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View Full Version : D&D 3.x Other Under the hood: Developed Outsiders



kinem
2021-11-14, 05:50 PM
This is primarily a DM tool to make a creature of the Outsider type more powerful.

You could add just racial HD, but that has several drawbacks. That advances combat ability (HD, BAB, Ex/Su abilities dependent on HD) but does nothing for spell-like abilities, AC, or SR. The result is a creature that feels more like a combat brute than an Outsider (which typically relies heavily on SLAs).

Likewise, you could add class levels, but usually that mainly just adds HD and BAB as well. You could add caster levels, but outsiders don't normally cast spells, and throwing in some low-level spells is both a weak choice and gives a very different feel than a powerful outsider (with high level SLAs which are often thematically related, and needing no verbal or somatic components) would normally have.

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Developed Outsider PrC

A Developed Outsider, through inborn ability, meditation, training, and/or absorption of planar energies, expands its spell-like abilities and improves its combat skills and other abilities.

Prerequisites: Outsider type, 2+ racial HD, Level Adjustment +3 or higher or "-" (unplayable, not +0), and at least one spell-like ability.

Special: An outsider can gain a maximum number of levels in this class equal to its racial HD + 3.

HD: d8
BAB: +1/level
Good saves: Fort, Reflex, Will
Skills: 8+Int mod points/level

Class skills: Same as for your racial HD. Choose any 4 additional skills as class skills.

The Developed Outsider gains no new weapon or armor proficiency.

Level Special
1 SR boost, caster level boost, reliable summons, bonus feat, enhanced natural armor +1, natural progression
2 New spell-like ability, enhanced natural armor +2
3 Abilities boost
4 New spell-like ability, enhanced natural armor +3
5 Abilities boost
6 New spell-like ability, enhanced natural armor +4
7 Abilities boost
8 New spell-like ability, enhanced natural armor +5
9 Abilities boost
10 New spell-like ability, enhanced natural armor +6
11 Abilities boost
12 New spell-like ability, enhanced natural armor +7
13 Abilities boost
14 New spell-like ability, enhanced natural armor +8
15 Abilities boost
16 New spell-like ability, enhanced natural armor +9
17 Abilities boost
18 New spell-like ability, enhanced natural armor +10
19 Abilities boost
20 Planar lord, bonus feat, enhanced natural armor +11

Enhanced natural armor (Ex): Gain the indicated enhancement bonus to natural armor. Enhancement bonuses do not stack.

SR boost: Add +1 to Spell Resistance for each DO level. This does not stack with any SR increase you would otherwise get by gaining levels. If you had no SR before entering the class, then your SR is now 10 + Developed Outsider level.

Caster level boost: Add +1 to caster level (for spells, spell-like abilities, psionics, and supernatural abilities) for each DO level. This does not stack with any caster level increase you would otherwise get by gaining levels or HD.

Reliable summons: If you have an ability to summon creatures, add 10% to your success chance at each DO level. If the result would exceed 100%, then the chance is 100% but the creatures have a +4 enhancement bonus to Strength and Constitution. This does not grant an ability to summon creatures if you don't already have one.

Natural progression: Even at epic levels, HD from this class provide BAB and saving throw bonuses as if they were racial HD rather than the standard Epic bonuses.

Bonus feat: Any feat for which you meet the prerequisites.

New Spell-like ability: Choose a spell with a casting time of 1 hour or less from any classes' spell list of a level equal to or less than half your HD, to use as a spell-like ability. It can be cast as a standard action a number of times per day equal to (HD/2) - (spell level), minimum 1/day. If the spell has an expensive material component or an XP cost, treat it as a spell of two levels higher for these purposes. The caster level is equal to your total HD, and the save DC is Charisma-based.

If a new SLA is an improved version of an existing SLA (e.g. greater teleport vs. teleport, or cure moderate wounds vs. cure light wounds) or otherwise quite similar to one (DM's call), then the Developed Outsider can choose to substitute the existing SLA with a different ability of the same spell level or less.

Abilities boost: Add +2 to all six ability scores.

Planar lord: When on your home plane, using any of your spell-like abilities of 8th spell level or lower does not count against the number of uses per day.

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Example:

Erinyes DO 12 (CR 20, ECL 28)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +15; Senses: darkvision 60 ft., true seeing, Listen +33, and Spot +33
AC: 36 (+11 Dex, +15 natural), touch 21, flat-footed 25
Hit Dice: 21d8+231 (325 hp); DR: 5/good
Fort +24, Ref +25, Will +23
Speed: 30 ft., fly 50 ft. (good)
Space: 5 ft./5 ft.
Base Attack +21; Grapple +31
Attack: Longsword +31 melee or +1 flaming composite longbow +33 ranged or rope +32 ranged
Full Attack: Longsword +31/+26/+21/+16 melee; or +1 flaming composite longbow +33/+28/+23/+18 ranged; or rope +32 ranged
Damage: Longsword 1d8+10/19-20; or +1 flaming composite longbow 1d8+6/x3 plus 1d6 fire plus Deadshot; or rope entangle
Special Attacks/Actions: Rope entangle, spell-like abilities, summon baatezu
Abilities: Str 31, Dex 33, Con 31, Int 24, Wis 28, Cha 30
Special Qualities: immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy, true seeing, SR 32
Feats: Dodge; Mobility; Point Blank Shot; Precise Shot; Rapid Shot; Shot on the Run;
Spell Penetration, Improved Toughness, Improved Initiative, Quicken Spell-like Ability (wings of flurry 3/day), Deadshot (+Dex bonus ranged damage up to 30')
Skills: Concentration +34, Diplomacy +34, Escape Artist +35, Hide +35, Knowledge (any two) +31, Listen +33, Move Silently +35, Search +31, Spot +33, Survival +33 (+35 following tracks), Use Rope +35 (+37 with bindings), Sense Motive +33, Intimidate +34, Use Magic Device +34
Climate/Terrain: Nine Hells of Baator
Organization: Solitary
Treasure/Possessions: Standard, plus rope and +1 flaming composite longbow (+5 Str)

Spell-Like Abilities
At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 24), minor image (DC 22), unholy blight (DC 24). Caster level 24th. The save DCs are Charisma-based.

New Spell-Like Abilities: wings of flurry (21d6 + daze, Reflex half DC 24) 6/day, flesh to stone (Fort neg DC 26) 4/day, power word stun 3/day, mind blank 2/day, dominate monster (Will neg DC 29) 1/day, avasculate 3/day (+32 ranged touch, Fort partial DC 27). Caster level 21.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell cast by a 16th-level sorcerer. The erinyes can hurl the rope 30 feet with no range penalty.

Enhanced natural armor: The +15 natural armor includes a +7 enhancement bonus.

Summon Baatezu (Sp): Once per day the erinyes can summon 2d10 lemures or 1d4 barbazu. The creatures have a +4 enhancement bonus to Strength and Constitution.

Immunities (Ex): Baatezu are immune to fire and poison.

Resistances (Ex): Baatezu have cold and acid resistance 10.

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Baatezu (except lemures) can communicate telepathically with any creature within 100 feet that has a language.

True Seeing (Su)
The Erinyes continuously uses true seeing, as the spell (caster level 26th).