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    Default Jeff the Green's Menagerie: Monster Classes (PEACH)

    I've been working on some monster classes, and now that I have a few I thought I'd put them up. I'd love some feedback on them.

    I'll pretty up this post at some point in the future.
    Last edited by Jeff the Green; 2015-01-14 at 11:06 PM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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    Default Re: Jeff the Green's Menagerie: Monster Classes

    Yak Folk


    Hitdie
    d8.

    Table: the Yak Folk
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Craft Reserve
    1st +1 +2 +0 +2 Staff affinity, yak body, body meld +1, Strength
    2nd +2 +3 +0 +3 Summon elemental
    3rd +3 +3 +1 +3 Craft wand, +1 Strength
    4th +4 +4 +1 +4 Infusions, +1 Charisma
    5th +5 +4 +1 +4 Craft reserve +1 Strength 80
    6th +6/+1 +5 +2 +5 Metamagic spell trigger, +1 Constitution 120
    7th +7/+2 +5 +2 +5 Craft scepter, +1 Strength 160
    8th +8/+4 +6 +2 +6 Staff mastery, growth, +1 Charisma 200
    9th +9/+6 +6 +3 +6 Genie binding, +1 Strength 240
    10th +10/+5 +7 +3 +7 Craft staff, tsenpo of the yak folk +1 Constitution 320
    Class Skills (4 + Int modifier per level, x4 at first level): Bluff, Craft (any), Disguise, Heal, Intimidate, Knowledge (arcana), Knowledge (the planes), Spellcrat, and Use Magic Device

    Class Features
    All of the following are Class Features of the the yak folk racial class.

    Weapon and Armor Proficiency
    A yak folk is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    Yak body
    A yak folk is a medium monstrous humanoid, with monstrous humanoid traits and a speed of 30 ft. He gains a natural armor bonus equal to its Constitution modifier or its Charisma modifier, whichever is higher.

    At each odd level, his Strength increases by 1, at 4th and 8th levels his Charisma increase by 1, and at 6th and 10th levels his Constitution increases by 1.

    Body meld (Su)
    A yak folk can take control of a humanoid or giant of small to large size by merging with it. The process takes 20 minutes, during which time the subject must be willing or helpless and the yak folk must concentrate, as the skill. At the end of this time, the subject makes a Will save (DC 10 + ½ the yak folk's level + its Charisma modifier). If it fails, its mind becomes unconscious and the yak folk takes control. During this time the yak folk physically merges with the subject—they effectively become one creature.

    At 1st level this functions much as disguise self, except that it is a true transformation rather than an illusion, the yak folk loses its natural armor bonus, and it becomes the same size as its subject.

    At 5th level this functions instead much like the change shape special ability except that it uses the subject's natural armor instead of its own. The yak folk retains the features of its racial class except for its natural armor bonus from yak body and growth.

    At 10th level this functions instead much like the [url]alternate form[url] special ability. The yak folk retains the features of its racial class except for its natural armor bonus from yak body and growth.

    Unlike most abilities, whether this ability functions as disguise self, change shape, or alternate form depends on the yak folk's level in its racial class, not its total HD.

    While controlling the subject with this ability, any damage taken by them is dealt to the subject. If the subject dies, the yak folk dies as well and his corpse appears alongside the subject's. If the subject is brought to -9 to -1 HP, the yak folk remains conscious but unable to perform any action except to dismiss the effect.

    When melding with te subject, the yak folk can choose to have any equipment it wears or carries to be subsumed into the subject's body, in which case it becomes non-functional. Alternatively, he can choose to have any equipment the subject would be capable of wearing (i.e. wondrous items, armor of the correct size) or an item carried to not meld and instead appear on the subject's body.

    Unlike most supernatural abilities, this ability can be dispelled. The yak folk's caster level is equal to its HD. It can maintain this control for two hours per HD or until he dismisses the effect, at the end of which the yak folk emerges from the subject's body to stand adjacent to them and the subject returns to consciousness.

    Staff affinity (Ex)
    A yak folk gains Weapon Focus (quarterstaff) as a bonus feat and a bonus to Use Magic Device checks equal to half its HD, rounded up. If he crafts a quarterstaff with one or more wand chambers, he can craft it in such a way that each wand chamber can hold two wands, both of which can be activated by someone holding the quarterstaff.

    Beginning at 3rd level, a yak folk learns to craft items even though it can't cast spells. This functions as the artificer's item creation ability with the following exceptions: the yak folk's caster level for the purpose of meeting the prerequisites to craft magical items other than wands, scepters, and staffs is equal to his class level - 1 and his caster level for the purpose of determining the caster level of such magical items is equal to his class level - 3, the yak folk can take item creation feats other than Craft Wand, Craft Scepter, and Craft Staff if his effectie caster level for meeting prerequisites of that item type would be at least the caster level required for that item creation feat, and this ability improves along with infusions at any prestige class level that has "+1 level of existing spellcasting class" as a level advancement benefit just as if the yak folk were taking a level in its racial class.

    A yak folk with levels in artificer adds his yak folk level to his artificer level for the purpose of crafting wands, scepters, and staffs, and his racial class level - 3 (minimum 0) to his artificer level for the purpose of crafting other magic items. If his artificer level would grant him a bonus feat already granted by his racial class levels or his racial class levels would grant him a bonus feat already granted by his artificer levels he may instead choose one of the bonus feats available to an artificer at levels 4, 8, 12, 16, and 20.

    Summon elemental (Sp)
    Beginning at 2nd level, a yak folk can summon an elemental servitor. This fuctions as [i]summon nature's ally I[i] cast by a druid of the yak folk's racial class level, except that he can only use it to summon creatures of the elemental type and the summoning has a duration of 2 rounds per level the yak folk has in his racial class. Every two levels after 2nd this ability mimics a higher level spell with the same restriction to summoning only elementals and lasting 2 rounds per level. This ability functions as summon nature's ally II at 4th level, as summon nature's ally III at 6th level, as [i]summon nature's ally IV]/i] at 8th level, and as summon nature's ally V at 10th level.

    A yak folk can use this a number of times per day equal to 3 + his Charisma modifier.

