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461
Oslecamo's Improved Monster Classes / Anaxim
« on: November 08, 2011, 05:03:56 AM »
Anaxim

HD:d10
LevelBABFortRefWillFeatures
1   +0   +0   +0   +0   Apocalyptic Engine, Electricity Discharge, Multi-Purpose Arms
2   +1   +0   +0   +0   Divine Construction, Rend, Str +1, Cha +1
3   +2   +1   +1   +1   Ancient Senses, Defensive Plating, Str +1
4   +3   +1   +1   +1   Bolter Guns, Minor Divine Artifice, Cha +1
5   +3   +1   +1   +1   Heliblades, Inspired Design, Str +1
6   +4   +2   +2   +2   Lesser Divine Artifice, Cha +1
7   +5   +2   +2   +2   Axiomatic Defense, Sonic Blast, Str +1
8   +6/+1   +2   +2   +2   Never Stoping Machine, Cha +1
9   +6/+1   +3   +3   +3   Divine Artifice, Divine Construction, Str +1
10   +7/+2   +3   +3   +3   Pneumatic Pummeler, Platings of Mass Defence, Cha +1
11   +8/+3   +3   +3   +3   Unfinished Protocols, Str +1, Cha +1
12   +9/+4   +4   +4   +4   True Sight, Str +1, Cha +1
13   +9/+4   +4   +4   +4   Weapons of Mass Destruction, Str +1, Cha+1
14   +10/+5   +4   +4   +4   Iron Companion, Channel the Machine, Str +1, Cha +1
15   +11/+6/+1   +5   +5   +5   Impossible Design, Master’s Divine Artifice, Str +1, Cha +1
16   +12/+7/+2   +5   +5   +5   Drill Trough, Str +1, Cha+1
17   +12/+7/+2   +5   +5   +5   Determining Blow, Str +1, Cha+1
18   +13/+8/+3   +6   +6   +6   Supreme Divine Artifice, Str +1, Cha +1
19   +14/+9/+4   +6   +6   +6   Metal Vengeance, Str +1, Cha +1
20   +15/+10/+5   +6   +6   +6   Apocalyptic Drive, Undivine Spark, Str +1, Cha+1
21   +15/+10/+5   +6   +6   +6   Potential unleashed, Str+1, Cha+1.
22   +16/+11/+6   +7   +7   +7   Ghost in the Machine, Str+1, Cha+1.
Class Skills (2+ Int Modifier, quadruple at first level): Class skills are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession(Wis), and Swim (Str)

Proficiencies: Anaxim are proficient with their natural weapons only.

Features:


Apocalyptic Engine: An Anaxim loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:
(click to show/hide)

The Anaxim is a medium sized construct with a roughly humanoid body (two arms, two legs, head), base speed 40 feet, and is under effect of a permanent Nondetection effect with a Caster Level equal to its HD.

It also gains a bonus to its Nat armor equal to 2+Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Multi-Purpose Arms: As a swift action the Anaxim can reconfigure one or both of its hands into Slams, drills or Spinning Blades, these are primary natural weapons that deal 1d8 + Str modifier Bludgeoning//Piercing/Slashing damage respectively. Further, the slams count both as natural and as manufactured weapons for the purpose of spells. The Anaxim can have one hand configured into a slam and another hand configured into a spinning blade if it so wishes, both attacks are treated as primary. They can also be permanently enchanted as normal weapons provided the Anaxim finds a willing spellcaster to do it and is present for the whole process.

Electricity Discharge: At 1st level, the Anaxim has the ability to unleash a potent electrical discharge from its body as a standard action. This discharge can take the form of either a touch attack or  a touch ray attack with a range of 10 feet per HD. Either way, it deals 1d6 damage per HD.

Divine Construction: At 2nd level the Anaxim gains fast healing and DR/Chaotic and Adamantine both equal to half its HD. It also receives the Lawful subtype and all its attacks count as Lawful and Adamantine for bypassing DR.

Rend:At 2nd level if the Anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals additional damage equal to twice the spinning blade damage plus 1,5 Str mod.

Ability Score Increases: The Anaxim gains a permanent +1 to

Str at all levels except 1, 4, 6, 8, 10.
Cha at all levels except 1, 3, 5, 7, 9.

For a total of +15 Str and +15 Cha at level 20 and +17 Str and +17 Cha at level 22.
 
Ancient Senses: At 3rd level, the Anaxim gains Blindsense with a range of 15 feet per HD and telepathy with twice that range.

Defensive Plating: At 3rd level the Anaxim gains SR equal to 15+HD, plus resistance to fire and cold equal to its HD. It may raise or lower its SR as a free action at any time even if it isn't its turn.

Bolter Guns: At 4th level, the Anaxim adds two Bolter Guns to its arsenal. A Bolter Gun is a built-in ranged weapon with a range increment of 120 feet that deals damage equal to 1d6 +Strength modifier, and counts as both a natural weapon and as a manufactured weapon, including being able to perform iterative attacks if the Anaxim has enough Bab and attacking with them both in a full-attack without penalty. The Anaxim will never run out bolts to fire. In a full attack it can combine its Bolter Guns with other ranged weapons, but not melee attacks.

The Bolter Guns can also be used to perform bull rush, trip, disarm and sunder attempts at range (in the case of the bull rush, the anaxim doesn't move, but can still push the target more than 5 feet if it beats the enemy result by enough). Opponents cannot react unless they're threatening the Anaxim. They can also be permanently enchanted as normal weapons, provided the Anaxim finds a willing spellcaster to do it and is present for the whole process.

At 8 HD and every 4 HD thereafter the Anaxim gains a new Bolter Gun.

Minor Divine Artifice: Starting at 4th level, the Anaxim gains the power to ignite the latent divine power within itself to imitate magic, gaining the power to cast spell-like abilities. Any save DCs for the Anaxim's SLAs are equal to 10+1/2HD+Cha modifier.

At 4th level, the Anaxim can use Blur and Invisibility once per day per HD.

Heliblades: Starting at 5th level, the Anaxim gains a fly speed equal to 10 feet per HD, with perfect maneuverability.

Inspired Design:
At 5th level the Anaxim's spinning blades/slams now deal damage as if the Anaxim was one size category larger and its land speed increases by 20 feet. Its Bolter Guns also ignore adverse wind conditions now, including magic ones like Wind Wall.

Lesser Divine Artifice: At 6th level the Anaxim gains the ability to use Displacement, Dispel Magic, Greater Magic Weapon, Lighting Bolt and Magic Vestment as SLAs 1/day per HD. At 11 HD the Dispel Magic Upgrades to Greater Dispel Magic. The Lighting Bolt has no damage cap.

In addition the Anaxim can now count its own body as a suit of armor for purposes of receiving beneficial spells like Magic vestment, including being permanently enchanted provided the Anaxim finds a spellcaster willing to do the work and is present for the whole process.

Axiomatic Defense:
At 7th level, the Anaxim can fully ignore harmful effects of spells of level (Anaxim Level/2)-1. This isn't just limited to spells wich allow SR. An Anaxim would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over it's plating.

In adition, the Anaxim can fully ignore harmfull Su abilities from oponents with less HD than it has Anaxim levels.

 If all Anaxim levels are taken, then it becomes immune to all magical and supernatural effects.
The Anaxim may still let benefical effects affect him as normal either way.

Sonic Blast: At 7th level as a standard action, an Anaxim can emit a  cone with up to 10 feet per HD of sonic energy that deals 1d6 points of sonic damage per HD to all creatures that fail a Reflex save (DC 10+1/2 HD+Str mod). Those that succeed take half damage. Creatures failing the save are also deafened for 1 round per HD, those making the save are just deafened for 1 round. Creatures deafened by this effect take a penalty to Concentration checks equal to the Anaxim's HD.

Never Stoping Machine: At 8th level the Anaxim becomes immune to polymorphing, petrification and any other effects that would alter its form.

Divine Artifice: At 9th level the Anaxim gains the ability to use Greater invisibility, Dimensional Anchor and Chain Lighting as SLAs 1/day per 2 HD. The Chain Lighting has no cap to damage.

Divine Construction: Starting at 9th level the Anaxim gains bonus hit points per HD based on his charisma modifier.

Pneumatic Pummeler : Starting at 10th level, whenever the Anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush, disarm, sunder, grapple or trip attempt as a free action that does not cause an attack of opportunity. The Anaxim gains a bonus on this maneuvers equal to the damage dealt by the slam. This ignores freedom of movement effects.

If the Anaxim chooses to bull rush its target, it does not need to move along the victim.

If this attempt fails, the target cannot attempt to trip the Anaxim in return.

Platings of Mass Defence: At 10th level the Anaxim adds his Cha mod to all saves and Natural Armor bonus. The extra natural armor bonus gained from this ability also counts against touch attacks.

Unfinished Protocols: at 11th level the Anaxim can use Dictum, Ethereal Jaunt and Destruction as SLAs 1/day per 4 HD.

True Sight: At 12th level the Anaxim is under a permanent True Sight effect.

Weapons of Mass Destruction:
The Anaxim may not be very big, but that doesn't mean it cannot butcher whole armies by now. At 13th level when the Anaxim hits an oponent with its Slam/Spinning blade, it may choose to extend its mechanical arm to also attack all creatures adjacent to the first one with the same attack! This stacks with Pneumatic Pummeler.

In addition if firing its bolters, the Anaxim may choose for them to affect a 120 feet line instead of the normal range. All creatures inside that line must suceed on a reflex save with DC 10+1/2HD+Str mod or take the bolter damage. This  option ignores miss chances from enemies bigger than the Anaxim.

Iron Companion: At 14th level the Anaxim as a standard action 1/day the Anaxim can infuse an adjacent pile of scrap with artificial life, turning it into an Iron Golem under the Anaxim's command. The Anaxim may not have more than one Iron Golem under its control this way.

