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  1. - Top - End - #151
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    Mystic Muse's Avatar

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Alright. I made the changes to Succubus. It doesn't advance casting, but that's because I felt like making it just a Bard cranked up to 11 wasn't a good idea. It's still pretty darn good as is. I also changed a few things to reflect the higher level you have to be in order to even qualify.

    Undead don't qualify because most are immune to energy drain, and I don't care what your charisma is, you probably aren't going to look sexy as an undead.

    The requirements are kinda steep, but any bard should find it easy enough to qualify for.

  2. - Top - End - #152
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Well, not with out the use of Illusion/Enchantment/Transmutation magic. Or being a Vampire, the exception that proves the rule. But your point is made.
    "I Burn!"

  3. - Top - End - #153
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Okay, while working on other stuff, I've been looking at the Nightmare.

    The SRD version isn't going to be possible.


    There is no way for me to balance getting two ninth level SLAs, especially one as broken as Astral Projection within five levels, especially ever having them be at-will. I...I just have no idea what WoTC was on when they thought that was a good idea. Traditional "Whatever it is, I'll take two of 'em" joke.

    I'm going to end up doing what Hyudra did with the Frost Giant. I'm going to look at old legends about the creature, and make the creature based off of those instead of just what's in the SRD.

  4. - Top - End - #154
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!


    Drakkensteed
    (Dragon Magic. Took liberties on background)



    Description & Details:
    The appearance of Drakkensteeds varies a lot. There are some that could barely be distinguished from their dragon parents, and others that barely look like they have any dragon blood in them at all. The dragon blood in them often gives them odd coat colors, and there are cases of the coat of their horse parent and their dragon's parent's scales combining colors creating grey Drakkensteeds, shimmering black ones, and even oddly splotched ones.

    Adventures:
    Drakkensteeds do have a bit of the greed of their dragon parents, and as such enjoy treasure as much as any dragon. They tend to have a particular appreciation for gems over gold and silver. Surprisingly, despite their parentage, some Drakkensteeds serve as mounts.

    Alignment:
    Drakkensteeds tend to follow the alignment of their Dragon parent, but this is merely a tendency. Some move above their base nature and choose their own alignments.

    Religion:
    Drakkensteeds usually revere Dragon gods such as Io, Tiamat, or Bahamut.

    Ecology/Background:
    Dragons are perverted beings who will do it with anything that moves, and several things that don't. This is the origin of the Drakkensteed, and many other things.

    A Drakkensteed's preferred environment depends on their Equine parent. If their parent was a horse, they live in wide open plains. If their parent was a Pegasus, they live in the clouds. If their parent was a Unicorn, they prefer Forests.

    Additionally, their Dragon parent's preferred environment may have an impact. A Black Dragon/Unicorn would prefer rainforests or forests.

    Other classes:
    Drakkensteeds get along with almost any class.

    Favored Class: Varies

    Unicorn Drakkensteed: Cleric or Paladin

    War Horse Drakkensteed:
    Barbarian or Fighter.

    Pegasus Drakkensteed:
    Druid or ranger.


    Class

    Spoiler
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    HD:d10
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0* | +0*| +0*| +0*| Drakkensteed Body, Resistance, Racial ability, Strength+1, Constitution+1
    2| +1*| +0*| +0*| +0*| Scent, Racial ability, Strength +1, Constitution+1
    3| +2*| +1*| +1*| +1*| Draconic breath, Racial ability, Strength+1, Constitution+1
    [/TABLE]

    Skills:
    4+int modifier per level, quadruple at first level. Class skills are Balance, Climb, Concentration, Intimidate, Jump, Listen, Spot, Survival, Swim, Use Magic Device.

    Proficiencies:
    None besides its own natural weapons.

    Features:
    Drakkensteed Body: The Drakkensteed loses all other racial bonuses, and gains magical beast traits, (mainly low light vision), a base speed of 40 feet, a natural bite attack for 1d8 +strength Modifier damage, and he gains natural armor equal to his Con bonus.

    Ability score increase: a Drakkensteed gains +1 Str and +1 Con for each level in this class for a total of +3 strength and +3 Constitution.

    Saving throws:
    These are dependant on which racial path if chosen. Warhorse Drakkensteeds Have good Fortitude with bad reflex and will. Pegasus Drakkensteeds have good Reflex while having bad Fortitude and Will. Lastly, Unicorns have Good Will with bad Reflex and Fortitude.

    Resistance (Ex):
    At first level, the Drakkensteed chooses a dragon as one of its parents. The Drakkensteed then gains resistance to its parent dragon's breath weapon equal to its HD. If its parent dragon's breath weapon doesn't deal damage (Such as a shadow dragon's or a Silver dragon's paralysis breath) no resistance is gained.

    At 10 HD, this changes to immunity.


    Scent (Ex):
    At second level, the Drakkensteed gains the Scent Extraordinary ability.


    Draconic Breath(Su):
    At third level, the Drakkensteed gains a breath weapon dependent upon what type its dragon parent was. The breath weapon deals 1d8 damage per 2 HD with a reflex save (DC 10+1/2 HD+Constitution modiier) for half damage. If the parent dragon's breath weapon doesn't deal damage, the Drakkensteed gains no breath weapon. If the parent's breath weapon was a line, the Drakkensteed's breath is a Line 60 feet long, and it increases by 10 feet for each HD the Drakkensteed has. If the parent dragon's breath weapon was a cone, the Drakkensteed's breath weapon is a 30 foot cone. The Size of the cone increases by 5 feat for each HD the Drakkensteed has.

    The breath weapon is usable once every 1d4 rounds.

    Racial ability(Varies):
    The Drakkensteed gets the following benefits depending on the race of his parent. He must choose whether one of his parents was a warhorse, a Unicorn or a Pegasus at first level, and the benefits he gets are based on that choice.

    Pegasus

    Spoiler
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    Racial Skill bonus (Ex):
    At first level the Drakkensteed gains a racial skill bonus to Spot and Listen equal to Half its HD.

    At 8 HD this becomes equal to its HD.

    Cloud walk (Su):
    At level 2 the Drakkensteed can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

    Glide (Ex):
    At level 3 a Drakkensteed can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Drakkensteeds glide at a speed of 30 feet with average maneuverability. Even if a Drakkensteed's maneuverability improves, he can't hover while gliding. A Drakkensteed can't glide while carrying a medium or heavy load.

    If a Drakkensteed becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The Drakkensteed descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

    Lastly, the Drakkensteed gains a +10 bonus to jump checks from the extra lift its wings give it.

    Flight (ex):
    At 6 HD, the Drakkensteed gains a flight speed of 10' Per HD, with poor maneuverability. The Maneuverability doesn't increase naturally, but it can take the improved maneuverability feat without meeting the pre-requisites.


    Warhorse

    Full BAB: The Drakkensteed has full BAB instead of 3/4 like the Unicorn and Pegasus.

    Spoiler
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    Powerful Build (Ex): At first level, the Drakkensteed gains the benefit of Powerful build.

