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Oslecamo
2010-08-24, 03:51 AM
This thread is the continuation for my other thread
here (http://www.giantitp.com/forums/showthread.php?t=142724) since it got too big.

Introduction
As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

Plus, monsters with higher HD than CR also aren't very usefull for players.

And then, the players have to deal with many of their monster abilities don't improving with leveling up.

In this thread, I'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
-Adjusting RHD to always match the player's level to don't punish/reward them against level dependant abilities.
-Reducing huge ability bonus and natural armor.
-Making monster special abilities level dependant so they keep increasing.
-Cut down most abuseable abilities to keep the power level in check. No stuff like teleport at will at level 5.

Since a lot of this classes change your size, I'm posting a table here to show exactly what you get when you change size:

Monster classes building guidelines.


I heard a lot of people claiming they want to help but they don't get my monster creating process very well. So here are the conventions I use for myself.

0-Put your monster class into a post of his own, statistics spoilered, spoilered comments below and a non-spoilered picture above everything, monster name in bold and . Put the abilitiy descriptions by order they're gained and their names italized, the monster HD, skills and class features should be bolded (check out the red dragon below) for clarification on that point.

1-Number of levels of the class=CR of the monster (or CR increase on case of template-classes). This is as simple as it gets. If the monster is epic CR then you can cut it down to 20 levels. If the monster is less than CR 20 and you feel inspired then you can do some extra levels for some kind of "paragon" or "lord" monster with completely custom abilities.

2-If it's not an undead or construct, then ignore the basic monster saves, skills, proefeciencies and Bab progression. The monster class will have those based on the extra abilities they have. The more and/or better abilities, the worst saves/skills/Bab/proefeciencies the monster should have.

2a-If it's an undead or construct, no good fort or ref saves, 2+int skill points per level and no class skills. This is for balancing the powerfull traits of those creature types. In adition, constructs get average Bab and bad will saves and undeads get bad Bab and good will saves. That's because that it's easier to buff an undead but there's also several anti-undead spells that target will, and vice-versa.

3-Monster classes remove any base race advantages at first level. Template classes do not. Take in acount this so 1st level of the monster class can be better than 1st level of most classes because you're sacrificing your race, roughly worth two-three feats.

4-For Nat armor, base it on Con modifier. The default is Nat armor=Con modifier. Stronger monsters can have something like X+Con modifier (keep X low tough), or half Con modifier. Undeads and constructs should base it on Str. For "smart" or "spellcaster" monsters you may make the Nat armor based on a mental score instead, or replace it by

5-Ability score increases shouldn't be more than +1 to any score in any level. You may take exceptions to this at 1st level in certain cases. No ability score penalties unless you have a very really good reason.

5a-Speaking of wich, try to base each monster class in two stats, three at max. Don't go around giving bonus to every one of the six stats, players really don't need it and it clogs up the class. If you feel like a monster should be smart it's preferable to simply give it skill points than Int boosts.

5b-Extra scores should only be used if the monster is gaining minor abilities or has bad base statistics (low Bab, saves, no proefeciencies, no hands).

6-Break down the monster abilities into separate groups, figure out the levels on wich it would be fair for them to be available to a player, then distribute them trough the monster levels so you gain something nice at every one.

6a-Flying should only come at 4th level, unless you're an handless monster whitout ranged attacks whatsoever. Growth can come online as early at level 3, but it's preferable at 4th level or higher.

6b-Melees deserve nice things. Casters deserve bad things. DR should be equal to half your HD (except for really tough monsters like the iron golem, and even then it should become available at higher level), and SR should be 11+HD, or 10+HD+Ability score for monsters that are really suposed to be anti-casters like the Rakasha.

7-Make sure that at least half the monster abilities scale with HD. SLAs saves should always be 10+1/2 HD stat and the monster should gain more uses when it gains more HD. Yes, HD, not monster levels.

7a-Try to put sinergies with other classes, like the ogre mage's ability to gain extra caster level and higher level spells when it. And again make several (but not all) of the abilities scale with HD and not necessarily monster class level (except for the strongest abilities).

Do not however put synergies with classes not available on the srd.

7b-However NO AT-WILL SLAs! No it doesn't matter that the warlock has them, because it can only pick from a very limited list. Players don't really need at will spells, and I don't have the time to review every spell out there to decide wich would be ok at-will and wich wouldn't.

The exception to the above rule it's for epic play. Monsters who reach lv 21 or higher can have at-will SLAs as the power level is considerably increased at that point.

7c-It's however ok to allow certain SLAs to auto-upgrade to stronger versions when the player reaches a certain HD. The prime example of this is Dispel Magic upgrading to Greater dispel magic at 11 HD, and Summon monster X becoming X+1 every other level. This should only be used for SLAs that become considerably weaker after a certain level. Dispel magic for example is caped at +10 CL so it stops growing after you reach 10 HD.

8-Compare with base classes. Rogue and barbarian are excellent comparison points, but you can afford to be a little stronger than them.

8a-Compare with other monsters here of the same type/role. Gloom is the base "roguish" monster for example.

9-If a certain monster has several versions (like the diferent age categories of each dragon), then it's ok to combine them all on the same class, but try that abilities of each "stage" of the monster are gained at the apropriate level/CR. For example, the dragon classes grow at the levels corresponding at the CRs the. On the other hand, the dragons get their best SLAs pre-epic because they wouldn't be much usefull if only gained at epic levels.

10-Faster than linear progression. Each levels should give more than the last one, even if just a little.

10a-Don't be afraid to make custom abilities if the original monster doesn't have enough to fill all levels (check out the giants as the prime example of this)! Keep them creative, in theme for the monster and fun, not necessarily powerfull. One simple idea is to allow the monster to partially ignore immunity to his main combat tactic.

10b-On the same vein, monsters with really powerfull abilities should receive custom penalties, that are reduced as the character grows. The ghost, being undead and ethereal must carry his body around. The vampire must drink blood to fuel his powers. The Medusa's gaze starts weak and then improves untill it reaces full power.



FAQ:

No ability penalties?
Nope.


Do I need to take all the levels or can I just take what I want and then go to other class?
Just like a normal class, you can leave a monster class at any level up and then even come back later if you wish. You aren't suposed to mix diferent monster classes togheter however. Do it at your own risk.

What's this lose all racial bonus thingy?
Basicaly, these classes count as both initial race and class, so you can't be an human/ogre mage. You're just an ogre mage.

I want to play a spellcaster monster!
Monsters that cast as "class X" like the dragon and Rakshasa will stack their spellcasting with the respective classes.

Other monsters like the mind flayer don't actualy cast as "class X", but if they multiclass to certain caster classes they gain powerfull bonus.

If you want a dragon that casts as a full sorceror, I point you for the fact that not even WOTC dragons cast as a full sorceror.

In alternative, take just one level of monster and then go fullcaster. Or polymorph yourself.

What's the Caster Level for the SLAs?
Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.




Growth modifiers

{table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)
[/table]

No you don't gain extra stats just for growing. It's not even listed on the table. Just to make it clear since every other person asks it.
Your natural weapons damage increases one die size for each size increase tough.

Kudos to Zeta Kai for the basis of the above table.

Red dragon:

http://www.markeedragon.com/screenshots/data/3082/10red_dragon_attacks2-med.jpg

HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Red Dragon body, Arcane blood, +1 Str
2| +2| +3|+0 |+3 | Keen senses, Fire Breath
3| +3| +3|+1| +3| Blindsense 60 feets, Str+1, Con+1
4| +4| +4| +1|+4 | Wings
5| +5| +4| +1| +4| Tail slap, Growth
6| +6| +5|+2 |+5 | Sugestion, +1 Cha
7| +7| +5| +2| +5| +1 Str, +1 Con, Firey Arcana
8| +8| +6| +2| +5| Locate Object, +1 Cha
9| +9| +6|+3 |+6| +1 str, +1 con, Greed
10| +10| +7|+3 |+7 | Fire Lord, +1 Cha
11| +11| +7| +3|+7 | Arcane Skin
12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
13| +13| +8| +4| +8| Growth, crush, Frightfull presence
14| +14| +9| +4| +9| +1 Str, +1 Con, Hellfire
15| +15| +9| +5| +9| Burn, +1 Cha
16| +16| +10| +5| +10| +1 str, +1 con, Firey Arcana
17| +17| +10| +5|+10 | Revenge, +1 Cha
18| +18| +11|+6 |+11 | +1 str, +1 con, Find the Path
19 | +19| +11| +6| +11| Wrath, +1 Str, +1 Cha
20| +20| +12| +6| +12| Growth, tail sweep, Discern location

[/TABLE]
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), spellcraft.

Proefeciencies: a red dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:
Dragon Body: The red dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite 1d8 damage+Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40 base speed, medium size. The Red dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The red dragon also gets a natural armor bonus of 2+Con modifier. Whenever the red dragon grows one size category, his natural armor increases by a further 1.


The red dragon has immunity to fire, but takes 50% more damage from cold attacks.

Arcane Blood:A red dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


Ability score increase: The red dragon ability scores increase by the shown amount.

{table]Level | Total bonus gained
1|+1 Str
3 | +2 Str, +1 Con
6 | +2 Str, +1 Con, +1 Cha
7 | +3 Str, +2 Con, +1 Cha
8 | +3 Str, +2 Con, +2 Cha
9 | +4 Str, +3 Con, +2 Cha
10 | +4 Str, +3 Con, +3 Cha
12 | +5 Str, +4 Con, +3 Cha
12 | +6 Str, +5 Con, +3 Cha
15 | +6 Str, +5 Con, +4 Cha
16 | +7 Str, +6 Con, +4 Cha
17 | +7 Str, +6 Con, +5 Cha
18 | +8 Str, +7 Con, +5 Cha
19 | +9 Str, +7 Con, +6 Cha

[/table]
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

Keen senses:At 2nd level the red 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.

Fire Breath:At 2nd level the red dragon can fire a cone of 30 feet dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feets with each extra HD the player takes from here.

Blindsense:as the normal ability, range 60 feets.


Wings:At 4th level the red dragon becomes able to fly at the speed of 10 feets per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4+1/2 str mod damage.

Growth:At 5th level the red dragon grows to large size.
At 13th level the red dragon grows to huge size.
At 20th level the red dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:The red dragon can now make a tail slap attack dealing 1d8 +1,5 str modifier damage (already taking in acount large size).

Red dragon SLAs:At 6th level the red dragon can use Sugestion as a SLA 1/day per 3 HD it has.

At 8th level it can use locate object as a SLA 1/day per 4 HD it has.

Save DCs are 10+1/2 HD+Cha mod.

Firey Arcana: At 7th and 16th level the red dragon adds any sorceror/wizard spell with the fire descriptor of a level he can cast to his list of spells known.

Greed:At 9th level a red dragon can instantly discern the monetary value of any objects in his view. He can also memorize the number and type of each item and notice if anything is missing or added to that group of items with a new glance.

Fire Lord:At 10th level a red dragon casts spells with the [Fire] descriptor at +2 caster level and ignores any limit on caster level on such spells.


Arcane skin: At 11th level the red dragon gains SR equal to his HD+11.

Iron Scales: At 12th level the red dragon gains DR/magic equal to half his HD.

Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. 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 + ½ dragon’s HD + dragon’s Cha 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.

Hellfire: At 14th level the red dragon's flame burns hotter than anyone can measure. The red dragon's breath weapon ignores fire resistance from any target equal to his own HD. If a creature is immune to fire, the red dragon's breath weapon still deals damage equal to the red dragon's HD, reflex save for half.

Burn:At 16th level, as a free action a number of times per day equal to his Cha mod, the Red Dragon can make his breath weapon persist and keep dealing damaging on the same area. This lasts for a number of rounds equal to the dragon's HD, but deals 1 less damage dice for every turn that passes.

Revenge: At 17th level, whenever the red dragon is damaged or hindered in any way by an oponent, he automatically knows that oponent's location for 1 round. If the red dragon can't actually see this oponent then he still counts as having total concealment against the red dragon.


Find the path:At 18th level the red dragon can now use find the path as a SLA 1/day for each 5HD it has.

Wrath:At 19th level, 1/day the red dragon can enter a state of pure destructive rage as a free action. He gains an enanchment bonus on attack and damage rolls, to Str, Con and Cha equal to 1/3 his HD. This rage lasts 3+(enanched) Con mod rounds, after wich the Red Dragon is exhausted.


Tail sweep: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 1½ 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).

Discern location:the red dragon can now use discern location as a SLA 1/day for each 5HD it has.




Personal coments:
So this class allows you to play a dragon up to gargantuan size. You can breath, get some SLAs, natural armor, limited but usefull arcane casting, sold skills, fly, some ability score increases, and always have HD equal to your character level. It should be more than able to hold his own in any average/high powered campaign, being a tank, suport arcane caster of Jack of all trades.

You can also multiclass out at any time, and around half your class abilities will keep increasing, not counting the spellcasting wich can be increased by taking prcs that increase it.

Troll
http://garrafalegion.files.wordpress.com/2008/12/trolldyd.jpg

HD:d8
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +0 | +2|+0 |+0|Troll body, Str+1, Con+1
2| +1| +3|+0 |+0 | Regeneration, Str+1, Con+1
3| +2| +3|+1| +1| Scent, Str+1, Con+1
4| +3| +4| +1|+1 | Rend, Str+1, Con+1
5| +3| +4| +1| +1| Growth , Str+1, Con+1

[/TABLE]
Skills: 4+int modifier per level, quadruple at first level. Class skills spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate, ride, tumble.

Proefeciencies: all simple and martial weapons and his own natural weapons.

Features:
Troll body: the troll loses all other racial bonuses, and gains giant traits, a base speed of 30 feet, two claw attacks and one bite attack dealing 1d4 damage each. He also gains a natural armor bonus equal to his own Con modifier.

Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

Regeneration: Equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scent: a troll gains the scent extraordinary ability.

Rend:If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an
additional 2d6+1,5 Str modifier points of damage.

Growth:The troll grows to large size.His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Skraag: When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.

Oslecamo
2010-08-24, 03:53 AM
Other monsters already done:
(this list is always being updated)

Blue Dragon (http://www.giantitp.com/forums/showpost.php?p=7941947&postcount=2)
Mind Flayer and Minotaur (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Medusa and Choker (http://www.giantitp.com/forums/showpost.php?p=7948874&postcount=17)
Zelekhunt(inevitable) (http://www.giantitp.com/forums/showpost.php?p=7951028&postcount=26)
Ogre Mage and Succubus (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Rakshasa and Dragonne (http://www.giantitp.com/forums/showpost.php?p=7956421&postcount=32)
Red slaad (http://www.giantitp.com/forums/showpost.php?p=7957540&postcount=37)
Djinni (http://www.giantitp.com/forums/showpost.php?p=7960967&postcount=43)
Wing Dragon (http://www.giantitp.com/forums/showpost.php?p=7962320&postcount=47)
Grimlock (http://www.giantitp.com/forums/showpost.php?p=7966772&postcount=54)
Awakened Skeleton (http://www.giantitp.com/forums/showpost.php?p=7966879&postcount=55)
Vargouille (http://www.giantitp.com/forums/showpost.php?p=7966939&postcount=56)
Balor (http://www.giantitp.com/forums/showpost.php?p=7967157&postcount=58)
Phoenix (http://www.giantitp.com/forums/showpost.php?p=7968929&postcount=63)
Vasuthant (http://www.giantitp.com/forums/showpost.php?p=7974321&postcount=75)
pit fiend (http://www.giantitp.com/forums/showpost.php?p=7976670&postcount=80)
Mummy (http://www.giantitp.com/forums/showpost.php?p=7977252&postcount=82)
Hound archon (http://www.giantitp.com/forums/showpost.php?p=7987311&postcount=89)
Centaur (http://www.giantitp.com/forums/showpost.php?p=7987339&postcount=91)
Gray Jester (http://www.giantitp.com/forums/showpost.php?p=7988336&postcount=92)
Silver Dragon (http://www.giantitp.com/forums/showpost.php?p=8002450&postcount=108)
Yuan-ti (http://www.giantitp.com/forums/showpost.php?p=8017736&postcount=127)
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=8017743&postcount=128)
Gloom (http://www.giantitp.com/forums/showpost.php?p=8017974&postcount=129)
Erinyes (http://www.giantitp.com/forums/showpost.php?p=8024351&postcount=144)
Angel(planetar/solar) (http://www.giantitp.com/forums/showpost.php?p=8029656&postcount=154)
Nixie (http://www.giantitp.com/forums/showpost.php?p=8034400&postcount=162)
phasm (http://www.giantitp.com/forums/showpost.php?p=8055617&postcount=172)
Vampire (http://www.giantitp.com/forums/showpost.php?p=8056982&postcount=173)
Xill (http://www.giantitp.com/forums/showpost.php?p=8078928&postcount=203)(by ScionoftheVoid)
Lillend (http://www.giantitp.com/forums/showpost.php?p=8097854&postcount=208)
Ghost (http://www.giantitp.com/forums/showpost.php?p=8112651&postcount=215)
Aranea (http://www.giantitp.com/forums/showpost.php?p=8118735&postcount=220)
Dryad (http://www.giantitp.com/forums/showpost.php?p=8131810&postcount=243)-Contributed by Bodez.
Marilith (http://www.giantitp.com/forums/showpost.php?p=8132375&postcount=246)
Half-dragon (http://www.giantitp.com/forums/showpost.php?p=8159828&postcount=257)
Doppelganger (http://www.giantitp.com/forums/showpost.php?p=8160461&postcount=258)
Ghoul (http://www.giantitp.com/forums/showpost.php?p=8164244&postcount=269)-contributed by CraftY_Cultist.
Gnoll (http://www.giantitp.com/forums/showpost.php?p=8166791&postcount=274)
Dryder (http://www.giantitp.com/forums/showpost.php?p=8167059&postcount=275)-by I_Am_An_Undead
Nymph (http://www.giantitp.com/forums/showpost.php?p=8167378&postcount=278) by Bodez.
Werewolf (http://www.giantitp.com/forums/showpost.php?p=8178217&postcount=297)By Crafty_Cultist
WereBear (http://www.giantitp.com/forums/showpost.php?p=8183188&postcount=306)By Crafty_Cultist
Ethergaunt (http://www.giantitp.com/forums/showpost.php?p=8219832&postcount=315)Contributed by I_Am_Undead
Blink Dog (http://www.giantitp.com/forums/showpost.php?p=8325734&postcount=330)by AustontheGreat1
Hill giant (http://www.giantitp.com/forums/showpost.php?p=8476867&postcount=360)-by Hyudra
Gynosphynx (http://www.giantitp.com/forums/showpost.php?p=8574795&postcount=460)-by VoltHawk.
Lich(template) (http://www.giantitp.com/forums/showpost.php?p=8535643&postcount=427) by Crafty_Cultist
Nerra(mirror-people) (http://www.giantitp.com/forums/showpost.php?p=8492973&postcount=390) by Draken
Half-fiend (http://www.giantitp.com/forums/showpost.php?p=8535660&postcount=428) by Crafty_Cultist
Half-celestial (http://www.giantitp.com/forums/showpost.php?p=8538254&postcount=434) by Crafty_Cultist
Firbolg (http://www.giantitp.com/forums/showpost.php?p=8588088&postcount=490)
Pixie (http://www.giantitp.com/forums/showpost.php?p=8592607&postcount=512) by Aranii
Stone giant (http://www.giantitp.com/forums/showpost.php?p=8589236&postcount=495)by Hyudra
Angel of Decay (http://www.giantitp.com/forums/showpost.php?p=8589538&postcount=496)by Draken
Frost giant (http://www.giantitp.com/forums/showpost.php?p=8591700&postcount=510)by Hyudra
Beholder (http://www.giantitp.com/forums/showpost.php?p=8501338&postcount=416)by AustontheGreat1
Slaad (http://www.giantitp.com/forums/showthread.php?p=8568028#post8568028)by Trenelus
Redcap (http://www.giantitp.com/forums/showpost.php?p=8603621&postcount=534) by Draken
Pyroclastic dragon (http://www.giantitp.com/forums/showpost.php?p=8697418&postcount=671) contributed by Kyubi
Entomber (http://www.giantitp.com/forums/showpost.php?p=8787260&postcount=750)by Gorgondantess
Ogre (http://www.giantitp.com/forums/showpost.php?p=8789542&postcount=758)by Hyudra
Half-Illithid (http://www.giantitp.com/forums/showpost.php?p=8842357&postcount=807)by Crafty Cultist
Kaorti (http://www.giantitp.com/forums/showpost.php?p=8843416&postcount=809)by Crafty Cultist
Harpy (http://www.giantitp.com/forums/showpost.php?p=8895469&postcount=872)[/list]by Hyudra
Brain in a jar (http://www.giantitp.com/forums/showpost.php?p=8674054&postcount=649) by Draken
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=8881599&postcount=835)by Gorgondantess
Winter Wolf (http://www.giantitp.com/forums/showpost.php?p=8890538&postcount=856) by Frog Dragon
ScorpionFolk (http://www.giantitp.com/forums/showpost.php?p=8885793&postcount=839) by Frog Dragon
Mephit (http://www.giantitp.com/forums/showpost.php?p=8678862&postcount=664)by Hyudra
Spellwarped creature(prc) (http://www.giantitp.com/forums/showpost.php?p=8911423&postcount=916) contributed by Frog Dragon
Half-troll (http://www.giantitp.com/forums/showpost.php?p=8911522&postcount=918) by flabort
Entropic Reaper (http://www.giantitp.com/forums/showpost.php?p=8911700&postcount=920) by Crafty_Cultist
Silthilar (http://www.giantitp.com/forums/showpost.php?p=8913176&postcount=924)by AustonTheGreat1
Zern (http://www.giantitp.com/forums/showpost.php?p=8903096&postcount=899)by AustontheGreat1
Annis Hag (http://www.giantitp.com/forums/showpost.php?p=8910218&postcount=915) by Hyudra
Purple dragon (http://www.giantitp.com/forums/showpost.php?p=8927061&postcount=949)
Fire giant (http://www.giantitp.com/forums/showthread.php?p=8936547&posted=1#post8936547) by Hyudra
Hook Horror (http://www.giantitp.com/forums/showpost.php?p=8940925&postcount=984)by Frog Dragon
Air elemental (http://www.giantitp.com/forums/showpost.php?p=8927531&postcount=952)by AustontheGreat1
Achaierai (http://www.giantitp.com/forums/showpost.php?p=8926591&postcount=946)by Gorgondantess
Vrock (http://www.giantitp.com/forums/showpost.php?p=8940273&postcount=981)by Gorgondantess
Force Golem (http://www.giantitp.com/forums/showpost.php?p=8983373&postcount=1020)by Gorgodantress
Iron Golem (http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018)by Gorgodantress
Planetouched (http://www.giantitp.com/forums/showpost.php?p=9041408&postcount=1052)by Gorgodantress
Marrutact (http://www.giantitp.com/forums/showpost.php?p=9029376&postcount=1044)by Gorgodantress
Ulitharid (http://www.giantitp.com/forums/showpost.php?p=9047316&postcount=1086)(prc)
Imp (http://www.giantitp.com/forums/showpost.php?p=9047328&postcount=1087)by Hyudra
Mezzoloth (http://www.giantitp.com/forums/showpost.php?p=9015485&postcount=1034)by Frog Dragon
Nycaloth (http://www.giantitp.com/forums/showpost.php?p=9044409&postcount=1060)by Frog Dragon
Leonal and Bralani (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
Kuo-Toa (http://www.giantitp.com/forums/showpost.php?p=9081372&postcount=1195)by Hyudra
Wyvern (http://www.giantitp.com/forums/showpost.php?p=9080278&postcount=1186)by Hyudra
Reptilians (Lizardfolk and Troglodyte) (http://www.giantitp.com/forums/showpost.php?p=9080902&postcount=1191)by Gorgondantess
Displacer Beast (http://www.giantitp.com/forums/showpost.php?p=9094837&postcount=1225)by Hyudra
Hell Hound (http://www.giantitp.com/forums/showpost.php?p=9094826&postcount=1224)by Crafty Cultist
Griffon (http://www.giantitp.com/forums/showpost.php?p=9074825&postcount=1170)-by AustontheGreat1
Earth Elemental (http://www.giantitp.com/forums/showpost.php?p=8946427&postcount=996) by AustontheGreat1
Sahuagin (http://www.giantitp.com/forums/showpost.php?p=9072388&postcount=1164)by Crafty Cultist
Monster of Legend(prc) (http://www.giantitp.com/forums/showpost.php?p=9077277&postcount=1173)by Hyudra
Lantern Archon (http://www.giantitp.com/forums/showpost.php?p=9147212&postcount=1301)by Volthawk
Tarrasque (http://www.giantitp.com/forums/showpost.php?p=9148817&postcount=1307)
Anaxim (http://www.giantitp.com/forums/showpost.php?p=9355044&postcount=378)by Draken
White Dragon (http://www.giantitp.com/forums/showpost.php?p=9324083&postcount=355)by un_known
Green Dragon (http://www.giantitp.com/forums/showpost.php?p=9260954&postcount=188)by un_known
Fang dragon (http://www.giantitp.com/forums/showpost.php?p=9317804&postcount=320) by unknown
Half-Golem (http://www.giantitp.com/forums/showpost.php?p=9157221&postcount=1345)
Psionic Mindflayer (http://www.giantitp.com/forums/showpost.php?p=9159107&postcount=1357) by Gorgondantress
Antromorphic animal (http://www.giantitp.com/forums/showpost.php?p=9187907&postcount=1413)
Tengu (http://www.giantitp.com/forums/showpost.php?p=9197614&postcount=1434)
Ghaele Eladrin (http://www.giantitp.com/forums/showpost.php?p=9212463&postcount=10)
Cornugon (Horned Devil) (http://www.giantitp.com/forums/showpost.php?p=9201680&postcount=1446)-by Gorgondantess
Son/Daughter of silence (http://www.giantitp.com/forums/showpost.php?p=9219759&postcount=37)
WereSnake and WereRat (http://www.giantitp.com/forums/showpost.php?p=9176252&postcount=1395)by ChumpLump
WereSpider (http://www.giantitp.com/forums/showpost.php?p=9172249&postcount=1384)by ChumpLump
Abishai (http://www.giantitp.com/forums/showpost.php?p=9224087&postcount=41)-by Gorgondantess
WereWeasel, WereShark and WereBas (http://www.giantitp.com/forums/showpost.php?p=9224377&postcount=44)by ChumpLump
Tsochar (http://www.giantitp.com/forums/showpost.php?p=9226721&postcount=48)
Pseudo-Dragon (http://www.giantitp.com/forums/showpost.php?p=9229026&postcount=55)by Kobold-Bard
WereRhino (http://www.giantitp.com/forums/showpost.php?p=9231073&postcount=68)by ChumpLump
Marraenoloth (boatman of the river Styx) (http://www.giantitp.com/forums/showpost.php?p=9231506&postcount=69)-by Gorgondantess
Salamander (http://www.giantitp.com/forums/showpost.php?p=9234376&postcount=77)
Styx Dragon (http://www.giantitp.com/forums/showpost.php?p=9234476&postcount=79)contributed by Kyuubi.
Ravid (http://www.giantitp.com/forums/showpost.php?p=9234635&postcount=81)by Kobold-Bard
Death Drinker (http://www.giantitp.com/forums/showpost.php?p=9236124&postcount=90)
Fire elemental (http://www.giantitp.com/forums/showpost.php?p=9234777&postcount=82)by AustontheGreat1
Pegasus and Unicorn (http://www.giantitp.com/forums/showpost.php?p=9235441&postcount=86)by FirebirdFlying
MurderJack (http://www.giantitp.com/forums/showpost.php?p=9236908&postcount=102)Contributed by FlickerDart
Coatl (http://www.giantitp.com/forums/showpost.php?p=9237490&postcount=117)by Kobold-Bard
Wight (http://www.giantitp.com/forums/showpost.php?p=9238635&postcount=127)by Crafty Cultist
WereHydra (http://www.giantitp.com/forums/showpost.php?p=9240689&postcount=133)contributed by flabort
Androsphynx (http://www.giantitp.com/forums/showpost.php?p=9241349&postcount=136)
Janni (http://www.giantitp.com/forums/showpost.php?p=9242948&postcount=141)by Kobold-Bard
BugBear (http://www.giantitp.com/forums/showpost.php?p=9243419&postcount=143) by Crafty Cultist
Rukanyr (http://www.giantitp.com/forums/showpost.php?p=9252804&postcount=161)by Makiru
Will-O-Wisp (http://www.giantitp.com/forums/showpost.php?p=9254674&postcount=170)by Kobold-Bard
Kython (http://www.giantitp.com/forums/showpost.php?p=9264340&postcount=217)by Crafty_Cultist
Spell Weaver (http://www.giantitp.com/forums/showpost.php?p=9262850&postcount=196)by Winter King
Rakshasa, Naztharune (http://www.giantitp.com/forums/showpost.php?p=9291986&postcount=283)contributed by Gordondantess
Duergar (http://www.giantitp.com/forums/showpost.php?p=9285918&postcount=275)by Jallorn
Kython, Impaler and Slaymaster (http://www.giantitp.com/forums/showpost.php?p=9273463&postcount=252)by Crafty Cultist
Kython, Slaughterking (http://www.giantitp.com/forums/showpost.php?p=9281500&postcount=270)by Crafty Cultist
Aasimar (http://www.giantitp.com/forums/showpost.php?p=9302073&postcount=293)
Golden Dragon (http://www.giantitp.com/forums/showpost.php?p=9260930&postcount=187)
Bronze Dragon (http://www.giantitp.com/forums/showpost.php?p=9261499&postcount=189)contributed by Gordondantess
Hydra (http://www.giantitp.com/forums/showpost.php?p=9338086&postcount=357)
Astral Stalker (http://www.giantitp.com/forums/showpost.php?p=9355227&postcount=379)-done by FyreByrd
Awakened Monstrous Crab (http://www.giantitp.com/forums/showpost.php?p=9355321&postcount=380)by Flabort.
Guardian(prc) (http://www.giantitp.com/forums/showpost.php?p=9362169&postcount=387)contributed by Stycotl
Aboleth (http://www.giantitp.com/forums/showpost.php?p=9367644&postcount=408)
Owlbear (http://www.giantitp.com/forums/showpost.php?p=9367442&postcount=407)by Kobold-Bard
Dracotaur (http://www.giantitp.com/forums/showpost.php?p=9380867&postcount=454)by monkman
Gelatinous Cube (http://www.giantitp.com/forums/showpost.php?p=9385418&postcount=467)by Kobold-Bard
Treant (http://www.giantitp.com/forums/showpost.php?p=9386283&postcount=485)by Niezck
Kyton (Chain Devil) (http://www.giantitp.com/forums/showpost.php?p=9392273&postcount=512)by ChumpLump
Flind gnoll (http://www.giantitp.com/forums/showpost.php?p=9377149&postcount=433)contributed by Gordondantess
WereLizard (http://www.giantitp.com/forums/showpost.php?p=9405424&postcount=544)by un_known
Sea Hag (http://www.giantitp.com/forums/showpost.php?p=9405362&postcount=542)by ChumpLump
Green Hag (http://www.giantitp.com/forums/showpost.php?p=9405322&postcount=539)by ChumpLump
War Troll (prc) (http://www.giantitp.com/forums/showpost.php?p=9405329&postcount=540)by monkman
Rust Monster (http://www.giantitp.com/forums/showpost.php?p=9402966&postcount=534)by Kobold-Bard
Wild Hunt (http://www.giantitp.com/forums/showpost.php?p=9399221&postcount=519)
Death Knight(prc) (http://www.giantitp.com/forums/showpost.php?p=9405915&postcount=547)by monkman

More to come!



Monsters done by alphabetical order:


