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2010-08-02, 01:16 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
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2010-08-02, 01:21 PM (ISO 8601)
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2010-08-02, 01:57 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
[QUOTE=Oslecamo;9057380]At first glance:
-Specify that the improved grab only works with tail blade attacks.-The disease special abilities, altough flavourfull, aren't that usefull as diseases are very slow acting. I would add some extra custom abilities to allow the dragon to speed up the disease's effects.
-Last levels kinda empty. See above and below for sugestions, or just add a few more ability scores.
-You don't specify they can breathe underwater. They're also suposed to be aquatic creatures so they shouldn't take penalties in underwater combat.-The original Styx dragon has two DRs, one /magic and the other /good. I would sugest to combine it in DR/magic and good equal to half HD.-Since they can't fly boosts to the land speed over the progression would be nice since the other dragons eventually are flying at 200 foot speed.-The stygian breath could probably scale up a little faster like 1 int damage per 4 HD, even per 3HD or per 2HD if we want to make it really powerfull. 3 int damage on 15th level doesn't really scare anybody. 7 Int damage may look a lot but most 14th level stuff out there has 10 or more int so they'll be able to shrugg off one breath at least and very few monsters have int-related abilities so they combat ability won't be reduced. Heck, the silver dragon gets save or die breath at 5th level
In alternative, 1 Int damage per 4 HD or 3 HD, but deals half damage on sucessfull save.
Yeah good question. The sty dragon does get a lot less attacks than other dragons but two attacks for +1 and 1/2 at 1st level seems kinda overkill. Make it start as just +1 Str and then make it increase to +1 and 1/2 at some higher level.
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2010-08-02, 02:00 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Okay so here is the updated Leonal also the Bralani is updated.
LEONAL
Spoiler
Leonal
Favored Class: Ranger
Hit Die: D10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|speed
1st|+1|+2|+0|+2|Leonal Body, Lay on hands, Speak with animals|+0
2nd|+2|+3|+0|+3|+1 Str, Celestial , Detect thoughts|+0
3rd|+3|+3|+1|+3|+1 Con, Heavens Blessings, Natural Attacks, fireball|+0
4th|+4|+4|+1|+4|+1 Str, cure critical wounds, Speed, pounce|+10
5th|+5|+4|+1|+4|+1 Con, Lesser Protective aura|+10
6th|+6/+1|+5|+2|+5|+1 Str, Remove disease, Lion Form|+10
7th|+7/+2|+5|+2|+5|+1 Dex, Neutralize Poison, Greater protective aura, Rake|+10
8th|+8/+3|+6|+2|+6|+1 Str, Hold Monster, Improved Grab|+20
9th|+9/+4|+6|+3|+6|+1 Cha, +1 Dex, Wall of force|+20
10th|+10/+5|+7|+3|+7|+1 Str, Huge Lion form|+20
11th|+11/+6/+1|+7|+3|+7|+1 Cha, Heal|+20
12th|+12/+7/+2|+8|+4|+8|+1 Str, Roar|+30[/table]
Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier
Skills: Balance, Concentration, Diplomacy, hide, Intimidate, Jump, Knowledge(any), Listen, Move silently, Sense Motive, Spot, Survival.
The Leonal gains +1 Str at levels 2, 4, 6, 8, 10, 12
The Leonal gains +1 Con at 3rd and 5th level
The Leonal gains +1 Dex at 7th and 9th level
The Leonal gains +1 Cha at 9th and 11th level
Leonal body: The Leonal loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and two natural claw attacks (1d6 + Str). He also gains a racial bonus equal to ½HD to Move silently and Hide skills. A Leonal also gets a Nat armor bonus equal to its Con modifier.
Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Leonal is not proficient with any kind of armor.
Lay on Hands: Beginning at 1st level a Leonal can heal himself a number of hit points per day equal to the Leonal’s HD X Cha modifier. This ability is identical to the Paladins Lay on hands ability.
Celestial: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.
Natural Attacks: A Leonal gains 1 bite attack (1D8 + ½ str) at 3rd. Any natural attacks the Leonal has are considered good aligned for purpose of overcoming damage reduction.
