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Topics - ~Corvus~

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1
Oslecamo's Improved Monster Classes / Blood Golem
« on: April 29, 2020, 09:18:46 PM »
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HD:d12
LevelBabFortRefWillSpecialBlood Points
1+0+0+0+0Living Blood, Flowing Form, Natural Attacks, +1 Str, +2 Con-
2+1+0+0+0Blood Dependancy, Blood Siphon, +1 Str3
3+2+1+1+1Flowing Form, Body Augmentation, +1 Str4
4+3+1+1+1Evacuation, +1 Str5
5+3+1+1+1Growth, Possess, +1 Str8
6+4+2+2+2Greater Magical Arms, +1 Str9
7+5+2+2+2Body Augmentation, Magic Resistance, +1 Str10
8+6+2+2+2Bonus attack, Flowing Form, Whirlwind of Death10
Skills:6+Int modifier per level, quadruple at 1st level: Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Move Silently (Dex), Open Lock (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha).

Proficiency: Natural Weapons, Light, Medium and Heavy Armor, no Shields, and 1 Martial Weapon. This Weapon must be inherently capable of performing Trip Attacks, such as a Heavy Mace.

Living Blood: The Blood Golem has the Living Construct type, which gives it the following traits:
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Flowing Form (Ex): At 1st level, you gain a +15 on all Escape Artist checks and may even compress its form up to a foot (tiny) diameter, and thus flows through spaces without undue difficulty. At levels 3, 8, and every 5 HD after, choose one of the following abilities to gain:
  • The Blood Golem gains a 40' Swim speed, gains a +10 to all Swim checks, and can take 10 on any Swim check, even when threatened.
  • The Blood Golem gains a 20' Climb Speed, gains a +10 to all climb checks, and can take 10 on a Climb check even when threatened.
  • The Blood Golem gains a +10' bonus to all base movement speeds.
At 10 HD, your bonus to Escape Artist Checks increases to +30; and by +60 at level 20. Furthermore, at 20 HD, you become immune to Difficult Terrain, Paralysis, and operate under a continuous, extraordinary Freedom of Movement effect.

Natural Attacks: At 1st level the Blood Golem gains a single Natural Attack, which it can make as a Claw (slashing) or a Slam (bludgeoning), that deals 1d8 damage. At level 5, this increases to 2d8, and increases by +1d8 (med) every additional 5 HD it gains (3d8 med at 10, 4d8 at 15, etc).
 At 8th level, the Blood Golem gains an additional primary Natural Attack, for a total of 2 Primary Claws and/or Slams.

Ability Score Increases: At levels 1 to 7 of the Blood Golem class, it gains a +1 to Str; it also gains a +2 Con at 1st level, for a +7 Str, +2 Con at level 8.

Blood Dependency: Starting at level 2, the Blood Golem has acquired enough mass that it also loses some of its vital fluids. At the beginning of each day, the Blood Golem loses 1 HP per HD it has (minimum 2).

Blood Siphon (Ex): Starting at level 2, the Blood Golem may drain blood out of a helpless creature or a body that has died within the past hour, dealing Constitution damage at the rate of 1 point per full round for every 2 HD it has (minimum 1). It then gains 2 Blood Points for each point of Con damage it dealt, to a maximum in its Blood Pool (See chart, above).

Blood Points: Starting at level 2, the Blood Golem can store the blood it absorbs from its victims. It may expend its Blood Points in the following ways:
  • 1 point: As an Free Action 1/round, it may modify the result of a die roll from an enemy within 60' by -1d4 (It must be able to perceive this enemy).
  • 2 points: As an Immediate Action, the Blood Golem may increase the result of an Intelligence, Wisdom, Charisma check or related skill by +2d4.
  • 2 Points: As an Immediate Action, the Blood Golem increases a Saving Throw result by 1d4+1. You may do this before or after you see your roll, but before you know the result.
  • 2 Points: As a Move Action, you may heal yourself for 1d12 + Con HP; this increase by +1d12 every Blood Point spent. This may be done as part of a Blood Siphon at 6HD or more, but you do not add Blood Points that you spend.
  • 3 Points, level 5+:As an Immediate Action, you may roll 2x on a Saving Throw against being Paralyzed, Petrified, Poisoned, or afflicted with Disease; you take the better of these 2 rolls.
  • 6 points:1/encounter, you may both double your base speed for 2 rounds and also avoid provoking Attacks of Opportunity for this time.
Body Augmentation (Ex): At 3rd level, the Blood Golem gives a magical +1 bonus to any Armor, Weapon, or Natural Weapon it bears against its foes. In addition, you gain your choice of the following bonus options, chosen once at 3rd and again at 7th level:
  • Additional Arm: You gain 1 secondary Natural Attack that attacks at a -2 to hit (instead of a -5), and may be a Claw, Slam or Spike, with the same damage as its base Natural Attack. This ability may only be chosen once.
  • Blood Rage: You gain Rage, as a Barbarian, usable 2/day. However, you are not fatigued at its end. This may be chosen a second time, and adds +3/day uses.
  • Damage Reduction: You gain DR 2/- This ability may only be chosen twice.
  • Elemental Absorption: 1/encounter, when you would take damage from a source of Acid, Cold, Electric, Fire, or Negative-Energy, you instead heal that much HP. Overhealing from this ability applies as Temporary Hitpoints.
  • Great Resistance: This selection may only be chosen at 7th level or higher. 1/encounter, you may choose to succeed on your save against any 1 spell; this selection may be made after a roll, but before the result is known.
  • Steadfast Form: You become immune to any effect that would Blind, Polymorph or Alter your form against your will.

Evacuation (Ex): Beginning at 4th level, the Blood Golem may take a full-round Action to grant itself a fly speed 2x its base land speed with (perfect) maneuverability, and if it ends its movement next to an opponent it may take an Attack action. However, if hasn't landed at the end of its turn it falls, taking falling damage as appropriate.

Growth (Ex): At 5th level, you grow 1 Size Category. This affects any weapon and Armor (natural or otherwise) you wield.

Possession (Su): Beginning at 5th level, while Evacuated (see Above), you may attempt to possess a plant or a creature with a Con score that you can see and is within your Fly speed.
First, you must move adjacent to the creature, then take an Attack action--as a Touch Attack--at your Highest Base Attack Bonus; if you hit, you may attempt possession.
The target creature's CR must be at least 2 less than your current level else the possession fails. They must succeed on a Will saving Throw DC 8 + your Con modifier + 1/2 the damage dealt or be possessed for 1 minute per Blood Golem level. You maintain your Int, Wis and Cha scores, and replace your physical stats with the possessed creature's. You retain your skills and abilities, and may use them in this possessed form. This possession ends if the body is reduced to 0 HP or less, if you end the effect as a Move Action, or if the time runs out.