    Bonus feat
    At 3rd level a yak folk gains Craft Wand as a bonus feat. At 7th level he gains Craft Scepter as a bonus feat. At 10th level he gains Cfaft Staff as a bonus feat. He gians these feats and can use them even if he doesn't meet the prerequisites.

    Infusions
    Beginning at 4th level, a yak folk gains the ability to use infusions as an artificer of his level - 3. If the yak folk takes levels in artificer he adds his class level - 3 to his artificer level for the purpose of determining infusions per day. A yak folk can use his infusions to cast spells from a runestaff as if they were arcane spells.

    Craft reserve
    A yak folk receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the yak folk gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A yak folk can also use his craft reserve to supplement the XP cost of the wand he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

    If he later multiclasses as artificer, he adds his yak folk racial class level - 3 to his artificier level to determine the size of his craft reserve if this would result in a larger reserve.

    Metamagic Spell Trigger (Su)
    At 6th level, a yak folk gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

    Staff mastery (Ex)
    At 8th level, the yak folk gains the wand mastery feat, but can use it with any spell-trigger item.

    Growth (Ex)
    At 8th level, a yak folk increases to large size. His Strength, Dexterity, and Constitution scores do not change, but his natural armor bonus increases by 2 and his space and reach become 10 ft.

    Genie binding (Su)
    Beginning at 9th level a yak folk can bind genies to his will. This functions as lesser planar binding except that it can only be used to call jann. The yak folk can create a magic circle trap with a DC 21 Use Magic Device check (and a Spellcraft check, as normal). His caster level is equal to the result of his Use Magic Device check -20, and the Will save is equal to 10 + ½ the yak folk's HD + his Charisma modifier. He can only call a single janni at a time, and can have a number HD worth of jann in a magic circle trap or in his service equal to no more than twice his HD. He can use this ability once a week.

    Tsenpo of the yak folk (Ex)
    At 10th level the yak folk becomes an avatar of yakdom rarely seen and his racial abilities continue to grow more powerful even as he pursues other avenues. He gains a natural armor bonus equal to his Charisma modifier + his Constitution modifier.

    His summon elemental ability functions as [i]summon nature's ally VI]/i] when he has 12 HD, as [i]summon nature's ally VII]/i] when he has 14 HD, as [i]summon nature's ally VIII]/i] when he has 16 HD, and as [i]summon nature's ally IX]/i] when he has 18 HD.

    He can call a djinni with his genie binding ability when he has 11 HD, a khyalToM or qorrashiFrost when he has 13 HD, a maridMotP when he has 15 HD, or a daoMotP or efreeti when he has 17 HD. If the yak folk wishes a genie he has called to use its limited wish or wish spell-like ability, the yak folk must pay the XP component casting the spell would normally require.

    Beginning at 15 HD, the yak folk can choose to gain access to any one extraordinary special quality, spell-like ability, or supernatural ability of a creature he is currently controlling with his body meld ability as a free action. He can do this a 3 + 1 per two HD above 14th times per day, and has access to it for a number of rounds equal to his HD - 13. He can use this to gain access to the subject's spellcasting, but cannot cast spells of a level higher than his ⅓ his HD.

    Finally, he may activate any spell trigger item without a Use Magic Device check.
    Last edited by Jeff the Green; 2016-04-24 at 12:27 AM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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    Default Re: Jeff the Green's Menagerie: Monster Classes

    Gargoyle


    Image by Phelan Riessen. Used with permission.

    Hitdie
    d10.

    Table: the Gargoyle
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Body of stone, life force, state shift (stone sentinel), wings +1 Strength, +1 Constitution
    2nd +1 +3 +0 +3 Guardian power
    3rd +2 +3 +1 +3 Fade out, slow rebuilding, +1 Strength
    4th +3 +4 +1 +4 Guardian power, +1 Constitution
    5th +3 +4 +1 +4 Comprehend glyphs, mastery of positive energy, +1 Strength
    6th +4 +5 +2 +5 Guardian power
    7th +5 +5 +2 +5 Alter stone, state shift (half-awakened), +1 Strength, +1 Constitution
    8th +6/+1 +6 +2 +6 Guardian power
    9th +6/+1 +6 +3 +6 True fading, +1 Strength
    10th +7/+2 +7 +3 +7 Guardian power, +1 Constitution
    11th +8/+3 +7 +3 +7 Silent comprehension, +1 Strength
    12th +9/+4 +8 +4 +8 Guardian power
    13th +9/+4 +8 +4 +8 Rebuilding, +1 Strength, +1 Constitution

    Class Skills (4 + Int modifier per level, x4 at first level): Bluff, Craft (any), Disguise, Heal, Intimidate, Knowledge (arcana), Knowledge (the planes), Spellcrat, and Use Magic Device

    Class Features
    All of the following are Class Features of the the gargoyle racial class.

    Weapon and Armor Proficiency
    A gargoyle is proficient with its natural weapons and simple weapons and with light armor.

    Body of stone
    A gargoyle is a medium construct with the living construct subtype. It has living construct traits (except as modified by other class features) and a speed of 30 ft. It gains a natural armor bonus equal to its Constitution modifier and two claw attacks dealing 1d4 damage + its Strength modifier. Gargoyles cannot speak and no magic or other ability or effect can give them the ability to do so.

    At each odd level, its Strength increases by 1, and at 1st, 4th and every three levels thereafter its Constitution increases by 1.

    Life force (Ex)
    A gargoyle has a special link to positive energy, allowing it to recover from far more damage than any other construct. When it reaches -1 HP it becomes a statue, gaining hardness equal 10 + ¼ its HD, returning to being staggered at 0 HP or normal when brought above 0 HP. Gargoyles do not die until they reach -1 x (their maximum HP + 10) HP. When the gargoyle becomes able to enter a half-awake state, it becomes half-awake instead of staggered at 0 HP.

    In addition, Conjuration (healing) spells function as well on them as they would on any humanoid. They can still benefit from repair light damage and similar spells that restore HP to constructs.

    State shift (Ex)
    A gargoyle has a number of states, varying degrees of activity, it can be in at any given time. Normally, it is active, with no particular bonuses or penalties. At 1st level it can also become a stone sentinel. In its stone sentinel state it gains hardness equal to 4 + ½ its HD and gains a +15 bonus to Disguise checks to appear as a stone statue, but cannot move or take any actions except to change to a more active state and suffers a -8 penalty to initiative checks and a -10 penalty to its Spot and Listen checks.

