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  1. - Top - End - #901
    Ogre in the Playground
     
    flabort's Avatar

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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
    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.
    Here's my book. Might not have everything on the creature, but half troll seems complete enough.
    Vampire certantly is in there. (4x variants!)

    Is that one of those changes OR the other, or one of those changes AND the other?
    But good point, it's not like thier losing all thier preexisting bonuses. bonuses are now reduced.
    Last edited by flabort; 2010-07-12 at 09:14 AM.
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
    Spoiler
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    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  2. - Top - End - #902
    Bugbear in the Playground
     
    Hyudra's Avatar

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    Apr 2008

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

    Quote Originally Posted by Crafty Cultist View Post
    Well here's my latest creation...
    The Entropic Reaper
    Spoiler
    Show
    Prerequisites
    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
    Spoiler
    Show

    * 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 naturally.
    * 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.

    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 benifits 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. If the 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.


    Comments
    Spoiler
    Show
    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.
    Ok, first off, not bad. Nothing I can see that makes it unplayable, it's a good looking class, with only a few incongruities and potential abuses.
    • You left 'prerequisites' at the top of the entry under the spoiler tags.
    • Misspellings: 'wepons' under proficiencies. 'naturaly' under body of the reaper. 'benifits' in the second paragraph under dimension door.
    • Ability scores should appear at the end of table entries (So [Entropic Blade], [Undead Body], then [Ability Score +1]. You need an entry in the body of text to outline when he gets what and what the totals are when he's reached max level. At a glance, the progression kind of lacks rhyme or reason, and I don't know it's necessary to have the cha bonus at all.
    • You have a greater reality tear that isn't outlined beyond the blurb at the end of reality tear. Make it a separate entry or remove the label from the table. A player looking for it will have trouble spotting it.
    • Entropic Blade is a really powerful ability. Given the glass cannon nature of the class, this is more or less ok. Killing power at the expense of defense (Until later, you've got only d12 HD and natural armor, fast healing). That said, wording needs to be tidied up as it's a little unclear how the ability works due to engrish. "If the target must succeed a fortitude save(DC10 +1/2HD +charisma modifier) or become a spongy, amorphous mass" could be reworded to "Struck targets must...".
    • Contradiction in Entropic Blade. Creatures can't act coherently & have no control over what they do, but they can revert the change with a check as a standard action? I might suggest something like "Creatures may attempt a Fortitude Save to revert the effect if they wish, at the cost of despair if they fail. Creatures that fail descend into a hopeless madness for 1d3-1 rounds and have no control over their actions until they can get ahold of themselves."
    • The number of uses and the duration of Entropic Blade scales too much, I think. A player should have to think about whether they use it. If the ability lasted 1 round per 2 HD or until the creature made a save and 1 round per 3 HD, it would still be devastating, as the wisdom damage would finish off most creatures and you're still taking most enemies out of combat with little effort.
    • Reaper's Warding could stand to come up a bit earlier. It's a fragile class.
    • Dark Harvest has the 'bag of cats' issue. You've got a scythe wielding Entropic Reaper who drags a number of canvas sacks filled with cats behind him. When anticipating a fight, he attacks the bags using great cleave (easy enough to pick up, as he already gets cleave naturally), gets however many temporary HP he wants, then moves on to the next encounter. Ditto with harvest lord. Limit it to creatures that have enough of a CR/challenge to grant experience to the harvest lord.


    Quote Originally Posted by AustontheGreat1 View Post
    SILTHILAR (LoM p.168)

    CLASS
    Spoiler
    Show
    Hit Die: d8

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

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

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Coalesce, +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, +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, simple weapons, as well as martial light weapons and one-handed melee weapons.

    Swarm Body: At first level a silthilar loses all other racial bonuses and traits and gains aberrations traits, essentially darkvision 60ft. Silthilars are fine aberrations with shapechanger and swarm subtypes. As such, silthilars cannot manipulate objects or wield weapons nor can they wear or activate magic items. They also cannot cast spell which require somatic or verbal components due to their lack of appendages. While In swarm form they 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. In this form, a silthilar has a swarm attack which deals damage according its HD (Swarm attacks descriped in detail p.315-16 MM.) Silthilars also possess the distraction special ability described on this page. All silthilars speak their own language and may also choose an additional number of languages to speak equal to their intelligence modifier. In this form, silthilars have a strength score of no greater than 1, the swarm occupies a space of 10ft. and has no reach.

    Ability Increase: At first, fourth, and seventh level, a silthilar receives a permanent increase to both its inelligence 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 DC 17 Fortitude save or take 1d4 points of ability damage selected randomly from Strength, Dexterity, or Constitution. The DC for this effect is equal to 10 + ½ the Silthilar’s HD + the Silthilar’s Constitution Modifier.

    Coalesce (Ex): Silthilars spend a short duration in the form of a swarming hive mind. When a silthilar reaches 2nd level, he becomes strong enough to pull his from together into a single shape. As a standard action that provokes attacks of opportunity, a silthilar can switch from its swarm form to its solid 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 coalesced form, a silthilar is treated as a Medium aberration with a space/reach of 5 feet/5 feet. It loses its +8 size bonus to its Armor Class and attack rolls, but gains a bonus to its natural armor bonus equal to its constitution modifier from the dense plates of hardened bone and chitin that cover its body. It retains the swarm subtype and all the traits associated with that swarm with the exception of its swarm attack and distraction ability. As a swarm of Fine creatures, it is not subject to extra damage from critical hits and retains its immunity to weapon damage. If a silthilar is struck with a physical attack, it must make a Concentration check (DC 10 + the number of points of damage dealt by the attack) or revert immediately to swarm form and be nauseated for 1d4 rounds. In coalesced form a silthilar may wear and activate magical items, though it the 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 has four arm-like limbs making capable of fine manipulation and wielding weapons normally. Lastly, the silthilar in this form possesses a sharp number of sharp spines which he can use to attack, there for he gains a natural attack which deals 1d4 + the Silthilar’s strength modifier damage (roll 4d6 and drop the lowest number to determine the silthilar’s strength score in this form, this number remains the same whenever the silthilar takes this form. Adjustments made to this score only apply to when the silthilar is in this form). For every 2 HD he gains after this, the silthilar gains another natural attack to a maximum of 4 spine attacks at 8 HD. 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.

