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  1. - Top - End - #61
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    Kobold-Bard's Avatar

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

    I think it's reasonable to assume a BotJ is incapable of fine manipulation necessary for spellcasting. Can Verbal components be provided via Telepathy?

    And I'll add that, thanks.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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  2. - Top - End - #62
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Yeah, I figured somatic would be a no-go. But verbal could possibly be done through telepathy. It'd need to be explicitly stated though, or else it's DM-dependant.
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  3. - Top - End - #63
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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
    Ok, you're kinda scaring me here. The red dragon has Cha-based SLAs. The eladrin has Cha-based SLAs. The gloom has Int-based SLAs.

    Now to review the pseudodragon.
    Typo! Typo- I meant to put in Cha mod. EVERY SINGLE WotC creature, that I'm aware of, has SLAs based off of charisma.
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  4. - Top - End - #64
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    ChumpLump:Crunch wise those look good, but the tables are messed up and you say werewolf at the size increase at level 20.

    Also why do you say those classes should be 6 or even higher levels long? The weretiger is just La+3.
    I know that stripping RHD is one of the points of this project, but I feel with Lycans some of the RHD (and most certainly not all of it) was meant to be softer LA. There is quite a bit of difference between a natural Wererat and a natural were-rhinoceros. However with the formula there isn't that level of difference. I suppose ultimately it's a moot point. And now I want to build a wererhinoceros.
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  5. - Top - End - #65
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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
    I know that stripping RHD is one of the points of this project, but I feel with Lycans some of the RHD (and most certainly not all of it) was meant to be softer LA. There is quite a bit of difference between a natural Wererat and a natural were-rhinoceros. However with the formula there isn't that level of difference. I suppose ultimately it's a moot point. And now I want to build a wererhinoceros.
    Please make a Wererhino, I'm begging you to make a Wererhino
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  6. - Top - End - #66

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

    Quote Originally Posted by Gorgondantess View Post
    Typo! Typo- I meant to put in Cha mod. EVERY SINGLE WotC creature, that I'm aware of, has SLAs based off of charisma.
    Probably. But even then there's several monsters done here by now that have their SLAs tied to other stats. Plus usually SLAs have their DCs tied to the spell level, while here we do based on HD.


    Kobold-Bard:

    -STANDARD SAVES!
    -No flight at 1st level unless it's something really crippled like the Vargoille that it's just a head. Make it gain it when it has enough HD.
    -Poison for 1/HD sleep rounds instead of 3+1/HD.
    -NEVER say it gains the creature type features. Just the traits! The features include the base saves, skill points and all the other stuff we actualy change here.
    -Why the pseudo-spellcasting? They're not true dragons filled with arcane power. They're glorified lizards with poison and sharp points.
    Last edited by Oslecamo; 2010-08-26 at 05:51 PM.

  7. - Top - End - #67
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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
    Probably. But even then there's several monsters done here by now that have their SLAs tied to other stats. Plus usually SLAs have their DCs tied to the spell level, while here we do based on HD.
    Heh, alright. In that case I'll make the marraenoloth DCs intelligence based.
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Wererhino


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    Wererhino Prerequisites
    To become a wererhino, the character must meet the following requirements

    Race: Any Medium or Large humanoid or giant
    Special: Must have been injured by the natural attack of another wererhino and contracted lycanthropy

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Alternate form(Rhino), Rhino empathy, Lunar body, Rhinose

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    | Alternate form(hybrid), Lunar hide

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +0
    |+1 Con, Tough Hide

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Curse of lycantropy, Powerful Charge[/table]
    Skills (2+Int Modifier): Intimidate (Cha), Listen (Wis), Spot (Wis), Search (Int), Survival (Wis), Swim (Str).

    Proficiencies: A wererhino gains proficiency with their own natural weapons

    Features:
    Lunar body(ex): Wererhino retain old racial modifiers and gain the shapechanger subtype. They gain low-light vision if they did not already possess it. A wererhino gains natural armor equal to its con bonus while in rhino or hybrid form. While in humanoid form their natural armor is equal to half their con bonus

    Rhino empathy: A wererhino can communicate with rhinoceros and other rhinoceros like Magical Beasts regardless of form and gains a +4 bonus on charisma based checks to influence such animals, however he gains no bonus on influencing magical beasts.

    Alternate Form(su): At first level, a wererhino can take on a medium rhinoceros form. While in rhinoceros form, a wererhino cannot use weapons or do anything requiring the use of hands, but gains a gore attack dealing 1d8 damage, their land speed is set to 30 ft speed. A wererhino in rhinoceros form gains a bonus on all strength checks involving a bull-rush, including opposing a bull-rush, equal to his Wererino class level.

    A wererhino can transform 1/day/HD, and can remain transformed indefinitely.

    For every level in wererhino, or for every two in another class, the wererhino's alternate form improves as shown below

    {table=head] Wererhino level+1/2 other levels | Ability Improvements

    1
    |
    +1str

    2
    |
    +1str, +1con

    3
    |
    +2str, +1con

    4
    |
    +3str, +1con

    5
    |
    +3str, +2con

    6
    |
    +4str, +2con

    7
    |
    +5str, +2con

    8
    |
    +5str, +3con

    9
    |
    +6str, +3con

    10
    |
    +6str, +4con

    11
    |
    +7str, +4con

    12
    |
    +8str, +4con
    [/table]


    At second level, a wererhino can assume hybrid form. While in hybrid form, a wererhino gains a gore attack dealing 1d8 damage. They can wield any weapons they could use in humanoid form. Both alternate forms are Medium sized, regardless of the creature's humanoid size. A wererhino in alternate form gains a +4 bonus to intimidate checks.

    Rhinose:A wererhino in rhinoceros form gains scent and gains a bonus on all Listen checks equal to his HD. At second level this ability works regardless of form.

    Lunar hide: At second level, a wererhino gains DR/Silver equal to their HD/2 while in alternate form.

    Growth:At 3rd level, a wererhino's alternate forms become large. Their gore attack deals 2d6 damage, in addition their natural armor improves by 1 while in alternate form.

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

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

    A wererhino of 20 HD or more may choose to become colossal by expending four normal transformations.

    Tough Hide: At third level a wererhino form becomes able to shrug off blows and pain more effectively. The wererhino gains a bonus to any saves against pain effects equal to his Wererhino class level, and may stay conscious down to his constitution modifier in negative hp, this does not increase his negative hp threshold however, he still dies when he reaches his limit, and cannot remain conscious after death.

    Powerful Charge: Starting at fourth level a wererhino in alternate form deals additional damage on a charge that ends with a gore attack. Double the damage on any such charge. (For purposes of abilitys that allow for more than one attack on a charge, only double the first gore attack the wererhino uses.)

    Curse of lycanthropy: At 4th level a wererhino 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.


    A Chump's Twopence:
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    The Wererhino, yes Rhinose is redundant.

    Changelog:
    Cleaned up Language on Werewhathave you, and took out Shark references in Wererhino
    Last edited by AugustNights; 2010-11-30 at 06:41 AM.
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  9. - Top - End - #69
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Marraenoloth


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    HD:d6
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+0 |+ 0|+2 | +2 |Styx Body, Canny Mercenary (Produce Flame & Charm Person), +1 Int
    2|+1 |+ 0|+3 | +3 |Yugoloth, Spell Resistance, Fear Gaze, Skiff
    3|+1|+ 1|+3 | +3 |Styx Touch, Protective Skiff, +1 Int
    4|+2|+ 1|+4 | +4|Summoning, Alter Self, +1 Dex
    5|+2|+ 1|+4 | +4 |Improved Fear Gaze, Poison, Tongues, +1 Con
    6|+3 |+ 2|+5 | +5|Animate Dead, Gliding Skiff, +1 Int
    7|+3|+ 2|+5 | +5|Phantasmal Killer, Terror Gaze, +1 Dex
    8|+4|+ 2|+6 | +6 |Improved Styx Touch, Flying Skiff, +1 Con
    9|+4|+ 3|+6 | +6 |Plane Shift, Teleport, Piercing Gaze, Hades is Where the Heart is, +1 Int
    10|+5|+3|+7 | +7 |Indentured Servant, Greater Protective Skiff[/table]

    Skills: 8+int mod per level
    Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (Any), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope.

    Proficiencies: The Marraenoloth is proficient in simple weapons, one martial weapon of its choice, light armor and its own natural attacks.

    Styx Body: The Marraenoloth loses all racial traits, gaining Outsider traits (basically Darkvision 60'). He's medium sized with a speed of 50' and a bite attack dealing 1d8+1/2 str damage, as well as natural armor equal to his con modifier.

    Canny Mercenary: At the levels in which a spell name is indicated above the Marraenoloth can use it a certain number of times per day as an SLA. Save DCs are 10+1/2HD+Int mod.

    1-Charm Person & Produce Flame 1/day per HD.
    4-Alter Self 1/day per 2 HD.
    5-Tongues, permanent effect & Poison 1/day per 2 HD.
    6-Animate Dead 1/day per 5 HD.
    7-Phantasmal Killer 1/day per 3 HD.
    9-Plane Shift & Teleport 1/day per 4 HD.

    A 9th level Marraenoloth that reaches 14 HD has it's teleport SLA upgraded to greater teleport.

    A Marraenoloth who multiclasses into an arcane spellcasting class can count his Marraenoloth levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Marraenoloth 3 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorcerer 3 however. He would get the familiar ability, but Marraenoloth levels wouldn't count for it.

