +1.00 Paralysis, Protective Maw
4 +4.00 +4.00 +4.00 +1.33 Consume Ailment, Corrosive Maw
5 +5.00 +4.50 +4.50 +1.67 Consume Mind, Growth


Class Features
A Gulper gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Gulper's maw is practically a bottomless pit. A Gulper can use its Swallow Whole ability on creatures 1 size category larger than normal for its kind. Its maw can hold 2 creatures of this new maximum size, 8 creatures of the next size smaller, and so on. This is an extraordinary ability.

A Gulper's maw also develops a side pocket that can hold items without damaging them. Treat this as a Type-II bag of holding in all ways (maximum capacity 500 lbs), and items within this side pocket are warded by a continuous nondetection effect with caster level equal to the Gulper's class level plus its racial hit dice (minimum 5th level). At 5th level, it becomes the equivalent of a Type-III bag of holding (maximum capacity 1000 lb). This is a supernatural ability.

A Gulper's maw is unusually robust, making it a terrifying trap for any creature caught inside. Add the Gulper's full natural armor bonus to the Armor Class of its gullet. In addition, the Gulper's gullet gains DR 1/-, increasing by 1 for each class level beyond 1st.

Additionally, as a full-round action, the Gulper may channel a touch attack or spell with "Range: Touch" through its gullet, affecting a swallowed creature as if it had succeeded on its touch attack against that creature, though it does not need to make an actual touch attack. Only spells with a casting time of 1 standard action or less can be delivered this way.

At 2nd level, a Gulper's digestive acids gain greater potency. It now deals double the amount of acid damage to any swallowed creature trapped inside. If the Gulper's gullet normally did not deal acid damage (e.g., a gibbering mouther), it gains the ability to deal acid damage equal to two times its Constitution modifier each round in place of the usual damage it deals (it can choose, each round, which effect it wants to use).

At 4th level, the Gulper's digestive acids deal triple their usual amount of damage, or three times its Constitution modifier, if it gained acid damage from this ability at 2nd level.

A Gulper of 2nd level or higher can regurgitate its stomach acid in a 20-ft cone-shaped burst. This burst deals acid damage equal to the acid damage dealt to a creature in its gullet in one round (Ref halves). Any creature dealt acid damage by this weapon takes half as much damage 1 round later. The saving throw is Constitution-based.

At 5th level, the Spew attack increases to a 40-ft cone.

A Gulper of 3rd level or higher can choose to exude a paralytic poison into its gullet instead of its normal digestive acid, to allow it to keep creatures docile in its gullet without killing them. The initial damage for this poison is paralysis for 1 min, and the secondary damage is paralysis for 1 hour per racial hit dice. A Fort save negates the poison. The saving throw is Constitution-based.

The Gulper may select, each round, whether to use its paralytic poison or its normal acid or other effect.

At 3rd level, a Gulper's extradimensional gut pocket can safely hold living creatures for one hour per class level (racial hit dice are treated as class levels for this effect). Creatures inside the Gulper's protective maw are not at risk of suffocating if they exit before that time ends; if they are still inside at the end of that time period, they must immediately hold their breath or begin to suffocate. Creatures inside the Gulper's protective maw are immune to damage from outside sources, and are also protected by a continuous endure elements effect and nondetection effect, with caster level equal to the Gulper's class level plus its racial hit dice (minimum 5th level).

A creature inside the Gulper's protective maw can choose to come out on its own, unless the Gulper attempts to resist it for some reason.

At 4th level, a Gulper's protective maw gains the ability to absorb harmful ailments from any creature within. Any creature that spends at least 1 hour within the Gulper's protective maw is automatically cured of status conditions as if it had been the subject of a panacea spell and a restoration spell, with caster level equal to the Gulper's class level plus its racial hit dice (minimum 7th level).

At 5th level, a Gulper's digestive fluids can invade the mind of a creature trapped within its gullet (not its protective maw). Each time a creature takes acid damage from the Gulper's gullet, it also takes 1d4 points of Int and Wis damage. If the creature's Wisdom or Intelligence score is reduced to 0 by this ability before it is reduced to 0 hit points, it may rise as a gullet zombie under the Gulper's mental control.

A gullet zombie is the same as a standard zombie, with the following changes. It retains its original creature type, with the appropriate hit dice, base attack bonus and base saving throw bonuses for a creature of that type. It has no Int score and the Mindless special quality. It gains a bite attack instead of a slam attack (with the same damage, though the bite attack also deals an extra 1d6 acid damage on a successful hit).

A Gulper's gullet can only create zombies with racial hit dice equal to half its class level, and it can control up to 4 HD of gullet zombies per class level. Treat the Gulper's racial hit dice as class levels in these calculations.

At 5th level, the Gulper's body expands, causing it to grow one size category. In addition to the usual benefits of size growth, the Gulper's gullet capacity also increases in accordance with its new size.

-----

This class kind of grosses me out, but the idea was still funny enough to me that I wrote the class up anyway. Of course, I later came to find that there's apparently a spell that already does something like this, and that made me a little depressed. But, I'm still happy with my Gulper class.

This is the first class that I made primarily for entertainment value, rather then for actually expanding the usefulness of a monster's special attacks; although this guy actually does have a couple nifty support/utility options that are kind of cool. I imagine that, for tables with strong stomachs, this class could be quite entertaining to have in a party.

Blue Jay
2019-04-14, 11:39 PM
The Padiddle
Note: For those of you who don't get the reference, "padiddle" is a joke word that North Americans often use for a car with only one functioning headlight.

This is for all those hapless, woebegone monsters that were only offered one measly natural weapon, and no other combat abilities of any kind, by remorseless game designers. I got your back, centipedes!

In order to take levels in the Padiddle prestige class, a character must meet all of the following requirements:
Race: Any monster that has only one natural weapon and cannot use manufactured weapons or weaponlike spells or other special attacks that aren't delivered as rider effects on its one and only natural weapon.
Other: Haha, no!

The Padiddle Code
If you want to play this class, you have to really commit to it. You only get to roll one attack roll with your one and only natural weapon each round, and you don't really get to do anything exciting with it. So, if you attack twice, or initiate a martial maneuver, or try to wield a manufactured weapon, or roll precision damage, or try to Smite something, or use some other attack form, or even so much as the utter the word "mouthpick," you will immediately and irrevocably lose all class abilities, up to any including your very levels in this class and the XP that it took to get them. Sellouts are absolutely not tolerated!

Oddly enough, Power Attack and Powerful Charge are not a problem with the Padiddle Code, so feel free to go to frickin' town with that crap. Also, rider effects like Poison and Burn are totally allowed, as long as they're not precision damage.

Hit Die: d12
Class Skills: 0 skill points per level
The only skill you need is "attack roll with your natural weapon."


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Big Jaws, Magic Jaws, Weapon Focus
2 +2.00 +3.00 +3.00 +3.00 Augmented Critical, Awesome Jaws, Weapon Specialization
3 +3.00 +3.50 +3.50 +3.50 Fearsome Jaws, Impervious, Greater Weapon Focus
4 +4.00 +4.00 +4.00 +4.00 Augmented Critical, Greater Weapon Specialization, Inescapable Jaws
5 +5.00 +4.50 +4.50 +4.50 Indelible Jaws of Doom, Padiddle Smack, Weapon Supremacy


Class Features
A Padiddle gains no new proficiencies with any weapons or armor. In fact, it loses proficiency with everything except one natural weapon, which it chooses upon entering this class, and can never change. Ever.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Padiddle only does one thing, so it better be at least somewhat good at it. At 1st level, a Padiddle's one and only natural weapon deals damage as if it were one size category larger than normal for a creature of its kind. Also, its one and only natural weapon is treated as a three-handed weapon (i.e., the Padiddle adds 2x its Str modifier to damage.).

At each successive level, the effective size of the Padiddle's one and only natural weapon increases by one additional size category, and it is treated as if wielded in one additional hand, to a maximum of 5 size categories larger than typical for its kind, and 7 effective hands (4x Str modifier) at 5th level.

These size increases stack with the bonus from the Improved Natural Attack feat. If the Padiddle's weapon already deals damage equal to the Colossal value for its progression on the Weapon Size Table (http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize) before increasing its damage, its damage instead increases by two dice of the appropriate size.

When using the Power Attack feat, the Padiddle's one and only natural weapon deals a number of extra points of damage equal to the number of effective hands used for each point of penalty taken on the attack roll (e.g., a 5th-level Padiddle (7 effective hands) that takes a -5 penalty on attack rolls will gain a +35 bonus on the damage roll).

A Padiddle's one and only natural weapon is treated as a magic weapon. It gains an enhancement bonus equal to its class level on all attack and damage rolls with its one and only natural weapon.

A Padiddle gains the following feats as bonus feats, even if it does not meet the prerequisites:
Weapon Focus at 1st level
Weapon Specialization at 2nd level
Greater Weapon Focus at 3rd level
Greater Weapon Specialization at 4th level
Weapon Supremacy at 5th level
Each feat applies to the Padiddle's one and only natural weapon (obviously). Any attempt to apply a Warblade's Weapon Aptitude ability or Dark Chaos Feat Shuffle, or similar shenanigans with these feats, is a violation of the Padiddle Code, and also results in the instant death of the Padiddle.

A Padiddle knows that quality is better than quantity, and that power is even better than quality. While other mundane martial characters fuss over full attacks, Padiddles focus on getting the most they can out of their one and only natural weapon. At 2nd level, the critical threat range of its one and only natural weapon increases by 1, plus an additional 1 for each iterative attack the Padiddle could have made due to having a high base attack bonus, if only it had a way to use those iteratives (e.g., a 2nd-level Padiddle with BAB +6 would increase its critical threat range by 2 points).

At 4th level, the critical multiplier for the Padiddle's one and only natural weapon increases by 1. Or 2, if you prefer that.

By 2nd level, a Padiddle's one and only natural weapon is so frickin' boss that it's pretty much oblivious to anything that tries to get in its way. The Padiddle's one and only natural weapon now counts as adamantine, cold iron, silver, epic and/or whatever else it takes to bypass its target's Damage Reduction and/or Hardness. For creatures that have "DR X/-," the Padiddle's natural weapon counts as "-": it bypasses that crap too.

A 3rd-level Padiddle is powerful enough to make its opponents pee their pants. Each time a creature takes damage from the Padiddle's one and only natural attack, that creature must succeed on a Will save (DC = 10 + HD/2 + Str modifier) or be shaken for-frickin'-ever. Years later (assuming it survives the encounter, which is doubtful), it may still wake up screaming in the middle of the night. A remove curse spell is required to end the effect.

A 3rd-level Padiddle has made it this far by ignoring everything that isn't an attack roll with its natural weapon. At this point, attacks with its one and only natural weapon are not affected in any way by status conditions, including dazzled, entangled, fatigued, ability damaged, etc. The Padiddle suffers the usual penalties for these conditions, except when it comes to attack and damage rolls with its one and only natural weapon: the weapon still functions as if the Padiddle were under no such effects. Even if the Padiddle has been dazed, nauseated, paralyzed, put to sleep or whatever, it can still make one attack with its one and only natural weapon each round, assuming there's a viable target within reach. In the case of nausea, it must make its attack roll in place of the one move action it would normally be allowed.

The one condition that does effect as Padiddle's attacks with its one and only natural weapon, is the loss of its class abilities due to a violation of the Padiddle Code (see the "Requirements" spoiler above).

At 4th level, there is no escaping the jaws of the Padiddle. Once per day, a 4th-level Padiddle can bite anyone it d*** well pleases, without regard for... anything, really. To do this, the Padiddle must spend 1 full round focusing its {fill in your favorite esoteric power concept}. After its {esoteric power} is sufficiently focused, the Padiddle can take a full-round action to make one attack with its one and only natural weapon against any target. That's right: any target. Line of sight/effect is irrelevant. Distance to the target is irrelevant. Cover, concealment, and any other miss chances or situational modifiers don't apply. Creatures on other planes aren't even safe. Incorporealness, etherealness, immunity to weapon damage... none of that crap applies. It doesn't even matter if the Padiddle even knows the creature, or has ever seen it before, or ever heard of it before, or could pick it out of a lineup. It doesn't matter. The only defense that applies against this attack is the target's Armor Class (and it's very likely to be flat-footed).