Greater Magical Arms: At 6th level, and for every 3 HD afterwards, the Blood Golem bestows an additional +1 bonus to the Weapons, Armor, and Natural Weapons it uses; this does not stack with enhancements from other sources, and only the largest bonus applies. At the beginning of each day, as an hour-long ritual, it may exchange all its equipped items' Enhancement bonuses and Enchantments (i.e it could make a +3 mace a +1 Flaming Burst Mace), as it desires. However, this may only be done 1/day, and may not use Epic-level Enchantments (6+) until 21 or more HD.

Magic Resistance (Ex): Beginning at 7th level, any time you make a Saving Throw against any Spell, Power, PLA or SLA, you may roll twice and take the better result. This resistance does not apply to spells with the [Sonic] descriptor or spells that effect [Water] creatures, such as Horrid Wilting.

Whirlwind of Death (Ex): At 8th level, the Blood Golem may take a Standard Action to initiate this action. It then makes a melee attack against every opponent within reach. Resolve each attack separately, at your highest Base Attack bonus, with a +2 to hit for each attack.
At 15 HD, the Blood Golem makes two melee attacks against every opponent within reach. Resolve each attack separately, at your highest Base Attack bonus, with a +5 to hit for each attack.

---

Blood Golem feats:

Extra Bonus Adaptation | Requirements: Blood Golem 3 or higher
You gain another Bonus Adaptation of the Blood Golem. However, you must abide by written restrictions.
Special: You may select this feat more than once, each time applied to a different Adaptation.

Greater Possession | Requirements: Blood Golem 5 or higher.
You use the better of all Ability Scores when Possessing a creature (yours or the possessed creature). Furthermore, as a Free Action, you may expend X Blood Points (min 1) and reduce the duration of your Possession by 1 minute to gain the use of a single Ex, Supernatural, or Spell-like ability of the creature for X minutes.

Increased Blood Capacity | Requirements: Blood Golem
You gain a +3 bonus to your Blood Point maximum. Furthermore, you gain +1 to your Blood Point maximum at each HD gained starting at 9 HD (thus +1 at 9 HD, 10, 11, 12 etc).

Mutable Armaments | Requirements: Blood Golem 6 or higher
You may swap the Enchantments of your Weapons and Armor with 10 minutes' meditation, instead of 1/day.

Potent Siphon | Requirements: HD 12+, Blood Siphon
Whenever you use your Blood Siphon ability, you deal 1 Constitution Damage per HD instead of 1 damage per 2 HD.

2
Oslecamo's Improved Monster Classes / Dretch [demon]
« on: January 07, 2020, 10:05:45 PM »
Dretch


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HD: d8

Level
BABFort
Save
Ref
Save
Will
Save

Special
Ability Score
Adjustments
1st+0+2+0+0Lesser Body, Foul Nutrition, Telepathy, SLAs-2 Int, +1 Str, +1 Con
2nd+1+3+0+0Play Dead, Resistance, Summon Dretch
(Optional: Transformation)
+1 Str, +1 Con

Skills: Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Survival (Wis)
Skill Points equal to 4+Int skills (*4 at 1st level) | A negative Int score does not penalize the Dretch's skillpoints.

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Class abilities:

Ability Adjustments: The Dretch starts with a -2 Int.  It gains +1 Str and +1 Con at levels 1 and 2 for a total of +2 Str, +2 Con, -2 Int at 2nd level.

Proficiency: The Dretch is proficient with Claw (primary) and Bite natural weapons, no other weapons, no armor and no shields.

Languages: All Dretch can understand Abyssal, but they cannot speak verbally; attempts to do so result in gibberish.
 Bonus Languages (with Int 11+): Common, Infernal, Ignan, Terran, Xorn.

Natural Weapons: The Dretch has 2 primary Claw attacks that deal 1d6+Str damage and 1 secondary Bite attack that deals 1d4+1/2 Str damage.

Foul Nutrition (Ex): Dretch are filthy, slavering creatures and far from appetizing, but can be eaten for sustenance by other Demons.  Thus consumed, it allows the baatezu a number of options:
First, the Baatezu may choose to restore 1d8+X+Y HP, where X is equal to the Dretch's HD and Y is equal to the Dretch's total remaining SLA casts (0-level SLAs count as 1/2 spell).
Alternatively, the demon may gain Resist Energy as a 4th-level spell (70-minute duration) or Lesser Restoration.

A non-Demon that eats a Dretch finds it mostly disgusting. If forced to eat one, the creature must make a Con save (DC equal to the Dretch's Stinking Cloud SLA) or become nauseated for 1d4+1 rounds. Non-Demon creatures without a Con score (Such as undead) can eat Dretch as food without becoming nauseated (but gain no extra benefit).

Telepathy (Ex): The Dretch has Telepathy, restricted to the languages it knows (Abyssal by default), which allows it to communicate effectively with others. This extends to 100 feet, +10 feet per HD.

Spell-like Abilities: the Dretch gains a number of SLAs. DC are calculated as 10 + 1/2 HD + Cha.
At 1st level the Dretch gains Scare, as a 1st-level SLA, usable 2/day.
At 2nd level the Dretch gains Stinking Cloud, as a 2nd-level SLA, usable 1/day.

It also gains a limited set of additional SLAs from the list below. It may cast three Cantrips/day and one 1st-level SLA per day. Every 3 HD it gains, the Dretch can gains 1 additional casting for both 0-level & 1st-level SLAs.

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Play Dead (Ex):Upon taking damage that would reduce it to 0 HP (or less) but not kill it outright, the Dretch may immediately throw itself to the ground as if slain. It becomes Prone and as long as it doesn't take any Swift, Move or Standard actions, it has Fast Healing 1 until its HP total becomes 1. A creature may take a DC 12 Heal or Sense Motive check to determine that it's not dead; Demons get a +10 to this roll. This cannot be used to endure the process of being eaten (See Foul Nutrition).

Resistance: At 2nd level, the Dretch has reached its maturity. It takes half damage from any source of Electricity or poison damage, and poisons take twice as long to apply secondary effects.
At 7 HD or more, the Dretch becomes immune to both Electricity and Poison.

Summon Dretch (Su): At 2nd level, 1/encounter, the Dretch may summon another Dretch with HD equal to its own -1; the summoned Dretch loses this ability for the duration of its summoning.
----
Transformation: The Abyss is a vast and infinite place of despair; most Dretch live their pitiful lives in terrible or unwinnable situations. But with so much space, a rare few manage to find a means to transcend their form into a newer, better demon. This transformation takes anywhere from a couple days to several months, depending on the power it gains. Regardless, the Dretch retains whatever HD, BaB, Saves & skills it's gained as well as its Telepathy, SLAs, and Resistance.