    Ability Score Increases: The Marraenoloth gains +1 int at levels 1, 3, 6 & 9, +1 dex at levels 4 & 7, and +1 con at levels 5 & 8, for a total of +4 int, +2 dex, and +2 con.

    Yugoloth: The Marraenoloth gains a bonus on saves against poison and resistance to acid equal to its HD, and resistance to fire, cold & electricity equal to half HD. It can also see under any kind of darkness, even deeper darkness, as well as telepathy out to 10' per HD.
    It also gains the evil subtype, and its natural attacks and any weapon it wields count as evil aligned for purposes of bypassing DR.

    Spell Resistance: The Marraenoloth gains SR equal to 11+HD.

    Fear Gaze: Whenever the Marraenoloth stares at a creature, they must make a will save (DC 10+1/2 HD+Int) or be shaken for 1d4 rounds, increasing to 1d8 rounds at 4 HD and by another 1d8 rounds every 4 HD thereafter, up to 5d8 rounds at 20 HD.
    Any who succeed on their save cannot be affected again for another 24 hours.

    Skiff: The Marraenoloth can summon & dismiss a 5x10 foot skiff in water at will as a full round action. The skiff is weightless, and can move over the water at a speed of 10+5x the Marraenoloth's Profession (Ferryman) modifier. Only the Marraenoloth can man it. It can carry a number of passengers other than the Marraenoloth equal to the Marraenoloth's HD+1 (the space is extradimensionally accommodating- a fine passenger ends up the same size as a colossal passenger). It cannot carry cargo aside from what the passengers can carry under a heavy load, and cannot carry unwilling passengers.

    Styx Touch: When making a melee touch attack, or when attacking with his natural weapons, the Marraenoloth may channel the wasting, chilling properties of the river styx, dealing an additional 1d6 damage. This damage increases to 2d6 at 6 HD and by another 1d6 every 3 HD thereafter, up to 6d6 at 18 HD. Half of this damage is cold damage, and half is negative energy; the Marraenoloth may simply deal cold damage if he so chooses.

    Protective Skiff: The Marraenoloth's skiff & all its passengers are immune to all mundane environment effects, and any environmental effects in the Gray Wastes.

    Summoning: At 4th level, the Marraenoloth gains the ability to summon its brethren. Once per day the Marraenoloth may cast a summon monster spell of a level equal to his (HD/2) minus one. Its duration is 1 hour/level instead of 1 round/level, and the Marraenoloth cannot summon good creatures. The Marraenoloth may give the creature orders other than to attack, and it will follow these orders to the best of its abilities.

    Improved Fear Gaze: At 5th level, creatures who fail their will save against the Marraenoloth's fear gaze are instead frightened.

    Gliding Skiff: The Marraenoloth's skiff floats a few feet off the ground, lifted by a bleak miasma, and can move over land now. It can go anywhere it will not be obstructed (plains or roads are fine, forests are not), and it cannot go up 30 degree or greater inclines.

    Terror Gaze: Opponents who fail their will save against the Marraenoloth's fear gaze are either panicked or cower (Marraenoloth's choice).

    Improved Styx Touch: At 8th level, the Marraenoloth deals X wisdom or charisma damage with his Styx Touch ability, in addition to the normal damage. X is equal to the number of damage dice Styx Touch deals.

    Flying Skiff: The Skiff gains a fly speed equal to its normal speed, with a maneuverability rating of clumsy.

    Hades is Where the Heart is: At 9th level, when using its teleport & plane shift SLAs, the Marraenoloth does not expend a use if he is transporting himself or others to or within the Gray Wastes. In addition, when using plane shift to transport another to the Gray Wastes, the save DC increases by 1 for every 6 HD the Marraenoloth has.

    Piercing Gaze: Opponents who are normally immune to fear or mind-affecting can still be affected by the Marraenoloth's fear gaze, albeit with a +4 bonus to their save, and it only lasts 1 round/4 HD, as opposed to 1d8 rounds/4 HD.

    Indentured Servant: The Marraenoloth is a canny fellow; while he normally just charges gold or magical items for a voyage on his skiff, he also knows when to capitalize on people who are truly desperate. Be it a Baatezu deserter, a Demon who's pissed off the wrong Tan'nari or simply an adventurer way over their heads, there is always somebody who wants to leave the Lower Planes, and the Marraenoloth is only too willing to provide that service... for a price.
    At 10th level, the Marraenoloth summons a creature who has somehow been indebted to him, and bound to his will. This can be any humanoid, monstrous humanoid, undead, aberration, dragon, or outsider with an intelligence score of at least 3 and an ECL equal to the Marraenoloth's HD-2. Every time the Marraenoloth henceforth gains a level, said creature can either advance an HD (if a monster) or gain a class level, as well.
    If the creature dies, or the Marraenoloth wants to switch it out for a new one, he goes trolling in the Gray Wastes for a new mark. Every day, he must make either a bluff, intimidate or Profession (Ferryman) check with a DC of 20+the ECL of the new servant: if he succeeds, he gains the new servant; if he fails, he must search for another day. Either way, once he finally acquires the servant, he must conduct a ritual that costs him 500 xp per ECL of the creature. Once this is done, the creature is bound.
    A Marraenoloth who takes the Leadership feat doesn't gain a new cohort: instead, the max ECL of his cohort is increased by 1.

    Greater Protective Skiff: The skiff & its passengers are unaffected by any environmental hazards, be they the heat of the elemental plane of magma or the elating effect of Elysium.


    Comments:
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    At last, the Marraenoloth! We've got some good saves & excellent skills to balance out bad BAB and mediocre HD, fear gaze as a free action that can eventually be quite potent, though if they fail their save it's sortof a moot point. Styx touch synergizes well with produce flame and poison SLAs for that little bit when you actually need to get your hands dirty.
    Summoning is still 1/day, but really, it's usefulness is only limited by your imagination: with 1 hour/level, you can send your monster friend on all sorts of tasks. And by level 16 you should be able to bring it around all day!
    The Skiff is essentially phantom steed with protective capabilities, plus passengers. I really didn't want it to be possibly rendered obsolete by a 3rd level spell.
    And then, finally, the indentured servant. I enjoyed writing the fluff on that one; in the end, it's essentially leadership lite, but more amenable to outsiders & such.

    In the end, it's only really powerful abilities are the fear gaze (once you get up to terror, at least) and the indentured servant, and definitely a chessmaster type character with indentured servant, animate dead and summoning; otherwise, it's just got a handful of backups for when really needed.
    Thoughts?

    Changelog: Indentured Servant has become more sane, in the same process that a diamond is produced.
    Last edited by Gorgondantess; 2011-02-01 at 07:25 PM.
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  10. - Top - End - #70
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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
    Just wondering, but how come the Brain In a Jar doesn't have the "can count levels as a psionic class for CL and powers known and per day" thing? I kinda assumed it did, until I looked closer.

    Also, how would a Brain In a Jar cast/manifest things with verbal or somatic components? Or would it simply not be able to?

    I ask this because some other weirdly-shaped beasties that would naturally become casters, like the Beholder, have a little paragraph explaining how they cast. (It's in the Beholder Mage class description actually, but still.)
    The Brain in a Jar can speak for Verbal components, but it cannot perform somatic components. Manifesting psionic powers has neither.

    The brain in a jar automatically dumps both Str and Con, and gains relatively sizeable bonuses to Int, Wis, Cha and Power Points. The ML loss can be made up by with Practiced Manifester, and I believe that the loss of powers known is a fair tradeup for the Tiny Size, two null-stats, permanent perfect flight and sizeable number of Psi-like abilities (which also easily compensate for missing Powers Known, save for being lower level powers, of course).
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    Homebrewing

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

    I love what's been done with the Sons/Daughters, and would next like to request Illurien (MMV, unique outsider. And don't object to the unique bit, the Big T is unique and you still did him).


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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  12. - Top - End - #72
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Actually, there IS a large planet full of nothing but "Big T"s...
    All with different variations (templates), so that each one is sort-of unique.
    But that's a few thousand "big T"
    Demilich avatar by Smuchmuch. Thank you VERY much!

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    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  13. - Top - End - #73
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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
    ...


    Kobold-Bard:

    -STANDARD SAVES!
    -No flight at 1st level unless it's something really crippled like the Vargoille that it's just a head. Make it gain it when it has enough HD.
    -Poison for 1/HD sleep rounds instead of 3+1/HD.
    -NEVER say it gains the creature type features. Just the traits! The features include the base saves, skill points and all the other stuff we actualy change here.
    -Why the pseudo-spellcasting? They're not true dragons filled with arcane power. They're glorified lizards with poison and sharp points.
    -Crud, my mistake.
    -Changed Flight to 30ft(A) at 4HD +5ft/2HD & (G) at 10HD. Better?
    -Done.
    -Because they're Dragons all the same (and if Kobolds can be prolific Sorcerers then so could they), and the Druid/Ranger stuff was because they seem fairly nature inclined. I've taken it out though.

    Anything else?
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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  14. - Top - End - #74
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    So... the Mist Dragon is a little barren to spread over twenty levels, then?

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  15. - Top - End - #75

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

    First, I agree with what Draken said, the Brain in a Jar has too much abilities for us to put pseudo-spellcaster in there.

    Quote Originally Posted by Lord_Gareth View Post
    I love what's been done with the Sons/Daughters,
    Well thank you!