Aasimar (http://www.giantitp.com/forums/showpost.php?p=9302073&postcount=293)
Abishai (http://www.giantitp.com/forums/showpost.php?p=9224087&postcount=41)-by Gorgondantess
Aboleth (http://www.giantitp.com/forums/showpost.php?p=9367644&postcount=408)
Achaierai (http://www.giantitp.com/forums/showpost.php?p=8926591&postcount=946)by Gorgondantess
Air elemental (http://www.giantitp.com/forums/showpost.php?p=8927531&postcount=952)by AustontheGreat1
Anaxim (http://www.giantitp.com/forums/showpost.php?p=9355044&postcount=378)by Draken
Androsphynx (http://www.giantitp.com/forums/showpost.php?p=9241349&postcount=136)
Angel(planetar/solar) (http://www.giantitp.com/forums/showpost.php?p=8029656&postcount=154)
Angel of Decay (http://www.giantitp.com/forums/showpost.php?p=8589538&postcount=496)by Draken
Annis Hag (http://www.giantitp.com/forums/showpost.php?p=8910218&postcount=915) by Hyudra
Antromorphic animal (http://www.giantitp.com/forums/showpost.php?p=9187907&postcount=1413)
Aranea (http://www.giantitp.com/forums/showpost.php?p=8118735&postcount=220)
Awakened Monstrous Crab (http://www.giantitp.com/forums/showpost.php?p=9355321&postcount=380)by Flabort.
Awakened Skeleton (http://www.giantitp.com/forums/showpost.php?p=7966879&postcount=55)
Balor (http://www.giantitp.com/forums/showpost.php?p=7967157&postcount=58)
Beholder (http://www.giantitp.com/forums/showpost.php?p=8501338&postcount=416)by AustontheGreat1
Blink Dog (http://www.giantitp.com/forums/showpost.php?p=8325734&postcount=330)by AustontheGreat1
Blue Dragon (http://www.giantitp.com/forums/showpost.php?p=7941947&postcount=2)
Brain in a jar (http://www.giantitp.com/forums/showpost.php?p=8674054&postcount=649) by Draken
Bralani(scroll down a little) (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
Bronze Dragon (http://www.giantitp.com/forums/showpost.php?p=9261499&postcount=189)contributed by Gorgondantess
BugBear (http://www.giantitp.com/forums/showpost.php?p=9243419&postcount=143) by Crafty Cultist
Centaur (http://www.giantitp.com/forums/showpost.php?p=7987339&postcount=91)
Coatl (http://www.giantitp.com/forums/showpost.php?p=9237490&postcount=117)by Kobold-Bard
Cornugon (Horned Devil) (http://www.giantitp.com/forums/showpost.php?p=9201680&postcount=1446)-by Gorgondantess
Death Drinker (http://www.giantitp.com/forums/showpost.php?p=9236124&postcount=90)
Death Knight(prc) (http://www.giantitp.com/forums/showpost.php?p=9405915&postcount=547)by monkman
Djinni (http://www.giantitp.com/forums/showpost.php?p=7960967&postcount=43)
Displacer Beast (http://www.giantitp.com/forums/showpost.php?p=9094837&postcount=1225)by Hyudra
Doppelganger (http://www.giantitp.com/forums/showpost.php?p=8160461&postcount=258)
Dracotaur (http://www.giantitp.com/forums/showpost.php?p=9380867&postcount=454)by monkman
Dryad (http://www.giantitp.com/forums/showpost.php?p=8131810&postcount=243)-Contributed by Bodez.
Dryder (http://www.giantitp.com/forums/showpost.php?p=8167059&postcount=275)-by I_Am_An_Undead
Duergar (http://www.giantitp.com/forums/showpost.php?p=9285918&postcount=275)by Jallorn
Earth Elemental (http://www.giantitp.com/forums/showpost.php?p=8946427&postcount=996) by AustontheGreat1
Entomber (http://www.giantitp.com/forums/showpost.php?p=8787260&postcount=750)by Gorgondantess
Entropic Reaper (http://www.giantitp.com/forums/showpost.php?p=8911700&postcount=920) by Crafty_Cultist
Erinyes (http://www.giantitp.com/forums/showpost.php?p=8024351&postcount=144)
Ethergaunt (http://www.giantitp.com/forums/showpost.php?p=8219832&postcount=315)Contributed by I_Am_Undead
Fang dragon (http://www.giantitp.com/forums/showpost.php?p=9317804&postcount=320) by unknown
Firbolg (http://www.giantitp.com/forums/showpost.php?p=8588088&postcount=490)
Fire elemental (http://www.giantitp.com/forums/showpost.php?p=9234777&postcount=82)by AustontheGreat1
Flind gnoll (http://www.giantitp.com/forums/showpost.php?p=9377149&postcount=433)contributed by Gordondantess
Force Golem (http://www.giantitp.com/forums/showpost.php?p=8983373&postcount=1020)by Gorgodantress
Fire giant (http://www.giantitp.com/forums/showthread.php?p=8936547&posted=1#post8936547) by Hyudra
Frost giant (http://www.giantitp.com/forums/showpost.php?p=8591700&postcount=510)by Hyudra
Gelatinous Cube (http://www.giantitp.com/forums/showpost.php?p=9385418&postcount=467)by Kobold-Bard
Ghaele Eladrin (http://www.giantitp.com/forums/showpost.php?p=9212463&postcount=10)
Ghost (http://www.giantitp.com/forums/showpost.php?p=8112651&postcount=215)
Ghoul (http://www.giantitp.com/forums/showpost.php?p=8164244&postcount=269)-contributed by CraftY_Cultist.
Gloom (http://www.giantitp.com/forums/showpost.php?p=8017974&postcount=129)
Gnoll (http://www.giantitp.com/forums/showpost.php?p=8166791&postcount=274)
Golden Dragon (http://www.giantitp.com/forums/showpost.php?p=9260930&postcount=187)
Gray Jester (http://www.giantitp.com/forums/showpost.php?p=7988336&postcount=92)
Green Dragon (http://www.giantitp.com/forums/showpost.php?p=9260954&postcount=188)by un_known
Green Hag (http://www.giantitp.com/forums/showpost.php?p=9405322&postcount=539)by ChumpLump
Grimlock (http://www.giantitp.com/forums/showpost.php?p=7966772&postcount=54)
Griffon (http://www.giantitp.com/forums/showpost.php?p=9074825&postcount=1170)-by AustontheGreat1
Guardian(prc) (http://www.giantitp.com/forums/showpost.php?p=9362169&postcount=387)contributed by Stycotl
Gynosphynx (http://www.giantitp.com/forums/showpost.php?p=8574795&postcount=460)-by VoltHawk.
Half-celestial (http://www.giantitp.com/forums/showpost.php?p=8538254&postcount=434) by Crafty_Cultist
Half-dragon (http://www.giantitp.com/forums/showpost.php?p=8159828&postcount=257)
Half-fiend (http://www.giantitp.com/forums/showpost.php?p=8535660&postcount=428) by Crafty_Cultist
Half-Illithid (http://www.giantitp.com/forums/showpost.php?p=8842357&postcount=807)by Crafty Cultist
Half-Golem (http://www.giantitp.com/forums/showpost.php?p=9157221&postcount=1345)
Half-troll (http://www.giantitp.com/forums/showpost.php?p=8911522&postcount=918) by flabort
Harpy (http://www.giantitp.com/forums/showpost.php?p=8895469&postcount=872)[/list]by Hyudra
Hell Hound (http://www.giantitp.com/forums/showpost.php?p=9094826&postcount=1224)by Crafty Cultist
Hill giant (http://www.giantitp.com/forums/showpost.php?p=8476867&postcount=360)-by Hyudra
Hound archon (http://www.giantitp.com/forums/showpost.php?p=7987311&postcount=89)
Hook Horror (http://www.giantitp.com/forums/showpost.php?p=8940925&postcount=984)by Frog Dragon
Hydra (http://www.giantitp.com/forums/showpost.php?p=9338086&postcount=357)
Imp (http://www.giantitp.com/forums/showpost.php?p=9047328&postcount=1087)by Hyudra
Iron Golem (http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018)by Gorgodantress
Janni (http://www.giantitp.com/forums/showpost.php?p=9242948&postcount=141)by Kobold-Bard
Lantern Archon (http://www.giantitp.com/forums/showpost.php?p=9147212&postcount=1301)by Volthawk
Leonal (http://www.giantitp.com/forums/showpost.php?p=9059764&postcount=1145)by BelGareth
Lich(template) (http://www.giantitp.com/forums/showpost.php?p=8535643&postcount=427) by Crafty_Cultist
Lillend (http://www.giantitp.com/forums/showpost.php?p=8097854&postcount=208)
Kaorti (http://www.giantitp.com/forums/showpost.php?p=8843416&postcount=809)by Crafty Cultist
Kuo-Toa (http://www.giantitp.com/forums/showpost.php?p=9081372&postcount=1195)by Hyudra
Kython (http://www.giantitp.com/forums/showpost.php?p=9264340&postcount=217)by Crafty_Cultist
Kython, Impaler and Slaymaster (http://www.giantitp.com/forums/showpost.php?p=9273463&postcount=252)by Crafty Cultist
Kython, Slaughterking (http://www.giantitp.com/forums/showpost.php?p=9281500&postcount=270)by Crafty Cultist
Kyton (Chain Devil) (http://www.giantitp.com/forums/showpost.php?p=9392273&postcount=512)by ChumpLump
Marilith (http://www.giantitp.com/forums/showpost.php?p=8132375&postcount=246)
Marrutact (http://www.giantitp.com/forums/showpost.php?p=9029376&postcount=1044)by Gorgodantress
Marraenoloth (boatman of the river Styx) (http://www.giantitp.com/forums/showpost.php?p=9231506&postcount=69)-by Gorgondantess
Medusa and Choker (http://www.giantitp.com/forums/showpost.php?p=7948874&postcount=17)
Mind Flayer (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Minotaur(scroll down a little) (http://www.giantitp.com/forums/showpost.php?p=7947714&postcount=13)
Mephit (http://www.giantitp.com/forums/showpost.php?p=8678862&postcount=664)by Hyudra
Mezzoloth (http://www.giantitp.com/forums/showpost.php?p=9015485&postcount=1034)by Frog Dragon
Monster of Legend(prc) (http://www.giantitp.com/forums/showpost.php?p=9077277&postcount=1173)by Hyudra
Mummy (http://www.giantitp.com/forums/showpost.php?p=7977252&postcount=82)
MurderJack (http://www.giantitp.com/forums/showpost.php?p=9236908&postcount=102)Contributed by FlickerDart
Nerra(mirror-people) (http://www.giantitp.com/forums/showpost.php?p=8492973&postcount=390) by Draken
Nixie (http://www.giantitp.com/forums/showpost.php?p=8034400&postcount=162)
Nycaloth (http://www.giantitp.com/forums/showpost.php?p=9044409&postcount=1060)by Frog Dragon
Nymph (http://www.giantitp.com/forums/showpost.php?p=8167378&postcount=278) by Bodez.
Ogre Mage (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Ogre (http://www.giantitp.com/forums/showpost.php?p=8789542&postcount=758)by Hyudra
Owlbear (http://www.giantitp.com/forums/showpost.php?p=9367442&postcount=407)by Kobold-Bard
Pegasus (http://www.giantitp.com/forums/showpost.php?p=9235441&postcount=86)by FirebirdFlying
phasm (http://www.giantitp.com/forums/showpost.php?p=8055617&postcount=172)
Phoenix (http://www.giantitp.com/forums/showpost.php?p=7968929&postcount=63)
pit fiend (http://www.giantitp.com/forums/showpost.php?p=7976670&postcount=80)
Pixie (http://www.giantitp.com/forums/showpost.php?p=8592607&postcount=512) by Aranii
Planetouched (http://www.giantitp.com/forums/showpost.php?p=9041408&postcount=1052)by Gorgodantress
Purple dragon (http://www.giantitp.com/forums/showpost.php?p=8927061&postcount=949)
Pseudo-Dragon (http://www.giantitp.com/forums/showpost.php?p=9229026&postcount=55)by Kobold-Bard
Psionic Mindflayer (http://www.giantitp.com/forums/showpost.php?p=9159107&postcount=1357) by Gorgondantress
Pyroclastic dragon (http://www.giantitp.com/forums/showpost.php?p=9264141&postcount=212) contributed by Kyuubi
Rakshasa and Dragonne (http://www.giantitp.com/forums/showpost.php?p=7956421&postcount=32)
Rakshasa, Naztharune (http://www.giantitp.com/forums/showpost.php?p=9291986&postcount=283)contributed by Gordondantess
Ravid (http://www.giantitp.com/forums/showpost.php?p=9234635&postcount=81)by Kobold-Bard
Red slaad (http://www.giantitp.com/forums/showpost.php?p=7957540&postcount=37)
Redcap (http://www.giantitp.com/forums/showpost.php?p=8603621&postcount=534) by Draken
Reptilians (Lizardfolk and Troglodyte) (http://www.giantitp.com/forums/showpost.php?p=9080902&postcount=1191)by Gorgondantess
Reth Dekala (http://www.giantitp.com/forums/showpost.php?p=8881599&postcount=835)by Gorgondantess
Rukanyr (http://www.giantitp.com/forums/showpost.php?p=9252804&postcount=161)by Makiru
Rust Monster (http://www.giantitp.com/forums/showpost.php?p=9402966&postcount=534)by Kobold-Bard
Sahuagin (http://www.giantitp.com/forums/showpost.php?p=9072388&postcount=1164)by Crafty Cultist
Salamander (http://www.giantitp.com/forums/showpost.php?p=9234376&postcount=77)
ScorpionFolk (http://www.giantitp.com/forums/showpost.php?p=8885793&postcount=839) by Frog Dragon
Sea Hag (http://www.giantitp.com/forums/showpost.php?p=9405362&postcount=542)by ChumpLump
Silver Dragon (http://www.giantitp.com/forums/showpost.php?p=8002450&postcount=108)
Silthilar (http://www.giantitp.com/forums/showpost.php?p=8913176&postcount=924)by AustonTheGreat1
Slaad (http://www.giantitp.com/forums/showthread.php?p=8568028#post8568028)by Trenelus
Son/Daughter of silence (http://www.giantitp.com/forums/showpost.php?p=9219759&postcount=37)
Succubbus (scroll down a little) (http://www.giantitp.com/forums/showpost.php?p=7951939&postcount=29)
Spellwarped creature(prc) (http://www.giantitp.com/forums/showpost.php?p=8911423&postcount=916) contributed by Frog Dragon
Spell Weaver (http://www.giantitp.com/forums/showpost.php?p=9262850&postcount=196)by Winter King
Stone giant (http://www.giantitp.com/forums/showpost.php?p=8589236&postcount=495)by Hyudra
Styx Dragon (http://www.giantitp.com/forums/showpost.php?p=9234476&postcount=79)Contributed by Kyuubi
Tarrasque (http://www.giantitp.com/forums/showpost.php?p=9148817&postcount=1307)
Tengu (http://www.giantitp.com/forums/showpost.php?p=9197614&postcount=1434)
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=8017743&postcount=128)
Treant (http://www.giantitp.com/forums/showpost.php?p=9386283&postcount=485)by Niezck
Tsochar (http://www.giantitp.com/forums/showpost.php?p=9226721&postcount=48)
Ulitharid (http://www.giantitp.com/forums/showpost.php?p=9047316&postcount=1086)(prc)
Unicorn (http://www.giantitp.com/forums/showpost.php?p=9235441&postcount=86)by FirebirdFlying
Vampire (http://www.giantitp.com/forums/showpost.php?p=8056982&postcount=173)
Vargouille (http://www.giantitp.com/forums/showpost.php?p=7966939&postcount=56)
Vasuthant (http://www.giantitp.com/forums/showpost.php?p=7974321&postcount=75)
Vrock (http://www.giantitp.com/forums/showpost.php?p=8940273&postcount=981)by Gorgondantess
War Troll(prc) (http://www.giantitp.com/forums/showpost.php?p=9405329&postcount=540)by monkman
WereBear (http://www.giantitp.com/forums/showpost.php?p=8183188&postcount=306)By Crafty_Cultist
WereHydra (http://www.giantitp.com/forums/showpost.php?p=9240689&postcount=133)contributed by flabort
WereLizard (http://www.giantitp.com/forums/showpost.php?p=9405424&postcount=544)by un_known
WereRhino (http://www.giantitp.com/forums/showpost.php?p=9231073&postcount=68)by ChumpLump
WereSnake and WereRat (http://www.giantitp.com/forums/showpost.php?p=9176252&postcount=1395)by ChumpLump
WereSpider (http://www.giantitp.com/forums/showpost.php?p=9172249&postcount=1384)by ChumpLump
WereWeasel, WereShark and WereBas (http://www.giantitp.com/forums/showpost.php?p=9224377&postcount=44)by ChumpLump
Werewolf (http://www.giantitp.com/forums/showpost.php?p=8178217&postcount=297)By Crafty_Cultist
White Dragon (http://www.giantitp.com/forums/showpost.php?p=9324083&postcount=355)by un_known
Wight (http://www.giantitp.com/forums/showpost.php?p=9238635&postcount=127)by Crafty Cultist
Wild Hunt (http://www.giantitp.com/forums/showpost.php?p=9399221&postcount=519)
Will-O-Wisp (http://www.giantitp.com/forums/showpost.php?p=9254674&postcount=170)by Kobold-Bard
Wing Dragon (http://www.giantitp.com/forums/showpost.php?p=7962320&postcount=47)
Winter Wolf (http://www.giantitp.com/forums/showpost.php?p=8890538&postcount=856) by Frog Dragon
Wyvern (http://www.giantitp.com/forums/showpost.php?p=9080278&postcount=1186)by Hyudra
Xill (http://www.giantitp.com/forums/showpost.php?p=8078928&postcount=203)(by ScionoftheVoid)
Yuan-ti (http://www.giantitp.com/forums/showpost.php?p=8017736&postcount=127)
Zelekhut(inevitable) (http://www.giantitp.com/forums/showpost.php?p=7951028&postcount=26)
Zern (http://www.giantitp.com/forums/showpost.php?p=8903096&postcount=899)by AustontheGreat1

Oslecamo
2010-08-24, 03:55 AM
Waiting list:

{table=head]Monster Requested|Requested by
Deathdrinker (MM4) | Dante & Vergil
Salamander | Darkkwalker
Androsphynx | Darkkwalker
Styx Dragon (Dr) | Kyuubi
Concordant Killer (MM4) | Dire Weasel
Etherguants (FF) | Geiger Counter
Yuan-Ti Anathema | Quirp
Giants | Ralasha
Lycanthropes | Bodez
more Slaads | Trenelus
Ghaele Eladrin | Eldariel
Howler | DaHamr
Black Dragon | Dannan-Kun[/table]

More Slaad
Platinum dragons
Dragon turtle
Bulette
Pegasus
Deathdrinker
Androsphynx
one request for somebody to have Oslecamo's children
Concordant killer
Ghaele
Petal
All Monster manual dragons
boneclaw
deathknight
wraith
Wight
Leshay
Sisters/daughters of silence from Lord Gareth (http://www.giantitp.com/forums/showpost.php?p=5061794&postcount=9)
Tsochari
Aboleths
Rakshasa Nazrathune (MM3)
bodak
movanic deva
clusterfang/deepspawn monsters of faerun
Clawfoot (Ebberon campaign setting)
Joystealer (MM4)
Ruin chanter (MM5)
Glaistig(MM3)
Frostwind virago(MM5)
Arrow demon
Astral stalker
Need a picture for the murderJack (Post 399)
Gelatinous cube
mimic
Inevitable
More “Half” templates
more undead
The Werehydra
devils (bone, chain, barbed, lords of the fourth, ninth, first and eighth in that order
Kolyaruts
Uvuudaum (ELH)
War troll
Curst (template)
Atropal



I'll be taking requests from anyone who wants me to turn other monsters into playable classes.As a rule of thumb, I'll be doing them by order of income.

All criticism apreciated, as long as it is detailed. If you don't like something, please point out what it is.

Oslecamo
2010-08-24, 03:58 AM
Reserved just in case.

Oslecamo
2010-08-24, 04:23 AM
Continuation of discussion.



Actually, I'm basing it off of the Planescape Campaign Setting from AD&D, which is an excellent book. It's virtually identical there.

Even worst, there wasn't CR back then and the DM could just eyeball if an ecounter was apropriate or no.



Mainly because of this picture. (http://crpp0001.uqtr.ca/w4/campagne/Downloads/Downloads_WotC/Planescape/www.darkside.gr/guests/add/Planescape/ps_ms_012.jpg) Seriously, that is an awesome picture.:smallbiggrin:

He's using the produce flame just for creepy effect, nothing in the mechanics or fluff states



Now: Why not at will produce flame? Give me a logical argument from a purely mechanical standpoint.

It's one of the basic crunch rules from this thread and should not be broken unless there's a really good reason for that. The boatman doesn't need produce flame at will. Point.



Also: scaring people is all fine and dandy, but what happens when he meets an undead/construct/ooze/something with otherwise immunity to mind-affecting/something with otherwise immunity to fear/something with a mind blank on?

What would happen if your boatman found something with some kind of decent fire resistance? Ah, yes, you would give him ability to bypass it. We've already done several monsters able to pierce immunities to their special powers.:smallwink:



I wasn't thinking of "kill it with fire", I was thinking "channeling the power of the river styx", which a Marraenoloth is closely tied to, and just synergizing that with his produce flame.

The river Styx is made of water. Water is the oposite of fire. Channeling water to power up fire does not compute. Channeling water to power up fear does compute.



Although, what would work is just tying it onto touch attacks so he could use it with poison as well.

A somewhat better idea.



Hmmm... well, I'll certainly give him something along the lines of what I gave the Cornugon.

The horned devil summoning is plain weak unless you use it to get a SLA spammer for support, but I didn't complain about it because the horned devil can hold his own in combat. The boatman of the river Styx however won't be a melee powerhouse so he has the right to summon proper meatshields.



Yeah, I'll be giving him plane shift- probably something like low daily uses, and it doesn't expend a use if he's plane shifting to the gray wastes. And teleport really covers the whole "body of water" thing... I'll just include a clause that he can teleport his skiff & all the passengers on it.
Also, that would make a pretty nifty combat ability, as he could just plane shift enemies to the gray wastes.:smallamused:

Work on that, or I'll do it myself.



Aaaaanyways... so how 'bout that Cornugon?
It still has four natural attacks at 1st level for no good reason when pretty much every other monster on this thread gets his full allotment of natural attacks as it levels up.

mrcarter11
2010-08-24, 04:47 AM
Well, since you mention that list is sort of out of date. Here is the link to the list Kyuubi made a bit ago. It isn't complete but only 500 posts short.
http://www.giantitp.com/forums/showthread.php?p=9122319&highlight=list#post9122319

Well, I messed that up. It is actually a few posts down from there, that is when he said he would do it. So here is his list he had made

More Slaad
Platinum dragons
Dragon turtle
Bulette
Pegasus
Deathdrinker
Androsphynx
Drider
one request for somebody to have Oslecamo's children
Concordant killer
bralani
Ghaele
Petal
All Monster manual dragons
boneclaw
deathknight
wraith
Tarrasque
Wight
Leshay
http://www.giantitp.com/forums/showp...94&postcount=9
Tsochari
Aboleths
Rakshasa Nazrathune (MM3)
bodak
movanic deva
clusterfang/deepspawn monsters of faerun
Clawfoot (Ebberon campaign setting)
Joystealer (MM4)
Ruin chanter (MM5)
Glaistig(MM3)
Frostwind virago(MM5)
Arrow demon
Astral stalker
fang dragon
TOB Rakshasa
Need a picture for the murderJack (Post 399)
Gelatinous cube
mimic
beholder
Inevitable
More “Half” templates
more undead
The Werehydra isn't in the OP
devils (bone, chain, barbed, lords of the fourth, ninth, first and eighth in that order
Kolyaruts
Uvuudaum (ELH)
War troll
Curst (template)
Atropal

Roc Ness
2010-08-24, 05:33 AM
That list is amusing. :smallbiggrin:

flabort
2010-08-24, 08:36 AM
He said he quit partway through, though, which is a bit of a shame.

Mystic Muse
2010-08-24, 10:22 AM
He said he quit partway through, though, which is a bit of a shame.

I'll get it done later. About now I have a few slightly more important things to do.

Oslecamo
2010-08-24, 10:28 AM
Ghaele Eladrin
http://www.mardona.com/fx/places/sigil/ghaele2.jpghttp://static.desktopnexus.com/thumbnails/88138-bigthumbnail.jpghttp://i35.tinypic.com/4i0cbr.jpg


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+ 0|+0 | +2 |Eladrin body, Heaven soul, Divine miracle (color spray and dancing lights), +1 Str
2|+2 |+ 0|+0 | +3 |Eladrin, Divine skin, +1 Str
3|+ 3|+ 1|+ 1| +3 |Detect toughts, disguise self, +1 Cha
4|+ 4|+ 1|+1 | +4 |Gaze, +1 Str
5|+ 5|+ 1|+ 1| +4 |Lesser Protective aura, Tongues, +1 Cha
6|+ 6|+ 2|+2 | +5 |See invisibility, chain lighting, +10 Speed, +1 Str
7|+ 7|+ 2|+2 | + 5|Greater protective aura, +1 Cha
8|+ 8|+ 2|+2 | +6 |Greater invisibility, Major image, +1 Str
9|+ 9|+ 3|+ 3| +6 |Alternate Form, Light Rays, +1 Str
10|+10 |+ 3|+3 | +7 |Teleport, Hold Monster
11|+11| + 3|+ 3| +7 |Prayer Amulet, +1 Str, +1 Cha
12|+12|+ 4|+4 | +8 |Wall of force, Prismatic Spray, +10 Speed
13|+13|+ 4|+4 | +8 | Incadescent Weapon, +1 Str, +1 Cha

[/table]
Skills:2+int modifier per level, quadruple at 1st level, class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Proefeciencies: Simple weapons, Two martial weapons of it's choice and light rays.

Features:

Eladrin Body:The ghaele eladrin loses all other racial bonus and gains outsider traits (basicaly and darkvision 60 foot). She is a medium sized outsider with base speed 30 foot and low-light vision.

At levels 6 and 12 of this class the eladrin's base speed increases by an extra 10 foot.

Aditionally the ghaele eladrin gains a bonus to nat armor equal to her Con modifier.

Heaven soul:the ghaele eladrin can cast spells as a sorceror, with the following changes:

-It counts as divine spellcasting (so isn't hindered by armor)
-It learns spells from the cleric list instead of the sorceror/wizard list.
-It uses Cha for spell DCs and extra spells per day but needs to have a Wis score of 10+spell level to learn/cast a spell of that level.
-It the ghaele eladrin multiclasses as cleric or favored soul it can choose to keep increasing this kind of spellcasting instead of receiving the normal cleric spellcasting.
-If the ghaele eladrin picks up a Prc that advances spellcasting it may choose to keep increasing this kind of spellcasting as much levels that Prc gives altough the GE class is tecnically just 13 levels long. So a GE 13/fullcasting prc 5 could reach 9th level spells.


Divine miracle: At the levels in wich a spell name appears the GE can use it a certain number of times per day as SLAs. Save DCs are 10+1/2HD+Cha mod.

1-Color spray and dancing lights 1/day per HD
3-Detect toughts and Disguise self 1/day per HD
5-Tongues, permanent effect
6-See invisibility, chain lighting 1/day per 2 HD
8-Greater invisibility(self only) and major image 1/day per 4 HD.
10-Teleport and hold monster 1/day per 5 HD.
12-Wall of force and Prismatic spray 1/day per 6 HD.

A GE 10 that reaches 14 HD has it's teleport SLA upgraded to greater teleport.

Eladrin:Gains resistance to electrecity and a bonus to saves against petrification equal to it's HD, and resistance to Cold and fire equal to half it's HD.

Divine skin:Gains DR/evil or cold iron equal to half it's HD. At 5 HD this upgrades to DR/evil and cold iron. The GE also gains the good and chaotic subtypes and her attacks count as good and chaotic for purposes of bypassing DR.


Ability increase: The GE gains +1 to Str at levels 2, 4, 6, 8, 9, 11 and 13 for a total of +7 at 13th level and +1 to Cha at levels 3, 5, 7, 11, 13 for a total of +5 at 13th level.


Gaze:slay evil creatures with less HD than half the GE's own HD, rounded down, range 60 feet, Will DC 10+1/2HD+Cha mod negates. Even if the save succeeds, the creature is affected as though by a fear spell for 1 round. At 6 HD this increases to 1d10 rounds, and every other 6 HD the duration increases by an extra 1d10 rounds.

Nonevil creatures, and evil creatures with more HD than half the GE's own HD must succeed on a DC 10+1/2HD+Cha mod Will save or suffer the fear effect.

The GE can only keep her gazer for a number of rounds per day equal to her HDxCha modifier. Starting it is a standard action and ending is a free action. The total use time can be divided between several uses in a single day.

At 10 HD the gaze can be started as a swift action.


Lesser Protective Aura:Always active, as magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is +4.

Greater protective aura:Always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the eladrin.

Alternate form: A ghaele can shift between its humanoid and globe forms as a standard action 1/day per HD. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly at a speed of 10 foot per HD (perfect maneuverability), use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Light rays:A ghaele in globe form can project a light ray with a range of 25 feet per HD dealing 1d12 damage for each 5 HD. This attack overcomes damage reduction of any type and counts as touch attack. The GE can shoot multiple rays as iterative attacks in a fullattack just like with a normal weapon.


Prayer Amulet:The GE takes on an object of her choice in wich she deposits her faith. She can use a weapon for her Prayer Amulet. Using rare incenses, oils and other special substances she can deposit cleric spells from scrolls on her prayer amulet just like a wizard copies scrolls on his spellbook. Only actual cleric spells can be deposited, not special domain spells that normally don't appear on the cleric list.

In adition, choose one cleric domain. All spells from that domain are miracously deposited on the prayer amulet when this ability is gained.

When regaining spells, the GE can meditate with her Prayer Amulet to get extra spell knowns for that day. The extra spells must be chosen from the ones deposited on the Prayer Amulet, and the GE can only draw a number of extra spells equal to her Wis modifier in a single day. Those spells vanish from her mind after 24 hours and she must pray again to recover them.

0th level spells count as 1/2 level for all purposes of this ability.

A GE can have more than one prayer amulet, as long as she spends the resources to fill them with spells, but only one has her domain spells. If she loses (or sacrifices) the prayer amulet with her domain spells, she can acquire a new domain by praying for 24 hours on front of a new prayer amulet and make offerings worth 4500 GP. The new prayer amulet is then filled with the domain spells. If she later finds her older prayer amulet she can no longer retrieve spells from it.


Incadescent weapon:1/day per HD as a swift action the GE can give any weapon she's wielding an enanchment bonus equal to 1/4 her HD and the holy property for 1 round, making it appear as if covered in pure-white flames.

If the weapon is her domain prayer amulet, instead this ability lasts for one hour or untill it leaves the GE's possession, wichever comes first. The GE can choose to end this effect on her prayer amulet earlier as another swift action, in wich case she gains an enachment bonus to her strenght score equal to her HD for 1 turn.

If a GE hits an oponent with an incadescent weapon, that oponent takes a penalty on saves against the GE spells, SLAs and other abilities equal to the enanchment bonus of the weapon for 1 round.


Comments:

The Ghaele Eladrin is a powerfull gish warrior, with full Bab, limited spontaneous cleric casting and several other goodies.

It's main features are it's strong gaze attack and a powerfull array of ofensive and support SLAs. It never grows to big size but +7 Str and full Bab plus cleric buff still makes him more than able to lay down the pain. It must turn into a ball for flying wich makes it

I added the Prayer Amulet at 11th level to let the GE get some extra punch on spell choice. It's limited by Wis (wich isn't your main casting stat) however so you you can never go wild like a rainbow servant. Normal sorcerors would be prcing to something nice to get extra spells earlier anyway.

Compared to a cleric it has much less spell choice and is MAD. Compared to a sorceror it only gets some of the nice sorcereror tricks and is MAD.

So if you want to play a celestial wingless warrior-mage the Ghaele Eladrin's for you!

Imbasel
2010-08-24, 10:30 AM
May I humbly request the storm elemental.

Oslecamo
2010-08-24, 10:30 AM
Image above is a placeholder as the original Ghaele Eladrin image has already been used for the Bralani. Other image sugestions welcome. Remember it must have a "celestial" feel whitout having wings.

Sorry Gorgondantress but I was dying to see a Ghaele Eladrin done and my inspiration couldn't be quenched!:smallbiggrin:

Kobold-Bard
2010-08-24, 10:54 AM
I'm sure I'm missing something important, but couldn't you just say it casts as a Favoured Soul of it's level?

Mystic Muse
2010-08-24, 10:58 AM
I'm sure I'm missing something important, but couldn't you just say it casts as a Favoured Soul of it's level?

Some people may not have the favored soul mechanics so it's easier to say "Casts as a Sorceror of its level but with the cleric's spell list" than " Look at the favored soul"

At least, that was the reason given.

Sidenote. What's the name of a planetouched with a relative who's an inevitable?

Kobold-Bard
2010-08-24, 11:15 AM
Some people may not have the favored soul mechanics so it's easier to say "Casts as a Sorceror of its level but with the cleric's spell list" than " Look at the favored soul"

At least, that was the reason given.

Sidenote. What's the name of a planetouched with a relative who's an inevitable?

Fair enough.

An according to this they're Mechanatrix (maybe,) (http://en.academic.ru/dic.nsf/enwiki/789663).

Stycotl
2010-08-24, 01:11 PM
anyone want to do a rukanyr (fiend folio, if i remember right)?

Mystic Muse
2010-08-24, 01:18 PM
anyone want to do a rukanyr (fiend folio, if i remember right)?

The vaguely Scorpion-like demon thing with three mouths and lotsa spikes?

The Tygre
2010-08-24, 02:19 PM
Can I persuade one of you noble gentleman to attempt a hezrou class when ye have the time?

Hyudra
2010-08-24, 02:33 PM
Re: Ghaele Eladrin:
Would it not be possible to give the Ghaele Eladrin some flexibility with multiclassing? Say, letting it advance the spellcasting in the same manner as paladin or divine bard or such? Or, and I know this sounds weird, but what if the Ghaele Eladrin wanted to take levels in Favored Soul? It's kind of clumsy when working with the text as written (implying it wouldn't stack).
I think it would make more sense to note iterative attacks in the entry, and then specify that it doesn't get iterative attacks via. light ray under 'alternate form'. Especially since the light rays come after 6th level.
What's the point of using the capstone ability on the amulet? Longer duration, sure, but what does it do?

For art, what about this?
http://i35.tinypic.com/4i0cbr.jpg

Themes of 'holy' and 'warrior', no wings.

Oslecamo
2010-08-24, 04:04 PM
Re: Ghaele Eladrin:
Would it not be possible to give the Ghaele Eladrin some flexibility with multiclassing? Say, letting it advance the spellcasting in the same manner as paladin or divine bard or such? Or, and I know this sounds weird, but what if the Ghaele Eladrin wanted to take levels in Favored Soul? It's kind of clumsy when working with the text as written (implying it wouldn't stack).

Well I can say it stacks with favored soul.

Geting to improve his spellcasting with paladin and divine bard was discussed already with the Tengu, and the conclusion was that it would be kinda OP geting almost fullcasting on classes that have several other features. Not that paladin is OP by any means mind you but then we get weird interactions like battle casting. Plus like half the people out there use alternate paladins.



I think it would make more sense to note iterative attacks in the entry, and then specify that it doesn't get iterative attacks via. light ray under 'alternate form'. Especially since the light rays come after 6th level.

What? I wanted to make it able to have iterative attacks with it's light rays. Do you think it's too powerfull? Or was it so poorly worded?



What's the point of using the capstone ability on the amulet? Longer duration, sure, but what does it do?
You get an almost permanent "free" holy weapon with some free enanchment bonus? Well I'll add a little extra.



For art, what about this?
http://i35.tinypic.com/4i0cbr.jpg

Themes of 'holy' and 'warrior', no wings.

Kinda too much armor and too black, but can't be picky. I'll put them side by side.

The Tygre
2010-08-24, 04:11 PM
Seems like the art for a bigger celestial to me. But you're definitely on the right track. Are we avoiding the 'Eladrin sort of look like fae/elves' route?

Hyudra
2010-08-24, 04:26 PM
Well I can say it stacks with favored soul.

Geting to improve his spellcasting with paladin and divine bard was discussed already with the Tengu, and the conclusion was that it would be kinda OP geting almost fullcasting on classes that have several other features. Not that paladin is OP by any means mind you but then we get weird interactions like battle casting. Plus like half the people out there use alternate paladins.

Fair enough. I think there's room, at some later date, to make rules that allow for partial progression or fitting such classes into the 'not-quite-a-full-caster' demicasters like Paladin and Bard and such.


What? I wanted to make it able to have iterative attacks with it's light rays. Do you think it's too powerfull? Or was it so poorly worded?

No, not at all. If that's the case, though, you should probably adjust the table to include the iterative attacks (ie. +6/+1). My assumption, on looking at the table, was that it got none at all.


You get an almost permanent "free" holy weapon with some free enanchment bonus? Well I'll add a little extra.

Well, the issue is that the amulet isn't a weapon, but you're granting it an enhancement bonus and referring to it as though it was a weapon after all. It's just confusing. I'm not sure what the intent was.


Kinda too much armor and too black, but can't be picky. I'll put them side by side.

I don't really know Eladrin at all, so can't say much. Was just taking a blind stab at it, given what you'd described.

As an aside, I've got this picture in my art collection that's pretty much begging for a creature to be attached to:
http://i36.tinypic.com/2hxvlmb.jpg
Very 'celestial', but alas, it has wings. Could photoshop them out, but I don't know it fits the Eladrin in the least.

Oslecamo
2010-08-24, 04:48 PM
Fair enough. I think there's room, at some later date, to make rules that allow for partial progression or fitting such classes into the 'not-quite-a-full-caster' demicasters like Paladin and Bard and such.

Feel free to work on that.:smallsmile:



No, not at all. If that's the case, though, you should probably adjust the table to include the iterative attacks (ie. +6/+1). My assumption, on looking at the table, was that it got none at all.

You always get extra attacks for high Bab on manufactured weapons. It's one of the basic rules of the game. I'm just too lazy to write them down, so none of my monsters get them. And for the record neither did you write them down in your giants.:smalltongue:



Well, the issue is that the amulet isn't a weapon, but you're granting it an enhancement bonus and referring to it as though it was a weapon after all. It's just confusing. I'm not sure what the intent was.

Oh, in case it wasn't clear, you can turn a weapon into your prayer amulet. Will clarify it.



I don't really know Eladrin at all, so can't say much. Was just taking a blind stab at it, given what you'd described.

The girl on top.
http://2.bp.blogspot.com/_oqfkFpDFKfU/SyI2NpKXGYI/AAAAAAAAApc/ueFJl9wejDY/s320/eladrin.jpg
[/QUOTE]
So kinda elvish angels/fey warriors. In 4e they became completely elves. But I'm all for going away from that route.



As an aside, I've got this picture in my art collection that's pretty much begging for a creature to be attached to:
http://i36.tinypic.com/2hxvlmb.jpg
Very 'celestial', but alas, it has wings. Could photoshop them out, but I don't know it fits the Eladrin in the least.

Kinda oo non-human for my taste.

Gorgondantess
2010-08-24, 04:49 PM
Even worst, there wasn't CR back then and the DM could just eyeball if an ecounter was apropriate or no.
So? Then I just use the CR in MMII. So the CR's off. Whoopdeedoo.


It's one of the basic crunch rules from this thread and should not be broken unless there's a really good reason for that. The boatman doesn't need produce flame at will. Point.
I asked for a mechanical argument; that's not a mechanical argument. Conventions exist to be broken!:smalltongue:


What would happen if your boatman found something with some kind of decent fire resistance? Ah, yes, you would give him ability to bypass it. We've already done several monsters able to pierce immunities to their special powers.:smallwink:
Actually, I was technically going to let him change it to negative energy damage, as opposed to fire, at will (so as to reflect the wasting nature of the Grey Wastes). Honestly, I have a problem with a class whose only decent combat ability is to scare people.


The river Styx is made of water. Water is the oposite of fire. Channeling water to power up fire does not compute. Channeling water to power up fear does compute.
...I dunno, I wouldn't exactly call that water. It's more like vitriol.:smalltongue:
Okay, fine, so I'll just cut it down to touch attacks.


The horned devil summoning is plain weak unless you use it to get a SLA spammer for support, but I didn't complain about it because the horned devil can hold his own in combat. The boatman of the river Styx however won't be a melee powerhouse so he has the right to summon proper meatshields.
I said like the Cornugon summoning, not identical. Of course I'd give it a boost: the Cornugon Summoning was mainly fluff.


Work on that, or I'll do it myself.
And yet, it's technically an at-will SLA. Booyah!:smallbiggrin::smallwink:


It still has four natural attacks at 1st level for no good reason when pretty much every other monster on this thread gets his full allotment of natural attacks as it levels up.
Fixed.


Image above is a placeholder as the original Ghaele Eladrin image has already been used for the Bralani. Other image sugestions welcome. Remember it must have a "celestial" feel whitout having wings.

Sorry Gorgondantress but I was dying to see a Ghaele Eladrin done and my inspiration couldn't be quenched!:smallbiggrin:

PFFffggaaaaahhhhHHHHH! I WAS JUST FINISHING THAT!:smallfurious:

But, well, both of our classes are essentially nigh identical. Hell, one of the later abilities I was going to give it was to add a domain to its spell list, and another to give any weapon it wields the holy property... so, really, it's all good. Still, I am rather vexed that you disregarded the fact that I said I was going to finish it tomorrow.:smallsigh:
As for the picture: if Diterlizzi's done it, it shall be used.... and yet, for some odd reason, I cannot find the Diterlizzi ghaele. Weird. I know I've used it before...:smallconfused:
EDIT: Aha! Here we go:
http://www.mardona.com/fx/places/sigil/ghaele2.jpg
Though it's a tad small...

Hyudra
2010-08-24, 04:59 PM
You always get extra attacks for high Bab on manufactured weapons. It's one of the basic rules of the game. I'm just too lazy to write them down, so none of my monsters get them. And for the record neither did you write them down in your giants.:smalltongue:

Thought the modus operandi was to skip listing the iterative attacks for creatures with natural weapons (I've recommended noting the iterative attacks for creatures who didn't have natural weapons but went up to 6th level or higher). Giants have a slam natural attack.


Oh, in case it wasn't clear, you can turn a weapon into your prayer amulet. Will clarify it.

Ah, there's the missing piece of the puzzle.


The girl on top.
http://2.bp.blogspot.com/_oqfkFpDFKfU/SyI2NpKXGYI/AAAAAAAAApc/ueFJl9wejDY/s320/eladrin.jpg

So kinda elvish angels/fey warriors. In 4e they became completely elves. But I'm all for going away from that route.[/quote]

Gotcha. Nothing in my art folders that approximates that. She is kind of heavy on the armor for a creature with no armor proficiency, gotta say. Glowy pink guy isn't much different in that regard.


Kinda oo non-human for my taste.

Figured as much, which is why I didn't submit it sooner.

Speaking of art, feel free to replace the link for the picture I listed with this, for a more sensible size:
http://i37.tinypic.com/17sugl.jpg


EDIT: Aha! Here we go:
http://www.mardona.com/fx/places/sigil/ghaele2.jpg
Though it's a tad small...

A reverse image search doesn't turn up any resizes or better quality clones of that image (only pics with squiggly black lines around the frame). I wouldn't waste time searching.

Oslecamo
2010-08-24, 05:56 PM
I asked for a mechanical argument; that's not a mechanical argument. Conventions exist to be broken!:smalltongue:

And I exist to fix them here.:smallamused:



Actually, I was technically going to let him change it to negative energy damage, as opposed to fire, at will (so as to reflect the wasting nature of the Grey Wastes). Honestly, I have a problem with a class whose only decent combat ability is to scare people.

Because it's the freaking boatman of the river Styx, not an elite ninja who jumps into the middle of the enemy army and proceeds to beat them to death by dual-wielding his skiff and row at the same time while shooting fire from his mouth. He's suposed to be more of an utility guy, providing support and not actualy dealing the pain himself.



And yet, it's technically an at-will SLA. Booyah!:smallbiggrin::smallwink:

Very very techincally. Even if you can go to the Grey wastes at will you cannot go out of it at will so you still end up having limited uses. Plus "work on it" includes preventing pratical at-will spam.



http://www.mardona.com/fx/places/sigil/ghaele2.jpg
Though it's a tad small...

Honestly, between the spikes and all the black that seems much more suited for an evil gal.



Thought the modus operandi was to skip listing the iterative attacks for creatures with natural weapons (I've recommended noting the iterative attacks for creatures who didn't have natural weapons but went up to 6th level or higher). Giants have a slam natural attack.

They're also wielding big weapons. They all have the interest in using iterative attacks. Anyway I never said anything about the monster classes ignoring the basic rules for Bab.




She is kind of heavy on the armor for a creature with no armor proficiency, gotta say. Glowy pink guy isn't much different in that regard.

Don't ask. The monster entry doesn't state any worn armor, wich leads to the possibilities off:
-Disguise self.
-The armor it's her skin. Truly natural armor.

Gorgondantess
2010-08-24, 06:12 PM
Because it's the freaking boatman of the river Styx, not an elite ninja who jumps into the middle of the enemy army and proceeds to beat them to death by dual-wielding his skiff and row at the same time while shooting fire from his mouth. He's suposed to be more of an utility guy, providing support and not actualy dealing the pain himself.
Now you're just being silly.:smalltongue:



Very very techincally. Even if you can go to the Grey wastes at will you cannot go out of it at will so you still end up having limited uses. Plus "work on it" includes preventing pratical at-will spam.
'Tis true.

Okay, so, projected Marraenoloth abilities:
For core stats, likely d8 HD, 3/4 BAB, good reflex and will, and either 6+int or 8+int skill points.
Standard SLAs & yugoloth traits
Improved fear gaze
Summoning like the Cornugon's (but better).
Something akin to the planar ally line: I'm thinking no gp or xp cost, maybe just having a specific indebted soul.
Summoning a skiff with capabilities like a phantom steed that can be plane shifted/teleported, carrying all passengers.
Plane shift a certain low # of times per day, and plane shifting himself or others to the grey wastes doesn't take a use. Maybe a bonus to DC when going to grey waste.
Negative energy/wisdom/charisma damage on touch attacks.


