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  1. - Top - End - #1

    Default [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Introduction
    As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

    However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

    Plus, monsters with higher HD than CR also aren't very usefull for players.

    And then, the players have to deal with many of their monster abilities don't improving with leveling up.

    In this thread, I'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
    -Adjusting RHD to always match the player's level to don't punish/reward them against level dependant abilities.
    -Reducing huge ability bonus and natural armor.
    -Making monster special abilities level dependant so they keep increasing.
    -Cut down most abuseable abilities to keep the power level in check. No stuff like teleport at will at level 5.

    Since a lot of this classes change your size, I'm posting a table here to show exactly what you get when you change size:

    FAQ:
    Spoiler
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    No ability penalties?
    Nope.


    Do I need to take all the levels or can I just take what I want and then go to other class?

    Just like a normal class, you can leave a monster class at any level up and then even come back later if you wish. You aren't suposed to mix diferent monster classes togheter however. Do it at your own risk.

    What's this lose all racial bonus thingy?
    Basicaly, these classes count as both initial race and class, so you can't be an human/ogre mage. You're just an ogre mage.

    I want to play a spellcaster monster!
    Monsters that cast as "class X" like the dragon and Rakshasa will stack their spellcasting with the respective classes.

    Other monsters like the mind flayer don't actualy cast as "class X", but if they multiclass to certain caster classes they gain powerfull bonus.

    If you want a dragon that casts as a full sorceror, I point you for the fact that not even WOTC dragons cast as a full sorceror.

    In alternative, take just one level of monster and then go fullcaster. Or polymorph yourself.

    What's the Caster Level for the SLAs?

    Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.




    Growth modifiers

    Spoiler
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    {table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
    Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
    Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
    Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
    Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
    Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
    Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
    Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
    Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)
    [/table]

    No you don't gain extra stats just for growing. It's not even listed on the table. Just to make it clear since every other person asks it.
    Your natural weapons damage increases one die size for each size increase tough.

    Kudos to Zeta Kai for the basis of the above table.

    Red dragon:


    Spoiler
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    HD:d12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+0 |+2 |Red Dragon body, Arcane blood, +1 Str
    2| +2| +3|+0 |+3 | Keen senses, Fire Breath
    3| +3| +3|+1| +3| Blindsense 60 feets, Str+1, Con+1
    4| +4| +4| +1|+4 | Wings
    5| +5| +4| +1| +4| Tail slap, Growth
    6| +6| +5|+2 |+5 | Red Dragon SLAs 1/day, +1 Cha
    7| +7| +5| +2| +5| +1 Str, +1 Con
    8| +8| +6| +2| +5| Red Dragon SLAs 2/day, +1 Cha
    9| +9| +6|+3 |+6| +1 str, +1 con
    10| +10| +7|+3 |+7 | Red Dragon SLAs 3/day, +1 Cha
    11| +11| +7| +3|+7 | Arcane Skin
    12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
    13| +13| +8| +4| +8| Growth, crush, Frightfull presence
    14| +14| +9| +4| +9| +1 Str, +1 Con, Hellfire
    15| +15| +9| +5| +9| Red Dragon SLAs 4/day, +1 Cha
    16| +16| +10| +5| +10| +1 str, +1 con, Firey Arcana
    17| +17| +10| +5|+10 | Red Dragon SLAs 5/day, +1 Cha
    18| +18| +11|+6 |+11 | +1 str, +1 con, Find the Path
    19 | +19| +11| +6| +11| Red Dragon SLAs 6/day, +1 Str, +1 Cha
    20| +20| +12| +6| +12| Growth, tail sweep, Discern location

    [/TABLE]
    2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), spellcraft.

    Proefeciencies: a red dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


    Features:

    Dragon Body:
    The red dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite 1d8 damage+Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40 base speed, medium size. The Red dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

    The red dragon also gets a natural armor bonus of 2+Con modifier. Whenever the red dragon grows one size category, his natural armor increases by a further 1.


    The red dragon has immunity to fire, but takes 50% more damage from cold attacks.

    Arcane Blood:
    A red dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

    If it multiclasses as a bard it's spellcasting increases as a bard.
    If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

    {table]Dragon level | Virtual sorceror casting
    1|-
    2|1
    3|2
    4|3
    5|4
    6|5
    7|6
    8|6
    9|7
    10|8
    11|8
    12|9
    13|10
    14|10
    15|11
    16|12
    17|12
    18|13
    19|13
    20|13
    [/table]

    So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

    A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

    His Caster level remains equal to his full HD when multiclassing to sorceror.

    If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)

    Keen senses:The red dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Fire Breath:
    cone 30 feet dealing 1d6 damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feets with each extra HD the player takes from here.

    Blindsense:
    as the normal ability, range 60 feets.

    Ability score increase:
    The red dragon ability scores increase by the shown amount.

    {table]Level | Total bonus gained
    1|+1 Str
    3 | +2 Str, +1 Con
    6 | +2 Str, +1 Con, +1 Cha
    7 | +3 Str, +2 Con, +1 Cha
    8 | +3 Str, +2 Con, +2 Cha
    9 | +4 Str, +3 Con, +2 Cha
    10 | +4 Str, +3 Con, +3 Cha
    12 | +5 Str, +4 Con, +3 Cha
    12 | +6 Str, +5 Con, +3 Cha
    15 | +6 Str, +5 Con, +4 Cha
    16 | +7 Str, +6 Con, +4 Cha
    17 | +7 Str, +6 Con, +5 Cha
    18 | +8 Str, +7 Con, +5 Cha
    19 | +9 Str, +7 Con, +6 Cha

    [/table]
    NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!


    Wings:
    The red dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4+1/2 str mod damage.

    Growth:
    At 5th level the red dragon grows to large size.
    At 13th level the red dragon grows to huge size.
    At 20th level the red dragon grows to gargantuan size.

    His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

    Tail slap:
    The red dragon can now make a tail slap attack dealing 1d8 +1,5 str modifier damage (already taking in acount large size).

    Red dragon SLAs: the red dragon can use locate object and sugestion as SLAs, a number of times per day as indicated in the table. Save DCs are 10+1/2 HD +Cha mod.

    Arcane skin:
    The red dragon gains SR equal to his HD+11.

    Iron Scales:
    The red dragon gains DR/magic equal to half his HD.

    Crush:
    The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
    Spoiler
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    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).


    frightfull presence:
    The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Hellfire: The red dragon's flame burns hotter than anyone can measure. The red dragon's breath weapon ignores fire resistance from any target equal to his own HD. If a creature is immune to fire, the red dragon's breath weapon still deals damage equal to the red dragon's HD, reflex save for half.


    Find the path:
    the red dragon can now use find the path as a SLA 1/day for each 5HD it has.

    Firey Arcana: The red dragon adds any sorceror/wizard spell with the fire descriptor of a level he can cast to his list of spells known.


    Tail sweep:
    This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

    Discern location:the red dragon can now use discern location as a SLA 1/day for each 5HD it has.




    Personal coments:
    Spoiler
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    So this class allows you to play a dragon up to gargantuan size. You can breath, get some SLAs, natural armor, limited but usefull arcane casting, sold skills, fly, some ability score increases, and always have HD equal to your character level. It should be more than able to hold his own in any average/high powered campaign, being a tank, suport arcane caster of Jack of all trades.

