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    Default GITP Community Monster Class Competition I: Blowin' in the Wind/Fog/Acid Rain/Etc...

    GITP Community Monster Class Competition I: Blowin' in the Wind/Fog/Acid Rain/Pyroclastic Flow/Etc...

    The answer, my friend, is blowin' in the wind,
    The answer is blowin' in the wind.

    ––Bob Dylan

    The contest begins with the posting of this thread and will continue until the midnight, July 20th (EST) deadline.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.


    1) You will be creating a monster class, a creature somehow tied to the elements, in whatever fashion you perceive that to mean. That could be the four traditional elements, or something else entirely.

    The creature itself does not have to be unique, though it can be; we encourage you to create a monster class for official WotC monsters or races, preexisting homebrewed monsters or races, or creatures you make up for this contest.

    2) Entries must follow the monster class guidelines as spoilered below:

    Quote Originally Posted by Hyudra View Post
    Design Guidelines for Monsters, a FAQ
    Give me the basics
    Monster classes, as designed by Wizards of the Coast, suck. They've got screwy HD, they've still got overpowered abilities, huge attribute bonuses and they're by and large pretty boring. Creatures with LA are little better.

    So we're aiming to make monster classes that work. That means no huge attribute bonuses, monster abilities that would break the game are tweaked. Overall, we want to take the monsters which were designed by WotC to be easy, intuitive and quick for a DM to throw into a combat and make them into classes - which are more complex, more involving, interesting to play and depend on long term interaction with both a group and a larger campaign world.

    Long and short of it, we're striving for:
    Originality - The monster class should be unique. It should stand out from the rest, as a class.
    Playability - The monster should allow for fluid, engaging, amusing and uninterrupted play at the table.
    Balance - The monster should be balanced enough that it's not going to hold the group back or dominate everything without even trying, both overall and at a given stage in its development.
    Elegance - The page which details the monster for the player should look good and be easy to understand.
    Flavor - Last but certainly not least, we want to preserve the flavor and the atmosphere of the monster the monster class is based off of.
    To these ends, there's a critiquing process where we'll go over your monster to find issues and help you work them out before we add the monster to the larger list.
    What are some good rules and rules of thumb to go by?
    Remember, monsters don't adhere to the type or the monster entry 100%. When designing the monster class, you should use the following standards and be able to justify anything different.

    Maximum level in the class is equal to the monster's CR.
    • So essentially, a CR 7 monster will be a class 7 levels long.
    • We've proven that we can do this with every class to date. It can take some work, but you can make it fit.
    • People keep asking, and we keep refusing: Stick to this as though it were a hard and fast rule.

    • For those who are confused, HD for these monster classes is synonymous with ECL, or effective character level.
    • I'm stressing this because people don't listen: there is no need to match the size of the HD (d10, d8, d6, d4) to that of the base monster.
    • It shouldn't need to be said, but monsters get a HD advancement with every level in the class, unlike standard monster classes.

    Monster class BAB tends to fall into four general categories:
    • Full BAB (ie. as a Fighter) goes to monsters that are trained and experts at fighting. Monster that, even without class levels, are capable of parrying sword blows and going head to head with a swashbuckler and not looking like a dunce in the doing.
    • ¾ BAB (ie. as a Rogue) with Str bonuses for 'brute' monsters. The ones that aren't martially trained but still hit hard. The Str bonuses should be very consistent (+1 Str a level or +1 Str every ⅔ levels) to counterbalance the loss of innate BAB. They won't hit as often, but they'll hit hard.
    • ¾ BAB for other monsters that don't fall into the above category and that aren't explicitly 'casters' in role and design.
    • ½ BAB (ie. as a Wizard) for squishy monsters. These monsters typically have full casting or powers otherwise fitting to such.

    Saving throw progressions have two variants for each saving throw, good (like a Fighter's Fortitude save progression) and bad (like a wizard's Fortitude save progression).
    • As a general guideline, think of what class is closest to your monster in design. Is it more like a barbarian, monk, a rogue or a wizard? If so, try using the save progression of those classes as a starting point.
    • Balance saves against HD, BAB and skills/skill points. A creature with full BAB and 6+int skills per level probably doesn't need good progression for 2 different saving throw types, let alone three.

    Skill points per level and skills known generally stay within convention:
    • One thing many people get wrong is that they go for something unconventional with skill points, such as d3, d5, d7. This comes up more often than one might expect. Don't do it.
    • Skill points should, as with saves, reflect the role of the class. If the class is good at fighting on the front lines, it probably doesn't need to be a skill monkey too.
    • For skills known, try to keep it within a sane range of the skill points gained per level. A dumb brute with 2+int per level doesn't need 12 different skills for its skills known. Conversely, a more knowledgeable class with 8+int skills per level shouldn't have less than 10 skills on the list, lest it be forced to take cross class ranks.
    • In some cases, it bears noting, it may be justified to offer a monster talented in a particular field less skill points/skills known, but with racial bonuses or abilities that complement the skill. Convention for this is to offer a monster a bonus on uses of the skill equal to ½ its HD. One skill improved in this manner is enough, two is discouraged but allowed, three is too much.
    • Undead and constructs do not gain class skills. Plants should have relatively few.

    Natural armor is reflective of an inborn toughness. Convention is:
    • Natural armor equal to one's Constitution modifier for 75-90% of the creatures out there with natural armor.
    • Natural armor equal to one's Constitution modifier +1, with an added +1 every time they grow a size category, for monsters with the kind of toughness that makes people wonder if their blades will dull on the monster's scales or hide (such as Dragons and Bulettes).
    • Weaker monsters may justify natural armor equal to ½ one's Constitution modifier. This is also a good idea if there are concerns about armor proficiency being coupled with natural armor for too much toughness, on monsters it doesn't fit.
    • Monsters without Constitution are justified in using natural armor equal to their Strength modifier (common for constructs and undead) or their Charisma modifier (common for psionic entities and other less solid beings).
    • Template/Prestige Monster Classes should offer a bonus to natural armor as opposed to a natural armor bonus, with the difference being that the former stacks with the latter.
    • It's often worth stressing for templates that involve growing natural armor, that they either gain natural armor or enhance any existing natural armor, to allow for a range of monsters taking the template/prestige monster class).

