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Corporate M
2010-06-19, 06:33 PM
I was able to learn how to post tables. Here are my monster PCs come to life. I will update with more, or possibly tweak existing ones if there's enough demand. Some of my favorite books were Libris Mortis and Savage Species, but it's as if they intended those to indeed be scaling encounters, but not player options... This changes that.


I would not be surprised if they were imbalanced, from top to bottom they're actually newest to oldest. (So ogre is the newest) The concept came to me and I've been working very hard on it. A monster class system that rewards sticking with the monster progression and not multiclassig, as well as levels 1 to 20 so a campaign can incorporate any monster without overwhelming the PCs... You'll notice I add "class role" as if this was 4th edition. That's to get a general idea of the direction I was taking the class.

OGRE Class Role: Striker
http://www.wizards.com/dnd/images/un_gallery/Ogre_Executioner.jpg

Hit Die: d12 Weapon Prof: Simple and Martial Armor Prof: Light and medium.
Shield Prof: All except tower shields. Size: Large.
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Dungeoneering),
Listen, Proffession, Ride, Sense Motive, Spot, Survival.
Skillpoints 1st level: 2+int modifier x4.
Skillpoints each additional level: 2+int modifier.
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +2 |+0 | +0 | +2 strength, ogre rage (least) 1/day (5 rounds)
2 | +2 | +3 | +0 | +0 | +1 natural armor, darkision 60ft, lowlight vision
3 | +3 | +3 | +1 | +1 | oge resiliance +1, ogre rage 2/day, Frightening Strike (DC 17, succesful)
4 | +4 | +4 | +1 | +1 | Trap sense +1, uncanny dodge
5 | +5 | +4 | +1 | +1 | +4 strength, ogre rage 3/day
6 | +6/+1 | +5 | +2| +2 | +2 natural armor, ogre resiliance +2
7 | +7/+2 | +5 | +2 | +2 | (Lesser) ogre rag, Frightening Strike DC 18
8 | +8/+3 | +6 | +2 | +2 | Trap sense +2, Fly
9 | +9/+4 | +6 | +3 | +3 | Ogre resiliance +3, ogre rage 4/day
10 | +10/+5 | +7 | +3 | +3 | +6 strength, +3 natural armor
11 | +11/+6/+1 | +7 | +3 | +3 | Ogre rage 5/day, Frightening Strike (succesful or unsuccesful)
12 | +12/+7/+2 | +8 | +4 | +4 | Ogre Resiliance +4, Trap Sense +3
13 | +13/+8/+3 | +8 | +4 | +4 | Ogre Rage 6/day, Frightening Strike (DC 19)
14 | +14/+9/+4 | +9 | +4 | +4 | +4 natural armor, super critical
15 | +15/+10/+5 | +9 | +5 | +5 | +8 strength, ogre resiliance +5, ogre rage 7/day
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Trap Sense +4, Ogre artilery 1/day
17 | +17/+12/+7/+2 | +10 | +5 | +5 | (Greater) ogre rage, ogre artilery 2/day
18 | +18/+13/+8/+3 | +11 | +6 | +6 | +5 natural armor, ogre resiliance +6, ogre artliery 3/day
19 | +19/+14/+9/+4 | +6 | +11 | +11 | Ogre Rage (1 minute), Ogre Artliery 4/day
20 | +20/+15/+10/+5 | +12 | +6 | +6 | +10 strength, Trap Sense +5, Ogre Artilery 5/day
[/table]
Strength Bonus (Ex)
At first level, fifth level, and every five levels thereafter. You gain a commulative +2
to your strength score.

Ogre Rage (Ex)
At the level intervals described on the table, you gain either ogre rages per day, or an
esculation to the ogre rage. Innitially the rage is a free action that lasts for 5 rounds.
(1 minute at 19th level) The following effects are granted in an ogre rage.
Least: +4 on attack rolls, +2d6 on damage rolls.
Lesser: +6 on attack rolls, +4d6 on damage damage rolls.
Greater: +8 on attack rolls, +6d6 on damage rolls.

Natural Armor Bonus (Ex) :
At second level, and every four levels thereafter, you gain a +1 commulative natural armor
bonus.

Darkvision/Low-light vision (Ex) :
At level two, the ogre gains darkvision 60ft and low-light vision.

Ogre Resiliance (Ex)
At level three and every three levels thereafter, you gain a commulative +1 bonus on all
saving throws to overcome poison/disease.