The Dretch loses its Lesser Body (including DR and Natural Armor), its Natural Weapons, Foul Nutrition, Play Dead, Summon and Transformation qualities, all of which are replaced by the new Demon and its traits as it takes the first level from the class below:

Demonhive (infestation)
Jovoc
Arrow Demon
Succubus
Bebilith
Marilith
Sorrowsworn
Death Drinker
Balor

3
Oslecamo's Improved Monster Classes / Battlebriar
« on: August 07, 2018, 04:35:57 AM »
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HD: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Power
Points
Max
Power
Level
Powers
Known
1st+1+2+0+0Plant Body, Battle Path, Natural Skill, Thorns 1d651st1
2nd+2+3+0+0Bonus Feat, Graft, Sundering Siege61st2
3rd+3+3+1+1Earth Sense, Natural Stride, Thorns 2d681st3
4th+4+4+1+1Mulch, Light Fortification102nd4
5th+5+4+1+1Restorative Mulch, Thorns 3d6122nd5
6th+6+5+2+2Tree Stride162nd6
7th+7+5+2+2Growth(Large/small), Natural Resistance, Thorns 4d6203rd7
8th+8+6+2+2Natural Force, extra attack243rd8
9th+9+6+3+3Disease Immunity, Thorns 5d6283rd9
10th+10+7+3+3Dispelling Maul324th10
11th+11+7+3+3Improved Battle Path, Thorns 6d6404th11
12th+12+8+3+3Greater Natural Stride, Poison Immunity484th12
13th+13+8+4+4Greater Mulch, Thorns 7d6565th13
14th+14+9+4+4Greater Tree Stride, Critical Fortification645th14
15th+15+9+4+4Extra Attack, Plant Shift 2/day, Thorns 8d6725th15
16th+16+10+5+5Briar Ascension, Greater Augmentation, Growth (huge/tiny)846th16
Skills: Autohypnosis (Con), Balance (Dex), Climb (Dex), Concentration (Con), Craft (Poisons) (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Psionics) (Int), Martial Lore (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
Skill Points equal to 4+Int skills (*4 at 1st level for 3.5).

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Natural Skills (Ex): Battlebriars have innate ability others don't. It gains full ranks (updated every level) in its choice of 2 following skills: Climb (Str), Craft (poisons), Disguise (Cha), Intimidate (Cha), Knowledge (Architecture), Martial Lore (Int), or Move Silently (Dex). Furthermore, its body operates as a natural means of Masterwork equipment for itself (book, lab, tools, etc) for these 2 skills.
NB: the Guardian Battlebriar must choose Martial Lore as one of its Natural Skills.

Psionics: Battlebriars gain power points, Powers Known, and have a Maximum Power Level according to the table above. Below is the list of powers it gains.

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Thorns:Battlebriars are spiny, thorny creatures, so engaging them in close combat is painful at best. Whenever they are successfully grappled or hit in melee combat by a natural weapon or unarmed strike, battlebriars deal their Thorns damage to that creature. These Thorns gain more power according to their Battle Paths.

Battle Path: The Battlebriar must choose a Battle Path. It adds to its Ability Scores, gives a Natural Weapon, adds options for its Thorns effect, and improves with experience.

Hooked (Str): The Hooked Battlebriar is most common, and is used to threaten foes at close range.
  • It gains +1 Str at even levels; at level 16, the Hooked Battlebriar will have -2 Int, +8 Str and +8 Con.
  • It starts with two primary Slam attacks, each dealing 1d6+Str damage. It gains 1 extra primary Slam attack at levels 8 and 15, for 4 primary Slams at 15. These Natural attacks count as Claw attacks instead whenever beneficial.
  • It also starts with Natural Armor Spikes that deals its Thorns damage when maintaining a grapple.
  • Gains +1 to its Natural Armor every 3 levels.
  • Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.

Dashing (Dex): The Dashing Battlebriar focuses on speed and ranged attacks.
  • +1 Dex at even levels; at level 16, the Dashing Battlebriar will have -2 Int, +8 Dex and +8 Con.
  • Uses Dex for attack and damage with Natural Weapons.
  • Gains a Natural Spike Attack, dealing 1d12 + Dex damage. This Spike attack starts with a maximum 60' range, and increases by 10' per HD. Attacks in melee take a -2 penalty to hit. It gains 1 extra primary Spike attack at levels 8 and 15, for 3 primary spike attacks at 15. These Natural attacks count as Claw attacks instead whenever beneficial.
  • As a Standard Action that provokes an AoO, may also make a Breath Attack as a 15' Cone or a 30' line. This attack deals Thorns + Dex Piercing damage to all caught within the area, but they may make a Reflex save to avoid half damage.
    This Breath Attack's range increases by 5' per 2 HD for the Cone and 5' per HD for the Line. It counts as both a Breath Weapon and a Natural weapon.
  • Gains +10' move & +10' move per 5 levels.
  • Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.

Guardian (Con): The Guardian Battlebriar is an imposing defender.
  • The Guardian may only be chosen if it has Martial Lore (or an equivalent skill) as one of its Natural Skills.
  • +1 Constitution at even levels; at level 16, the Guardian Battlebriar will have -2 Int, +16 Con.
  • Gains a 1d12 Slam; for this natural weapon, it uses its Con modifier instead of its Str modifier for attack and damage. It gains 1 extra primary Slam attack at levels 8 and 15, for 3 primary slams at 15.
    (It does not apply Con to atk/dmg to any other natural weapons it gains from other sources).
    These Natural attacks count as Claw attacks instead whenever beneficial.
  • The Guardian may choose to forgo all Standard and Full-round Attacks and to reduce its Movement speed to 0 to adopt the Mountain Tower stance (below), which counts as a Martial Stance with an IL equal to the Battlebriar's HD.
  • Mountain Tower Stance (Ex): Whenever the Guardian would be hit by an attack that deals any of Bludgeoning, Piercing or Slashing damage, the Guardian rolls its Thorns effect and adds its Con modifier. The attacker's damage of these 3 types is reduced by this total amount (to a minumum of 0), and the attacker takes Piercing damage equal to the roll's total.
    Secondly, its reach becomes difficult terrain, and it can make a number of Opportunity Attacks equal to 1+its Strength bonus.

    This stance is a stationary and reactionary stance. Thus, if the Guardian moves by another means, such as through its Tree Stride ability, this stance ends and it must wait 1 round to enter it again.
    Likewise, if the Guardian uses a Standard or Full-Action to make an attack, including another martial maneuver that requires a Standard or full-round-action, it immediately loses the stance's benefit before this attack or series of attacks resolve and it must wait 1 round to enter the stance again.
  • The Guardian gains a 10' reach with its Natural Weapons.
  • Your Manifesting stat is your choice of Int, Wis, or Cha. This selection remains fixed.