The only catch is that the Padiddle can only deal its base weapon damage and modifiers: it cannot use Power Attack or Powerful Charge, and it cannot deliver any rider effects with an Inescapable Jaws attack.

A creature bitten by a Padiddle bears the tooth marks forever, and is never the same again. Starting at 5th level, any creature that takes damage from a Padiddle's one and only natural weapon must succeed on a Will save (DC = 10 + HD/2 + Str modifier) or lose the ability to make multiple attacks during its turns for the rest of its miserable existence. And any time it tries to cast a spell, initiate a maneuver, manifest a power or do anything remotely similar to one of those things, it must succeed on a Concentration check (same DC) or lose the spell, maneuver, power points or whatever it was. These effects apply for-frickin'-ever, but a remove curse spell can end the effect.

Additionally, the Paddidle's one and only natural weapon gains the vorpal property. Because, of course it does.

A Padiddle isn't allowed to Smite things, but if it uses the word "Smack" instead, it's perfectly legal. Once per day as a standard action, a 5th-level Padiddle may pick a random number. Whatever number it wants. It adds that number to its next damage roll with its one and only natural weapon (but not the damage it rolls for an Inescapable Jaws attack: there are limits).

Blue Jay
2019-04-15, 01:16 PM
The Wild Juggernaut

In order to take levels in the Wild Juggernaut prestige class, a character must meet all of the following requirements:
Special: At least one of the following natural attack types: gore, head butt, hoof, horn, kick, ram or stamp (these will be referred to as "qualifying natural attacks" in the class features text below). Alternatively, it must have the Trample special attack.
Other: ???
Hit Die: d10
Class Skills: 2 + Int modifier skill points per level
A Wild Juggernaut treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Intimidate (Str)
Jump
Listen
Spot
Survival
Swim


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Improved Trample, Unstoppable Force
2 +2.00 +3.00 +3.00 +3.00 Clout, Speed Increase
3 +3.00 +3.50 +3.50 +3.50 Greater Trample, Knockdown
4 +4.00 +4.00 +4.00 +4.00 Refined Savagery, Speed Increase
5 +5.00 +4.50 +4.50 +4.50 Superior Trample


Class Features
A Wild Juggernaut gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Wild Juggernaut that has the Trample special attack (not the Trample feat) can trample creatures up to its own size, and does not have to cover the creature's entire space to trample it: moving over any one square occupied by the creature is enough to trample it.

A Wild Juggernaut that lacks the Trample special attack may make a single attack with one of its qualifying natural weapons at its highest base attack bonus against any opponent it has knocked prone by any means, such as a successful Overrun or Trip attempt. This attack is a free action, and it is delivered immediately after the target falls prone.

At 1st level, a Wild Juggernaut gains Improved Bull Rush and Improved Overrun as bonus feats, even if it does not meet the prerequisites. When using its Improved Overrun feat, a Wild Juggernaut may choose to allow the target to avoid, but the target may only avoid the Overrun if the Wild Juggernaut wishes to allow it.

At 2nd level, a Wild Juggernaut that has the Trample special attack now deals damage equal to double its usual trample damage plus (2 x Str modifier) to each creature it tramples.

A Wild Juggernaut that lacks the Trample special attack deals more damage with its qualifying natural attacks. All of its qualifying natural attacks improve, dealing damage as if they were one size category larger. This bonus stacks with the bonus from the Improved Natural Attack feat.

Additionally, a Wild Juggernaut can treat its qualifying natural attacks as primary natural attacks, even if the base creature only used these attacks as secondary attacks. Only one type of natural weapon can count as primary in a given round, but a Wild Juggernaut with multiple natural weapons can choose which attack to treat as primary in any given round.

At 2nd level, and again at 4th level, all of a Wild Juggernaut's speeds increase by 10 ft.

At 3rd level, a Wild Juggernaut with the Trample special attack can move up to three times its speed while trampling.

A Wild Juggernaut that lacks the Trample special attack can now make an Overrun attempt as a free action as part of its movement. This allows it to make Overrun attempts against multiple opponents in a single round (even during a single move action). If one of the Wild Juggernaut's Overrun attempts fails, its movement ends at that spot, though it may still complete its turn if it has any actions remaining. It cannot make more than one attempt to Overrun a particular creature in a given round, nor can it attempt to Overrun creatures while using the Run action or the Charge action.

A Wild Juggernaut of 3rd level can knock an opponent to the ground with a savage attack. This special ability triggers when at least one of the following conditions is met:
The Wild Juggernaut strikes an opponent with a gore, head butt, horn or ram attack at the end of a charge.
The Wild Juggernaut strikes an opponent with both hoof attacks, both kick attacks or both stamp attacks in the same round.
A trampled opponent fails its Reflex save to halve the Wild Juggernaut's Trample damage.

When one of the above conditions is met, the Wild Juggernaut can initiate a Bull Rush or Trip attempt against that opponent as a free action without provoking an attack of opportunity or requiring an initial touch attack. If the Trip attempt fails, the opponent cannot attempt to Trip the Wild Juggernaut.

At 4th level, a Wild Juggernaut gains more skill at deploying its attacks in combat. It chooses one of the following special abilities:

Mule Kick: The Wild Juggernaut can attack with both hoof, kick or stamp attacks as a single standard action, targeting the same opponent with both attacks. If the Wild Juggernaut has only one hoof, kick or stamp attack, it gains a second one now.

Powerful Charge: The Wild Juggernaut's gore, head butt, horn or ram attack deals double damage at the end of a charge.

Pulverize: After a Wild Juggernaut has used its Trample attack against a creature that has Damage Reduction, its Trample attack ignores that type of Damage Reduction the next time the Wild Juggernaut encounters it.

At 5th level, a Wild Juggernaut reaches the pinnacle of his savage craft.

A Wild Juggernaut with the Trample special attack can trample the same creature up to twice in one round by moving over that creature's space two times during its movement. The Wild Juggernaut must leave the creature's space entirely before returning to trample it the second time. The creature makes separate Ref saves (or takes separate attacks of opportunity at a -4 penalty, if able) for each trample attempt.

A Wild Juggernaut that lacks the Trample special attack instead gains the ability to make Overrun attempts during a Charge. Any enemies that stand between the Wild Juggernaut and the target of its charge attack do not block its clear path for the purposes of determining whether it can charge, though the Wild Juggernaut must succeed on an Overrun attempt against each creature in its path in order to complete the charge attack. If any Overrun attempt fails, the creature's movement ends at that spot and the Wild Juggernaut's turn is over. The Wild Juggernaut must meet all the other conditions and limitations for delivering a Charge attack.

-----

I first imagined this as a class that focused on hoof attacks, but I decided to expand it to be more inclusive, since all my ideas for a gore-focused class ended up looking quite similar. I also expanded it to include other "orphaned" natural attacks --- like the satyr's head butt and the manta ray's ram --- that could be used with the same general functionality as hoof and gore attacks. Then I got the bright idea to add in Trample attacks, as well. I feel like this is still a good approach, but it does feel a bit clunky to me. Any ideas about how to streamline the class or make it fit more smoothly with the various types of qualifying attacks would be appreciated.

Overrun is one of the least-used special attacks from the PHB's combat chapter, but it's quite a flavorful tactic, and it goes really well with a lot of these natural weapons; so I thought I'd try some things that might make Overrun and Trample attacks more interesting. I'm not sure I've succeeded, but I feel like I've at least got a few things going here.

Blue Jay
2019-04-18, 11:14 AM
The Bruiser

In order to take levels in the Bruiser prestige class, a character must meet all of the following requirements:
Special: At least 1 natural slam attack.
Other: ???

Hit Die: d12
Class Skills: 2 + Int modifier skill points per level
A Bruiser treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Escape Artist
Intimidate (Str)
Jump
Listen
Spot
Survival


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +0.33 +2.50 Awesome Blow, Rock Hard, Stunning Slam
2 +2.00 +3.00 +0.67 +3.00 Improved Slam (size), +2 Str
3 +3.00 +3.50 +1.00 +3.50 Pummel
4 +4.00 +4.00 +1.33 +4.00 Improved Slam (impact)
5 +5.00 +4.50 +1.67 +4.50 Mighty Swing, Rapidstrike, +2 Str


Class Features
A Bruiser gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Bruiser gains Awesome Blow as a bonus feat at 1st level, even if it doesn't meet the prerequisites. Unlike most creatures with this feat, a Bruiser may use this ability against a creature up to one size category larger than itself.

A Bruiser's body is a powerful weapon with great destructive potential. It adds its class level to its natural armor bonus to Armor Class and to all Intimidate checks. It also gains Damage Reduction equal to its class level (this DR is not bypassed by any weapon), and its slam attack ignores half of its target's Damage Reduction and/or Hardness.

A Bruiser gains Stunning Fist as a bonus feat at 1st level, even if it doesn't meet the prerequisites. Unlike most characters with this feat, a Bruiser uses its slam attack in place of an unarmed strike when using this feat. In addition, a Bruiser's racial hit dice and Bruiser class levels count as monk levels for determining how many times per day it can use this feat.

A Bruiser's Strength score increases by 2 at 2nd level, and again at 5th level.

A Bruiser's fists are truly awesome weapons. At 2nd level, a Bruiser's slam attacks deal damage as if one size category larger. This bonus stacks with the bonus from the Improved Natural Attack feat. In addition, any bruiser that has only one slam attack gains a second slam attack at 2nd level.

At 4th level, a Bruiser's slam attacks gain the impact special property.

At 3rd level, a Bruiser learns to strike with lightning quickness and overwhelm its opponents with a flurry of fists. Any time it successfully strikes the same opponent with at least two slam attacks in the same round, it may make two more slam attacks against the same opponent as a free action. This attack is only usable once per round.

At 5th level, a Bruiser learns to use its fists to take out entire groups of enemies quickly. As a standard action, it may choose three squares it threatens that are all adjacent to one another, and roll one slam attack at its highest base attack bonus. Apply this attack roll as a slam attack against each opponent standing within the chosen squares.

Alternatively, as a full-around action, a Bruiser may make one such attack roll with each of its slams. When attacking this way, it may still use its Pummel attack, but only against one opponent per round.

At 5th level, a Bruiser gains Rapidstrike (slams) as a bonus feat, even if it does meet the prerequisites.

-----

The Bruiser is the first in a group of prestige classes that were tailored to each of the commonest types of natural attacks. Something like 80% of all published monsters have claw, bite and/or slam attacks, so I wanted to make classes for each of those three major natural weapons. These classes are all pretty simple, and I don't really care much for them, but they may be of some kind of benefit for some monsters, so I'm presenting them anyway. Each class basically gives an effective size boost to the weapon, a few minor bonuses to skills or other stats, a special attack or two, and access to feats or options that would normally be difficult for them to qualify for.

The slam PrC is just called the "Bruiser" (alternative naming suggestions are welcome). Slams at the least interesting and least well-supported of the main natural attacks: aside from a few rider effects (especially among undead monsters), slams generally don't do much, and don't really unlock a lot of interesting options. With this class, I took a handful of options from published sources that I feel would useful for a slammer, and kind of mixed them together. I also invented "Pummel" as a slam-based special attack that has some similarities with Rend. Hopefully, there's enough here that some brute-type monsters can use this class in a meaningful way.

Blue Jay
2019-04-18, 11:39 AM
The Chomper

In order to take levels in the Chomper prestige class, a character must meet all of the following requirements:
Special: A natural bite attack
Other: ???

