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  1. - Top - End - #1381
    Ettin in the Playground
     
    Gorgondantess's Avatar

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    Aug 2008
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    Not in a human colon

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

    Quote Originally Posted by Oslecamo View Post
    Cleric spells. Plenty of combat potential there. And weren't you just saying for me to don't do optimizing for players? Well there you have it, let the player pick his own combat buffs!
    Hah. Hah.

    Optimizing is making choices. Powergaming is taking the strongest choices. Ignoring the scribe scroll all togheter would be non-optimization, and I've never seen anyone do it.
    Alright, well, this is turning into a tangent, so let's just drop it.

    Like pointed out, unless otherwise noticed free actions can still only be performed in your own turn.

    Plus stupefying gaze is a gaze attack. It demands line of sight. I've put a line clarifying it since it seems like you missed it.
    No, I know that... *sigh*
    Nevermind.


    Both Random_Person and Vael aproved it in recruitment threads going just right now, and they both have been denying plenty of stuff they consider overpowered.
    Sooooo? I've made recruitment threads too, y'know.



    Well extract seems fine now. You still have the 4 tentacles with full strenght bonus at 1st level tough.
    ...No I don't. >.>

    Hmm. Okay then... let's make a compromise: Let's give the ghaele full BAB, and a few strength bonuses, and all the other good stuff. And fullcasting, using the cleric's spell list for a sorcerer's spellcasting. Sound good?
    Marceline Abadeer by Gnomish Wanderer

  2. - Top - End - #1382
    Orc in the Playground
     
    AustontheGreat1's Avatar

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    Dec 2009
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Trodon View Post
    It was suggested to me to post this here.

    This is my first time homebrewing a class, hope you like it.

    Spellwarped

    Spoiler
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    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
    1st|+0|+0|+0|+2|Aberration, Spell Resistance, Str+1, Con+1, Int+1
    2nd|+1|+0|+0|+3|Spell Absorption 2, Str+1, Dex+1, Con+1, Int+1
    3rd|+2|+1|+1|+3|Improved Spell Resistance, Spell Absorption 4, Str+1, Con+1, Int+1
    4th|+3|+1|+1|+4|Spell Absorption 6, Natural Armor +2, Str+1, Dex+1, Con+1, Int+1[/table]

    Alignment: Any
    Hit Dice: D8

    The Spellwarped's class skills are: Climb (Str), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha)

    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armour proficiencies: The Spellwarped is proficient with all simple and martial weapons. They are proficient with all armour and shields except tower shields.

    Class Features:

    Aberration
    At level 1 the Spellwarped's type changed to aberration if anything but construct or living construct, if ether of thoughs, they gain Darkvision 60ft.

    Spell Resistance
    At Level 1 the Spellwarped gains spell resistance 5+ character level.

    Ability Increase
    At every level starting at 1, the Spellwarped gains a bonus to ability scores as shown on the table.

    Spell Absorption
    At levels 2, 3, and 4, the spellwarped gains bonuses when a spell fails to penetrate his/her spell resistance. Roll 1d6 twice and consult the following table to decide what two abilities he may choose from when a spell fails to penetrate his/her spell resistance. If the same number is rolled more than once roll until you gain a new ability.

    {table=head]Number | Gained
    1 | Might: The spellwarped gains +4 Strength for 1 minute
    2 | Agility: The spellwarped gains +4 Dexterity for 1 minute
    3 | Endurance: The spellwarped gains +4 Constitution for 1 minute
    4 | Life: The spellwarped gains temporary hit points equal to 5X the level of the failed spell
    5 | Speed: The spellwarped's base speed increases by a number of feet equal to 5X the level of the failed spell
    6 | Resistance: The spellwarped gains resistance 10 to one energy type (Acid, Cold, Electricity, Fire, or Sonic)[/table]

    Improved Spell Resistance
    At level 3 the Spellwarped's spell resistance increases to 11+ character level.
    I would Appear that you are a little late.

  3. - Top - End - #1383

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

    Quote Originally Posted by Gorgondantess View Post
    Hmm. Okay then... let's make a compromise: Let's give the ghaele full BAB, and a few strength bonuses, and all the other good stuff. And fullcasting, using the cleric's spell list for a sorcerer's spellcasting. Sound good?
    Sounds good.

  4. - Top - End - #1384
    Barbarian in the Playground
     
    AugustNights's Avatar

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    Default Re: [3.5]Improved monster classes: Werespider!

    Werespider Weaver

    Image by Nicholas Stohlman
    Spoiler
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    Prerequisites To become a Werespider Weaver, the character must meet the following requirements

    Race: Any Small or Medium humanoid or giant.
    Special: Must have been injured by the natural attack of another Werespider Weaver.

    HD: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Alternate form (Weaver Spider), Spider empathy, Lunar body, Tremorsense, Silk

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Alternate form (Hybrid), Lunar hide

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |+1 Dex, Debilitating Venom, Shrinking

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Curse of Entomnothropy, Wrangle [/table]
    Skills Points at Each Level: (4+Intelligence Modifier)
    Class Skills: The Werespider Weaver’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

    Proficiencies: A Werespider Weaver gains proficiency with its own natural weapons and Nets, but not with armor or shields.

    Werespider Weaver Class Features: The following are the Class Features of the Werespider Weaver.

    Lunar Body: The Werespider Weaver retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Darkvison 60 Ft if it did not already possess it. A Werespider Weaver gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werespider Weaver gains a bonus to natural armor equal to half its constitution modifier. The Werespider Weaver is never considered mindless.

    Alternate Form: At first level, the Werespider Weaver gains a Medium Weaver Spider Alternate Form. While in Weaver Spider form, the Werespider Weaver cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d6 damage. While in Weaver Spider form the Werespider Weaver’s movement speeds are set to a 30 foot land speed, and a 20 foot climb speed.

    Alternate Form
    Spoiler
    Show
    The Werespider Weaver has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werespider Weaver’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Werespider Weaver reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werespider Weaver:

    * The Werespider Weaver retains the type and subtype of its Humanoid or Giant form. It gains the size of its Weaver Spider or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werespider Weaver gains that subtype as well.
    * The Werespider Weaver loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werespider Weaver gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Spider Weaver or Hybrid Form. (As Specified).
    * The Werespider Weaver retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Spider Weaver or Hybrid Form. (Unless Specified Otherwise.)
    * The Werespider Weaver retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Spider Weaver or Hybrid Form.
    * The Werespider Weaver gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas Unlike normal creatures with Alternate Forms the Werespider Weaver gains the hit points increase from any change to its Constitution.
    * The Werespider Weaver retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werespider Weaver retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werespider Weaver retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Werespider Weaver's Humanoid or Giant form has hands.
    * The Werespider Weaver is effectively camouflaged as a creature of its Spider Weaver or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werespider Weaver that can’t be worn or carried in its Spider Weaver or Hybrid Form instead falls to the ground in its space. If the Werespider Weaver changes size, any gear it wears or carries that can be worn or carried in its Spider Weaver or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


    At second level, the Werespider Weaver can assume a Medium Hybrid form, between its Weaver Spider form and its Humanoid Form. While in Hybrid form, the Werespider Weaver gains the natural attacks of Weaver Spider form, as well as the same movement speeds, however the Werespider Weaver retains its abilities to manipulate objects, use weapons, and speak.

    Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

    A Werespider Weaver can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

    For every level in Werespider Weaver, or for every two in another class, the Werespider Weaver's Alternate Forms improve as shown below.

    For every level in Werespider Weaver, or for every two in another class, the Werespider Weaver's alternate form improves as shown below
    {table=head] Werespider Weaver level+1/2 other levels | Ability Improvements

    1
    |
    +1 Dexterity

    2
    |
    + Dexterity, +1 Constitution

    3
    |
    +1 Dexterity, +1 Constitution, +1 Strength

    4
    |
    +2 Dexterity, +1 Constitution, +1 Strength

    5
    |
    +2 Dexterity, +2 Constitution, +1 Strength

    6
    |
    +2 Dexterity, +2 Constitution, +2 Strength

    7
    |
    +3 Dexterity, +2 Constitution, +2 Strength

    8
    |
    +3 Dexterity, +3 Constitution, +2 Strength

    9
    |
    +4 Dexterity, +3 Constitution, +2 Strength

    10
    |
    +4 Dexterity, +4 Constitution, +2 Strength

    11
    |
    +6 Dexterity, +4 Constitution, +2 Strength

    12
    |
    +6 Dexterity, +4 Constitution, +2 Strength
    [/table]

    Weaver Spider Empathy: The Werespider Weaver can communicate with Spiders, and other Spider like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Vermin, however the Werespider Weaver gains no such bonus on influencing Magical Beasts.

    Tremorsense: Beginning at first level the Werespider Weaver while in Weaver Spider form gains Tremorsense out to 5 ft per HD, or over its entire Home Web. And it also gains a bonus on Use Rope checks equal to half its HD when using its own Silk as rope. At second level the Werespider Weaver gains the full benefits of Tremorsense regardless of form.


    Silk: At first level in both Weaver Spider and Hybrid Alternate Form the Werespider Weaver may produce up to 10 feet of Silk per point of constitution score the Werespider Weaver has. This Silk has hp of (10+the WereSpider Weaver’s Constitution Modifier), and a Burst DC of (10+1/2 the Werespider Weaver’s HD+Constitution Modifier). 30 feet of this Silk may be fashioned into a Net as a Move Action, and more of this Silk may be used to trail back to the Werespider Weaver. This net has a maximum range of 10 feet per HD of the Werespider Weaver, with a range increment of 1 foot per HD. It is also effective against targets up to one size category larger than the Werespider Weaver. The Escape artist check on this net is (10+1/2 the Werespider Weaver’s HD+Constitution Modifier).

    This Silk is particularly sticky and thus does not require a grappling hook, or Use Rope Check, to set. The Weaver Spider May spend 24 hours creating a Home Web. This Home Web cannot fill a space larger than 60 square feet per Medium Spider like Creature living in, and maintaining it.

    Approaching creatures must succeed on a DC 20 Spot check to notice a Home Web (Which may be increased with a Hide Check, by an amount equal to half the Hide Check Result); otherwise they stumble into it and become trapped as though by a successful Silk Net attack, And must make attempts to escape or burst from the webbing in order to move, which gain a a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has hit points as per the Silk, and Damage Reduction 5/—.

    This Home Web Requires 1 hour of maintenance per Spider Like Creature Living in it , 1/day. This fully restores any lost hp the Home Web may have suffered. Each section of web loses 5 hp per day that it is not maintained.

    No amount of Diminutive or Fine Spiders can help with this Home Web.
    16 Tiny Sized spider creatures count as 1 medium Spider for these purposes.
    4 Small Sized spider creatures count as 1 medium Spider for these purposes.
    1 Large Sized spider creature counts as 2 medium Spider for these purposes.
    1 Huge Sized spider creature counts as 4 medium Spider for these purposes.
    1 Gargantuan Sized spider creature counts as 8 medium Spider for these purposes.
    1 Colossal Sized spider creature counts as 16 medium Spider for these purposes.

    Lunar Hide At second level, while in either Weaver Spider or Hybrid form, the Werespider Weaver gains DR/Silver equal to its HD/2.

    Ability Score Increase: At third level the Werespider Weaver gains a +1 increase to Dexterity.

    Shrink : At third level, a Werespider Weaver’s Weaver Spider or Hybrid forms may be Medium or Small. The Werespider Weaver chooses its size each time it assumes one of its Alternate Forms.

    When A Werespider Weaver changes size its natural attacks are re-sized for appropriate damage.

    A Werespider Weaverof 12 HD or more may choose to become Tiny by expending two normal transformations.

    A Werespider Weaverof 16 HD or more may choose to become Diminutive by expending two normal transformations.

    A Werespider Weaver of 20 HD or more may choose to become Fine by expending four normal transformations.

    Debilitating Venom: At third level the Werespider Weaver while in Weaver Spider Alternate Form (and only Weaver Spider Alternate Form) gains a potent poison that it can use to render its opponents useless in combat. Any creature that is successfully struck by the Werespider Weaver’s bite natural attack is subjected to its natural poison and must succeed on a (DC 10+1/2 the Werespider Weaver’s HD+Constitution Modifier) Fortitude save or immediately fall asleep for 1 minute per HD of the Werespider Weaver, the secondary damage of this venom is 1d6 Dexterity damage , however at every 4 HD this damage increases in size.

    Upon Reaching 5 HD the Werespider Weaver may elect to have its poison instead deal acid damage equal to its secondary damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

    Wrangle: At fourth level the Werespider Weaver While in Hybrid Alternate Form (and only Hybrid Alternate Form) gains the ability rapidly wrap its opponents in its sticky web, leaving them bound and helpless. If the Werespider Weaver has entangled a creature with a Net, and has rope on hand (including its natural silk) it may Bind the entangled creature as a Full-Round Action. It must be adjacent to the creature to Bind it, and the Werespider Weaver suffers a -10 to its Use Rope Check when Wrangling.

    Curse of Entomanothropy: At fourth level the Werespider Weaver can transmit Entomanothropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Werespider Weaver’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werespider Weaver’s HD+ Constitution modifier) or contract Entomanothropy. Entomanothropy Functions exactly as Lycanthropy except as noted above. For more information on Entomanothropy, check the Lycanthrope entry in the monster manual.


    Werespider Hunter


    Spoiler
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    Prerequisites To become a Werespider Hunter, the character must meet the following requirements

    Race: Any Medium or Large humanoid or giant.
    Special: Must have been injured by the natural attack of another Werespider Hunter.

