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  1. - Top - End - #541
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    As a PrC the War Troll doesn't give quadruple skill points at first level.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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  2. - Top - End - #542

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

    Sea Hag

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Hag of the Sea, Drowned Most foul, Filthy Air +1 Str

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    | As the Water Does, Evil Eye, +1 Cha

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Crystal Eye, +1 Cha

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Weakeningly Vile, +1 Str [/table]
    Skills: 4+int per level, class skills are Bluff, Craft, Hide, Knowledge (Any), Listen, Spot, and Swim.

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

    Features:
    Hag of the Sea: The Sea Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', base swim speed of 40’, darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Charisma modifier.
    As a creature with a swim speed, the Sea Hag gains a +8 to swim checks to avoid natural hazards, and may 10 on swim checks even while under duress
    Ability Score Increases: The Green Hag gets +1 Con at 1st level +1 Str at 2nd and 5th levels and a +1 Cha at 3rd and 4th levels.

    Drowned Most Foul: The first level Sea Hag appears little better than a long since drowned human, half elven or elven woman who died upon reaching adulthood, Many have little idea of what they are, but are quickly rejected from humanoid societies when this begins to develop. The Sea hag ages and rots prenaturally fast, and accelerates her vile transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

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

    As the Water Does: At second level the Sea Hag has begun to become so waterlogged and foul that she seems to become unnaturally tough acquiring SR equal to 11+HD.

    Evil Eye: At second level the Sea Hag can cause ruin and destruction by simply turning a cruel gaze upon creatures. By turning her wicked gaze upon a target whitin 10 feet per HD, that need not see her, the Sea Hag may, as a Standard action, require an opponent must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) will save or become dazed for one round. Evil Eye is a Fear effect. The Sea Hag may use this ability a number of times per day equal to her charisma modifier (min 1).

    Upon reaching 8HD the sea hag may instead show a creature their own death with this effect, the creature must succeed on a Fortitude save of the same DC or be dazed for a number of rounds equal to her charisma modifier,

    Upon reaching 12 HD, after rolling the initial save, they must succeed on Will save of DC (10+1/2 the Hag’s HD+ Charisma score) or die outright from fear. This is a Fear Effect, and the Sea Hag may choose to supress it if she wishes to only daze an oponent.

    Weakeningly Vile: At fourth level a Sea Hag is a special king of vile, she is treated as having the willing deformity feat, but she does not gain the normal +2 to intimidate scores. Rather the Sea Hag’s skin is even more foul than a Green or Anis Hags could possibly be, even drowned humans and miserable undead shudder to see a Sea Hag. Any creature whitin 10 foot per HD (Besides another Hag or anyone the Hag considers an ally) that looks upon her must succeed on a DC (10+1/2 the Hag’s HD+ Charisma score) Fortitude save or immediately suffer 1d6 points of strength damage. This cannot reduce a creature’s strength beyond 0, but a creature so reduced to 0 strength is helpless. A creature that succeeds on its save against this effect cannot be effected for another 24 hours. The Sea Hag may use this ability a number of rounds per day equal to her HD+ her charisma modifier (min 0).
    For every four extra HD this damage increases by an extra 1d6 strength damage.


    Crystal Eye: At third level, the Sea Hag may create a simple magic trinket, that can be used by her, and two other Hags or other spell casters. Any Hags or creatures to be allowed to use the Crystal eye must be involved in the creation of this trinket and must be present at its creation, which requires 24 hours. This trinket requires 50 gold in raw materials. After this the trinket becomes a disembodied eye that any of the three Hags or spell casters may see through whenever it may wish, so long as the creature seeing though it is on the same plane of existence. This Crystal eye has hardness 5 and 10 hit points. If it is destroyed the Sea Hag, and any Hags or Spellcasters involved in it’s creation suffer 1d10 points of damage and the Sea hag is blinded for 24 hours.


    Comments:

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

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

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

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

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

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

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

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

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

    Edit 4:Should of done my homework last night.


    Done by ChumpLump, some tweaks by me.
    Last edited by Oslecamo; 2010-09-23 at 07:17 AM.

  3. - Top - End - #543
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    She's a Witch! Burn her!okay, technically a hag.
    Last edited by Mystic Muse; 2010-09-22 at 03:44 PM.

