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2010-08-27, 02:21 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Well yes unicorns and pegasus are both mystical horses.
Anyway Draken's right, the unicorn is a horned horse first and a spellcaster second. Remove the spellcasting, put Str and Con increases on both.
Speaking of wich remove pounce from pegasus, that's for fierce predators. Put scalable bonus to spot and listen instead.
If you really want the "divine blood" ability give him pseudo-spellcaster like the other monsters around here. And to the unicorn as well since we're at it.
Yes.
Also you completely left out the unicorn's immunity to charms, compulsion and poison (look at the stat block), wich kinda balances the lack of flight.
Plus both unicorn and pegasus have scent. Did I mention Str and Con bonus already? Stop thinking spellcasters and predators. Start thinking horses.
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2010-08-27, 02:46 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
I'd like to request a Gold Dragon.
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2010-08-27, 02:51 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
I'm workig on the Couatl atm. At what level should their growth from Medium to Large happen? Is there a formula I haven't seen, or is it just whenever it fits?
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-08-27, 02:52 PM (ISO 8601)
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2010-08-27, 02:55 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-08-27, 03:02 PM (ISO 8601)
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2010-08-27, 03:04 PM (ISO 8601)
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2010-08-27, 03:15 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
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2010-08-27, 03:29 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Okay, changed the Pyroclastic's growth to what it should be according to Draconomnomnomicon.
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2010-08-27, 04:00 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Noooo. The illithid & marrutact, among others, both have their natural armor based off of different ability scores.
Illurien! Do Illurien!
Speaking of which.
My favorite demon (aside from the succubus of course) is the glabrezu. However... I have no effing clue what to do with the wish thing. I'd really like to make the class, but I'm just not good at that stuff. So, Oslecamo (and any others), what would you suggest I do with that?
I'm workig on the Couatl atm. At what level should their growth from Medium to Large happen? Is there a formula I haven't seen, or is it just whenever it fits?
@Deathdrinker: Looks pretty good, but a few gripes:
Aura of unlife: At the end of each DeathDrinker's turn every other creature, whitin 4 feet for every 5 DeathDrinker HD takes 1d6 damage per 4 DeathDrinker HD.
Death Disciple: That's just scary. I'd do something like... just bonus spells off of strength, or something like that. We're looking at a Clericzilla- already quite powerful- on crack, pumping solely strength and already having a quite sizable strength bonus (+5 looks like).
Death Tracker: A nasty DM would so, so take advantage of this. Donno if you intended this. Can we say Elemental plane of vaccum!
Warrior Magic: At first, I was going to take exception to this, as most PCs would likely have a constitution bonus around 10 by the time the ability is gained, but really, most of the SLAs aren't very combatworthy.
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.Last edited by Gorgondantess; 2010-08-27 at 04:06 PM.
Marceline Abadeer by Gnomish Wanderer
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2010-08-27, 04:02 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Done and done.
If you really want the "divine blood" ability give him pseudo-spellcaster like the other monsters around here. And to the unicorn as well since we're at it.
Also you completely left out the unicorn's immunity to charms, compulsion and poison (look at the stat block), which kinda balances the lack of flight.
Plus both unicorn and pegasus have scent. Did I mention Str and Con bonus already? Stop thinking spellcasters and predators. Start thinking horses.
Changelog:
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.
Better?
(And thanks, by the way!)
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2010-08-27, 04:05 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Murderjack
SpoilerHD: d6
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+0 |+2 | +0 | Fey Body, Sneak Attack +1d6, Spells
2|+1|+0|+3 | +0 | Woodland Camouflage, +1 Str
3|+1|+1|+3| +1 | Sneak Attack +2d6
4|+2|+1|+4 | +1 | Sudden Lunge +1 Cha
5|+2|+1|+4| +1 | Sneak Attack +3d6, +1 Str
6|+3|+2|+5 | +2 | Greater Fey Body, +1 Cha
7|+3|+2|+5 | +2| Sneak Attack +4d6, +1 Str
8|+4|+2|+6 | +2 | Frightful Presence, +1 Cha
9|+4|+3| +6| +3 | Sneak Attack +5d6, True Fey Body
[/table]
Skill Points: 4+int modifier per level, quadruple at 1st level.
Class skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) and Tumble (Dex).
Proficiencies: Murderjacks are proficient with natural weapons and light armour
Fey Body: A Murderjack loses all racial features and becomes a Fey. It gains low-light vision, a base speed of 30 feet and two claw attacks that deal 1d4 damage and are treated as the Murderjack's primary attacks. It takes no penalty for attacking with both claws as a fullattack. A Murderjack has natural armor equal to his Con modifier.
Sneak Attack: As the Rogue ability.