    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. 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 detriment a creatures. A creature may only have one alteration on it at a time; any attempt to further deform a creature simply replaces the previous mutattion. An 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.
    • 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.

    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.
    • I'd capitalize the creature's name throughout.
    • Misspellings: 'descriped' in Swarm Body, 'inelligence' under Ability Increase, 'mutattion' in Deform Creature,
    • Proficiencies are awkward. Is there a reason for the limit to simple light weapons & one handed martial?
    • Swarm Body is powerful enough that it really doesn't need the ability scores at level 1. It offers enough raw defensive power that it can overwhelm most CR1 foes at that level.
    • Under infestation: I'd change "A creature so struck must make a DC 17 Fortitude save" as it's misleading. The DC isn't guaranteed to be 17, so just leave that part out. (A creature so struck must make a Fortitude save...)
    • "In coalesced form a silthilar may wear and activate magical items" - reword to state it may wear items and activate magical traps?
    • "(roll 4d6 and drop the lowest number to determine the silthilar’s strength score in this form, this number remains the same whenever the silthilar takes this form. Adjustments made to this score only apply to when the silthilar is in this form)" - probably unnecessary. Let the PC determine their own strength.
    • Edit - I think swarm subtype is potentially a problem, given that it pretty much trivializes most low level encounters that the random encounter table would throw at you.


    Quote Originally Posted by AustontheGreat1 View Post
    ZERN(MM IV p.195)

    CLASS
    Spoiler
    Show
    Hit Die: d8

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

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

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    | Adaptive Defenses, +1 Dex, +1 Con

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

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

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Greater Shifter's Power, +1 Int +1 Con

    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Mutable Form, +1 Dex[/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 score.

    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 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 increase by +1 for every 4 HD the zern possesses. Additionally, a zern who multiclasses for an transmuter (transmutation specialist wizard) 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.

    Ability Increases: At first, second, and fourth and fifth level, a zern receives a permanent increase to both its constitution score. At first, third, and fifth level the zern receives an increase to its Intelligence score. Lastly, at second, fourth, and sixth level it receives a permanent increase to its dexterity score. At 7th level these increases total at +4 Con, +3 Int and Dex.

    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 to fortitude saves 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 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.

    Shifters 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.
    • Again, it's nice to capitalize the monster's name throughout its own entry.
    • Warping Energy is strictly better than eldritch blast.
    • Transformation Affinity could be clarified by stating "The save DCs for spells/SLAs the Zern possesses".
    • Further, Transformation Affinity kind of shoehorns a Zern into being a transmutation specialist. I'd suggest just making it apply to all arcane caster classes, with the innate bonus to transmutation being encouragement in that direction. Leaves players options.
    • "At 2nd level a zern gains a +2 racial bonus to fortitude saves against effects that require fortitude saves" is redundant. Reword to "a +2 racial bonus to fortitude saves, unless..."
    • Can you explain rationale for ability score increases? Kind of all over the place there.
    Last edited by Hyudra; 2010-07-12 at 10:34 AM.

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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
    [*]Dark Harvest has the 'bag of cats' issue. You've got a scythe wielding Entropic Reaper who drags a number of canvas sacks filled with cats behind him. When anticipating a fight, he attacks the bags using great cleave (easy enough to pick up, as he already gets cleave naturally), gets however many temporary HP he wants, then moves on to the next encounter. Ditto with harvest lord. Limit it to creatures that have enough of a CR/challenge to grant experience to the harvest lord.[/list]
    Personally, I like solving the "bag of cats" problem by making stronger creatures grant more extra HP, but multiple creatures don't stacking. So you can carry a bag of kittens around but at best it will give you a single extra HP, while that troll would grant you 10 or something like that.

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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
    Personally, I like solving the "bag of cats" problem by making stronger creatures grant more extra HP, but multiple creatures don't stacking. So you can carry a bag of kittens around but at best it will give you a single extra HP, while that troll would grant you 10 or something like that.
    That also works...

    edit: Wait, I'm not sure it does. The ability is a self healing measure. The ability doesn't really apply itself to "This doesn't stack", unless you're talking about the temporary HP cap, or setting a limit on per-round healing.

    I opt to heal myself in combat by tossing my bag of cats into the air and becoming a whirlwind of kitty entropy... how would you word the ability to keep it from just fully healing me?
    Last edited by Hyudra; 2010-07-12 at 10:21 AM.

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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
    That also works...
    edit: Wait, I'm not sure it does. The ability is a self healing measure. The ability doesn't really apply itself to "This doesn't stack", unless you're talking about the temporary HP cap, or setting a limit on per-round healing.
    It's just suposed to stop you from stacking lots of temporary HP.

    But you're right I missed the healing part. Since it already has fast healing I sugest removing the healing option and make it only grant non-stackable temporary HP.

    Or make it that it can only trigger once per turn indeed.

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

    Yeah. Don't forget the issue with harvest lord, either. You don't want players killing a series of cats for +18 strength before a major encounter.

    Added my review to the Zern, above. Nothing too problematic, lends itself well to being a PC.
    Last edited by Hyudra; 2010-07-12 at 10:40 AM.