    Quote Originally Posted by Lord_Gareth View Post
    and would next like to request Illurien (MMV, unique outsider. And don't object to the unique bit, the Big T is unique and you still did him).
    Don't expect it done very soon tough. Those are easily the hardest ones and I've got a list full of other delayed stuff to take care off. But I'll take that as another compliment.


    Kobold-Bard:
    First, you still have the fly speed on demi-dragon body, go fix that please.

    Now, who ever said prolific sorceror kobolds were balanced? Seriously there's someone at Wotc that seriously loves kobolds.

    Plus, the pseudo-dragon already has plenty of stuff at first level. Excellent skills, save-or-die poison, will eventually fly, will eventually become tiny, pseudo-spellcaster would be pushing it over the top. Feel free to make a pseudo-dragon paragon tough.

    Gorgondantress:
    Excellent job! I really don't spot anything to complain about. Perhaps why does he has light armor proefeciency when he's clearly dressed on rags but I'm willing to let that one slip since it has no DR/fast healing.
    Last edited by Oslecamo; 2010-08-27 at 05:14 AM.

  16. - Top - End - #76
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    -Crap
    -Fair point, Kobolds do get a bit too much love.
    -You are correct (shockingly enough ), I'll leave it out.

    Now to do something with more than 1 level, maybe I'll have a go at the Roving Mauler myself (and I'll kick myself if that turns out to be CR1 too).
    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.

  17. - Top - End - #77

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

    Salamander


    Spoiler
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    HD:d8
    {table]Level |BAB|Fort |Ref| Will| Feature
    1 | +1 |+2 |+0 |+2| Salamander Body, +1 Str
    2 | +2 |+3 |+0 |+3 | Tail slap, Heat, +1 Con
    3 | +3 |+3 |+1 |+3 |Multiattack, Improved grab, Constrict +1 Str
    4 | +4 |+4 |+1 |+4 |Powerfull tail, +1 Str, +1 Con
    5 | +5 |+4 |+1 |+4 |Growth, +1 Str
    6 | +6 |+5 |+2 |+5 |Salamander Skin, +1 Con, +1 Cha
    7 | +7 |+5 |+2 |+5 |Flame Initiate, +1 Cha
    8 | +8 |+6 |+2 |+5 |Flame Adept, Melt +1 Cha
    9 | +9 |+6 |+3 |+6 |Growth +1 Str, +1 Con
    10 | +9 |+6 |+3 |+6 |Noble, Flame Master, +1 Str, +1 Cha.
    [/table]

    8 Skill points+int per level, quadruple at 1st level. Class skills:
    Bluff, Craft, Escape artist, Intimidate, Hide, Profession(any) Spot, Listen, Search, Knowledge (any) Move silently, Diplomacy, Hide and Sense motive.

    Proficiencies:
    A Salamander is proficient just simple weapons and also with its tail slap.

    Features:


    Salamander Body:
    The Salamander loses all other racial bonuses, and gains outsider traits(basically darkvision 60 foot) and the fire subtype. It is a small outsider. The salamander has no legs, instead having a powerful tail allowing him to move at a speed of 20ft. He cannot use boots of any kind.

    The salamander also has a natural armor of 2+con modifier. His natural armor also go up by 1 when it grows.

    Salamanders are immune to fire, but takes 50% more damage from cold attacks.

    A Salamander also gains a bonus on any craft rolls involving metal equal to their HD.

    Ability increase:
    The Salamander gains +1 Str at levels 1, 3, 4, 5, 9 and 10, +1 Con at levels 2, 4, 6 and 9, and +1 Cha at levels 6, 7, 8 and 10, for a total of +6 Str, +4 Con and +4 Cha at level 10.


    Tail slap:
    At level 2 the salamander can make a tail slap dealing 1d4+ 1/2 str dmg.

    Heat:
    At 2nd level a salamander generates so much heat that its mere touch deals additional fire damage. This applies to natural weapons of the salamanders. Melee weapons wielded by the salamander also conduct this heat. This ability can be suppressed and resumed as a free action. At level 2 the heat deals 1d6. For every extra 5 HD from there this damage increases one size category (1d8 at 7 HD, 2d6 at 12 HD, 2d8 at 17 HD )

    Multiattack: At level 3 the Salamander gain the multiattack feat even if he do not have the requisites of three natural weapons. It can attack with a manufactured weapon as primary attack and it's tail slap as secondary attack with just -2 penalty on the tail slap instead of -5.


    Improved Grab:
    At 3rd level, to use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Powerfull tail: At level 4, the tail slap of the salamander now deals 1d8+1/2 Str mod damage, and it's reach is doubled (10 foot for small/medium size, 20 for large size, etc). If the salamander changes size adjust the damage acordingly as well.


    Constrict :
    A salamander deals automatic tail slap damage (including fire damage) whit a successful grapple check against creatures up to one size larger than itself. A large or larger salamander can constrict multiple creature simultaneously provided they are all at least two size smaller than it.

    Growth: At level 5 the salamander grows to medium size. At level 9 the salamander grows to large size.

    Salamander Skin: The Salamander gains DR/magic equal to half his HD.

    Flame Initiate:
    The Salamander can now use Burning Hands, Fireball and Flaming Sphere as SLA's each 1/day for each HD it has. Save DCs are 10+1/2 HD+Cha mod.

    In adition, a salamander who multiclasses for an arcane or divine casting class can count his salamander levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a Salamander 7 who took 1 level of sorceror could choose to have CL 8, get 3 4th level spell slots, 1 3rd level spell slot, 1 4th level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorceror 7 however. He would get the familiar ability, but Salamander levels wouldn't count for it.


    Flame Adept:
    The Salamander can now use Wall of Fire and Dispel Magic 1/day for each 2 HD it has. Save DCs 10+1/2HD+Cha mod. At 11 HD the Dispel Magic is upgraded to Greater Dispel Magic.

    Melt: The Salamander's expertise with the forge teaches him how to focus heat untill it can burn trough anything. If the Salamander would use any ability that deals fire damage (like a SLA, spell or heat), as a swift action the salamander may instead reduce the fire damage by half and make it count as untyped damage.

    Noble:Any spells or SLAs cast by the Salamander with the [Fire] descriptor have no limit on the number of dice they deal and are cast at +2 CL. In adition, a number of times per day equal to their Cha mod, a Noble Salamander may use his Melt ability to deal full untyped damage with a fire SLA or spell.

    Flame Master:the Salamander can now use Summon Monster VII as a SLA 1/day for every 5 HD it has, but only for summoning huge or smaller fire elementals.

    At 13 HD it may use Summon Monster VIII (greater fire elemental) instead.

    At 16 HD it may use Summon Monster IX (elder fire elemental) instead

    At 19 HD it may use Elemental Swarm (fire only) instead.



    Comments:
    Spoiler
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    Salamanders are hard and skilled workers with pyromaniac tendencies. They seem to just use simple weapons and are slow moving but get better skills than normal and a tick natural armor.

    The Salamander has full Bab, two good saves and +6 Str, +4 Con and +4 Cha, but it's somewhat lacking on mobility and SLAs, plus just DR/magic. Melt ability helps to deal with oponents with fire resistance/immunity, and the capstone should help make Fire focused salamanders more viable. Also pumping out powerfull fire elementals to help.

    If you feel like playing a skilled, slow but tough fire-focused monster, the Salamander's for you.
    Last edited by Oslecamo; 2010-08-27 at 07:51 AM.

  18. - Top - End - #78
    Firbolg in the Playground
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    For Heat, you say it gains it at level 2, but starts to deal damage at level 3. So does it have no effect at level 2, then?
    Last edited by Volthawk; 2010-08-27 at 07:21 AM.

  19. - Top - End - #79

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

    The Styx dragon Source, Draconomicon.



    class
    Spoiler
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    HD: D12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+0 |+2 |Stygian Body, Styx adaptation, Fog Cloud
    2| +2| +3|+0 |+3 | Keen senses, Stygian Breath
    3| +3| +3|+1| +3| Blindsense 60 feet, Strength +1, Constitution +1
    4| +4| +4| +1|+4 | Curse Water, Summon from the Deeps, +1 Charisma
    5| +5| +4| +1| +4| Improved Breath weapon, Improved tail blades
    6| +6| +5|+2 |+5 | Deeper Darkness, Stinking Cloud
    7| +7| +5| +2| +5|Constrict, Improved grapple, Diseased tail blades
    8| +8| +6| +2| +6| Growth, Mind Fog, Feeblemind, +1 Charisma
    9| +9| +6|+3 |+6| Stygian grab, +1 Strength, +1 Constitution
    10| +10| +7|+3 |+7 | Improved breath, Hold Monster
    11| +11| +7| +3|+7 | Stygian Scales, Stygian Influence, Stygian Corruption
    12| +12| +8| +4|+8 | Frightful presence, Growth, Crush.
    13| +13| +8| +4| +8| Bonus Feat, +1 Charisma
    14| +14 | +9| +4| +9|Stupefying breath, +1 strength +1 Constitution
    15| +15 | +9| +5| +9| Disease ascension, Bonus Feat
    16| +16 | +10| +5| +10| Horrid Wilting, Corrosion, +1 Charisma
    17| +17| +10| +5| +10| Stygian bite +1 Strength, +1 Constitution
    18| +18| +11| +6| +11| Bonus Feat, Diseased Body, +1 Str, +1 charisma
    19 | +19| +11| +6| +11|Growth, Tail Sweep, +1 strength, +1 Constitution, Pestilence
    20| +20| +12| +6| +12 |Disease perfection, Bonus Feat, +1 Str, +1 Cha, +1 Con
    [/table]

    6 Skill points+int per level, quadruple at 1st level. Class skills:
    Concentration, climb, jump, spot, listen, appraise, bluff, intimidate, Knowledge(any), spellcraft.

