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  1. - Top - End - #361
    Barbarian in the Playground
     
    monkman's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

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    Quote Originally Posted by Hyudra View Post
    Horrid Monster
    Prestige/Template Monster Class
    Eberron Campaign Setting


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    Prerequisites:
    To become a Horrid Creature, a creature must fulfill the following requirements:
    • 4 or more HD.
    • At least one level in a monster class.
    • Natural Armor.
    • Any creature type but Aberration, Construct, Elemental, Fey, Humanoid (Monstrous Humanoid is fine), Ooze, Outsider or Undead.
    • Must have completed three of the following:
      • Been poisoned no less than ten times, or six times by three different poisons, suffering the full course of the poison without magical or divine aid each time. Magical or unnatural poisons count as two for the purposes of this prequisite.
      • Suffer an amount of Acid damage equal to the creature's own maximum hitpoints over the course of a single day.
      • Singlehandedly killed and then devoured a spellcaster. The spellcaster must have been of a level where killing it could grant experience to the creature.
      • Singlehandedly killed and devoured a dire animal or a pack of dire animals. The dire creatures must have been of a level where defeating them could grant experience to the creature.
      • Spent a continuous 24 hours under the effects of druidic transmutation spells. Persistent spells do not count.
      • Spent a consecutive week living in a distinctly magical and unfamiliar area, sustaining oneself entirely on what could be hunted in this area. This might include areas such as Eberron's Mournland, living in an area of the Nine Hells while still alive, and so on. Note that 'unfamiliar area' specifies an area that the creature isn't native to. Alternately, a creature could spend a month of nonconsecutive time living and hunting in such an area.


    HD: D8
    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st|+0|+0*|+0*|+0*| Horrid Body, Ravaging Weapon, Ill Tempered
    [/table]
    *As base Monster Class

    Skill Points 4+Int per level
    Class Skill Skills: As Base Creature
    Proficiencies: Horrid Creatures gain a proficiency in armor spikes.

    Horrid Body: Unlike other monster classes, the creature's original racial traits are retained. Horrid Creatures naturally heal damage, ability damage and the like at three times the natural rate. At 8HD, this becomes 5x the natural rate. At 12HD, this becomes 10x the natural rate. Finally, at 18HD, the Horrid Creature sheds all damage, ability damage, diseases, poisons and negative magical effects overnight. Horrid Creatures have either +2 natural armor in addition to any pre-existing natural armor, or natural armor equal to 1/2 their HD, whichever is higher. Furthermore, the creature grows thick spurs of armor and bone that count as Armor Spikes for all intents and purposes.

    Ravaging Weapon: A 1st level Horrid Creature starts to shed a constant leakage of acid from their primary natural weapon. The creature does +1d6 acid damage with each attack from their primary weapon, and this increases by 1d6 for every 4HD the creature has. As a side effect, the Horrid Creature becomes immune to acid damage.

    Ill Tempered: The Horrid Creature adds their Con bonus to attempts to resist mind control spells and effects, including charm, sleep, suggestion, and the like. Should the creature fail the saving throw regardless, the creature may elect to go berserk instead of suffering the spell effects. Treat this as Confusion, with a duration of whatever the averted spell or ability would have, but roll on the following table:
    {table=head]Result|Effect
    1-10|Roar incoherently and thrash, striking at any adjacent creatures or objects, and remaining stationary if no such target is available.
    11-30|Attack the caster of the effect, or approach the caster of the effect.
    31-60|Attack the nearest living creature.
    61-90|Act normally, but with a -2 to any non-attack rolls and to the DCs of any non-attack abilities used (DM's discretion).
    91-100|As 61-90, but the caster of the effect suffers a backlash, and must save against the spell at a -2 penalty or suffer its effects.[/table]


    Comments
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    There's not a lot of room to work, here, since it's a +1 CR template, which is a bit disappointing. The class basically builds itself, but I tried my hand at an alternate version of 'Ill Tempered', which should apply more to a player (who isn't liable to be the target of 'Handle Animal').

    There were a couple of goals in terms of flavor. Namely, I wanted the prerequisites to fit the concept of the original Eberron creature - A transformation or weaponizing of a creature that could be performed intentionally by an enclave of druids. I also wanted to leave the option for a Horrid Creature to come about naturally - to leave room for stories where a dire wolf that plagues a village for years and kills every adventurer that comes after it, eventually becomes something a little more unnatural.


    Changelog
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    • Noted on the second table under 91-100, that it otherwise functions as the 61-90 result.
    Quote Originally Posted by Cogidubnus View Post
    Arrow Demon



    Class
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    HD: d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+0 |+2 | +0| 6-limbed body, +1 Dex, +1 Con
    2|+ 2|+0 |+ 3| +0|Demon, Abyssal Skin, +1 Str,
    3|+ 3|+ 1|+3| +1|Close Combat Shot, +1 Dex,
    4|+ 4|+ 1|+ 4| +1| Spell Resistance +1 Str, +1 Con
    5|+ 5|+ 1|+ 4| +1|Oversized Arms, Strong Legs, +1 Str, +1 Dex,
    6|+ 6|+ 2|+5| +2|Symmetrical Archery, +1 Dex
    7|+ 7|+ 2|+ 5| +2|Dimension Door, Rapid Shot +1 Str[/table]

    Weapon Proficiencies: Simple weapons, as well as the shortbow, longbow and greatbow.

    Skills: Got lost somewhere. Will type up later.

    1st Level:
    6-limbed body: You lose all previous racial bonuses and gain outsider traits (Darkvision 60ft) and a base land speed of 30ft.
    You have 4 arms, but 2 of them are currently too weak to be useable.
    You gain a natural armour bonus equal to your constitution modifier.

    Ability Score Increases: Your dexterity increases by 1 at 1st, 3rd, 5th and 6th levels.
    Your constitution increases by 1 at 1st and 5th levels.
    Your strength increases by 1 at 2nd, 4th, 5th and 7th levels.

    2nd Level:
    Demon: You gain telepathy equal to 30ft + 10ft per HD. You gain resistance to electricity equal to your HD and an equal bonus on saves against poison. You gain resistance to acid, cold and fire equal to half your HD.

    Abyssal Skin: You gain DR/good or cold iron equal to half your HD. At 10 HD, this becomes DR/good and cold iron. You gain SR equal to 11 + your HD.
    Close Combat Shot: You do not provoke attacks of opportunity for firing a ranged weapon in melee. In addition, you threaten the area within your reach as though armed with a melee weapon.

    3rd Level:

    Symmetrical Archery: Your second pair of arms is finally strong enough to be useable. You may now wield weapons in all four of your hands. If you choose to wield two bows, you take no penalties for wielding multiple weapons other than -2 to all attack rolls, and you may use both bows any time you may make a single attack, even where it would not normally be allowed.

    4th Level:
    Oversized Arms: You gain Powerful Build and can now wield weapons of one size category larger than you.

    5th Level:

    Powerful Shot: You can now add your full strength bonus to any bow you wield, and 1.5x your strength bonus to any bow which could normally apply your full strength bonus. You may also choose to take a penalty to your attack roll in order to recieve an equal bonus to your damage roll, similar to the Power Attack feat.

    6th Level:
    Strong Legs: Your base land speed increases by 10ft.
    Cleaving Shot: If you drop an enemy with an arrow, you may roll to attack another target stood behind him. Range is calculated from you, and the fallen enemy must be in a line between you and the target.

    7th Level:
    Dimension Door: You gain Dimension Door as an SLA useable once each day/3 HD you have.
    True Shot: You may ignore cover (but not total cover, concealment or total concealment), and penalties due to weather or the Wind Wall spell.


    Comments
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    I wanted an arrow demon, so I thought I'd make it. PM me with any critiques. It culminates with the ability to properly use both arms followed by the ability to never be eaten while doing so. 4th level's a little bare, so suggestions for that are welcome.


    Changes
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    Added more special abilities, reduced uses of dimension door, changed resistances, changed saves, moved Symmetrical Shooting down a few levels.
    Changed Rapid Shot for True Shot.
    Quote Originally Posted by monkman View Post
    Unholly scion(template)

    HD= D*
    Special: This cannot be tooken as a first lv class and the creature must be evil.
    Spoiler
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    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|
    +0*
    |
    +0*
    |
    +0*
    |
    +0*
    |Unholy Scion Body,SLA,1+cha

    2nd|
    +0*
    |
    +0*
    |
    +0*
    |
    +0*
    | Unholy Strike,+1cha

    3rd|
    +0*
    |
    +0*
    |
    +0*
    |
    +0*
    |Unholy Creature,+1cha [/table]
    *=continues the progression of the base class
    Skills=continuation of the base class.

    Unholy Scion Body The Unholy scion beacomes an outside and gains the outsider traits they also gains 2 claw that deal 1d6 for a medium creature. If they al already have claw attacks from another source, they gain increased damage as if a size larger.
    They also gains a deflection bonus of 1

    SLA: Unholy Scoins get spell like abilites the save for these sla is 10+1/2hd + cha modifer
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    {table=head]HD|ability|Per day
    1| Charm animal** or charm person|1/HD
    3|Desecrate|1/HD
    5|Enervation, protection from good|1/2HD
    7|Major image, poison|1/3HD
    9|Dominate animal** or dominate person, baleful polymorph| 1/3Hd
    11|Animate dead, true seeing|1/4hd
    13|Unholy aura , unhallow|1/5HD
    15|Harm|1/6HD
    17|Gate |1/7HD
    19|Polymorph any object 1/10 HD [/table]
    ** this is only allowed if the base creature is an animal or magical beast.