    At 7th level it also gains the ability to become half-awake. In its half-awake state it gains hardness equal to 2 + ¼ its HD and gains a +5 bonus to Disguise checks to appear as a stone statue or a +10 bonus to Disguise checks to appear as an animated object statue, but all of its movement speeds are halved, its flight maneuverability worsens from average to poor, and it suffers a -4 penalty to initiative checks and a -5 penalty to its Spot and Listen checks.

    Entering a half-awake or fully active state from a stone sentinel state or a fully active state from a stone sentinel state takes a standard action. entering a stone sentinel or half-awake state from a fully active state or a half-awake state from a fully active state takes a move action.

    Wings (Ex)
    Gargoyles can use their wings to help with movement even if they can’t fly yet. The extra lift from its wings gives a gargoyle a +10 racial bonus on Jump checks.

    A gargoyle can also use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Gargoyles glide at a speed of 60 feet (average maneuverability). Even if the gargoyle’s maneuverability improves, it can’t hover while gliding. A gargoyle can’t glide while carrying a medium or heavy load.

    If a gargoyle becomes unconscious or helpless while in midair, its wings naturally unfurl and stiffen. The gargoyle descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

    When a gargoyle reaches 5 Hit Dice, it becomes able to fly at a speed of 60 feet (average maneuverability). A gargoyle can’t fly while carrying a medium or heavy load or while fatigued or exhausted.

    Gargoyles can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Gargoyles are likewise fatigued after spending a total of more than 10 minutes per day flying. Because gargoyles can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

    When they reach 10 Hit Dice, gargoyles have enough stamina and prowess to fly for longer periods. They can fly at a speed of 60 feet (average maneuverability), and flying requires no more exertion than walking or running.

    A gargoyle with flight can make a dive attack. A dive attack works like a charge, but the gargoyle must move a minimum of 30 feet and descend at least 10 feet. A gargoyle can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.

    A gargoyle with flight can use the run action while flying, provided it flies in a straight line.

    Guardian power
    At 2nd level and every even level thereafter a gargoyle gains one of a number of abilities called guardian powers. It generally uses these to protect the building it has chosen as its own, though roaming gargoyles often use their abilities to help them in their travels. Unless otherwise noted, the gargoyle cannot use its guardian powers while in a stone sentinel state.

    Gargoyles can choose any of these powers:

    • The gargoyle can use detect chaos, detect evil, detect good, detect law, detect undead, and detect magic as spell-like abilities with a caster level equal to its HD, at will.
    • The gargoyle gain a bonus to Spot and Listen checks equal to its HD. This ability functions while in a stone sentinel state.
    • The gargoyle gains a bonus to Hide, Move Silently and Disguise checks to appear as a stone statue equal to its HD. This ability functions while in a stone sentinel state.
    • The gargoyle gains low-light vision and darkvision 120 ft. This ability functions while in a stone sentinel state.


    Beginning at 6th level, a gargoyle can choose any of these powers:

    • The gargoyle gains the ability to turn undead as a good cleric of a level equal to its HD.
    • The gargoyle's maneuverability increases by one step.
    • The gargoyle can dispel illusions as a swift action. This functions as greater dispel magic with a caster level equal to its HD, but only dispels illusions. This is a spell-like ability and can be used a number of times per day equal to 3 + the gargoyle's Charisma modifier.
    • The gargoyle gains the effect of nondetection with a caster level equal to its HD. It can dismiss or renew the effect as a free action. This is a supernatural ability.
    • The gargoyle gains tremorsense to a distance of 10 ft. plus 10 ft. per three HD it has. This ability functions in a stone sentinel state.
    • Whenever the gargoyle has hardness, it increases by 1 per four HD it has.
    • The gargoyle grows to large size. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space and reach become 10 ft. If it is already large it instead becomes huge. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space and reach become 15 ft.


    Beginning at 10th level, a gargoyle can choose any of these powers:

    • The gargoyle can cast spells as a paladin of a level equal to its HD (if good) or a blackguard of a level equal to half its HD (if evil). A neutral gargoyle can choose to cast as either class, but once this choice is made it cannot be changed. A gargoyle casting as a blackguard removes all spells using negative energy from its spell list.
    • The gargoyle gains the effect of dimension lock with a caster level equal to its HD centered on itself. It can dismiss or renew the effect as a free action. This is a supernatural ability.
    • The gargoyle, and any area it is in, cannot be scried upon. Any scrying spell that attempts to view the area within 100 ft. of the gargoyle must succeed on a caster level check (DC 15 + the gargoyle's HD + its Charisma modifier) or fail. It can dismiss or renew the effect as a free action. This is a supernatural ability.
    • The gargoyle can use greater dispel magic, dispel chaos, dispel evil, dispel good, and dispel law as a spell-like ability with a caster level equal to its HD. It can use these abilities a total number of times per day equal to 4 + 1 per three HD it has.



    Fade out (Su)
    Beginning at 3rd level, the gargoyle subtly encourages creatures about it to ignore its presence. Regardless of what kind of senses a creature might have, it must make a Will save (DC 10 + ½ the gargoyle's HD + its Charisma modifier) or be unable to perceive the gargoyle. Creatures must make a new save every minute they are around a gargoyle to determine whether they can perceive the gargoyle. To a creature that failed their first save and succeeded on their second it will appear that the gargoyle suddenly appeared out of thin air, while to a creature that succeeded on their first save and failed their second it will appear that the gargoyle suddenly disappeared. This ability functions only if the gargoyle takes no actions except purely mental ones; if it does take such action the ability immeditely ends and does not reassert itself (requiring a new save) until the end of the first turn it spends taking no actions except purely mental ones.

    The gargoyle can suppress this effect for 1 round as a free action, but it renews automatically on its next turn unless it consciously suppresses it again.

    The Will save DC increases by 10 if the gargoyle is in its stone sentinel state or by 2 if the gargoyle is in its half-awake state.

    Slow rebuilding (Su)
    A 3rd level gargoyle gains some ability to repair itself by drawing on its connection to the positive energy plane. Once per day it can rest for an hour and heal damage (including ability damage) as though undergoing complete bed rest. If it is below 0 HP but not yet dead it regains 1 HP per 3 HD each day until it reaches 0 HP.