Frightening Strike (Su)
With every succesful attack, the target must make a will saving throw DC 17 or become
shaken for 1 minute. At level 11 the foe must make a will save even if the attack is not
successful.
At level 7 the DC increases to 18.
At level 11 your opponent has to make a will save regardless if the attack is succesful
or not.
At level 13 the DC increases to 19.

Trap Sense (Ex)
At fourth level and every four levels thereafter you gain a commulative +1 bonus on
reflex saves to overcome traps and a +1 dodge bonus against traps.

Uncanny Dodge (Ex)
At level four an ogre gains uncanny dodge as a rogue.


Fly (Sp)
At level eight you can cast fly as a spell-like ability. Caster level equals your ogre
level.

Super Critical (Ex)
When you roll a 20 on your confirmation check, you deal double what your normal multiplyer
would invoke. (For example, a x3 weapon becomes x6!)

Ogre Artlitery (Ex)
At level 15, and an additional time per day every level after that. You may re-roll a
confirmation roll and take the better result.






BONE DEVIL: Class Role: Controller
http://www.wizards.com/dnd/images/bonedevil72.jpg

Hit Die: d8 Weapon Prof: Simple. Armor Prof: None. Shield Prof: None.
Size: Medium.
Class Skills: Climb, Contration, Disguise, Hide, Intimidate, Jump, Knowledge (Arcana),
Knowledge (Religion), Move Silently
Skillpoints first level: 4+int modifier x4
Skillpoints additional level: 4+int modifier

{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +0 |+0 | +2 | Disguise Self, Claw Attack (1d4), Tail Snap (1d6)
2 | +2 | +0 | +0 | +3 | Darkvision 20ft, Damage Reduction 1/piercing, +2 dextety
3 | +3 | +1 | +1 | +3 | Tail Poison, Claw Attack (2d4), Spiderclimb
4 | +4 | +1 | +1 | +4 | Summon Devil, 25%, Damage Reduction 2/piercing, Weapon Finnese (Natural Attacks)
5 | +5 | +1 | +1 | +4 | Claw Attack (3d4), Natural Armor +1, Fear Aura 10ft (Shaken)
6 | +6/+1 | +2 | +2| +5 | Damage Reduction 3/piercing, Tail Snap (2d6), Devil Drain 1d10
7 | +7/+2 | +2 | +2 | +5 | Claw Attack (4d4), Darkvision 40ft, Fear Aura 20ft
8 | +8/+3 | +2 | +2 | +6 | Summon Devil, 50%, Immunity to poison/disease (Ex), DR 4/piercing
9 | +9/+4 | +3 | +3 | +6 | Claw Attack (5d4), Darkvision 60ft, Fear Aura 30ft
10 | +10/+5 | +3 | +3 | +7 | Damage Reduction 5/piercing, Greater Claw Attack, Natural Armor +2
11 | +11/+6/+1 | +3 | +3 | +7 | Claw Attack (6d4), Tail Snap (3d6), Fear Aura 40ft
12 | +12/+7/+2 | +4 | +4 | +8 | Summon Devil, 75%, Damage Reduction 6/piercing, Devil Drain 2d10
13 | +13/+8/+3 | +4 | +4 | +8 | Claw Attack (7d4), Negative Energy Attraction (Ex), Fear Aura 50ft
14 | +14/+9/+4 | +4 | +4 | +9 | Damage Reduction 7/piercing, Fear Aura (Frightened), +4 dexterity
15 | +15/+10/+5 | +5 | +5 | +9 | Claw Attack (8d4), Improved Claw Attack, Natural Armor +3
16 | +16/+11/+6/+1 | +5 | +5 | +10 | Summon Devil, 100% (sp), Tail Snap (3d6), Damage Reduction 8/piercing
17 | +17/+12/+7/+2 | +5 | +5 | +10 | Claw Attack (9d4), Greater Poison 25%, Fear Aura 60ft
18 | +18/+13/+8/+3 | +6 | +6 | +11 | Devil Drain 3d10, Damage Reduction 9/piercing, Fear Aura (Cowering)
19 | +19/+14/+9/+4 | +6 | +6 | +11 | Claw Attack (10d4), Precise Claw, Fear Aura 70ft
20 | +20/+15/+10/+5 | +6 | +6 | +12 | Damage Reduction 10/piercing, Natural Armor +4, Dexterity +6
[/table]
Disguise Self (Sp)
You can cast it as the spell at-will. (This is less mechanically sound and more fluff because demons walking around may be a bit odder then usual)

Claw Attack (Ex)
Claw attack is a natural attack that's damage scales at 1st and every odd level. Critical: 20. Multiplyer: x2. Damage Type: Slashing.