    Trample (Ex):
    At second level, the Drakkensteed can make a trample attack. As a full-round action, a Drakkensteed can move up to 100 feet and literally run over creatures one size catory smaller than it, dealing 1d6+1 ˝ strength modifier bludgeoning damage with a reflex save (DC 10+1/2 HD+Constitution modifier) for half damage to each target. literally running over its opponents. If enemies in its way are at least 1 size category smaller than the Drakkensteed.

    The damage scales with size.


    Damage Reduction (Ex):
    At third level, the Drakkensteed's Draconic inheritance has become more in synch with its Warhorse body. The Scales covering its body become more resilient, granting it resistance to mundane weapons. The Drakkensteed Gains DR/magic equal to half its HD.

    At 10 HD, its scales become more resilient still, granting it resistance to Slashing and piercing weapons. His Damage Reduction becomes DR/Bludgeoning and Magic.


    Growth (Ex):

    At 4 HD the Drakkensteed may grow a size category (Ordinarily to large) and lose powerful build
    At 8 HD the Drakkensteed may regain powerful build
    At 12 HD the Drakkensteed may grow a size category (Ordinarily to Huge) and loses powerful build
    At 16 HD the Drakkensteed may regain powerful build
    At 20 HD the Drakkensteed may grow a size category (Ordinarily to Gargantuan) and loses powerful Build.
    Its AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonus or penalties.


    Unicorn
    Spoiler
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    Cantrips (Su): At first level, the Drakkensteed gains Mage hand, ghost sound, light, prestidigitation and mending as SLAs at will.

    Resistance (Ex): At second level, the Drakkensteed gains a resistance to Poison, charm, and compulsion effects equal to its HD.

    At 8 HD this becomes immunity.

    At 12 HD the Drakkensteed becomes immune to all diseases.

    At 15 HD the Drakkensteed becomes immune to non-beneficial mind affecting effects.
    Deliver us from Evil(Su): At 3rd level, the Drakkensteed is protected as if by a constant Protection from evil effect with a caster level equal to its HD. This ability can be negated or resumed at will as a free action.

    At 8 HD the effect is improved to a Magic Circle against evil effect centered on the Drakkensteed.

    At 18 HD the effect is improved to a Holy Aura Effect centered on the Drakkensteed.

    The Save DCs for these effects are equal to 10+1/2 HD+Charisma modifier, and the caster level for the effects is equal to the Drakkensteed's HD.



    Flight (Ex): At 6 HD, if the Drakkensteed did not choose the Pegasus racial path, he gains a fly speed of 60 feet with poor maneuverability.

    Growth(Ex):
    At 8 HD, if the Drakkensteed did not choose the War Horse racial path, he may grow another size category, (Ordinarily to large size).



    Comments
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    None so far


    Changelog


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    gave the Pegasus racial path a +10 bonus to jump checks.

    Changed the breath weapon to per 2 HD like it was supposed to be, and added a 1d4 rounds recharge time.

    Gave the warhorse path full BAB.

    changed the growths to "May"
    Last edited by Mystic Muse; 2012-09-20 at 10:53 PM.

  5. - Top - End - #155
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Okay, something I feel is an important update.

    Rather than the Silver Dragon, I've added what I believe to be important information to the first post. The Silver Dragon has been moved to the third post, and there is now an index in the first post as well. Lastly, I did something resembling a FAQ in order to answer possible questions.

    I'll try to get the last of my girlfriend's requests up tomorrow, and then go back to doing requests. I've been getting distracted with other stuff lately, but am going to get back into it.

    Sorry for the lack of updates.

  6. - Top - End - #156
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Dude, it's called life, it's sorta a good thing that it's happening, cause when it isn't we as a whole don't tend to get around to doing anything at all.

    No Worries, no rush, I sure everyone understands.
    "I Burn!"

  7. - Top - End - #157
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Unicorn (Monster Manual 1/SRD/MLP:FiM)


    Description & Details: Unicorns are rather varied in their looks. They amount to simply being an oddly colored horse with a horn, but beyond that there tend to be few similarities between unicorns. Some are colored the same as normal horses, others have been seen to be the same color as zebras, or much more odd colors such as sky blue or deep purple.

    Even a Unicorn's horn tends to be unique to each one. There have been sightings of unicorns with the tip of their horn broken off, horns that are one large spiraling twist, or ones that have been artificially sharpened to deal more damage when they gore their foes.

    Religion:
    The Unicorns who do worship gods tend to worship gods of nature, or gods who control some natural element. Most often, they worship the deities of the sun and moon as long as the tenets of said deities do not conflict with their own moral dispositions.

    Adventures:
    Unicorns most often adventure with good aligned beings, sometimes serving as mounts. Unicorns occasionally leave their homes to adventure on their own, often as some sort of service to either their home, or any gods they may serve.

    Ecology/Background:
    Unicorns mate for life, making their homes in open dells, or glades and forests they protect. Traditionally Good and Neutral creatures are welcomed in a Unicorn's home, and may pass freely through the forest, and even hunt. Evil Creatures may do so, but only at great risk of attack from the Unicorn defending the forest. A unicorn will also attack any creature hunting for Sport in its territory, or damaging the forest maliciously.

    Lone Unicorns occasionally allow themselves to be “Tamed” and ridden by good aligned creatures. Such a unicorn, if treated kindly, will act as that creature's loyal steed for life, and will even follow it outside of its forest home.

    Languages:
    Unicorn begin play knowing Common and Sylvan, and can speak other languages for each point of intelligence bonus as per usual.

    Favored Class:
    Paladin or Cleric

    Class
    Spoiler
    Show
    HD: d8
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0| +0| +0 |+2| Unicorn Body, Cantrips, Spell Knowledge,
    2| +1| +0| +0| +3| Resistances, Scent, +1 Charisma
    3| +2| +1| +1| +4| Be Not Afraid,Wild Empathy
    4| +3| +1| +1| +4| Unicorn SLAs, Blessed Beast, +1 Charisma
    [/table]
    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Bluff, Concentration, Gather information, Heal, Knowledge(All skills, taken individually), Listen, perform, sense motive, speak language, spot, survival

    Proficiencies: Unicorns are not proficient with any armor, or any weapons besides their own natural weapons.


    Unicorn Body (Ex):
    At first level the Unicorn loses all other racial bonuses and gains the following; Magical beast traits, a primary natural gore attack for 1d6+ 1 and 1/2 Strength modifier damage, medium size, and a base land speed of 40 feet. At 8 HD, they gain two secondary hoof attacks for 1d4+Strength modifier damage each.

    Unicorns use their mouths for tasks requiring fine manipulation, and as such, are treated as one handed for all purposes. At first level, the Unicorn's dexterity is treated as 4 points lower than what it actually is for tasks requiring fine manipulation. At 4 HD this penalty is reduced to 2 points lower. At 8 HD this penalty goes away entirely.

    The Unicorn also gains an amount of natural armor equal to its Constitution modifier.