    Proficiencies
    : a Styx dragon isn't proficient with any armor or weapons, besides his own natural weapons

    Features:

    Stygian Body: The Styx dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 tail blades for 1d8 damage each, (They are secondary attacks and both are seperate attacks) a 40 foot base land speed which starts increasing by 10 every hit dice after its fourth and medium sized. In addition, the Styx dragon gains a swim speed equal to the base speed, and a burrow speed equal to half the base speed.

    The tail blades only add your strength modifier to damage until level 5 at which point it becomes 1 and a half strength modifier

    The Styx dragon's arms are vestigial and cannot be used for any purpose.

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

    Styx Adaptation:Ex The Styx dragon has complete immunity to poisons and diseases, magic or mundane. In addition, the dragon can breathe in water, Is not hampered in combat by being in an aquatic environment, and is immune to the harmful effects of the river Styx and cannot be affected by the disease ascension or disease perfection abilities of other Styx dragons.


    Styx dragon SLAs: At 1st level Fog Cloud SLA 2/day per HD.

    At 4th level Curse Water SLA 2/day per HD.

    At 6th level Stinking Cloud and Deeper Darkness 1/day per HD.

    At 8th level Mind Fog and Feeblemind 1/day per 2 HD.

    At 10th level Hold Monster 1/day for each 5 HD.

    At 16th level Horrid Wilting 1/day for each 4 HD.

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

    Stygian Breath:Su At second level the Styx dragon gains a breath weapon. The breath weapon is a 60 foot line dealing 1d6 acid damage/HD, with a reflex save DC of 10+1/2 HD+Constitution modifier for half and takes 1d4 rounds to recharge. The line increases by 10 feet for every extra hit die the dragon gains. In addition, at 5th level the damaging effects of the line cling to enemies. The next round the acid deals half the damage it dealt the previous round. At tenth level it affects them again dealing one quarter the damage it originally dealt.

    Blindsense:Ex At third level the dragon gains Blindsense as the normal ability, range 60 feet.

    Ability increase: The stygian dragon gains

    +1 Str at levels 3, 9, 14, 17,18, 19, 20

    +1 Con at levels 3, 9, 14, 17, 19, 20

    +1 Cha at levels 4, 8, 13, 16,18, 20

    For a total of +7 Str, + 6 Con and + 6 Cha at level 20.

    Styx dragon SLAs: At 1st level Fog Cloud SLA 2/day per HD.

    At 4th level Curse Water SLA 2/day per HD.

    At 6th level Stinking Cloud and Deeper Darkness 1/day per HD.

    At 8th level Mind Fog and Feeblemind 1/day per 2 HD.

    At 10th level Hold Monster 1/day for each 5 HD.

    At 16th level Horrid Wilting 1/day for each 4 HD.

    Summon From the Deeps:
    At 4 HD the Styx dragon can use Summon Monster Y, where Y it's half the Styx Dragon's HD, as a SLA 1/day per HD.

    Creatures summoned this way have a swim speed equal to their best speed and gain the Styx Adaptation ability. If they already had a swim speed it is doubled.

    Diseased Tail blades:Ex At seventh level anybody who is hit by the tail blades must succeed on a Fortitude save equal to the Dragon's breath weapon save or contract a disease of the player's choice. The player must choose once he gets this ability and the ability cannot be changed after this. There are several diseases on Page 292 of the dungeon master's guide or they can choose Stygian wasting from Draconomicon.

    Improved grapple:at 7th level the Styx dragon gains the improved grapple feat regardless of whether or not they meet the prerequisites.

    Constrict: At seventh level, after the Styx dragon makes a successful grapple check, it can make a constrict attack. The constrict attack deals twice the tail blade's damage as bludgeoning damage.

    Growth:At 8th level the Dragon grows to large size. At 12th he grows to huge and at 19th he grows to gargantuan. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.


    Stygian Grab:Ex At 9th level the Styx dragon gains the improved grab extraordinary ability. To use this ability a Styx dragon must hit an enemy that is at least one size category smaller than him with his tail blades attack. The dragon can immediately make a Grapple check and if it's successful can use it's constrict ability in the same turn. In adition, this ability ignores freedom of movement effects.

    Stygian scales:Ex At 11th level the Styx dragon gains DR/magic and good equal to half its total HD and SR equal to its total HD plus 11

    Stygian influence: After swimming through the river Styx for centuries the planes they swim through have affected the dragon's attacks. At 12th level The Dragon can now bypass any form of damage reduction that can be bypassed by any evil alignment as if their weapons were attuned to that alignment.

    Stygian Corruption:
    No mind can resist the river Styx. The Stygian dragon can now affect creatures immune to mind affecting with his Mind Affecting SLAs, but those creatures receive a +4 bonus on their saves.

    Crush: At 12th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
    Spoiler
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    This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    A crush attack deals the indicated damage plus 1˝ times the dragon’s Strength bonus (round down).


    Frightful Presence:Ex at 12th level the dragon gains frightful presence. ability takes effect automatically whenever the dragon attacks or charges. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ˝ dragon’s HD + dragon’s Charisma modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Bonus feat:
    At levels 13, 15 and 20 the Styx Dragon gains Extrarodinary disease as a bonus feat (see after this monster entry) or a fighter bonus feat for wich it qualifies for.


    Stupefying breath:Su
    At 14th level the dragon gains an additional breath weapon. The breath is a cone with a radius of 30 feet+5 feet per HD of the dragon and deals 1 intelligence damage for every 4 HD of the dragon. The damage can be halved with an appropriate fortitude save of DC10+Con Mod+Half its HD. The breath weapon recharges in 1d4 rounds.

    Disease ascension: At 15th level, the dragon can now bypass immunity to disease derived from class features (Such as the Paladin's divine health) and any ability not derived from a creature's type. However, Styx dragons cannot affect each other with this ability. In addition, the damage die for both Stygian wasting and devil chills increase by one die size.

    Corrosion:
    At 16th level, the Stygian Dragon's natural weapons deal an aditional 1d8 Acid Damage. This Damage increases one die step for every 4 HD gained from here.

    Stygian bite: At level 17 the Styx Dragon's bite is a weapon to be feared. The Dragon can now channel its Stupefying breath weapon into its bite attack to be used along with it. This still counts as a use of the breath weapon and you must wait 1d4 rounds before using the breath weapon in any way shape or form again. Channeling the breath weapon is a swift action.

    Disease Body: At 18th level all of the Styx Dragon's natural weapons can transmit diseases as his tail.

    Tail sweep:At 19th level this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1˝ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

    Pestilence:
    At 19th level the Styx Dragon can contaminate anything it touches. As a fullround action the Styx dragon can "rub" the area where he's standing or a number of objects equal to his Con modifier. The next creature steping on that area or touching the object willingly receives a disease as if hit by the Styx's dragon natural weapons, same Fort Save to resist. The disease must be chosen when the Styx Dragon rubs. The effect is permanent but each contaminated square /object can only try to infect one creature per HD. A rogue can spot and safely "clean" an object with his trap sense, search and disable DCs are 10+HD+Con modifier.

    Disease perfection Su: At 20th level, the Styx dragon's affinity for disease has reached it's peak. From this point on, the dragon's disease based abilities* affect even those normally immune to them. The dragon now bypasses any immunity derived from type, race, class, or anything else besides being a Styx dragon (or summoned by a Styx Dragon). Styx dragons are still immune to each other's diseases. In addition, anything that is not normally immune to disease receives no save and the saves on the disease are now equal to the save of the dragon's breath weapon.

    *The abilities that disease ascension and perfection apply to are the dragon's tail blades, its SLAs, and any spells it can cast due to the class.


    Comments
    Spoiler
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    The Styx Dragon can't fly, but it swims and burrows quite well. It has a powerfull array of SLAs and disease abilities to back up it's melee-grappling abilities and bard-sorceror spellcasting.

    If you feel like playing an aquatic dragon that lays down plagues upon his oponents, the Styx Dragon's for you!


