View Full Version : Community Monster Class Competition VII: One Level Wonders

Mystic Muse
2012-03-02, 01:13 PM
One Level Wonders


The contest begins with the posting of this thread and will continue until the midnight, March 20th (EST) deadline.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.


1) You will create any monster that you think fits.

The creature itself does not have to be unique, though it can be; we encourage you to create a monster class for official WotC monsters or races, preexisting homebrewed monsters or races, or creatures you make up for this contest.

2) Entries must follow the monster class guidelines as spoilered below:

Community Based Monster Classes VI

For the player that wants to play D&D and be a monster, there's often a bitter pill to swallow. Maybe you're expected to deal with a kludgy level adjustment? Or perhaps the monster class they've already put out there has less-than-full HD per level? Or maybe there's just no LA or monster class option for that obscure monster you're so keen on, and you're forced to throw something together and beg your DM for its acceptance. Whatever the case, you're inevitably imbalanced one way or another. The session ends and people will often find themselves thinking things would have worked more smoothly if that monster hadn't been there to muck up the works.

No more!

In this thread, you will be able to play as any monster you want by entering these monster classes as though they were regular classes. Huge stat bonuses and screwy HD have been done away with, monsters with abilities that would throw campaigns into disarray (24/7 petrifying gaze! Woo!) have been rebalanced and made suitable for play. Monsters have been tweaked for your playing enjoyment.

If you love these monster classes, like so many do, there are two ways you can help out. You can critique or you can submit new monster classes.

l FAQ[/B][spoiler]
Q) What monsters am I allowed to make into a monster class?
A) We encourage Homebrewers to build any monster as a playable character class. We prefer that Homebrewers build Monster Classes for monsters from published material that have not already been submitted. Before starting a new monster class, check the 'called' list (where people have called dibs on a particular monster or indicated they have started such a monster already) and the finished monster list. New homebrewers are encouraged to pick low-CR monsters, and not to attempt to tackle epic tier (20+ level) classes from the outset. Monsters from homebrew monsters should go in our homebrew section (http://www.giantitp.com/forums/showthread.php?t=180510).

Q) Help! I'm taking a 1 or 2 level monster class and can't tell if it's BAB 1/2 or 3/4! (For the purposes of fractional BAB).
A) Unless otherwise noted, an undead has 1/2 BAB, while all other classes/templates have 3/4 BAB.

Q) When I increase in size does my strength increase and my dexterity decrease? If so, by how much?
A) Size increases, or decreases, do not alter ability scores in this project.

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

Q) What’s the Save DC for this ability?
A) Unless otherwise specified the Save DC is (10+ 1/2 HD + Charisma Modifier).

The rest of the rules are split into three parts. Use Guidelines will teach you all the general rules for using these Monster Classes in a game, with specifics on changing size or multiclassing several monster classes (unintended by the project, but people are liable to try it anyways). Critique Guidelines will explain how you can help the project by commenting on other people's monsters. The Homebrew Guidelines state how you can help us by making your own Monster Class.

Use Guidelines

You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class develops your abilities as that particular monster. Normally you should take the first level of a Monster Class at level 1, but in some cases you might wish for your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely; for example one might take 1 level of troll, then 3 of barbarian, then a second level of troll, then another level of barbarian.

Upon taking the first level of a monster class, you lose all other racial traits: what this means is that while you may select a race in character creation, you lose that race when you take your first level in a monster class. You do not gain any traits or bonuses from being a race, as the first level of a Monster Class replaces both class and race. That said, the monster classes are typically a step more powerful than a standard class to make up for the lack of racial bonuses.

Growth Table
{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]
Natural weapons damage increases one die size for each size increase.

Thanks to Zeta Kai for the Table.

Under normal circumstances you may not multiclass two Base Monster Classes. Below are some suggested rules should you decide to go against the grain and attempt such:

Multiple Natural Armor Bonuses
If a creature gains natural armor bonuses from multiple sources treat them according to the following chart.
{table=head]Base Natural Armor|Extra Natural Armor|Results

1/2 Con Mod|1/2 Con Mod|Full Con Mod as Natural armor Bonus

Anything higher than 1/2 Con Mod|1/2 Con Mod|+1 Nat. AC

Full Con Mod|Full Con Mod|1.5 Con Mod

Anything Higher than Full Con Mod|Full Con Mod|+2 Nat. AC

1.5 Con Mod|Anything higher than Full Con Mod|+3 Nat. AC[/table]
Creatures that gain Natural Armor from more than one monster class, that specify different Ability Scores as the base for their Natural Armor Class use whichever Ability Score is higher to derive both Natural Armor Classes, and uses the chart above.
Thanks to ChumpLump for the Table.