    HD: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Alternate form (Hunter Spider), Spider empathy, Lunar body, Tremorsense, Hunter’s Tools

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Alternate form (Hybrid), Lunar hide

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +0
    |+1 Str, Ambush Attack, Growth

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Curse of Entomnothropy, Extra Arms[/table]
    Skills Points at Each Level: (2+Intelligence Modifier)
    Class Skills: The Werespider Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

    Proficiencies: A Werespider Hunter gains proficiency with its own natural weapons but not with armor or shields.

    Werespider Hunter Class Features: The following are the Class Features of the Werespider Hunter.

    Lunar Body: The Werespider Hunter retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Darkvison 60 Ft if it did not already possess it. A Werespider Hunter gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werespider Hunter gains a bonus to natural armor equal to half its constitution modifier. The Werespider Hunter is never considered mindless.

    Alternate Form: At first level, the Werespider Hunter gains a Medium Hunter Spider Alternate Form. While in Hunter Spider form, the Werespider Hunter cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d6 damage. While in Hunter Spider form the Werespider Hunter’s movement speeds are set to a 30 foot land speed, and a 20 foot climb speed.

    Alternate Form
    Spoiler
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    The Werespider Hunter has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werespider Hunter’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Werespider Hunter reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werespider Hunter:

    * The Werespider Hunter retains the type and subtype of its Humanoid or Giant form. It gains the size of its Hunter Spider or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werespider Hunter gains that subtype as well.
    * The Werespider Hunter loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Werespider Hunter gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Spider Hunter or Hybrid Form. (As Specified).
    * The Werespider Hunter retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Spider Hunter or Hybrid Form. (Unless Specified Otherwise.)
    * The Werespider Hunter retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Spider Hunter or Hybrid Form.
    * The Werespider Hunter gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas Unlike normal creatures with Alternate Forms the Werespider Hunter gains the hit points increase from any change to its Constitution.
    * The Werespider Hunter retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Werespider Hunter retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Werespider Hunter retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Werespider Hunter's Humanoid or Giant form has hands.
    * The Werespider Hunter is effectively camouflaged as a creature of its Spider Hunter or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Werespider Hunter that can’t be worn or carried in its Spider Hunter or Hybrid Form instead falls to the ground in its space. If the Werespider Hunter changes size, any gear it wears or carries that can be worn or carried in its Spider Hunter or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


    At second level, the Werespider Hunter can assume a Medium Hybrid form, between its Hunter Spider form and its Humanoid Form. While in Hybrid form, the Werespider Hunter gains the natural attacks of Hunter Spider form, as well as the same movement speeds, however the Werespider Hunter retains its abilities to manipulate objects, use weapons, and speak.

    Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

    A Werespider Hunter can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

    For every level in Werespider Hunter, or for every two in another class, the Werespider Hunter's Alternate Forms improve as shown below.

    For every level in Werespider Hunter, or for every two in another class, the Werespider Hunter's alternate form improves as shown below
    {table=head] Werespider Hunter level+1/2 other levels | Ability Improvements

    1
    |
    +1 Dexterity

    2
    |
    + Dexterity, +1 Constitution

    3
    |
    +1 Dexterity, +1 Constitution, +1 Strength

    4
    |
    +2 Dexterity, +1 Constitution, +1 Strength

    5
    |
    +2 Dexterity, +2 Constitution, +1 Strength

    6
    |
    +2 Dexterity, +2 Constitution, +2 Strength

    7
    |
    +3 Dexterity, +2 Constitution, +2 Strength

    8
    |
    +3 Dexterity, +3 Constitution, +2 Strength

    9
    |
    +4 Dexterity, +3 Constitution, +2 Strength

    10
    |
    +4 Dexterity, +4 Constitution, +2 Strength

    11
    |
    +6 Dexterity, +4 Constitution, +2 Strength

    12
    |
    +6 Dexterity, +4 Constitution, +2 Strength
    [/table]

    Hunter Spider Empathy: The Werespider Hunter can communicate with Spiders, and other Spider like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Vermin, however the Werespider Hunter gains no such bonus on influencing Magical Beasts.

    Tremorsense: Beginning at first level the Werespider Hunter while in Hunter Spider form gains Tremorsense out to 5 ft per HD, or over its entire Home Web. And it also gains a bonus on Jump checks equal to its HD. At second level the Werespider Hunter gains the full benefits of Tremorsense regardless of form.

    Killer’s Tools: At first level while in both in Hunter Spider and Hybrid Alternate Form the Werespider Hunter gains a potent poison that it can use to render its opponents useless in combat. Any creature that is successfully struck by the Werespider Hunter’s bite natural attack is subjected to its natural poison and must succeed on a (DC 10+1/2 the Werespider Hunter’s HD+Constitution Modifier) Fortitude save or suffer the initial and secondary damage of this venom, which is 1d4 Strength damage, however at every 4 HD this damage increases in size.

    Upon Reaching 5 HD the Werespider Hunter may elect to have its poison instead deal acid damage equal to its intial damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)

    While a Werespider Hunter cannot produce as much silk as a its Weaver Cousins, it can create a Home Web. The Werespider Hunter’s Silk may not be used as rope, it is only good for making a Home Web.

    The Hunter Spider May spend 3 full days creating its Home Web. This Home Web cannot fill a space larger than 60 square feet per Medium Spider like Creature living in, and maintaining it.

    No amount of Diminutive or Fine Spiders can help with this Home Web.
    16 Tiny Sized spider creatures count as 1 medium Spider for these purposes.
    4 Small Sized spider creatures count as 1 medium Spider for these purposes.
    1 Large Sized spider creature counts as 2 medium Spider for these purposes.
    1 Huge Sized spider creature counts as 4 medium Spider for these purposes.
    1 Gargantuan Sized spider creature counts as 8 medium Spider for these purposes.
    1 Colossal Sized spider creature counts as 16 medium Spider for these purposes.

    Approaching creatures must succeed on a DC 20 Spot check to notice a Home Web (Which may be increased with a Hide Check, by an amount equal to half the Hide Check Result); otherwise they stumble into it and become entangled, and must make attempts to escape or burst from the webbing in order to move, which gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has (10+ the Werespider Hunter’s Constitution Modifier) hit points, and The Escape Artist and Burst check on this Web are both (10+ the Werespider Hunter’s Constitution Modifier). Further it has Damage Reduction 5/—.

    This Home Web Requires 1 hour of maintenance per Spider Like Creature Living in it, 1/day. This fully restores any lost hp the Home Web may have suffered. Each section of web loses 5 hp per day that it is not maintained.

    Lunar Hide At second level, while in either Hunter Spider or Hybrid form, the Werespider Hunter gains DR/Silver equal to its HD/2.

    Ability Score Increase: At third level the Werespider Hunter gains a +1 increase to Strength.