    You can also multiclass out at any time, and around half your class abilities will keep increasing, not counting the spellcasting wich can be increased by taking prcs that increase it.

    Troll

    Spoiler
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    HD:d8
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +0 | +2|+0 |+0|Troll body, Str+1, Con+1
    2| +1| +3|+0 |+0 | Regeneration, Str+1, Con+1
    3| +2| +3|+1| +1| Scent, Str+1, Con+1
    4| +3| +4| +1|+1 | Rend, Str+1, Con+1
    5| +3| +4| +1| +1| Growth , Str+1, Con+1

    [/TABLE]
    Skills: 4+int modifier per level, quadruple at first level. Class skills spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate, ride, tumble.

    Proefeciencies: all simple and martial weapons and his own natural weapons.

    Features:
    Troll body: the troll loses all other racial bonuses, and gains giant traits, a base speed of 30 feet, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

    Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

    Regeneration: Equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Scent: a troll gains the scent extraordinary ability.

    Rend:
    If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an
    additional 2d6+1,5 Str modifier points of damage.

    Growth:
    The troll grows to large size.His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

    Skraag:
    When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.


    Other monsters already done:
    (this list is always being updated)
    Spoiler
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    Blue Dragon
    Mind Flayer and Minotaur
    Medusa and Choker
    Zelekhunt(inevitable)
    Ogre Mage and Succubus
    Rakshasa and Dragonne
    Red slaad
    Djinni
    Wing Dragon
    Grimlock
    Awakened Skeleton
    Vargouille
    Balor
    Phoenix
    Vasuthant
    pit fiend
    Mummy
    Hound archon
    Centaur
    Gray Jester
    Silver Dragon
    Yuan-ti
    Thri-Kreen
    Gloom
    Erinyes
    Angel(planetar/solar)
    Nixie
    phasm
    Vampire
    Xill(by ScionoftheVoid)
    Lillend
    Ghost
    Aranea
    Dryad-Contributed by Bodez.
    Marilith
    Half-dragon
    Doppelganger
    Ghoul-contributed by CraftY_Cultist.
    Gnoll
    Dryder-by I_Am_An_Undead
    Nymph by Bodez.
    WerewolfBy Crafty_Cultist
    WereBearBy Crafty_Cultist
    EthergauntContributed by I_Am_Undead
    Blink Dogby AustontheGreat1
    Hill giant-by Hyudra
    Gynosphynx-by VoltHawk.
    Lich(template) by Crafty_Cultist
    Nerra(mirror-people) by Draken
    Half-fiend by Crafty_Cultist
    Half-celestial by Crafty_Cultist
    Firbolg
    Pixie by Aranii
    Stone giantby Hyudra
    Angel of Decayby Draken
    Frost giantby Hyudra
    Beholderby AustontheGreat1
    Slaadby Trenelus
    Redcap by Draken
    Pyroclastic dragon by Kyubi
    Entomberby Gorgondantess
    Ogreby Hyudra
    Half-Illithidby Crafty Cultist
    Kaortiby Crafty Cultist
    Harpy[/list]by Hyudra
    Brain in a jar by Draken
    Reth Dekalaby Gorgondantess
    Winter Wolf by Frog Dragon
    ScorpionFolk by Frog Dragon
    Mephitby Hyudra
    Spellwarped creature(prc) contributed by Frog Dragon
    Half-troll by flarbort
    Entropic Reaper by Crafty_Cultist
    Silthilarby AustonTheGreat1
    Zernby AustontheGreat1
    Annis Hag by Hyudra
    Purple dragon
    Fire giant by Hyudra
    Hook Horrorby Frog Dragon
    Air elementalby AustontheGreat1
    Achaieraiby Gorgondantess
    Vrockby Gorgondantess
    Force Golemby Gorgodantress
    Iron Golemby Gorgodantress
    Planetouchedby Gorgodantress
    Marrutactby Gorgodantress
    Ulitharid(prc)
    Impby Hyudra
    Mezzolothby Frog Dragon
    Nycalothby Frog Dragon
    Leonal and Bralaniby BelGareth
    Kuo-Toaby Hyudra
    Wyvernby Hyudra
    Reptilians (Lizardfolk and Troglodyte)by Gorgondantess
    Displacer Beastby Hyudra
    Hell Houndby Crafty Cultist
    Griffon-by AustontheGreat1
    Earth Elemental by AustontheGreat1
    Sahuaginby Crafty Cultist
    Monster of Legend(prc)by Hyudra
    Lantern Archonby Volthawk
    Tarrasque
    Anaximby Draken
    White Dragonby un_known
    Green Dragonby un_known
    Half-Golem
    Psionic Mindflayer by Gorgondantress
    Antromorphic animal
    Tengu

    More to come!



    Monsters done by alphabetical order:

    Spoiler
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    Achaieraiby Gorgondantess
    Air elementalby AustontheGreat1
    Anaximby Draken
    Angel(planetar/solar)
    Angel of Decayby Draken
    Annis Hag by Hyudra
    Antromorphic animal
    Aranea
    Awakened Skeleton
    Balor
    Beholderby AustontheGreat1
    Blink Dogby AustontheGreat1
    Blue Dragon
    Brain in a jar by Draken
    Centaur
    Djinni
    Displacer Beastby Hyudra
    Doppelganger
    Dryad-Contributed by Bodez.
    Dryder-by I_Am_An_Undead
    Earth Elemental by AustontheGreat1
    Entomberby Gorgondantess
    Entropic Reaper by Crafty_Cultist
    Erinyes
    EthergauntContributed by I_Am_Undead
    Firbolg
    Force Golemby Gorgodantress
    Fire giant by Hyudra
    Frost giantby Hyudra
    Ghost
    Ghoul-contributed by CraftY_Cultist.
    Gloom
    Gnoll
    Gray Jester
    Green Dragonby un_known
    Grimlock
    Griffon-by AustontheGreat1
    Gynosphynx-by VoltHawk.
    Half-celestial by Crafty_Cultist
    Half-dragon
    Half-fiend by Crafty_Cultist
    Half-Illithidby Crafty Cultist
    Half-Golem
    Half-troll by flarbort
    Harpy[/list]by Hyudra
    Hell Houndby Crafty Cultist
    Hill giant-by Hyudra
    Hound archon
    Hook Horrorby Frog Dragon
    Impby Hyudra
    Iron Golemby Gorgodantress
    Lantern Archonby Volthawk
    Leonal and Bralaniby BelGareth
    Lich(template) by Crafty_Cultist
    Lillend
    Kaortiby Crafty Cultist
    Kuo-Toaby Hyudra
    Marilith
    Marrutactby Gorgodantress
    Medusa and Choker
    Mind Flayer and Minotaur
    Mephitby Hyudra
    Mezzolothby Frog Dragon
    Monster of Legend(prc)by Hyudra
    Mummy
    Nerra(mirror-people) by Draken
    Nixie
    Nycalothby Frog Dragon
    Nymph by Bodez.
    Ogre Mage and Succubus
    Ogreby Hyudra
    phasm
    Phoenix
    pit fiend
    Pixie by Aranii
    Planetouchedby Gorgodantress
    Purple dragon
    Psionic Mindflayer by Gorgondantress
    Pyroclastic dragon by Kyubi
    Rakshasa and Dragonne
    Red slaad
    Redcap by Draken
    Reptilians (Lizardfolk and Troglodyte)by Gorgondantess
    Reth Dekalaby Gorgondantess
    Sahuaginby Crafty Cultist
    ScorpionFolk by Frog Dragon
    Silver Dragon
    Silthilarby AustonTheGreat1
    Slaadby Trenelus
    Spellwarped creature(prc) contributed by Frog Dragon
    Stone giantby Hyudra
    Tarrasque
    Tengu
    Thri-Kreen
    Ulitharid(prc)
    Vampire
    Vargouille
    Vasuthant
    Vrockby Gorgondantess
    WereBearBy Crafty_Cultist
    WerewolfBy Crafty_Cultist
    White Dragonby un_known
    Wing Dragon
    Winter Wolf by Frog Dragon
    Wyvernby Hyudra
    Xill(by ScionoftheVoid)
    Yuan-ti
    Zelekhut(inevitable)
    Zernby AustontheGreat1





