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  1. - Top - End - #511

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Gorgondantess View Post
    Ah, but crystalline trolls? Cave trolls? Not so much. Also, war trolls are a purebreeding race, not each individually magically altered.
    The fluff text says that in the begginning trolls were turned into war trolls. Wich means it can be done again.

    Also feel free to come strangle me, you'll just have to get in line with all my other mortal enemies I made during my life.

    Draken:Ok, sorry about the confusion.

  2. - Top - End - #512
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Kyton (Chain Devil)

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Body of Bindings, Chain Rakes 1d4, +1 Str

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Devil, Clattering Skin +1 Dex

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Unerving Gaze, Chain Reach +1 Str

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Dancing Chains +1 Dex

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Regeneration, +1 Str

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    | Capture, +1 Dex[/table]
    Skills:4+int modifier per level, Class skills are The Kyton’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Listen (Wis), Profession (Wis), and Spot (Wis).

    Weapon and Armor Proficiencies: Kytons are proficient with their own natural weapons, simple weapons, any 2 martial weapons, and with the spiked chain, but with not armor or shields. A Kyton’s body chains do not count toward the weight of its equipment.

    Class Features:
    Body of bindings(Ex): The Kyton loses all other racial bonuses and gains Outsider traits. He's a medium sized Outsider with base land speed of 30 feet and darkvision 60 feet, two ‘Chain Rake’ natural attacks (See Chain Rakes) and a natural armor bonus equal to his Constitution modifier.

    Chain Rakes(Ex): At first level a Kyton gains two natural ‘Chain Rake’ attacks that use the chains wrapping its body as deadly weapons. These ‘Chain Rakes’ deal 1d4+Str Damage. Any feats the Kyton has regarding its chain rakes (such as Weapon Focus or Improved Critical) apply to using a spiked chain and vice versa.

    A Chain Rake may be sundered, with the chain treated as having hp and hardness as a Spiked Chain, but immediately after this the broken pieces broken from the sundered chain wrap themselves automatically in around the Kyton and recreate a whole chain, and the Kyton may continue to use both of his Chain rake attacks without penalty.

    The Kyton’s Chain Rakes are treated as a spiked chain for all weapon-like purposes (2-handed weapon when dealing with Disarm attempts, Weapon Finesse applies, They are Trip Weapons and Disarm Weapon, etc) However the Kyton is able to’ wield’ the chains one-handed. In order to use both of his chain rake natural attack’s the Kyton must have both of his hands free, in order to use one chain rake attack, he must have one hand free.

    Upon reaching 3HD the Chains deal 1d6+Str damage each, and at 6HD the chains deal 2d4+Str damage each.

    Ability increase:
    The Kyton gains +1 Str at levels 1, 3, 5, and +1 Dex at levels 2, 4, and 6.

    Chain Reach(Ex): At second level Kyton’s chain rakes have a reach of 10 feet. Like a spiked chain, a Kyton’s chains may be used against adjacent targets as well as targets at its maximum reach in the same round.

    Devil(Ex): At second level the Kyton gains a bonus on saves against poison and resistance to cold equal to their HD, and resistance to acid and fire equal to half HD. He can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feet and an extra 10 feet for each extra HD besides this.

    He also gains the evil and lawful subtypes, and his natural attacks and any weapon he wields count as evil and lawful aligned for purposes of bypassing DR.

    Clattering skin(Ex): At second level the Kyton gains DR/good equal to half his HD and SR=11+HD. In addition, the Kyton gains a racial bonus on all Craft (Metalworking) skills equal to his HD.

    Unnerving Gaze (Su): Starting at 3rd level, a Kyton can make its face resemble one of the opponent’s departed loved ones or bitter enemies. Those subjected to the gaze must succeed on a Will save (DC 10 + 1/2 HD + Cha modifier) or take a –2 morale penalty on all attack rolls for 1d3 rounds. The gaze affects all enemies within a 15 foot radius, plus 5 feet for every 3 HD the Kyton has. The Kyton can use this ability a number of times per day equal to his HD. Any creature that successfully saves against this effect cannot be targeted by it again for 24 hour.

    Dancing Chains (Su): As a standard action, a Kyton of 4th level or higher may attempt to control one unattended chain within a 20ft radius per 3HD. In order to target a chain, it must be within 20ft, but after this the Kyton can make it move as a dancing weapon as he wishes. In addition, the Kyton can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs (the chains return to their normal length and shape when the Kyton stops controlling them).
    Each chain may make one attack per round, as if the Kyton were wielding it directly, on any creature within a 10 foot radius of the chain. A Kyton can climb chains it controls at its normal speed without a Climb check.

    Any attended chain may also be affected, but the creature attending to the chain gets to make a will save (DC 10+1/2HD+Cha) mod, or else they lose control of the chain. If they succeed on this check the Kyton may not possess this chain for the next 24 hours (unless it becomes unattended)

    A Kyton may use this ability for a number of rounds per day equal to his (HDxCha mod) if a Kyton controls two chains, each round is treated as two rounds, and if a Kyton controls three chains each round is treated as three rounds, and so forth.

    Regeneration (Ex): A Kyton of 5th level or higher takes normal damage from fire, acid, and blessed weapons (if they bypass the Kyton’s damage reduction), but otherwise is treated as Having Regeneration equal to half its HD.

    Capture (Ex): At sixth level woe befalls any opponents struck by the Kyton’s terrible chain attacks, and creature struck by 2 of the Kyton’s Chain Rake attacks (or by 2 dancing chains, or 1 Dancing chain and 1 rake attack) in the same round the target becomes entangled, as per the net, and can only move within the limits that the chain allows. The chain needs no folding. Every round the target is entangled, it suffers damage equal to 1d4+the Kytons strength modified. The Kyton gains a +4 racial bonus on the opposed strength check to gain control of the trailing chain.



    A Chump’s Twopence:
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    Edit 1: Forgot to Post Kyton.
    Last edited by AugustNights; 2010-11-29 at 02:17 PM.
    Come with me, time out of mind...

  3. - Top - End - #513

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    ChumpLump:Much better work on the hags, but still need some tweaking.

    -Remove the bard/sorceror spellcasting of the green hag. Increase number of SLA uses, and then give it pseudo-spellcaster. More skillpoints per level also.

