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2010-03-04, 08:15 AM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Up, sorry, had missed this.
Yes it's ok for you to adapt it to your tastes and post it, it's your monster after all, as long as you leave a link pointing here and giving credit where it is due.
Genn Greymane:Personaly, regeneration 1 at level 4 doesn't make much of a diference in combat, besides making sure that you don't die from a lucky crit. But then you are captured and tortured instead of the sweet release of death.
The main advantage is going back to full health after each combat, but a dread necro with tomb-tainted soul could do it from level 1.
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2010-03-04, 01:19 PM (ISO 8601)
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- Mar 2009
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Okay, two more questions I forgot to ask last night.
1. If I were to multiclass from Silver dragon to say Sorceror, or get a PRC after level 20 would it advance spellcasting as if I was a bard or as if I was a Sorceror?
2. Can you make the Pyroclastic or Styx Dragon by chance? (okay, I can't remember the other question. So sue me.)Last edited by Mystic Muse; 2010-03-04 at 01:25 PM.
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2010-03-04, 01:51 PM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Know what? I'll let you choose. Added the following ability to all dragons:
Spoiler
If it multiclasses as a bard it's spellcasting increases as a bard.
If it multiclasses as a sorceror it counts as already having sorceror casting depending on it's dragon level, as shown on the following table.
{table]Dragon level | Virtual sorceror casting
1|-
2|1
3|2
4|3
5|4
6|5
7|6
8|6
9|7
10|8
11|8
12|9
13|10
14|10
15|11
16|12
17|12
18|13
19|13
20|13
[/table]
So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror, nor the familiar ability
A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(14+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, nor the familiar ability
His Caster level remains equal to his full HD when multiclassing to sorceror.
If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 18th level sorceror (he would still receive spell slots and spells knowns from a bard 10 from the first 10 dragon levels and then the spell slots and spell knowns from a sorceror 11-18 for the loremaster levels)
This way, you're properly rewarded for trying to make a spellcaster dragon. Dragon 10/Fullcasting prc 10 will grant you 9th level spells before epic. If you go epic, you count as having 13 levels of sorceror.
All on it's due time, all on it's due time.
Also, buffed up the red dragon a little. +1 Str, +1 Con, and the stronger SLAs before epic.
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2010-03-04, 02:34 PM (ISO 8601)
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- Mar 2009
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Yay!
now to finish my Silver Dragon character
EDIT: Since I cast as a Sorceror that means I take spell failure chance from armor correct?Last edited by Mystic Muse; 2010-03-05 at 02:10 AM.
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2010-03-05, 02:35 PM (ISO 8601)
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- Nov 2006
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Great thread. Thanks.
Could you highlight any subsequent changes. I have an offline version I'd rather correct for a small revision than re-import and format.
Sigurd
Would love the Lillend or DryderLogo by Serpentine
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2010-03-05, 07:11 PM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Yuan-Ti
Spoiler
HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+0 |+ 0| +2 |Yuan-ti body, Snake Magic initiate
2|+ 2|+ 0|+ 0| + 3|Poison, Snake Shape, Scent
3|+ 3|+ 1|+ 1| + 3|Chamaleon, Vitriolic soul, +1 Cha
4|+ 4|+ 1|+ 1| +4 |Snake Magic, Poison spit, +1 Cha
5|+ 5|+ 1|+ 1| + 4|Snake Skin, Aversion +1 Cha
6|+ 6|+ 2|+ 2| +5 |Growth, Snake bite +1 Str, +1 Con
7|+ 7|+ 2|+2| + 5|Snake Magic adept +1 Cha, +1 Wis, +1 Int
[/table]
Skills:6+int per level, class skills are Concentration, Disguise, Spot, Listen, Move silently, bluff, intimidate, knowledge(any), profession(any), balance, climb, jump, apraise, swim, search, spellcraft
Proefeciencies:Light armor, light and heavy shields, simple and martial weapons, and her own natural attacks.
Features:
Yuan-ti body:Loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feets) She's a medium sized monstruous humanoid with base speed 30. While in her original shape, the Yuan-ti gains a +5 racial bonus to disguise when pretending to be an human.