    Waiting list (kinda out of date):

    Spoiler
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    {table=head]Monster Requested|Requested by
    Deathdrinker (MM4) | Dante & Vergil
    Salamander | Darkkwalker
    Androsphynx | Darkkwalker
    Gynosphynx | Darkkwalker
    Couatl | Darkkwalker
    Leonal | Darkkwalker
    Mephits | Darkkwalker
    Pyroclastic Dragon (Dr) | Kyuubi
    Styx Dragon (Dr) | Kyuubi
    Concordant Killer (MM4) | Dire Weasel
    Etherguants (FF) | Geiger Counter
    Yuan-Ti Anathema | Quirp
    Giants | Ralasha
    Lycanthropes | Bodez
    Bralani | Zaakar
    more Slaads | Trenelus
    Ghaele Eladrin | Eldariel
    Howler | DaHamr
    Black Dragon | Dannan-Kun[/table][/QUOTE]



    I'll be taking requests from anyone who wants me to turn other monsters into playable classes.As a rule of thumb, I'll be doing them by order of income.

    All criticism apreciated, as long as it is detailed. If you don't like something, please point out what it is.
    Last edited by Oslecamo; 2010-08-22 at 03:39 PM.

  2. - Top - End - #2

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Blue dragon:



    Spoiler
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    HD:d12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+0 |+2 |Blue Dragon body, Arcane blood
    2| +2| +3|+0 |+3 | Keen senses, Thunder Breath
    3| +3| +3|+1| +3| Blindsense 60 feets, Str+1, Con+1
    4| +4| +4| +1|+4 | Wings, +1 Str
    5| +5| +4| +1| +4| Create/destroy water, +1 Cha
    6| +6| +5|+2 |+5 | Ventricolism, +1 Str.
    7| +7| +5| +2| +5| +1 Cha, +1 Con, Shocking Arcana
    8| +8| +6| +2| +5| Tail slap, Growth
    9| +9| +6|+3 |+6| Sound imitation, +1 Cha
    10| +10| +7|+3 |+7 | +1 Str, +1 Con,Hallucinatory terrain
    11| +11| +7| +3|+7 | Arcane Skin, +1 Cha
    12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
    13| +13| +8| +4| +8| +1 Cha, Thunder Lord
    14| +14| +9| +4| +9| Frightfull presence, Growth, crush.
    15| +15| +9| +5| +9| +1 Cha, One with the Sky
    16| +16| +10| +5| +10| +1 str, +1 con, Shocking Arcana
    17| +17| +10| +5|+10 | +1 Cha, Shock Therapy
    18| +18| +11|+6 |+11 | +1 str, +1 con, Suzerain
    19 | +19| +11| +6| +11| +1 Cha, +1 Str, Veil
    20| +20| +12| +6| +12| Overlord, +1 Str, +1 Con

    [/TABLE]
    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Concentration, climb, jump, spot, listen, apraise, bluff, Hide, Move Silently, intimidate, Knowledge(any), spellcraft.

    Proefeciencies: a blue dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


    Features:

    Blue dragon Body:
    The blue dragon loses all other racial bonuses, and gains Dragon traits, electrecity subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, a burrow speed equal to half his land speed and is medium sized. The blue dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

    The Blue dragon also gets a natural armor bonus equal to his Con modifier. Whenever the blue dragon grows one size category, his natural armor increases by a further 1.

    The blue dragon is immune to electrecity. It has no particular vulnerability.


    Arcane Blood:
    A blue dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.


    If it multiclasses as a bard it's spellcasting increases as a bard.
    If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

    {table]Dragon level | Virtual sorceror casting
    1|-
    2|1
    3|2
    4|3
    5|4
    6|5
    7|6
    8|6
    9|7
    10|8
    11|8
    12|9
    13|10
    14|10
    15|11
    16|12
    17|12
    18|13
    19|13
    20|13
    [/table]

    So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

    A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

    His Caster level remains equal to his full HD when multiclassing to sorceror.

    If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


    Keen senses:The blue dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Thunder Breath:
    At 2nd level the blue dragon can fire a line 60 feet dealing 1d6 lighting damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 feets with each extra HD the player takes from here.

    Blindsense:
    as the normal ability, range 60 feets.

    Ability score increase:
    The blue dragon ability scores increase by the shown amount.

    {table]Level | Bonus gained
    3| Str+1, Con+1
    4 | +1 Str
    5| +1 Cha
    6|+1 Str,
    7| +1 Cha, +1 Con
    9| +1 Cha
    10| +1 Str, +1 Con
    11| +1 Cha
    12| +1 Str, +1 Con
    13| +1 Cha
    15| +1 Cha
    16| +1 str, +1 con
    17| +1 Cha
    18| +1 str, +1 con
    19 | +1 Cha, +1 Str
    20| +1 Str, +1 Con

    [/table]



    Wings:
    At 4th level the blue dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4 damage.

    Create/Destroy Water (Sp)A blue dragon of 5th level can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.


    Blue dragon SLAs:
    At 6th level Ventricolism 1/day per each 3 HD.

    At 10th level hallucinatory terrain 1/day for each 5 HD.

    Saves DC for both are 10+1/2HD+Cha mod.


    Sound Imitation (Ex):
    The blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.

    Shocking Arcana:
    At 7th and 16th levels the blue dragon adds any spell with the [electrecity] descriptor of a level he can cast to his list of spells known.

    Growth:At 8th level the blue dragon grows to large size.
    At 14th level the blue dragon grows to huge size.

    His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

    Tail slap:
    The blue dragon can now make a tail slap attack dealing 1d8 damage(already taking in acount large size).



    Arcane skin:
    At 11th level the blue dragon gains SR equal to his HD+11.

    Iron Scales:
    At 12th level the blue dragon gains DR/magic equal to half his HD.

    Thunder Lord:
    At 12th level the blue dragon gains +2 on the caster level of any spells with the [electrecity] descriptor it casts and those spells ignore any limits on caster level they may have.


    Crush:
    The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
    Spoiler
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    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).


