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  1. - Top - End - #181
    Titan in the Playground
     
    Mystic Muse's Avatar

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

    Quote Originally Posted by Gorgondantess View Post
    What you might want to consider doing is check out the 2e platinum dragon: if I can remember correctly, it was more... reasonable.
    Will attempt to. Is it available online?

  2. - Top - End - #182
    Ettin in the Playground
     
    Gorgondantess's Avatar

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

    Quote Originally Posted by Kyuubi View Post
    Will attempt to. Is it available online?
    Yes. Legally? Probably not.
    However, I do own all of the 2e monstrous compendiums and the 2e draconomicon: I'll look it up for you, if I find the time.
    Marceline Abadeer by Gnomish Wanderer

  3. - Top - End - #183
    Orc in the Playground
     
    Flumph

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

    Changed things up on the rukanyr. Specific changes are noted in the comment box. Wouldn't mind doing something else later, just don't know what.
    Proud beta-tester for Pirates vs. Ninjas

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    Don't have enough templates in your life? Let's Read the Book of Templates: Deluxe Edition!(Abandoned)


    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In the employer/BBEG's mansion.

  4. - Top - End - #184
    Ettin in the Playground
     
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Flind Gnoll (PrC)


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    To become a Flind Gnoll, the player must have taken at least one level in the Gnoll monster class, and have 2 ranks in three of bluff, diplomacy, intimidate, Knowledge (Nobility & Royalty), Knowledge (Arcane), Knowledge (Religion), Knowledge (History) or Sense Motive.
    The Gnoll cannot have taken levels in any class but Gnoll, though it can take levels in other classes once the level in Flind Gnoll is taken.

    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+ 2|+ 0| +2 |Flind Body, Advanced Path
    [/table]

    Proficiencies: The Flind Gnoll gains proficiency in the Flindbar.

    Skills: 4+int per level. Class skills: Bluff, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Any), Listen, Perform, Ride, Sense Motive, Speak Language, Spellcraft, Spot, & Survival.

    Flind Body: Unlike most other monster classes, the Flind gnoll does not lose its other racial bonuses. It does, however, gain +1 natural armor above and beyond the base gnoll.

    Advanced Path: The Flind Gnoll gains abilities based on which Path it chose.

    Hunter: The Flind gains +1 to strength, constitution & dexterity, and whenever it threatens a critical it may make a disarm attempt as a free action.

    Shaman: The Flind gains another level of spellcasting in its chosen class, and +2 to the spellcasting classes' primary mental ability score.


    Comments:
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    I like Flinds. They're cool. 'Nuff said.
    Marceline Abadeer by Gnomish Wanderer

  5. - Top - End - #185
    Orc in the Playground
     
    Flumph

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

    Quote Originally Posted by Kobold-Bard View Post
    Would anyone be willing to take a go at the Roving Mauler from Tome of Magic? Yes I know it's a lion shaped like a wheel, but I want to be able to play one, don't judge me
    Alright, I'll step up to the challenge. Looks like it'll only be a three level class, so it shouldn't take too long to at least make a framework.
    Proud beta-tester for Pirates vs. Ninjas

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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In the employer/BBEG's mansion.

  6. - Top - End - #186
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    Stycotl's Avatar

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

    good job on the rukanyr, makiru. now i have some retraining to do on a certain NPC...
    my own diabolical experiments (homebrew)

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    Announcer— “Your cable television is experiencing difficulties. Please do not panic. Resist the temptation to read or talk to loved ones. Do not attempt sexual relations, as years of TV radiation have left your genitals withered and useless.”

    Wiggum, checking— “Well I'll be damned.”

  7. - Top - End - #187

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

    Gold Dragon



    Spoiler
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    d12 HD
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Dragon Body, Arcane Blood, +1 Str

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Keen Senses, Fire Breath

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Blindsense 60 foot, Swimming, +1 Con

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Amphibious, Wings

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Bless, +1 Cha

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Weakening Gas, +1 Con

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Growth, Tail Slap

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Domain

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Parley, Detect Gems, +1 Str

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Luck, +1 Cha

    11th|
    +11
    |
    +7
    |
    +3
    |
    +7
    |Arcane Skin

    12th|
    +12
    |
    +8
    |
    +4
    |
    +8
    |Iron Scales, +1 Str, +1 Con

    13th|
    +13
    |
    +8
    |
    +4
    |
    +8
    |Golden speed, +1 Str, +1 Cha

    14th|
    +14
    |
    +9
    |
    +4
    |
    +9
    |Frightfull presence, Growth, crush.

    15th|
    +15
    |
    +9
    |
    +5
    |
    +9
    |Judgement, +1 Str, +1 Con

    16th|
    +16
    |
    +10
    |
    +5
    |
    +10
    |Sunburst, +1 Cha

    17th|
    +17
    |
    +10
    |
    +5
    |
    +10
    |Fate, +1 Str, +1 Con

    18th|
    +18
    |
    +11
    |
    +6
    |
    +11
    |Domain, +1 Cha

    19th|
    +19
    |
    +11
    |
    +6
    |
    +11
    |Answer Fate, +1 Str, +1 Con

    20th|
    +20
    |
    +12
    |
    +6
    |
    +12
    |Foresight, +1 Str, +1 Con, +1 Cha[/table]

    2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Diplomacy, Disguise, Heal, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Spellcraft, Swim.



    Dragon Body:
    At 1st level of this class the Gold Dragon loses all racial bonus and gains dragon traits. It is a Medium Dragon, 2 claws doing 1d6 + 1/2 Str modifier, a bite doing 1d8 + Str modifier damage and a base speed of 40 foot. The claws are capable of fine manipulation.

    The gold dragon also has a natural armor bonus equal to his Con modifier. Whenever the gold dragon grows a size category his Natural armor increases by an extra +1.