  4. - Top - End - #544

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

    The Werelizard



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    Prerequisites
    To become a Werelizard, the character must meet the following requirements

    Race: Any medium or large humanoid or giant
    [b]Special:[b]Must have been injured by the natural attack of another Werelizard and contracted lycanthropy.
    HD:d8
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Alternate form(lizard), Lizard empathy, Lunar body, Reptilian Senses

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Alternate form(hybrid), Lunar Hide
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Growth, Sharpened Bite
    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Curse of lycanthropy, Devour [/table]
    Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

    Proficiencies: A Werelizard gains proficiency with their own natural weapons

    Features:

    Lunar body(ex): Werelizards retain old racial modifiers and gain the Shapechanger subtype. They gain low-light vision if they did not already possess it.

    A Werelizard gains natural armor equal to its con bonus while in lizard or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

    Lizard empathy: a werelizard can communicate with wolves and dire wolves regardless of form and gains a +4 bonus on charisma based checks to influence them.

    Alternate Form (Su): At first level, a Werelizard can take lizard form. The Werelizard must choose to either become Crocodile, Monitor or Horned Lizard at 1st level. This choice cannot be changed hereafter. While in lizard form, a Werelizard cannot use weapons but gains a bite attack dealing 1d6 damage; dependant on type chosen there are different modes of movement are allowed. A Werelizard can transform 1/day/HD, and can remain transformed indefinitely.

    A Crocodile in Lizard form has a set speed of 20 ft. land & 30 ft. swim. While in lizard form it gains Improved Grab as a special ability, and may drag the opponent down with its jaws dealing 1d6+Str Mod Damage.

    A Monitor in Lizard form has a set speed of 20 ft. land & 30 ft. swim. While in lizard form it gains Great Fortitude as a special ability and while in forests its natural bonus to Hide & Move Silently increases to HD. A Monitor Werelizard while transformed, hybrid or lizard, is large and may not choose to be smaller.

    A Horned Lizard in Lizard form has a set speed of 20 ft. land & 20 ft. burrow. While in lizard form it gains Spines as a special ability. An opponent that hits it with a melee attack automatically takes 1d4 points of piercing damage. This damage increases with each size category the creature grows.


    For every level in Werelizard, or for every two in another class, the Werelizard's alternate form improves as shown below
    {table]Werelizard level+1/2 other levels | Ability improvements
    1|+1dex
    2|+1dex, +1con
    3|+1str, +1dex, +1con
    4|+1str, +2dex, +1con
    5|+1str, +2dex, +2con
    6|+2str, +2dex, +2con
    7|+2str, +3dex, +2con
    8|+2str, +3dex, +3con
    9|+3str, +3dex, +3con
    10|+3str, +4dex, +3con
    11|+3str, +4dex, +4con
    12|+4str, +4dex, +4con [/table]
    At second level, a Werelizard can assume hybrid form. While in hybrid form, a Werelizard gains two claw attacks for 1d4 damage each and a bite attack dealing 1d6 damage, and can wield any weapons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size.

    Reptile Senses: a Werelizard gains the Alertness feat and gains a bonus on Hide and Move Silently equal to its 1/2 its HD.

    Lunar Hide:
    At 2nd level a Werelizard gains DR/silver equal to half it's HD.

    Growth: At 3rd level, a Werelizard's alternate forms become large. A Monitor Werelizard's alternate form becomes huge.

    A Werelizard of 12 HD or more may choose to become huge by expending two normal transformations. A Monitor Werelizard may choose to become gargantuan by expending two normal transformations.


    A Werelizard of 16 HD or more may choose to become gargantuan by expending three normal transformations. A Monitor Werelizard may choose to become colossal by expending three normal transformations.


    A Werelizard of 20 HD or more may choose to become colossal by expending four normal transformations. At this point the Monitor Werelizard may expend 1 transformation to become Gargantuan and two to become Collosal.

    Sharpened Bite:
    At 3rd level a Werelizard’s bite becomes even more deadly. Their bite improves to 1d8 + Str Modifier Damage. As well at this point the Werelizard has become so use to biting that it gains Improved Natural Attack (Bite).

    Curse of lycanthropy:
    At 4th level a Werelizard can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.