    Growth : At third level, a Werespider Hunter’s Hunter Spider or Hybrid forms may be Medium or Large. The Werespider Hunter chooses its size each time it assumes one of its Alternate Forms.

    When A Werespider Hunter changes size its natural attacks are re-sized for appropriate damage.

    A Werespider Hunterof 12 HD or more may choose to become Huge by expending two normal transformations.

    A Werespider Hunterof 16 HD or more may choose to become Gargantuan by expending two normal transformations.

    A Werespider Hunter of 20 HD or more may choose to become Colossal by expending four normal transformations.

    Ambush Attack: At third level the Werespider Hunter while in Hunter Spider Alternate Form (and only Hunter Spider Alternate Form) gains learns to effectively uses its ability to leap out at unsuspecting opponents to its full advantage. When making a Charge attack against a creature that is flat footed, the Werespider Hunter gains the benefits of Improved Grab, allowing it to initiate a grapple immediately if it strikes with either of these bite attacks, without the need of a touch attack, or provoking an attack of opportunity. Further, while in a grapple, the Werespider Hunter (While in Hunter Spider Form, and only Hunter Spider Form) does not suffer any penalties to attack with its Bite Natural attack.

    Extra Arms: At fourth level the Werespider Hunter While in Hybrid Alternate Form (and only Hybrid Alternate Form) gains the ability to effectively wield weapons and manipulate objects with two of its auxiliary arms. The Werespider Hunter in Hybrid form is treated as having four arms, for all intents and purposes. Further if the Werespider Hunter has the Feats ‘Two Weapon Fighting’ or any feat related to it, it instead applies as ‘Multiweapon’ fighting Feats of the same sort while in Hybrid Form. These new arms are weaker and more clumsy than the Werespider Hunter’s original two, and are treated as having 2 less dexterity and strength.

    Curse of Entomanothropy: At fourth level the Werespider Hunter can transmit Entomanothropy to other creatures. If a Humanoid or Giant of (the same sizes as the Prerequisites for this class) is hit by the Werespider Hunter’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werespider Hunter’s HD+ Constitution modifier) or contract Entomanothropy. Entomanothropy Functions exactly as Lycanthropy except as noted above. For more information on Entomanothropy, check the Lycanthrope entry in the monster manual.


    A Chump’s Twopence:
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    Split up the Werespider.
    I’m liking this Poison or Acid Option for at higher levels when Poison is pretty much useless.

    The Werespider Hunter is based on the Monstrous Spider (Hunter)
    The Hunter has stronger venom, sooner, in all forms.
    Both (as the Monstrous Spider) have the ability to make a Home Web, but the Hunter’s is weaker.

    The Werespider Weaver is based on the Monstrous Spider (Spinner)
    The Weaver has a lot of Spider Silk Options.
    Both (as the Monstrous Spider) have the ability to make a Home Web, but the Weaver’s is Stronger.
    Last edited by AugustNights; 2010-11-29 at 02:05 PM.
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  5. - Top - End - #1385
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!


  6. - Top - End - #1386
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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
    ... Crap.
    My Homebrew Signiture.

    Thank you Serpentine for my amazing avatar!

  7. - Top - End - #1387
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I just realized... What are we gonna' call the second thread, assuming one is made?
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    My Characters
    According to this test, I am a LN Half-Orc Cleric, Lvl.2.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by The Tygre View Post
    I just realized... What are we gonna' call the second thread, assuming one is made?
    Page 47 already? Woot! How many homebrew threads actualy reach the page limit?

    Yes I'll make a second thread. But don't see a need to make a special name besides "Improved monster classes 2" altough I'm open to sugestions about that.


    ChumpLump:
    Don't see anything wrong with your werespider crunchwise, but can I ask you to put the ability in spoilers and search for a nifty image to ilustrate it like the other monsters? I'll do it myself later if you don't feel like it.

  9. - Top - End - #1389
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Oslecamo View Post
    -Growths a little off, it should grow at levels 8 and 12. In case it wasn't clear the growths are based on the CR of the dragon when it first reaches that size. White dragon becomes large at young adult (CR 8) and huge at mature adult (CR 12).
    Just remembered this and decided to check the Pyroclastic. If this is the case then the Pyroclastic should grow at 5 12 and 18 instead of 9 and 15

    Since unknown hasn't claimed them yet AFAIK I'll do the rust and radiant dragon.
    Last edited by Mystic Muse; 2010-08-18 at 09:15 PM.

  10. - Top - End - #1390
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Phrenic Creature


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    Phrenic Creature

    Seemingly no different from standard examples of their kind, phrenic creatures harbor mental might. Phrenic creatures are freaks among their kind, otherwise normal creatures whose minds are more powerful than those of their fellows.

    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0 | +0| +2| +2| Psionic body, Naturally Psionic, Ability Score Increase
    2| +1| +0| +3| +3| PLAs, Power Resistance, Ability Score Increase
    3| +2| +1| +3| +3| Manifesting, Naturally Psionic, Ability Score Increase
    [/TABLE]
    Skills: 4+int modifier per level, quadruple at first level. Class skills are Autohypnosis, Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Use Psionic Device.

    Proficiencies: A Phrenic creature does not gain any new proficiencies.

    Features:
    Psionic Body: A Phrenic creature retains all racial bonuses and its type does not change. It gains the Psionic subtype, and can take Psionic feats that it qualifies for.

    Ability score increase: a Phrenic creature gains +1 to Int, Wis, or Cha (at their discretion) at each Phrenic Creature level. They gain +1 to Int, Wis, or Cha at 2nd and 3rd levels, but the ability score increased cannot be the same on each level.

    Naturally Psionic: At 1st level, a Phrenic creature gains bonus Power Points per day equal to the bonus of Int, Wis, or Cha, at their discretion. At 3rd level, this improves to 1/2HD+ ability bonus PP/day.

    Power Resistance: At 2nd level, a Phrenic creature gains HD+11 Power Resistance.

    Psi-Like Abilities: At 2nd level, a Phrenic creature gains some Psi-Like Abilities. The save DCs are Charisma-based.

    {TABLE]HD | Abilities
    1-2 |3/day—defensive precognition; 1/day—force screen
    3-4 |3/day—empty mind, mind thrust
    5-6 |1/day—body adjustment, brain lock
    7-8 |1/day—aversion, psionic blast
    9-10 |3/day—intellect fortress; 1/day—psychic crush
    11-12 |1/day—psionic dominate
    13-14 |1/day—energy current, tower of iron will
    15-16 |3/day—psionic teleport
    17-18 |1/day—fission
    19-20 |1/day—ultrablast|
    [/TABLE]

    Manifesting: At 3rd level, a Phrenic creature gains power points per day and powers known as though it had advanced a level in a previous manifesting class. 3rd level counts as a level in a manifesting class for the purposes of advancing a psicrystal.