    Comprehend glyphs (Ex)
    Beginning at 5th level a gargoyle can read any language and understand any language it speaks as if under the effect of comprehend languages. It also gains a bonus equal to its HD on Decipher Script checks and any Knowledge or Spellcraft checks involving written language.

    Mastery of positive energy (Sp)
    At 5th level the gargoyle gains the ability to sense any channeling of positive energy and draw it to them. It instantly senses any attempt to turn undead or cast a spell or use a spell-like ability using positive energy, such as Conjuration (healing) spells, that is made within 25 ft. + 5 ft. per HD it has. As an immediate action it can attempt to syphon this energy to repair its body. The creature attempting to turn undead or cast a spell or use a spell-like ability using positive energy must make a Will save (DC 10 + ½ the gargoyle's HD + its Charisma modifier) or the turn attempt, spell, or spell-like ability does not have its usual effect.

    Instead, the gargoyle is healed. If the gargoyle used this ability to syphon the energy from an attempt to turn undead, it heals damage equal to 1d8 + 1d8 per 2 HD of the highest HD undead the turn attempt could have turned + the gargoyle's HD (regardless of whether an undead of that HD existed in the area of the turn attempt). If the gargoyle used this ability to syphon the energy from a cure spell, it regains HP as if it were the target of the spell. If the gargoyle used this ability to syphon the energy from a different Conjuration (healing) spell it is healed as if by a cure spell of the same level or, if the spell was of 6th-level or higher, heal, cast by the same creature that attempted to cast the spell.

    Alter stone (Sp)
    A 7th level gargoyle can alter the shape of stone, albeit slowly. This functions as the spell stone shape except that it requires 1 minute to use on worked stone and 10 minutes to use on unworked stone. The gargoyle's caster level is equal to its HD, and it can use this ability at will.

    True fading (Ex)
    Beginning at 9th level, the gargoyle can take a single move action or standard action and a swift action each round without ending its fade out ability, though it still immediately stops working if the gargoyle attacks (see the invisibility spell for what constitutes an attack) unless the attack is a purely mental action.

    Silent comprehension (Ex)
    An 11th-level gargoyle can understand any language, as though under the effect of tongues. It still cannot speak, but it can write in any language.

    Rebuilding (Su)
    At 13th level a gargoyle becomes exceedingly difficult to kill. It gains fast healing 3. In addition, it cannot be killed unless it is brought below -1 x (its HP + 10) by an effect using negative energy or its Constitution is reduced to 0.

    Alternate shapes
    Some gargoyles are of different forms than the standard grotesque. These gargoyles gain fewer guardian powers than their humanoid fellows, but gain other abilities in their place.

    Leonine gargoyle
    A leonine gargoyle is a quadruped and so has no limbs capable of fine manipulation. It gains a secondary bite attack dealing 1d4 + ½ its Strength modifier damage and its claw attacks deal 1d6 + its Strength modifier damage. Its glide and fly speed are 40 ft. with poor maneuverability, but its land speed increases by 10 ft at 3rd and 7th level. It gains no guardian powers at level 4, 6, or 10.

    At level 4 it gains the pounce special ability and two rake attacks dealing 1d4 + ½ its Strength modifier damage.

    At level 6 it increases to large size. His Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space becomes 10 ft. If it later grows to huge size, its reach becomes 10 ft.

    At level 10 it gains the ability to let out a terrible roar once a day for every 3 HD it has. Any enemy within 60 ft. of the gargoyle must make a Will save (DC 10 + ½ the gargoyle's HD + its Charisma modifier). Creatures with fewer HD than the gargoyle that fail their save are stunned for 1 round (or dazed if immune to stunning) and frightened for one minute thereafter. Creatures that succeed on their save are shaken for 1 minute. This is a sonic effect.

    Draconic gargoyle
    A draconic gargoyle is a quadruped and though its forelimbs are capable of the same fine manipulation a humanoid gargoyle's are it cannot walk while doing so. It gains a primary bite attack dealing 1d6 + its Strength modifier damage. It has the same fly speed, but with poor maneuverability. It gains no guardian powers at level 4, 6, 8, or 12.

    At level 4 it gains two wing attacks, each doing 1d4 damage + ½ its Strength modifier damage, and the damage from its bite and claw attacks increase as to 1d8 + its Strength modifier damage and 1d6 + ½ its Strength modifier damage, respectively. It also gains resistacnce 5 to fire, cold, electricity, or acid. Once it chooses, it cannot later change the energy type.

    At level 6 it grows in size to large and gains a secondary tail slap attack that deals 1d8 damage plus 1½ times its Strength bonus. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space becomes 10 ft. and its reach with its bite attack becomes 10 ft. If it later grows to huge size, its reach becomes 10 ft., or 15 ft. with its bite attack. The energy resistance it gained at level 4 increases to resistance 10.

    At level 8 its fly speed increases by 20 ft. Every 2 HD thereafter it increases by a further 20 ft. It also gains spell resistance equal to its 11 + its HD

    At level 12 it becomes immune to the energy type it chose at level 4 and gains resistance 10 to all other energy types. Its hardness doubles, and it gains hardness equal to 2 + ¼ its HD while in a fully active state. It also gains a breath weapon of energy mixed with stone fragments dealing 1d8 damage per 2 HD (Reflex DC 10 + ½ the gargoyle's HD + its Constitution modifier). Half of this damage is the element it chose at level 4 and half is bludgeoning, piercing, and slashing. It can use this breath weapon every 1d4 rounds.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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    Default Re: Jeff the Green's Menagerie: Monster Classes

    Yu Lung


    Image by Dungeons and Drawings. Used with permission.

    Hitdie
    d12.

    Table: the yu lung
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +0 +2 Carp body, +1 Strength, Dexterity, or Constitution
    2nd +2 +3 +0 +3 Keen senses, +1 Intelligence, Wisdom, or Charisma
    3rd +3 +3 +1 +3 Growth, blindsense, +1 Strength, Dexterity, or Constitution
    4th +4 +4 +1 +4 Leap over dragon's gate, +1 Intelligence, Wisdom, or Charisma
    Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all, taken separately), Perform, Sense Motive, Swim, and Use Magic Device.