    Lastly, the Unicorn's horn, being magic itself advances along with the unicorn. At 4 HD, the Horn has a +1 enhancement bonus and is treated as magic weapon for the purposes of overcoming damage reduction. The Enhancement bonus improves by an additional +1 for every 4 HD gained.

    Cantrips (Su):
    At first level, the Unicorn gains Mage hand, ghost sound, light, prestidigitation and mending as SLAs at will.
    [b]

    Spell Knowledge (Su): At first level, the Unicorn chooses a school of magic, and one first level spell from that school. The unicorn can cast this spell 1/day per HD.

    At 4 HD the Unicorn can choose a second level spell, which must be from the same school, and cast it 1/day per 2 HD.

    At 8 HD the Unicorn can choose a third level spell, which must be from the same school, and cast it 1/day per 3 HD.

    At 12 HD the Unicorn can choose a fourth level spell, which must be from the same school, and cast it 1/day per 4 HD.

    At 16 HD the Unicorn can choose a fifth level spell, which must be from the same school, and cast it 1/day per 5 HD.

    At 20 HD, the Unicorn can choose a 6th level spell, which must be from the same school, and cast it 1/day per 6 HD.

    In addition, the Unicorn cannot choose spells with the evil descriptor, spells that would change their or another creature's form, spells that create something from nothing (Such as the creation line), or spells that summon creatures from another plane.

    Resistance (Ex):
    At second level, the Unicorn gains a resistance to Poison, charm, and compulsion effects equal to her HD.

    At 8 HD this becomes immunity.

    At 12 HD she becomes immune to all diseases.

    At 15 HD she becomes immune to non-beneficial mind affecting effects. For example, she can benefit from a Bard's inspire courage, but can't be affected by suggestion.


    Scent (Ex):
    At level 2, the Pegasus gains the benefits of the Scent Extraordinary ability.

    Charisma Bonus (Ex):
    At second level and again at fourth, the unicorn gains a +1 bonus to its Charisma Score.


    Wild Empathy (Ex):
    As per the Druid feature. The Pegasus is treated as having a Druid level equal to its HD for the purposes of this ability.


    Be Not Afraid (Su):
    At 3rd level, the Unicorn is protected as if by a constant Protection from evil effect with a caster level equal to her HD. This ability can be negated or resumed at will as a free action.

    At 8 HD the effect is improved to a Magic Circle against evil effect centered on the Unicorn.

    At 18 HD the effect is improved to a Holy Aura Effect centered on the Unicorn.

    The Save DCs for these effects are equal to 10+1/2 HD+Charisma modifier, and the caster level for the effects is equal to the Unicorn's HD.


    Unicorn SLAs (Su):


    At level 4, the Unicorn can cast Cure Light wounds: 2/day per HD, At-will at 15 HD

    At level 4, Cure Moderate Wounds: 1/day Per HD

    At 6 HD the Unicorn can cast Cure Serious Wounds, Neutralize Poison and Remove Disease as SLAs 1/day per 2 HD

    At 8 HD the Unicorn can cast Cure Critical Wounds and Death Ward as SLAs 1/day per 3 HD

    At 10 HD the Unicorn can cast Cure light Wounds Mass and Break Enchantment as SLAs 1/day per 4 HD

    At 12 HD the Unicorn Can cast Cure Moderate wounds, Mass and Heal 1/day per 5 HD

    At 14 HD the Unicorn can cast Regenerate and Cure Serious Wounds, Mass 1/day per 6 HD

    At 16 HD the Unicorn can cast Cure Critical Wounds Mass 1/day per 7 HD

    At 18 HD the Unicorn can cast Heal, Mass 1/day per 8 HD

    The caster level for these SLAs is equal to the Unicorn's hit dice.

    Blessed Beast (Ex):
    At 4th level, the Unicorn gets its own familiar. This functions as per the Sorcerer/wizard familiar, and qualifies for familiar feats as well. The Unicorn's Arcane caster level for the purpose of the familiar's abilities, and for qualifying for feats is equal to its HD. The Unicorn is treated as having this Arcane caster level only for this specific purpose.

    Growth (Ex):
    At 8 HD, the Unicorn may grow a size category, ordinarily to large size. Her AC, bonus to hit, base damage, grapple and skills change accordingly, but she doesn't get any ability score bonus or penalties.


    Comments
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    Yet another D&D/My Little Pony: Friendship is Magic hybrid. I gave it a long line of SLAs because heal spells are so limited anyway, and being limited to just Cure Light and Cure Moderate is a pretty lousy and boring class feature.

    The familiar is something from MLP:FiM. I just thought it was kind of cool and made sense in a weird way.

    Changelog
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    Cleared up the familiar ability

    Fixed the saves because I somehow screwed those up.

    Added in the bit about using their mouths for manipulation. Man, I'm getting sloppy.

    Gave it the Spell Knowledge ability.

    Changed Spell Knowledge to allow a little more versatility.
    Last edited by Mystic Muse; 2012-09-20 at 10:54 PM.

  8. - Top - End - #158
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Languages?

    It's a bit weak at first level. I mean, you're just an animal with a iffy natural attack and some cantrips.

    MLP unicorns seem pretty versatile with the magic they can create. What if the class schtick was that the unicorn had a 'floating' spell. Essentially the ability to draw any one spell from their choice of the druid (for more standard unicorns) or the sorcerer (for uniponies) spell lists (this choice is made once ever) and cast it, spontaneously, maybe only once or twice a day? Then, to keep players on their toes, you could have the restriction they couldn't cast the same spell in this manner twice in the same month, or there'd be a backfire of some sort?

    It builds the idea that unicorns are inherently magical, and it gives the players just a bit more oomph.

    Also, I think the Unicorn should be able to qualify for Improved Familiar. I mean, think about it. Pseudodragon is an option.

  9. - Top - End - #159
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    ....Why the heck did this not notify me that I had a new post in my thread? Sorry for the delayed response Hyudra


    Quote Originally Posted by Hyudra View Post
    Languages?
    The SRD gives them both Sylvan and common. I figured I should cover everything I can, and the only thing I tend to leave out is starting wealth, which I'm not sure what to do with.

    It's a bit weak at first level. I mean, you're just an animal with a iffy natural attack and some cantrips.
    True I guess. I'll try and think up something else to boost it.

    MLP unicorns seem pretty versatile with the magic they can create. What if the class schtick was that the unicorn had a 'floating' spell. Essentially the ability to draw any one spell from their choice of the druid (for more standard unicorns) or the sorcerer (for uniponies) spell lists (this choice is made once ever) and cast it, spontaneously, maybe only once or twice a day? Then, to keep players on their toes, you could have the restriction they couldn't cast the same spell in this manner twice in the same month, or there'd be a backfire of some sort?
    I'm not sure what you're saying here. Make it so they can cast it only once or twice a day, and if they cast it more than once a month it backfires? That seems REALLY limited.

    Also, I think the Unicorn should be able to qualify for Improved Familiar. I mean, think about it. Pseudodragon is an option.
    I was under the impression I had written it to be able to qualify for improved familiar (And, more importantly, dragon familiar)

    Also, apparently I got the saves really screwed up. I'm....not sure how that happened.