Hit Die: d10
Class Skills: 2 + Int modifier skill points per level
A Chomper treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Escape Artist
Intimidate (Str)
Jump
Listen
Spot
Survival
Swim


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +0.33 +2.50 Chomp, Gape, Improved Grab
2 +2.00 +3.00 +0.67 +3.00 Impervious Jaws, Trip
3 +3.00 +3.50 +1.00 +3.50 Thrash
4 +4.00 +4.00 +1.33 +4.00 Chew, Maim
5 +5.00 +4.50 +1.67 +4.50 Vorpal Jaws


Class Features
A Chomper gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Chomper's jaws are fearsome weapons. At 1st level, a Chomper's bite attack deals damage as if one size category larger than usual, and deals damage as a two-handed weapon, even if it is not the Chomper's only natural weapon.

This damage increase stacks with the increase from the Improved Natural Attack feat.

A Chomper's jaws are impressive tools of fear and destruction. A Chomper adds its class level to its natural armor bonus to AC, to all Grapple checks made with its jaws, and to all Intimidate checks.

Whenever a Chomper makes a successful bite attack against a creature of any size, it may immediately make a grapple attempt against its target as a free action without provoking an attack of opportunity from its target or requiring an initial touch attack.

At 2nd level, a Chomper's jaws have become so strong that they are virtually indestructible. A Chomper is no longer subject to any harmful effects that normally impact a creature that makes a successful bite attack.

It does not take fire damage when biting a fire elemental, and doesn't risk poisoning when biting a Ka-Tainted (Dragon #315, p 24) creature.

Whenever a Chomper of 2nd level or higher makes a successful bite attack against a creature of any size, it may make a Trip attempt against its target as a free action without provoking an attack of opportunity from its target or requiring an initial touch attack. If the attempt fails, the opponent cannot react to trip the Chomper.

The Chomper must choose, at the time the bite attack is confirmed successful, whether it will attempt to grab or Trip: it cannot do both at the same time.

When a Chomper of 3rd level or higher successfully trips a foe with its bite attack, establishes a grapple with its bite attack, or begins its turn with an opponent grappled in its jaws, it can immediately make one grapple check as a swift action. If it succeeds, it vigorously thrashes its opponent about, dealing 1d8 bludgeoning, piercing & slashing damage per class level, plus 1.5x the Chomper's Str modifier.

At 3rd level, a Chomper's bite attack can overcome Damage Reduction and Hardness as if it were made of adamantine.

When a Chomper of 4th level or higher thrashes an opponent, the opponent must also succeed on a Fort save (DC = 10 + HD/2 + Str modifier) or have an arm or leg maimed.

A creature with a maimed arm cannot hold weapons or items in the maimed arm.

A creature with a maimed leg moves at half speed. In any round in which the creature moves more than 5 feet, it must make a DC 10 Balance check or fall prone.

The maimed condition lasts until the creature receives a DC 15 Heal check or receives at least 5 points of healing.

At 5th level, a Chomper's jaws are treated as having the vorpal property.

-----

Yes, this class is actually called "The Chomper." I don't know: it feels kind of uninspired. I like the concept for the "Thrash" attack, but I'm not sure if this is really a good execution of it. If anyone has ideas, please let me know.

Blue Jay
2019-04-18, 11:48 AM
The Slasher

In order to take levels in the Slasher prestige class, a character must meet all of the following requirements:
Special: At least one natural claw attack. Other types of natural attacks that are comparable to claws may also meet the requirement for this prestige class. For example, natural attacks with the following names count as claw attacks for all purposes related to this prestige class: claws, foreclaw, talon, talons. A creature with more than one of these attack types must choose one of them to apply the Slasher class features to. Anytime the word "claw" appears in the class text below, substitute in the name of the chosen attack instead.
Other: ???


Hit Die: d10
Class Skills: 2 + Int modifier skill points per level
A Slasher treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Escape Artist
Intimidate (Str)
Jump
Listen
Sleight of Hand
Spot
Survival
Tumble


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Improved Grab, Utility Claws
2 +2.00 +3.00 +3.00 +3.00 Improved Claws (rapid), Pounce
3 +3.00 +3.50 +3.50 +3.50 Rake
4 +4.00 +4.00 +4.00 +4.00 Improved Claws (keen)
5 +5.00 +4.50 +4.50 +4.50 Rapidstrike, Rend


Class Features
A Slasher gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Slasher gains the Improved Grab special attack at 1st level. To use this ability, the Slasher must hit an opponent of any size with a claw 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, it establishes a hold and pulls its opponent into its space.

A Slasher's claws are good for more than just tearing opponents to pieces. The Slasher gains a bonus equal to its class level on all Balance and Climb checks, and on all Grapple checks when using its claws to grapple.

As a Slasher gains levels in this class, its claw attacks become more deadly. At 2nd level, a Slasher's claw attacks deal damage as if one size category larger. This increase stacks with the increase from the Improved Natural Attack feat.

Also at 2nd level, the Slasher learns to deploy its claws rapidly. It may attack with two claws as a standard action. Slashers with more than two claws are still limited to two claw attacks as a standard action (they may still attack with all claws as a full-round action or at the end of a pounce attack). Slashers that have only one claw gain a second claw attack.

At 4th level, a Slasher's claws gain the keen property.

At 2nd level, a Slasher gains the Pounce special attack if it didn't already have it. It may make a full attack (including one attack with each of its claws) at the end of a charge.

At 3rd level, a Slasher gains the rake special attack. It gains two natural rake attacks, which deal the same damage as its claw attacks. If the Slasher already has the Rake ability, it does not gain additional rake attacks: use the higher damage value. These attacks can only be used in a grapple or a pounce attack, and are not subject to the normal limitations of using weapons in a grapple (See the Rake glossary entry for details).

At 5th level, a Slasher gains Rapidstrike (claws) as a bonus feat, even if it does meet the prerequisites.

At 5th level, a Slasher gains the Rend special attack. Whenever it successfully strikes a single opponent with at least two claws in the same round, its claws latch on and tear the flesh, automatically dealing extra damage equal to twice its base claw damage plus 1.5 x its Str modifier.

A Slasher cannot rend with its rake attacks, and if it is somehow able to rend while grappling, the opponent is immediately released from the grapple when the rend damage is resolved.

-----

Of all the natural weapons, I feel like claws have the best support, given that the Pounce, Rake and Rend special attacks are usually granted in conjunction with claw attacks, and flying creatures can make Dive attacks with claws, etc. So, this prestige class has very little original content: the "Utility Claws" bonus and the ability to make two claw attacks as a standard action are the only things I really created on my own. Otherwise, this class just grants monsters with claw attacks all the classical claw-based special attacks. There are probably a lot more interesting things I could have done, so feel free to share your thoughts.

noob
2019-04-18, 12:19 PM
In D&D 3rd edition, a lot of players are interested in building and playing monster characters, but the designers didn't provide a lot of options for advancing a monster's innate abilities. So, players who want to play monsters are restricted to either (1) choosing from a short list of monsters whose innate abilities synergize well with the features of some class or other, or (2) playing a character whose abilities lack variety and don't scale well as the party advances in level.

I've been toying around a bit with some ideas for prestige classes that can give monster characters a little boost.

for very commonly played monsters such as beholders, dragons and a bunch of similar monsters there is already prcs.

Blue Jay
2019-04-18, 02:42 PM
for very commonly played monsters such as beholders, dragons and a bunch of similar monsters there is already prcs.

Yeah, I know. And there are monster PrCs in Savage Species and Libris Mortis, too. Plus a few others scattered about, like Yathchol Webrider (Underdark) and Thayan Gladiator (Champions of Ruin). But ultimately, only a handful of narrow monster niches are supported (and most of the PrCs are really underwhelming), so there are still so many monsters left out in the cold.

Also, are there DMs out there that actually allow Beholder PCs? It seems like it's always gotten the ban hammer in games I've played in or looked at, even when monster PCs are allowed.

King of Nowhere
2019-04-18, 06:35 PM
I like the concepts.

one thing, though: some of those concepts (the gulper and the webber especially) are completely negated by freedom of movement, so I'd give them an ex ability to overcome freedom of movement.

Blue Jay
2019-04-18, 07:38 PM
I like the concepts.

one thing, though: some of those concepts (the gulper and the webber especially) are completely negated by freedom of movement, so I'd give them an ex ability to overcome freedom of movement.

Oh yeah. Yeah, that spell sucks. But I also hate immunities in general: there ought to be a whole fewer of those available.

Do you think my approach from the Tangler class is good? Basically, if someone uses FoM on the Tangler, it gets an attempt to dispel it after the escape.

The Web-Slinger has limited webs per day, so I probably want something for that class that doesn't involve wasting a daily use.

noob
2019-04-18, 11:28 PM
Oh yeah. Yeah, that spell sucks. But I also hate immunities in general: there ought to be a whole fewer of those available.

Do you think my approach from the Tangler class is good? Basically, if someone uses FoM on the Tangler, it gets an attempt to dispel it after the escape.

The Web-Slinger has limited webs per day, so I probably want something for that class that doesn't involve wasting a daily use.

If you want to remove freedom of movement also remove the monsters with grapple checks so high it could be infinity that are present in the base game (and which are the reason why freedom of movement is mandatory)

Blue Jay
2019-04-19, 10:44 AM
If you want to remove freedom of movement also remove the monsters with grapple checks so high it could be infinity that are present in the base game (and which are the reason why freedom of movement is mandatory)

Nobody said anything about removing freedom of movement. I don't like the spell's design, because I think "immunity" and "auto-success" should be very rare commodities that are extremely difficult to come by. I think FoM either shouldn't work against grappling at all (that should be a separate spell), or it should work on a "once per round" basis or just grant a nice bonus that gives you a good chance to succeed or evade.

On the other hand, where "immunities" exist, I feel like they should be sacrosanct. Ultra-cannons that destroy indestructible force fields are things that should only come up in pretend battles between 7-year-olds.

So, even though I don't like freedom of movement, I don't think the countermeasure should be "FoM doesn't work." The Tangler has "dispel freedom of movement after it's already thwarted you for 1 round." I'd like similar options for the Gulper and Web-Slinger.

Maybe the Web-Slinger could expend an extra use of its Web ability to overcome freedom of movement. It would need to target only a single opponent with a single web as a standard action, so there's still an action cost to it, even after the Web-Slinger gets unlimited uses.

For the Gulper, I don't really have a good idea yet. I guess maybe I could give its stomach acid (including the Spew attack) a dispel effect against FoM.

Any others ideas?

King of Nowhere
2019-04-19, 11:48 AM
my many ideas regarding FoM are

general nerfs
- it gives a +10 to attempts to escape the grapple instead of being automatic success. It gives an equal bonus to the saving throw instead of granting immunity to certain spells.
- it gives + caster level
(those would be possible rewording of the spell if one ddecides to nerf it altogether)

A creature can overcome FoM because it's special
- the creature attempting to grapple and the grappled must engage in a battle of willpower with opposed will saves; if the grappler wins the will contest, it can ignore FoM
- the creature can attempt to dispel the FoM as if it was using dispel magic, with a dispel bonus related to its hit dice
- the creature treats FoM as a penalty
- the creature has some pool of ki points or similar stuff that it can use to negate a FoM for one round. Possibly limited in that it cannot use it on the same creature in two consecutive rounds.

noob
2019-04-19, 01:16 PM
my many ideas regarding FoM are

general nerfs
- it gives a +10 to attempts to escape the grapple instead of being automatic success. It gives an equal bonus to the saving throw instead of granting immunity to certain spells.
- it gives + caster level
(those would be possible rewording of the spell if one ddecides to nerf it altogether)

A creature can overcome FoM because it's special
- the creature attempting to grapple and the grappled must engage in a battle of willpower with opposed will saves; if the grappler wins the will contest, it can ignore FoM
- the creature can attempt to dispel the FoM as if it was using dispel magic, with a dispel bonus related to its hit dice
- the creature treats FoM as a penalty
- the creature has some pool of ki points or similar stuff that it can use to negate a FoM for one round. Possibly limited in that it cannot use it on the same creature in two consecutive rounds.
A str 50 level 12 fighter with +12 from freedom of movement would still need to roll 14 higher than a colossal monstrous scorpion to evade a grapple attempt(Since it is an opposed check it is hard).
other characters would just autofail grapple checks.
The colossal monstrous scorpion is just cr 12 also since they got 40 hd they would autodispell your freedom of movement.
Heck even most normal fighters would autofail the grapple check because you know how many level 12 fighters with 50+ str? Probably one or two among dozens of fighters with less.
I think that with the really infinitely dumb numbers on grapple checks the monsters have that you would need freedom of movement to give twice the caster level to evade grapple checks.
Then your freedom of movement does nothing at all against solid fog which is a stupidly overpowered battlefield control spell.

