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  1. - Top - End - #871
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Harpy


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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+ 0|+ 2| + 0| Harpy body, Strafe, Flap Wings, Song, +1 Dex
    2|+ 2|+ 0|+ 3| + 0| Clutch, +1 Cha
    3|+ 3|+ 1|+ 3| + 1| Aria, +1 Dex
    4|+ 4|+ 1|+ 4| + 1| Flight (80', average), Aerial Maneuver, +1 Cha
    [/table]
    Skills:6+int per level, class skills are Bluff, Climb, Concentration, Diplomacy, Hide, Intimidate, Jump, Listen, Perform (Oratory), Spot, Tumble.

    Proficiencies: The Harpy is proficient with simple weapons and her own natural weapons

    Features:
    Harpy Body: The Harpy loses all other racial bonus and gains monstrous humanoid traits (basically darkvision 60') She's a medium sized monstrous humanoid with base land speed of 20' and two natural claw attacks dealing 1d3+Str damage each. The Harpy gains natural armor equal to her Con bonus.

    Ability Increase: The Harpy gains +1 Dexterity for every odd level taken in the Harpy Class and +1 Charisma for every even level taken in the class, for a total of +2 Dex and +2 Cha at 4th level.

    Strafe: At first level, the Harpy is liable to lunge by to strike at opponents and then dart or flap her way out of range. Treat this ability as the Flyby Attack feat, but it may also be used on land. Movement while using this ability does not provoke attacks of opportunity from an attacked target, but may provoke attacks of opportunity from other enemies.

    Provided she utilizes Strafe and moves at least 5' before and after the attack, the harpy may attack with both talons (claws) as a standard action.

    Flap Wings: At first level, the Harpy may make use of her wings and light frame to augment her agility. She can readily take 10 and take 20 when using certain skills, depending on the number of HD she has:
    • 1 HD: Take 10 on Jump checks.
    • 2 HD: Take 10 on Climb checks.
    • 3 HD: Take 20 on Jump checks.
    • 4 HD: Take 20 on Climb checks.

    Taking 10 or taking 20 in this manner takes no more time than the usual skill check, and may be performed even in stressful situations. Further, the Harpy's ability to fly gives her enhanced upward mobility: She can count each 5' of remaining move as 10' for the purpose of jump height, her DC for high jumps is only 2x the distance to be covered (rather than 4x) and she is always considered to have a running start when jumping.

    Should the Harpy be unable to use her wings, due to bindings, shackles, glue (such as a tanglefoot bag), wearing medium or heavy armor or having an encumbrance greater than medium, the Harpy temporarily loses this class feature.

    Song: The Harpy is well known for her ability to sway her opponents and beguile their minds with song. At first level and each level thereafter, the Harpy may choose from a selection of songs. Only one song may be performed at a time. The songs have a radius of 75' for every HD of the Harpy, but the Harpy is free to limit the song to a smaller area. Initiating a song or continuing it is a standard action, and the songs persist for 1 round after she stops singing. A new song cannot be initiated until the old song ceases. The save DC for songs is 10 + ½ Harpy's HD + Harpy's Cha bonus. Once a creature has successfully saved against a song, they cannot be affected by that song again for 24 hours. Should the Harpy switch to another song, opponents gain a +2 circumstantial bonus on saves for every song they have successfully saved against in the last 24 hours.

    Lastly, the Harpy's innate talents with song complement the study of bardic music. Should the Harpy take levels in the bard class, she may count her levels in Harpy as bard levels for the sake of acquiring any abilities that open with "A bard of Xth level and Y ranks in a perform skill..." (ie. Countersong, Inspire Competence, Song of Freedom, and any alternate class features that replace these abilities and have a similar descriptor).

    With each level in the class, and every 6th HD the harpy gains, the Harpy may choose a Song from this list:
    Captivating Song: A compelling, sweet song that lures the listener into a trance, whereupon they stumble blindly towards the song's source:
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    All foes within the area must make a will save or be captivated. Captivated opponents approach the Harpy and stop when they are 5' away. Captivated opponents take no actions. They defend themselves but do not retaliate to the Harpy's attacks (A fighter would retain his dodge bonus to AC, but wouldn't attack the harpy or use items).

    If the route to the harpy is obviously treacherous (leading off of a cliff or through flame) the enemy may make another saving throw.

    Eerie Song: A song filled with haunting notes and uncanny sounds, disturbing those who listen:
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    All foes within the area must make a will save or be Shaken, as per the condition, until the Harpy ceases the Eerie Song or the creature leaves the area.

    Lullaby: A deceptively comforting song that entrances the listener, drawing them into an unwilling slumber:
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    All foes within the area must make a will save or become exhausted. Opponents who fail the save must then make a save in the following round or fall asleep. Sleep and exhaustion persist until the song ends, at which point the condition of the creature improves one stage with each subsequent round (1 round after the song ends, sleeping creatures become exhausted, exhausted creatures become fatigued, fatigued creatures return to normal). A creature that fails the save against Exhaustion but makes the save against sleep recovers in the same manner. Fatigue and Exhaustion effects from other sources are not remedied by Lullaby. (A creature that was exhausted prior to the song does not recover from exhaustion)

    Song of Scorn: A biting, clipped, derisive song that fills the victims' heads with hallucinations of their failures and errors.
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    All foes in the area must make a will save or suffer from fleeting visions of their mistakes, potentially luring them into making those mistakes in reality. Foes who fail the will save must reroll their next successful skill check or ability check and take the second result. At the beginning of their next turn, provided the song is still underway, the creature must make another will save or fall under the song's effect once more.

    Carrion Song: The Harpy is not above eating carrion, and some harpies use the haunting, drawn out Carrion Song to encourage dying prey to give up their final struggles for life:
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    Healthy opponents are more or less exempt from the Carrion Song and ignore it. Opponents who are close to death, however, can be drawn into the song's effect. At the start of their turn, any opponents in the area who have less than 10% of their maximum health remaining must make a will save or lose 1 hp +1d4 for every 4HD of the harpy. Opponents who fail their save must continue to make saves until they succeed, the song ends or they move out of the affected area. Finally, the Carrion Song affects the dying, halving opponents' chances to stabilize after death (creatures who have previously saved against this song are not immune to this penalty).

    Song of Exile: The Harpy divides her opponents with a lonely, wailing song that makes them feel alone on the battlefield and banishes thoughts of their allies from their minds:
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    So long as the Song of Exile is in effect, opponents in the area cannot flank or aid another. Further, opponents who wish to target one of their allies with a single-target spell or skill check must make a Will save. Success means they affect their ally normally. Failure means the attempt fails and the spell (if applicable) is wasted. Opponents may make further attempts (with additional Will saves) in subsequent rounds. Making a will save in this manner does not render a creature immune to the Song.