    Frightfull presence:
    The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    One with the Sky:
    At 15th level the blue dragon can reflect the light on his scales in such a way it perfectly mimics the sky color.

    The blue dragon can hide while flying on an open area whitout actualy having anything to hide behind, and he gains a bonus on those hide checks equal to his HD.

    Shock Therapy:
    At 17th level, as a free action a number of times per day equal to his Cha mod, the blue dragon may boost his breath weapon so linger on oponents. Creatures failing the save against the thunder breath when this ability is used take damage as is hit by a new thunder breath on their next turn, and on the next turns, untill they make their saves. A creature may spend a fullround action to get rid of shock therapy for good.

    Suzerain:
    At 18th level the blue dragon grows a strong sense of inner order. It gains a bonus on diplomacy and intimidate checks equal to it's HD.

    Veil: At 19th level the blue dragon can now use veil as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier.

    Overlord:
    At 20th level the blue dragon is an inspiring figure of power for younger ones. 1/day as a swift action the blue dragon can summon a blue dragon built using this class of his own level-1 (using elite array for stats and NPC WBL), wich serves for one hour and then leaves. The called dragon appears adjacent to the player, either flying from the skies or bursting from the ground, but must wait one round before acting.

    Last edited by Oslecamo; 2010-09-23 at 06:56 AM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    1. I like the way you're doing these.

    2. For requests, I wouldn't mind seeing a Mind Flayer worth taking. Also, a Minotaur worth taking. I lurve me some Mind Flayers and Minotaurs.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I was gonna say troll, but look at that.

    So, do you need to take a monster class all the way to the finish before multiclassing, or can you jump out early? For instance, say I wanted to skip my last level of troll and remain medium-sized. Could I?

    Also, you mention that you don't keep any of the racial bonuses save those in the progression, but what about the penalties? Were I to play a troll, would I instantly have a very low intelligence and charisma, or are those waved as well?


    Also, I request Mind Flayer.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Xallace View Post
    So, do you need to take a monster class all the way to the finish before multiclassing, or can you jump out early? For instance, say I wanted to skip my last level of troll and remain medium-sized. Could I?
    Sure. I mentioned it in my comments page. You can also just pick up the first levels of dragon and then branch out to something else while keeping to improve breath and flying abilities.

    Quote Originally Posted by Xallace View Post
    Also, you mention that you don't keep any of the racial bonuses save those in the progression, but what about the penalties? Were I to play a troll, would I instantly have a very low intelligence and charisma, or are those waved as well?
    The troll mental penalties are waved, but if you were playing, let's say, an orc, and picked up the troll class, you would keep the -2 at mental scores from the orc race while losing the +4 str.

    Quote Originally Posted by Xallace View Post
    Also, I request Mind Flayer.
    Gonna work on it then. There's a good challenge.

    arguskos:
    Thanks as well! Gonna work in the minotaur next then.
    Last edited by Oslecamo; 2010-02-22 at 03:24 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Xallace View Post
    So, do you need to take a monster class all the way to the finish before multiclassing, or can you jump out early? For instance, say I wanted to skip my last level of troll and remain medium-sized. Could I?
    you could argue that growth takes time and take a level in race X whenever you think enough time has passed, meanwhile freely multiclass with PC classes as that only takes xPerience
    * my emphasis

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I seem to recall this from earlier. It's good to see you're still working on this! (Assuming this is the same project...)

    I'd like to see the Medusa turned into monster classes. I was having some trouble with in, not quite sure how to fit the Petrifying Gaze without making her too high a level.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I like what you've done here. And I would like to see either the choker or the Zelekhut (Inevitable) turned into a playable race.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Succubus and Ogre Mage

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    There are a few other dragons id like to see, especially the stronger ones. I really like these and would love to gestalt it side by side with a base class. Maybe a Rakshasa and a dragonne.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Slaadi. Mostly greens, hopefully progressing further into blacks and whites in epic, yes...?

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by AustontheGreat1 View Post
    Succubus and Ogre Mage
    This.
    And a Paragon Choker.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by erikun
    I seem to recall this from earlier. It's good to see you're still working on this! (Assuming this is the same project...)
    It's more of an evolution of the other project. I gave up on redesigning the whole system, as there's several projects on that direction, but the idea of making playable monster classes is something unexplored, so I decided it was worth continuing.

    Anyway, two more:

    Mind Flayer


    Spoiler
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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+0 |+0 | +2 | Mind Flayer body, telepathy, Battle of minds, Superior Intellect
    2|+ 1|+ 0|+0 | +3 |Minor psionics
    3|+ 2|+ 1|+ 1| +3 |Mind Blast, Psionic resistance
    4|+ 3|+ 1|+1 | +4 | Improved grab, Dissecate
    5|+ 3|+ 1|+1 | +4 |Advanced psionics
    6|+ 4|+ 2|+2 | +5 |Fast Tentacles
    7|+ 5|+ 2|+2 | +5 |Extract,
    8|+ 6|+ 2|+2 | +6 |Greater psionics
    [/table]
    Skills:4+int modifier per level, quadruple at 1st level.The mind flayer’s class skills (and the key ability for each
    skills) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (any) (Int), Hide(Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Use Magic device (Cha), Spellcraft(Int), Psicraft(Int) and Spot (Wis).

    Proefeciencies:a mind flayer is proefecient with simple weapons and his tentacles attacks.

    Features:
    Mind Flayer body: At 1st level, the mind flayer loses all other racial bonus and gets aberration traits(darkvision 60 feets basicaly). He's a medium sized aberration creature with base speed 30 with several tentacles around it's mouth. Two of those tentacles can be used as natural attacks dealing 1d4+Str damage each. The mind flayer becomes able to use one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect).

    The mind flayer takes no penalty for attacking with all his tentacles in a fullattack.
    If the mind flayer coup de graces a monster and kills with it's tentacles, it can eat it's brains.

    The Mind flayer gets a Nat armor bonus equal to his Int or Cha modifier, wichever is higher.

    Telepathy:a mind flayer gains telepathy with a range of 10 feets for each HD he possesses. . A mind flayer who multiclasses for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but mind flayer levels wouldn't count for it.

    Battle of Minds:
    The Mind Flayer fights smarter not harder. It may use either his Int or Cha modifier instead of strenght in his to hit roll attacks with tentacles.

    In adition, the mind flayer may add his Int modifier on top of his Cha modifier in Bluff and Intimidate checks, and may use the demoralize option in any oponent he can reach with his telepathy, not only oponents in melee range.

    Superior Intellect: At each level of this class the mind flayer gets either a permanent +1 to his intellegence score or a permanent +1 to his Charisma score.


    Minor psionics: The mind flayer can use detect toughts, charm person and levitate as SLAs once per day for each HD it possesses. The save DCs are 10+1/2HD+Cha mod.


    Mind Blast:A mind flayer can focus his mind in a powerfull stunning wave attack. It affects a cone of 10 feets and stuns all targets inside it for 1d4 rounds. A will save of 10+1/2HD of the mind flayer+Mind flayer's Cha modifier denies the stun. This ability is useable 1/day for each HD of the mind flayer.

    The cone affects an extra 5 feets for each extra HD of the mindflayer beyond 3. The Mind flayer can choose to affect a smaller area than his maximum with his mind blast attack in order to don't hit allies. The stun effect lasts for an extra 1d4 rounds for each two extra HD beyond 3.