The spell is a hard counter because what it counters is infinitely badly designed and both the grappling values on monsters and all the "no save just lose the ability to move" effects on monsters and spells should die in a fire forever.

Before making a fix check what freedom of movement counters: it counters monsters throwing around +58 grapple checks at CR12 and solid fogs of opness and many other unfair overpowered near uncounterable abilities that just cause the target to lose if it is not a fullcaster.

Also would you let a scorpion grapple a ghost?
If you remove freedom of movement people will just try to be incorporeal unless you strip that of its meaning too.

King of Nowhere
2019-04-19, 09:55 PM
Eh.
In my campaign monsters stopped being real threats shortly after level 10. The campaign is mostly political, and it is now dealing with a large scale war between a coalition led by the church of vecna, and a coalition resisting it. There are a total of around 3000 characters over level 10 involved in the fighting, even if in practice I pit the party against a selection of enemy bosses, throw in some random effects every round to pretend that they're all part of a larger battle, and have the result of the pc fighting mostly determine the larger outcome.

So, my attempts at fix was targeted at letting a fighter have some more counterplay against a caster: +10 or +CL is just about right that both the fighter and the caster have a fair chance of winning. I never considered its effect on monster fighting. I'm not using them, anyway, because by the time I realized the problem I already established that FoM works normally

A giant scorpon wouldn't worry me too much, though. If it grapples a pc, it loses all kinds of benefits, and the rogue will get free sneak attacks on it. If the scorpion decides to only grapple with the pincer, it takes a -20, and it's not as insane anymore. Actually, if great monsters grappling were a real threat, it would help make size more relevant. perhaps one should simply add the caveat that it is possible to wield a big weapon while being grappled by a creature bigger than you are. that way the fighter could keep whacking at the scorpion and stay useful.
but to everyone his own campaign.

Blue Jay
2019-04-20, 12:30 AM
A str 50 level 12 fighter with +12 from freedom of movement would still need to roll 14 higher than a colossal monstrous scorpion to evade a grapple attempt(Since it is an opposed check it is hard).
other characters would just autofail grapple checks.
The colossal monstrous scorpion is just cr 12 also since they got 40 hd they would autodispell your freedom of movement.

Yeah, I have to agree that the numbers can get silly, and that it's not out of line to expect some countermeasures and safeguards against things like this. That's why they went with "bounded accuracy" for 5e.

But, on the other hand, there's also part of me that wants to say something snarky, like, "It's a frickin' Godzilla scorpion, for crying out loud! if you go into that fight as a Medium humanoid expecting to have a chance on grapple checks, then you probably need to be knocked down a peg."

To me, the Colossal scorpion has such a massive grapple bonus because it should always be opting to take the -20 to grapple with just a claw, because a monster like that ought to be multitasking at all times in the middle of battle. And a grapple modifier of +38 really isn't unreasonable for a CR 12 monster with a grapple focus.


The spell is a hard counter because what it counters is infinitely badly designed and both the grappling values on monsters and all the "no save just lose the ability to move" effects on monsters and spells should die in a fire forever.

Before making a fix check what freedom of movement counters: it counters monsters throwing around +58 grapple checks at CR12 and solid fogs of opness and many other unfair overpowered near uncounterable abilities that just cause the target to lose if it is not a fullcaster.

Well, I agree with you here: I've always felt that all spells should either allow a saving throw, or require an attack roll, if not both. I just don't feel like automatic successes are a good design choice, so they should be extremely limited in applications and extremely difficult to come by.

On the other hand, most spells that deal in "automatic success" have generally narrow and specific effects, so while they ban break things, they usually aren't a sustained threat to a well-built campaign world. But, freedom of movement is an automatic "off" switch for a lot of different effects, so it has the potential to shut down a good handful of enemy tactics all at once, and render lots of enemies completely obsolete. To me, there shouldn't be a single spell that lets you negate all those different things at one time. FoM ought to be divided up into at least three different spells: one for terrain movement, one for aquatic action and one for grappling, and possibly a separate one for dealing with magical impediments and obstacles. There are some lower-level spells that already fit that paradigm. So there might even be enough of such "lesser" spells that you'd still have access to the all the components of FoM, but having it broken up makes it so you actually have to choose what defenses to invest in; so at least there's still a guessing-game element to the encounter to keep it mildly interesting.


general nerfs
- it gives a +10 to attempts to escape the grapple instead of being automatic success. It gives an equal bonus to the saving throw instead of granting immunity to certain spells.
- it gives + caster level
(those would be possible rewording of the spell if one ddecides to nerf it altogether)

This is along the same lines that I was thinking, but I was contemplating a +20 bonus to emulate true strike, and making it so a character can invoke the bonus once per round for the duration of the spell. That should make it possible for a grappling monster to do some damage with their main shtick while also not totally taking away the player's countermeasures.


A creature can overcome FoM because it's special
- the creature attempting to grapple and the grappled must engage in a battle of willpower with opposed will saves; if the grappler wins the will contest, it can ignore FoM
- the creature can attempt to dispel the FoM as if it was using dispel magic, with a dispel bonus related to its hit dice
- the creature treats FoM as a penalty

See, the thing that I really want to avoid is "immunity battling." We've already got the nasty spells like solid fog, that don't allow any defenses; which necessitates freedom of movement to negate those nasty spells; and if we add something like "X ignores freedom of movement," then we're really just perpetuating the cycle. That's kind of why I like the "dispel" option, because it gives a workaround without engaging in the "my indestructible force field can't be destroyed by ultra-cannons that destroy indestructible force fields."


- the creature has some pool of ki points or similar stuff that it can use to negate a FoM for one round. Possibly limited in that it cannot use it on the same creature in two consecutive rounds.

This is a straight-up no for me. I'm not a fan of inventing new currencies for special abilities. I help moderate a community game at Myth-Weavers that allows Oslecamo material, and he has so many monsters that have a pool of points that they can spend on a set of racial abilities, with varying formulas and exchange rates. It's a real burden on DMs to try to work with it all. I'm already buying into that system by building the Web-Slinger partially around Improved Web, but I'd really hoped to avoid going much deeper.

If the Web-Slinger were more of a general spiderkind PrC, I'd consider giving it an ability to deliver a countermeasure via its Poison. But, not all webbers have a Poison attack; so it wouldn't be a perfect solution. But, I might actually look into a general spiderkind PrC that can grant and improve all the spidery stuff (poison, webs, climbing, spider minionmancy, maybe Sneak Attack, etc).


A giant scorpon wouldn't worry me too much, though. If it grapples a pc, it loses all kinds of benefits, and the rogue will get free sneak attacks on it. If the scorpion decides to only grapple with the pincer, it takes a -20, and it's not as insane anymore. Actually, if great monsters grappling were a real threat, it would help make size more relevant. perhaps one should simply add the caveat that it is possible to wield a big weapon while being grappled by a creature bigger than you are. that way the fighter could keep whacking at the scorpion and stay useful.

And this went through my head as well. A 12th-level party ought to be rocking a fair number of options for defeating a giant scorpion, so I don't feel like they're exactly dependent on FoM for success. It could be a good thing for the game if you force them to find a different way to address the monster (though if you've got a fighter in your party,it may be too much to ask for that kind of flexibility).

I've always thought the giant vermin would be best used as "kaiju"-type encounters, where it's as much a natural disaster as it is a monster. The monster is threatening innocent NPCs, and it's up to the players to put a stop to its rampage while the scorpion mostly tries to ignore them and continue destroying buildings or eating cows and commoners. But even so, PCs of 12th level might still make relatively quick work of it.

noob
2019-04-20, 06:36 AM
Eh.
In my campaign monsters stopped being real threats shortly after level 10. The campaign is mostly political, and it is now dealing with a large scale war between a coalition led by the church of vecna, and a coalition resisting it. There are a total of around 3000 characters over level 10 involved in the fighting, even if in practice I pit the party against a selection of enemy bosses, throw in some random effects every round to pretend that they're all part of a larger battle, and have the result of the pc fighting mostly determine the larger outcome.

So, my attempts at fix was targeted at letting a fighter have some more counterplay against a caster: +10 or +CL is just about right that both the fighter and the caster have a fair chance of winning. I never considered its effect on monster fighting. I'm not using them, anyway, because by the time I realized the problem I already established that FoM works normally

A giant scorpon wouldn't worry me too much, though. If it grapples a pc, it loses all kinds of benefits, and the rogue will get free sneak attacks on it. If the scorpion decides to only grapple with the pincer, it takes a -20, and it's not as insane anymore. Actually, if great monsters grappling were a real threat, it would help make size more relevant. perhaps one should simply add the caveat that it is possible to wield a big weapon while being grappled by a creature bigger than you are. that way the fighter could keep whacking at the scorpion and stay useful.
but to everyone his own campaign.
You still did not answer the question: would you let a scorpion grapple a ghost?

Blue Jay
2019-04-20, 08:44 AM
The Myriad

In order to take levels in the Myriad prestige class, a character must meet all of the following requirements:
Race: Any swarm
Ability Scores: Cha 13
Other: ???

Hit Die: d8
Class Skills: 2 + Int modifier skill points per level
A Myriad treats all skills mentioned in its monster stat block as class skills, and adds the following:

Climb
Hide
Intimidate
Listen
Move Silently
Search
Sense Motive
Spot
Survival


Level BAB Fort Ref Will Special
1 +0.75 +2.50 +2.50 +2.50 Ravenous +1d6, Rebuke Swarms
2 +1.50 +3.00 +3.00 +3.00 Assimilation, summon swarm
3 +2.25 +3.50 +3.50 +3.50 Corrosion, Ravenous +2d6
4 +3.00 +4.00 +4.00 +4.00 Growth, improved summon swarm
5 +3.75 +4.50 +4.50 +4.50 Fission, Ravenous +3d6


Class Features
A Myriad gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Myriad is a particularly virulent swarm. At 1st level, its swarm damage increases by 1d6, and it increases by an additional 1d6 at 3rd level, and again at 5th level. This bonus is in addition to the damage increases it gains from increasing hit dice (as described in the SRD Swarm subtype entry (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype)).

A Myriad can rebuke or command swarms as an evil cleric rebukes or commands undead. It can use this ability a number of times per day equal to 3 + its Cha modifier.

Each time a Myriad deals swarm damage to a creature, the Myriad heals 1 hit point of damage for each die of swarm damage dealt. Any hit points healed above its normal maximum are gained as temporary hit points that last until 1 minute after the current encounter has ended.

A Myriad of 2nd level can expend one use of its Rebuke Swarms ability to cast summon swarm as a spell-like ability, with caster level equal to its character level (minimum 3rd), with the following changes:
It can summon any type of swarm that has fewer hit dice than the Myriad itself has.
The summoned swarm is automatically treated as commanded by the Myriad's Rebuke Swarm ability, counting against the number of HD of swarms the Myriad can control for the duration of the ability. If summoning a swarm would cause the Myriad to exceed its command limits, the summoning fails (the use of Rebuke Swarms is still expended).


At 4th level, this ability improves. The Myriad can can expend two uses of its Rebuke Swarm ability to summon two swarms at once. It can maintain both swarms with a single Concentration action.