    The gold dragon is immune to fire but takes +50% damage from cold attacks.

    Arcane Blood:
    Spoiler
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    A Gold Dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list or cleric spell list. The choice of wich list he draws spells from must be made at 1st level and then can't be changed.

    If it multiclasses as a bard it's spellcasting increases as a bard.
    If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table. (if cleric list was chosen then it keeps learning spells from the cleric list instead of sorceror/wizard list)

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

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

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

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

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


    Alternate Form (Su):
    A Gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

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


    Fire Breath:
    30 ft cone of fire as a standard action. Fire does 1d6/level damage, Reflex DC 10+1/2 HD+Con modifier halves. Once used must wait 1d4 rounds before using again.

    Blindsense: as the normal ability, range 60 ft.

    Swimming: The Wings of the Gold Dragon can be used to propel the Gold Dragon through water giving it a swim speed equal to it's base speed. It can swim on the surface or below it without difficulty. It moves through water without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Ability increase: The gold dragon gains the following permanent ability bonus at the following levels:
    {table=head]Level|Bonus

    1st| +1 Str
    3rd| +1 Con
    5th|+1 Cha
    6th|+1 Con
    9th| +1 Str
    10th| +1 Cha
    12th|+1 Str, +1 Con
    13th| +1 Str, +1 Cha
    15th| +1 Str, +1 Con
    16th| +1 Cha
    17th|+1 Str, +1 Con
    18th|+1 Cha
    19th| +1 Str, +1 Con
    20th| +1 Str, +1 Con, +1 Cha[/table]

    So at 20 level it has +8 Str, +7 Con, +6 Cha.

    Amphibious (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


    Wings:
    At 4th level the Gold Dragon can fly at a speed of 10 ft/HD with poor maneuverability. Wings can be used to attack, doing 1d4 + Str damage.

    Bless:At 5th level the gold dragon can use Bless as a SLA 1/day for each 5 HD it has.

    Weakening Gas: At 5th level the gold dragon gains a new breath weapon, same area as fire breath, but instead of damage creatures within a cone of weakening gas must succeed on a Fortitude save DC 10+1/2 HD+Con modifier or take 1 point of Strength damage per 2 HD of the dragon. Must wait 1d4 rounds before using again.

    Growth: The gold dragon grows one size category gaining all bonus and penalties as stated on the 1st page of this thread. In addition, a Gold Dragon gains new attack options depending on its size:
    7th level: Large: Tail Slap (1d8)
    14th level: Huge: Crush (2d8)

    Domain:
    At levels 8 and 18 the gold dragon can add the spells from one domain to his spells known list. The choices are Law, Luck, and Good.

    Parley:
    At 9th level a gold dragon gains a bonus on diplomacy checks equal to half it's HD.

    Detect gems: At 9th level, the gold dragon can detect gems 1/day for every 3 HD it has. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

    Luck: At 10th level, 1/day for each 5 HD it has, the Gold Dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws, ability checks and skill checks, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 1 hours per HD of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

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

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

    Golden Speed:
    At 13 HD the gold dragon base speed increases by 10 foot, and an aditional 10 foot for every 2HD the gold dragon gains from here.

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

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

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

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


    Judgement: At 15th level Geas/Quest SLA as the spell useable 1/day for every 5 HD, except it has only a casting time of one standard action.

    Sunburst: At 16th level, SLA as the spell, useable 1/day for every 5 HD, save DC 10+1/2 HD+Cha modifier.

    Fate:
    At 17th level, the gold dragon gains a sacred bonus to AC, skills and saves against attacks from oponents that the golden dragon has taken no harmfull actions against equal to 1/4 his HD.

    Answer Fate: At 19th level, 1/day, the golden dragon can cast any number of spells and SLAs on himself as a standard action.

    Foresight: At 20th level, SLA as the spell, useable 1/day for every 6 HD.



    Comments:
    Spoiler
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    The gold dragon is suposed to be the strongest metalic dragon, so it gets a whooping +8 str. Behind the red dragon yes, but the gold dragon gets powerfull SLAs, alternate form and swim speed in return.

    Wich brings us to the point that one thing I've missed is that metalic dragons can get cleric spells. So I added this option to the golden dragon (you still only get to pick one list tough) and later on the class you get to add domains. Unfortenely for the golden dragon he only grows to gargantuan at 21 CR so it stays just huge pre-epic.

    Anyway the gold dragon ends up as a powerfull tank/support gish, able to buff his allies while weakening the oposition.

    If you want a big "bad" metallic dragon the gold one is for you.
    Last edited by Oslecamo; 2010-09-23 at 06:57 AM.

  8. - Top - End - #188

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

    Green Dragon



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    Green Dragon

    HD 12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+0 |+2 | Green Dragon body, Arcane blood
    2| +2| +3|+0 |+3 | Keen senses, Acid Breath
    3| +3| +3|+1| +3| Blindsense 60 ft. Con+1
    4| +4| +4| +1|+4 | Wings, +1 Str
    5| +5| +4| +1| +4| Amphibious, +1 Cha
    6| +6| +5|+2 |+5 | Sugestion, +1 Str
    7| +7| +5| +2| +5| Virtrolic Arcana, +1 Cha, +1 Con
    8| +8| +6| +2| +5| Growth, Tail Slap, +1 Cha
    9| +9| +6|+3 |+6| Dominate Person
    10| +10| +7|+3 |+7 | Plant Growth, +1 Str, +1 Con
    11| +11| +7| +3|+7 | Arcane Skin, +1 Cha
    12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
    13| +13| +8| +4| +8| Corrosion Lord, +1 Cha
    14| +14| +9| +4| +9| Intriguist
    15| +15| +9| +5| +9| Gasify, +1 Cha
    16| +16| +10| +5| +10| Growth, Crush, Frightful presence, +1 Str, +1 Con
    17| +17| +10| +5|+10 | Vitriolic Arcana, +1 Cha
    18| +18| +11|+6 |+11 |Slither,+1 Str, +1 Con
    19 | +19| +11| +6| +11| Politics, +1 Cha
    20| +20| +12| +6| +12| Command Plants, Honey Tongue.

