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LordErebus12
2012-09-14, 01:51 AM
I propose a dramatic re-imagining of what it is to be a monster... Because I'm getting sick of all this attention focused on the player classes. what incentive do i have to progress as a member of my race? none? this disturbs me. racial bonus feats try to help but could be made into new class abilities for even greater flare...

I say we make some 10th or 20th level racial classes for some of our favorite monsters. weaker ones like goblins, kobolds, orcs should have a smaller number of levels, since they are usually only encountered (and pose a threat) at lower levels. but we mustnt also for such stronger creatures as nightmares, vampires (dibs, hahaha), aboleth, dryads, bullettes, etc to have full level progression.

dragons and their age catagories have them gaining abilities on much longer HD progressions, not so much unlike classes.

got the idea after making the Predator Racial Class (using Monstrous Humanoid as base) and the Xenomorph Racial Class (Using Aberration)

rules:

Must be a racial class using the basic progression rules of its type and subtype.
Must contain every ability currently possessed by the standard creature at some point.
Must be an actual monster from the various manuals (it cannot be a homebrew monster).
Must List whether its a Pathfinder or 3.5 racial class.
1st Level must contain every racial weakness.


feel free to be creative with the overall progression of abilities or design. Im gonna start work on the vampire racial class tomorrow sometime. i feel bad that they will only get a d8 hit dice because of Pathfinder..., and not a d12 hit dice like in 3.5

LordErebus12
2012-09-14, 04:47 AM
Vampire

http://i.imgur.com/kJBZ0.jpg

*A ice cold hand grips your throat, lifting you with it's vice grip*
"So you want to be a vampire... Now why should I grant such a dark blessing upon you, Kine? Why shouldn't I just crush your throat now? leave with my Thirst..."
*exhaled breath, that crypt smell of rotting flesh and grave dirt fills your nostrils, as you gasp for breath*
"... pacified..."

Alignment: Any Evil.

Hit Die: d8.

Base Land Speed: As Base Creature.

Class Skills
The Vampire's class skills are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. The Vampire can chose two skills that it knew in life to gain as class skills.
Skill Ranks per Level: 4 + Int modifier.

{table=head]{colsp=9}Table: Vampire Racial Class
Level| Base Attack Bonus | Fort| Reflex |Will| Special| Fast Healing| Resist: Cold/ Electricity| Ability Increases

1st |+0 |+0 |+0 |+2 |Blood Drain, Undead Traits, Vampire Weaknesses |1 |2 |---
2nd |+1 |+1 |+1 |+3 |Undead Skills, Undead Body, Shadowless |1 |2 |Dex +2
3rd |+2 |+1 |+1 |+3 |Channel Resistance +2, Spider Climb |2 |4 |Cha +2
4th |+3 |+1 |+1 |+4 |DR 5/Silver, Undead Feats |2 |4 |Dex +2
5th |+3 |+2 |+2 |+4 |Dominate, Gaseous Form |3 |6 |Str +2

6th |+4 |+2 |+2 |+5 |Change Shape, Create Spawn |3 |6 |Int +2
7th |+5 |+2 |+2 |+5 |Channel Resistance +4, Undead Skills |4 |8 |Str +2
8th |+6/+1 |+3 |+3 |+6 |DR 10/ Magic and Silver, Undead Feats |4 |8 |Cha +2
9th |+6/+1 |+3 |+3 |+6 |Children of the Night, Improved Gaseous Form |5 |10 |Wis +2
10th |+7/+2 |+3 |+3 |+7 |Energy Drain, Primal Form |5 |10 |Str +2
[/table]

Class Features
The following are class features of the Vampire.
Undead Traits:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
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.


Armor and Weapon Proficiency:
Proficient with all simple and martial weapons, as well as one exotic weapon of their choice. Proficient with all armors and shields (including tower shields).

Vampire Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.

Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

1st - Blood Drain (Su):
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Undead Skills:
2nd - +4 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
7th - +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

2nd - Undead Body:
A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see Natural Attacks). Its slam also causes energy drain at a later level (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Furthermore, the Vampire's natural armor improves by +6.

2nd - Shadowless (Ex):
A vampire casts no shadows and shows no reflection in a mirror.

3rd - Spider Climb (Ex):
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Undead Feats:
4th: Alertness, Combat Reflexes, Dodge
8th: Improved Initiative, Lightning Reflexes, Toughness

5th - Dominate (Su):
A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

5th - Gaseous Form (Su):
As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

6th - Change Shape (Su):
A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

6th - Create Spawn (Su):
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction.

A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit or reach 5th level, become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

9th - Children of the Night (Su):
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

9th - Improved Gaseous Form (Su):
If reduced to 0 hit points in combat, a vampire can now assume gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes at the normal fast healing rate.

10th - Energy Drain (Su):
A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

10th - Primal Form (Ex):
A vampire gains the ability to manifest bat-like wings on their shoulders, granting a fly speed equal to double the base creature's land speed with good mobility. The vampire gains four claw attacks suitable for a creature one size larger; as both its hands and its feet become large talons; However, the feet talons are only usable while flying. The vampire's skin becomes tougher, increasing the vampire's natural armor bonus from +6 to +10. This ability is usable at will, requiring a standard action to manifest or dismiss the form.

Notes: The Capstone is the only ability that is non-standard for a vampire. Figured it added enough flare for some to want to take enough vampire levels to gain it.

Merrow

http://i.imgur.com/OjMTI.jpg

Alignment: Any Evil.

Base Land Speed: 40 ft.

Swim Speed: 40 ft.

Hit Die: d8.

Class Skills
The Merrow's class skills are Athletics (climb, jump and swim), Craft, Handle Animal, Heal, Profession, Ride, Stealth, and Survival. Merrow's gain a +4 racial bonus to stealth when underwater.

Skill Ranks per Level: 2 + Int modifier.