    Unholy strike: This ability is active when unholy scion wants it to be, It's a free action to activated and deactivate this ability. This also applies to ranged weapons .This ability damages unholy damage depending on the HD
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    {table=head]HD|Damage
    1-3|1
    4-6|1d4
    7-9|1d8
    10-13|1d12
    14-16|2d8
    17-20|2d12[/table]


    Unholy creature A Unholy scoin gains SR equal to 10+HD.
    DR good or magic,at 10th HD it turns into good and magic, it is equal to 1/2HD.
    Fast healing equal to half it's HD.
    Resitances to poison and mind affecting spells equal to HD and resitances to fire,cold,electricity and acid equal to 1/2HD.
    Quote Originally Posted by AustontheGreat1 View Post
    PHOELARCH



    CLASS
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    Hit Die: d8

    PHOELARCH
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Body of Fire, Heat, Burning Metal

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Healing Fire, Fire Mastery, +1 Cha

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Rise from the Ashes, Death Throes

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Breath of Fire, +1 Cha

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Fiery Wings, Explosive Blade

    6th|
    +6/+1
    |
    +2
    |
    +2
    |
    +5
    |Blazing Transformation, Blessing of the Firebird, +1 Cha[/table]
    Class Skills: (4 + Int. Mod.) x 4 at first level. A Phoelarch’s class skills are Concentration, Diplomacy, Knowledge (the planes), Spellcraft, and Spot

    Class Features
    Proficiencies: Phoelarchs are proficient with all simple and martial weapons as well as light armor. They are also proficient with their own natural weapons.

    Body of Fire: At first level, the phoelarch loses all racial bonuses, traits, and abilities and gains monstrous humanoid traits (essentially Darkvision 60ft.) The phoelarch is a medium humanoid with a base land speed of 30ft. Phoelarch’s can wear equipment, use weapons, and manipulate objects normally. Phoelarchs speak Common and Ignan and may choose an additional language to speak for every point of intelligence modifier. Phoelarchs are creatures of fire and have the [Fire] subtype meaning that they take no damage from attacks that deal fire damage and take 50% more damage from attacks that deal cold damage.

    Lastly, the Phoelarch receives a bonus it its armor class in the form of a natural armor bonus equal to its constitution score.

    Heat (Ex):The phoelarch’s body creates tremendous heat. At first level, an creature who touches the phoelarch, attacks them with a natural weapon or unarmed strike, or who is attacked by a phoelarch wielding a natural weapon or an unarmed strike takes one point of fire damage for each point of the phoelarch’s charisma modifier. Additionally, whenever a creature is struck by a phoelarch’s natural attacks or unarmed strike that creature must make a successful reflex save (DC = 10 + ½ the Phoelarch’s or catch on fire and burn for 1d4 rounds. The burning creature may take a move action to put out the flames.

    Burning Metal (Ex): Phoelarchs can cause its own intense heat to surge into its weapon. As a standard action, the phoelarch can cause any nonmagical weapon it wields to deal an additional 1d6 fire damage on any successful attack. This effect persists for a number of rounds equal to the phoelarch's charisma modifer. This effect does not stack with the flaming weapon property or any other ability which grants a similar effect.

    Healing Fire (Su): Phoelarchs were born of fire. It forms a substantial part of their being. At second level, Phoelarchs can use fire to heal themselves. Whenever the Phoelarch would suffer damage from an attack which deals fire damage, he instead heals 1 point of damage for every 3 points of fire damage he would have taken. If this healing would cause the phoelarch to exceed its maximum hit point total, he gains the additional hit points in the form of temporary hit points; to a maximum number of twice the phoelarch's constitution score. The phoelarch can only heal from natural fire, and does not gain benefit from magical fire or fire created using his own powers., though he is still immune to them.

    Fire Mastery (Sp): At second level, the Phoelarch gains a certain amount of control over the fire which suffuses his soul. The Phoelarch may use Produce Flame and Scorching Ray as spell-like abilities each once a day for each HD they possess. The save DC for any of the phoelarch’s spell-like abilities is equal to 10 + the Phoelarch’s HD + the Phoelarch’s charisma modifier. At 10 HD, the Phoelarch’s control over the power fire increase. He may now use Fire Shield (warm shield only), Wall of Fire, and Fireball as spell-like abilities each once a day for every 5 HD they possess. The caster level for the phoelarch’s spell-like abilities is equal to his HD.

    Ability Increase: Phoelarchs possess the incredible spirit of their phoenix ancestors. At each even numbered level of the class the Phoelarch’s charisma score increases by one. At 6th level these ability increase add up to a total of +3 Charisma.

    Rise from the Ashes (Su): Phoelarchs are the descendents of the powerful phoenix.and carry the mythic creature’s power of rebirth. At 3rd level, when a phoelarch is slain (reduced to –10 hit points or below), its body is immolated, leaving nothing but ash and a chrysalis form in the shape of a small black glass egg roughly 6 inches across. The egg remains dormant for 24 hours, after which time it hatches, releasing a fully grown phoera (see below). The ash and chrysalis left behind when a phoelarch dies can be used to resurrect the phoelarch, but the creature cannot be raised by any means. Once a phoera has burst free from its chrysalis, the phoelarch cannot be brought back to life by any means. A gentle repose spell or similar magic cast on a chrysalis can keep the egg from hatching, allowing the phoelarch to possibly be brought back to life at a later time.

    Once the gentle repose effect ends, however, the egg hatches 24 hours later. A wish or miracle spell used in conjunction with a resurrection effect can restore a phoelarch to life after its chrysalis has hatched.

    The egg radiates faint transmutation magic but otherwise has no magical properties. The black egg has hardness equal to the phoelarch’s HD, 10 hit points for every 2 HD, and immunity to fire. When the egg hatches, the Phoelarch must make a will save (DC = 10 + the Phoelarch’s HD + the Phoelarchs Charisma modifier) to retain its memories. The DM may grant the phoelarch a bonus to this save if the phoelarch has sufficient reason to come back, such as a mission or purpose left incompleted. Most phoelarchs regard this as a natural course of its life and do not resist the transition without sufficient cause. Regardless of the result of the save, a fallen pheolarch is always reborn as a phoera.

    When in the form of a phoera, the phoelarch is a medium magical beast with a base land speed of 20ft. and a fly speed of 60ft. with average maneuverability. A phoera cannot speak verbally, but it can speak telepathically with any creature that has a language within a range of 100ft. The phoera cannot wield weapons or manipulate objects due to its lack of limbs capable of fine manipulation, though it does gain to natural claw attacks which deal 1d6 damage each and a bite attack which deals 1d8 damage. It is proficient with these natural attacks and loses proficiency with all other weapons. It retains its armor proficiencies, though it cannot wear armor not specially designed to fit it. If the phoera retains its memories from its life as a phoelarch, then it also retains its abilities granted by its other class levels. If it does not retain these memories, then it retains only the abilities granted by its levels in the Phoelarch monster class. After the phoelarch is transformed into phoera, he may retrain his feats, removing any feats which became useless due to his change.

    Each time the phoelarch is reborn he is reverted to the opposite form. Death in the form of a phoera cause rebirth in the form of a phoelarch and vice versa. Additionally, each death after the first cause the Phoelarch to lose a level until the loss of level cause the Phoelarch to be reduced below the level he is granted the rise from the ashes ability.

    Death Throes (Su): When the Phoelarch is slain, the fire in its soul is explosively unleashed. At 3rd level, when the phoelarch is slain (reduced to -10 hit points or below) then each creature within 30ft. takes 2d6 damage for each HD the phoelarch possesses. Creatures who take damage may attempt a reflex save (DC = 10 + the Phoelarch’s HD + the Phoelarch’s charisma modifier) for half damage.

    Breath of Fire (Su): At 4th level, a phoelarch may let loose a torrent of flame. The phoelarch gains a breath weapon which takes the form of a cone that extends 5ft. for every 2 HD the phoelarch possesses. This breath weapon requires a standard action to use and may only be used once every 1d4+1 rounds. This attack deals 1d8 damage for every 2 HD the pholarch possesses. Creature within the cone may also attempt a reflex save (DC = 10 + ½ Phoelarh’s HD + the Poelarch’s charisma modifier). Those that succeed take only half damage.

    Fiery Wings (Su): At 5th level, the Phoelarch can manifest a set of fiery wings, reminiscent of the burning wings of the legendary phoenix. The phoelarch may use Fiery Wings (OA pg.104) as a spell-like ability once a day for every 4 HD it possesses.

    Explosive Blade (Su): By Focusing his power over fire onto his blade, a phoelarch can set his weapon ablaze. As a standard action, the pholearch can enhance a single nonmagical weapon. The enchanted weapon weapon acts as a flaming burst weapon. On a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon’s critical multiplier is ×2, +2d10 if the multiplier is x3, and +3d10 if the multiplier is ×4. This effect does not stack with a flaming burst weapon bonus. It does however stack with the phoelarch's own Burning Metal ability.