At 16 HD and every 2 HD thereafter the Anaxim may use this ability one extra time per day and control more than one Iron Golem at a time. In addition he may as a move actionfuse two adjacent Iron Golems created this way into a 36 HD advanced Iron Golem of Huge size, or three golems into a 54 HD advanced Iron Golem of Huge size. They count as two and three Iron Golems for how many you can control  at a time respectively.

Channel the Machine: At 14th level whenever the Anaxim hits an oponent in melee, it may as a swift action cast Dictum, Dimensional Anchor, Lighting Bolt, Chain Lighting or Greater Dispel Magic targeting the enemy struck in melee.

Impossible Design:At 15th level the Anaxim gains an extra pair of arms that can be turned into Slams/spinning blades as well, and it may now use its Electrecity Discharge 1/round as a free action. It may also change its arms into Slams/spinning blades as a free action.

Master’s Divine Artifice:At 15th level the Anaxim adds his Cha mod to its Fast Healing rate.

Drill Through: At 16th level the Anaxim can pierce the heavens themselves if needed. If it has at least one arm in drill mode, it may as an free action (even if it isn't its turn) block any enemy attack that would affect it by suceeding on an attack roll with its drill against the attack roll/save DC of the oponent's attack. If it doesn't normally have an attack roll or save DC, it is 10+1/2HD+Highest ability score mod. The Anaxim must be aware of the attack to try to Drill Trough it, and any sucessive Drill trough in a single turn takes a cumulative -5 penalty on the Anaxim's part (-5 for a second attack, -10 for a third, ect).

The Anaxim also gains a bonus on any Break and Dispel checks equal to its Cha mod, and also gains a burrow speed equal to its land speed.

Determining Blow:At 17th level the Anaxim's threat for all its natural weapons is doubled, and it has 50% chance of being able to inflict critical hits on creatures normally immune to them. In addition creatures suffering a critical hit from the Anaxim must suceed on a sucessful Fort save with DC 10+1/2HD+Str mod or explode in pieces.

Supreme Divine Artifice:At 18th level the Anaxim may use Etherealness as a SLA as free action 1/day per 5 HD, but no more than 1/round, and all its movement speeds are doubled while this lasts. The Anaxim may also dismiss the effect as a free action.

Metal Vengeance:at 19th level whenever the Anaxim is attacked, the Anaxim may strike back at the attacker with a melee attack if attacked in melee (even if the oponent has superior reach) or a bolter shot if the enemy attacked from range.

Apocalyptic Drive:
At 20th level the Anaxim may fully  focus at a single target with mechanical precision 1/hour as a fullround action. It fires all bolter guns, then charges and performs a full attack with all its melee weapons at said target. Distance is never a problem when using this attack as long as the Anaxim can spot the target.

Undivine Spark:At 20th level, the Anaxim no auto-longer fails saves or attacks in a natural 1, and its DR now can only be bypassed by epic, good and adamantine weapons.

Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of it's SLAs (except summon iron golem) at will. The HD limit on all of its SLAs and other abilities is removed.

Ghost in the Machine: At 22th level the Anaxim realizes it isn't actualy a construct. It is a design, an idea. As a free action at any time even if it's its turn (but only one try per round) the Anaxim can transfer its consciouness to any manufactured object (including magic items and artifacts) or construct that it can see or one of his summoned iron golems, even if it can't seem them. Intelegent constructs, artifacts and worn items are allowed a Will save to resist this ability (DC 10+1/2HD+Cha mod). The Anaxim can jump again to another object/construct in view on the next turn if it wishes.

The original body can keep following a simple set of instructions of the Anaxim's choice like it was a mindless construct.  If entering a normally inanimate object the Anaxim can make it move as if under the effect of an Animate objects spell (CL=HD). The Anaxim retains its blindsight under its new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxim's consciouness is inside something.

The Anaxim can return to his original body as another free action regardless of the distance and barriers between them. Should the Anaxim's original body be destroyed, the Anaxim's divine spark causes the surrounding world to start shaping his current body in a new Anaxim. The original body crumbles into worthless scrap, useless even as magic component to track the Anaxim, including the magic items on it's possession. Bypassers stop to work on the Anaxim's current body, animals join pieces as best as possible with their claws and teeths, the wind and sun themselves start shaping a new Anaxim. The process is completed in 1d10 days, after which the old object/construct is now completely replaced with a new Anaxim of same level, altough it may look diferent. The new body comes with the same magic items the Anaxim's original body had at it's time of destruction, in the same state/number of charges/etc.

Should the Anaxim have controled an object bigger than medium size the new Anaxim body is of that size, but the construction is unstable. Whenever the Anaxim takes damage it must make a Fort Save DC 10+Damage taken or it's massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.


Comments:
(click to show/hide)

462
Oslecamo's Improved Monster Classes / Air Elemental
« on: November 08, 2011, 05:00:30 AM »
Air Elemental



CLASS
Hit Die: d8

AIR ELEMENTAL
LevelBABFortRefWillSpecial
1st
+0
+0
+2
+0
Body of Air, Whirlwind, Air Mastery
2nd
+1
+0
+3
+0
Bonus Feat, +1 Dex
3rd
+2
+1
+3
+1
Growth, Dancing Wind, +1 Dex
4th
+3
+1
+4
+1
Immaterial, Wake, +1 Dex
5th
+3
+1
+4
+1
Bonus Feat, Zephyr, +1 Dex
6th
+4
+2
+5
+2
Hurricane Shroud
7th
+5
+2
+5
+2
Force of Nature/Wind Reach, +1 Dex
8th
+6
+2
+6
+2
Bonus Feat, Reaving Whirlwind,+1 Dex
9th
+6
+3
+6
+3
Tempest Breath/Suffocate, +1 Dex
10th
+7
+3
+7
+3
Roaring Winds/Whispering Winds, +1 Dex
11th
+8
+3
+7
+3
Bonus Feat, Elder Elemental

Class Skills: (2 + Int. Mod.) x4 at first level. The Air Elemental's class skills are Escape Artist, Hide, Jump, Move Silently.

Class Features
Proficiencies: An Elemental is proficient with its own natural weapons.

Body of Air: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

(click to show/hide)

The Air Elemental is a small Elemental that grows quickly. Early in life the elemental cannot yet fly, but it can hover up to 5ft. off the ground, along the ground at a speed of 40ft. Despite being made of wind, air elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally. Air elementals have the Air subtype.

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge. It counts as an humanoid for equipment slots.

Finally, an Air Elemental gains a bonus to it’s armor class in the form of a natural armor bonus equal to its constitution modifier.

Whirlwind (Su): The Elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 2 round for every HD it has. In this form, the Elemental can move along a surface at its ground speed and at 5th level the Elemental may move through the air at its fly speed. Equipment keeps working as normal, floating inside the whirlwind, and is just as hard to remove as if the air elemental was in his normal form. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the Elemental’s size. The Elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the Elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the Elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the Elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. The elemental may not carry any number of creatures or objects which would exceed its heavy load. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects is 10 + 1/2 the Elemental's HD + The Elemental's Dex mod. Creatures trapped in the whirlwind cannot move except to go where the Elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + 2*spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The Elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The Elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned Elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + 2*spell level) to cast a spell. An Elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Whirlwind Statistics
HDDamageHeight
1-3
1d4
10ft.-20ft.
4-6
1d6
10ft.-30ft.
7-9
1d8
10ft.-40ft.
10-12
2d6
10ft.-50ft.
13-15
2d8
10ft.-60ft.
16-20
2d10
10ft.-60ft.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Ability Increases: An Air Elemental receives a bonus to its dexterity score at every level except 1st, 6th, and, 11th. At 10th level these bonuses total at +8 Dex.

Bonus Feats: At second level, the Elemental gains Weapon Finesse as a bonus feat. At 5th level, the Elemental gains Mobility as a bonus feat. At 8th level, the Elemental gains Flyby Attack as a bonus feat. At 11th level the Elemental gains Improved Flyby Attack as a bonus feat. The Elemental gains the feats whether or not the Elemental meets the prerequisites. If the Elemental already possesses one of these feats whenever he receives it from the class, he instead choose another feat from the following list. He must meet all prerequisites for the replacement feat.
(click to show/hide)

Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size.  It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.

Dancing Wind (Ex): Once per round in any round the Elemental is adjacent to an enemy, the Elemental may, as a free action, move a number of squares equal to its dexterity modifier provided that the square moved to is also adjacent to the same enemy. This movement does not provoke an attack of opportunity from the adjacent enemy, but it does provoke an attack from any enemies who threaten either the original square or the square the Elemental moves to. When the Elemental moves he is still considered to be occupying the original square for the purpose of flanking. An Elemental may do this an number of times per encounter equal to its dexterity modifier. An Elemental cannot use this ability when wearing any armor heaver than light armor or when carrying any more than a light load.

Immaterial (Ex): It is difficult to harm the wind and equally difficult to harm an Air Elemental. At 4th level, the Elemental gains DR/- equal to 1/2 its HD.

Zephyr (Ex): At 5th level, the Elemental may fly at a speed of (5 x HD)ft, with perfect maneuverability. An Elemental cannot fly when wearing any armor heaver than light armor or when carrying any more than a light load.

Wake (Ex): An Air Elemental in motion can clear paths through the battlefield with the sheer force of its own movement. At 6th level in any turn in which a whenever an Elemental charges, all creatures adjacent to any square the Air Elemental moved through must make a balance check DC (10 + 1/2 the Air Elemental's HD + the Air Elementals Dexterity modifier) or be knocked prone. Airborne creatures are rendered unable to move from their position for 1 round(even those flying by magic means). The air elemental can also now charge over other creatures, but still provokes attacks of oportunity  normally.