{table=head]{colsp=8}Table: Merrow Racial Class
Level| BAB | Fort| Reflex |Will| Special | Claw Dmg | Ability Bonuses

1st |+0 |+2 |+0 |+0 |Amphibious Giant, Freshwater Adaption, Smash |1d6 |Dex -2, Int -2
2nd |+1 |+3 |+1 |+1 |Hardy Fortitude (sickened) |1d6 |Str +2
3rd |+2 |+3 |+1 |+1 |Ogre Ferocity |1d8 |Con +1
4th |+3 |+4 |+1 |+1 |Scent |1d8 |Str +2
5th |+3 |+4 |+2 |+2 |Saltwater Adaption |2d6 |Con +1

6th |+4 |+2 |+2 |+5 |Diehard |2d6 |Str +2, Dex -2
7th |+5 |+2 |+2 |+5 |Hardy Fortitude (nauseated) |2d8 |Con +1
8th |+6/+1 |+3 |+3 |+6 |Knockback |2d8 |Str +2
9th |+6/+1 |+3 |+3 |+6 |Keen Scent |3d6 |Con +1
10th |+7/+2 |+3 |+3 |+7 |Strength Surge |3d6 |Str +2
[/table]

Class Features
The following are class features of the Merrow.
Armor and Weapon Proficiency:
Merrow are proficient with all simple weapons and with two martial weapons or one exotic of their choice. Merrow are proficient with all types of armor (light, medium, and heavy) and with all shields (including tower shields).

1st - Amphibious Giant (Ex):
Merrow with this special quality have the aquatic subtype, in addition to the giant subtype. However, they can survive indefinitely on land as well as underwater.

1st - Freshwater Adaption (Ex):
The Freshwater Merrow has Low-light Vision. The Merrow’s size is large; they are about 12 feet tall and up to 500 pounds in weight. The Merrow’s size penalty to AC and attack rolls is -1. The Merrow’s size bonus on all CMB and CMD checks is +1. The Merrow has a reach of 10 ft. due to its larger body. The Merrow is capable of wielding weapons sized for Large creatures.

1st - Smash (Ex):
The Merrow’s unarmed attacks are always treated as being lethal. Any item a Merrow attempts to sunder, including weapons, is treated as having a hardness 5 points lower than its actual hardness (cannot be lower than 0). Merrows suffer a -6 penalty on attack rolls in which they attempt to deal nonlethal damage, as opposed to the normal -4.

Hardy Fortitude (Ex):
2nd: The Merrow becomes immune to the sickened condition
7th: The Merrow becomes immune to the nauseated condition.

3rd - Merrow Ferocity (Ex):
The Merrow remains conscious and can continue fighting even if his hit point total is below 0. He’s still staggered and loses 1 hit point each round. A Merrow with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

4th - Scent (Ex):
This special quality allows a Merrow to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Merrows with the scent ability can identify familiar odors just as humans do familiar sights.

The Merrow can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a Merrow detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Merrow can take a move action to note the direction of the scent. When the Merrow is within 5 feet of the source, it pinpoints the source's location.

A Merrow with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Merrow tracking by scent ignore the effects of surface conditions and poor visibility.

5th - Diehard (Ex):
When a Merrow’s hit point total is below 0, but is not dead, is also automatically stabilized. The Merrow does not need to make a Constitution check each round to avoid losing additional hit points. The Merrow may choose to act as if he were disabled, rather than dying. The Merrow must make this decision as soon as he is reduced to negative hit points (even if it isn't his turn). If he does not choose to act as if he were disabled, he immediately falls unconscious.

When using this ability, he is staggered. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) he take 1 point of damage after completing the act. If the Merrow’s negative hit points are equal to or greater than his Constitution score, he immediately dies.

6th - Saltwater Adaption (Ex):
The Saltwater Merrow has both Low-light Vision and Darkvision 60 ft. The Merrow’s size increases to huge; growing roughly to 20 feet tall and up to 4000 pounds in weight. The Merrow’s size penalty to AC and attack rolls increases to -2. The Merrow’s size bonus on all CMB and CMD checks increases to +2. The Merrow’s reach increases by 5 ft., to the total of 15 ft. of reach. The Merrow is capable of wielding weapons sized for huge creatures. Do not alter Abilities Scores or damage die for claw attacks for the size increase, they are factored into the class’s progression.

8th - Knockback (Ex):
Once per round, the Merrow can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Merrow’s Strength modifier and is moved back as normal. The Merrow does not need to move with the target if successful. This does not provoke an attack of opportunity.

9th - Keen Scent (Ex):
The Merrow can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

10th - Strength Surge (Ex):
The Merrow adds his level on one Strength check or combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him. This ability is used as an immediate action. This ability can only be used 3 + Constitution modifier per day.

Notes: I like it. Lol. Most of this would apply to Standard Ogres but the Amphibious Giant ability is replaced by Rock Throwing (See Spoiler)
Rock Throwing (Ex):
Ogres have the giant subtype. Ogres are accomplished rock throwers and have a +1 racial bonus on attack rolls with thrown rocks. They can hurl rocks up to two categories smaller than their own size. The range increment for a rock is 20 feet, and they can hurl it up to 5 range increments. Damage for a hurled rock is 2d6 for a Large Ogre or 3d6 for a huge creature, plus 1-1/2 their Strength bonus.

Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives. The saltwater variety grows much larger than the freshwater variety, but the behavior and society of the two types are otherwise similar.

Merrows are known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance. Merrows have a stronger sense of unity than ogres do, and rarely will the leader of a tribe be challenged. When they have chosen a village or town to plunder, they attack as a gang and share the spoils.

A freshwater merrow is 12 feet tall and weighs 500 pounds. Saltwater merrows easily reach 20 feet tall and 4,000 pounds, and have been known to hunt whales. The two species do not often come in contact, but when they do, feuding and conflict are swift to develop.


Drow

http://maxcdn.thedesigninspiration.com/wp-content/uploads/2011/08/Drow-l.jpg

Alignment: Usually Evil.

Base Land Speed: 30 ft.

Hit Die: d8.

Class Skills
The Drow's class skills are Acrobatics (balance and tumble), Athletics (climb, jump and swim), Craft, Handle Animal, Heal, Profession, Ride, Stealth, and Survival.