    [/TABLE]

    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Concentration, Climb, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Spellcraft.

    Proficiencies:
    a Green Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


    Features:

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

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

    The Green Dragon is immune to Acid. It has no particular vulnerability.


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


    If it multi-classes as a bard it's spell casting increases as a bard.
    If it multi-classes as a sorcerer it counts as already having sorcerer casting depending on it's dragon level, as shown on the following table.

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

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

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

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

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


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

    Acid Breath:
    line 60 ft dealing 1d6 Acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

    Blindsense:
    as the normal ability, range 60 ft.

    Ability score increase:
    The Green Dragon ability scores increase by the shown amount.
    {table]Level | Total bonus gained
    3 | +1 Con
    6 | +2 Str, +1 Con, +1 Cha
    7 | +2 Str, +2 Con, +2 Cha
    8 | +2 Str, +2 Con, +3 Cha
    9 | +2 Str, +2 Con, +4 Cha
    10 | +3 Str, +3 Con, +4 Cha
    11 | +3 Str, +3 Con, +5 Cha
    13 | +4 Str, +3 Con, +6 Cha
    15 | +4 Str, +3 Con, +7 Cha
    16 | +5 Str, +4 Con, +7 Cha
    17 | +5 Str, +4 Con, +8 Cha
    18 | +6 Str, +5 Con, +8 Cha
    19 | +6 Str, +6 Con, +9 Cha


    [/table]

    NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

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


    Amphibious (Ex):
    At 5th level this dragon can now breathe underwater indefinitely and can freely use its breath weapon, spells, weapons and other abilities while submerged.

    Green Dragon SLAs:At level 6 Suggestion 1/day for ever 3 HD .
    At level 10 Plant growth 1/day for every 5 HD.

    Saves=10+1/2HD+Cha mod.

    Growth: At 8th level the Green Dragon grows to large size.
    At 16th level the Green Dragon grows to huge size.

    His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

    Tail slap: At 9th level the Green dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


    Dominate Person (Sp): At 9th level the Green Dragon can now use Dominate Person as an SLA 2/Day for every 3 HD it has. Save DC 10+1/2HD+Cha mod. At 18 HD this upgrades to dominate monster.

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

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

    Corrosion Lord:
    At 13th level the Green Dragon casts spells with the [Acid] descriptor at +2 caster level and ignores any limit on caster level on such spells.

    Intriguist: The green dragon gains a bonus to bluff and intimidate checks equal to half it's HD.

    Gasify:At 15th level, a number of times per day equal to his Cha mod and as a move action, the green dragon can make his breath persist in the form of an acidic cloud of gas with the same area as the breath. The acidic cloud can be shaped in any way the dragon wants and moves at a flight speed equal to the dragon's base speed with perfect maneuverability. It doesn't hinder movement but creatures and objects that start their turn inside it take damage equal to the dragon's breath weapon (reflex save allowed). The dragon needs to spend a move action every turn to keep the acidic cloud going, and can only persist it up to 1 round per HD.

    Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size
    Spoiler
    Show

    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

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

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


    Frightful Presence: At 16th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Slither:
    At 18th level the green dragon is well used to walk trough the dirt. It ignores all difficult terrain and can treat himself as a large or medium creature in hide checks and/or passing trough small spaces.

    Politics:
    At 19th level, if the green dragon sucessfully feints or demoralizes an oponent in combat, that oponent takes a penalty on saves against the green dragon spells and abilities equal to 1/2 HD untill the end of the green dragon's next turn.

    Command Plants (Sp): At 20th level the Green dragon can now use Command Plants as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier

    Honey Tongue:
    At 20th level, 1/day, the green dragon can spend one minute talking smoothly and shopisticatedly to one sentient creature that can hear him (spending his standard action every turn, but the dragon can still move). At the end of his speech, the green dragon makes an intimidate or bluff check, and the target of his speech must make a Will save with DC equal to the check or come under the Green Dragon's permanent control and must now obey all his orders whitout new saves allowed. This isn't a mind affecting ability and thus cannot be stoped by mindblank, undead/construct traits and similar protections, altough having Int under 2 or no Int score at all protects the listener from this ability.

    The combined HD of the controled creatures cannot exceed the green dragon's HD. The green dragon can release older slaves to make room for new ones (they won't be happy). If the speech is interrupted this ability fails and the green dragon must try again on the next day. Just blocking your ears won't work, but a silence spell would.

    Other green dragons know better and are immune to this ability.



    Comments:
    Spoiler
    Show

    The green dragon is the manipulator wyrm, bullying you if you look weak and whispering sweet words at your hear if you look strong. It has an excellent charisma and several controling abilities to manipulate his oponents.

    If you feel like playing a dragon whose tongue is as powerfull as his muscles then the green dragon's for you.




    Made by un_known, posted again to clean up some stuff since the creator hasn't shown up for some time.
    Last edited by Oslecamo; 2010-09-23 at 06:58 AM.