    In addition to the features described herein, there are new feats to enhance the Styx dragon's disease based abilities. (Credit to Hyudra)

    Extraordinary Disease [Monstrous]
    Your disease works in a manner above and beyond that of other creatures of your type.
    Prerequisite: A natural weapon that can transmit disease, 13 Con and 6HD, at least one of which must be a level in a monster class.
    Benefit: Choose one of the following from the list to enhance your poison:
    Spoiler
    Show
    • Pathogen: Each time the victim fails a save against the disease (including the initial save to find if the disease was contracted), the DC is increased by +2.
    • Rapid Onset: The Disease now has an incubation period of 1d3 rounds. This may be taken a second time, reducing the incubation period to 1d3-2 rounds.
    • Scourge: The victim must save against the disease twice as often (ie. from every 24 hours to every 12 hours). This option may be taken multiple times, halving the amount of time the victim must save each time it is taken. (from 24 to 12, 12 to 6, 6 to 3, and so on).
    • Fever: Once the poison enters the victim's system, the victim displays a rapidly progressing fever. From the point the victim fails the saving throw up until the time the disease is removed, the victim is Fatigued. Once the disease is incubated, the victim must make a fortitude save on any given hour or Exhausted, instead. (DC is 10 + ˝ creature's HD + creature's Con)
    • Systemic Shock: When an opponent fails their save against disease, they are immediately sickened. Further, if the disease affects physical stats, the creature must make another fortitude save or be nauseated for 1d4 rounds, and if the disease affects mental stats, the creature must make a will save or be confused for 2d3 rounds. The DC for both saves isis 10 + ˝ creature's HD + creature's Con.
      Once the disease has incubated, the victim must save or be nauseated/confused (again, as appropriate to the disease) on any given hour.
    • Miasma: After a disease has finished incubating, a contagious vapor begins leaking out of their nose and mouth to taint the air around them. The disease effectively becomes inhalation and contact based, transmitted with the victim themselves as the origin point. Any infections transmitted in this way have the traits of the original disease, but with only a 50% chance the new victim will also show signs of the miasma.
      1d3 rounds after a victim afflicted with Miasma dies, the miasma begins consuming their body, filling all adjacent squares with the inhaled version of the disease.
    • Blight: The disease becomes potent enough to affect targets that are normally immune, as the individual elements in the disease produce byproducts that consume, occlude or taint even inanimate matter or energies. The Disease can now affect any creature that cannot produce the disease itself, including those creatures that are typically immune or that lack constitution scores. The effects of the poison are halved when affecting such opponents, rounding down. Diseases that would deal Con damage to creatures with no Con score deal Cha damage instead.

    Special: This feat may be taken multiple times, choosing a different option each time (or choosing options that specifically allow multiple instances).

    Done by Kyuubi, final tweaks by me.
    Last edited by Oslecamo; 2010-09-23 at 07:21 AM.

  20. - Top - End - #80

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

    Quote Originally Posted by volthawk View Post
    For Heat, you say it gains it at level 2, but starts to deal damage at level 3. So does it have no effect at level 2, then?
    Typo, corrected now.


    Boy there's lots of burrowed material on the other thread that just needed some tweaks to be finished. If anyone remembers any other half-done monster remember me please.
    Last edited by Oslecamo; 2010-08-27 at 07:48 AM.

  21. - Top - End - #81
    Titan in the Playground
     
    Kobold-Bard's Avatar

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

    Ravid



    Class
    Spoiler
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    Hit Dice: d8

    {table]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+2|Serpent Body, Positive Energy Lash
    2|+2|+3|+0|+3|Flame Retardant, Improved Positive Energy Lash
    3|+3|+3|+1|+3|Airborne, Skilled Combatant
    4|+4|+4|+1|+4|Greater Positive Energy Lash
    5|+5|+4|+1|+4|Animate Objects[/table]

    Class Skills: (4+Int Mod, x4 at 1st level) Escape Artist, Heal, Hide, intimidate, Know (Planes), Listen, Move Silently, Spot, Survival, Use Rope

    Proficiencies: Ravids are proficient with their own natural attacks.

    Class Features:

    Serpent Body: Ravids lose all racial traits & features and gains the Outsider type including all traits determined by that. They are Native to the Positive Energy Plane, and recieve the Extraplanar subtype when anywhere else.
    Ravids are Medium sized and have a base land speed if 20ft. Because they don't have legs Ravids technically slither an inch off the ground, however this is not flight yet and as such they are subject to all normal effects for land bound creatures; falling damage, rough terrain etc.
    They have a primary tail slap that deals 1d6+Str damage and a secondary claw that deals 1d4+1/2Str damage.
    Ravids have a natural armour bonus of 1+Con Mod.

    Positive Energy Lash (Su): Ravids are suffused with Positive Energy and may release it as part of an attack. 4/day for each HD it has a Ravid may add an overstimulating effect to any tail lash attack it makes. If the target takes damage from the attack it must make a Fort Save (DC 10+1/2HD+Con) or suffer an effect identical to the Dazzled condition for 1 round.

    Flame Retardant (Ex): At second level Ravids gain Fire Resistance 1/HD. At 15HD this instead becomes full Fire Immunity.

    Improved Positive Energy Lash (Su): At second level the Ravid hones it's Energy Lash's capabilities. By spending two uses of Positive Energy Lash instead of one a target that fails it's Save is Fatigued, an Dazzled if it successfully makes it Save.
    The Ravid's claw attack now inherits the lesser Lash effect as described at level 1.
    The Ravid may choose which of these effects it uses in a full attack or none if it chooses. It cannot however use both in the same full attack.

    Airborne(Su): From third level Ravids are able to move further from the ground. They are no longer hampered by rough terrain and have a permanent Feather Fall effect. They may also fly at a speed of 30ft(A).
    At 5HD their flight speed increases to 60ft(G).
    At 10HD their fly speed increases to 60(P) and their flight becomes an (Ex) ability.

    Skilled Combatant (Ex): From third level the Ravid becomes a master of battling with it's unusual physique. It may take the Multiattack feat despite not having the requisite three natural weapons.

    Greater Positive Energy Lash (Su): At fourth level the Ravids energy lash becomes more potent. If the target takes damage from it's tail slap and fails it's Save it instead now suffers an effect identical to the Sickened condition, becoming Fatigued if they do make their Save successfully. If the target is a mindless undead it also acts as though Turned (see Turn Undead). Greater lash costs 3 uses of it's Positive Energy Lash to activate.
    The Ravid's claw attack now inherits the Improved Lash effect as described at level 2.
    The Ravid may choose which of these effects it uses in a full attack or none if it chooses. It cannot however use both in the same full attack.

    It may also choose to forego it's usual tail slap damage & the Sickened/Fatigued effect when using Greater Lash and instead make a touch attack with it's tail that deals 2d10+1/HD pure positive energy damage (thus bypassing DR etc). This damage harms both living and undead targets alike and can affect incorporeal undead as easily as corporeal ones.

    Animate Objects (Su): At fifth level the Ravid learns to channel the raw positive energy that suffuses it in a much more complex way. A Ravid may use this ability 1/day for each HD it has. The Ravid may imbue an object with the semblance of life as though it had cast the spell Animate Objects, where the Caster Level equals the Ravid's HD. This ability can affect any unattended object within 20ft of the Ravid.
    1/day for every 10HD it has the Ravid may choose to make an object it animated with this ability last for 24 hours before becoming inanimate again.


    Comments:
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    And so I offer my second monster to this thread; the wierd snakey thing that will bring your table to life if you're not careful.

    Everything should be pretty self explainatory, I stretched stuff out where I thought I was needed, limited it's ability to Animate stuff.

    I changed it's Energy Lash ability to be more useful since I was limiting it's animation powers, hope it turned out ok.

    So yeah, let me know what you think.
    Last edited by Kobold-Bard; 2011-02-12 at 06:19 AM.
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  22. - Top - End - #82
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    FIRE ELEMENTAL



    CLASS
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    Hit Die: d8

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Body of Fire, Burn

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Bonus Feat, +1 Cha or +1 Con

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Growth, Spitfire, +1 Dex

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Flame Skin, +1 Cha or +1 Con

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Bonus Feat, Leap of Flames, +1 Dex

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Holocaust Cloak

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Blistering Heat, +1 Cha or +1 Con

    8th|
    +6
    |
    +2
    |
    +6
    |
    +2
    |Bonus Feat, +1 Dex

    9th|
    +6
    |
    +3
    |
    +6
    |
    +3
    |Oppressing Heat, +1 Cha or +1 Con

    10th|
    +7
    |
    +3
    |
    +7
    |
    +3
    |Nova, +1 Dex

    11th|
    +8
    |
    +3
    |
    +7
    |
    +3
    |Bonus Feat, Elder Elemental[/table]

    Class Skills: (2 + Int. Mod.) x4 at first level. The Air Elemental's class skills are Concentration, Escape Artist, and Intimidate.

    Class Features
    Proficiencies: An Elemental is proficient with its own natural weapons.

    Body of Fire: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

    Spoiler
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    • Darkvision out to 60 feet.
    • Immunity to poison, sleep effects, paralysis, and stunning.
    • Not subject to critical hits or flanking.
    • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
    • Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.


    The Elemental begins as a small creature with a base land speed of 30ft.. Despite being made of flames, fire elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. fire elementals have the fire subtype meaning they are immune to fire damage and take +50% more damage from cold damage.

    The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge.

    Burn (Ex): A Fire Elemental’s slam attack deals bludgeoning damage plus additional 1d6 fire damage from the Elemental’s flaming body. The additional damage done by this ability increases by an additional d6 for every 4 HD the elemental possesses. Those hit by a Fire Elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC for this effect is 10 + ˝ the Elemental’s HD + The Elemental’s Charisma Modifier or Constitution Modifier (whichever is greater). The additional damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, or Maximize Blaze feats.

    Meta Blaze: At second, fifth, eighth, and eleventh level, the Elemental may choose from the following list of Meta-Blaze feats. These feats can be used to modify many of the Elemental’s abilities. Any use of a power may only be enhanced by one meta-blaze feat at a time.
    Spoiler
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    - Maximize Blaze – The damage die dealt by an ability enhanced by this meta-blaze feat are treated as if all die had rolled the maximum value possible. The fire elemental may only use this ability to enhance 3 abilities per day.

    - Empower Blaze – The damage dealt by an ability enhanced by this meta-blaze feat is increased by one half. The fire elemental may only use this ability to enhance 5 abilities per day.