Snake Magic initiate:The yuan-ti can use entantle, animal trance, darkness, charm person and cause fear 1/day for each HD it has. The saves are 10+1/2HD+Cha modifier.
Poison:The yuan-ti becomes able to produce poison from her fangs. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 con. For every other HD from here, increase the poison damage by one die category (1d4 at 4HD, 1d6 at 6HD, ect). This poison can be used in any of the Yuan-ti's forms, but doesn't stack with other poisons she may gain.
Snake Shape:This ability works as the change shape ability and can only be used to take the form of tiny to medium vypers and back to yuan-ti shape 1/day for each HD.
At 4HD the yuan-ti can take the form of large vypers with two uses of this ability. At 8HD of huge vypers with 3 uses. For each extra 4HD from there it can grow an extra size by burning an extra use of this ability.(gargantuan at 12HD, colossal at 16HD).
In adition, the yuan-ti may choose to fuse her legs into a snake tail. This makes her retain all her abilities and equipment, reduces her base speed to 20 feets, grants her a swim and climb speed of 15 feets and can constrict grappled creatures for 1d6+1,5 Str damage.
Whatever the form the yuan-ti takes, she loses the +5 bonus to disguise as human while on it.
Scent:as the srd ability.
Ability increase:The yuan-ti gains +1 Cha at levels 3, 4, 5, 7. The yuan-ti gains +1 Str and +1 com at level 6. The yuan-ti gains +1Int and +1 Wis at level 7.
Chamaleon :the yuan-ti gains a permanent +10 to hide checks as she can change the color of her skin and equipment to match the enviroment.
Vitriolic soul:As a swift action the yuan-ti can cover a part of her body in acid. This acid deals 1d6 acid damage to the next creature hit by a natural or touch attack from the Yuan-Ti, plus 1d6 for each 2 extra HD(2d6 at 3HD, 5d6 at 5HD, ect) and then dissipates. If the Yuan-ti uses this power while grappling a creature, it deals double vitriolic soul damage on the next sucessfull grapple.
Snake Magic:the yuan-Ti can now use sugestion, deeper darkness as SLAs 1/day for each 2HD it has. Saves are 10+1/2 HD+Cha modifier.
Spit poison:The Yuan-ti can “spit” poison on weapons to poison them as a move action, but such poison only remains fresh for 1 hour for HD of the Yuan-Ti.
|Snake Skin:The yuan-ti gains a bonus to nat armor equal to her con modifier and SR=11+HD.
Repulsion:The yuan-ti can now, as a swift action and 1/day for each HD it has, target a creature whitin 30 feets and make it have a overwhelming repulsion to snakes. If the targeted creature fails a will save 10+1/2HD+Cha mod, it cannot willingly aproach less than 20 foot from any kind of snake or yuan-ti, even dead ones, for 10 minutes. If it is whitin 20 foot from a snake or yuan-ti, it moves away as soon as possible. If it cannot move away (or a snake/yuan-ti aproaches to attack outside of their turn) they take a -4 penalty to dex.
If the creature had been sucessfully feinted by the Yuan-ti, the save DC is 10+HD+Cha mod instead.
Growth:By burning one use of her snake shape ability, the yuan-ti can grow one size category and later return to normal whe she wishes. She retains all her abilities and equipment, but she loses the +5 racial bonus to disguising as human.
Snake bite:The yuan-ti gains a bite attack that can always be used regardless of her form(but doesn't stack with other bite attacks), dealing 1d6+str modifier damage(adapt for size changes) plus poison. The yuan.-ti also gains the improved grab ability for her snake bite.
Snake Magic adept:The yuan-ti can now, as SLAs, use fear and baleful polymorph (snakes only) 1/day for each 3 HD it has. Saves are 10+1/2 HD+ Cha mod.
Comments:
Spoiler
The yuan-ti plays pretty much like a rogue, but with some magic and the ability to turn into poisonous snakes.