Multiclassing Monsters
In some cases, your DM may disregard the above rule and allow you to multiclass two base monster classes. This will likely represent some sort of hybrid character, which could be interesting. In this case, how you should play this is: For the monster class which you do not take at level one, remove the “Body of X” class feature, and use the “Body of X” for your first monster class. If you somehow take them at the same time using a variant rule like gestalt, keep the “Body of X” from the class with more levels. If they both have the same number of levels, you may choose which “Body of X” you keep.

Critique Guidelines

Critiquing Rules
1. Respect
Respect is tantamount if you are working on this project. If you are disrespectful of a class or a homebrewer, you will face consequences. At all times we must all treat each other with respect. Ignore all other rules before you ignore this one. Never be disrespectful to another homebrewer.

Homebrew Guidelines
Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way.

Submission Guidelines:

Start small. If you are new to the project, don't submit a monster with a CR (and, as a consequence, a maximum level) greater than 5. Leeway can be granted (say, a CR6-8 monster), but ask if you're really keen on doing such. Long & involved monster classes coupled with inexperienced creators make for monsters that can take two or more months to wrap up, with constant revision and critique. Not fun for anyone. Learn the ropes first.
Spellcheck, format check: Read over your finished work for errors. Ideally, you want to run it through a spellchecker (either built into your browser or copy/pasted into a word document), but if you've got a good eye for errors, that can be omitted. Similarly, check the design & format of your post against other recently finished monsters (Such as Saguaro Sentinel or Troll) to see if there's something you're doing too differently.
Be prepared to revise: Monsters that are submitted have to go through a review process to ensure we're putting quality work out there. For this reason, the council members will go over monsters and suggest changes.

3) The entry must include name, source (if not an original creature creation), complete class (including prerequisites––if any––hit dice, class skills and skill points, BAB, saves, and detailed descriptions of all class abilities). Incomplete entries will be disqualified at the deadline.

If the monster class is your own homebrewed creation, fluff text is also necessary. If it is based off of an existing official, third party or homebrewed creature, then a link to that creature's fluff text will suffice, though mentioning the source is good too. An image at the head of your entry will not only attract more attention and votes, but will also aid players and DMs in their ability to visualize your monster class.

4) Entries must be D&D 3.5 edition, using the standard format.

5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread. (http://www.giantitp.com/forums/showthread.php?t=204860)

If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame (http://www.giantitp.com/forums/showthread.php?t=201135) project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

6) One entry per participant. No double-teaming.

7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contest––no previously made, previously posted monster classes.

8) No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

First Place Prize

I make one Monster class of your choice, CR 12 or less with the following restrictions.
1. No mind altering or changing who a person is against their will being a part/key part of their class.
2. No messing with a soul's final destination (Short of willing temptation or redemption) or destroying it.

Homebrewing Guides

3.5 Homebrew Theory by Djinn in Tonic (http://www.giantitp.com/forums/showthread.php?t=137641)

Vorpal Tribble's Monster Making for the Feebleminded (http://www.giantitp.com/forums/showthread.php?t=43009)

Main Discussion thread. (http://www.giantitp.com/forums/showthread.php?t=204860)

List of contests thus far.
7: One level Wonders
6: Beneath the waves
5: It Came from the North
4: From Folklore
3: Horrors and Spooks
2: The thing that should not be
1: Elemental Appeal

2012-03-02, 06:15 PM



The drow race itself, the picture, and some elements from this Racial Class were taken directly from the drow statistics ('http://www.d20srd.org/srd/monsters/elf.htm#drow') in the SRD. The drow Paragon Class in Unearthed Arcana was considered as a benchmark for "drowish" Hit Die features such as HD size, BAB, skills, and so on. Some Drow Power abilities were inspired by the racial abilities of 4e Drow.

A character may be a member of the drow race before taking the level in this racial class. If they are, use the high elf (http://www.d20srd.org/srd/races.htm#elves) racial traits until they do, with the following adjustments:

-Darkvision 60 feet This trait replaces the Elf's Low Light Vision.

-Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

-Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf's weapon proficiency.

-Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Koa-toan. This trait replaces the high elf's weapon automatic and bonus languages.

-Favored Class: Wizard (male) or cleric (female). In addition, all drow automatically treat their racial class as a favored class. This trait replaces the high elf's favored class.

Hit Die: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveRacial Features






Drow Race, Drow Ability Boost, Spell Resistance, Drow Power

Skill Points: (6 + Int modifier), x4 at first character level
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Note: For campaigns using fractional BaB and Saves, the drow racial class has Medium (3/4) BaB.

Drow Race: Any character that takes the level in the drow racial class becomes a drow. If they weren't already a drow, they lose their old race and all of its traits, and gain the drow racial statistics as described above.

Drow Ability Boost: Cutthroat drow society means drow must be clever to survive. You gain either +2 Int or +2 Cha, your choice. Once this choice is made, it cannot be changed later.