  9. - Top - End - #189

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

    Bronze dragon:


    Spoiler
    Show

    HD:d12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+0 |+2 |Bronze Dragon body, Arcane blood, Alternate Form
    2| +2| +3|+0 |+3 | Keen senses, Lightning Breath
    3| +3| +3|+1| +3| Blindsense, Amphibious, Create Food and Water, Fog Cloud, +1 Str
    4| +4| +4| +1|+4 | Wings
    5| +5| +4| +1| +4| Detect Toughts, Speak with Animals, Wild Empathy
    6| +6| +5|+2 |+5 | Repulsion breath, +1 Con
    7| +7| +5| +2| +5| Rescue, +1 Cha
    8| +8| +6| +2| +5| Domain
    9| +9| +6|+3 |+6|Growth, Tail Slap
    10| +10| +7|+3 |+7 |Control Water, +1 Str
    11| +11| +7| +3|+7 | Arcane Skin
    12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
    13| +13| +8| +4| +8| Rescue, +1 Cha
    14| +14| +9| +4| +9| Wanderer, +1 Str, +1 Con
    15| +15| +9| +5| +9| Growth, Crush, Frightful presence
    16| +16| +10| +5| +10|Protector, +1 Cha, +1 Con
    17| +17| +10| +5|+10 |Bronze Friendship, +1 Str, +1 Con
    18| +18| +11|+6 |+11 |Domain, +1 Cha
    19 | +19| +11| +6| +11| Bronze Unity, +1 Str, +1 Con, +1 Cha
    20| +20| +12| +6| +12| Change Weather, +1 Cha, +1 Con, +1 Str
    [/TABLE]
    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Appraise, Bluff, Concentration, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (Any), Listen, Spot, Survival, Swim.

    Proficiencies: A Bronze Dragon isn't proficient with any armor or weapons, besides its own natural weapons.


    Features:

    Bronze Dragon Body:
    The bronze dragon loses all other racial bonuses gaining Dragon traits (including darkvision 60' and immunity to paralysis & sleep), with one bite as a primary natural attack dealing 1d8+str, as well as 2 claws as secondary natural attacks dealing 1d6+1/2 str damage each, 40' base speed, swim speed equal to it's base speed and is medium sized. The bronze dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

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

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


    Arcane Blood:
    A bronze dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard or cleric spell list. The choice of wich list he draws spells from must be made at 1st level and then can't be changed.


    If it multiclasses as a bard it's spellcasting increases as a bard.
    If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table. (if cleric list was chosen then it keeps learning spells from the cleric list instead of sorceror/wizard list)

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

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

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

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

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

    Alternate Form (Su): A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

    Keen senses: At 2nd level, the bronze dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Lightning Breath:
    As a standard action no more than once every 1d4 rounds, the Bronze dragon may breathe out a line of lightning out to 60', plus 10' per class level. It deals 1d6 damage/HD, with a reflex save (10+1/2 HD+Con Mod) for half.

    Blindsense:
    As the srd ability, 60 foot range.


    Ability score increase:
    The bronze dragon gains permanent bonus to his ability scores as the following table.

    {TABLE]Level |Bonus
    3| +1 Str
    6| +1 Con
    7| +1 Cha
    10| +1 Str
    12|+1 Str, +1 Con
    13| +1 Cha
    14| +1 Str, +1 Con
    16| +1 Cha, +1 Con
    17| +1 Str, +1 Con
    18| +1 Cha
    19 | +1 Str, +1 Con, +1 Cha
    20| +1 Str, +1 Con, +1 Cha
    [/TABLE]

    For a total of +7 Str, +7 Con and +6 Cha at 20th level.


    Wings:
    At level 4 the Bronze dragon becomes able to fly with a speed of 10' per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a secondary natural attack dealing 1d4+1/2 str damage.


    Amphibious (Ex):
    At 3rd level this dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Bronze Dragon SLAs: At 3rd level the bronze dragon can now use Create Food and Water and Fog Cloud as SLAs 1/day for every HD it has.

    At 5th level it can use Detect Toughts and Speak with Animals 1/day per HD.

    Save DCs 10+1/2 HD+Cha mod.

    Wild Empathy:
    Gained at 5th level, works as the Druid ability, but using the full HD of the Bronze Dragon for the check.

    Repulsion Breath:At 6 HD, instead of the line of lightning the Bronze dragon may breath out a cone of repulsion gas out to 30', plus 5' per class level. Those caught in the blast must make a will save (DC 10+1/2 HD+Cha Mod) or be forced to do nothing but move away from the dragon for 1d6 rounds. This increases to 2d6 rounds at level 6 and by another 1d6 every 3 levels thereafter, up to 6d6 at level 18. This is a mind affecting compulsion effect. It must then wait 1d4 rounds before using it again.

    Domain: At levels 8 and 18 the bronze dragon can add the spells from one domain to his spells known list. The choices are Animal, Law, and Water.


    Growth:
    At 9th level the Bronze dragon grows to large size.
    At 15th level the Bronze dragon grows to huge size.

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


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

    Control Water:At10 HD as an SLA, once per day/5 HD, save DC 10+1/2 HD+Cha mod.

    Arcane skin: Starting at 11th level, the Bronze dragon gains SR equal to his HD+11.

    Iron Scales:
    Starting at 12th level, the Bronze dragon gains DR/magic equal to half his HD.

    Rescue:
    At 13th level the Bronze Dragon can, as a fullround action, take two move actions and during them pick up any number of creatures whose combined weight doesn't put the dragon over a light load. The Bronze dragon can then drop those creatures at another point of his movement, or move them to his back at wich point they count as riding the dragon.

    Rescue movement doesn't provoke attacks of oportunity.

    Wanderer:At 14th level the Bronze Dragon gains a bonus to Survival and Disguise checks equal to half his HD, plus the track feat. If it already has the track feat it may pick any other feat for wich he meets the pre-requisites.

    Frightful Presence:At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected oponent that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Crush: At 15th level this dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
    Spoiler
    Show
    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

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

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


    Protector: At 16th level creatures smaller than the bronze dragon adjacent (or riding it) get a sacred bonus to AC and saves equal to 1/4 the Bronze dragon's HD.