Bonus Maneuver: At 2nd level, the Battlebriar gains 1 feat of its choice from Improved Trip, Precise Shot, or Stand Still. It does not need to meet prerequisites for this choice. Alternatively, it may elect to gain Improved Grab.

Graft (Ex): Beginning at second level the Battlebriar can mend some of its own wounds with a Standard-action Touch; it has a Daily-use healing pool equal to 2* its HD * its Con modifier, and you can spread this healing out among several uses. This healing may also be used to heal other creatures of the Plant type as long as you Touch them.

Sundering Siege (Ex): Originally created as siege weapons, Battlebriars excel at breaking barriers. Natural Weapons it uses to make Sunder attacks bypasses Hardness and also applies Thorns damage to these attacks. The Battlebriar may choose to *not* apply these benefits when making an attack, however, if it doesn't wish to risk destroying valuable objects.

Earth Sense (Ex):the 3rd level, as long as it touches the ground, it can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. It cannot pinpoint the location of any creature with this feat. The Battlebriar gains a +10' bonus to this sense for every 3 HD it gains (30' at 6hd, 40' at 9, etc).
This ability counts as the Earth Sense feat from Races of Stone, and counts as a prerequisite for other feats that require Earth Sense (Earth Power, etc).+

Natural Stride (Ex): At 3rd level, the Battlebriar gains Trackless Step and Woodland Stride.

Light Fortification (Ex): The Battlebriar of 4th level has a 25% chance to negate critical hits, Sneak Attacks, or Skirmish attacks. This ability is lost if the Battlebriar wears any Light, Med or Heavy armor.

Mulch (Ex):Beginning at 4th level, the Battlebriar may consume the bodies of fallen creatures to restore some of its own vitality. The Battlebriar may expend either 12 Hitpoints or 5 PP to affect up to 2x its Hit Dice of creatures within its physical reach. The bodies decompose at an extremely accelerated rate, and after 1 minute's time, they restore Xd8 HP and X Power Points to the Battlebriar, where X is equal to the total Hit Dice of creatures consumed.
It can only restore PP from slain foes with at least 10 CR or the Battlebriar's HD-3.

At level 5, the Battlebriar may instead use 5 HD of creatures to gain 1 use of Lesser Restoration, like the spell.

Tree Stride (Sp):Beginning at 6th level, the Battlebriar gains Tree Stride, as a spell-like ability, 1/day per 2 HD. Its caster level = its HD.

At 14th level, this ability improves Greater Tree Stride, which increases its range to 6 miles to any kind of tree.

At 20 Hit Dice, the Battlebriar may use this ability an unlimited number of times per day, and can travel up to 100 miles in a single Stride.

Growth (Ex): At 7th level, the Battlebriar has enough experience to grow. It may choose to increase or decrease its size by 1 stage; this choice remains permanent.
The Battlebriar gains another such growth at level 16.

Natural Resistance (Ex): At 7th level, the Battlebriar gains its choice of either Spell Resistance or Power Resistance equal to 11+ its HD.

Natural Force (Ex):At 8th level, the Battlebriar can overpower [Force] effects. Any attack the Battlebriar makes or Power it manifests bypasses [Force] effects and spells such as Wind Wall that simply negate ranged attacks. Finally, it cannot be contained by [Force] effects such Forcecage or Wall of Force, etc.

Dispelling Maul (Su): At 10th level, the Battlebriar gains the power to undo magic with its attacks. It may spend 10 PP to grant its Natural Attacks a Dispel effect for 1 minute. During this time, any creature or object it hits with its Natural Attack is subject to a Greater Dispel Magic effect, where the Battlebriar's Effective Caster Level is equal to its Manifester Level. This ability ONLY applies to Natural Attacks gained through either this class' abilities or by its own acquired Psionic Powers; it may, of course, benefit from an improved Manifester Level through other classes.

Improved Battle Path (Ex): At 11th level, the Battlebriar greatly advances the utility of its Battle Path.
Hooked: The Hooked Battlebriar's Natural Armor score becomes Deflection AC.
It also gains a Trample Attack that deals half its Thorns value (3d6 at 11), rounded down, plus its Strength modifier.

Dashing: The Dashing gain it choice of 4 abilities. It may gain each choice more than once, doubling the base effect: A +10 bonus to its move speed; a Swim Speed equal to half its move speed; a Burrow Speed equal to half its move speed; Move 1x its Speed as a Swift Action at a cost of 2 PP. These choices may be exchanged only upon a level-up.

Guardian:The damage Dice of the Guardian's Thorns are affected by Size Increases. The Guardian may also move up to half its base move speed or use Tree Stride without exiting its Mountain Tower Stance.

Greater Natural Stride (Ex): At 12th level, the Battlebriar ignores any terrain penalties, even magically-altered terrain, including movement penalties and damage effects from terrain, and adds +10 to any Survival check intended to track it. Furthermore, it gains a bonus equal to its hit dice to resist any [Divination] or [Scry] effect that would be used to track it.

Poison Immunity (Ex): At level 12, the Battlebriar becomes immune to all poisons.

Greater Mulch (Ex):At 13th level, the Battlebriar can recover from almost any malady with time and resources. It may expend either 36 hitpoints or 15 Power Points to affect up to 3x its Hit Dice of creatures within its physical reach. The bodies decompose and after 10 minute's time, the Battlebriar gains 1 effect of its choice per 10 Hit Dice of bodies effected: 1) it may restore lost limbs and hitpoints as if it had Regneration 1 for the last 10 minutes (this does not allow self-replication; severed parts become mulch); 2) it gains 1 use of Greater Restoration like the spell; 3) it gains the benefit of a Full Rest. This third option (full rest) may only be used once a week.

Critical Fortification (Ex): The Battlebriar of at least 14th level negates all critical hits, Sneak Attacks, and Skirmish attacks. This ability is lost if the Battlebriar wears any Light, Med or Heavy armor.

Plant Shift (Sp)Twice a day at 15 HD, the Battlebriar may use Plane Shift like the spell, except that it arrives within range of another plant (or Plant-type creature) instead of an "intended destination." If the plane of choice has no plant life, the Battlebriar cannot Plant Shift there.

Battlebriar Ascension (Ex)At 16th level, the Battlebriar is ready for terrible forays. First, it may act as if under a continuous Freedom of Movement effect, and it gains immunity to effects that would block extradimensional travel such as Dimensional Anchor.
Second, It may use its Dispelling Maul ability even under an Antimagic Field, and its Natural Attacks may be chosen to instead gain a Disjunction effect with a bonus to dispel Antimagic Fields equal to its HD.