At 3rd level, a Myriad can irritate and weaken its foes. Anytime a creature is subjected to swarm damage from either the Myriad or another swarm the Myriad controls (whether or not the creature actually takes any damage), that enemy's Damage Reduction and/or Hardness is reduced by 1. This reduction lasts for 1 hour.

At 4th level, a Myriad grows larger. Its size category does not change, but it now takes up a space as if it were one size category larger (e.g., a typical swarm occupies a 10' x 10' space, or 4 contiguous squares, but a 4th-level Myriad occupies a 15' x 15' space, or 9 contiguous squares).

At 5th level, once per day, a Myriad can split itself into two smaller swarms, both of which are under the mental control of the Myriad. The sub-swarms occupy a space one size category smaller than the Myriad, That is, a 5th-level Myriad usually occupies a 15' x 15' space (9 contiguous squares; effectively Huge size), but after fissioning, the two sub-swarms each occupy a 10' x 10' space (4 contiguous squares; effectively Large size). Additionally, any natural attacks the Myriad has (such as a Dire Blob's slam attack) will deal damage as if one size category smaller. Each sub-swarm has half the original Myriad's hit points (current and maximum), and each sub-swarm's swam damage is reduced by 1d6. Otherwise, the sub-swarms have the same statistics as the original Myriad.

Each sub-swarm has its own set of actions, but the two sub-swarms share power points, maneuvers and spell slots (and other comparable resources), and both sub-swarms must take the necessary actions simultaneously in order to cast a spell or manifest a power.

The sub-swarms must stay within 100 feet of one another at all times, but cannot occupy the same space. The sub-swarms can only remain separated for 1 minute, after which they must recombine (which requires a move action).

-----

Another prestige class for swarms. This one is specifically for swarms, and not for oozes (though a Dire Blob ooze can qualify because it gains the swarm subtype).

As a side note to go along with the conversation that's arisen on the thread, swarm damage is one of those things that falls under the umbrella of "automatic success," and so I don't really like it that much. In the past, I've tried to find ways to make it more like a traditional natural weapon. My first thought was to make swarm attacks into touch attacks that deal 1d6 damage (which isn't subject to DR of any kind), and instead of increasing the swarm damage, the swarm gains additional attacks as it advances: one attack at 1st level, and one more for every 2 levels above 1st. These would count as natural weapons, so Improved Natural Attack and other feats and options would apply. Initially, I thought the swarm would divide up its attacks in any way it chooses among creatures in its space; but then I thought maybe it should get one attack against each creature in its space as a standard action, and it would get extra attacks --- which it could divide up anyway it chooses --- in a full attack. So, at 3rd level, a full attack includes one swarm attack against each creature in its space, plus one additional attack against any one creature in its space Then I thought, maybe I'd better keep the normal damage progression for SRD swarm attacks, and the extra attacks each deal 1d6 damage. But, it was quickly getting more and more convoluted, and I don't know that it's worth it just to follow my "no auto-success" principle.

Blue Jay
2019-04-20, 09:34 AM
The Splork

In order to take levels in the Splork class, a creature must meet the following requirements:
Race: Any ooze that has the ability to deal acid damage.
Other: ???

Hit Dice: d10
Class Skills: 2 + Int modifier skill points per level
A Splork treats all skills mentioned in its monster stat block as class skills, and adds the following:

Climb
Escape Artist
Hide
Jump
Move Silently
Swim


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +0.33 +2.50 Acid 2d6, Regeneration, Slime
2 +2.00 +3.00 +0.67 +3.00 Camouflage, Slime Ball
3 +3.00 +3.50 +1.00 +3.50 Acid +1d6, Slime Crawl
4 +4.00 +4.00 +1.33 +4.00 Fission, Spew
5 +5.00 +4.50 +1.67 +4.50 Acid +1d6, Advanced Slime, Growth


Class Features
A Splork is proficient with simple weapons. It gains no new proficiencies with any armor or shields.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

A Splork is a master of the natural acidic fluids produced by its body. It has total control over its acid, and never risks dealing acid damage when it doesn't wish to: it can suppress its acid at will without taking an action to do so.

Additionally, its acid damage increases. If its natural acid damage is less than 2d6, it increases to 2d6. Otherwise, its acid damage increases by 1d6. The Splork's acid damage increases by 1d6 at 3rd level, and again at 5th level. If the base ooze's acid dealt damage with a larger die size, use that die size instead.

Finally, if the base ooze lacked the ability to deal acid damage to objects, it gains that ability now. For each full round of contact with an object, an ooze deals an amount of acid damage equal to 10 + HD/2 + Con modifier. Include racial hit dice and levels in the Splork class for this calculation.

A Splork is made of the most alien of slimy substances, and its unusual makeup gives it phenomenal resilience. It gains the Regeneration ability. Each round, it heals a number of points of damage equal to its racial hit dice. Cold damages a Splork normally.

A Splork is a walking toolkit of slimy substances, not just acids. As a swift action, a Splork can switch from secreting its normal acid to secreting one of the following substances. While the Splork is producing a slime instead of an acid, creatures that strike the Splork are no longer subjected to its acid damage, and creatures struck by the Splork's natural weapons take only half the normal acid damage.

Adhesive: The Splork can create a sticky substance that snares objects and causes its acid to cling to its victims. Any weapon that strikes the Splork while it is producing this slime is stuck fast to the Splork's body unless its wielder succeeds on a Ref save. A stuck weapon can be pulled free with a Str check. The DC for both the Ref save and the Str check is equal to 10 + HD/2 + Str modifier.

Corrosive: The Splork can produce a potent, acidic slime that erodes its opponent's bodies. While producing this slime, each time the Splork successfully deals acid damage to a target, the target's natural armor, Damage Reduction and Hardness are all decreased by 1 (to a minimum of 0). These decreases last for 1 minute per Splork level, or until the subject receives at least 1 point of magical healing or a successful DC 15 Heal check on its behalf.

Grease: The Splork can create a slippery substance that coats everything it touches. While it is producing this slime, it can produce a grease effect at will, but it must touch the object or area to be covered in grease. Its caster level for this effect is equal to its class level plus its racial hit dice.

Stench: While the Splork secretes this substance, a foul odor emanates around it, causing all creatures that come within 5 feet of it to be nauseated for 1 round. A Fort save (DC = 10 + HD/2 + Con modifier) negates the nauseated condition. Either way, a creature can only be affected once per minute by a given Splork's Stench effect.

At 2nd level, a Splork learns how to change its color and texture at will, allowing it to blend seamlessly into virtually any terrain or environmental surroundings. A Splork can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Additionally, the Splork gains a +10 racial bonus on all Hide checks.

A 2nd-level Splork can pinch off a small piece of itself to hurl as a ranged touch attack with range increment of 30 feet. The attack deals no damage itself, but it delivers the Splork's acid and/or slime effects on a successful hit. Alternately, the slime ball can mimic the effects of a thrown alchemist's fire, alchemist's frost or tanglefoot bag.

At 3rd level, some of the substances a Splork produces grant it extra benefits.

Adhesive: While the Splork produces its adhesive slime, it can stick to walls and ceilings. It can climb as if under a spider climb effect, except that its Climb speed is equal to its base land speed.

Corrosive: While the Splork produces its corrosive slime, it can carve its way through soft earth or hard stone. It gains a burrow speed of 5 feet, can burrow that any natural earth or stone (but not hewn or worked stone or metal). It leaves an open tunnel behind as it burrows through solid media, unless it chooses not to.

Grease: While the Splork produces its grease, it automatically succeeds on any Escape Artist check made to escape any restraints less confining than a fully sealed container.

Stench: While the Splork produces its stench, it can build up the stench chemicals within itself and release them in a single explosive burst, launching the Splork into the air. It gains a +20 bonus on Jump checks, and always makes Jump checks as if it had a running start. Each time it jumps, all creatures adjacent to its starting point must save against the Splork's Stench effect.[/B]

At 4th level, a Splork can pinch off pieces of itself to serve as small oozy minions. Once per day per class level, the Splork can poop out a baby ooze as a standard action. When it does this, the Splork takes 1d4 damage per hit die of the baby ooze created. Baby oozes use the same statistics as the base ooze, except they are one size category smaller than the Splork and have a number of ooze hit dice equal to half the Splork's character level.

Baby oozes are under the mental command of the Splork for 1 minute per class level, after which they dissolve away into nothing.

Once every 1d4 rounds as a standard action, a Splork of 4th level or higher can spew out a 15-ft cone of acid, which deals 1d6 acid damage per racial hit die (levels in the Splork class count as racial hit dice for this purpose). Any creature damaged by this attack is also affected by any slime effect(s) the Splork is currently producing. A successful Ref save (DC = 10 + HD/2 + Con modifier) halves the damage and negates the slime's effect.

A 5th-level Splork can produce two slime or acid effects simultaneously. It can either produce one slime effect and deal full acid damage, or it can produce two slime effects and deal half acid damage (as described in "Slime" above). Combining two substances often has synergistic effects, as described here:

Adhesive: When the Splork combines this slime with another substance, a creature struck by the Splork's slam attack is subjected to the effect of the second substance immediately (even if previous exposure has rendered it ostensibly immune). The slime clings to the target, subjecting the creature to the effect again 1 round later.

Corrosive: When the Splork combines this slime with another substance, any opponent subjected to the corrosive effect takes a -1 penalty on saving throws against the second substance for as long as its DR and/or Hardness is corroded (usually 1 hour).

Grease: When the Splork combines this slime with another substance, it can choose to cause its grease puddles to carry the effects of the other substance. The creature is subjected to the full effect of the second substance, and the effect repeats each round a creature remains within a grease puddle. Only area-effect grease puddles create this effect: grease covering an object does not.

Stench: When the Splork combines this substance with another substance, it can choose to produce the other substance as a cloud around itself. To do this, it must expend a standard action, which allows it to increase its Stench's radius of effect by 10 feet. This effect lasts for 1 round. Additionally, all creatures within the increased Stench must make a Fort save (DC = 10 + HD/2 + Con modifier) or be affected as by the other substance.

At 5th level, the Splork grows by 1 size category.

-----

I'm just sure that I'm not the only one out there who wants to play an ooze character. Well, it sure would be nice if oozes had some really cool, really oozy abilities. So here, I gave them some contortionism, some minor shapeshifting, and some alchemy-like abilities. This one's a really new idea: I just wrote down the basic concept a week ago. So unlike the others I've presented so far, this one hasn't been sitting around in a workshop thread for months or even weeks, being ruminated on and occasionally revised and edited.

On other flavorful ability that I'd like on an ooze character is an ability that lets it basically absorb another ooze. I'm not sure how it would work, but I'm imagining something like a temporary size boost if the subsumed ooze is your size. Maybe you could take advantage of the specific ooze's special qualities temporarily. But, it would definitely need some real thinking, because it's basically an ooze-limited version of Illithid Savant. Probably not as problematic, since it would be limited to ooze abilities only, but still...

Blue Jay
2019-04-20, 01:05 PM
The Thagomizer
This class is named for a Far Side strip:
http://nowiknow.com/wp-content/uploads/image_from_ios.jpg.

In order to take levels in the Thagomizer prestige class, a character must meet all of the following requirements:
Special: The creature must have a tail attack as a natural weapon, such as a tail lash, tail rake, tail slam, tail slap or tail spike.
Other: ???