    Bronze Friendship:
    Unlike most other dragons bronze ones greatly enjoy the company of other beings. At 17th level, if a bronze dragon spends at least 8 hours in a day within view range of a creature wich doesn't consider the bronze dragon an enemy, that creature counts as affected by a Greater Status effect as the spell, except that it extends to other planes, counts as an extraordinary effect, and has a permanent duration.

    A bronze dragon can have a number of bronze friends equal to his Cha mod. If it reaches the limit it may swap old friend for new ones.

    Bronze Unity: At 19th level, 1/day as a standard action the Bronze Dragon can rally his closest teammates with a mighty sense of companionship, camaredage and similar feelings. The Bronze Dragon and any adjacent bronze friends gain a friendship bonus to AC, Saves, Attack and Damage rolls equal to the number of bronze friends adjacent to the Bronze Dragon when this ability is used.

    This effect lasts for a number of rounds equal to the Bronze Dragon's Cha mod, but the affected creatures don't need to remain adjacent after it started.

    Change Weather: At 20th level the Bronze Dragon can use Control Weather as a SLA once per day/5 HD, except that the casting time is only one standard time. Save DCs are 10+1/2HD+Cha mod.



    Comments:
    Spoiler
    Show

    The bronze dragon is specially connected to nature, with several water and animal related powers. It has better skills than the gold dragon in return for a little worse stats, and weaker SLAs in return for more variety. The extra breath weapon is also better as it targets will and takes oponents out of the battle. Plus no elemental vulnerability is always nice.

    The bronze dragon also seems less arrogant than the other so it gets several teamwork abilities. Rescue allows you to move around allies, and protector and bronze friendship help the dragon help others. Of course, geting too togheter will make you a tasty target for area effects.

    So if you want a more rangerish dragon that loves to work as a team, the bronze dragon's for you!


    Contributed by Gorgondantress
    Last edited by Oslecamo; 2010-09-23 at 06:55 AM.

  10. - Top - End - #190
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    A minor suggestion-

    In your list of classes in alphabetical order, I think you should split the combined classes (that is, multiple classes in a single post) into multiple links. If someone goes looking for 'Succubus,' for example, they might have difficulty finding it, since it is with Ogre Mage.
    Last edited by AmberVael; 2010-08-31 at 09:25 AM.

  11. - Top - End - #191

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

    Will-O'-Wisp: Remove the miss chance. It's just geting on the way with such a low probability.

    -Have the shock simply deal 1d8 at begginning, plus an aditional d8 for every 5 HD, allowing iterative attacks.

    -No to super shock. We already have the lantern archon as flying lazer ball.

    -Increase skill points to 8 per level to represent the trickery nature.

    -State that the Will-O-Wisp invisibility is extraordinary, increase to 1/day per HD and add that it cannot be overcome by magic effects like see invisibility, purge invisibility, and similar,but still by blindsight and normal sense.

    -Remove pseudo-warlock (not srd) and add pseudo-caster.

    -Fix the table saves.

    -Make nullify magic scale faster to at 20 HD you have immunity to 9th level spells.

    Naztharune Rakshasa:
    As it stands it's way better than the Gloom (better saves, much more abilities, more scores), and that's a really bad thing. The base skeleton of abilities is good, but you'll need to cut down saves, skill points per level, ability scores ( just a couple left in the end if any at all) and perhaps the Bab to make room for all the abilities while keeping it from being a godlike rogue. Also cut the auto-entry to assassin.

    Flind Gnoll:They're a diferent species alltogheter than gnolls, just like ogres and ogre mages. Doing them as prc is rejected out of the bat.

    Vael:Noted, will take care of that now.
    Last edited by Oslecamo; 2010-08-31 at 09:54 AM.

  12. - Top - End - #192
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque


    Naztharune Rakshasa:
    As it stands it's way better than the Gloom (better saves, much more abilities, more scores), and that's a really bad thing. The base skeleton of abilities is good, but you'll need to cut down saves, skill points per level, ability scores ( just a couple left in the end if any at all) and perhaps the Bab to make room for all the abilities while keeping it from being a godlike rogue.
    Okay, so... how about just good will saves, 4+int per level skills, and cutting down by 1 each on the ability scores? I'll do that now.

    Flind Gnoll:They're a diferent species alltogheter than gnolls, just like ogres and ogre mages. Doing them as prc is rejected out of the bat.
    Likewise, the Ulitharid is a different species than the illithid, but you still managed to make that into a PrC. THe flind gnoll is exactly the same as the gnoll, just better stats.

    Also, what's up with the progression for dragon SLAs? EVERY OTHER creature bases it off of HD, and yet the dragons base it off of class level. Why? Seems like a lazy way to get past dead levels, to me.
    Last edited by Gorgondantess; 2010-08-31 at 09:59 AM.
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  13. - Top - End - #193

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

    Quote Originally Posted by Gorgondantess View Post
    Okay, so... how about just good will saves, 4+int per level skills, and cutting down by 1 each on the ability scores? I'll do that now.
    Let me take another look then.

    Quote Originally Posted by Gorgondantess View Post
    Likewise, the Ulitharid is a different species than the illithid, but you still managed to make that into a PrC. THe flind gnoll is exactly the same as the gnoll, just better stats.
    Ulitharids are born from normal mind flayer tadpoles and only reveal their true nature when they grow up. You can't get closer as a species than that, they're simple special cases. Flind Gnolls are not born from gnoll mothers, gnolls don't grow up and suddenly become stronger flind specialists out of nowhere.



    Quote Originally Posted by Gorgondantess View Post
    Also, what's up with the progression for dragon SLAs? EVERY OTHER creature bases it off of HD, and yet the dragons base it off of class level. Why? Seems like a lazy way to get past dead levels, to me.
    Because other classes don't get excellent base statistics, breath weapon, scalable flight, spellcasting and other stuff on top of their SLAs. Making all of their SLAs scaleable would be too scaling for my tastes. And yes it does help kill dead levels.