Greater Augmentation (Ex): When the Battlebriar manifests a power, it may choose to spend double the Power Points for any single instance of Augment and double that augment's effects and bonuses or increase/decrease the augment's non-numeric bonuses by 1 stage. E.G: It could spend 12 points to Augment Expansion and gain 4 size categories instead of 2 and gain appropriate Str/Dex adjustments (double); it could spend 12 points to Augment Expansion and manifest it as an Immediate Action (swift downgrades to Immediate); or it could spend 4 Power Points and change its duration to 1 hour per level (10 minutes increases to 1 hour).

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3/20/20 edit: Guardian should be forbidden all Special attacks in Mountain Tower; it just shouldn't take Std/Full actions there.

4
Oslecamo's Improved Monster Classes / Arrow Demon
« on: March 28, 2018, 06:54:40 PM »
Arrow Demon

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HD: d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Ability Score
Increase
1st+1+2+2+0Tanar'ri Body, Resistance, Arrow Works, Fiendish Archer, Symmetrical Archery (-2)+1 Dex
2nd+2+3+3+0Combat Archery, Uncanny Dodge, Summon Fiends +1 Str
3rd+3+3+3+1Arrows from Hell, Telepathy+1 Dex
4th+4+4+4+1Arrow Works (silver/cold iron/Adamantine), Symmetrical Archery (-1), Summon Fiends II+1 Str
5th+5+4+4+1Arrows from Hell, Dimension Door 1/day (objects only)+1 Dex
6th+6+5+5+2Spell Resistance, Volley, Summon Fiends III+1 Str
7th+7+5+5+2Arrows from Hell, Symmetrical Archery (-0), Oversized Weapons, Improved Summons+1 Dex, +1 Str
Skills: Balance (Dex), Bluff (Cha), Climb (Dex), Craft (Int), Concentration (Con), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Spot (Wis), Use Magic Device (Cha)
Skill Points equal to 6+Int skills (*4 at 1st level)

Tanar'ri Body:The Arrow Demon is an Outsider with the demon subtype. It gains the following:
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Updates:
12/3/19: Updated table to reflect changes in Dimension Door. Revised the ability to allow optional carry at 11th, and improves at 18.
12/4/19: Added Knowledge (Religion) to its skills & made it (loosely) required for summoning. Otherwise, the Arrow Demon won't know *what* it's summoning.
12/18/19: Removed summon list. Revised arrow-crafting options.
12/19/19

5
Oslecamo's Improved Monster Classes / Ruin Chanter & Ruin Elemental
« on: September 27, 2017, 05:11:12 PM »
Ruin Chanter
(Monster Manual V pg 132-133)

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HD:d6
Level Bab Fort Ref Will FeatureAbility Score Increase
1+0 +0+2+2Fey Body, Archaic Knowledge, Word of Breaking,
Ruinous Music 1/day/HD, Projection, Curse Song
+1 Cha
2+1 +0+3+3Armor of Music, Focus on Architecture+1 Dex
3+2 +1+3+3Inspire Incompetence (-2)+1 Cha
4+3 +1+4+4Call from the Ruins+1 Dex
5+3 +1+4+4Command (1)+1 Cha
6+4 +2+5+5Spellbreaker Chant+1 Dex
7+5 +2+5+5Spell Resistance+1 Cha
8+6 +2+6+6Inspire Incompetence (-5)+1 Dex
9+6 +3+6+6Command (2)+1 Cha
10+7+3+7+7Inspire hatred+1 Dex
11+8+3+7+7Will not be Silenced+1 Cha
12+9+4+8+8Command (3)+1 Dex
13+9+4+8+8Inspire Incompetence (-7)+1 Cha
14+10+4+9+9Song of Shattering+1 Dex, +1 Cha
Skills:6+int modifier per level, x4 if taken at first level.
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Hide, Jump, Intimidate, Knowledge (architecture and engineering), Knowledge (History), Knowledge (nobility and Royalty), Move Silently, Perform (Chant), Perform (Oratory), Perform (Poetry), Perform (Sing), Search, Spellcraft, Spot, Survival.

Weapons and Proficiencies:
The Ruin Chanter has the exact weapon and armor proficiencies as the Bard. However, since it does not cast spells, the Ruin chanter does not gain cast Arcane spells in Light armor without Arcane Spell Failure.

Ability Score Increases: The Ruin Chanter gains +1 Cha at odd levels, +1 Dex at even levels, and at level 14, it gains an additional +1 Cha for a total of +7 Dex and +8 Cha.

Fey Body
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Features:

Archaic Knowledge : Every Ruin chanter has a special knowledge pertaining to the past and antiquity. It takes a knowledge check with a bonus equal to its Ruin Chanter level + its Intelligence modifier to see whether it knows some relevant information about ancient notable people, legendary items, or what used to be in places before now.

Word of Breaking (Su): Ruin chanters know how to disrupt just about anything. As a Standard Action, the Ruin Chanter may utter a baleful word with a suitable gesture. It makes a Ranged Touch attack that, upon a hit, deals 1d8+Cha bonus Sonic damage. This damage increases by 1d8 every 3 HD the Ruin Chanter has.
This ranged attack provokes an Attack of Opportunity just as a spellcaster producing a spell would.
The range for this ability is 25' +5'/HD; at level 11, this ability's range improves to 100' +10'/HD

Ruinous Music (Su): Ruin Chanters weave suffering and tragedy into the world from their musical performance. Once per day per hit die, it can use its song or poetics to produce magical effects on those around him (to any it desires, usually its enemies). While these abilities fall under the category of music and the descriptions discuss chanting or playing music, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, or any spoken performance. Each ability requires both a minimum Ruin Chanter level and a minimum number of ranks in the Perform skill (of some vocal performance) to qualify. Each technique of Ruinous music takes 1 daily use unless otherwise specified.

Ruinous Music counts as Bardic Music for purposes of qualifying for feats and Prestige Classes. It therefore also benefits from feats such as Extra Music, Lingering Song, and so on.


Projection (Ex): Ruin Chanters are feared for their ability to project their voice. A normal use of their Ruinous Music has a Medium-range emanation: 100' +10' per Ruin Chanter HD. However, the Ruin Chanter can opt to Project its music to Long Range (250' +25'/HD) if it expends an extra use of its Ruinous Music and takes 1 point of Constitution damage. This Con damage can only be cured by natural (non-extraordinary/magical/psionic/supernatural) means.
The range of any ability is of course still subject to further change, such as by the Resounding Voice spell.