Skill Ranks per Level: 2 + Int modifier.

{table=head]{colsp=8}Table: Drow Racial Class
Level| BAB | Fort| Reflex |Will| Special | Spell Resistance | Spell-Like Abilities

1st |+0 |+2 |+0 |+0 |Drow Traits, Light Blindness, Poison Use |7 |Dancing Lights 1 + Cha/Day
2nd |+1 |+3 |+1 |+1 |Ambitious Schemer, Sneak Attack +1d6 |8 |Faerie Fire 1 + Cha/Day
3rd |+2 |+3 |+1 |+1 |Ancestral Grudge, Finesse |9 |Darkness 1 + Cha/Day
4th |+3 |+4 |+1 |+1 |Drow Immunities, Sneak Attack +2d6 |10 |Levitate 1 + Cha/Day
5th |+3 |+4 |+2 |+2 |Darklands Stalker |11 |Detect Magic at will

[/table]

Class Features
The following are class features of the Drow.
Armor and Weapon Proficiency:
Drow are proficient with all simple weapons and proficient with the hand crossbow, rapier, and short sword. Drow are proficient with light armor and with shields (but not tower shields).

1st - Drow Traits:
Dex +2, Con -2, Cha +2
Darkvision 120 ft.
+2 racial bonus on Perception checks
spell resistance equal to 6 plus their class levels

1st - Light Blindness:
Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

1st - Poison Use:
Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

2nd - Ambitious Schemer:
Seduction and treachery are tools for advancement in drow society, even for the martially inclined. Drow may choose to add either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks.

2nd - Sneak Attack :
As per the rogue ability; 1d6 extra damage at 2nd level and 2d6 extra damage at 4th level.

3rd - Ancestral Grudge:
The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes.

3rd - Finesse:
Drow are trained in using their agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of the drow's size category, it may use it's Dexterity modifier instead of it's Strength modifier on attack rolls. If it wields a shield, its armor check penalty applies to it's attack rolls.

4th - Drow Immunities:
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

5th - Darklands Stalker:
The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow may move through difficult terrain without penalty while underground with ease. Whenever it moves, it may move through 5 feet of difficult terrain each round as if it were normal terrain. This ability allows it to take a 5-foot step into difficult terrain.

5th - Seducer:
Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school.
Notes: ---

LordErebus12
2012-09-14, 07:17 PM
Beholder

http://i.imgur.com/SnGf4.jpg

"I SEE YOU! HAHAHAHA!"
*beams fire through the sleeping camp, incinerating the tents and laying waste to the firepit*
"TIME FOR YOU TO DIE!!!

Alignment: Any Chaotic. (Usually Chaotic Evil)

Hit Die: d8.

Fly Speed: 20 ft. (Perfect), with a constant Featherfall effect.

Class Skills
The Beholder's class skills are Acrobatics (Balance, Fly, Tumble), Athletics (Climb, Jump, Swim), Escape Artist, Fly, Intimidate, Knowledge (Arcana, Dungeoneering), Perception, Sense Motive, Spellcraft, Stealth, and Survival.

Skill Ranks per Level: 4 + Int modifier.

{table=head]{colsp=8}Table: Beholder Racial Class
Level| Base Attack Bonus | Fort| Reflex |Will| Special | Natural Armor | Ability Bonus

1st |+0 |+0 |+0 |+2 |Traits, Eye Rays: Blast|+8 |(See Traits)
2nd |+1 |+1 |+1 |+3 |Xenophobic Madness |+8 |---
3rd |+2 |+1 |+1 |+3 |Eye Rays: Telekinesis |+9 |+2 Con
4th |+3 |+1 |+1 |+4 |Uncanny Dodge |+9 |---
5th |+3 |+2 |+2 |+4 |Eye Rays: Charm Monster |+10 |+2 Cha

6th |+4 |+2 |+2 |+5 |Eye Rays: Fear |+10 |---
7th |+5 |+2 |+2 |+5 |Eye Rays: Sleep |+11 |+2 Int
8th |+6/+1 |+3 |+3 |+6 |Tyrant |+11 |(See Tyrant)
9th |+6/+1 |+3 |+3 |+6 |Eye Rays: Slow |+12 |+2 Con
10th |+7/+2 |+3 |+3 |+7 |Eye Rays: Flesh to Stone |+12 |---

11th |+8/+3 |+4 |+4 |+7 |Antimagic Eye |+13 |+2 Cha
12th |+9/+4 |+4 |+4 |+8 |Eye Rays: Finger of Death |+13 |---
13th |+9/+4 |+4 |+4 |+8 |Beam Barrage |+14 |+2 Int
14th |+10/+5 |+5 |+5 |+9 |Eye Rays: Disintegrate |+14 |---
15th |+11/+6/+1 |+5 |+5 |+9 |Arcane Destruction |+15 |+2 Con

[/table]

Class Features
The following are class features of the Beholder.
Traits:
+2 Str, -2 Dex, +2 Con, -2 Wis, -2 Cha
Darkvision 60 ft.
Natural Attack: Bite 3d4 + 1 1/2 Str
Bonus Feat: Flyby Attack
All-Around Vision (Ex) A beholder's many eye stalks grant it a +4 racial bonus on Perception checks. It cannot be flanked.
Beholders eat, breathe and sleep.

Armor and Weapon Proficiency:
Not Proficient with any weapons except its natural weapons. Not Proficient with armor or with any shields.

1st - Eye Rays (Su):
As a standard action, a beholder may fire two of its eye rays at a single target as a ranged touch attack. As a full round action, It has ten available eyes to fire rays with; with the ability to choose multiple targets and each has a range of 150 ft. At various levels, the beholder also gains new types of beams to fire; however, only Blast and Telekinesis can be used with more than one eye stalk per round. Unlike normal spells, these beams all have the same DC, no matter the base spell. The DC is equal to 10 + 1/2 Beholder Class Level + Beholder's Charisma Modifier.