    Forbidding Song: A barely audible song with notes of warning and threatening undertones that causes opponents to subconsciously slow their pace:
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    Opponents in the area have their movement speed reduced by 10' or 25% (rounding up), whichever is more.

    Predatory Song: The Harpy sings a crowing song that bolsters the bloodthirst and violent impulses of her flock or allies:
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    All allies within the area add the Harpy's charisma mod to attempts to confirm critical hits and to damage rolls on charges/dives.

    Clutch: At second level, if a harpy connects with both of her claw attacks in one round, she may attempt to clutch the opponent. Treat this as a grapple, with the following changes: The harpy does not provoke an attack of opportunity, she does not need to make a touch attack (The claw attacks fill this role) and she pulls the enemy into her square (rather than the reverse).

    If Clutch (or a standard grapple) is used as part of a Strafe, the Harpy may use her remaining movement to drag the opponent. As usual for a grapple, movement is halved, so a harpy with 10' of remaining land movement could drag a target 5' with her momentum. After dragging an opponent in this manner, the Harpy may elect to keep holding on (treat as a continued grapple) or let go (in which case, if the opponent remains in the square, the harpy moves back to occupy the space she just moved from). A flying Harpy can use this ability to carry the opponent off the ground as she veers at an upward angle, as allowed by her maneuverability, encumbrance and remaining movement.

    Aria: At third level, the Harpy can sing while she fights. The Harpy uses a swift action to sing her Aria, with the caveat that songs no longer lingers for one round after she stops singing, and she must make a concentration check to continue singing if she is struck, or lose the ability to use Aria for 1d4 rounds.

    Use of aria precludes conversation, speaking, diplomacy, activating magical items with command words and casting spells.

    Flight: At fourth level, the harpy acquires flight, average maneuverability, 80' speed.

    Aerial Maneuver: At fourth level, the harpy may choose one of the following feats. She must meet prerequisites as normal.
    • SRD:
      • Hover
      • Wingover
    • Races of the Wild:
      • Aerial Reflexes
      • Aerial Superiority
      • Born Flyer
      • Diving Charge
      • Improved Flight
      • Winged Warrior
    For every 4HD the Harpy acquires after fourth level, she may choose another ability from this list.


    Comments:
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    The Harpy was trickier than I thought she'd be at first glance. For a CR4 creature, she really doesn't have much up her sleeve - very weak talon attacks and a song that is very potent but leaves her pretty useless once an opponent makes a save. It's 2 abilities for a 4 CR creature, and that left some spaces to fill.

    Flap Wings is to help keep the flavor of a winged humanoid while offering crucial mobility before she can fly. Pseudo-flight, like you might expect a chicken to manage.

    Strafe is basically Flyby attack (which most harpies are liable to pick up anyways), modified in such a way as to let the Harpy make use of it before she has flying. A clever harpy will be able to combine Strafe with Flap Wings to attack a target and use her pseudo-flying-chicken-hop to move to a spot they can't attack her.

    Clutch is just a thematic way of bolstering the harpy's otherwise nonthreatening (read: lame) claw attacks. Not a lot to say there. It gives her some sorely needed clout, more through the ability to grab and drop opponents than from the claws themselves.


    Changelog:
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    July 17th - 8:00pm. Added some new songs to the harpy's repertoire to give her a leg up in power and to ensure she has options once an opponent has made a save. Gave her Aria, which lets her sing while taking other actions, and offered a bit of a boost to her Flap Wings ability so she's just a bit more upwardly mobile at low levels.
    Last edited by Hyudra; 2010-07-18 at 10:25 AM.

  2. - Top - End - #872
    Ogre in the Playground
     
    BlackDragon

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    A list of monsters done since Oslecamo's absence on 6-15-2010:





    I think 2nd level is too early for the fatigue bite (I figured it'd be an addition to freezing bite at 6HD, 8HD or somewhere thereabouts).

    Freezing bite should scale with HD, not 'levels', for clarity. ('levels' implies levels in the monster class, which is confusing). Ditto with freezing breath.

    I think it would make more sense for the Winter Wolf to get stat bonuses to round it out as a fighter-type than for it to get more SLAs. It's a more brawny monster, not a caster.
    I quite like the fatigue bite where it is. It kind of hints at the power the bite will receive, and makes level 2 less bland.
    HD level issue fixed.
    Wolf of Ice nixed, str and con bonuses put in it's place.
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  3. - Top - End - #873
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Spellwarped Creature


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    HD: D8
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Spellwarped Body, Spell Resistance

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Experimental Power, Class Features[/table]
    Skill Points 2+Int per level
    Class Skill Skills: Concentration, climb, jump, spot, listen, intimidate, Knowledge(any), spellcraft

    Proficiencies: None

    Spellwarped Body
    The Spellwarped Creature gains the aberration traits. However, unlike with other monster classes, old creature traits are retained.'

    Spell Resistance
    The Spellwarped creature gains Spell Resistance equal to 11+HD

    Experimental Power
    Spellwarped creatures are as varied as they are powerful. Thus, they may choose one benefit from the list below. Once chosen, the bonus may not be changed
    Ability Bonus: A +2 bonus to any one ability score
    Resistance: Resistance 8 against any one energy type
    Speed: +15ft bonus to all movement modes.

    Class Features
    At second level, the Spellwarped Creature gains class features (including spellcasting) and an increase in effective as if he had taken a level in another class. You do not gain the HD, skill points or BAB of the other class, only class features.


    Comments
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    Spellwarped creature from MMIII. It has less bonuses than the actual template, mainly for balance reasons. Anyway, here it is.
    Changes: Spell Absorption replaced.
    Last edited by Frog Dragon; 2010-07-11 at 10:01 AM.
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  4. - Top - End - #874
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Frog Dragon View Post
    I quite like the fatigue bite where it is. It kind of hints at the power the bite will receive, and makes level 2 less bland.
    The issue is that, if you have a standard Winter Wolf put next to a PC Winter Wolf with 4 levels in your class, they're very different creatures with the frostbite ability in play. Yours is a debuffer first and a damager second (given the order the abilities come out).

    I'd suggest, if you insist on not having the ability appear after level 5, at least giving it a saving throw.

    On another note: vulnerability to fire should state the wolf instead takes 50% more damage. Otherwise you've got players who don't know better adding both the 1.5 extra damage per HD and the 50% damage on top of that.

    Fourth level is kind of dull.