    This is an attempt to make the LA+2 CR+3 Template into a useful little 1/3 manifesting template class. Opinions welcome.
    Last edited by Bulwer; 2010-08-18 at 10:04 PM.
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  11. - Top - End - #1391
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Phrenic: First of all, too many ability scores. Look at the half-illithid template: it gives a grand total of +2. You're giving +10 over 3 levels. What I'd do is give it +1 to the mental ability score of the Phrenic's choice every level, so a psion will choose intelligence, a wilder will choose charisma, etc.
    Power Resistance: Just drop the level 1 ability. It's essentially useless.
    Bonus PP: Make it the mental ability score of the phrenic's choice. What if an 8 intelligence ardent decides to take the class?
    I can't imagine why you didn't give it good will saves, by the way.
    Manifesting: what if the phrenic didn't previously have a manifesting class? Why not just give it +1 level of manifesting as the manifesting class of its choice? That way you can start off with it.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Gorgondantess View Post
    Phrenic: First of all, too many ability scores. Look at the half-illithid template: it gives a grand total of +2. You're giving +10 over 3 levels. What I'd do is give it +1 to the mental ability score of the Phrenic's choice every level, so a psion will choose intelligence, a wilder will choose charisma, etc.
    Power Resistance: Just drop the level 1 ability. It's essentially useless.
    Bonus PP: Make it the mental ability score of the phrenic's choice. What if an 8 intelligence ardent decides to take the class?
    I can't imagine why you didn't give it good will saves, by the way.
    Manifesting: what if the phrenic didn't previously have a manifesting class? Why not just give it +1 level of manifesting as the manifesting class of its choice? That way you can start off with it.
    Making some changes now. The intent is that one could take Phrenic 1-2, take a manifesting level, and then finish Phrenic some time later.

    The original template gives +2 Int Wis +4 Cha; I kind of like the idea of a generally more powerful mind: What would you think of +1 to a stat of choice at all levels, and +1 to another on 2nd and 3rd?
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Bulwer View Post
    Making some changes now. The intent is that one could take Phrenic 1-2, take a manifesting level, and then finish Phrenic some time later.
    Yes, but what idea you have for the class doesn't necessarily coincide with the idea anyone who takes the class has. On top of that, what if the person taking the class has no intention of getting into manifesting, and just wanted to add a splash of psionic flavor to the character?
    Another option might be to do the "continued advancement" thing, as seen in the half illithid, or let the person taking the class choose between +1 manifesting, and another ability.

    The original template gives +2 Int Wis +4 Cha; I kind of like the idea of a generally more powerful mind: What would you think of +1 to a stat of choice at all levels, and +1 to another on 2nd and 3rd?
    The idea of this thread is to keep the flavor but balance it by reducing things like massive bonuses to ability scores. The problem with that is that it would be more overpower the half-illithid.
    Marceline Abadeer by Gnomish Wanderer

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

    Quote Originally Posted by Gorgondantess View Post
    Yes, but what idea you have for the class doesn't necessarily coincide with the idea anyone who takes the class has. On top of that, what if the person taking the class has no intention of getting into manifesting, and just wanted to add a splash of psionic flavor to the character?
    Another option might be to do the "continued advancement" thing, as seen in the half illithid, or let the person taking the class choose between +1 manifesting, and another ability.



    The idea of this thread is to keep the flavor but balance it by reducing things like massive bonuses to ability scores. The problem with that is that it would be more overpower the half-illithid.
    Maybe it'd be better at 2 levels to match its LA. Give it +1 each level of 2 mental ability scores, tone down the PLAs and spread them over 2 levels, and drop manifesting. That'd get back to the original intent of the template a little better, I think. EDIT: And drop to 2+Int skill points, too.

    EDIT: Okay, yeah, my DM's watching. Yes, I am in fact trying to get this to the point where it does the things I want to my character in particular. In my defense, I'm also trying to create a more or less balanced class.
    Last edited by Bulwer; 2010-08-18 at 10:12 PM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Wererat


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    To become a Wererat, the character must meet the following requirements
    Race: Any Small or Medium humanoid or giant.
    Special: Must have been injured by the natural attack of another Wererat.

    HD: d8
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    | Alternate form (Rat), Rat empathy, Lunar body, Rat Whiskers, Filth Fever

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    | Alternate form (Hybrid), Lunar hide

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |+1 Dex, Improved Pestilence, Shrink

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Curse of Lycanthropy, Feinting Tail[/table]
    Skills Points at Each Level: (4+Int Mod.)
    Wererat Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

    Proficiencies: The Wererat gains proficiency with its own natural weapons, but not with armor or shields.

    Wererat Class Features: The following are the Class Features of the Wererat.

    Lunar Body: The Wererat retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wererat gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wererat gains a bonus to natural armor equal to half its constitution modifier.

    Alternate Form: At first level, the Wererat gains a Small Rat Alternate Form. While in Rat form, the Wererat cannot use weapons or do anything requiring the use of hands, but gains a bite natural attack that deals 1d4 damage and two claws natural attacks that deal 1d3 damage. While in Rat form the Wererat's movement speeds are set to 40 feet base land speed, and it gains a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Rat form the Wererat may always take 10 on swim checks, even if rushed or threatened.

    Alternate Form
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    The Wererat has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wererat’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wererat reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wererat:

    * The Wererat retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wererat gains that subtype as well.
    * The Wererat loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Wererat gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Rat or Hybrid Form. (As Specified).
    * The Wererat retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Rat or Hybrid Form. (Unless Specified Otherwise.)
    * The Wererat retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Rat or Hybrid Form.
    * The Wererat gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wererat gains the hit points increase from any change to its Constitution.
    * The Wererat retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Wererat retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Wererat retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Wererat 's Humanoid or Giant form has hands.
    * The Wererat is effectively camouflaged as a creature of its Rat or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Wererat that can’t be worn or carried in its Rat or Hybrid Form instead falls to the ground in its space. If the Wererat changes size, any gear it wears or carries that can be worn or carried in its Rat or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


    At second level, the Wererat can assume a Small Hybrid form, between its Rat form and its Humanoid Form. While in Hybrid form, the Wererat gains the natural attacks of Rat form, as well as the same movement speeds, however the Wererat retains its abilities to manipulate objects, use weapons, and speak.

    Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

    A Wererat can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

    For every level in Wererat, or for every two in another class, the Wererat's Alternate Forms improve as shown below.
    {table=head] Wererat Level+ 1/2 HD of other Levels|Ability Improvements
    1
    |+1 Dex
    2
    |+1 Dex, +1 Con
    3
    |1 Dex, +1 Con, +1 Str
    4
    |+2 Dex, +1 Con, +1 Str
    5
    |+2 Dex, +2 Con, +1 Str
    6
    |+2 Dex, +2 Con, +2 Str
    7
    |+3 Dex, +2 Con, +2 Str
    8
    |+3 Dex, +3 Con, +2 Str
    9
    |+4 Dex, +3 Con, +2 Str
    10
    |+4 Dex, +4 Con, +2 Str
    11
    |+6 Dex, +4 Con, +2 Str
    12
    |+6 Dex, +4 Con, +2 Str [/table]

    Wererat Empathy: The Wererat can communicate with Rats, and other Rat like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wererat gains no such bonus on influencing Magical Beasts.