1st - Blast: 1d6 per HD in damage, Reflex save for half. The damage may be acid, cold, fire or electricity (beholder's choice).
3rd - Telekinesis: As the spell, Will save negates. A beholder may move heavy loads, perform a combat maneuver, or hurl creatures or objects.
5th - Charm Monster: As the spell, Will save negates.
6th - Fear: The target must succeed on Will save or be panicked for 1d4+1 rounds. If cornered it cowers. On a success it is shaken for 1 round.
7th - Sleep: The target must succeed on Will save or fall into a magical slumber. During this time it is helpless. Each round on its turn, it may attempt a new saving throw to shrug off the effect. Other creatures may awaken the target by taking a standard action to slap or shake it. It automatically awakens if it takes damage.
9th - Slow: As the spell, Will save negates.
10th - Flesh to Stone: The target must succeed on Fort save or take 2d4 Dexterity damage. If reduced to 0 in this manner, it is petrified and turned permanently into stone.
12th - Finger of Death: The target must succeed on a Fort save or take 1d10 per HD in damage. On a success it takes 1d6 per 5 racial levels + 1/HD. This is a death effect.
14th - Disintegrate: As the spell, Fort save negates.

2nd - Xenophobic Madness (Ex):
beholders suffer from extreme racial xenophobia, believing that all other species are lesser creatures. That coupled with its massive ego, beholders often surround themselves with weak allies, preferring those who attempt to cater to its pride. The beholder receives a -4 penalty against charisma based checks when someone attempts to flatter it.

However, once such a check fails against it, the penalty becomes a bonus to the beholder's Sense Motive checks as its paranoia kicks in. This is often the point at which it begins firing at what was attempting the coercion.

4th - Uncanny Dodge (Ex):
A beholder gains the ability to react to danger before its senses would normally allow her to do so. It cannot be caught flat-footed, even if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A beholder with this ability can still lose Its Dexterity bonus to AC if an opponent successfully uses the feint action against it.

8th - Tyrant (Ex):
The Beholder’s size increases to huge, increasing Strength and Constitution scores by +2 and a -2 penalty on Dexterity. Damage on the beholder’s Bite attack increases to 3d6 damage. The beholder also gains DR X/--- equal to one-third the beholder’s racial class level.

11th - Antimagic Eye (Su):
A beholder's central eye continually produces a 150 ft. cone of antimagic. This functions as per antimagic field, and suppresses even the beholder's own eye rays. Each round at the start of its turn, the beholder decides whether the antimagic cone is active or not (by shutting its central eye as a free action).

13th - Blast Barrage (Su):
As a standard action, the beholder fires five beams at one target with a single ranged touch attack. The beams fired must be of the Blast type and it fires at a -5 penalty, out to a range of 150 ft.

15th - Arcane Destruction (Su):
As a full round action, a beholder may close his main eye, rolling it backwards within its body, revealing the white back of its eye. Upon the back, several complex arcane symbols trace several rapid patterns. Also, all natural and magical light decreases one step within 150 ft. of the beholder.

As a standard action the following round, all its eyes cross before firing at a concentrated point, roughly five feet in front of the beholder’s main eye. The arcane-wrought central eye fires an intensely bright beam of concentrated magic, passing through the nexus of “eye beams* before exploding to full size, the beam’s height and width extend five feet on either side of the beholder both vertically and horizontally, creating a 30 ft. tall and wide beam that extends out to 150 ft. feet.

This beam deals 10d6 force damage as well as 10d6 worth of acid, cold, electricity, fire, and sonic damage (dealing 2d6 each). Creatures and objects caught within the blast suffer damage and are driven back as far back as space allows or the targets reach 150 ft. and must make a fortitude save or be blinded for 1d4+1 rounds. Creatures caught within are also allowed reflex saves to move to the edges of the beam, taking half damage from its powerful blast.

After firing this attack, the beholder is effectively blind and dazed for 1 round, all eyes closing in pain. After that round of disorientation, the beholder can open first the main eye then its lesser eyes as a move action.

Appearance:
A beholder is an 8-foot-wide orb dominated by a central eye and a large, toothy maw. Ten smaller eyes on stalks sprout from the of the orb. The larger versions, usually called Tyrants, are about 14 ft. wide.

Combat:
Beholders often attack without provocation. Though not powerful physically, they often plow right into groups of opponents to use as many of their eyes as they can. When closing with an enemy, a beholder tries to cause as much disruption and confusion as possible. However, they are known for extremely large egos, which may prove as an advantage. If someone can trick a beholder with flattery, it might not attempt to disintegrate everyone within sight, at least not right away...

Notes:
now i took some liberties with the 3rd rule, as its not a OGL creature for pathfinder. however, ive always loved/hated the beholder. so behold my beholder. lol

I made the DC is equal to 10 + 1/2 Beholder Class Level + Beholder's Charisma Modifier.

1/2 the Racial levels is so that the modifier from that would normally come from the spell level went up as the creature did, but also simplified it, meaning only one spell DC to remember and since none of the spells used are above 7th level, the weaker spells actually are better than average. the creature's DC's are actually nerfed a bit from the -2 Charisma until several levels in, which balances out then becomes +2 finally.

factor that in, the DC's are like DC 10 + (0 through 7) + Charisma modifier (modified at -1 at low levels, 0 at mid levels, +1 at high levels).

Racial Modifiers are applied, with highest being an 18 and lowest being a 12.
Low Cha (10 or +0) 1st level: DC 10
High Cha (16 or +3) 1st level: DC 13
Low Cha (12 or +1) 5th level: DC 13
High Cha (18 or +4) 5th level: DC 16
Low Cha (15 or +2) 11th level: DC 17
High Cha (21 or +5) 11th level: DC 20
Low Cha (16 or +3) 15th level: DC 20
High Cha (22 or +6) 15th level: DC 23

compared to the standard 13th level beholder from 3.5, the DC was, what? 17 or 19? its in a similar range. add in the neat abilities, partial to full immunity to a rogue's sneak attack. good to go, lmao.

dspeyer
2012-09-15, 12:22 AM
What should we be aiming for in terms of balance? It seems like a lot of the stronger monsters really need LA to make them fit. Or should we just include no-hit-die levels like Savage Species does?

