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Aniikinis
2018-01-05, 09:42 AM
Horror Monster

https://www.sideshowtoy.com/wp-content/uploads/2017/10/a-nightmare-on-elm-street-freddy-krueger-premium-format-feature-300366.jpg

"Why are you screaming? I haven't even caught you yet." - Freddy Krueger, Horror Monster with the Nightmare Prowler Capstone Power

ENTRY REQUIREMENTS
Ability: Racial Supernatural or Extraordinary ability to cause a fear effect.
or
BAB: +4
And either:
Spellcasting: Able to cast Scare.
Or
Psionics: Able to cast a power with the [Fear] descriptor.

Class Skills
The Horror Monster's class skills are Balance, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope.
Skills Points at Each Level: 6 + int

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Whatever-casting


1st
+0
+2
+0
+2
Horror Ability
+1 level of existing casting/manifesting/etc. class


2nd
+1
+3
+0
+3
Horror Ability
+1 level of existing casting/manifesting/etc. class


3rd
+2
+3
+1
+3
Ability Score Increase, Lingering Fear
+1 level of existing casting/manifesting/etc. class


4th
+3
+4
+1
+4
Horror Abiltiy
+1 level of existing casting/manifesting/etc. class


5th
+3
+4
+1
+4
Ability Score Increase, Special Horror Ability, Striking Stance
+1 level of existing casting/manifesting/etc. class


6th
+4
+5
+2
+5
Horror Ability
+1 level of existing casting/manifesting/etc. class


7th
+5
+5
+2
+5
Ability Score Increase, Cowering Strike
+1 level of existing casting/manifesting/etc. class


8th
+6
+6
+2
+6
Horror Abiltiy
+1 level of existing casting/manifesting/etc. class


9th
+6
+6
+3
+6
Ability Score Increase, Fear Scent
+1 level of existing casting/manifesting/etc. class


10th
+7
+7
+3
+7
Horror Ability, Special Horror Ability, Capstone Ability
+1 level of existing casting/manifesting/etc. class



Weapon and Armor Proficiencies: Horror Monsters are proficient with simple weapons, three martial weapons of their choice, two exotic weapons of their choice, and light armour

Whatever-casting: At each level, you gain new spells per day(Mysteries, psionics, binding, invoking, martial initiator, etc., basically any class that isn't a baseline martial and gains some form of strange ability akin to spells even if they aren't) and an increase in caster(manifester, etc.) level (and spells/invocations/powers/etc. known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a horror monster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Feats: If you do not have a class that Whatever-casting applies to, you may instead choose to have each level in this class grant you a bonus feat. You must meet all prerequisites of the bonus feat, as normal.

Horror Ability: At first level and every even level afterwards, you gain the ability to pick from any Horror Ability below (or any other homebrew horror abilities that you may find and your GM allows). Each horror ability can only be chosen once unless the ability specifies otherwise.

Ability Score Increase: At third level and every odd level after, you gain a +1 untyped bonus to your Charisma score and one Physical ability score of your choice (Str, Dex, or Con). The choice of physical ability score is made upon gaining the third level and cannot be changed afterwards.

Lingering Fear: At third level, the duration of your fear effects is increased by a number of rounds equal to your horror monster levels.

Striking Stance: At fifth level, you gain a fear aura out to 5' per horror monster level. The will save DC of your Fear aura is (10+horror monster level+cha) and all who fail the save within it are shaken for as long as they are within the aura. This effects stacks with other fear effects and lingering fear. You may disable and enable this ability as a free action, but the subject does not make another save until they have left the area able to be affected by the fear aura.

Special Horror Ability: At fifth and tenth level you gain one ability from the Special Horror Ability list below (or any other homebrew special horror abilities that you may find and your GM allows). Each ability can only be chosen once unless the ability specifies otherwise.

Cowering Strike: At 7th level, whenever you successfully attack a creature that is under a fear effect, they must pass a will save with a DC equal to your attack roll. If they fail they are Shaken for a number of rounds equal to double your horror monster levels. This ability stacks with other fear effects and lingering fear.

Fear Scent: At 9th level, you gain the Scent ability, if you did not already have it. If you already have scent from another source, the radius that your scent is usable doubles for this ability. This ability only allows you to track creatures that are under a fear effect.

Capstone Horror Ability: At tenth level, you gain one ability from the Capstone Horror Ability list below (or any other homebrew special horror abilities that you may find and your GM allows).

Aniikinis
2018-01-05, 09:43 AM
Horror Abilities
Will complete when I have more time

Natural Attack: You gain a single natural attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Natural_Attacks) of the following kinds: Bite, Claw, Gore, Hoof, Tentacle, Wing, Pincers, Tail Slap, Slam, Sting, or Talon. The damage dice is average for your size. This ability can be taken more than once.

Sustenance through fear: Upon inflicting a fear effect, you do not require food or drink for the next 24 hours.

Darkvision: You gain darkvision out to 60 feet. If you already have darkvision it increases by 30 feet. This ability can be taken more than once.

Increased Speed: You gain a bonus to your movement modes equal to 5' per two Horror Monster levels. This ability cannot be taken with Slow and Steady.

Unnatural Form: You gain a +1 untyped bonus to intimidate per Horror Monster level.