    Blazing Transformation (Su): At 6th level, the phoelarch is the master of its own destiny and its own life. The phoelarch may switch from its humanoid phoelarch form to its bird-like phoera form as a full-round action. This ability works identically to the alternate form special ability with the exception that when transformed, the phoelarch may have an alternate set of feats which it utilizes in each form. The feats for the phoera form are chosen the first time it takes that form (either through a use of this ability or due to the Rise from the Ashes ability) and cannot be changed afterward.

    In order for the transformation to take place, the phoelarch must shed its current form. Meaning that the original body essentially dies, forcing the creature to be reborn in its new form. Using this ability cause the phoelarch's death throes ability to be activated immolating the body and filling the surrounding area with flame as if the Phoelarch had been slain. The phoelarch may only use this ability once a day for every 5 HD it possesses.

    Blessing of the Firebird (Su): Phoenixes are powerful creatures of magic and good. Their blessing has been known to make kings and heroes out of even the most humble of souls. Phoelarchs may give a blessing of their own, though their gift no where near as powerful as that of their ancestors. At sixth level, a phoelarch may give any ally a symbol of their blessing. A simple feather plucked from its plumes. As long as the ally keeps the charm on his person he receives a +1 luck bonus to all saving throws, ability check, and skill checks. The phoelarch may only give as many charms as he has hit dice. If the Phoelarch ever gives out more feathers than he has hit dice, the oldest existing charm will spark harmlessly into flame, reduced to ash and being permanently destroyed. The phoelarch may also destroy any feather he has given out any time he wishes, regardless of distance or what plane it is on. Phoelarchs cannot benefit from their own blessing.

    However, when a phoelarch is generous with its gifts (though not wasteful) it is rewarded himself. Whenever a person possessing a Blessing of the Firebird granted from the phoelarch successfully defeats an opponent in combat, the phoelarch receives a +2 luck bonus to all attack rolls, saving throws, and skill checks for a number of rounds equal to the phoelarchs charisma modifier. These luck bonuses stack with other luck bonuses granted from this ability, but not from those granted from other sources.

    COMMENTS
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    I'm going to take a break from elemental for a while. I encourage anyone who wants to see an elemental to do it themselves or request it, I'm a little tired of them. I tried to do the Phoelarch, just tell me what I did wrong. Still need something to fill the dead 5th level. I was thinking of a generic Fiery Burst type ability where it blows up and deals damage in a radius, or maybe a Fiery Wings type ability.

    Ok, edited a little to follow some suggestions from Hyudra. I'm not as smart as him so I probably didn't implement them correctly.

    • Added a first level ability to give them a little something extra in combat early on.
    • Changed to full BAB
    • Tried to clear up Healing Fire.
    • Changed Rise from the Ashes so that each time the phoelarch is reborn as the opposite form.
    • Changed fiery wings to a simple spell-like ability instead of the complicated and restricted ability I originally had it as.
    • Breath of Fire now deals (1/2 HD)d6 damage.
    • Blessing of the Firebird now grants a bonus to the phoelarch when the gifted ally successfully defeats another creature.
    • Finally, gave the thing a alternate form ability combined with a immolation type ability.


    It was late so I didn't feel like doing any real work, just made simple changes. I'll fix anything in the morning.

    there are the 4 creature
    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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  2. - Top - End - #362
    Ogre in the Playground
     
    mootoall's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Gorgondantess View Post
    I don't necessarily think all of his(Hyudra's.) stuff is balanced (we're going to have a chat about monster of legend, you and I)
    I love the Monster of legend ... my DMs get fantastically upset when I say "Oh, yeah, by the way ... I have divine casting now."
    Avatar by zimmerwald1915

    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
    Characters:
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    Current characters: None, looking for a game.


    Homebrew!


    Wow, it's been a while. Sorry for the unexplained absence!

  3. - Top - End - #363
    Ettin in the Playground
     
    Gorgondantess's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Lord_Gareth View Post
    The SUSPENSE IS KILLING ME
    ...Was that sarcasm?
    Quote Originally Posted by mootoall View Post
    I love the Monster of legend ... my DMs get fantastically upset when I say "Oh, yeah, by the way ... I have divine casting now."
    ...And thus why a chat needs to be had. It's a wonderful class, but it's just too powerful- even my predecessor agreed, though he was too lazy to do something about it.
    Marceline Abadeer by Gnomish Wanderer

  4. - Top - End - #364
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    AugustNights's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Living spell

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    Hit Dice: d6
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| PTM| STM | TTM
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Spell Body, Anima, Spell Slam | 1| -| -
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Engulf, Spells Within, Speed of Magic, Growth |1| -| -
    3rd|
    +2
    |
    +1
    |
    +
    |
    +3
    |Arcane body, +1 Cha|1| -| -
    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Track Resistance, Secondary Anima Track, +1 Wis|1| 0| -
    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Growth (Large), Magesight| 2| 0| -
    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Flight, Track Trick, +1 Cha|2| 0| -
    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Cast Self |2| 0| -
    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Track Immunity, +1 Wis|2 |1| -
    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Relearn, +1 Cha|3| 1| -
    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Anima Feedback |3| 1| -
    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    | Tertiary Anima Track, Living Metamagic |3| 1| 0
    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    | Consume Magic, +1 Cha, +1 Wis|3| 2| 0
    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Growth (Huge), Living Metamagic | 4| 2| 0
    14th|
    +10
    |
    +4
    |
    +4
    |
    +9
    |Split Self| 4| 2| 0
    15th|
    +11
    |
    +5
    |
    +5
    |
    +9
    | Living Metamagic, +1 Cha|4| 2| 1
    16th|
    +12
    |
    +5
    |
    +5
    |
    +10
    Seventh Circle, +1 Wis| 4| 3| 1
    17th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |Living Metamagic |5| 3| 1
    18th|
    +13
    |
    +6
    |
    +6
    |
    +10
    |Improved Consume Magic, Eighth Circle +1 Cha |5| 3|2
    19th|
    +14
    |
    +6
    |
    +6
    |
    +11
    |Living Metamagic, Advanced Split Self |5|4|2
    20th|
    +15
    |
    +6
    |
    +6
    |
    +12
    |Amorphous Spell, Ninth Circle, +1 Wis|6|4| 2| [/table]
    Skills: 2+Int, Living spell class skills are Concentration, Balance, Climb, Escape Artist, Intimidate, Knowledge (Arcana), Search, Spell craft.

    Proficiencies: A Living spell is proficient with its natural slam attack, but otherwise gains no new proficiencies with weapons or armor.

    Features:
    Spell Body (Ex): At first level the Living spell loses its racial traits and features and gains the Ooze type and the following Ooze traits:
    - Blind (but have the Blindsight special quality, see below), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
    - Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    - Not subject to critical hits or flanking.
    - Oozes eat and breathe, but do not sleep.

    It is Medium size with a land speed of 20ft. It also gains a slam attack that deals 1d4+Str damage. The Living spell also has a deflection armor bonus equal to its wisdom modifier. (Min 0, Max 9).
    The Living Spell has neither eyes, mouth nor a brain in the traditional sense, but to make up for this it gains Blindsight 10ft per HD, and Blindsense out to 20ft per HD, and is immune to Mind Affecting effects.
    However, a Living spell can "speak," by making noises based on the spells it is representing. Silence based spells cannot speak.

    Living Spells are incapable of fine manipulation, but can extend a tendril of energy and use it as a hand (assuming the thing it touches can resist it’s the effects of its Anima.)
    Living spells may use magic items by engulfing them. It may only absorb a number of items equal to its charisma modifier, further it may not deviate from standard body slots eg. if it absorbed a Cloak of Charisma and then tried to absorb a Cloak of Resistance, the Cloak of Charisma would be dropped out of the Living spell's area after being subjected to the Living spell’s Anima.

    Further, Living spells gain a bonus on knowledge (Arcana) and spellcraft checks equal to half their HD.

    PTM: Primary Track Maximum Spell Level (See Below).

    STM: Secondary Track Maximum Spell Level (See Below).

    TTM: Tertiary Track Maximum Spell Level (See Below).

    Anima: The Living spell is an incarnate representation of one or more spells. The representation of these spells is called Anima. At first level the Living spell must choose a Primary Track, to select its anima from. This choice may not be changed once it has been made. A Living spell also gains some fringe benefits as listed in its Anima Track.
    The effective caster level of the Anima of a Living spell is equal to Half its HD (Round down)+1.
    The save against any given Anima effect is as the save listed in the spell’s descriptor DC (10+Spell level+ Living spell’s Charisma Modifier)
    Spell Resistance always applies against an Anima effect.

    At every level the Living spell may change any of the spells in its Anima for any other spell in that’s Anima Track, so long as it is no higher than the highest spell level the Living spell may represent at that level. A Living spell must have a Charisma score of 10+Spell level to be able to represent a spell within its Anima.

    At fourth level the Living spell gains a Secondary Anima Track. This cannot be the same Track as its Primary Track. (It is strongly recommended that two Energy Tracks not be allowed.) At eleventh level the Living spell gains a Tertiary Anima Track. This Cannot be the same Track as its Primary or Secondary Tracks. (It is strongly recommended that two Energy Tracks not be allowed, it is even more strongly recommended that three Energy Tracks not be allowed.)

    The Living spell may elect to have a lower spell from its Track than what is available to it. The ‘extra spell levels’ may be used to purchase a higher caster level. Unspent spell levels from the Primary track buy 1 caster level for each spell level. Unspent spell levels from the Secondary and Tertiary Track buy 1 caster level for every 2 spell levels unused. 0th level spells don’t count.