    Ability score increases reflect increases in capability well above that of your average human:
    • A common mistake is to offer too much in the way of ability scores. Err on the side of caution.
    • Ability score increases should be one of the last things one adds to a monster class before submission. Get it done or nearly done, and then judge the overall efficacy of the monster and how well it reflects the capabilities of the base monster. Skill advances should generally shore up weaknesses and areas where the monster simply does not match up to the base creature.
    • Humanoids tend to get less (excepting those areas where the humanoid is a brute monster, as covered in BAB, above), while monsters without the ability to speak or perform fine manipulation tend to get a little bit more.
    • When distributing ability scores, try to have less/none at first level. This prevents a monster from becoming too good a dip - that is, it shouldn't be a class a player takes just one level in because the first level benefits are so good.
    • When in doubt, none at all. If that doesn't work, then try +1 per 3 levels.
    • Finally, where I've gone into depth on ability score bonuses, it bears stating that we try to avoid penalties wherever possible.

    Abilities offered should strike a balance between active & passive. See a few questions below on the FAQ here for more details on what that means. Further:
    • No dead levels! That means no levels where the monster doesn't get any abilities. Such is boring and needless. Levels where the monster gets abilities that aren't worth using, as well, can be counted as dead levels.
    • Some monsters don't have enough abilities to stretch out over their full array of levels. Don't be afraid to come up with original abilities to fill in the gaps.
    • Further, some abilities that are integral to the monster just won't work as is. In this case, scrap the abilities and rebuild it from scratch, in a way that lets it progress steadily as the monster advances.

    Movement modes are tricky because while they're common at mid-high levels, they can break the game at low levels.

    • Shouldn't be granted before 4th level. Flight trivializes low level encounters, since very few enemies will have a way of harming a flying PC. It lets PCs hang in the air and fire ranged weapons until the enemies are dead, or escape unhindered if things go south.
    • Grant flight at 4th level if the base monster uses flight as an integral part of its nature. A wyvern, imp, giant eagle and giant wasp would be instances of monsters who just aren't the same without flight.
    • Grant flight at 5th level for creatures who get it, but don't rely on it. Cases might include some celestials and some humanoid psionic creatures.
    • For creatures who just can't deal without some means of flight before 4th level, consider a placeholder ability. The Harpy, for example, gains the ability to make augmented Jumps and Climb checks, using her wings to bear her up. The Wyvern and Imp can fly at early levels, but have to land at the end of each turn of flight.
    • Finally, we should give a nod to those creatures who levitate and lack limbs to carry them about. Beholders, brain in a jar and the like all float. To keep them from taking to the sky, consider an ability that lets them float only a certain height above the ground. At 4th-5th level they might gain an ability that frees them from this restriction.

    • Same issues as flight. Though it's a little harder to attack from range while burrowed, burrowing creatures can go underground and pop up across the battlefield, pelt a foe and then duck back underground before the foe can close the distance. Also, like flying creatures, burrowing creatures can circumvent many dungeon features. Same general rules as flight.

    Size increases are both common and beneficial.
    • Large size shouldn't be available before 4th level/4HD. Some unavoidable exceptions (Ogre among them), but try to avoid it where possible.
    • Huge size shouldn't show up before 12 HD.
    • Gargantuan size shouldn't show up before 16 HD.
    • Colossal size shouldn't occur before 20th HD.

    Tiny size is problematic for other reasons:
    • Tiny size can't be avoided because it doesn't make sense for many tiny creatures (ie. a housecat) to start small and then shrink.
    • It tends to offer sizable bonuses, all things considered. The vast majority of tiny creatures get hide as a class skill, which makes for an easy +16 to hide at first level. With many getting dexterity bonuses, this can ramp up to +18 by second level. Most enemies will never beat that check.
    • It also offers a lot of penalties. To attack an enemy, one must move into their space. This severely limits one's options.
    • There's also the issue of sameness. Many/most tiny creatures play exactly the same, especially at low levels. Hide, move into an enemy's square, and dish out as much damage as you can.
    • The first fix for the above is to try to deviate from this formula in some fashion.
    • Having an active ability or movement mode that confers some benefit but prevents or hinders hiding/silent movement is one option; the Phase Wasp's flight is an example.
    • Alternately, consider the possibility of a small creature with slight build.

    Damage Reduction, Spell Resistance:
    • DR shouldn't occur before 2nd level, 3rd is suggested. Standard is DR equal to ½ one's HD.
    • SR shouldn't occur before 2nd level, 3rd is suggested. Standard is SR equal to 11 + the creature's HD.

    Full Casters:
    • Should be crafted very carefully to not overshadow the wizard, sorcerer or cleric.

    Special abilities, uses per day and action expenditure:
    • Abilities should scale with HD. See the question below for more details on scaling.
    • If an ability is too powerful for low levels, it is perfectly acceptable to offer a weaker version and scale it up over time.
    • Uses per day should scale with HD.
    • If a spell qualifies as a save or lose (or 'save or suck', or 'save or die') - an ability that forces a save lest it effectively take an enemy out of combat, it should not become anything less than a move action.
    What are the rules on using copyrighted material?
    The hard & fast rule (for here & elsewhere) is that you can base your monster classes on material from original sources. You can't copy text directly from copyrighted material. OGL stuff (Stuff found in the SRD or posted by WotC online) is kosher. Anything else is probably not. When in doubt, ask in the thread.

    More generally, for this project, don't write up your monster in a way that would demand a player to have a specific sourcebook. If your monster gives a feat or spell that is found on page 113 of It's Cold Outside, and the player doesn't have that book, the player can't use your monster. This is annoying and bad. That leaves two solid options:
    • Don't do it. Come up with an original ability or a replacement ability that holds to the spirit of that particular spell, feat or ability.
    • Offer an equal and fair alternative. Something along the lines of "You gain X spell from Y sourcebook or you gain the following ability, described below."

    Don't expect, either, for a player to have the sourcebook with the monster you want to play.

    What's this scaling thing people keep chanting at me?:
    Scaling refers to abilities that get consistently better as you level. Consider the following hypothetical skill:
    Smash that Doesn't Scale: You do 5 bonus damage.
    Smash that Scales: You do bonus damage equal to your Strength Mod.
    The former doesn't scale. You deal 5 damage, and while that might be perfectly good at level 1, when you're level 15, it's so useless you might as well not have it.