Heavens Blessings: A Leonal gains DR/silver and evil equal to half its HD and SR equal to 11+HD.
Leonal SLA’s: When a spell appears in the entry, the Leonal can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Leonal can recreate them in his own turn as a free action. The Leonal can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Speak with animals: 1/day/HD as a free action that does not require sound.
Detect Thoughts: 1/day/HD
Fireball: 1/day/3HD
Cure Critical wounds: 1/day/3HD
Lesser Protective aura: Always active, as magic circle against evil (double strength), but affects all within 20 feet of the Leonal.
Remove disease: 1/day/5HD
Neutralize Poison: 1/day/5HD
Greater protective aura: Always active, as minor globe of invulnerability, but affects all allies within 20 feet of the Leonal.
Hold Monster: 1/day/2HD
Wall of force: 1/day/5HD
Heal: 1/day/5HD
Speed: A Leonal’s speed increases at 4th and every 4 levels after by 10ft (cumulatively for a total of +30)
Pounce: A Leonal of 4th level gains the ability to Pounce on its target, A Leonal can make a full attack when charging including 2 rakes (if any).
Lion Form: A Leonal can change as the druid wildshape ability but only into medium and large cats. The amount of times per day is the same as a druid of the same level, all SLA’s work in this alternate form. A Leonal can never assume a form other than a cat (for example from Prc’s). At 10th a Leonal can change into increasingly larger forms utilizing his lion form, for additional uses of Lion form the Leonal uses it can increase the size category as follows.
1 use: medium or large.
(10th Level) 4 uses: Huge
(14th Level) 5 uses: Gargantuan
(18th Level) 6 uses: Collosal
Rake: At 6th a Leonal can make a Rake attack on a successful grapple (or two on a pounce). Rakes are at the Leonal’s highest attack and deal 1D8 + Str.
Improved Grab: At 8th a Leonal gains the Improved Grab ability, when he successfully hits with his bite attack he can make a grapple attempt as a free action. If successful it establishes a hold and can rake.
Roar: At 12th Level a Leonal is Capable of Roaring with the wrath of the heavens, this roar is a 60ft cone and duplicates the Holy word spell, he can use it 1/day/4 Levels and it deals an extra 1D6 sonic damage per 5HD. DC = 10 + ½ HD + CHA modifier. Caster level equals HD.
Comments
Spoiler
1. I changed the Nat armor to reflect "Natural armor bonus equal to Con
modifier.
2. Swapped Roar and Lion Form
3. Enhanced LionForm at 10th to allow for size alterations like you suggested, it is inline with the druid wildshape and therefore the levels were a little different.
4. And spread the stat bonuses out.
I tried my best to keep it very Liony, I think the fast movement and druid like wildshape let that happen alot, and balance things with the other abilities.
BRALANI
Spoiler
Bralani
Favored Class: Ranger
Hit Die:D6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+2|+1 Con, Bralani body, Blur, Wind wall
2nd|+1|+0|+3|+3|+1 Dex, Eladrin, Gust of Wind
3rd|+2|+1|+3|+3|+1 Cha, Heavens Blessings, Mirror image
4th|+3|+1|+4|+4|+1 Con and Str, Tongues, charm person
5th|+3|+1|+4|+4|+1 Dex, Alternate form, whirlwind blast, Lightning Bolt
6th|+4|+2|+5|+5|+1 cha and Str, Cure serious wounds, Holy power[/table]
Skill points at 1st: (6 + INT Modifier) x 4
Skill points at Each additional level: 6 + INT Modifier
Skills: Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move silently, Ride, Sense Motive, Spot, Tumble, Use Rope.
The Bralani gains +1 Con at 1st and 4th level
The Bralani gains +1 Dex at 2ndand 5th level
The Bralani gains +1 Cha at 3rd and 6thlevel
The Bralani gains +1 Str at 4th and 6th level
Bralani body: The Bralani loses all other racial bonus and gains outsider traits. It's a medium sized outsider with base 40 feet and one slam attack (1d8 + Str). A Bralani also gets a Natural armor bonus equal to its Con modifier.
Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Bralani is not proficient with any kind of armor.