    The Living spell may not elect to represent two spells from its track. (E.g. a Living spell of 16th level could not use its Primary Track (Maximum Spell Level 4) to represent a 1st and 3rd level spells

    Tracks
    Spoiler
    Show

    Living Hand Track
    To be mage’s hand incarnate.
    {table=head]Spell Level|Spell
    Spell L.0| Mage Hand
    Spell L.1| ???
    Spell L.2| Spectral Hand
    Spell L.3| Helping Hand
    Spell L.4| ???
    Spell L.5| Interposing Hand
    Spell L.6| Forceful Hand
    Circle L.7|Grasping Hand
    Circle L.8| ???
    Circle L.9| Crushing Hand
    [/table]
    Track Resistance: Spells with the [Force] Descriptor.
    Consume Magic: Spells with the [Force] Descriptor.
    Track Trick: The Living Hand Track Living spell may begin using skills with fine manipulation at a -4 penalty at L.7.
    Note: This one is sloppy, and a bit unnecessary, completely unfinished.

    Counter Magic Track
    A simple paradox.
    {table=head]Spell Level|Spell
    Spell L.0|???
    Spell L.1| ???
    Spell L.2| Detect Thoughts
    Spell L.3| Dispel Magic (Area only)
    Spell L.4| Globe of Invulnerability, Lesser
    Spell L.5| ???
    Spell L.6| Antimagic Field (other anima fail to function)
    Circle L.7| Symbol of Spell Loss
    Circle L.8| Dimensional Lock
    Circle L.9| Disjunction
    [/table]
    Track Resistance: Select a Favored Caster, this must be a specified class. (I.e. Wizard, or Druid, and such.) Any spells that are cast by this sort of caster.
    Consume Magic:Spells cast by Favored Caster.
    Track Trick: Beginning at 7th level the Counter Magic Track Living spell no longer reads as magical from a Detect Magic spell. Similar spells that reveal magical nature must be of spell level higher than 1/2 the Living spell’s HD or be unable to recognize the Living spell’s Magical nature.
    Note: Unfinished. Sloppy. I usually avoid non-SRD, but symbol of spell-loss is an old favorite, and I figure it works well with the Track.

    Acid Energy Track
    Dripping with raw destructive power.
    {table=head]Spell Level|Spell
    Spell L.0| Acid Splash
    Spell L.1| ‘Burning Hands’ only with Acid
    Spell L.2| ‘Flaming Sphere’ only with Acid.
    Spell L.3| ‘Fire Ball’ only with Acid.
    Spell L.4| ‘Flame Strike’ only with Acid.
    Spell L.5| ‘Cone of Cold’ only with Acid.
    Spell L.6| ???
    Circle L.7| ‘Fire Storm’ only with Acid.
    Circle L.8| ‘Polar Ray’ only with Acid.
    Circle L.9| Prismatic Sphere, all Acid damage.
    [/table]
    Track Resistance: Spells with the Acid Descriptor.
    Consume Magic: Spells with the Acid or Earth Descriptor.
    Track Trick: The Living spell gains a bonus equal to its charisma modifier when using acid effects against creatures with SR.
    Note: The Energy Tracks all kind of look like this.

    Cold Energy Track
    To chill unto the bone.
    {table=head]Spell Level|Spell
    Spell L.0| Ray of Frost
    Spell L.1| ‘Burning Hands’ only with Cold
    Spell L.2| ‘Flaming Sphere’ only with Cold.
    Spell L.3| ‘Fire Ball’ only with Cold.
    Spell L.4| ‘Flame Strike’ only with Cold.
    Spell L.5| Cone of Cold.
    Spell L.6| Freezing Sphere.
    Circle L.7| ‘Fire Storm’ only with Cold.
    Circle L.8| ‘Polar Ray’.
    Circle L.9| Prismatic Sphere, all Cold damage.
    [/table]
    Track Resistance: Spells with the Cold Descriptor.
    Consume Magic: Spells with the Cold or Water Descriptor.
    Track Trick: The Freezing numb of a Living Cold spell causes any creature that fails its saving throw against by 5 or more on a cold effect used by the Living spell of seventh level immediately suffers 1 point of dexterity damage.
    Note: Silly? Yes, but I feel it will work for now.

    Fire Energy Track
    Raw passion given life.
    {table=head]Spell Level|Spell
    Spell L.0| ‘Ray of Frost’ only with Fire
    Spell L.1| Burning Hands
    Spell L.2| Flaming Sphere
    Spell L.3| Fire Ball
    Spell L.4| Flame Strike
    Spell L.5| ‘Cone of Cold’ only with Fire.
    Spell L.6| ???
    Circle L.7| Fire Storm
    Circle L.8| ‘Polar Ray’ only with Fire.
    Circle L.9| Prismatic Sphere, all Fire damage.
    [/table]
    Track Resistance: Spells with the Fire Descriptor.
    Consume Magic: Spells with the Fire or Chaotic Descriptor.
    Track Trick: At seventh level the Living Fire sets everything in its path a flame Any creature or object that fails a saving throw against a fire effect of the Living spell by 5 or more is now on fire, and suffers 1d6 fire damage per round until a full round action is taken to extinguish the fire, if no such action is taken, the fire will burn for a number of rounds equal to the Living spell’s Charisma modifier.
    Note: Whooo originality.

    Electric Energy Track
    Energy Alive.

    {table=head]Spell Level|Spell
    Spell L.0| ‘Ray of Frost’ only with Electricity.
    Spell L.1| ‘Burning Hands’ only with Electricity.
    Spell L.2| ‘Flaming Sphere’ only with Electricity.
    Spell L.3| ‘Lightning Bolt
    Spell L.4| ‘Flame Strike’ only with Electricity.
    Spell L.5| ‘Cone of Cold’ only with Electricity.
    Spell L.6| ???
    Circle L.7| ‘Fire Storm’ only with Electricity.
    Circle L.8| ‘Polar Ray’ only with Electricity.
    Circle L.9| Prismatic Sphere, all Electricity.
    [/table]
    Track Resistance: Spells with the Electricity Descriptor.
    Consume Magic: Spells with the Electricity or Air Descriptor.
    Track Trick: At seventh level the Living Lightning becomes a deadly fast force to contend with. Increase all speeds of the Living spell by 10 feet, and any creatures wearing metal armor or composed largely of metal suffer a -2 to their saves against the Living Lightning’s electricity effects.
    Note: I know these aren’t real spells. However, I’m certain there are splat spells out there that would effectively do this. I’m sure the Spell Compendium has all sorts of spells like these. If you know one that is legal, please tell me!

    Death and Destruction Track
    All things must come to an end
    {table=head]Spell Level|Spell
    Spell L.0| Disrupt Undead
    Spell L.1| ‘Deathwatch
    Spell L.2| Shatter
    Spell L.3| Diminish Plants
    Spell L.4| ???
    Spell L.5| Enervation
    Spell L.6| ???
    Circle L.7|???
    Circle L.8| Symbol of Death
    Circle L.9| Wail of the Banshee
    [/table]
    Track Resistance: Spells of the Necromancy school.
    Consume Magic: Spells with the Evil or Death Descriptor.
    Track Trick: At seventh level the Living Death and Destruction can ruin even the Undead. It may affect undead as if they were constructs or living creatures (depending on the spell it uses) once per day per 5 HD it has.
    Note: Enervation is a 4th level spell. But it’s more potent than most L.4 spells, thus, it is a 5th level spell in this track. Is death a real descriptor? Or should I say Death Effects?

    Foggy as England Track
    ‘Is there no sun in your country?!’
    {table=head]Spell Level|Spell
    Spell L.0| Ray of Frost
    Spell L.1| Obscuring Mist
    Spell L.2| Fog Cloud
    Spell L.3| Stinking Cloud
    Spell L.4| Solid Cloud
    Spell L.5| Cloud Kill
    Spell L.6| ???
    Circle L.7|???
    Circle L.8| Incendiary Cloud
    Circle L.9| Storm of Vengeance
    [/table]
    Track Resistance: Spells of the Air or Cold Descriptor.
    Consume Magic: Spells with the Air or Cold Descriptor, and spells that directly interact with weather.
    Track Trick: At seventh level the Living Fog can disappear into various skys and landscapes. The living Fog gains a racial bonus on Hide or Disguise checks when hiding or appearing as clouds, mist over a swamp, or the like.
    Note: This seems like a good Primary track to take with an energy track, gain the bonus on hiding, and then spring some low level energy spells.

    Words and Symbols
    If writing were an entity…
    {table=head]Spell Level|Spell
    Spell L.0| Arcane Symbol
    Spell L.1| ???
    Spell L.2| (Shatter? Zone of Truth?)
    Spell L.3| Glyph of Warding.
    Spell L.4| ???
    Spell L.5| Symbol of Pain
    Spell L.6| ???
    Circle L.7| ???
    Circle L.8| Symbol of Insanity [no Hp limit]
    Circle L.9| ???
    [/table]
    Track Resistance: Spells of the Enchantment School.
    Consume Magic: Spells that rely on a sonic or language component. [Powerword X, Bard Spells, Language Specific spells.]
    Track Trick: The Living Words spell becomes quite the linguist. Forgery, Diplomacy, Bluff, and Speak Language all become class skills for the Living Word spell, and it gains a racial bonus on these skills equal to its wisdom modifier. Regardless of what spell it is using in its anima it may write on any non-magical surface with an Arcane symbol like ink.
    Note: Ghost writer anyone?