    The second ability, 'Smash that Scales' does scale. If you're a melee class, you'll have 4-5 strength at early levels, but as you gain levels, your strength score increases, and Smash gets consistently better. By level 15, it might do 8-10 bonus damage. Hopefully, this scales well enough to keep the ability useful, so that you don't feel like you wasted the level by taking a level in the monster class. It also helps you feel like you're growing more consistently powerful.

    So what are the ways I can make something scale?
    There's a few ways to make something scale. Consider the following:
    ...This ability allows a saving throw, with a DC of 10 + ½ HD + Cha Mod.
    This is how abilities and spells that demand saving throws scale 95% of the time. Generally speaking, it means that foes with bad saves & bad stats to apply to their saves will fail most of the time, foes with good stats and good stats to apply to their saves will pass most of the time. People in the middle ground have about a 50-50 chance. It's perfect.
    This attack deals 1d8+Str damage
    Simple enough, you do more damage as your strength gets higher. As a plus, for classes that grow, your natural attacks and most abilities that deal natural attack damage will also increase a step whenever you grow.
    Shoop da Woop: Deal 1d6 bonus damage, plus an additional 1d6 for every 3 HD you have.
    This makes for an ability that scales up in damage at a slow, steady, reliable rate.
    You may cast Spell Like Ability twice a day, with an additional usage for every 5HD you have.
    If you get an SLA or an ability with limited uses a day, chances are it's going to become a little less relevant as you gain levels. Getting more daily/hourly/weekly uses out of it is a good way to make it scale. If you feel you're getting too few uses at early levels and you can't figure out how to give more without having too many at high levels, consider something like, "You can use this a number of times a day equal to your HD or your Con mod, whichever is more." - it means you'll have between 2-4 uses at early levels, but you'll steadily get more later.
    Smash: You deals 999 damage. At 9HD, Smash also forces the enemy to make a fortitude save or die.
    Ignoring the ridiculousness of the example, note the 'at 9HD, Smash yadda yadda yadda.' - this is a case of upgrading an ability at a later HD. Whatever the case, try to emphasize scaling over HD rather than scaling with levels. The former ensures the ability stays relevant no matter how you multiclass. The latter (scaling by levels) tends to require you to dedicate yourself to taking levels in the class.

    There's more ways for abilities to scale. Try looking at monsters that have been recently added to the list and look at how their abilities improve over time.
    I'm being told to emphasize active abilities over passive ones. What does this mean?
    There's two broad types of abilities a monster gets. Active and passive. Compare the following:
    Netherbolt: The Shadowbat may, as a standard action, fire off a bolt of pure darkness, dealing 1d6 damage for every two HD the Shadowbat has.

    Shadow Cloak: The Shadowbat gains a bonus to Hide equal to half its HD.
    While both are fine skills and both scale in an appropriate way, the former ability is active. Netherbolt is a standard action, it requires the player to make a decision to use it, and it does something. The second ability is passive. It's always on. It's a set bonus that you don't need to think about. It does something all the time, with no decision making process involved.

    So why is this important? In general, someone needs to beat an average of 13.3 fair encounters before they gain a level. Let's say our hypothetical player Johnny is playing in his DM's campaign from levels 1-6 with a monster class. That means Johnny is probably going to run up against 66 and a half encounters, give or take. If Johnny is playing a tentacle demon monster class with no active abilities, he's going to spend 66.5 encounters doing nothing but declaring charges, attacking, full attacking and maybe using a combat maneuver like trip, bull rush or grapple. It's not terribly exciting, it's not a boatload of fun. Whatever the passive abilities are, Johnny's probably not making many meaningful decisions.

    On the other side of the coin, if Johnny is playing a monster class with active abilities, he's making the choice whether to use those abilities or to attack, whether to trip or to use his monster's tentacle love. There's choices made, and by making those choices, Johnny is getting more immersed in the game. Rather than just feeling like a beatstick that just happens to be dressed up like a tentacle demon, Johnny feels like a tentacle demon doing tentacle demon stuff. This is what we're going for.

    What's going on with these undead and Construct monster classes? Why don't they have skills?
    Undead and Constructs get a whole bunch of bonuses just for being undead/construct type. You're immune to poison, diseases, stunning, mind affecting stuff, morale effects, you get a bunch of HD, you can't be crit, you take no ability damage... the list goes on and on and on. It's a huge list of benefits!

    To prevent them from being too powerful as one-level dips (creating situations where everyone takes single a level in, say, skeleton, to ensure they can be undead and they get all those choice benefits), there's a rule that if you're undead or construct, you don't get class skills. So you're forced to put ranks in cross-class skills. We generally aim for undead and constructs to be a little less powerful, as well.
    Quote Originally Posted by Hyudra View Post
    [SIZE="6"]General FAQ
    Q) What monsters am I allowed to make into a monster class?
    A) We encourage Homebrewers to build any monster as a playable character class. New homebrewers are encouraged to pick low-CR monsters, and not to attempt to tackle epic tier (20+ level) classes from the outset.

    Q) Help! I'm taking a 1 or 2 level monster class and can't tell if it's BAB 1/2 or 3/4! (For the purposes of fractional BAB).
    A) Unless otherwise noted, an undead has 1/2 BAB, while all other classes/templates have 3/4 BAB.

    Q) When I increase in size does my strength increase and my dexterity decrease? If so, by how much?
    A) Size increases, or decreases, do not alter ability scores in this project.

    Q) What's the Caster Level for the SLAs?
    A) Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

    Q) What’s the Save DC for this ability?
    A) Unless otherwise specified the Save DC is (10+ 1/2 HD + Charisma Modifier).

    The rest of the rules are split into three parts. Use Guidelines will teach you all the general rules for using these Monster Classes in a game, with specifics on changing size or multiclassing several monster classes (unintended by the project, but people are liable to try it anyways). Critique Guidelines will explain how you can help the project by commenting on other people's monsters. The Homebrew Guidelines state how you can help us by making your own Monster Class.

    Use Guidelines

    You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class develops your abilities as that particular monster. Normally you should take the first level of a Monster Class at level 1, but in some cases you might wish for your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely; for example one might take 1 level of troll, then 3 of barbarian, then a second level of troll, then another level of barbarian.

    Upon taking the first level of a monster class, you lose all other racial traits: what this means is that while you may select a race in character creation, you lose that race when you take your first level in a monster class. You do not gain any traits or bonuses from being a race, as the first level of a Monster Class replaces both class and race. That said, the monster classes are typically a step more powerful than a standard class to make up for the lack of racial bonuses.