    -You nerfed the sea hag evil eye a little too much. Dazing an oponent for three days is as good as killing them, so the 12 HD option is useless. Instead make it so that that at 12 HD the oponent has always to roll the second save whitout need of extra uses of any other striongs attacked. The ability was too powerfull at 4th level, at 12th not so much. Also remove the [Death] tag from the effect, illusions can kill by fear, and make the range scale by level.

    -Actualy, make the range on all their custom abilities scale by level.

    -Make their Natural armor bonus equal to their Cha modifier.

    Very nice touch adding the Hag Coven!

    Hmm, don't really have any critique on the Kython, looks ready to go! Great job there!

  4. - Top - End - #514
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Since it seems to have been ignored on the list, any thoughts on the Gelatinous Cube?
    Zenithbold-Bard by Lord Raziere | Backer #121 of the Giantitp Kickstarter | My homebrew
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  5. - Top - End - #515

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Kobold-Bard View Post
    Since it seems to have been ignored on the list, any thoughts on the Gelatinous Cube?
    Looks good now, sorry for missing it, added.

  6. - Top - End - #516
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by monkman View Post
    Oslecamo i invented this, tell me if it would work(dont look at the non decided lv for this feat/ability) if not maybe you could give suggestions to make it better for the war troll
    i'll repost it agian to see if i will be allowed to use it
    awesome avatar made by Trazoi
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    I will not have as much acces to a computer so I will not post as much.

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  7. - Top - End - #517
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    -Remove the bard/sorceror spellcasting of the green hag. Increase number of SLA uses, and then give it pseudo-spellcaster. More skillpoints per level also.
    Done.

    -You nerfed the sea hag evil eye a little too much. Dazing an oponent for three days is as good as killing them, so the 12 HD option is useless. Instead make it so that that at 12 HD the oponent has always to roll the second save whitout need of extra uses of any other striongs attacked. The ability was too powerfull at 4th level, at 12th not so much. Also remove the [Death] tag from the effect, illusions can kill by fear, and make the range scale by level.
    I respectfully disagree with the sentiment that remove curse, which can be cast in combat, is an equal cost to any combat 'raise dead' like spell.
    However, it is your thread, so the changes have been made to accommodate your needs.

    -Actualy, make the range on all their custom abilities scale by level.
    Uhm? Done. Kind of.
    What ranges?

    -Make their Natural armor bonus equal to their Cha modifier.
    Done as a deed of dreadful note.

    Laugh to scorn the power of man, don't pass go, don't collect 200 murders, and the Hags have been revisited.
    Come with me, time out of mind...

  8. - Top - End - #518

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    monkman:The problem that I have with that it's that it just gives bigger numbers, something the war troll doesn't really need.

    How about, as a capstone, leting the war troll use dazing blow multiple times per turn, and/or let it use with thrown weapons?

    Quote Originally Posted by ChumpLump View Post
    I respectfully disagree with the sentiment that remove curse, which can be cast in combat, is an equal cost to any combat 'raise dead' like spell.
    Eerr, what? The hags don't even have those spells...

    Quote Originally Posted by ChumpLump View Post
    However, it is your thread, so the changes have been made to accommodate your needs.
    I took a look, and you seem to have misunderstood me here a litle. Here's how I wanted it:
    8HD- Will save or dazed for a number rounds equal to Cha mod.
    12 HD-As above, but then, whetever the first save is sucessfull or not Fort save or die of fear.

    Quote Originally Posted by ChumpLump View Post
    Uhm? Done. Kind of.
    What ranges?
    +5 feet per extra HD to auras, +10 feet per extra HD to single target attacks

    Quote Originally Posted by ChumpLump View Post
    Laugh to scorn the power of man, don't pass go, don't collect 200 murders, and the Hags have been revisited.
    Speaking of wich, just say the green hag's familiar counts her full HD instead of what you have now. And allow any kind of familiar but say that it takes a specially vile look like the hag itself.

    Also the sea hag's "as the water does" is glued to the above ability and non-italized wich makes it hard to see, clean it please.

  9. - Top - End - #519

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Wild Hunt

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    HD:d8
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+2 |+0 |Wilderness body, Track, Selected Prey, +1 Dex
    2| +2| +3|+3 |+0 | Hunter Initiate, +1 Wis
    3| +3| +3| +3|+1| Sprite Skin, +1 Dex
    4| +4| +4|+4 |+1| Hounds ,
    5| +5| +4| +4|+1| Hunting Steed, +1 Wis
    6| +6| +5|+5 |+2 |Adept Hunter,
    7| +7| +5| +5|+2 | Ascension
    8| +8| +6| +5|+2 | Hunter Freedom
    9| +9| +6|+6|+3 |Hunting Cry, +1 Dex
    10| +10| +7|+7 |+3 |Master Hunter
    11| +11| +7| +7 |+3 |Group Hunt, +1 Wis
    12| +12| +8| +8 |+3 | Ride the Storm, +1 Dex
    13| +13| +8| +8|+4| Focused Mind , +1 Wis
    14| +14| +9| +9|+4| Legendary Hunter, +1 Dex
    15| +15| +9| +9|+5|Omen of Peril
    16| +16| +10| +10|+5| Hunter Eye, +1 Wis,
    17| +17| +10| +10 |+5| Gather the Dead
    18| +18| +11|+11 |+6 |Perfect Hunter, +1 Dex
    19 | +19| +11| +11|+6 | Hunting Tools, +1 Wis
    20| +20| +12| +12|+6 | Immortality , +1 Dex
    21| +20| +12| +12|+6 |Heaven's Wrath, +1 Wis
    22| +21| +13| +13|+7 |God of Hunt, +1 Dex
    [/TABLE]
    Skills: 6+Int modifier per level, quadrupe at 1st level, class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Proefeciencies:Simple and martial weapons, Light armor, Light and heavy shields.

    Features:
    Wilderness body:The Wild Hunt loses all other racial bonus and gains fey traits (basicaly low light vision ). It's a medium sized fey with base speed 30 feets.

    Track: the Wild Hunt gains track as a bonus feat.