    Class Features
    All of the following are Class Features of the the yu lung racial class.

    Weapon and Armor Proficiency
    A yu lung is proficient with its natural weapons. It is not proficient with any armor or shields.

    Carp body
    A yu lung is a small dragon with the spirit and aquatic subtypes. It has dragon traits and land and swim speeds of 20 ft. It has a bite that deals 1d6 damage and two claws that deal 1d4 damage. It gains a natural armor bonus equal to his Constitution modifier or his Charisma modifier, whichever is higher.

    The yu lung can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).

    At each odd level, it chooses one of Strength, Dexterity, or Constitution, which increases by 1. At each even level, it chooses one of Intelligence, Wisdom, or Charisma, which increases by 1.

    Keen senses (Ex)
    Starting at 2nd level, the yu lung sees four times as well as a human in shadowy illumination and twice as well in normal light. It also gains darkvision out to 120 feet.

    Growth
    At 3rd level the yu lung grows in size to medium. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. It also gains a tail slap natural attack that deals 1d8 damage.

    Blindsense (Ex)
    Beginning at 3rd level, a yu lung gains the ability to sense its environment intuitively. It gains blindsense, with a range equal to 10 ft. per three levels it has in the yu lung racial class.

    Leap over dragon's gate
    At 4th level the yu lung is ready to ascend in the celestial hierarchy. It now qualifies to become another type of lung dragon by taking levels in the appropriate prestige monster class. It gains DR 2/magic and its natural weapons are treated as magic weapons for the purpose of overcoming damage resistance. Its natural armor increases by 1. It also gains the ability to use detect thoughts and invisibility as spell-like abilities each twice a day. Its caster level is equal to its level in the yu lung racial class, and the save DC is equal to 10 + ½ its yu lung racial class level + its Charisma modifier.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  5. - Top - End - #5
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    Default Re: Jeff the Green's Menagerie: Monster Classes

    Pan Lung


    Image by Kielrae. Used with permission.

    Hitdie
    d12.

    Requirements
    To qualify to become a pan lung, a character must fulfill all of the following criteria.

    Alignment
    Any Lawful.

    Skills
    Diplomacy 4, Sense Motive 4

    Special
    Charisma 13+, must have the leap over dragon's gate racial class ability, cannot have levels in any lung dragon class except for yu lung.

    Table: the pan lung
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Coiling body, alternate form, flight
    2nd +1 +3 +0 +3 Guardian magic I, +1 Charisma
    3rd +2 +3 +1 +3 Water fire, scaly command, +1 Strength
    4th +3 +4 +1 +4 Constrict, growth, +1 Charisma
    5th +3 +4 +1 +4 Temple guardian, spell resistance
    6th +4 +5 +2 +5 Guardian magic II, +1 Charisma and Strength
    7th +5 +5 +2 +5 Minions
    8th +6/+1 +6 +2 +6 Frightful presence, growth, +1 Charisma
    9th +6/+1 +6 +3 +6 Temple protector, +1 Strength
    10th +7/+2 +7 +3 +7 Guardian magic III, +1 Charisma
    Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all, taken separately), Perform, Sense Motive, Swim, and Use Magic Device.

    Class Features
    All of the following are Class Features of the the yu lung racial class.

    Weapon and Armor Proficiency
    A pan lung gains no proficiency with any weapons or armor.

    Coiling body
    When a yu lung ascends in the celestial hierarchy and becomes a pan lung, it loses its aquatic subtype but retains the ability to breathe water as easily as it breathes air. It gains the earth subtype, and its land and swim speeds both increase to 30 ft. It no longer has hands capable of fine manipulation, but it can use its tail to open doors, grab items, and other similar tasks. Its levels in the pan lung racial class stack with its levels in the yu lung racial class to determine the range of its blindsense and its caster level for its invisibility and detect thoughts spell-like abilities. Its damage reduction from the yu lung racial class increases by 1 at each even level

    At each even level its Charisma increases by 1. At 3rd level and every third level thereafter its Strength increases by 1.

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

    Flight (Su)
    A pan lung gains a fly speed equal to twice its land speed with poor maneuverability. It can safely fly for a number of rounds equal to its Constitution modifier (minimum 1 round). It can exert itself to fly for up to twice as long, but then it's fatigued at the end of the flight. It is likewise fatigued after spending a total of more than 10 minutes per day flying.

    When it reaches level 6, the pan lung has enough stamina and prowess to fly for longer periods; flying requires no more exertion than walking or running.

    A pan lung can make a dive attack. A dive attack works like a charge, but the pan lung must move a minimum of 30 feet and descend at least 10 feet. A pan lung can make a dive attack only with its bite attack; if the attack hits, it deals double damage.

    A pan lung can use the run action while flying, provided it flies in a straight line.

    Guardian magic (Sp)
    At 2nd level the pan lung gains access to a small number of spell-like abilities, given in the table below.

    In addition, every even level the pan lung can choose a single abjuration, enchantment, or illusion spell from the shamanOA, shugenjaCD or wu jenCA list or any spell from the Celestial, Guardian, or Stone shaman domainsOA. The spell must not have a costly material component or focus or an XP component and must be of a level no higher than half its level plus 1. It can use this spell as a spell-like ability a number of times equal to 1 + 1 per two levels above the level it gained the spell-like ability.

    A pan lung's caster level for these spell-like abilities is equal to its level + 4 and the save DC is equal to 10 + the level of the spell + the pan lung's Charisma modifier.

    Level Spell-like ability Uses per day (each)
    2 Bane, bless, charm person, silent image, stone shape and ventriloquism 3/day
    5 Bane, bless, charm person, silent image, stone shape and ventriloquism At will
    6 Charm monster, major image and phantasmal killer 1/day
    9 Charm monster, major image and phantasmal killer 3/day
    10 Mirage arcana, wall of stone 1/day

    Water fire (Su)
    At 3rd level a pan lung can surround itself in an aura of ghostly, flickering, multi-colored flames that cause damage to any creature touching it. To use this ability the pan lung must be touching or submerged in water. Any creature striking the pan lung with its body or melee weapons deals normal damage, but at the same time the attacker takes 2d6 damage plus an 1d6 every three levels above 3rd. Other lung dragons of any variety are immune to water fire. The pan lung can dismiss the water fire at any time, and it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the pan lung cannot activate it again for 2d6 minutes.