    Psionic resistance:The mind flayer gets SR equal to 11+HD.


    Improved Grab:To use this ability, a mind flayer must hit a Small, Medium-size, or Large creature with a tentacle attack (or a Huge creature if it can reach the creature’s head). If the grab is successful, on its next action the mind flayer may attempt to attach its remaining tentacles with a single grapple check. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target.

    Dissecate:
    The mind flayer's cold mind allows him to quickly figure out the best way to hurt his foes with his exceptionally flexible tentacles. He may use either his Cha or Int modifier instead of Str on tentacle damage rolls and grapple checks.

    Advanced psionics: The mind flayer can now use sugestion and charm monster as SLAs once per day for each HD it possesses. The save DCs are 10+1/2HD+Cha mod.

    Fast Tentacles:
    Whenever the mind flayer uses one of his SLAs, Mind Blast ability, casts a spell or manifests a power he may make an attack with an tentacle as a swift action.

    As a full round action, the mindflayer may use an SLA, or cast a spell or manifest a power with a duration of a standard action or less, and then attack with all his tentacles.

    Extract (Ex): A mind flayer of 12th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain).

    Regardless of the victim surviving or dying, whenever the Mind flayer consumes a brain, he absorbs it's memories like a delicious delicacy, greatly invigorating himself. The mind flayer gets a bonus on his attacks, skills, saves, Mind Blast, psionics and spells DCs equal to the highest mental score modifier of the victim. The Mind Flayer can't gain a bonus bigger than half his own HD with this ability. It lasts for 1 hour for each HD of the victim.

    Diferent bonus from diferent brains don't stack.

    Greater psionics:The Mind flayer can now use plane shift and Astral projection as SLAs once per day for each 4 HD it has. The save DCs are 10+1/2HD+Cha mod.


    Comments:
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    A classic D&D monster, this mind flayer focus more on his mental powers. It doesn't have the versatility of your typical caster, but has some good mobility and several save or dies to choose from. It's BAB is medium to make up for that.

    I created some new abilities to make the mind flayer actualy good with his tentacles so it is rewarded for trying to eat brains in combat.

    My improved extract ability at 7th level gives the mind flayer a powerfull incentive to actualy hunt brains of smart beings, but the limits should probably keep it from becoming too abuseable.

    Finally, the class multiclasses quite well with both arcane and psionic classes, allowing you to create true mind flayer sorcerors/psions.

    For more martial dudes, the extra tentacle attacks from the mind flayer make it a juicy dip.


    Minotaur


    Spoiler
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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+1 |+2 |+ 0| +0 |Minotaur body, Minotaur skills, +1 Str, +1 Con
    2|+ 2|+ 3|+ 0| +0 |Powerfull Charge, Scent, +1 Str, +1 Con
    3|+ 3|+ 3|+ 1| +1 |Natural cunning, +1 Str, +1 Con
    4|+ 4|+ 4|+ 1| +1 |Growth, +1 Str, +1 Con
    [/table]

    Skills:2+int modifier, quadruple at 1st level. Class skills (and the key ability for each skills)
    are Bluff (Cha), Craft (Int), Disguise (Cha), Move Silently
    (Dex), Profession (Wis), and Spot (Wis).

    Proefeciencies: simple and martial weapons, and it's own natural weapons.

    Features:

    Minotaur body:At 1st level the minotaur loses all racial bonus and gains monstruous humanoid traits(basicaly dark vision 60 feets). He's a medium monstruous humanoid with base speed 30 feet. He has a natural gore attack dealing 1d6+Str modfier damage base.

    The minotaur also gets a natural armor bonus equal to his Con modifier.

    Minotaur skills:Minotaurs possess exceptional sharp senses. The minotaur gets +1 on spot, listen and search checks for each HD it has.

    Powerfull Charge:When the minotaur charges with his gore attack, he deals 2d8 damage plus 1,5 times his str modifier. If the minotaur changes size, change the base damage acodingly (2d6 for small, 4d6 for large).

    Scent (Ex): A minotaur has a keen sense of smell. It can detect opponents within the given
    range (double range if the scent is upwind, one-half range if it is downwind) and may take a move-equivalent action to determine the direction of a scent. If an odor source, such as an opponent, is within 5 feet, the minotaur can pinpoint that source. Minotaurs can use the scent ability to track an enemy by smell.

    Ability score bonus:The minotaur permanently gets +1 Str and +1 Con at every level of this class, for a total of +4 Str and +4 Con at 4th level.
    l
    Natural Cunning:The minotaur is immune to maze spells and effects, never gets lost, and never counts as flat footed. This also counts as the track feat.

    Growth:The minotaur increases one size category. Apply all necessary modifiers to the minotaur's AC, attacks, skills, grapple, natural weapons, ect, but the minotaur doesn't get any ability score/natural armor bonus or penalties.




    Comments:
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    Another D&D favorite, in my opinion the minotaur should be an iconic brute monster. Good fort save and BAB, stronger charge, ability score bonus and powerfull charge all allow the minotaur to charge into battle and unleash the pain.

    The natural cunning, extra skills and scent also make it exceptionaly good at finding enemies and playing sentry duty.

    Compared with the troll, the troll's tougher and has more natural attacks, but worst acuracy and skills.
    Last edited by Oslecamo; 2010-09-16 at 08:12 AM.

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    confused Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Genie Please!!!
    Quote Originally Posted by Fredaintdead View Post
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    If homebrewed monsters are acceptable, I would very much like to see Wing Dragons.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I've always wanted to play a grimlock
    Quote Originally Posted by ToySoldierCPlus View Post
    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Medusa

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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+ 0|+ 2| +2 |Medusa Body
    2|+2 |+ 0|+ 3| +3 |+1 Dex, +1 Cha
    3|+ 3|+ 1|+3 | +3 |Stone glimpse, Poison dip
    4|+ 4|+ 1|+ 4| + 4|+1 Dex, +1 Cha
    5|+ 5|+ 1|+4 | +4 |Stone glare
    6|+ 6|+ 2|+ 5| + 5|+1 Dex, +1 Cha
    7|+ 7|+ 2|+5 | +5 |Stone gaze
    [/table]
    Skills: 4+int modifier, quadruple at 1st level. The medusa’s class skills (and the key ability for each skills) are Bluff (Cha), Craft (Int), Disguise (Cha), Move Silently (Dex), Profession (Wis), and Spot (Wis).

    Proefeciencies:simple and martial weapons, and her own snakes

    Features
    Medusa body:At 1st level a medusa loses all racial bonus she had and gains monstruous humanoid traits (basically dark vision 60 feets). She's a medium monstruous humanoid with base speed 30.

    A medusa's hair transforms into living snakes, wich may be used as a natural weapon dealing 1d4 +Str modifier damage. All the snakes count as a single natural weapon. The snake heads produce a poison dealing strenght damage. The Fort DC is 10+1/2 medusa's HD+medusa's con modifier.
    At 1st level the strenght damage is 1d4, but for every 2 extra HD the strenght damage increases 1 size category(1d6 at 3HD, 1d8 at 5HD, 2d6 at 7 HD, and so on)

    A medusa gains a bonus to Nat Armor equal to half her Con modifier.