Hurricane Shroud (Ex): The swirling air of the Elemental’s body can rip projectiles right out of the air. At 6th level, the Elemental gains a miss chance which applies to all ranged attacks except those from spells such as a lighting bolt or fireball spell that don't demand an attack roll, or projectiles sized for creatures more than one size category larger than the Elemental. This miss chance is equal to (2.5 x The Air Elemental’s HD)% (rounded down). Any ranged attack that fails to affect the Elemental due to this ability is immediately drawn into the Elementals body and begins to encircle it adding to the debris. Additionally, once per round as a free action, the Elemental can fire any projectile is has absorbed in this way at any opponent within 30ft. as if it were thrown or fired from the appropriate weapon by the Elemental (therefore using the elementals attack bonus and not the original attacker's.) The ammunition retains any magical properties that it possessed when it was fired. The elemental may only hold ammunition drawn into itself in this way for a number of rounds equal to its dexterity modifier, any longer than this and the ammunition is ejected harmlessly from its body or destroyed by other pieces of debris, in either case the ammunition is destroyed.

At 7th level, an Air Elemental may choose from the two following abilities:

Force of Nature (Su): The slam of the Air Elemental can bring with the power of gale force winds. At 7th level, Whenever Elemental makes a successful attack with his slam, he may choose to drop the damage die by one step in order to force the target to make a Reflex save (DC = 10 + damage dealt.) If the target fails then he is knocked back 5 feet for every point of the Air Elemental's dexterity modifier. If the target is stopped before he reaches the distance he would have been pushed, he takes damage equal to 1d6/10ft remaining. Creatures larger than the Air Elemental get a +4 circumstantial bonus to the save for every category larger than the Air Elemental that the creature is. Alternatively, the creature gets a -4 for every category smaller it is.

Wind Reach (Su): The Air Elemental can control the air around it, allowing him to manipulate creatures and objects around it as a standard action. This ability functions identically to the Greater Mage Hand spell with a caster level equal to the elemental's HD and is usable at will. At 12 HD, the spell this ability replicates  the Telekinesis spell with CL equal to HD and any saves are 10+1/2 HD+Dex mod.


Reaving Whirlwind: At 8th level, the Air elemental adds his Dex mod to Whirlwind damage.

At 9th level the elemental chooses from the two following abilities:

Tempest Breath (Su): At 9th level, an Elemental gains a breath weapon which can be used once every 1d4+1 rounds as a standard action. This attack takes the form of a 60ft. cone, all creatures within the cone must make a Reflex save or be moved back a number of squares equal the Elementals constitution modifier. The DC for this effect is 10 + ½ the Elemental’s HD + the Elemental’s constitution modifier. If the target fails the save by more than 5, he is also knocked prone (airborne creatures unable to move for 1 round).

Suffocate (Su): At 9th Level, the elemental can draw the very air from the a creatures lungs. As a full-round action the elemental can attempt to suffocate an adjacent creature. The creature must succeed on a fortitude save (DC = 10 + 1/2 Air elementals HD + the Elementals constitution modifier) or have the oxygen pulled from its body, immediately dropping to 0 hp. On the following round, the elemental can spend another full-round action to continue this treatment. If it does do, the target drops to -1 hp and is dying. On the third round, if the elemental spends another full-round action to continue suffocating the target, the creature gets one final fortitude save. If the creature fails, it suffocates and dies. Using this ability does not wake a sleeping target and can be an effective means of assassination, especially to make it appear as if the target had died of natural causes. If the target suceeds on any of the saves, the air elemental must restart the process, but the target is still left on its previous condition (if it was in negatives, failing the first save won't get them back to 0 HP).

At 10th level the elemental chooses one of the two following abilities:

Roaring Winds (Su): Air Elementals are the embodiment and masters of the element of wind. At 10th level, an Air Elemental can as a, standard action that does provoke an attack of opportunity, can summon a mighty gale and fill an area with violent winds that make doing anything very difficult. The area of this effect extends outward 5ft for every HD the elemental possesses from the square the elemental initiated the ability in and does not move. To begin, any creature within the area must succeed of a will save each turn to ignore the violent storm or become flat-footed. Sonic effects or any ability which relies on sound to function (such as the harpy’s captivating song and most forms of blindsight and blindsense) do not as long as they are within the effects area. If any creature attempts to cast a spell while in the area they must first succeed on a concentration or the attempt fails, though the spell or spell slot remains unspent. The winds filling the area also kicks up dust and debris; so much so that all creatures within the area are considered to have concealment. Lastly, the violent turbulence within the area makes ranged attacks especially difficult. All ranged attack suffer a -4 circumstantial penalty when fire within or through the area. The Air Elemental is immune to all penalties and effects from this ability and can act normally in all way while in its area. The DC of the saves and checks this ability imposes are 10 +1/2 the Elemental’s HD + the Elementals Dexterity Modifier. The Elemental can create this effect once an encounter and this ability last one round for each HD the elemental possesses. The Air Elemental can also exclude any number of allies he wishes from the negatve effects.


Whispering Winds (Ex): At 10th level, the elemental can take the form of a gentle breeze. In this form, the wind elemental gains the incorporeal subtype. The elementals movement produces no noise and is treated as if within the area of a silence spell. Additionally, the elemental becomes completely invisible, and treated as if under the effects of a greater invisibility spell. The elemental may stay in this form for as long as it wishes, and assuming this form or returning to its regular form is a standard action.

Elder Elemental (Su): At 11th level, The Air Elemental has grown to its full strength and is considered to be amongst the grandest of its kind. The Elemental receives a +4 bonus to all bluff, diplomacy, and intimidation check regarding creatures with the air subtype. Additionally, the Elemental can call the air to its aid. The Air Elemental can use summon monster V once a day for every 4 HD it possesses but may only us it to summon air elementals. At 13th level, and every two levels thereafter, the Air Elemental may use this ability to cast the next highest level summon monster spell to the maximum of summon monster IX at 19th level.

COMMENTS
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Contributed by AustontheGreat1 from GITP

463

General Monster Feats


Deceivingly Innocent Form[Monstruous]
"Oh, so cute... OH GODS SHE ATE JACK!"-random commoner

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Monster Blooded[Monstruous]

Either trough ritual, ancestry or some other event, the blood of a monster now courses trough your veins, strenghtening you.

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Monster Hybrid[Monstruous]

Your monster Blood grows stronger, now completely changing you.

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Extra Option
Prerequisites:Levels on one of the following monster classes
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Effect:Choose a list of chooseable abilities of one of your monster classes from which you already picked one, such as Animal Apotheosis or Minor Gift of Chaos. You gain another of those options you qualify for.
Special:You may take this feat multiple times, each one picking a diferent option you qualify for. Paragons and their excellences don't qualify for this, she already has her own feats.

Hoard[Monstruous]

There's a special connection between an hoarding monster and its hidden treasure.
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Altered Eldritch Source[Monstruous]
Not all monsters of the same kind draw power from the same source.
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Dragon Path


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Sanctified Soul

"Magic can be used for good or ill. You choose the first."

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Precocious Fool[Flaw]
Monsters that rely on brute power usually spend their early life hiding and skulking, well aware that they they're still not prepared to face the world head on. However some individuals of those species decide to start adventuring when they've physically barely grown at all, more often than not trying to bite more than what they can chew.
Effect: You start the game one size category smaller than you  would normally be. However you counts as a your original size when such would not be benefical for it instead of small. So for example a dragon with this flaw starts as a small creature but gains no size hiding bonus or to attack rolls and AC, while still taking a -4 in grapple checks and have the carrying capacity of a small creature.
Special:You may take this flaw multiple times, its effects stack. Every time you level up, you may choose to either lose this flaw (and the feat you had gained from it) or to swap it for another flaw you qualify for, representing your character growing up.

Precocious Genius[Trait]
Despite your body still being small, your mind and spirit are ready for adventure.
Pre-requisite: Must be a creature that would start as medium sized.
Effect: You start small sized.
Special: Every time you level up, you may choose to either lose this trait or to swap it for another trait you qualify for, representing your character growing up. This stacks with the Precocious Flaw.

Savage (Trait)
You've grown on primitive lands or in isolation, and thus highly suspicious of fancy magic items. In return, you've learned how to fully unlock your potential.

Prerequisite: Levels in a monster class.

Benefit: You gain the following benefits.

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If you're a PC or a named NPC that isn't somebody's cohort/minion, you also gain six Ancient Skills chosen from the list below. With each level up you can choose new abilities to fill those slots, or with one year of uninterrupted meditation.


If you're slain, your body wields high quality materials that can be harvested as essence for crafting magic items worth 90%  the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion).

Loss: You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth  more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend 90% of it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going! The remaining 10% may be spent as you see fit, although the item usage limitations remain.

If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities. This recovery is gradually relative to the level of treasure/WBL you consume, so for example if you're a 10th level savage character and consume equivalent to a 5th level character's WBL, you would recover Savage bonus equivalent to a 5th level savage character.

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Special: A Savage creature can't take Vow of Poverty, as they wouldn't be rennouncing anything.

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Monster Heritage[Trait]
Although you're directly related to a monster you didn't manifest their abilities, yet you still react like them to other sources.
Effect: Choose a specific monster (like a Succubus) or more broad monster category (like fiends). You count as your choice for both good and ill effects from external effects (such as somebody attacking you with a Bane weapon) as well as qualifying for feats.

464
Oslecamo's Improved Monster Classes / Aeon, Pleroma
« on: November 07, 2011, 05:27:47 AM »
Aeon, Pleroma


HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Pleroma body, Void Soul, Flux Power, Envisaging, Disrupting Touch
2+2+ 0+0 +3Aeon, +1 Wis
3+3+ 1+1+3+1 Con
4+4+ 1+1+4Void Essence
5+5+ 1+1+4Extension of All
6+6+ 2+2+5Disregard the Earth
7+7+ 2+2+5+1 Cha
8+8+ 2+2+6Void Form
9+9+ 3+3+6+1 Wis
10+10+3+3+7Growth
11+11+3+3+7+1 Con, +1 Cha
12+12+4+4+8Void Sight, +1 Wis
13+13+4+4+8+1 Con, +1 Cha
14+14+4+4+9Sphere of creation, Sphere of Oblivion
15+15+5+5+9Opposition Mastery, +1 Wis
16+16+5+5+10Advanced Sphere of Creation, Advanced Sphere of Oblivion
17+17+5+5+10Creation from Destruction, +1 Con
18+18+6+6+11Greater Sphere of Creation, Greater Sphere of Oblivion
19+19+6+6+11Balance the Scales, +1 Cha
20+20+6+6+12Eternal Cycle, +1 Wis, +1 Con +1 Cha

Skills:4+int modifier per level, quadruple at 1st level,  class skills are Appraise, Bluff,  Heal, Hide, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot,  Use Magic Device.