    Rat Whiskers: Beginning at first level the Wererat, while in Rat form, gains Scent and gains a bonus on all climb checks equal to its HD.
    At second level the Wererat gains the full benefits of Rat Whiskers regardless of form.

    Filth Fever: At first level, While the Wererat is in Rat (or Hybrid) form its bite attack carries a terrible disease, Any successful bite from a Wererat in Rat (or Hybrid) form subjects the target to an enhanced from of filth fever. Filth Fever (DC 10+1/2 the WereRat’s HD+Constitution Modifier, Incubation: 1d3 days, Damage 1d6 Dex, 1d6 Con).

    Lunar Hide: At second level, while in either Rat or Hybrid form, the Wererat gains DR/Silver equal to its HD/2.

    Ability Score Increase: At third level the Wererat gains a +1 increase to Dexterity.

    Shrink: At third level, a Wererat’s Rat or Hybrid forms may be Tiny or Small. The Wererat chooses its size each time it assumes one of its Alternate Forms.

    When A Wererat changes size its natural attacks are re-sized for appropriate damage.

    A Wererat of 14 HD or more may choose to become Diminutive by expending two normal transformations.

    A Wererat of 20 HD or more may choose to become Fine by expending four normal transformations.

    Pestilence: At third level the Wererat may store any disease it has been subjected to and naturally overcome passively in its body, this make the Wererat immune to any disease it has previously overcome, either by successful fortitude save, or through the aid of a heal check. (Magical Removal of disease eliminates these as it would any other disease, this effect functions in all Forms.) However, while in Rat form (and only Rat form) the Wererat may deliver these diseases through a bite attack. This disease now has an incubation period of 1 hour, and a save DC equal to that of the Wererat’s Filth Fever ability.

    Feinting Tail: At fourth level the Wererat learns to use its tail as a tricky combat aid. While in Hybrid form (and only Hybrid form) 1/encounter it may use its tail in order to make a Feint attack as a swift action. It gains a bonus equal to its HD on the related bluff check on this feint.

    Curse of Lycanthropy: At fourth level the Wererat can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wererat’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wererat’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy check the Lycanthrope entry in the monster manual.


    Wereviper



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    To become a Wereviper, the character must meet the following requirements
    Race: Any Small or Medium humanoid or giant.
    Special: Must have been injured by the natural attack of another Wereviper.

    HD: d8
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    | Alternate form (Viper), Snake empathy, Lunar body, Serpent’s Tounge, Venom

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    | Alternate form (Hybrid), Lunar hide

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |+1 Charisma, Venom Spit, Shrink

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Curse of Lycanthropy, Venom Weapon[/table]
    Skills Points at Each Level: (4+Int Mod.)
    Wereviper Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

    Proficiencies: The Wereviper gains proficiency with its own natural weapons, but not with armor or shields.

    Wereviper Class Features: The following are the Class Features of the Wereviper.

    Lunar Body: The Wereviper retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wereviper gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereviper gains a bonus to natural armor equal to half its constitution modifier.

    Alternate Form: At first level, the Wereviper gains a Small Viper Alternate Form. While in Viper form, the Wereviper cannot use weapons or do anything requiring the use of hands or feet, but gains a bite natural attack that deals 1d6 damage. While in Viper form the Wereviper's movement speeds are set to 20 feet base land speed, and it gains a 20 feet climb speed, as well as a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Viper form the Wereviper may always take 10 on swim checks, even if rushed or threatened.

    Alternate Form
    Spoiler
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    The Wereviper has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereviper’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wereviper reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereviper:

    * The Wereviper retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereviper gains that subtype as well.
    * The Wereviper loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Wereviper gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Viper or Hybrid Form. (As Specified).
    * The Wereviper retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Viper or Hybrid Form. (Unless Specified Otherwise.)
    * The Wereviper retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Viper or Hybrid Form.
    * The Wereviper gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wereviper gains the hit points increase from any change to its Constitution.
    * The Wereviper retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Wereviper retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Wereviper retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Wereviper 's Humanoid or Giant form has hands.
    * The Wereviper is effectively camouflaged as a creature of its Viper or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Wereviper that can’t be worn or carried in its Viper or Hybrid Form instead falls to the ground in its space. If the Wereviper changes size, any gear it wears or carries that can be worn or carried in its Viper or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


    At second level, the Wereviper can assume a Small Hybrid form, between its Viper form and its Humanoid Form. While in Hybrid form, the Wereviper gains the natural attacks of Viper form, as well as the same movement speeds, however the Wereviper retains its abilities to manipulate objects, use weapons, and speak.

    Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

    A Wereviper can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

    For every level in Wereviper, or for every two in another class, the Wereviper's Alternate Forms improve as shown below.
    {table=head] Wereviper Level+ 1/2 HD of other Levels|Ability Improvements
    1
    |+1 Dex
    2
    |+1 Dex, +1 Con
    3
    |1 Dex, +1 Con, +1 Str
    4
    |+2 Dex, +1 Con, +1 Str
    5
    |+2 Dex, +2 Con, +1 Str
    6
    |+2 Dex, +2 Con, +2 Str
    7
    |+3 Dex, +2 Con, +2 Str
    8
    |+3 Dex, +3 Con, +2 Str
    9
    |+4 Dex, +3 Con, +2 Str
    10
    |+4 Dex, +4 Con, +2 Str
    11
    |+6 Dex, +4 Con, +2 Str
    12
    |+6 Dex, +4 Con, +2 Str [/table]

    Wereviper Empathy: The Wereviper can communicate with Snakes, and other Snake like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereviper gains no such bonus on influencing Magical Beasts.

    Serpent’s Tounge: Beginning at first level the Wereviper, while in Snake form, gains Scent and gains a bonus on all Bluff checks equal to half its HD.
    At second level the Wereviper gains the full benefits of Serpent’s Tounge regardless of form.

    Venom: At first level, While the Wereviper is in Viper (or Hybrid) form its bite attack carries a terrible venom, Any successful bite from a Wereviper in Viper (or Hybrid) form subjects the target to an the following poison. (DC 10+1/2 the Wereviper’s HD+Constitution Modifier, 1d4 constitution damage as Initial and Secondary damage. At every 4 HD this damage increases in size.)

    Lunar Hide: At second level, while in either Viper or Hybrid form, the Wereviper gains DR/Silver equal to its HD/2.