    Update on Monster classes I've been working on:
    Nightmare and Werebear are going to be up in a few days. I've got the bare bones for a few others done, but if there are any sorts of requests, I'd be quite happy to try and get those done if they aren't too high level (The problem with the Titan).

  10. - Top - End - #160
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    I know it's CR 15, but I'd be interested in seeing an Illurien (MMV) monster class, if you don't mind.
    Avatar by zimmerwald1915

    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
    Characters:
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    Current characters: None, looking for a game.


    Homebrew!


    Wow, it's been a while. Sorry for the unexplained absence!

  11. - Top - End - #161
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by mootoall View Post
    I know it's CR 15, but I'd be interested in seeing an Illurien (MMV) monster class, if you don't mind.
    Ah yes. Illurien. The first Monster I ever attempted to make into a full class if I recall correctly.

    As is probably quite apparent from her lack of presence in this thread, that didn't work out.

    Illurien is tough for many reasons. There's her Rejuvenation ability which makes her nearly unkillable, There's Pointed Knowledge which is a DM nightmare, and last but not least, the Aethenaum Nefarious which has to be statted out as well to make her accurate to her original self. That's on top of her being a CR 15 monster, and having a lot of abilities to spread out.

    I'll try to pull it off, but her being done by New Year's Eve would probably be a stroke of luck.

    Two things I should mention.

    1. Don't bother nominating monsters in the Monster classes voting thread anymore. Unless somebody associated with the project says otherwise, It's dead Jim.

    2. I'll try and get Werebear up tonight. Things have been busy again lately, and they'll likely be busy this week too. There's Thanksgiving coming up, I'm DMing a game on Saturday and need to prepare, and my Grandpa isn't feeling well, so I might have to go down to Evansville in a couple of days, so the Nightmare probably won't be up any time soon. .

  12. - Top - End - #162
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Hey, i'm sorry about your grandfather. Don't rush on the project, just take it as time comes available. Being patient so you have time to deal with real life isn't going to hurt anything for anyone. =)
    "I Burn!"

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by Soft Serve View Post
    Ah yes. Illurien. The first Monster I ever attempted to make into a full class if I recall correctly.

    As is probably quite apparent from her lack of presence in this thread, that didn't work out.

    Illurien is tough for many reasons. There's her Rejuvenation ability which makes her nearly unkillable, There's Pointed Knowledge which is a DM nightmare, and last but not least, the Aethenaum Nefarious which has to be statted out as well to make her accurate to her original self. That's on top of her being a CR 15 monster, and having a lot of abilities to spread out.

    I'll try to pull it off, but her being done by New Year's Eve would probably be a stroke of luck.
    Hmm, good points.

    If her Rejuvenation ability is anything like a Ghost's, then it could probably just be granted, with the same limitations, at the same level you'd give it to a ghost. As it stands, the level check of the ghost might actually be a good idea; set some DC that's difficult to achieve at lower levels, but then becomes more easily made as she approaches the levels where Contingent True Resurrections actually aren't that uncommon. Alternatively, give it to her at the same level she gets her demon library of demonicness, discussed below.

    The Aethenaum Nefarious is another interesting problem. Access to the Stronghold Builder's Guide might make it easier to make, but disregarding the physical aspects of it, which they player should be allowed to make up, how about it, like all other class features, scales with HD? It's a safe retreat the monster gets at, say, level 10, which gives a scaling bonus to all Knowledge checks? If you delay its rejuvination ability, perhaps say that this is the point where the Illurien's personal library has grown too big to carry, and now must be stored in its own, extremely magical building, which is created by the expenditure of a certain amount of time and materials, determined by a formula in the SBG?

    Pointed Knowledge I'm not sure how to handle either.

    Remember to feel free to ignore my deluded ramblings; I'm quite terrible at this sort of thing

    Quote Originally Posted by Soft Serve View Post
    Two things I should mention.

    1. Don't bother nominating monsters in the Monster classes voting thread anymore. Unless somebody associated with the project says otherwise, It's dead Jim.

    2. I'll try and get Werebear up tonight. Things have been busy again lately, and they'll likely be busy this week too. There's Thanksgiving coming up, I'm DMing a game on Saturday and need to prepare, and my Grandpa isn't feeling well, so I might have to go down to Evansville in a couple of days, so the Nightmare probably won't be up any time soon. .
    I hope your holiday season goes well!
    Avatar by zimmerwald1915

    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
    Characters:
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    Current characters: None, looking for a game.


    Homebrew!


    Wow, it's been a while. Sorry for the unexplained absence!

  14. - Top - End - #164
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by mootoall View Post

    The Aethenaum Nefarious is another interesting problem. Access to the Stronghold Builder's Guide might make it easier to make, but disregarding the physical aspects of it, which they player should be allowed to make up, how about it, like all other class features, scales with HD? It's a safe retreat the monster gets at, say, level 10, which gives a scaling bonus to all Knowledge checks? If you delay its rejuvination ability, perhaps say that this is the point where the Illurien's personal library has grown too big to carry, and now must be stored in its own, extremely magical building, which is created by the expenditure of a certain amount of time and materials, determined by a formula in the SBG?
    Actually, she'd probably get it at level one, and it would expand as she grows in power. At first, it'd be like three or four shelves with various books. At level 15, or a certain HD, or whatever I ended up doing with it, it'd probably end up being like the Library at Alexandria or the Library of Congress. This is something I experimented with the first time I tried creating her. At a certain HD or level, she got extra rooms that had certain benefits, such as a room that helped with divinations, or a room that gave her access to creating magic items, ETC.

    If I can find where my original drafts went, I might be able to work from those.



    Remember to feel free to ignore my deluded ramblings; I'm quite terrible at this sort of thing
    I think you underestimate how happy feedback and help makes me at this point.

    I hope your holiday season goes well!
    Yours too.

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Alright. Due to my word processor not functioning right now, Werebear will have to wait until tomorrow.

    In the meantime, I'll do the only thing I can and look over previous classes for mistakes, and get rid of the links to the Monster class project since it's dead.

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Since you're looking for feedback, I figured I'd do a little bit to help.

    Drakkensteed

    There are a few minor capitalization/grammar issues here, but those will be fixed in due time, I imagine, so I won't focus on those.

    Breath Weapon Is this meant to be an at-will, no recharge ability? Because if so, I might suggest lowering it to either 1d8/2 HD, or 1d6/2 HD, to keep it closer in line with the DFA. Considering the fact that it's got only three levels that it invests in the breath weapon, with plenty of room for multiclassing, whereas the DFA has to stay in for 18-20 levels to get its best options, including invocations and breath effects, and the fact that the Drakkensteed gets a bunch of neat things as well, I'd think about lowering it.

    Pegasus No real complaints about this particular racial path, though I'd consider allowing the wings to give a bonus to jump checks, so that Warblade multiclassing becomes more attractive.

    Warhorse Couldn't hurt to give the Drakkensteed full BAB if they take the Warhorse path. Only gives them a +1 BAB, but it's nice at first level.