    Growth Table

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

    Thanks to Zeta Kai for the Table.

    Under normal circumstances you may not multiclass two Base Monster Classes. Below are some suggested rules should you decide to go against the grain and attempt such:

    Multiple Natural Armor Bonuses

    If a creature gains natural armor bonuses from multiple sources treat them according to the following chart.
    {table=head]Base Natural Armor|Extra Natural Armor|Results

    1/2 Con Mod|1/2 Con Mod|Full Con Mod as Natural armor Bonus

    Anything higher than 1/2 Con Mod|1/2 Con Mod|+1 Nat. AC

    Full Con Mod|Full Con Mod|1.5 Con Mod

    Anything Higher than Full Con Mod|Full Con Mod|+2 Nat. AC

    1.5 Con Mod|Anything higher than Full Con Mod|+3 Nat. AC[/table]
    Creatures that gain Natural Armor from more than one monster class, that specify different Ability Scores as the base for their Natural Armor Class use whichever Ability Score is higher to derive both Natural Armor Classes, and uses the chart above.
    Thanks to ChumpLump for the Table.

    Multiclassing Monsters

    In some cases, your DM may disregard the above rule and allow you to multiclass two base monster classes. This will likely represent some sort of hybrid character, which could be interesting. In this case, how you should play this is: For the monster class which you do not take at level one, remove the “Body of X” class feature, and use the “Body of X” for your first monster class. If you somehow take them at the same time using a variant rule like gestalt, keep the “Body of X” from the class with more levels. If they both have the same number of levels, you may choose which “Body of X” you keep.

    Homebrew Guidelines
    Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way. Remember to start out with Hyudra's class template so that all classes are in a standard format.

    • Start small. If you are new to the project, don't submit a monster with a CR (and, as a consequence, a maximum level) greater than 5. Leeway can be granted (say, a CR6-8 monster), but ask if you're really keen on doing such. Long & involved monster classes coupled with inexperienced creators make for monsters that can take two or more months to wrap up, with constant revision and critique. Not fun for anyone. Learn the ropes first.
    • Spellcheck, format check: Read over your finished work for errors. Ideally, you want to run it through a spellchecker (either built into your browser or copy/pasted into a word document), but if you've got a good eye for errors, that can be omitted. Similarly, check the design & format of your post against other recently finished monsters (Such as Saguaro Sentinel or Troll) to see if there's something you're doing too differently.
    • Be prepared to revise: Monsters that are submitted have to go through a review process to ensure we're putting quality work out there.

    3) The entry must include name, source (if not an original creature creation), complete class (including prerequisites––if any––hit dice, class skills and skill points, BAB, saves, and detailed descriptions of all class abilities). Incomplete entries will be disqualified at the deadline.

    If the monster class is your own homebrewed creation, fluff text is also necessary. If it is based off of an existing official, third party or homebrewed creature, then a link to that creature's fluff text will suffice. An image at the head of your entry will not only attract more attention and votes, but will also aid players and DMs in their ability to visualize your monster class.

    4) Entries must be D&D 3.5 edition, using the standard format.

    5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread.

    If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

    6) One entry per participant. No double-teaming.

    7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contest––no previously made, previously posted monster classes.

    8) No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

    First Place Prize

    I will create a rough illustration of your winning monster class! Check out my gallery to see if you even like my style...

    Homebrewing Guides

    3.5 Homebrew Theory by Djinn in Tonic

    Vorpal Tribble's Monster Making for the Feebleminded
    Last edited by Stycotl; 2011-09-11 at 03:54 PM.
    my own diabolical experiments (homebrew)

    my deviantART

    my alter ego

    Watchtower––Volume III (running since 2008)

    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.”

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: GITP Community Monster Class Competition I: Blowin' in the Wind

    This month's example of a well-written monster class:

    Quote Originally Posted by Hyudra View Post

    Monster Class
    Monster Manual, SRD

    HD: D10
    {table=head]Level|BAB|Fort|Ref|Will |Special
    1st|+0|+2|+2|+0| Troll Body, Furor, Mend Flesh, +1 Str, +1 Con
    2nd|+1|+3|+3|+0| Scent, Gnaw, +1 Str, +1 Con
    3rd|+2|+3|+3|+1| Thrash, Rend, Regeneration, +1 Str, +1 Con
    4th|+3|+4|+4|+1| Excision, Tumescent Recovery, +1 Str, +1 Con
    5th|+3|+4|+4|+2| Growth, Violent Onslaught, +1 Str, +1 Con
    Skill Points 2+Int per level
    Class Skills: Climb, Jump, Swim, Knowledge (Nature, Dungeon) Intimidate, Tumble.

    Proficiencies: The Troll is proficient only with its own natural attacks.

    Troll Body: The Troll loses all other racial bonuses and gains Giant traits, granting it low light vision. Trolls are initially medium sized creatures with a base movement speed of 30', possessing two claw attacks that deliver 1d4 + Str mod damage each and natural armor equal to their con modifier.

    Trolls speak either Common or Giant as their starting language and gain additional languages for a high intelligence score as normal.

    Attribute Bonus: The Troll gains +1 to Strength and Constitution with each level in the class, for a total bonus of +5 Str and +5 Con at 5th level.

    Furor: Starting at first level, the Troll may throw itself at a foe with reckless abandon, claws or weapon flailing, heedless of the blows he himself suffers. The Troll may, as part of a full attack, declare he is using Furor and deliver an additional blow using its highest attack bonus, with a -2 penalty. A Troll delivering a claw attack in this manner suffers only a -1 penalty to hit. Using Furor provokes an attack of opportunity from the victim, but only a maximum of one such attack of opportunity a round. A successful attack of opportunity does not interrupt or interfere with the Furor.

    After any successful hit with Furor, a Troll of 2HD or more may elect to deliver another Furor attack at a further, cumulative -2 (-1 for claw) penalty. As such, a Troll would suffer a -2 for the first Furor attack, a -4 for the second, a -6 for a third, and so on. This process may be repeated to deliver a number of Furor attacks up to or equal to the Troll's HD, with the caveat that if one Furor attack misses, they all miss. Non-furor attacks are unaffected, and do damage independently of whether the Furor misses.

    Finally, starting at 2HD, a Troll may deliver a series of Furor attacks alongside a standard action attack, but is limited to one extra attack for every two HD it has. This involves the same cumulative penalties and provokes the attack of opportunity, as described above.