Full BAB, acid, poison and the change shape abilities gives the yuan-ti what it needs to go in melee, but only one fort save and no DR or fast healing make it more fragile than the other monsters. It makes up for that with some nice control SLAs and good skills to close the gap before striking. +4 Cha and some minor ability bonus allow to reduce MAD. The original Yuan-.Ti does have wisdom and int as it's highest scores, but considering that none of their abilities are tied to it, I focus on giving Cha bonus.
If you want to play a vyperin corruptor with an acid tongue in all the senses of the word, the yuan-ti is for you.
Last edited by Oslecamo; 2010-05-16 at 06:30 AM.
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2010-03-05, 07:13 PM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Thri-Kreen
Spoiler
HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+ 0|+0 | +0 |Thri-Kreen body, poison, Kreen mind
[/table]
Skills:2+int modifier, no class skills
Proefeciencies:Simple weapons and it's own natural attacks.
Features:
Thri-Kreen body:The thri-Kreen loses all other racial bonus and gains monstruous humanoid traits(basicaly dark vision 60 feet), It is a monstruous humanoid with base speed 40. It has four arms with claws (dealing 1d4+Str each) and a bite attack(1d4+1/2 str modifier). A thri-kreen full attacking may use all claws at full Bab and bite at -5 or one manufactured weapon at full Bab and all remaining claws and bite at -5.
A thri-kreen gains a +4 racial bonus on jumps for each HD it has.
Poison:Delivered by bite attack, only one per day for every 5HD it has. Fort DC 10+1/2 HD+Con mod. Initial damage 1d4 Dex, secondary damage paralysis for 1 round/HD of the thri-Kreen. The dex damage increases 1 die size every 5HD.
Kreen mind: It can use chamaleon, know direction and location, greater concealing amorpha, metaphysical claw as Psionic Like Abilities 1/day for every 5HD. Manifester level equal to HD.
In adition, a thri-kreen gains a bonus against sleep effects equal to it's HD.
Comments:
Spoiler
When it came out, the thri-kreen was very popular for all kind of crazy rogue builds in order to abuse it's multiple natural attacks, but eventualy, the RHD and LA made it forgoten.
Anyway, did you know the Thri-Kreen is CR1? No? Forget kobolds, the EXPH thri-kren has a freaking 5 natural attacks, good stats, HP and several tricks all around!
In order to make it a lv1 class, you don't get any ability score or natural armor bonus. You get all 5 natural attacks. Weak saves and skills make room for the PLAs and the poison wich got nerfed.The number of uses increases slowly with level.
The jump bonus starts weaker, but eventualy becomes much stronger than the original monster.
Like the original, rogues and any class with fixd bonus to damage will be specialy usefull for the thri-kreen
Last edited by Oslecamo; 2010-03-05 at 08:09 PM.
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2010-03-05, 08:01 PM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Gloom
Spoiler
HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+0 |+ 0|+2 | +0 |Gloom body, Sneak attack +1d6, Quietescence
2|+1 |+ 0|+3 | +0 |True Strike, Gloom dagger, +1 Dex
3|+ 2|+ 1|+3 | +1 |Sneak attack +2d6
4|+ 3|+ 1|+4 | + 1|+1 Dex, +1 Int
5|+ 3|+ 1|+4 | +1 |Sneak attack +3d6, Armor Piercer
6|+4 |+ 2|+5 | +2|Terror, +1 Int
7|+ 5|+ 2|+5 | + 2|Sneak attack +4d6, +1 Dex
8|+ 6|+ 2|+6 | +2 |Oportunist, Blindsight
9|+ 6|+ 3|+6 | +3 |Sneak attack +5d6, +1 Int
10|+ 7|+3|+7 | +3 |Shaddow Walk, Armor Breaker
11|+ 8|+ 3|+7 | +3 |Sneak attack +6d6, Shaddow jump
12|+ 9|+ 4|+8 | +4 |Gloom cloack, Hide in plain sight
13|+ 9|+ 4|+8 | +4 |Sneak attack +7d6, Shaddow concealment
14|+ 10|+ 4|+9 | +4 |Killing edge
15|+ 11|+ 5|+9 | + 5|Sneak attack +8d6, Armor Ravager
16|+ 12|+ 5|+10 | +5 |Killing blow
17|+ 12|+ 5|+ 10| + 5|Sneak attack +9d6, +1 Dex
18|+ 13|+ 6|+ 11| +6 |Gloom speed.