Tail Snap. (Ex)
Tail Snap is a natural attack that scales at level 1, 6, and every five levels thereafter. Crit: 20. Multi: x2. Damage Type: Piercing. Has reach 10'ft, and gains a +2 bonus on trip attacks and grapple checks.

Darvision (Ex)
At described levels you gain darkvision of that far.

Damage Reduction (Ex)
you gain damage reduction at second and every even level, except against piercing type dmg

Dexterity Bonus (Ex)
At levels 2, 14, and 20. You gain a +2 then additional 2 at respective levels bonus in your dexterity score.

Tail Poison (Ex)
Your tail snap along with damage, inflicts poison, fort DC 20. Innitial damage: 1d6 str, secondary damage: 2d6 strength. You cannot use this poison again for one minute.

Spiderclimb (Su)
Can function as the spell at-will

Summon Devil (Su)
You can summon a number of any devil with a hit die equal to or lower then your own, with a percentage rate of success as listed. This is a full-round action. You are limited to a number of uses per day equal to your bone devil level in hit die. (For example; a level 20 bone devil could summon a bearded, barbed, and lemure devil. Because their HD amounts to 20)

Weapon Finnease (Natural Attacks) :
You can use your dexterity mod instead of your strength mod for your claw and tail attack as the feat weapon finnese.

Natural Armor (Ex)
At 5th and every five levels after that. Gain an additional 1 in natural armor bonus.

Fear Aura (Su)
You scale as listed in the table on the range of your fear aura and how strong the effect. Targets within range make will save DC 10+bone devil level. If they succeed, they are immune to the effects of fear aura for the next 24 hours. This fear effect lasts for a number of rounds equal to your bone devil level.

Devil Drain (Ex)
Whenever you successfully deal damage to a target with your natural attacks, you heal HP as listed.

Greater Claw Attack (Ex)
Claw attacks critical is changed to 19-20, and the multiplyer x3.

Negative Energy Attraction (Ex)
Negative energy heals instead of damages bone devils.


Improved Claw Attack (Ex)
Claws attack critical is changed to 18-20, and the multiplyer x4.

Greater Poison (Ex)
Anyone inflicted with tail poison has a 25% chance of dying instantly. This requires
failing the innitial save first.

Precise Claw (Ex)
Do not need to make confirmation checks when you roll a crit with your claw attack.




EARTH ELEMENTAL Class Role: Defender
http://sp3.fotolog.com/photo/3/1/104/s_sasuke_uchiha/1264041446921_f.jpg

Hit Die: d12. Weapon Prof: None. Armor Prof: None. Shield Prof: None.
Class skills: Appraise, Climb, Intimidate, Listen, Spot
Skillpoints first level: 2+int modifier x4
Skillpoints each additional level: 2+int modifier
{table=head]Level | BAB | Fort | Ref | Will| Special
1 | +1 | +2 |+0 | +0 | Sonic/Cold Vunerable 10, Bulky Build, Immunity, DR 2/Cold and Sonic, Slam Attack, Familiar Metals
2 | +2 | +3 | +0 | +0 | Natural Armor Bonus +2, Rock Solid 1/day (-4)
3 | +3 | +3 | +1 | +1 | Strength +2, Rock Solid 2/day
4 | +4 | +4 | +1 | +1 | DR 4, Earth Mastery +1
5 | +5 | +4 | +1 | +1 | Slam (+1 dice), Heavy Metal
6 | +6/+1 | +5 | +2| +2 | Strength +4, Mineral Morph, Regeneration 1
7 | +7/+2 | +5 | +2 | +2 | Improved Immunity, DR 6
8 | +8/+3 | +6 | +2 | +2 | Weapon Resistance 10, Earth Mastery +2
9 | +9/+4 | +6 | +3 | +3 | Strength +6, Rock Sense
10 | +10/+5 | +7 | +3 | +3 | Slam (+2 dice), DR 8
11 | +11/+6/+1 | +7 | +3 | +3 | Natural Armor Bonus +4, Rock Solid (-6)
12 | +12/+7/+2 | +8 | +4 | +4 | Strength +8, Regeneration 2, Earth Master +3
13 | +13/+8/+3 | +8 | +4 | +4 | DR 10, Rock Solid 3/day
14 | +14/+9/+4 | +9 | +4 | +4 | Change Size Lesser, Rock Solid 3/day
15 | +15/+10/+5 | +9 | +5 | +5 | Slam (+3 dice), Strength +10
16 | +16/+11/+6/+1 | +10 | +5 | +5 | DR 12, Earth Master +4
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Natural Armor Bonus +6
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Change Size Greater, Regeneration 3, Strength +12
19 | +19/+14/+9/+4 | +6 | +11 | +11 | DR 14, Rock Solid (-8)
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Slam (+4 dice), Improved Slam, Earth Mastery +5
[/table]
Sonic/Cold Vunerable 10 (Ex) :
Earth elemental takes an additional ten damage that has [sonic] or [cold] in the descriptor