Proficiencies: A Pleroma isn't proficient with any kind of weapon besides its disrupting touch.


Features:


Pleroma Body:The Pleroma loses all other racial bonus and gains outsider traits (basically darkvision 60 foot). It is a medium sized outsider which floats just above ground at a speed of 30 feet per round. For now it cannot raise more than a couple of feet in the air. It cannot speak, but it possesses a special kind of telepathy (see Envisaging ).

In addition it gains a bonus to nat armor equal to its Con modifier.
 
Void Soul: The Pleroma casts spells as if it was a cleric of the same Pleroma level, except that it doesn't know any spells from the cleric spell list. Instead it gains three domains (instead of two) and can use all its spell slots for domain spells,  not only its domain slots. At least two of the domains must be of opposite philosophies, like creation and destruction, good and evil, law and chaos. It uses its Pleroma level for any domain special power. If the Pleroma multiclasses into cleric or a prc that advances divine spellcasting, it may choose to keep increasing this spellcasting instead of normal cleric spellcasting (doesn't gain any extra domains from cleric, but does from prcs). Cleric/prc levels stack for domain abilities.

Flux Power:The Pleroma is a living embodiment of the balance between creation and destruction, and this allows it several special powers besides its spellcasting. At the pointed levels in the table he can use the respective spells as SLAs a certain number of times per day. Some of those spells are always active and although they can be dispelled the Pleroma can recreate them in its own turn as a free action. The Pleroma can also turn those abilities off out of his own will and reactivate them as a free action when needed(only on its own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

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Envisaging: Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects. This ability has a range of 40 feet plus 5 feet per 2 HD.

Envisaging can also fulfill vocal components for spells, in which case they resonate inside the mind of all within reach of the Pleroma.

Disrupting Touch: As a standard action or at the end of a charge, the Pleroma may make a touch attack dealing 1d8 damage per HD from positive or negative energy, depending upon which type of energy would harm the creature touched. A Pleroma’s touch never heals damage.

Aeon: at 2nd level the Pleroma's darkvision increases to 120 feet, and gains  resistance to Cold plus a bonus on saves against poison both equal to its HD, and then resistance to fire and electricity equal to half its HD.

Ability Score Increase: The Pleroma gains +1 to
Wis at levels 2, 9, 12, 15, 20
Con at levels 3, 11, 13, 17, 20
Cha at levels 7, 11, 13, 19, 20

For a total of +5 Wis, +5 Con, +5 Cha at level 20

Void Essence: At 4th level the Pleroma gains Fast healing equal to half its HD and SR equal to 11+HD. it may rise or lower its SR at any time as a free action.

Extension of All: At 5th level, through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. The Pleroma gains a racial bonus equal to half their HD on all Knowledge skill checks. This same connection also binds it to other aeons. As a result, it can communicate with other aeons freely, over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action. This is an extraordinary ability.

Disregard the Earth:At 6th level the Pleroma's base speed is doubled, and can now rise as high as it wants, counting as flight with perfect maneuverability.

Void Form: Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. At 8th level a Pleroma’s void form grants it a deflection bonus equal to 1/4 its Hit Dice, plus immunity to criticals.

Growth:At 10th level the Pleroma grows one size category.

Void Sight: At 12th level the Pleroma gains Blindsight with range 20 feet plus 5 feet per HD.

Sphere of Creation: At 14th level once per day per 2 HD, the Pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand as a standard action. By concentrating as a swift action, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new non-valuable matter, creating  new terrain (such as swamp, tundra, desert, or forest) that counts as hard terrain and provides cover. It may even create terrain in mid-air, in which case it floats naturally. Any creature that comes in a square trough which the sphere passes must make a DC 10+1/2 HD+Con modifier Reflex save or be entangled and fixed in place into the new terrain unless the Pleroma wishes otherwise. Trapped creatures may attempt to get out as a fullround action by succeeding on a new Reflex save with the same DC. Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created terrain. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash.

No more than one such sphere at a time (including the greater version).

Sphere of Oblivion: At 14th level once per day per 2 HD, the Pleroma the Pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand as a standard action. The sphere is an empty void similar to a sphere of annihilation. Any creature (living or nonliving) that is in the same square as the sphere automatically takes 1d6 damage per HD, Fort save DC 10+1/2HD+Con mod for half damage. Larger objects (such as ships or buildings) and area spells (like black tentacles and wall of force) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. Magic objects are allowed a Fort save with the same DC as before. Lasting spell effects are automatically dispelled.  By concentrating as a swift action, the Pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the Pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. No creature or magic object can be affected by a Sphere of Oblivion more than once per round.

No more than one such sphere at a time (including the greater version).

Opposition Mastery: At 15th level, if the Pleroma has both a Sphere of Oblivion and a Sphere of Creation out at the same time, it may concentrate on both as a single swift action. This also works for the greater version.

Advanced Sphere of Creation: At 16th level, when using its Minor Sphere of creation, the Pleroma may choose for it to leave behind a 10-foot-square wall composed of a single natural non-valuable substance (such as clay, wood, or stone) instead of creating new terrain. Plus now when the sphere explodes  all creatures other than the Pleroma within 30 feet of the flash must make a DC 10+1/2 HD+ Con modifier Fortitude save or be permanently blinded.

Advanced Sphere of Oblivion: At 16th level, the Pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the creature hit must succeed on a Fort save with DC 10+1/2 HD+Con mod or be utterly destroyed as touched by an actual sphere of annihilation. The sphere of oblivion implodes immediately after the attack is resolved,

Creation from Destruction:
At 17th level the Pleroma may summon a sphere of oblivion and a sphere of creation as a full-round action. This also works for the greater versions. It must still spend ability uses as normal.

Greater Sphere of Creation: At 18th level the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any existing matter, either living or nonliving that is in the same square as the greater sphere must make a DC 10+1/2 HD+Con mod Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Even if they save they must still succeed on the Reflex roll or be left entangled and fixed into place of the normal version. No more than 1 check per round.

Greater Sphere of Oblivion: At 18th level  the Pleroma may choose to spend three uses of Sphere of Creation to produce a much stronger version. Any creature that is on the same square as the sphere must succeed on a DC 10+12HD+Con mod Fortitude save or be sucked into the sphere and destroyed, after which nothing short of pure direct divine intervention (miracle and wish aren't enough) may restore them. Even if they suceed on this fortitude save they're still affected by the base damaging ability of the Sphere of Oblivion. No more than 1 check per round.

Balance the Scales: At 19th level a number of times per day equal to their Cha mod, the Pleroma may spontaneously cast any spell it knows by sacrificing a prepared spell of the same level or higher.

Eternal Cycle:Everything that begins must come to an end, but also everything that falls may yet rise again. At 20th level, 1/day if it has both greater Creation and greater Oblivion spheres summoned, as a full-round action, the Pleroma may fuse them in any space adjacent to itself and hope for the best. Roll a 1d100 and consult the following table.

1d100 Roll Result
1-20Negation
21-40Omni Sphere
41-60Out of Control
61-80Big Bang
81-95Void Ascension
96-100Aeon Gate

Negation-The spheres disapear in a quite epic scene above any possible words description, but otherwise nothing pratical happens.

Omni Sphere
-The spheres fuse themselves into the mighty Omni Sphere! Its radius is 20 feet and can work as either or both a Greater Sphere of Oblivion and Greater Sphere of Creation, Pleroma's choice and can be moved up to 300 feet per round instead of just 10 feet. It creates/destroys 40 feet cubes of matter instead of 10 feet cubes, and the Pleroma adds either his Wis or Cha mod to the DCs, whichever's higher. The omni sphere only lasts 1d4 rounds.

Out of Control-As Omni sphere, but the result is too powerful for the Pleroma to control! The omni sphere acts on its own at the end of each of the Pleroma's rounds, as if it was Insane. Treat a result of 1-10 as going after the Pleroma and a result of 11-20 as trying to pass over as many creatures as it can in a single round. It moves at a speed of 300 feet and doesn't disapear if it leaves the Pleroma's  control range.

Big Bang
-The spheres anihilate each other in a reality-shaking explosion. All within 30 feet of the Pleroma takes 2d8 damage per HD that bypasses all regeneration, a reflex save DC 10+HD+Con mod Reflex save reduces this damage by half. A new plane of random characteristics is started at the center of the explosion, but it immediatily separates itself from the current plane.

The Pleroma itself has a 50% chance of being sucked to this new plane of existence, but if it fails this chance, the explosive energy destroys it.

Void Ascension-The spheres fuse themselves with Pleroma, which grows to gargantuan size as its power swells beyond all imagination. All damage is healed and all harmfull conditions removed. The Pleroma can also instantly apply any known metamagics to its spells for free whitout increased casting time, and the DCs and CLs of its spells and SLAs are all increased by 2. This state only lasts 1d4 rounds, after which the Pleroma returns to normal.

Aeon Gate-The fusion of the spheres opens a rift in reality that spwans 1d4 Pleromas adjacent to you with level equal to your HD and elite array of stats. They follow your orders for 1 hour and then leave.