19|+ 14|+ 6|+ 11| +6 |Sneak attack +10d6, +1 Dex, +1 Int
20|+ 15|+ 6|+ 12| +6 | Killing strike
21|+ 16|+ 6|+ 12| +6 |Sneack attack +11d6, +1 Dex, +1 Int
22|+ 16|+ 7|+ 13| +7 |Gloom Specialist
23|+ 17| + 7|+ 13| +7 |Sneack attack +12d6, +1 Dex, +1 Int
24|+ 17|+ 8|+ 14| + 8|Gloom Master
25|+ 18|+ 8|+ 14| +8 |Sneack attack +13d6, bonus feat, +1 Dex, +1 int
[/table]
Skills:8+int modifier per leve, balance, concentration, spot, listen, search, move silently, hide, climb, swim, search, use magic device, bluff, diplomacy, intimidate, tumble
Proefeciencies: simple weapons
Features:
Gloom body: the gloom loses all other racial bonus and gains monstruous humanoid traits (basicaly darkvision 60 feets). It is a medium sized monstruous humanoid with base speed 30 feets.
The gloom also gains an insight bonus to AC equal to it's Int modifier,
Quietescence:The gloom can produce an effect very similar to the silent spell (CL=HD, save=10+1/2HD+Int modifier). Starting this effect takes a standard action and the gloom can maintain it for a number of round equal to HDxInt mod per day. The gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.
Unlike a silent spell, the gloom may choose to only affect only the target of the effect to be silent. It may change between the area and singular target versions as a swift action.
If it uses this ability on an unwilling flat footed creature, the save DC is 10+HD+Int mod.
Sneak attack: As the rogue ability, increases as shown in the table
True Strike:the gloom can use true strike as a SLA 1/day for each HD it has.
At 5HD it can use it as a move action. At 10 HD as a swift action. At 15 HD as a free action.
Gloom dagger:The gloom crafts a dagger out of his own dark soul. Even if dropped, thrown or stolen the gloom dagger mysteriously reapears on the gloom's hands on the next moment. The gloom can thus use the gloom dagger to perform multiple iterative thrown attacks and can never be truly disarmed. It can melt the dagger in his body and bring it forth in his hand as a free action.
It's stats are like a regular dagger, but it gains an enanchment bonus of +1 for every 2HD of the Gloom. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The gloom can change his dagger's properties with 8 hours of meditation.
If the gloom has more than 20HD, it can choose to get epic properties and/or an enanchment bonus to damage and attacks up to +10.
Ability increase:The gloom gains +1 Dex at levels 2, 4, 7, 17, 19, 21, 23, 25
The gloom gains +1 Int at levels 4, 6, 9, 19, 21,23, 25
Armor Piercer:Each blow of the gloom has 25% chance of ignoring all immunities to crit and sneak attack of the target.
Terror:The gloom knows how to use his body language to strike pure fear on the hearts of his victims. Starting this effect takes a standard action and the gloom can maintain it for a number of round equal to HDxInt mod per day. The gloom can split these rounds during several utilizations, ending them as a free action and restarting as another standard action.
Enemies that look at the Gloom while he's using his terror ability must make Will saves 10+1/2HD+Int modifier or be affected as by a fear spell.
If the enemy is flatfooted, the DC increases to 10+HD+Int modifier.
Oportunist:as the rogue ability
Blindsight:as the srd ability, 60 feets.
Shaddow Walk:SLA as the spell 1/day for each HD, save=10+1/2HD+Int mod.
Armor Breaker:Each blow of the gloom has 50% chance of ignoring all immunities to crit and sneak attack of the target.
Shaddow jump:the gloom may, once per turn as a swift action, teleport to any shaddow it can see whitin 60 feets.