Bulky Build (Ex) :
Because of their awckward size, wearing armor is difficult for them. Even when they have proficietcy, any armor they wear must be specially built to fit them and costs an extra 50 gold.

Immunity (Ex) :
Earth elemental is immune to fear/charm effects, poison/disease, and doesn't need to breathe or eat. (They still must rest)

Damage Reduction (Ex) :
You gain damage reduction (except against cold and sonic damage) 2 at first level, 4 at fourth, and an additional 2 every three levels after that.

Slam (Ex) :
Your slam is a natural attack that goes up an additional dice at level 5 and every five levels thereafter. Your slam attack can be used in three forms.

Knife-Slam. Damage: 1d8 (Slashing) Critical: 19-20 Multiplyer: x2
Blunt-Slam. Damage: 1d8 (Bludgeon) Critical: 20 Multiplyer: x3
Shard-Slam. Damage: 1d8 (Piercing) Critical: 20 Multiplyer: x2 Range: 30ft

Familiar Metals (Ex) :
You gain a bonus to appraise checks if it involves stone or metal equal to your earth elemental level.

Natural Armor Bonus (Ex) :
At level 2, 11, and 17. You gain +2 and then an additional 2 at those levels for the total amount listed in natural armor bonus.

Rock Solid (Ex) :
Starting at level 2, and progressing as described on the table... as a free action, you can deliver with your slam attack rock solid. Rock Solid reduces the damage of the next succesful attck done to you by the striken opponent equal to what is listed. (For example, a level two earth elemental strikes someone with rock solid, their next attack against the earth elemental deals -4 damage.)

Strength Bonus (Ex) :
At level 3, and every three levels after that you gain a +2 then an additional 2 bonus in strength.

Earth Mastery (Ex) :
While you are touching the ground, you gain a +1 bonus to attack and damage rolls. This increases an additional 1 every four levels beyond the 4th.

Heavy Metal (Su) :
Not all metallic minerals are safe. (Plutonium, mercury..) Earth Elementals can, as a free action, deliver a poison with their slam attack.

Fortitude DC: 18. Innitial: 1d4 dexterity. Secondary: 2d4 dexterity.

You must wait one minute before you can use heavy metal again.

Mineral Morph (Su) :
As a free action, you can transform yourself into any metallic matireal (silver, iron, audamantine, etc) for the purpose of overcoming damage reduction with your slam attack.

Regeneration (Su) :
Beggeining at level 6, and every six levels after that increase by one, you regenerate every round as long as you are physically touching a mineral object.

Improved Immunity (Ex) :
As well as previous immunities. Is now immune to all mind-effecting effects, paralysis, stunning, sickening, and nauseated.

Weapon Resistance (Ex) :
You gain a resistance of 10 against damage from all weapons.

Rock Sense (Su) :
At 9th level you can sense the flow of movements beneath the earth, and gain a bonus to listen and spot checks equal to half your earth elemental level. (Rounded down) And cannot become flat-footed while you are touching earth soil.

Change Size, Lesser (Su) :
You can go into smaller size categories then the one you started out in.

Change Size, Greater (Su) :
You gain go into larger size categories then the one you started out in.

Improved Slam (Ex) :
You no longer have to make confirmation checks when you get a crit multiplyer damage.

Dusk Eclipse
2010-06-19, 08:57 PM
Just glanced at your classes to be honest, but I like the idea, though you may wabt to check this (http://www.giantitp.com/forums/showthread.php?t=142724)