    Quote Originally Posted by Frog Dragon View Post
    Spellwarped Creature
    Three issues (and I know you're not done):
    • The bonuses are too big
    • It's unclear how the creature gets a given bonus. (Do they pick, is it random?)
    • Is there anything to stop a monster from casting spells on themselves? From having followers with low spell penetration spam spells on them?
    Last edited by Hyudra; 2010-07-11 at 09:16 AM.

  5. - Top - End - #875
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    The issue is that, if you have a standard Winter Wolf put next to a PC Winter Wolf with 4 levels in your class, they're very different creatures with the frostbite ability in play. Yours is a debuffer first and a damager second (given the order the abilities come out).

    I'd suggest, if you insist on not having the ability appear after level 5, at least giving it a saving throw.

    On another note: vulnerability to fire should state the wolf instead takes 50% more damage. Otherwise you've got players who don't know better adding both the 1.5 extra damage per HD and the 50% damage on top of that.

    Fourth level is kind of dull.



    Three issues (and I know you're not done):
    • The bonuses are too big
    • It's unclear how the creature gets a given bonus. (Do they pick, is it random?)
    • Is there anything to stop a monster from casting spells on themselves? From having followers with low spell penetration spam spells on them?
    Really, both versions of the Winter Wolf are going to be biting people. It might be a bit different mechanically, but honestly, I don't think it matters. However, I did make it allow a saving throw.
    About the Spellwarped creature. That problem is there in the MMIII version, and while this doesn't excuse it with this, I'm not sure how to fix it.
    Last edited by Frog Dragon; 2010-07-11 at 09:27 AM.
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  6. - Top - End - #876
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Frog Dragon View Post
    About the Spellwarped creature. That problem is there in the MMIII version, and while this doesn't excuse it with this, I'm not sure how to fix it.
    What was your intent in picking that template to translate into an improved monster class?

  7. - Top - End - #877
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    What was your intent in picking that template to translate into an improved monster class?
    Honestly, I just felt like doing that template. However, I just thought of a replacement for Spell Absorption.
    Last edited by Frog Dragon; 2010-07-11 at 09:43 AM.
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  8. - Top - End - #878
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Alright, well...
    • The ability would work ok with a cap on the minimum caster level. Spells below that caster level that fizzle (as with level 1 adepts spamming spells at you) could grant something like temporary HP (but no more than a certain #).
      .
    • Then cap the benefits at a point high enough to discourage abuse while not limiting the usual player. Either a hard cap or something like "If the creature acquires X spellwarp mutations as a result of the ability, there's a chance they descend into a spiral of chaos and madness for Y rounds." -- Like becoming a chaos spawn in warhammer. Can't think of any equivalent creature off the top of my head, but it'd work nicely if the player then lost any of the bonuses they'd acquired from the ability and polymorphed into said roiling mass of mutations for the duration of the effect.
      .
    • The bonuses could scale with HD. +1 to a given stat for every 4HD the creature has, or something, rolled randomly.


    If someone could take a look at my Harpy and give feedback (It's ok if you don't consider yourself good at criticism), it'd be much appreciated. I wound up working on it for long enough last night that I fear I lost my ability to look at it objectively. Just, do you think it would be able to hold its own in a regular adventuring group of a given level (at 2nd level? 4th?), do the abilities make sense, can you think of any abuses, etc.?
    Last edited by Hyudra; 2010-07-11 at 09:58 AM.

  9. - Top - End - #879
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    I assume you mean you're making templates as prestige monster classes? I really don't follow your train of thought.
    Er, yes. I did mean I'd see what templates to find that I could make into prestige classes. Anyhoo, heres two, probably need fixing up further...

    See post below by Frog Dragon for image!

    Half-Troll
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    d8 HD
    Prerequisites: Must be an Animal, Dragon, Fey, Giant, Humaoid, Magical Beast, Monstrous Humanoid, or Outsider, that isn't a troll, scrag, or half-race already.
    {table]Level|BaB|fort save|Ref save|Will save|Special
    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Half-Troll Body, Scent, +1 Str
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Fast healing, Rend, +1 Con[/table]
    Skills:2+ Int mod. Class skills are Intimidate, Spot, listen, Climb, Jump.

    Proficiencies: a half-Troll has no proficiencies, except with it's own natural weapons.

    Features:

    Half-Troll Body: Unlike other monster classes, the half troll doesn't lose it's racial abilities, but he does gain Giant traits, and a natural armor bonus equal to half it's Con modifier +1. If it already had natural armor, it instead increases by +1.
    The half-troll also gains a bite attack, if he didn't have one already, that deals 1d4 damage, and two claw attacks dealing 1d6 damage each (if medium).

    Scent: The half Troll gains Scent after reaching 4 HD (Monster Manual, page 314)

    Fast healing: The Half troll gains Fast Healing equal to Half his HD. If damaged by acid or fire, there is a 75% chance that they lose Fast Healing for 1d3-1 rounds.

    Rend: After second level and 5 HD, if both claws hit, does a rend attack that is 2x the damage dice of a claw attack + one and a half str moddifier.

    Ability increase: A half troll gains +1 strength at first level and +1 Constitution at second level.


    Half-Scrag
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    d8 HD
    Prerequisites: Must be an Animal, Dragon, Fey, Giant, Humaoid, Magical Beast, Monstrous Humanoid, or Outsider, that isn't a troll, scrag, or half-race already.
    {table]Level|BaB|fort save|Ref save|Will save|Special
    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Half-Scrag Body, Scent, +1 Str
    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Fast healing, rend, +1 Con[/table]
    Skills:2+ Int mod. Class skills are Intimidate, Spot, listen, Climb, Jump, Swim.

    Proficiencies: a half-Scrag has no proficiencies, except with it's own natural weapons.

    Half-Scrag Body: Unlike other monster classes, the half Scrag doesn't lose it's racial abilities, but he does gain Giant traits, and a natural armor bonus equal to half it's con moddifier +1. If it already had natural armor, it instead increases by +1.
    The half-Scrag also gains a bite attack, if he didn't have one already, that deals 1d4 damage, and two claw attacks dealing 1d6 damage each (if medium).
    The Half Scrag's Base land speed is reduced by 5', but it gains a 20' swim speed.

    Scent: The half Scrag gains Scent After reaching 4 HD (Monster Manual, page 314)

    Fast healing: The Half Scrag gains Fast Healing equal to half his HD, Although it only functions while the half scrag is immersed in water. If aflicted by acid or fire, there is a 75% chance that they lose fast healing for 1d3-1 rounds.

    Rend: After second level and 5 HD, if both claws hit, does a rend attack that is 2x the damage dice of a claw attack + one and a half str moddifier.

    Ability increase: A half Scrag gains +1 strength at first level and +1 Constitution at second level.