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

    Sorry about the wording for entropic blade; it's mainly copy-paste from the ability as listed.
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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!

    First, let me just say that you should probably start off any critique with a "Good job, this is a nice start; but I do see a few small problems." That way, I don't get sad.

    Quote Originally Posted by Hyudra View Post
    I'd capitalize the creature's name throughout.
    Misspellings: 'descriped' in Swarm Body, 'inelligence' under Ability Increase, 'mutattion' in Deform Creature,
    Easily Fixed

    Quote Originally Posted by Hyudra View Post
    Proficiencies are awkward. Is there a reason for the limit to simple light weapons & one handed martial?
    No, not really. Mostly because I had preconceived notions of what a silthilar should wield. What would you suggest it be?

    Quote Originally Posted by Hyudra View Post
    Swarm Body is powerful enough that it really doesn't need the ability scores at level 1. It offers enough raw defensive power that it can overwhelm most CR1 foes at that level.
    I completely agree, but I wasn't sure how to fix it. I was thinking maybe it could work in reverse, Silthilar begins live as a solid creature and then gains enough control over its own body to be able to breakdown into the swarm.

    Tell me what you think.

    Quote Originally Posted by Hyudra View Post
    Under infestation: I'd change "A creature so struck must make a DC 17 Fortitude save" as it's misleading. The DC isn't guaranteed to be 17, so just leave that part out. (A creature so struck must make a Fortitude save...)
    Small over sight from when the ability was originally copied. Removed.

    Quote Originally Posted by Hyudra View Post
    "In coalesced form a silthilar may wear and activate magical items" - reword to state it may wear items and activate magical traps?
    What it means is a Silthilar cannot wear magical equipment or activate magical items such as wands, scrolls, rods, staves, or various wondrous items, etc...

    If the wording or meaning isn't clear; or if the entire meaning is in correct in someway, please tell me how to fix it.

    Quote Originally Posted by Hyudra View Post
    "(roll 4d6 and drop the lowest number to determine the silthilar’s strength score in this form, this number remains the same whenever the silthilar takes this form. Adjustments made to this score only apply to when the silthilar is in this form)" - probably unnecessary. Let the PC determine their own strength.
    I understand. Changed it to state that the strength score assigned at character creation only applies in coalesced form.

    Quote Originally Posted by Hyudra View Post
    Edit - I think swarm subtype is potentially a problem, given that it pretty much trivializes most low level encounters that the random encounter table would throw at you.
    Once again, agreed.

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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
    Again, it's nice to capitalize the monster's name throughout its own entry.
    Again, easily fixed. Also, once again, it's nice to know that what I've done, even if it is more or less incorrect, is sort of appreciated. Next time, try and open with a compliment.

    Quote Originally Posted by Hyudra View Post
    Warping Energy is strictly better than eldritch blast.
    I pretty much copied it directly from the monster's entry.
    Edit: I read it, I accidentally forgot to put "every 2 HD" rather than "every HD".

    Quote Originally Posted by Hyudra View Post
    Transformation Affinity could be clarified by stating "The save DCs for spells/SLAs the Zern possesses".
    I can do that.

    Quote Originally Posted by Hyudra View Post
    Further, Transformation Affinity kind of shoehorns a Zern into being a transmutation specialist. I'd suggest just making it apply to all arcane caster classes, with the innate bonus to transmutation being encouragement in that direction. Leaves players options.
    I disagree. The player does have options. Zerns aren't racially adept at magic, only transmutation magic. The class doesn't penalize the player for not becoming a transmuter, it only gives additional benefits for players that do decide to. I understand what you are saying, but I think its fine as it is. I could be wrong, but unless I get another recommendation to change it, I think I will stick with how it currently is. I'm not trying to be stubborn or difficult. That's just how I feel about it.

    Quote Originally Posted by Hyudra View Post
    "At 2nd level a zern gains a +2 racial bonus to fortitude saves against effects that require fortitude saves" is redundant. Reword to "a +2 racial bonus to fortitude saves, unless..."
    Yes, it was kind of redundant. Altered

    Quote Originally Posted by Hyudra View Post
    Can you explain rationale for ability score increases? Kind of all over the place there.
    Rationale? Odd time to be drying your bike, Mr. Russia. I don't use reason when doing things. What increases, if any, would make more sense?

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

    Quote Originally Posted by AustontheGreat1 View Post
    I disagree. The player does have options. Zerns aren't racially adept at magic, only transmutation magic. The class doesn't penalize the player for not becoming a transmuter, it only gives additional benefits for players that do decide to. I understand what you are saying, but I think its fine as it is. I could be wrong, but unless I get another recommendation to change it, I think I will stick with how it currently is. I'm not trying to be stubborn or difficult. That's just how I feel about it.
    I've gotta agree with Hyudra on this one: it shoehorns them into becoming transmuters. What I'd advise is keep the DC bonus on transmutation spells- any caster can use those- and let them advance as any casting class, instead of just specialist transmuters.
    Marceline Abadeer by Gnomish Wanderer

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

    Quote Originally Posted by Gorgondantess View Post
    I've gotta agree with Hyudra on this one: it shoehorns them into becoming transmuters. What I'd advise is keep the DC bonus on transmutation spells- any caster can use those- and let them advance as any casting class, instead of just specialist transmuters.
    Why any casting class? Zern aren't inherently arcane; only inherently transmuters. But, as agreed, I will change it to include any arcane class.