Eladrin: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. Resistance to fire and cold equal to half his HD. Also gains the good and chaotic subtype, and weapons wielded are considered Chaotic and good for purposes of bypassing DR.
Heavens Blessings: A Bralani gains DR/cold iron and evil equal to half its HD and SR equal to 11+HD.
Bralani SLA’s: When a spell appears in the entry, the Bralani can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + ½HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Bralani can recreate them in his own turn as a free action. The Bralani can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).
Blur: 1/day/HD
Wind Wall: 1/day/2HD
Gust of Wind: 1/day/2HD
Mirror Image: 1/day/2HD
Charm Person: 1/day/HD, improves to Charm Monster at 8th level
Tongues: As the spell but always active
Lightning Bolt: 1/day/2HD
Cure Serious wounds: 1/day/4HD
Alternate Form(Su): At 5th level Bralani can shift between his humanoid and whirlwind form as a standard action. While in whirlwind form the Bralani can fly at 40ft (perfect), use whirlwind blast, slam attacks and use spell like abilities. He can use this ability a number of times equal to 1/day/3HD. The fly speed improves by 20ft every 5 levels (for 100ft at 20th)
Whirlwind Blast: 2D6 + 1D6/4 Levels, 20 + 5ft/2HD ft line (Ref DC 10 + ½ HD + Con), A Bralani can use this a number of times equal to 1/day/2HD.
Holy power: As a swift action 1/day/1HD, the Bralani can give the Holy property to any weapon it wields for 1 round. At 20HD, this ability is active all the time.
Comments
Spoiler
I made the Alternate form enhance over time with HD and Whirlwind blast increases in effectiveness like a true spell.
Was trying to go with a cleric/rogue feel.
Now onto the Ghaele...Last edited by BelGareth; 2012-10-13 at 07:39 PM.
Spoiler
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“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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2010-08-02, 02:11 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Arcanaloth
Looks surprisingly undemonic...
SpoilerHD: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+2|Arcanaloth Body, Yugoloth Magic 1/day, +1 Int
2nd|+1|+3|+0|+3|Scholar of Gehenna, Guarded Mind
3rd|+1|+3|+1|+3|Fiendish Magic, +1 Int
4th|+2|+4|+1|+4|Yugoloth Magic 2/day, +1 Cha
5th|+2|+4|+1|+4|Fiendish Flight, +1 Int
6th|+3|+5|+2|+5|Yugoloth Resistance
7th|+3|+5|+2|+5| Yugoloth Magic 3/day, +1 Int
8th|+4|+6|+2|+6|Poison, Bite, +1 Cha
9th|+4|+6|+3|+6|Arcanaloth Hide, +1 Int
10th|+5|+7|+3|+7|Yugoloth Magic 4/day
11th|+5|+7|+3|+7|Spell Resistance, +1 Int
12th|+6/+1|+8|+4|+8|Eyes of Gehenna, +1 Cha
13th|+6/+1|+8|+4|+8|Yugoloth Magic 5/day, +1 Int
14th|+7/+2|+9|+4|+9|Poisonous Magic
15th|+7/+2|+9|+5|+9|+1 Int
16th|+8/+3|+10|+5|+10|Yugoloth Magic 6/day, +1 Cha
17th|+8/+3|+10|+5|+10|Mage of Gehenna, +1 Int[/table]
Skill Points per level: 4+Int
Class Skills: Bluff, Decipher Script, Intimidate, Speak Language, Knowledge: Any, Spellcraft, Sense Motive, Craft, Profession, Diplomacy
Weapon and Armor Proficiencies: All simple weapons, no armor.
Arcanaloth Body
The Arcanaloth loses all previous racial and gains the outsider traits (Darkvision 60ft, no need to eat or sleep). It also gains a land speed of 30ft per round. It also gains two claw attacks that deal damage equal to 1d4+str bonus. In addition, it gains a natural armor bonus equal to it's constitution modifier
Fiendish Magic
At third level the Arcanaloth casts arcane spells as a sorcerer of it's arcanaloth level-2. This casting stacks with further sorcerer levels or other levels that advance sorcerer casting. In addition, the arcanaloth may, at his option, base his sorcerer casting on Int instead of Cha.