Spell Resistance: (Ex) Drow are naturally resistant to magic. You gain Spell Resistance equal to 9 + your Hit Dice, which can be raised or lowered as a free action.

Drow Power: (Su) Choose one Drow Power from the list below. You can use it once per day, plus one additional time per day per 4 Hit Dice you have. Once this choice is made, it cannot be changed later.

-Blackfire: As a swift action, you can make a creature within 60 feet erupt in Blackfire, limiting its vision and revealing its location. For 1 round, the creature is blinded, can't benefit from any concealment, and takes a -20 penalty to Hide checks. On a successful reflex save (DC = 10 + 1/2 your Hit Dice + your Charisma bonus) the target is dazzled instead of blinded for the duration of the effect.

-Darkness: As a swift action, you can produce a Darkness effect centered on you within a 20 foot radius emanation. This effect moves with you and cloaks the affected area in magical shadow. Any bright light in the area is reduced to shadowy illumination, and all creatures within the area have partial concealment (20% miss chance), even from creatures that can see normally in mundane darkness. You, other drow, and any creatures able to see in magical darkness ignore this concealment. Any light created by any spell with spell level higher than half your hit dice overrides all these effects while within the Darkness' area. Darkness lasts for one minute per character level, or until you dismiss it as a free action.

-Shadow Weave Casting: As a free action when casting any spell you can imbue it with extra power from the shadow weave. The spell's caster level is increased by +4, and its save DC (if it has one) is increased by +2. You can only use Shadow Weave Casting once per spell you cast.

-Spell Reflection: As an immediate action, you can fortify your natural defense against magic. Your Spell Resistance increases by +8, and any spell which has you as a target and is negated by your Spell Resistance is turned back targeting the original caster. Turned spells use the same values for caster level and save DC as the original spell (though you make new attack rolls or caster level checks if they are required), and the original spell still affects any other targets it had as normal. Area spells and effect spells can't be turned, but your increased SR may still protect you from their effects. Spell Deflection lasts for one round, or until you voluntarily lower your Spell Resistance.

New Feats

Extra Drow Power
Prerequisite: Drow Power
Benefit: Choose a Drow Power option you don't already have. You gain that Drow Power, and can use it once per day plus once per 4 Hit Dice you have.
Special: You can take this feat multiple times. Choose a new Drow Power each time you take the feat.

Improved Spell Resistance
Prerequisite: Spell Resistance
Benefit: Your Spell Resistance increases by +4.
Special: You can take this feat multiple times. Its effects stack.


So this is my take on drow, which I think is an ideal choice for one level wonder. Thematically a drow is just a little better than a normal race, and one racial class level is a good way to represent and balance that. I included a "starter drow" for those who delay taking the class level, and used the level to add onto it. It was hard to try to cut down all the drow advantages to something reasonable for one level, so I decided to weaken the Spell Resistance and ability boosts so something more interesting (Drow Powers) could be included as well.

EDITS 3/3: Strengthened SR from HD+5 to HD+9, added Spell Deflection Drow Power. Edited Blackfire to be better and make more sense, but shrunk the duration accordingly.

EDITS 3/5: Darkness dismissal is a free action. Shadow Weave Casting reduced to 4/2 from 5/2. Spell Deflection renamed to Spell Reflection.

2012-03-03, 02:27 PM


Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Racial Features
1st|+1|+2|+0|+2|Far-Warped Body, Aberrant Magic, Material Vulnerability, Vile Transformation[/table]

Class Skills: (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).

The Following are the Class abilities of the Kaorti:

Proficiencies: A Kaorti is proficient with all Simple and Martial Weaponry, all weaponry made of Kaorti Resin, with all Light Armor, and Medium and Heavy armor made of Kaorti Resin.
At 1st level, if this class is the Kaorti's first level then the Kaorti automatically starts with a free set of Leather Armour made of Kaorti Resin.

Far-Warped Body: At 1st level, the Kaorti’s loses all previous racial benefits, and their race changes to become the following;
• Outsider (Extraplanar, Evil) type, native to the Far Realms.
• Darkvision out 60ft and Low-Light Vision.
• Medium Size.
• +2 Cha, -2 Wis.
• A Kaorti has a Bite Attack that deals 1d6 acid damage.
• A Kaorti does not need to eat, sleep or breath, but must still meditate for 8 uninterrupted hours to regain spells/PP etc.
• All Kaorti always have Heal as a Class Skill regardless of their class, and they also have a +8 Racial Bonus to all Heal checks.
• Automatic Languages; Common, Kaorti. Bonus Languages; Terran, Undercommon.
• Favored Classes: Kaorti and Sorcerer.