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

    Quote Originally Posted by AustontheGreat1 View Post
    First, let me just say that you should probably start off any critique with a "Good job, this is a nice start; but I do see a few small problems." That way, I don't get sad.
    I'll do it more when more people are returning the favor and reviewing/critiquing/finding issues with my stuff. All I get is Oslecamo, and he's busy enough. :p

    Quote Originally Posted by AustontheGreat1 View Post
    (Re: Weapons)

    No, not really. Mostly because I had preconceived notions of what a silthilar should wield. What would you suggest it be?
    Just simple weapons or just martial weapons. No need to bog things down.

    Quote Originally Posted by AustontheGreat1 View Post
    (Re: Swarm template at early levels)

    I completely agree, but I wasn't sure how to fix it. I was thinking maybe it could work in reverse, Silthilar begins live as a solid creature and then gains enough control over its own body to be able to breakdown into the swarm.

    Tell me what you think.
    That makes more sense. If you ~really~ wanted to balance it, make it only partial swarm template around 3rd-4th level, and full swarm abilities later. Immunity to weapon damage is pretty major, when half the enemies you might encounter have only their natural weapons to work with.

    Quote Originally Posted by AustontheGreat1 View Post
    What it means is a Silthilar cannot wear magical equipment or activate magical items such as wands, scrolls, rods, staves, or various wondrous items, etc...

    If the wording or meaning isn't clear; or if the entire meaning is in correct in someway, please tell me how to fix it.
    Look again at what you wrote. As it is, it is interpreted as "May wear magical traps and activate magical traps" rather than "May wear equipment and activate magical traps"

    And I did tell you how to fix it. Look again and read the two segments more carefully.

    I disagree. The player does have options. Zerns aren't racially adept at magic, only transmutation magic. The class doesn't penalize the player for not becoming a transmuter, it only gives additional benefits for players that do decide to. I understand what you are saying, but I think its fine as it is. I could be wrong, but unless I get another recommendation to change it, I think I will stick with how it currently is. I'm not trying to be stubborn or difficult. That's just how I feel about it.

    (and)

    Why any casting class? Zern aren't inherently arcane; only inherently transmuters. But, as agreed, I will change it to include any arcane class.
    If it's not supposed to be a caster, then it's more appropriate to just give it a flat bonus to caster level when using transmutation and no direct-to-caster progression.

    Rationale? Odd time to be drying your bike, Mr. Russia. I don't use reason when doing things. What increases, if any, would make more sense?
    I'd say minimal increases, if any. His abilities compensate for anything he's lacking so he doesn't demand any stats. I wouldn't increase int (there's nothing in the description that suggests it's an int-heavy creature), I wouldn't increase strength (he's capable enough in combat with proficiencies and natural abilities) and I wouldn't give him con (again, he gets abilities to make him tougher).

    People are too prone to overdo it when applying stats. I'd go so far as to say anyone who can't justify why they added a stat increase shouldn't add one.

    Taking a look at the creatures I've done:
    • Mephits don't have any stat increases.
    • Giants have a fair number of strength increases, but it's balanced out by low BAB, so they don't hit all that often, but the str makes for heavy hits when they do deliver. Their con is to compensate for their lack of armor and HD as compared to equivalent level warriors, barbarians and warblades.
    • The Harpy gets +2 dex and +2 cha over 4 levels, the former because she's sorely lacking defensively (and she's an agile creature), the cha because she relies heavily on a one dimensional, cha-driven ability (and to provide incentive to play her as a charismatic beast).


    So look at the Zern. He's kind of like a warlock with the blasts (only they hit harder, with less versatility), he's got more HP thanks to size of HD, better saves, and the various spell-likes more or less parallel invocations, though they're more offensively oriented than most invocations. Does he really demand a +10 bonus spread out on various stats?

    When deciding on the stat bonuses, find a creature or class that parallels your new concept/playstyle, then compare. If your creature falls behind in some way, you can add a bonus to fit what it's lacking.
    Last edited by Hyudra; 2010-07-12 at 05:34 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
    That makes more sense. If you ~really~ wanted to balance it, make it only partial swarm template around 3rd-4th level, and full swarm abilities later. Immunity to weapon damage is pretty major, when half the enemies you might encounter have only their natural weapons to work with.
    Ill try and do this.

    Quote Originally Posted by Hyudra View Post
    Look again at what you wrote. As it is, it is interpreted as "May wear magical traps and activate magical traps" rather than "May wear equipment and activate magical traps"

    And I did tell you how to fix it. Look again and read the two segments more carefully.
    I believe the problem might have fixed itself when I changed coalesce to discorporate and made the Silthilars base form to solid.

    Quote Originally Posted by Hyudra View Post
    If it's not supposed to be a caster, then it's more appropriate to just give it a flat bonus to caster level when using transmutation and no direct-to-caster progression.
    No one seems to like it, and I am not competent enough or too stubborn to provide a working compromise. The class seems to be too powerful anyway, I believe I shall remove the part of the ability increasing caster level.

    Quote Originally Posted by Hyudra View Post
    I'd say minimal increases, if any. His abilities compensate for anything he's lacking so he doesn't demand any stats. I wouldn't increase int (there's nothing in the description that suggests it's an int-heavy creature), I wouldn't increase strength (he's capable enough in combat with proficiencies and natural abilities) and I wouldn't give him con (again, he gets abilities to make him tougher).

    People are too prone to overdo it when applying stats. I'd go so far as to say anyone who can't justify why they added a stat increase shouldn't add one.

    So look at the Zern. He's kind of like a warlock with the blasts (only they hit harder, with less versatility), he's got more HP thanks to size of HD, better saves, and the various spell-likes more or less parallel invocations, though they're more offensively oriented than most invocations. Does he really demand a +10 bonus spread out on various stats?

    When deciding on the stat bonuses, find a creature or class that parallels your new concept/playstyle, then compare. If your creature falls behind in some way, you can add a bonus to fit what it's lacking.
    I understand. I will remove the ability increases.