Honestly, between the spikes and all the black that seems much more suited for an evil gal.
That is the picture for the Ghaele in Planescape Campaign setting, way back in the good ol' AD&D times. It's essentially the first Ghaele. If that's not a Ghaele, I don't know what is.
Specifically, ghaele are are generally more 'human' than most other outsiders, and are constantly conflicted with doubts, becoming brooding, angsty warriors.

Oslecamo
2010-08-24, 06:23 PM
Something akin to the planar ally line: I'm thinking no gp or xp cost, maybe just having a specific indebted soul

Very specifc please. Planar ally (and planar bidding) are overpowered if not simply broken spells even with their normal costs.



That is the picture for the Ghaele in Planescape Campaign setting, way back in the good ol' AD&D times. It's essentially the first Ghaele. If that's not a Ghaele, I don't know what is.
Specifically, ghaele are are generally more 'human' than most other outsiders, and are constantly conflicted with doubts, becoming brooding, angsty warriors.

Wow, emo warriors? Things certainly have changed.:smalleek:

In that case I'll add it.

Gorgondantess
2010-08-24, 06:29 PM
Very specifc please. Planar ally (and planar bidding) are overpowered if not simply broken spells even with their normal costs.
Well, the preliminary idea is that, at a certain level, you get to choose an outsider that would fall under, say, lesser planar ally. You can then summon them something like... once a week? And give them certain tasks. Some will require gold, but just defending you is free.


Wow, emo warriors? Things certainly have changed.:smalleek:

In that case I'll add it.
Heheh, sortof. They're like emo, and by all appearances they should be emo, but they're not and are actually just really cool. Sortof like The Cure.:smalltongue:
Also, I think we should just choose 1 picture and stick to it. 3 significantly different pictures (especially the anime one) for 1 monster class is just silly.:smallyuk:

UserShadow7989
2010-08-25, 12:41 AM
I just thought of a suggestion/request for anyone interested in making it. What about a Werewolf monster class? Seems like it would be much easier to 'multiclass' to Werewolf when a character is bitten then go through all the hoops and balance issues (in respect to the rest of the party) that d20srd.com 's listed method requires.

Crafty Cultist
2010-08-25, 12:52 AM
I just thought of a suggestion/request for anyone interested in making it. What about a Werewolf monster class? Seems like it would be much easier to 'multiclass' to Werewolf when a character is bitten then go through all the hoops and balance issues (in respect to the rest of the party) that d20srd.com 's listed method requires.

I already did that one. its 2 levels to be a full fledged werewolf, four to be a werewolf lord

UserShadow7989
2010-08-25, 12:55 AM
I already did that one. its 2 levels to be a full fledged werewolf, four to be a werewolf lord

Oh, never mind then. I must have missed it. *goes looking*

Speaking of, maybe we should put up a 'Table of Contents' with links to the Monster Classes already made? Ease of finding them and it prevents people from requesting the same one over and over again.

Lord_Gareth
2010-08-25, 12:57 AM
No one ever gave me a yes, no, or middle finger on my Sons/Daughters of Silence request...

Crafty Cultist
2010-08-25, 12:58 AM
Oh, never mind then. I must have missed it. *goes looking*

Speaking of, maybe we should put up a 'Table of Contents' with links to the Monster Classes already made? Ease of finding them and it prevents people from requesting the same one over and over again.

They have a list of monsters already done in alphabetical order.

UserShadow7989
2010-08-25, 01:07 AM
They have a list of monsters already done in alphabetical order.

Great. I'm not even 20 and I'm already going senile/blind. Sorry.

Oslecamo
2010-08-25, 03:24 AM
No one ever gave me a yes, no, or middle finger on my Sons/Daughters of Silence request...

They're on the waiting list, the link was just broken when I copy-pastad it, but it's corrected now. They'll be done.

EDIT: Taking a closer look at them I would need to make the selective incorporeality either limited in use when first gained (may eventually become at will when they reach higher HD) or with some heavy drawback as permanent incoporeality at level 6 is kinda too much for my tastes.

Oslecamo
2010-08-25, 09:51 AM
Son/Daughter of Silence
http://www.wizards.com/mtg/images/daily/ld/ld29_silence2.jpghttp://t0.gstatic.com/images?q=tbn:IFRQY6DSvbpsXM:http://yotsuba.imouto.org/image/2052d031829d6d30311e86350a246b8c/moe%2056199%20imari_yuka%20konpaku_youmu%20saigyou ji_yuyuko%20touhou.jpg&t=1


HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 0|+ 0|+0 | +2 |Cursed body, Total silence, Devour Sound, Unstability, +1 Cha
2|+1 |+ 0|+0 | +3 |Traitor's tongue, Steal speech, +1 Dex
3|+ 1|+ 1|+ 1| +3 |Selective uncorporeality, Disruptive touch,+1 Cha
4|+ 2|+ 1|+1 | +4 |Bestow uncorporeality, Improved Grapple, +1 Dex
5|+ 2|+ 1|+ 1| +4 |Sound Immunity, +1Dex, +1 Cha
6|+ 3|+ 2|+2 | +5 |Phantasm, Silent Magic +1 Dex,+1 Cha
[/table]
Skills:4+int modifier per level, quadruple at 1st level, class skills are Diplomacy, Heal (wis), Intimidate, Knowledge (any, Int) (int), Listen (wis), Profession (any, wis), Perform(any, cha), Spot (wis)

Proefeciencies: Simple weapons, light armor and Disruptive touch.

Features:

Cursed Body:A Son or Daughter of Silence loses all other racial bonus and gains humanoid traits (nothing really). He/She is a medium sized humanoid with base speed 40 foot.


Total Silence (Su): At first level, Sons and Daughters of Silence cannot make sound directly or indirectly unless benefitting from their Steal Speech or Devour Sound abilities. Anything they do will make no sound whatsoever; shattered glass will fall to the ground in utter silence, stone will break with no noise whatsoever. This ability will not silence other beings near them, however; a human stabbed by a Daughter of Silence will still scream, for example, even if their body makes no noise when it hits the floor.

Devour Sound (Su) - At first level, a Son or Daughter of Silence is normally mute, but they can temporarily overcome this limitation. Whenever they are in the area of a spell that deals sonic damage, they may speak for one round per caster level of the spell. Additionally, if they slay a living creature that has a language, they may steal its breath as a free action and become capable of speech for a number of rounds equal to that creature's hit dice. A Son or Daughter of Silence typically spends its time singing when it has the ability to.

In adition, they recover a number of Unstability (see below) rounds equal to the CL of the spell or the HD of the slain creature. They cannot end up with more uses than they start the day with.


Unstability (Su): At first level as a swift action a Son or Daughter of Silence can gain the incorporeal subtype along with all equipment carried, receiving the related penalties and advantages. This ability lasts a number of rounds equal to HDxCha mod. It can be ended earlier as a free action, and the total number of rounds can be spent over several uses in a single day this way. Incorporeal equipment can't be used unless it has the ghost touch property. An incorporeal Son or Daughter of silence gains a flight speed equal to their base speed.

Traitor's Tongue (Su): - At 2nd level a Son or Daughter of Silence warps sound and speech around themselves. All spells with verbal components cast within 5 feet per HD of them have a 75% chance to fail, and normal verbal communication is impossible; words become randomly replaced or simply refuse to leave the lips of their speakers. Sons and Daughters of Silence are immune to this ability and may suppress, resume or reduce it's effect radius (or back to normal) it as a free action, but only once per turn.

Ability Increase:A Son or Daughter of Silence gains a permanent +1 to Cha at levels 1, 3, 5 and 6, and +1 to Dex at levels 2, 4, 5 and 6, for a total of +4 Dex and +4 Cha at level 6.


Steal Speech (Su):- At 2nd level as a standard action, a Son or Daughter of Silence may attempt to steal the speech from all beings within five feet per 2 HD. Those affected must succeed at a Will save (DC 10 + 1/2 of the Son/Daughter's hit dice + Son/Daughter's charisma modifier) or be rendered mute for 24 hours or until the Son or Daughter of Silence is slain. At the end of the 24 hour period, they make a second save; failure indicates that they are struck permanently mute unless healed by a restoration, greater restoration or wish spell. Once they have stolen speech this way, a Son or Daughter of Silence may speak for ten rounds for each muted creature.

In adition, they recover a number of Unstability rounds equal to the half the total HD of the muted creatures. They cannot end up with more uses than they start the day with.

Selective Incorporeality (Su) - At 3rd level while using their Unstability ability, Sons or Daughters of Silence are treated as incorporeal only whenever it benefits them; they may affect the physical world whenever they choose to, have a Strength score whenever it is beneficial to do so, et cetera. They may choose to act as both corporeal and incorporeal at the same time; that is, they may choose to exercise their Strength score, use weapons and other equipment normally, and grapple while still remaining immune to physical attacks and being able to pass through objects.

Disruptive touch:At 3rd level as a standard action a Son or Daughter of silence can deliver a touch attack dealing 1d8+Cha mod damage. For each extra 3 HD they gain this damage increases by an extra 1d8. This damage has no type.

Bestow Incorporeality (Su): At 4th level once a Son or Daughter of Silence has established a grapple on an opponent, they may, as a swift action, render their victim incorporeal as long as the grapple continues by spending an extra Unstability use per round. As long as their victim is incorporeal, they have no Strength score (for grapple purposes count as Str modifier 0) and are weightless - a Son of Silence's typical use of this ability is to drop the victim into the earth or a wall, then release them, shunting them into the nearest open space and dealing them 1d6 points of damage per square moved in the interim.

Bestow Incorporeality affects the equipment of creatures they choose to use the ability upon just like Unstability makes their own equipment uncorporeal.

Improved grapple: At 4th level a Son or Daughter of Silence gains Improved Grapple as a bonus feat even if it doesn't meet the pre-requisites.

Sound Immunity (Ex): At 5th level sons and Daughters of Silence take no damage from sound-based attacks and are immune to deafness and language-dependant abilities (such as Suggestion, but not Holy Word, as that doesn't need to be heard).

Phantasm:At 6th level a Son or Daughter of silence reaches it's full peak and they count as always using their Unstability ability, and may use Bestow Uncorporeality at will. If they would gain extra rounds per day, they instead gain the same amount of temporary HP for 1 Hour. Multiple slain creatures don't stack, neither do multiple uses of Steal Speech, count just the bigger bonus from each.

Silent magic: if a Son or Daughter of silence multiclasses into a casting class, he/she can choose to count the levels from this class levels for purposes of CL and learning new spells and gaining new spell slots. Son or Daughter of Silence levels don't count for any other class ability. He/She may ignore verbal components from spells as long as she's able to move, but he/she can't cast spells with [Sonic] descriptor, neither do any of her spells produce any sound by themselves.

So for example a Son or Daughter of Silence 6/Wizard 1 could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.



Comments:

The Son/Daughter of silence is kinda of an half-ghost, receiving the benefits from corporeal and incorporeal at the same time.

I took the aproch of limited time uncoporeality at first levels, giving the ability to gain extra turns by silencing others or killing stuff. It doesn't have much on the way of pure ofensive but selective uncorporeality should allow for all kind of fun combos.

It can turn other creatures incorporeal to put them into nasty places and since it never makes sound and can become uncoporeal makes a great stealth machine.

Image from the Silence card from MTG and Youmu from Touhou, the only half-ghost I know. If anyone knows of a better one let me know.

Gorgondantess
2010-08-25, 10:43 AM
They're on the waiting list, the link was just broken when I copy-pastad it, but it's corrected now. They'll be done.

EDIT: Taking a closer look at them I would need to make the selective incorporeality either limited in use when first gained (may eventually become at will when they reach higher HD) or with some heavy drawback as permanent incoporeality at level 6 is kinda too much for my tastes.

Y'know, the ghost can get total, permanent incorporeality at level 2. Or 1, depending on your interpretation of templates.

Oslecamo
2010-08-25, 10:58 AM
Y'know, the ghost can get total, permanent incorporeality at level 2. Or 1, depending on your interpretation of templates.

And the ghost also needs to stay whitin 30 foots of his original body that is still material and if destroyed destroys the ghost as well (grave bound ability). The Daughter of silence can go wherever she pleases whitout need of dragging a coffin around.

Plus the ghost I made is a base class and not a template. It really doesn't make much sense your spirit retains your body qualities.

If you're talking about the online ghost template class from Wotc(that also delivered us such wonders as Spell to Power Erudite) then it clearly states it needs specific DM aproval, aka allow it at your own risk. I take no responsabilities for that.

Temotei
2010-08-25, 07:21 PM
Cursed Body:The Daughter of Silence loses all other racial bonus and gains humanoid traits (nothing really). She is a medium sized humanoid with base speed 40 foot.

The son of silence, however, keeps all traits of their race? :smallamused:

Just playin'. Still, you should probably fix that.

Gorgondantess
2010-08-25, 08:37 PM
Abishai
http://www.planescape-torment.de/images/Abishai_Green_b.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+1|+ 2|+0 | +2 |Chromatic Body, Vitriolic Tail, Cha +1
2|+2|+ 3|+0 | +3 |Devil, Lesser Chromatic SLAs, Strength of the Dragon
3|+3|+ 3|+1 | +3 |Arsenal of the Dragon, Infernal Summoning
4|+4|+ 4|+1 | +4|Skin of the Dragon, Lingering Damage
5|+5|+ 4|+1 | +4 |Movement of the Dragon, Greater Chromatic SLAs
6|+6|+ 5|+2 | +5|Power of the Dragon
7|+7|+ 5|+2 | +5|Regeneration
8|+8|+ 6|+2 | +6 |Ultimate Chromatic SLAs, Cha +1[/table]

Proficiencies: The Abishai is proficient in simple weapons & its own natural weapons.

Skills: 4+int per level. Class skills: Bluff, Escape Artist, Intimidate, Knowledge (Arcane), Knowledge (Planes), Listen, Search, Spot, Use Magic Device.

Chromatic Body: At level 1, the Abishai loses all other racial traits and gains outsider traits (basically darkvision 60'). It is medium sized, with a tail attack dealing 1d4+1.5 str modifier damage and natural armor equal to its con modifier.

Vitriolic Tail: At level 1, the Abishai chooses which color of abishai it is (from the chromatic dragons- white, black, green, blue, or red). Each is tied to a specific element- white for cold, black for poison, green for acid, blue for electricity, and red for fire. Beginning at level 1, when the abishai deals damage with its tail attack, it deals an additional 1d4 elemental damage, of its chosen element. At level 3 this increases to 1d8 damage, and increases by another 1d8 every 3 levels thereafter (up to 6d8 at level 18.)
Black, however, applies poison requiring fort save DC (10+1/2 HD+Con mod) dealing 1d3/1d3 con damage with every tail attack. The poison's damage increases at level 3, according to the table:

{table=head]HD|Initial Damage|Secondary Damage
3|1d4 Con|1d4 Con
5|1d4 Con|1d6 Con
8|1d6 Con|1d6 Con
11|1d6 Con|1d8 Con
14|1d8 Con|2d6 Con
17|2d6 Con|2d6 Con
20|2d6 Con|3d6 Con[/table]

Enemies immune to poison must still save against the poison, and take hp damage instead of con damage.

Ability Score Increases: The Abishai gains +1 Charisma at levels 1 and 8. Also see Strength of the Dragon.

Devil: The Abishai gains a bonus on saves against poison and resistance to acid, cold and fire to half HD. Red, Blue and White Abishai increase the resistances to their element to equal their HD, Blue gain resistance to electricity equal to 1/2 HD, and Blacks gain immunity to poison. 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 and lawful subtypes, and its natural attacks and any weapon it wields count as evil and lawful aligned for purposes of bypassing DR.

Lesser Chromatic SLAs: The Abishai gains the ability to cast Command, Charm Person & Disguise Self as SLAs a number of times per day equal to its HD. DCs are (10+1/2HD+Cha).

Strength of the Dragon: At 2nd level and every class level henceforth, the Abishai gains +1 to either strength, constitution or dexterity. It may not gain more than +4 to any of these attributes from this ability.

Arsenal of the Dragon: At 3rd level, the Abishai gains 2 claws dealing 1d4+1/2 str damage and 1 bite dealing 1d6+1/2 str damage, each as secondary natural attacks.

Infernal Summoning: At 4th level, the Cornugon gains the ability to summon its brethren. Once per day the Cornugon can cast Summon Monster II as an SLA, with a duration of 1 minute/level instead of 1 round/level. Every 2 class levels from there on, it progresses to the next summon monster spell, culminating at Summon Monster VIII at level 16. HD outside from Cornugon HD count as 1/2 class levels for this purpose, so with 16 levels of Cornugon and 4 levels of anything else, the Cornugon can get up to Summon Monster IX.
The Cornugon can only summon LE monsters. It adds white abishai to the list for SMIV, black abishai to the list for SMV, Green Abishai to the list for SMVI, Blue Abishai to the list for SMVII, and Black Abishai to this list for SMVIII.

Skin of the Dragon: At 4th level the Abishai gains DR/Good equal to 1/2 HD and SR 11+HD.

Lingering Damage: At 4th level, creatures struck by the Abishai's sting attack take damage equal to the Abishai's vitriolic tail ability the following round. Victims who failed the first save against the Black Abishai's poison must make their save against the secondary damage 1 round afterwards, as opposed to 10.

Movement of the Dragon: At 5th level the Abishai's ground speed increases to 40', and it gains a fly speed of 50' (poor).

Greater Chromatic SLAs: The Abishai may now cast Scare & Suggestion as SLAs a number of times per day equal to 1/2 its HD.

Power of the Dragon: At 6th level the Abishai gains one of the following abilities:
Wings: The Abishai's fly speed increases by 10' for every 2 HD it possesses, and it gains 2 wing attacks dealing 1d4+1/2 str damage.

Spellcasting: The Abishai gains spellcasting as a sorcerer 2 levels lower than its class level. However, it is restricted in its spells known: the first spell they take of every level must either have their chosen element as a descriptor ([fire] for red, [electricity] for blue) or the [evil] or [lawful] descriptors.

Breath Weapon: The Abishai may, once every 1d4 rounds, use a breath weapon as a standard action either in a 60' line or 30' cone. It deals damage equal to twice its vitriolic tail ability.

Mind of the Dragon: The Abishai becomes immune to paralysis or sleep effects, and gains blindsense out to 10'/3 HD.

Regeneration: The Abishai gains Regeneration equal to its HD/3.

Ultimate Chromatic SLAs: At 8th level, the Abishai may now cast Wrack as an SLA a number of times per day equal to 1/4 its HD, and may now cast charm monster instead of charm person.

Comments:
Anyone who's played Planescape: Torment will know these guys. Dragon Demons, essentially. Not much to say, aside from that I'm worried that A: The Black Dragon's poison is too powerful, and B: the spellcasting choice is too powerful.

demidracolich
2010-08-25, 08:39 PM
Um, the table is messed up. By that I mean you didn't make a proper table for the class but did for the poison.

Gorgondantess
2010-08-25, 08:45 PM
DON'T POST HERE PLEASE! I specifically requested for this thread to remain open so I could edit older monsters!

DON'T POST HERE ANYMORE PLEASE!
Yikes, sorry. I accidentally posted the Abishai on the old thread... and when it actually went through, I was rather confused.
Might be best to delete that there, as I did with mine.:smallwink:


Um, the table is messed up. By that I mean you didn't make a proper table for the class but did for the poison.
Always forget to put in the damn [/table] thingy...:smallsigh:

ChumpLump
2010-08-25, 09:12 PM
Weretiger

http://img90.imageshack.us/img90/8356/weretiger65qy1.jpg
Weretiger Prerequisites
To become a Weretiger, 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 Weretiger.

HD: d8

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

1st|
+1|
+2|
+2|
+0| Alternate form Tiger, Tiger empathy, Lunar body, Tiger Whiskers, Rake

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

3rd|
+3|
+3|
+3|
+0| +1 Dex, Bounding Tiger, Growth

4th|
+4|
+4|
+4|
+1| Curse of Lycantropy, Drawing Claws [/table]
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Weretiger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Weretiger gains proficiency with its own natural weapons, but not with armor or shields.

Weretiger Class Features: The following are the Class Features of the Weretiger.

Lunar Body: The Weretiger retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Weretiger gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Weretiger gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Weretiger gains a Medium Tiger Alternate Form. While in Tiger form, the Weretiger cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage. While in Tiger form the Weretiger’s movement speeds are set to a 40 feet base land speed.

Alternate FormThe Weretiger has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Weretiger’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Weretiger reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Weretiger:

* The Weretiger retains the type and subtype of its Humanoid or Giant form. It gains the size of its Tiger or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Weretiger gains that subtype as well.
* The Weretiger loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Weretiger gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Tiger or Hybrid Form. (As Specified).
* The Weretiger retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Tiger or Hybrid Form. (Unless Specified Otherwise.)
* The Weretiger retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Tiger or Hybrid Form.
* The Weretiger gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the WereTiger’s Hp score.
* The Weretiger retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Weretiger retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Weretiger retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Weretiger's Humanoid or Giant form has hands.
* The Weretiger is effectively camouflaged as a creature of its Tiger or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Weretiger that can’t be worn or carried in its Tiger or Hybrid Form instead falls to the ground in its space. If the Weretiger changes size, any gear it wears or carries that can be worn or carried in its Tiger or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


At second level, the Weretiger can assume a Medium Hybrid form, between its Tiger form and its Humanoid Form. While in Hybrid form, the Weretiger gains the natural attacks of Tiger form, as well as the same movement speeds, however the Weretiger retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Weretiger can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Weretiger, or for every two in another class, the Weretiger's Alternate Forms improve as shown below.

{table] Weretiger Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Strength
2|+1 Strength, +1 Constitution
3|+2 Strength, +1 Constitution
4|+3 Strength, +1 Constitution
5|+3 Strength, +2 Constitution
6|+4 Strength, +2 Constitution
7|+5 Strength, +2 Constitution
8|+5 Strength, +3 Constitution
9|+6 Strength, +3 Constitution
10|+7 Strength, +3 Constitution
11|+7 Strength, +4 Constitution
12|+8 Strength, +4 Constitution[/table]

Tiger Empathy: The Weretiger can communicate with Tigers, and other Tiger like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Weretiger gains no such bonus on influencing Magical Beasts.

Tiger Whiskers: Beginning at first level the Weretiger while in Tiger form gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all Move Silently checks equal to half its HD. At second level the Weretiger gains the full benefits of Tiger Whiskers regardless of form.

Rake: At first level, While the Weretiger is in Tiger or Hybrid Alternate form it gains a single rake (http://www.d20srd.org/srd/specialAbilities.htm#rake) natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Tiger or Hybrid form, the Weretiger gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Weretiger gains a +1 increase to Dexterity.

Growth: At third level, a Weretiger’s Tiger or Hybrid forms may be Medium or Large. The Weretiger chooses its size each time it assumes one of its Alternate Forms.

When A Weretiger changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

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

A Weretiger of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

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

Bounding Tiger: At third level the Weretiger suffers half damage from all falls, regardless of form. While in Tiger form (and only Tiger form), the Weretiger may make a full attack with its natural weapons at the end of a charge.

Drawing Claws: At fourth level, while in Hybrid form (and only Hybrid form) the Weretiger may draw in opponents into its vicious grip by striking with its claws. In any round where the Weretiger successfully strikes an opponent with both of its claw attacks may attempt to begin a grapple as an immediate action, as with improved grab this does not require an additional touch attack, and does not provoke attacks of opportunity. Further, while in Hybrid form the Weretiger may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Weretiger can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large Size is hit by the Weretiger’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Weretiger’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm), check the Lycanthrope entry in the monster manual.
Werelion

http://fanart.lionking.org/Artwork/claims/141682.png

Werelion Prerequisites
To become a Werelion, 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 Werelion.

HD: d8

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

1st|
+1|
+2|
+2|
+0| Alternate form Lion, Lion empathy, Lunar body, Lion Mane, Rake

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

3rd|
+3|
+3|
+3|
+0| +1 Str, Roaring, Growth

4th|
+4|
+4|
+4|
+1| Curse of Lycantropy, Overpowering Claws [/table]
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Werelion’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Werelion gains proficiency with its own natural weapons, but not with armor or shields.

Werelion Class Features: The following are the Class Features of the Werelion.

Lunar Body: The Werelion retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werelion gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werelion gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Werelion gains a Medium Lion Alternate Form. While in Lion form, the Werelion cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage. While in Lion form the Werelion’s movement speeds are set to a 40 feet base land speed.

Alternate FormThe Werelion has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werelion’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Werelion reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werelion:

* The Werelion retains the type and subtype of its Humanoid or Giant form. It gains the size of its Lion or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werelion gains that subtype as well.
* The Werelion loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Werelion gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Lion or Hybrid Form. (As Specified).
* The Werelion retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Lion or Hybrid Form. (Unless Specified Otherwise.)
* The Werelion retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Lion or Hybrid Form.
* The Werelion gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Werelion’s Hp score.
* The Werelion retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Werelion retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Werelion retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werelion's Humanoid or Giant form has hands.
* The Werelion is effectively camouflaged as a creature of its Lion or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Werelion that can’t be worn or carried in its Lion or Hybrid Form instead falls to the ground in its space. If the Werelion changes size, any gear it wears or carries that can be worn or carried in its Lion or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


At second level, the Werelion can assume a Medium Hybrid form, between its Lion form and its Humanoid Form. While in Hybrid form, the Werelion gains the natural attacks of Lion form, as well as the same movement speeds, however the Werelion retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werelion can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werelion, or for every two in another class, the Werelion's Alternate Forms improve as shown below.

{table] Werelion Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Strength
2|+1 Strength, +1 Dexterity
3|+1 Strength, +1 Dexterity, +1 Constitution
4|+2 Strength, +1 Dexterity, +1 Constitution
5|+2 Strength, +2 Dexterity, +1 Constitution
6|+3 Strength, +2 Dexterity, +1 Constitution
7|+3 Strength, +3 Dexterity, +1 Constitution
8|+3 Strength, +3 Dexterity, +2 Constitution
9|+4 Strength, +3 Dexterity, +2 Constitution
10|+4 Strength, +4 Dexterity, +2 Constitution
11|+5 Strength, +4 Dexterity, +2 Constitution
12|+6 Strength, +4 Dexterity, +2 Constitution[/table]

Lion Empathy: The Werelion can communicate with Lions, and other Lion like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werelion gains no such bonus on influencing Magical Beasts.

Lion Mane: Beginning at first level the Werelion while in Lion form gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all Intimidate checks (Including checks opposing intimidation) equal to half its HD. At second level the Werelion gains the full benefits of Lion Mane regardless of form.

Rake: At first level, While the Werelion is in Lion or Hybrid Alternate form it gains a single rake (http://www.d20srd.org/srd/specialAbilities.htm#rake) natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Lion or Hybrid form, the Werelion gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werelion gains a +1 increase to Strength.

Growth: At third level, a Werelion’s Lion or Hybrid forms may be Medium or Large. The Werelion chooses its size each time it assumes one of its Alternate Forms.

When A Werelion changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

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

A Werelion of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

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

Roaring: At third level the Werelion learns it may play its part extempore, for it is nothing but Roaring. While in Lion form (and only Lion form) the Werelion may let out a Powerful Roar as a move action to demoralize all opponents within a 60ft radius This functions similar to the demoralize function of the Intimidate skill, except all targets that fail their opposed check are Dazed for one round, and then left frightened instead of shaken. Targets that fail their opposed check by 10 or more are stunned for one round, and then panicked rather than frightened. Roaring is a fear effect. The Werelion can use this ability a number of times per day equal to its HD.

Overpowering Claws: At fourth level, while in Hybrid form (and only Hybrid form) the Werelion may charge over obstacles, and no longer needs a clear path to make a charge attack. If the Werelion strikes an opponent with one of its claws at the end of a charge attack it may make a bulrush attempt as an immediate action. Further, while in Hybrid form the Werelion may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Werelion can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werelion’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werelion’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm), check the Lycanthrope entry in the monster manual.

Wereleopard
http://www.myrealms.net/mysticalrealms/ellan/wereleopard-Katerina.jpg

Wereleopard Prerequisites
To become a Wereleopard, 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 Wereleopard.

HD: d8

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

1st|
+1|
+2|
+2|
+0| Alternate form Leopard, Leopard empathy, Lunar body, Leopard Spots, Rake

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

3rd|
+3|
+3|
+3|
+0| +1 Wis, Rend Attack, Growth

4th|
+4|
+4|
+4|
+1| Curse of Lycantropy, Ambushing Claws [/table]
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Wereleopard’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Wereleopard gains proficiency with its own natural weapons, but not with armor or shields.

Wereleopard Class Features: The following are the Class Features of the Wereleopard.

Lunar Body: The Wereleopard retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Wereleopard gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Wereleopard gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Wereleopard gains a Medium Leopard Alternate Form. While in Leopard form, the Wereleopard cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage. While in Leopard form the Wereleopard’s movement speeds are set to a 40 feet base land speed.

Alternate FormThe Wereleopard has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Wereleopard’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Wereleopard reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Wereleopard:

* The Wereleopard retains the type and subtype of its Humanoid or Giant form. It gains the size of its Leopard or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Wereleopard gains that subtype as well.
* The Wereleopard loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Wereleopard gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Leopard or Hybrid Form. (As Specified).
* The Wereleopard retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Leopard or Hybrid Form. (Unless Specified Otherwise.)
* The Wereleopard retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Leopard or Hybrid Form.
* The Wereleopard gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Wereleopard’s Hp score.
* The Wereleopard retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Wereleopard retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Wereleopard retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Wereleopard's Humanoid or Giant form has hands.
* The Wereleopard is effectively camouflaged as a creature of its Leopard or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Wereleopard that can’t be worn or carried in its Leopard or Hybrid Form instead falls to the ground in its space. If the Wereleopard changes size, any gear it wears or carries that can be worn or carried in its Leopard or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


At second level, the Wereleopard can assume a Medium Hybrid form, between its Leopard form and its Humanoid Form. While in Hybrid form, the Wereleopard gains the natural attacks of Leopard form, as well as the same movement speeds, however the Wereleopard retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Wereleopard can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Wereleopard, or for every two in another class, the Wereleopard's Alternate Forms improve as shown below.

{table] Wereleopard Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Strength
2|+1 Strength, +1 Dexterity
3|+1 Strength, +1 Dexterity, +1 Constitution
4|+2 Strength, +1 Dexterity, +1 Constitution
5|+2 Strength, +2 Dexterity, +1 Constitution
6|+2 Strength, +2 Dexterity, +2 Constitution
7|+3 Strength, +2 Dexterity, +2 Constitution
8|+3 Strength, +3 Dexterity, +2 Constitution
9|+3 Strength, +3 Dexterity, +3 Constitution
10|+4 Strength, +3 Dexterity, +3 Constitution
11|+4 Strength, +4 Dexterity, +3 Constitution
12|+4 Strength, +4 Dexterity, +4 Constitution[/table]

Leopard Empathy: The Wereleopard can communicate with Leopards, and other Leopard like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereleopard gains no such bonus on influencing Magical Beasts.

Leopard Spots: Beginning at first level the Wereleopard while in Leopard form gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all Hide checks made within a highly vegetated environment equal to half its HD. At second level the Wereleopard gains the full benefits of Leopard Spots regardless of form.

Rake: At first level, While the Wereleopard is in Leopard or Hybrid Alternate form it gains a single rake (http://www.d20srd.org/srd/specialAbilities.htm#rake) natural attack that deals damage equal to one of its claw attacks.

Lunar Hide At second level, while in either Leopard or Hybrid form, the Wereleopard gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Wereleopard gains a +1 increase to Strength.

Growth: At third level, a Wereleopard’s Leopard or Hybrid forms may be Medium or Large. The Wereleopard chooses its size each time it assumes one of its Alternate Forms.

When A Wereleopard changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

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

A Wereleopard of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

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

Rend Attack: At third level the Wereleopard suffers half damage from all falls, regardless of form. While in Leopard form (and only Leopard form), if it strikes with both of its claw attacks, it may make an immediate rend attack that deals damage equal to both of its claws’ base damages +1.5 strength damage.

Ambushing Claws: At fourth level, while in Hybrid form (and only Hybrid form) the Wereleopard may draw in opponents into its vicious grip by striking with its claws. In any round where the Wereleopard successfully strikes an opponent with both of its claw attacks may attempt to begin a grapple as an immediate action, as with improved grab this does not require an additional touch attack, and does not provoke attacks of opportunity. Further, while in Hybrid form the Wereleopard may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Wereleopard can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Wereleopard’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Wereleopard’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm), check the Lycanthrope entry in the monster manual.

Werecheetah

http://www.gothosenterprises.com/images/jenny2.gif

Werecheetah Prerequisites
To become a Werecheetah, 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 Werecheetah.

HD: d8

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

1st|
+1|
+2|
+2|
+0| Alternate form Cheetah, Cheetah empathy, Lunar body, Cheetah Whiskers, Cheetah Stamina

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

3rd|
+3|
+3|
+3|
+0| +1 Wis, Cheetah Rush, Growth

4th|
+4|
+4|
+4|
+1| Curse of Lycantropy, Swift Claws [/table]
Skills Points at Each Level: (2+Int. Modifier)
Class Skills: The Werecheetah’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Proficiencies: The Werecheetah gains proficiency with its own natural weapons, but not with armor or shields.

Werecheetah Class Features: The following are the Class Features of the Werecheetah.

Lunar Body: The Werecheetah retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werecheetah gains a bonus to natural armor equal to its constitution modifier while in Alternate Form (See Below). While in Humanoid form the Werecheetah gains a bonus to natural armor equal to half its constitution modifier.

Alternate Form: At first level, the Werecheetah gains a Medium Cheetah Alternate Form. While in Cheetah form, the Werecheetah cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage. While in Cheetah form the Werecheetah’s movement speeds are set to a 60 feet base land speed.

Alternate FormThe Werecheetah has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Werecheetah’s Humanoid or Giant form, as well as its Hybrid or Animal Forms. While using alternate form the Werecheetah reverts to its Humanoid or Giant form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Werecheetah:

* The Werecheetah retains the type and subtype of its Humanoid or Giant form. It gains the size of its Cheetah or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Werecheetah gains that subtype as well.
* The Werecheetah loses the natural weapons, natural armor, and movement modes of its Humanoid or Giant form, as well as any extraordinary special attacks of its Humanoid or Giant form not derived from non-monster class levels (such as the barbarian’s rage class feature).
* The Werecheetah gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Cheetah or Hybrid Form. (As Specified).
* The Werecheetah retains the special qualities of its Humanoid or Giant form. It does not gain any special qualities of its Cheetah or Hybrid Form. (Unless Specified Otherwise.)
* The Werecheetah retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Cheetah or Hybrid Form.
* The Werecheetah gains the physical ability scores (Str, Dex, Con) of its new form as specified. It retains the mental ability scores (Int, Wis, Cha) of its Humanoid or Giant form. Apply any changed physical ability score modifiers in all appropriate areas. Unlike Other Alternate Forms, The constitution change effects the Werecheetah’s Hp score.
* The Werecheetah retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
* Except as described elsewhere, the Werecheetah retains all other game statistics of its Humanoid or Giant form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The Werecheetah retains any spellcasting ability it had in its Humanoid or Giant form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrid may speak and has humanoid enough hands if the Werecheetah's Humanoid or Giant form has hands.
* The Werecheetah is effectively camouflaged as a creature of its Cheetah or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the Werecheetah that can’t be worn or carried in its Cheetah or Hybrid Form instead falls to the ground in its space. If the Werecheetah changes size, any gear it wears or carries that can be worn or carried in its Cheetah or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


At second level, the Werecheetah can assume a Medium Hybrid form, between its Cheetah form and its Humanoid Form. While in Hybrid form, the Werecheetah gains the natural attacks of Cheetah form, as well as the same movement speeds, however the Werecheetah retains its abilities to manipulate objects, use weapons, and speak.

Assuming an Alternate form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werecheetah can assume its Alternate Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werecheetah, or for every two in another class, the Werecheetah's Alternate Forms improve as shown below.

{table] Werecheetah Level+ 1/2 HD of other Levels|Ability Improvements
1|+1 Dexterity
2|+2 Dexterity,
3|+2 Dexterity, +1 Strength
4|+3 Dexterity, +1 Strength,
5|+4 Dexterity, +1 Strength
6|+4 Dexterity, +1 Strength, +1 Constitution
7|+5 Dexterity, +1 Strength, +1 Constitution
8|+6 Dexterity, +1 Strength, +1 Constitution
9|+6 Dexterity, +2 Strength, +1 Constitution
10|+7 Dexterity, +2 Strength, +1 Constitution
11|+7 Dexterity, +2 Strength, +2 Constitution
12|+8 Dexterity, +4 Strength, +4 Constitution[/table]

Cheetah Empathy: The Werecheetah can communicate with Cheetahs, and other Cheetah like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werecheetah gains no such bonus on influencing Magical Beasts.

Cheetah Whiskers: Beginning at first level the Werecheetah while in Cheetah form gains Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) and gains a bonus on all Move Silently equal to half its HD. At second level the Werecheetah gains the full benefits of Cheetah Whiskers regardless of form.

Cheetah Stamina: At first level, While the Werecheetah is in Cheetah or Hybrid Alternate form it may run for four times as long before needing to rest, or suffering from fatigue or exhaustion.

Lunar Hide At second level, while in either Cheetah or Hybrid form, the Werecheetah gains DR/Silver equal to its HD/2.

Ability Score Increase: At third level the Werecheetah gains a +1 increase to Strength.

Growth: At third level, a Werecheetah’s Cheetah or Hybrid forms may be Medium or Large. The Werecheetah chooses its size each time it assumes one of its Alternate Forms.

When A Werecheetah changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Alternate Form.

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

A Werecheetah of 16 HD or more may choose to become Gargantuan by expending two normal transformations.

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

Cheetah Rush: At third level the Werecheetah suffers half damage from all falls, regardless of form. While in Cheetah form (and only Cheetah form), the Werecheetah may move ten times its normal speed as a full round action, 1/hour. She also may charge ten times her normal land speed, instead of the normal 2 times, 1/minute. She may use either of these abilities a number of times per day equal to her HD.


Swift Claws: At fourth level, while in Hybrid form (and only Hybrid form) the Werecheetah’s claws flash and dance at a deadly pace, when making a full-attack action with both of its claws the Werecheetah gains an additional attack at full base attack bonus with one of its claws. At 11 HD this increases to 2 additional claw attacks. Further, while in Hybrid form the Werecheetah may treat one of its claw attacks as a manufactured light weapon for purposes of two-weapon fighting, or iterative attacks.

Curse of Lycanthropy: At fourth level the Werecheetah can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werecheetah’s natural attacks while it is in either Alternate form, the struck creature must make a fortitude save (DC 10+1/2 the Werecheetah’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy (http://www.d20srd.org/srd/monsters/lycanthrope.htm), check the Lycanthrope entry in the monster manual.


A Chump’s Twopence:
Wereshark and Wereweasel under construction, and liable for relocation.