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465
Oslecamo's Improved Monster Classes / Achaierai
« on: November 07, 2011, 05:26:20 AM »
Achaierai

HD:d8
LevelBabFortRefWillFeature
1+1+2+2+0Bird body, Hit and Run, +1 Str, +1 Con
2+2+3+3+0Beak Snatch, Long Legs
3+3+3+3+1Disrupting Feathers, Black Cloud
4+4+4+4+1Growth, Powerful Legs, +1 Str, +1 Con
5+5+4+4+1Maddening Cloud, +1 Str, +1 Con
Skills:6+int modifier per level, quadruple at 1st level. Its class skills are Balance, Climb, Diplomacy, Listen, Move Silently, Hide, Jump, Sense Motive, Spot

Proficiencies:
Its own natural weapons.

Bird Body:The Achaierai at first level loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feet). It's a medium sized outsider with base speed 40 feet, two claw natural attacks dealing 1d8+ Str mod each and a bite attack dealing 3d6+1/2 Str mod. He takes no penalty for attacking with both claws in a fullattack, but the bite attack takes a -5 penalty. It has no limbs capable of fine manipulation.

In adition, the Achaierai gains a bonus to its natural armor equal to its Con bonus.

Hit and Run: At 1st level the Achaierai gains spring attack as a bonus feat, even if it doesn't meet the prerequisites.

Beak Snatch: At 2nd level whenever the Achaierai hits an oponent with its bite attack, it may start a grapple as a free action whitout provoking attacks of oportunity. If the achaierai wins, and the oponent's weight doesn't push the Achaierai over its Light Load, the Achaierai may maintain the grapple with just its beak whitout taking any grappling penalty, including moving at full speed with its prey on the beak.

Long Legs: at 2nd level the Achaierai gains +5 feet to it's base speed and for every 2 HD it has.

Disrupting Feathers: At 3rd level the Achaierai gains SR equal to 11+HD. It may raise or drop its SR at any time as a free action.

Black Cloud: At 3rd level,  1/day per 3 HD as a standard action, the Achaierai may release a choking, toxic black cloud. All other creatures within 10 feet instantly take 1d6 points of damage for every 3HD of the Achaierai. This damage bypasses all resistances and immunities.

At 6 HD it may use this ability as a move action.

At 9 HD as a swift action.

At 12 HD as an immediate action.

Growth:At 4t level the Achaierai grows to large size.

Powerful Legs: at 4th level, the Achaierai gains +1 to Trip and Grapple checks for every 2 HD it has. At 8 HD, it also ignores Freedom of Movement effects.

Ability Increase: The Achaierai gains +1 to Str and Con at levels 1, 4 and 5, up to +3 Str and +3 Con at level 5.

Maddening cloud: At 5th level, creatures damaged by the Achaierai's Black Cloud  need to make a Fort save (DC 10+1/2 HD+Con mod) or be affected as if by an Insanity spell with CL equal to the Achaierai's HD. The Achaierai also gains the lawfull and evil subtypes, and its natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

At 10 HD, the Achaierai's black Cloud can even affect creatures immune to mind-affecting, altough they get a +5 bonus on their saves.

466
Oslecamo's Improved Monster Classes / Aboleth
« on: November 07, 2011, 05:24:24 AM »
Aboleth


HD:d8
LevelBabFortRefWillFeature
1+ 0+0 +0 +2 Aboleth body, Amphibious, Memory of the eons, Mysteryous Mind, +1 Str, +1 Int
2+ 1+ 0+0 +3 Ancient Mind, Mucus Cloud, +1 Con, +1 Cha
3+ 1+ 1+ 1 +3 Growth, Overwhelming intellect, +1 Str, +1 Int
4+ 2+ 1+1 +4 Deep Mind, +1 Con, +1 Cha
5+ 2+ 1+1 +4 Slime, +1 Str, +1 Int
6+ 3+ 2+2 +5 Growth, Enslave, +1 Con, +1 Cha
7+ 3+ 2+2 +5 Eternal Mind, +1 Con, +1 Str, +1 Cha, +1 Int
Skills: 6+int modifier per level, quadruple at 1st level.The Aboleth’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy(Cha), Intimidate (Cha), Knowledge (Eons) (Int), Listen (Wis), Psicraft(Int), Sense Motive, Spellcraft, and Spot (Wis).

Proficiencies:only it's own natural attacks.

Features:
Aboleth body(Ex): At 1st level, the Aboleth loses all other racial bonus and gets aberration traits(darkvision 60 feet, basicaly). He's a medium sized aberration creature with base speed 20 foot and a swim speed triple of it's base speed. It has two natural tentacle attacks dealing 1d4+Str damage each. The Aboleth grows one extra tentacle as a natural attack for each 3 HD it possesses (3 tentacles with 3 HD, 4 tentacles with 6 HD, 5 tentacles with 9 HD, ect). The Aboleth takes no penalty for attacking with all his tentacles in a full attack.

The Aboleth also gets a Nat armor bonus equal to his Int or Cha modifier, whichever is higher. Whenever the Aboleth permanently grows one size category it's Natural Armor increases by 1.

The Aboleth has no limbs capable of fine manipulation, but can use his tentacles for somatic components of spells.


Amphibious(Ex):
The Aboleth can breathe underwater permanently and doesn't take any penalty for acting underwater.

Memory of the eons(Ex):
Aboleths have the impressive racial trait of inheriting their ancestors' memories. An Aboleth can only take ranks in Knowledge (eons), but that skill counts as any other knowledge skill (like Religion, Arcana, History) for all purposes, including synergy bonus, qualifying for prerequisites and finding out information.

In addition, an Aboleth who multiclasses for an arcane or psionic class can count his Aboleth levels as levels of that class for purposes of CL/ML and for the purposes of learning new spells/powers and getting new spell slots/power points. So for example, a Aboleth 3 who took 1 level of sorcerer could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. He wouldn't get the spell known and spell slots of a sorcerer 3 however. He would get the familiar ability, but Aboleth levels wouldn't count for it.

Mysterious Mind(Su):The Aboleth can use hypnotic pattern 2/day as a SLA for each HD it has. Save DC is 10+1/2HD+Cha mod.

Ability Increase(Ex):
The Aboleth gains +1 Str and +1 Int at levels 1, 3, 5, 7 and +1 to Con and Cha at levels 2, 4, 6 and 7 for +4 Str, +4 Con, +4 Int and +4 Cha at level 7.

Ancient Mind(Su):The Aboleth can now use Illusory Wall and Mirage Arcana as SLAs 1/day for each HD it has, save DCs are 10+1/2HD+Cha mod.

Mucus Cloud (Ex):
While underwater, an Aboleth can surround itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance (ending turn adjacent or grappling with the Aboleth) must succeed on a DC 10+1/2HD+Con modifier Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours.

If an Aboleth leaves water the mucus cloud lasts 1 minute per HD after which it dries and becomes useless. Taking a full body "bath" renews the mucus assuming there's available water to fully cover the Aboleth.

Aboleths are immune to this ability.

Growth:At 3rd and 6th levels the Aboleth grows one size category, notice it is a long creature.

If all Aboleth levels were taken, it grows another size category at 11 HD and 16 HD.

Overwhelming intellect:At 3rd level the Aboleth's brain gets stronger the bigger it is. It receives +1 CL at all it's SLAs and spells for each size category it is bigger than medium, and opponents take a -1 penalty on saves against the Aboleth's spells and SLAs for each size category they're smaller than him.

Deep Mind:At 4th level the Aboleth can now use Persistent Image and Programmed image as SLAs 1/day for each HD it has, save DCs are 10+1/2HD+Cha mod.

Slime (Ex):A blow from an Aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 10+1/2HD+Con mod Fortitude save or begin to transform over the next 1d4+1 rounds, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d4 points of damage every round as it dries (this damage always overcomes regeneration). The slime reduces the creature’s natural armor bonus by an amount equal to the Aboleth's Con modifier (this can result in negative natural armor).

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Enslave(Su):1/day per 2 HD, an Aboleth can attempt to enslave any one living creature within 5 feet for each 2 HD it has as a standard action. The target must succeed on a DC 10+1/2HD+Cha mod Will save or be affected as though by a dominate person spell (caster level equal to HD). An enslaved creature obeys the Aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Aboleth dies or travels more than 1 mile from its slave.

Eternal Mind (Su): The Aboleth can now use Project Image and Veil as SLAs 1/day for every HD it has. In addition now True Seeing and similar effects that would automatically pierce illusions only work against the Aboleth's spells and SLAs if the user is within 10 feet of the illusion itself.

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Comments:
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467
Oslecamo's Improved Monster Classes / Abeil
« on: November 07, 2011, 05:23:48 AM »
Abeil (Soldier & Vassal)



HD: d8
Level
BAB
Fort
Ref
Will
Features
1 +1 +0 +0 +2 Abeil Body, Drone, Poison
2 +2 +0 +0 +3 Hive Mind, Flight of the Bumble Bee, Insect Grab
3 +3 +1 +1 +3 Abeil Soldier, Gut Suspicion, +1 Str, +1 Con
4 +4 +1 +1 +4 Special Enemy, Enfeebling Poison, +1 Str
5 +5 +1 +1 +4 Growth, Better to Die for the Hive than to Live for Yourself, +1 Str
6 +6 +2 +2 +5 Stormwing, Swift Response, +1 Str, +1 Con
Class Skills (4+ Int Modifier,quadruple at 1st level):Balance, Bluff, Craft(any), Diplomacy, Intimidate Knowledge(any), Listen, Sense Motive, Spot, Survival.

Proficiencies: The Abeil is proficient with simple weapons and whatever natural weapons it acquires from this class.

Features:

Abeil body:At 1st level an Abeil  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 30 ft. An Abeil is a medium monstruous humanoid with two natural claw attacks dealing 1d4+Str mod damage each and a Sting natural attack dealing 1d6+1/2 Str mod damage.

Drone: As a fullround action a number of times per day equal to his HD, an Abeil can beats its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10+1/2HD+Con mod) or fall asleep as a Sleep spell. There is no HD limit for this effect. Abeils are immune to their own drone attacks as well as those of other abeils. With one week of intensive training consisting of submiting an ally to weakened versions of Drone, an Abeil can turn other creature immune to his personal Drone attack, but not that of other Abeils.