    Please do not mistake anything I say any form impertinence or hostility. It's difficult to convey the proper tone over text. I really want to find a working solution that everyone finds acceptable.
    Last edited by AustontheGreat1; 2010-07-12 at 07:34 PM.

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

    Annis Hag



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    HD:d8
    {table]Level|Bab|Fort|Ref|Will|Feature
    1|+ 1|+ 2|+ 0|+ 2| Hag Body, Rend, Crone, +1 Con
    2|+ 2|+ 3|+ 0|+ 3| Beldame Guise, Warty Hide, +1 Str
    3|+ 3|+ 3|+ 1|+ 3| Improved Grab, Vile, +1 Con
    4|+ 4|+ 4|+ 1|+ 4| Rake, Midden Fog, +1 Str
    5|+ 5|+ 4|+ 1|+ 4| Tear Asunder, Horrid, +1 Con
    6|+ 6|+ 5|+ 2|+ 5| Growth, Progeny, Death Curse, +1 Str
    [/table]
    Skills:4+int per level, class skills are Bluff, Diplomacy, Disguise, Hide, Intimidate, Listen and Spot.

    Proficiencies: The Annis Hag is proficient with her own natural weapons.

    Features:
    Annis Body: The Annis Hag loses all other racial bonuses and gains monstrous humanoid traits. She's a medium sized monstrous humanoid with base land speed of 30', darkvision 60', two claw attacks dealing 1d4+Str each and a natural armor bonus equal to her Constitution modifier.

    Ability Score Increases: The annis Hag gets +1 Str with every even numbered level in the class (2nd, 4th and 6th) and +1 Con with every odd numbered level in the class (1st, 3rd and 5th), for a total of +3 Str and +3 Con at sixth level.

    Rend: At first level an Annis Hag that strikes a foe with both claws may tear at the opponent, automatically delivering 1d8+2x Str damage.

    Crone: The first level Annis Hag appears little different than a human, half elven or elven woman who has just reached adulthood, ranging from average to attractive in appearance, healthy and athletic. Many have little idea of what they are, having been secreted away in human society. However, her true nature soon asserts herself. The hag ages prenaturally fast, and accelerates her transformation by engaging in reprehensible acts. At the end of a day that the hag murdered, corrupted or traumatized a good individual, she adds 1d6 months to her current age. A day spent killing for the sake of killing advances her age by 1d4 months, while intentionally killing only evil creatures would only advance her age by 1d3-1 months. DM's discretion of what degree of activity highlighted a given day.

    The hag gains no ability score penalties to her physical statistics as she ages, instead acquiring +1 Strength, Dexterity and Constitution with each increase in age category, to a maximum of +1 per level she has in the Annis Hag class. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age.

    Beldame Guise: At second level, the Hag may cast disguise self 1/day for every 2 HD she has.

    Warty Hide: At second level the Hag has begun to grow ugly, as her skin knots and discolors with bluish bruises, dark blemishes and warts. She begins to grow unnaturally tough as a result of the transformation, acquiring DR/Bludgeoning equal to half her HD and SR equal to 11+HD.

    Improved Grab: At third level, the Hag can pull a victim close after striking at it with her claws. She gains the Improved Grab ability, allowing her to automatically initiate a grapple as a free action on a foe of her size or smaller that she has struck with a claw attack.

    Vile: At third level, the Hag acquires the Willing Deformity feat, gaining a +2 to intimidate scores as she intentionally destroys whatever beauty lingers in her appearance. Further, her nails have become rusty metal; when she deals claw or rend damage to an opponent, she also inflicts one point of vile damage that refuses to heal naturally, resists divine healing, and nonetheless leaves an unattractive scar thereafter, unless a remove curse or wish spell is sought to remedy it.

    Rake: At fourth level, the Hag can rake her victims once she has grabbed them, delivering 1d4+Str damage with each of her claws at no penalty.

    Midden Fog: At fourth level, the Hag can direct plumes of chilled fog to appear at the location of her choosing, as per the Fog Cloud spell, once a day for every 2HD she has.

    Tear Asunder At fifth level, the Hag's wicked claws can tear through protections, blessings and boons, ruining even more abstract elements such as good feelings and optimism. When a foe falls victim to the Hag's rend, they lose one beneficial spell or morale bonus (such as the effect from the Bard's Inspire Competence, or protection from evil). Even if the effect is gained from a continuous source, the target is unable to be affected again until the end of the encounter. Alternately (or if the enemy has no such bonuses to remove), the Hag may elect to deal 1d4 damage to the opponent's armor class. Natural armor heals as ability damage, while physical armor must be repaired or replaced to remove the penalty. Armor that offers an enhancement bonus may subtract that bonus from the damage inflicted (ie. a +3 breastplate would result in 1d4-3 armor lost), to a minimum of 1.

    At 10HD and every 5HD thereafter, the Hag removes one additional effect and/or causes an added 1d4 damage to the opponent's armor class.

    Horrid: At fifth level, the Hag takes a special name for herself and augments her horrific appearance further. She may choose any feat with the Willing Deformity feat as a prerequisite, or any feat with the [Evil] descriptor if the Book of Vile Darkness is not allowed material in her campaign. Her claws now bypass DR and can harm incorporeal creatures.

    Growth: At sixth level, the Hag grows to large size and gains an additional 10' movement. Her AC, bonus to hit, base damage, grapple and skills change accordingly, but she doesn't get any ability score bonuses or penalties. Her claw and rake damage improves by one step (to 1d6) and her rend damage improves one step (to 1d12).