    Comments:
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    Extremely similar templates. Just, one is suited for land, the other for water.
    I probably should have put Scent at second level, and fast healing at first, but fast healing is an extremely powerfull ability, and I forsaw one level dips to gain fast healing that scales with HD, and ignoring the ability increases and scent. Yes, there will still be dips, but they are more likely to take both levels now.
    +3 in two melee stats basically garentees that he'll be used in melee builds, but +3 con could be great for spell casters, too. I didn't add in penalties, after all. no-one does, that I've seen.
    Uh, yes. It should be rule zeroed that you can't take both of these classes on one character.

    Obviously, If your having a sea based campain, take half-scrag. If not, half-troll is much better (doesn't need to be submerged).

    Changes:
    added HD (oops!)
    reduced and spread out ability gain.
    Moddified fast healing to HALF HD, removed cap
    Added prereq that removes ability to have a half-troll troll.
    Moddified Natural armor.
    Moved rend from Troll body ability, made it second level.
    Added acid and fire disabling fast healing.
    Put an HD requirement on Scent and Rend.
    Reduced Natural armor again, by half
    reduced ability scores, also to half (and to think the original template has +6 each!)
    Last edited by flabort; 2010-07-12 at 09:07 AM.
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  10. - Top - End - #880
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!


    Half Troll.
    Also, commentary, I'd just give it +1 to Str and Con at both levels for a total of +2 to both. As is, it is kinda weird.
    Also, state a HD. Otherwise, I don't see any problems.
    Last edited by Frog Dragon; 2010-07-11 at 10:55 AM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Oops! I knew I'd made a mistake. forgetting HD is like... forgeting to put clothes on! yikes, thats bad.

    Thank you for catching that!

    Also, that image is awsome. thank you.
    Last edited by flabort; 2010-07-11 at 11:11 AM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by flabort View Post
    Er, yes. I did mean I'd see what templates to find that I could make into prestige classes. Anyhoo, heres two, probably need fixing up further...

    Half-Troll

    Half-Scrag
    Some curious questions come up design-wise.
    • The Half-Troll isn't proficient in his own natural weapons.
    • I can have a Half-Troll Troll (A one-and-a-half Troll?). It may seem unintuitive at first glance, but there's a reason you might do it - regeneration works really nicely with fast healing (See: Tarrasque), and at 20th level I'd have Regeneration 10 and Fast Healing 5. Fast Healing effectively heals fire or acid damage.
    • A problem: The Half-Troll is better than a Troll of equivalent level in many respects. A 2nd level half-troll is stronger and tougher than a 2nd level troll. He heals more per round, too. He gets both Scent, Rend and more stats with fewer levels invested. That said...
    • The half troll doesn't scale well at all. Natural armor doesn't combine well with natural armor, so a lot of options go out the window. Add to that that the natural armor doesn't improve with stats (It's not based on Con), and it's very poor. Fast Healing shouldn't cap, by all rights.


    I'd reconsider the +3 str/con for 2 level investment, and consider instead a +1 Str/Con with each level in the template.
    Last edited by Hyudra; 2010-07-11 at 11:12 AM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    good point on the natural weapons. I'll fix that.

    I should add "That isn't a troll, scrag, or half-race already" to the pre-reqs?

    Mmmkay, I should make nat. armor equal to con modifier+2, and...
    Why shouldn't fast healing cap?! the original template was set to fast healing 5... Maybe I could make it equal to Half HD? that way at 10th, you only get fast healing 5, and you still get fast healing 10 by 20th...
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by flabort View Post
    good point on the natural weapons. I'll fix that.

    I should add "That isn't a troll, scrag, or half-race already" to the pre-reqs?

    Mmmkay, I should make nat. armor equal to con modifier+2, and...
    Why shouldn't fast healing cap?! the original template was set to fast healing 5... Maybe I could make it equal to Half HD? that way at 10th, you only get fast healing 5, and you still get fast healing 10 by 20th...
    I wouldn't make nat armor equal to con modifier +2, because again, you're just making it more trollish than an actual troll, which is weird. I'd add a caveat like "If the creature already has natural armor, it instead increases by +2"

    Why shouldn't you make fast healing cap? Because this whole homebrew project is about making creature abilities that are worthwhile investments. Fast healing that caps is completely useless later. I'd suggest you go with the idea that Fast Healing is an amount equal to 1/2 HD. It's what pretty much everything else with fast healing in this thread has utilized.

    The real issue that needs to be addressed, then, is that a human half-troll2 is more of a troll than a Troll2. The half troll has scent & rend at that point, while the troll doesn't. The troll has regeneration, which is better than fast healing, but it's arguably inferior. Which is odd.
    Last edited by Hyudra; 2010-07-11 at 11:33 AM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Should I remove Scent period?
    Add a caveat that says "At second level and 4 HD"?
    That would be unorthadox, but it would help balance it, would it not?

    How should I fix fast healing being better than regeneration?

    I've been making these changes as we go along, so what still needs fixing?
    Last edited by flabort; 2010-07-11 at 11:44 AM.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by flabort View Post
    Should I remove Scent period?
    Add a caveat that says "At second level and 4 HD"?
    That would be unorthadox, but it would help balance it, would it not?
    Scent can probably stay.

    That restriction on HD might make sense. In fact, as I think on it, it works quite well. Alternately, you could treat it more like a prestige class with a base BAB or HD limit on entering it.

    How should I fix fast healing being better than regeneration?
    It's not better than regeneration.

    But if you wanted to retain the trollish flavor, you could perhaps make it stronger, but add a restriction where, if the player is afflicted by acid or fire, they lose fast healing for 1d3-1 rounds.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    Good work here, but one thing that bugged me was this undead geting a good will save while the others done so far didn't. But after some thinking I decided it isn't so bad for undeads to have good will save. There's a few nasty anti-undead will or die effects like control undead after all.All undeads changed to have good save.

    Draken, please update your angel of Decay with this.

    Quote Originally Posted by Hyudra View Post
    [*]Ogre
    Brawn sounds kinda weak to me, but the class already gets plenty of stuff in 3 levels (+3 str, +3 con, growth, what basically amounts to two bonus feats, nat armor, etc), so good job overall.

    Quote Originally Posted by Hyudra View Post
    Somewhat disturbing, but good job overall. Just a couple nitpicks:
    -Fix the table.
    -Power resistance/SR is normally 11+HD around here.

    Quote Originally Posted by Hyudra View Post
    This one I had already seen and I like it.


    Quote Originally Posted by Hyudra View Post
    It is indeed somewhat OP, in particular because the original monster doesn't actualy initiate as a warblade and can't recharge maneuvers in battle.
    -Cut out one of the saves.
    -Remove infernal initiator. Instead make it learn one maneuver per level starting at 1st level (and one stance at 2nd level) with IL equal to HD(this IL stacks with other ToB classes) but needing 5 minutes of meditation to recharge the maneuvers gained from the monster class.