At 10 HD the Abeil can affect even creatures normally immune to this effect, but they gain a +5 bonus on their saves.

Poison: An abeil delivers its poison (Fortitude save DC 10+1/2 HD+Con mod) with each successful sting attack. The initial and secondary damage are 1d4 Strenght damage.

Hive Mind: At 2nd level an Abeil develops a mysterious direct connection with those of its own kind. All Abeils whitin 500 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No Abeil whitin range is considered flanked unless all are. An Abeil may also spend 8 hours talking over a matter of diferent topics with a non-Abeil creature to forge a unique bond with them, that allows that Abeil to treat its companion as another Abeil for the purposes of Hive  Mind. The Abeil can only maintain a number of such companions at one time up to its highest mental Stat Mod, but he may trade old ones for new ones.

Flight of the Bumble Bee:At 2nd level the Abeil grows short insect wings that can be used to fly at 60 ft speed with average maneuverability, but only for a few seconds at a time, so if he ends his turn in the air he instantly falls. At 4 HD the Abeil can fly at 60 ft with average maneuverability all the time whitout problem.

Insect Grab: At 2nd level if an Abeil hits a single target with both claws on the same round, it deals normal damage and can attempt to start a grapple as a free action whitout provoking an attack of oportunity. If it gets a hold, it automatically hits with its String. Thereafter, the Abeil has the option to conduct the grapple normally, or simple use its claws to hold the opponent (-20 penalty on grapple checks, but the Abeil is not considered grappled). In either case, each succesful grapple check it makes during successive rounds automatically deals damage from both claws and the sting.

At 8 HD the Abeil also ignores Freedom of movement effects.

Abeil Soldier:
At 3rd level the Abeil starts developing warlike tastes while his chitin hardens. He gains proficiency with all martial weapons and DR/magic equal to  his HD.

Gut Suspicion:
Abeil soldiers are trained to protect their people from all danger, and as far as their instincts tell them, any other nearby civilization is a threat. At 3rd level the Abeil adds his Con mod to Sense Motive checks.

Ability Score Increase: The Abeil gains a permanent +1 to

Str at levels 3, 4, 5 and 6.

Con at levels 3 and 6.

For a total of +4 Str and +2 Con at 6th level.

Special Enemy: At 4th level an Abeil may select a creature type as a special enemy. This works exactly as the Ranger's favorored enemy ability, except the Initial bonus is +2 plus +1 for each 4 HD of the Abeil. Ranger and Abeil levels stack for calculating when new favored enemies are gained and their bonuses, except the +1/4 HD only applies to the first one.

Enfeebling Poison: At 4th level, the Abeil's poison deals 2d4 Str damage as initial and secondary effect. At 8 HD it will deal 1d8 Str damage instead, and every 4 HD thereafter it increases one extra die size. At 10 HD it can affect even creatures immune to its effects, but they gain a +5 bonus on their saves.

In addition the Abeil can coat his weapons and ammo with his poison whitout risking to poison himself, but such poison only remains "fresh" for 1 hour per HD or untill the weapon strikes, after which it dries out and becomes useless. It has no commercial value.

Growth: At 5th level the Abeil grows one size category.  His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Better to Die for The Hive than to Live for Yourself:
Cowardice from the individual threatens the group, and Abeil soldiers will rather throw themselves to their deaths than to let their ideals falter. At 5th level the Abeil may choose to automatically suceed on a failed Will save as an immediate action, but then the Abeil becomes flat-footed for 1d4 rounds as he's too focused on his ideals to notice much else.

Stormwing:At 6th level as a fullround action, an Abeil in flight can hover and deliver a destructive sonic attack with its wings. The attack deals 1d6 damage per HD to all enemies whitin a 40-foot burst (Reflex save DC 10+1/2 HD+Con mod for half damage). Once the Abeil uses this ability, it must wait 1d4 rounds before using it again.

1/day per 2 HD, the Abeil may instead deliver an even more devastating sonic attack with its wings. Add the Abeil's Con mod to the damage inflicted and oponents failing their saves are dazed for 1 round.

Swift Response:
At 5th level the Abeil's base speed increases to 40 ft and his flight speed increases to 90 ft and increases to Good maneuverability.

Comments
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468
Oslecamo's Improved Monster Classes / Aasimar
« on: November 07, 2011, 05:23:03 AM »
Aasimar


HD:d8
LevelBabFortRefWillFeature
1+ 1+2+0+2 Holy Body, Lightbringer, +1 Wis, +1 Cha OR +2 Wis OR +2 Cha
Skills: 4+int modifier, quadruple at 1st level. Class skills are  Apraise, Balance, Climb, Craft, Concentration, Diplomacy, Disguise, Heal, Intimidate, Jump, Knowledge (Any), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Survival..

Proficiencies: Aasimar are proficient with simple and martial weapons and light armor.

Features
Holy Body:At 1st level an Aasimar loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot) plus the Native subtype. It is an outsider(native) with base speed 30 ft.

An Aasimar gains a bonus on Spot and Listen checks equal to his HD  and resistance to acid, cold and electrecity equal to half his HD.

Lightbringer:
1/day per HD the Aasimar can use Daylight as a SLA. If he uses his daylight on his weapon, it can add his Cha to to Hit and Damage rolls with that weapon for the duration of the SLA.

As it grows stronger, an Aasimar learns how to use his power in more powerfull ways. All of the following abilities, unless otherwise noticed, are activated as a swift action, cost a certain number of Daylight SLA uses and last 1 round. In adition, whenever one of the abilities below is used the Aasimar's main weapon/holy symbol/eyes glows intensily as if made of pure light, imposing a -40 penalty on hide checks and providing illumination as a daylight spell for the duration.

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Ability increase:
The Aasimar gains either +1 to Wis and +1 to Cha, or +2 Wis, or +2 Cha.



Comments:
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469
Disclaimer: The list below hasn't been properly updated for a year, but feel free to post fresh requests anyway. If something is requested multiple times, the greater the chance it will motivate me to do it next.

Request Waiting List
-Avatars of Elemental Evil (MM IV, fire and water )
-Malaugrym
-Canomorph and Dark Weaver (FF)
-Velroc (both Dragon Magic)
-Shadow of the Void (Epic Level Handbook)
-Raggamoffyn (MMII, only Shrapnyl left to do)
-Mercurion (MMV), CR 17
-Brainstealer dragon
-Chronotyryn
-Linnorms
-Arcanaloth
-Dream Larva
-Kami
-Goblins!
-THOON! (MM V, constructs first, scyther, stormcloud and soldier done so far).
-KAYOSS!
-Crawling Apocalypse, 11 Levels (Sandstorm)
-Leviathan/Aspect of, 16 Levels (Elder Evils)
-Atropus/Aspect of, 23 Levels (Elder Evils)
-Roper (with Urophion prc)
-Battlebriar.
-Dendar the Night Serpent
-Lava Ooze
-Snowflake Ooze
-Piercer
Death's Head Tree
-were-beaver
-were-platypus
-Skytopus
-Tanuki
-Asuras and Oni (Kuwa and Yamabushi Tengu done)
-Mosslord
-were-raptor. Or possibly, a were-T-Rex
-Ibrandlin? (big dragon lizard in Monsters of FR)
-Doll Golem
-Leng Spider: http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/leng-spider
-Monsters from Oriental Adventures, in general. Like the Dokufu. Or Hopping Vampires!(done) :D Or the lung dragons, yeah.
-Carrion crawler
-Mercury Dragon
-Modrons (duodrone done)
-Prismatic Dragon
-Bog Imp from HoH
-Blackstone Gigant (FF)
-Demodand (FF)
-Fensir/Rakka (FF)
-Uvuudaum
-Nightshades (Nightcrawler and Nightwing, both from MM1)
-Cambion
-Draegloth
-Gray Render reworked into more of a supportive monster, gaining abilities that benefit the group it has decided to form a bond with
-Bog Giant
-Sun Giant
-Sand Giant
-Mountain Giant
-Death Giant (2 requests)
-Fog Giant
-Shadow Giant
-Craa'ghoran
- Spectral Lurker
-Avatar of the Archdevil Mephistopheles
-Incarnum Dragon
-Totem Dragon
-(Awakened) Incarnum Golem
-Incarnum Wraith
-Banshee
-Platinium Dragon
-Asperi (MM2)
-Blackwing (MM5)
-Genie, Qorrashi (Fro)
-Glaistig (MM3) (requested twice)
-Guulvorg (MM5)
-Nereid (Sto)
-Siege Beetle (MM5)
-Skull Lord (MM5)
-Smilodon (Fro)
-Spirrax (MM5)
-Voor (MM4)
-Wizened Elder (MM4)
-Unraveler
-cursed cold one (gelun) from Sandstorm page 145
- Bluespawn Godslayer (MMIV)
-Elder Brain (MMV)
-Were-Oozes (custom)
-Howling and chaos dragons
-more epic dragon PrCs
-Lebentod, an undead that can separate itself into pieces and control them, or something similar to Tobin the Many
-Boneyard
-Totem Giant
-Kavu
-Varrangoin Lesser, Varrangoin Rager, FiendFolio  ~p.184
-Valkyries, a la Valkyrie Profile. Take the Wild Hunt, an initiator, a limit break character, a necromancer/summoner, and an angel, mix them in a pot, tone their abilities down, put in lots of eye candy (aka, fluff descriptions), and you have Lenneth from Valkyrie Profile.
-Chaturans from Dragon #358.
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-Hex Dragon
-Rune Golem
-Effigy Creature Template 1 level (Complete Arcane)
-Dry Lich Template 3 levels (Sandstorm)
-Shivhad 21 levels (Frostburn)
-Brood Spawn Template 3 levels (Elder Evils) [a gift to you Osle, I wanted to surprise you, but haven't figured out how to do it]
-Monster of Legacy
-Entropic creature
-Kluchirir
-Jungle Giant
-Bunch of elementals
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Oslecamo's Improved Monster Classes / Monster Building Guidelines
« on: November 07, 2011, 05:19:25 AM »
So you want to make your own monster classes? Here's the general guidelines I use for myself.