Hit Die: d10
Class Skills: 2 + Int modifier class skills per level
A Thagomizer treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Intimidate (Str)
Jump
Listen
Spot
Survival
Swim


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Ready Stance, Tail Club, Trip
2 +2.00 +3.00 +3.00 +3.00 Elongate (stance), Tail Sweep
3 +3.00 +3.50 +3.50 +3.50 Augmented Critical
4 +4.00 +4.00 +4.00 +4.00 Elongate (constant), Stun
5 +5.00 +4.50 +4.50 +4.50 Backswing


Class Features
A Thagomizer gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

At will as a swift action, a Thagomizer can hunker down in a stance that maximizes its defenses and the damage output of its tail, but interferes with its mobility. While in a Ready Stance, the Thagomizer's tail attack deals damage as if it were being wielded in one more hand than usual (If the Thagomizer would normally deal 1.5x its Str modifier (as if it were a two-handed weapon), it now adds 2x its Str modifier to damage (as if it were a three-handed weapon).), its natural armor bonus doubles, and it gains a +4 circumstance bonus on any checks to avoid being moved, such as Balance checks, Str checks to oppose Bull Rush or Overrun attempts, etc. Additionally, the Thagomizer cannot be flanked or Tripped while in its Ready Stance. The downside of the Ready Stance is that the Thagomizer cannot move further than a single five-foot step each round while in its Ready Stance, and it cannot use any attacks except its tail attack while in its Ready Stance. Ending the Ready Stance is a swift action.

A Thagomizer's tail is a prodigious tool of destruction. At 1st level, a Thagomizer's tail attack deals damage as if one size category larger than usual, and deals damage as a two-handed weapon, even if it is not the Thagomizer's only natural weapon.

This damage increase stacks with the increase from the Improved Natural Attack feat.

Whenever a Thagomizer makes a successful tail attack against a creature of any size, it may make a Trip attempt against its target as a free action without provoking an attack of opportunity from its target or requiring an initial touch attack. If the attempt fails, the opponent cannot react to trip the Thagomizer.

If the creature is at least one size category smaller than the Thagomizer, the Thagomizer may choose to toss it 10 feet away from itself in addition to tripping it. If the creature succeeds on the opposed Str check against the Thagomizer's Trip attempt, it is not tossed.

At 2nd level, a Thagomizer's tail grows longer and stronger. While in its Ready Stance, the Thagomizer's tail has a reach 5 feet longer than normal. It can still use its tail to attack creatures that are closer than its maximum reach.

At 4th level, this extended reach applies even when the Thagomizer is not in its Ready Stance.

At 2nd level, a Thagomizer learns to use its tail against groups of opponents. While in its Ready Stance, the Thagomizer can swing its tail in a single half-circle with a radius equal to its tail's reach. All creatures in the area take damage as if struck by the Thagomizer's tail attack. A Ref save (DC = 10 + HD/2 + Str modifier) halves the damage. All creatures that take damage from this attack are also subjected to a Trip attempt from the Thagomizer.

At 3rd level, a Thagomizer's tail does triple damage on a confrimed critical hit.

At 4th level, a Thagomizer may choose to clobber its target hard instead of knocking it down. On its turn, it may designate any creature(s) struck by its tail attack or that took damage from its Tail Sweep attack. These creatures are not subjected to the Thagomizer's Trip attack: instead, they must succeed on a Fort save (DC = 10 + HD/2 + Str modifier) or be stunned for 1 round (creatures that are immune to stunning are dazed instead). Any creature not so designated is instead subjected to a Trip attempt by the Thagomizer, as normal.

At 5th level, a Thagomizer gains the ability to make two tail attacks as part of a full attack, against the same or different opponents. It can even make two Tail Sweep attacks as a single full attack, targeting the same or different half-circles.

-----

This is actually the last class I have made, so I decided to go ahead and post it too. It's a tail-clubber class, more for monsters with giant tail clubs than monsters with tail spikes or whatever; but it's available for all monsters with tail-based natural weapons.

King of Nowhere
2019-04-20, 05:19 PM
You still did not answer the question: would you let a scorpion grapple a ghost?

the scorpion cannot touch the ghost, because the ghost is incorporeal. if the ghost was stuck in corporeal form, or the scorpion had somehow access to ghost touch, then the scorpion could grapple the ghost.

Blue Jay
2019-04-20, 10:07 PM
Update: I changed the Blazer's Intensity ability so the attack's damage progression similar to the Sneak Attack progression, counting both racial hit dice and Blazer class levels. If it already does better damage, it keeps the better damage value. This will help creatures that have weaker energy attacks without boosting the more powerful ones too much.

noob
2019-04-21, 07:54 AM
the scorpion cannot touch the ghost, because the ghost is incorporeal. if the ghost was stuck in corporeal form, or the scorpion had somehow access to ghost touch, then the scorpion could grapple the ghost.

so as I said people would replace freedom of movement by one of the sources of incorporealness.

Blue Jay
2019-04-21, 11:15 AM
so as I said people would replace freedom of movement by one of the sources of incorporealness.

I'm not sure I understand what argument you're making. You were originally saying that nerfing FoM is bad for the game because it makes players vulnerable to unbalanced grappling monsters; but here you're saying that nerfing FoM won't make a difference, because players still have other ways of dealing with grapple monsters.

I personally find incorporeality more palatable than freedom of movement, because incorporeality does come with some tradeoffs. If you're talking about permanent incorporeality (like, you're playing a wraith or something), then you're paying for it with Level Adjustment and you have to pay a feat to hold an ojbect. If you're talking about spells that grant temporary incorporeality, all the ones I know of have more stringent limitations than FoM, like shorter duration, higher-level spell slots, "Range: Personal" and things like that. So, they're generally still not going to be the total override that FoM is.

And that's a very desirable outcome, in my opinion: so to me, this sounds like an argument in favor of nerfing or eliminating FoM.

noob
2019-04-22, 06:12 AM
I'm not sure I understand what argument you're making. You were originally saying that nerfing FoM is bad for the game because it makes players vulnerable to unbalanced grappling monsters; but here you're saying that nerfing FoM won't make a difference, because players still have other ways of dealing with grapple monsters.

I personally find incorporeality more palatable than freedom of movement, because incorporeality does come with some tradeoffs. If you're talking about permanent incorporeality (like, you're playing a wraith or something), then you're paying for it with Level Adjustment and you have to pay a feat to hold an ojbect. If you're talking about spells that grant temporary incorporeality, all the ones I know of have more stringent limitations than FoM, like shorter duration, higher-level spell slots, "Range: Personal" and things like that. So, they're generally still not going to be the total override that FoM is.

And that's a very desirable outcome, in my opinion: so to me, this sounds like an argument in favor of nerfing or eliminating FoM.

What I say is that it is unfair to remove freedom of movement from fighters but not from casters (there is a lot of ways to just cast spells while incorporeal(ex: eschew material components, getting monstrous spellcasting and thus no longer needing to have the components in hand as long as you have no hands and a bunch of other ways) while swinging a sword while being incorporeal costs +1 and also your incorporeal fighter no longer have its str to its attacks thus making its attacks way weaker).
Example: a caster persist incorporealness but the fighter would be weakened greatly by being incorporeal so now the fighter have to make an hard choice between being immobilized to death by its opponents(not being incorporeal) and dealing half the normal damage(being incorporeal).

Blue Jay
2019-04-23, 01:03 AM
What I say is that it is unfair to remove freedom of movement from fighters but not from casters (there is a lot of ways to just cast spells while incorporeal(ex: eschew material components, getting monstrous spellcasting and thus no longer needing to have the components in hand as long as you have no hands and a bunch of other ways) while swinging a sword while being incorporeal costs +1 and also your incorporeal fighter no longer have its str to its attacks thus making its attacks way weaker).
Example: a caster persist incorporealness but the fighter would be weakened greatly by being incorporeal so now the fighter have to make an hard choice between being immobilized to death by its opponents(not being incorporeal) and dealing half the normal damage(being incorporeal).

Ah, I'd forgotten/overlooked that nuance. My apologies.

Still, I don't think it's as big a deal as you're making it out to be. Freedom of movement is a holy grail: it's the combination of power, breadth, accessibility and logistical ease that makes freedom of movement such an indispensable spell. If you were to take away FoM, there's no longer a "holy grail," or a single, obvious "right answer" that you can plug in as an afterthought. So you won't see the same kind of universal convergence on one "perfect" solution anymore, because none of the alternatives to FoM are perfect solutions. What you'll see is that different parties and different players will end up favoring different solutions, because different solutions will fit their different situations, preferences and tactical abilities better.

But, keep in mind that I'm still not advocating for complete removal of FoM. I think King of Nowere's nerf is very appropriate. As long as you're not intentionally picking an outlier as your point of comparison, a +CL bonus on grapple checks is actually quite good at making even a bog-standard human fighter into a competitive grappler. It won't let him outgrapple a kraken or Colossal scorpion, but most monsters are not krakens or Colossal scorpions: those monsters are outliers even among superlative grapple-monsters. So, if you're using a monster with a +58 grapple modifier as your point of comparison, you're just cultivating unrealistic expectations and promoting "rocket tag" game mechanics. Content should be balanced against the averages (or medians), not against the outliers.

And I still contend that the high grapple modifiers for the kraken and the Colossal scorpion are not there to make them able to absolutely dominate a single opponent in a grapple, but they're mainly there as padding against the -20 penalty they should be taking to grapple with only one appendage.

Cosi
2019-04-23, 06:37 PM
A couple of things that jump out (haven't read everything):

1. The list of classes in the first post should be in the same order as the classes. It's more intuitive that way.
2. Separate spoilers for abilities is awkward for readability. I would put them in a single spoiler, or not put them in a spoiler.
2. This seems like it delays, rather than solves the problem you've identified. Suppose I'm a Fire Mephit, and I decide to take some Blaster levels (this is probably not an ideal combo, but whatever). What happens when I become a Fire Mephit Blaster 5? It seems like I'm in the same place as I would have been as a starting Fire Mephit, but now I've sunk a bunch of time into a non-viable character path.

Blue Jay
2019-04-23, 11:27 PM
1. The list of classes in the first post should be in the same order as the classes. It's more intuitive that way.

It's not a Table of Contents or an Outline: it's an Index. I haven't been (and, in the future, won't be) posting classes in any particular order: just whenever I feel like a class is ready to be posted, I'll post it. I don't think that would make for a very good organizational paradigm for an Index, so I'll keep the Index alphabetical, even though my imagination obviously won't be cranking out new ideas in alphabetical order.


2. Separate spoilers for abilities is awkward for readability. I would put them in a single spoiler, or not put them in a spoiler.

I won't change this, either. To me, the most important aspects of the layout are easy cross-referencing between table and text, and breaking up the text walls that I have a habit of creating. These goals are better served by putting the abilities in spoilers than by posting it as one continuous body of text.


2. This seems like it delays, rather than solves the problem you've identified. Suppose I'm a Fire Mephit, and I decide to take some Blaster levels (this is probably not an ideal combo, but whatever). What happens when I become a Fire Mephit Blaster 5? It seems like I'm in the same place as I would have been as a starting Fire Mephit, but now I've sunk a bunch of time into a non-viable character path.

Honestly, I kind of anticipated this criticism coming up earlier. I can't really support all monster PCs all the way to 20th level: even if I thought it was a plausible thing to do, I just don't have the experience with high-level games to know how to do it effectively, and I don't have the self-confidence to want to try. So, I'm not really trying to "solve all the problems" with monster PCs, and I'm sure there will be tons of places where my material falls short and leaves loose ends. This 5-level format is a format I'm comfortable with, so I'm designing what I can with it. I did put a few notes on potential expansions in some of the "Designer Commentary" spoilers, but I still find it intimidating trying to design in bigger chunks than this.

Baby steps, I guess.

Morphic tide
2019-04-24, 05:42 PM
Something of a general issue is that these PRCs focus on exactly one ability, without offering much versatility. As these are intended for Monster Characters, rather than monster progression, this seems like a bit of a bad idea, for me. Perhaps generalize the Stinger into a Blighter, generalizing it into helping Diseases and other riders instead of solely Poison, and think of a more overarching Grapple benefitiary mechanic set for the various qualities that key off it.