    Selected Prey:As a standard action, 1/day per HD, the Wild Hunt points towards an oponent whitin 10 feet per HD it can detect, and it starts to glow as under the effect of a faery fire spell. The effect lasts 1 minute per HD, and during that time the Wild Hunt gains a +1 moral bonus to attack rolls, damage rolls, ability checks and skill checks, plus an extra +1 for every 4 HD the Wild Hunt has. Also critical threats against the Selected Prey are automatically confirmed. Only one selected Prey at a time.

    At 6 HD it may use this ability as a move action.
    At 12 HD as a swift action.
    At 18 HD as a free action.

    Ability Increase:
    The Wild Hunt gains a permanent +1 to

    Dexterity at levels 1, 3, 9, 12, 14, 18, 20, 22

    Wisdom at levels 2, 5, 11, 13,16, 19, 21

    For a total of +8 Dex and +7 Wis at level 22.

    Hunter Initiate:At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electrecity equal to his HD and resistance to cold and fire equal to half his HD.

    Sprite Skin:At 3rd level the Wild Hunt gains DR/Cold Iron or Magic equal to 1/2 his HD, and SR equal to 11+HD. At 6 HD this increases to DR/Cold Iron and Magic.

    Hounds: At 4th level the Wild Hunt can summon mystical hounds to aid him in a 24 hour special ritual, and they're permanent. He can have up to 1 Hound per 4 HD, and they each have a number of d8 HD equal to the Wild Hunt. Their stats are as follows:
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    -Medium Sized magical beast (darkvision 60 foot and low light vision).
    -30 base speed, plus an extra 5 foot for every 2 HD they have.
    -Bite attack dealing 1d8+1,5 Str modifier, proefecient with it only.
    -Bab equal their HD.
    -Good fort and Reflex Saves.
    -Base Str, Con and Dex of 10. They gain +1 to each of those stats for every HD they have.
    -Int and Cha of 6, Wisdom equal to the Wild Hunt.
    -DR, SR, energy resistances and any immunities as those the Wild Hunt has.
    -Scent as per the SRD.
    -2+Int modifier Skill points per level (basically 1 Skill point per HD).
    -Racial bonus to Hide and Move silently equal to their HD, and racial bonus to Spot/Listen equal to half their HD.
    -Feats follow HD as normal, all hounds must have the same feats.
    -Skirmisher:If the hound moves at least 10 foot before striking, it deals an extra +1d6 damage for every 2 HD it has.

    Hounds also gain the following abilities when the Wild Hunt gains them from this class: Hunter Freedom, Ascension, Hunting Cry, Adept Hunter, Master Hunter, Focused Mind

    Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.

    Hunting Steed: The Wild Hunt can now use Phantom Steed as a SLA 1/day for every 2 HD it has, except that it has double the normal HP and can be made to look like whatever you want. Lookers can notice it's an unnatural creature by suceeding on a spot check against a hide check from you.

    Adept Hunter: Whenever the Wild Hunt damages an oponent that oponent is under a Dimensional Anchor effect untill the end of the Wild Hunt's next turn.

    In adition, the Wild Hunt gains a bonus to Natural armor equal to his Con modifier.

    Ascenscion:The Wild Hunt grows one size category, and can now fly by himself at double his base speed with perfect maneuverability. His Hunting Steed is now huge, and when the Wild Hunt rides it they gain a bonus to their speed equal to the Wild Hunt's base speed.

    Hunter Freedom: The Wild Hunt now benefits from a permanent freedom of movement effect, and in adition it ignores the max Dexterity bonus on armors.

    Hunting Cry: At 9th level, as a standard action the Wild Hunt can release a fearsome shout. All in a radius of 5 foot per HD must make a Will save DC 10+1/2HD+Wis modifier or be shaken for 1 minute. Sucessfull save renders a creature immune to further Hunting Cries from the same individual for 24 hours, but not from others. The Wild Hunt and his hounds are immune to each other's Hunti Cries.

    At 13 HD this ability may be used as a move action, at 17 HD as a swift action, at 21 HD it ignores immunity to fear, but creatures normally immune gain a +5 bonus on their saves.

    The Wild Hunt may affect a smaller radius with this ability if he wishes.

    Master Hunter: At 10th level, the Wild Hunt deals extra damage with all manufactured and natural weapons equal to his HD. He's also now immune to fatigue.

    Group Hunt: At 11th level, when the Wild Hunt selects a prey, his allies receive the same moral bonus. In adition, Selected prey now lasts 1 hour per HD and the Wild Hunt can have a nmber of preys at the same time equal to his Wis modifier.

    Ride the Storm:At 12th level, as a full round action you can produce a Control Weather effect as the spell 1/day for every 3 HD you have. You count as a druid for the purposes of this ability.

    At 16 HD, you can use this as a standard action.

    At 20 HD, as a move action.

    In adition, when you use this ability you may also replicate a greater teleport or plane shift SLA, except that you must end up in an open non-enclosed area, your hounds don't count towards the max number of passengers and the Control Weather effect only manifests in your ending point.

    Focused Mind: At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities.

    Legendary Hunter: At 14th level creatures slain by the Wild Hunt cannot be brought back to life except by a true ressurection combined with a Miracle or Wish spell.

    In adition, the Wild Hunt gains an Insight bonus to AC equal to his Wis modifier.

    Omen of Peril:At 15th level, no good can come from crossing the path of the Wild Hunt. This works as a gaze attack with a range of 5 foot per HD. Creatures must suceed on a Will save DC 10+1/2HD+Wis modifier or be cursed as a Bestow Curse spell. Only one curse per individual from this effect.

    Unlike normal Gaze attacks, the Wild Hunt can willingly choose to don't affect specific individuals whitout penalty.

    Hunter Eye:At 16th level, the Wild Hunt can see much farther than anyone could think. He can use Discern Location as a SLA 1/day for every 4 HD it has, except that this effect can pierce mindblank effects if the Wild Hunt suceeds on a spot check against the CL or HD (wichever's higher) of the target.

    Gather the Dead:At 17th level, the Wild hunt can guide the spirits of those who recently passed away.