Monster classes building guidelines.


0-Put your monster class into a post of his own, statistics spoilered, spoilered comments below and a non-spoilered picture above everything, monster name in bold and size 4. Put the abilitiy descriptions by order they're gained and their names italized, the monster HD, skills and class features should be bolded.

1-Number of levels of the class=CR of the monster (or CR increase on case of template-classes). This is as simple as it gets. If the monster is epic CR then you can cut it down to 20 levels. If the monster is less than CR 20 and you feel inspired then you can do some extra levels for some kind of "paragon" or "lord" monster with completely custom abilities.

2-If it's not an undead or construct, then ignore the basic monster saves, skills, proefeciencies and Bab progression. The monster class will have those based on the extra abilities they have. The more and/or better abilities, the worst saves/skills/Bab/proefeciencies the monster should have.

2a-If it's an undead or construct, no good fort or ref saves, 2+int skill points per level and no class skills. This is for balancing the powerfull traits of those creature types. In adition, constructs get average Bab and bad will saves and undeads get bad Bab and good will saves. That's because that it's easier to buff an undead but there's also several anti-undead spells that target will, and vice-versa.

3-Monster classes remove any base race advantages at first level. Template classes do not. Take in acount this so 1st level of the monster class can be better than 1st level of most classes because you're sacrificing your race, roughly worth two-three feats.

4-For Nat armor, base it on Con modifier. The default is Nat armor=Con modifier. Stronger monsters can have something like X+Con modifier (keep X low tough), or half Con modifier for "softer" monsters. Undeads and constructs should base it on Str. For "smart" or "spellcaster" monsters you may make the Nat armor based on a mental score instead, or replace it by a deflection/insight bonus based on a mental score.

5-Ability score increases shouldn't be more than +1 to any score in any level. You may take exceptions to this at 1st level in certain cases. No ability score penalties unless you have a very really good reason.

5a-Speaking of wich, try to base each monster class in two stats, three at max. Don't go around giving bonus to every one of the six stats, players really don't need it and it clogs up the class. If you feel like a monster should be smart but has no actual Int-based abilities  it's preferable to simply give it skill points than Int boosts.

5b-Extra scores should only be used if the monster is gaining minor abilities or has bad base statistics (low Bab, saves, no proefeciencies, no hands), or yet only can rely on basic attacks to damage oponents.

6-Break down the monster abilities into separate groups, figure out the levels on wich it would be fair for them to be available to a player, then distribute them trough the monster levels so you gain something nice at every one.

6a-Flying should only come at 4th level, unless you're an handless monster whitout ranged attacks whatsoever. Growth can come online as early at level 3, but it's preferable at 4th level or higher.

6b-Melees deserve nice things. Casters deserve bad things. DR should be equal to half your HD (except for really tough monsters like the iron golem, and even then it should become available at higher level), and SR should be 11+HD, or 15+HD for monsters that are really suposed to be anti-casters like the Rakasha.

7-Make sure that at least half the monster abilities scale with HD. SLAs saves should always be 10+1/2 HD stat and the monster should gain more uses when it gains more HD. Yes, HD, not monster levels.

7a-Try to put sinergies with other classes, like the ogre mage's ability to gain extra caster level and higher level spells when it. And again make several (but not all) of the abilities scale with HD and not necessarily monster class level (except for the strongest abilities).

Do not however put synergies with classes not available on the srd.

7b-At-will SLAs just in special cases. Even tough most monsters have them, at-will is considerably stronger on the hands of a player that will live for more than 5 rounds. Please don't make every single SLA of the monster at-will. You can put a couple effects or iconic SLAs, but think carefully, does the player really needs them? Wouldn't it be best to give some custom ability instead?

The exception to the above rule it's for epic play. Monsters who reach lv 21 or higher can have all their  SLAs at-will as the power level is considerably increased at that point.

7c-It's however ok to allow certain SLAs to auto-upgrade to stronger versions when the player reaches a certain HD. The prime example of this is Dispel Magic upgrading to Greater dispel magic at 11 HD, and Summon monster X becoming X+1 every other level. This should only be used for SLAs that become considerably weaker after a certain level. Dispel magic for example is caped at +10 CL so it stops growing after you reach 10 HD.

8-Compare with base classes. I'm trying to aim at around sorceror-warblade power level around here. If you see anything that you think would curbstomp a wizard, please slap me.

8a-Compare with other monsters here of the same type/role. Gloom is the base "roguish" monster for example.

9-If a certain monster has several versions (like the diferent age categories of each dragon), then it's ok to combine them all on the same class, but try that abilities of each "stage" of the monster are gained at the apropriate level/CR. For example, the dragon classes grow at the levels corresponding at the CRs the. On the other hand, the dragons get their best SLAs pre-epic because they wouldn't be much usefull if only gained at epic levels.

10-Faster than linear progression. Each levels should give more than the last one, even if just a little.

10a-Don't be afraid to make custom abilities if the original monster doesn't have enough to fill all levels (check out the giants as the prime example of this)! Keep them creative, in theme for the monster and fun, not necessarily powerfull. One simple idea is to allow the monster to partially ignore immunity to his main combat tactic.

10b-On the same vein, monsters with really powerfull abilities should receive custom penalties, that are reduced as the character grows. The ghost, being undead and ethereal must carry his body around. The vampire must drink blood to fuel his powers. The Medusa's gaze starts weak and then improves untill it reaces full power.

11-Sizes smaller than small or bigger than medium offer too many advantages (despite their penalties) for first level. Because of that monsters either start medium or small, and then they grow up to their full size over the levels. Since it makes considerably less sense to shrink, starting as tiny or smaller is possible with a custom penalty like the Imp.

12-Make sure your monster class can be played with just core books and material easily available on the web like the srd and public wotc articles. If you want to include non-core spells/feats or similar, make instead custom abilities. You may still include splatbook material as alternate class features.

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Index
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Prestige Classes
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Templates

Extra Material

472
Oslecamo's Improved Monster Classes / Introduction and FAQ-Read this first!
« on: November 07, 2011, 05:17:17 AM »
Introduction
As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

Plus, monsters with higher HD than CR also aren't very usefull for players.

And then, the players have to deal with many of their monster abilities don't improving with leveling up.

In this thread, I'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
-Adjusting RHD to always match the player's level to don't punish/reward them against level dependant abilities.
-Reducing huge ability bonus and natural armor.
-Making monster special abilities level dependant so they keep increasing.
-Cut down most abuseable abilities to keep the power level in check. No stuff like teleport at will at level 5.

Since a lot of this classes change your size, I'm posting a table here to show exactly what you get when you change size.

FAQ:
Do I need to take those classes at 1st level?
Yes, unless you go for the monster templates, wich are mostly treated as Prcs which you can take when you meet the pre-reqs.

What languages do monsters know?
Common plus any language specific to their race plus one extra language per point of Int bonus.


No ability penalties?
Nope. In some cases as appropriate, but used sparingly.


Do I need to take all the levels or can I just take what I want and then go to other class?

Just like a normal class, you can leave a monster class at any level up and then even come back later if you wish. You aren't suposed to mix diferent monster classes togheter however. Do it at your own risk. I created a couple feats here that allow you to multiclass between monster classes.

I see a lot of abilities based on HD. Do they count extra HD such as the ones from Bardic Inspiration?
No. Count only your class HD  (both monster and any other class levels you took) for any ability that is based on HD, not from any other source such as a bard's song.


What's my starting size with a monster class?

Normally described on the start of the class, otherwise medium sized.

What's this lose all racial bonus thingy?
Basicaly, these classes count as both initial race and class, so you can't be an human/ogre mage. You're just an ogre mage.

I want to play a spellcaster monster!
Monsters that cast as "class X" like the dragon and Rakshasa will stack their spellcasting with the respective classes.

Other monsters like the mind flayer don't actualy cast as "class X", but if they multiclass to certain caster classes they gain powerful bonus. Notice however this only works towards actual base classes that grant spellcasting, not prestige classes that grant spellcasting out of nowhere like ur-priest and chamaleon.

If it isn't clear for you what spell slots you gain with those monsters, here's some tables with the main progressions laid down for you
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In the cases where the table shows zero spell slots, the character still gains bonus spells for high mental stats as usual for the class.

 If you want a dragon that casts as a full sorceror, I point you for the fact that not even WOTC dragons cast as a full sorceror.

In alternative, take just one level of monster and then go fullcaster. Or polymorph yourself.

What's the Caster Level for the SLAs?

Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

What's the Starting Gold for 1st level monsters?
100 GP for simplification's sake. Enough to take care of basic gear, whitout being overpowered.

I don't want to grow!
If a monster class would make you grow but you would rather stay in your previous size, you may instead simply gain a +2 to a physical stat of your choice. This includes changeable growths like the elemental classes have, but once done the decision is permanent.

Do I need to buy new equipment when I permanently grow?

No, the character is assumed to be able to convert all its normally worn equipment to the new size with 8 hours of work/meditation/simple stretching, depending on the exact nature of the monster.

When not otherwise specified, is natural weapon damage given for a medium-sized creature or for a creature of the size the monster is assumed to have achieved? For instance, if you gain a trample attack at 10th level but grew one size at 8th level. Is it assumed the monster grew, even if the player took the option to not grow and instead took the +2 to a physical ability score?
Natural weapon damage given in a monster class assume that the monster grew whenever possible by the class.

Growth modifiers
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I combined two monster classes with gestalt/monster hybrid and now I'm suposed to grow beyond colossal! What happens?

Your character's space and reach increase by 10 feet, height is doubled, its natural armor increases by an extra 1, its natural weapons increase one die size, gain an extra +4 on grapple/bullrush/trip and similar maneuvers that care about size.

Ability X says I can re-roll in Y situation. Can I re-roll all I want?

Of course not. You get just one re-roll per event.