Aberrant Magic (Su): The Kaorti gains the following spells as Spell-Like Abilities usable HD/day each, with a caster level equal to the Kaorti’s HD. Color Spray, Comprehend Languages, Disguise Self (Humanoid forms only), Feather Fall, Ray of Enfeeblement, and Spider Climb. A Kaorti that takes level(s) in a Spontaneous spellcasting class may automatically add these spells to their list of spells known, and a Prepared Spellcaster may add these spells to their Spell List and to their spell book without cost (if applicable).
Lastly, the Kaorti casts all Arcane Spells at +1 Caster Level (this does not include the Kaorti’s SLAs).

Material Vulnerability (Ex): The Material Plane is painful to an unprotected Kaorti. An unprotected Kaorti on the Material Plane must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1 point of nonlethal damage and become fatigued. The fatigued condition persists until the Kaorti recovers all the nonlethal damage it took from its exposure to the Material Plane. If a Kaorti is rendered unconscious through the accumulation of nonlethal damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A Kaorti wearing a resin suit, or a Kaorti inside a cyst, is protected from the effects of the Material Plane, and the Fortitude Save DC resets when they put on the Kaorti Resin armour.

Vile Transformation (Su): A Kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the Kaorti’s jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC equal to 10 + ½ HD + Cha Mod). Failure indicates that the victim transforms
into a Kaorti (if the victim was a Humanoid), or otherwise into a Kaorti thrall. If the victim succeeds at the save, the Kaorti can attempt the transformation again forcing another Fortitude Save after another hour of contact; each additional attempt to transform a victim increases the save DC by +1. Humanoid creatures transformed into Kaorti’s automatically lose any unspent XP, and their race is changed to the race detailed in Far-Warped Body. The next time a Kaorti can gain a level, it must be in this class (They do not gain the Far-Warped Body class feature in this case). This transformation is the only way the Kaorti as a whole can propagate their strange kind. A non-Humanoid creature changed in this way instead has their type changed to Aberrant, and they gain +2 Int, +2 Cha and +2 Wis. They also gain True Strike as a 1/day SLA with a caster level equal to their HD. Creatures transformed in this way are not under the Kaorti’s control, although they are initially friendly towards the Kaorti. Unless the Kaorti can convince the transformed creature to accompany the Kaorti (and for no longer than a week), the transformed creature will make its way to the nearest Kaorti Cyst.


Kaorti Resilience
Your lengthy exposure to the Material Plane has hardened you towards the most damaging effects it has towards you and to all damage in general that might effect you.
Prerequisites: Kaorti, must have been living in the Material Plane for at least 6 months.
Benefit: Although you still take nonlethal damage if unprotected from the Material Plane, you no longer take any lethal damage from being unprotected while in the Material Plane once you become unconscious. Also, your resilient form grants you gain a +1 Natural Armor Bonus.

Improved Kaorti Resilience
At last, your time in the Material Plane has wiped away the last of your aversion to the Euclidean plane, and in this way you have become stronger.
Prerequisites: Kaorti Resilience, 6HD, must have lived in the Material Plane for at least a year.
Benefit: You no longer take any damage (non-lethal or lethal) while unprotected in the Material Plane; Regardless of this, you should still try to cover up whenever possible in case people, you know, see your face. Lastly, your Natural Armor Bonus granted by your Kaorti Resilience feat increases to +3.


Kaorti Resin Armour: Armour made of Kaorti Resin seems to be made from a thick leathery substance, is tight fitting, covers the entire body (holes can be cut for breathing and ventilation if needed, and does not inhibit sight or hearing) and prolonged contact can make non-Kaorti break out in hives. Armour made from Kaorti Resin is soft and comfortable (even if a bit itchy for most) and so a character can sleep in Kaorti armour without penalty. Additionally, Kaorti wearing resin armour feel like they're wearing a second skin. They do not take any damage from their Material Vulnerability quality, and suffer 10% less Arcane Failure Chance when casting spells in a Kaorti Resin Armour. Kaorti Resin Armour's cost depends of the size of the armour;

Light Armour: +500gp
Medium Armour: +1000gp
Heavy Armour: +2000gp

Kaorti Resin: The most common application for kaorti resin is to create a cyst, a space enclosed by walls of resin to provide a home. Within such a space, kaortis are protected from the harmful effects the Material Plane has on their body. A kaorti can produce roughly 1 cubic foot of resin each day, enough to coat 10 square feet of surface to a depth of 1 inch. It takes a kaorti about 30 minutes of uninterrupted work to produce this much resin, and one round to apply it to a wall. The substance dries to a rigid covering 1 hour after being applied. Walls and doors encrusted with this resin have their hardness increased by 5. Untreated kaorti resin lasts for only about 500 days before crumbling to shards, so kaortis need to maintain the walls of their cysts constantly. A single kaorti can keep a 40-foot-square room 10 feet high covered in resin indefinitely by spending 1 hour a day maintaining its cyst.