    Aggressive Light
    If you believe the light is your friend, why don’t you try staring into the sun…
    {table=head]Spell Level|Spell
    Spell L.0| Flare
    Spell L.1| Colorspary
    Spell L.2| Hypnotic Pattern
    Spell L.3| Searing Light
    Spell L.4| Rainbow Pattern
    Spell L.5| ???
    Spell L.6| ???
    Circle L.7| Prismatic Spray
    Circle L.8| Scintillating Pattern [1 HD per living spell HD (no cap.)]
    Circle L.9| Prismatic Sphere
    [/table]
    Track Resistance: Spells of the with the Light or Pattern Descriptor.
    Consume Magic: Spells of the with the Light or Pattern Descriptor
    Track Trick: The Living Aggressive Light spell becomes a bright source of Light. It begins to shed light out to 10feet per HD, and low-light 20 feet per HD. This light may be of any color that the Living Aggressive spell chooses and may be surpresed as a move action, however the suppression also surpresses any of the Aggressive light spells in its anima. With the light up it suffers a -40 to hide checks. Further it may summon a number of glowing dancing orbs (as per Dancing Lights) equal to half its HD. These lights last indefinitely until dismissed by the living Aggressive light.
    Note: Maybe too many/much on the Track Trick?

    Draining
    All you living things were made to feed the hungry
    {table=head]Spell Level|Spell
    Spell L.0| ???
    Spell L.1| Ray of Enfeeblement
    Spell L.2| Ray of Fatigue
    Spell L.3| Ray of Exhaustion
    Spell L.4|
    Spell L.5| Enervation
    Spell L.6| Waves of Fatigue
    Circle L.7| Waves of Exhaustion
    Circle L.8| ???
    Circle L.9| Energy Drain
    [/table]
    Track Resistance: Spells of the Necromancy School.
    Consume Magic: Spells of the Necromancy School.
    Track Trick: The Living Draining spell becomes more powerful as it drains from its targets. Any time the Living Draining successfully uses one of its spells from this Track, it may choose either to gain a temporary +2 enhancement bonus to any of its Ability Scores, +2 enhancement bonus to Armor Class, +1 enhancement bonus to its one saves, +5 Temporary Hp, or a +2 enhancement bonus to any single skill. None of these bonuses stack with themselves, and all only last for 1 round per Living Spell HD.
    Note: I’m actually not certain what the difference between the Ray and Waves of Fatigue/Exhaustion living spells would be besides DC.

    Trap
    I’ve got your nose.
    {table=head]Spell Level|Spell
    Spell L.0| ???
    Spell L.1| Entangle
    Spell L.2| Web
    Spell L.3| Spike Growth
    Spell L.4| Crushing Tentacles
    Spell L.5| ???
    Spell L.6| ???
    Circle L.7| ???
    Circle L.8| Force Cage
    Circle L.9| Earthquake
    [/table]
    Track Resistance: Spells and effects that are ignored by ‘Freedom of Movement.’
    Consume Magic: Spells of the Transmutation School.
    Track Trick: Begging at 7th level the Living Trap spell becomes a deadly hunter. It may ‘drop’ any spell (even not from this track) in its anima, and create a trap with that spell effect. This creates a 5 ft square trap, touch trigger, with a Search and Disable DC equal to (20+spell level), Automatic Reset. Creating this Trap is a full round action that provokes attacks of opportunity. The spell effect remains a trap until ‘picked up’ by the living spell, or disabled. (Picking up a spell is a move action that provokes an attack of opportunity.)
    Note: It’s a touch hard keeping in mind what exactly it means when a Living Spell represents more confusing spells in its anima…

    Super Unfinished Tracks…

    Untitled Track
    Flavor Text
    {table=head]Spell Level|Spell
    Spell L.0| Dancing Lights
    Spell L.1| Fairy Fire
    Spell L.2| Glitterdust
    Spell L.3|
    Spell L.4|
    Spell L.5|
    Spell L.6|
    Circle L.7|
    Circle L.8|
    Circle L.9|
    [/table]
    Track Resistance: Spells of the Illusion school.
    Consume Magic: Spells of the Illusion school.
    Track Trick: Something Nifty. Related to Track Theme.
    Note: I have no idea where I’m going with this.

    Undead Hunter Track
    I care not for good and evil, I care only that the dead remain as such.
    {table=head]Spell Level|Spell
    Spell L.0| Disrupt Undead
    Spell L.1| Detect Undead
    Spell L.2| Consecrate
    Spell L.3|
    Spell L.4|
    Spell L.5|
    Spell L.6|
    Circle L.7| Sunbeam
    Circle L.8|
    Circle L.9|
    [/table]
    Track Resistance: Spells of the Necromancy school.
    Consume Magic: Spells of the Necromancy school.
    Track Trick: Beginning at 7th level the Living Undead Hunter spell gains Favored Enemy [Undead] as a Ranger of first level.
    Note:

    Numbing Sleep Track
    Soft, gentle dreamer.
    {table=head]Spell Level|Spell
    Spell L.0| Lullabye
    Spell L.1| Sleep [Max HD= Living Spell HD]
    Spell L.2| ???
    Spell L.3| Deep Slumber [Max HD= (Living Spell HD)d4 (no cap)]
    Spell L.4| ???
    Spell L.5| Symbol of Sleep [No Hp limit]
    Spell L.6|
    Circle L.7|
    Circle L.8|
    Circle L.9|
    [/table]
    Track Resistance: Spells of the Enchantment school.
    Consume Magic: Spells and effects that cause Sleep, paralysis, stunned, dazed. and unconscious statuses.
    Track Trick: Beginning at 7th level the Living Numbing Sleep spell may offer deep restful sleep to a single target by resting over it. The target reduces time required to rest by half. Thus an elf would only need to meditate for 2 hours, and Arcane casters would only require 4 hours of uninterrupted rest to regain spells.
    Note: Sleeping and…?


    Spell Slam: Any target successfully struck by the Living spell’s slam attack is immediately subjected to the Living spell’s Anima.

    Ability Increase: The Living spell gains a +1 to Charisma at 3rd, 6th, 9th, 12th, 15th, and 18th levels. It also receives a +1 to Wisdom at 4th, 8th, 12th, 15th, and 20th levels.

    Engulf (Ex): A Living spell of second level can simply mow down creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10+1/2HD+Cha Mod) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Living spell moves forward. Engulfed creatures are subject to the Living spells Spell engulf, and are considered to be grappled and trapped within its body.

    Spells Within: Any creature or object occupying the same space as the Living spell, either a willing creature or unattended object, or a target subjected to Engulf (See above), is subjected to the Living spell’s Anima .

    Speed of Magic: Starting at second level the base land speed of the Living spell is effected by its Primary Spell Slot. If its Primary Spell Slot has a range of ‘Medium’ its base land speed is increased to 40 ft, and ‘Long’ ranged spells increase its speed to 60 feet. Any other ranges leaves the Living spell's speed at 20ft.

    Arcana Body: At third level the Living spell gains DR/Magic equal to half its HD and SR equal to 11+HD. Further the Living spell gains a resistance bonus on all saving throws equal to its Wisdom modifier (Min 0, Max9).

    Track Resistance: Starting at fourth level the Living spell gains a bonus on saves and to SR equal to half its HD on spells with the descriptor listed in its Primary Track. [ strikeout]It gains half this bonus to the Descriptor listed in its Secondary Track[/ strikeout]

    Mage Sense: Beginning at fifth level the Living spell is always under the effects of a Detect Magic spell-like ability. This may be dispelled as normal, but the Living spell may reactivate this ability as a free action. Further, this ability also as a ‘Detect Evil’ spell, but reveals any Creature that has the capability any Spell or Spell-like ability like one that the Living spell has access to in its Anima Tracks (Primary, Secondary, and Tertiary).

    Flight: At 6th level the Living spell gains a flight speed equal to its base land speed as modified by its 'Speed of Magic.' It maneuverability is (Good).

    Growth: At 6th level the Living spell grows to large size , and at 13th level the Living spell grows to Huge size.

    Cast Self: At 7th level the Living spell may actually tap into its innate arcane power to cast one of the spells represented by its anima. The Living spell makes a ranged touch attack against a single creature within 10 feet per HD of the Living spell. If the touch attack is successful the creature is subjected to that single spell of the Living spell’s Anima.
    The Living spell may use this ability a number of times per day equal to its Charisma modifier.

    Track Immunity: Beginning at 8th level the Living spell is immune to every spell listed in its Primary Anima Track.

    Reshape: Starting at 9th level the Living spell may change one of its Anima Tracks after a lengthy ordeal spent focusing its energies inward, and mentally reshaping itself. In order to do so it must spend 24 hours in deep meditation the Living spell must succeed on a DC (15+Spell Level) spell craft check in order to reshape one of its Tracks. If this check fails the Living spell suffers 1d4+1 charisma damage, and may attempt to reshape itself again in one weeks time.

    Anima feedback: Starting at 10th level the Living spell may cause immediate arcane feedback to any creature striking it in melee. 1/day per Charisma modifier the Living spell may subject any target that has successfully struck the Living spell in Melee to the full effects of its Anima. This is an immediate action that is resolved directly after the target's damage roll.