    Scaly command (Su)
    Pan lungs have a special connection to scaly things, and so can call them to his aid. Starting at third level, it can use this ability three times per day. It functions as charm animal cast by a druid with a caster level equal to the pan lung's level + 4, except that it affects a number of animals equal to the pan lung's HD and only affects scaly animals (fish and reptiles). The pan lung can communicate with any charmed animal as though using speak with animals.

    Constrict (Ex)
    At 4th level the pan lung gains the constrict special ability. On a successful grapple check, it deals damage equal to its tail slap attack.

    Growth
    At 4th level the pan lung grows in size to large and gains a secondary tail slap attack that deals 1d8 damage plus 1½ times its Strength bonus. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space becomes 10 ft. and its reach with its bite attack becomes 10 ft.

    At 8th level it grows to huge and gains a crush attack. Again, its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage. Its space becomes 15 ft. and its reach becomes 10 ft. (15 ft. with its bite attack).

    Temple guardian (Su)
    At 5th level, a pan lung becomes able to protect its asigned temple—or any other place it needs, for the kami can be found in any place, sacred or profane. Once per week it can declare an area under its protection. This functions as the consecrate spell (or desecrate, if the pan lung is evil), except that it is centered on the pan lung, extends 100 ft. plus 20 ft. per level, and lasts for one week or until the pan lung leaves the area (whichever comes first).

    Spell resistance
    At 5th level, the pan lung gains spell resistance equal to 10 + its HD.

    Minions
    A 6th-level pan lung can bind the unvirtuous dead to its service. This functions as the Leadership feat except that its leadership score is equal to 4 + its level + its Charisma modifier, and is not changed by the other modifiers listed by the feat. Its cohort and all its followers must be humans. Its cohort may have levels in monk, samuraiOA or CW, soheiOA, ninjaCAdv, dragon samuraiMH, roninMH, any NPC class, or any prestige class in Oriental Adventures. Its followers may have levels only in NPC classes.

    Frightful presence (Ex)
    Beginning at 8th level, a pan lung can unsettle foes with its mere presence. The ability takes effect automatically whenever the pan lung attacks, charges, or flies overhead. Creatures within a radius of 15 feet × the pan lung's HD are subject to the effect if they have fewer HD than the pan lung. A potentially affected creature that succeeds on a Will save (DC 10 + ½ the pan lung’s HD + its Cha modifier) remains immune to the pan lung's frightful presence for 24 hours. On a failure, creatures 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.

    Temple Protector (Su)
    Starting at 9th level, the pan lung's temple guardian ability functions as hallow (or unhallow, if it is evil) instead of consecrate except that the effect still fades after one week or when the pan lung leaves the area.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  6. - Top - End - #6
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    Default Re: Jeff the Green's Menagerie: Monster Classes

    Li Lung


    Hitdie
    d12.

    Requirements
    To qualify to become a li lung, a character must fulfill all of the following criteria.

    Skills
    Intimidate 7

    Special
    Strength 15+, must have the leap over dragon's gate racial class ability, cannot have levels in any lung dragon class except for yu lung.

    Table: the li lung
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +0 +2 Body of earth, alternate form, flight
    2nd +2 +3 +0 +3 Cavern magic I, +1 Strength
    3rd +3 +3 +1 +3 Tremors, +1 Constitution
    4th +4 +4 +1 +4 Roar, growth, +1 Strength
    5th +5 +4 +1 +4 Earthquake immunity, spell resistance
    6th +6/+1 +5 +2 +5 Cavern magic II, tunneling, +1 Strength and Constitution
    7th +7/+2 +5 +2 +5 Thundrous roar
    8th +8/+4 +6 +2 +6 Frightful presence, growth, +1 Strength
    9th +9/+6 +6 +3 +6 Earthquake, +1 Constitution
    10th +10/+5 +7 +3 +7 Cavern magic III, roar of the shuddering earth, +1 Strength
    Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Disguise, Escape Artist, Hide, Intimidate, Knowledge (all, taken separately), Move Silently, Perform, Swim, and Use Magic Device.

    Class Features
    All of the following are Class Features of the the li lung racial class.

    Weapon and Armor Proficiency
    A li lung gains no proficiency with any weapons or armor.

    Body of earth
    When a yu lung ascends in the celestial hierarchy and becomes a li lung, it loses its aquatic subtypeand gains the earth subtype. Its land speed increases to 40 ft, and it gains two wing secondary natural attacks that do 1d6 damage plus ½ the li lung's Strength modifier. It gains a burrow speed of 5 ft., which increases by 5 ft. each level after 1st. It may choose whether or not to leave a tunnel. Its levels in the pan lung racial class stack with its levels in the yu lung racial class to determine the range of its blindsense and its caster level for its invisibility and detect thoughts spell-like abilities. Its damage reduction from the yu lung racial class increases by 1 at each even level

    At each even level its Strength increases by 1. At 3rd level and every third level thereafter its Constitution increases by 1.

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

    Flight (Ex)
    A li lung gains a fly speed equal to twice its land speed with poor maneuverability. It can safely fly for a number of rounds equal to its Constitution modifier (minimum 1 round). It can exert itself to fly for up to twice as long, but then it's fatigued at the end of the flight. It is likewise fatigued after spending a total of more than 10 minutes per day flying.

    When it reaches level 6, the pan lung has enough stamina and prowess to fly for longer periods; flying requires no more exertion than walking or running.

    A li lung can make a dive attack. A dive attack works like a charge, but the li lung must move a minimum of 30 feet and descend at least 10 feet. A li lung can make a dive attack only with its bite attack; if the attack hits, it deals double damage.

    A pan lung can use the run action while flying, provided it flies in a straight line.

    Cavern magic (Sp)
    At 2nd level the li lung gains access to a small number of spell-like abilities, given in the table below.