Weretiger
Weaker Improved Grab needed more, so I added in a Tiger-paw off weapon.
Gives a lot of options for combat, and mutliclassing.
Underlines are correlated to make sure there is no confusion.
Based on the Tiger (http://www.d20srd.org/srd/monsters/tiger.htm)

Werelion
Some Midsummer (http://www.william-shakespeare.info/script-text-midsummer-nights-dream.htm) Jokes, because it is hard not to. (And I don’t think I will be building a Weredonkey any time soon)
I liked the offhand claw weapon, so I’ll probably give it to all Hybrid Cats.
Not as Strong as the Tiger (Physical Abilitywise) but a beast all the same.
Based on the Lion (http://www.d20srd.org/srd/monsters/lion.htm)

Wereleopard
Feels vanilla.
I’m not great with Leopards.
I’ve never much cared for them.
Ideas on this guy?
Maybe Give them Sneaky Lycan stats and a Shrinking?
Based on the Leopard (http://www.d20srd.org/srd/monsters/leopard.htm)
Uhm… that’s a leopard woman… I think… in the image.


Werecheetah
WEEEEEEEE MOVEMENT SPEED!
Uhm, I may be superwrong, IRLwise, giving the Cheetah
Running endurance, they may be fast for short bursts.
But fanstasywise, Cheetahs are runners dangit! (In all seriousness if this is wrong let me know.)
The Swiftclaw attack is based on a Monk’s Flurry attack, but I didn’t want to incorporate the -2 to attack. If it really is a problem, I’d rather make the Werecheetah a Sneaky Lycan.
Based on the Cheetah (http://www.d20srd.org/srd/monsters/cheetah.htm)

Stycotl
2010-08-25, 09:38 PM
The vaguely Scorpion-like demon thing with three mouths and lotsa spikes?

that's the one. i always thought that they were rather cool, and reynolds' illustration is sweet.

Mystic Muse
2010-08-25, 09:57 PM
Okay, I'm not going to have the time to finish the mist dragon any time soon. Anybody want to work off what I currently have?


HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Mist dragon body, Arcane blood, Mist form
2| +2| +3|+0 |+3 | Keen senses, Steaming Breath
3| +3| +3|+1| +3| Blindsense 60 feat ,
4| +4| +4| +1|+4 | Wings, Mist dragon SLAs +1 Charisma
5| +5| +4| +1| +4| Sickening breath
6| +6| +5|+2 |+5 | Mist dragon SLAs +1 Charisma
7| +7| +5| +2| +5| +1 Strength, +1 Constitution
8| +8| +6| +2| +5| Growth, Tail slap, Mist Dragon SLAs, +1 Charisma
9| +9| +6|+3| +6|
10| +10| +7|+3 |+7 |
11| +11| +7| +3|+7 |
12| +12| +8| +4|+8 | Frightful presence, Growth, crush., Mist dragon SLAs.+1 Charisma
13| +13| +8| +4| +8|, Misty scales
14| +14| +9| +4| +9| Mist Dragon SLAs +1 Charisma
15| +15| +9| +5| +9|
16| +16| +10| +5| +10|
17| +17| +10| +5|+10 |
18| +18| +11|+6 |+11 |
19 | +19| +11| +6| +11|
20| +20| +12| +6| +12| Storm of vengeance

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

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


Features:
Mist dragon Body: The Mist dragon loses all other racial bonuses, and gains Dragon traits, Water subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed (This applies to both land and swim speeds., medium size. The Mist dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Mist dragon also gets a natural armor bonus equal to his Con modifier. Whenever Mist dragon grows one size category, his natural armor increases by a further 1.

The Mist dragon gains resistance to fire and acid equal to it's HD.


Arcane Blood:A Mist dragon receives spells known and spells per day as a bard of same level, but he casts as a sorcerer and takes his spells known from the sorcerer/wizard spell list.


If it multi-classes as a bard it's spellcasting increases as a bard.
If it multi-classes as a sorcerer it counts as already having sorcerer casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorcerer casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorcerer would count as already having 1 level of sorcerer and gains the spell slots and spell knowns that a sorcerer gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorcerer He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorcerer would count as having 14 levels of sorcerer(13+1) and gain the spell slots and spell knowns that a sorcerer gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorcerer gets from level 1 to 13, nor the familiar ability

His Caster level remains equal to his full HD when multiclassing to sorcerer

If a dragon takes a casting PRC, it may choose to advance his casting as that of a sorcerer So a dragon 10/loremaster 10 would cast as a 18th level sorcerer (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorcerer 11-18 for the loremaster levels)

Mist form(Su): A Mist dragon can assume the form of mist. The dragon can do this a number of times per day equal to its hit dice but it can remain in this form indefinitely. The dragon loses its natural armor bonus, cannot use its natural or breath weapons, and moves at half its fly speed at perfect maneuverability. In addition to this, the Dragon is still capable of casting spells or SLAs, and gains total concealment when hiding amongst mist or fog. Ending this effect is a standard action.

Keen senses:The Mist dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has dark-vision out to 120 feet.

Scalding Breath:Cone 30 foot dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 foot with each extra HD the player takes from here.

Blindsense:as the normal ability, range 60 feat.


Wings:The Mist dragon becomes able to fly at the speed of 10 feat per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.


Mist dragon SLAs. The Mist Dragon can now cast the following SLAs at the following levels. Gust of wind and Fog cloud 1/day for each HD at 4th level, Wind wall and sleet storm 1/day for every 2 HD at 6th level, Solid fog 1/day for every 3 HD at 8th level, control water 1/day for every 4 HD at 12th level, and Control weather 1/day for every 5 HD at 14th level.

Sickening Breath: The Mist dragon obtains a second, separate, breath weapon. At level 5 the Dragon gains a line of sickening slime for a breath weapon. Any creature hit by the breath weapon is sickened for a number of rounds equal to the dragon's hit dice. (So, it's a Vomit based breath weapon?


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


Tail slap:The Mist dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Misty scales: The Mist dragon gains DR/magic equal to half his HD and SR equal to his HD+11.


Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size
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 1½ times the dragon’s Strength bonus (round down).

frightful presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures 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 creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures 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.

Storm of vengeance: At 20th level the Mist dragon can now use this ability as an SLA 1/day for each 5 HD it has.

EDIT: I also can't think of anything else to add to the Styx dragon. If somebody else wants to finish it that's fine.

Oslecamo
2010-08-26, 04:12 AM
Gorgondantess:You list no saves for any of your abilities. Also yes the poison damage is damn strong.

Lingering damage poorly worded about the poison.

Also yes the sorceror casting option kinda too strong, perhaps make them need to take half their spell knowns as spells of their element?

Otherwise good job, another devil for world conquest the collection!:smallbiggrin:

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.

Oslecamo
2010-08-26, 05:25 AM
Tsochar(LoM pg. 121)

http://www.wizards.com/dnd/images/lom_gallery/88127.jpg

CLASS

Hit Die: d8

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

1st|
+0|
+0|
+0|
+2|Parasitic Body, Alien Mind, +1 Int

2nd|
+1|
+0|
+0|
+3|Improved Grab, +1 Dex

3rd|
+1|
+1|
+1|
+3|Wear Flesh, +1 Int

4th|
+2|
+1|
+1|
+3|Alien Flesh, Constrict, Poison, +1 Dex[/table]

Class Skills: ((6 + Int. Modifier) x 4 at first level) A Tsochar’s class skills are Climb, Concentration, Bluff, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Knowledge (Arcana), Move Silently, Search, Spellcraft, and Use Magic Device.

Class Features
Proficiencies: Tsochari are proficient only with their own natural weapons.

Parasitic Body: At first level, a Tsochar loses all racial bonuses, traits, and abilities and gains aberration traits (essentially darkvision 60ft.). Tsochari are small aberrations with the shapechanger subtype. They can slither along the ground at a speed of 20ft. and they have a climb speed equal to their land speed. Having a climb speed mean that a Tsochar receives a +8 racial bonus to all climb checks and always take 10 on climb checks even when rushed or threatened. Additionally, Tsochari may use their dexterity modifiers in place of their strength modifiers when making climb checks. At first level, Tsochari have two natural tentacle attacks that deal 1d4+Str damage each and have 10 foot reach. A Tsochar gains an additional tentacle attack for every 2 HD it possesses. These tentacles are equipped with sharp barbs. These tentacles do allow the Tsochari to wield weapons and manipulate objects normally. Tsochari speak their own language and common, and may speak an additional language for every point of their intelligence modifier.

Lastly, a Tsochar receives a bonus to its armor class equal to its constitution score in the form of a natural armor bonus.

Alien Mind (Ex): A Tsochar can speak telepathically with any creature that has a language within 10ft. The range of this ability increases by an additional 10ft, for every 2 HD the Tsochar gains after the first.

If it multiclasses for an arcane/divince class it can count Tsochar 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 Tsochar 3 who took 1 level of sorceror 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. It wouldn't get the spell knowns and spell slots of a sorceror 3 however. It would get the familiar ability, but succubus levels wouldn't count for it.

Ability Increases: A Tsochar receives a permanent increase to its Intelligence score at each odd numbered Tsochar level as well as a permanent increase to its dexterity score at each even numbered Tsochar level. At 4th level, assuming the Tsochar has taken all 4 levels available, the increases total at +2 Intelligence and +2 Dexterity.

Improved Grab (Ex): To use this ability, a Tsochar must hit with two tentacle attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Additionally, Tsochari receive a +4 racial bonus on grapple checks and may use their Dex modifier instead of their Str modifier on grapple checks.

Wear Flesh (Ex): A Tsochar can bore its way into a helpless living creature’s body, slipping its ropy tendrils into the spaces between organs and muscles and disappearing into the victim. The victim must be the same size as the Tsochar or larger, and the process requires 1 minute. The Tsochar can choose to replace or inhabit the victim (see below). Incorporeal creatures and constructs, elementals, oozes, plants, and undead are immune to this ability. A Tsochar can abandon a body it has inhabited or replaced with a full-round action that deals 3d6 points of damage to the host. A Tsochar can be forced to abandon the body by a remove disease or dispel evil spell (the caster must succeed on a caster level check (DC = 10 + the Tsochar's HD + the Tsochar's intelligence modifier) to expel the monster, which deals damage as described above) or a heal or limited wish spell (which automatically succeeds and causes no damage to the host).

Inhabit: The Tsochar leaves its victim alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing up to 1d6 for every 2 HD the Tsochar possesses or as little as 1d6 points of damage and requiring the host to succeed on a Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's intelligence modifier) or be nauseated by the pain for 2d4 rounds. The Tsochar chooses how much damage it deals with this attack. The Tsochar can take no physical actions while inhabiting a host, but it can use purely mental actions (such as communicating with its host by means of its telepathy power and threatening to injure or kill the host unless the host does as the monster wishes). When the host takes damage (other than damage the Tsochar inflicts on it), the inhabiting Tsochar takes half that damage. For example, if the host takes 28 points of cold damage from a cone of cold spell, the Tsochar takes 14 points of cold damage. A Tsochar inhabiting a humanoid’s body feeds on the creature’s blood and tissues, dealing 1d3 points of Constitution damage per day. A successful Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's constitution modifier) reduces this damage by half. Over the course of days, frail humanoids carrying Tsochari sicken and die, although Tsochari are clever enough to direct their hosts to acquire curative magic to keep themselves alive indefinitely, if the situation calls for it.

Replace: The Tsochar bores out the victim’s nervous system, killing the victim. It then animates the body, effectively acting as the nervous system of the dead host. The body remains alive, hosting the Tsochar. This functions like a polymorph spell into the victim’s exact form, except that the Tsochar can remain in the victim’s form for up to a year, and it leaves the victim’s corpse behind when it chooses to end the effect. The Tsochar uses the victim’s physical ability scores in place of its own, as described by polymorph. The Tsochar can remain in this form indefinitely, but once it abandons the form, it cannot reanimate the body. Tsochari that have replaced a humanoid slowly devour their new shell from the inside out. A replaced body takes 1d4 points of Constitution drain per month, which does not heal naturally and can be restored only by magical means. A successful Fortitude save (DC = 10 + 1/2 the Tsochar's HD + the Tsochar's constitution modifier) reduces this damage by half. Naturally, Tsochari imposters choose to abandon bodies they have replaced before they become too weak to be serviceable.

Aditionally, A Tsochar that replaces a spellcaster retains any arcane spells prepared by the dead character, and can cast them as if it had prepared the spells itself. The Tsochar must meet the minimum ability score needed to cast the spell based on the type of caster replaced (Intelligence for a wizard, for example), or else the spell is unavailable to it. If the Tsochar replaces a spontaneous caster such as a sorcerer, it retains the available spell slots of the dead spellcaster, and can use any spells the dead host knew. In either case, the Tsochar cannot regain spells or spell slots it expends from the dead character’s spellcasting ability.

Alien Flesh (Ex): Despite a Tsochar’s frail and squishy appearance, their aberrant flesh is actually quite resistant to damage. At 4th level, the Tsochar gains damage reduction equal to ½ half its HD. This DR is penetrated by adamantine. The Tsochar also gains spell resistance equal to its HD + 11 and a resistance to cold damage equal to its HD.

Constrict (Ex): A Tsochar deals 2d4+2 points of damage with a successful grapple check. When a Tsochar deals damage by means of its constrict attack, it injects its victim with poison.

Poison(Ex):the Tsochar begins to produce a potent poison and may deliver this poison whenever it deals damage with his constrict attack. This poison deals 1d3 Dex damage as its initial and secondary damage. A successful fortitude save (DC = 10 + ½ the Tsochar’s HD + the Tsochar’s Constitution Modifier) negates the poison. The damage die increases one size category for every two extra HD from now on.


STUFF

Original
OK, here it is ready for your judgement. I'm going to be honest, I am dead tired and it will probably show in the class. Good Night.

My comments
A nice job but lacking on several parts so I tweaked it myself. The Tsochar now gains extra tentacles faster, can use Dex modifier for grapple checks, gained pseudo-spellcaster, corrected the poison (it dealt just normal damage instead of Dex before), made it scale and increased the HD since only fullpower casters should be reduced to d4.

The Tsochar starts as a tentacled skill monkey, slow but able to climb, and then evolves into a solid grappler. At third level it finally gains it's main ability, to enter other creatures and make them do it's bidding while eating them from inside. 4th level adds DR, SR and poison, always nice stuff to have.

If you feel like playing a wearer of flesh, the Tsochar's for you!



Done by AustontheGreat1, tweaked by me.

Gorgondantess
2010-08-26, 10:33 AM
Gorgondantess:You list no saves for any of your abilities.
What saves? SLA and poison damage are standardized. Other than that, nothing else requires saves (the breath weapon would be too weak if it offered one).

Also yes the poison damage is damn strong.
Yeah, I just copied it from the Wyvern's table. For now, I'll increase all of the upgrades by one level, though I'm thinking of just giving the black dragon negative energy damage (black and all that) and just no extra resistances.


Lingering damage poorly worded about the poison.
Yeah, I'm bad at wording things, sometimes. How would you word it?:smallredface:
Looking back over it, yeah, that was just me being lazy. Reworded.


Also yes the sorceror casting option kinda too strong, perhaps make them need to take half their spell knowns as spells of their element?
Hmmm... I think I'll just make that as 1 spell/level- with sorcerer casting, that's really crippling.
Fixed, by the by.

Anyways, I'll have the marraenoloth up by tonight!:smallbiggrin:

Oslecamo
2010-08-26, 10:43 AM
What saves? SLA and poison damage are standardized.

What standardization for SLAs and poison damage? Every monster uses diferent stats for those, plus it isn't on the first post. Don't be lazy.



Hmmm... I think I'll just make that as 1 spell/level- with sorcerer casting, that's really crippling.


Sounds good. But clarify that it's the lower level spell that it's lost.

Gorgondantess
2010-08-26, 10:45 AM
What standardization for SLAs and poison damage? Every monster uses diferent stats for those, plus it isn't on the first post. Don't be lazy.
Poison is always (10+1/2 HD+Con mod). SLAs are always (10+1/2 HD+Con mod), and I know I didn't put that in on some of my more recent entries. Though I suppose that's a good point on the poison, so I put that in.

Oslecamo
2010-08-26, 11:00 AM
Like, no. We have SLAs based on pretty much all stats.:smallmad:

But you do make a good point. Go put the proper DCs on your horned devil and other monster classes that have been slipping under my radar. The lizarfolk has them.

Averagedog
2010-08-26, 11:40 AM
I just wanted to say, that you and your compatriots are awesome for doing this Oslecamo. In the many games I have been in, in the past, (DM or otherwise) The players that chose to play radically different PCs from the norm usually ended up too weak in comparison to the players playing base races, which then put the strain on actually RPing when trying to play.

Kobold-Bard
2010-08-26, 12:27 PM
Would anyone be willing to take a go at the Roving Mauler from Tome of Magic? Yes I know it's a lion shaped like a wheel, but I want to be able to play one, don't judge me :smallredface:

Edit: Sorry for te double post, I assumed someone woul post between me starting and finishing the Pseudodragon.

Kobold-Bard
2010-08-26, 02:03 PM
Pseudodragon

http://www.hobbyjapan.co.jp/dd/news/img/mm3.5/pseudodragon02.jpg

Class

Hit Dice: d12

{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+2|+2|Demi-Dragon Body, Poison, Telepathy, Blindsense, Advancement[/table]

Class Skills: (6+Int Mod, x4 at 1st level) Concentration, Diplomacy, Heal, Hide, Know (Arcana), Know (Nature), Listen, Move Silently, Sense Motive, Spot, Spellcraft, Survival

Proficiencies: Pseudodragons are proficient with their own natural attacks.

Class Features:

Demi-Dragon Body: A Pseudodragon loses all Racial Traits & Features and gains the Dragon type, including all Traits determined by that.
The Pseudodragon is small size with a land speed of 20ft.
It gains a primary tail sting attack that deals 1d4+Str damage & Poison (see below), and a secondary bite attack that deals 1+1/2Str damage.
The Pseudodragon gains a Natural Armour bonus equal to it's Con Modifier and a racial Hide bonus of +2, or +4 if hiding in a forest or overgrown trees.

Poison: When the Pseudodragon successfully hits an opponent with it's tail sting it injects them with it's Poison. If the opponent fails a Fort Save (DC 10+1/2HD+Con Mod) it falls asleep for 1 round/HD, and take a -1 to all attack rolls, Saves, skill checks and ability checks for 1d3 hours.
It may use the poison as often as it likes, but only 1/round.

Blindsense: A pseudodragon can locate creatures within the range of it's Telepathy (though the two abilites are not connected) by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Telepathy: A Pseudodragon may communicate telepathically with any creature that can speak Common or Sylvan and is within 10ft/HD.

Advancement: When a Pseudodragon hits 4HD it gains the Slight Build ability; whenever it would be beneficial it is treated as being Tiny sized rather than small. This change modifies it's lifestyle: it's land speed drops to 15ft but it gains a fly speed of 30ft (average), which increases by 5ft/2HD & becomes Good Maneouverability at 10HD. It's tail retains a reach of 5ft despite it's pseudo-reduced size. It's poison Save DC gains a +2 racial bonus and it's racial hide bonus increases to +4/+8.

Comments:
And that is my take on the Pseudodragon. Please be gentle, it's my first try.

First let me say that spacing stuff out was because I'm assuming all they get is too good for a Level 1 character, if I was wrong then let me know. I picked 4HD out of the air so that's easily changed.

The size thing is because again I assumed that anything outside the normal s/m/l would be too much for a level 1 character.

I changed the Telepathy & Poison to scale, modifying the effect because I wanted to, again that was pretty much out of the air.

Dunno if Blindsense is supposed to scale, I not I'll fix that.

But yeah, I like Pseudodragons and i like this thread, hope I did neither too much of a disservice.

Gorgondantess
2010-08-26, 02:40 PM
Like, no. We have SLAs based on pretty much all stats.:smallmad:
Do we now? I'd never noticed anything along those lines. Other abilities, yes, but not SLAs.:smallconfused:


But you do make a good point. Go put the proper DCs on your horned devil and other monster classes that have been slipping under my radar. The lizarfolk has them.

Righto.:smallamused:
Also, the reptilians don't have SLAs, so that's why I put in DCs.:smallsigh:

Oslecamo
2010-08-26, 03:52 PM
Do we now? I'd never noticed anything along those lines. Other abilities, yes, but not SLAs.:smallconfused:


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.

Volthawk
2010-08-26, 03:53 PM
It's usually 10+1/2 HD+Cha mod, not Con mod, anyway.

Niezck
2010-08-26, 04:31 PM
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.)

demidracolich
2010-08-26, 04:42 PM
For the pseudodragon, you should mention that the tail still has a reach of 5ft when it becomes tiny sized because thats what the actual pseudodragon has.

Kobold-Bard
2010-08-26, 04:57 PM
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.

Niezck
2010-08-26, 05:02 PM
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.

Gorgondantess
2010-08-26, 05:04 PM
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.

ChumpLump
2010-08-26, 05:19 PM
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.

Kobold-Bard
2010-08-26, 05:28 PM
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 :smallbiggrin:

Oslecamo
2010-08-26, 05:48 PM
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.

Gorgondantess
2010-08-26, 05:50 PM
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.:smallcool:

ChumpLump
2010-08-26, 06:53 PM
Wererhino

http://www.frayedlogic.com/portfolio/pencil/rhinoman.jpg

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:

The Wererhino, yes Rhinose is redundant.

Changelog:
Cleaned up Language on Werewhathave you, and took out Shark references in Wererhino

Gorgondantess
2010-08-26, 08:01 PM
Marraenoloth
http://crpp0001.uqtr.ca/w4/campagne/Downloads/Downloads_WotC/Planescape/www.darkside.gr/guests/add/Planescape/ps_ms_012.jpg


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:
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.

Draken
2010-08-26, 08:17 PM
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).

Lord_Gareth
2010-08-26, 08:20 PM
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).

flabort
2010-08-26, 10:25 PM
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"

Kobold-Bard
2010-08-27, 02:57 AM
...


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?

Roc Ness
2010-08-27, 05:01 AM
So... the Mist Dragon is a little barren to spread over twenty levels, then?

Oslecamo
2010-08-27, 05:11 AM
First, I agree with what Draken said, the Brain in a Jar has too much abilities for us to put pseudo-spellcaster in there.


I love what's been done with the Sons/Daughters,

Well thank you!:smallbiggrin:



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.

Kobold-Bard
2010-08-27, 05:28 AM
-Crap :smallannoyed:
-Fair point, Kobolds do get a bit too much love.
-You are correct (shockingly enough :smallwink:), 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).

Oslecamo
2010-08-27, 07:10 AM
Salamander
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG218.jpg


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:

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.

Volthawk
2010-08-27, 07:20 AM
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?

Oslecamo
2010-08-27, 07:44 AM
The Styx dragon Source, Draconomicon.

http://i239.photobucket.com/albums/ff25/azrael_nox/Fantasy%20Creatures/dragon-styx.jpg

class

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
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 1½ 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 + ½ 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 1½ 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

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:
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 + ½ 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 + ½ 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.

Oslecamo
2010-08-27, 07:47 AM
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.

Kobold-Bard
2010-08-27, 08:25 AM
Ravid

http://t0.gstatic.com/images?q=tbn:lwB2cbFRt7bmlM::www.cracked.com/forums/index.php?topic%3D54803.msg1281734&t=1&usg=AFrqEzcTo2YQbHEPBW651ITSgodP_bIjhA

Class
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:
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.

AustontheGreat1
2010-08-27, 08:58 AM
FIRE ELEMENTAL

http://www.wizards.com/dnd/images/mm4_gallery/98665.jpg

CLASS
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.


• 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 + ½ 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.

- 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 + ½ The Elementals HD + the Elemental Charisma Modifier or Constitution Modifier (whichever is higher)) or take ¼ 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
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.

Oslecamo
2010-08-27, 09:32 AM
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:smalltongue:)

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?

Kobold-Bard
2010-08-27, 09:59 AM
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?

Gorgondantess
2010-08-27, 10:29 AM
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.:smallbiggrin:

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.:smallwink:

FirebirdFlying
2010-08-27, 11:19 AM
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
http://i614.photobucket.com/albums/tt228/FirebirdFlying/pegasus.jpg
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:

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:
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
http://i614.photobucket.com/albums/tt228/FirebirdFlying/UnicornBWsm.jpg
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:

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:
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:

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.

Oslecamo
2010-08-27, 11:21 AM
Kobold-Bard:Fire resistance equal to HD, yes.



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.:smallwink:

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.

Draken
2010-08-27, 12:27 PM
Unicorn
http://i614.photobucket.com/albums/tt228/FirebirdFlying/UnicornBWsm.jpg
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:

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:
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).

FirebirdFlying
2010-08-27, 01:27 PM
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?

Oslecamo
2010-08-27, 01:40 PM
Death Drinker

http://www.wizards.com/dnd/images/mm4_gallery/98677.jpg


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:

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.

Oslecamo
2010-08-27, 02:21 PM
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?

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.



Do you think unicorn needs Wild Empathy, by the way?
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.

dragonsamurai77
2010-08-27, 02:46 PM
I'd like to request a Gold Dragon.

Kobold-Bard
2010-08-27, 02:51 PM
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?

Mystic Muse
2010-08-27, 02:52 PM
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?

Whichever CR they grow at is the formula for dragons. Although the Pyroclastic breaks this formula.

Kobold-Bard
2010-08-27, 02:55 PM
Whichever CR they grow at is the formula for dragons. Although the Pyroclastic breaks this formula.

Unfortunately the Couatl doesn't inherently grow, but thanks for the info. I shall remember that.

Oslecamo
2010-08-27, 03:02 PM
Whichever CR they grow at is the formula for dragons. Although the Pyroclastic breaks this formula.

Speaking of wich, why haven't you solved that yet?

Mystic Muse
2010-08-27, 03:04 PM
Speaking of wich, why haven't you solved that yet?


I will soon. Give me a minute.

Lord_Gareth
2010-08-27, 03:15 PM
Heh, really now? Well thanks.:smallbiggrin:

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.:smallwink:

Illurien! Do Illurien!

Mystic Muse
2010-08-27, 03:29 PM
Okay, changed the Pyroclastic's growth to what it should be according to Draconomnomnomicon.

Gorgondantess
2010-08-27, 04:00 PM
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).
Noooo. The illithid & marrutact, among others, both have their natural armor based off of different ability scores.


Illurien! Do Illurien!
I was very tempted to, but I think that one should be left up to the master. I'm good at working with monsters with too little stuff, as opposed to monsters with too much stuff: I'd rather just start with a blank slate than have to work something into balance.
Speaking of which.

My favorite demon (aside from the succubus of course:smallwink:) 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?
Really just wherever it fits. Heck, if you need to draw it out, you give it powerful build early on and then give it large size sans the powerful build later. I've seen growth at level 3 and I've seen growth at level 9.

@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.
Did you mean 5 feet? 4 feet is a weird number.

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.
Good point. I call joystealer, Movanic, & nazarthune. I'm also looking at the war troll.

FirebirdFlying
2010-08-27, 04:02 PM
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.
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.
…I'm missing something, because I was sure that's what the divine blood thing is. Doesn't actually give any levels, but stacks with ones gained later.

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.

Can do.

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!)

Oslecamo
2010-08-27, 04:05 PM
Murderjack
http://www.wizards.com/magic/images/cardart/DK/Elves_of_Deep_Shadow_640.jpg
HD: 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

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 Flickerdart

flabort
2010-08-27, 04:14 PM
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?

Gorgondantess
2010-08-27, 04:18 PM
Hey, me again, got two requests.
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?

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?

Mystic Muse
2010-08-27, 04:22 PM
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.:smalleek:

flabort
2010-08-27, 04:23 PM
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:

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.:smalleek:
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.

Gorgondantess
2010-08-27, 04:29 PM
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.:smalleek:
I believe that's dragonlance... though don't quote me on it. Google always helps, by the by.:smalltongue:


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?

'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.

Oslecamo
2010-08-27, 04:34 PM
My favorite demon (aside from the succubus of course:smallwink:) 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?

Check out the Djinni (aka just make them pay the exp cost if they try to abuse it), unless you want something more flavourfull.



I was very tempted to, but I think that one should be left up to the master. I'm good at working with monsters with too little stuff, as opposed to monsters with too much stuff:

Praise will get you nowhere actualy it makes me more interested on making it.:smallcool:



@Deathdrinker: Looks pretty good, but a few gripes:

Did you mean 5 feet? 4 feet is a weird number.

Yes I swapped a couple numbers there.:smallredface:



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).

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.



Death Tracker: A nasty DM would so, so take advantage of this. Donno if you intended this. Can we say Elemental plane of vaccum!

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.:smalltongue:



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.

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.



Good point. I call joystealer, Movanic, & nazarthune. I'm also looking at the war troll.

Actualy I call dibs on the Movanic as one of my favorite monsters from a DM perspective. Epic deflection at level 5 FTW!




…I'm missing something, because I was sure that's what the divine blood thing is. Doesn't actually give any levels, but stacks with ones gained later.

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.:smallsmile:

flabort
2010-08-27, 04:37 PM
really? A task master seems to be a warrior Plus dominate monster, maybe minus a bite attack.
It even says specifically

A taskmaster is about the same size as a warrior.
So they seem really similar.
'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.

Gorgondantess
2010-08-27, 04:38 PM
Check out the Djinni (aka just make them pay the exp cost if they try to abuse it), unless you want something more flavourfull.
Will do.



Praise will get you nowhere actualy it makes me more interested on making it.:smallcool:
:smallbiggrin:



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.
Yeah, but the thing about charisma is all it does is skills and spellcasting. The problem with this guy is he can pump strength, getting really good at melee, then use his massive amounts of bonus spells to get insanely good at melee.



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.
Oh, yeah, no problem there.


Actualy I call dibs on the Movanic as one of my favorite monsters from a DM perspective. Epic deflection at level 5 FTW!
Hey, I got there first! And you already stole the Ghaele from me.:smallannoyed::smalltongue:


really? A task master seems to be a warrior Plus dominate monster, maybe minus a bite attack.
It even says specifically

So they seem really similar.
Oh, yeah, you're right. I was thinking myrmarch... yeah, I suppose you could make a warrior/taskmaster class.

AustontheGreat1
2010-08-27, 04:39 PM
Kobold-Bard:


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:smalltongue:)

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?

Ok, addressed everything except the size thing. One question about that.

Should this ability be available from the first level they grow? Included into growth of at a higher level?

Mystic Muse
2010-08-27, 04:42 PM
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)

Gorgondantess
2010-08-27, 04:44 PM
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)

Half Scrag and half troll have already been done. The fetch is just a ghost sans incorporeality.

Oslecamo
2010-08-27, 04:54 PM
Hey, I got there first! And you already stole the Ghaele from me.:smallannoyed::smalltongue:


Stole? I grant you the honor of helping me here, and then relieve you of your work when needed!:smalltongue:

This time I'm even warning you beforehand!:smallbiggrin:

AustontheGreat1: At first level they grow.

FirebirdFlying
2010-08-27, 04:56 PM
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.:smallsmile:

Oh, wow, meant for that to be in miles. I'll do it that way, though. Thanks again!

Gorgondantess
2010-08-27, 04:57 PM
Stole? I grant you the honor of helping me here, and then relieve you of your work when needed!:smalltongue:

This time I'm even warning you beforehand!:smallbiggrin:
:smallfrown:

Kobold-Bard
2010-08-27, 05:43 PM
Coatl

http://t0.gstatic.com/images?q=tbn:dCv91F4vzg0Y3M::www.kaluta.com/pages/games/dnd/couatl.php&t=1&usg=AFrqEzfrvXRByQX9gsRfPkg_OL9_xpU7gQ

Class
Hit 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
And there's the Couatl, my third lizardy monster in one day. Totally a coincidence, but maybe I'm just a weirdo :smalltongue:

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.

flabort
2010-08-27, 05:44 PM
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. :smallamused:
wait...
:smallannoyed:

Edit: once again, ninja'd for the third time in this thread today!:smallfurious:

demidracolich
2010-08-27, 06:08 PM
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.

Crafty Cultist
2010-08-27, 06:25 PM
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

Oslecamo
2010-08-27, 06:27 PM
Kobold-Bard:
-Clear up the grammar a bit.
-No +2 bonus to a single stat in a single level unless you have a really good reason. The one you present isn't one of them.
-Choosing from two lists is too powerfull. Make it just sorceror casting, that's why you have the domains to spice it up right?
-Clarify they can cast whitout hands.
-SLA save DCs!
-Switch improved grab and constrict on the list.

Otherwise good job. :smallsmile:

Gorgondantess
2010-08-27, 06:37 PM
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

I'd advise making it a ghoul PrC.

flabort
2010-08-27, 06:42 PM
yes. Most if not all templates have been PrCs so far...

Gorgondantess
2010-08-27, 06:43 PM
yes. Most if not all templates have been PrCs so far...

Actually, the wight is a race... I was going more for something similar to what Oslecamo did for the ulitharid.

Crafty Cultist
2010-08-27, 06:46 PM
I was thinking the wight could deal negative energy damage with its attacks, then gain energy drain with a limited amount of daily uses

AustontheGreat1
2010-08-27, 07:10 PM
Ok, so I changed the growth ability to allow the elemental to change his size, check any of the elemental entries and tell me what you think.

Also, there was something I was thinking about for a while and just decided to try out. I thought of letting people who play air elementals choose from some abilities depending one what type of elemental they want to play. The powerful gust of wind type or the stealthy gentle breeze type.

It was something I thought might be interesting. Tell me what you think. Basically added Reaching Wind, Suffocate, and Whispering Wind.

If you don't mind checking it out here it is (http://www.giantitp.com/forums/showpost.php?p=8927531&postcount=952)

Crafty Cultist
2010-08-27, 08:31 PM
Well y'all, here is my latest.

The Wight
http://i868.photobucket.com/albums/ab249/crafty-cultist/Wight.jpg
HD:d12
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+0|
+0|
+2|Murderous body, Darkened strike, +1 cha
2nd|
+1|
+0|
+0|
+3|Murderous instict, Extinguish life, +1 cha
3rd|
+1|
+1|
+1|
+3|Energy drain, +1 cha[/table]
Skills: 2+ int mod. A Wight has no class skills
Proficiencies: a Wight is proficient with simple wepons and its own slam attack
features:
Murderous body: A Wight lose all other racial modifiers and gains the following racial traits
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

* Undead do not breathe, eat, or sleep.
The Wight is a medium undead with a slam attack dealing 1d4 points of damage. The wight also gains a natural armor bonus equal to its charisma bonus

Darkened strike: The blows of a wight suck the life force from their enemies. Any living creature hit by a Wight's slam or wepon attack attack takes 1d4 points of damage from negative energy. The Wight gains one temporary hit point each time this ability is used, which lasts for one hour before disapearing. The Wight's temporary hit points cannot exceed its maximum hit point total

Murderous instict: At second level, the Wight gains a bonus equal to his charisma modifier(minimum +1) to damage rolls for its darkened strike. The amount of temporary hit points gained from a successful darkened strike also become equal to the Wight's charisma modifier with a minimum of one and a maximum of four.

Extinguish life: Once per day per HD, upon reducing a foe to negative hit points, a second level Wight can drain the creature's remaining life force as a free action. Doing so kills the creature instantly and gives the Wight a +2 profane bonus to strength or dexterity(Wight's choice) that lasts for 1 minute per HD of the victim.

Energy drain: Twice per day per HD, a third level Wight gains can make his darkened strike cause a negative level instead of its usual effects. The Wight gains five temporary hit points each time this ability is used, with the same limit as his darkened strike. Even if the Wight becomes capable of multiple attacks, this ability can only be used once per round. The save DC to remove the negative level is 10+ 1/2 the Wight's HD+ the Wight's charisma modifier.

At 5HD, the Wight adds his Charisma modifier(if positive) to his HD for purpose of determining uses per day.

At 10HD, any humanoid killed by the wight becomes a wight in 1d4 hours. The wight can control any wights created in this matter, but the total HD of the controlled wights cannot exceed that of their controller.

At 15HD, this ability deals two negative levels per strike.
comments
The biggest problem with making the wight into a monster class is that its energy drain is its only feature. I've made the energy drain the capstone ability, with earlier abilities following the theme of draining life from living creatures. the darkened strike ability is a weaker energy drain attack, and extinguish life lets them grow stronger with each kill. Murderous instict represents their mental determination to kill

Changelog
29/8/2010: removed charisma bonus to attack rolls with murderous instict, allowed their negative energy to be channeled through wepons, and made the improvements to the energy drain ability come at lower levels

sciencepanda
2010-08-27, 10:50 PM
I think I am going to rerequest Aboleths, because giant squid fish are awesome.

Realms of Chaos
2010-08-28, 01:03 AM
Um... first post here, I think. :smallredface:

First thing's first. AWESOME WORK! From everybody. Seriously, this stuff is mindboggling.

The other thing that I wanted to mention is in regards to the Tarrasque class...
While it has been said that it is intended for high-tier games, this class just seems to get a bit ridiculous at times.

The class, all by itself, possesses abilities that shore up most of its own traditional weaknesses, making it virtually unstoppable by 20th level, just as a Tarrasque should be. This is completely awesome from a DM's perspective, allowing me to sick a tarrasque on my party at just about every level and hoping they realize how to stop it.

From the perspective of having a player use it, however, certain problems emerge. For example, by 20th level, the list of things that can stop one of these guys is very small and specific. I make sure as the DM that each foe that the Tarrasque player faces either deals ability damage/drain or has wish/miracle as an SLA, it's hard to build any sort of tension for them without some... creative storytelling (such as requiring another party member to live for the day to be saved or putting the world on a countdown to destruction that would pass even Tarrasque immunities). While such storytelling is not necessarily bad (indeed, it could be quite rewarding), any DM allowing this class ends up a bit pigeon-holed into certain trends just to keep things interesting.

Also, as I have mentioned, the class itself manages to hole up many of its own weaknesses over time on its own. The thing is, this guy has the equivalent of full WBL to go with it. For example, a Tarrasque could (and probably would) consume wings of flying to gain another advantage over flying creatures, not to mention other items like rings of sustenance (no more eating... period) and perhaps a robe of eyes (to see ethereal foes).

Well... I think that I've rambled on for quite too long so let me make my point. As you said, this thing is made for play among the higher-tiered classes like archivists, wizards, artificers, etc. The thing is, these classes aren't broken straight out of the box. To break these classes, optimizers have to select the right feats and PrCs and scrounge through books of spells to select the perfect ones. In most games, such optimization does not occur and Tier-1 wizards may seem just as useful (or even less-so) than a member of a Tier-4/5 class.

The Tarrasque, however, is the essence of optimization. Right out of the box, it assumes that it will be fighting off against wizards using every single dastardly trick in the optimizer's handbook (assay spell resistance, rope trick, etc.) without any real need for choice on the player's part. Rather than being a high-tiered class, this tarrasque looks a bit more like a "Tippy-verse only" class.

That said, might you possibly present a revision or alternate (weakened) version tooled for games far away from emperor Tippy? Also, would it affect your decision if I said "pretty please with sugar on top"? :smalltongue:

Kobold-Bard
2010-08-28, 02:32 AM
Kobold-Bard:
-Clear up the grammar a bit.
-No +2 bonus to a single stat in a single level unless you have a really good reason. The one you present isn't one of them.
-Choosing from two lists is too powerfull. Make it just sorceror casting, that's why you have the domains to spice it up right?
-Clarify they can cast whitout hands.
-SLA save DCs!
-Switch improved grab and constrict on the list.