    1/day as a fullround action, the Wild Hunt can make all deceased creatures in a 5 foot per HD radius rise as spirits. Treat them as the original creatures with 2 levels on the ghost improved class, except they don't lose racial modifiers. The Wild Hunt can directly control up to twice his HD of spirits (including ghost levels) and have them fight and perform deeds for him, the remaining risen spirits simply follow the Wild Hunt at distance moaning and lamenting their demises, never fighting or providing any benefit or penalty.

    Those spirits do this for 24 hours, after wich they depart to the afterlife. They cannot be brought back except by true ressurection+Wish or Miracle.

    Perfect Hunter:The Wild Hunt now ignores all miss chances from any source, he takes no range penalty for firing too far away and can do as many range increments as he wishes. His ranged weapon attacks have basically infinite reach as long as he can spot the oponent and has valid line of effect.

    Hunting Tools:
    Weapons wielded by the Wild Hunt automatically gain an enanchment bonus equal to 1/4 his HD. This bonus can be used to replicate specific weapon enanchments like returning, vorpal, holy, speed, etc, etc. If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn.

    Immortality:At 20th level the Wild Hunt stops aging and is immune to all aging effects.

    In adition, if the Wild Hunt would be killed by any effect he raises 1d4 rounds later when his iniative arrives, automatically standing up from prone as a free action. He retains all taken injuries, but isn't hindered by them in any way. So a Wild Hunt decapitated by a Vorpal Blade would keep fighting headless, probably holding his head under one of his arms, while a disintregated Wild Hunt would fight as a cloud of ash taking humanoid shape. This is purely visual and doesn't provide any bonus or penalty.

    All spells/abilities/effects are removed from the Wild Hunt when it raises and he's restored to full HP, but if he's killed again whitin one hour then he stays killed for good.

    If one hour passes after immortality is triggered the Wild Hunt's wounds heal naturally and he can ressurect again if killed.

    In adition his DR can now only be bypassed by cold iron and epic.

    Heaven's Wrath:
    At 21st level the Wild Hunt can now use his Selected Prey and Ride the Storm ability at will.

    His Hunter's Cry ability now makes oponents frightned on a failed save and shaken on a sucessfull save.

    God of Hunt:
    The selected prey bonus now are untyped (as thus stack with other morale bonus). The Wild Hunt attacks automatically bypass all DR, regeneration, bonus to AC derived from spells and Su abilities (including but not limited to any and all deflection, sacred and insight bonus).

    In adition, Selected prey striken by the Wild Hunt must make a Fort Save equal to 10+1/2 HD+Dex modifier or be slain (or destroyed on the case of non-living enemies).


    Comments:
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    The Wild Hunt is an ancient European myth with a lot of diferent versions depending on the region it's told. Basically big badass hunter goes riding trough the skies on a mystic steed with mystic hounds and pursuing diferent preys from simple animals to the spirits of the dead and mystic creatures.

    Anyway it's a 22 level class so I could put a lot of stuff into it. Enjoy!
    Last edited by Oslecamo; 2010-09-21 at 03:59 PM.

  10. - Top - End - #520
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    For the Elder Treant, would it be a better idea to make it a Treant PrC that requires a certain number of HD, or to simply extend the Treant class up to 20 levels for it?

    I really love Elder Treants ... And I've got some very fun ideas for new abilities for it.
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  11. - Top - End - #521

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    There's no pratical diference, but since you already did the treant make this one a prc.

    Notice the elder treant should go all up to lv 25 but if you feel like that's too much for you then do it up to lv 20 and I'll fill the rest.

  12. - Top - End - #522
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    There's no pratical diference, but since you already did the treant make this one a prc.

    Notice the elder treant should go all up to lv 25 but if you feel like that's too much for you then do it up to lv 20 and I'll fill the rest.
    Sorry, what I wrote was vague.

    I meant is it better to extend the class to 25 levels or to make a PrC that requires 8 levels of treant and something like 15 HD, saves having to fill ~13 levels with extra stuff but makes elder treant stuff only available to full treants at the appropriate HD point.
    Dragonborn Gnome avatar by the ever-lovely Derjuin!

  13. - Top - End - #523

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Elder treant would be a 17 levels prc that demanded to be a treant 8 to enter it.

  14. - Top - End - #524
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    what would be a good name for allowing the war troll to use dazing blow 1 time for every hd it has per encounter?
    awesome avatar made by Trazoi
    Totem Cleric:A divine fighter that uses a totem which empowers him.

    I will not have as much acces to a computer so I will not post as much.

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  15. - Top - End - #525
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Still unfinished but I mostly wanted critique on what I've got so far. The remaining 5 abilities will be largely fluff-related and can be judged seperately, being over ECL 21.

    Elder Treant



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    Prerequesites:
    To become an Elder Treant, a creature must fulfil the following requirements:

    • 8 levels in the Treant monster class


    HD: D8

    Skills: 2 + Int mod
    Class Skills: None
    Weapon and Armour Proficiencies: You are proficient only with your natural weapons.

    {table=head]Level|Base Attack Bonus|Fort|Ref|Will|
    Class Features

    1|+0|+0|+0|+0|+1 Str, Elder Treant Body
    2|+1|+0|+0|+0|+1 Str, +1 Con, Entangle
    3|+1|+1|+1|+1|+1 Str, Plant Domain
    4|+2|+1|+1|+1|+1 Str, +1 Con, Growth
    5|+2|+1|+1|+1|+1 Str, Mighty Slam
    6|+3|+2|+2|+2|+1 Str, +1 Con, Resistive Bark
    7|+3|+2|+2|+2|+1 Str, Fertile Step
    8|+4|+2|+2|+2|+1 Str, +1 Con, Growth
    9|+4|+3|+3|+3|+1 Str, Improved Trample
    10|+5|+3|+3|+3|+1 Str, +1 Con, Mighty Slam
    11|+5|+3|+3|+3|+1 Str, Keeper of the Forest
    12|+6|+4|+4|+4|+1 Str, +1 Con, Force of Nature
    13|+6|+4|+4|+4|+1 Str,
    14|+7|+4|+4|+4|+1 Str, +1 Con,
    15|+7|+5|+5|+5|+1 Str,
    16|+8|+5|+5|+5|+1 Str, +1 Con,
    17|+8|+5|+5|+5|+1 Str,
    [/table]

    Elder Treant Body: Unlike other monster classes, the creature's original racial traits are retained.