Miscellaneous Items: While the rules above show the price for the armour mass produced for a cyst's Kaorti scouts and rules on creating a cyst, for other items you need to refer to these rules (http://www.wizards.com/default.asp?x=dnd/re/20031014a) to create them from Kaorti Resin.

This class is for all you cultists who want to cut out the nonsense and go straight to playing a native of the Far Realms. In order to balance out the whole "IT BUUUUUUUUUURNS" thing the Kaorti has going on, this one level gives a variety of SLA's, the coveted Outsider type, a nice CL bonus for spellcasting Kaorti, and more little things like a bite attack and Heal as a class skill (Do you expect mortals to know how to sow you up? Are you mad?....Ah.).

04/03/12 - Slightly adjusted the wording of the two feats, and adjusted the formatting - Material Vulnerability is a class feature of its own rather than a quality.

2012-03-04, 03:05 AM


Lizard folk are amazing. Thank you WotC!

Some credit to DeAnno, since I stole his post layout for this.

In order to take levels in the Lizardfolk racial class, the character must be a member of the Lizardfolk race. Below is a "trimmed down" Lizardfolk appropriate for baseline play.

Lizardfolk Base Racial Features
All of the following are base racial abilities for the Lizardfolk.

Ability Score Adjustments: +2 Constitution, -2 Int.

• Humanoid (Reptilian): Lizardfolk are Humanoids with the Reptilian subtype.
• Size: Lizardfolk are Medium.
• Speed: Lizardfolk possess a base land speed of 30 feet.
• Swimming: Lizardfolk possess a Swim Speed of 15 ft. A Lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.
• Natural Armor: Lizardfolk have +1 natural armor.
• Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to four times their Constitution score before they risks drowning.
• Skill Bonuses: Lizardfolk receive a +4 racial bonus on Jump and Balance checks, due to their tails.
• Automatic Languages: Common, Draconic.
• Bonus Languages: Aquan, Dwarven, Elven, Gnome, Halfling, Sylvan.
• Favored Class: Druid. A multiclass Lizardfolk's Druid class does not count when determining whether an experience point penalty applies. In addition, all Lizardfolk automatically treat their racial class as a favored class.

Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Racial Features

1st|+0|+2|+0|+0|Natural Weapons, Resilient Scales, Lizardfolk Breed[/table]

Skill Points: (4 + Int modifier), x4 at first character level
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Natural Weapons: A Lizardfolk entering this class gains 2 claw natural weapons (1d4) and a bite natural weapon (1d6).

Resilient Scales (Ex): Lizardfolk increase their Natural Armor by an amount equal to their Constitution Modifier.

Lizardfolk Breed: Upon taking this level, a Lizardfolk's dormant "breed" capabilities emerge. Choose one from the below.
Mind of the Quanak: The Quanak are the Lizardfolk who awaken their latent psionic potential. They increase their Wisdom score by 2. Additionally, they gain 1 bonus power point with an additional bonus power point for each hit die they possess, and gain "Inertial Armor" as a power known. Their manifester level is equal to their hit dice, and they may gain additional powers through the use of feats.

Strength of the Blackscale: Blackscale Lizardfolk are the mighty behemoths of Lizardfolk kind. Increase their strength score by 2. Additionally, they gain the Powerful Build racial trait (see spoiler below), and their Natural Weapons deal damage as though they were one size category larger (1d6 Claws, 1d8 Bite).
The physical stature of Blackscales lets them function in many ways as if they were one size category larger. Whenever a Blackscale is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Blackscale is treated as one size larger if doing so is advantageous to him. A Blackscale is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Blackscale can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Pattern of the Poisondusk: Poisondusk Lizardfolk are the sneakiest of the Lizardfolk breeds. Increase their Dexterity score by 2, their base land speed by 10, and give them a +5 racial bonus on hide checks. Additionally, they gain the Slight Build racial trait (see spoiler below), and their natural weapons deal damage as though they were a size category smaller (1d3 claws, 1d4 bite).
The physical stature of Poisondusks lets them function in many ways as if they were one size category smaller. Whenever a Poisondusk is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Poisondusk is treated as one size smaller if doing so is advantageous to the character. A Poisondusk is also considered to be one size smaller when "squeezing" through a restrictive space. A Poisondusk can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Poisondusk remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Fang of the Viletooth: Viletooth Lizardfolk tap into their latent Draconic heritage, giving them mystical strength. Give them the Dragonblood Subtype, increase their Charisma by 2, and replace their Hold Breath ability with Water Breathing as an extraordinary ability. In addition, they gain Resistance to Acid equal to five plus twice their hit dice. They may spit acid as a ranged touch attack, dealing 1d6 damage per three hit dice they possess with a 1d4 round recharge time. This acid damage is automatically inflicted any time the Viletooth Lizardfolk successfully hits with their Bite attack.