Otherwise good job. :smallsmile:

-Will do, a lot of it is the dodgy spell checker on my I phone accidentally chafing the tense of stuff.
-Fair enough.
-Yeah I thought that, will change.
-Will do.
-It says in Lesser Psionics that all future Couatl SLAs use the same save formula (though again that is a bit poorly worded). Is it necessary to put it in each entry?
- How come?

All in all thoug I think I'm getting better at this :smallbiggrin:

Also: The link to the Ravid in the alphabetical list is broken.

AustontheGreat1
2010-08-28, 05:56 AM
I think I am going to rerequest Aboleths, because giant squid fish are awesome.

If no one has any objections, I will probably do this. I find aberrations to be really fun.

Oslecamo
2010-08-28, 06:04 AM
-It says in Lesser Psionics that all future Couatl SLAs use the same save formula (though again that is a bit poorly worded). Is it necessary to put it in each entry?

Hmm, seems I missed that, then it's ok.



- How come?

Constrict isn't that usefull whitout improved grab, but improved grab is usefull whitout constrict.



Also: The link to the Ravid in the alphabetical list is broken.

Gonna take care of that.

Crafty Cultist:Why does the wight gets to add Cha to attacks? It can already dump Con, it can perfectly afford to focus on Str and Cha.

-I don't feel very well with iterative natural attacks. Why don't let them channel their negative energy trough melee weapons?

-No problem leting the spawn ability come a little sooner.

Realms of Chaos:Ok, fine, I get it. I'll put a watered down Tarrasque version for lower level games since there's so many requests for it. Altough I must wonder what your party 20th level caster are doing that miracle is never thrown around.

Oslecamo
2010-08-28, 06:48 AM
WereHydra

http://www.stuffoflegend.com/Legends/GMTips/Monsters/SampleMonsters/Hydra/hydra.jpg


Fluff:

In the earliest days of wizardry, when mages were confined to experimentation, when no spells had been made yet, accidents were frequent. Thus were the Lycanthropes born.

In more recent times, experimentation is less popular, with several spells known and used. however, there are still those who yearn for more power, and tinkerers. The werehydra was a result of this, were a ritual designed to combine all known lycanthropes was interupted by a lethal attack on the wizard by a beast of legend.

Werehydras are rarely seen, being less frequent than all other lycans. However, dedicated historians have recorded all sightings of these beasts. they are reported to be ogres and giants at day, and become monsters of death at night. thier skin even in humanoid form is tinted a scaly green, and thier several heads flail wildy about at transformation. strangely, though, they always return to a single head, when they mingle with the men and giants they once were.

Crunch:

Note: A Werehydra can pass on it's curse through Curse of the Lycanthrope (4th level ability) or hereditarily. a hereditary werehydra can reach 6th level. if gained through Curse of the Lycanthrope, it may not gain werehydra levels past those of the Werehydra that granted lycanthropy at the time of the event. however, werehydras are inheritely rare, and only a few have ever been mentioned in history.

Prerequisites:
to become a werehydra, the character must meet the following requirements

Race: Any humanoid or giant
Special:Must have been injured by the natural attack of another werehydra and contracted lycanthropy, or been born to another werehydra.
HD:d10
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+2|
+0|
+0|Alternate form(Hydra), Lunar body, Multiple heads

2nd|
+1|
+3|
+1|
+0|Alternate form(hybrid), Regrowth
3rd|
+1|
+3|
+1|
+1| Fast Healing
4th|
+2|
+4|
+2|
+1|Growth, Curse of Lycanthropy
5th|
+2|
+5|
+2|
+1|Improved Regrowth
6th|
+3|
+6|
+3|
+2|PyroHydra/CyroHydra[/table]
Skills: 2+int mod. Class skills are handle animal, hide, listen, move silently, spot, survival

Proficiencies: A werewolf gains proficiency with their own natural wepons

Features:

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

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

Alternate Form(su): At first level, a Werehydra can take Hydra form. while in this form, they cannot use weapons or do anything requiring the use hands as their arms disapear, but gains a bite attack dealing 1d4 damage and all their move speed decreases to 20ft. A Werehydra can transform 1/day/2 HD, minimum 1, and can remain transformed indefinitely.

At second level, a Werehydra can assume hybrid form. While in hybrid form, a Werehydra gains a bite attack dealing 1d4 damage, and retains her arms, so it can wield any weapons they could use in humanoid form and her speeds remain unchanged. Both alternate forms are large sized, regardless of the creature's normal size.

Multiple heads: For Every Werehydra HD possessed, a werehydra gains one extra head in hydra form, and for every two non-werehydra HD possesed, one head in Hydra form (up two twice the number of WereHydra levels), and gains half this number in hybrid form (up to the number of WereHydra levels). They gain a bite attack for each head they posses. the number of heads possessed at a given level for a given form is considered it's original number of heads for that form for all purposes.

All of the heads add full Str bonus to their damage rolls.

Regrowth: Whenever the Werehydra takes damage in alternate or hybrid form it instinctevely "parries" it with their long necks. If it takes enough damage, the head is severed and two new sprout from the stomp 2d4 rounds later. A Werehydra cannot have more heads total than 2*(Werehydra level) in Hydra form, and half that in hybrid form.

The damage needed to sprout each extra heads depends on the Wereydra level:
{table]WereHydra Level+1/2 other levels| Percentage of max HP lost to grow an extra head.
1|50%
2|33%
3|25%
4|20%
5|17%
6|14%
7|13%
8|12%
9|11%
10|10%
11|9%
12|8%
[/table]
The hydra may grow several extra heads in one turn if it takes enough damage in a single turn.

So for example a Fighter 2/WereHydra 1 with 18 HP that takes 13 damage from a single blow would grow two extra heads

A Fighter 10/WereHydra 5 with 100 HP who loses 50 HP would grow five extra heads.

If the Hydra recovers HP, her extra heads wither and fall off at the same ratio it gains when hurt. So if the Fighter 10/Werehydra 5 of the last example recovered 30 HP it would lose three heads.

Growth: At 4th level, a Werehydra's alternate forms become Huge. their bite attack deals 1d6+Str damage now. In addition their natural armour improves by 1 while in alternate form.

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

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

Fast Healing: At 3rd level, a Werehydra gains Fast Healing equal to half it's HD.

Curse of lycanthropy: At 4th level a Werehydra can transmit lycanthropy to other creatures. If a 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.

Improved regrowth: At 5th level, the Werehydra's heads don't instantly wither when it recovers HP, but last 5 rounds.

Pyrohydra/CyroHydra: at 6th level, the werehydra gains the cold, acid, electrecity or fire subtype, and therefore cold imunity to cold or heat, but not both subtypes, or imunities. as well, the werehydra gains a breath weapon which all heads may use every 2d6 rounds. They all must fire on the same direction and the effect is a line 5 foot long per HD of the chosen element, dealing 1d6 damage per head. A successful reflex save halves the damage, save DC is 10+1/2HD+Con modifier. It gains these abilities in all forms, including humanoid, but notice the damage is based on the number of heads.


Comments:


Original:

Ok, I admit it's a quick copy/paste job, with editing to fix up certain areas. like, heads.
Changes from werewolf:
switched "wolf" with "hydra" in text. if I missed any, Find must have missed it.
made prerequisites
I removed wolf empathy completely, rather than changing it to hydras, because how often do you meet a hydra? also removed Hunter's nose
made it 12 levels, because the bigest hydra (12 heads) has 12 HD.
reduced transformations per day, modified weapons to reflect size.
added Multiple Heads, the strength and weakness of the werehydra.
Gains fast healing now.
moved curse to 7th level.
Replaced capstone with gaining fire or cold subtype, and breath weapon.

Changelog:
2010/05/25
made it 6 HD, as requested, making it weaker
removed silver resistance (from werewolf)
changed certain levels and values to match. hopefully.
2010/05/30
Split Multiple Heads into Multiple Heads and Regrowth. a single level dip is now the last thing you want to do, but taking two levels is swell.
Added a fort-save or fail on regrowing of heads, filled out (ex-dead) 5th level by making it easier to save on that one.
2010/06/04
fixed some mismatched text (still said 12 HD in places!)
swapped dex and str increases, so dex is now lowest increase, and str is highest. makes more sense.
2010/06/08
Reduced dex increase. a ton. now only +2 by 20th character level, if it takes all 6 werehydra levels.
added clause to allow transformation back to humanoid form it too many stumps have been cauterized. takes a long time, though.
2010/06/09
added image (THANK YOU KYUUBI!!!)
2010/08/27
Removed Dex bonus altogether


My comments:
This class is pretty straightforward. Heads. Lots of them. That bite. And then breath elements. And some fast healing on top for good measure.

Since this class ends up giving an obscene number of extra natural attacks, I ended up removing the ability scores all togheter. Still not very sure how balanced this is. May come back to change it later but would like other people's opinions on the matter as well. Right now it does just a couple things, but does them pretty well.

Cleaned up a bit, re-worked the growth mechanic to fit the new Hydra, made sure it bites worst than the actual Hydra (altough it can eventually grow bigger) , should be ok now.



Class by flabort, some tweaks by me

Kobold-Bard
2010-08-28, 06:49 AM
Changed the abilities around, and fixed all the rest. Unless anyone else has any input it should be good to go.

Oslecamo
2010-08-28, 07:23 AM
Changed the abilities around, and fixed all the rest. Unless anyone else has any input it should be good to go.

The final stat bonus on the table is still broken.

Oslecamo
2010-08-28, 10:07 AM
Androsphinx
http://www.wizards.com/mtg/images/daily/ld/ld13_Cerulean_Sphinx.jpg

Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Features
1|+0|+2|+2|+2|Sphinx body, Lore, +1 Str
2|+1|+3|+3|+3| Rake, Roar, +1 Wis
3|+2|+3|+3|+3| Divine Agent, +1 Str
4|+3|+4|+4|+4| Growth, +10 Speed
5|+3|+4|+4|+4| Pounce, +1 Wis
6|+4|+5|+5|+5|Flight, +1 Str
7|+5|+5|+5|+5| Bonus Domain, +1 Wis
8|+6/+1|+6|+6|+6| +10 Speed, +1 Str, +1 Wis
9|+6/+1|+6|+6|+6|Guardian, Bonus Domain
[/table]
Skills: 6+Int mod. Class skills are Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Intimidate, Knowledge (all, taken separately), Listen, Sense Motive, Speak Language, Spot, Spellcraft

Proficiencies: A Androsphinx is proficient only with it’s claws.

Features

Sphinx Body: At 1st level, the Androsphinx loses all other racial bonus and gets magical beast traits (Darkvision 60ft and low-light vision). It’s a medium magical beast with a base speed of 30ft. The gynosphinx has 2 natural claw attacks, both dealing 1d6+Str mod damage. The Androsphinx gets a Nat armor bonus equal to his Con modifier.

The gynosphinx can use her Wisdom score instead of her Int mod for Decipher Script, Knowledge and Spellcraft checks.

Lore: At 1st level, the Androsphinx gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Androsphinx adds half his HD and her Wisdom modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Ability Increase:The Androsphynx gains
+1 Str at levels 1, 3, 6 and 8
+1 Wis at levels 2, 5,7 and 8

For a total of +4 Str and +4 Wis at 9th level.

Rake: When in a grapple, the Gynosphinx can make another 2 claw attacks at its highest base attack bonus, dealing 1d6+1/2 Str mod damage.

Roar (Su):1/day per 2 HD, an androsphinx can loose a mighty roar as a standard action. The first time it does this, all enemies within 50 feet per HD must succeed on a DC 10+1/2HD+Con modifier Will save or be affected as though by a fear spell for 2d6 rounds.

If the sphinx roars a second time during the same encounter, all creatures within 25 feet per HD must succeed on a DC 10+1/2 HD+Con modifier Fortitude save or be paralyzed for 1d4 rounds, and all those within 10 feet per HD are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 25 feet per HD must succeed on a DC 10+1/2HD+Con modifier Fortitude save or take 1d4 points of Strength damage per 4HD(minimum 1d4) for 2d4 rounds. In addition, any creature smaller than the androsphynx within 10 feet per HD must succeed on a DC 10+1/2HD+Con modifier Fortitude save or be thrown to the ground and take 1d4 points of damage per two HD. The force of this roar is so great that it deals 5 points of damage per HD to any stone or crystalline object within 10 feet per HD. Magic items and held or carried items can avoid damage with a DC 10+1/2HD+Con modifier Reflex save. Other androsphinxes are immune to these effects.

Divine Agent:At 3rd level the Androsphynx can cast spells as a cleric of it's Androsphync level-2. Cleric levels stack with this ability.

Growth: At 4th level, the Androsphynx grows to Large size. His claws now deal 2d4+Str mod damage.

Pounce: At 5th level, the Androsphinx can make a full attack at the end of a charge.

Speed Boost: At 5th level, the Androsphynx gains +10 base land speed. It gains another 10ft at 9th level.

Flight: At 6th level, the Androsphynx can fly at a speed of 5ft per HD it has. He has poor manoeuvrability.

Bonus domain: At levels 7 and 9 the Androsphynx gains a bonus domain of his choice from Protection, Healing or Good.

Guardian:At level 9, a number of times per day equal to half their HD, the Androsphynx may casts a standard action spell from the Protection, Good or Healing domain as a swift action.



Comments:

The Androsphynx is the male counterpart of the Gynosphynx. No SLAs at all, but delayed cleric spellcasting, plus better melee stats and Roar in return for less Wis and Con.

If you feel like playing a sphynx with actual casting (altough delayed) instead of SLAs, the Androsphynx's for you.

Realms of Chaos
2010-08-28, 10:28 AM
Altough I must wonder what your party 20th level caster are doing that miracle is never thrown around.

Oh, that's not a problem, believe me. :smallbiggrin: My party uses wish/miracle frequently enough and the spells are thrown against my party on occasion.
The problem is that, when using the tarrasque as a player, the DM has to keep the threat of Wishes/Miracles used against them constantly active or else it's hard to maintain the tension for them (though not impossible).

Sorry for being a thorn in your side. :smallfrown:

Oslecamo
2010-08-28, 10:36 AM
You all do notice that altough the Tarrasque "tecnically" needs a wish/miracle to be killed there's nothing stoping that Wyrm from beating it into uncosciouness and then get their minions to constantly beat up the Tarrasque to keep him effectively locked right?

Kobold-Bard
2010-08-28, 10:44 AM
The final stat bonus on the table is still broken.

Done. NOW that should be everything :smalltongue:

Gonna do either the Janni or the Will o' Wisp next.

Crafty Cultist
2010-08-28, 12:27 PM
Crafty Cultist:Why does the wight gets to add Cha to attacks? It can already dump Con, it can perfectly afford to focus on Str and Cha.

-charisma to attacks removed, still adds charisma to negative energy damage though


-I don't feel very well with iterative natural attacks. Why don't let them channel their negative energy trough melee weapons?

-Done


-No problem leting the spawn ability come a little sooner.

Energy drain upgrades moved to every five levels

Kobold-Bard
2010-08-28, 03:14 PM
Janni

http://t0.gstatic.com/images?q=tbn:Su1WGKEQhHs4nM::e3.lemdal.com/TER/races/janni.htm&t=1&usg=AFrqEzcjFqqVuDs2O98ehn0tee6cRxGNhA

Class
Hit Dice: d8

{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+2|+0|Body of Elements, Bonus Feat, Elemental Endurance, +1 Str
2|+2|+0|+3|+0|Janni Magic, Telepathy, +1 Cha
3|+3|+1|+3|+1|Flame Retardant, +1 Str
4|+4|+1|+4|+1|Flight, Genie Magic, +1 Cha[/table]

Class Skills: (4+Int, x4 at 1st level) Appraise, Concentration, Craft, Escape Artist, Know (Planes), Listen, Move Silently, Ride, Sense Motive, Spot.

Proficienies: The Janni is proficient with all simple & martial weapons, and with light & medium armour and shields (except tower shields).
Class Features

Body of Elements: At first level a Janni loses all racial traits and features, and gains the Outsider type with all traits decided by that. It is Native to the Material Plane and gain the Extraplanar subtype when anywhere else.
They are Medium sized with a base land speed of 30ft.
Jann prefer manufactured weapons so they have no natural attacks, but they do get a Natural Armour bonus equal to their Con Mod.
Janni levels stack with Rogue levels for determining Sneak Attack Damage. For example a Janni 4/Rogue 1 would deal +3d6 damage on a successful Sneak Attack. All it's other Rogue class features remain as normal (so it would have Trapfinding, but not Evasion or Uncanny Dodge yet).

Bonus Feat(Ex): Jann recieve Improved Initiative at first level as a bonus Feat.

Elemental Endurance (Ex): Jann are composed of the four elements and as such they are much more able to withstand the effects of the elemental Planes. They may remain on any of the elemental Planes of Air, Earth, Fire and Water for a combined total of 1 hour/day fir each HD they have without suffering any of the Plane's inherent environmental effects. This includes (but is not limited to being immune to the heat of the Plane of Fire, needing to breathe on the Planes of Earth or Water etc.
The Janni still suffers effects due to external stimuli (eg. a Fireball spell causing a landslide on the Plane of Earth) and can still be attacked by enemies on those Planes.

Stat Boosts (Ex): A Janni gains +1 Str at levels 1 & 3 and +1 Cha and levels 2 & 4.

Janni Magic (Sp): As the Janni grows it develops certain magical abilities. At second level it may use Enlarge Person and Reduce Person 1/day for each HD it has. These two abilities share a pool of uses, rather than having one each. It may also use Speak With Animals 1/day for eac HD it has.
The Save DC for all Janni Magic is 10+1/2HD+Cha Mod.

Telepathy (Su): From second level the Janni may communicate telepathically at a range of 10ft/HD.

Flame Retardant (Ex): At third level the Janni gets Fire Resistance equal to 1/HD.

Flight (Su): At fourth level Janni gain a fly speed of 20ft(P).

Genie Magic (Sp): At 4HD the Janni may use Invisibility as the spell (except that it may only affect itself) 1/day for each 2HD it has.
The Janni's magical abilities continue to grow as it does. At 7HD it may use Create Food & Water 1/day for each 4HD it has.
At 12HD it may use Ethereal Jaunt 1/day for each 6HD it has. It may also use Plane Shift 1/day for each 6HD it has. If the Janni uses this ability to leave and enter any two of the following Planes (Material, Astral, Air, Earth, Fire, Water) then they may make a return journey any time within the next 24 hours without spending another use of this ability.
The Save DC for all Genie Magic is 10+1/2HD+Cha Mod.

Comments
Ok there's the Janni.

The Sneak Attack thing is based on the pseudo-spellcaster ability from this thread, added because it has Rogue listed as a favoured class.

Nothing spectacular there, the Plane Shift ability is to show the uniqeness of the Genie Plane Shift. The Elemental Endurance ability is badly written an will be re-editted, I hope I got it right and haven't misunderstood it.

As always comment and critisism welcome, just wan to get better.

Oslecamo
2010-08-28, 04:33 PM
Your Janni has no proefeciencies altough he's wielding those badass blades on the picture.

Divide genie magic in two abilities. The first gained at 2nd level gives the weaker SLAs, then another gained at 4th level of the class will give invisibility and unlock the ethereal jaunt/plane shift when you gain more HD.

Just one score increase at 2nd level, it already gains plenty there, even with the above applied.

Just one +1 Score increase at 4th level, not 4. I advise towards focusing in either Strenght+Cha or Dex+Cha instead of trying to put all 3 stats at the same time.

Crafty Cultist
2010-08-28, 04:37 PM
I believe someone requested this, so here is

The Bugbear
http://i868.photobucket.com/albums/ab249/crafty-cultist/Bugbear.jpg
HD:d8
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+2|
+0|Bugbear body, Sneak attack +1d6, +1 str
2nd|
+2|
+3|
+3|
+0|Armored thug, +1 str, +1 con[/table]
Skills: 4+ int mod. A Bugbear's class skills are Climb, Hide, Intimidate, Jump, Listen, Move silently, and Spot

Proficiencies: a Bugbear is proficient with all simple wepons as well as light and medium armor and sheilds

features:

Bugbear body: A Bugbear loses all racial abilities and becomes a humanoid with the goblinoid sybtype and a land speed of 30ft. It gains darkvision 60ft, scent, and A natural armour bonus equal to his constitution bonus.

Sneak attack: The Bugbear gains a sneak attack identical to the rogue class feature

Armored thug: A second level Bugbear no longer suffers armor check penalties from light armor, medium armor, and sheilds when making Hide and move silently checks. If the bugbear reaches 6HD and gains proficiency with heavy armour(either from class levels or by taking the armor proficiency feat) then the armor check penalty from heavy armor can be ignored as well

comments
The Bugbear is known for being strong and sneaky. This monster class has more combat ability than a rouge at the expense of versatility

demidracolich
2010-08-28, 04:42 PM
There is no speed written for the bugbear. (So currently it would be immobile:smalltongue:)

Crafty Cultist
2010-08-28, 04:44 PM
There is no speed written for the bugbear. (So currently it would be immobile:smalltongue:)

Fixed now.

Kobold-Bard
2010-08-28, 05:04 PM
Your Janni has no proefeciencies altough he's wielding those badass blades on the picture.

Divide genie magic in two abilities. The first gained at 2nd level gives the weaker SLAs, then another gained at 4th level of the class will give invisibility and unlock the ethereal jaunt/plane shift when you gain more HD.

Just one score increase at 2nd level, it already gains plenty there, even with the above applied.

Just one +1 Score increase at 4th level, not 4. I advise towards focusing in either Strenght+Cha or Dex+Cha instead of trying to put all 3 stats at the same time.

-I was afraid I'd missed something. Done.
-Done, forgot people could choose to duck out of these classes whenever they liked, so the split makes sense.
-Stuck with Str and Cha and made them alternate.

Anything else?

Oslecamo
2010-08-28, 05:06 PM
2nd level of the bugbear kinda too good. Two good saves, full Bab, 4 skill poonts per level, double score increase, custom ability and a bonus feat on top. Take out the feat at least.

Crafty Cultist
2010-08-28, 05:10 PM
2nd level of the bugbear kinda too good. Two good saves, full Bab, 4 skill poonts per level, double score increase, custom ability and a bonus feat on top. Take out the feat at least.

Fair enough. I was worried the feat might be to much. Removed now

dragonsamurai77
2010-08-28, 06:53 PM
GOLD DRAGON

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg

GOLD DRAGON
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Dragon Body, Breath Weapon, Arcane Blood, Attribute Increase, Fire Immunity, Water Breathing

2nd|
+2|
+3|
+0|
+3|+1 Str, Con

3rd|
+3|
+3|
+1|
+3|Alternate Form

4th|
+4|
+4|
+1|
+4|Size Increase, Wings, +1 Str, Con, Cha

5th|
+5|
+4|
+1|
+4|

6th|
+6|
+5|
+2|
+5|+1 Str, Con

7th|
+7|
+5|
+2|
+5|

8th|
+8|
+6|
+2|
+6|Frightful Presence, +1 Str, Con, Cha

9th|
+9|
+6|
+3|
+6|Size Increase

10th|
+10|
+7|
+3|
+7|+1 Str, Con

11th|
+11|
+7|
+3|
+7|Spell Resistance

12th|
+12|
+8|
+4|
+8|Damage Reduction, +1 Str, Con, Cha

13th|
+13|
+8|
+4|
+8|Size Increase

14th|
+14|
+9|
+4|
+9|+1 Str, Con

15th|
+15|
+9|
+5|
+9|

16th|
+16|
+10|
+5|
+10|+1 Str, Con, Cha

17th|
+17|
+10|
+5|
+10|Size Increase

18th|
+18|
+11|
+6|
+11|+1 Str, Con

19th|
+19|
+11|
+6|
+11|

20th|
+20|
+12|
+6|
+12|Foresight, +1 Str, Con, Cha[/table]

Dragon Body: A Gold Dragon loses all racial abilities and becomes a Medium Dragon, 2 claws doing 1d6 + 1/2 Str modifier, and a bite doing 1d8 + Str modifier damage. The claws are capable of fine manipulation.

Breath Weapon: 30 ft cone of fire or weakening gas. Fire does 1d8/level damage, Reflex 10 + level + Con modifier halves. Weakening gas does 1 point Strength damage/level, Fort 10 + level + Con modifier negates

Arcane Blood: A Gold Dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


Water Breathing: Breath weapons can be used normally underwater.

Attribute Increase: Gold Dragons gain one point of Strength and Constitution every even level, and one point of Charisma every level divisible by 4.

Alternate Form: A Gold Dragon can assume any animal or humanoid form of Medium size or smaller as a standard action a number of times per day equal to its hit dice. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Wings: The Gold Dragon can fly at a speed of 10 ft/HD with poor maneuverability. Wings can be used to attack, doing 1d6 + Str damage (Large).

Size Increase: All natural weapons gain one die of damage. In addition, a Gold Dragon gains new natural weapons depending on its size:
Large: Tail Slap (1d8)
Huge: Crush (2d8)
Gargantuan: Tail Sweep (2d6)
Finally, the size of Breath Weapon's cone increases by 10 feet.

Frightul Presence: This ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × Gold Dragon level are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ Gold Dragon level + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures 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.

Spell Resistance: 11 + HD

Damage Reduction: The Gold Dragon gains DR HD/magic.

Foresight: As the spell (CL = Gold Dragon level). This can be used once per day.

Mystic Muse
2010-08-28, 07:00 PM
GOLD DRAGON
.[/SPOILER]

flight doesn't follow the correct rules, You shouldn't get wing attacks until level 4, bite attacks don't get 1 and a half strength mod, too many dead levels (you need to put the attributes in too.) DR doesn't work that way in this thread (It's half full hitdice on dragons), spellcasting is incorrect, alternate form is 1/day per HD and you don't get frightful presence until huge size.

dragonsamurai77
2010-08-28, 07:03 PM
flight doesn't follow the correct rules, You shouldn't get wing attacks until level 4, bite attacks don't get 1 and a half strength mod, too many dead levels (you need to put the attributes in too.) DR doesn't work that way in this thread (It's half full hitdice on dragons), spellcasting is incorrect, alternate form is 1/day per HD and you don't get frightful presence until huge size.

Would you mind elaborating on some of these? (What are the rules for flight and spellcasting?) Also, I thought wings that were Medium and above could attack, and the dragon starts at Medium, so...

Mystic Muse
2010-08-28, 07:06 PM
Would you mind elaborating on some of these? (What are the rules for flight and spellcasting?) Also, I thought wings that were Medium and above could attack, and the dragon starts at Medium, so...

sure

1. Flight is equal to your hit dice times ten.
2. Nope. Wings come in at fourth level. They can attack then and fly then. At least in this thread.
3. SR comes at level 11 and is equal to hit dice+11 and DR/magic comes in at 12 and is equal to half your full hit dice.
4.A dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

dragonsamurai77
2010-08-28, 07:15 PM
Better now?

Mystic Muse
2010-08-28, 07:33 PM
Better now?

Spellcasting still needs to be fixed to this.
Arcane Blood:A red dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.

If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


DR comes in at level 12 but is only equal to half full hitdice. Not 12 plus half Hitdice. Sorry if I wasn't very clear on that.

alternate form, wings, SR, and DR all say they're equal to a "level" but they should say hit dice. They're supposed to advance even after you get into a different class.


I may notice other things later. I'm kind of tired.

Grytorm
2010-08-29, 08:53 PM
The Deathdrinker and the Marraenoloth when they multiclass as spell casters they have special rules. I don't really understand it. Could someone explain?

Gorgondantess
2010-08-29, 09:34 PM
The Deathdrinker and the Marraenoloth when they multiclass as spell casters they have special rules. I don't really understand it. Could someone explain?

Well, examples are given... though it's pretty complex. In simple, say you have 3 marraenoloth levels, and you take a level of sorcerer. What happens is you get, in terms of spellcasting, what you would've gotten leveling up from 3 to 4- a level 2 spell known, a few level 2 spells per day, and I think a cantrip, but no level 1 spells known. Honestly, it's not vital to know- it just gives you options for multiclassing out.

Makiru
2010-08-29, 10:06 PM
anyone want to do a rukanyr (fiend folio, if i remember right)?

I'll take a crack at this, since I happen to really like the rukanyr. It would be my first time doing one of these, but I'll give it my best.

Grytorm
2010-08-29, 10:52 PM
Well, examples are given... though it's pretty complex. In simple, say you have 3 marraenoloth levels, and you take a level of sorcerer. What happens is you get, in terms of spellcasting, what you would've gotten leveling up from 3 to 4- a level 2 spell known, a few level 2 spells per day, and I think a cantrip, but no level 1 spells known. Honestly, it's not vital to know- it just gives you options for multiclassing out.

Cool, but a bit weird. If I am not mistaken you can get cantrips, 1st level spells and 6th level spells by taking a level of wizard after your tenth marraenoloth level. I may be wrong though.

*.*.*.*
2010-08-29, 11:02 PM
Anyone mind doing the Frostwind Virago?

Gorgondantess
2010-08-29, 11:33 PM
Bronze dragon:

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG81.jpg

HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Bronze Dragon body, Arcane blood
2| +2| +3|+0 |+3 | Keen senses, Lightning Breath
3| +3| +3|+1| +3| Blindsense, Repulsion Breath, +1 Cha
4| +4| +4| +1|+4 | Wings, +1 Str
5| +5| +4| +1| +4| Float Like a Dragon, Swim Like a Fish, +1 Cha, +1 Con
6| +6| +5|+2 |+5 | Speak With Animals, +1 Str
7| +7| +5| +2| +5| Alternate Form, +1 Cha
8| +8| +6| +2| +5| Growth, Tail Slap, +1 Str, +1 Con
9| +9| +6|+3 |+6|Create Food & Water, +1 Cha
10| +10| +7|+3 |+7 | Detect Thoughts, +1 Str
11| +11| +7| +3|+7 | Arcane Skin, +1 Cha, +1 Con
12| +12| +8| +4|+8 | Iron Scales, +1 Str
13| +13| +8| +4| +8| Fog Cloud, +1 Cha
14| +14| +9| +4| +9| Frightful presence, +1 Str, +1 Con
15| +15| +9| +5| +9| Growth, Crush, +1 Cha,
16| +16| +10| +5| +10| Cloying Breath, +1 Str
17| +17| +10| +5|+10 | Control Water, +1 Cha, +1 Con
18| +18| +11|+6 |+11 | Master of the Oceans, +1 Str
19 | +19| +11| +6| +11| Irresistible Breath, +1 Cha
20| +20| +12| +6| +12| Control Weather, +1 Cha, +1 Con, +1 Str

[/TABLE]
4 Skill points+int per level, quadruple at 1st level. Class skills: Appraise, Bluff, Concentration, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (Any), Listen, Spot, Survival, Swim.

Proficiencies: A Bronze Dragon isn't proficient with any armor or weapons, besides its own natural weapons.


Features:
Bronze Dragon Body: The blue dragon loses all other racial bonuses gaining Dragon traits (including darkvision 60' and immunity to paralysis & sleep), as well as the water subtype (granting water breathing and a 30' swim speed) with one bite as a primary natural attack dealing 1d8+str, as well as 2 claws as secondary natural attacks dealing 1d6+1/2 str damage each, 40' base speed, medium size. The bronze dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

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

The bronze dragon is immune to electrecity. It has no particular vulnerability.


Arcane Blood:A bronze dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list.


If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


Keen senses: At 2nd level, the bronze 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.

Lightning Breath: As a standard action no more than once every 1d4 rounds, the Bronze dragon may breathe out a line of lightning out to 60', plus 10' per class level. It deals 1d6 damage/HD, with a reflex save (10+1/2 HD+Con Mod) for half.

Blindsense: As the ability, out to 10' plus 10' per 2 HD.

Repulsion Breath: Instead of the line of lightning the Bronze dragon may breath out a cone of repulsion gas out to 30', plus 5' per class level. Those caught in the blast must make a will save (DC 10+1/2 HD+Cha Mod) or be forced to do nothing but move away from the dragon for 1d6 rounds. This increases to 2d6 rounds at level 6 and by another 1d6 every 3 levels thereafter, up to 6d6 at level 18. This is a mind affecting compulsion effect.

Ability score increase: The Bronze dragon gains +1 Cha at every odd level but one and at 20, +1 Str every even level but 2, and +1 Con at 5th level and every 3 levels thereafter, to a total of +10 Cha, +9 Str, and +6 Con.


Wings:At level 4 the Bronze dragon becomes able to fly with a speed of 10' per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a secondary natural attack dealing 1d4+1/2 str damage.

Float Like a Dragon, Swim Like a Fish: At 5th level, the Bronze Dragon gains a +5' bonus to its swim speed for every 2 HD it has. It can cast spells, use either of its breath weapons, and attack without penalty underwater.

Speak With Animals: Starting at 6th level: as an SLA, once per day/HD.

Alternate Form (Su): Starting at 7th level, a Bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for every 3 HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Growth:At 8th level the Bronze dragon grows to large size.
At 15th level the Bronze dragon grows to huge size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.


Tail slap:The Bronze dragon can now make a tail slap attack dealing 1d8+1.5 str damage(already taking in acount large size). This is a natural secondary attack.

Create Food & Water: Starting at 9th level: as an SLA, once per day/3 HD.

Detect Thoughts: Starting at 10th level: as an SLA, once per day/3 HD.


Arcane skin: Starting at 11th level, the Bronze dragon gains SR equal to his HD+11.

Iron Scales: Starting at 12th level, the Bronze dragon gains DR/magic equal to half his HD.

Fog Cloud: Starting at 13th level: as an SLA, once per day/3 HD.


Frightful Presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures 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 creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures 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.


Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

Cloying Breath: Starting at 16th level, any enemy who fails their save against the dragon's repulsive gas is also slowed for the duration, as the spell.

Control Water: Starting at 17th level: as an SLA, once per day/4 HD.

Master of The Oceans: The Dragon gains a bonus to AC equal to its charisma modifier while underwater, a +5 bonus to its lightning breath DC against creatures under the water, and gains a +10' bonus to its swim speed for every HD it has (This does not stack with Float Like a Dragon, Swim Like a Fish). The Bronze Dragon also automatically succeeds on any swim checks.

Irresistible Breath: Starting at 19th level, the Dragon's Repulsion Breath is no longer considered mind-affecting, and gains a +1 bonus to its DC.

Control Weather: Starting at 20th level: as an SLA, once per day/5 HD.


Comments:
Bronze dragon, woo! I balanced it against the blue dragon. It's pretty high charisma (second only to the silver dragon and, of course, the gold dragon), so I gave it a nice n' high bonus on that. +1 to ability scores over the blue, because while it actually gets more abilities, most of them aren't exactly combat-worthy: speak with animals? Create food/water? etc., and swim speed is never as good as a burrow speed.
Essentially, it'll dominate an underwater campaign, but that's how it should be. On land, it'll be probably a bit weaker than most of the other dragons. Just a little... though it'll still be more charismatic. I wanted it to have a niche.:smalltongue:

Makiru
2010-08-30, 12:20 AM
Got that done a lot quicker than I thought I would. Obviously, if any changes need to be made, please let me know so I can fix it.

Rukanyr

http://wizards.com/leaving.asp?url=/dnd/images/ff_gallery/50150.jpg&origin=dnd_ag_20030409a

{table]Level|BAB|Fort|Ref|Will|Feature
1|+0|+0|+0|+2|Body of Madness, Stunning Slam, Freakish Stability, +1 Str, +1 Con
2|+1|+0|+0|+3|Lesser paralyzing poison, Fast Healing, +1 Str, +1 Con
3|+2|+1|+1|+3|Lesser Deafening Roar, Third Mouth, +1 Str, +1 Con
4|+3|+1|+1|+4|Forest of Claws +2, True Poison, +1 Str, +1 Con
5|+3|+1|+1|+4|Growth, Insane Speed, +1 Str, +1 Con
6|+4|+2|+2|+5|Deafening Roar, Forest of Claws +4,+1 Str, +1 Con
7|+5|+2|+2|+5|Reflexive Sunder, +1 Str, +1 Con
8|+6|+2|+2|+6|Forest of Claws +6, +1 Str, +1 Con
9|+6|+3|+3|+6|Sundering Roar, +1 Str, +1 Con[/table]

Hit dice: d8

Skills: 2+Int modifier. Class skills are Climb, Listen, Search, and Spot

Weapon and Armor Proficiencies: Natural Weapons, no armor

Language: Common


Body of Madness: A rukanyr loses all racial bonuses and becomes a Medium aberration (darkvision 60 feet). It has a base land speed of 30 feet and a climb speed of 10 feet. It has a primary tail slam that deals 2d6+Str damage and two secondary bites that deal 1d6+(1/2 Str) damage. It also gains a bonus to natural armor equal to 2 plus its Constitution modifier.

A rukanyr can manipulate small objects and levers with its many small claws, but cannot wield weapons, except for mouthpick weapons (LoM).

A rukanyr cannot use items that occupy the ring and hand slots. All other item slots are as normal for a humanoid creature.

Ability score increases: the rukanyr's Strength and Constitution increase by 1 at every level.

Stunning Slam (Ex): 1/day per 2 HD, the rukanyr can attempt to stun a creature it hits with its tail slam. The rukanyr must declare it is using this ability before the attack is made. If it misses, the attempt is wasted.
A creature hit by a stunning slam must make a Fortitude save (DC 10 + 1/2 HD + Con mod) or be stunned for 1d4 rounds.

At 9 HD, the rukanyr can make a stun attempt at will.

Freakish Stability (Ex): A rukanyr constantly grows new legs that help it find purchase. It gets a +2 stability bonus per HD to Strength checks to avoid being bullrushed.

Lesser Paralyzing Poison (Ex): The rukanyr begins to develop a venom that slows down its target. Each successful bite attack delivers the poison. Fort DC 10 + 1/2 HD + Con mod. Initial and secondary damage 1d6 Dex.

Fast Healing (Ex): A rukanyr heals from injuries quickly. It gains fast healing equal to 1/2 its HD.

Lesser Deafening Roar (Su): The rukanyr's central mouth has developed, letting it make a weak, yet earsplitting, roar. Once every 1d4 rounds, the rukanyr can roar as a standard action. All creatures besides itself within 30 feet must make Fortitude saves (DC: 10 + 1/2 HD + Con mod) or be deafened for 1d6 rounds.

Third Mouth (Ex): The rukanyr gains a third bite attack at the same bonuses as the first two.

Forest of Claws (Ex): Some of the rukanyr's extraneous claws become strong enough to use in battle. Each claw is a secondary attack that deals 1d4+(1/2 Str) damage. It gains two claws at 4th level, which increases to four at 6th level, and 6 claws at 8th level. For every two hit dice beyond 8, the rukanyr gains one extra claw attack.

True Poison (Ex): The rukanyr's venom has reached full potency. Initial and secondary damage is 2d6 Dex.

Growth (Ex): The rukanyr grows one size category. Apply all necessary modifiers to the rukanyr's AC, attacks, skills, grapple, natural weapons, ect, but the rukanyr doesn't get any ability score/natural armor bonus or penalties. In addition, its natural armor increases by one.

Insane Speed (Ex): The rukanyr's land and climb speeds both increase by 10 feet. This stacks with any other ability that increases movement, such as a barbarian's Fast Movement.

Deafening Roar (Ex): The rukanyr has developed its roar to be louder and more potent. Range increases to 60 feet and creatures are deafened for 2d6 rounds.