Curse Song (Su): A Ruin Chanter with at least 1 rank in Perform may apply baleful magic to all it desires. Those that hear this performance take a -1 penalty to Damage rolls, Fortitude saves, Will saves, and AC. This penalty increases by -1 for every 4 HD the Ruin Chanter has (-2 at 4, -3 at 8, etc).
This song persists for as long as the Ruin Chanter sings it and 5 rounds thereafter.

Inspire Incompetence (Su): A 3rd level Ruin Chanter with 6 ranks in Perform may choose to make it more difficult for those around him to accomplish tasks. Anyone that can hear this spoken chant takes a -2 competence penalty to all skill checks, Reflex Saves, and Initiative. The Ruin chanter may choose to exclude any it wishes from this powerful dirge. This penalty increases by 1 every 3 levels (-2 at 6, -3 at 9, etc).
This performance can last for as long as the Ruin chanter concentrates, for up to 2 minutes.

Command (Sp): A Ruin Chanter of at least 5th level and 8 Perform ranks may spend a use of Ruinous Music to affect a single creature already afflicted by its Curse Song with a Command, like the spell, except that it must be within hearing range of the Chanter. At higher levels, the Chanter may Command multiple creatures affected by its Curse Song.

Spellbreaker Chant (Su): A 6th-level Ruin Chanter with at least 9 ranks in Perform may take use of its Ruinous Music to make magic difficult to cast in its area. Any spell cast or power manifest within range of this song has a 25% chance of failure, plus 5% of failure per bonus of Cha, to a maximum of 80%. Like other songs, if the Ruin Chanter stops concentrating on the song, it will only linger for 5 rounds after he stops his chant.
This ability does not stack with the Spellbreaker Song feat from Complete Mage, pg 35.

Song of Shattering (Su): A 14th level Ruin Chanter with at least 17 ranks in Perform may expend uses of its Ruinous Music to play this unearthly tune. It has two options with this performance.

First, it may expend 4 uses of Ruinous Music to cause damage to a (non-living) object up to 200# per Hit Die the Ruin Chanter has. It focuses its music into the object, which takes 1d12+Charisma Modifier sonic damage per HD of the Ruin Chanter; this damage bypasses all hardness and Damage Reduction.

Second, it may expend 1 use of Ruinous Music to use Greater Dispel Magic[/i], as the spell, except that it does not provoke Attacks of Opportuity to use, it affects both Magic and Psionics; and you use a Perform check to make the Dispel Check.

Ruin Chanters and Ruin Elementals are immune to the effects of this ability.



Armor of Music (Ex): Beginning at level 2, the Ruin Chanter draws resilience from the mystical energies it procures. The Ruin Chanter gains a Racial bonus to its Armor Class equal to its Charisma modifier.

Focus on Architecture: As long as the Ruin Chanter has 5 ranks in both Knowledge (Architecture & Engineering) and Knowledge (History), it gets a +3 bonus to each skill. As long as it has 13 ranks in each skill, it gains a +10 bonus to both of them and whenever it rolls a skill check for either skill, it rolls twice and takes the better result.

Call from the Ruins (Ex): At level 4, if it has at least 5 ranks in all of Perform, Knowledge (history) and at least 5 ranks in Knowledge (Architecture & Engineering), the Ruin Chanter can begin great mastery of its domain. Once per week, it may take an hour-long ritual. It talks of the sorrow and loss from the past; of the terrors yet to come; of the uselessness of the struggles of man and how it stands upon the folly of men and all in-between. For this hour, a storm rages (See DMG pg 94), and it is unquenchable, even by magical spells such as Control Weather. However, the Ruin Chanter does not take damage from a storm conjured by this ritual.

At the end of the hour the storm abates, and the Ruin Chanter must make either a Knowledge (History) or a (Architecture & Engineering) check, its choice. A Ruin Elemental appears with Hit Dice equal to 1/3 its total check, ready to do the ruin chanter’s bidding (but if its check is lower than a 3, then no Elemental appears). Since the ruin elemental serves the ruin chanter until the elemental is destroyed, it’s possible for a ruin chanter to have more than one ruin elemental serving it.
A Ruin Chanter may only control 2 HD of Ruin Elemental for every 3 HD it has. If one of its Elementals grows in HD beyond its capacity to control it, it may choose which one to keep control of. These freed Elementals are likely to remain friendly to the Ruin Chanter that brought it into sentience; however, this is entirely up to GM discretion.
Finally, a Ruin Elemental is treated as if it were a Humanoid, not an elemental, in regards to any ability of the Ruin Chanter's that is Mind-affecting.

Spell Resistance (Ex): A Ruin Chanter's music and its tendency to break things around it eventually translated its body into one with magical resistance. At 7th level, it gains SR equal to 12 + its  total HD.

Inspire Hatred (Su): At 10th level, with 13 ranks in Perform, the Ruin Chanter can evoke hatred in a single living creature within 30 feet that has an Intelligence score of 3 or higher. At 12th level and every 3 levels thereafter, it may affect an additional creature (two creatures at 12th level, three at 15th, four at 18th, etc). To inspire hatred, you must sing, speak, or perform, and the target must hear you. The target is entitled to a Will save (DC 10 + 1/2 your total HD + your Cha modifier) to resist this mind-affecting ability. The effect lasts for as long as the target hears you and for 5 additional rounds thereafter.
    An affected creature develops an unreasoning hatred of another creature that you indicate. The affected creature  attacks the object of its hate as directed, to the exclusion of other opponents. If the affected creature is attacked, it can defend itself as normal, but as soon as possible, it resumes attacking the object of its hate.  Creatures compelled to attack an ally can attempt a new Will save each round to break free from this supernatural effect.

Will not be Silenced (Ex): Beginning at 11th level, a Ruin Chanter's abilities are immune to spells, powers, and effects like Silence that would otherwise suppress and prevent sound in their areas of effect.

6
Oslecamo's Improved Monster Classes / Thyrm Hound
« on: January 25, 2016, 09:02:01 PM »
Thrym Hound
A PrC for the Winter Wolf


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Level
Base
Attack Bonus
Increase
Fort
Save
Increase
Ref
Save
Increase
Will
Save
Increase

Special
Ability Score
Increase
1st
+1
+1+1+1Frozen Metabolism, Ice Walker, Pierce Resistance 10
-
2nd
+1
+0+0+0Aura of Cold, Sleet Storm 1/day/HD+1 Con
3rd
+1
+1+1+0Jump through Ice, Pierce Resistance 20 +1 Str
4th
+1
+0+0+1Growth, Freezing Glare 4/day+1 Con
5th
+1
+1+1+0Frost Fever, Pierce Resistance 30+1 Str
6th
+1
+0+0+0Powerful Build, Bilzzard 2/day+1 Con
7th
+1
+1+1+1Freezing Fog, Pierce Immunity+1 Str
Skill Points: 4 + Int mod / level.
Class Skills: Balance, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim.
The Thrym Hound has following Body and Class Features, as well as the features from the Winter Wolf.
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7
Oslecamo's Improved Monster Classes / Remmanon
« on: December 17, 2015, 05:53:52 PM »
Remmanon

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Restrictions: The Remmanon is a being of dissonance and personifies the qualities of jealousy, greed, and lust. Nearly all Remmanon are Lawful Evil, but they could be Neutral Evil, Chaotic Evil, or even Lawful Neutral.