    Ability Score Increase: At third level the Wereviper gains a +1 increase to Charisma.

    Shrink: At third level, a Wereviper’s Viper or Hybrid forms may be Tiny or Small. The Wereviper chooses its size each time it assumes one of its Alternate Forms.

    When A Wereviper changes size its natural attacks are re-sized for appropriate damage. However its Venom does not resize.

    A Wereviper of 14 HD or more may choose to become Diminutive by expending two normal transformations.

    A Wereviper of 20 HD or more may choose to become Fine by expending four normal transformations.

    Spitting Viper: At third level the Wereviper, while in Viper form (and only Viper form), may spit its venom into its target’s eyes. This requires a full round action, and is treated as a Ranged Touch attack with a thrown weapon with a range of 10 feet. If touch attack succeeds target is blinded and subjected to the viper's poison.

    Venom Weapon: At fourth level the Wereviper learns to use its powerful venom as a combat aid. While in Hybrid form (and only Hybrid form) it may spend a move action to coat any single weapon in its possession with the Venom it produces. Further, in Viper or Hybrid form, the Wereviper may elect to have its poison instead deal acid damage equal to its initial damage (rather than the poison damage. This means creatures immune to poisons are not immune to this acid, there is no fortitude save against this Acid.)


    Curse of Lycanthropy: At fourth level the Wereviper can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wereviper’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereviper’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy check the Lycanthrope entry in the monster manual.


    Wereconstrictor



    Spoiler
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    To become a Wereconstrictor, the character must meet the following requirements
    Race: Any Medium or Large humanoid or giant.
    Special: Must have been injured by the natural attack of another Wereconstrictor.

    HD: d8
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    | Alternate form (Constrictor), Snake empathy, Lunar body, Serpent’s Tounge, Improved Grab

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    | Alternate form (Hybrid), Lunar hide

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |+1 Strength, Constrict, Growth

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Curse of Lycanthropy, Tail Hold[/table]
    Skills Points at Each Level: (2+Int Mod.)
    Wereconstrictor Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

    Proficiencies: The Wereconstrictor gains proficiency with its own natural weapons, but not with armor or shields.

    Wereconstrictor Class Features: The following are the Class Features of the Wereconstrictor.

    Lunar Body: The Wereconstrictor retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision, if it did not already have it. A Wereconstrictor gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereconstrictor gains a bonus to natural armor equal to half its constitution modifier.

    Alternate Form: At first level, the Wereconstrictor gains a Medium Constrictor Alternate Form. While in Constrictor form, the Wereconstrictor cannot use weapons or do anything requiring the use of hands or feet, but gains a bite natural attack that deals 1d6 damage. While in Constrictor form the Wereconstrictor's movement speeds are set to 20 feet base land speed, and it gains a 20 feet climb speed, as well as a 20 feet Swim Speed. As a creature with a swim speed it gains a +8 racial bonus on swim checks to avoid hazards and the like. While in Constrictor form the Wereconstrictor may always take 10 on swim checks, even if rushed or threatened.

    Alternate Form
    Spoiler
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    The Wereconstrictor has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereconstrictor’s Humanoid or Giant form, as well as it's Hybrid or Animal Forms. While using alternate form the Wereconstrictor reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereconstrictor:

    * The Wereconstrictor retains the type and subtype of its Humanoid or Giant form. It gains the size of its Animal or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereconstrictor gains that subtype as well.
    * The Wereconstrictor loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    * The Wereconstrictor gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Constrictor or Hybrid Form. (As Specified).
    * The Wereconstrictor retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Constrictor or Hybrid Form. (Unless Specified Otherwise.)
    * The Wereconstrictor retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Constrictor or Hybrid Form.
    * The Wereconstrictor gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike normal creatures with Alternate Forms the Wereconstrictor gains the hit points increase from any change to its Constitution.
    * The Wereconstrictor retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    * Except as described elsewhere, the Wereconstrictor retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    * The Wereconstrictor retains any spellcasting ability it had in its Humanoid or Giant 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. Hybrid may speak and has humanoid enough hands if the Wereconstrictor 's Humanoid or Giant form has hands.
    * The Wereconstrictor is effectively camouflaged as a creature of its Constrictor or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    * Any gear worn or carried by the Wereconstrictor that can’t be worn or carried in its Constrictor or Hybrid Form instead falls to the ground in its space. If the Wereconstrictor changes size, any gear it wears or carries that can be worn or carried in its Constrictor or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


    At second level, the Wereconstrictor can assume a Small Hybrid form, between its Constrictor form and its Humanoid Form. While in Hybrid form, the Wereconstrictor gains the natural attacks of Constrictor form, as well as the same movement speeds, however the Wereconstrictor retains its abilities to manipulate objects, use weapons, and speak.

    Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

    A Wereconstrictor can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

    For every level in Wereconstrictor, or for every two in another class, the Wereconstrictor's Alternate Forms improve as shown below.
    {table=head] Wereconstrictor Level+ 1/2 HD of other Levels|Ability Improvements
    1
    |+1 Str
    2
    |+1 Str, +1 Con
    3
    |1 Str, +1 Con, +1 Dex
    4
    |+2 Str, +1 Con, +1 Dex
    5
    |+2 Str, +2 Con, +1 Dex
    6
    |+2 Str, +2 Con, +2 Dex
    7
    |+3 Str, +2 Con, +2 Dex
    8
    |+3 Str, +3 Con, +2 Dex
    9
    |+4 Str, +3 Con, +2 Dex
    10
    |+4 Str, +4 Con, +2 Dex
    11
    |+6 Str, +4 Con, +2 Dex
    12
    |+6 Str, +4 Con, +2 Dex [/table]

    Wereconstrictor Empathy: The Wereconstrictor can communicate with Snakes, and other Snake like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereconstrictor gains no such bonus on influencing Magical Beasts.

    Serpent’s Tounge: Beginning at first level the Wereconstrictor, while in Snake form, gains Scent and gains a bonus on all Hide checks equal to half its HD.
    At second level the Wereconstrictor gains the full benefits of Serpent’s Tounge regardless of form.

    Improved Grab: At first level, While the Wereconstrictor is in Constrictor (or Hybrid) form its bite attack allows for easy grappling, Any successful bite from a Wereconstrictor in Constrictor (or Hybrid) form subjects the target to an immediate grapple. No touch attack need be made by the Wereconstrictor using this ability, and no attack of opportunity is granted.

    Lunar Hide: At second level, while in either Constrictor or Hybrid form, the Wereconstrictor gains DR/Silver equal to its HD/2.

    Ability Score Increase: At third level the Wereconstrictor gains a +1 increase to Strength.

    Growth: At third level, a Wereconstrictor’s Constrictor or Hybrid forms may be Large or Medium. The Wereconstrictor chooses its size each time it assumes one of its Alternate Forms.