    - Intensify Blaze – The damage dealt by an ability enhanced by this meta-blaze feat ignores resistance to fire damage and deals half damage to creatures immune to fire damage. The fire elemental may only use this ability to enhance 3 abilities per day.

    - Lingering Blaze – This feat causes the attack to cling to the target dealing damage over time. Creatures who are dealt damage by an ability enhanced by this feat must succeed at fortitude save (DC = 10 + ˝ The Elementals HD + the Elemental Charisma Modifier or Constitution Modifier (whichever is higher)) or take Ľ of the damage dealt by the attack. The target must continue making saves to prevent this damage each round for a number of rounds equal to the elemental charisma modifier or constitution modifier (whichever is higher) (to a minimum of 1 round.)The fire elemental may only use this ability to enhance 3 ability per day.

    - Quicken Blaze - An ability enhanced with this feat requires only a swift action to activate. An elemental may use this feat to enhance 3 abilities per day, though may only use one quickened blaze during any given round.

    *More meta-blaze feats needed.*

    Ability Increase: The Fire Elemental burns brightly in both body and soul. A Fire Elemental receives a permanent increase to either his charisma score or constitution at 2nd, 4th, 7th, and 9th level. It chooses which one to increase at each instance is isn't forced to make the same ability increase each time. Additionally, the Elemental receives an increase to his dexterity score at 3rd, 5th, 8th, and 10th level. These increases total to be +4 to Charisma and/or Constitution and +4 to Dexterity by 11th level.

    Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

    Spitfire (Su): At 3rd level, a Fire Elemental gains the ability to hurl balls of fire at his enemies. This is a ranged touch attack which has a range of 60ft. with no range increment. Using this ability requires one standard action and deals 1d8 for every 4 HD the elemental possesses and an additional point of damage for every point of the elemental charisma modifier or constitution modifier (whichever is greater). The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

    Flame Skin (Ex): At 4th level, The elemental gains DR/-, equal its 1/2 HD. Additionally, Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage and are subject to being caught on fire as though they were hit with the elemental's slam attack.

    Leap of Flames (Su): In a burst of fire and speed, the fire elemental surges forth, leaving a trail of flames in its wake. As a full-round action, the elemental transform itself into a ball of fire and may hurl itself in a straight line in any direction. This line can be of any length from 10 feet to up to 5ft/HD. The Elemental reappears in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of its heavy load limit). Creatures in occupying any square the line travels through takes ld6 points fire damage for every 2 HD the elemental possesses. A successful Reflex save halves this damage. The fire elemental may use this ability once per day for every 2 HD it possesses. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

    Holocaust Cloak (Su): At 6th level, the incredible heat of the elementals body can even turn away attacks. The elemental receives a bonus to his AC equal to his Charisma modifier or Constitution modifier (whichever is higher) in the form of a deflection bonus. Additionally, whenever an opponent attacks the elemental with a natural attack or unarmed strike, they take one point of fire damage for each point of the Elemental’s charisma modifier or constitution modifier (whichever is higher.)

    Blistering Heat (Su): At 7th level, the flame of the Elemental’s soul begins to burn with even greater intensity. Each round on the fire elementals turn, All creatures within 10ft. for every 4 HD the Elemental possesses must make a successful fortitude save or take 1 point fire damage for every point of the Elemental’s charisma modifier or constitution modifier (whichever is greater.) The Elemental can suppress or activate this ability as a free action.

    Oppressive Heat (Su): The blistering heat created by the elemental is a burden to all creatures near the elemental. At 9th level, the Fire Elemental produces an incredible aura of intense heat. This aura extends in all directions from the elemental 10ft. for every 4 HD the elemental possesses. Creatures within this aura who are not immune to fire or do not possess fire resistance greater than the Elemental's HD, must succeed on a fortitude save (DC = 10 + 1/2 the elementals HD + the elementals charisma modifier or constitution modifier (whichever is greater.)) or take a penalty to all attack rolls, saving throws, skill checks, and ability checks equal to the elementals charisma modifier or constitution modifier (whichever is greater.) for as long as they remain in the radius of the aura. Any creature who succeeds on the save is immune to the effects of this ability for 24 hours. Creatures who are affected by this ability but move out of its area due to its own movement or the movement of the elemental are entitled to a new save each time they re-enter the aura's radius. An Elemental can suppress or activate this ability as a free action.

    Nova (Su): The Culmination of the elementals power, at 10th level, the elemental gains the ability to, once per day for every 10 HD it possesses, erupt into a brilliant explosion of flame and light. The explosion fills a radius that extend 5ft./HD and deals 2d6 for every HD the Elemental possesses. Creatures within the area are entitled to a reflex save. Those that succeed take only half damage. Additionally, any creature within this area must also succeed on a fortitude save or be blinded for a number of rounds equal to the elementals charisma modifier or constitution modifier. The damage dealt by this ability may be enhanced by The Empower, Intensify, Lingering, Quicken, or Maximize Blaze feats.

    Elder Elemental (Su): At 11th level, The Fire Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the fire subtype. Additionally, the Elemental can call fire to its aid. The Fire Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon fire elementals. At 13th level, and every two levels thereafter, the fire elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.

    COMMENTS
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    Ok, well I pretty much have the elementals down to a template.

    Usually 8 ability increases over 2nd-5th and 7th-10th levels
    Bonus feats at 2nd, 5th, 8th, and 11th.
    Growth at 3rd.
    Custom abilities at 3rd, 7th, 9th, and 10th.
    DR at 4th.
    An ability related to movement at 5th.
    A custom defensive ability at 6th level.
    Elder elemental at 11th.

    A gave the fire elemental some aura like abilities representing the intense heat of its body being a blight to those near it. It seems to be good at dealing damage, and can enhance its own abilities with those meta-blaze feats (I still need some more of those, by the way. suggestions needed.) Looks a little over-powered to me but I guess we'll see.

    Ok, Tell me all the things I did wrong.

    I'm going to sleep. Bye.
    Last edited by AustontheGreat1; 2010-11-12 at 03:19 PM.

  23. - Top - End - #83

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

    Kobold-Bard:
    -Considering the Ravid has no hands and just a couple nat weapons no problem giving it good Bab, one extra good save, and a couple more skill points per level.
    -Quadruple the uses of Positive Energy Lash. Dazzle is a pretty weak debuff.
    -At 2nd level put an ability to allow it to use Positive Energy Lash to cause Fatigue, or dazzled if the save is made, for double the uses.
    -I would prefer a more standard fire resistance progression
    -Why complicate so much airborne? Just let it half-fly at full speed at 3rd level (aka must end his turn on the ground), upgrade to full (SU) flight at 5 HD, and to (Ex) flight at 12 HD.
    -Greater Positive Energy Lash costs three uses of Positive Energy Lash, and causes fatigue on a sucessfull save.
    -I believe you meant Turn Undead there.
    -Clarify that the positive energy can damage (but not heal) living creatures and affect incorporeal undead.
    -Altough a 6th level spell, Animate Objects isn't that strong, and is severly limited by low caster level. No problem giving it more uses, like 1/HD, independent from Positive energy leash uses. Make maximum range 20 foot. You can even allow the ravid to make the duration of the effect 24 hours at 10 HD 1/day.


    AustontheGreat1:

    -You forgot to scale the summon monster capstone.
    -Why take empower over maximize? Weaker blaze feats should have lmore uses.
    -Please clarify that fire subtype gives you immunity to fire and +50% damage from cold.
    -Quicken blaze feat to use abilities as swift action?

    Otherwise, great job! Just one basic elemental to go! (and then the dozens of of obscure splatbook elementals)

    Now, one idea lingering in my head it's that the elementals should be able to go back to their older sizes and back at will as a standard or move action, since they're made of energy and aren't suposed to have a fixed shape/size, just maximum and minimum. What do you think?

  24. - Top - End - #84
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Think I did all that except the Fire Resistance thing. What do you mean more standard: Fire Resist 1 or 2/HD, that kind of thing?
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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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

    Gorgondantress:
    Excellent job! I really don't spot anything to complain about. Perhaps why does he has light armor proefeciency when he's clearly dressed on rags but I'm willing to let that one slip since it has no DR/fast healing.
    Heh, really now? Well thanks.

    Now, if anyone has any requests, there aren't any more monsters that I've been wanting to make... of course, that'll probably change soon enough.
    Marceline Abadeer by Gnomish Wanderer

  26. - Top - End - #86
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Hey all - my first try at these, so I'd love feedback (and if it isn't kosher to post them here, I'll take it down, of course). Did the pegasus because it's on the request list, and unicorn because they're so similar. I'm rather worried about the balance, because there's a lot of stuff shoehorned into three levels (including flight, large size, and the like).

    Pegasus
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    HD: d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+2|+2 | + 0|Pegasus Body, Spell-like Abilities, Divine Blood, Scent
    2|+ 2|+3|+3 | + 0|Wings, Teeth, Skill Bonuses, +1 Str, +1 Con
    3|+ 3|+3|+3 | + 1|Growth, Steed of the Gods, +1 Str, +1 Con
    [/table]

    Class Skills: (4+Int Mod)x4 at first level. The pegasus class skills are Balance, Concentration, Jump, Listen, Sense Motive, Spellcraft, Spot, and Survival.

    Proficiencies: Pegasi are proficient with their own natural weapons. They are not proficient with any armor.