    Trample I'd recommend stating that trample attack damage increases in size with you, elsewise it quickly becomes less relevant,since you can't PA with it. Additionally, I'd base the save off of strength, but that's just because it makes more sense to me.

    Growth The problem with growth without stat boosts is that you lose a lot of to-hit, and become a lot *easier* to hit. I'd recommend, to counterbalance this just a tad, giving the Warhorse an enhancement bonus to its natural weapons scaling with HD.

    Unicorn Looks pretty nice all-around, maybe include a clause that each level in Drakkensteed Unicorn counts towards half a level in sorcerer/cleric/paladin for casting?
    Avatar by zimmerwald1915

    Quote Originally Posted by Divide by Zero View Post
    Hulking Hurler can get something like (10^83)d6 damage, which is many orders of magnitude greater than the number of particles in the universe.
    Characters:
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    Current characters: None, looking for a game.


    Homebrew!


    Wow, it's been a while. Sorry for the unexplained absence!

  17. - Top - End - #167
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by mootoall View Post
    Since you're looking for feedback, I figured I'd do a little bit to help.

    Drakkensteed

    Breath Weapon Is this meant to be an at-will, no recharge ability? Because if so, I might suggest lowering it to either 1d8/2 HD, or 1d6/2 HD, to keep it closer in line with the DFA. Considering the fact that it's got only three levels that it invests in the breath weapon, with plenty of room for multiclassing, whereas the DFA has to stay in for 18-20 levels to get its best options, including invocations and breath effects, and the fact that the Drakkensteed gets a bunch of neat things as well, I'd think about lowering it.
    Gah. Drakkensteed has apparently been my sloppiest work yet.

    It's supposed to be a 1d4 recharge time. I'll edit that in. It was also supposed to be per 2 HD, so I apparently just didn't click on the "2" key hard enough.

    Pegasus No real complaints about this particular racial path, though I'd consider allowing the wings to give a bonus to jump checks, so that Warblade multiclassing becomes more attractive.
    Alright. Good idea.


    Warhorse Couldn't hurt to give the Drakkensteed full BAB if they take the Warhorse path. Only gives them a +1 BAB, but it's nice at first level.
    Alright. Seems reasonable.

    Trample I'd recommend stating that trample attack damage increases in size with you, elsewise it quickly becomes less relevant,since you can't PA with it. Additionally, I'd base the save off of strength, but that's just because it makes more sense to me.
    Alright, I'll edit that in.



    Growth The problem with growth without stat boosts is that you lose a lot of to-hit, and become a lot *easier* to hit. I'd recommend, to counterbalance this just a tad, giving the Warhorse an enhancement bonus to its natural weapons scaling with HD.
    Eh, I guess that'd be okay.


    Unicorn Looks pretty nice all-around, maybe include a clause that each level in Drakkensteed Unicorn counts towards half a level in sorcerer/cleric/paladin for casting?
    These are considered almost universally a bad idea. This was also the problem with the previous versions of Illurien and a lot of other monster classes.
    Last edited by Mystic Muse; 2011-11-22 at 01:11 PM.

  18. - Top - End - #168
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Were-Bear (SRD)




    Description and details: Were-Bears come from all over. In their humanoid forms, they can be just about anything from little kids to wizened Elders.

    There are Werebears of just about every type. The most common are Black, Brown, Polar and Dire, but there are also sightings of Pandas, koalas, and just about any other type of Bear you can think of.


    Adventures:
    Lycanthropes are just as varied as Humanoids, Goblinoids, Monstrous Humanoids, and giants when it comes to adventure. They'll search for anything that appeals to them, kill anything that threatens them, or walk in the service of a greater Good, or evil as the case my be.

    Alignment: Lycanthropes have no natural alignements. You are as likely to meet a Lawful Good Were-Bear as you are a chaotic Evil Were-Bear.

    Religion: Lycanthropes tend to worship whatever deities they worshiped before being transformed, or worship deities of the night if they give in to the beast, or revel in their new forms.

    Other Classes:
    Lycanthropes get along well with most classes. The only exceptions are excessively zealous Paladins or clerics.


    Were-bear Prerequisites

    To become a Were-bear, the character must meet the following requirements

    Race:
    Any Medium or Large humanoid, goblinoid, Monstrous humanoid, or giant.
    Special: Must have been injured by the natural attack of another Were-bear.

    Class
    Spoiler
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    HD: d12
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0| +2| +0 |+0| Were-Bear Body, Form of the Beast, Curse of Lycanthropy
    2| +1| +3| +0| +0| Scent, Skill Bonus,
    3| +2| +3| +1| +1| Skin of the Beast, Rage
    4| +3| +4| +1| +1| Improved Grapple, Destructive Rage
    5| +3| +4| +1| +1| Bear Form, Improved Toughness,
    [/table]
    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Climb, Spot, Listen, Intimidate, Survival, Swim, Handle Animal,

    Proficiencies: Were-Bears are not proficient with any armor, or any weapons besides their own natural weapons.


    Were-bear Body (Ex):
    The Were-bear retains any previous racial bonuses it had, and gains the magical beast type, granting it Darkvision 60 and low light vision. Additionally, it gains the shapechanger subtype, and the ability to communicate with bears regardless of form.


    Form of the Beast (Su):
    At 1st Level, the Were-bear can change into a Hybrid form. This grants him the following Benefits.
    A Bonus to his strength and Constitution Scores Equal to half his Hit Dice.
    Two Claw attacks for 1d4+Strength modifier damage (1d6 if large)
    A Bite attack for 1d4+1/2 strength modifier damage (1d6 if large)
    A Natural Armor bonus equal to his Constitution modifier.

    The Were-bear has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the Were-bear’s original form, as well as its Hybrid or Animal Forms. While using alternate form the Were-bear reverts to its original form when killed, but separated body parts retain their shape. Assuming an alternate form results in the following changes to the Were-bear:
    Spoiler
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    • The Were-bear retains the type and subtype of its Original form. It gains the size of its Bear or Hybrid Form. (As Specified). If the new form has the aquatic subtype, the Were-bear gains that subtype as well.
    • The Were-bear loses the natural weapons, natural armor, and movement modes of its Original form, as well as any extraordinary special attacks of its Original form not derived from non-monster class levels (such as the barbarian’s rage class feature).
    • The Were-bear gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of Bear or Hybrid Form. (As Specified).
    • The Were-bear retains the special qualities of its Original form. It does not gain any special qualities of its Bear or Hybrid Form. (Unless Specified Otherwise.)
    • The Were-bear retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its Bear or Hybrid Form.
    • The Were-bear retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
    • Except as described elsewhere, the Were-bear retains all other game statistics of its Original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
    • The Were-bear retains any spellcasting ability it had in its Original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. Hybrids may speak and have humanoid enough hands if the Were-bear's Original form has hands.
    • The Were-bear is effectively camouflaged as a creature of its Bear or Hybrid Form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    • Any gear worn or carried by the Were-bear that can’t be worn or carried in its Bear or Hybrid Form instead falls to the ground in its space. If the Were-bear changes size, any gear it wears or carries that can be worn or carried in its Bear or Hybrid Form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.