Reflexive Sunder (Ex): The rukanyr's armor is composed of hard, shifting plates. These plates are now tough enough to grab and crush weapons that strike it. Anybody that strikes the rukanyr with a slashing or piercing melee weapon must make a Reflex save (DC 10 + 1/2 HD + Dex mod) or have the armor plates take hold of it. The weapon takes (2d6/3HD)+Str mod damage and falls to the attacker's feet if unbroken.

This ability cannot be used if the rukanyr is wearing physical armor or barding of any kind.

Sundering Roar (Su): Now fully grown, the rukanyr is able to use its deadliest attack, a sonic lance that vibrates whatever it hits to pieces. While making a deafening roar, the rukanyr can target any object or creature within the radius of effect (60 feet). The target takes 1d6/HD sonic damage (Reflex save half, DC Con based). This damage also applies to the weapons and armor held and worn by any creature hit by this attack.

Sundering Roar can only be used while also making a deafening roar, but the rukanyr can make a deafening roar and not also use sundering roar.

Comments:
The basis of this class was just to parcel out this scorpion monster's powers through the class at a reasonable pace. The rukanyr has a total of ten natural attacks that also needed to be spaced out along nine levels. I wasn't comfortable giving it three bites along side the tail, but two seemed to be alright for first level judging from other posts. The natural armor and sundering roar damage will be lower than the values in the Fiend Folio, but still feel good for now.

EDIT (8/30/10): Forest of Claws now gives one more claw for every two HD beyond 8. BAB changed to 3/4. Reflexive Sunder now scales with HD (2d6 for every 3 HD). Specified what items is can or can't use and that it can speak Common.

Crafty Cultist
2010-08-30, 12:54 AM
Just a bit of advice, I'd make the rukanyr's natural armor 2 + con bonus and make it increase by 1 when it increases in size. since it probably wont be wearing armor and has thick armor plates higher natural armor would probably suit it

Azathoth888
2010-08-30, 01:03 AM
If you are still taking requests I would really like to see the Spell weaver.

Gorgondantess
2010-08-30, 01:04 AM
If you are still taking requests I would really like to see the Spell weaver.

What book is it from? Sounds interesting.

Makiru
2010-08-30, 02:13 AM
Just a bit of advice, I'd make the rukanyr's natural armor 2 + con bonus and make it increase by 1 when it increases in size. since it probably wont be wearing armor and has thick armor plates higher natural armor would probably suit it

I was considering making the NA 2x Con mod, but that seemed a tad high. Your suggestion seems right, though. Change made, thanks for the input.

Crafty Cultist
2010-08-30, 02:39 AM
What book is it from? Sounds interesting.

Its from the monster manual II. it has six arms and can cast spells with one arm per spell level, meaning six levels worth of spells per round while weaving

Kobold-Bard
2010-08-30, 03:56 AM
Cool, but a bit weird. If I am not mistaken you can get cantrips, 1st level spells and 6th level spells by taking a level of wizard after your tenth marraenoloth level. I may be wrong though.

Assuming 10 monster levels, your first level of Wizard would be W11. This means you get 1x 3rd level spell/day and 1x 6th level spell/day.

At level 12 if you take Wizard again you get 1x 5th level spell/day and another 6th level spell/day.

Basically (asuming my Reading of it is right) you look at the table and only get the new spell slots/spells known that a character of that class would have got.

Edit: Anything else I need to do to the Janni before it gets listed? I've got a long train journey today so I'll probably be doing the Will o Wisp.

Oslecamo
2010-08-30, 05:24 AM
dragonsamurai77:Well that's a whole lot of empty levels. I'll have to correct that myself later when I have the time.

Kobold-Bard:Minor correction in your Coautl, at the growth ability either say simply it grows or specify what exactly it gains. Saying it gains everything can be easily misunderstood.

Gorgondantess:Dragons don't get scaling blindsense.
-The bronze dragon's first growth should be at level 9.
-As strong as the red dragon, more charismatic than all the other dragons and standard Con? NO! You don't need to put extra stats in every level starting from 3.
-Save or die breath weapons at minimum level 5, not 3, and remove the custom one.
-Remove irresistible breath. Dragons have plenty of other tricks to rely on besides their breath weapons. If the Silver dragon cannot bypas paralysis immunity, neither should the bronze dragon.
-No to Master of the Oceans. Neither the Styx Dragon or Green Dragon get anything like that and they're both damn good swimmers. That's actualy an horrible ability for being situational and overpowered when it works. Being able to ignore underwater penalties is already aquatic enough, no need to make it better at water than any future aquatic monster we make here when it can also fly and stuff.

Makiru:Don't be lazy and tell the people to look at the table. Make a breakdown of what it's gained at each level. Also why int bonus? It has no Int-based abilities. Just give it 4 base skill points per level.

Give it a capstone that it keeps geting new claws as it increases HD.

Since it has no hands and not much on the way of utility abilities, you can probably afford to give it either another good save or average Bab.

Gorgondantess
2010-08-30, 10:39 AM
Dragons don't get scaling blindsense.
Why? Everything else scales, hell, half of this project is to change static abilities to scaling ones.


-The bronze dragon's first growth should be at level 9.
Okies.

-As strong as the red dragon, more charismatic than all the other dragons and standard Con? NO! You don't need to put extra stats in every level starting from 3.
If you moved around any dragon in this thread it could get extra stats every level starting at 3. You just have some ridiculously eclectic statups. At least there's a method to my madness. And it has a grand total of +1 over the blue dragon.

-Save or die breath weapons at minimum level 5, not 3, and remove the custom one.
The slow? ...Alright.

-Remove irresistible breath. Dragons have plenty of other tricks to rely on besides their breath weapons. If the Silver dragon cannot bypas paralysis immunity, neither should the bronze dragon.
Ooookayyyyy...

-No to Master of the Oceans. Neither the Styx Dragon or Green Dragon get anything like that and they're both damn good swimmers. That's actualy an horrible ability for being situational and overpowered when it works. Being able to ignore underwater penalties is already aquatic enough, no need to make it better at water than any future aquatic monster we make here when it can also fly and stuff.

Alright, now this is just getting silly. You're saying no to all of my custom abilities- including one that is not unbalanced in the slightest, just because the base bronze dragon doesn't have it, when we should be adding stuff like that above and beyond what the base creature has. It's not even a custom breath, just a boost to the normal breath. Maybe Master of the Ocean is overpowered & situational, I'll grant you that, but once you strip away all of this stuff the bronze is going to be the worst dragon in this thread. It has SLAs that are pretty much utility, a mediocre speed, and you won't even let me give it high stats. Making all the changes you're giving me, I have nothing at higher levels but stat boosts (pretty much) and a dragon that is fundamentally worse from an optimization sense. Since you've canned all of my custom abilities, what do you suggest I put in their place?

Kobold-Bard
2010-08-30, 10:57 AM
Will-O'-Wisp

http://t0.gstatic.com/images?q=tbn:JXkylRJI6yXvgM::nwn2forums.bioware.co m/forums/viewtopic.html?topic%3D699102%26forum%3D109&t=1&usg=AFrqEzdqsYE3IvK7lnD0psvfloTxIRLlfg

Class
Hit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Translucent Body, Shock, Weapon Finesse, +1 Dex
2|+1|+0|+0|+3|Deter Magic, +1 Dex
3|+2|+1|+1|+3|Barely There, +1 Cha
4|+3|+1|+1|+4|To the skies, +1 Dex
5|+3|+1|+1|+4|Extinguish, +1 Dex
6|+4|+2|+2|+5|Nullify Magic, +1 Cha[/table]

Class Skills: (8+Int Mod, x4 at first level) Bluff, Diplomacy, Disguise, Intimidate, Knowledge (Arcana), Knowledge (Planes), Listen, Search, Spot, Survival

Proficiencies: Will-o'-Wisps are proficient with their Shock ability.

Class Features:

Translucent Body (Ex): The Will-o'-Wisp loses all racial traits and features, and gains the Aberation type and the traits included in that. It also gains the Air subtype.
It is Small size and has no land speed but has a fly speed of 30ft(G).
The Will-o'-Wisp gains a Deflection Bonus to it's AC equal to it's Cha Score.

Will-o'-Wisps lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.

Will-o'-Wisp can use their body as either head+neck slot or body+belt slot. The Will-o'-Wisp can wear more magic equipment by having it crafted in the form of ethereal orbs that float around them like ioun stones, but said custom equipment costs double the normal market price.

If it multiclasses to an arcane/divine class it can count it's Will-O'-Wisp levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots.

Shock (Su): From first level the Will-o'-Wisp may make a melée touch attack that deals 1d8 electricity damage. It may make multiple attacks if it's BAB allows it to.
Damage increases by 1d8 for each 5HD the*Will-o'-Wisp has.

Bonus Feat: Lacking anything resembling real strength, Will-o'-Wisps learn to use their agility to impressive effect. They gain Weapon Finesse as a bonus feat.

Stat: Boosts: At levels 1, 2, 4 & 5 the Will-o'-Wisp gains +1 Dex. At levels 3 & 6 it gains +1 Cha.

Deter Magic (Ex): At second level the Will-o'-Wisp gains Spell Resistance equal to 11+HD+Cha Mod.

Barely There (Ex): At third level the Will-o'-Wisp starts to lose it's solidity. From now on it has a permanent 20% miss chance, and may become invisible (as the Invisibilty spell) 1/day for every HD it has. This miss chance is a displacement effect, and doesn't stack with any other miss chances except those granted by cover and from it's own invisibility ability.

This invisibilty cannot be overcome by magic effects like see invisibility, purge invisibility and similar, but still can be by blindsight and normal sense.

To the Skies (Ex): The Will-O'-Wisp's fly speed increases to 50ft(P).

Extinguish (Ex): From fifth level the Will-O'-Wisp's miss change increases by 10%, and by an additional 10% for every 3HD it gains from now on.
It may also now choose to become invisible as the spell Greater Invisibility, though it may still mimic the normal Invisibility spell if it wishes.

Nulify Magic (Su): At sixth level the Will-O'-Wisp becomes the bane of Mages everyhere. It becomes immune to any 0th, 1st & 2nd level spells that allow spell resistance, except Magic Missile.
For every additional 2HD it becomes immune to the next level of spells, assuming they allow Spell Resistance to apply. It is never immune to the Maze spell, this is an exception in the same way Magic Missile is.

Comments
And that's the Will-O'-Wisp.

It can fly right away because it can't walk. I split it's magic immunity into good SR an then the ability to completely ignore some lower level spells. Powerful, but by 18HD 3rd level spells and lower aren't exactly the be all an end all.

Turned it's permanent invisibility into a miss chance and an Supernatural version of the invisibility spell.

In exchange for these it retains it's racial 1 good Save and poor skill points.

The Warlock/DFA thing was to give them something to move into easily, something it seemed to be lacking.

Hope it looks ok to you guys.

Oslecamo
2010-08-30, 11:00 AM
Why? Everything else scales, hell, half of this project is to change static abilities to scaling ones.

Because dragons already have a crapload of scaling abilities. Blindsense 60 foot pretty good anyway.



If you moved around any dragon in this thread it could get extra stats every level starting at 3. You just have some ridiculously eclectic statups. At least there's a method to my madness. And it has a grand total of +1 over the blue dragon.

The blue dragon that has one single breath weapon and only one extra speed yes, that's why he gets some extra stats over the other dragons.



Alright, now this is just getting silly. You're saying no to all of my custom abilities- including one that is not unbalanced in the slightest, just because the base bronze dragon doesn't have it, when we should be adding stuff like that above and beyond what the base creature has.

Only when they need it. Dragons, with spellcasting, SLAs, one or more extra forms of travel, extra stats, natural weapons and then some natural extras (like alternate form) don't really need extra stuff. The Styx dragon got some love because diseases are weak on the hands of a player, the Pyroclastic lacked them to begin with and from the remaining dragons only the red gets a couple minor custom stuff, and only because fire is the weakest element.



It's not even a custom breath, just a boost to the normal breath. Maybe Master of the Ocean is overpowered & situational, I'll grant you that, but once you strip away all of this stuff the bronze is going to be the worst dragon in this thread. It has SLAs that are pretty much utility, a mediocre speed, and you won't even let me give it high stats. Making all the changes you're giving me, I have nothing at higher levels but stat boosts (pretty much) and a dragon that is fundamentally worse from an optimization sense. Since you've canned all of my custom abilities, what do you suggest I put in their place?

The bronze dragon has a swim speed, alternate form and a save or die breath weapon over the blue dragon. Wich, BTW, also has pretty much only utility SLAs. Ventricolism? Sound Imitation? I'll take the Bronze abilities any day of the week. So honestly I believe those more than enough to make up for a little smallers stats. If you want to play infiltrator anphibious dragon the bronze will make a great choice.

If you want custom abilities for your bronze dragon, it will cost you in (some more) stats.

Gorgondantess
2010-08-30, 11:09 AM
Because dragons already have a crapload of scaling abilities. Blindsense 60 foot pretty good anyway.
Fine, fine.


The blue dragon that has one single breath weapon and only one extra speed yes, that's why he gets some extra stats over the other dragons.
Doesn't it get burrow as well?


Only when they need it. Dragons, with spellcasting, SLAs, one or more extra forms of travel, extra stats, natural weapons and then some natural extras (like alternate form) don't really need extra stuff. The Styx dragon got some love because diseases are weak on the hands of a player, the Pyroclastic lacked them to begin with and from the remaining dragons only the red gets a couple minor custom stuff, and only because fire is the weakest element.
Well, alright. Still, I really don't see the harm of throwing it a few bones for not multiclassing out to abjurant champion for the last 5 levels- and an SLA or two doesn't cut it.



The bronze dragon has a swim speed, alternate form and a save or die breath weapon over the blue dragon. Wich, BTW, also has pretty much only utility SLAs. Ventricolism? Sound Imitation? I'll take the Bronze abilities any day of the week. So honestly I believe those more than enough to make up for a little smallers stats. If you want to play infiltrator anphibious dragon the bronze will make a great choice.
Yes, but it also gets burrow speed, and ventriloquism is a lot more useful than create food/water, or speak with animals.


If you want custom abilities for your bronze dragon, it will cost you in (some more) stats.
So then it's not remove the abilities and the stats, it's remove the abilities or the stats? Because your first reply looked like remove the abilities and the stats.
Anyways, in that case I'll cut down the stats to something like +20, and swap out master of the oceans for adding summon nature's ally to spells known for every spell level (as it explicitly states in the fluff, and crunch really, that Bronze Dragons are good with animals).
Sound good?

Oslecamo
2010-08-30, 05:18 PM
Doesn't it get burrow as well?

Actualy it should, will add now.



Well, alright. Still, I really don't see the harm of throwing it a few bones for not multiclassing out to abjurant champion for the last 5 levels- and an SLA or two doesn't cut it.

The dragons get either one last size increase or lots of score increases on their last level on top of some more SLAs.



Yes, but it also gets burrow speed, and ventriloquism is a lot more useful than create food/water, or speak with animals.

Not necessarily better than speak with animals. It's one of those spells that(just like ventricolism) just need a little imagination to be great.



So then it's not remove the abilities and the stats, it's remove the abilities or the stats? Because your first reply looked like remove the abilities and the stats.

Correct. The bronze dragon gets an extra breath weapon and alternate form. Burrow speed is better than swim speed, but when you add in the save or die breath and alternate form the bronze dragon already comes ahead in terms of natural abilities even whitout custom stuff, so it needs lower stats.



Anyways, in that case I'll cut down the stats to something like +20, and swap out master of the oceans for adding summon nature's ally to spells known for every spell level (as it explicitly states in the fluff, and crunch really, that Bronze Dragons are good with animals).
Sound good?

At best it would be worth wild empathy. The fluff never says bronze dragons summon forth their animal hordes to overwhelm the enemy, just that they talk to the local wildlife to get intel (cough speak with animals cough). Just give it around 20 total scores, no custom abilities and it should be ok. Heck, the silver dragon has just 19 total.

Gorgondantess
2010-08-30, 05:31 PM
At best it would be worth wild empathy. The fluff never says bronze dragons summon forth their animal hordes to overwhelm the enemy, just that they talk to the local wildlife to get intel (cough speak with animals cough). Just give it around 20 total scores, no custom abilities and it should be ok. Heck, the silver dragon has just 19 total.

It's not a save-or-die: far from it, most enemies should be able to survive it. Adding the slow made it a save or die, but so long as your enemies are at least as fast as you, it shouldn't be that hard for them to get away unscathed, especially at early levels.


Correct. The bronze dragon gets an extra breath weapon and alternate form. Burrow speed is better than swim speed, but when you add in the save or die breath and alternate form the bronze dragon already comes ahead in terms of natural abilities even whitout custom stuff, so it needs lower stats.
You can't possibly say that its abilities are better than a red dragon. Its SLAs are mediocre, and it gets a mediocre alternate breath weapon, and it gets a mediocre move speed.
If you disagree, then I'll just hand it over to you. Removing the high ability scores is reasonable. Removing the custom abilities is reasonable. But both? I'll not bother with the effort, as I'll never use it.

flabort
2010-08-30, 06:09 PM
Hey, Kuuubi! remember how you were looking for platinum dragons as a non-unique entity (aka a species)?

Cross Thread Quote (http://www.giantitp.com/forums/showthread.php?t=165774):

The Immortals Handbook has them as a variety of high epic-low cosmic dragon; Bahamut is a great*3 wyrm with divine ranks.

I doubt you could really use them though; they come out of the egg as Gargantum creatures with CR 29, surpass anything in the Epic Level Handbook by the time they are Mature Adults, and by the time they are Great Wyrms they cast as level 47 clerics, have 3500 hp, and CR 95.
Furthur posts say it's either by Eternity or Mogoose publishing.
Not on the thread you started to find it, but they got it!
Just thought I'd let you know, if you didn't already.

95 levels may be a bit much, though.

Oslecamo
2010-08-30, 06:48 PM
It's not a save-or-die: far from it, most enemies should be able to survive it. Adding the slow made it a save or die, but so long as your enemies are at least as fast as you, it shouldn't be that hard for them to get away unscathed, especially at early levels.

Most save-or-die don't actualy kill the target and a lot of them actualy make them harder to hurt. But it doesn't matter, because it takes them out of the battle while you deal with the companions that made their saves or didn't fit on the area. It's much easier to pick off enemies one by one than to face them all at once.

This is, you're basically saying that all fear spells, solid fog, forcecage, maze, entangle and the like are crap!



You can't possibly say that its abilities are better than a red dragon. Its SLAs are mediocre, and it gets a mediocre alternate breath weapon, and it gets a mediocre move speed.

It gets the same "mediocre" move speed of the red dragon, it can swim, it has no elemental vulnerability and better skill points.



If you disagree, then I'll just hand it over to you. Removing the high ability scores is reasonable. Removing the custom abilities is reasonable. But both? I'll not bother with the effort, as I'll never use it.

Will do, thanks for the base!

EDIT:So, why don't you pick one of the other dragons? We've got red, blue, purple, green, white, bone, pyroclastic and silver ready to use.

Gorgondantess
2010-08-30, 06:51 PM
This is, you're basically saying that all fear spells, solid fog, forcecage, maze, entangle and the like are crap!
Quite the contrary: however if, say, fighting a creature with a burrow speed, it's worthless. Stuff like forcecage, maze, and entangle keep it in one place, but repulsion breath just forces it to move away.



Will do, thanks for the base!

Good; I'd hate to see it go to waste, but I've really just lost a lot of steam on it.
Anyways, I'm working on the Naztharune now. It should be up in... 10 minutes?:smallbiggrin:

Gorgondantess
2010-08-30, 07:07 PM
Naztharune Rakshasa
http://www.wizards.com/dnd/images/mmiii_gallery/83040.jpg

HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+ 0|+0 | +2 |Rakshasa Body, Sneak Attack +1d6
2|+1 |+ 0|+0 | +3 |Tyrant Hide, Evasion, Dex +1
3|+ 2|+ 1|+1 | +3 |Manipulator, Sneak Attack +2d6, Looks or Smarts
4|+ 3|+ 1|+1 | + 4|Uncanny Dodge, Detect Thoughts, Dex +1
5|+ 3|+ 1|+1 | +4 |Assassin, Lesser Shadow Jump, Sneak Attack +3d6
6|+4 |+ 2|+2 | +5|Change Shape, Dex +1
7|+ 5|+ 2|+2 | +5|Improved Evasion, Sneak Attack +4d6
8|+ 6/+1|+ 2|+2 | +6 |Improved Uncanny Dodge, Dex +1
9|+ 6/+1|+ 3|+3 | +6 |Master of Disguise, Sneak Attack +5d6, Looks or Smarts
10|+ 7/+2|+3|+3 | +7 |Hide In Plain Sight, Dex +1
11|+ 8/+3|+ 3|+3 | +7 |Greater Shadow Jump, Sneak Attack +6d6[/table]
Proficiencies: The Naztharune is proficient with all simple weapons & all light martial weapons, as well as one other martial weapon of its choice.

Skills: 4+int per level. Class skills: Balance, Bluff, Climb, Disguise, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Search, Sleight of Hand, Spot, Tumble.

Rakshasa Body: At first level, the Naztharune loses all other racial traits and gains outsider traits (basically Darkvision 60'), 2 claw attacks dealing 1d4+str damage, and medium size with a 40' move speed.
It also gains natural armor equal to its constitution bonus.

Sneak Attack: As the rogue ability, +Xd6 as shown in the table.

Tyrant Hide: At 2nd level, the Naztharune gains SR equal to 11+HD, and DR Good & Piercing equal to 1/2 HD.

Evasion: At 2nd level, as the rogue ability.

Ability Score Increases: +1 dex at every even level, for +5 dex at level 11, plus the bonus from Looks or Smarts.

Manipulator: At level 3, the Naztharune gains a bonus to all bluff & disguise checks equal to 1/2 its HD.

Looks or Smarts: At 3rd and 9th levels, the Naztharune gains +1 to either intelligence or charisma.

Uncanny Dodge: At 4th level, as the rogue ability.

Detect Thoughts (su): The Naztharune can use detect thoughts once per day for each HD it has, sustainable as a move action. At 6 HD this decreases to a swift action, and at 8 HD a free action. In addition, whenever successfully reading someone's mind, the bonus from Manipulator doubles.

Assassin: At 5th level, the Naztharune automatically qualifies for the assassin prestige class, despite any other requisites.

Lesser Shadow Jump (su): Starting at 5th level, the Naztharune may travel between shadows as if with a dimension door spell. It can travel a total of 10 feet per 3 HD each day, and may divide its movement amongst multiple uses.

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action 1/day for each HD it has. In humanoid form, a rakshasa loses its claw and bite attacks. A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

* The creature retains the type and subtype of its original form. It gains the size of its new form.
* The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
* The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
* The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
* The creature retains the ability scores of its original form.
* Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
* The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
* The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
* Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
Using this altered form, it gains a +10 bonus on disguise checks.

Improved Evasion: At 7th level, as the monk ability.

Improved Uncanny Dodge: At 8th level, as the Rogue ability.

Master of Disguise: When targeted by a true seeing spell while in it's altered form, the caster of the spell must make a CL check (DC 10+HD+Cha mod) or not be able to see through the Naztharune's disguise.

Hide in Plain Sight (su): At 10th level, a Naztharune can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Naztharune can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Greater Shadow Jump (su): At 11th level, the Naztharune may use its shadow jump as a move action, and a number of feet per day equal to 20 times its HD.

Comments:
Like most outsiders, this one was pretty easy, and even most of its abilities were flat out vanilla, though I threw my own twist on the shadow jump: 20 feet a day is laaaaaame.
You may be wondering where the 'Assassin' ability came from: check out its favored classes. It has the ability, and I figured it would be a nice bone to throw at neutral or good aligned Naztharune: Naztharune 11/Assassin 9 looks like a pretty good, simple build.
I would've loved to give it full BAB, but methinks as is it might be a bit overpowered. However, if y'all (Read: Oslecamo) think that giving it full BAB would work, I most certainly will.
Changelog: removed good will saves, one looks or smarts, the dex bonus at level 11, and reduced skill points to 4+int.

Mystic Muse
2010-08-30, 07:08 PM
EDIT:So, why don't you pick one of the other dragons? We've got red, blue, purple, green, white, bone, pyroclastic and silver ready to use.

:smallconfused: I don't see a bone dragon anywhere. You also failed to mention Styx.


Hey, Kuuubi! remember how you were looking for platinum dragons as a non-unique entity (aka a species)?

Cross Thread Quote (http://www.giantitp.com/forums/showthread.php?t=165774):

Furthur posts say it's either by Eternity or Mogoose publishing.
Not on the thread you started to find it, but they got it!
Just thought I'd let you know, if you didn't already.

95 levels may be a bit much, though.

Well I'd do this (20 Not 95 levels) but I don't have the book. I should also finish the mist dragon when I get the time since nobody else seems to want to do it.

Gorgondantess
2010-08-30, 07:11 PM
Well I'd do this (A reasonable amount. Not 95 levels) but I don't have the book. I should also finish the mist dragon when I get the time since nobody else seems to want to do it.

What you might want to consider doing is check out the 2e platinum dragon: if I can remember correctly, it was more... reasonable.

Mystic Muse
2010-08-30, 07:12 PM
What you might want to consider doing is check out the 2e platinum dragon: if I can remember correctly, it was more... reasonable.

Will attempt to. Is it available online?

Gorgondantess
2010-08-30, 07:15 PM
Will attempt to. Is it available online?

Yes. Legally? Probably not.
However, I do own all of the 2e monstrous compendiums and the 2e draconomicon: I'll look it up for you, if I find the time.

Makiru
2010-08-30, 08:19 PM
Changed things up on the rukanyr. Specific changes are noted in the comment box. Wouldn't mind doing something else later, just don't know what.

Gorgondantess
2010-08-30, 08:37 PM
Flind Gnoll (PrC)
http://akhullia.info/race_gnoll_files/image002.jpg

To become a Flind Gnoll, the player must have taken at least one level in the Gnoll monster class, and have 2 ranks in three of bluff, diplomacy, intimidate, Knowledge (Nobility & Royalty), Knowledge (Arcane), Knowledge (Religion), Knowledge (History) or Sense Motive.
The Gnoll cannot have taken levels in any class but Gnoll, though it can take levels in other classes once the level in Flind Gnoll is taken.

{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+ 2|+ 0| +2 |Flind Body, Advanced Path
[/table]

Proficiencies: The Flind Gnoll gains proficiency in the Flindbar.

Skills: 4+int per level. Class skills: Bluff, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Any), Listen, Perform, Ride, Sense Motive, Speak Language, Spellcraft, Spot, & Survival.

Flind Body: Unlike most other monster classes, the Flind gnoll does not lose its other racial bonuses. It does, however, gain +1 natural armor above and beyond the base gnoll.

Advanced Path: The Flind Gnoll gains abilities based on which Path it chose.

Hunter: The Flind gains +1 to strength, constitution & dexterity, and whenever it threatens a critical it may make a disarm attempt as a free action.

Shaman: The Flind gains another level of spellcasting in its chosen class, and +2 to the spellcasting classes' primary mental ability score.

Comments:
I like Flinds. They're cool. 'Nuff said.

Makiru
2010-08-30, 09:27 PM
Would anyone be willing to take a go at the Roving Mauler from Tome of Magic? Yes I know it's a lion shaped like a wheel, but I want to be able to play one, don't judge me :smallredface:

Alright, I'll step up to the challenge. Looks like it'll only be a three level class, so it shouldn't take too long to at least make a framework.

Stycotl
2010-08-30, 09:33 PM
good job on the rukanyr, makiru. now i have some retraining to do on a certain NPC...

Oslecamo
2010-08-31, 06:58 AM
Gold Dragon

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG84.jpg

d12 HD
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Dragon Body, Arcane Blood, +1 Str

2nd|
+2|
+3|
+0|
+3|Keen Senses, Fire Breath

3rd|
+3|
+3|
+1|
+3|Blindsense 60 foot, Swimming, +1 Con

4th|
+4|
+4|
+1|
+4|Amphibious, Wings

5th|
+5|
+4|
+1|
+4|Bless, +1 Cha

6th|
+6|
+5|
+2|
+5|Weakening Gas, +1 Con

7th|
+7|
+5|
+2|
+5|Growth, Tail Slap

8th|
+8|
+6|
+2|
+6|Domain

9th|
+9|
+6|
+3|
+6|Parley, Detect Gems, +1 Str

10th|
+10|
+7|
+3|
+7|Luck, +1 Cha

11th|
+11|
+7|
+3|
+7|Arcane Skin

12th|
+12|
+8|
+4|
+8|Iron Scales, +1 Str, +1 Con

13th|
+13|
+8|
+4|
+8|Golden speed, +1 Str, +1 Cha

14th|
+14|
+9|
+4|
+9|Frightfull presence, Growth, crush.

15th|
+15|
+9|
+5|
+9|Judgement, +1 Str, +1 Con

16th|
+16|
+10|
+5|
+10|Sunburst, +1 Cha

17th|
+17|
+10|
+5|
+10|Fate, +1 Str, +1 Con

18th|
+18|
+11|
+6|
+11|Domain, +1 Cha

19th|
+19|
+11|
+6|
+11|Answer Fate, +1 Str, +1 Con

20th|
+20|
+12|
+6|
+12|Foresight, +1 Str, +1 Con, +1 Cha[/table]

2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Diplomacy, Disguise, Heal, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Spellcraft, Swim.



Dragon Body: At 1st level of this class the Gold Dragon loses all racial bonus and gains dragon traits. It is a Medium Dragon, 2 claws doing 1d6 + 1/2 Str modifier, a bite doing 1d8 + Str modifier damage and a base speed of 40 foot. The claws are capable of fine manipulation.

The gold dragon also has a natural armor bonus equal to his Con modifier. Whenever the gold dragon grows a size category his Natural armor increases by an extra +1.

The gold dragon is immune to fire but takes +50% damage from cold attacks.

Arcane Blood: A Gold Dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard spell list or cleric spell list. The choice of wich list he draws spells from must be made at 1st level and then can't be changed.

If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table. (if cleric list was chosen then it keeps learning spells from the cleric list instead of sorceror/wizard list)

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)


Alternate Form (Su): A Gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Keen senses: The Gold 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.


Fire Breath: 30 ft cone of fire as a standard action. Fire does 1d6/level damage, Reflex DC 10+1/2 HD+Con modifier halves. Once used must wait 1d4 rounds before using again.

Blindsense: as the normal ability, range 60 ft.

Swimming: The Wings of the Gold Dragon can be used to propel the Gold Dragon through water giving it a swim speed equal to it's base speed. It can swim on the surface or below it without difficulty. It moves through water without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Ability increase: The gold dragon gains the following permanent ability bonus at the following levels:
{table=head]Level|Bonus

1st| +1 Str
3rd| +1 Con
5th|+1 Cha
6th|+1 Con
9th| +1 Str
10th| +1 Cha
12th|+1 Str, +1 Con
13th| +1 Str, +1 Cha
15th| +1 Str, +1 Con
16th| +1 Cha
17th|+1 Str, +1 Con
18th|+1 Cha
19th| +1 Str, +1 Con
20th| +1 Str, +1 Con, +1 Cha[/table]

So at 20 level it has +8 Str, +7 Con, +6 Cha.

Amphibious (Ex): This dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Wings: At 4th level the Gold Dragon can fly at a speed of 10 ft/HD with poor maneuverability. Wings can be used to attack, doing 1d4 + Str damage.

Bless:At 5th level the gold dragon can use Bless as a SLA 1/day for each 5 HD it has.

Weakening Gas: At 5th level the gold dragon gains a new breath weapon, same area as fire breath, but instead of damage creatures within a cone of weakening gas must succeed on a Fortitude save DC 10+1/2 HD+Con modifier or take 1 point of Strength damage per 2 HD of the dragon. Must wait 1d4 rounds before using again.

Growth: The gold dragon grows one size category gaining all bonus and penalties as stated on the 1st page of this thread. In addition, a Gold Dragon gains new attack options depending on its size:
7th level: Large: Tail Slap (1d8)
14th level: Huge: Crush (2d8)

Domain: At levels 8 and 18 the gold dragon can add the spells from one domain to his spells known list. The choices are Law, Luck, and Good.

Parley: At 9th level a gold dragon gains a bonus on diplomacy checks equal to half it's HD.

Detect gems: At 9th level, the gold dragon can detect gems 1/day for every 3 HD it has. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.

Luck: At 10th level, 1/day for each 5 HD it has, the Gold Dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws, ability checks and skill checks, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 1 hours per HD of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Arcane skin: At 11th level the gold dragon gains SR equal to his HD+11.

Iron Scales:At 12 HD the gold dragon gains DR/magic equal to half his HD.

Golden Speed: At 13 HD the gold dragon base speed increases by 10 foot, and an aditional 10 foot for every 2HD the gold dragon gains from here.

Frightfull presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. 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 + ½ dragon’s HD + dragon’s Cha 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.

Crush: The dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

Judgement: At 15th level Geas/Quest SLA as the spell useable 1/day for every 5 HD, except it has only a casting time of one standard action.

Sunburst: At 16th level, SLA as the spell, useable 1/day for every 5 HD, save DC 10+1/2 HD+Cha modifier.

Fate: At 17th level, the gold dragon gains a sacred bonus to AC, skills and saves against attacks from oponents that the golden dragon has taken no harmfull actions against equal to 1/4 his HD.

Answer Fate: At 19th level, 1/day, the golden dragon can cast any number of spells and SLAs on himself as a standard action.

Foresight: At 20th level, SLA as the spell, useable 1/day for every 6 HD.



Comments:

The gold dragon is suposed to be the strongest metalic dragon, so it gets a whooping +8 str. Behind the red dragon yes, but the gold dragon gets powerfull SLAs, alternate form and swim speed in return.

Wich brings us to the point that one thing I've missed is that metalic dragons can get cleric spells. So I added this option to the golden dragon (you still only get to pick one list tough) and later on the class you get to add domains. Unfortenely for the golden dragon he only grows to gargantuan at 21 CR so it stays just huge pre-epic.

Anyway the gold dragon ends up as a powerfull tank/support gish, able to buff his allies while weakening the oposition.

If you want a big "bad" metallic dragon the gold one is for you.

Oslecamo
2010-08-31, 07:04 AM
Green Dragon

http://ebenvantonder.files.wordpress.com/2010/01/dragon.jpg

Green Dragon

HD 12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 | Green Dragon body, Arcane blood
2| +2| +3|+0 |+3 | Keen senses, Acid Breath
3| +3| +3|+1| +3| Blindsense 60 ft. Con+1
4| +4| +4| +1|+4 | Wings, +1 Str
5| +5| +4| +1| +4| Amphibious, +1 Cha
6| +6| +5|+2 |+5 | Sugestion, +1 Str
7| +7| +5| +2| +5| Virtrolic Arcana, +1 Cha, +1 Con
8| +8| +6| +2| +5| Growth, Tail Slap, +1 Cha
9| +9| +6|+3 |+6| Dominate Person
10| +10| +7|+3 |+7 | Plant Growth, +1 Str, +1 Con
11| +11| +7| +3|+7 | Arcane Skin, +1 Cha
12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
13| +13| +8| +4| +8| Corrosion Lord, +1 Cha
14| +14| +9| +4| +9| Intriguist
15| +15| +9| +5| +9| Gasify, +1 Cha
16| +16| +10| +5| +10| Growth, Crush, Frightful presence, +1 Str, +1 Con
17| +17| +10| +5|+10 | Vitriolic Arcana, +1 Cha
18| +18| +11|+6 |+11 |Slither,+1 Str, +1 Con
19 | +19| +11| +6| +11| Politics, +1 Cha
20| +20| +12| +6| +12| Command Plants, Honey Tongue.

[/TABLE]

4 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Climb, Hide, Spot, Listen, Move Silently, Bluff, Intimidate, Knowledge(any), Spellcraft.

Proficiencies: a Green Dragon isn't proficient with any armor or weapons, besides his own natural weapons.


Features:
Green Dragon Body: The Green Dragon loses all other racial bonuses, and gains Dragon traits, Acid subtype, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 base speed, medium size, and a swim speed equal to it's land speed. The Green Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

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

The Green Dragon is immune to Acid. It has no particular vulnerability.


Arcane Blood: A Green Dragon receives spells known and spells per day as a bard of same level, but he casts as a sorcerer and takes his spells known from the sorcerer/wizard spell list.


If it multi-classes as a bard it's spell casting increases as a bard.
If it multi-classes as a sorcerer it counts as already having sorcerer casting depending on it's dragon level, as shown on the following table.

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorcerer would count as already having 1 level of sorcerer and gains the spell slots and spells known that a sorcerer gains when leveling from level 1 to 2, but not the spell slots and spells known from the 1st level of sorcerer. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorcerer would count as having 14 levels of sorcerer(13+1) and gain the spell slots and spells known that a sorcerer gains when leveling from level 13 to 14, but not the spell slots and spells known that a sorcerer gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorcerer.

If a dragon takes a casting Prestige Class, it may choose to advance his casting as that of a sorcerer. So a Dragon 10/Loremaster 10 would cast as a 18th level sorcerer (he would still receive spell slots and spells known from a bard 10 from the first 10 dragon levels and then the spell slots and spells known from a sorcerer 11-18 for the loremaster levels)


Keen senses: The Green 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.

Acid Breath: line 60 ft dealing 1d6 Acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Line increases by 10 ft. with each extra HD the player takes from here.

Blindsense: as the normal ability, range 60 ft.

Ability score increase: The Green Dragon ability scores increase by the shown amount.
{table]Level | Total bonus gained
3 | +1 Con
6 | +2 Str, +1 Con, +1 Cha
7 | +2 Str, +2 Con, +2 Cha
8 | +2 Str, +2 Con, +3 Cha
9 | +2 Str, +2 Con, +4 Cha
10 | +3 Str, +3 Con, +4 Cha
11 | +3 Str, +3 Con, +5 Cha
13 | +4 Str, +3 Con, +6 Cha
15 | +4 Str, +3 Con, +7 Cha
16 | +5 Str, +4 Con, +7 Cha
17 | +5 Str, +4 Con, +8 Cha
18 | +6 Str, +5 Con, +8 Cha
19 | +6 Str, +6 Con, +9 Cha


[/table]

NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Wings: At 4th level the Green Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.


Amphibious (Ex): At 5th level this dragon can now breathe underwater indefinitely and can freely use its breath weapon, spells, weapons and other abilities while submerged.

Green Dragon SLAs:At level 6 Suggestion 1/day for ever 3 HD .
At level 10 Plant growth 1/day for every 5 HD.

Saves=10+1/2HD+Cha mod.

Growth: At 8th level the Green Dragon grows to large size.
At 16th level the Green Dragon grows to huge size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: At 9th level the Green dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Dominate Person (Sp): At 9th level the Green Dragon can now use Dominate Person as an SLA 2/Day for every 3 HD it has. Save DC 10+1/2HD+Cha mod. At 18 HD this upgrades to dominate monster.

Arcane skin:At 11th level the Green Dragon gains SR equal to his HD+11.

Iron Scales: At 12th level the Green dragon gains DR/magic equal to half his HD.

Corrosion Lord:At 13th level the Green Dragon casts spells with the [Acid] descriptor at +2 caster level and ignores any limit on caster level on such spells.