    The Elder Treant's natural armour bonus increases by ½ its HD. Additionally, every time it grows in size it increases by a further +1.

    Entangle:
    At 2nd level, once per day per HD the Elder Treant can root itself in the ground and bring to bear its most lethal weapons; its roots. The Elder Treant may, as a full-round action, unleash a number of roots equal to ¼ its HD. Each root may target a different opponent and more than one root can target a single opponent.

    Each root is counted as a ranged touch attack with an increment of 10ft/HD. Any opponent successfully hit by a root takes damage as if hit by one of the Elder Treant's slam attacks. Additionally, the Elder Treant may attempt to start a grapple as a free action. It gets a bonus on the grapple check equal to ½ its HD but does not gain a size bonus.

    Following an Entangle attack, the Elder Treant must use a full-round action to unroot itself or else be unable to move or attack with anything other than Entangle.

    Plant Domain:
    At 3rd level, the Elder Treant gains the ability to use each spell from the Plant Domain as a spell-like ability a number of times per day equal to its HD divided by the spell level (rounded down, minimum 1).

    To use each spell-like ability the Elder Treant must have a number of HD equal to at least twice the spell level.

    The save DCs for the spell-like abilities is equal to 10 + ½ HD + Wis modifier. The caster level is equal to the Elder Treant's HD where applicable.

    Growth:
    At 4th and 8th levels, the Elder Treant increases in size by one category. It gains all the benefits and penalties associated with that but does no receive any stat modifications.

    Mighty Slam:
    At 5th and 10th levels, the Elder Treant's slam attack improves by one step of damage.

    Additionally, at 5th level the Elder Treant deals triple damage against objects instead of double.

    Resistive Bark:
    At 6th level, the Elder Treant gains Spell Resistance equal to 10 + HD + Con Modifier.

    Fertile Step:
    At 7th level, the Elder Treant gains an aura out to 5ft + 5ft/HD. This area is under the effect of a Plant Growth spell. The Elder Treant may select which version of this spell is affecting the area. This aura can be turned on and off as a free action.

    Additionally, the Elder Treant is no longer hindered by difficult terrain caused by an organic feature. This includes, but is not limited to, features caused by overgrown plants, trees, vines or bushes.

    Improved Trample:
    At 9th level, the Elder Treant's trample attack gains a +5 bonus to DC and deals extra damage equal to ½ its Str modifier, bringing the total damage to that of a slam attack + 2x Str modifier.

    Keeper of the Forest:
    At 11th level, the Elder Treant gains the permanent service and companionship of a small enclave of Treants. Whenever the Elder Treant uses its Animate Trees ability, the Treants they create are 8 HD with all 8 levels of the Treant class, cannot use their own Animate Trees ability and are animated indefinitely.

    The number of Treants the Elder Treant can animate (and control) improves by 1.

    Force of Nature:
    At 12th level, the Elder Treant become nature's wrath incarnate. Its DR increases by 5 and changes to DR/-, its Spell Resistance increases by 5, it gains the Frightful Presence ability, it receives a permanent +2 bonus to any one mental stat and gains the Outsider type with the Augmented subtype.


    Comments:
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    Still got to fill the last 5 levels, but I'll work on that as I go along. All suggestions are welcome for abilities for these levels!
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  16. - Top - End - #526
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I was think maybe some wisdom bonus , kinda for being really old and procter of the forest or something like that
    it would 1 wis/3lvs
    Last edited by monkman; 2010-09-21 at 06:39 PM.
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  17. - Top - End - #527
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I was thinking that, especially since Elder Treants have huge Cha and Wis. But the issue is, I don't wanna give it a load of stat boosts. It already has the same stat progression as the Treant, which fits quite well really, so I tried to include the mental stat elsewhere (the level 12 ability currently).
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  18. - Top - End - #528

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by monkman View Post
    what would be a good name for allowing the war troll to use dazing blow 1 time for every hd it has per encounter?
    "Improved", "Superior", "Supreme", "Perfect" "Master" tag work well for this kind of situation.

    Notice however that since ecounters normally last 5 turns, 1 dazing blow per turn simply means it can use it at will, unless you remove the "one dazing blow per round" limitation.

    Niezck:Some minor tweaks needed.

    First explain what frightfull presence for the treant is (it varies from monster to monster if you look closer) is and what stat it is tied to.

    It suffers greatly from the "non-flying melee-monster" syndrome. Aka anyone who can fly just points and laughs at it. I sugest tentacles vines or hurling rocks to solve that. And since we're at it put something of the same kind on the base treant too, can't believe I missed it. Level 5 would be best.

    Keeper of the Forest weak. Sure they're permanent but 8 HD minions when you're level 19 are chump blockers at best. You need to buff them up more in some way. I sugest allowing them to take levels on the Elder Treant prc. And move the ability to 18 since it's when the minions should reach 9 HD.

    Mighty slam not very good the first time you gain it, even worst the second time, since it just adds a few points of damage. See first point about anti-air capabilities.

    Also you're correct that you shouldn't just give stats for the sake of it. The elder treant has no Wis or Cha based abilities so regrain from giving it those stats.
    Last edited by Oslecamo; 2010-09-22 at 05:04 AM.

  19. - Top - End - #529
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    I've added a modified entangle to the Treant at level 3 and I'll work on the Elder Treant later. I may just merge them into one class for ease of use.
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  20. - Top - End - #530

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Niezck View Post
    I've added a modified entangle to the Treant at level 3
    Not at 3rd level. You already have growth there. I said 5th level because you only have trample, wich is somewhat subpar as you can only trample small creatures by then.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Let me start by saying this is an awesome project and I fully support it.

    I'm working on creating an Anarea character, however I'm having a little trouble with the following line:


    Poison:Delivered by bite attack, fort save DC=10+1/2HD+Con mod, 1d4 Str damage initial damage, 1d8 secondary damage. For each two extra HD of the aranea, both the initial and secondary damage increase one die size.
    Is it me or do the damage die increase dramatically? By 10th level you'd have 3d6 initial and 6d6 secondary STR damage. That's insane at any level.

    Am I looking at the die increases wrong?