    Progeny: At sixth level, the Hag either retrieves a child she had earlier in life or abducts one, usually a human, half elven or elven child older than six and younger than sixteen. Treat the child as a cohort with a number of levels in the commoner class equal to the Hag's HD minus 3 (They can have no more levels than the Hag's HD-2). Unlike a cohort, the Hag's progeny is initially unwilling and uncooperative, often seeking to escape, sabotage their mother or kill her. The Hag's biological children are more inclined towards evil to begin with, and while they may attempt to run away, they resist the instructions of their mother less.

    With each level the child gains while remaining in the Hag's presence, the progeny is warped and corrupted, having a commoner level replaced with a level in the Ogre class (if male) or the Annis Hag class (if female) - the child may apply and choose how to use their newly gained level as normal, with the Hag's manner of upbringing shaping the child's choice. By the time the progeny has lost his or her commoner levels, the child is typically a dutiful (if warped) son or daughter.

    Death Curse: At sixth level, the Hag may curse the opponent that has slain her. Treat this as the Bestow Curse spell, with no casting time or components (aside from verbal), at the time of the Hag's death. The Hag must know the opponent's name, and typically utters a short, hate filled speech before she perishes, wishing the opponent the worst kinds of torments. The hag is encouraged to invent a cruel and unusual kind of curse to afflict her enemy. Should the Hag be revived, she must kill the target of her previous curse to have the ability available for another target.

    At 9 HD, the Hag may use Bestow Curse 1/week per 6HD, without the need for her own death to activate it. Her Death Curse, however grows more potent, and now affects her target's children and their children's children (and so on).

    At 12HD, the Hag's curse is instead a 'Greater Bestow Curse' effect.


    Comments:
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    This is more or less a 'for-fun' class creation I was inspired to do after rereading the Courtney Crumrin series for the third time. I recognize it's not my best work (I'm inclined to think of the Harpy as such). The Annis Hag is evil through and through, and the class encourages such in the player. There's really no attraction here for a player that wants to play a good Annis Hag, so they'll have to look elsewhere.

    She's absolutely vicious with her claws with the combination of rend, rake and improved grab, and the strength bonus is meant to help compensate for the rather low base damage she inflicts. The rest of the Annis Hag is largely flavor. I drew on the 'Ecology of the Annis Hag' to round out the class, which is where I got the ideas for the vile aspects (willing deformities and vile damage) and the offspring. Hags have kids with (usually unwitting) mortal parents, and then have others raise their child until such a time as the child starts to transform, at which point they run away from home on their own (which is usually where a Hag starts her career) or mommy comes to pick up the kid to ensure an unhealthy upbringing.


    Changelog:
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    [list][*]Clarified that the Annis starts play at 15+1d4 years old and that she gets only the +1 to statistics per age category.
    Last edited by Hyudra; 2010-07-13 at 09:14 AM.

  15. - Top - End - #915

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

    Spellwarped Creature(prc)


    Spoiler
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    Pre-requisites:
    -Must be a living corporeal creature.

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

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

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

    Proficiencies: Spellwarped creatures don't gain any new proefeciencies.

    Spellwarped Body: Unlike with other monster classes, the traits of the original race are retained. The Spellwarped Creature then gains aberration traits (basically darkvision 60 foot) and is now an aberration, with the augmented subtype if necessary.

    It also gains a natural armor bonus of +1. If it already had a natural armor bonus it increases by an extra +1.

    Spell Resistance: The Spellwarped creature gains Spell Resistance equal to 10+HD+Con modifier.

    Experiment:
    the spellwarped creature gains +1 to the ability score of his choice.

    Experimental Power:Spellwarped creatures were engineered to be strenghtned by magic. Whenever a spell or SLA fails to bypass it's spell resistance the Spellwarped creature gains the following bonus of his choice for 1 minute, where Y is the level of the spell or SLA stoped by the SR

    Power: +Y enanchment bonus to the ability score of his choice.
    Life: +Y x 5 temporary hit points.
    Speed: all move speeds increased by Y x 5 foot.
    Resistance: The spellwarped creature gains resistance Y x 2 to the energy type of his choice.
    Recharge:The spellwarped creature may recover one personal expended spell slot or SLA use of level Y or lower. It must be used whitin one minute or lost.

    Bonus of the same kind don't stack.
    Whenever a spell or SLA is absorbed the body of the spellwarped creature is temporaly warped in some hideous way acording to the bonus gained, like muscles stretching when a strenght enanchment is chosen.

    Advanced experiment:
    the spellwarped creature gains an extra +1 to two ability scores of it's choice.


    Comments
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    The first level of the spellwarped creature grants powerfull SR and a minor natural armor bonus togheter with a small ability score increase of his choice to make it less dul. The second grants two extra ability scores and the experimental power ability to absorb spells.

    Some showed problems with the original ability being too strong with spellcaster allies using low CL stuff, so I made the bonus dependant on the spell level and last very little time. Sure the spellwarped creature can gain +9 to all ability scores, but that now demands six valuable 9th level spells, and they don't stack with enanchment bonus and will only last 1 minute. You're better off using those spell slots for actual buffs.

    Plus you don't gain any other ability for the second level.

    Kudos to Frog Dragon by contributing the base template for this.
    Last edited by Oslecamo; 2010-08-28 at 04:49 PM.

  16. - Top - End - #916
    Ogre in the Playground
     
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    I don't really have anything else to comment, but I'd say the SR shouldn't be based on con. Just make it 11+HD.
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    Wall of text attacks! CRITS!

  17. - Top - End - #917

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

    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. 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, adjust acordingly for half trolls of other sizes).

    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-Skraag:
    when taking this template you may choose to be an half-skraag instead of an half-troll. In that case you gain a swim speed equal to your base speed at 2nd level but your fast healing only works when submerged inside water.