Ability Bonuses
At levels 1, 3, 5, 7, 9, 11, 13, 15 and 17, the Arcanaloth gains a +1 bonus to it's intelligence score (Total +9). At levels 4, 8, 12 and 16 the Arcanaloth gains a +1 bonus to it's charisma score (Total +4).
Guarded Mind
At level 2 the Arcanaloth is immune to mind effecting spells and abilities.
Fiendish Flight
At level 5 the arcanaloth gains fly speed equal to twice it's base landspeed at poor maneuverability. Further increases to landspeed also increase this fly speed.
Scholar of Gehenna
At level 2 the arcanaloth can read, speak and write any language. Ever.
Eyes of Gehenna
The arcanaloth is a scholar. A keeper of records. An he is fiendishly good at it.
At level 12, the arcanaloth adds the following spells to his spell list. Arcane Eye, Locate Creature, Scrying and Prying Eyes. If the arcanaloth already has any of these spells in his spell list, he may instead add any other divination spell to his spell list in place of the one he already has.
Poisonous Magic
At level 14, When casting any targetted spell the arcanaloth may also choose to deliver his claw poison to the target, assuming the spell hits. The save against the poison is made seperately.
Yugoloth Magic
The indicated times per day, The Arcanaloth may cast any spell on this on this list as a spell like ability at CL equal to it's HD (DC's charisma based). This means the uses are per sla.
At level 1: Darkness, Magic Missile, Detect Magic
At Level 4: Telekinesis, Invisiblity, Major Image
At Level 7: Fear, Polymorph, Arcane Sight
At level 10: Greater Invisibility, Hallucinatory Terrain
At level 13: Greater Arcane Sight, Legend Lore
At level 16: Discern Location, Scintillating Pattern
At level 19: Shapechange
Poison
At level 8 the arcanaloth's claw attacks are poisonous, dealing 1 point of str damage as primary and secondary damage. DC is 1/2 HD+Con modifier.
At level 12, the poison deals 1d4 str damage as both primary and secondary.
At level 15, 1d6.
at 18th Hd, 1d8.
Bite
At level 8 the Arcanaloth gains a bite attack that deals damage equal to 1d6+str bonus
Arcanaloth Hide
At ninth level the Arcanaloth gains Damage Reduction/Good equal to half it's HD.
Yugoloth Resistance
At level 6, the Arcanaloth gains immunity to Acid and Poison and resistance to Cold, Fire and Electricity equal to it's HD.
Spell Resistance
At level 11, the Arcanaloth gains spell resistance equal to 11+HD.
Mage Of Gehenna
The arcanaloth gains a +2 bonus to the caster level of his sorcerer spellcasting and his spell like abilities.
Comments
SpoilerThis one was kind of tricky, since I had to balance between the spellcasting power and giving Arcanalothy abilities. At levels one and two, it's slightly stronger than the sorcerer, but then starts to weaken in comparison. Essentially, it's a full caster, though if you follow the progression to the end, you do lose out on level 9 spells. I felt this was necessary to keep the balance with the demonic abilities. I gave it the option to use int for it's casting to maintain the scholarly feel, but yeah. Here is the arcanaloth.
Changes: Heavy changes were made. The casting was changed to level-2 and the class frontloaded a bit more to compensate. I took the abilities down and now it gets SLA:s at level 1. I pulled a few abilities out of a hat to make the last levels less dead, but here it is. The new and (hopefully) improved Arcanaloth.Last edited by Frog Dragon; 2011-03-24 at 12:43 AM.
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2010-08-02, 02:42 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Just at a glance, there's really no reason to give wisdom increases, and very little reason to give charisma increases. Excessive stat adjustments are a no-no. I'd increase the total intelligence adjustment to +8 (+1 every even level) then probably +2 charisma.
You also give SR a little late, and for some reason, don't give any natural armor...Marceline Abadeer by Gnomish Wanderer
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2010-08-02, 02:48 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
I dropped the wis, added more int, and lowered the cha to +3. The cha is mainly for the SLA:s.