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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by BooNL View Post
    Let me start by saying this is an awesome project and I fully support it.
    Thanks!

    Quote Originally Posted by BooNL View Post
    Is it me or do the damage die increase dramatically? By 10th level you'd have 3d6 initial and 6d6 secondary STR damage. That's insane at any level.

    Am I looking at the die increases wrong?
    You're right, the poison increases quickly, but you need to take in acount that:
    -From that level onwards everything either has flat immunity to poison and/or insane Fort saves.
    -3d6 averages at 10, 5 Str damage. A ray of enfeeblement (1st level spell) inflicts in average 8, 5 Str Damage, and doesn't allow a save, ignores poison immunity and is a ranged touch attack.
    -Also compare with a Monstruous Centipede, CR 9, wich deals 2d6 Dex damage with it's poison. Ok, 1d6 less damage, but Dex Damage is a lot more dangerous than Str damage.

    Basically, poison is a tactic that quickly gets supar, so the dramatic progression makes sure that when at least when it works, it works well.
    Last edited by Oslecamo; 2010-09-22 at 06:20 AM.

  23. - Top - End - #533
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Okay, I'll add it to 5th level instead. The ability itself is alright though, yeah?
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Rust Monster



    Class
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    Hit Dice: d8
    {table]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+2|+0|Body of Rust, Rust, +1 Dex, +1 Con
    2|+2|+0|+3|+0|Search & Erode, +1 Dex, +1 Con
    3|+3|+1|+3|+1|Fleet of Foot, Rust Advancement +1 Dex, +1 Con[/table]

    Class Skills: (4+Int/level, x4 at Level 1) Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Spot, Survival, Tumble

    Proficiencies: Rust Monsters are proficient with their own natural attacks.

    Class Features:

    Body of Rust (Ex): At first level the Rust Monster loses all Racial Traits and Features and gains the Aberration Type and all Traits of that.
    It is Medium sized with a base land speed of 40ft, and counts as a quadraped for all applicable situations.
    It gains a primary Antennae attack that may use it's Rust ability to a target. It also gains a secondary bite attack that deals 1d3+1/2Str damage.
    It gains a Natural Armour bonus equal to it's Con Mod.

    Rust Monsters may not use metal items. This includes metal armour, metal weapons, magic rings, magic helms or any other magic items that are described as being made mostly out of metal or where the specific metal part would be one required to be in contact with the Rust Monster.

    Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC 10+HD+Con Mod) or be dissolved.

    Each time a Rust Monster destroys metal with this abilty it adds the rusty dust to it's own body. For every 4lb of metal destroyed (DM's best estimate when no weight is listed) the Rust Monster gains 1 Rust Point. As a Swift Action the Rust Monster may spend any or all of these points in whatever configuration they choose to gain one or more of the following bonuses:
    Spoiler
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    Burrow, Swim or Climb speed equalling land speed (1 point [1])

    Fly(Good) speed equalling land speed (4 points [6])

    DR 1/2HD/magic (2 Points [1])
    - Improve DR by 1 (2 points/increase [1])
    - Add Alignment or dmg type to DR (2 points [4])

    SR 11+HD (4 points [4])
    - Improve SR by 2 (2 points/increase [6])

    Fast Healing 1/2HD (4 points [6])
    - Improve FH by 1 (2 points/increase [8])

    Antennae, Bite & Rust Cloud gain +1 enhancement bonus (2 points [3])
    - Improve bonus by 1, either as an enhancement bonus; max +5 pre-epic or via valid weapon abilities; max +5 pre-epic (2 points/increase [5])

    +1/2HD armour bonus to AC (2 points [1])
    - Improve AC bonus by 1 (1 point [3])
    - Change AC bonus to another valid type (4 points [6])

    +2 enhancement bonus to stat of user's choice (2 points [4])
    - Improve Stat Boost to +4 (6 points [8])
    - Improve Stat Boost to +6 (10 points [12])

    1/2HD resistance to any one element (2 points [2])
    - Improve Resistance by 1 (1 point [4])
    - Make Resistance apply to Acid, Cold, Electric, Fire & Sonic simultaneously (8 points [8])

    Antennae, Bite & Rust Cloud take on one material or alignment quality (4 points [6])

    The number in brackets "()" is how many Rust Points the ability requires. The number in square brackets "[]" is the minimum HD the Rst Monster must have to be able to use that ability.

    All improvements only apply to the listed Rust ability (so not to features obtained by other racial abilities/items/spells etc.), and to use an improvement you must first activate the base ability.

    All abilities last for 1 round +1 round/HD. A Rust Monster may not have more Rust Points than it's HD+2 without the Increased Rust Capacity Feat (see below).

    Stat Boosts (Ex): Rust Monster recieve +1 Dex & +1 Con/level.

    Search and Erode (Ex): At second level the Rust Monster gains the Scent special ability. Rust Monsters treat any metal as an Overpowering Scent and may differentiate between different types of metal. The scent of metal can also never be disguised to hide it from a Rust Monster.
    It also gains Track as a bonus Feat, and gains a +2 Racial bonus to track the trail of metal.

    Fleet of Foot (Ex): Because Rust
    Monsters natural weapons are relatively weak they make up for it by being able to escape quickly/chase adventurers afraid of losing their armour.
    They gain +10ft to their land speed for every 3HD they possess.

    Rust Advancement (Ex):

    Rust Cloud: At third level the Rust Monster may release a cloud of jagged metal dust as a standard action. By spending 1 Rust Point they inflict 1d4/2HD piercing damage to every creature within an area of 5ft/HD.
    Spending additional Rust Points increases the damage by 1d4 and the area by 5ft/point spent.
    A successful Reflex Save (DC 10+1/2HD+Con Mod) allows the target to take only 1/2 damage from this attack. Every 2 additional Rust points spent increas this DC by 1.

    Rust Anything: At 5HD 1/day for every 5HD the Rust Monster may use it's Rust ability on any item, regardless of whether it has any metal in it at all.
    If the item is non magical it gives no Rust Points, if is then it gives Rust Points as normal.

    Spoiler
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    Improved Rust Capacity:
    Pre-requisites: Rust Class Feature, 4HD

    Benefit: The number of Rust Points you can hold at a time increases to your HD+4.
    You may take this feat once, plus an addional time for every 8HD you possess.