    Ability increase:At 2nd, 4th and 6th level the medusa gains a permanent +1 to Dex and Cha.

    Stone glimpse:At 3rd level a medusa's stoning powers begin to awaken. She can't yet turn a creature into stone in one go, but can partialy petrify them.

    As a standard action, a medusa can "stone glimpse" a creature whitin 10 feets(+5 feets for each HD beyond the first 3). The Fort DC is 10+Half the Medusa's HD+Medusa's Cha modifier. If the target fails the save, it takes 1d4 Dex damage as their bodies partialy petrify. The damage increases by an extra 1d4 for every 3 extra HD of the medusa. This attack even affects corporeal undeads, but it doesn't affect creatures immune to petrification.

    The medusa may use stone glimpse a number of times per day equal to her HDxCha modifier.


    Poison Dip:
    As a move action, a medusa may poison a weapon she's holding. The medusa doesn't risk poisoning herself, but such poison only remains "fresh" for 1 hour per HD, after wich it dries out and becomes useless. It has no commercial value.

    Stone glare:At 5th level, the medusa can now instantly petrify a creature if their eyes directly meet, but it demands they both look at each other for some seconds.

    Same range and DC as stone glimpse, but the target gets both a will save and fort save to resist this effect. If it fails both, then it's instantly turned to stone as a flesh to stone spell. A stone glare costs two uses of stone glimpse.

    If the medusa has 8 or more HD, a fraction of second is enough for the petrifying to happen, and thus the target only gets a fortitude save to resist this effect.

    Stone gaze:The medusa can now temporaly fill her eyes with stoning power, affecting all who look at her.

    Activating the stone gaze is a standard action wich costs four uses of the medusa's stone glimpse ability, and then one extra use for each turn she sustains the effect. She may end the gaze at any moment as a free action.

    Same range and effect as stone glare , but now all creatures whitin range are automaticaly affected.

    A medusa of 10 HD or more may activate any of her eye attacks as a swift action. A medusa of 15 HD or more may activate her eye attacks as an immediate action. This bonus applies even if not all medusa levels were taken, but only for the obtained eye attacks.


    Comments:
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    So yeah, the medusa gets a save or die at 5th level, but it demands two saves for it to work. As the medusa levels, it becomes only 1 save. And no, you're not geting an at will save or die attack.

    Besides the stoning attack, she only has her poison really, so I give her full BAB, 4skill/level, +3 Dex and +3 Cha plus two good reflexes to try to make up for it.


    Choker

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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+0 |+0 |+2 | +0 |Choker body, Improved grab, constrict.
    2|+ 1|+ 0|+ 3| + 0|Quickness, extend, climber
    [/table]

    Skills:2+int modifier per level. Class skills (and the key ability for each skills) are Bluff (Cha), Concentration (Con), Craft (Int),
    Intimidate (Cha), Knowledge (any two, chosen at 1st level)
    (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
    and Spot (Wis).

    Proefeciencies:
    a choker is proefecient with his natural weapons only.

    Features:


    Choker body: A choker loses all other racial bonuses and gains aberration traits (basicaly dark vision 60 feet). The choker is a small sized aberration with base speed 20. It has two tentacle attacks dealing 1d3 damage+str modifier each. It can attack with both tentacles with full attack bonus in a fullround attack.

    Constrict (Ex):
    A choker deals 1d3+str points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

    Improved Grab (Ex):To use this ability, a choker must hit a Large or smaller opponent 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 can constrict. Chokers receive a +4 racial bonus on grapple checks.

    Quickness (Su):A choker is capable of suprising bursts of speed by focusing. It can take an extra standard or move action per turn. However, the choker's mind is pushed hard to work at this greater speed, so it can't use this extra action to cast spells or manifest powers.

    Extend:The choker's tentacles become able to extend themselves, increasing his natural reach by 5 feets.

    Climber:The choker's tentacles allow him to easily grab into surfaces, giving him a climb speed equal to half his land speed. A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


    Coments:
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    Yes, the choker and his ba-roken quickness ability. Since I have to make the class only 2 levels long as the choker is CR2, I must cut any possible madness from the root and deny the possibility of easily casting several spells per turn every turn. You still get extra reach, two natural weapons and plenty of grapple bonus, altough this monster is probably more suited for skill monkeys in my opinion.
    Last edited by Oslecamo; 2010-03-13 at 08:11 AM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Also, you shouldn't HAVE a race when you take one of these classes... the first level of the class should include all your racial characteristics... multi-classing betweent them to create hybrids is... OK I GUESS... but only with strict GM supervision.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I find the mindflayer disappointing for one very important reason. It builds off of the stats as presented in the Monster Manual instead of Expanded Psionics. The one in EP gives you a manifester level as if you had some levels in psion, allowing you to already have a power base to continue in psion after you're done with your racial levels. As presented, an ECL 9 mind flayer who just took its first level of psion will have a manifester level of 1 and have the same powers and power points as a first level character.

    Aside from that, you did a good job stating out these monstrous classes.
    Last edited by jagadaishio; 2010-02-23 at 02:39 PM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by jagadaishio View Post
    The one in EP gives you a manifester level as if you had some levels in psion, allowing you to already have a power base to continue in psion after you're done with your racial levels. As presented, an ECL 9 mind flayer who just took its first level of psion will have a manifester level of 1 and have the same powers and power points as a first level character.
    Did you notice my telepathy ability clause?

    Telepathy:a mind flayer gains telepathy with a range of 10 feets for each HD he possesses. A mind flayer who multiclasses for an arcane/psionic class can count his Mind Flayer levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and geting new spell slots/power points. So for example, a Mind Flayer 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however, neither the familiar ability.

    I did it precisely for that reason, so you could make your mind flayer 8/psion 1 have a ML of 9 and 72-58=14 PP(whitout counting bonus) .It won't have as many PP and power points as a normal psion, but you're still able to manifest 5th level powers.

    This is, the EP mind flayer is kinda broken. He manifests as a 9th level psion at CR 8! I can't exactly make a class that gives 9th level fullcasting at ECL8.
    Last edited by Oslecamo; 2010-02-23 at 03:22 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Am I correct in assuming that each of these new monster classes have a number of levels equal to the CR of the monster entry? If so, that would fix the monster class problems from Savage Species, as well as provide a superios alternative to LA. I hope that I'm right in this.

    Also, your Growth abilities are a bit vague. Please check this post & this post for a more thorough description of what is entailed in a proper size increase. You can copy & paste the relevant class features, if you like. I hope that this helps.

  22. - Top - End - #22

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Zeta Kai View Post
    Am I correct in assuming that each of these new monster classes have a number of levels equal to the CR of the monster entry? If so, that would fix the monster class problems from Savage Species, as well as provide a superios alternative to LA. I hope that I'm right in this.
    Yes you are! The minotaur is CR 4 and has 4 levels. The mind flayer is CR 8 and has 8 levels. 7 for the medusa, 2 for the choker, 5 for the troll. This way you don't have to worry about LA at all!

    Dragons have all 20 levels because their CR goes all the way beyond 20. If I have time, perhaps I'll do an epic progression for them someday.