Intriguist: The green dragon gains a bonus to bluff and intimidate checks equal to half it's HD.

Gasify:At 15th level, a number of times per day equal to his Cha mod and as a move action, the green dragon can make his breath persist in the form of an acidic cloud of gas with the same area as the breath. The acidic cloud can be shaped in any way the dragon wants and moves at a flight speed equal to the dragon's base speed with perfect maneuverability. It doesn't hinder movement but creatures and objects that start their turn inside it take damage equal to the dragon's breath weapon (reflex save allowed). The dragon needs to spend a move action every turn to keep the acidic cloud going, and can only persist it up to 1 round per HD.

Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size

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 1½ times the dragon’s Strength bonus (round down).


Frightful Presence: At 16th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. 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 + ½ dragon’s HD + dragon’s Cha 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.

Slither: At 18th level the green dragon is well used to walk trough the dirt. It ignores all difficult terrain and can treat himself as a large or medium creature in hide checks and/or passing trough small spaces.

Politics:At 19th level, if the green dragon sucessfully feints or demoralizes an oponent in combat, that oponent takes a penalty on saves against the green dragon spells and abilities equal to 1/2 HD untill the end of the green dragon's next turn.

Command Plants (Sp): At 20th level the Green dragon can now use Command Plants as a SLA 1/day for every 5 HD it has. Save=10+1/2HD+Cha modifier

Honey Tongue:At 20th level, 1/day, the green dragon can spend one minute talking smoothly and shopisticatedly to one sentient creature that can hear him (spending his standard action every turn, but the dragon can still move). At the end of his speech, the green dragon makes an intimidate or bluff check, and the target of his speech must make a Will save with DC equal to the check or come under the Green Dragon's permanent control and must now obey all his orders whitout new saves allowed. This isn't a mind affecting ability and thus cannot be stoped by mindblank, undead/construct traits and similar protections, altough having Int under 2 or no Int score at all protects the listener from this ability.

The combined HD of the controled creatures cannot exceed the green dragon's HD. The green dragon can release older slaves to make room for new ones (they won't be happy). If the speech is interrupted this ability fails and the green dragon must try again on the next day. Just blocking your ears won't work, but a silence spell would.

Other green dragons know better and are immune to this ability.



Comments:

The green dragon is the manipulator wyrm, bullying you if you look weak and whispering sweet words at your hear if you look strong. It has an excellent charisma and several controling abilities to manipulate his oponents.

If you feel like playing a dragon whose tongue is as powerfull as his muscles then the green dragon's for you.




Made by un_known, posted again to clean up some stuff since the creator hasn't shown up for some time.

Oslecamo
2010-08-31, 09:16 AM
Bronze dragon:

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG81.jpg

HD:d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Bronze Dragon body, Arcane blood, Alternate Form
2| +2| +3|+0 |+3 | Keen senses, Lightning Breath
3| +3| +3|+1| +3| Blindsense, Amphibious, Create Food and Water, Fog Cloud, +1 Str
4| +4| +4| +1|+4 | Wings
5| +5| +4| +1| +4| Detect Toughts, Speak with Animals, Wild Empathy
6| +6| +5|+2 |+5 | Repulsion breath, +1 Con
7| +7| +5| +2| +5| Rescue, +1 Cha
8| +8| +6| +2| +5| Domain
9| +9| +6|+3 |+6|Growth, Tail Slap
10| +10| +7|+3 |+7 |Control Water, +1 Str
11| +11| +7| +3|+7 | Arcane Skin
12| +12| +8| +4|+8 | Iron Scales, +1 Str, +1 Con
13| +13| +8| +4| +8| Rescue, +1 Cha
14| +14| +9| +4| +9| Wanderer, +1 Str, +1 Con
15| +15| +9| +5| +9| Growth, Crush, Frightful presence
16| +16| +10| +5| +10|Protector, +1 Cha, +1 Con
17| +17| +10| +5|+10 |Bronze Friendship, +1 Str, +1 Con
18| +18| +11|+6 |+11 |Domain, +1 Cha
19 | +19| +11| +6| +11| Bronze Unity, +1 Str, +1 Con, +1 Cha
20| +20| +12| +6| +12| Change Weather, +1 Cha, +1 Con, +1 Str
[/TABLE]
4 Skill points+int per level, quadruple at 1st level. Class skills: Appraise, Bluff, Concentration, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (Any), Listen, Spot, Survival, Swim.

Proficiencies: A Bronze Dragon isn't proficient with any armor or weapons, besides its own natural weapons.


Features:
Bronze Dragon Body: The bronze dragon loses all other racial bonuses gaining Dragon traits (including darkvision 60' and immunity to paralysis & sleep), with one bite as a primary natural attack dealing 1d8+str, as well as 2 claws as secondary natural attacks dealing 1d6+1/2 str damage each, 40' base speed, swim speed equal to it's base speed and is medium sized. The bronze dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

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

The bronze dragon is immune to electrecity. It has no particular vulnerability.


Arcane Blood:A bronze dragon receives spells known and spells per day as a bard of same level, but he casts as a sorceror and takes his spells known from the sorceror/wizard or cleric spell list. The choice of wich list he draws spells from must be made at 1st level and then can't be changed.


If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table. (if cleric list was chosen then it keeps learning spells from the cleric list instead of sorceror/wizard list)

{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]

So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. He would get the familiar ability, but dragon levels wouldn't count for it.

A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(13+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13. He would get the familiar ability, but dragon levels wouldn't count for it.

His Caster level remains equal to his full HD when multiclassing to sorceror.

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)

Alternate Form (Su): A bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action 1/day for each HD it has. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Keen senses: At 2nd level, the bronze 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.

Lightning Breath: As a standard action no more than once every 1d4 rounds, the Bronze dragon may breathe out a line of lightning out to 60', plus 10' per class level. It deals 1d6 damage/HD, with a reflex save (10+1/2 HD+Con Mod) for half.

Blindsense: As the srd ability, 60 foot range.


Ability score increase: The bronze dragon gains permanent bonus to his ability scores as the following table.

{TABLE]Level |Bonus
3| +1 Str
6| +1 Con
7| +1 Cha
10| +1 Str
12|+1 Str, +1 Con
13| +1 Cha
14| +1 Str, +1 Con
16| +1 Cha, +1 Con
17| +1 Str, +1 Con
18| +1 Cha
19 | +1 Str, +1 Con, +1 Cha
20| +1 Str, +1 Con, +1 Cha
[/TABLE]

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


Wings:At level 4 the Bronze dragon becomes able to fly with a speed of 10' per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a secondary natural attack dealing 1d4+1/2 str damage.


Amphibious (Ex): At 3rd level this dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Bronze Dragon SLAs: At 3rd level the bronze dragon can now use Create Food and Water and Fog Cloud as SLAs 1/day for every HD it has.

At 5th level it can use Detect Toughts and Speak with Animals 1/day per HD.

Save DCs 10+1/2 HD+Cha mod.

Wild Empathy: Gained at 5th level, works as the Druid ability, but using the full HD of the Bronze Dragon for the check.

Repulsion Breath:At 6 HD, instead of the line of lightning the Bronze dragon may breath out a cone of repulsion gas out to 30', plus 5' per class level. Those caught in the blast must make a will save (DC 10+1/2 HD+Cha Mod) or be forced to do nothing but move away from the dragon for 1d6 rounds. This increases to 2d6 rounds at level 6 and by another 1d6 every 3 levels thereafter, up to 6d6 at level 18. This is a mind affecting compulsion effect. It must then wait 1d4 rounds before using it again.

Domain: At levels 8 and 18 the bronze dragon can add the spells from one domain to his spells known list. The choices are Animal, Law, and Water.


Growth:At 9th level the Bronze dragon grows to large size.
At 15th level the Bronze dragon grows to huge size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.


Tail slap:The Bronze dragon can now make a tail slap attack dealing 1d8 damage (already taking in acount large size). This is a natural secondary attack.

Control Water:At10 HD as an SLA, once per day/5 HD, save DC 10+1/2 HD+Cha mod.

Arcane skin: Starting at 11th level, the Bronze dragon gains SR equal to his HD+11.

Iron Scales: Starting at 12th level, the Bronze dragon gains DR/magic equal to half his HD.

Rescue:At 13th level the Bronze Dragon can, as a fullround action, take two move actions and during them pick up any number of creatures whose combined weight doesn't put the dragon over a light load. The Bronze dragon can then drop those creatures at another point of his movement, or move them to his back at wich point they count as riding the dragon.

Rescue movement doesn't provoke attacks of oportunity.

Wanderer:At 14th level the Bronze Dragon gains a bonus to Survival and Disguise checks equal to half his HD, plus the track feat. If it already has the track feat it may pick any other feat for wich he meets the pre-requisites.

Frightful Presence:At 15th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Oponents 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 oponent that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, oponents 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.

Crush: At 15th level this dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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 1½ times the dragon’s Strength bonus (round down).

Protector: At 16th level creatures smaller than the bronze dragon adjacent (or riding it) get a sacred bonus to AC and saves equal to 1/4 the Bronze dragon's HD.

Bronze Friendship: Unlike most other dragons bronze ones greatly enjoy the company of other beings. At 17th level, if a bronze dragon spends at least 8 hours in a day within view range of a creature wich doesn't consider the bronze dragon an enemy, that creature counts as affected by a Greater Status effect as the spell, except that it extends to other planes, counts as an extraordinary effect, and has a permanent duration.

A bronze dragon can have a number of bronze friends equal to his Cha mod. If it reaches the limit it may swap old friend for new ones.

Bronze Unity: At 19th level, 1/day as a standard action the Bronze Dragon can rally his closest teammates with a mighty sense of companionship, camaredage and similar feelings. The Bronze Dragon and any adjacent bronze friends gain a friendship bonus to AC, Saves, Attack and Damage rolls equal to the number of bronze friends adjacent to the Bronze Dragon when this ability is used.

This effect lasts for a number of rounds equal to the Bronze Dragon's Cha mod, but the affected creatures don't need to remain adjacent after it started.

Change Weather: At 20th level the Bronze Dragon can use Control Weather as a SLA once per day/5 HD, except that the casting time is only one standard time. Save DCs are 10+1/2HD+Cha mod.



Comments:

The bronze dragon is specially connected to nature, with several water and animal related powers. It has better skills than the gold dragon in return for a little worse stats, and weaker SLAs in return for more variety. The extra breath weapon is also better as it targets will and takes oponents out of the battle. Plus no elemental vulnerability is always nice.

The bronze dragon also seems less arrogant than the other so it gets several teamwork abilities. Rescue allows you to move around allies, and protector and bronze friendship help the dragon help others. Of course, geting too togheter will make you a tasty target for area effects.

So if you want a more rangerish dragon that loves to work as a team, the bronze dragon's for you!


Contributed by Gorgondantress

AmberVael
2010-08-31, 09:25 AM
A minor suggestion-

In your list of classes in alphabetical order, I think you should split the combined classes (that is, multiple classes in a single post) into multiple links. If someone goes looking for 'Succubus,' for example, they might have difficulty finding it, since it is with Ogre Mage.

Oslecamo
2010-08-31, 09:46 AM
Will-O'-Wisp: Remove the miss chance. It's just geting on the way with such a low probability.

-Have the shock simply deal 1d8 at begginning, plus an aditional d8 for every 5 HD, allowing iterative attacks.

-No to super shock. We already have the lantern archon as flying lazer ball.

-Increase skill points to 8 per level to represent the trickery nature.

-State that the Will-O-Wisp invisibility is extraordinary, increase to 1/day per HD and add that it cannot be overcome by magic effects like see invisibility, purge invisibility, and similar,but still by blindsight and normal sense.

-Remove pseudo-warlock (not srd) and add pseudo-caster.

-Fix the table saves.

-Make nullify magic scale faster to at 20 HD you have immunity to 9th level spells.

Naztharune Rakshasa:As it stands it's way better than the Gloom (better saves, much more abilities, more scores), and that's a really bad thing. The base skeleton of abilities is good, but you'll need to cut down saves, skill points per level, ability scores ( just a couple left in the end if any at all) and perhaps the Bab to make room for all the abilities while keeping it from being a godlike rogue. Also cut the auto-entry to assassin.

Flind Gnoll:They're a diferent species alltogheter than gnolls, just like ogres and ogre mages. Doing them as prc is rejected out of the bat.

Vael:Noted, will take care of that now.

Gorgondantess
2010-08-31, 09:56 AM
Naztharune Rakshasa:As it stands it's way better than the Gloom (better saves, much more abilities, more scores), and that's a really bad thing. The base skeleton of abilities is good, but you'll need to cut down saves, skill points per level, ability scores ( just a couple left in the end if any at all) and perhaps the Bab to make room for all the abilities while keeping it from being a godlike rogue.
Okay, so... how about just good will saves, 4+int per level skills, and cutting down by 1 each on the ability scores? I'll do that now.


Flind Gnoll:They're a diferent species alltogheter than gnolls, just like ogres and ogre mages. Doing them as prc is rejected out of the bat.

Likewise, the Ulitharid is a different species than the illithid, but you still managed to make that into a PrC. THe flind gnoll is exactly the same as the gnoll, just better stats.

Also, what's up with the progression for dragon SLAs? EVERY OTHER creature bases it off of HD, and yet the dragons base it off of class level. Why? Seems like a lazy way to get past dead levels, to me.

Oslecamo
2010-08-31, 10:00 AM
Okay, so... how about just good will saves, 4+int per level skills, and cutting down by 1 each on the ability scores? I'll do that now.

Let me take another look then.



Likewise, the Ulitharid is a different species than the illithid, but you still managed to make that into a PrC. THe flind gnoll is exactly the same as the gnoll, just better stats.

Ulitharids are born from normal mind flayer tadpoles and only reveal their true nature when they grow up. You can't get closer as a species than that, they're simple special cases. Flind Gnolls are not born from gnoll mothers, gnolls don't grow up and suddenly become stronger flind specialists out of nowhere.





Also, what's up with the progression for dragon SLAs? EVERY OTHER creature bases it off of HD, and yet the dragons base it off of class level. Why? Seems like a lazy way to get past dead levels, to me.


Because other classes don't get excellent base statistics, breath weapon, scalable flight, spellcasting and other stuff on top of their SLAs. Making all of their SLAs scaleable would be too scaling for my tastes. And yes it does help kill dead levels.

Also, Djinni and some other monsters do have "fixed" SLAs of their own, not just the dragons.

Kobold-Bard
2010-08-31, 10:34 AM
Will-O'-Wisp: Remove the miss chance. It's just geting on the way with such a low probability.

-Have the shock simply deal 1d8 at begginning, plus an aditional d8 for every 5 HD, allowing iterative attacks.

-No to super shock. We already have the lantern archon as flying lazer ball.

-Increase skill points to 8 per level to represent the trickery nature.

-State that the Will-O-Wisp invisibility is extraordinary, increase to 1/day per HD and add that it cannot be overcome by magic effects like see invisibility, purge invisibility, and similar,but still by blindsight and normal sense.

-Remove pseudo-warlock (not srd) and add pseudo-caster.

-Fix the table saves.

-Make nullify magic scale faster to at 20 HD you have immunity to 9th level spells

...

All done. Left an improved Miss chance in since Magic Immunity caps at 8th level spells at 20th level (which was the only way I could do it evenly without giving them immunity at level 4 instead of 6).

Mystic Muse
2010-08-31, 12:43 PM
Because other classes don't get excellent base statistics, breath weapon, scalable flight, spellcasting and other stuff on top of their SLAs. Making all of their SLAs scaleable would be too scaling for my tastes. And yes it does help kill dead levels.

Also, Djinni and some other monsters do have "fixed" SLAs of their own, not just the dragons.

are you aware that the planar dragons get SLAs that scale from HD and not level?

The Winter King
2010-08-31, 01:09 PM
This is my first time making a class:smallredface: so please point out all my mistakes or ill never do it right. So here is the spell weaver.
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_116.jpg
HD: d6
Spell Weaver
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

1st|
+0|
+0|
+0|
+2|Body of the Six Armed Mage, Basic Disk, Sorcerous Talent, Vow of Silence, +1cha|2|0|-|-|-|-

2nd|
+1|
+0|
+0|
+3|Telepathy, +1int|3|2|-|-|-|-

3rd|
+1|
+1|
+1|
+3|Mage Powers, +1cha|4|3|-|-|-|-|-

4th|
+2|
+1|
+1|
+4|Spellweaving, +1int|5|4|2|-|-|-|-|-

5th|
+2|
+1|
+1|
+4|Shielded Thoughts +1cha|6|5|3|-|-|-|-|-|-

6th|
+3|
+2|
+2|
+5|Improved Disk, +1 int|6|6|4|2|-|-|-|-|-|-

7th|
+3|
+2|
+2|
+5|Arcane Resilience +1cha|7|6|5|3|-|-|-|-|-|-|-

8th|
+4|
+2|
+2|
+6|Bonus feat, +1int|7|7|6|4|2|-|-|-|-

9th|
+4|
+3|
+3|
+6|Magecraft +1cha|8|7|6|5|3|-|-|-|-

10th|
+5|
+3|
+3|
+7|Perfect Disk, +1int|8|8|7|6|4|2|-|-|-
[/table]
2 Skill points+int per level, quadruple at 1st level. Class skills: Craft, Concentration, Knowledge(any), Profession, Spellcraft, Use Magic Device.

Proficiencies: A Spell weaver isn't proficient with any kind of armor and is proficient with all simple weapons and its own natural weapons.

Features:
Body of the Six Armed Mage: The Spellweaver loses all other racial bonuses, and gains Aberration traits. It has 2 primary slam attacks for 1d3+str mod. damage each and 30 base speed, medium size. The Spellweaver has 4 additional arms, but they're too weak to do anything for now.


A Spellweaver also gets a natural armor bonus equal to its Constitution modifier.


At 6HD, a Spellweaver has 3 slams and 3 fully functional arms.


At 8HD, a Spellweaver has 4 slams and 4 fully functional arms.


At 10HD, a Spellweaver has 5 slams and 5 fully functional arms.


At 12HD, a Spellweaver has 6 slams and 6 fully functional arms.

Sorcerous Talent: A Spellweaver can cast spells as a sorcerer of its level except that it uses its own spells per day as indicated in the table.


A spellweaver has 2 0level spells known plus one per point of intelligence bonus at the 1st level. A spellweaver also learns an additional spell known each level past first. These spells may be chosen from any arcane spell list and a spellweaver may learn sorcerer only spells.


In addition a spellweaver casting a spell requires a number of free hands equal to the spell's level. A spell of the 7th level or higher occupies six arms.


A spellweaver's spellcasting advances past level 10 using the sorcerer's spells per day. To determine spells per day gained subtract the spells per day of a sorcerer whose level is equal to the spellweaver total spellcaster level(spellweaver level + sorcerer levels + PRCs that are advancing this class' spellcasting) from that of a sorcerer one level lower and add them to the spwellweaver's spells per day. Spells known advance at 1 per level that advances spell casting.


ie. Jack is a 10th level spellweaver who has just reached level eleven and has decided to take a level of sorcerer. He would gain 1 4th and one 5th level spell per day and one additional spell known.


Essentially you subtract the spells per day of a sorcerer one level lower than your combined sorcerer and spellweaver levels and add the difference to you spells per day and you still learn only 1 additional spell at each level.

Basic Disk: Every spellweaver has a disk that contains all of their memories. This Disk functions much like a wizard's spell book and has a number of effective pages equal to 10 x its Intelligence modifier. A spell weaver may exchange one spell known per point of Intelligence modifier for a spell in the disk's memory when it renews its spells per day.


A Disk can be imbued so it can be used as the focus for any spell within it by paying 2xthe focus' price. The Spellweaver must be holding the disk to use it.


Placing a spell in the disk costs the same as scribing a spell in a spell book.


The Disk is a Fine sized object that has half of its master's hp, hardness equal to 1/2 its HD and uses its master's saving throws. The Disk's destruction has the same consequences as the death of a familiar, and may be recreated in a 24 hour ritual costing 100gp and all of the spellweaver spell slots for that day.

Vow of Silence A spellweaver can never speak. It replaces the verbal components of spells with somatic components and it cannot ever apply the effects of the Still Spell metamagic feat to any of its spells from any class.

Ability score increase: The spellweaver's ability scores increase by the shown amount.
{table=head]Level|Total Ability Score Increase
1st|+1 Cha
2nd|+1 Cha, +1 Int
3rd|+2 Cha, +1 Int
4th|+2 Cha, +2 Int
5th|+3 Cha, +2 Int
6th|+3 Cha, +3 Int
7th|+4 Cha, +3 Int
8th|+4 Cha, +4 Int
9th|+5 Cha, +4 Int
10th|+5 Cha, +5 Int[/table]
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

Telepathy: A Spellweaver can comunicate telepathically to any creature that is within 60ft. It can also use this ability to activate magic items with a command word.


For every 3 additional HD a spellweaver has increase the range of its telepathy by 10ft.

Magepower: A Spellweaver gains a number of uses of Magepower equal to its HD. He can spend one use to cast detect magic, or 2 uses to use arcane sight or see invisibility as SLAs.


At 6HD a spellweaver can use invisibility as a SLA for 2 uses of magepower


At 12HD a spellweaver can spend 4 uses of Magepower to use greater arcane sight, or planeshift as SLAs

Spell Weaving(Ex): A spellweaver is famous for their ability to cast multiple spells each round. A spellweaver using this ability can cast a number of spells in a round equal to half his HD as a full round action and the levels of all spells cast must not exceed half his HD(Maximum six spells and spell levels).


Also the spellweaver may not cast more than two spells that have the same name and takes a penalty to his caster level for all spells cast using spellweaving equal to the number of spells cast with this ability.


At 10HD a spellweaver's spell weaving takes an action equal to the longest casting time of the spells cast and he may cast three spells with the same name.

Shielded Thoughts: A spellweaver gains a bonus on saving throws against mindaffecting effect equal to half its HD and no longer automatically fails a Will save on a roll of one.

Improved Disk: An Improved Disk allows a spell weaver to cast any spell within its disk by taking a full round action, making a Spellcraft check with a DC equal to the spell's level + 15 and expending a spell slot of the appropriate level. If you fail the check the spell slot is lost for the day. A spellweaver cannot combine this use of Improved Disk with its spellweaving ability.


The Disk can now supply a number of spell levels of energy equal to half his spellweaver levels. Every 2 HD not gained from this class increase the effective spellweaver for this ability by one.


In addition its hardness now equals its master's HD and it gains a bonus to its saving throws equal to its master's Charisma modifier.


ie. A 6th level spell weaver would have 3 spell levels which could be spent on a single 3rd level spell, a 2nd and a 1st level spell or 3 1st level spells.

Arcane Resilience: A spellweaver's SR = 11 + HD.

Bonus feat: A spell weaver gains a bonus feat from the wizard bonus feat list.

Magecraft: A spellweaver gains a bonus on Concentration checks equal to 1/3HD.

Perfect Disk: A spellweaver's disk now has twice as many effective pages and can supply a number of spell levels of energy equal to his spellweaver level + 1/2 HD from nonspellweaver levels.


The Disk reduces Magepower costs by one while held.


In addition the Disk has hp equal to its master's, has equal to its master's HDx2 and add its master's intelligence modifier to its AC.

Comments:The spellweaver is a powerful sorcerer which gains more spells per day, less spells known(about 2 per spell level)with the option to change its spells known each day. Note that the spell weaver cannot cast 6th level or higher level spells while using its disk.

Changelog
okay i have removed multitasking, changed its spell known progression, defined the Disk, restricted spell weaving to two spells of the same name and unable to combine it with improved disk
Made the changes oscleamo suggested and switched type to aberration as it seemed more fitting(alien mind set)

Mystic Muse
2010-08-31, 01:16 PM
spell weaving looks fairly easy to abuse. at 12th level I can cast sixth first level spells. I just cast 6 lesser orbs of x and I deal 30d8 damage in one turn. which I believe averages out to 135 damage.

Kobold-Bard
2010-08-31, 01:20 PM
At the very least you always need a picture. Assuming Google hasn't failed me then this should be one:

http://t0.gstatic.com/images?q=tbn:O28fgTE1ySTd_M::community.wizards.com/go/thread/view/75882/19780490/What_is_Jergal&t=1&usg=AFrqEzeyEaMuTsyTrkTeTRSCyAPW6oOdpQ

Can't comment on the class too much since I've never heard of a Spellweaver before.

The Winter King
2010-08-31, 01:28 PM
What if I put a caster level penalty and limited the number of spells of the same level. Say -5CL and no more than 3 spells of the same level or name and cannot be from the disk. Then you could do 30d8 but you would have wasted many spells known.

That way a Lv 12 Spell Weaver could cast 3 lesser orbs and a fireball, dealing 12d8+5d6 (avg 61.5)

Vizzerdrix
2010-08-31, 01:40 PM
http://t3.gstatic.com/images?q=tbn:Z2ID_iy-4W-oTM:http://i657.photobucket.com/albums/uu300/LuciferSonOfSatan/KythonSlaughterking.jpg&t=1

Just posting my request again, in case it's been forgotten. (aaaaw look how cuuute he is playing with his snack. Hi little fella. Who's a good little giant bug lizard thing? You are! wanna peasant? :smallredface:)

Also, Formians, maybe? The little ant people would be neat, and I could see a town builder game based on both races.

Crafty Cultist
2010-08-31, 01:47 PM
If no one else is doing it I'll give kythons a shot. probably a base class that gets them to adult and prestige classes for their more advanced forms

Vizzerdrix
2010-08-31, 01:58 PM
That would be amazing. Yes please :smallsmile:

Gorgondantess
2010-08-31, 03:03 PM
Let me take another look then.
Yessir, all done sir.




Ulitharids are born from normal mind flayer tadpoles and only reveal their true nature when they grow up. You can't get closer as a species than that, they're simple special cases. Flind Gnolls are not born from gnoll mothers, gnolls don't grow up and suddenly become stronger flind specialists out of nowhere.

No.... they are normal mindflayer tadpoles from all appearances, but certain tadpoles are special and make ulitharids. And it's not just a normal mindflayer that starts out short then one day grows six feet and 2 extra tentacles: once an ulitharid, always an ulitharid. Once a mindflayer, always a mindflayer. In fact, it can be recognized as an ulitharid during cerebromorphosis, before it's even fully formed.
And that's why I specified that there can't be any class levels before taking the flind gnoll- that way it can't just suddenly "happen" after years of adventuring. Why don't I include a special requirement just saying that the player has to state themselves as a flind gnoll when taking the first level of the class?



Also, Djinni and some other monsters do have "fixed" SLAs of their own, not just the dragons.
Ah, I suppose they do. Still... from an optimization standpoint, I'd personally just say "screw this, I'm taking abjurant champion so I can get 9th level spells!" I really, really want there to be something to make the last 6 levels of the dragon worth it, and scaling up 3rd level SLA uses just isn't going to cut it. It's your class, so it's your choice... I'm just trying to make my point here. Take it as you will.

Oslecamo
2010-08-31, 03:17 PM
are you aware that the planar dragons get SLAs that scale from HD and not level?

Yes. That's why they're planar dragons. If I wanted all dragons to be the same I would've created a standard template where you choose the element and some SLAs and be done with it.

The Winter King:Qualifies for multitasking whitout meeting the pre-requisites...? That's plain BROKEN right there. That feat has a billion pre-requisites for very good reasons.

No to duskblade spellcasting. What part of "don't make classes that need material out of the srd to work" did you miss?

The rest is... Confusing. Or perhaps it's the shock from giving multitasking for a caster for almost free. Please clear up the text, I'll look at it later.

Gorgondantess:Sooo, one day you're complaining that I optimize taking in acount OP prcs, and now you complain that I don't do that. Make up your mind please, because you're not making any point at all.

And still no to Flind gnoll prc. Will look at the Rakasha again after clearing my head a little from triple action spellcasters and you trying to argue that direct descendants aren't directly related.

Archdeacon GX
2010-08-31, 03:27 PM
Has anyone done a Demilich (http://www.d20srd.org/srd/epic/monsters/demilich.htm) yet? I think that would be pretty interesting. Perhaps even give them the option not to be a floating skull, with an alternative that has an equal amount of pros and cons.

Gorgondantess
2010-08-31, 03:30 PM
Gorgondantess:Sooo, one day you're complaining that I optimize taking in acount OP prcs, and now you complain that I don't do that. Make up your mind please, because you're not making any point at all.
Incantatrix- especially the old version- is OP. Abjurant champion is not. Case in point: you won't find many DMs who'll ban Abjurant Champion. I haven't. You will find many DMs who will ban incantatrix. I have. 'Sides, if you consider them both to be both OP, then you are indirectly saying that Ethergaunt>Dragon, as you're not balancing the Dragon against an 'OP' PrC, while you are balancing the ethergaunt against another 'OP' PrC. Make up your mind.:smalltongue:
And I have made up my mind: the idea is to make something where PrCing out isn't an obvious choice, but still a viable choice. It's a balance somewhere between making PrCing out the only good choice and making PrCing out an idiotic choice.


Will look at the Rakasha again after clearing my head a little from triple action spellcasters and you trying to argue that direct descendants aren't directly related.
I'm just going by Lords of Madness, and as far as I'm concerned, gnolls are to flinds as illithids are to ulitharids. I know quite a bit about both species, having played each multiple times. Both illithids and ulitharids come from a mother brain, true, but urophions also come from a mother brain.

Crafty Cultist
2010-08-31, 03:33 PM
Has anyone done a Demilich (http://www.d20srd.org/srd/epic/monsters/demilich.htm) yet? I think that would be pretty interesting. Perhaps even give them the option not to be a floating skull, with an alternative that has an equal amount of pros and cons.

The demilich is essentially an epic prestige class, so it wont see much use except in epic campaigns. It will be done eventually, but there are plenty of other monsters to do so it might take a while

flabort
2010-08-31, 03:45 PM
Also, I might note, the link you posted specifically states

demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part;
emphasis mine.

you don't have to give them the option to be a part other than skull, they already have it.

Although Perfect Automatic Still Spell assumes you'll be a skull, so I'd allow a replacement ability. (like Perfect automatic Silent Spell if you use your hand instead)

Oslecamo
2010-08-31, 03:58 PM
Incantatrix- especially the old version- is OP. Abjurant champion is not. Case in point: you won't find many DMs who'll ban Abjurant Champion. I haven't. You will find many DMs who will ban incantatrix. I have. 'Sides, if you consider them both to be both OP, then you are indirectly saying that Ethergaunt>Dragon, as you're not balancing the Dragon against an 'OP' PrC, while you are balancing the ethergaunt against another 'OP' PrC. Make up your mind.:smalltongue:

If you keep insisting that I balanced the ethergaunt against the original incantrix (and not under as I said plenty of times), on top of Abjurant Champion being a perfectly balanced prc, then this discussion is over, and your pending material will be moved to the bottom of my priority list. Good day sir.

Gorgondantess
2010-08-31, 04:09 PM
If you keep insisting that I balanced the ethergaunt against the original incantrix (and not under as I said plenty of times), on top of Abjurant Champion being a perfectly balanced prc, then this discussion is over, and your pending material will be moved to the bottom of my priority list. Good day sir.

I don't recall you ever saying that: in fact, if I remember correctly, you said the opposite. If you have said so and I'm mistaken, then I'm sorry, I've forgotten. I also consider Abjurant Champion a well balanced PrC: powerful, yes, but still balanced, "thou shalt not lose CL" and all.
If that makes you want to move my material to the bottom of your list, then that's your decision. It's your thread, after all.

Mystic Muse
2010-08-31, 04:19 PM
the idea is to make something where PrCing out isn't an obvious choice, but still a viable choice. It's a balance somewhere between making PrCing out the only good choice and making PrCing out an idiotic choice.

I agree with Gorgondantess. As written, it would be better to PRC out with several of the dragons. I also don't see the benefit to taking one of the true dragons (Short of alternate form) to one of the planar dragons. The Pyroclastic for example, as written seems to me to be better in almost every way than the red dragon. I realize that we're supposed to cut out the spellcasting (Although, I'd prefer to leave it in and take the SLAs and some of the abilities out.) but until we do, the Pyroclastic just seems plain stronger than the red dragon to me.

Also, I agree with Gorgon on the gnoll flind issue if what he says is true.

Oslecamo
2010-08-31, 04:31 PM
Pyroclastic dragon From Draconomicon

http://i120.photobucket.com/albums/o178/tramirez89/magmaDragon.jpg


HD: d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Pyroclastic Body, Produce Flame, +1 Str
2| +2| +3|+0 |+3 | Keen senses, Pyroclastic Breath,
3| +3| +3|+1| +3| Blindsense 60 feet, Sound Burst
4| +4| +4| +1|+4 | Wings, +10 Speed +1 Con
5| +5| +4| +1| +4| Growth, Magma Body
6| +6| +5|+2 |+5 | Pyrotechnics, Shatter, +1 Cha
7| +7| +5| +2| +5| Destruction Breath, See no Evil
8| +8| +6| +2| +6| Wall of Fire, Improved Sunder
9| +9| +6|+3 |+6| Growth, Tail Slap, +1 Strength, +1 Constitution
10| +10| +7|+3 |+7 | Shout, Wall of Stone, +1 Charisma
11| +11| +7| +3|+7 | Pyroclastic Scales, Destruction Body, +10 Speed
12| +12| +8| +4|+8 |Growth, Frightful presence, Crush, +1 Str, +1 Con
13| +13| +8| +4| +8| Hear No Evil, Gehenna Sunder, +1 Cha
14| +14 | +9| +4| +9| Power Word Stun, Volcano +1 Str, +1 Con
15| +15 | +9| +5| +9| Fire Storm, Pyroclastic Magic
16| +16 | +10| +5| +10| Incendiary Cloud, Pyroclastic Assault, +1 Cha
17| +17| +10| +5| +10|Meteor Swarm, +1 Strength, +1 Constitution, +1 Cha
18| +18| +11| +6| +11| Growth, Tail Sweep, +1 Str, +1 Con
19| +19 | +11| +6| +11|Immobile, +1 Str, +1 Con, +1 Cha
20| +20| +12| +6| +12|Magma Body, Eruption
[/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 Pyroclastic dragon isn't proficient with any armor or weapons, besides his own natural weapons

Pyroclastic BodyThe Pyroclastic dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 claws for 1d6 damage each, a 40 foot base land speed and medium size, plus a climb and burrow speed equal to half his land speed each. The Pyroclastic dragon has wings but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for anything a human hand could do.

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

The Pyroclastic dragon has resistance to Sonic damage equal to its total hit dice. In addition to this, The Pyroclastic dragon has complete immunity to mundane fire and resistance to magical fire equal to its total hit dice.

Pyroclastic Magic:Whenever a spell appears at the Pyroclastic Dragon table the pyroclastic dragon gains it as a SLA useable a certain number of times per day. Save DCs are 10+1/2HD+Cha mod.

Level 1: Produce Flame 1/day per HD

Level 3: Sound Burst 1/day per HD

Level 6: Pyrotechnics and Shatter 1/day per 2 HD each

Level 8: Wall of Fire 1/day per 2 HD

Level 10:Shout, Wall of Stone, 1/day per 2 HD each

Level 14: Power Word, Stun, 1/day per 3 HD

Level 15:Fire Storm, 1/day per 4 HD

Level 16:Incendiary Cloud, 1/day per 5 HD

Level 17:Meteor Swarm, 1/day per 6 HD

Ability Increase: The pyroclastic dragon gains the following bonus at the following levels

{table]Level | Ability Bonus
1 | +1 Str
4| +1 Con
6| +1 Cha
9|+1 Strength, +1 Constitution
10|+1 Charisma
12| +1 Str, +1 Con
13| +1 Cha
14| +1 Str, +1 Con
16| +1 Cha
17| +1 Strength, +1 Constitution, +1 Cha
18| +1 Str, +1 Con
19| +1 Str, +1 Con, +1 Cha
[/table]
For a total of +7 Str, +7 Con and +6 Cha at 20th level.

Keen Senses: At second level, the Pyroclastic dragon's senses become far stronger. The Pyroclastic 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

Pyroclastic Breath: At second level the Pyroclastic dragon gains a breath weapon. The breath weapon is a 30 foot cone dealing 1d6 damage/HD, half fire and half sonic damage, with a reflex save DC of 10+1/2 HD+Constitution modifier for half an takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains.

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

Wings: At 4th level The Pyroclastic dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Speed Increase: At 4th and again at 11th level the pyroclastic dragon gains +10 foot to his base speed.

Growth:At 5th level the Dragon grows to large size. At 12th he grows to huge and at 18th 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.


Tail Slap:At fifth level The Pyroclastic dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Magma Body: At 5th level, the Pyroclastic dragon body itself starts to change into magma. It gains light fortification and a bonus on saves against poison, stun and polymorph effects equal to his HD.

Destruction Breath: line 130 feet, Creatures hit are reduced to ash unless they suceed on a Fort save DC of 10+1/2 HD+Con modifier, 1d4 turns recharge time. Line increases by 10 feets with each extra HD the player takes from here.

See No Evil - The Pyroclastic Dragon is used to dwelling amid exploding geysers of magma. At 7th level, the middling effects of spells such as Pyrotechnics and Glitterdust can simply be shrugged off. The Pyroclastic Dragon is immune to the Blind status effect. It is still affected normally by lighting conditions and darkness.

Improved Sunder at 8th level the Pyroclastic dragon gains the Improved Sunder feat even if he does not meet the prerequisites.

Pyroclastic Scales. at 11th level the Pyroclastic dragon gains SR equal to his HD+11 and gains DR/magic and good equal to half his HD.

Destruction body: At 11th level the Pyroclastic dragon deals an aditional 1d6 fire damage with each sucessfull natural attack. This extra damage increases one die step for every 3 HD gained from here.

Frightfull Presence: at 12th level the dragon gains frigthful presence.The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. 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 + ½ dragon’s HD + dragon’s Cha 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.

Hear No Evil - Having spent hundreds of years in Gehenna, hearing the constantly exploding volcanoes the souls screaming and moaning in despair, the Pyroclastic Dragon is practiced in ignoring what it does not wish to hear. At 13th level it may treat itself as being under the effects of a silence spell when such would be beneficial to it. This is an extraordinary effect and is not suppressed by an anti-magic field.

Gehenna Sunder: At 13th level, In addition to the improved sunder feat, When attempting to sunder an item (Or construct) the Dragon's weapons count as having a shatter effect upon them. The caster level for the effect is equal to the Dragon's caster level.

Volcano: At 14th level the pyroclastic dragon has sudden bursts of activity. It may take an extra standard or move action on his turn, but after taking it he needs to wait 5 turns before using this ability again.

Pyroclastic Magic: At 15th level, whenever the pyroclastic dragon uses an SLA that would deal fire damage, he may have half the damage dealt be sonic. In adition his caster level for all [Fire] and [Sonic] spells increases by 2, and now ignore any Caster level limits on such spells.


Pyroclastic Assault: At 16th level, the Pyroclastic dragon may charge at an enemy even if there's nonworked nonmagical ground, earth and/or stone between them, automatically destroying the obstacles. This includes any material trough wich the pyroclastic dragon can burrow and Stone Walls. The dragon must still find his oponent's position trough some mean.