Gloom cloack:The gloom gains SR=11+HD and DR/magic equal to half it's HD.
Hide in plain sight: as the shaddow dancer ability
Shaddow concealment:While standing in a shaddow, a gloom gains 10% concealment for each 4HD it has, up to 50% at 20HD. Neither darkvision or True sight deny this effect, but any effect that removes the shaddow will.
Killing edge:Whenever the gloom delivers a sucessfull critical, it adds +1d6 damage to. If the weapon has an higher crit mod than normal, it deals an extra +1d6 for each point that it is higher than x2 (+2d6 for x3, +3d6 for x4, etc)
In adition, for any simple weapon it wields, the Gloom can either replace the threat range by his int modifer, or the crit multiplier by half his int modifier.
So, a gloom with an int of 22 could either make a normal dagger threaten a crit on a range of 15-20 or change the dagger's crit multipler to x3.
Killing blow:Creatures that suffer a sucessfull crit from the gloom must make a save 10+1/2HD+Dex modifier+Int modifier or instantly die. Creatures immune to crits are immune to this effect, but Armor breaker/ravager/piercer/killing strike bypasses that.
Armor Ravager:Each blow of the gloom has 75% chance of ignoring all immunities to crit and sneak attack of the target.
Gloom speed.:The gloom can take one extra standard or move action per turn.
Killing strike:Each blow of the gloom completely ignores immunties to crit/sneak attack, miss chances, mirror images and concealment.
Gloom Specialist:The gloom can use his Quietescence, terror, true strike and shaddow walk abilites any number of times per day it wishes, all as free actions. His DR improves to DR/epic. His terror ability can now affect creatures immune to fear.
Gloom Master:As a free action, the gloom can teleport to any shaddow it can see whitin 60 feets. While standing in a shaddow, all attacks against it suffer a 75% miss chance. This miss chance now applies even to area attacks-the gloom is literaly a flickering shaddow! It may use thie teleport ability a number of times per round equal to his Dex modifier, even if it isn't it's turn. It can also change his gloom dagger's properties as a swift action.
Bonus feat: the gloom gains an extra epic feat.
Spoiler
The gloom is an assassin that strikes from the shaddows like nobody else. Nobody is safe from it. And when you see him, it's already too late for you
Like the phoenix, the gloom wasn't that strong for an epic monster, so I pimped him all around.
First of all buffed up his silence ability so it's more versatile and you can use it to silence pesky spellcasters. You can notice several epic feats filling dead levels pre-epic, they're based on the feats he gets in the epic handbook. They're all powerfull, ranging from extra actions to insta-gib with crits, but since the gloom's geting them at medium-high levels when casters rule the jungle, it isn't that bad. The gloom also gets anti-crit immunities to deliver the pain to constructs, undeads and fortified adventurers. Also unlike most other monsters here, it has only two simple SLAs, is medium sized, and doesn't grow in size nor he gets much extra ability scores. Focused on Dex and Int.
The epic levels allow him to use most of his abilities at will, faster and better.
Like the rogue, medium BAB, one good save and d6HD. The rogue gets more proefeciencies and defensive/utility abilities. The gloom is more glass-cannonish, but hits pretty hard.
Last edited by Oslecamo; 2010-09-23 at 07:02 AM.
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2010-03-05, 08:10 PM (ISO 8601)
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2010-03-05, 09:49 PM (ISO 8601)
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- Sep 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Amazing work here, consider me impressed. Always wanted a good way to play monsters, and I had a mind flayer character in my head... oh, and thanks for introducing me to the Vasuthant, too. Have to play one now
One question, though. I understand the growth modifiers, but what size do you start at? Your comments on the dragon suggests Medium, as that would make the dragon Gargantuan after three growths, but that would mean the Vasuthant ends up being Colossal+. Is it supposed to be mind-bogglingly huge?
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2010-03-05, 09:51 PM (ISO 8601)
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- Jun 2009
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- In the shadows Waiting...
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
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2010-03-06, 04:32 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Oslecamo, you are the greatest person alive.