    Good take by making the extra powers more maneuvers. Togheter with the nerf of being able to use them only once per battle it should be ok.

    Quote Originally Posted by Hyudra View Post
    Make mirror image get more uses depending on HD as well. Make the poison get stronger with HD as it gains levels beyond the class. Otherwise good work.


    Quote Originally Posted by Hyudra View Post
    -Make the skill bonus increase by level.
    -You're giving it cold subtype at 1st level and then again later. Just give it later.
    -Breath weapon increases way too slowly. 1d6 per HD is very far from game breaking. Also make the range increase with HD.
    -You also did this with the scorpionfolk but in case you didn't notice there's a standardized "growth" modifiers in the first page of the thread, so besides the reach thingy you should just state that it increases one size category to avoid confusion.

    Quote Originally Posted by Hyudra View Post
    [*]*New* Harpy[/list]
    Another great work from you here!

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Oslecamo View Post
    It is indeed somewhat OP, in particular because the original monster doesn't actualy initiate as a warblade and can't recharge maneuvers in battle.
    That's never stopped you, has it?
    -Cut out one of the saves.
    Righto, boss.
    -Remove infernal initiator. Instead make it learn one maneuver per level starting at 1st level (and one stance at 2nd level) with IL equal to HD(this IL stacks with other ToB classes) but needing 5 minutes of meditation to recharge the maneuvers gained from the monster class.
    Okay... yeah, I was worried about it not scaling well if I didn't give it initiator levels, but that should work well.
    Good take by making the extra powers more maneuvers. Togheter with the nerf of being able to use them only once per battle it should be ok.
    Awesome.
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Changes done.
    Frog in the playground.

    My homebrewer's extended signature.

    I have Str 5!

    Quote Originally Posted by BobVosh View Post
    Wall of text attacks! CRITS!

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Angel of Decay updated.

    I went to update the Brain in a Jar too, but apparently I had alredy given it a good will save, how odd.

    Also, any reasons why the brain isn't in the first post list?
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Draken View Post
    Also, any reasons why the brain isn't in the first post list?
    Because you posted it after I started my intensive studying and Hyudra didn't point it out.

    And since we're at it you should clarify on the mind thrust whetever the damage increases by HD or class level. If the later it caps at the third class level of the monster class.

    Well, with the corrections done all the new stuff shall be in the first list. Warn me if I missed something.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Oslecamo
    Because you posted it after I started my intensive studying and Hyudra didn't point it out.
    The Brain in a Jar was posted before you declared you were disappearing, and I only listed the stuff that appeared after your announcement. Apologies to you and Draken.

    Brain in a Jar

    I also posted the Mephits shortly before then as well:

    Mephit

    There's also the Pyroclastic Dragon (which you reviewed and added to the master list) and the Fire giant, who, like the Cloud Giant, is needing revision to bring the class' max level up to the CR. I had an idea for a capstone ability for the fire giant that didn't pan out well in execution. (The ability was Holocaust: For X rounds, if you or an ally roll a 1 on fire damage, reroll it and add another +1d6 fire damage to the total).
    Last edited by Hyudra; 2010-07-11 at 07:45 PM.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Hyudra View Post
    Scent can probably stay.

    That restriction on HD might make sense. In fact, as I think on it, it works quite well. Alternately, you could treat it more like a prestige class with a base BAB or HD limit on entering it.



    It's not better than regeneration.

    But if you wanted to retain the trollish flavor, you could perhaps make it stronger, but add a restriction where, if the player is afflicted by acid or fire, they lose fast healing for 1d3-1 rounds.
    Ok, made those changes. I gave the loss of fast healing a 75% chance of happening, which, coupled with the odds of rolling a 1, it has a 50% chace of losing it for a round or two. Only half troll, remember.

    Both scent and rend have HD requirements ontop of their level requirements at 4 &5 respectively. sounds good?
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Mind Thrust edited for clarification, "level" changed to "HD".
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I'm going to make the entropic reaper. most of my creation don't have many levels, so this will be a good chance to try something bigger.
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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Well here's my latest creation...
    The Entropic Reaper

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    HD:d12
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Body of the reaper, Scythe master, Undead traits

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |+1str, Fast healing, Power attack

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |+1cha, Lesser reality tear

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |+1str, Lesser entropic blade

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Reapers warding

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |+1str, Full swing

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |+1cha, Dark harvest

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |+1str, Greater reality tear

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Greater entropic blade

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |+1str, Dimensional charge

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |+1cha, Master executioner

    12th|
    +6
    |
    +4
    |
    +4
    |
    +8
    |+1str, Harvest lord[/table]


    Skills: 2+int mod. An Entropic Reaper has no class skills

    Proficiencies: an Entropic Reaper is proficient with all simple wepons, as well as scythes

    Features:

    Body of the reaper: An Entropic Reaper loses all other racial modifiers and gains the following undead traits
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    * No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

    * Undead do not breathe, eat, or sleep.


    An entropic reaper has a natural armor bonus equal to its charisma bonus, A land speed of 30ft, and all its HD become d12's

    Scythe master: The Entropic reaper can use a scythe one size category larger than normal without penalty. In addition, if an Entropic reaper gains the cleave feat, they gain the ability to make one additional cleave attempt per turn.

    Ability bonus: An entropic reaper gains +1 to strength at every even level and +1 charisma at level three and every four levels thereafter

    Fast healing: A second level Entropic reaper gains fast healing equal to 1/2HD

    Power attack: At second level an entropic reaper gains power attack as a bonus feat. If they already have the power attack feat they gain cleave instead. If they already possess both these feats they may choose a different feat to gain.

    Reality Tear: A third level entropic reaper gains the ability to use their scythe to tear holes in the fabric of reality, Duplicating the effects of a dimension door spell with a range of 20ft per HD as a move action. This ability can be used once per day per HD

    At 8th level, an Entropic reaper can also duplicate the effects of a plane shift spell as a standard action, once per day per 4HD. If used on an unwilling target, the entropic reaper uses his scythe for the touch attack, gaining the benefits of its enhancement bonus or similar effects, And the save DC is 10 +1/2HD+ charisma modifier

    Entropic blade: Once per day per HD, the entropic reaper can channel raw chaos into their scythe as a free action. a struck target must succeed a fortitude save(DC10 +1/2HD +charisma modifier) or become a spongy, amorphous mass for 1 round per HD. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils

    An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

    A victim can regain its own shape by taking a standard to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form. On a failure, the victim can still repeat this check each round until successful.