    Also, Djinni and some other monsters do have "fixed" SLAs of their own, not just the dragons.
    Last edited by Oslecamo; 2010-08-31 at 10:04 AM.

  14. - Top - End - #194
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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
    Will-O'-Wisp: Remove the miss chance. It's just geting on the way with such a low probability.

    -Have the shock simply deal 1d8 at begginning, plus an aditional d8 for every 5 HD, allowing iterative attacks.

    -No to super shock. We already have the lantern archon as flying lazer ball.

    -Increase skill points to 8 per level to represent the trickery nature.

    -State that the Will-O-Wisp invisibility is extraordinary, increase to 1/day per HD and add that it cannot be overcome by magic effects like see invisibility, purge invisibility, and similar,but still by blindsight and normal sense.

    -Remove pseudo-warlock (not srd) and add pseudo-caster.

    -Fix the table saves.

    -Make nullify magic scale faster to at 20 HD you have immunity to 9th level spells

    ...
    All done. Left an improved Miss chance in since Magic Immunity caps at 8th level spells at 20th level (which was the only way I could do it evenly without giving them immunity at level 4 instead of 6).
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
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  15. - Top - End - #195
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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



    Because other classes don't get excellent base statistics, breath weapon, scalable flight, spellcasting and other stuff on top of their SLAs. Making all of their SLAs scaleable would be too scaling for my tastes. And yes it does help kill dead levels.

    Also, Djinni and some other monsters do have "fixed" SLAs of their own, not just the dragons.
    are you aware that the planar dragons get SLAs that scale from HD and not level?

  16. - Top - End - #196
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    This is my first time making a class so please point out all my mistakes or ill never do it right. So here is the spell weaver.

    Spoiler
    Show
    HD: d6
    Spell Weaver
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Body of the Six Armed Mage, Basic Disk, Sorcerous Talent, Vow of Silence, +1cha|2|0|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Telepathy, +1int|3|2|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Mage Powers, +1cha|4|3|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Spellweaving, +1int|5|4|2|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Shielded Thoughts +1cha|6|5|3|-|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Improved Disk, +1 int|6|6|4|2|-|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Arcane Resilience +1cha|7|6|5|3|-|-|-|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Bonus feat, +1int|7|7|6|4|2|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Magecraft +1cha|8|7|6|5|3|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Perfect Disk, +1int|8|8|7|6|4|2|-|-|-
    [/table]
    2 Skill points+int per level, quadruple at 1st level. Class skills: Craft, Concentration, Knowledge(any), Profession, Spellcraft, Use Magic Device.

    Proficiencies: A Spell weaver isn't proficient with any kind of armor and is proficient with all simple weapons and its own natural weapons.

    Features:
    Body of the Six Armed Mage: The Spellweaver loses all other racial bonuses, and gains Aberration traits. It has 2 primary slam attacks for 1d3+str mod. damage each and 30 base speed, medium size. The Spellweaver has 4 additional arms, but they're too weak to do anything for now.

    A Spellweaver also gets a natural armor bonus equal to its Constitution modifier.

    At 6HD, a Spellweaver has 3 slams and 3 fully functional arms.

    At 8HD, a Spellweaver has 4 slams and 4 fully functional arms.

    At 10HD, a Spellweaver has 5 slams and 5 fully functional arms.

    At 12HD, a Spellweaver has 6 slams and 6 fully functional arms.

    Sorcerous Talent:
    Spoiler
    Show
    A Spellweaver can cast spells as a sorcerer of its level except that it uses its own spells per day as indicated in the table.

    A spellweaver has 2 0level spells known plus one per point of intelligence bonus at the 1st level. A spellweaver also learns an additional spell known each level past first. These spells may be chosen from any arcane spell list and a spellweaver may learn sorcerer only spells.

    In addition a spellweaver casting a spell requires a number of free hands equal to the spell's level. A spell of the 7th level or higher occupies six arms.

    A spellweaver's spellcasting advances past level 10 using the sorcerer's spells per day. To determine spells per day gained subtract the spells per day of a sorcerer whose level is equal to the spellweaver total spellcaster level(spellweaver level + sorcerer levels + PRCs that are advancing this class' spellcasting) from that of a sorcerer one level lower and add them to the spwellweaver's spells per day. Spells known advance at 1 per level that advances spell casting.

    ie. Jack is a 10th level spellweaver who has just reached level eleven and has decided to take a level of sorcerer. He would gain 1 4th and one 5th level spell per day and one additional spell known.

    Essentially you subtract the spells per day of a sorcerer one level lower than your combined sorcerer and spellweaver levels and add the difference to you spells per day and you still learn only 1 additional spell at each level.


    Basic Disk: Every spellweaver has a disk that contains all of their memories. This Disk functions much like a wizard's spell book and has a number of effective pages equal to 10 x its Intelligence modifier. A spell weaver may exchange one spell known per point of Intelligence modifier for a spell in the disk's memory when it renews its spells per day.

    A Disk can be imbued so it can be used as the focus for any spell within it by paying 2xthe focus' price. The Spellweaver must be holding the disk to use it.

    Placing a spell in the disk costs the same as scribing a spell in a spell book.

    The Disk is a Fine sized object that has half of its master's hp, hardness equal to 1/2 its HD and uses its master's saving throws. The Disk's destruction has the same consequences as the death of a familiar, and may be recreated in a 24 hour ritual costing 100gp and all of the spellweaver spell slots for that day.

    Vow of Silence A spellweaver can never speak. It replaces the verbal components of spells with somatic components and it cannot ever apply the effects of the Still Spell metamagic feat to any of its spells from any class.