    Quote Originally Posted by Zeta Kai View Post
    Also, your Growth abilities are a bit vague. Please check this post & this post for a more thorough description of what is entailed in a proper size increase. You can copy & paste the relevant class features, if you like. I hope that this helps.
    Grumble grumble, am I the only one who has memorized the base changes that come with size? Ok, perhaps a table on the 1st post would help. Thanks.
    Last edited by Oslecamo; 2010-02-23 at 03:48 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    By the way, am I correct in assuming that these races have no base ability adjustments?

    Also, I have a race in mind to request... but I can't remember the name. It's form Monster Manual III, has a greater form. it has some dice rerolling/fate manipulation abilities. I'll see if I can find it when I have access to my books.

    I also feel compelled to congradulate you on this great idea. I'll use these in the next game I can.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Actually I want to change my request. I've always wanted to play a phoenix from MMII p.168. Its CR is 24 which means there will have to be an epic progression.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    How are you getting around the fact that under most circumstances, no PC class is actually as dangerous as a monster of equal CR?

    I know Wizards, Clerics and Druids etc beyond a certain level kind of can, but that's not really my concern; if find winning by dint of mechanics dull...
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Mythestopheles:The only ability score bonus these monster classes give are the ones listed. Thanks for the compliments and I ask you to report your experiences here if possible!


    Zelekhut


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    HD:d10
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+ 0|+0 | + 0|Body of Law, Judgement Chains
    2|+ 1|+ 0|+ 0| +0|Inevitable, +1 Str
    3|+ 2|+ 1|+ 1| +1 |Mechanus blessing, lesser, +1 Str, +1 Cha
    4|+ 3|+ 1|+ 1| + 1|Wings, +1 Str
    5|+ 3|+ 1|+ 1| +1|Mechanus blessing, +1 Cha, +1 Str
    6|+ 4|+ 2|+ 2| + 2|Growth, +1 Str
    7|+ 5|+ 2|+ 2| + 2|Mechanus blessing, advanced, +1 Str +1 Cha
    8|+ 6|+ 2|+2 | + 2| Enforcer armor, +1 Str
    9|+ 6|+ 3|+3 | +3 |Mechanus blessing, greater,+1 Str, +1 Cha
    [/table]
    Skills:2+int modifier per level. No class skills

    Proefeciencies: Spiked chains
    Features:

    Body of Law: a Zelekhut loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

    Spoiler
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    # No Constitution score.
    # Low-light vision.
    # Darkvision out to 60 feet.
    # Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    # Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    # Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from that quality.
    # Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    # Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    # Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    # Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.


    Zelekhut is a medium sized construct with base speed 30. It has a centaur-like body, wich allows him to qualify to feats as if it had the mounted combat feat, and to count as riding a mount whenever it would be benefical, like the spirited charge feat.

    It also gains a bonus to it's Nat armor equal to his Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

    Judgement chains:A Zelekhut can spring forth two spiked chains from his arms as a fullround action, and put them back inside his arms also as a fullround action. He takes no penalty attacking with both chains at the same time. Those chains can be enchanted as normal weapons. The Zelekhut also can "upgrade" his chains to special materials like adamantine by paying the right amount of gold.

    When it reaches 3 HD it can spring forth/retrieve the chains as a standard action and the chains count as masterwork.

    When it reaches 6 HD it can spring forth/retrieve the chains as a move action and they gain a +1 enanchment bonus to attack and damage rolls.

    When it reaches 9 HD it can spring forth/retrieve the chains as a swift action and they gain the shocking property.

    Inevitable: the Zelekhut gains fast healing equal to half it's HD, wich is bypassed by chaotic attacks. The Zelekhut also gains the lawfull subtype and any weapons it wields count as lawfull aligned for purposes of bypassing DR.

    The Zelekhut also adds half it's HD to all search and sense motive checks it makes.

    Mechanus blessing, lesser:The Zelekhut can use clairaudience/clairvoyance and dimensional anchor as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier.

    Ability increase:
    At 3rd, 5th, 7th and 9th level the Zelekhut gains a permanent +1 to Cha, and he gains +1 to Str at all levels except first.

    Wings:The Zelekhut can now spring forth/retrieve wings from his back wich allow him to fly at speed 40 feets (average maneuverability).

    Mechanus Blessing:The Zelekhut can use fear and dispel magic as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier. When the Zelekhut reaches 10 HD, it's dispel magic SLA is replaced by greater dispel magic an equal number of times per day.

    Growth:The Zelekhunt grows one size category, and gains all the bonus and penalties listed on the table at the 1st page. His base speed also increases to 50 feets and his fly speed increases to 60 feets.

    Mechanus blessing, advanced: the Zelekhunt can now use hold person and locate creature as SLAs once per day for each HD it possesess. The saves are 10+1/2HD+Cha modifier.

    Enforcer armor:
    The Zelekhunt gains DR/chaotic equal to half his HD and SR equal to 11+his HD.

    Mechanus blessing, greater:The Zelekhunt can now use Hold monster, mark of justice and True seeing as SLAs once per day for each 2 HD it possesses. In adition, it can now use Lesser Geas once per week for each 5HD it has. The saves are 10+1/2HD+Cha modifier.



    Comments:
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    Well, this one was tricky. It has a lot of abilities, but they aren't really synergetic. What is he trying to do? Tracker? Save or dies? Spiked chain tank? Mounted charger?

    I ended up puting a little of everything. It can rain SLAs from afar while flying and then descend to bludgeon his enemies with his chains.

    It's horrible saves are more than made up for the powerfull construct traits. It doesn't have a Con score, but fast healing and eventualy the DR and SR make up for that. His skills suck to try to balance all the SLAs and extra movement.



    EDIT:
    Mulletmanalive:
    That is actualy something very variable. Some monsters like the EPH Mind Flayer and that damn crab will eat non-munchkin players alive, others like the ogre mage and minotaur aren't very special really.

    I'm aiming more at PC power level here, the one where I like to play, on the higher scale of optimization, but still keeping some sanity. Monsters I believe too strong get nerfed, and monsters that I believe too weak are buffed, while trying to close abuseable abilities and extremes as best as possible.
    Last edited by Oslecamo; 2010-07-23 at 07:09 AM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Can you do the Vargouille and the Skeleton next?

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Found the monster I was thinking about. The Vasuthant (MM III).

    For future notice, which books do you have available?
    Last edited by Mythestopheles; 2010-02-23 at 07:57 PM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Ogre Mage

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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+2 |+0 | +2| Ogre mage body, Beginner Magi, +1 Str
    2|+ 1|+ 3|+ 0| + 3|Lesser Magi, +1 Cha
    3|+ 2|+ 3|+1 | +3 |Regeneration, +1 Str
    4|+ 3|+ 4|+ 1| + 4|Magi, +1 Cha
    5|+ 3|+4 |+1 | +4 |Flight, Magi resistance, +1 Str
    6|+ 4|+5 |+ 2| + 5|Advanced Magi, +1 Cha
    7|+ 5|+5 |+ 2| +5 |Growth, change Shape, +1 Str
    8|+ 6|+ 6|+ 2| + 6|Greater Magi, +1 Cha
    [/table]
    Skills: 2+int mod per level, quadruple at 1st level. Class skills are spot, listen, spellcraft, concentration, intimidate, Use Magic Device, Knowledge(Arcana, Planes, Dungeonering), Apraise.