    Mend Flesh: Starting at first level, the Troll may step back from combat to crudely smear or pinch its flesh together, prompting muscle and warty hide to join together again. Mend Flesh is a standard action, in which the Troll heals itself of damage equal to its HD or its Con modifier, whichever is higher. This is a supernatural ability, and does not count as a spell or magical power for the purposes of healing nonlethal damage (In short, you do not heal an amount of nonlethal damage equal to the lethal damage healed).

    This may be performed a number of times a day equal to the Troll's Con modifier. In the event that the Troll suffers fire or acid damage, this ability becomes unusable for 1d4 rounds.

    Starting at 3HD, if the Troll is damaged and unable to take a standard action (such as if it is unconscious, stunned, dying or dazed), it will automatically use Mend Flesh as a free action.

    At 9HD, the Troll may use Mend Flesh as a move action.

    At 15HD, the Troll heals twice the amount.

    Scent: At second level, the Troll gains Scent, as per the monster ability, with a standard range of 30'. Trolls can scent fires and smoke at four times the usual range (twice the usual range, as a racial variant, doubled again as smoke is a strong scent). Scent is described here:
    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

    The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

    A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

    Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

    False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

    Gnaw: Starting at second level, the Troll gains Bite as a secondary natural weapon, dealing 1d4 + ½ Str damage.

    Further, a Troll may, as a standard action, make a Gnaw attack. This requires the Troll take a full round action to make a single Bite attack, which suffers the standard penalty to hit for being a secondary weapon. This special attack deals 1d8 + 2x Str damage, with the Troll and the victim making an opposed Strength check if the bite hits and damages the victim. Every time the Troll succeeds in the Strength check, it deals 1 point of Con damage and makes another Strength check, with the Troll sustaining a cumulative -2 penalty to its Strength check for each attempt after the first, until the Troll fails the opposed Strength check. This ability only works on flesh and blood enemies. The damage dealt by the Gnaw attack penetrates DR.

    Gnaw provokes an attack of opportunity from adjacent opponents, but if the Troll is below half hitpoints, Gnaw does not provoke an attack of opportunity from the target (it still provokes attacks of opportunity from other foes in the immediate vicinity).

    At 5HD, the Con damage increases to 1d2. This becomes 1d4 at 10HD, 1d6 at 15HD and 1d8 at 20HD.

    Thrash: A third level Troll can exercise strength and raw brutality to bring its foes to their knees. Thrash offers two options to the Troll:
    • As part of a melee full attack, foregoing the use of Furor or attack maneuvers, the Troll may batter his opponents with such ferocity that they buckle under the assault. As the Troll makes a full attack with every attack directed at a single foe, the Troll and that foe make opposed strength checks, using the special modifiers for size as found under Grapple. If the foe fails to beat the Troll's result, that foe is immobilized for one round, losing the ability to move from their current location of their own volition for the duration.
    • The Troll may make a jump check with a +2 bonus. If it comes within reach of an airborne foe, it makes a trip attack against that foe. The opponent does not get a bonus for having additional legs, nor can they attempt to trip the Troll if the attack fails. If the trip attack is successful, the Troll drives the foe 30 feet straight downward, plus 5' per point he beat the opponent's result. Foes take falling damage as appropriate, and fall prone on striking the ground. Foes who are still in the air at the beginning of their next turn can use their airborne mobility and maneuverability to avoid hitting the ground. This is a full round action if the Troll makes the jump check, and a standard action if it can reach and make the trip attack against the airborne foe without the jump.

    Rend: Starting at third level, a Troll that hits a foe with both claw attacks deals a bonus 2d6 + 1.5 x Str damage. A Rend can only occur once each round. A Troll that uses Furor is not paying enough attention to whether its attacks are hitting to take advantage of Rend, so Rend only has a 50% chance of working if a Troll uses Furor.

    Regeneration: At third level, the Troll manifests the Regeneration ability, healing an amount of nonlethal damage each round equal to half its HD. Fire and Acid deal normal damage to the Troll. Should the Troll lose a body part, it regrows in 3d6 minutes. The Troll can reattach the severed body part by holding it to the stump for 1 round. Regeneration is described here:
    Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate per round, as given in the creature’s entry.

    Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description includes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

    Regeneration does not restore hit points lost from starvation, thirst, or suffocation.

    Attack forms that don’t deal hit point damage ignore regeneration.

    An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage.

    A creature must have a Constitution score to have the regeneration ability.

    Excision: At fourth level, a Troll that would fall victim to physical maladies (effects that would require a Fortitude saving throw) can tear and claw away their own flesh to prevent the effect from setting in properly. Doing so is a free action, declared as one fails a Fortitude Save. The Troll deals its own claw damage (typically nonlethal) to itself and adds half the damage total to the result of the saving throw.

    For example, a Troll achieves a result of 15 against a DC 18 petrifaction attack. It opts to claw at the parts of its body that are turning to stone, dealing 1d4+6 damage to itself. Rolling a 4 for damage, the Troll effectively deals 10 points of nonlethal damage to itself, adding +5 to the result of the save. With a new effective result of 20, the petrifaction is averted.

    Tumescent Recovery: At fourth level, the Troll may enhance its regeneration for short periods of time, healing less mortal wounds within heartbeats of their occurrence. Activating Tumescent Recovery is a swift action, and grants the effects until the end of the Troll's next turn. For the duration, the Troll forces all damage rolls against it to be rerolled and use the lower result. Tumescent recovery is usable once a day per 2HD, but the effect has the same restrictions on use as Mending Flesh (It suffers the same 1d4 round restriction on use after taking fire damage) and the effect ends immediately if the Troll suffers fire or acid damage (fire and acid damage is not rerolled).

    Growth: A fifth level Troll grows to large size. Its reach, grapple modifiers, natural attack damage and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

    Violent Onslaught: A fifth level Troll may throw himself through enemy ranks, clawing or smashing his way through them as he does so. This is a full round action, in which the Troll moves half its movement allowance in a straight line (it cannot move a shorter distance). The Troll can move through spaces occupied by enemies, but not through obstacles. Should he so wish, he may make a jump check to give himself vertical height to strike at flying foes.

    The Troll makes a single attack, at a -2 penalty, against every opponent who falls within his reach during the movement. If the Troll attacks with its claws, it makes these attacks at a -1 penalty. This attack deals full damage to swarms.