Spells: A Murderjack knows and casts spells just like a Bard of it's MurderJack. Murderjack levels that grant casting stack with Bard levels for the purpose of determining the Bard's caster level, spells known and spells per day
Woodland Camouflage (Su): In woodland areas, the murderjack's green and brown seems to blur and fade into the brackground. Attacks directed at a murderjack of 2nd level or higher when it is in a woodland area suffer a 5% miss chance, plus an additional 5% for every two HD the murderjack possesses (up to 50% at 20th level).
Ability increase: At levels 2, 5 and 7 the MurderJack gains +1 to Str.
At levels 4, 6, 8 the MurderJack gains +3 to Cha.
So at level 9 the MurderJack has +3 to Str and Cha.
Sudden Lunge (Su): Once per hour, a murderjack of 4th level or higher can move up to its speed as a free action.
Greater Fey Body: At 6th level, the murderjack's base land speed increases to 40ft and it gains a climb speed of 40ft. Its claw damage improves to 1d6. It gains DR/cold iron equal to half it's HD.
Frightening Presence (Su): When a murderjack of 8th level or higher charges or attacks, it inspires terror in all enemies within 5 feet per HD that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (10 + 1/2 of the murderjack's HD + its CHA modifier) or become panicked. Even if they suceed they are shaken. Enemies with equal or more Hit Dice become shaken only on a failed save. This is a mind-affecting fear effect.
True Fey Body: At 9th level, the murderjack's base land speed increases to 50ft and its climb speed increases to 50ft. It gains spell resistance of 11+its HD.
Comments
Spoiler
Original
I had to reduce its Sneak Attack by two dice and give it a not-useless SR (Standard has 6+HD). Bardic casting mirrors the original at 2/3 HD. It's not quite as good as the Rogue (less BAB, skill points, skills, proficiencies) or the Bard (no songs, less BAB, less skills, less casting) but can enter PrCs intended for both without too much hassle and has tasty ability bonuses.
My comments:
Pumped out the spellcasting, lowered the skills and stat bonus. So we get a songless bard with sneak attack, DR, SR, +3 to Str and Cha, less skill points and just one save to make space for some extra feyish abilities.
Better picture needed. Google search for Murderjack only gives photos of real people. Something elvish, savage, but whitout manufactured weapons.
Contributed by FlickerdartLast edited by Oslecamo; 2010-09-23 at 07:07 AM.
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2010-08-27, 04:14 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Hey, me again, got two requests.
One: link werehydra (post #425, page 16, first thread) to OP, even if you have to say "poorly done" or "needs reworking" beside the link. Also, fix my name beside half-troll. "Flarbort"? got an extra "r" there...
Two: does anyone have time to try making a Formian class? Or has it already been suggested and shot down? I forget. Anyways, is it possible?Last edited by flabort; 2010-08-27 at 04:18 PM.
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2010-08-27, 04:18 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
I was looking into making a Formian class myself. The big problem with it is that they're all similar enough that making separate classes for each breed would be boring, but making it all the same class would be impossible. Do you have any kind of Formian in specific you wanted?
Marceline Abadeer by Gnomish Wanderer
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2010-08-27, 04:22 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Does anybody know what book/s Platinum dragons are in? The post didn't state a source and AFAIK the only platinum dragon is Bahamut. Although I've heard somebody say they're CR 29 when they come out of the shell.
Last edited by Mystic Muse; 2010-08-27 at 04:23 PM.
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2010-08-27, 04:23 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Not really. I was thinking all in one, but I see that's a bit difficult, now. can you atleast roll the first three into one, worker+warrior+taskmaster? And make a feat that prevents advancement past first or second that gives worker it's abilities that warrior+taskmaster don't have?
edit:ninja'd:
WHAT IN THE WORLD?! 29 right out of the egg?!!??!/!!?!11?!!!?!!//?!!!?!/!/11?!??!!
Sorry. You're going to have trouble with that one, if that's the case. I have pity for you.Last edited by flabort; 2010-08-27 at 04:26 PM.
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2010-08-27, 04:29 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
I believe that's dragonlance... though don't quote me on it. Google always helps, by the by.
'Fraid not. They all have some very disparate abilities, and you'd lose some in each transition: I can't do it for the same reason we couldn't do the transition from flesh golem to clay golem to stone golem to iron golem. They're all very similar, but the only time we can do that is if it has the exact same abilities but more. The warriors & taskmasters are verrrrry different creatures.Marceline Abadeer by Gnomish Wanderer
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2010-08-27, 04:34 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Check out the Djinni (aka just make them pay the exp cost if they try to abuse it), unless you want something more flavourfull.
Praise will get younowhereactualy it makes me more interested on making it.
Yes I swapped a couple numbers there.
Well, other pseudo-spellcasters get bonus to their mental stats. The succubus gets +7 Cha in 7 levels and then goes to town with sorceror or cleric using Cha instead of Wis.