LordErebus12
2012-09-15, 01:09 AM
What should we be aiming for in terms of balance? It seems like a lot of the stronger monsters really need LA to make them fit. Or should we just include no-hit-die levels like Savage Species does?

Must we concern ourselves with that? It should be slightly stronger overall than the standard monster without being outside reason, I dont think anything I did for my first two builds were too radical (I know thats not the point or even question). I dont think any of them can really match the strength of actual class levels but should at least rival them.

Id try to aim for one or two abilities per level with some ability bonuses spread throughout as you reach higher levels. Honestly, balance should be kept in mind, but go with what feels right for the monster first, keeping balance second. There is always time to edit it if it becomes too powerful. once its fleshed out, go through it and look at it compared to the base creature.

I would ignore level adjustments for now. since it takes time and experience to unlock each ability, call that the only level adjustment that is required.

Edit: In the vampire class's case, if it is too powerful you could stretch it to a 20th level class, gaining less abilities at each level overall. honestly it felt very compressed by the 10 HD limit i had set for it.

Grimsage Matt
2012-09-15, 12:10 PM
My 3.5 entry, the humble pug.

Pug

http://www.bing.com/images/search?q=pug&view=detail&id=1BFAC5B852E5D3994AF5E3694E1F2DED98C73235&FORM=IDFRIR

Alginment; Often Neutral

Base land speed; 30ft

HD; D10

Class Skills; Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Beg) (Cha), Sense Motive (Wis), Survival (Wis).

Skill points per level; 6+Int mod. (*4 at 1st level)

{table=head]{colsp=8}Table: Pug Racial Class
Level| BAB | Fort| Reflex |Will| Special | Spell Resistance | Psi-Like Abilities

1st |+1 |+2 |+0 |+0 |Pug Traits, Not a water dog,Are You Gonna Eat That? |12 |Alarm 2+Cha mod per day
2nd |+2 |+3 |+1 |+1 |Bark, a place to sleep |13 |Fire trap 1+cha mod per day
3rd |+3 |+3 |+1 |+1 |Power Beg |14 |Touch sight(Constant)
4th |+4 |+4 |+1 |+1 |Dumb as it looks, Scent |15 | Foresight 1+Cha mod per day
5th |+5 |+4 |+2 |+2 | Power Nap, Improved Are You Gonna Eat That |16 |
[/table]

Armor and Weapon Proficiency; Pugs are only profeciant with a bite attack that deals 1d2+str mod damage. They have no armor profecincy, but have a natural armor bonus of +0.

Pug Traits
+2 Dex, +2 Con, +4 Cha, -4 Int, -4 Str.
Magical Beast Type; Pugs are magical beasties, and gain those traits (60ft darkvision).
Tiny size; Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. Space is 2 1/2 feet long.
Vunrable to heat; Pugs don't deal well with hrat, and recive a -6 penalty on saving throws against heat effects, including the secondary effects of fire spells or powers.
+4 racial bonus to Bluff, Diplomacy and Sense Motive.
Pugs also get a racial bonus equal to their HD to spot and listen checks, and take no penilties to listen checks when asleep.
Spell Resistence; Pugs have SR and PR equal to 11+HD against mind affecting effects only.

Not a Water dog; Pugs don't sink, they float, bouancy and all, but they can't swim. A pug in the water cannot move, attack or use any spells, powers or psi-like abillities intill someone removes them from the water.

Are You Gonna Eat That? (Ex): At 1st level a pug gains the ability to procure food under any situation, no matter how much danger they may be in. A pug can take 10 on any skill check made specifically to procure food even under adverse conditions

Bark; Pugs can bark real loud when they want to. This is a cone that extends 5ft per HD, and deals 1d6 sonic damage per 2 HD. It takes 1d4 rounds to recharge.

A Place to Sleep (Ex): A Pug is incredibly adept at finding locations to rest, and can always find a place to fall asleep, no matter where they are or what situation they may be in. A pug can take 20 on any search or spot check made to find a suitable place to sleep, even under adverse conditions. This skill does not function if the pug is in a place where they cannot survive (i.e. the Elemental Plane of Fire or the bottom of the ocean).

Power Beg; At this level a pug can take a full-round action and beg a single, intelligent being within earshot of the pug for something. The target of this beg must pass a Will save (DC 10 + target's Intelligence modifier + pug's Cha modifier) or become fed up with the pug and making any attempt possible to leave the general area of the pug. If the target of this beg is attacked before they can leave the area, or is otherwise interrupted, they immediately come to their senses and return to the matter at hand. Power beg is a sonic, mind-affecting effect.

Dumb as it Looks; Ya, pugs are not the smartest. But they can get by. They can use their Charisma score in place of their intelligence score for all skill checks and Int checks.

Power Nap (Ex): At 5th level a pug gains the ability to get the most out of their sleep, even requiring less sleep than others. At this level any time that the pug sleeps, they only require half as much sleep. In addition, the pug can also heal 1d8 points of any ability damage to any one ability score whenever they sleep.

Improved Are You Gonna Eat That? (Ex): At 5th level a pug's skill in procuring food reaches an impossible status, allowing them to procure food from a location even if there was no food there in the first place. At this level the pug can take 10 on any skill check made specifically to procure food even if there is no food in the area for the pug to procure (if there is no food then raise the DC of the skill check by 5). A pug can only manage to find 3 meals worth of food where there was none before in a single day with this ability.

sirpercival
2012-09-15, 03:47 PM
Um....... You're reinventing the wheel. this project wins this thread about 290 times (http://www.minmaxboards.com/index.php?board=34.0).

Rainbownaga
2012-09-15, 06:10 PM
Um....... You're reinventing the wheel. this project wins this thread about 290 times (http://www.minmaxboards.com/index.php?board=34.0).

That project actually started on this very forum.