    Class Features:

    Pegasus Body:
    A pegasus loses all other racial traits and gains the following traits:

    Spoiler
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    Medium size
    40 ft. base land speed
    Two natural hoof attacks, dealing 1d6+Str mod damage
    Darkvision 60'
    Low-light vision
    Pegasi are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
    Pegasi cannot speak, but understand Common (and gain bonus languages as normal).
    Additionally, the pegasus gains a bonus to natural armor equal to its Con modifier.


    Scent (Ex): At first level, pegasi gain the scent ability.

    Divine Blood: Although pegasi levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Multiclassed pegasi may also choose to let their pegasus levels stack for purposes of determining spells known and spells per day gained (not total). For instance, a pegasus 3/cleric 1 may choose to either gain 3 0th and 1 1st level spell or 1 0th, 1 1st, and 1 2nd level spell. Despite their lack of hands or speech, pegasi may cast spells with somatic and verbal components.

    Ability Increases:
    At second and third level, the pegasus gains a permanent +1 bonus to Str and Con.

    Spell-like Abilities: Beginning at first level, the pegasus can cast detect good or detect evil 2/day per HD.

    Wings (Ex): At second level, the pegasus' vestigial wings develop fully, and it gains a fly speed of 30' (average maneuverability). This improves by 10' every 3 HD thereafter.

    Teeth (Ex): At second level, the pegasus gains a secondary bite attack that deals 1d6+Str damage.

    Skill Bonuses (Ex): At second level, the pegasus gains a racial bonus to Spot and Listen equal to HD/2.

    Growth: At third level, the pegasus grows to Large (long) size.

    Steed of the Gods (Ex): At third level, the pegasus gains a +10 inherent bonus to land and fly speeds. Additionally, it gains the bonus feat Flyby Attack, and its maneuverability increases one step (to good).

    Comments:
    Spoiler
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    My first attempt at a monster class - the pegasus' fluff wants badly to be a paladin, hence the reasoning for Divine Blood (and the note about them being able to do somatic/verbal components, which Savage Species considers worth a feat), but I don't want to step on the unicorn's toes here, similar as they are.

    Cut scent from the original monster - seemed extraneous. Can add it back in, though.

    The pegasus gains flight fairly early, at second level, and it scales slowly - up to 100' at 20th level, including the bonus at third. It gets Pounce at third, so it's a fair charger, but lacks defensive capability (doesn't have the nat. armor bonus that's common around here).

    Basically - flight, pounce, three natural attacks, large size, and a fluffy spell-like, but it's got no AC to speak of and can't talk or wield weapons. Rounded out with okay hit dice, decent skills, two good saves, and good BAB.


    Unicorn
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    HD: d6
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+2|+0 | + 2|Unicorn Body, Divine Blood, Guardian of the Forest, Scent
    2|+ 1|+3|+0 | + 3|Alicorn, +1 Cha, +1 Con
    3|+ 2|+3|+1 | + 3|Growth, Bastion Against Evil, +1 Cha, +1 Con
    [/table]

    Class Skills: (4+Int Mod) x4 at first level. Unicorn class skills are Balance (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

    Proficiencies: Unicorns are proficient with their own natural weapons. They are not proficient with any armor.

    Unicorn Body:
    A unicorn loses all other racial traits and gains the following traits:

    Spoiler
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    Medium size
    40 ft. base land speed
    Two natural hoof attacks, dealing 1d4+Str damage
    Darkvision 60'
    Low-light vision
    Unicorns are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
    Unicorns speak Common and Sylvan, and gain bonus languages as normal.
    Additionally, the unicorn gains a bonus to natural armor equal to its Con modifier.


    Scent (Ex): At first level, unicorns gain the scent ability.

    Divine Blood: Although unicorn levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Despite their lack of hands or speech, unicorns may cast spells with somatic and verbal components.

    Guardian(Ex/SL): Unicorns have an affinity with nature. At first level, they gain wild empathy as the druid class feature, with a +6 racial bonus on the check.

    At second level, the unicorn gains a racial bonus to Move Silently equal to its HD/2.

    At third level, the unicorn may designate an area with a radius in feet equal to 100xHD as its home. Once per day/3 HD, it may greater teleport (as the spell) to any location within from any location within (thus, it cannot use this ability to teleport from outside the area). The designated home may be changed if the unicorn gains sufficient knowledge of another location (usually requiring 24 hours of exploration of the new land).

    Ability Increases: The unicorn gains a permanent +1 bonus to Cha and Con at second and third levels.

    Alicorn (Ex/SL): At second level, the horn protruding from the unicorn's head hardens, and it gains a secondary natural gore attack dealing 1d6+Str damage. Additionally, the unicorn may touch the horn to a subject in order to cast the follow spell-like abilities, gained at 2, 3, and 5 HD respectively:

    Cure Light Wounds once per day/HD
    Cure Moderate Wounds once per day/3 HD
    Neutralize Poison once per day/5 HD

    At third level, the unicorn gains a 1+Cha mod bonus to saves against poison, charms, and compulsions. This bonus increases by 1 each HD thereafter, and becomes an immunity at 8 HD.

    Bastion Against Evil (SL/Su): At third level, the unicorn may use detect evil as a spell-like ability at will. Additionally, it continuously exudes an aura of pure goodness, which may be suppressed and resumed as a free action. Evil summoned creatures/non-native outsiders must make a Will Save (DC 10+1/2 HD+Cha) to enter (although need not do so if the unicorn approaches them), and when inside the aura must make an additional Will Save to avoid taking your Cha modifier/2 damage per round. The unicorn gains a +2 divine bonus to Diplomacy and Sense Motive checks made against Good creatures within the aura. This aura extends out to a 10' radius.
    [B]

    Growth: At third level, the unicorn grows to Large (long) size.

    Comments:
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    The unicorn's got spellcasting, as well as more powerful spell-likes than the pegasus, but is less maneuverable (lacks flight, extra speed, and pounce.) Rounded out with average BAB, two good saves, d6 hit dice, and nice skills. Oh, and unicorns can talk.


    Changelog:
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    Change Divine Blood to pseudo spellcasting levels.
    Pegasus:
    Dropped Pounce, added Scent and the racial bonus to Spot and Listen. Added in a Con bonus.
    Unicorn:
    Dropped casting, added in Wild Empathy and racial to Move Silently (under Guardian of the Forest). Added bonuses against poison/charm/compulsion which scale to immunity. Added Scent. Added Con bonus. Increased (well, actually decreased, as the original was meant to have radius in miles) radius of Guardian ability, let the times per day scale with HD, made terrain generic, and decreased time to change the home.
    Last edited by FirebirdFlying; 2010-08-27 at 04:57 PM.

  27. - Top - End - #87

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

    Kobold-Bard:Fire resistance equal to HD, yes.

    Quote Originally Posted by Gorgondantess View Post
    Now, if anyone has any requests, there aren't any more monsters that I've been wanting to make... of course, that'll probably change soon enough.
    You know, the third post of this thread is a huge list of requests already done, feel free to pick whatever you want. Doing the deathdrinker right now.

  28. - Top - End - #88
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    Default Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque

    Quote Originally Posted by FirebirdFlying View Post
    Unicorn
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    HD: d6
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 0|+2|+0 | + 2|Unicorn Body, Celestial Blood
    2|+ 1|+3|+0 | + 3|Alicorn, +1 Cha
    3|+ 2|+3|+1 | + 3|Growth, Bastion Against Evil, +1 Cha
    [/table]

    Class Skills: (4+Int Mod) x4 at first level. Unicorn class skills are Balance (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

    Proficiencies: Unicorns are proficient with their own natural weapons. They are not proficient with any armor.

    Unicorn Body:
    A unicorn loses all other racial traits and gains the following traits:

    Spoiler
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    Medium size
    40 ft. base land speed
    Two natural hoof attacks, dealing 1d4+Str damage
    Darkvision 60'
    Low-light vision
    Unicorns are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
    Unicorns speak Common and Sylvan, and gain bonus languages as normal.


    Celestial Blood: A unicorn casts spells as a sorcerer of its level, but draws its spells from the cleric list. Levels in unicorn stack with sorcerer and all divine casting classes to determine caster level; spells known and spells per day are gained as if levels in unicorn were virtual levels in one chosen class.

    Ability Increases: The unicorn gains a permanent +1 bonus to Cha at second and third levels.

    Alicorn (Ex/SL): At second level, the horn protruding from the unicorn's head hardens, and it gains a natural gore attack dealing 1d6+Str damage. Additionally, the unicorn may touch the horn to a subject in order to cast the follow spell-like abilities, gained at 2, 3, and 5 HD respectively:

    Cure Light Wounds once per day/HD
    Cure Moderate Wounds once per day/3 HD
    Neutralize Poison once per day/5 HD

    Bastion Against Evil (SL/Su): At third level, the unicorn may use detect evil as a spell-like ability at will. Additionally, it continuously exudes an aura of pure goodness, which may be suppressed and resumed as a free action. Evil summoned creatures/non-native outsiders must make a Will Save (DC 10+1/2 HD+Cha) to enter (although need not do so if the unicorn approaches them), and when inside the aura must make an additional Will Save to avoid taking your Cha modifier/2 damage per round. The unicorn gains a +2 divine bonus to Diplomacy and Sense Motive checks made against Good creatures within the aura. This aura extends out to a 10' radius.