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Ability Score
Increase
1st+0+2+2+2Infernal Body, Detect Thoughts, Deception, Hellfire Touch+1 int/wis/cha
2nd+1+3+3+3Charm 3/day, Control Emotions, Invest Object+1 Con
3rd+1+3+3+3Disguise Self 1/day/HD, Suggestion+1 int/wis/cha
4th+2+4+4+4Extreme Comfort, Summon Fiends II+1 dex
5th+2+4+4+4Effortless Thoughts, To the Skies, Scrying 3/day+1 int/wis/cha
6th+3+5+5+5Spell Resistance, Alter Self 3/day, Summon Fiends III+1 Con
7th+3+5+5+5Invest Favor, Telepathy+1 int/wis/cha
8th+4+6+6+6Devil's Tongue, Summon Fiends IV+1 dex
9th+4+6+6+6Alter Form+1 int/wis/cha
10th+5+7+7+7Pierce Resistance, Summon Fiends V+1 Con
11th+5+7+7+7Greater Scrying, Insidious Aura+1 int/wis/cha
12th+6/+1+8+8+8To the Skies (perfect), Summon Fiends VI+1 dex
13th+6/+1+8+8+8Greater Teleport 3/day+1 int/wis/cha
14th+7/+2+9+9+9Summon Fiends VII, Improved Summoning+1 Con
15th+7/+2+9+9+9Profane Power, Quicken Teleport+1 int/wis/cha
Skills: Bluff (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (each taken separately) (Arcana) (nobility and Royalty) (Religion) (The Planes) (Psionics) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex)
Skill Points equal to 6+Int skills (*4 at 1st level for 3.5)

Infernal Body
The Remmanon is an outsider with the Devil subtype. It has the following characteristics:
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8
Oslecamo's Improved Monster Classes / Caryatid Column
« on: November 24, 2015, 07:13:28 AM »
    Autonomous Caryatid Column
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    Table: (Autonomous) Caryatid Column
    LevelBaBFortReflWill
    Special
    Ability Score
    Adjustment
    Maneuvers
    1st+1+2+0+0Marble Body, Column Form, Bonded Weapon, Stony Initiate (maneuvers)+1 Str +1 DexLesser Spirit Floes, Vigilant Watcher (Stance)
    2nd+2+3+0+0Mens Sana, Earth Glide+1 PhysStony Sacrifice
    3rd+3+3+1+1 Crystal Touch HD/day+1 Str +1 DexMarble Deflection, Flowstone Stride
    4th+4+4+1+1Earth Mettle, Crystal Reformation+1 PhysGranite Splinter
    5th+5+4+1+1Chiseled Body, Opal Surge 1/day/2HD+1 Str +1 DexStrike to Earth, Spirit Floes
    6th+6+5+2+2Damage Reduction, Combat Reflexes+1 PhysOne with the Earth (Stance)
    7th+7+5+2+2Earth Stride 4/day, Opalescence+1 Str +1 DexCloud of Loam
    8th+8+6+2+2Shards of Granite, Stony Initiate (Progression), Superiority of Earth+1 PhysSeismic Push
    Hit Die: 1d10
    Class Skills (4+Int per level, x4 at 1st level): Balance, Bluff, Concentration, Disguise, Intimidate, Jump, Spot, Martial Lore, Perform (Dance), Sense Motive, Tumble.
    PF Class Skills (4+Int per level): Acrobatics, Bluff, Disguise, Intimidate, Knowledge (Martial), Perform (Dance), Perception, Sense Motive

    Weapon and Armor Proficiencies: All simple weapons + 1 Bonded Weapon, all metal armor. No shields.

    Living Marble:
    • The Caryatid Column's racial levels must be taken from 1st-level to 8th-level. It does not gain other class levels until then; in Gestalt, then, it thus must progress this racial class from 1-8 on one side.
    • The Caryatid Column loses all racial traits and features and gains the construct type with the Marble Humanoid Subtype. These include the following traits:
    • It has a base Medium Size
    • It begins with two 1d4 Slam attacks. These attacks may be used with elbow, knee, foot, etc, even if its hands are occupied (such as by a weapon), but if made in conjunction with a weapon, they are considered Secondary attacks.
    • Sturdy: The Caryatid gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, etc).
    • It has a base land speed of 25 ft; this does not decrease with a heavy load or heavy armor.
    • Low-light vision and Darkvision out to 90 feet
    • d10 hit die.
    • It starts with Natural Armor equal to 3+its racial Hit Dice.
    • Unlike standard constructs, it has a combative, responsive and tough body and thus has good Base Attack Bonus and good fortitude saving throw.
    • A Caryatid Column has a Marble Humanoid subtype (Essentially the same as Warforged).
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    Ability Score Adjustment: The Caryatid Column gets +1 Str and +1 Dexterity at each odd level, then +1 to a single Physical score (Str, Con, or Dex) at each even level of this class; this secondary choice remains fixed.
    At 8th level it has +4 Str, +4 Dex and another +4 to either Str, Dex or Con.

    Column Form (Ex): When at rest, a caryatid column may take the form of a simple column of stone. This column is about 1.5 feet in diameter and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Changing forms is a free action once per round. The Caryatid remains perfectly aware of its surroundings while in Column Form, and it is not considered flat-footed.
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    Bonded Weapon: The Caryatid Column may train with a weapon for 1 hour to Bond with it. This done, it gains proficiency with the weapon, and it may retrain any weapon-specific feats to this item, like a Warblade's Weapon Aptitude. Finally, this Bonded Item also gains the properties and bonuses listed below.
    • At first level, it becomes a Masterwork weapon.
    • At level 3, it gains a +1 magical enhancement; this improves by +1 per 4 levels.
    • At level 5, this weapon becomes Adamantine.
    • At level 6, it gains a single +1 enchantment of the player's choice. At level 9 this improves to a +2 bonus, and improves by +1 total every 3 levels beyond that (12, 15, etc). These weapon enchantments may be changed and/or swapped at the end of a Long Rest or 1 hours' meditation. The weapon cannot carry higher than a +5 total enchantment level until 21st level.
    • The Bonded Weapon is always considered a Martial Discipline weapon for the sake of feats, maneuvers, and relevant class abilities.
    • If a caryatid column needs both hands free, it can stow this weapon by simply pressing it against it's back or side: the weapon then merges with the caryatid column's body and can be retrieved by the caryatid column as any character would draw a weapon.
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    Stony Initiate (Ex): Beginning at 1st level, the Caryatid Column becomes an initiator with their own set list. These maneuvers are considered readied until expended; when the Caryatid initiates a maneuver from this list, it expends that maneuver for 2 rounds, after which it is ready again.
    (NB: I have given an alternate Tome of Battle and Path of War list under the ACF spoiler.)