Rather than focus on a particular special quality, think about it in terms of what you can do to bring a good deal of versatility while ultimately focusing on a subset of monstrous properties. Don't be afraid to open up more capabilities within the PRC to unlock further ones, such as the Chomper giving a low-capacity Swallow Whole as a capstone, opening up the Gulper to then get a projectile vomit ability that unlocks further PRCs based on ranged Natural Attacks, acid damage and so on. Remember, if you base it only on common riders and pre-existing bonuses, you're going to lack a lure for a lot of logical fits, because they already have many of those benefits and would rather get Initiator levels or Meldshaping, which offer the most important of those same benefits, or viable replacements, and a pile of versatile extras. Remember, you're making these for Player Characters, so they have to compete with the stuff players get access to.

Also, don't forget transitory PRCs (such as Constructs becoming Elementals, or Vermin gaining the Swarm subtype), spawn shenanigans (reviving through partially-converted creatures and Reincarnating allies as one of your own kind), innate spellcasting (gish city HO!) and generally ripping off the niches of the Monster Manuals and abusing fluff for inspiration on making PRCs to let players become chimeric abominations of their choosing from a wide array of starting points, if they feel like it. A big mine for ideas is Templates.

...A thought that comes to mind for Epic Monster PRCs is to have a pair of Abberation transition PRCs. One for when you've acquired a large number of (Ex)-granted Natural Attacks you don't have racially and one for when you've changed types numerous times, specifically intended to open up a lot of the monster PRCs by letting you outright pick qualifiers off a list and having you pick non-Epic PRCs that use such properties as qualifiers.

Blue Jay
2019-04-24, 11:40 PM
Something of a general issue is that these PRCs focus on exactly one ability, without offering much versatility. As these are intended for Monster Characters, rather than monster progression, this seems like a bit of a bad idea, for me. Perhaps generalize the Stinger into a Blighter, generalizing it into helping Diseases and other riders instead of solely Poison, and think of a more overarching Grapple benefitiary mechanic set for the various qualities that key off it.

Rather than focus on a particular special quality, think about it in terms of what you can do to bring a good deal of versatility while ultimately focusing on a subset of monstrous properties. Don't be afraid to open up more capabilities within the PRC to unlock further ones, such as the Chomper giving a low-capacity Swallow Whole as a capstone, opening up the Gulper to then get a projectile vomit ability that unlocks further PRCs based on ranged Natural Attacks, acid damage and so on. Remember, if you base it only on common riders and pre-existing bonuses, you're going to lack a lure for a lot of logical fits, because they already have many of those benefits and would rather get Initiator levels or Meldshaping, which offer the most important of those same benefits, or viable replacements, and a pile of versatile extras. Remember, you're making these for Player Characters, so they have to compete with the stuff players get access to.

I get what you're saying, and it's good advice, but I also feel like you're not giving me credit for the cases when I have done this. Like, the Blazer lets you convert melee attacks into ranged attacks and/or area attacks, and vice-versa; several of the other classes give ranged attacks to monsters that don't have them; the Dire Blob lets oozes and swarms qualify for the Myriad and the Splork classes (respectively).

All of this stuff expands on the capabilities of monsters that would otherwise be stuck with 2d6 electricity damage or one Slam attack or whatever. And that was my goal: to increase the playability of monsters that don't offer much for PCs. I can't compete with a swordsage or a totemist, and I don't really care to. But, I love playing oddball monsters, and I frequently find myself wishing my natural monster abilities could do more than what they do now. Oslecamo had a huge monster PC project, but I always felt like his stuff was just all over the map, with no quality control and no real conceptual consistency or uniformity, which really hurts the playability of it.

But, you're right: I do have a tendency to get really narrow in my themes, and I'm also very picky about which abilities are appropriate for which archetype (e.g., "No, it doesn't make any sense for your flames to paralyze people"); so I do need to try to think more broadly sometimes, and it really helps to get other perspectives (which is why I'm bringing it here now).

Listening to you and Cosi now, I really think that Blazer class needs to be expanded. I think I should expand it to 10 levels, with more Shaped Energy and Side Effect options, and include extras like a "half of damage is untyped" effect or a "healed by energy" effect, perhaps some additional immunities based on energy type.

The Stinger granting disease benefits was an idea I had actually considered briefly. But, diseases operate on a few key principles that are somewhat different, so I don't think it meshes as cleanly as it might seem at first. The first thing is that it's hard for a PC to make really good use out of diseases in most typical campaigns, so I didn't really consider it a viable option. The second thing is that the characteristics of diseases aren't determined by the creature that spreads the disease, so mechanics like the Stinger's Enhanced Venom and Double Dose really shouldn't be applied to diseases without some sort of background flavor like a body that breeds disease organisms or empowers them somehow. And that felt like something that should form the basis of a separate class. I wasn't terribly interested in designing a disease-based class, but I did consider it for a bit: ultimately, I decided that the Cancer Mage, the Dread Necromancer and the Blighter already pretty much cover the niche, and it would be more practical to just remove some of the requirements to allow monsters to qualify instead of investing effort in designing a class that I wasn't very interested in.

But, adding Swallow Whole to the Chomper isn't a bad idea. That series of specialized natural weapon users really could use some more diverse ideas. I think those would work better if they had a list of special attack options that players could choose from --- kind of like maneuvers for {fill in particular natural weapon type} --- to create a few different tracks or paths of advancement. Maybe some brainstorming could help. You're a good idea man: help me think of things I could associate with the different weapon types:

Bite Attacks: Attach, Blood Drain, Feed (no), Poison, Roar, Spittle, Swallow Whole

Claw Attacks: Energy Drain, Impale, Leap, Wounding

Slam Attacks: Crush, Cursed Wound, Maiming, Stun

Sting Attacks: Drag, Impale, Quills

And I'd love to make a class for ranged natural attacks. Ranged attacks that actually qualify as natural weapons are actually quite rare: most of them are treated as special attacks instead of natural weapons, so we'd have to figure out how to draw lines there.. Several of my classes grant ranged natural attacks, so those could qualify. There's also the Needlefolk from MM2, the various "light rays"

Also, the first of these classes I designed is one I actually decided not to present. It was just called "the Brute," and it was basically just a generic "boost your natural combat abilities" class. You got to choose some Monstrous feats; you got to boost your natural armor and your natural weapons; you gained Fast Healing and Frightful Presence or something (I don't remember exactly).


Also, don't forget transitory PRCs (such as Constructs becoming Elementals, or Vermin gaining the Swarm subtype), spawn shenanigans (reviving through partially-converted creatures and Reincarnating allies as one of your own kind), innate spellcasting (gish city HO!) and generally ripping off the niches of the Monster Manuals and abusing fluff for inspiration on making PRCs to let players become chimeric abominations of their choosing from a wide array of starting points, if they feel like it. A big mine for ideas is Templates.

((emphasis mine))

I've tried a couple times to make a satisfying "vermin master" class, but there are a dozen homebrew variants of that out there already. But, your idea of actually turning a vermin into a swarm is compelling to me. Maybe it could be for any Tiny creature that can summon companions to form a swarm with it; or it's a larger creature than can separate into a swarm of small copies. I once tried to make a monster class for a giant ant that turned it into a minionmancer with other giant ant minions, plus abilities to synergize with its minions in combat through things like Hivemind, Aid Another and flanking boosters. I never completed it though. Maybe I'll revisit it now.

Spawn shenanigans... I don't know. There are already lots of options for minionmancy, and the rules involved in that are a total mess. I'm not sure I would be doing anybody a service by trying to add more to it. I have worked at creating my own minion rules that merge minion pools from different sources into a single pool for convenience, and also keep army sizes small while simultaneously offering boosts like minion enhancements and cost reductions; but minionmancer enthusiasts seem to really prefer unfettered, large armies, and my personal minion preferences don't seem to be popular enough to warrant a class based on them.

And spellcasting has enough power and support already, so I won't be making anything for spellcasting monsters. I thought about working with SLAs, but that requires some tiptoeing, because monster SLAs have such an enormous variance in power. So, that's something that probably should only be done with a much narrower focus than what I've been doing so far.

Thanks for the comments: it helps stimulate the creative juices. And by all means, please feel free to keep dumping ideas and working with anything you find interesting from my stuff.

Blue Jay
2019-04-27, 08:16 PM
After some feedback from Cosi and Morphic Tide, I've tried to retool the Blazer class a little bit.


Expanded to 10 levels, including 4 Shaped Energy options at levels 3, 5, 7 and 9.
Both Side Effects are gained automatically: you no longer have to choose just one.
You eventually gain immunities to the Side Effect conditions.
Side Effects and Shaped Energy are usable at will. Side Effect has a "not in consecutive rounds" clause, and Shaped Energy is usable once per round.
Energy Aura protects the Blazer and allies from its energy
Denature Energy transforms half of the Blazer's Energy to untyped, so it bypasses Resistances
Energy Healing lets a Blazer heal when exposed to its Associated Energy type.
Energy Supremacy is meant to be a set of related abilities, but right now it only contains a redirect mechanic that lets it suborn an enemy's energy attacks.


The Blazer

In order to take levels in the Blazer prestige class, a character must be a race or monster with a special attack that deals energy damage. Special attacks that meet all of the following criteria can qualify:
The attack must be Extraordinary or Supernatural. Spell-like abilities and spells do not qualify.
The attack must be innate to the character, granted by either its race or a template. Attacks gained from class levels, feats or items do not qualify.
The attack must deal one of the following damage types: acid, cold, electricity, fire or sonic. Light-based attacks (such as a lantern archon's light rays) also qualify, and for the purposes of this class, "light" can be considered an energy type.

Attacks that meet these criteria will be referred to as "qualifying attacks."

Special: A creature that lacks a qualifying racial special attack, but has either the [Cold] or [Fire] subtype, can also qualify for this class, and its benefits are slightly different, as explained below.
Hit Dice: d10
Class Skills: 2 + Int modifier skill points per level
A Blazer treats all skills mentioned in its monster stat block as class skills, and adds the following:

Balance
Climb
Intimidate (Str)
Jump
Listen
Sense Motive
Spot
Tumble


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Associated Energy, Escalation, Intensity
2 +2.00 +3.00 +3.00 +0.67 Energy Mastery, Side Effects (Minor)
3 +3.00 +3.50 +3.50 +1.00 Shaped Energy
4 +4.00 +4.00 +4.00 +1.33 Denature Energy, Immunity (Minor)
5 +5.00 +4.50 +4.50 +1.67 Shaped Energy
6 +6.00 +5.00 +5.00 +2.00 Side Effects (Major)
7 +7.00 +5.50 +5.50 +2.33 Shaped Energy
8 +8.00 +6.00 +6.00 +2.67 Energy Healing, Immunity (Major)
9 +9.00 +6.50 +6.50 +3.00 Shaped Energy
10 +10.00 +7.00 +7.00 +3.33 Energy Supremacy


Class Features:
A Blazer gains no new proficiencies with any weapons or armor.

Levels in this class count as racial Hit Dice for all calculations that would normally only count racial Hit Dice, such as damage values and save DCs for some special attacks or for Spell Resistance values that scale with Hit Dice. They do not count as racial Hit Dice for determining when a monster grows to the next size category (see the "Advancement" line in monster stat blocks).

The reverse is not necessarily true. That is, do not automatically count racial Hit Dice as class levels, unless specifically noted to do so.

At 1st level, a Blazer must select one energy type that matches the energy type of one of its qualifying attacks. If the creature qualified for the Blazer class by means of the [Cold] or [Fire] subtype, but lacks a qualifying attack, it must select the energy type that matches its subtype (see Intensity, below, for further details about how to work with such creatures).

Once the Associated Energy type is chosen, the decision is permanent: the Blazer may not change it later. The features of this class can be applied to any or all of the Blazer's qualifying attacks that deal damage of the chosen energy type, but not to any spell-like abilities, spells or special attacks it gains from class levels or items. If it also has attacks that deal different types of energy damage, those attacks will not be treated as "qualifying attacks" for that Blazer.

A Blazer can tap into hidden reserves of power, allowing it greater stamina with its energy attacks. All of its qualifying attacks can be used more often, as shown on the accompanying table. Qualifying attacks that are already usable at will gain no benefit from this ability.