    Devour (Ex):
    Whenever a Werelizard deals damage with its mouth, it regains a number of hit points equal to half the damage inflicted. Any excess gained becomes temporary hit points which last for a maximum of one hour.


    Done by un_known, some tweaks by me.
    Last edited by Oslecamo; 2010-09-24 at 05:42 PM.

  5. - Top - End - #545

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

    Quote Originally Posted by Kyuubi View Post
    She's a Witch! Burn her!okay, technically a hag.
    Well, throwing her on the water won't do much.

    Werelizard, Green and Sea Hags, War Troll, Rust monster added to the index, kudos to the creators!

    monkman:
    Just to ask you to clean up the text a bit, and dazing blow should be 10+1/2HD+Str modifier, otherwise looks great!

  6. - Top - End - #546
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Kobold-Bard View Post
    As a PrC the War Troll doesn't give quadruple skill points at first level.
    i changed it
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Death knight(Template)

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    Prerequisite: Need to be evil and at least lv 6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Undying Body,Death touch, Natural armor,Abyssal blast 1+str

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Immunities,Damage Reduction,Spell Resistance +1str

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Fear Aura,Undead Followers or mount, bonus against turning +1str [/table]
    HD:D12

    Skills: 2+int mod. A death knight has no class skills.

    Proficiencies: A death knight gains profecienty with all armor, and shield(including tower sheild) all simple weapons and all martial weapons.

    Undying Body:Unlike other monster classes, the Death knight doesn't lose his racial ability modifiers, but he does gain undead traits:
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    * No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
    * Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    * Death knights don't need to breath, eat, or sleep. However, a death knight may do any of the three if desired.


    Death touchThe death knight’s touch attack uses negative energy to deal damage equal to 1d8 + the death knight’s Charisma bonus to living creatures. Each successful touchattack also deals 1 point of Constitution damage. A Will save(DC 10 + 1/2 death knight’s HD + death knight’s Charisma
    modifier) reduces the damage by half and negates the Constitution damage.A death knight can channel the touch through Melee weapons.FOr two weapon fighting it appiles for both weapons.

    Natural armor: a death knight gains natural armor equal to it's str modifier

    Abyssal blast A death knight can use this ability 1 per 4 HD Per day.It creates a giant fire ball that damages 1d6/HD and has a ranged of 200+40/HD.Half the damage is fire base and half the damage is divine.A Reflex save (DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier)

    Immunities : Death knights are immune to cold and gain resitances to electricity and polymorph equal to his HD
    Damage ReductionAt 2th level, a death knight gains Damage Reduction equal to 1/2 its HD, This is DR/bludgeoning and magic

    Spell resitance: : Death Knights gain Spell resitance equal to 11+HD

    Fear Aura Death knights are shrouded in a dreadful aura of death and evil. All Creatures within 5ft/2HD of a death knight must succeed at a Will save (DC 10 +1/2 death knight’s HD + death knight’s Charisma modifier).If lower tha half the death knight HD, if the pesron fail's he is panicked,if they succed , they are shaken. IF a person of more then half the death knight's HD fails, they are shaken, If they succed nothing happens. this only affect's enemies.

    Undead Followers or mount: Death knights gain undead as followers(Skeletons,zombies,ghast,etc)the combined ECL should be equal or lower to the HD of the Death Knight , These undead remain in the service of the death knight untill they are destored.
    Instead of having undead followers a death knight can chose a mount form the blackguard list. The mount has a ECl of -1 compared to the death knight HD
    If either are destroyed, new ones appear in a week.

    Bonus against turning : A death knight gains a bonus against turning. He is considered 3 lvs higher for a turning check made by a enemy.


    Tell me what you think
    Last edited by monkman; 2010-10-14 at 05:33 PM.
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    Totem Cleric:A divine fighter that uses a totem which empowers him.