I'm not giving natural armor for one reason. It'd be excessive. Casting, DR, Resistances, Flight, SLA:s, SR, stat boosts. I'd be quite leery of adding even more stuff. The natural armor isn't really that appropriate me thinks. It doesn't look like something that should have it, and the "fiendish protection" thing is handled by the DR already.
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2010-08-02, 04:24 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Because I missed that the Pyroclastic had two DRs as well.
Swim speed double of land speed sounds good. The styx dragon should reign supreme on water.
Personally speaking, 1 Int damage per 3 HD and dealing half rounded down on a sucessfull save. Again most things won't drop having their Int dropped untill it reaches 0. And wizards have something to be afraid.
BelGareth:Please put the monster names in bold. Also on the bralani:
-It gets somewhat too few uses of some SLAs. Charm person, blur and lighting bolt could get double the uses they have now. Also make the charm person upgrade to charm monster at some higher HD.
-No problem in making the whirlwind form fly speed start at perfect maneuverability.
-Allow holy blessing to be used with any weapon. It's suposed to work on bows after all.
-Why does it gain Con and not Str? The class has space for some more ability increases (see below).
-4th level kinda empty. Tongues isn't that usefull of an ability.
Otherwise good job as well on the Bralani, take care of those and I'll add both to the list!
Frog Dragon:You're right that the last levels don't offer much. I personally have the philosohy that each level should be stronger than the before, or at least equal. Levels 9, 12, 13 and 16 are however clearly weaker than other levels. This however is also one of those cases where the original monster isn't that strong. Besides the shapechange the arcanoloth isn't really worth CR 17. Some sugestions:
-Like the Rakasha make it casts as a sorceror of level -2. Yes it ends with sorceror casting 15 but at least now gives a good reason to take all levels.
-Put the minor SLAs and poisoned claws at the first two levels.
-Put back the natural armor, and give it the SR earlier.
-Overall get creative. This is one of those monsters that could really use a buff from the original. Perhaps allow it to deliver his claw poison with spells?Last edited by Oslecamo; 2010-08-02 at 04:25 PM.
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2010-08-02, 04:38 PM (ISO 8601)
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2010-08-02, 04:41 PM (ISO 8601)
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2010-08-03, 01:53 AM (ISO 8601)
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2010-08-03, 01:54 AM (ISO 8601)
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2010-08-03, 01:59 AM (ISO 8601)
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2010-08-03, 02:01 AM (ISO 8601)
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2010-08-03, 02:25 AM (ISO 8601)
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2010-08-03, 12:13 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
BelGareth:*Please put the monster names in bold.
-It gets somewhat too few uses of some SLAs. Charm person, blur and lighting bolt could get double the uses they have now. Also make the charm person upgrade to charm monster at some higher HD.
-No problem in making the whirlwind form fly speed start at perfect maneuverability.
-Allow holy blessing to be used with any weapon. It's supposed to work on bows after all.
-Why does it gain Con and not Str? The class has space for some more ability increases (see below).
-4th level kinda empty. Tongues isn't that useful of an ability.Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2010-08-03, 02:26 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
May I request the Nimblewright from MM2? I've always wanted to play as one.
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2010-08-03, 05:38 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Hmm. I might try this out once I'm done with the Styx dragon unless Gorgondantess wants to try it out. He's done a few other constructs so far.
So, two things.
1. I made some changes to Styx dragon. It gets Devil chills on its tail blades at 13th level and the saves on the disease are equal to the dragon's breath weapon now.
2. Is our goal to just stat out every official Wotc monster ever?
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2010-08-03, 05:47 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Hmm, what's exactly the reasoning behind devil chills? It's suposed to be a devil-only disease after all.
Yes. One of the reasons I created this thread was to satisfy my ocasional homebrewing urges. I never had any hope of actualy doing the hundreds of oficial D&D monsters out there by myself so it would always keep me busy, but with you and the others helping it's now a realistic (altough still distant) goal.
We currently have more than 80 monsters done. I don't see any reason to stop while there's inspiration and more monsters to convert.Last edited by Oslecamo; 2010-08-03 at 05:49 PM.
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2010-08-03, 06:18 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Bleah- MM2? 3.0 unupdated crap.