    When A Wereconstrictor changes size its natural attacks are re-sized for appropriate damage.

    A Wereconstrictor of 12 HD or more may choose to become Huge by expending two normal transformations.

    A Wereconstrictor of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

    A Wereconstrictor of 20 HD or more may choose to become Colossal by expending four normal transformations.

    Constrict: At third level the Wereconstrictor, while in Constrictor form (and only Constrictor form), automatically deals 2d8+1.5 strength damage to any target it successfully grapples against. This damage is for a medium Constrictor, and increases as appropriate. The Constrictor may choose do deal nonleathal damage with this attack if it so pleases.

    Tail Hold: At fourth level the Wereconstrictor learns to use its tail as a tactical weapon in combat, while in Hybrid form (and only Hybrid form) the Wereconstrictor that is already grappling an opponent, may attempt to hold them with its strong tail, and behave as though it were not grappling said opponent. The Wereconstrictor suffers a -10 penalty to this grapple check (opposed to the usual -20) and also suffers a -5 penalty to armor class, and attack rolls. It may freely move, and carry the grappled opponent, as long as it has a hold established on it.

    Curse of Lycanthropy: At fourth level the Wereconstrictor can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Small or Medium size is hit by the Wereconstrictor’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereconstrictor’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy check the Lycanthrope entry in the monster manual.


    A Chump’s Twopence:
    Spoiler
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    Wererat
    The wererat is challenging because it gets smaller faster, but I think I may have worked out something that works appropriately for this.
    11/23/10
    Overhauled for New Therianthrope setup.
    Base Animal: Dire Rat
    Made pestilence a Rat only ability, incentive to be a rat.
    Made +1 ability score Dex instead of Int.
    Feinting Tail seems kind of Lame at 4th level, thoughts?



    Wereviper
    The weresnake has less in the special abilities than the werespider, but is about on par with the werewolf and werebear, so I feel it's fairly balanced as is.
    11/23/10
    Overhauled for New Therianthrope setup.
    Base Animal: Snake, Viper.
    Made Venom Spit a Snake only ability, incentive to be a Viper.
    Made venom spit at a range of 10 feet. These little guys would make great assassins.
    Added a Venom can = Acid trick at fourth level, increasing Insentive to play at higher levels, and making Venom Spit a LOVELY attack for Diminutive Viper Rogues.
    D’awwwww look at the cute lil’ ol wormACID SPRAY IN THE FACE SNEAK ATTACK!

    Wereconstrictor
    The weresnake has less in the special abilities than the werespider, but is about on par with the werewolf and werebear, so I feel it's fairly balanced as is.
    11/23/10
    Overhauled for New Therianthrope setup.
    Base Animal: Snake,Constrictor
    Bite damage on this guy the same as a small Viper? Yes, Vipers Shrink, these guys grow.
    Added Tail Hold
    Last edited by AugustNights; 2010-11-29 at 02:18 PM.
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  16. - Top - End - #1396
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Actually, levels should be equal to Challenge rating. Crafty_Cultist added levels into werewolf for the reason that the sample creature "werewolf lord" has a higher CR by adding extra levels.

    And lycanthropy does not default to +4 CR:
    Quote Originally Posted by SRD on lycanthropes
    Challenge Rating

    By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
    Unless the rat, snake, and spider all have between 6 and 10 HD, I'd say you'd need to cut down on levels
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by flabort View Post
    Actually, levels should be equal to Challenge rating. Crafty_Cultist added levels into werewolf for the reason that the sample creature "werewolf lord" has a higher CR by adding extra levels.

    And lycanthropy does not default to +4 CR:

    Unless the rat, snake, and spider all have between 6 and 10 HD, I'd say you'd need to cut down on levels
    Little correction, but CR=levels applies to the minimum levels the monster class must have (I'll cut some slack with monsters that go into epic), but the creator is free to extend the monster class into some kind of paragon/lord/advanced creature in the form extra levels. The werespider adds extra arms, the wererat has pestilence, the weresnake has improved serpentry, all at the 4th level, all stuff the original template didn't grant at all and wouldn't really fit into a 3 level class.

    ChumpLump:
    I noticed now your lychantropes add full HD to their DR. That's too much as pointed several times during this thread. Please reduce it to 1/2 HD. Yeah I know the werewolf and werebear had equal to their full HD, that somehow escaped me untill now, already edited it. Also put the tables themselves inside the spoilers, only the picture and creature name should be non-spoilered.
    Last edited by Oslecamo; 2010-08-19 at 12:48 PM.

  18. - Top - End - #1398
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Oslecamo View Post
    only the picture and creature name should be non-spoilered.
    Unless the picture is really, really big. Then just the name goes unspoilered.
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  19. - Top - End - #1399
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I think the picture should be unspoilered regardless. You can always resize it (upload using tinypic, imgshack or photobucket, use resize during upload.)

    It's easy to accidentally skip over the entries that don't have pictures.

  20. - Top - End - #1400
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    For enchanting the balor's whip - do I count it as a +0 weapon (so start by paying 2k for a further +1) or as a +2 weapon? ( so I pay 18k to add a+1 to it)
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Go ahead with the Rust and Radiant Dragons. I'm stuck on the Shadow and Tarterian. Howling is done but I haven't gotten around to posting it; probably will post it tomorrow when I get time.

  22. - Top - End - #1402
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I have no idea how one goes about asking this, but I feel the need to anyway, even if I don't play as much d20 as I once did.

    Tengu, from Oriental Adventures?
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  23. - Top - End - #1403
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Kyuubi View Post
    Quote Originally Posted by Oslecamo View Post
    -Growths a little off, it should grow at levels 8 and 12. In case it wasn't clear the growths are based on the CR of the dragon when it first reaches that size. White dragon becomes large at young adult (CR 8) and huge at mature adult (CR 12).
    Just remembered this and decided to check the Pyroclastic. If this is the case then the Pyroclastic should grow at 5 12 and 18 instead of 9 and 15
    bringing this up again since it hasn't been answered.
    Last edited by Mystic Muse; 2010-08-20 at 02:45 AM.

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

    Hey Un_Known? Can I request something? Seeing as you're already doing dragons?

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  25. - Top - End - #1405
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Roc Ness View Post
    Hey Un_Known? Can I request something? Seeing as you're already doing dragons?
    What do you want done? I might be able to do it.

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

    Cool.

    Could I request the Mist Dragon, then?

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

    I'll try to get it done but it probably won't be done by today.

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

    Of course.

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  29. - Top - End - #1409

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

    Quote Originally Posted by Kyuubi View Post
    bringing this up again since it hasn't been answered.
    I didn't answer it because it seemed more of an afirmation than a question. But you're correct, the current growths of the pyroclastic dragon are off in relation to the original monster.

    Niezck:
    +2 weapon.

  30. - Top - End - #1410
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I'd like to request the anthropomorphic template from savage species.

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