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    Barbarian in the Playground
     
    monkman's Avatar

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    Default Re: [3.5]Improved Monster Classes- Still Alive, and taking requests!

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    A Bleakborn also gains a slam attack dealing 1d6 points damage(plus the bleakborn's strength modifier) and a natural armor bonus equal to its strength modifier. It has a land speed of 30ft.
    Does it have natural armor?
    Icy Touch: The Bleakborn drains the heat from anything it touches, dealing 1d6 damage on a successful slam attack.
    It should say, instead of having greater,etc, when there is a change to the damage.

    Fire lover: A Bleakborn feeds of heat, healing when exposed to fire. For every 3 point of fire damage an attack deals, the Bleakborn is instead healed 1 point of damage, gaining any excess as temporary hit points. The Bleakborn loses these temporary hit points after one hour, and cannot gain more temporary hitpoints than its HD x 5. If the Bleakborn touches a nonmagical fire source, the fire will be extinguished after the damage is calculated.
    This is really abusable, you just light your self on fire and full hp

    Heat draining aura: At third level, a Bleakborn begins to draw heat from the air around them. Any living creature within a range of 10ft per HD must make a fortitude save(DC 10 + 1/2 HD + charisma modifier) or take 1d6 points of damage per round they remain in the area. Creatures that leave the area of effect and return must make another saving throw against the effect. Each round a creature is damaged by this ability, the Bleakborn gains fast healing equal to half its HD.
    can he suppres it, what happens with freinds?

    Greater icy touch: A forth level Bleakborn deals 2d6 points of cold damage with a successful slam attack. In addition, any metal melee wepon weilded by the bleakborn begins to transfer heat from creatures it strikes, dealing 1d6 points of cold damage per round. The bleakborn's heat siphon ability affects either of these effects.
    Not really sure, maybe you should give it full damage on weapons. ask someone first.
    Create spawn: At fifth level, a bleakborn can revive any creature it kills as a zombie, as per the animate dead spell. The bleakborn must have dealt the killing blow to animate the corpse, and has a caster level equal to its HD for purposes of how many zombies can be created and controlled.
    no killing blow, maybe you could do some other undead,look at death knight for refrence

    Greater heat draining aura: A sixth level Bleakborn deals 2d6 points of damage per round with its heat draining aura with a fortitude save(Same DC as before) to half the damage.
    same jugement as before
    Undying chill: If a seventh level bleakborn is reduced to 0 hit points or lower, they can make a will save with a DC equal to the damage dealt. If the saving throw is successful, the Bleakborn's heat draining aura will remain active, draining heat from living creatures to heal itself. If the Bleakborn is healed to positive hit points, it can act normally, being no worse for wear from the experience. If the Bleakborn is cut into six or more peices after its defeat, disintegrated or killed by something other than hit point damage, this ability will not take effect.
    i dont think we count piece and this is not a usefull capstone, something else should go but im not sure what.
    Last edited by monkman; 2010-10-23 at 10:23 PM.
    awesome avatar made by Trazoi
    Totem Cleric:A divine fighter that uses a totem which empowers him.

    I will not have as much acces to a computer so I will not post as much.

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