    At the end of the first onslaught, a Troll that has either killed an opponent or made the onslaught while at 50% or less health (count nonlethal damage as lethal for these purposes) may make a second use of Violent Onslaught, provided it is not moving back in the direction it came. Rather than suffer a -2 penalty, this second charge grants a +2 bonus to attacks made (+4 for claws).

    Opponents of the Troll's size or larger may make an attack of opportunity against the Troll as it tears past.

    I made a few changes here. The main thing I wanted to address was how passive Oslecamo's Troll was. It didn't have a lot of options in combat, and those options it did have weren't a ton of fun.

    Mend Flesh is one such example. It's in keeping with the Troll's primary schtick (regeneration), but requires an action and some thought for use in combat. It's a little strong at early levels, but given that the Troll doesn't have proficiencies and is pretty much stuck with somewhat unimpressive claws (1d4 base damage is not fantastic), it should at least give the Troll enough staying power to feel confident about using Furor or just outlasting opponents in the fray.

    Furor is fairly fitting for the Troll, given flavor descriptions and my own mental picture of the Troll looming before you, largely ignoring the fact that you're stabbing through her chest while she tears off your head. There's a bit of a gamble element in there too; at level 20 you might be able to deliver 20 bonus attacks, which looks ridiculous on paper, but missing one means you lose 'em all. On the flip side of the coin, though, it also means you really, really don't want to be denied your AC against Trolls. If you're helpless, that Troll can and will tear you to pieces. Which is great - it's very much in keeping with my mental picture of trolls.

    Tumescent Recovery is another I wanted to mention. The effect is largely flavor, because it allows for some awesome moments where the Troll is striding through the magical sandstorm, healing as fast as its flesh can be ripped away, or striding through enemy ranks to crush that damned wizard, wounds closing up as fast as they are made. I think I'll have to go back to it to tidy it up, though.

    So, the Troll is a reckless fighter that can throw itself into the fray and trade hits, then heal up and be ready for the next fight. I've tried to give it a few options so it has something to do in most level 1-5 combats. I think this version would be much more enjoyable to play, or to play against, should a DM wish to throw it at the group.

    Feb 03, 2011:
    • Gnaw bite & bonus damage now penetrate DR.
    • Excision bonus to saves is halved.
    • Tumescent recovery is clarified. Added a table elaborating on the healing amount.

    Feb 06, 2011:
    • Gnaw (which was a singular bite attack that did bonus damage equal to the target's total HD, penetrating DR) replaced with Chomp, a single bite attack that can deal potentially massive damage, which was the intent anyways.
    • Clarified what Immobilization does, under Thrash.
    • Leaving Rend, Tumescent Recovery and Violent Onslaught alone until I decide what to do with them.

    Feb 10, 2011:
    • Rend now only has a 50% chance of working if you use Furor, so there's a choice to be made in declaring your use of Furor.
    • Tumescent Recovery no longer grants healing each time you take indirect damage (indirect damage was hard to calculate and the overall effect was complicated) but now lets you force rerolls on all damage taken for the duration.
    • Violent Onslaught now has a 'rage mode', where a troll brought to low health, or a troll that offs an enemy, can use the ability again, with a small bonus.

    Feb 11, 2011:
    • Changed Chomp (described above, in the changelog) back to Gnaw, but changed mechanics. It now lets the Troll bite, followed by making a Strength check against the foe. Each strength check you pass deals con damage and lets you make another strength check (with a penalty on the check and more con damage) until you fail.
    Last edited by Stycotl; 2011-06-26 at 09:54 PM.
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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.”

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    Default Re: GITP Community Monster Class Competition I: Blowin' in the Wind

    please post conversation in the discussion thread, and reserve this thread for the contest entries themselves. thanks.
    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.”

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    Default Re: GITP Community Monster Class Competition I: Blowin' in the Wind/Fog/Acid Rain/Etc

    Ok, since we're still just warming up on monster class creations, i'm broadening the contest category a bit, from just wind, to any elemental creature.

    should be a bit easier now. get crackin!
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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.”

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    Default Re: GITP Community Monster Class Competition I: Blowin' in the Wind/Fog/Acid Rain/Etc

    Pyroclastic Dragon
    From Draconomicon.


    HD: d12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +1| +2| +0| +2|Pyroclastic Body, Pyroclastic Dragon SLAs, Volcanic scales +2
    2| +2| +3| +0| +3| Keen senses, Pyroclastic Breath
    3| +3| +3| +1| +3| Blindsense, Sound Burst, Draconic Roar, Volcanic Scales +3
    4| +4| +4| +1| +4| Pyrotechnics, Pyroclastic resistances, +10 Speed, +1 Strength
    5| +5| +4| +1| +4| Growth, Magma Body, Volcanic Scales +4
    6| +6| +5| +2| +5| Claws, wings, Shatter, Strength +1
    7| +7| +5| +2| +5| Destruction Breath, See no Evil,
    8| +8| +6| +2| +6| Wall of Fire, Improved Sunder Constitution +1
    9| +9| +6| +3| +6| Immobile, Volcanic Ash breath, +1 Strength a
    10| +10| +7| +3| +7| Shout, Wall of Stone, +10 speed, Charisma +1
    11| +11| +7| +3| +7| Wing Attack, Tail Slap, Destruction Body, +1 Strength
    12| +12| +8| +4| +8| Growth, Pyroclastic Scales, Frightful presence, Crush,
    13| +13| +8| +4| +8| Hear No Evil, Gehenna Sunder, +1 Strength,
    14| +14| +9| +4| +9| Power Word Stun, Volcano, +1 Strength
    15| +15| +9| +5| +9| Fire Storm, Pyroclastic Magic,
    16| +16| +10| +5| +10| Incendiary Cloud, Pyroclastic Assault, +1 Strength
    17| +17| +10| +5| +10| Meteor Swarm, Pyroclastic Immunity
    18| +18| +11| +6| +11| Growth, Tail Sweep, +1 Strength
    19| +19| +11| +6| +11| Earthquake
    20| +20| +12| +6| +12| Magma Body, Vesuvius, +1 Strength, +1 Charisma, +1 Constitution


    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Concentration, climb, jump, spot, listen, Search, appraise, Diplomacy, intimidate, Knowledge(any), Use Magic Device

    : A Pyroclastic dragon isn't proficient with any armor or weapons, besides Her own natural weapons.