Normal Number of Uses Escalation
once every 1d4 rds at will
once every X rds once every X – (class level) rds (a result of 0 or lower means the attack is usable at will)
once per minute once every 1d4 rds
once per hour once every 1d4 rds
X times per day X + (class level) times per day


Note: Some creatures may have usage rates expressed in ways that are are not represented on this chart. In those cases, use the formula from the chart that's most similar to the creature's standard formula. If that somehow results in the creature not gaining additional uses of its ability, then use the next closest formula instead.

A red dragon can use its breath weapon once every 1d4 rounds. A red dragon 1st-level Blazer can use its breath weapon at will.

A vril (http://archive.wizards.com/default.asp?x=dnd/dnd/20070504a) can use its Shriek attack once per day. A vril 1st-level Blazer can shriek twice per day.

An ankheg can use its Spit Acid attack once every 6 hours. Among the formulas listed on the table, the formula "once per hour" is most similar to the ankheg's normal usage rate, so an ankheg Blazer's Spit Acid attack will increase to "once every 1d4 rounds."

A behir can use its Breath Weapon once every 10 rounds. Since 10 rounds is the same as 1 minute, the formula "once per minute" is most similar to the behir's normal usage rate, so a behir Blazer can use its Breath Weapon once every 1d4 rounds.

A Blazer's energy-based special attacks are more potent than usual for a creature of its kind. Modify the damage value of the Blazer's qualifying attacks as follows. If the attack deals damage in terms of dice, increase the die size to d6. The attack deals 1d6 damage, plus an additional 1d6 for every two racial hit dice above first. Do not include Blazer levels yet (see the next paragraph), and if the attack already uses a larger die size, use that die size instead. If the base creature's attack already deals more dice of damage than this, use the base creature's damage value instead.

Additionally, at 1st level, the Blazer's qualifying attacks deal 1 extra die of damage, and increasing by one more die of damage for every two levels in the Blazer class beyond 1st.

If the original attack deals a set amount of damage instead of dice of damage, the process is slightly different. it now deals 1 damage per racial hit die (including Blazer levels). If the base creature's attack already deals more damage than this, use the base creature's damage value, and add its Blazer level to it.

If the creature qualified for the Blazer class by means of the [Cold] or [Fire] subtype, but lacks a qualifying special attack, it instead gains the ability to deal cold or fire damage (depending on its Associated Energy type) with its melee attacks. The amount of damage is equal to the Blazer's racial hit dice (including its Blazer class level).

A behir (9 HD) has a breath weapon that deals 7d6 electricity damage, so a behir 3rd-level Blazer will deal 9d6 electricity damage (7d6 base, +2d6 at Blazer 3rd).

A adult arrowhawk (7 HD) has an electricity ray attack that deals 2d8 electricity damage An adult arrowhawk 1st-level Blazer will deal 5d8 electricity damage (4d8 base, +1d8 at Blazer 1st).

An azer (2 HD) deals 1 fire damage with a melee attack, so an azer 10th-level Blazer will deal 12 fire damage with a melee touch (2 base, +10 at Blazer 10th).

A frost giant (14 HD) has the [Cold] subtype, but has no innate ability to deal cold damage. A frost giant 4th-level Blazer deals 18 cold damage with each melee attack (14 base, +4 at Blazer 4th).

At 2nd level, a Blazer becomes so infused with energy, that it emanates an aura of energy about it. It is immune to damage from its Associated Energy type, and it can choose to prevent any damage its qualifying attacks would deal to an ally or any other creature it doesn't wish to harm.

A Blazer's power leaves a strong impression, and its energy attacks do more than harm a foe physically: they assault the mind, test the reflexes and weaken the body. A Blazer of 2nd level or higher can sacrifice damage from a qualifying attack to subject the target(s) to a secondary effect. For every 2 dice of damage sacrificed (or every 2 points of damage, if the attack doesn't deal damage measured in number of dice), the Blazer may include one of the side effects listed for its Associated Energy type below. It may deliver two or more side effects by sacrificing 2 units of damage for each one, but it may not apply the same side effect twice to the same attack. Delivering a special attack with side effects counts as one use of the attack.

At 2nd level, the Blazer only has access the two minor effects listed for its energy type, and can apply either (or both) of them to its attacks as it sees fit. At 6th level, it also gains access to the two major effects for its energy type.

The Blazer may apply side effect(s) to only one attack each round, and it must wait one round thereafter before applying a side effect to an attack again. All creatures that take damage from the attack must save against the side effect(s). Each side effect applied requires a separate saving throw. If the base attack allows a saving throw, the side effects use the same DC as the base attack. If the base attack lacks a save DC, the save DC's for these side effects are Constitution-based (DC = 10 + HD/2 + Con modifier).

Minor Effects:
Acid Burned (1d6 acid per round) for 1d4 rounds (Ref negates), +1d6 per three class levels (because it is a passive attack)
Sickened for 1d4 rounds (Fort negates)

Major Effects:
Nauseated for 1d6 rds (Fort negates)
Poison 1d8 Con (primary and secondary, Fort negates)

Minor Effects:
Fatigued (Fort negates)
Sickened for 1d4 rds (Fort negates)

Major Effects:
Exhausted (Fort negates)
Slowed as the spell (Fort negates; CL = class level + RHD)

Minor Effects:
Entangled (Ref negates; not immobilized)
Fatigued (Fort negates)

Major Effects:
Blinded for 1 min (Fort negates)
Paralyzed for 1d4 rds (Fort negates; repeat save each round)

Minor Effects:
Catch Fire (1d6 fire per round) for 1d4 rds (Ref negates), +1d6 per three class levels (because it is a passive attack)
Shaken for 1 min (Will negates; does not stack with itself)

Major Effects:
Blinded for 1 min (Fort negates)
Nauseated for 1d6 rds (Fort negates)

Minor Effects:
Dazzled for 1 min (Fort negates)
Shaken for 1 min (Will negates; does not stack with itself)

Major Effects:
Blinded permanently (Fort negates)
Cower for 1d4 rds (Will negates)

Minor Effects:
Sickened for 1d4 rds (Fort negates)
Knocked prone (Ref negates)

Major Effects:
Deafened permanently (Fort negates)
Stunned 1 rd (Fort negates)

A Blazer of 3rd level has mastered its energy-based special attacks. It gains total control over the energy damage it deals. It may always choose to suppress an energy attack that is usually active continuously (e.g., a magmin Blazer can choose to suppress its Fiery Aura). It may also decide whether or not its energy damage is delivered in situations where it is able to deliver energy damage (e.g., a thoqqua Blazer can choose not to deal Heat damage to a creature that touches it).

Additionally, at 3rd level, and again at 5th, 7th and 9th level, it may choose one of the attack forms listed below. Once per round, a Blazer may choose to deliver a qualifying attack in one of the chosen forms instead of its normal form. It deals the same amount of damage as it would in its normal form, though if converted into an area attack, it always allows a Ref save (DC = 10 + HD/2 + Con modifier) for half damage. If the base attack allowed a different kind of save, use that save instead of the Ref save. Delivering a special attack this way counts as one use of the attack, and requires the same type of action as the original attack requires (unless noted otherwise in the description below):

An adult arrowhawk's electricity ray normally deals 2d8 electricity damage on a ranged touch attack, or 4d8 damage for a 3rd-level adult arrowhawk Blazer. If it selected the Cone option below, if could instead deal 4d8 electricity damage in a 30-ft cone, and all creatures in the area of effect would get a Ref save to halve the damage.

Burst: A 10-ft radius burst, centered on the Blazer (Ref halves; the Blazer itself is not affected)
Cone: A 30-ft cone (Ref halves)
Line: A 60-ft line (Ref halves)
Projectile: A ranged touch attack against a single target, with a range increment of 30 feet (max range = 5 increments).
Touch: Delivered with a melee touch attack as an attack action.
Wall: A stationary barrier similar to the wall of fire spell, except as described here. The wall's height is 10 ft and its length is up to 10 ft / class level; or a closed ring with radius up to 5 ft / 2 class levels. The energy type matches the attack's base energy type, and the damage dealt for passing through the barrier is equal to the number damage dealt by the attack. The wall lasts as long as the Blazer concentrates on it, plus 1 round.
Weapon: Added to all attacks with one melee or ranged weapon for 1 round. This option is activated as a swift action.

Instead of choosing a new form, a Blazer may choose to improve an effect it already has. If the Blazer chooses to improve an area attack, the primary measure of the area of effect (e.g., length, radius, etc) increases by an amount equal to the original measure.
A destrachan's Destructive Harmonics (Flesh) attack is normally delivered as either an 80-ft cone or a 30-ft radius burst. It may choose to increase the cone-shaped effect to a 160-ft cone, or the burst effect to a 60-ft burst (but not both). If the destrachan chooses to improve its cone effect twice, it increases to a 240-ft cone.

Note: The destrachan's Destructive Harmonics (Nerves) attack is treated as a separate attack, and must be improved separately. The Destructive Harmonics (Shatter) attack does not qualify for improvements from this prestige class.

If the Blazer chooses to improve a ranged attack, it may choose one of two options: (1) increase the range by an amount equal to the original base range or (2) deliver the attack as a volley with one additional attack.
A yrthak has a Sonic Lance attack that targets a single creature at a range of up to 60 ft. If a yrthak Blazer were to choose the Ranged Attack option above, it could choose to increase the maximum range of its Sonic Lance to 120 ft, or it could choose to be able to deliver Sonic Lance attacks against two targets simultaneously.

If the Blazer chooses to improve a melee touch attack, it may make one extra melee attack with its energy-based weapon at its highest BAB as part of a full attack, but all attacks in the round take a -2 penalty. If it selects this option multiple times, the penalties are cumulative, though it can always choose to take fewer shots than the maximum number allowed.
A Will-O'-Wisp has a melee touch attack that deals electricity damage. A Will-O'-Wisp Blazer that chooses to improve its melee touch attack would be able to make two touch attacks as part of a full attack, taking a -2 penalty on both attacks, as well as on any other attacks it makes that round.

Once an effect is chosen, it becomes permanent, and cannot be changed.

At 4th level, a Blazer learns to manipulate the very nature of its Associated Energy. From now on, whenever it uses a qualifying attack, half of the damage dealt is untyped damage, and is not affected by immunity or resistance to energy.

At 4th level, a Blazer's connection with its chosen energy type empowers its body to with additional immunities. It gains immunity to any conditions listed as minor effects for its energy type. At 8th level, it gains immunity to any conditions listed as major effects for its energy type.

At 8th level, a Blazer is no longer simply immune to its Associated Energy type, but is actually healed by it. Each time it is subjected to an attack of its Associated Energy type, it instead heals an amount of damage equal to the amount of damage that would be dealt to it. The Blazer does not gain this healing effect from its own attacks, but allies' attacks do work.

At 10th level, a Blazer becomes an undisputed master of its energy type. It automatically knows when its Associated Energy is being used to make an attack within 100 feet of it, and can attempt to absorb the effect as an immediate action, whether or not it is within the area of effect. This works as a dispel check, with a caster level equal to the Blazer's character level. If the attack the Blazer is attempting to absorb does not have a caster level or effective caster level, use the creature's hit dice as its caster level. If the dispel check is successful, the Blazer absorbs all the energy from the attack, preventing any damage or other effects against the attack's target or on any creatures within its area of effect. The Blazer can heal from this using its Energy Healing ability, but it counts as having absorbed the damage of the attack only once, no matter how many creatures would have been affected. If the attack also deals damage of a second type, aside from the Blazer's Associated Energy, the Blazer takes all of that damage. If the Blazer fails the dispel check, the attack resolves as normal (though any other creatures that would have been affected are only dealt half damage), and the Blazer also suffers all effects of the attack as if it were targeted by the attack or were in its area of effect (targeted effects must still hit its Armor Class, and the Blazer is still entitled to any saving throw(s) that may apply).

Bohandas
2019-04-29, 12:09 AM
These look pretty cool