    Living Metamagic: At 11th level the Living spell learns a single Metamagic effect that it may imitate with one of its anima. Once it has chosen the Metamagic effect to imitate this choice may not be changed. Activating this Metamagic Imitation is a free action, and the Memagic Imitation lasts for a number of rounds equal to the Living spell’s Charisma modifier. The Living spell may choose any single anima to be effected each time it activates this ability, this choice may change each time it is made.

    {table=Header] Metamagic Effect|Uses Per Day
    Extend Spell|1/day per 2 HD
    Energy Substitution| 1/day per 3 HD
    Empower Spell| 1/day per 3 HD
    Maximise Spell| 1/day per 4 HD
    Heighten Spell** |1/day per (2xthe Spell Increase) HD
    [/table]
    * Each time Energy Substitution is selected, a specific energy must be specified, as such this choice may be selected multiple times, each time for a new energy type.
    ** Must choose the level increase each time this effect is chosen. This effect may be selected multiple times, each time for a new level increase. This effect never raises a spell level past 9th.

    At levels 13, 15, 17 and 19 the Living spell may select one more Metamagic effect from this list to be able to imitate.

    Consume Magic: Upon reaching 12th level the Living spell may use a full-round action to consume ambient magic and on-going spells. The Living spell may effectively use ' Dispel magic' in place of its Anima in a Spell-slam or Engulf and Spells Within attack. This functions as the 'Targeted' version of the spell, but only effects spells or effects described within the Primary Anima’s Track. The Living spell receives 1d6 temporary hp per spell level of the active spell, or for every 2 Caster Levels of a magic item, or 2 HD the creator of a non-spell effect. These temporary hp fade away after 10 minutes. A Living spell may use this ability a number of times per day equal to its charisma modifier. Upon Reaching 15th level the Living spell may effectively use ‘Greater Dispel Magic’ for the spells as described in its Primary Anima Track, and ‘Dispel Magic’ for spells as described in its Secondary and Tertiary Anima Track.

    Split Self: Starting at 14th level, 1/day, the Living spell may divide itself into two Living spell creatures. The Living spell divides both its maximum and current Hp between itself and the new (and temporary) Living spell. Both can move and act independently of the other, and behave like to separate entities. Both of the Living spells are one size category smaller than the original was. However, the new (and temporary) Living spell exists on borrowed time, after 1 minute per Cha mod, the new (and temporary) Living spell collapses, and the original Living spell's maximum hp returns to normal, however its current hp remains the same. The Living spells may conglomerate at any time before the limit, restoring maximum hp, and adding current hp. At 19th level the Living spell may split itself into 3 Living spells instead, dividing their hp by 3, and reducing their size category twice.

    Seventh Circle: Beginning at 16th level the Living spell may, as an immediate action, change all of its Anima to one single more powerful spell, it becomes the seventh level spell slot on its Primary Anima Track. This lasts for a number of rounds equal to its Charisma modifier. (If it has less than 17 Charisma this ability does not function.) The Circle Effects may not be used in conjunction with Living Meta-Magic. If any of the Circles are initiated while a Metamagic effect is in process the Metamagic effect (as well as all the other Anima) are suppressed as if in an antimagic field.

    Eighth Circle: Beginning at 18th level the Living spell may, as an immediate action, change all of its Anima to one single more powerful spell, it becomes the eighth level spell slot on its Primary Anima Track. This lasts for a number of rounds equal to its Charisma modifier -1 (If it has less than 18 Charisma this ability does not function.) The Circle Effects may not be used in conjunction with Living Meta-Magic. If any of the Circles are initiated while a Metamagic effect is in process the Metamagic effect (as well as all the other Anima) are suppressed as if in an antimagic field.

    Ninth Circle: Beginning at 20th level the Living spell may, as an immediate action, change all of its Anima to one single more powerful spell, it becomes the ninth level spell slot on its Primary Anima Track. This lasts for a number of rounds equal to its Charisma modifier-2 (If it has less than 19 Charisma this ability does not function.) The Circle Effects may not be used in conjunction with Living Meta-Magic. If any of the Circles are initiated while a Metamagic effect is in process the Metamagic effect (as well as all the other Anima) are suppressed as if in an antimagic field.

    Amorphous Spell: At 20th level the Living spell is a becomes amorphous and can learn to change with relative ease, compared to other spells. The Living spell can alter its anima in a manner similar to ‘Reshape Self.’ after 1 hour of uninterrupted concentration. It still must succeed on its spell craft check or suffer the charisma damage. It may attempt this 1/week per 10 HD it has, and even then no more than 1/day.


    Comments:
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    Living spell Maximum Spell level based on class instead of HD because it doesn't seem right that a L.1 Living spell, L.5 Fighter should be a living Fireball.

    Growth to large size given one level earlier in favor of avoiding earlier dead levels.

    Speed of Magic: Living spells are supposed to take into account all of the spells in their anima, speed wise, but I figured it'd be fine if only the primary spell slot affected speed.

    For some reason I see a Wizard trying to breed Living spells with Gelatinous cubes. Also... I want to play a wizard with a living cantrip familiar.

    Edit I: Forgot Class Skills. Attempt to clean language, increased Spell Save DC penalty to Secondary Spells. Reduced Deflection AC and Resistance Saves to half Cha. Reduced Cha Bonus. Got rid of School Resistance, reduced Descriptor Immunity to Half. Reduced Miracle, reworded Metamagic, and Got rid of Epic DR track.
    Edit II: Fixed Miracle again.
    Edit III: Removed Miracle in favor of ‘Amorphous spell’
    Edit IV: Added in stuff for dead levels, Cast Self, Reverse Self, and Substitute Self, and Mage Sense
    Edit V: I'd save myself time if I'd read posts before editing.
    Edit VI: Added back Reverse Self and Cast Self, and now must go to class. Lv.15 and 17 to be filled upon termination of said class.
    Error Edit VII: I meant 15 and 19. I actually can't find any information on 'Engulf' attacks, and how their grappling works, but generally multiple grapple checks incur a -20 penalty, or grappling without suffering the negatives of grappling (thus doing so as a free action). If I am wrong here, I will gladly think of something else.
    At L.19 added Improved Split self.
    Edit VIII: Removed Improved Engulf. Added Consume Magic, for temporary Hp, and Dispel like effect.
    Edit IX:
    Reduced HD from 10 to 6.
    Reduced racial bonus on knowledge (Arcana) and spellcraft checks to half HD.
    Increased Caster level requirements for anima. Was (2xSL )-1, now is 2xSL
    Cleaned up Anima language.
    Changed bonus on saves and AC to half wisdom instead of half charisma, for Sake of less SAD.
    Stripped ‘Cast Self’ ‘Anima feedback’ ‘Consume Magic’ Reverse Self’‘ and ‘Split Self’
    Relearn: add 24 hours, skill checks, and ritual cost.
    Removed Hide + Move Silently from Class Skills.
    Removed bonus to Saves in Favor of All Good Saves.
    Edit X:
    Trying Tracks. Stripped Anima.
    Still need help expanding the Tracks.
    Edit XI:
    Didn’t even post Edit X.
    Replaced Anima, re-worded
    Like Spellcasters Charisma of high enough level required for spell levels.
    Cleaned up Bab
    Replaced Bonus to Saves, Only good Will save.
    Changed Bonus to AC and Saves to full wisdom modifier (Min 0, Max 9).
    Still unfinished, but I feel like this is a step in the right direction.
    Relearn Reworded. Gold Cost and Mage needs removed. Added Cha damage with failure.
    Made a way to access 7-9th level spells. Limited Though.
    Reintroduced Living Metamagic.
    Re-added ‘Cast Self,’ ‘Anima Feedback,’ ‘Mage Sense’ (at level 5, expanded it.. a bit wordy yet.) ‘Consume magic’ and ‘Split Self.’
    Created and Included Track Immunity and Track Trick.
    Tracks are largely unfinished and Clumsy yet. but I feel the general idea is communicated, I fully intend to finish the tracks if everything else works with them. (Silly to continue adding complication to an unstable base.)
    Energy Tracks created very cookie cutter, but I think they capture the feeling.
    Thinking about making so Anima effects always have a save…
    No doubt this will need more work.
    Thanks to everyone for putting up with this. Still.


    Q&A

    But the Living spell CR formula…
    Doesn’t work.
    There is no way to balance a perfect CR= 1/2 Caster Level + Primary Spell + ½ Secondary of all secondary Spell levels. With this formula you may simulate Wail of the Banshee every time you strike at L.18. One may put a creature into a Force-cage with a successful grapple every time there is a successful grapple.
    No.

    But I want to play a Living Meteor Shower and that’s only CR 17 and only deals 8d6 Damage
    Okay… I don’t know why, but talk to your DM.
    Other L.9 Spells would not be, and are not CR 17.
    Wail of the Banshee comes to mind. Seriously. Read that spell.

    Why is caster level so low?…
    Because +20d6 damage after every grapple, and every slam is ridiculous.
    Even with only a second track getting +20d6 damage is still possible (It is recommended that the Four Energy type tacks not allowed to be mixed.)

    Secondary Tracks?…
    Yes.
    This is part of the spirit of the Living spell, the ability to be a combination of multiple spells.
    I do not believe any Living spell Monster class that does not allow for (at least one) extra spells is an accurate portrayal.