This seems to have a different paradigm though. Community Based Monster Classes were artificially set to have the same number of levels as the base monster, different progression (e.g. dragons typically using d10 with only one or two good saves) and completely different abilities that (often) kept the flavor while leaving out many actual monster abilities.

Lord Erebus's rules specifically prevent the last two and heavily discourage the first. You're right, it is very similar, but I think there is enough difference to merit a new project.

I'm almost ready to post a Medusa that has full BAB and at will petrification. There's no way that would have happened with the CBMCs.

LordErebus12
2012-09-15, 06:16 PM
I dont think the Pug counts as a classic monster, but if it follows the Animal progression (i have serious problems with the spell and psionic abilities... its an animal, dude...). It doesnt fall within reasoning, in my book. animals do not have that many skills, either. basically, use monsters found within the manuals, it may not be a homebrew monster. isn't spell resistance either 6+ class level or 11+ class level? im seeing 9 + Class Level.

LordErebus12
2012-09-15, 06:20 PM
That project actually started on this very forum.

This seems to have a different paradigm though. Community Based Monster Classes were artificially set to have the same number of levels as the base monster, different progression (e.g. dragons typically using d10 with only one or two good saves) and completely different abilities that (often) kept the flavor while leaving out many actual monster abilities.

Lord Erebus's rules specifically prevent the last two and heavily discourage the first. You're right, it is very similar, but I think there is enough difference to merit a new project.

I'm almost ready to post a Medusa that has full BAB and at will petrification. There's no way that would have happened with the CBMCs.

yeah you want it to actually follow the progression for the type, add in all the classic abilities, maybe some new abilities thrown in there for fun (if the flavor matches enough).

The medusa sounds promising.

LordErebus12
2012-09-15, 06:30 PM
new rule added.

Grimsage Matt
2012-09-15, 06:49 PM
I dont think the Pug counts as a classic monster, but if it follows the Animal progression (i have serious problems with the spell and psionic abilities... its an animal, dude...). It doesnt fall within reasoning, in my book. animals do not have that many skills, either. basically, use monsters found within the manuals, it may not be a homebrew monster. isn't spell resistance either 6+ class level or 11+ class level? im seeing 9 + Class Level.

Ya, will be changing that up. But, under Pug Traits, the SR only effects mind affecting effects. Little dimbulb does not have much in the way of a brain.

LordErebus12
2012-09-15, 06:57 PM
Ya, will be changing that up. But, under Pug Traits, the SR only effects mind affecting effects. Little dimbulb does not have much in the way of a brain.

also, 3.5 animals both good reflex and fort saves. although id love to see an anthro-pug race... its have to be humanoid in that case, with the shapechanger subtype.

Rainbownaga
2012-09-15, 06:59 PM
Medusa

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG181.jpg

Racial abilities- +2 dex, -2 con, -2 charisma
Snake hair- A medusa’s hair snakes can be used as a natural weapon dealing d4 damage + strength modifier. This can be used as a secondary attack when making a full attack.
Darkvision- A medusa has darkvision out to 60’
Languages- As human
Favored Class- Medusa


Medusa Class
d8 hd
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Stone Gaze

2nd|
+2|
+0|
+3|
+3|Hardened Scales

3rd|
+3|
+1|
+3|
+3|Venomous snakes (1/d3)

4th|
+4|
+1|
+4|
+4|

5th|
+5|
+1|
+4|
+4|Venomous Snakes (d3/d6)

6th|
+6/1|
+2|
+5|
+5|

7th|
+7/2|
+2|
+5|
+5|Petrify Soulless

8th|
+8/3|
+2|
+6|
+6|

9th|
+9/4|
+3|
+6|
+6|Stone Gaze (Wide)

10th|
+10/5|
+3|
+7|
+7|

11th|
+11/6/1|
+3|
+7|
+7|Venomous Snakes (d6/2d6)

12th|
+12/7/2|
+3|
+8|
+8|

13th|
+13/8/3|
+4|
+8|
+8|Stone Gaze (at will)

14th|
+14/9/4|
+4|
+9|
+9|

15th|
+15/10/5|
+4|
+9|
+9|Stone Gaze (passive)

16th|
+16/11/6/1|
+5|
+10|
+10|

17th|
+17/12/7/2|
+5|
+10|
+10|Autonomous Snakes

18th|
+18/13/8/3|
+6|
+11|
+11|

19th|
+19/14/9/4|
+6|
+11|
+11| Extended Gaze

20th|
+20/15/10/5|
+6|
+12|
+12|Stone Horror[/table]

Skills: 2+intelligence modifier/level (x4 at level 1)
Class skills: Bluff; Disguise; Diplomacy; Intimidate; Knowledge (all); Move Silently; Spot


Class Abilities


Armor and Weapon Proficiencies-
A medusa gains no armor proficiencies and is proficient with simple weapons, shortbows, and composite shortbows.

Stone Gaze (Focused) (su)
At level 1 the Medusa gains access to the active use of its stone gaze. 1/day, as a standard action, it may make an active gaze attack against a single creature within 30’. A fortitude save (dc 10+ ½ class level + charisma modifier) negates this, as does the normal means of avoiding a gaze attack. Each additional class level, a medusa gains an extra daily use until level 13 where this becomes an at-will ability. A medusa that attempts its gaze attack at a creature that cannot be affected (e.g. a blind target or one with its eyes closed) still uses one of its daily uses.

Stone Gaze (Wide) (su)
At level 9, the medusa may make a standard action and expend one of its daily uses of the stone gaze ability to make its stone gaze as a passive action for that round. At level 15 it can be activated or deactivated as a standard action.
Note that this version affects a medusa’s allies, though they get the usual 50% chance to avoid the effect by averting their eyes.

Hardened Scales (ex)
At level 2 the medusa’s natural armor increases to +3, but its bonus from any manufactured armor decreases by 1.

Venomous Snakes (ex)
At level 3 a medusa’s serpent hair add venom to their bite this deals 1 point of initial strength damage and d3 secondary strength damage. At level 5 this becomes d3 primary and d6 secondary, and at level 11 it becomes d6 primary and 2d6 secondary.