Tail sweep: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 1½ 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).

Immobile:The pyroclastic dragon represents the very core of the world. It can ignore any effect that would cause it to move and/or change dimensions against his will.

Volcanic body: The pyroclastic dragon is now fully immune to criticals, poison, stun, and polymorph effects against his will, and is also fully immune to fire and sonic.

Eruption: The Pyroclastic dragons explosions are a sight to behold. It may now take an extra fullround action on his turn instead of just an extra partial action. It must wait five turns before using this again.


Comments:
As a planar dragon the pyroclastic doesn't receive spellcasting, but has considerably better skills and a wide support of extra abilities to make up for it.

In particular climb and burrow speed at 1st level, destruction breath for an at-will save or die, extra actions, see and hear no evil, several immunities, genhea sunder, ect.

So if you want to play a fire dragon that trades spellcasting for sheer brute power the pyroclastic dragon's for you.



Done by Kyuubi, some tweaks by me.

Oslecamo
2010-08-31, 04:33 PM
The Pyroclastic for example, as written seems to me to be better in almost every way than the red dragon. I realize that we're supposed to cut out the spellcasting (Although, I'd prefer to leave it in and take the SLAs and some of the abilities out.) but until we do, the Pyroclastic just seems plain stronger than the red dragon to me.


By all means then, the pyroclastic dragon has lost his spellcasting now, as it should have been done from the begginning. Styx dragon is next.

EDIT: And done! Any other complains about monsters done under my nose?

Mystic Muse
2010-08-31, 04:35 PM
Pyroclastic dragon From Draconomicon

http://i120.photobucket.com/albums/o178/tramirez89/magmaDragon.jpg


HD: d12
{TABLE]Level | BAB | Fort | Ref | Will | Feature
1 | +1 | +2|+0 |+2 |Pyroclastic Body
2| +2| +3|+0 |+3 | Keen senses, Fire/Sonic Breath
3| +3| +3|+1| +3| Blindsense 60 feet, Strength +1, Constitution +1
4| +4| +4| +1|+4 | Wings, Pyroclastic Dragon SLAs, +1 Charisma
5| +5| +4| +1| +4| Burrow/Climb, Pyroclastic diet, Growth
6| +6| +5|+2 |+5 | Pyroclastic dragon SLAs, +1 Charisma
7| +7| +5| +2| +5| See No Evil, +1 strength, +1 Constitution
8| +8| +6| +2| +6| Improved Sunder, Pyroclastic dragon SLAs +1 Charisma
9| +9| +6|+3 |+6| Growth, Tail Slap, +1 Strength, +1 Constitution
10| +10| +7|+3 |+7 | Burrow/climb, Pyroclastic dragon SLAs, +1 Charisma
11| +11| +7| +3|+7 | Pyroclastic Scales
12| +12| +8| +4|+8 |Growth,frightful presence,+1 Strength, +1 Constitution,
13| +13| +8| +4| +8| Hear No Evil, Gehenna Sunder.
14| +14 | +9| +4| +9| Pyroclastic dragon SLAs +1 Charisma
15| +15 | +9| +5| +9| +1 Strength, +1 Constitution
16| +16 | +10| +5| +10| Pyroclastic dragon SLAs, +1 Charisma
17| +17| +10| +5| +10|+1 Strength, +1 Constitution
18| +18| +11| +6| +11|Disintegrating breath, Pyroclastic dragon SLAs, Growth.
[/table]

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


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

Pyroclastic BodyThe Pyroclastic dragon loses all other racial bonuses, and gains Dragon traits, Bite 1d8 damage, 2 claws for 1d6 damage each, a 40 foot base land speed and medium size. The Pyroclastic dragon has wings but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for anything a human hand could do.

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

The Pyroclastic dragon has resistance to Sonic damage equal to its total hit dice. In addition to this, The Pyroclastic dragon has complete immunity to mundane fire and resistance to magical fire equal to its total hit dice.

Keen Senses: At second level, the Pyroclastic dragon's senses become far stronger. The Pyroclastic 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

Pyroclastic Breath: At second level the Pyroclastic dragon gains a breath weapon. The breath weapon is a 30 foot cone dealing 1d6 damage/HD, half fire and half sonic damage, with a reflex save DC of 10+1/2 HD+Constitution modifier for half an takes 1d4 rounds to recharge. The cone increases by 5 feet for every extra hit die the dragon gains.

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


Wings: At 4th level The Pyroclastic dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Pyroclastic dragon SLAs: At 4th level the Pyroclastic dragon can cast Pyrotechnics and Sound burst 1/day for each HD, At 6th level he can cast Produce Flame and Shatter 1/day for every 2 HD, at 8th level he can cast Shout and Wall Of Fire 1/day for every 3 HD, at 10th he can cast Wall of Stone 1/day for every 4 HD, at 14th he can cast Fire Storm for every 5 HD, at 16th he can cast Power Word Stun and Incendiary Cloud for every 6 HD and at 18th he can cast Meteor Swarm 1/day for every 7 HD.


Burrow/Climb: At 5th level the player gets the choice between a base burrow speed of 40 feet and a base climb speed of 40 feet. The player gets the other speed at tenth level.

Pyroclastic Diet: at 5th level, although it prefers meat, the dragon is capable of subsisting completely on rocks and minerals. They are the only known creature capable of eating mud pies.

Growth:At 5th level the Dragon grows to large size. At 12th he grows to huge and at 18th 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.

See No Evil - The Pyroclastic Dragon is used to dwelling amid exploding geysers of magma. At 7th level, the middling effects of spells such as Pyrotechnics and Glitterdust can simply be shrugged off. The Pyroclastic Dragon is immune to the Blind status effect. It is still affected normally by lighting conditions and darkness.

Improved Sunder at 8th level the Pyroclastic dragon gains the Improved Sunder feat even if he does not meet the prerequisites.


Tail Slap:At fifth level The Pyroclastic dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).


Pyroclastic Scales. at 11th level The Pyroclastic dragon gains SR equal to his HD+11 and gains DR/magic equal to half his HD.

Hear No Evil - Having spent hundreds of years in Gehenna, hearing the constantly exploding volcanoes the souls screaming and moaning in despair, the Pyroclastic Dragon is practiced in ignoring what it does not wish to hear. At 13th level it may treat itself as being under the effects of a silence spell when such would be beneficial to it. This is an extraordinary effect and is not suppressed by an anti-magic field.


Gehenna Sunder: At 13th level, In addition to the improved sunder feat, When attempting to sunder an item (Or construct) the Dragon's weapons count as having a shatter effect upon them. The caster level for the effect is equal to the Dragon's caster level.

Frightfull Presence: at 15th level the dragon gains frigthful presence.The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. 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 creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures 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.

Disintegrate Breath: At 18th level the pyroclastic dragon gains a disintegrating line breath weapon, in addition to the Sonic/Fire breath. The range is 30 feet +5 feet for every hit dice the dragon has. Creatures and objects hit by the breath must make a save equal to 10+half the dragon's hit dice+ the Constitution modifier or be disintegrated as per the disintegrate spell.


Done by Kyuubi, some tweaks by me.

just made some tweaks to the growth and table since there were a few remainders from its previous growth cycle.


By all means then, the pyroclastic dragon has lost his spellcasting now, as it should have been done from the begginning. Styx dragon is next.

Nobody complained about the spellcasting being there at the beginning or I would have taken it out. Everybody complained that the dragons weren't strong enough instead.

Oslecamo
2010-08-31, 04:39 PM
Nobody complained about the spellcasting being there at the beginning or I would have taken it out. Everybody complained that the dragons weren't strong enough instead.

Don't remember that. I do remember Hyudra complaining that the dragons were pretty damn strong, and she was the best helper I had on this thread.

flabort
2010-08-31, 04:53 PM
quote's broken, Kyuubi.
May want to fix. Looks like the class has been posted a third time as is.
I was mighty confused when I scrolled down to your post, until I saw "[/quote]".

Crafty Cultist
2010-08-31, 04:58 PM
Here is what I promised. its still a little rough around the edges, so let me know if you think anything is off

The Kython
http://i868.photobucket.com/albums/ab249/crafty-cultist/Kython.jpg
HD:d8
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+2|
+0|Demon spawned body, Broodling, Kython senses, +1 dex
2nd|
+2|
+3|
+3|
+0|Poison, Resistant carapace, +1 str, +1 dex
3rd|
+3|
+3|
+3|
+1|Juvenile, Kython instict, +1 str, +1 con
4th|
+4|
+4|
+4|
+1|Improved poison , +1 str, +1 con
5th|
+5|
+4|
+4|
+1|Adult body, Spawn weponry, +1 str, +1 con
[/table]
Skills: 2+ int mod. A Kython's class skills are Climb, Hide, Jump, Listen, Move Silently, Survival, and Swim

Proficiencies: a Kython is proficient in its natural wepons

Features:

Demon spawned body: A kython loses all Racial trait and becomes a small abberation with a speed of 30ft. The kython gains a bite attack dealing 2d6 damage(plus strength) and a tail attack dealing 1d4 damage(plus half strength). The kython has a natural armor bonus equal to his constitution bonus.

Broodling: A first level Kython is still little more than a newborn. The kython has no arms and is incapable of speech, though it can understand it.

Blindsight: A kython, has no eyes and cannot see. however, the kython has blindsight with a range equal to their HD x 10ft, and blindsense with a range of 60ft. Once the Kython blindsight reaches 50ft, the range of its blindsense becomes equal to their blindsight range plus 20ft. Beyond that range, the kython must make a listen check to notice anything.

Poison: At second level, A kython's bite and tail atacks become poisonous. the save DC against the poison is equal to 10+ 1/2 HD + constitution modifier. the intial and secondary damage are the same(1d4 points of strength damage).

Resistant carapace: At second level, the exoskeleton that protect a Kython's body become resistant to the elements. A kython gains acid and cold resistance equal to their HD and resistance to fire and electricity equal to half their HD.

Juvenile: At third level, a kython has reached adolecence, but still has more maturing to do. The Kython becomes medium sized and grow arms that are capable of fine manipulation, ending in claws that deal 1d6 damage each(plus half strength). The kython's vocal cords also develop, allowing the kython to speak. The kythons exoskeleton also hardens, increasing its natural armor bonus by one.

Kython instict: A third level Kython becomes better able to sense danger, adding his Kython level to initiative and listen checks.

Improved poison: At forth level, a Kython's poison becomes more virulent, increasing the strength damage dealt from 1d4 to 1d6.

Adult: At fifth level, a Kython's body is fully developed. It loses its tail but gains a second pair of arms, and its claws and fangs become more powerful. It's bite attack now deals 3d6 damage and it's claws deal 1d8 damage each.

Spawn weponry: Now fully grown, a fifth level kython can ingest gemstones in order to lay eggs containing kython wepons. The value of the gemstones required is dependent on the wepon the kython wishes to produce. In addition, the kython must have the required number of HD in order to create a wepon.
{table=head]Wepon|GP worth of gems required|HD Required
Boneblade|400gp|5HD
Bone Shard Crossbow|150gp|5HD
Mucus Pod|4000gp|8HD
Extra Armor|6000gp|8HD
Acid Spitter|4000gp|8HD
Mouth Laucher|2000gp|8HD
Phase Organ|80000gp|17HD[/table]

comments
The kython has blindsight as its only form of vision, and it was tricky to figute out how to have it from level one without making it overpowered(unlike the grimlock, who has blindsight as its main ability). I chose to give the kyhton weak blindsight to start with, augmented with blindsense. I didn't bother with the change in poison damage from constitution to strength, since it would be to powerful at low levels. The kython's blindsense grows at a greater rate than the grimlock, to make up for the fact that it cannot speak or use items until third level.

Once any kinks are worked out, I'll get started on presige classes for the more specialized breeds

Mystic Muse
2010-08-31, 05:11 PM
Looking at the dragons (Other than the planar ones since I don't know what to compare those to) here's my verdict.

Wouldn’t take gold dragon past 8th level.
Wouldn’t take green past 9
Wouldn’t take bronze past 9
Wouldn’t take red past 5. Maybe 7 or 8 if I wanted the stat boosts.
Would take Silver dragon to ten if I wanted tail slap. Wouldn’t go past 8 if I didn’t.
Wouldn’t take White past 8
Wouldn’t take purple past 8
Wouldn’t take Blue past 9

None of these classes really have anything that's more appealing than, or that I couldn't get through spell levels other than control plants and foresight. At least as far as I could tell. I'd rather take a PRC any day than take just about any of these to twenty.

Gorgondantess
2010-08-31, 05:14 PM
...You seem rather vexed, Oslecamo. Is there a problem?

flabort
2010-08-31, 05:21 PM
Don't remember that. I do remember Hyudra complaining that the dragons were pretty damn strong, and she was the best helper I had on this thread.

Yes, she did help out a lot. (She? is that right? hard to tell online)
Her peaching really improved a ton of classes.

The Winter King
2010-08-31, 06:15 PM
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_116.jpg
HD: d8
Spell Weaver
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+1|
+0|
+2|
+2|Body of the Six Armed Mage, Sorcerous Talent, Basic Disk|2|0|-|-|-|-|-

2nd|
+2|
+0|
+3|
+3|Telepathy, Vow of Silence, +1cha, +1int|3|2|-|-|-|-|-

3rd|
+x3|
+1|
+3|
+3|Mage Powers, +1dex|4|3|-|-|-|-|-|-

4th|
+4|
+1|
+4|
+4|Spellweaving, +1int, +1cha|5|4|2|-|-|-|-|-|-

5th|
+5|
+1|
+4|
+4|Shielded Thoughts|6|5|3|-|-|-|-|-|-|-

6th|
+6|
+2|
+5|
+5|Improved Disk, +1 int, +1cha, +1dex|6|6|4|2|-|-|-|-|-|-|-

7th|
+7|
+2|
+5|
+5|Arcane Resilience|6|6|5|3|-|-|-|-|-|-|-|-

8th|
+8|
+2|
+6|
+6|+1int, +1cha|6|7|6|4|2|-|-|-|-|-

9th|
+9|
+3|
+6|
+6|Magecraft, +1dex|6|7|6|5|3|-|-|-|-|-

10th|
+10|
+3|
+7|
+7|Perfect Disk, +1int, +1cha|6|8|7|6|4|2|-|-|-|-
[/table]
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, Spot, Knowledge(any), Spellcraft, Use Magic Device.

Proficiencies: A Spell weaver isn't proficient with any armor and is proficient with all simple weapons and its own natural weapons.

Features:
Body of the Six Armed Mage: The Spellweaver loses all other racial bonuses, and gains Monstrous Humanoid traits, 2 slam attacks for 1d3+str mod. damage each and 30 base speed, medium size. The Spellweaver has 4 additional arms, but they're too weak to do anything for now.


A Spellweaver also gets a natural armor bonus equal to his 1+Constitution modifier.


At 4HD, a Spellweaver has 4 slams and 4 fully functional arms and Multiattack as a bonus feat.


At 10HD, a Spellweaver has 6 slams and 6 fully functional arms and gains Improve Multiattack as a bonus feat.

Sorcerous Talent: A Spellweaver can cast spells as a sorcerer of its level except that it uses its own spells per day as indicated in the table.


A spellweaver has 2 0level spells known plus one per point of intelligence bonus at the 1st level. A spellweaver also learns an additional spell known each level past first. These spells may be chosen from any arcane spell list and a spellweaver may learn sorcerer only spells.


In addition a spellweaver casting a spell requires a number of free hands equal to the spell's level. A spell of the 7th level or higher occupies all six arms.


A spellweaver's class levels stack with sorcerer levels and advance as a sorcerer past level 10 however the spells known rules for a spellweaver still apply. Prestige classes that advance spell casting count as sorcerer levels for this purpose.


ie. Jack is a 10th level spellweaver who has just reached level eleven and has decided to take a level of sorcerer. He would gain 1 4th and one 5th level spell per day and one additional spell known.


Essentially you subtract the spells per day of a sorcerer one level lower than your combined sorcerer and spellweaver levels and add the difference to you spells per day and you still learn only 1 additional spell at each level.

Basic Disk: Every spellweaver has a disk that contains all of their memories. This Disk functions much like a wizard's spell book and has a number of effective pages equal to 5 x its Intelligence modifier. A spell weaver may exchange one spell known per point of Intelligence modifier for a spell in the disk's memory when it renews its spells per day.


A Disk can be imbued so it can be used as the focus for any spell within it by paying 2xthe focus' price. The Spellweaver must be holding the disk to use it.


Placing a spell in the disk costs the same as scribing a spell in a spell book.


The Disk is a Fine sized object (AC 18) that has half of its master's hp, hardness equal to 1/2 its HD and uses its master's saving throws. The Disk's destruction has the same consequences as the death of a familiar, and may be recreated in a 24 hour ritual costing 100gp and all of the spellweaver spell slots for that day.

Telepathy: A Spellweaver can comunicate telepathically to any creature that is within 60ft. It can also use this ability to activate magic items with a command word.


For every 3 additional HD a spellweaver has increase the range of its telepathy by 10ft.

Vow of Silence A spellweaver can never speak. It replaces the verbal components of spells with somatic components and it cannot ever apply the effects of the Still Spell metamagic feat to any of its spells from any class.

Magepower: A Spellweaver gains a number of uses of Magepower equal to its HD. He can spend one use to cast detect magic, or 2 uses to use arcane sight or see invisibility as SLAs.


At 6HD a spellweaver can use invisibility or identify as a SLA for 2 uses of magepower


At 12HD a spellweaver can spend 4 uses of Magepower to use greater arcane sight or planeshift as SLAs

Spell Weaving(Ex): A spellweaver is famous for their ability to cast multiple spells each round. A spellweaver using this ability can cast a number of spells in a round equal to half his HD as a full round action and the levels of all spells cast must not exceed half his HD(Maximum six spells and spell levels).


Also the spellweaver may not cast more than two spells that have the same name and takes a penalty to his caster level for all spells cast using spellweaving equal to the number of spells cast with this ability.


At 10HD a spellweaver's spell weaving takes an action equal to the longest casting time of the spells cast.


At 15 HD it may cast three spells with the same name.

Shielded Thoughts: A spellweaver gains a bonus on saving throws against mindaffecting effect equal to half its HD and no longer automatically fails a Will save on a roll of one.

Improved Disk: An Improved Disk allows a spell weaver to cast any spell within its disk by taking a full round action, making a Spellcraft check with a DC equal to the spell's level + 15 and expending a spell slot of the appropriate level. If you fail the check the spell slot is lost for the day. A spellweaver cannot combine this use of Improved Disk with its spellweaving ability.


The Disk can now supply a number of spell levels of energy equal to half his spellweaver levels. Every 2 HD not gained from this class increase the effective spellweaver for this ability by one.


The Disk's effective number of pages rises to 7 x Intelligence modifier.


In addition its hardness now equals its master's HD and it gains a bonus to its saving throws equal to its master's Charisma modifier.


ie. A 6th level spell weaver would have 3 spell levels which could be spent on a single 3rd level spell, a 2nd and a 1st level spell or 3 1st level spells.

Arcane Resilience: A spellweaver's SR = 11 + HD + Charisma bonus.

Magecraft: A spellweaver gains a bonus on Concentration and equal to his HD.

Perfect Disk: A spellweaver's disk now has 10 x Intelligence modifier effective pages and can supply a number of spell levels of energy equal to his spellweaver level + 1/2 HD from nonspellweaver levels.


The Disk reduces Magepower costs by one while held.


In addition the Disk has hp equal to its master's, has equal to its master's HDx2 and add its master's Charisma modifier as a deflection bonus to its AC.

Changelog
okay i have removed multitasking, changed its spell known progression, defined the Disk, restricted spell weaving to two spells of the same name and unable to combine it with improved disk

Okay Oslecamo I removed Multitasking with no prequisites and replaced it with multi attack and improved multi attack as bonus feats.

Kyuubi I restricted Spell weaving to 2 spells of the same name, and 3 at 15 hd and placed a penalty to the caster level of all spells by 1/spell.

Oslecamo
2010-08-31, 06:27 PM
...You seem rather vexed, Oslecamo. Is there a problem?

Yes. Several. You yourself said the dragons were quite balanced in the other thread. They're also the basis of the thread. And now you decide they're actualy weak.

You weren't the first person claiming the power level here isn't high enough. Playswithfire also tried it also. You're being more subtle but you're basically aiming at the same thing. Your bronze dragon, horned devil and rakasha prototypes confirm it. No more. I'll go focus on the new campaigns I promised to DM, clean up the planar dragons, take care out of the other poster's additions and then I'll go back and see if you changed your mind*, or at least salvage whatever's useable from your work.

*Note: prcs that give fullcasting, full Bab, HD more two times bigger than normal and powerfull perks at every level are basically the definition of OP. At least my ethergaunt has the decency of having a d8 HD, weak Bab and stops you from casting defensively.

Kyuubi:Sorceror is worth 6 levels. Clerics are worth taking 5 levels. Wizards are worth what with master specialist available? Two levels? One? That my dragons are worth 9 levels when compared to all the OP prcs out there it's damn good in my opinion.

Like Realm of Chaos pointed out some pages ago, not everybody is playing auto-prestige classing ASAP to OP prcs. My classes aim at pleasing at an audience as big as possible. Heck, the red dragon's literally the poster monster here. And if that means that powergamers will want to Prc out at the middle of the class, so be it, have a good day and thank you for stoping by.

But if I make my red dragon able to face a master specialist/cheese champion out of the bat, guess what? Most people will look at it, cry cheese and don't use it. And they'll probably be right to do so.

Mystic Muse
2010-08-31, 06:33 PM
Kyuubi:Sorceror is worth 6 levels. Clerics are worth taking 5 levels. Wizards are worth what with master specialist available? Two levels? One? That my dragons are worth 9 levels when compared to all the OP prcs out there it's damn good in my opinion.

Like Realm of Chaos pointed out some pages ago, not everybody is playing auto-prestige classing ASAP to OP prcs. My classes aim at pleasing at an audience as big as possible. Heck, the red dragon's literally the poster monster here. And if that means that powergamers will want to Prc out at the middle of the class, so be it, have a good day and thank you for stoping by.

But if I make my red dragon able to face a master specialist/cheese champion out of the bat, guess what? Most people will look at it, cry cheese and don't use it. And they'll probably be right to do so.

I'm not saying to balance it toward cheese. I'm saying make it worth taking for the entire class instead of it only being worth it until you can PRC out into Swiftblade or something. If you're going to PRC you should have to give something up in exchange. As written I don't see what I'm giving up other than a couple of stat boosts and being larger than other PCs.

EDIT: and a bigger hit die.

Oslecamo
2010-08-31, 06:42 PM
a couple of stat boosts

If you consider +13 to stats to be just "a couple" then I don't really know what to answer you.

Mystic Muse
2010-08-31, 06:46 PM
If you consider +13 to stats to be just "a couple" then I don't really know what to answer you.

Which seems more powerful to you. +13 spread out amongst 3 different stats or another 10-11 levels of spellcasting plus full BAB?

Gorgondantess
2010-08-31, 06:49 PM
Yes. Several. You yourself said the dragons were quite balanced in the other thread. They're also the basis of the thread. And now you decide they're actualy weak.
Oh, no! They're quite balanced! I never said they were good, though. The bard is balanced, too, but if you don't PrC out after 10th level you might as well stamp "chump" on your forehead. I should've been more clear on that.:smallredface:


You weren't the first person claiming the power level here isn't high enough. Playswithfire also tried it also. You're being more subtle but you're basically aiming at the same thing. Your bronze dragon, horned devil and rakasha prototypes confirm it. No more. I'll go focus on the new campaigns I promised to DM, clean up the planar dragons, take care out of the other poster's additions and then I'll go back and see if you changed your mind*, or at least salvage whatever's useable from your work.
Well, that's how I work. I glance at other classes, but then I consider several things: will this class be fun and interesting and unique? Will this class be useful in most situations? Both of those should be yeses. Will any level of this class be taken to get the later abilities? If that's a yes, it needs to be changed. I honestly don't care if my class is more powerful than the gloom, because I personally think the gloom could use a bit of a power boost. So, I make to my own specifications, and see what you think- in the end, you have the final say.
My problem with the dragons is they're all awesome... for 10 levels. Then the bard casting starts slowing down, and they've already gotten their large size and their SLAs and whathaveyou. Then, it's all a linear progression from there. Fullcasters progress quadratically, so I make martial/stealth characters do the same.


*Note: prcs that give fullcasting, full Bab, HD more two times bigger than normal and powerfull perks at every level are basically the definition of OP. At least my ethergaunt has the decency of having a d8 HD, weak Bab and stops you from casting defensively.
So... the idea is, unless I renounce my statement that the Abjurant Champion isn't OP, you're essentially going to ignore me on this thread?


Sorceror is worth 6 levels. Clerics are worth taking 5 levels. Wizards are worth what with master specialist available? Two levels? One? That my dragons are worth 9 levels when compared to all the OP prcs out there it's damn good in my opinion.
Whoah, whoah, whoever said that WotC could make classes for a damn? Because they can't.


But if I make my red dragon able to face a master specialist/cheese champion out of the bat, guess what? Most people will look at it, cry cheese and don't use it. And they'll probably be right to do so.
Once again, it's the balance thing. Make it viable to stay in the class, but also make it viable to PrC out. You don't have to give it much- not at all, really. The idea isn't to make it just as good as PrCing out to abjurant champion, the idea is to make them think about maybe not PrCing out to abjurant champion. In fact, I knew my bronze dragon was too much, but I was feeling too lazy to clean it up and was going to get back to it after I got your critique.

Oslecamo
2010-08-31, 06:52 PM
Which seems more powerful to you. +13 spread out amongst 3 different stats or another 10-11 levels of spellcasting plus full BAB?

When you add in the extra size increase, two good saves instead of 1, a couple new SLAs on top of improvement of the old ones, full Bab on the dragon side as well, 6-7 levels of spellcasting (dragons still reach 6th level spells), I would say it's more or less a fair deal.

Oslecamo
2010-08-31, 07:14 PM
Well, that's how I work. I glance at other classes, but then I consider several things: will this class be fun and interesting and unique? Will this class be useful in most situations? Both of those should be yeses. Will any level of this class be taken to get the later abilities? If that's a yes, it needs to be changed. I honestly don't care if my class is more powerful than the gloom, because I personally think the gloom could use a bit of a power boost. So, I make to my own specifications, and see what you think- in the end, you have the final say.

Thus I'm seriously considering that your material is simply not worth reviewing and I'm better making the class from scratch because I know you've added too much stuff right out of the bat and I'll end up wasting as much time cuting it as I could've spent puting them in, specially when they end up in this kind of discussions. I could've made two more new monsters for each one time I need to explain you my design philosophy. That's simply innefecient.




My problem with the dragons is they're all awesome... for 10 levels. Then the bard casting starts slowing down, and they've already gotten their large size and their SLAs and whathaveyou. Then, it's all a linear progression from there. Fullcasters progress quadratically, so I make martial/stealth characters do the same.

Except that casters don't progress quadratically. They progress in a bizzarre formula that is faster than noncasters but not very clear.

But whatever the formula, my classes still progress in something faster than linear, but as usual you ignore it and pretend the dragons don't actualy gain more stuff at each of their levels.




So... the idea is, unless I renounce my statement that the Abjurant Champion isn't OP, you're essentially going to ignore me on this thread?

Heck, even if you do I'm not very sure I'll give you atention here any time soon because whatever I tell you seems to be forgoten in the next minute.



Whoah, whoah, whoever said that WotC could make classes for a damn? Because they can't.
Don't really care. I'm not re-writing D&D from scratch here. Wich means I need to base myself in something, even if it's not perfect.



Once again, it's the balance thing. Make it viable to stay in the class, but also make it viable to PrC out. You don't have to give it much- not at all, really. The idea isn't to make it just as good as PrCing out to abjurant champion, the idea is to make them think about maybe not PrCing out to abjurant champion.

Except that there's a trillion prcs out there, ranging from self-crippling to insane, and Abjurant Champion definetely isn't the middle ground. Again, if you love abjurant champion so much by all means take it, but if I need to pick arbitary power levels then I'll pick my own.

EDIT:About your PM, you can go join imp_fireball if you want. Not here please. If you trust your own ideas so much then test they'll probably hold on their own just fine.

Gorgondantess
2010-08-31, 07:50 PM
Well, alright then. Sorry for wasting your time; it's been fun.

flabort
2010-08-31, 08:57 PM
What just happened? it suddenly got a lot colder. :smallfrown:

Gorgondantess
2010-08-31, 09:00 PM
What just happened? it suddenly got a lot colder. :smallfrown:

Well, Oslecamo and I have irreconcilable gaming philosophy differences, so I won't be making any more creatures.

Crafty Cultist
2010-08-31, 10:01 PM
Well, Oslecamo and I have irreconcilable gaming philosophy differences, so I won't be making any more creatures.

people will always disagree over things and there's no helping that. Best of luck in your endeavors, Gorgondantess

Edit: also, does anyone have any problems with my kyton? I've started work on the prestige classes for the advanced breeds, and I'd like to know if there are any problems with the origanal

Gorgondantess
2010-08-31, 10:09 PM
people will always disagree over things and there's no helping that.

That's... pretty much exactly what I said, actually.:smallsigh:
Ah, well, this'll give me a chance to really sink into my Paladin thread. Maybe I'll even finish my other base class I've been working on.:smallbiggrin:

Aran Banks
2010-09-01, 12:52 AM
But I liked Gorgon's stuff... sigh.

Request: Aboleth? Has anybody done one of these? I couldn't find it on the list of things that were completed.

Vizzerdrix
2010-09-01, 01:20 AM
Edit: also, does anyone have any problems with my kyton? I've started work on the prestige classes for the advanced breeds, and I'd like to know if there are any problems with the origanal

Sweeeeet! Thanks for making it. Now I gotta get one into a monsterous game :smallsmile:

AustontheGreat1
2010-09-01, 04:11 AM
Ok, I thought I'd say on here in case anybody cared but, due to my work schedule and school, I'm going to be a little busy so I probably won't be able to do any monsters. I thought I'd let ya'll know in in case anyone wanted to see the aboleth or whatever get done because I probably wont be able to do it myself. I apologize.

Oslecamo
2010-09-01, 04:17 AM
Edit: also, does anyone have any problems with my kyton? I've started work on the prestige classes for the advanced breeds, and I'd like to know if there are any problems with the origanal

Move the first poison to 2nd level, remove the little natural armor increases along the class and it should be ok. Good job there.

Crafty Cultist
2010-09-01, 12:07 PM
Move the first poison to 2nd level, remove the little natural armor increases along the class and it should be ok. Good job there.

Moved poison to level 2. kept the natural armor increase at 3rd level since its size increases there.

Stycotl
2010-09-01, 02:49 PM
Heck, even if you do I'm not very sure I'll give you atention here any time soon because whatever I tell you seems to be forgoten in the next minute.

for what it is worth, you both have good points in the argument. this is not an issue that is black and white, cut and dry, good and evil. it's got to have room for subjectivity, because it is a subjective argument.

however, you are starting to come off as pouty and resentful, oslecamo, and i don't see that anyone on the thead has given you reason to act in such a way.

you just drove off one of your best helpers, whether you agree with his/her gaming ideology or not. too bad, because this project was on a roll.

The Tygre
2010-09-01, 03:29 PM
You know, Oslecamo, I can't help but notice you've never actually outlined what your 'design philosophy' for this project is explicitly. If people keep infringing on it, then you probably should... I don't know, post it? I've thought about taking a whack at a two or three HD monster once or twice, but I'm not sure I want to if it ends up with you and a bunch of other people getting pissed off and basically telling me to **** off. :smallannoyed:

Mystic Muse
2010-09-01, 03:38 PM
You know, Oslecamo, I can't help but notice you've never actually outlined what your 'design philosophy' for this project is explicitly. If people keep infringing on it, then you probably should... I don't know, post it?

And put it in the first post so that it's easy to find please.

Oslecamo
2010-09-01, 04:04 PM
Crafty Cultist:Ok.


for what it is worth, you both have good points in the argument. this is not an issue that is black and white, cut and dry, good and evil. it's got to have room for subjectivity, because it is a subjective argument.

however, you are starting to come off as pouty and resentful, oslecamo, and i don't see that anyone on the thead has given you reason to act in such a way.

Because this issue wasn't limited to this thread. It went on trough PMs and a couple recruitment sections where Gorgondantress himself ended up admiting that he understood my design philosophy, yet chose to ignore it and do what he tought was right. He kept provoking and I exploded. Then he was nice enough to give up before the thread got locked or I got banned. But don't think you know the whole picture.



too bad, because this project was on a roll.

Not the first time. Go check the first posts of the original thread and see the speed I put stuff out. It has ups and downs. Even if other people stoped posting monsters I would keep doing it and have rolls of my own. That's how it started. If that's how it ends so be it.

The Tygre:Read the first post. Check out the other monsters done and aproved. There's my design philosophy. Some people caught on it almost automatically (ChumpLump, un_known). Others didn't get it at 100% but still make pretty good material (Hyudra, Crafty_Cultist). Perhaps I should put something bigger now that I have space. I'll think about it once you give me breathing room.

Plus you've been following this thread for quite some time. You already saw how I welcome most newcomers. The issue with Gordondantress was precisely because he was working around here for some time and he basically admited he was ignoring my advices by now. That's not ok by me.

Now discussion about Gorgondantress is over. I've got a LOT of piled material to review, and altough I like help, "room for subjectivity" doesn't help me, it actualy slows me down. Have a nice day.

The Tygre
2010-09-01, 04:26 PM
Alright, alright. I can see your point. I'll back down. It's just that I'm kind of crunch-illiterate; unless it's huge, one sets of stats looks like another to me. I just wouldn't want to be a huge bother.

Mystic Muse
2010-09-01, 05:15 PM
[
The Tygre:Read the first post. The only thing I see here is "Make them playable without making them broken."
Check out the other monsters done and aproved. There's my design philosophy. in other words "Whatever I feel like should be done at the time"? The Monsters aren't always consistent even within the same type. Solars get 2 skill points per level, don't get all their class skills, only get will as a good save, and only have medium BAB. In comparison the Balor has Full BAB, 2 good saves, 6+intelligence modifier skill points per level, and all of its class skills.

Then we go over here to the Iron Golem who follows the SRD to the letter for what its type gets.


"check out the monsters done and approved. That's my philosophy" Isn't helpful when several monsters don't follow consistent rules.

Oslecamo
2010-09-01, 05:41 PM
The only thing I see here is "Make them playable without making them broken."
...
in other words "Whatever I feel like should be done at the time"? The Monsters aren't always consistent even within the same type. Solars get 2 skill points per level, don't get all their class skills, only get will as a good save, and only have medium BAB. In comparison the Balor has Full BAB, 2 good saves, 6+intelligence modifier skill points per level, and all of its class skills.

Then we go over here to the Iron Golem who follows the SRD to the letter for what its type gets.


You just answered your question. Keep them playable. Keep them not broken. The Solar has full cleric casting on top of some other bonus, so it pays on skills, saves and Bab. The Balor has mostly a bunch of SLAs and stats increase with some special abilities, so it gets full Bab, two good saves and 6 skill points to round it up. Still less skill points than a rogue and less saves than a monk.

The Iron Golem just happens to fall on that philosophy by default. By geting construct immunities out of the bat, it pays on the form of no good saves, crappiest skills and medium Bab so it can still contribute in combat.

By comparison undeads (wich have almost the same immunities than constructs) get good will saves because there's a considerable amount of anti-undead spells that target will, but there's also easier ways to buff undeads than constructs so I can afford to cut their Bab to poor in return for the good save.

In conclusion, saves, Bab and skill points are all changed acording to the monster special abilities. Sometimes they'll actualy fit the original monster's type. But it's far from random.

Since aparently this wasn't clear yet I'll add it to the first post later.

Stycotl
2010-09-01, 06:48 PM
But don't think you know the whole picture.

i wasn't making any claims that i knew the whole of the situation. i frankly don't care much about the situation––except that you are turning people away that want to help (one directly, and probably others indirectly, as tygre mentioned).


Even if other people stoped posting monsters I would keep doing it and have rolls of my own. That's how it started. If that's how it ends so be it.

i recognize that. you were the originator of this project, and have been the glue holding it together. i'd just hate to see you getting no help at all because everyone thinks the glue is going to bite them in the ass.


You just answered your question. Keep them playable. Keep them not broken.

it isn't that simple though. you have all kinds of rules about what can and can't be done, and for the sake of consistency, they are great. but many of them don't have anything at all to do with breaking a class.

no at-will SLAs is one of them. if this hard and fast rule fits your definition of an ability that breaks a class, then warlocks and d. adepts should be kicking punpun around like a soccer ball.

it would be very handy if you (or someone else that is on the ball) could compile these extra rules and put 'em in the first post.

i've been tempted to make a few of my own conversions using your system. but i really don't have the time to go puttering through 80+ pages and trying to remember where all of the invisible guidelines are. so i haven't done any. i would bet that others are in the same boat.

i'm not trying to rag on you or anyone else, and am about as neutral as it gets regarding the drama that has been going on. my point is just that i think you would get more cooperation if they were clearly posted in the beginning. take it or leave it; won't hurt my feelings.

either way, thanks for the enormous amount of effort that you and the rest of the homebrewers have put into it. i've enjoyed your work.

Draken
2010-09-01, 06:51 PM
TL;DR:

If it is an Undead or a Construct, it follows all the normal rules for the types. Undead have poor BAB, d12 HD, good will. Constructs have all poor saves, medium BAB and d10 HD.

Creatures of other types... It is the builder's choice.

Still here. Still working on the atropal.

Oslecamo
2010-09-01, 07:57 PM
it isn't that simple though. you have all kinds of rules about what can and can't be done, and for the sake of consistency, they are great. but many of them don't have anything at all to do with breaking a class.

no at-will SLAs is one of them. if this hard and fast rule fits your definition of an ability that breaks a class, then warlocks and d. adepts should be kicking punpun around like a soccer ball.

Short version: better safe than sorry. Warlocks have a very limited list of at-will "spells" to choose from. Where do I draw the line on wich spells are ok to spam and wich aren't? And do players really need at will spells? I say no.

Longer version: to come on an updated guidelines.

Note:pun-pun is 99% based on spell spamming. :smallwink:



it would be very handy if you (or someone else that is on the ball) could compile these extra rules and put 'em in the first post.

i've been tempted to make a few of my own conversions using your system. but i really don't have the time to go puttering through 80+ pages and trying to remember where all of the invisible guidelines are. so i haven't done any. i would bet that others are in the same boat.

i'm not trying to rag on you or anyone else, and am about as neutral as it gets regarding the drama that has been going on. my point is just that i think you would get more cooperation if they were clearly posted in the beginning. take it or leave it; won't hurt my feelings.


Well since there's so much support for that idea I'll be definetely be giving that an high priority. I never imagined so many people didn't post because they're intimidated or something like that.

Mystic Muse
2010-09-01, 08:42 PM
It would also help to state what your measure for "Balance" is. Saying "Make it balanced" doesn't do a whole lot when a person reading it could be balancing towards things like tainted scholar or thinking that wizards are underpowered while thinking fighters are amazing.

Just to clear it up is all.

Oslecamo
2010-09-01, 08:51 PM
Monster building rules done with all I remembered, need sleep now.