Well that's mostly the DM being really evil. Get somebody to cast commune for you before. Or an amulet of planar adaptation to ignore any and all enviromental hazards.
Like mentioned the DeathDrinker SLAs are mostly support. Greater teleport allows you to close in quickly and then fullattack, greater dispel magic to debuff your oponents, Air walk for quick self-flight if you're caught on the ground.
Actualy I call dibs on the Movanic as one of my favorite monsters from a DM perspective. Epic deflection at level 5 FTW!
Your ability just givex extra CL, mine gives you the oportunity to jump right away for higher level spells skiping low level ones.
Also, increase the radius of the guardian area. There's very little reason to teleport inside a 20by 20 foot area at 20 HD. More like 100 foot by HD. And allow any kind of terrain, more teleports by day as it levels up and shorter exploration to set up a new home (24 hours).
Otherwise yes, better now.
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2010-08-27, 04:37 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
really? A task master seems to be a warrior Plus dominate monster, maybe minus a bite attack.
It even says specifically
Originally Posted by d20srd
'course, I don't have fluff on hand, but they're all giant ants basically, right?
Or is one of them snake like?
Crunch wise, the task master is a warrior with extra. fluff... you may be right, I don't know.
Edit: ninja'd again! this thread hates me, doesn't it.Last edited by flabort; 2010-08-27 at 04:38 PM.
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2010-08-27, 04:38 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Will do.
Praise will get younowhereactualy it makes me more interested on making it.
Well, other pseudo-spellcasters get bonus to their mental stats. The succubus gets +7 Cha in 7 levels and then goes to town with sorceror or cleric using Cha instead of Wis.
Like mentioned the DeathDrinker SLAs are mostly support. Greater teleport allows you to close in quickly and then fullattack, greater dispel magic to debuff your oponents, Air walk for quick self-flight if you're caught on the ground.
Actualy I call dibs on the Movanic as one of my favorite monsters from a DM perspective. Epic deflection at level 5 FTW!
Oh, yeah, you're right. I was thinking myrmarch... yeah, I suppose you could make a warrior/taskmaster class.Last edited by Gorgondantess; 2010-08-27 at 04:41 PM.
Marceline Abadeer by Gnomish Wanderer
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2010-08-27, 04:39 PM (ISO 8601)
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2010-08-27, 04:42 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Got to post 1040 but I need to do some cleaning up now. Here's the requests I found. Didn't check whether they'd been done or not.
Astral Stalker and Arrow demon
Arcanaloch
Daelkyr
Half troll (Fiend folio)
Half Scrag (fiend folio)
Fetch (Dragon magazine 313, Crystal keep)
Fleshvigor (Dragon 315)
Corrupted (dragon 350)
Valkyrie (Tome of battle)
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2010-08-27, 04:44 PM (ISO 8601)
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2010-08-27, 04:54 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Last edited by Oslecamo; 2010-08-27 at 04:55 PM.
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2010-08-27, 04:56 PM (ISO 8601)
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2010-08-27, 04:57 PM (ISO 8601)
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2010-08-27, 05:43 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Coatl
Class
SpoilerHit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+0|+2|Lesser Psionics, Rainbow Body, +1 Str, +1 Cha
2|+2|+0|+0|+3|Superior Sorcery, Telepathy
3|+3|+1|+1|+3|Improved Grab, +1 Str, +1 Cha
4|+4|+1|+1|+4|Flight, Moderate Psionics
5|+5|+1|+1|+4|Growth, Shape Change, +1 Str or Cha
6|+6/+1|+2|+2|+5|Constrict, +1 Str, +1 Cha
7|+7/+2|+2|+2|+5|First Domain
8|+8/+3|+2|+2|+6|Venom
9|+9/+4|+3|+3|+6|Greater Psionics, +1 Str, +1 Cha
10|+10/+5|+3|+3|+7|Rainbow Master, Second Domain, +1 Str or Cha[/table]
Class Skills: (4+Int, x4 at 1st level) Concentration, Diplomacy, Heal, Jump Know (Arcana, Nature, Planes, Psionics, Religion), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, Use Magic Device
Proficiencies: Couatls are proficient with their own natural weapons.
Class Features
Rainbow Body: Couatls lose all racial traits & features and gains the Outsider type including all traits determined by that. They are Native to the Material Plane, and recieve the Extraplanar subtype when anywhere else.
They are Medium sized with a land speed of 20ft. They have wings but are not able to fly yet; however they can use them to slow their descent, meaning they never take more than 1d6 falling damage, and flapping grants them a +4 racial bonus on Jump Checks.
They gain a bite attack that deals 1d2+Str damage and inflicts it's Poison.
Couatls gain a natural armour bonus equal to it's Con Mod.