    I think three/two Tracks is too many…
    I recommend then requiring the player to buy Caster levels with the tertiary track, and secondary track if two tracks is too many for you. For either of these I’d also recommend a trade rate of 3 spell levels for 2 Caster Levels. Opposed to 2 spell levels for 1 Caster level, the extra tacks still offer fringe benefits that will not be used.

    Why no Love for spells from X book?…
    Track building comes after the class is finished and clean.
    Frankly there are too many spells for me to create enough tracks to cover everyone’s needs.
    Here is a Track Building Guide.
    Spoiler
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    TRACK NAME (OR THEME)
    Flavor Text
    Spell L.1
    Spell L.2
    Spell L.3
    Spell L.4
    Spell L.5
    Spell L.6
    Circle L.7
    Circle L.8
    Circle L.9
    Track Resistance: Related to Track Theme.
    Consume Magic: Related to Track Theme.
    Track Trick: Something Nifty. Related to Track Theme.
    Spells and Circles should be legal spells.
    Legal spells include: Any spell that creates an Area or an Effect (Not Targeted Spells), but not a spell of which the effect is already a creature (Such as the Summon Monster spells.)
    If multiple spell casters could cast the spell in question, at different levels, the spell should be treated as a spell cast by the following list of caster, listed by priority: Sorcerer/Wizard, Cleric, Other Full Caster, Other.

    Also, Help with the current tracks would guarantee you Sainthood in my radical Zen Budhist church that radically believes that nothing exists. Not even itself. It’s quite the non-existant Honor, believe nothing me.


    But rays have targets!
    As do area spells and effect spells.
    There are three ways to Aim a spell, Area, Effect, and Target
    Rays are always Effect spells, and are not actually ‘Targeted Spells.’
    There are a few spells that are Both Area and Targeted spells, but in the case of the Living spell, the Living spell only allows for the Area type. Grease is a good example of this.
    If you are skeptical go here
    Filter for Area, then Effect, then Target.
    Target spells are not ranged touch attacks, but rather spells like magic missile, that simply directs itself a chosen target. This was meant to be avoided with the Living spell. Not spells that have attack rolls.
    MMIII. Pg 94. Sickening Sleep is also an example of a living ray spell.

    I think you’re wrong, and even if you are not, Spell X is obviously too powerful…
    I might be, I often am.
    The Tracks aren’t very hard to construct or substitute.
    If you really think spell X is too powerful in all situations, an example of why would be fantastic.

    This is broken.
    I appreciate feedback, but explanations help me correct the issues. Thanks.

    I don’t think the Living spell should be an improved monster class…
    We are trying to make every monster in the manuals a playable race, yes?

    Isn’t this Q&A all a little passive aggressive?
    Maybe.
    I really just want to address issues I foresee people having with this class and offer my reasoning behind where it stands now. I also want to prompt new and constructive comments. Reading ‘It’s broken, Fix it!’ is not exactly helpful, also I will immediately think of the SNL skit and be far too amused to do any actual work.
    Also… time is limited with dodgy internet connections…I honestly don’t know when I’ll be online again.

    Stripped Abilites
    Track Resistance: Starting at fourth level the Living spell gains a bonus on saves and to SR equal to half its HD on spells with the descriptor listed in its Primary Track. It gains half this bonus to the Descriptor listed in its Secondary Track Removed the last part.

    Cast Self: At 7th level the Living spell may actually tap into its innate arcane power to cast one of the spells it is representing in its anima. The Living spell makes a ranged touch attack against a single creature within 10 feet per HD of the Living spell. It this ranged touch attack succeeds treat the creature as being struck by the Living spell's Spell Slam ability, except only the selected spell applies. The Living spell may use this ability a number of times per day equal to its Charisma modifier.
    Upon Reaching 17th level the Living spell may use this ability to recreate the spell as it is written, but still within the range 10 feet per HD of the Living spell. (Thus they are no longer ray attacks, but area or effect spell like abilities.) Removed Last Part

    Reverse Self: A Living spell of 12th level may spend one of its Imitation points in order to inverse one of its effects. This works only on non-damaging effects with a specific numeric penalty or bonus. Penalties become bonuses and bonuses become penalties, all of the same type. (Thus an Reversed Bless spell would offer a -1 morale penalty on attack rolls and on saving throws against fear effects.) Spells with specific opposite spells can also be reversed. (Blasphemy becomes Holy Word.) This lasts for one round per use.


    I'd also like to apologize for a general lack of critiquing, transferring this post from word to the internet has taken me three hours of sitting in the rain with my laptop under my leather jacket waiting for the connection to stay up for long enough...
    Last edited by AugustNights; 2010-10-10 at 04:30 PM.
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    Quote Originally Posted by Gorgondantess View Post
    Hyudra: You rule. Thanks for helping critique everything.
    To everyone concerned, treat Hyudra's word as good as my own, unless I specifically say otherwise. He(she?) knows what he(shi!) is doing. I don't necessarily think all of his(Hyudra's.) stuff is balanced (we're going to have a chat about monster of legend, you and I), but as a whole his(hur...) ability to make otherwise bland and plain monsters interesting & cool more than makes up for it.
    Anyways, I'm too tired to dig through all that stuff right now. And too hungry. Expect thorough critiques once I finish with lunch.
    It's she/her. You're going to hurt yourself if you keep that up for much longer. And thanks for the compliment.

    The Creature of Legend came about around the same time that there was a lot of discussion about the balancing point of dragons (and Tarrasque, I believe). I myself bear reservations about the balance of dragons & the tarrasque, and was basically told to shut up and put up when I tried to raise the issue. Part of what led to my absence from the previous thread(s). That said, I'm open to suggestions as far as balancing the thing.

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    No, I'm just wasting away over here waiting for my sexy water demon(ess) :p


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Well, I'd guess that it would be at least a little bit more balanced if the divine casting were reduced to one domain and spontaneous healing with domain slots ... or, perhaps, a special Legendary domain, which you make up yourself? One that consists primarily of buffs?
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    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
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    Quote Originally Posted by mootoall View Post
    Well, I'd guess that it would be at least a little bit more balanced if the divine casting were reduced to one domain and spontaneous healing with domain slots ... or, perhaps, a special Legendary domain, which you make up yourself? One that consists primarily of buffs?
    I think spontaneous healing would be more problematic than not.

    I guess the main reason I've held onto the pseudo-divine casting is because of the flavor. The Creature of Legend is a creature who caught the eye of the gods & received divine attention as a result. The ability to pick & choose domains & draw power from them helps tie it into the flavor. You've got an Gynosphinx who caught the eye of Hextor? You could go with Law and Destruction as domains.

    I could be convinced to reduce it to 2 domains, keeping in mind that it's already a painfully narrow spell list (currently 3 spells known per spell level). I could also stress (though it should be unnecessary at this point) that the creature doesn't gain the domain bonuses, and doesn't gain cleric class features (like spontaneous healing).

    As an aside, following a discussion with Cogidubnus over PM, I've reduced the elemental damage from Raging Blood.
    Last edited by Hyudra; 2010-10-10 at 05:04 PM.

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    Quote Originally Posted by Hyudra View Post
    I think spontaneous healing would be more problematic than not.

    I guess the main reason I've held onto the pseudo-divine casting is because of the flavor. The Creature of Legend is a creature who caught the eye of the gods & received divine attention as a result. The ability to pick & choose domains & draw power from them helps tie it into the flavor. You've got an Gynosphinx who caught the eye of Hextor? You could go with Law and Destruction as domains.

    I could be convinced to reduce it to 2 domains, keeping in mind that it's already a painfully narrow spell list (currently 3 spells known per spell level). I could also stress (though it should be unnecessary at this point) that the creature doesn't gain the domain bonuses, and doesn't gain cleric class features (like spontaneous healing).

    As an aside, following a discussion with Cogidubnus over PM, I've reduced the elemental damage from Raging Blood.
    I'd reduce it to one. And even that is quite powerful, considering the myriad of other abilities you get. That, or restrict the casting on them- 2, but each spell no more than once a day?
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    Quote Originally Posted by Lord_Gareth View Post
    No, I'm just wasting away over here waiting for my sexy water demon(ess) :p
    I'm trying to get it done. I've had some time constraints and problems thinking of abilities and such.
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    Thoughts on the Titan after the last load of changes? It's on page 5, in case you can't find it.

    Front page worthy yet?
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    Provided it does not already have divine casting or divine caster advancement from another source, the Creature of Legend can now spontaneously cast divine spells, with the ability to cast each spell known once a day. For spells known, the Creature of Legend must pick two domains, and gains access to the individual domain spells of each level as though it had cleric levels equal to its HD.
    The changed version, above.

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    Quote Originally Posted by Hyudra View Post
    The changed version, above.
    Hmmm... the cleric thing is a bit confusing. Might want to change it to "may cast spells of a level equal to the MoL's (HD+1)/2. Or, better yet, HD/2.
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    When is an appropriate level for Blindsight? I thought that was what dragons got so I had it at the same level. Turns out I was wrong so it might need to be a higher level.
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    Holy crap, she gets blindsight?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Quote Originally Posted by Lord_Gareth View Post
    Holy crap, she gets blindsight?
    If I recall correctly. Lemme get my MM5

    Edit: Yeppers. Blindsight 60 feet.
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    Daaaaaaaaamn.