Petrify Soulless
At level 7 a medusa’s gaze can affect undead and constructs even though it does not normally affect objects.

Autonomous Snakes (ex)
At level 17 a medusa’s hair snakes act independently on her initiative count, making an attack at her full base attack and making their own attack of opportunity (or multiple if she possesses combat reflexes).

Extended Gaze:
At level 19, a medusa can use its active gaze on a creature within 60’. Its passive gaze still only applies to creatures within 30’. Additionally, lighting conditions have no affect on the medusa’s active gaze attack; its eyes glow so bright that they are visible even when the rest of the medusa is not.

Stone Horror
At level 20 A medusa becomes a truly terrifying monster; she gains a +6 bonus to charisma, a +2 bonus to constitution, and dr 10/adamantine.

Notes:
With full BAB, d8 hd, 2 good saves, a natural weapon and a save or die effect (which RAW can be used twice/Round) I deliberately made this class MAD and nerfed its two main save-or-suck stats (charisma and con) with the logic that any pc will pump these scores and they will probably end up higher than the base creature anyway.

They get a single daily use of petrify at level 1, but with the restrictions I don't think it's that overpowered (30' range, requires visibility, target can actively avoid the effect). As the monster's signature attack and a valid option for a focus, i wanted to give something strait away.

Unlike the CMBC's the saving throws and powers do not improve unless you advance the class. Thus if you dip in a combat class to gain extra armor or weapon proficiencies you sacrifice your supernatural progression.

The added abilities are
Petrify Soulless- Because getting stuck in an undead heavy game would otherwise make you a glorified npc warrior.

Autonomous Snakes- At this level you already have everything a Medusa has, and the idea of snakes attacking on their own seemed logical to me.

Extended Gaze- The penultimate cap. Being a level 19 character and having your most powerful ability fail because the target is 35 feet away or using a smokestick is lame.

Stone Horror- You get the charisma modifier you should have got at level 1 and some other goodies that are probably too powerful but to go this far without a dip to get armor or weapon proficiencies is pretty impressive in its own right.

LordErebus12
2012-09-15, 08:35 PM
Medusa

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG181.jpg

Racial abilities- +2 dex, -2 con, -2 charisma
Snake hair- A medusa’s hair snakes can be used as a natural weapon dealing d4 damage + strength modifier. This can be used as a secondary attack when making a full attack.
Darkvision- A medusa has darkvision out to 60’
Languages- As human
Favored Class- Medusa


Medusa Class
d8 hd
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Stone Gaze

2nd|
+2|
+0|
+3|
+3|Hardened Scales

3rd|
+3|
+1|
+3|
+3|Venomous snakes (1/d3)

4th|
+4|
+1|
+4|
+4|

5th|
+5|
+1|
+4|
+4|Venomous Snakes (d3/d6)

6th|
+6/1|
+2|
+5|
+5|

7th|
+7/2|
+2|
+5|
+5|Petrify Soulless

8th|
+8/3|
+2|
+6|
+6|

9th|
+9/4|
+3|
+6|
+6|Stone Gaze (Wide)

10th|
+10/5|
+3|
+7|
+7|

11th|
+11/6/1|
+3|
+7|
+7|Venomous Snakes (d6/2d6)

12th|
+12/7/2|
+3|
+8|
+8|

13th|
+13/8/3|
+4|
+8|
+8|Stone Gaze (at will)

14th|
+14/9/4|
+4|
+9|
+9|

15th|
+15/10/5|
+4|
+9|
+9|Stone Gaze (passive)

16th|
+16/11/6/1|
+5|
+10|
+10|

17th|
+17/12/7/2|
+5|
+10|
+10|Autonomous Snakes

18th|
+18/13/8/3|
+6|
+11|
+11|

19th|
+19/14/9/4|
+6|
+11|
+11| Extended Gaze

20th|
+20/15/10/5|
+6|
+12|
+12|Stone Horror[/table]

Skills: 2+intelligence modifier/level (x4 at level 1)
Class skills: Bluff; Disguise; Diplomacy; Intimidate; Knowledge (all); Move Silently; Spot


Class Abilities


Armor and Weapon Proficiencies-
A medusa gains no armor proficiencies and is proficient with simple weapons, shortbows, and composite shortbows.

Stone Gaze (Focused) (su)
At level 1 the Medusa gains access to the active use of its stone gaze. 1/day, as a standard action, it may make an active gaze attack against a single creature within 30’. A fortitude save (dc 10+ ½ class level + charisma modifier) negates this, as does the normal means of avoiding a gaze attack. Each additional class level, a medusa gains an extra daily use until level 13 where this becomes an at-will ability. A medusa that attempts its gaze attack at a creature that cannot be affected (e.g. a blind target or one with its eyes closed) still uses one of its daily uses.

Stone Gaze (Wide) (su)
At level 9, the medusa may make a standard action and expend one of its daily uses of the stone gaze ability to make its stone gaze as a passive action for that round. At level 15 it can be activated or deactivated as a standard action.
Note that this version affects a medusa’s allies, though they get the usual 50% chance to avoid the effect by averting their eyes.

Hardened Scales (ex)
At level 2 the medusa’s natural armor increases to +3, but its bonus from any manufactured armor decreases by 1.

Venomous Snakes (ex)
At level 3 a medusa’s serpent hair add venom to their bite this deals 1 point of initial strength damage and d3 secondary strength damage. At level 5 this becomes d3 primary and d6 secondary, and at level 11 it becomes d6 primary and 2d6 secondary.

Petrify Soulless
At level 7 a medusa’s gaze can affect undead and constructs even though it does not normally affect objects.

Autonomous Snakes (ex)
At level 17 a medusa’s hair snakes act independently on her initiative count, making an attack at her full base attack and making their own attack of opportunity (or multiple if she possesses combat reflexes).

Extended Gaze:
At level 19, a medusa can use its active gaze on a creature within 60’. Its passive gaze still only applies to creatures within 30’. Additionally, lighting conditions have no affect on the medusa’s active gaze attack; its eyes glow so bright that they are visible even when the rest of the medusa is not.