    At 9th level, the effects of the entropic blade no longer have a maximum duration and persist until the creature dies or is cured(see below). Even if the creature regains its form as described above it must make another check every minute or return to their transformed state. In addition, they take 1 point of wisdom drain each round they remain transformed due to mental shock. A creature that falls to 0 wisdom dissolves into nothingness

    Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.

    Reapers warding: At 5th level, the Entropic reaper gains DR/cold iron and lawful equal to half their HD and spell resistance equal to 11+HD.

    Full swing: A 6th level Entropic reaper learns to use his scythe's momentum to his advantage. When making a charge attack with a scythe, the damage bonus from power attack becomes equal to the penalty to the attack roll x3 rather than x2.

    Dark harvest: For every creature a 7th level entropic reaper kills with its scythe or transforms with it's entropic blade, it heals a number of hit points equal to their victims HD, gaining any excess as temporary hit points that last 1 hour.

    Dimensional charge: If an 8th level Entropic reaper travels at least 20ft with its reality tear ability then attacks an adjacent creature, the attack is treated as a charge.

    Master Executioner: An eleventh level Entropic reaper can perform a coup de grace as a swift action that doesn't provoke an attack of opportunity.

    Harvest Lord: At 12th level, an Entropic reaper's dark harvest can drain the strength of those it fells as well as their vitality. For every creature felled, they gain a +1 bonus to strength that lasts for 1 minute per HD of the victim.


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    This is the biggest class I've done. I added the ability to gain power from killing opponents and expanded on their capability for dimensional travel.
    Last edited by Crafty Cultist; 2010-07-12 at 11:01 AM.
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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    SILTHILAR (LoM p.168)


    CLASS
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    Hit Die: d8

    SILTHILAR
    {table=head]Level|BAB|Fort|Ref|Will |Special|
    Graft Reserve

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Silthilar Body, Infestation, +1 Int, +1 Dex|
    -

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Swarm Form, +1 Cha|
    -

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Graft Flesh, Natural Grafter, Graft Reserve, +1 Con |
    250

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Enhance Creature, +1 Int, +1 Dex|
    500

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Deform Creature, +1 Cha|
    700

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Ancient and Powerful, Hive Mind, +1 Con|
    900

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Master of Form, +1 Int, +1 Dex|
    1100
    [/table]

    Class Skills: (4 + Int. Modifier) x 4 at first level. The silthilar’s class skills are Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Heal, Knowledge (All skills; taken individually), Search, Sense Motive, and Spellcraft.

    Class Features
    Proficiencies: Silthilar’s are proficient with its own natural weapons and attacks and all simple weapons.

    Silthilar Body: At first level a Silthilar loses all other racial bonuses and traits and gains aberrations traits, essentially darkvision 60ft. Silthilars are medium aberrations with the shapechanger subtype. Silthilar can move along the ground at a speed of 20ft. or levitate of the ground at a maximum height of 5ft (the height a Silthilar can achieve increases by 5 feet for every 2 HD it possesses) at a speed of 40ft. All Silthilars speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. The equipment slots available to Silthlar differ from that of a humanoid due to its alien form. A Silthilar may not wear items that occupy the eyes, head, or feet, but in exchange a Silthilar may wear two additional rings in this form. The Silthilar in this form has four arm-like limbs making capable of fine manipulation and wielding weapons normally. When the silthilar changes to his swarm form, items worn or held are stored in an extra dimensional space and return when the coalesced form is resumed. Lastly, the Silthilar in this form possesses a number of sharp spines which he can use to attack, therefore he gains a natural attack which deals 1d4 + the Silthilar’s strength modifier damage. For every 2 HD he gains after the first two, the Silthilar gains an additional spine attack to a maximum of 4 spine attacks at 8 HD.

    Additionally, a Silthilar gains a bonus to its AC in the form of a natural armor bonus equal to its constitution modifier from the dense plates of hardened bone and chitin that cover its body.

    Ability Increase: At first, fourth, and seventh level, a Silthilar receives a permanent increase to both its intelligence and dexterity. At second and fifth level it receives an increase to its charisma score and at third and sixth level it receives a permanent increase to its constitution score. At 7th level these increases total at +3 Int and Dex, +2 Con and Cha.

    Infestation (Su): A Silthilar can infest any living creature it strikes with its claws or its swarm damage. A creature so struck must make a Fortitude save or take 1d4 points of ability damage selected randomly from Strength, Dexterity, or Constitution (roll 1d4 1 -Strength, 2-Dexterity, 3- Constitution, 4- roll again). The DC for this effect is equal to 10 + ½ the Silthilar’s HD + the Silthilar’s Constitution Modifier.

    Swarm Form (Ex): Silthilars spend a short duration in their sold form. When a Silthilar reaches 2nd level, he has gained enough control over his own physiology to be able to divide into a swarming hive mind, gaining many of the benefits of the swarm subtype. As a standard action that provokes attacks of opportunity, a Silthilar can switch from its solid form to its swarm form. A Silthilar does not regain lost hit points when it changes form. It can remain in either form as long as it likes. In its swarm form, a Silthilar is treated as a fine aberration with a space/reach of 10 feet/0 feet. It gains a +8 size bonus to its Armor Class and attack rolls. It gains the swarm subtype, but only gains a few benefits associated with the subtype. In either form, a Silthilar is immune to extra damage from critical hits or sneak attacks and cannot be flanked, though like a swarm a Silthilar in swarm form takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. At 2nd level, the Silthilar gains a swarm attack that it can use in while in swarm form. This attack deals 1d6 damage for every 5 HD the Silthilar possesses. (Swarm attacks described in detail p.315-16 MM.) They also possess the distraction ability listed on this page when in this form. While in swarm form, Silthilars cannot manipulate objects or wield weapons nor can they wear equipment or activate magic items. When the silthilar changes to his swarm form, items worn or held are stored in an extra dimensional space and return when the coalesced form is resumed. They also cannot cast spell which require somatic or verbal components due to their lack of appendages. A Silthilar in swarm form has a strength score of 1.

    Graft Flesh: At 3rd level, a Silthilar gains Graft Flesh (p.27 or Libris Mortis) as a bonus feat. At this level the Silthilar must choose silthilar grafts. At 8 HD and every 5 HD after that, the Silthilar may choose an additional type of graft to add to his repertoire.

    Natural Grafter (Ex): A Silthilar can create a grafts even if he does not have access to the spells that are prerequisites for the graft. The Silthilar must make a successful Heal check (DC 20 + (2 x the spell level)) to emulate each spell normally required to create the graft. Thus, to make a graft which requires a 1st level spell, a Silthilar would need a heal check result of 22 or higher. The Silthilar must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Graft Flesh, p. 27 Libris Mortis). Regardless of the check made, a Silthilar cannot use this ability to emulate knowledge of a spell whose level is more than half his HD.