    Go Illurien. Go Illurien. It's your birthday.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Mineral Warrior (Stony)

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    Prerequisites: At least 3 HD; must have undergone a ritual to transform into living stone; must be a corporeal creature that is not a construct, undead, or elemental.

    HD: d10
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+2|+0|+0|Body of Stone, Part of the Earth
    [/table]
    Skills: 2+Int modifier per level; class skills are Balance, Intimidate, Knowledge (Dungeoneering), Spot, and Survival.

    Proficiencies:
    The mineral warrior gains no armor or weapon proficiencies.

    Body of Stone: Unlike most other monster classes, a mineral warrior does not lose most of its former racial traits. It does, however, gain the earth subtype and the following benefits;

    • A burrow speed equal to one-half its base land speed, or (only if lacking a base land speed) one-half its highest speed.
    • Darkvision 60'
    • Natural Armor equal to Con modifer, or a +3 bonus if the creature already has natural armor.


    The mineral warrior loses any fly speed it may have had, and may not gain a fly speed thereafter without first (through a similar ritual) losing its mineral warrior level.

    Part of the Earth: A mineral warrior is made of sturdy, unyielding earth, and may redirect damage done to it against its enemies. It gains DR/adamantine equal to 1/2HD. It may at any time as a free action choose to forgo the benefit of its damage resistance, and gain a number of stone points equal to the damage that the resistance would have prevented/5 (note that, if the DR would not have prevented damage, the points gained are zero). It may have a number of stone points at any one time equal to its HD. As a free action a number of times per day equal to its HD/4, it may spend points to gain one or more of the following benefits.

    If passive effects, these last for a number of rounds equal to 1+HD+the mineral warrior's Con modifier. The number in square brackets [] is the minimum HD the mineral warrior must be to buy the benefit.

    Spoiler
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    Earth Strike [4 HD]: For 2 stone points, the mineral warrior may make a particularly powerful attack as a standard action towards any creature in contact with the ground. It adds its Constitution modifier, if any, to its attack roll, and deals extra damage equal to its HD.
    For every extra point spent on this ability, it deals 1d4 extra damage.
    For an extra two points, it may choose one special material (silver, cold iron, adamantine, etc.). Its Earth Strike bypasses damage reduction as if using a weapon of that material.
    For an extra point, it may bypass damage reduction as if wielding a weapon of its own alignment.
    For 5 extra points, the target need not be in contact with the ground.


    Energy Resistance [4 HD]:
    For 2 stone points, the mineral warrior gains energy resistance to one element equal to its HD/2.
    For every extra point, its resistance increases by one.
    For 4 extra points, it heals 1 point of damage for every 3 points of damage it resists.

    Spell Resistance [5 HD]: For five points, the mineral warrior gains SR equal to 11+its HD.
    For every extra three points, the SR is improved by one.

    Improved Speed [4 HD]:
    For two points, the mineral warrior gains a +15 untyped bonus to its burrow speed and +10 to all other speeds it has.
    [B]

    Vengeance of Stone [8 HD]: For six points, the mineral warrior gains an aura that deals 1d4 bludgeoning damage per 2 HD to any melee attacker.
    For an extra two points, it may choose one special material (silver, cold iron, adamantine, etc.). Its aura bypasses damage reduction as if using a weapon of that material.
    For an extra point, the aura bypasses damage reduction as if wielding a weapon of the mineral warrior's alignment.
    For an extra four points, the very earth rises up to defend the warrior, no matter how far away the attacker. As long as the target is in contact with the ground, the aura deals damage upon a successful attack roll against the mineral warrior.



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    Stone point mechanic shamelessly stolen from Kobold-Bard's rust monster. I thought it might be fun to give it that instead of straight out DR and Earth Strike; can always cut it, though.

    I'm worried it's too powerful. Terrible skills, no good saves, but good HD, darkvision, burrow speed, DR/adamantine, and various benefits it can get from that DR.

    (The DR is also non-standard. If I made it standard (HD/2), it would mean that most of the Part of the Earth ability doesn't kick in until HD=10. Which might actually help, and yet…)

    Anyway. Thoughts, please!
    Last edited by FirebirdFlying; 2010-10-11 at 02:03 PM.

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    here's a picture
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    is there anything wrong with using tiny evilz squirrelz as my next monster class? it has 1/2cr so do i make half a level?
    (this creature is real, im just to lazy to go find the name)

    Edit : there named Skiurid MM4
    Last edited by monkman; 2010-10-10 at 09:50 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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    one level minimum.
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    *Hugs Kyuubi*

    Have I mentioned how much I appreciate your hard work yet?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    *Starts coughing*secret admirer*cough a bit more then stops*
    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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    Quote Originally Posted by Lord_Gareth View Post
    *Hugs Kyuubi*

    Have I mentioned how much I appreciate your hard work yet?
    No.At least not that I recall but I'm bad at remembering stuff like that.

    I require more thanking to be appeased.
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  24. - Top - End - #384
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Kyuubi View Post
    No.At least not that I recall but I'm bad at remembering stuff like that.

    I require more thanking to be appeased.
    Then you can add my thanks to the list
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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

  25. - Top - End - #385
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I also require a glass of Root beer/Pibb Xtra/doctor pepper/Coca cola all in equal quantities and a separate glass of cream soda. Not the kind that tastes like bubblegum though.I kid, I kid. Although cream soda does sound kinda good.
    Last edited by Mystic Muse; 2010-10-10 at 10:10 PM.
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  26. - Top - End - #386
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Kyuubi View Post
    I also require a glass of Root beer/Pibb Xtra/doctor pepper/Coca cola all in equal quantities and a separate glass of cream soda. Not the kind that tastes like bubblegum though.I kid, I kid. Although cream soda does sound kinda good.
    AFTER I get my cold-hearted water demoness of secrets.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  27. - Top - End - #387
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Lord_Gareth View Post
    AFTER I get my cold-hearted water demoness of secrets.
    I'm trying. Don't expect High quality though. This is my third ever monster and the first time I've even tried doing an outsider, let alone a unique monster.
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  28. - Top - End - #388
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Quote Originally Posted by Kyuubi View Post
    I'm trying. Don't expect High quality though. This is my third ever monster and the first time I've even tried doing an outsider, let alone a unique monster.
    I'm sure Gorgon will help you balance her ^_^


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  29. - Top - End - #389
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    I think I can get her up tomorrow
    Last edited by Mystic Muse; 2010-10-11 at 11:57 AM.
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  30. - Top - End - #390
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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

    Well, somebody took the initiative that I didn't and did the Arrow Demon, so that's off my plate. I guess I'll just do my own thing for the next project. Each time I look through my books, I keep coming back to the nashrou and carnage demons, so I might call dibs on those.

    EDIT: finished the nashrou. I'd had the idea for a while and just hadn't committed it to writing until now.

    Demon, Nashrou



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    {table]Level|BAB|Fort|Ref|Will|Features
    1|+1|+0|+0|+0|Demonic Body, Double-Edged Sword, +1 Str, +1 Con
    2|+2|+1|+1|+1|Abyssal Defenses, Predator's Evolution, +1 Str, +1 Con[/table]

    HD: d8

    Skill Points: 2 + int
    Known Skills: Jump, Listen, Spot, and Survival

    Features:

    Demonic Body (Ex): Yay! You are a nashrou demon! You are a Medium outsider with the chaotic, evil, and extraplanar subtypes. You get darkvision out to 60 feet and the scent ability.

    Nashrous cannot wield weapons. Instead, they gain two primary gore attacks that deal 1d6+Str damage. Nashrous still have limbs that can perform fine manipulation but are not strong enough to attack with.

    At 4 HD, the nashrou also grows one size category, gaining a space and reach of 10 feet. Natural weapon damage increases by one die size as normal.

    Nashrous have a speed of 40 feet and a natural armor bonus equal to their Con modifier.

    Attacks made by a nashrou bypass damage reduction as though they were chaotic and evil.

    A nashrou starts out knowing no languages and cannot speak. It can learn languages as normal.


    Double-Edged Sword (Ex): Nashrous aren't the best constructed demons out there. Weapons are more likely to do more damage to a nashrou than other creatures. Attack rolls against the nashrou have their critical range doubled. Remember that two doubles is a triple, and so on.

    However, a nashrou struck in this fashion has its bloodlust swell against the target while its ruined body part flies at the opponent. The nashrou is allowed an immediate attack of opportunity against the target that does not use up an attack of opportunity for the turn. In addition, the nashrou gains a +1 circumstance bonus per 4 HD to attack and damage against the target until the end of the encounter.

    Ability Boost: Nashrous gain +1 to Str and Con at each level.

    Abyssal Defenses (Ex): A nashrou starts to compensate for its frail body by shoring up its defenses. It gains Damage Reduction bypassed by cold iron or good equal to 1/2 its HD.

    Predator's Evolution (Ex): Also at 2nd level, the nashrou uses its semi-hollow body to its advantage to gain more speed in the hunt. The nashrou's land speed increases by 10 feet.

    In addition, the nashrou gains two secondary claw attacks that deal 1d4 + Str damage.


    Changelog
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    Changed Critical Weakness to Double-Edged Sword. Put claws in at level 3.

    10/13: Claws at 2nd. Change in land speed. Skill points lowered. Minor edits for clarification. Predator's Speed renamed to Predator's Evolution due to claws being folded into ability. Saves adjucted.
    Last edited by Makiru; 2010-10-13 at 10:18 PM.
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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.

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