    Curse of Lycanthrophy (Su):
    Any humanoid or giant hit by a Were-Tiger’s bite attack in animal or hybrid form must succeed on a Fortitude save (DC equals 10+1/2 HD+Charisma modifier) or contract Lycanthropy.

    Scent(Ex): At second level, the Were-Bear gains the Scent special ability regardless of form.


    Skill Bonus (Ex):
    At second level, the Were-bear possesses skill bonuses related to his parent animal's form. Regardless of form, the Were-bear has a racial bonus to Swim, Climb and intimidate equal to Half his Hit dice.

    Lycanthrope skin (Su):
    The Were-bear's skin starts becoming Supernaturally tough. At third level, the Were-bear gains Damage reduction Silver equal to half his Hit dice regardless form.

    At 12 HD, this becomes DR/-

    Eventually, the skin even starts repairing injuries in front of its opponent's very eyes. At 12 HD the Were-bear gains Fast healing equal to Ľ his HD rounded down.

    Rage (Ex): At 3rd level, the Were-Bear gains the rage ability as per the Barbarian’s rage ability, usable twice a day. The number of times rage is usable per day increases by one for every 4 HD the Were-Bear gains beyond this point.

    Destructive Rage (Ex): At 4th level, while you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects.

    Improved Grapple: At 4th level, the Were-bear gains Improved Grapple as a bonus feat, even if he does not meet the pre-requisites.

    Bear Form (Su): At 5th level, the Were-Bear becomes capable of turning into its patron form, granting him the benefits of being a natural Bear. This form grants him a +12 Strength, and +6 Constitution boost. This acts in all other ways as per the alternate form ability.

    At 8 HD he can become a Polar Bear, and the Constitution boost improves to +8

    At 12 HD he can become a Dire Bear and changes the Strength boost changes to +16

    At 16 HD the Strength boost becomes +20

    These constitution boosts do not actually increase HP.

    While in bear form, the Were-Bear has the benefits of the improved Grab Special attack.

    The Were-Bear may use this ability 1/day per HD. A use of this ability counts as a use of your hybrid form, and vice versa.

    Improved toughness (Ex) At 5th level, the Were-Bear's max health is increased by 1 Hit Point per HD.

    At 10 HD the Were-Bear's max health is increased by 2 Hit points per HD.

    At 15 HD the Were-Bear's max health is increased by 3 Hit Points per HD.

    At 20 HD the Were-Bear's max health is increased by 4 Hit points per HD.

    These bonuses overlap, and do not stack. A 15th level Werebear would have 45 extra HP, not 90.


    Comments
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    I had to spread things out a bit more, but I tried to make each level up fairly attractive so that the player would debate between multi-classing out, or taking it to the highest level.

    My reasoning behind the abilities is simple. Bears are tough, they're destructive, and they can get Angry. Because of this, I gave it rage, destructive rage, improved toughness, and I made sure the Damage reduction got better than normal eventually. If anything, I'm worried I overloaded the class rather than not giving it enough.


    Changelog
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    Nothing so far
    Last edited by Mystic Muse; 2012-09-20 at 10:56 PM.

  19. - Top - End - #169
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    YAY!!!!!!!

    *Glomps Soft Serve!*


    THIS CLASS IS AWESOME!!!!! THANK YOU!!!!!

    I SOOOOOO wanna get this in a game, maybe go for unarmed combatant build.

    Hmmmmm, you know, Monk and Fist of the Forest with Decisive strike and an attack of opportunity build is REALLY tempting right off the top of my head with this class as the base, I'd actually be strong and tough enough to make it fee sable.
    "I Burn!"

  20. - Top - End - #170
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    Quote Originally Posted by Metahuman1 View Post
    YAY!!!!!!!

    *Glomps Soft Serve!*


    THIS CLASS IS AWESOME!!!!! THANK YOU!!!!!

    I SOOOOOO wanna get this in a game, maybe go for unarmed combatant build.

    Hmmmmm, you know, Monk and Fist of the Forest with Decisive strike and an attack of opportunity build is REALLY tempting right off the top of my head with this class as the base, I'd actually be strong and tough enough to make it feasible.
    I aim to please.

    Nightmare is going to take a while longer. I did some editing in order to boost it and make it less boring so it has an entire dead level right now, and I still need to write the whole thing out. Plus, considering how Sloppy Drakkensteed apparently was, I also need to read it over about 3 times once it is finished to make sure I don't miss anything. Lastly, I still need to do some editing on the Unicorn since Hyudra mentioned it was kinda weak.

    Status Update on Illurien: I actually did find an old draft of her, and while it'll still take a while, it won't take as long as if I had to make her from scratch.

    I have the feeling that since I've already done two, people are going to be asking for more were-monsters. While I might do more in the future, I'm trying to make sure I have a little variety in my offerings, so no more of those any time soon. I'm also not going to make any Were-animals that aren't in the SRD, so please don't request them. I remember one of the iterations of the community thread had about 20 different types of Lycanthrope, and I'm really not in the mood to do that.

    I think I've addressed any concerns. Anybody have any questions?
    Last edited by Mystic Muse; 2011-11-22 at 03:38 PM.

  21. - Top - End - #171
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Nightmare (SRD)

    Credit to Trixie for inspiration.


    Description and Details:
    Nightmares are almost exclusively black horses. They are only distinguishable at birth and in their youth by their demonic seeming eyes.

    Once fully grown, their manes, tails, and even Hooves are permanently set aflame, distinguishing them from their mortal Brethren. The color of the flame is what tends to vary. There are flames in every color of the rainbow, white, and even black.

    Adventures:
    Fear is a powerful Motivator, and Nightmares generally adventure in order to spread fear far and wide. Each Nightmare's reason for doing so is different, and most have a preferred method. The most common way of spreading fear among Nightmares is by affecting dreams.

    Alignment:
    Nightmares are usually not Altruistic. The vast majority of them work in self interest, or because they enjoy spreading fear. The former are generally neutral, and the latter generally evil. If raised in their natural environment of Hades, Nightmares will be almost exclusively evil.

    Ecology/Background:
    Nightmares exist almost solely in the Plane of Hades. There are exceptions, but they are rare, and are likely to be one of the few good or neutral Nightmares that exist.

    Religion: Nightmares, if they worship anything, will generally worship gods of fear, or who wish to spread fear. If gods of fear do not mesh with their alignment, they will worship a god who is at least indifferent to their actions

    Other Classes:
    Even if they're their allies, Nightmares tend to have a natural bias against creatures immune to fear such as Paladins. Nightmares also tend to have a natural bias towards classes that spread fear such as the dread Witch.