Heart of the Greencrest: Greencrest Lizardfolk are the most numerous and hardiest of the Lizardfolk breeds. Increase their Constitution score by 2, their swim speed by 15 feet, and their Natural Armor by 1 for every 4 hit dice they possess. Additionally they never risk poisoning themselves when applying poison to a weapon and gain a +4 racial bonus on saves against poison.

Oh, boy is this fun. It'll probably turn into a full on project. I had trouble finding fun abilities to add onto the base form, and so I kind of stumbled, but then I found Quanak's and it all just fell into place.

2012-03-05, 03:09 PM


Petal from the Monster Manual 3 image belongs to the artist, whoever s/he is. Along with the WotC for printing the Petal originally.
The shrinking size change was inspired mostly from Kobold-Bard's Pseudodragon class back in the Community Project.
Sleep songs are based/inspired somewhat off the Bard's Bardic Music class ability.
Gotta give credit to DeAnno, and TheGeckoKing for some post layout that I decided to use.

Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Racial Features

1st|+0|+0|+2|+2|Flora-Fey Body, Sleep Songs, Damage Reduction[/table]

Class Skills: (6+Int Mod, x4 at 1st level) Concentration, Craft, Diplomacy, Escape Artist, Hide, Knowledge (arcana), Knowledge (nature), Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Survival, Tumble.

Proficiencies: Petals are proficient with all Simple weapons, and light armor, but not with any shields.

Flora-Fey Body: At 1st level, the Petal’s loses all previous racial benefits, and their race changes to become the following;

Low-Light Vision.
Small Size, with a base Land speed of 20ft. At 4 HD it gains the Slight Build ability; whenever it would be beneficial it is treated as being Tiny sized rather then Small. This also drops their Land speed to 15ft.
+2 Cha, -2 Str.
A Petal has wings that are too weak for flight. At 4 HD it gains a Fly speed of 30ft (average), which increases by 5ft/2 additional HD & becomes (good) at 10 HD.
A Petal gains Natural Armor equal to its Constitution Modifier.
All Petals have a racial Hide bonus of +2, or +4 if hiding amongst flowers.
Petals have DR 1/Cold Iron
Automatic Languages: Common and Petal. Bonus Languages; Elven, and Slyvan.
Favored Class: Bard. A multiclass Petal's Bard class does not count when determining whether an experience point penalty applies. In addition, all Petal's automatically treat their racial class as a favored class.

Sleep Songs: Once per day per HD, a Petal can sing songs that deal no damage but can lull a creature into a state of relaxation or sleep. Each ability requires both a minimum HD and a minimum number of ranks in Perform (Sing) to qualify; if the Petal does not have the required number of ranks, it does not gain the Sleep Song ability until it acquires the needed ranks.
Starting a Sleep song effect is a standard action. Some sleep song abilities require concentration, which means the petal must take a standard action each round to maintain the ability. Even while using sleep songs that don't require concentration, a petal cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items with a verbal component, a deaf petal has a 20% chance to fail when attempting to use sleep songs.
Sleep songs do not stack with the Bard's Bardic Music.

Lullaby: A Petal with 3 or more ranks in Perform (Sing) can use this song to make enemy creatures drowsier. Any enemy creature within a 20ft-radius that fails a Will save is affected as though by a lullaby (http://www.d20srd.org/srd/spells/lullaby.htm) spell. Unlike other Sleep Songs, their Lullaby song doesn't use their daily total of songs per day.
Sleep: A Petal with 3 or more ranks in Perform (Sing) can use this song to put enemy creatures to sleep. Any creature within a 25ft-radius that fails a Will save is affected as though by a sleep (http://www.d20srd.org/srd/spells/sleep.htm) spell.
Calm Emotions: A Petal with 4 HD or higher with 7 or more ranks in Perform (Sing) can use this song to help calm creatures. Any creature within a 30ft-radius that fails a Will save is affected as though by a calm emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) spell.
Deep Slumber: A Petal with 7 HD or higher with 10 or more ranks in Perform (Sing) can use this song to put even more creatures to sleep. Any creature within a 25ft-radius that fails a Will save is affected as though by a deep slumber (http://www.d20srd.org/srd/spells/deepSlumber.htm) spell.
Enhanced Song: Starting at 10 HD a Petal can choose to use twice its daily song uses per song to make them even stronger, enough so that it can effect even creatures normally immune to Sleep. For creatures that don't sleep (Constructs or Undead) they take a -6 penalty to Dexterity.
Endless Slumber: A Petal with 13 HD or higher with 16 or more ranks in Perform (Sing) can use this song to put creatures in a deeper sleep. Any creature within a 30ft-radius that fails a Will save is affected as though by a Endless Slumber (Complete Mage; pg 103) spell.

Damage Reduction (Ex): Petal increase their Damage Reduction by +1 at every 4 HD after the first.