    Proefeciencies: Ogre Mages are proefecient with simple and martial weapons and light armor.
    Features
    Ogre Mage body:
    the ogre mage loses all other racial bonuses and gains giant traits (basicaly low light vision). It's a medium giant with 40 feets base speed.

    It also has a bonus to natural armor equal to his Con modifier.


    Beginner magi:
    The ogre mage can use sleep as a SLA once per day for each HD it has. Save equal to 10+1/2 HD+Cha modifier. An ogre mage who multiclasses for an arcane class can count his Ogre mage levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Ogre Mage 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 3 however. He would get the familiar ability, but ogre mage levels wouldn't count for it.

    Ability increase:
    The ogre mage gets a permanent bonus of +1 Str at levels 1, 3, 5 and 7 and +1 Cha at levels 2, 4, 6, 8.

    Lesser magi:the ogre mage can now use darkness and Charm person each 1/day as a SLA for each HD it has. Save equal to 10+1/2 HD+Cha modifier.

    Regeneration:equal to 1/3 the HD of the ogre mage, rounded down. Fire and acid deal normal damage to an ogre mage.

    An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

    Magi:
    the ogre mage can now use invisibility as a SLA 1/day for each HD it has.

    Flight (Su):
    An ogre mage can cease or resume flight as a free action. His fly speed is equal to his base speed. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

    Magi resistance:
    The ogre magi gains SR equal to 11+it's HD+it's Cha modifier.

    Advanced Magi: the ogre mage can now use gaseous form as a SLA 1/day for each 2 HD it has.

    Growth: the ogre mage grows one size category.

    Change Shape (Su):An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant 1/day for each 2HD it has as a standard action
    Spoiler
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    * The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.


    Greater Magi: the ogre mage can now use cone of cold as a SLA 1/day for each 2HD it has. Save equal to 10+1/2 HD+Cha modifier.



    Comments:
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    As I pointed out, the original ogre mage monster is quite weak.

    This one offers more uses of it's rarer SLAs, cuting down the at-will SLAs in return.

    The ogre mage is quite MAD, so it gets bonus to both Str and Cha to help him be both a caster and frontline dude. Like the Mind Flayer, he'll get bonus for multiclassing for an arcane class.

    His SR is higher than normal to represent his innate connection with magic, and the regeneration doesn't hurt also.


    Succubus


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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+0 |+2 | + 2| Body of temptation, Corrupter initiate, +1 Cha
    2|+ 1|+0 |+ 3| + 3|Demon, Gifted, Change Shape, +1 Cha
    3|+ 2|+ 1|+3 | + 3|Lesser Corruptor, Deadly seduction +1 Cha
    4|+ 3|+ 1|+ 4| + 4|Wings, Abyss skin, +1 Cha
    5|+ 3|+ 1|+ 4| + 4|Corruptor, Temptation Incarnate, +1 Cha
    6|+ 4|+ 2|+5 | +5 |Kiss, +1 Cha
    7|+ 5|+ 2|+ 5| + 5|Greater Corruptor, +1 Cha

    [/table]

    Skills:8+int modifier per level, Class skills are Bluff, diplomacy, intimidate, knowledge(any), concentration, search, spot, listen, sense motive, use rope, profession(any), disguise.

    Proefeciencies:simple weapons and her own natural weapons.

    Features:

    Body of temptation: The succubbus loses all other racial bonuses and gains outsider traits. She's an outsider with base speed 30 feets and two claws as natural attacks, each dealing 1d6+Str modifier damage.

    She also gains a bonus to natural armor equal to her Cha modifier.

    Corrupter initiate:
    Use detect good, detect thoughts, charm person as SLAs twice per day per HD. DC=10+1/2HD+Cha modifier. If she multiclasses for an arcane/divince class she can count her succubus levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a succubus 3 who took 1 level of sorceror could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a sorceror 3 however. She would get the familiar ability, but succubus levels wouldn't count for it.

    If the succubus multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.


    Ability increase:
    The succubus gains +1 Cha at every level, for a total of +7 at 7th level.

    Demon:
    gain resistance to electrecity and a bonus on saves against poison equal to her HD, and resistance to fire, acid and cold equal to half her HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also she gains the evil and chaotic subtypes and her attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR.

    Gifted:
    Can use tongues on herself as a SLA 1/day for each HD it has. Also gains a bonus to listen and spot checks equal to her HD.

    Change Shape:An succubus can assume the form of any Small or Medium humanoid 1/day for each HD it has.
    Spoiler
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    * The creature retains the type and subtype of its original form. It gains the size of its new form.
    * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
    * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
    * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
    * The creature retains the ability scores of its original form.
    * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
    * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.


    Lesser corruptor:Use sugestion as SLAs once per day per HD. DC=10+1/2HD+Cha modifier.

    Deadly seduction:
    If the succubus sucessfully feints an oponent in combat, that oponent takes a penalty to AC equal to the succubbus Cha modifier untill the end of the next succubus turn.

    Wings:
    develops wings allowing her to fly at a speed of 50 feets with average maneuverability.

    Abyss skin: gains DR/cold iron or good equal to half her HD and SR equal to 11+HD.

    Corruptor: Use charm monster as a SLA once per day per HD. DC=10+1/2HD+Cha modifier.

    Temptation Incarnate: The succubbus benefits from a permanent sanctuary effect as the spell, with save DC 10+1/2+Cha mod, except that creatures make must make will saves every round they try to attack the succubus and if the succubus attacks a creature the sanctuary effect is only lost towards that creature. The succubus can force an attacked oponent to make Will saves for this ability again if she suceeds on a bluff check against their sense motive as a standard action


    Kiss:
    A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 10+1/2 HD+Cha modifier Will save to negate the effect of the suggestion. The DC for removing the negative level is the same, except that it demands a fortitude save.

    For every two negative levels inflicted on a single sentient creature by kiss the succubus gains +1 to an ability score of her choice other than charisma for 1 hour. The succubus cannot gain a bonus to any of her ability scores trough this ability bigger than her HD.




    Greater corruptor:
    The succubus can now use ethereal jaunt and teleport 1/day as SLAs for each 4HD it has.

    A succubus with 12 HD or more can use greater teleport SLA instead of the teleport SLA.


    Comments:
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    Like the mind flayer, a favorite of the community.

    Again I focus on the SLAs. The succubus is more mobile than the Mind Flayer and gets some nice defensive abilities to boot, but in return doesn't have any kind of area control, or the ability to get bonus from "eating" her victims.


    Removed the summon vrock ability since it's kinda unbalanced and abilities that only have 30% chance of working aren't that much fun anyway. In return she keeps her great skills to back up her mind control stuff.Also a total of +6Cha.
    Last edited by Oslecamo; 2010-08-22 at 07:27 PM.

  30. - Top - End - #30
    Barbarian in the Playground
     
    Dante & Vergil's Avatar

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    Sep 2007

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I pretty much died when I saw the Ogre Mage, from the shear joy of it. The classes you have are amazing!
    While I'm here, I would like to see the the Balor and Pit Fiend...

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