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  8. - Top - End - #548

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

    Quote Originally Posted by monkman View Post
    Tell me what you think
    -Undeads get good will saves and bad Bab. No exceptions.
    -Needs nat armor bonus somewhere.
    -No Abyssal blast?
    -Pre-requisite so that you can only take it at 6th level at earliest.
    -Could use some Str bonus.
    -SR should be 11+HD.
    -Make the DR/bludgeoding and magic.
    -Allow it to channel his Death touch trough weapons.
    -Replace immunities by resistances and bonus against polymorph effects equal to HD. You should only give flat out immunity to one thing in one class, and even then for stuff that should be really immune (dragons and elementals for example)
    -Allow it to choose between a mount or undead mooks.
    -Make the mount ECL-1 of the Death Knight and must be something that he can actualy ride on it's natural form.
    -Bonus against turning.
    -Make the undead mooks be ECL-3 of the Death Knight max.
    -If either are destroyed new ones appear in a week.
    -Make the fear aura work against everybody in a 5 foot per 2 HD radius, but creatures with more than half HD are shaken if they fail, creatures with half or less are panicked if they fail, shaken if they suceed.
    Last edited by Oslecamo; 2010-09-22 at 06:16 PM.

  9. - Top - End - #549
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Should we add something that says fear auras and such don't affect your allies? Otherwise, they seem like they could end up just being an annoyance.

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

    Quote Originally Posted by Oslecamo View Post
    -Undeads get good will saves and bad Bab. No exceptions.
    -Needs nat armor bonus somewhere.
    -Pre-requisite so that you can only take it at 6th level at earliest.
    -Could use some Str bonus.
    -SR should be 11+HD.
    -Make the DR/bludgeoding and magic.
    -Allow it to channel his Death touch trough weapons.
    -Replace immunities by resistances and bonus against polymorph effects equal to HD. You should only give flat out immunity to one thing in one class, and even then for stuff that should be really immune (dragons and elementals for example)
    -Allow it to choose between a mount or undead mooks.
    -Make the mount ECL-1 of the Death Knight and must be something that he can actualy ride on it's natural form.
    -Bonus against turning.
    -Make the undead mooks be ECL-3 of the Death Knight max.
    -If either are destroyed new ones appear in a week.
    -Make the fear aura work against everybody in a 5 foot per 2 HD radius, but creatures with more than half HD are shaken if they fail, creatures with half or less are panicked if they fail, shaken if they suceed.
    i think ive done all this

    -No Abyssal blast?
    should it be 1d6 damage/2hd and 40ft+5ft/2hd? or should it be the one in the monster manual 2, 1d6 damage/Hd and 200+ 40 ft/hd??
    Last edited by monkman; 2010-09-22 at 07:23 PM.
    awesome avatar made by Trazoi
    Totem Cleric:A divine fighter that uses a totem which empowers him.

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

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  11. - Top - End - #551
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Any interest in Playable 'Living Spells,' I know 'Build your own X' classes are frowned on here, but I'm building something like that for living spells, and could easily transcribe a few to individual classes, if there were interest of course.

    An easy few to do would be Dancing Lights, Ghost Sound, Burning Hands, Silence and Lightning Bolt. I could also throw down a 'Living whathaveyou' for those of you who'd like to expand on all this.

    Of course, this all hangs on the little hook of 'if there were interest.' No reason building things people don't want.
    Come with me, time out of mind...

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

    Quote Originally Posted by ChumpLump View Post
    ...

    Of course, this all hangs on the little hook of 'if there were interest.' No reason building things people don't want.
    Speak for yourself. I build nothing but things no-one will ever play, it's kind of my thing
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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

    Quote Originally Posted by Kyuubi View Post
    Should we add something that says fear auras and such don't affect your allies? Otherwise, they seem like they could end up just being an annoyance.
    Excellent point. Since there's probably dozens of monsters like that do you think a note on the first post should be enough? Or that I should go and edit all monsters? If the last option would someone mind pointing out all monsters with fear auras so I don't miss any?

    Quote Originally Posted by monkman View Post
    i think ive done all this
    Nat armor should be equal to Str modifier, lesser undead minions combined ECL should be equal or lower to double the HD of the Death Knight, not half.

    The fear aura starts as 0 feet, and increases by 5 feet for every 2 HD of the Death Knight. Also state that it only affects oponents, like discussed above.

    Quote Originally Posted by monkman View Post
    should it be 1d6 damage/2hd and 40ft+5ft/2hd? or should it be the one in the monster manual 2, 1d6 damage/Hd and 200+ 40 ft/hd??
    1d6 damage per HD, 200 foot+40 foot/HD range. Few uses per day.