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2010-03-06, 09:46 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Regarding the Silver dragon, there are a few places in the text where it seems you have forgotten to replace Blue dragon with silver.
Also, it seems a little bit weak compared to the other dragons, are those spelllike abilities really that good when you can allready cast spells from the sorcerer list?thnx to Starwoof for the fine avatar
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2010-03-06, 10:00 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
You found my secret! Yes, I copy-paste the dragons to try to save time, and that is prone to hapening. Thanks for pointint it out, it's corrected now.
The silver dragon's SLAs are indeed more usefull than the ones of the other dragons. Control winds isn't even a sorceror spell. Control weather is a 7th level one.
But not only that, he also gets the powerfull paralyzing breath (area save or die at relatively low level), plus cloudwalking and change shape (wich aren't that powerfull, but still good), so in return he gets shligtly less skills, stats and grows later.
Notice the alternate form allows him to turn into any animal medium or smaller, besides humanoids. That is a lot of extra versatility right there.Last edited by Oslecamo; 2010-03-06 at 10:05 AM.
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2010-03-06, 10:24 AM (ISO 8601)
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- Hiding and fleeing.
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Love the Grey Jester. Wish it could qualify for the Siren PrC though (Savage Species, needs a [Sonic, Mind-affecting] ability).
You may want to add this "So for example a dragon 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror, nor the familiar ability
A dragon 18 who takes a level of sorceror would count as having 14 levels of sorceror(14+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 13 to 14, but not the spell slots and spell knowns that a sorceror gets from level 1 to 13, nor the familiar ability" kind of text to other creatures with racial casting and put racial casting in its own section. It's a bit unclear, at the moment.
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2010-03-06, 10:32 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Wow-ee! This is great, sir. My congratulations on an excellent project and a job well done so far.
Have you given any thought to doing any of the Angels? Maybe a Solar?
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2010-03-06, 11:45 AM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
You never cease to amaze me. Also I think I might use that gloom for a recurring villain seems pretty fitting for what I was going for.
Last edited by DaHamr; 2010-03-06 at 11:45 AM.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
Mine Started that the players were prisoners in a forman hive snapped out of their mind control via help of a paladin and wizard who stumbled upon them
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2010-03-06, 04:43 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Now that I look, I've got 2 demons and one devil to one archon, so probably angels need some love. Will probably do the planetar and Solar after the erinyes.
Also, buffed up the choker. Extra action now just cannot be used to cast spells or manifest powers, and you can use your normal standard action to cast in the same turn.
ScionoftheVoid:Personaly, I don't see much diference between your text and mine. But that may be because I'm kinda sleepy. Will try to clear up the text when I have time, but it isn't really a priority.Last edited by Oslecamo; 2010-03-06 at 04:46 PM.
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2010-03-06, 07:12 PM (ISO 8601)
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- Hiding and fleeing.
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
That was a quote from the Silver Dragon casting clarification. The Telepathy of the Mind Flayer, for example, is comparitively hard to figure out. That text makes it perfectly clear, and there were earlier posters for whom the ability was slightly confusing (or at least unclear enough to ask about).
Edit: The Sprite and Phasm suggestions are being pushed back for some goody-two-shoes people who have glow dust? Bah, wretched angels. And other dreatures with the [Good] subtype.Last edited by ScionoftheVoid; 2010-03-06 at 07:18 PM.
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2010-03-06, 07:18 PM (ISO 8601)
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2010-03-06, 07:28 PM (ISO 8601)
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Oh, of course it was me who wrote it!
Still too busy to go to all speudo caster monsters and change it one by one. People browsing the thread should be able to easily find clarification if they're confused.
Well, in all fairness, CTLC asked for the planetar and other angels just before you requested the sprite and chasm. I'm not going to do all his list of course, but one or two goody two shoe celestials are in order. But I promise yours are next in line.
GoC:I like my offerings in the form of nets, cookies, and scantily clad action/RPG game females.
EDIT: Ah, yes, planetars are CR16 and cast as 17th level clerics in top of all their extra abilities, this shall be interesting after I do the erinyes...Last edited by Oslecamo; 2010-03-06 at 07:33 PM.