Immoral Soul: Whenever you are under the effects of a detect alignment effect, you count as either Neutral or Evil, whichever is better. Even if your alignment is good, you cannot be classified as good

Horrific Being: Your fear effects are now so potent that they can even affect creatures normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell’s effect. Only a target whose HD exceed your level by 4 or more is immune to your fear effects.

Ghastly Call: As a move action, you may make a single statement or noise. Anyone within 60 feet who hears this statement or noise must make a will save against fear with a dc equal to (10+horror monster level+cha) or be shaken.

Slow and Steady: All of your movement speeds decrease by 10 feet, to a minimum of 15 feet, and you gain a bonus to all balance checks equal to your horror monster level. In addition, as an immediate action, one creature fleeing you must make a Balance check equal to (10+horror monster level+cha) or fall prone within 30 feet of when they started running. This ability can be used once ever 1d4 rounds. This ability cannot be taken with Increased Speed.

Terrific Strike: Your base attack bonus for the horror monster class increases to be equal to a fighter of equivalent level.

Breath through Fear: Upon inflicting a fear effect, you do not need to breath for the next 24 hours. Must be level 4 or higher to select.

Rest through Fear: Upon inflicting a fear effect, you do not need to sleep for the next 24 hours. Must be level 4 or higher to select.

Wrong Move: Once per hour, for one round, you may make a feint attack in addition to your normal or full attack. If the attack goes through, you may instead choose to deal twice as much damage as you would normally. If the attack was a critical hit, you may instead choose to do three times as much damage (after critical multiplication). Must be level 4 or higher to select.

Twisted Mind: You become immune to Mind-Affecting effects and gain a bonus to will saves and the DCs of your fear effects equal to your Horror Monster level. Must be level 4 or higher to select.

Bad Decisions: Whenever a creature is under a fear effect caused by you, they must make a Will save (DC 15+Horror Monster level+ Cha) whenever they are about to make an intelligent decision. Should they fail the will save, they make the worst possible decision that doesn't lead to immediate death that they are aware of. Must be level 4 or higher to select.

Improved Damage: The damage dice of all of your attacks made with weapons and natural weapons increases by one size. Must be level 4 or higher to select. This ability can be taken more than once.

Horrific Mutilation: Whenever you make a critical hit on an enemy under the effects of a fear effect and unable to escape, you can instead choose to remove a limb from your victim. This causes differing effects depending on the im removed. (https://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/the-loss-of-a-body-part/) You may also use this ability on a helpless victim and can instead choose to make a heal check instead of an attack roll. If you make a heal check, you add your Charisma modifier and your horror monster level to your roll in addition to any other modifiers you may have. Must be level 8 or higher to select.

Broken: When you select this ability, choose either physical ability scores or mental ability scores. Whenever you apply a fear effect and/or roll a critical on an attack, you can choose to instead force a -1d4 penalty on your selected scores. This does not function as ability damage, but instead puts a penalty on all checks that use those scores. In the case of an ability modifier stacking more than once, apply the penalty only once. If multiple penalized ability modifiers are used, the penalty is applied once for each different ability modifier. This ability can be taken more than once. Must be level 8 or higher to select.

Synonym: Your name is oddly prone to being remembered. Whenever you cause a fear effect to anyone who knows your name, your name sticks. From then on, whenever they hear your name they must make a will save or become shaken for 1d4 hours. Must be level 8 or higher to select.

Aniikinis
2018-01-05, 09:44 AM
Super Horror Abilities:
Will finish when I have the time...

Blindsense:

Nightmarish Visage:

Breath Weapon: Can be taken more than once.

Darkness Invisibility:

Night Sight:

Flight: Can be taken more than once.

Frightening Attacks: Can be taken more than once.

Primal Transformation: Can be taken more than once.

Other Typing: Can be taken more than once.

Merged Items:

Intuitive Fear:

Serpent Coils:

Massive Size: Can be taken more than once.

Deadly Precision:

Animal Caller:

Infectious Fear:

Capstone Horror Abilities:
Will finish when I have the time...

Replacement Immortality:

Selective Revival:

Nightmare Prowler:

Broodmother/sire:

Unspeakable Name:

Hellmouth:

Bound But Free:

Memetic Mutation:

True Nightmarish Visage:

Unfinishable Name:

Portal Master:

Infectious Revival:

rferries
2018-01-05, 09:03 PM
Looking forward to this! Will Hellmouth be a reference to Buffy the Vampire Slayer?

Aniikinis
2018-01-05, 09:46 PM
Looking forward to this! Will Hellmouth be a reference to Buffy the Vampire Slayer?

I forgot about Buffy, but actually yes. Holy crap thank you subconscious.

Great Velocity
2018-01-06, 11:03 AM
A few criticisms about the ability score increases:
First, inherent bonuses don't stack, so you only get a +1 bonus even after 10 levels.
Second, it would make more sense if you said you gained the increase at every odd level except first, and tenth level. As it is now, the ability is gained at every odd level, twice at third level, and once at tenth level.

Aniikinis
2018-01-06, 01:33 PM
A few criticisms about the ability score increases:
First, inherent bonuses don't stack, so you only get a +1 bonus even after 10 levels.
Second, it would make more sense if you said you gained the increase at every odd level except first, and tenth level. As it is now, the ability is gained at every odd level, twice at third level, and once at tenth level.

Yeah, I wasn't thinking clearly with the bonus type and didn't check for some reason. That's a good point, and I'll do that asap.