    Finally, the Caryatid Column, as a creature of stone, does not need to touch the ground to use Stone Dragon maneuvers; after all, it is its own natural source of stone.
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    Mens Sana (Ex): In corpore sanam. At 2nd level, the Caryatid Column adds the better or its Str or Dex modifier to its Will saves. This ability does not stack with a Paladin's Divine Grace ability or other like abilities.

    Earth Glide (Ex): At 2nd level, it gains the ability to move through sand, stone and earth at 20' per round with perfect maneuverability, and thus also takes no falling damage from landing on sand, earth and stone. When moving through earth and stone, it can see through these substances if more than half its body is submerged or if its head is submerged, and at half its standard Darkvision range. After spending a number of rounds equal to your character level + your Str modifier in the medium you must exit the medium, or be shunted to the nearest open space.

    Crystal Touch (Ex): Beginning at 3rd level, if a creature would be hit by one of the Caryatid's attacks, the Caryatid may choose to activate this ability. The touched creature must make a Reflex save against a DC of 10 + the damage that would be dealt (the opponent does not actually take damage). If the creature fails its save, it must halt its movement (if any) immediately and it loses its ability to move until the end of its next turn.
    The Caryatid Column may use this ability once per day per Hit Die it has, and may only apply this effect once per attack. This ability may be applied to almost any attack made, including an AoO or an attack made as part of a maneuver, and is used to replace all of the damage from that action.
    NB: Crystal Touch counts as a Combat Maneuver
    At 11th level, the Caryatid may expend a single use of Crystal Touch to apply this effect to each attack made with a Full Attack action or a maneuver that allows multiple attacks.

    Earth Mettle (Ex):Beginning at 4th level, if the Caryatid Column makes a successful Will or Fortitude saving throw that would normally reduce the spell or power's effect, she suffers no effect from the spell/power at all. Only those spells/powers with a Saving Throw entry of "Will partial," "Fortitude half," or similar lines can be negated through this ability.

    Crystal Reformation (Ex): At 4th level, the Caryatid Column gains the Fast Healing ability when in Column Form, equal to the better of its Str or Dex modifier per hour. At the end of 8 hours spent in Column form, the Caryatid Column may also expend all of its remaining Opal Surges (see below) to regain additional HP before its abilities refresh for the day.
    At 13 HD (RHD + class HD), the Caryatid Column can reform lost limbs when in Column Form. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached parts become inert Marble that then disintegrate to ultra-fine powder once the limb has fully reformed.

    Chiseled Body (Ex): At 5th level, the Caryatid Column gains the following benefits:
    • Its natural slam attacks may all be enchanted as Masterwork items per slot.
    • Its body may carry armor enchantments; it functions as a Masterwork set of armor.
    • The Bonded Weapon may also carry Weapon Crystals at an additional 110 GP per crystal, as the nature of the weapon requires a superior-grade crystal.

    Opal Surge (Ex): Beginning at 5th level, your enduring spirit and powerful form allow you to overcome almost anything to defeat your enemies. As a move-equivalent action, choose one of the following effects: You immediately regain HP equal to your Str modifier multiplied by your total Hit Dice; or end one spell, effect, or other condition currently affecting you and with a duration of 1 round or more rounds. You may use this effect even if you cannot currently perform a move action (such as if you are immobilized, dazed, etc), but it takes the time of a move action.
    This ability cannot free the Caryatid from effects that can only be broken by Limited Wish, Miracle, or other like spells such as Geas/Quest
    You may use this ability 1/day per 2 HD the Caryatid has.

    Damage Reduction: At 6th level, the Caryatid Column gains gains DR 2/- and 6 Resist to Acid, Cold, Electric, and Fire. It gains +1 DR and +3 resist to these elements at levels 7 and 8, to a maximum of DR 4/- and resist 12 (a/c/e/f) at level 8.[/spoiler]

    Feats: The Caryatid Column receives bonus feats with its progression. At 6th level, it gains Combat Reflexes, and at 8th level it is granted the Shards of Granite tactical feat (see below). If it already has these feats when it would acquire them, it gains the player's choice of a feat it qualifies for instead.

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    Earth Stride (Su): Beginning at 7th level, the Caryatid Column may, as a move action, meld into any stone or earth and emerge through another source of stone or earth up to a distance of 100ft +10ft/HD away. This ability may be used up 4 times per day. This is a supernatural effect but not a teleportation effect: it may thus be used if the Caryatid is under the influence of a Dimensional Anchor, but not under an Antimagic Shell or if trapped within a Forcecage.
    At 12th level, it gains 8 uses/day and may expend 2 daily uses of this ability to use it as a swift action.
    At 20th level, she may use this ability once/round as Free Action and gains unlimited uses/day.

    Opalescence (Ex): At 7th level, the Caryatid Column becomes something beyond a mere magical marble statue: it becomes one of true grace and wonder.
    It gains a +10 perfection bonus to all Balance checks, a +10 to all Perform (Dance) checks, and may use Dexterity as its skill modifier instead of Charisma for the latter skill. For pathfinder, this would mean a +10 to Acrobatics checks related to balance.
    These skill bonuses increase to a +20 at level 12, and a +30 bonus at level 20.

    Stony Initiate (Progression) (Ex): At the end of its racial progression, the Caryatid Column's 8 racial levels count as an effective 8 initiator levels when learning or initiating maneuvers and stances for 1 standard Martial class (Non-PrC class).

    Superiority of Earth (Ex): At level 8, the Caryatid Column does not take falling damage.
    At level 17, the Caryatid Column halves damage from all wood, crystal and metal, including special ones such as Greensteel, and also halves any acid damage it would take. Spells, powers and effects that include these types or substances as damaging vectors are subject to this incredible resistance.


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    9
    Introduce Yourself / ~Corvus~
    « on: November 24, 2015, 06:33:44 AM »
    My name is ~Corvus~ Nice to meet you, fellow thread-searchers.
    Favorite games: Diablo 1 (D2 isn't bad, but meh), Crono Trigger, Planescape Torment.
    Non-gaming: Girlfriend, gym, volunteering, running.
    I live in CA, USA.

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