I'll give it a looksee, later. Away from books right now, though.Marceline Abadeer by Gnomish Wanderer
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2010-08-03, 06:50 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Only disease I saw in the DMG related to the nine hells. Stygian wasting oddly isn't in there despite it saying so in the Draconomicon.
I just figured I should increase it's disease related attacks a bit.
Edit: forgot to address this. If you don't want to I'm willing to.Last edited by Mystic Muse; 2010-08-03 at 07:00 PM.
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2010-08-03, 10:21 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Its not pointing to the list of diseases, its actually pointing to the rules for diseases.
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2010-08-03, 11:04 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Here's my latest work
Sahuagin
Sahuagin Hunter
SpoilerHD:d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0|Blood frenzy, Sea born, Body of the deep, Speak with sharks, Rake, Aquaticic superiority, +1str, +1int
2nd|+2|+3|+3|+0|Tidal sense, Hunter Instict, +1str, +1dex[/table]
Skills: 4+ int mod. A Sahuagin's class skills are Handle Animal, Hide, Listen, Move Silently, Profession, Ride, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep: The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.
Sea born: a Sahuagin can only survive out of water for a number of hours equal to Half his constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Speak with Sharks: a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +2 bonus on handle animal checks to train sharks, with an additional +1 bonus for every 4HD
Rake: If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage
Blood frenzy: A sahuagin that takes damage in combat can fly into a rage on its next turn as a free action, gaining a +2 bonus to strength and constitution and taking a -2 penalty to AC until it or its opponent are dead. This ability is useable once per day at first level with an additional use per 4HD. If the sahuagin gains the barbarian rage ability, the bonuses and penalties granted by rage stack with those granted by blood frenzy
Aquatic superiority: a sahuagin fighting in water deep enough to swim in gains a +1 dodge bonus to AC for every 20ft by which their swim speed exceeds that of their opponent.
Tidal Sense: At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus per 4hd, as well as blindsense 30ft, while underwater.
Hunter instict: A second level sahuagin learns gains gains a favoured enemy, as the ranger ability, but with a +3 bonus if the chosen creature type is humanoid. If the sahuagin takes levels in ranger, they stack add their sahuagin level for purposes of the favoured enemy bonus, and the increased bonus for choosing a humanoid racial enemy applies to later choices.
Sahuagin Preist
SpoilerHD:d6
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Sea born, Body of the deep, Rake, Speak with sharks, Sea preistess, +1wis, +1int
2nd|+1|+0|+0|+3|Tidal sense, Tidal pulse, +1str, +1wis[/table]
Skills: 2+ int mod. A Sahuagin's class skills are Concentration, Listen, Knowledge(arcana, religion), Profession, Spellcraft, Spot and Survival.
Proficiencies: a Sahuagin is proficient with all simple wepons as well as nets and tridents.
features:
Body of the deep: The Sahuagin loses all other racial bonuses, and gains monstrous humanoid traits, a base speed of 30 feet, a swim speed of 60ft, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to her own Con modifier.
Sea born: a Sahuagin can only survive out of water for a number of hours equal to half her constitution score. In addition, a sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude Save or become Fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Speak with Sharks: a sahuagin can comunicate telepathically with sharks at a range of 150ft. Sharks will not attack a sahuagin unless provoked and the sahuagin gains a +4 bonus on handle animal checks to train sharks.
Rake: If it is grappling or fighting underwater, a sahuagin gains two rake attacks that deal 1d4+1/2 str mod in damage
Sea preistess: A sahuagin can cast spells as a cleric of their sahuagin level, Including domains.
Tidal Sense: At second level, a sahuagin learns to read the flow of water, gaining a +2 bonus on hide, listen, move silently and spot with an additional +1 bonus for every 4hd, as well as blindsense 30ft, while underwater.
Tidal Pulse: A second level sahuagin can sacrifice a prepared spell slot to produce an underwater pulse. This pulse can take the form of a 5ft/caster level cone or a 10ft/caster level line. Anything within the area takes 1d6 points of bludgeoning damage per level of the spell slot sacrificed.
Racial feat
SpoilerSahuagin mutant
Prerequisites: Con 13+, HD8+
benefit: you gain an extra set of arms. these additional arms allow for two additional claw attacks or can be used to hold wepons.