    Quote Originally Posted by ChumpLump View Post
    Any interest in Playable 'Living Spells,' I know 'Build your own X' classes are frowned on here, but I'm building something like that for living spells, and could easily transcribe a few to individual classes, if there were interest of course.
    Living spell is a general template that can be applied to a lot of stuff, just like the vampire, antromorphic animal and death knight, and thus I'm fine with you puting it all on a single class.

    I don't have troubles with you turning one template into a class, I have troubles with you puting several monsters and/or templates on the same class.

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

    Quote Originally Posted by Oslecamo View Post
    Excellent point. Since there's probably dozens of monsters like that do you think a note on the first post should be enough? Or that I should go and edit all monsters? If the last option would someone mind pointing out all monsters with fear auras so I don't miss any?
    I say just mention it in the first post. In bold or underlined preferably since it's a pretty important detail but it's not worth going through every single monster to write it in.

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

    You could use "progressive" spells: as you gain more levels, your spell gets replaced with (a?) stronger version(s?). you could have a list of spells to choose from at first, and advance to stronger spells based on the starting spell at later levels.

    That way you'd only need one class, and it would have enough variety that you could potentially make it a 20th level class.

    maybe you could throw in some metamagics, too. as options.
    Demilich avatar by Smuchmuch. Thank you VERY much!

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

    Quote Originally Posted by flabort View Post
    You could use "progressive" spells: as you gain more levels, your spell gets replaced with (a?) stronger version(s?). you could have a list of spells to choose from at first, and advance to stronger spells based on the starting spell at later levels.
    No need for a specific spell list, this needs to apply to all legal spells of the original template (ones whitout a specific target).

    The living spell is clearly unstable so he can "upgrade" to whatever it wants when it levels up. This saves us a lot of work.

    But we need the option to have multiple spells at once, using the formula:

    First spell level+1/2 Caster Level(rounded down)+1/2(sum of other spell levels, rounded up)= living spell HD

    With the pre-requisite that you need minimum caster level a wizard would need to cast the spell before you can select it.

    So you start with a 1st level spell and CL 1, then can upgrade to 2nd at third level, 3rd at fifth level, or you can split between multiple spells.

    Kyuubi:
    Meh, I already reviewed and updated all fear auras, it was faster and easier than I expected.

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

    Quote Originally Posted by Oslecamo View Post

    Kyuubi:
    Meh, I already reviewed and updated all fear auras, it was faster and easier than I expected.
    Frightful presence seems to still affect allies.

  18. - Top - End - #558

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

    Quote Originally Posted by Kyuubi View Post
    Frightful presence seems to still affect allies.
    Where? I changed all frightfull presences I could find to affecting enemies/oponents.

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

    Quote Originally Posted by Oslecamo View Post
    Where? I changed all frightfull presences I could find to affecting enemies/oponents.
    The one on the red and silver dragon still refers to creatures, not enemies. Don't know about any of the others.
    Last edited by Mystic Muse; 2010-09-23 at 01:01 PM.

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

    Quote Originally Posted by Kyuubi View Post
    The one on the red and silver dragon still refers to creatures, not enemies. Don't know about any of the others.
    I had forgoten the red dragon, but I just checked the silver dragon and it says enemies.

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

    Quote Originally Posted by Oslecamo View Post
    I had forgoten the red dragon, but I just checked the silver dragon and it says enemies.
    huh. Maybe I misread. I tend to do that from time to time.

    I'll check some other guys later. Don't have the time right now.

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

    Oh, btw, last time I checked the silver dragon it had a couple errors - namely the first set of SLAs it gets is mentioned twice but neither of the entries says how often they can be sued (they say as shown in the table but there is no table).
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by Niezck View Post
    Oh, btw, last time I checked the silver dragon it had a couple errors - namely the first set of SLAs it gets is mentioned twice but neither of the entries says how often they can be sued (they say as shown in the table but there is no table).
    Probably not very often. Suing a dragon seems like a bad idea

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    Quote Originally Posted by Kyuubi View Post
    Probably not very often. Suing a dragon seems like a bad idea


    Ssssshhhh. I never made any mistake, honest. *Jedi mind trick*
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Corrected, when updating the dragons I ended up messing up somethings, it would be really good if someone could skim them over to see if there's anything else missing.