    Graft Reserve (Ex): A Silthilar receives a small pool of points he can spend instead of experience points when creating a new graft. Each time he gains a Silthilar class level, he receives a new graft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your graft reserve to supplement the XP cost of a graft you are creating, taking a portion of the cost from your graft reserve and a portion from your XP.

    Enhance Creature (Su): Throughout their ancient heritage, Silthilars have mastered the art of altering creature’s bodies. At 4th level, a Silthilar can use this power to enhance a creatures physical abilities granting one of many benefits. A creature may only have one enhancement on it at a time, an attempt to further enhance a creature simply replaces the previous enhancement. An enhancement lasts a number of rounds equal to the Silthilars HD, after which, the body reverts to original state. Enhancing a creature is a standard action which requires physical contact (5ft. reach in coalesced form, must occupy same space in swarm form). A Silthilar may not enhance itself. This is a magical polymorphing effect. The silthilar may choose to bestow one of the following enhancements:

    • +2 enhancement bonus to, Strength, Dexterity, or Constitution. At 10 HD this bonus increases to +4, +6 at 15 HD, and +8 at 20 HD.
    • An enhancement bonus to any one movement speed of +10 feet. At 10 HD this bonus increases to +20 feet, and again at 20 HD to +30 feet.
    • A +1 bonus to the natural armor bonus. This bonus increase further by an additional +1 for every 2 HD the Silthilar possesses.
    • 2 claw attacks which deal 1d6 + strength modifier damage. This damage increases to 1d8 at 10 HD, 2d6 at 15 HD, and 2d8 at 20 HD.
    • The creatures size increases 1 category. A creature’s size cannot be increased beyond Huge through a use of this ability.
    • The creatures size decreases 1 category. A creature’s size cannot be decreased beyond Tiny through a use of this ability.
    • He can grant the creature the use of the Scent ability (p.314 MM)
    • He can grant the creature low light vision. (p.311 MM)
    • He can grant the creature fast healing 1. This fast healing increases to Fast Healing 2 at 10 HD, Regeneration 1 (overcome by acid and fire) at 15 HD, and Regeneration 2 (overcome by acid and fire) at 20 HD.
    • DR 1/-. This damage reduction increases to DR 2/- at 10 HD, DR 3/- at 15 HD, and DR 4/- at 20 HD

    Deform Creature (Su): Further into their career, Silthilar learn to use the form-altering energies to detriment their foes. At 5th level, a Silthilar can use this power to deform a creature. A creature may only have one alteration on it at a time; any attempt to further alter a creature simply replaces the previous alteration. A mutation lasts a number of rounds equal to the Silthilars HD, after which, the body reverts to original state. Deforming a creature is a standard action which requires melee touch attack (a silthilar in swarm form is already considered to have succeeded on the touch attack, though he must still expend the standard action.) If the attack is successful the target must succeed on a fortitude save (DC = 10 + ½ HD + Con. Mod.) or be inflicted with the mutation. A Silthilar may not deform itself. The Silthilar may choose to bestow one of the following deformations:

    • -2 penalty to Strength, Dexterity, or Constitution. At 10 HD this penalty increases to -4, and increases further to -6 at 20 HD. A creatures score cannot be reduced to lower than 1 through a use of this ability.
    • A penalty to one movement speed of – 10 feet. At 15 HD this penalty decreases further to -20 feet. No movement speed can be reduced an lower than 0 through a use of this ability. A creature with a fly speed of 0 cannot fly.
    • He may choose to cover the eyes causing blindness and temporarily nullifying any gaze attacks the creature might possess.
    • He may cover the ears to cause deafness.
    • He may seal the creatures mouth removing the creatures ability to speak or taste, additionally removing the creatures ability to cast spells or use abilities which require verbal components. A use of this ability cannot cause a creature to suffocate.
    • He may cove the creatures nose, removing the creatures ability to smell if he possessed it. A use of this ability cannot cause a creature to suffocate.
    • The creature’s size increases by 1 category. A creature’s size cannot be increased beyond Huge through a use of this ability.
    • The creature’s size decreases by 1 category. A creature’s size cannot be decreased beyond Tiny through a use of this ability.

    Ancient and Powerful (Ex): Silthilar’s are a race as old as much of the world. At 6th level, having reached full maturity, a Silthilar ceases to age, and cannot be harmed by effects that cause magical aging. In addition, a Silthilar becomes immune to any forms of disease both magical and mundane.

    Hive Mind (Ex): At 6th level, the Silthilar gains even more benefit from his swarm form. Whenever a Silthilar in solid form takes damage, he must make a fortitude save (DC = 10 + damage dealt) or immediately be forced into swarm form and be nauseated for 1d4 rounds. However, while in swarm form, the Silthilar becomes immune to weapon damage and to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects.)

    Master of Form (Sp): At its full maturity, a Silthilar has mastered the ability to bestow more complex shapes onto living creatures. At 7th level, as a full-round action that provokes attacks of opportunity, a Silthilar in swarm form can focus its attention on a single living creature that shares one of its squares and transform that creature into another creature. This effect is identical to polymorph. A Silthilar can use this ability once for every 4 HD it possesses. A Silthilar does not deal normal swarm damage or cause distraction on a round in which it attempts to polymorph a creature. At 11 HD the Silthilar may instead choose to use baleful polymorph though doing so still expends a use of this ability. Finally, at 15 HD, the Silthilar may choose to expend a use of this ability to use polymorph any object as a spell-like ability. The save DC for this ability is (10 + ½ HD + Con. Mod.) and the caster level is equal to the Silthilar’s HD. A Silthilar cannot use any of these effects on himself.

    New Feat
    REFLEXIVE DISCORPORATION
    Prerequisites: Silthilar, 7 HD, Dodge
    Benefit: When a Silthilar in solid form takes physical damage. Instead of a fortitude save, the Silthilar may make a reflex save against the same DC. If the save is successful the Silthilar is still forced into swarm form, but is not nauseated and does not take any damage.

    I though about this as a was putting the bit about the fort save.


    COMMENTS AND CORRECTIONS
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    Designed to specialized in enhancing his allies and has the ability to debuff his foes. I'm worried that he may be a little too powerful but I'll see what anyone else has to say before I worry too much. You people are a better judge of balance than me. Also, please make me aware of any copy and pasting errors. I know why people don't like copy/pasted work, but when your writing up abilities with similar themes and functions, it's just faster.