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2010-03-06, 08:21 PM (ISO 8601)
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- Dec 2009
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Alright I just DM'd a session with a minotaur cleric. The player is in love with you and wants you to have his children.
"Elephant trunks should be used for elephant things only. Nothing else."
Thank you Geomancer for the Death avatar.
My lets plays:
Alien vs Predator: marine chapter - Completed
Singularity - Canceled
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2010-03-06, 08:48 PM (ISO 8601)
- Join Date
- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Erinyes
Spoiler
HD:d8
{table]Level|Bab|Fort|Ref|Will|Feature
1|+ 1|+2 |+0 | +2| Body of seduction, Sadism initiate
2|+ 2|+3 |+ 0| +3|Devil, Hell Skin, +1 Str
3|+ 3|+ 3|+1 | +3| Lesser sadist, +1 Cha
4|+ 4|+ 4|+ 1| +4|Wings, +1 Str
5|+ 5|+ 4|+ 1| +4|+1 Str, +1 Cha
6|+ 6|+ 5|+2 | +5|Sadist, +1 Cha
7|+ 7|+ 5|+ 2| +5|Greater Sadist, +1 Str
8|+ 8|+ 6|+ 2| +6|Master Sadist, +1 Cha
[/table]
Skills:4+int modifier per level, Class skills are Bluff, diplomacy, intimidate, knowledge(any), concentration, search, spot, listen, sense motive, use rope, profession(any), disguise.
Proefeciencies:simple and martial weapons
Features:
Body of seduction: The erinyes loses all other racial bonuses and gains outsider traits(basicaly dark vision 60 foots). She's an outsider with base speed 30 feets.
She also gains a bonus to natural armor equal to her Cha modifier.
Sadism initiate: As a fullround action the erinyes can summon a special rope that has HP equal to half her own HP, hardness 1 for every HD she has and break DC 20+1/2HD+Cha mod+Str mod. This rope can be summoned as a standard action at 2HD, move action at 4HD, swift action at 6HD and free action at 8HD. When she summons a new one, any old rope quickly incinerates itself, whitout however dealing damage.
The erinyes can throw this rope as a ranged touch attack with base range 30 feets. If she hits, the target must make a reflex save 10+1/2HD+Cha mod+Str modifier or become entangled, regardless of it's size. It can only escape either by breaking the rope with a str check, cuting himself out with a light slashing weapon or making an escape artist check with DC equal to the reflex save.
Entangled creatures trying to cast a spell/power/SLA/ any other ability that would demand concentration must pass an extra concentration check with DC 10+1/2HD+Cha mod+Str mod or fail at that action.
The erinyes can choose to hold on the rope. If she does, the victim must suceed on a str check against the erinyes to move away from her. The rope can extend up to 150 feets. If the Erinyes suceeds on a str check, she can pull the creature closer 5 feets for each point she beat the target.
If the erinyes takes flight, she can "lift" an entangled creature by suceeding on a single strenght check. If the victim doesn't have a fly speed, it cannot move away or closer from the erinyes, but the erinyes can freely pull up or descend it with her normal speed (but taking the victim's weight as carried weight). She can also drop her victim as a free action, use the normal falling rules from there.
The erinyes adds her BAB on all the above Str checks besides her own Str. Size modifiers don't apply. But the erinyes needs at least one hand to keep a creature in the "leash". If she uses both hands, all DCs related with the rope increase by half her HD and she gains an extra bonus on all str checks equal to half her HD.
If she multiclasses for an arcane/divince class she can count her erinyes levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example a erinyes 2 who takes a level of sorceror would count as already having 1 level of sorceror and gains the spell slots and spell knowns that a sorceror gains when leveling from level 1 to 2, but not the spell slots and spell knowns from the 1st level of sorceror. She would get the familiar ability, but erinyes levels wouldn't count for it.