Lesser Psionics (Sp): A Couatl may use Detect Chaos, Detect Evil, Detect Good, Detect Law & Hypnotism as the spells 1/day for each HD it has. The Save DC for all current and future Couatl Psionics abilities is 10+1/2HD+Cha Mod.
Poison: (Ex) The Couatl inflicts it's Poison on any target that takes damage from it's bite attack. It deals 1d4 Str damage, and the same again 1 minute later. The Save DC is 10+1/2HD+Con Mod.
It may use the poison as often as it likes, but only 1/round.
At 6HD and every 6 after that the Poison deals an additional die of primary & secondary damage.
Stat boosts (Ex): At first, third, sixth & ninth level the Coual gains +1 to Str and Cha. At fifth and tenth level it gains +1 to either Str or Cha, representing that individual's choice to focus more on it's physical or magical abilities.
Superior Sorcery: From second level a Couatl casts spells as a Sorcerer of it's Couatl level -1. Despite having no hands Couatls use a
combination of wing beats an snake-like movements to provide the somantic components for spells as easily as any other race can.
Couatl Caster Levels stack with Sorcerer levels for spells/day and spells known, but not Familiar advancement. Couatl levels can also be used as Sorcerer levels for PrC pre-requisites.
Telepathy (Su): The Couatl's blossoming magical abilities allow it to speak directly into the minds of others. It gains Telepathy at a range of 10ft/HD.
Improved Grab (Ex): To use this ability, a Couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Once it reaches 6th level, if it wins the grapple check, it establishes a hold and can use it's Constrict.
Flight (Ex): At fourth level the Couatl's wings become strong enough to sustain flight. It gains a fly speed of 40ft(A).
Moderate Psionics (Sp): The Couatl may now use Detect Thoughts and Invisibility 1/day for each 2HD it has.
Growth (Ex): The Couatl grows to large size. It's bite now deals 1d3+Str damage.
Change Shape (Su): A Couatl may assume the form of any Small or Medium Humanoid for 1 hour/HD each day. Changing form is a Move equivalent action.
Constrict (Ex): At sixth level the Couatl also develops it's physical strength. On a successful Grapple check it deals 2d8+Str damage to the target.
First Domain (Ex): At seventh level the Couatl unlocks new power from the jungle cults that worship it's species. It may select any one of the following Cleric Domains (Air, Good & Law) and add all the spells up to and including the level they can currently cast as a Sorcerer (under usual circumstances this would be 1-3) as bonus spells to their Spells known automatically, and it may choose any remaining spells from that Domain as spells known in future.
All spells from domains are considered arcane in nature for the Couatl so try don't require a divine focus, but are subject to arcane spell failure.
Venom (Ex): At eighth level the Couatl's poison takes on new potency. The Couatl may either:
-Increase all it's Poison damage to d6s
or
-Change the stat that the poison affects each time they recover their spells for the day.
Greater Psionics (Sp): At ninth level the Couatl may use Plane Shift And Ethereal Jaunt as the spells 1/day for every 4HD they have.
Second Domain (Ex): The Couatl gains another Domain from the previous list, and again adds the spells of levels that it can currently castas bonus spells to it's spells known (usually 1-4). As with it's First Domain the Couatl can now choose from the remaining spells in the domain as regular spells known.
Rainbow Master (Ex): At tenth level the Couatl becomes a paragon of it's kind. It's Fly Speed improves to 60ft(G). They also gain the Domain power for the two Domains they have chosen. Finally they gain a +1 racial bonus to the DCs of their Psionics abilities and their Poison.
Comments
SpoilerAnd there's the Couatl, my third lizardy monster in one day. Totally a coincidence, but maybe I'm just a weirdo
Gave it good BAB to make us of it's combat abilities, and some Str & Cha boosts to improve it's abilities. Took away it's at will stuff and based it on HD, and topped up it's Poison.
The Domains are to incorporate the Rainbow Servant PrC fluff.
I'm worried I overdid it, have a look and let me know.Last edited by Kobold-Bard; 2010-10-19 at 07:27 AM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-08-27, 05:44 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Think of it this way:
By him taking the classes you want to make, you have time for other classes other people want you to make.
wait...
Edit: once again, ninja'd for the third time in this thread today!Last edited by flabort; 2010-08-27 at 05:49 PM.
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2010-08-27, 06:08 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Wow, this thread is moving really quickly, there was a period of time when there would be only one class made every few weeks. Now its like 3-5 classes per day.
Really really really awesome avatar thanks to neoseph7
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2010-08-27, 06:25 PM (ISO 8601)
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Re: [3.5]Improved monster classes(2.0):adapting creatures for player use-taking reque
Can I just say that Chumplump has done a good job bringing more lycanthropes into this project.
I'm going to try my hand at the wight next. its a classic undead, but three levels will be a challenge considering the power of its energy drain, but I think I'm up to it