    Fixed the spelling mistakes and tried to reword some stuff. I don't want to change much else without getting proper advice on how to change it.
    Last edited by AustontheGreat1; 2010-07-12 at 07:30 PM.

  28. - Top - End - #898
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    ZERN(MM IV p.195)



    CLASS
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    Hit Die: d8

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

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Morphic Body, Warping Energy, Transmutation Affinity

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    | Adaptive Defenses

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Shifting Guise, Shifter's Power

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Shifting Anatomy, Morphic Healing

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Greater Shifter's Power

    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Mutable Form[/table]
    Class Skills: (2 + Int. Modifier) x 4 at first level. A Zern’s class skills are Concentration, Craft, Disable Device, Disguise, Escape Artist, Heal, Knowledge (Arcana, Nature, and Religion), Search, Spellcraft, and Use Magic Device.

    Class Features
    Proficiencies: Zern’s are proficient with its own natural weapons and attacks, as well as all simple weapons. A zern in proficient with light armor but not with shields.

    Morphic Body: At first level a Zern loses all other racial bonuses and traits and gains monstrous humanoid traits (essentially darkvision 60ft.) A Zern also has the shapechanger subtype and is immune to polymorphing, petrification, and any other form-altering attack that he does not wish to be subject too. A Zern is a medium monstrous humanoid with a base land speed of 30ft. All Zern speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. Additionally, a Zern receives a bonus to its natural armor score equal to its constitution modifier.

    Warping Energy (Su): Zerns have control over a powerful form of mutating energy which can damage a creature by causing its flesh to shift and tear. This attack is a standard action and can take the form of either a melee or ranged touch attack. When used as a ranged touch attack it has a range of 120 feet with no range increment. This attack deals 1d6 for every 2 HD the Zern possesses + the Zern’s intelligence modifier damage. This attack can only effect living creatures. This attack is a polymorphing effect.

    Transmutation Affinity (Ex): the Zern race specializes in transmutation magic due to their own shapeshifting abilities. The save DC’s of any transmutation spells or spell-like abilities the Zern uses increase by +1 for every 4 HD the Zern possesses. Additionally, a Zern who multiclasses for an arcane casting class can count his Zern levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. He wouldn't get the spells known and spell slots of a sorcerer 3 however. He would get the familiar ability, but his Zern levels wouldn't stack for determining the familiar’s abilities.

    Adaptive Defenses (Ex): A Zern’s ever-changing physiology allows it to shrug off effects that attack its endurance or disrupt its bodily functions. At 2nd level a Zern gains a +2 racial bonus against effects that require fortitude saves unless those effects also affect objects or are harmless. This bonus increases to +4 at 6th level, and again to +6 at 10th level. At 14th level the Zern loses these bonuses and instead becomes immune to any effect that those bonuses would have applied against.

    Shifting Guise (Su): Zerns are capable of changing their body into nearly any form. This effect is identical to the effects to the alter self spell. A Zern can shift in this manner once a day for every HD it possesses. At 10th level, a Zern can use this ability at will and may stay in any form it assumes for any amount of time.

    Shifter’s Power (Sp): Zern are masters or transformative magics. At 3rd level a zern can reduce person and enlarge person each as a spell-like ability once a day for every HD it possesses.

    Shifting Anatomy (Ex): A Zern’s body is constantly moving and shifting; even when it doesn’t appear to be. At 4th level, a Zern becomes immune to stunning and extra damage from critical hits and sneak attacks. At 10 HD, the zern also become immune to poisons and diseases.

    Morphic Healing (Ex): When wounded, a Zern's body naturally repairs itself by forming undamaged flesh. The Zern gains fast healing 1. This fast healing increases by another point for every 4 HD the Zern possesses.

    Shifter's Power, Greater (Sp): At 5th level, a Zern’s natural transmutation magic becomes more powerful. He may use gaseous form once a day for every two HD it possesses. As a Zern gains levels, these powers continue to grow.
    At 8 HD, a Zern may use polymorph as a spell-like ability once a day for every 4 HD it possesses.
    At 10 HD, the Zern can use baleful polymorph as a spell-like ability once a day for every 5 HD it possesses.
    At 15 HD, a Zern can use polymorph any object once a day for every 6 HD it possesses.
    Finally, at 20 HD, a Zern can use shapechange as a spell-like ability once a day for every 10 HD it possesses.

    Mutable Form (Ex): At 6th level a Zern has mastered its own morphic powers to the point to where he can rapidly alter its metabolism, internal structures, organs, and other bodily systems to cope with a variety of environments and situations. As a swift action, a Zern can gain one of the following benefits. Each benefit has an unlimited duration. Generally, a Zern remains in one form, and then slips into another one as the situation dictates. When a Zern uses a swift action to gain one of these forms, it loses the benefits of the form it previously held.
    • Adrenal Surge: The Zern’s upper-body muscles bulge and grow with enhanced power. It gains a +2 bonus on attack rolls and a +4 bonus on damage rolls, including those using its warping energy ability.
    • Boneless Form: The Zern’s body seems to melt into a puddle of goo as its bones liquefy. It gains a +8 bonus on Escape Artist checks, which increases to +16 on checks made to squeeze through a tight area.
    • Impervious Hide: The Zern’s skin shifts into plates of armor. It gains a +4 bonus to AC and DR 5/piercing.
    • Size Shift: The Zern can shift to Large or Small size. A Large Zern gains a +2 bonus to Strength, and its space and reach increase to 10 feet; one that shifts to Small takes a –2 Strength penalty. The Zern gains the standard size bonuses or penalties on attacks, Hide checks, and so forth.
    • Speed Burst: The Zern’s legs lengthen and its lower body muscles bulge and grow. Its base speed increases by 30 feet.


    COMMENTS AND CORRECTIONS
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    Doing the silthilar reminded me of this creature which was one of my favorite forms for my Master of Many Forms. Anyway, slightly more combat focused master of alteration. Once again, please inform me of any mistakes.
    Last edited by AustontheGreat1; 2010-10-01 at 06:40 PM.

  29. - Top - End - #899

    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Ok, Mephit sucessfully reviewed and added. The other new templates look fine but I would like to have a look at the original monsters before giving them the final aproval, and I don't have my books at hand right now.

    Crafty Cultist:Entropic charge doesn't work. You can't take any actions after using dimension door.

    flabort:
    Your half troll still seems stronger than the troll. Make the nat armor just half the con modifier or +1 to your already existing. Give the player just +1 Str at 1st level and +1 Con at second because you're already gaining your racial ability bonus.

  30. - Top - End - #900
    Ettin in the Playground
     
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I can't find the list of the total ability score increases of the Entropic Reaper among the class features.
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    Homebrewing

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