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    Nothing especially unusual there.

    They deal damage to grapplers because they're basically a rusty nail. The Fleet of Foot thing comes from Gygax originally making them a lot quicker than adventurers so try were harder to escape from.

    I suppose they technically could use metal magic items but they would ha e to roll a Ref Save for each one every round that they use it.

    Seems underpowered to me, anyone have any thoughts?
    Last edited by Kobold-Bard; 2010-10-27 at 06:17 AM.
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  25. - Top - End - #535

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Niezck:Yes, I like that ability quite much actualy.

    Kobold-Bard:Monster classes gain the TRAITS of the new types, not the features. There's a very big diference between them. You had gotten it right with your last monsters.

    You're right however, it is underpowered, but I don't believe the "touch me and it hurts" is the right way to go.

    The problem here it's that the rust monster was specifically designed to f**** players equipment and then die. And iron golems.

    As a a starter give it a bonus to Con at every level, make the rust DC 10+HD+Con modifier and point out it's uncapable of fine manipulation,

    Now some ideas:
    -Get stronger when it destroys metal stuff.
    -Instead of "grappling me hurts you! "give it something like "Whenever I destroy a metal item I release a dangerous cloud of rust powder that screws those around me!"
    -"Rust anything" X times per day the Rust monster can actualy destroy whatever it touches.

  26. - Top - End - #536
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Done all that, hope the Rust point mechanic meets approval.
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  27. - Top - End - #537

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Kobold-Bard View Post
    Done all that, hope the Rust point mechanic meets approval.
    Aproved, I like it a lot!

    However remove the racial bonus to the reflex DC to destroy items, 10+HD+Stat is enough.

    And remove the can use antenas as somatic components please. Really I did that for the aboleth just so it could be a proper spellcaster, but that doesn't mean every handless monster is now a talented spellcaster.

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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Oslecamo View Post
    Aproved, I like it a lot!

    However remove the racial bonus to the reflex DC to destroy items, 10+HD+Stat is enough.

    And remove the can use antenas as somatic components please. Really I did that for the aboleth just so it could be a proper spellcaster, but that doesn't mean every handless monster is now a talented spellcaster.
    Done and done. Didn't realise you'd used that before.

    Glad you liked it
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  29. - Top - End - #539

    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Green Hag

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    | Hag Body, Withered Hag, Foul is Fair, Dancing Lights, +1 Con

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    | Earth hath bubbles, Disguise self, Dark Familiar, +1 Str

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    | Invisibility, Pass without trace, +1 Cha

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    | Tongues, Water Breathing, Weakening Touch, +1 Cha,

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    | Weird Sisters, Dark Augury, +1 Str [/table]
    Skills:4+int per level, class skills are Bluff, Concentration, Craft, Hide, Knowledge (Any), Listen, Spot, and Swim.

    Proficiencies: The Green Hag is proficient with her own natural weapons, she otherwise gains no new weapons or armor proficiencies.

    Features:
    Hag Body: The Green Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 30’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
    As a creature with a swim speed, the Green Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress.

    Ability Score Increases: The Green Hag gets +1 Con at 1st level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

    Withered Hags: The first level Green Hag appears little different than a sickly human, half elven or elven woman who has just reached adulthood, ranging from average to attractive in appearance, that is a bit malnourished and unhealthy. Many have little idea of what they are, having been secreted away in human society. However, her true nature soon asserts herself. The green hag ages prenaturally fast, and accelerates her transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

    The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Green Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.


    Foul is Fair: The Green hag gains the following Spell Like abilities at the following levels: the Green Hag can use each SLA a certain number of times per day depending on its HD. Saves are 10+1/2HD+Cha mod.
    Level Spell Uses per Day
    1st Dancing Lights 2/day per HD
    1st Ghost Sound* 2/day per HD
    2nd Disguise Self 1/day per HD
    3rd Invisibility 1/day per HD
    3rd Pass without Trace 1/day per HD
    4th Tongues 1/day per HD
    4th Water Breathing 1/day per HD

    *When the Green Hag uses Ghost Sound, she may use it to perfectly imitate the sound of animal that is native to the swamp. (Alternatively the DM may allow for this ability to imitate the sound of any animal from the area where the Green Hag hails from.)

    Further a green Hag levels stack with levels of Sorcerer the green takes for purposes of spells per day, caster level and spells known. So for example a green hag 2 who takes a level of sorcerer would count as having 3 levels of sorcerer(2+1) and gain the spell slots and spell known that a sorcerer gains when leveling from level 2 to 3, but not the spell slots and spell known that a sorcerer gets from level 1 to 2, He would get the familiar ability, but half-dragon levels wouldn't count for it.

    Earth Hath Bubbles: At second level the Green Hag has begun to grow ugly, as her skin begins to discolor with terrible gangrene like rotting and warts. She begins to grow unnaturally tough as a result of the transformation, acquiring SR equal to 11+HD.

    Dark Familiar: At second level the Green Hag gains a familiar like a sorcerer would at first level, except that it has a foul aspect just like the green hag, altough it could still pass like a normal animal. The familiar counts all HD of the character for it's level, but doesn't stack with other familiar abilities. Upon reaching 7HD the Hag’s familiar Improves as per the ‘Improved Familiar’ Feat, except that it may retain the old looks. The Hag retains her familiar bonuses, and never loses exp for losing a familiar.

    Weakening Touch: At fourth level the Green Hag gains a weakening touch attack. After a successful touch attack as a standard action an opponent must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or suffer a penalty (not damage) of 1d4 points to their Str score. The Green Hag may use this ability a number of times per day equal to her HD+ her charisma modifier (min 0). Multiple Weakeneing touches stack, and the penalty can drop an oponent to 0 Str. This attack can be channeled trough natural weapons or trough targeted spells as a free action, but only once per turn.

    For every 4 HD from here the penalty increases by an extra 1d4.

    Weird Sisters: At fifth level, the Green Hag may bond with up to two other spell casters or Hags, creating a strange sistership between The Green Hag and the others. The targets of this binding need not be willing, or aware of it, but the Green Hag must spend 24 hours within 100 feet of the targeted creatures to create this binding. The two or three have been bound they may communicate telepathically over any distance so long as they are on the same plane.