    Favored Class:
    Warlock

    Class
    Spoiler
    Show
    HD: d10
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0| +2| +2 |+0| Nightmare Body, Touch of Fatigue, Burning Hands
    2| +1| +2| +2| +0| Cause Fear, Flaming Sphere, +1 Charisma
    3| +2| +3| +3| +1| Deepest Dream, Dream Deprivation, +1 Strength
    4| +3| +3| +3| +1| Smoke, Ray of Exhaustion, Scorching Ray, +1 Charisma
    5| +3| +4| +4| +1| Growth, Flaming body, Nightmare, +1 Strength
    [/table]
    4 Skill points+int per level, quadruple at 1st level. Class skills:
    Concentration, Diplomacy, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot, Survival

    Proficiencies: Nightmares are not proficient with any armor, or any weapons besides their own natural weapons.


    Nightmare Body (Ex):
    At first level the Nightmare loses all other racial bonuses and gains the following; Outsider traits, a primary natural bite attack for 1d4+Strength modifier damage, and two natural Hoof attacks for 1d6+Strength modifier damage, medium size, and a base land speed of 40 feet.

    The Nightmare also gains an amount of natural armor equal to its Constitution modifier.

    Touch of Fatigue (Su):
    At first level, the Nightmare gains Touch of Fatigue as an SLA, usable at-will.

    At 12 HD this becomes waves of Fatigue and remains usable at-will.

    Burning Hands (Su): At First level, the Nightmare gains Flaming hands as an SLA, usable at-will.

    Ability boosts (Ex): The Nightmare receives a +1 bonus to its Charisma Score at level 2 and 4, and a +1 bonus to its Strength Score at level 3 and 5 for a total of +2 Charisma and +2 Strength at level 5.

    Cause Fear (Su):
    At Second level, the Nightmare gains Cause Fear as an SLA usable 1/day per HD

    At 4 HD this improves to Scare and remains usable 1/day per HD.

    At 10 HD this becomes Fear and remains usable 1/day per HD.

    Flaming Sphere (Su): At 2nd level, the Nightmare gains Flaming Sphere as an SLA usable 1/day per HD

    Dream Deprivation (Su):
    At third level, the Nighmare may target one enemy within 100 feet+10 feet per HD. The target must succeed on a Will save (DC 10+1/2 HD+Charisma modifier) or be put into a state of sensory deprivation. The target is both blinded and deafened. This ability is usable 1/day per 3 HD.

    At 8 HD, this affects both Scent and Blindsense

    At 12 HD, this affects Blindsight as well.

    At 16 HD, all senses that would allow the target to see or hear are completely shut down regardless of origin.

    Deepest Dream (Su):
    At 3rd level, the Nightmare may target one enemy per 2 HD within 100 feet+10 feet per HD. The enemy is fatigued if they fail on a will save (DC 10+1/2 HD+Charisma modifier). If they fail this save, at the beginning of their next turn they must make a will save (Same DC) or become exhausted. If they fail this save, they must make a third save at the beginning of their next turn o be rendered unconscious.

    If an enemy is already fatigued, they must instead make a save versus exhaustion and then against unconsciousness.

    If an enemy is already exhausted, they must instead make a save versus unconsciousness.

    This ability is usable 1/day per 2 HD.

    Smoke (Su):
    At 4th level, During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on Fortitude Save (DC 10+1/2 HD+Constitution Modifier) or take a -2 penalty on all attack and damage rolls while within the cone and until 1d6 minutes after leaving the cone. The cone lasts 1 round, and is usable at-will

    At 10 HD, this gives the Nightmare Concealment against any creature more than 15 feet away from it.

    At 15 HD, this give the Nightmare Total concealment against any creature more than 15 feet away from it, and concealment against all creatures.

    A Nighmare is not hampered by its own smoke, and can see through it just fine.

    Ray of Exhaustion (Su):
    At level 4 the Nightmare gains Ray of Exhaustion as an SLA usable 1/day per 3 HD.

    At 15 HD, this improves to Waves of Exhaustion.

    Scorching Ray (Su):
    At 4th level, the Nightmare gains Scorching Ray as an SLA usable 1/day per 2 HD.


    Nightmare(Su):
    At 5th level, the Nightmare can use Nightmare as a Spell like ability 1/day per 5 HD.

    Flaming Body (Su):
    At 5th level, the Nightmare's body lights aflame. This ability has several benefits, the first of which is that all natural weapons gain the flaming enchantment.

    At 10 HD, this becomes the Flaming Burst Enchantment.

    At 15 HD, any Creature within 5 feet of the Nightmare at any time during their turn takes fire damage equal to the Nightmare's HD. In addition, the flames on their natural weapons, and from this ability is hellfire, piercing through any fire resistance or immunity that those affected may have.

    A Nightmare cannot be damaged by its own flaming body.

    Growth (Ex): At 5th level, the Nightmare grows to large size. Its AC, bonus to hit, base damage, grapple and skills Change accordingly, but he doesn't get any ability score bonus or penalties.

    Flight (Su):
    At 12 HD, the Nightmare gains a Fly speed of 10 feet per HD at average maneuverability.

    At 17 HD this improves to good maneuverability.



    Comments
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    There was really no way for me to get Astral Projection and etherealness in on a 5 level class.

    The Nightmare is based around giving people Nightmares and spreading fear, along with exhausting people, and various other sleep related abilities.



    Changelog
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    Gave it Hooves at First level

    Gave it Burning Hands as an SLA

    Gave it Scorching Ray as an SLA

    Gave it Flaming Sphere as an SLA

    Removed Sleep as an SLA
    Last edited by Mystic Muse; 2012-09-20 at 10:58 PM.

  22. - Top - End - #172
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Hrm.

    1st level is a little weak, again. BAB 0, an attack for 1d4+Str, and ability to apply fatigue. Remember, this is a creature without hands, so you can make it a bit more powerful or versatile to compensate, maybe.

    Favored class: Cleric feels a bit out of place. I mean, you're getting +Cha via. the class. At the very least, I'd suggest Favored Class: Favored Soul, but the class that fits the most, IMHO, is Warlock.

    Overall, I'd say it maybe feels a bit thin. You don't get that many SLAs in total, some are redundant, and your offensive output feels a bit delayed (ie. Hooves at 8HD). You're also fairly ineffective against, say, undead. Imagine a lowish level character with a few levels in Nightmare against an ogre Skeleton - DR, not affected by fatigue, not affected by exhaustion, not affected by the mind affecting stuff.

    If I had any suggestions, I'd recommend a class feature that works off of the enemy being fatigued, exhausted or unconscious. Mess with their heads, be actually nightmarish.

  23. - Top - End - #173
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by Hyudra View Post
    Hrm.

    1st level is a little weak, again. BAB 0, an attack for 1d4+Str, and ability to apply fatigue. Remember, this is a creature without hands, so you can make it a bit more powerful or versatile to compensate, maybe.
    Alright. Any particular suggestions? Maybe reduce the hooves down to 4 HD, or even just giving them out at first level?

    Favored class: Cleric feels a bit out of place. I mean, you're getting +Cha via. the class. At the very least, I'd suggest Favored Class: Favored Soul, but the class that fits the most, IMHO, is Warlock.
    for some reason, my brain is stuck on "Stick purely to SRD classes" mode. Warlock sounds good.