    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.
    +1 in two melee stats basically garentees that he'll be used in melee builds, but +1 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!)


    Done by flarbort, posted this for some minor tweaks and adding the image.
    Last edited by Oslecamo; 2010-07-13 at 07:08 AM.

  18. - Top - End - #918

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

    Quote Originally Posted by Frog Dragon View Post
    I don't really have anything else to comment, but I'd say the SR shouldn't be based on con. Just make it 11+HD.
    It's not the first case on this thread. Half celestial, half fiend, Rakasha and some others if I'm not mistaken get spell resistances based on Cha. That's because SR 11+HD only has 50% chance of stoping spells from an oponent of your own level, assuming they don't have any ability at all to help bypass SR at all. But certain monsters are assumed to be specially resistant to magic, so here they get bigger SR than normal.

  19. - Top - End - #919

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

    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

    Proficient: an Entropic Reaper is proficient with all simple weapons, as well as scythes

    Features:

    Body of the reaper:
    An Entropic Reaper loses all other racial modifiers and gains the following undead traits
    Spoiler
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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.

    Lesser 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, except that they can take any remaining actions they have for the turn after moving. This ability can be used once per day per HD.

    Lesser 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 is treated as blinded (-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 entropic reaper 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.


    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. The entropic reaper can't harvest more creatures per turn than his Cha bonus.

    Greater reality tear: 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

    Greater entropic blade
    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.


    Dimensional charge:
    If an 10th 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 free action that doesn't provoke an attack of opportunity, a maximum number of times per round equal to his Cha modifier.

    In adition, the entropic repaer gains +5 foot bonus reach when wielding a large scythe.


    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 +X bonus for their strenght for one minute, where X is that creature's HD. Multiple creatures killed don't stack, count just the higher bonus.


    Comments
    Spoiler
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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.

    My comments:
    Nice work overall but the wording and organization needed some cleanup and tweaking. Also increased the reach of the entropic reaper when it reaches 11th level as just performing free coup de graces isn't that usefull.

    Overall, the entropic reaper is a dangerous melee glass cannon with great mobility.


    Done by Crafty_Cultist
    Last edited by Oslecamo; 2010-07-13 at 07:49 AM.

  20. - Top - End - #920
    Ettin in the Playground
     
    Draken's Avatar

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

    The Annis is cool but I see it having the same problem as the Dragonwrough Kobold with that Crone ability, only eighteen times worse (+6 Str, +6 Dex, +6 Con, +3 Int, +3 Wis, +3 Cha).

    I don't know how the math turns out (how many days of killing are needed for each age category on average), but I do see the potential for simply saying that the hag starts very old.

    Plus, that's one of the best dips ever. Maybe make it so that only a penalty equal to up your levels in the Annis class is turned into a bonus, so you have reason to not go apecrazy until venerable age category starting at level 1 (and prevents the dip too)
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    Homebrewing

  21. - Top - End - #921
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    Hyudra's Avatar

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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
    The Annis is cool but I see it having the same problem as the Dragonwrough Kobold with that Crone ability, only eighteen times worse (+6 Str, +6 Dex, +6 Con, +3 Int, +3 Wis, +3 Cha).

    I don't know how the math turns out (how many days of killing are needed for each age category on average), but I do see the potential for simply saying that the hag starts very old.
    I specified that the Annis Hag starts at adulthood. That way, you need to make use of the premature aging ability if you want to get access to the additional bonus, but it nonetheless takes quite a few adventuring days. I'll emphasize that point.

    And note, she only gets the +1 per age category to physical stats. Again, I'll reword it to be clearer.

    Edit: On rereading, I can see where you were misled. I meant to specify that she gets the +1 in addition to other mental bonuses and bonuses for levels in the class.

    Plus, that's one of the best dips ever. Maybe make it so that only a penalty equal to up your levels in the Annis class is turned into a bonus, so you have reason to not go apecrazy until venerable age category starting at level 1 (and prevents the dip too)
    I'll add a cap, but it shouldn't matter too much as you'll need about 5 days of evil activity on average to bump yourself up an age category, and if you assume 4 encounters a day and 13.3 encounters a level, she's almost guaranteed to increase in age just a little bit slower than she levels.
    Last edited by Hyudra; 2010-07-13 at 09:20 AM.

  22. - Top - End - #922
    Ogre in the Playground
     
    flabort's Avatar

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

    That is still going to encourage venerable melee type characters, just for the ability boost abuse.

    But, atleast they have to suck up six levels that could have been placed into the ToB...
    Demilich avatar by Smuchmuch. Thank you VERY much!

    Old Extended Signature, last updated in 2012
    Awright, Supagoof, that's just awesome. Thanks!
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    Infernal avatar by Savana. Thanks!

    Nude version by SmuchMuch.

  23. - Top - End - #923

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

    SILTHILAR (LoM p.168)


    CLASS
    Spoiler
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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, Flight, +1 Con|
    900

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Master of Form, Extra arms, +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. 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 two 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.)

    Flight(Ex):
    The Silthilar can now fly at twice his base speed with perfect maneuverability.

    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 per day 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, but only for turning living beings into other living beings. 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.

    Extra arms:
    When in solid form the Silthilar now has an extra pair of arms able to perform fine manipulation and wielding weapons.

    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
    Spoiler
    Show
    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.

    My comments:
    Ok, this is one of those really bizzarre monsters. Auston, with the help of Hyudra, did a good job adapting the abilities for player use, but a creature of this complexity is something I want to take my time reviewing so I copy-pastad it here.

    In particular, it started with four arms capable of manipulation, wich really isn't ok in my book. So he now starts with two and gains the other two at the last level.