    In addition, at 2nd level and every three levels thereafter the li lung can choose a single spell of the earth or metal elements from the shugenjaCD or wu jenCA lists, any evocation spell from the shamanOA, shugenja, or wu jen lists, or any spell from the Celestial, Fury, or Stone shaman domainsOA. The spell must not have a costly material component or focus or an XP component and must be of a level no higher than half its level plus 1. It can use this spell as a spell-like ability a number of times equal to 1 + 1 per three levels above the level it gained the spell-like ability.

    A li lung's caster level for these spell-like abilities is equal to its level + 4 and the save DC is equal to 10 + the level of the spell + the pan lung's Charisma modifier.

    Level Spell-like ability Uses per day (each)
    2 Lion's chargeSpC, meld into stone, and stone shape 1/day
    5 Lion's chargeSpC, meld into stone, and stone shape 3/day
    6 Move earth, transmute mud to rock, transmute rock to mud, wall of stone 1/day
    9 Move earth, transmute mud to rock, transmute rock to mud, wall of stone 3/day
    10 Disintegrate, flesh to stone 1/day

    Tremors (Su)
    Beginning at 3rd level, small earthquakes constantly surround the li lung. While it touches the ground, the area in a 5-ft. radius around it is rough terrain. At 7th and again at 10th this radius increases by 5.

    At 6th level anyone within this radius must make a DC 5 Balance check at the beginning of their turn or fall prone. They do not need to make an additional balance check if attacked, but if they don't have at least 5 ranks in Balance they are flat-footed.

    At 9th level the li lung can make a trip attempt as a free action, using its Charisma modifier on the opposed check instead of its Strength. It need not succeed on a touch attack and so doesn't provoke attacks of opportunity. Once it uses this ability it must wait 1d4 rounds before using it again.

    The li lung can suppress this effect for 1 round as a free action, but it renews automatically on its next turn unless it consciously suppresses it again.

    Roar (Ex)
    At 4th level a li lung can release a long roar like metal and earth scraping against each other. Any creture within 5 ft. per level of the li lung is deafened while it roars. The li lung can roar for a number of rounds equal to twice its level each day, split up as it likes. This is a sonic effect.

    Growth
    At 4th level the pan lung grows in size to large and gains a secondary tail slap attack that deals 1d8 damage plus 1½ times its Strength bonus. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space becomes 10 ft. and its reach with its bite attack becomes 10 ft.

    At 8th level it grows to huge and gains a crush attack. Again, its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage. Its space becomes 15 ft. and its reach becomes 10 ft. (15 ft. with its bite attack).

    Earthquake immunity (Su)
    Beginning at 5th level, a li lung is never harmed by earthquakes, whether natural or magical. If an earthquake collapses a cavern on the li lung, for example, it is merely inconvenienced and must dig its way out, but takes no damage from the falling stone.

    Spell resistance
    At 5th level, the li lung gains spell resistance equal to 10 + its HD.

    Tunneling (Ex)
    Beginning at 6th level, a li lung can tunnel through solid stone at a speed of 5 ft. It may choose whether or not to leave a tunnel.

    Thundrous roar (Su)
    A li lung that reaches 7th level can intensify its roar to permanently damage its enemies' hearing. Three times per day as a swift action the li lung can emit a crash of intense roaring that deals 1d4 sonic damage per 2 levels and deafens any creature within 5 ft. per level. A successful Fortitude saving throw (DC 10 + ½ the li lung's HD + its Charisma modifier) halves the damage and negates the deafening. The li lung can only use this ability in a round when it uses its roar ability. This is a sonic effect.

    Frightful presence (Ex)
    Beginning at 8th level, a li lung can unsettle foes with its mere presence. The ability takes effect automatically whenever the li lung attacks, charges, or flies overhead. Creatures within a radius of 15 feet × the li lung's HD are subject to the effect if they have fewer HD than the li lung. A potentially affected creature that succeeds on a Will save (DC 10 + ½ the li lung’s HD + its Cha modifier) remains immune to the li lung's frightful presence for 24 hours. On a failure, creatures 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.

    Earthquake (Su)
    At 9th level a li lung can cause an earthquake in a 150 ft. radius, centered on itself. This otherwise functions as the earthquake spell.

    Roar of the shuddering earth (Su)
    At 10th level, the li lung's voice is a terrible thing to behold that carries in it the rumbling of the earth and roar of heaven's wrath. Once per day as a full-round action, the li lung can emit a titanic burst of sound. Any creature within 60 ft. must make a Fortitude save or be deafened permanently, a Fortitude save or be stunned for one round, a Will save or be frightened for 1d4+1 rounds, a Will save or be dazed for one round, a Reflex save or fall prone (or plummet to the ground, if flying, taking falling damage unless it has or can activate a feather fall spell or similar effect), and a Reflex save or be knocked 1d6 × 10 ft. back away from the li lung, to a maximum of 60 ft. away from the li lung (if prevented from moving by a solid object the creature takes 1d6 damage for every five feet it did not travel). The save DC for all of these effects is equal to 20 + the li lung's Charisma modifier.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  7. - Top - End - #7
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    Default Re: Jeff the Green's Menagerie: Monster Classes

    Shen Lung


    Hitdie
    d12.

    Requirements
    To qualify to become a shen lung, a character must fulfill all of the following criteria.

    Alignment
    Any Lawful.

    Skills
    Diplomacy 7

    Special
    Wisdom 13+, must have the leap over dragon's gate racial class ability, cannot have levels in any lung dragon class except for yu lung.

    Table: the shen lung
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Spirit body, alternate form, flight
    2nd +1 +3 +0 +3 Emissary magic I, +1 Wisdom
    3rd +2 +3 +1 +3 Scaly command, veil of purity (vermin), +1 Constitution
    4th +3 +4 +1 +4 Growth, +1 Wisdom
    5th +3 +4 +1 +4 Water fire, spell resistance
    6th +4 +5 +2 +5 Emissary magic II, +1 Wisdom and Constitution
    7th +5 +5 +2 +5 Veil of purity (taint)
    8th +6/+1 +6 +2 +6 Frightful presence, growth, +1 Wisdom
    9th +6/+1 +6 +3 +6 , +1 Constitution
    10th +7/+2 +7 +3 +7 Emissary magic III, +1 Wisdom
    11th +8/+3 +7 +3 +7 Veil of purity (chaos)
    12th +9/+4 +8 +4 +8 Spirit walker, growth, +1 Wisdom and Constitution
    Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Disguise, Escape Artist, Hide, Intimidate, Knowledge (all, taken separately), Move Silently, Perform, Swim, and Use Magic Device.