    Overall, I'd say it maybe feels a bit thin. You don't get that many SLAs in total, some are redundant, and your offensive output feels a bit delayed (ie. Hooves at 8HD). You're also fairly ineffective against, say, undead. Imagine a lowish level character with a few levels in Nightmare against an ogre Skeleton - DR, not affected by fatigue, not affected by exhaustion, not affected by the mind affecting stuff.
    You do have a point. Though, undead just seem like something Nightmares wouldn't interact with. It seems a bit like it defeats the purpose of the class to send something specifically immune to everything they can do up against them. Though, there are DMs that do that, so I would like to think of something decent to counteract that.

    If I had any suggestions, I'd recommend a class feature that works off of the enemy being fatigued, exhausted or unconscious. Mess with their heads, be actually nightmarish.
    I'm not really quite sure how to do this. Again, any suggestions? Even just something to look at for inspiration would help.

    Lastly, I did try to address the problem with the Unicorn while making sure it couldn't be abused too badly. Take a look if you get the chance?

  24. - Top - End - #174
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by Soft Serve View Post
    Alright. Any particular suggestions? Maybe reduce the hooves down to 4 HD, or even just giving them out at first level?
    I don't think it would be gamebreaking to get it at 1st or 2nd level.

    If I were really trying to polish the class, I'd try to give it a more concrete, "This is something you can fall back on the majority of the time" class feature early, and grant hooves at some point a bit later. Just attacking all the time (perhaps opening with a touch of fatigue) for 26 or so encounters before you get more class features to draw on in combat is a bit on the boring side.

    For some reason, my brain is stuck on "Stick purely to SRD classes" mode. Warlock sounds good.
    AFAIK, warlock is on the SRD somewhere. But yeah.

    You do have a point. Though, undead just seem like something Nightmares wouldn't interact with. It seems a bit like it defeats the purpose of the class to send something specifically immune to everything they can do up against them. Though, there are DMs that do that, so I would like to think of something decent to counteract that.
    My working assumption is that a monster class may well be something you stick in a regular (or slightly irregular) adventuring group. So you might have the dread necromancer, paladin of tyranny and rogue with an ogre in tow, fighting the same range of threats any adventuring group might.

    Generally speaking, if you get near totally, 100% hosed by most undead, there's a big problem. If I think of anything for you, I'll post or IM it.

    I'm not really quite sure how to do this. Again, any suggestions? Even just something to look at for inspiration would help.
    Perhaps something like, "You gain X, Y and Z as SLAs, but they can only be used to affect fatigued (or exhausted, or unconscious) foes."

    So you're starting to fatigue, your eyes are drifting shut, and there's a nightmare in front of you... that should be something that makes barbarians soil their loincloths.

    For example:

    Somnambulance - At 6th level you gain the ability to cast Dominate Monster on unconscious targets. They rise from their slumber and act as you bid, often committing nightmarish acts that, even as faint dreamlike memories, leave them haunted for days, months or years.

    Lastly, I did try to address the problem with the Unicorn while making sure it couldn't be abused too badly. Take a look if you get the chance?
    Ok, but not tonight. Turning in.

    Keep it up. Kudos on keeping the monster classes alive.

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by Hyudra View Post
    I don't think it would be gamebreaking to get it at 1st or 2nd level.

    If I were really trying to polish the class, I'd try to give it a more concrete, "This is something you can fall back on the majority of the time" class feature early, and grant hooves at some point a bit later. Just attacking all the time (perhaps opening with a touch of fatigue) for 26 or so encounters before you get more class features to draw on in combat is a bit on the boring side.
    Alright, good point. I'll work on that.


    AFAIK, warlock is on the SRD somewhere. But yeah.
    I think it's in one of the complete books.

    My working assumption is that a monster class may well be something you stick in a regular (or slightly irregular) adventuring group. So you might have the dread necromancer, paladin of tyranny and rogue with an ogre in tow, fighting the same range of threats any adventuring group might.

    Generally speaking, if you get near totally, 100% hosed by most undead, there's a big problem. If I think of anything for you, I'll post or IM it.
    You do have a point.

    Perhaps something like, "You gain X, Y and Z as SLAs, but they can only be used to affect fatigued (or exhausted, or unconscious) foes."

    So you're starting to fatigue, your eyes are drifting shut, and there's a nightmare in front of you... that should be something that makes barbarians soil their loincloths.

    For example:

    Somnambulance - At 6th level you gain the ability to cast Dominate Monster on unconscious targets. They rise from their slumber and act as you bid, often committing nightmarish acts that, even as faint dreamlike memories, leave them haunted for days, months or years.
    This is the kind of ability I really don't want to give any monster class. Enchantment is one of my least favorite schools, and the dominate line especially. While I don't mind making them nightmare-ish, taking over another person's/creature's body is pretty much not going to be a feature of any class I make. At the very least, it's not going to be a major one.

    Kudos on keeping the monster classes alive.
    Thanks.

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Is there any chance of you making a Baernoloth? I know there aren't any official stats out there, but I've always wanted to see one. And maybe something with Obyriths?
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by TravelLog View Post
    Is there any chance of you making a Baernoloth? I know there aren't any official stats out there, but I've always wanted to see one. And maybe something with Obyriths?
    Them being official isn't a problem. Them not having stats period would be, though not an insurmountable one.

    I'm not familiar with either of those though. Can you give me a description? Links to the monster/ where they're located would also be nice if you have them.


    Alright. An Obyrith or two might be feasible, but Baernoloths probably won't, short of somebody having statted them up, and me having that to work off of.

    Are there any particular Obyriths you were looking for that I could specifically address? The ones I've seen vary between things like little CR 4s to CR 20+ Demon lords.
    Last edited by Mystic Muse; 2011-11-25 at 03:58 AM.

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Here are a couple Baernoloth stat blocks if you're still looking:
    Link One
    Link Two

    As for Obyriths, I wasn't thinking of anything in particular. Something with a high challenge rating would good though, simply because Obyriths are supposed to predate the Tanarii. Maybe Pale Night or Pazuzu? :D
    Kidding. Any Obyriths would be fine.
    Last edited by TravelLog; 2011-11-25 at 11:43 AM.
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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by TravelLog View Post
    Here are a couple Baernoloth stat blocks if you're still looking:
    Link One
    Link Two
    Well, just don't expect an epic progression or it to be done any time soon. CR 20 classes take-

    Maybe Pale Night or Pazuzu? :D
    ........

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    Default Re: Soft Serve's Syllabus of Monster Classes. (3.5) taking requests!

    Quote Originally Posted by Soft Serve View Post
    Well, just don't expect an epic progression or it to be done any time soon. CR 20 classes take-



    ........

    You hate me, don't you?

    I do not. In fact, I'm continually impressed by the quality and quantity of your work and having nothing but respect for you.

    *Boom* Defeated by a serious compliment!

    Anyway, take your time. I just suggested them because I know you're always looking for new ideas.
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