    Pyroclastic Body (Ex):The Pyroclastic dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8+Strength modifier damage, a 40 foot base land speed, a climb and burrow speed equal to ¾ Her land speed each, and medium size. The Pyroclastic dragon has wings but they're too weak to do anything for now. Her claws are capable of fine manipulation and can be used for anything a human hand could do.

    The Pyroclastic dragon also gets a natural armor bonus equal to 1+Constitution modifier. Whenever the Pyroclastic dragon grows one size category, Her natural armor increases by a further 1.

    The Pyroclastic dragon has resistance to fire damage equal to her total hit dice.

    Pyroclastic Dragon SLAs (Su):
    The Pyroclastic Dragon can use a number of SLAs starting at level 1.

    Level 1: Produce Flame 1/day per HD

    Level 3: Sound Burst 1/day per HD

    Level 6: Pyrotechnics and Shatter 1/day per 2 HD each

    Level 8: Wall of Fire 1/day per 2 HD

    Level 10:Shout, Wall of Stone, 1/day per 2 HD each. In addition, all SLAs she has now and all SLAs she would gain in the future due to this class change from SR:Yes to SR: No.

    Level 14: Power Word, Stun, 1/day per 3 HD

    Level 15:Fire Storm, 1/day per 4 HD

    Level 16:Incendiary Cloud, 1/day per 5 HD

    Level 17:Meteor Swarm, 1/day per 6 HD

    level 19: Earthquake 1/day per 7 HD.

    Volcanic hide (Ex):

    Pyroclastic dragons are essentially dragon shaped incarnations of volcanos, and it shows. The dragon's hide is hard as stone and gets harder as the dragon grows. The dragon gets a +2 armor bonus to AC at first level, a +3 armor bonus to AC at third level, and a +5 armor bonus to AC at 4th level.

    Keen Senses (Ex): At level 2, the Pyroclastic dragon's senses become far stronger. She sees four times as well as a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet

    Pyroclastic Breath (Su): At level 2 the Pyroclastic dragon gains a breath weapon. The breath weapon is a 30 foot cone dealing 1d6 damage/HD, half fire and half sonic damage, with a reflex save (DC 10+1/2 HD+Constitution modifier) for half damage that takes 1d4 rounds to recharge*. The cone increases by 5 feet for every HD she gains from here.

    Blindsense (Ex): At level 3 the Pyroclastic dragon gains Blindsense as the normal ability, range 60 feet.

    Draconic Roar (Ex):
    At level 3, even a Dragon's roar is a threatening weapon. As a Swift action the Pyroclastic Dragon can emit an astounding roar. Doing so deals half her breath weapon damage in Sonic damage. A successful Fortitude save (DC 10+ Half HD+ Constitution modifier) negates the damage. Once a Silver Dragon uses her Draconic roar she can't use it again until after she uses one of her breath weapons. The Roar affects all creatures within 30 feet. Dragons are immune to the effects of the Draconic Roar ability.

    Speed Increase (Ex): At level 4 and again at level 10 the Pyroclastic dragon gains a +10 foot bonus to Her movement speeds. This bonus applies to movement speeds gained after this point as well.

    Pyroclastic Resistances (Ex):
    At 4th level, the Pyroclastic Dragon gains immunity to fire damage, and resistance to Sonic damage equal to her HD.

    Growth (Ex):
    At level 5 the Dragon grows to large size.
    At level 12 she grows to huge
    At level 18 she grows to Gargantuan
    At 22 HD she grows to Colossal

    Her AC, bonus to hit, base damage, grapple and skills change accordingly, but she doesn't get any ability score bonus or penalties.

    Magma Body (Ex):
    At 5th level, the dragon's body itself starts to change into magma. She gains light fortification and a bonus on saves against poison, stun and polymorph effects equal to Her HD.

    Wings (Ex):
    At level 6 the Pyroclastic Dragon becomes able to fly at a speed of 10 feet per HD, with poor maneuverability. The wings are still not strong enough to be used as weapon.

    Claws (Ex): At level 6, the Pyroclastic Dragon's claws are now strong enough to be used as weapons. They are secondary natural weapons that deal 1d6+1/2 strength modifier damage.

    Ability Score Increase (Ex):
    The Pyroclastic Dragon's ability scores increase by the shown amount at the following levels.

    {table]Level | Bonus gained
    4|+1 Strength
    6|+1 Strength
    8|+1 Constitution
    9|+1 Strength
    10|+1 Charisma
    11|+1 Strength
    13|+1 Strength
    16|+1 Strength
    18|+1 Strength
    20|+1 Strength, +1 Constitution, +1 Charisma
    for a total increase of +8 strength, +2 Constitution and +2 Charisma at level 20

    Destruction Breath (Su):
    At level 7, the Pyroclastic dragon gains another breath weapon. The weapon is a 130 foot line usable once every 1d4 rounds*. Creatures hit are reduced to ash unless they succeed on a Fortitude save (DC 10+1/2 HD+Constitution modifier,) The line increases by 10 feet per HD.

    See No Evil (Ex): - The Pyroclastic Dragon is used to dwelling amid exploding geysers of magma. At 7th level, the middling effects of spells such as Pyrotechnics and Glitterdust can simply be shrugged off. The Pyroclastic Dragon is immune to the Blind status effect. She is still affected normally by lighting conditions and darkness.

    Improved Sunder (Ex): at 8th level the Pyroclastic dragon gains the Improved Sunder feat even if she does not meet the prerequisites.

    Immobile (Ex):
    At level 9, the Pyroclastic Dragon is sturdy as a mountain and she cannot be forced to move against her will. Additionally, At 15 HD, the dragon cannot be the subject of any spell that would cause her to change planes or dimensions against her will, and cannot be the subject of any teleport spell against her will.

    Volcanic Ash Breath (Suu):
    At 9th level, the dragon gets a breath weapon modification. By adding 2 rounds to the recharge time of her Pyroclastic breath, she can create a cloud of volcanic ash in the area of her breath weapon. This cloud lasts for three rounds before dispersing. Creatures caught within the blast for one round are sickened if they fail a fortitude save(DC 10+1/2 HD+Constitution modifier). Creatures caught within the area for two rounds are blinded unless they succeed on another save, and creatures caught within the area for all 3 rounds are nauseated unless they succeed on a third save. Later effects such as being nauseated only apply if the creatures fail their previous saves. The effects of failed saves last for three rounds after the cloud disperses, or the creature gets out of the area, whichever comes first.