    1st level levitation also isn't something I really like, in particular because at best you would be "floating" at 100 foot tops at 20th level. Possibly abuseable at low levels and weak at high levels. So changed to simply gaining flight at 6th level. Let him walk the earth untill then.

    Multiple ability enanchments are something I try to evade but sometimes are necessary when there's nothing much to give the monster. Since it's buffs only work on others it isn't so bad he gets some enanchments to himself.

    Also some nitpicks with the final ability. It didn't state uses per day and the PoA is suposed to only allow you to turn living creatures into other living creatures.


    Done by AustontheGreat1

  24. - Top - End - #924

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

    Quote Originally Posted by Hyudra View Post
    I'll add a cap, but it shouldn't matter too much as you'll need about 5 days of evil activity on average to bump yourself up an age category, and if you assume 4 encounters a day and 13.3 encounters a level, she's almost guaranteed to increase in age just a little bit slower than she levels.
    Hmm, but from where exactly you got the fluff that Hags get stronger as they age?

    Wouldn't it be best an ability where she gets a temporary bonus for performing evil acts? I can see players trying to find all kinds of loopholes to try to age faster, altough the cap helps a big deal to keep abuse in check.
    Last edited by Oslecamo; 2010-07-13 at 12:22 PM.

  25. - Top - End - #925
    Bugbear in the Playground
     
    Hyudra's Avatar

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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
    Hmm, but from where exactly you got the fluff that Hags get stronger as they age?
    It's stated (or at least strongly implied) quite a few times in the 'Ecology of the Annis Hag' article in Dragon Magazine #345. As the initially unsuspecting hag ages, she continues to transform, their hateful personalities grow worse and their rusty iron nails continue to grow.

  26. - Top - End - #926
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    Mystic Muse's Avatar

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

    Question about something in the dragon entries.

    It says under flight maneuverability "The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps"

    Can somebody tell me which feat this is? I can't seem to find it.

    Also, Can somebody tell me where it states that true dragons can take epic feats pre-epic? I don't want to have to use my jump to conclusions mat again.No, I don't actually have one of these.

  27. - Top - End - #927
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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Quote Originally Posted by Kyuubi View Post
    Also, Can somebody tell me where it states that true dragons can take epic feats pre-epic? I don't want to have to use my jump to conclusions mat again.No, I don't actually have one of these.
    Draconomicon, page 66.

  28. - Top - End - #928

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

    Quote Originally Posted by Kyuubi View Post
    Also, Can somebody tell me where it states that true dragons can take epic feats pre-epic? I don't want to have to use my jump to conclusions mat again.No, I don't actually have one of these.
    Epic handbook basically states that anything with 21 HD or more can take epic feats. The older dragons, as well as other monsters with way more HD than CR, can thus take epic feats pre-epic.

    My dragon classes, not having extra HD than normal characters, need to wait untill epic levels.

  29. - Top - End - #929

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

    Annis Hag and Zern pretty cool and no complains so added directly to the list, god job everybody!

    Wee finally took care of reviewn all the ones left behind, perhaps now I can get some time to do classes myself again.

  30. - Top - End - #930
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    BlackDragon

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

    Hook Horror


    Spoiler
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    HD: D12
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Body of Horror, +1 Str

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |+1 Natural Armor, +1 Str,

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Power Sunder, +1 Str, Hardened Body

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |+1 Natural Armor, Improved Grab, +1 Str

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Bite, +1 Str, Rend

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Growth, +1 Natural Armor, +1 Str, Grasp of the Horror[/table]
    Skill points: 4+int/level
    Class Skills: Listen, Jump, Knowledge: Nature, Intimidate, Tumble, Survival, Swim.


    Body of Horror
    The hook horror loses all previous racial traits and gains the aberration type (Darkvision out to 60ft). In addition, it gains blindsight out to 60ft (hearing dependent). However, it's normal vision is very weak, and only extends out to 10ft. The blindsight range increases by 10ft per class level. The hook horror also suffers from light blindness, suffering a -2 to attacks rolls in bright light. It gains a +8 bonus to hide checks when underground. It gains natural armor equal to it's constitution bonus. This natural armor bonus increases by one every even level of this monster class.
    I gains two claw attacks that deal 1d4+str bonus damage. It does not have hands capable of manipulation. It has a move speed of 20ft and a climb speed equal to it's landspeed.

    Strength Bonus
    The hook horror gains a +1 bonus to strength per level.

    Power Sunder
    A hook horror does not provoke attacks of opportunity when sundering. In addition, it's sunders deal double damage.

    Hardened Body
    At third level, and ever 2 hd after that, the hook horror gains dr 1/-.

    Improved Grab
    If both of the hook horror's claw attacks hit a creature at least one size category smaller than itself, it may make a grapple attempt as a free action with no attacks of opportunity.

    Bite
    The hook horror gains a bite attack that deals 1d8 damage. In addition, when the hook horror bites a grabbed foe, it deals 3d6+1,5 str bonus damage.

    Rend
    If a hook horror hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an
    additional 2d6+1,5 Str modifier points of damage.

    Grasp of the Horror
    The hook horror ignores freedom of movement effects when grappling and escape artist checks may not be made against its grapple.

    Growth
    The hook horror becomes one size category larger (tall).


    Comments
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    The hook horror is pretty much a melee monster. It has 3/4 BAB, but a strength bonus to compensate, in addition to some natural attacks. Since the hook horror in the MMII has some abnormally impressive natural armor, I gave it some extra in it throughout the levels. The power sunder and such are basically just gravy. I'm a bit worried about the level 1 blindsight, but I guess it should be okay with all the limitations.
    Last edited by Frog Dragon; 2010-07-15 at 04:02 AM.
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    Quote Originally Posted by BobVosh View Post
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