A erinyes 8 who takes a level of sorceror would count as having 9 levels of sorceror(8+1) and gain the spell slots and spell knowns that a sorceror gains when leveling from level 8 to 9, but not the spell slots and spell knowns that a sorceror gets from level 1 to 8, nor the familiar ability
If the erinyes multiclasses into cleric, she may use Cha as her main Casting stat instead of Wis, but she can't take any domains if she does so.
Devil:Erinyes gains a bonus on saves against poison and resistance to fire equal to their HD, and resistance to acid and cold equal to half HD. She can also see under any kind of darkness, even deeper darkness. Plus telepathy 40 feets and an extra 10 feets for each extra HD besides this.
She also gains the evil and lawfull subtypes, and her natural attacks and any weapon she wields count as evil and lawfull aligned for purposes of bypassing DR.
Hell skin:the erinyes gains DR/good equal to half her HD and SR=11+HD
Ability increase:The erinyes gains +1 Str at levels 2, 4, 5, 7 and +1 Cha at levels 3, 5, 6, 8.
Lesser Sadist:the erinyes can now use minor image as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.
Wings :the erinyes can now fly at a speed of 50 foot with good maneuverability.
Sadist :The erinyes can now use charm monster as a SLA 1/day for each HD it has. Save DC=10+1/2HD+Cha mod.
Greater Sadist:The erinyes can now use unholy blight as a SLA 1/day for each HD it has. Save DC=10+1/2 Cha mod.
Master Sadist:the erinyes can now use teleport as a SLA 1/day for each 4 HD it has. At 13th level this ability increases to greater teleport.
In adition, the erinyes is now constantly under a true seeing effect.
Comments:
Spoiler
Unlike her sly chaotic cousin, the erinyes isn't shy of charging in the frontline.
Besides martial weapon proefeciency, she can entangle oponents with a rope, her signature ability. She gains a series of bonus to make sure she's the one in control once the rope lands, so the main hope of escape is cuting free or bursting out.
Besides BDSM, she also gets some SLAs, fly speed and +4 to Str and Cha, plus solid skills. The capstone is teleport and juicy permanent true seeing. Feel free to multiclass as caster or pure warrior from there.
If you want to play a devilish femme fatale , the erinyes is for you.
The succubus is weaker at direct combat, but gets her SLAs faster and much better skills, not to mention change shape.
Last edited by Oslecamo; 2010-07-17 at 08:15 AM.
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2010-03-06, 08:51 PM (ISO 8601)
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- Oct 2007
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Last edited by Oslecamo; 2010-03-06 at 08:53 PM.
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2010-03-06, 08:57 PM (ISO 8601)
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- Dec 2009
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- Hiding and fleeing.
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2010-03-06, 11:23 PM (ISO 8601)
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- Nov 2006
Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Last edited by sigurd; 2010-03-06 at 11:24 PM. Reason: Or put concrete details in the Editing Box
Logo by Serpentine
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2010-03-06, 11:45 PM (ISO 8601)
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- Feb 2007
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- The Final Chapter
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
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2010-03-06, 11:51 PM (ISO 8601)
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- Aug 2007
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- The Serpent's Throne
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Originally Posted by Oslecamo
...
*sniff*
That may, in fact, be the most beautiful thing I have ever seen. I- I love you, Oslecamo.SpoilerMy Characters
According to this test, I am a LN Half-Orc Cleric, Lvl.2.
"And in the layer of the Deep Ones, we shall dwell amidst wonder and glory forever." - H.P. Lovecraft
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2010-03-07, 03:39 AM (ISO 8601)
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- Feb 2010
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- Right behind you.
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Howdy Sir and/or Madam, I am requesting for you to do your magic on the Concordant Killer, from the Monster Manual 4. It is basically a Half-Celestial Half Fiend.
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2010-03-07, 06:32 AM (ISO 8601)
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- Mar 2010
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Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!
Erinyes are horribly stated, I mentioned before how little thought wotc put into creating outsiders. as they now stand Erinyes are cheap nock offs of the succubi (who I now treat as any evil). They are supposed furies. creatures from the blood of dead gods who are the manifestation of vengeance. anyanka from btvs was probably the best example of a fury.