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

    should Abyssal blast be like this?
    A Reflex save (DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) reduces the damage by half.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Oslecamo Lizard Empathy on Werelizard talks about Direwolves and wolves.... I might have missed that in my original post...

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

    Pseudo-Spellcaster/Manifester [Monstrous]

    Pre-requisites:
    - 1 Monster Class level
    - Must be capable of fine manipulation (Spellcaster only)
    - Must not already have the Pseudo-Spellcaster/Manifester ability.

    Benefit:
    If you take levels in an arcane or divine spellcasting class, or a psionic manifesting class you may count you monster Levels as levels in that class for the purpose of caster level and for spells or power points/day as well as spells/powers known.

    eg. An Owlbear 2 who took a level of Druid and this feat would ha a CL of 3 and gain a single 2nd level spell slot rather than have a CL of 1 and gain the usual spell slots of a first level Druid.
    They do not retroactively gain spell slots normally aquired by that class at a lower level.

    If a character has levels in the class before taking this Feat they gains spells etc. as normal, then "jump" up when they take this feat.

    eg. A Janni 4/Rogue 3/Wizard 4 would have a CL of 4, four 0th level, three 1st level & two 2nd level spell slots. If he took this as his twelfth level Feat he would jump to a CL of 9 and gain one 2nd level & one 5th level spell slot when he took his next level of Wizard, rather than gain the spell slots a fifth level Wizard normally would.

    Special: You may take this feat more than once. Each time it applies to a different spellcasting/manifesting class.

    ------------------
    What do you think? For players who want to play a monster against type like the Owlbear.
    Last edited by Kobold-Bard; 2010-09-24 at 11:01 AM.
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    yuk Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Living Spell

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    Hit Dice: d6
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special| Anima
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Spell Body, The Living Spell, Spell Slam |2

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    | Engulf, Spellswithin, Speed of Spell, Growth |4

    3rd|
    +2
    |
    +1
    |
    +
    |
    +3
    |Arcane body, +1 Cha|6

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Descriptor Resistance|8

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Growth (Large)|10

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Flight, +1 Wis|12

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Cast Self (Ray) |14

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Split Self|16

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Reshape, +1 Cha|18

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    | Living Meta Magic |20

    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    | -|22

    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    | +1 Wis|24

    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Growth (Huge)|26

    14th|
    +10
    |
    +4
    |
    +4
    |
    +9
    |-|28

    15th|
    +11
    |
    +5
    |
    +5
    |
    +9
    | +1 Cha|30

    16th|
    +12
    |
    +5
    |
    +5
    |
    +10
    -|32

    17th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |-|34

    18th|
    +13
    |
    +6
    |
    +6
    |
    +10
    |+1 Wis |36

    19th|
    +14
    |
    +6
    |
    +6
    |
    +11
    |- |38

    20th|
    +15
    |
    +6
    |
    +6
    |
    +12
    |Amorphous Spell|40[/table]
    Skills: 2+Int, Living spell class skills are Concentration, Balance, Climb, Escape Artist, Intimidate, Knowledge (Arcana), Search, Spell craft.

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

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

    It is Medium size with a land speed of 20ft.

    It gains a slam attack that deals 1d4+Str damage. The Living Spell also has a deflection armor bonus equal to half its wisdom modifier.

    It has neither eyes, mouth nor a brain in the traditional sense, but to make up for this it gains Blindsight 10ft per HD, and Blindsense out to 20ft per HD, and is immune to Mind Affecting effects.

    A Living Spell Paragon can "speak," by making noises based on the spells it is representing. Silence based spells cannot speak.

    It is incapable of fine manipulation, (Unless it has a fine manipulation effect as part of its Anima) but can extend a tendril of energy and use it as a hand (assuming the thing it touches can resist it’s the effects of its anima. (see below).

    Living Spells may use magic items by engulfing them. It may only absorb a number of items equal to its charisma modifier, further it may not deviate from standard body slots eg. if it absorbed a Cloak of Charisma and then tried to absorb a Cloak of Resistance, the Cloak of Charisma would be dropped out of the Living spell's area after being subjected to the living spell’s anima.