    Comments:
    Spoiler
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    The unicorn's got spellcasting, as well as more powerful spell-likes than the pegasus, but is less maneuverable (lacks flight, extra speed, and pounce.) Rounded out with average BAB, two good saves, d6 hit dice, and nice skills. Oh, and unicorns can talk.
    On the unicorn, a few gripes.

    1. Missing the size increase. It should reach large size.

    2. I find the spellcasting to be off in this creature. A D&D unicorn has the healing powers of its horn and an aura against evil, but other than that... It is a horse with very high strength and wisdom. Also, it is missing the teleport ability (limited as t may be).

    Last, both of your creatures are missing the ubiquitous Natural Armor = to Constitution modifier (this rule is only ever changed for beings with no Con).
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    Homebrewing

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

    1. Added size increase in - forgot to copypasta it.

    2. Bleh, teleport. I've no idea where they came up with that…I've added it in, though. As for spellcasting - the idea was to have the unicorn be the more spell-oriented version of the pegasus, because without that there's very little difference. (Whoo, horn instead of bite, and it can't fly. Oh, and it can cure things a couple times a day). Both of them are horses with high Str. Unicorn's a little more Wis + Cha. They're both CR3. Don't like evil. I really don't think the spell-likes are worth flight - maybe I should boost them and cut spellcasting?

    3. Er. I cut that intentionally, fearing it would be too much. If it isn't though, I'll put it back in.

    Do you think unicorn needs Wild Empathy, by the way?
    Last edited by FirebirdFlying; 2010-08-27 at 01:29 PM.

  30. - Top - End - #90

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

    Death Drinker



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    HD:d8
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1 | +1 | +2|+0 |+2 |Slaughter body, DeathDrink, +1 Str
    2| +2| +3|+0 |+3 | Demon, +1 Con
    3| +3| +3|+1| +3| Glory in Slaughter, Abyss Skin, +1 Str
    4| +4| +4| +1|+4 |Growth, +10 Speed
    5| +5| +4| +1| +4| See Invisibility,+1 Str, +1 Con
    6| +6| +5|+2 |+5 | Dispel Magic +1 Con
    7| +7| +5| +2| +5| Air Walk , +1 Str
    8| +8| +6| +2| +5| Growth, +10 Speed +1 Con
    9| +9| +6|+3 |+6| Teleport, +1 Str, +1 Con
    10| +10| +7|+3 |+7 |Aura of Unlife, Death Disciple
    11| +11| +7| +3|+7 | True Seeing, +1 Str, +1 Con
    12| +12| +8| +4|+8 | Warrior Magic
    13| +13| +8| +4| +8| Bonus Feat, +1 Str
    14| +14| +9| +4| +9| Battle-hardened
    15| +15| +9| +5| +9| Bonus Feat, +1 Str, +1 Con
    16| +16| +10| +5| +10| Death Weaponry, +1 Str, +1 Con
    17| +17| +10| +5|+10 |Bonus Feat, Death Tracker, +1 Str, +1 Con
    18| +18| +11|+6 |+11 |Soul Taker, +1 Str, +1 Con
    [/TABLE]
    Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance, Bluff , climb Concentration , Diplomacy , Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive, Spot , Survival

    Proefeciencies:Simple and martial weapons, light and medium armor

    Features:

    Slaughter body:
    The Deathdrinker loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets

    At 4th and 8th levels of this class the base speed of the Death Drinker increases by an extra 10 foot.

    The Death Drinker also gains a bonus to Nat armor equal to his Con modifier.

    Ability increase:The DeathDrinker gains
    +1 Str at levels 1, 3, 5, 7, 9, 11, 13, 15, 16, 17, 18
    +1 Con at levels 2, 5, 6, 8, 9, 11, 15, 16, 17, 18

    For a total of +11 Str and +10 Con at level 18

    DeathDrink:
    Whenever the DeathDrinker kills a creature, whetever with a melee attack, spell or undeath aura, it heals 1d8 HP for each HD of the victim. A DeathDrinker cannot "drink" more creatures per turn that it's Con modifier.

    Demon:gain resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and chaotic for bypassing DR.

    In adtion, it's darkvision applies to all kinds of darkness, even deeper darkness.

    Glory in Slaughter:
    Whenever the deathdrinker kills a creature, it gains +1 moral bonus on Attack rolls, Damage rolls and Saves for each 2 HD of the creature killed, rounded down, for 1 minute.

    Abyss Skin:
    The deathdrinker gains DR/good or Lawfull equal to half it's HD and SR equal to 11+HD. At 5 HD the DR upgrades to DR/Good and Lawfull

    Growth:
    At 4th level the deathdrinker grows to large size. At 8th level he grows to huge size.

    See Invisibility: Permanent effect on self as the spell.

    Dispel Magic:
    SLA as the spell, useable 1/day per HD. At 11 HD upgrades to Greater Dispel Magic.

    Air Walk:
    SLA as the spell, useable 1/day per HD.

    Teleport:
    SLA as the spell, useable 1/day per 3 HD. At 13 HD upgrades to to greater teleport.

    Aura of unlife:
    At the end of each DeathDrinker's turn every other creature, whitin 5 feet for every 4 DeathDrinker HD takes 1d6 damage per 4 DeathDrinker HD. Undeads are instead healed for the same amount. Notice this isn't negative energy damage, so constructs and creatures protected by Death Ward take the damage as well. This ability can be supressed and restarted at will by the DeathDrinker.

    Death Disciple:The deathdrinker now benefits from a permanent (Ex) Death Ward effect as the spell. In adition, if the DeathDrinker multiclasses as a cleric can can count his DeathDrinker levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, he does not retroactively gain spell slots or new spells for caster levels he did not take, nor does she add his DeathDrinker level to her character level for the purpose of other class features, such as turn undead.

    So for example, a DeathDrinker 10 who took 1 level of cleric would receive one 6th level spell slot, one 6th level domain spell slot, one 3rd level spell slot and one 1st level spell slot instead of one 1st level normal spell slot, one 1st level domain spell slot and three 0th level slots.

    If the DeathDrinker picks two from the Death, Evil and Destruction Domains, he can use Str instead of his Wis for cleric spellcasting purposes.

    True Seeing:
    Permanent effect, as the spell.

    Warrior Magic: A number of times per day equal to his Con modifier, the DeathDrinker may cast one of his SLAs as a swift action.

    Bonus Feat:
    At levels 13, 15 and 17 the DeathDrinker receives a bonus feat from either the Fighter Bonus feat list or a feat with the [Vile] descriptor.

    Battle-Hardened:
    The DeathDrinker life of war has made him a seasoned warrior. His DR is now equal to his HD. In adition, 1/day for each HD it can add his Str modifier to a skill of his choice for 1 minute as a swift action.

    Death Weaponry:
    On the hands of a DeathDrinker any weapon is a deadly implement of destruction. 1/day for each HD it has as a swift action, the DeathDrinker can make any weapon he wields gain an enanchment bonus equal to 1/4 his own HD and bypass all DR and hardness for 1 round. If the weapon is used to kill a creature while this effect is still active, the bonus lasts for 1 hour instead.

    Death Tracker:
    You can run from a deathdrinker but you cannot hide. By meditating for 1 hour, the blooddrinker can discern the location of any creature he has personally damaged with a weapon as long as he still has said weapon. This ability just tells the direction to that creature, not how far away it is, or the conditions it is in, so the DeathDrinker cannot teleport directly. If the creature is in another plane, Death Tracker can be combined with a planeshift spell cast on the deathdrinker to carry the DeathDrinker to that plane, altough he has no idea what the plane actualy is untill he arrives there.


    Soul Taker:
    Whenever the Death Drinker kills a creature with a weapon, he may capture his soul inside that weapon. If used to destroy an undead/construct/something not normally alive it may capture it's essence anyway, preventing it from coming back with effects like limited wish, wish, miracle, rejuvenation or a lich's pylachtry. The only way for geting the creature back is to track and destroy the weapon where the soul/essence is captured.

    In adition, the DeathDrinker can call the power of a captured soul for himself. 1/day per 10 HD as a free action the DeathDrinker can grant himself +1 moral bonus on attack rolls, damage rolls and saves for each HD of the captured soul/essence with more HD stored inside his wielded weapon. A DeathDrinker cannot gain a bonus bigger than his own HD this way.



    Comments:
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    TheDeath Drinker is actualy a simple yet effecient high level monster on it's original shape. Powerfull melee, true seeing, air walk and quickened greater teleport and greater dispel magic to close in with casters and debuff them, plus a no save damage aura, bonus for killing stuff plus all the standard demon package.

    But that so fills around half the levels. So I gave it improved DR at higher levels, some bonus feats and some custom abilities to follow the whole "KILL!" theme. Also gave it the ability to quicken his SLAs by himself since the original DeathDrinker "cheats" by having 27 HD to qualify for a lot of feats. As a capstone the DeathDrinker can stop defeated enemies from coming back for good and gain a pretty fat moral bonus once per day (twice at level 20) that however doesn't stack with

    Death Disciple it's because cleric is the deathdrinker's favored class. They seem to like death that much. Str for casting may be kinda too powerfull as it's easy to buff, but on the other hand you need to take 10 DeathDrinker levels and pick substandard domains to take it so it probably works out.

    Massive +11 to Str and Con rounds with full Bab, two good saves and powerfull skills it up.

    If you want to play a bloodthirsty demon who loves melee and doesn't loses times with silly fireballs and other ofensive SLAs the deathdrinker's for you.

    Last edited by Oslecamo; 2010-09-25 at 10:19 AM.

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