    Ability score increase: The spellweaver's ability scores increase by the shown amount.
    {table=head]Level|Total Ability Score Increase
    1st|+1 Cha
    2nd|+1 Cha, +1 Int
    3rd|+2 Cha, +1 Int
    4th|+2 Cha, +2 Int
    5th|+3 Cha, +2 Int
    6th|+3 Cha, +3 Int
    7th|+4 Cha, +3 Int
    8th|+4 Cha, +4 Int
    9th|+5 Cha, +4 Int
    10th|+5 Cha, +5 Int[/table]
    NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

    Telepathy: A Spellweaver can comunicate telepathically to any creature that is within 60ft. It can also use this ability to activate magic items with a command word.

    For every 3 additional HD a spellweaver has increase the range of its telepathy by 10ft.

    Magepower: A Spellweaver gains a number of uses of Magepower equal to its HD. He can spend one use to cast detect magic, or 2 uses to use arcane sight or see invisibility as SLAs.

    At 6HD a spellweaver can use invisibility as a SLA for 2 uses of magepower

    At 12HD a spellweaver can spend 4 uses of Magepower to use greater arcane sight, or planeshift as SLAs

    Spell Weaving(Ex): A spellweaver is famous for their ability to cast multiple spells each round. A spellweaver using this ability can cast a number of spells in a round equal to half his HD as a full round action and the levels of all spells cast must not exceed half his HD(Maximum six spells and spell levels).

    Also the spellweaver may not cast more than two spells that have the same name and takes a penalty to his caster level for all spells cast using spellweaving equal to the number of spells cast with this ability.

    At 10HD a spellweaver's spell weaving takes an action equal to the longest casting time of the spells cast and he may cast three spells with the same name.

    Shielded Thoughts: A spellweaver gains a bonus on saving throws against mindaffecting effect equal to half its HD and no longer automatically fails a Will save on a roll of one.

    Improved Disk: An Improved Disk allows a spell weaver to cast any spell within its disk by taking a full round action, making a Spellcraft check with a DC equal to the spell's level + 15 and expending a spell slot of the appropriate level. If you fail the check the spell slot is lost for the day. A spellweaver cannot combine this use of Improved Disk with its spellweaving ability.

    The Disk can now supply a number of spell levels of energy equal to half his spellweaver levels. Every 2 HD not gained from this class increase the effective spellweaver for this ability by one.

    In addition its hardness now equals its master's HD and it gains a bonus to its saving throws equal to its master's Charisma modifier.

    ie. A 6th level spell weaver would have 3 spell levels which could be spent on a single 3rd level spell, a 2nd and a 1st level spell or 3 1st level spells.

    Arcane Resilience: A spellweaver's SR = 11 + HD.

    Bonus feat: A spell weaver gains a bonus feat from the wizard bonus feat list.

    Magecraft: A spellweaver gains a bonus on Concentration checks equal to 1/3HD.

    Perfect Disk: A spellweaver's disk now has twice as many effective pages and can supply a number of spell levels of energy equal to his spellweaver level + 1/2 HD from nonspellweaver levels.

    The Disk reduces Magepower costs by one while held.

    In addition the Disk has hp equal to its master's, has equal to its master's HDx2 and add its master's intelligence modifier to its AC.


    Comments:
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    The spellweaver is a powerful sorcerer which gains more spells per day, less spells known(about 2 per spell level)with the option to change its spells known each day. Note that the spell weaver cannot cast 6th level or higher level spells while using its disk.


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    okay i have removed multitasking, changed its spell known progression, defined the Disk, restricted spell weaving to two spells of the same name and unable to combine it with improved disk
    Made the changes oscleamo suggested and switched type to aberration as it seemed more fitting(alien mind set)
    Last edited by The Winter King; 2011-03-04 at 11:29 AM.

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

    spell weaving looks fairly easy to abuse. at 12th level I can cast sixth first level spells. I just cast 6 lesser orbs of x and I deal 30d8 damage in one turn. which I believe averages out to 135 damage.
    Last edited by Mystic Muse; 2010-08-31 at 01:16 PM.

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

    At the very least you always need a picture. Assuming Google hasn't failed me then this should be one:



    Can't comment on the class too much since I've never heard of a Spellweaver before.
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    What if I put a caster level penalty and limited the number of spells of the same level. Say -5CL and no more than 3 spells of the same level or name and cannot be from the disk. Then you could do 30d8 but you would have wasted many spells known.

    That way a Lv 12 Spell Weaver could cast 3 lesser orbs and a fireball, dealing 12d8+5d6 (avg 61.5)
    Last edited by The Winter King; 2010-08-31 at 01:30 PM.

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    Just posting my request again, in case it's been forgotten. (aaaaw look how cuuute he is playing with his snack. Hi little fella. Who's a good little giant bug lizard thing? You are! wanna peasant? )

    Also, Formians, maybe? The little ant people would be neat, and I could see a town builder game based on both races.
    Last edited by Vizzerdrix; 2010-08-31 at 01:42 PM.
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    Edit- I understand it now, Fighters are like a status symbol. If you're well off enough to own a living Fighter, you must be pretty well off!

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

    If no one else is doing it I'll give kythons a shot. probably a base class that gets them to adult and prestige classes for their more advanced forms
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    That would be amazing. Yes please
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    Quote Originally Posted by Haldir View Post
    Edit- I understand it now, Fighters are like a status symbol. If you're well off enough to own a living Fighter, you must be pretty well off!

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    Quote Originally Posted by Oslecamo View Post
    Let me take another look then.
    Yessir, all done sir.