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

    Anima: Every level of The Living Spell class a Living Spell gains 2 Anima, which can be used to purchase the following:

    -Increase Caster level of its Represented spells by 1 (the Living Spell starts with 1 free CL)

    -Purchase a primary spell to represent, costing two Anima per spell level. A Living spell must have a CL equal to 2*(spell Level) to purchase a spell. 0th level spells cost 1 Anima. They must be spells that create an area or effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell).

    -Purchase any number of secondary spells to represent, these must be of the same level or lower than the primary spell, following the same restrictions, except that they only cost half the normal Anima.

    Whenever a new Living Spell level is gained, you can choose to re-make those choices, so you it can "reshape" lower level spells into higher level ones.

    For example, a Living Spell 5 has 10 anima, six of them invested into caster level to get CL 7, two for a burning hands primary spell, and one in both Ventriloquism and Color Spray as secondary spells.

    Upon gaining a new Living Spell level, it has 12 total anima, so he can either learn two new secondary first level spells (or four cantrips), or it can "reshape" all its spells and learn fireball as its primary spell.

    Spell Slam: Any target successfully struck by the Living spell’s slam attack is immediately subjected to all of the spells that Living Spell represents. Caster Level is as the Anima, and the Save, if any applies, is (10+spell level+Cha mod) for each spell individually.

    Ability Increase The living spell gains a +1 to Charisma at 3rd level, 6th level, 9th level, 12th level, 15th level, and 18th level. It also receives a +1 to Constitution at 7th, 13th, 11th and 17th level.

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

    Spells Within: Any creature or object occupying the same space as the Living spell, either a willing creature or unattended object, or a target subjected to Engulf (See below), is subjected to the all of the spells that Living Spell represents. Caster Level is as the Anima, and the Save, if any applies, is (10+spell level+Cha mod) for each spell individually.

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

    Arcana Body: At third level the Living Spell gains DR/Magic equal to half its HD and SR equal to 11+HD. Further the Living spell gains a resistance bonus on all saving throws equal to half its Wis mod.

    Descriptor Resistance: Starting at fourth level the Living Spell gains a bonus on saves and SR equal to half its HD on spells with the same descriptor as its Primary Spell Slot, it gains a bonus on saves and SR equal to one quarter its HD on spells with the same descriptor as any of its Secondary Spell Slots.

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

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

    Reshape: Starting at 9th level the living spell may change its anima points after a lengthy ordeal. In order to do so it must spend 24 hours in deep meditation with a spell caster who can cast the Living Spell’s Primary spell at least 1/day. If the Living spell is changing its primary spell the Spell caster must be able to cast the new Primary spell, but needs not be able to cast the old one. After these 24 hours the living spell must make a spell craft check as if it were a wizard transcribing a new spell from another spellbook to his own for new spell represented. (Any spell that the Living spell wasn’t representing at the beginning of the meditation is considered ‘new.)
    If it passes all these spell-craft checks it successfully changes. This ritual costs 100gp per Caster Level of the Living spell’s anima. (Initial or Final, whichever is higher.) This is wasted on a failed skill check, and does not cover the cost of hiring a mage. After this ritual the living spell may reassign its Anima.

    Living Metamagic At 10th level the Living spell can purchase spells with its Anima as modified by any metamagic feat it has.

    Amorphous Spell At 20th level the Living Spell is a becomes amorphous and can learn to change with relative ease, compared to other spells. The Living spell can alter its anima after 1 hour of uninterrupted concentration. It may do this 1/week per 10 HD it has, and even then no more than 1/day.


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

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

    If multiple spell casters could cast the spell in question, at different levels, the spell should be treated as a spell cast by the following list of caster, listed by priority: Sorcerer/Wizard, Cleric, Other Full Caster, Other.

    Living spells are supposed to be effected by all the spells they represent, speed wise, but I figured it'd be fine if only the primary spell slot affected speed.

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

    Edit 1: Forgot Class Skills. Attempt to clean language, increased Spell Save DC penalty to Secondary Spells. Reduced Deflection AC and Resistance Saves to half Cha. Reduced Cha Bonus. Got rid of School Resistance, reduced Descriptor Immunity to Half. Reduced Miracle, reworded Metamagic, and Got rid of Epic DR track.