    Destruction Body (Su):
    At 11th level the Pyroclastic dragon deals an additional 1d6 fire damage with each successful natural attack. This extra damage increases one die step for every 3 HD gained from here.

    Tail Slap (Ex): at level 11 The Pyroclastic Dragon can now make a tail slap attack dealing 1d8 +1 and 1/2 strength modifier damage, already taking in account large size. The tail slap is considered a secondary natural weapon.

    Wing Attack (Ex):
    At level 11 the Pyroclastic Dragon's wings have developed to the point that they can each be used as secondary natural attacks dealing 1d4+ 1/2 strength modifier damage.

    Frightful Presence (Ex): at 12th level the dragon gains frightful presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half her level are subject to the effect if they have fewer HD than her. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Charisma 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.

    Pyroclastic Scales (Ex): at 12th level the Pyroclastic dragon gains SR equal to Her HD+11 and gains DR/magic and good equal to half Her HD.

    Hear No Evil (Ex): Having spent hundreds of years in Gehenna, hearing the constantly exploding volcanoes and the souls screaming and moaning in despair, the Pyroclastic Dragon is practiced in ignoring what she does not wish to hear. At 13th level she may treat herself as being under the effects of a silence spell when such would be beneficial to her.

    Gehenna Sunder (Su):: At 13th level, In addition to the Improved Sunder feat, When attempting to sunder an item (Or construct) the Dragon's weapons count as having a shatter effect upon them. The caster level for the effect is equal to the Dragon's HD.

    Volcano (Ex):
    At 14th level the Pyroclastic dragon has sudden bursts of activity. She may take an extra standard or move action on her turn, but after taking it she needs to wait 5 turns before using this ability again. At 20 HD she may instead take an extra full-round action.

    Pyroclastic Magic (Su): At 15th level, whenever the Pyroclastic dragon uses an SLA that would deal fire damage, she may have half the damage dealt be sonic. In addition Her caster level for all [Fire] and [Sonic] SLAs increases by 2, and now ignore any Caster level limits on the SLAs.

    Pyroclastic Assault (Ex):
    At 16th level, the Pyroclastic dragon may charge at an enemy even if there's non-worked non-magical ground, earth and/or stone between them, automatically destroying the obstacles. This includes any material through which she can burrow and Stone Walls. The dragon must still find Her opponent’s position through some means.

    Pyroclastic Immunity:
    At level 17, the Pyroclastic Dragon becomes immune to Sonic damage.

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

    Volcanic body(Ex):
    At level 20, The Pyroclastic dragon is now fully immune to poison, stun, and polymorph effects against Her will and has 100% fortification

    Vesuvius (Su):
    At level 20, the dragon's attacks have developed far past mundane fire and sound. All of the dragon's abilities derived from this class that deal fire or sonic damage ignore immunity or resistance to Sonic and Fire damage, except for the sonic and fire immunity of other Pyroclastic dragons.

    * Breath weapons cannot be used while waiting for another breath weapon to recharge.
    Last edited by Mystic Muse; 2011-07-20 at 02:33 PM.

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    Default Re: GITP Community Monster Class Competition I: Blowin' in the Wind/Fog/Acid Rain/Etc

    The Winter Wolf
    (from the monster manual, page 256)

    Hit Die: D10
    {table=head]Level|Base Attack Bonus|Fort|Ref|will|Special|Natural Armor|Speed
    1st|+1|+2|+2|+0|Winter Wolf traits, Skill Boosts(+2)|+1|30ft.
    2nd|+2|+3|+3|+0|Howl of the Tundra(1d6, 1/encounter), +2 Wis, Ambush(1d6)|+1|30ft.
    3rd|+3|+3|+3|+1|+2 Dex, +2 Con, Skill Boosts(+4)|+2|40ft.
    4th|+4|+4|+4|+1|Howl of the Tundra(2d6, 2/encounter), Arctic Bite, Ambush(+1 AC/1d6)|+2|40ft.
    5th|+5|+4|+4|+1|+2 Con, Skill Bonuses(+6)|+3|40ft.
    6th|+6/+1|+5|+5|+2|+2 Str, Howl of the Tundra(3d6, at will), Bite(1d8), Ambush(+1 AC/2d6)|+3|50ft.[/table]
    Skills; Hide(dex), Jump(str), Listen(wis), Move silently(dex), Spot (wis), Survival(wis)
    Skill points per level; 2+int(x4 at 1st level)

    Proficiencies; a winter wolf is not proficient with any weapons other then it’s natural weapons, however, a winter wolf is proficient with light barding.

    Winter Wolf traits; at first level you gain a +2 racial bonus to strength, and a -2 racial penalty to intelligence, medium size and the magical beast type, in addition you also gain a bite attack dealing 1d6 damage, this increases to 1d8 damage at level 6, you also gain the cold subtype and the scent ability., at 2nd, 3rd, 5th, and 6th level you gain the additional racial bonuses to your ability scores as listed. you are also treated a medium size quadruped with regards to your carrying capacity.

    Skill bonuses; at first level a winter wolf starts to show traits of s skilled hunter, gaining a +2 racial bonus to hide, move silently, and survival checks, this increases to +4 at level 3, and to +6 at level 5

    Ambush/Skirmish; at second level you have become skilled at ambushing your prey, dealing an extra 1d6 points of precision damage on all attacks you make during any round in which you move at least 10ft., this damage increases to 2d6 at level 6, at 4th level a winter wolf also gains a +1 competence bonus to AC during any round in which you move at least 10ft.

    Howl of the Tundra; at 2nd level your ties to the tundra have strengthened, and you can breathe a 15ft. long cone of frost as a full round action, dealing 1d6 cold damage, this ability is usable one per encounter, at level 4 this damage increases to 2d6, and can be used 2/encounter, at level 6 it increases again to 3d6 cold damage, and can be used once every 1d4 rounds. The save DC for reflex saving throws against this ability is 10 + 1/2 your HD + your con modifier.

    Arctic Bite; the intense cold of your breath is now present even when you’re not using howl of the tundra, your bite deals 1d6 cold damage on all attacks.
    Last edited by Togath; 2011-08-23 at 06:00 PM. Reason: fixed error in table
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