Stone Horror
At level 20 A medusa becomes a truly terrifying monster; she gains a +6 bonus to charisma, a +2 bonus to constitution, and dr 10/adamantine.

Notes:
With full BAB, d8 hd, 2 good saves, a natural weapon and a save or die effect (which RAW can be used twice/Round) I deliberately made this class MAD and nerfed its two main save-or-suck stats (charisma and con) with the logic that any pc will pump these scores and they will probably end up higher than the base creature anyway.

They get a single daily use of petrify at level 1, but with the restrictions I don't think it's that overpowered (30' range, requires visibility, target can actively avoid the effect). As the monster's signature attack and a valid option for a focus, i wanted to give something strait away.

Unlike the CMBC's the saving throws and powers do not improve unless you advance the class. Thus if you dip in a combat class to gain extra armor or weapon proficiencies you sacrifice your supernatural progression.

The added abilities are
Petrify Soulless- Because getting stuck in an undead heavy game would otherwise make you a glorified npc warrior.

Autonomous Snakes- At this level you already have everything a Medusa has, and the idea of snakes attacking on their own seemed logical to me.

Extended Gaze- The penultimate cap. Being a level 19 character and having your most powerful ability fail because the target is 35 feet away or using a smokestick is lame.

Stone Horror- You get the charisma modifier you should have got at level 1 and some other goodies that are probably too powerful but to go this far without a dip to get armor or weapon proficiencies is pretty impressive in its own right.


I approve wholeheartedly with this entire racial class. wonderfully executed with a lot of considerations taken. I approve of the nerfing of the Gaze attack and love the progression. might I suggest a few neat things?
Fill in those dead levels with archery bonus feats and add a cure within the medusa's blood for the gaze attack.

A mere drop of fresh blood from the medusa's body can cure the effects of petrification, when rubbed onto the "stoned" body, the magic within the medusa's blood reverses the effects, turning the stone back to flesh.

Medusa Class
d8 hd
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Stone Gaze

2nd|
+2|
+0|
+3|
+3|Hardened Scales

3rd|
+3|
+1|
+3|
+3|Venomous snakes (1/d3)

4th|
+4|
+1|
+4|
+4|Archery Bonus Feat

5th|
+5|
+1|
+4|
+4|Venomous Snakes (d3/d6)

6th|
+6/1|
+2|
+5|
+5|Snake Arrow

7th|
+7/2|
+2|
+5|
+5|Petrify Soulless

8th|
+8/3|
+2|
+6|
+6|Archery Bonus Feat

9th|
+9/4|
+3|
+6|
+6|Stone Gaze (Wide)

10th|
+10/5|
+3|
+7|
+7|Scent

11th|
+11/6/1|
+3|
+7|
+7|Venomous Snakes (d6/2d6)

12th|
+12/7/2|
+3|
+8|
+8|Archery Bonus Feat

13th|
+13/8/3|
+4|
+8|
+8|Stone Gaze (at will)

14th|
+14/9/4|
+4|
+9|
+9|Medusa's Wrath

15th|
+15/10/5|
+4|
+9|
+9|Stone Gaze (passive)

16th|
+16/11/6/1|
+5|
+10|
+10|Archery Bonus Feat

17th|
+17/12/7/2|
+5|
+10|
+10|Autonomous Snakes

18th|
+18/13/8/3|
+6|
+11|
+11|Pinpoint Targeting

19th|
+19/14/9/4|
+6|
+11|
+11|Extended Gaze

20th|
+20/15/10/5|
+6|
+12|
+12|Stone Horror
[/table]

Bonus Feats:
basically any bonus feat that effects archery

Snake Arrow (Su):
Snake Arrow was inspired by the death of Valeria in Conan the Barbarian (http://www.youtube.com/watch?v=8z_DUMmFKNU).

This ability allows you to fire a single snake hair as if it were an arrow, adding the medusa's poison to the shot without a chance of self poisoning. The ability can be used 3 + Cha modifier times per day.

Scent (Ex):
Helps her track foes and find them when they are concealed.

This special quality allows a Medusa to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Medusa with the scent ability can identify familiar odors just as humans do familiar sights.

The Medusa can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a Medusa detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Medusa can take a move action to note the direction of the scent. When the Medusa is within 5 feet of the source, it pinpoints the source's location.

A Medusa with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Medusa tracking by scent ignore the effects of surface conditions and poor visibility.

Medusa's Wrath (Ex):
Based on the martial arts feat of the same name from pathfinder. unarmed strikes became snake bites.

You can take advantage of your opponent's confusion, delivering multiple blows. Whenever you use the full-attack action and make at least one bite attack with the medusa's hair, you can make two additional bite attacks at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Pinpoint Targeting (Ex):
Based on the archery feat from Pathfinder.

You can target the weak points in your opponent's armor. As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this ability if you move this round.

togapika
2012-09-16, 11:17 AM
Bwahaha Now I shall finally play the humble pug, a dog so humble no one expects him to RULE THE WORLD!!!

LordErebus12
2012-09-17, 03:50 AM
beholder is posted at the top, post #3 (http://www.giantitp.com/forums/showpost.php?p=13899520&postcount=3).

Im gonna start grouping my classes up at the top until I run out of room up there. then i'll make a thread for just the classes themselves, converting this into a Chat thread for them.

Grimsage Matt
2012-09-17, 10:19 AM
Changed Pugs to Magical Beasts. They're half ment as a joke, half as a reflection that real-life animals are often cannon/beast fodder in D&D.

And yes, Pugs secertly rule the world... they're just to lazy to do any of the ruling themselves.

LordErebus12
2012-09-18, 04:52 PM
Changed Pugs to Magical Beasts. They're half ment as a joke, half as a reflection that real-life animals are often cannon/beast fodder in D&D.

And yes, Pugs secertly rule the world... they're just to lazy to do any of the ruling themselves.

all well said, but it still does not qualify. sorry.