    Class Features
    All of the following are Class Features of the the shen lung racial class.

    Weapon and Armor Proficiency
    A li lung gains no proficiency with any weapons or armor.

    Spirit body
    When a yu lung ascends in the celestial hierarchy and becomes a shen lung, it loses its aquatic subtype and gains the water subtype, but retains the ability to breathe water as easily as it breathes air. Its levels in the pan lung racial class stack with its levels in the yu lung racial class to determine the range of its blindsense and its caster level for its invisibility and detect thoughts spell-like abilities. Its damage reduction from the yu lung racial class increases by 1 at each even level

    At each even level its Wisdom increases by 1. At 3rd level and every third level thereafter its Constitution increases by 1.

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

    Flight (Su)
    A shen lung gains a fly speed equal to twice its land speed with poor maneuverability. It can safely fly for a number of rounds equal to its Constitution modifier (minimum 1 round). IT can exert itself to fly for up to twice as long, but then it's fatigued at the end of the flight. It is likewise fatigued after spending a total of more than 10 minutes per day flying.

    When it reaches level 6, the shen lung has enough stamina and prowess to fly for longer periods; flying requires no more exertion than walking or running.

    A shen lung can make a dive attack. A dive attack works like a charge, but the pan lung must move a minimum of 30 feet and descend at least 10 feet. A shen lung can make a dive attack only with its bite attack; if the attack hits, it deals double damage.

    A pan lung can use the run action while flying, provided it flies in a straight line.

    Emissary magic (Sp)
    At 2nd level the shen lung gains access to a small number of spell-like abilities, given in the table below.

    In addition, at 2nd level and every three levels thereafter the shen lung can choose a single spell of the Abjuration, Divination, or Transmutation from the shugenjaCD or wu jenCA lists or any spell from the Celestial or Water shaman domainsOA. The spell must not have a costly material component or focus or an XP component and must be of a level no higher than half its level plus 1. It can use this spell as a spell-like ability a number of times equal to 1 + 1 per three levels above the level it gained the spell-like ability.

    A li lung's caster level for these spell-like abilities is equal to its level + 4 and the save DC is equal to 10 + the level of the spell + the pan lung's Charisma modifier.

    Level Spell-like ability Uses per day (each)
    2 Bane, bless, commune with lesser spirit, shield of faith 3/day
    5 Bane, bless, commune with lesser spirit, shield of faith At will
    6 Call lightning, cone of cold, control weather, ice storm 1/day
    9 Call lightning, cone of cold, control weather, ice storm 3/day
    10 Horrid wilting 1/day

    Scaly command (Su)
    Shen lungs have a special connection to scaly things, and so can call them to his aid. Starting at third level, it can use this ability three times per day. It functions as charm animal cast by a druid with a caster level equal to the pan lung's level + 4, except that it affects a number of animals equal to the pan lung's HD and only affects scaly animals (fish and reptiles). The pan lung can communicate with any charmed animal as though using speak with animals.

    Veil of purity (Su)
    Shen lungs have a purity of spirit unrivaled by other lung dragons. At 3rd level a vermin must succeed on a Will save (DC 10 + ½ the pan lung’s HD + its Cha modifier) in order to approach within 5 ft. of the shen lung. This radius increases by 5 ft. each odd level thereafter. At 7th level this applies also to tainted creatures, and at 11th level applies to any Chaotic creature.

    This is an abjuration effect, and so if the shen lung forces the barrier against such a creature it repels, it feels a discernible pressure against the barrier. If it continues to apply pressure, the effect ends, though the shen lung can reactivate it as a free action on its next turn.

    Growth
    At 4th level the shen lung grows in size to large and gains a secondary tail slap attack that deals 1d8 damage plus 1½ times its Strength bonus. Its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage, as shown in the table Increased Damage by Size. Its space becomes 10 ft. and its reach with its bite attack becomes 10 ft.

    At 8th level it grows to huge and gains a crush attack. Again, its Strength, Dexterity, and Constitution scores do not change, but its natural armor bonus increases by 2 and its natural weapons do more damage. Its space becomes 15 ft. and its reach becomes 10 ft. (15 ft. with its bite attack).

    Water fire (Su)
    At 5th level a shen lung can surround itself in an aura of ghostly, flickering, multi-colored flames that cause damage to any creature touching it. To use this ability the shen lung must be touching or submerged in water. Any creature striking the shen lung with its body or melee weapons deals normal damage, but at the same time the attacker takes 2d6 damage plus an 1d6 every three levels above 3rd. Other lung dragons of any variety are immune to water fire. The shen lung can dismiss the water fire at any time, and it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the shen lung cannot activate it again for 2d6 minutes.

    Spell resistance
    At 5th level, the shen lung gains spell resistance equal to 10 + its HD.

    Frightful presence (Ex)
    Beginning at 8th level, a shen lung can unsettle foes with its mere presence. The ability takes effect automatically whenever the shen lung attacks, charges, or flies overhead. Creatures within a radius of 15 feet × the shen lung's HD are subject to the effect if they have fewer HD than the shen lung. A potentially affected creature that succeeds on a Will save (DC 10 + ½ the li lung’s HD + its Cha modifier) remains immune to the shen lung's frightful presence for 24 hours. On a failure, creatures 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.

    Spirit walker (Su)
    A 12th-level shen lung has a much stronger connection to the spirit realm than other lung dragons. This ability functions as ethereal jaunt except that it transports the Shen Lung to the Spirit World instead of the ethereal plane, except that the Shen Lung can activate or deactivate it as a free action once per turn. It can spend a number of rounds equal to twice its HD each day in the Spirit World.

    The shen lung can transport other creatures to the Spirit World with it, but this requires more effort. The creatures to be transported must ride the shen lung and remain on its back. If they dismount the shen lung, they are immediately transported back to the material realm. Each round the shen lung is in the Spirit World with a rider counts as two rounds against its daily limit.

    When the shen lung has 20 HD, it can remain in the Spirit world for a number of minutes equal to twice its HD each day in the Spirit Realm, and can take riders with it without it consuming extra effort.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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