    Edit 2: Fixed Miracle again.
    Edit 3: Removed Miracle in favor of ‘Amorphous spell’
    Edit 4: Added in stuff for dead levels, Cast Self, Reverse Self, and Substitute Self, and Mage Sense
    Edit 5: I'd save myself time if I'd read posts before editing.
    Edit 6: Added back Reverse Self and Cast Self, and now must go to class. Lv.15 and 17 to be filled upon termination of said class.
    Error Edit 7: I meant 15 and 19. I actually can't find any information on 'Engulf' attacks, and how their grappling works, but generally multiple grapple checks incur a -20 penalty, or grappling without suffering the negatives of grappling (thus doing so as a free action). If I am wrong here, I will gladly think of something else.
    At L.19 added Improved Split self.
    Edit 8: Removed Improved Engulf. Added Consume Magic, for temporary Hp, and Dispel like effect.
    Edit 9:
    Reduced HD from 10 to 6.
    Reduced racial bonus on knowledge (Arcana) and spellcraft checks to half HD.
    Increased Caster level requirements for anima. Was (2xSL )-1, now is 2xSL
    Cleaned up Anima language.
    Changed bonus on saves and AC to half wisdom instead of half charisma, for Sake of less SAD.
    Stripped ‘Cast Self’ ‘Anima feedback’ ‘Consume Magic’ Reverse Self’‘ and ‘Split Self’
    Relearn: add 24 hours, skill checks, and ritual cost.
    Removed Hide + Move Silently from Class Skills.


    Notes I think Deflection to AC = to Highest spell level is both tricky to communicate and not as status quo as Charisma. However perhaps Wisdom should be used to reduce SAD. Thus I changed ability increases from Cha to Wis. Also, ‘Dead Levels‘ with anima increase (and repurchase options) don’t seem terribly dead to me. If you disagree please share.

    Stripped Abilites

    Mage Sense The living spell is always under the effects of Detect Magic spell. This may be dispelled as normal, but the living spell may reactivate this ability as a free action.

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

    Split Self Starting at 8th level, 1/day, the living spell may divide itself into two Living spell creatures. The Living spell divides both its maximum and current Hp between the two living spells. Both can move and act independently of the other, and behave like to separate entities. Each of the new Living spells are one size category smaller than the original. However, the 'new' living spell exists on borrowed time, after 1 minute per Cha mod, one of the living spells collapses, and the other living spell's maximum hp returns to normal, however its current hp remains the same. The Living spells may conglomerate at any time before the limit, restoring maximum hp, and adding current hp. At 19th level the living spell may split itself into 3 living spells instead, dividing their hp by 3, and reducing their size category twice.


    Anima feeback: Starting at 11th level the living spell may cause immediate feedback to any creature striking it in melee. 1/day per Charisma modifier the living spell may subject any target that has successfully struck it to it's anima, as if it had successfully struck with a 'Spell Slam.' This is an immediate action that is resolved directly after the target's damage roll.

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

    Consume Magic Upon reaching 15th level the Living spell may use a standard action to consume ambient magic and on going spells. The living spell may effectively use 'Greater Dispel magic' in place of it's Anima in a spell slam or spell engulf, this functions as the 'Targeted' version of the the spell, but only effects spells or effects with the same schools or descriptors as its anima. The Living spell receives 1d6 temporary hp per spell level of the active spell, or for every 2 Caster Levels of a magic item, or 2 HD the creator of a nonspell effect. These temporary hp fade away after 10 minutes. A living spell may use this ability a number of times per day equal to its charisma modifier.
    Last edited by AugustNights; 2010-10-05 at 10:06 AM.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by monkman View Post
    should Abyssal blast be like this?
    A Reflex save (DC 10 + 1/2 death knight’s HD + death knight’s Charisma modifier) reduces the damage by half.
    Correct.

    un_known:
    Fixed that.

    Kobold-Bard:An idea worth to be discussed later. Not on the mood now. Remember me later please.


    ChumpLump:
    Rejected. Doesn't follow any of the Living spell's progression and choices at all. First abilities are broken. Last abilities are broken. Middle abilities are broken. In several senses of the word (too abuseable and/or too poorly worded). It honestly burns my eyes.

    Only good thing I can say about it it's you making your arbitary spell progression based on level and not HD (you were correct that the main spell level shouldn't increase with other levels) , otherwise I simply cannot aprove that.
    Last edited by Oslecamo; 2010-09-24 at 06:04 PM.

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