Notes
SpoilerSince the role a sahuagin plays within their culture is determined by gender, I thought the class(es) should reflect that. Male sahuagin are skilled hunters and warriors and female sahuagin are healers and religious leaders
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2010-08-04, 02:16 AM (ISO 8601)
- Join Date
- Mar 2009
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
I have to say, I kind of feel like the planar dragons are a bit overloaded compared to their MM counterparts. In the Draconomicon they get SLAs but they don't get any spellcasting. Should I give them a bunch of SLAs but make it so the players have to choose between the spellcasting and SLAs or are they really not as powerful as they seem to me?
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2010-08-04, 02:18 AM (ISO 8601)
- Join Date
- Aug 2008
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- Not in a human colon
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2010-08-04, 02:26 AM (ISO 8601)
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- Mar 2009
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2010-08-04, 03:42 AM (ISO 8601)
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- Dec 2009
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- England
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
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2010-08-04, 06:27 AM (ISO 8601)
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- Aug 2008
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
I gave the arcanaloth a heavy overhaul.
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2010-08-04, 09:21 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
GRIFFON
Class
Spoiler
GRIFFON
HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Griffon Body, Scent, +1 Dex, +1 Str
2nd|+2|+3|+3|+0|Talons, +1 Dex, +1 Str
3rd|+3|+3|+3|+1|Pounce, Vigil, +1 Dex, +1 Str
4th|+4|+4|+4|+1|Wings, Growth, +1 Str[/table]
Class Skills: (4 + Int. Mod.) x4 at first level. The Griffons class skills are Hide, Intimidate, Jump, Listen, and Spot.
Class Features
Proficiencies: Griffons are proficient only with their own natural weapons. They are not proficient with any armor.
Griffon Body: At first level, the Griffon loses all racial bonuses, traits, and abilities and becomes a magical beast with the following traits.
Spoiler
• Medium Size.
• 40ft. base land speed.
• One natural bite attack, dealing 1d6 + Str. Mod.
• Dark Vision 60ft.
• Low-light Vision
• Griffons are four legged creatures and do not possess hands or limbs capable of fine manipulation. Therefore, Griffons cannot wield weapons or manipulate objects.
• Griffons cannot speak but they can understand common and an additional number of languages of their choosing for ever point of intelligence modifier.
Additionally, the Griffon recieves a bonus to its AC equal to its constitution score in the form of a natural armor bonus.
Scent (Ex): At second level, the Griffon gains the scent ability.
Ability Increases: A griffon receives a permanent increase to its strength score at each Griffon level as well as a permanent increase to its dexterity score at levels one, two, and three. At 4th level, assuming the griffon has taken all 4 levels available, the increases total at +4 Strength and +3 Dexterity.
Talons (Ex): At second level, the Griffon gains 2 claw attacks which deal 1d4 + strength modifier damage each. Additionally, when grappling, the Griffon drag the sharp talons across the flesh of the opponent. A Griffon has 2 rake attacks which deal 1d6 + Strength modifier damage each.
Vigil (Ex): Griffons have extremely keen eyesight and hearing. At 3rd level, a Griffon receives a racial bonus to spot and listen checks equal to ½ its HD.
Pounce (Ex): Griffons are lighting quick and ferocious. At 3rd level, whenever a griffon makes a charge, he may follow with a full attack.
Wings (Ex): At 4th level, a Griffon’s wings have developed fully and the Griffon may now fly at a speed of 40ft. with average maneuverability. The speed at which a Griffon can fly increases by 10ft. for every 3 HD the Griffon possesses, excluding the first three.
Growth: At 4th level, a Griffon’s size increases by one category.
Stuff
SpoilerAnother attempt at one of the classic monsters. Lets see how bad I messed up.Last edited by AustontheGreat1; 2010-08-04 at 05:26 PM.
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2010-08-04, 10:21 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Well I think the Griffon looks pretty good but I have a hard time telling balance. I greatly appreciate your efforts, thanks for giving it a shot.
Last edited by MrLich; 2010-08-04 at 10:22 AM.