So this now makes my first monster class, and my 4th homebrewed class ever (counting my FoP 'rewrite', and the two versions of Wyrmfire Disciple). Kinda got stumped for abilities, especially for Sleep songs since the original only had Lullaby and Sleep with Sleep requiring several Petals to use. Deciding to keep up with the theme of a fey that specializes in putting creatures to sleep for a 'nappy poo' I found several other spells the songs could replicate in the form of Bardic Music-like.
Tried to get the HD/Skill Points to scale some what similar to the Bard's spellcasting so as not to give too strong of a Sleep song too early or easily. Between Deep Sleep and Endless Slumber there was a lack of Sleep-themed spells so I plopped in a ability to use double the song use for a 'Sleep immunity' penetration ability.
All in all, I think it is a good try for my first attempt.

The Winter King
2012-03-08, 12:25 AM

Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Class Features

1st|+0|+2|+2|+0|Mantid Body, Leap, Poison[/table]

ClassClass Skills: (4+Int Mod, x4 at 1st level) Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str)

Proficiencies: Thri-Kreen are proficient with all Simple weapons, their natural weapons, the gythka, chatkcha, zerka, ko, and lajav. Thri-Kreen are not proficient with any type of armor or shield.

Mantid Body: At 1st level, the Thri-Kreen loses all previous racial benefits, and their race changes to become the following;

Monstrous Humanoid(Psionic)
Dark Vision.
Medium Size, with a base Land speed of 40ft.
Multiple Limbs: Thri-Kreen have four arms.

At 1 HD, they have two primary arms and two secondary, weaker arms which cannot be used to attack but may carry objects and make somatic components.

At 3 HD, these smaller lower arms become strong enough to use weapons, but only light weapons.

At 6 HD, they're arms improve and become as strong as their primary arms.
A Thri-Kreen has 2 claws(1d4) and a bite(1d4). Claws are primary and bite is secondary.

At 3 HD they gain two additional claw attacks.
+4 Dex, +2 Wis, -2 Cha.
A Thri-Kreen gains Natural Armor equal to its Constitution Modifier.
All Thri-Kreen have a racial Hide bonus of +4 when hiding in desert or arid terrain.
Naturally Psionic: a Thri-Kreen has 2 bonus power points.
Immune to Sleep effects. Thri-Kreen do not sleep, though they still require 8 hours rest from which to recover power points or spells.
Automatic Languages: Common and Kreen.

Kreen Poison (Ex): Once per day, a Thri-Kreen may deliver its poison with its bite. The initial and secondary damage is the same, paralyzed for 2d6 minutes. The save DC is based on Con.
If a Thri-Kreen learns the Prevenom or Prevenom weapon pwers she may forgo the normal effects to make the poison identical to this poison.

Leap (Ex): A Thri-Kreen does not double Jump DCs for not getting a running start. In addition a Thri-Kreen has a Jump Speed equal to its base land speed.

Jump Speeds: A new kind of movement, originally thought up here (http://www.dnd-wiki.org/wiki/Jump_%283.5e_Creature_Ability%29)

FeatsChitin Spikes
Prerequisite: Thri-Kreen
Benefit: Your chitinous shell grows spikes. You gain armor spikes as a secondary natural weapon dealing damage appropriate to your size.
Special: You gain a bonus power point.

Double Jump
Prerequisite: Jump Speed
Benefit: You may make a jump in mid-air as long as you have either a) movement remaining or b) another move action. You may make a number of jumps equal to your dex bonus (min. 1)

Extra Kreen Poison
Prerequisites: Kreen Poison
Benefit: You may spend a power point to gain an additional use of Kreen Poison.
Special: You gain a bonus power point.

Greater Kreen Venom
Prerequisites: Kreen Venom, must know Prevenom (http://www.dnd-wiki.org/wiki/SRD:Prevenom) and/or Truevenom (http://www.dnd-wiki.org/wiki/SRD:Truevenom).
Benefit: You may manifest either Prevenom (http://www.dnd-wiki.org/wiki/SRD:Prevenom) or Truevenom (http://www.dnd-wiki.org/wiki/SRD:Truevenom) when using your Kreen Poison, adding the effect of the power to that of your poison. Also whenever you use one of those powers, you may spend an extra powerpoint to add your Kreen Poison to its effects.
Special: You gain a bonus power point.

Kreen Senses
Prerequisite: Kreen
Benefit: The Kreen gains scent out to 30ft. By spending 4 power points, a Thri-Kreen may gain the benefits of the Touchsight (http://www.dnd-wiki.org/wiki/SRD:Touchsight) power for 5 minutes except the range is 30ft not 60ft.
Special: You gain a bonus power point.