    If the hag has bonded with one creature, or has bonded with two creatures but only one is present, the two bound creatures may work together for the following effects
    As long as the two stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +1 circumstance bonus.
    With a full round action they may both focus on casting the following spell like abilities, Caster level is equal to the Green Hag’s HD+1. DC(10+1/2 the Hag’s HD+ Charisma score+1)
    ~ Animate Dead 1/day for each 2HD the Green Hag has
    ~ Bestow curse 1/day for each 2HD the Green Hag has
    ~ Dream 1/day for each 2HD the Green Hag has
    ~ Mind Blank 1/day for each 3HD the Green Hag has

    If the hag has bonded with two creatures who are both present, the three of them may work together for the following effects
    As long as the three stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, both of their caster levels and DCs for spells and spell like abilities gain a +2 circumstance bonus.
    With a full round action they may both focus on casting the above spell like abilities and the following ones as well, Caster level is equal to the Green Hag’s HD+2. DC(10+1/2 the Hag’s HD+ Charisma score+2)
    ~ Control Weather 1/day for each 2HD the Green Hag has
    ~ Forcecage 1/day for each 3HD the Green Hag has
    ~ Polymorph 1/day for each 3HD the Green Hag has
    ~ Veil 1/day for each 3HD the Green Hag has
    ~ Vision 1/day for each 3HD the Green Hag has

    Dark Augury: At fifth level, the Green Hag may perform a terrifying dark ritual in order to ascertain truths about other’s futures. 1/week per 5HD the Green Hag has she may spend 10 minutes reaching into the depths of foul knowledge’s in order to answer any question passed to her about the Future. This effect works exactly as Augury cast by a Cleric of level equal to the Green Hag’s HD, except as noted. There is a 60%+1% per HD of Green Hag, to a Maximum of 80%, chance that the answer will be accurate. If the answer is inaccurate, the result is ‘Woe,’ and whatever might have been is twisted by the dark implications of the Hag. If the DM is feeling unimaginative this effect may simply mirror an immediate ‘Bestow Curse’ of the DM’s choosing cast upon the person posing the question (Could potentially be the Hag.) At 12HD, this curse effect can instead mirror 'Greater Bestow Curse.'



    Comments:
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    I figure the Annis Hag provides the Evil Giant Protection, The Green Hag Provides the Convoy spells and the Sea Hag provides the Eye. Complete Coven of witches.

    As for the Green Hag‘s Familiar, and Dark Augury, I’ve always felt that the Hags aren’t nearly Witchy enough. The green Hag, being the most spell-casty of the Convoy ought to have some sort of ‘Macbeth like prophesy’ ability.

    I know most monster classes do not gain familiars, but the very idea of a familiar comes from witches, and their dark avatars of demons. Rather than making the Green Hag terribly vile and horrid, I figured virtual spell casting, a familiar, and a convoy like ability should be enough.

    The Sea Hag’s Evil Eye can kill, but not as easily. One must fail both a Fortitude and a Will save. And it has been reduced to 1/day starting at 12 level.

    Edit ?: Fixed, However There are no real distances to improve by HD, so distances in Convoy are HD improved, but otherwise that alteration is nil.

    I was digging around for the Hags (This project mirrors one rather closely to one I am working on for myself), for a little inspiration, and could only find the Anis Hag on the front page. I then looked up the Sea and Green Hag in the MM, and found that they weren't much more than lesser Anis Hags, so I went ahead and built these two 'Substitution' level variants for the other two Hags of the Convey.

    Edit: Unrelated note, un known, your Werelizard speaks of werewolves in Lunar Body.

    Edit 2: Is there a Kyton kicking around in these two threads?

    Edit 3: Substitution Hags received the kybosh. Will post Sea, and Green Hag when and if completed here.

    Edit 4:Should of done my homework last night.

    Oslecamo's comments:

    Changed weakening touch to penalty from damage and allowed it to be channeled trough spells/natural weapons so it remains usefull at higher levels.



    Done by ChumpLump, some tweaks by me.
    Last edited by Oslecamo; 2010-09-22 at 03:42 PM.

  30. - Top - End - #540
    Barbarian in the Playground
     
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    War Troll(Prc)


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    War troll(Prc)
    HD=d12
    Special: Need 5 lv of the troll class
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Bonus feat, +1str +1con

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |+1str +1con, Forged by magic

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |+1str +1con, Improved Regeneration,

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |+1str +1con, bonus feat

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |+1str +1con, dazing blow

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |+1str +1con , bonus feat

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |+1str +1con,Master Of the dazing blow[/table]

    Skills: 2+int modifier per level,. Class skills spot, listen, climb, jump, swim, knowledge(war), intimidate, ride, tumble

    Proefeciencies: All simple weapons, martials weapons, light and medium armor, light and heavy sheilds

    Bonus feat: a war troll can select a feat from the fighters bonus feat and war troll lvs count as fighter lvs for selecting feats

    Forged by Magic (Ex): War Trolls are engineered by powerful arcane spellcasters to be unstoppable engines of war. At 2th level, a War Troll gains Damage Reduction equal to 1/2 its HD, this damage reduction is penetrated by adamantine. Additionally, these spellcasters made the War Troll especially resistant to magic; war Trolls have Spell Resistance equal to their HD + 11.

    Dazing blow A war troll can use this ablilty 1 time per day per HD.This ability is a might swing that dazes(1 round) the opponent unless he make a fortitude save equal to 10+1/2HD+str modifier.This ability is considered a free action, the war troll may only use this ability one time per round and the war troll declares this ability before the attack . Troll and war troll lvs stack for this ability.

    Improved Regeneration: Equal to his HD. Acid and fire deal normal damage to a war troll. If a war troll loses a limb or body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Master Of the dazing blowThis ability funtions like dazing blow but the war troll is now able to use dazing blow servral times a round.He gains 5 additional uses per day and he is able to declare it after his attack rolls are rolled.
    Last edited by monkman; 2010-10-30 at 02:01 PM.
    awesome avatar made by Trazoi
    Totem Cleric:A divine fighter that uses a totem which empowers him.

    I will not have as much acces to a computer so I will not post as much.

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