    Ulitharids are born from normal mind flayer tadpoles and only reveal their true nature when they grow up. You can't get closer as a species than that, they're simple special cases. Flind Gnolls are not born from gnoll mothers, gnolls don't grow up and suddenly become stronger flind specialists out of nowhere.
    No.... they are normal mindflayer tadpoles from all appearances, but certain tadpoles are special and make ulitharids. And it's not just a normal mindflayer that starts out short then one day grows six feet and 2 extra tentacles: once an ulitharid, always an ulitharid. Once a mindflayer, always a mindflayer. In fact, it can be recognized as an ulitharid during cerebromorphosis, before it's even fully formed.
    And that's why I specified that there can't be any class levels before taking the flind gnoll- that way it can't just suddenly "happen" after years of adventuring. Why don't I include a special requirement just saying that the player has to state themselves as a flind gnoll when taking the first level of the class?


    Also, Djinni and some other monsters do have "fixed" SLAs of their own, not just the dragons.
    Ah, I suppose they do. Still... from an optimization standpoint, I'd personally just say "screw this, I'm taking abjurant champion so I can get 9th level spells!" I really, really want there to be something to make the last 6 levels of the dragon worth it, and scaling up 3rd level SLA uses just isn't going to cut it. It's your class, so it's your choice... I'm just trying to make my point here. Take it as you will.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Kyuubi View Post
    are you aware that the planar dragons get SLAs that scale from HD and not level?
    Yes. That's why they're planar dragons. If I wanted all dragons to be the same I would've created a standard template where you choose the element and some SLAs and be done with it.

    The Winter King:Qualifies for multitasking whitout meeting the pre-requisites...? That's plain BROKEN right there. That feat has a billion pre-requisites for very good reasons.

    No to duskblade spellcasting. What part of "don't make classes that need material out of the srd to work" did you miss?

    The rest is... Confusing. Or perhaps it's the shock from giving multitasking for a caster for almost free. Please clear up the text, I'll look at it later.

    Gorgondantess:
    Sooo, one day you're complaining that I optimize taking in acount OP prcs, and now you complain that I don't do that. Make up your mind please, because you're not making any point at all.

    And still no to Flind gnoll prc. Will look at the Rakasha again after clearing my head a little from triple action spellcasters and you trying to argue that direct descendants aren't directly related.

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

    Has anyone done a Demilich yet? I think that would be pretty interesting. Perhaps even give them the option not to be a floating skull, with an alternative that has an equal amount of pros and cons.

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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

    Gorgondantess:
    Sooo, one day you're complaining that I optimize taking in acount OP prcs, and now you complain that I don't do that. Make up your mind please, because you're not making any point at all.
    Incantatrix- especially the old version- is OP. Abjurant champion is not. Case in point: you won't find many DMs who'll ban Abjurant Champion. I haven't. You will find many DMs who will ban incantatrix. I have. 'Sides, if you consider them both to be both OP, then you are indirectly saying that Ethergaunt>Dragon, as you're not balancing the Dragon against an 'OP' PrC, while you are balancing the ethergaunt against another 'OP' PrC. Make up your mind.
    And I have made up my mind: the idea is to make something where PrCing out isn't an obvious choice, but still a viable choice. It's a balance somewhere between making PrCing out the only good choice and making PrCing out an idiotic choice.

    Will look at the Rakasha again after clearing my head a little from triple action spellcasters and you trying to argue that direct descendants aren't directly related.
    I'm just going by Lords of Madness, and as far as I'm concerned, gnolls are to flinds as illithids are to ulitharids. I know quite a bit about both species, having played each multiple times. Both illithids and ulitharids come from a mother brain, true, but urophions also come from a mother brain.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Archdeacon GX View Post
    Has anyone done a Demilich yet? I think that would be pretty interesting. Perhaps even give them the option not to be a floating skull, with an alternative that has an equal amount of pros and cons.
    The demilich is essentially an epic prestige class, so it wont see much use except in epic campaigns. It will be done eventually, but there are plenty of other monsters to do so it might take a while
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    Or something.

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

    Also, I might note, the link you posted specifically states
    Quote Originally Posted by Srd
    demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part;
    emphasis mine.

    you don't have to give them the option to be a part other than skull, they already have it.

    Although Perfect Automatic Still Spell assumes you'll be a skull, so I'd allow a replacement ability. (like Perfect automatic Silent Spell if you use your hand instead)
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Gorgondantess View Post
    Incantatrix- especially the old version- is OP. Abjurant champion is not. Case in point: you won't find many DMs who'll ban Abjurant Champion. I haven't. You will find many DMs who will ban incantatrix. I have. 'Sides, if you consider them both to be both OP, then you are indirectly saying that Ethergaunt>Dragon, as you're not balancing the Dragon against an 'OP' PrC, while you are balancing the ethergaunt against another 'OP' PrC. Make up your mind.
    If you keep insisting that I balanced the ethergaunt against the original incantrix (and not under as I said plenty of times), on top of Abjurant Champion being a perfectly balanced prc, then this discussion is over, and your pending material will be moved to the bottom of my priority list. Good day sir.
    Last edited by Oslecamo; 2010-08-31 at 04:00 PM.

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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
    If you keep insisting that I balanced the ethergaunt against the original incantrix (and not under as I said plenty of times), on top of Abjurant Champion being a perfectly balanced prc, then this discussion is over, and your pending material will be moved to the bottom of my priority list. Good day sir.
    I don't recall you ever saying that: in fact, if I remember correctly, you said the opposite. If you have said so and I'm mistaken, then I'm sorry, I've forgotten. I also consider Abjurant Champion a well balanced PrC: powerful, yes, but still balanced, "thou shalt not lose CL" and all.
    If that makes you want to move my material to the bottom of your list, then that's your decision. It's your thread, after all.
    Last edited by Gorgondantess; 2010-08-31 at 04:09 PM.
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