Lesser Thri-Kreen Psionics
Prerequisites: Thri-Kreen
Benefit: You may manifest Know Direction and Location (http://www.dnd-wiki.org/wiki/SRD:Know_Direction_and_Location) and Chameleon (http://www.dnd-wiki.org/wiki/SRD:Chameleon) as Psi-like abilities 3/day each. HD equals ML.
Special: You gain a bonus power point.

Psychic Ninja
Prerequisites: Ki Pool, Sudden Strike, Power Point Reserve
Benefit: Your levels in a Psionic class stack with your ninja levels to determine your AC bonus and the acquisition of Ki Powers. Also you may use power points as Ki points.

Thri-Kreen Psionics
Prerequisites: Lesser Thri-Kreen Psionics
Benefit: You may manifest the powers granted by the Lesser Thri-Kreen Psionics feat at will, and gain the ability to manifest Mind Thrust (http://www.dnd-wiki.org/wiki/SRD:Mind_Thrust) and Thought Sheild (http://www.dnd-wiki.org/wiki/SRD:Thought_Shield) 3/day each.
Special: You gain 1 bonus power point.

Chatkcha thrown weapon, 20ft, 1d6 piercing, 3 lbs, cost 5gp, returns at begining of next turn, 20/x2

Gythka is a slashing double weapon, each side deals 2d6 and is 20/x2, 60gp, 25lbs

A Ko is a stone dagger. Whenever it deals damge reduce hit creature's natural armor by 1d4. Natural armor recovers at a hp rate. 2lbs, 10gp

A Lajav is a nunchaku costs 25gp and you use unarmed damage if higher

A Zerka is a harpoon like in storm wrack, basically a javelin that does 1d10, costs 15gp, 10lbs, and fort(10+dmg) or be entangled except for attack and dex penalties, cant move far away due to trailing rope w/ opposed Str check, can be removed as a full round action with 2hands but retake initial dmg. DC 15 heal avoids dmg

Additional Images

CommentsOk, the ThriKreen is basically a warrior with a little psionic flavor, and alot of movement. A Kreen can jump 40ft in a straight line in any direction without a jump check. You do not need a jump check to move your jump speed. I love these little buggers and recently came a cross some 2ed darksun stuff for them, it was full of fluff, didnt understand some of the crunch and that is where the additional weapons come from.

Mystic Muse
2012-03-09, 01:35 AM
Muckdweller (Serpent Kingdoms)



Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Racial Features

1st|+0|+0|+2|+2|MuckDweller Body, Camouflaged Hide, Squirt, Venom[/table]

Proficiencies: A Muckdweller is proficient with all light and one handed simple and martial weapons, and with all light armor. Muckdwellers are not proficient with shield

Class Skills: (6+Int Mod, x4 at 1st level) Balance, Climb, Disguise, Escape Artist, Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble.

Muckdweller: At 1st level, the Muckdweller gains the Following.
• Monstrous Humanoid
• Darkvision out 60ft and Low-Light Vision.
• small size
• Speed: Muckdwellers possess a base land speed of 20 feet and a Swim speed of 20 feet.
• +2 Dexterity -2 Strength
• A Muckdweller has a Bite Attack that deals 1d6+Strength modifier Damage
• All Muckdwellers are Amphibious.
• Automatic Languages; Muckdwellers automatically speak Draconic
• Favored Classes: Rogue and Scout

Camouflaged Hide (Ex): At first level, the Muckdweller gains a +1 racial bonus on all hide checks. This increases by +1 for every 2 HD gained from this point (+2 at 3, +3 at 5, +4 at 7, ETC.)

At 10 HD, The Muckdweller can use the Hide Skill in any sort of Natural Terrain, even if the Terrain doesn't offer cover or concealment.

At 16 HD, the Muckdweller can hide in any sort of Natural terrain even while being observed.

Muckdwellers lose these benefits when carry a medium or heavy load, or wearing medium or heavy armor.

Squirt (Ex): At First level, a muckdweller can squirt a jet of water into the eyes of a target up to 20 feet away. Anyone hit by this attack must make a Reflex save (DC 10+1/2 HD+Dexterity Modifier) or be blinded for 1 round.

The Range of this ability increases by 10 feet per HD.

At 8 HD, the Muckdweller can Mix its poison into the squirt attack.

Venom (ex): At 4 HD the Muckdweller's bite attack leaks a rather nasty venom dealing 1d4 primary and secondary Constitution damage.

At 8 HD this increases to 1d6

At 12 HD this increases to 1d8

At 16 HD this increases to 2d6


The Muckdweller is a weird combo of an Amphibian, a Gila Monster, and a Chameleon. Well, that's what I made it anyway.

The poison doesn't bypass immunity because it's not essential to the class, and it's just a 1 level class.


Nothing yet

Mystic Muse
2012-03-21, 12:53 AM
Alright, the contest is now Closed.

The voting thread will e put up when I can get to it tomorrow. Sorry, but this post is the extent of what I can do tonight.