Do long creatures get bigger carryng capacity as horses do?
Yes.

What counts as fine manipulation?
Wielding weapons/shields, somatic components for spells, crafting, professions such as smithing, using scrolls/wands/staffs, thief's tools, healing kits, disguise kits, fueling a lamp, etc.

I want to use Empower Spell-Like Ability/Extend Supernatural Ability/Polymorph, is my Class Feature Extraordinary/Supernatural/Spell-Like/Natural/Untyped?
Many Class Features were not appropriately marked, I regret nothing since I'm not being paid for this. Unless noted otherwise follow this order.
-Polymorph/Shapechange/similar automatically fail to replicate any monster class abilities.
-If it says it's a SLA, it counts as a SLA.
-If the present players (DM not included) all agree that the ability should be Ex/Su/Natural, then it is so.
-If no agreement is reached (or there's only one present player), a 1d3 is rolled, with 1 meaning the ability is Ex, 2 is Su, 3 is Natural.

What are the favored classes for each monster race?

Unless pointed out otherwise, each monster race can pick any one class to be their favored one, and the monster levels themselves count as their favored class too.

Why are outsiders/X not proficient with all martial weapons?
-Because it just doesn't make much sense something like an Hellhound should automatically know how to use bows. Unless otherwise noticed, a monster class only gains the proficiencies on their description. This includes that monster classes have no proficiency with any armor or shield unless explicitly stated otherwise in their own entry.

Can I use those monster classes, as a DM, and get roughly 1 CR per level or should I use the monster instead? Should I use plain 10-11 or elite array? Is it desirable to mix those monstruous classes for he players in conjunction with the monster in the manuals to start with?

-Yes, the end result should still be roughly 1 CR per level using the Elite Array. I frequently use monster classes from the DM's side. It is also fine to still use regular monsters straight from the books, I've had other people comment on how they use the "normal" monsters for regular expendable mooks and then use the monster classes for handcrafting more customized opponents. Another nice thing is allowing to make "lesser" versions of stronger monsters. In the other hand remaking all monsters for a campaign is a bit of work.

The one thing that should not be mixed is regular monster stats and monster class in the same individual monster, in particular since all the HD-based effects may go bonkers as many book monsters get to have a lot more HD than their CR.

Is outsider X an extraplanar outsider or native outsider?
-Unless otherwise noted in the entry, outsider monster classes count as extraplanar outsiders.

I'm in a gestalt game or multiclassed and now I'm adding an ability score twice to the same ability for some huge bonus!
-Unless otherwise noted in the entry, you can only add an ability score once to attack/AC/saves/skills even if you have multiple class abilities that would allow you to do so. If each ability granted a bonus of different type (like Deflection and Natural AC), then you can pick which one to benefit from but once this choice is made it cannot be changed.

And here's two classic D&D monsters as example, the red dragon and troll:

Red dragon




HD:d12
Level BAB Fort Ref Will Feature
1+1 +2 +0 +2 Red Dragon body, Fire Breath, +1 Str
2+2 +3 +0 +3 Keen senses, Arcane Blood
3+3 +3 +1 +3 Blindsense 60 feet, Str+1, Con+1
4+4 +4 +1 +4 Wings, +1 Con
5+5 +4 +1 +4 Tail slap, Growth
6+6 +5 +2 +5 Sugestion, +1 Cha
7+7 +5 +2 +5 +1 Str, +1 Con, Firey Arcana
8+8 +6 +2 +5  Locate Object,  +1 Cha
9+9  +6 +3 +6 +1 str, +1 con, Greed
10+10 +7 +3 +7 Fire Lord, +1 Cha
11+11 +7 +3 +7 Arcane Skin, +1 Str
12+12 +8 +4+8 Iron Scales, +1 Con, +1 Cha
13+13 +8 +4 +8 Growth, Crush, Frightful presence, +1 Str
14+14 +9 +4 +9Hellfire, +1 Str, +1 Con
15+15 +9 +5 +9 Burn, +1 Cha
16+16 +10 +5 +10 Firey Arcana, +1 str, +1 con
17+17 +10 +5 +10 Revenge, +1 Cha
18+18 +11+6 +11 Find the Path, +1 str, +1 Con
19 +19 +11 +6 +11 Wrath, +1 Str, +1 Cha
20  +20 +12 +6 +12 Growth, Tail sweep, Discern location
2 Skill points+int per level, quadruple at 1st level. Class skills: Concentration, climb, jump, spot, listen, apraise, intimidate, Knowledge(any), Search, Spellcraft.

Proficiencies: a red dragon isn't proefecient with any armor or weapons, besides his own natural weapons.


Features:

Dragon Body:
The red dragon loses all other racial bonuses, and gains Dragon traits, fire subtype, bite 1d8 damage+Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40 base speed, medium size. The Red dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The red dragon also gets a natural armor bonus of 2+Con modifier. Whenever the red dragon grows one size category, his natural armor increases by a further 1.


The red dragon has immunity to fire, but takes 50% more damage from cold attacks.

Fire Breath:
The red dragon can fire a cone of 30 feet dealing 1d6 fire damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. Cone increases by 5 feet with each extra HD the player takes from here.

Arcane Blood:A red dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Ability score increase:
The red dragon ability scores increase by the shown amount.

Level Total bonus gained
1+1 Str
3 +2 Str, +1 Con
4 +2 Str, +2 Con
6 +2 Str, +2 Con, +1 Cha
7 +3 Str, +3 Con, +1 Cha
8 +3 Str, +3 Con, +2 Cha
9 +4 Str, +4 Con, +2 Cha
10 +4 Str, +4 Con, +3 Cha
11 +5 Str, +4 Con, +3 Cha
12 +5 Str, +5 Con, +4 Cha
12 +6 Str, +5 Con, +4 Cha
14 +7 Str, +6 Con, +4 Cha
15 +7 Str, +6 Con, +5 Cha
16 +8 Str, +7 Con, +5 Cha
17 +8 Str, +7 Con, +6 Cha
18 +9 Str, +8 Con, +6 Cha
19 +10 Str, +8 Con, +7 Cha
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!

Keen senses:At 2nd level the red dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision  out to 120 feet.

Blindsense:
as the normal ability, range 60 feet.


Wings:
At 4th level the red dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturaly, but players can take the Savage Species feat that increases it by two steps(stackable). Each wing can also be now used to deliver a natural atack dealing 1d4+1/2 str mod damage.

Growth:
At 5th level the red dragon grows to large size.
                At 13th level the red dragon grows to huge size.
                At 20th level the red dragon grows to gargantuan size.

His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.

Tail slap:
The red dragon can now make a tail slap attack dealing 1d8 +1,5 str modifier damage (already taking in acount large size).

Red dragon SLAs:At 6th level the red dragon can use Sugestion as a SLA 1/day per 3 HD it has.

At 8th level it can use locate object as a SLA 1/day per 4 HD it has.

Save DCs are 10+1/2 HD+Cha mod.

Firey Arcana: At 7th and 16th level the red dragon adds one  spell with the fire descriptor of a level he can cast to his list of spells known.

Greed:At 9th level a red dragon can instantly discern the monetary value of any objects in his view. He can also memorize the number and type of each item and notice if anything is missing or added to that group of items with a new glance.

Fire Lord:
At 10th level a red dragon casts spells with the [Fire] descriptor at +2 caster level and ignores any limit on caster level on such spells.


Arcane skin:
At 11th level the red dragon gains SR equal to his HD+11.

Iron Scales:
At 12th level the red dragon gains DR/magic equal to half his HD.

Crush:
At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
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Frightful presence:
The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Hellfire: At 14th level the red dragon's flame burns hotter than anyone can measure. The red dragon's breath weapon ignores fire resistance from any target equal to his own HD. If a creature is immune to fire, it instead counts as having Fire Resistance 30 (that's then reduced by the red dragon's HD).

Burn:At 15th level, as a free action a number of times per day equal to his Cha mod, the Red Dragon can make his breath weapon persist and keep dealing damage on the same area. This lasts for a number of rounds equal to the dragon's HD, but deals 1 less damage dice for every turn that passes.

Revenge: At 17th level, whenever the red dragon is damaged or hindered in any way by an oponent, he automatically knows that oponent's location for 1 round. If the red dragon can't actually see this oponent then he still counts as having total concealment against the red dragon.


Find the path:
At 18th level the red dragon can now use find the path as a SLA 1/day for each 5HD it has.

Wrath:
At 19th level, 1/day per 6 HD, the red dragon can enter a state of pure destructive rage as a free action. He gains a bonus on attack and damage rolls, to Str, Con and Cha equal to 1/3 his HD. This rage lasts 3+(enanched) Con mod rounds, after wich the Red Dragon is exhausted.


Tail sweep:
This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Discern location:the red dragon can now use discern location as a SLA 1/day for each 5HD it has.


Personal coments:
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Troll

HD:d8
Level BAB Fort Ref Will Feature
1 +0+2+0+0Troll body, Reckless Assault, Shrug it off, Str+1, Con+1
2 +1+3+0+0 Scent, Hunter Leap, Str+1, Con+1
3 +2+3+1+1  Rend, Lunging Throw Str+1, Con+1
4 +3+4+1+1 Regeneration, Tear Trough, Str+1, Con+1
5 +3+4+1+1  Growth , Overrun, Str+1, Con+1

Skills: 2+int modifier per level, quadruple at first level. Class skills:
spot, listen, climb, jump, swim, knowledge(nature, geography, war), handle animal, intimidate.

Proficiencies: all simple weapons and his own natural weapons.

Features:
Troll body: the troll loses all other racial bonuses, and gains giant traits(basically low light vision), a base speed of 30 feet, two claw attacks dealing 1d4+Str mod each and one bite attack dealing 1d4+1/2 Str mod damage . He also gains a natural armor bonus equal to his own Con modifier.

Reckless Assault:Trolls are infamous for throwing themselves at their oponents while trusting their own toughness to endure whenever the oponent throws back at them. Whenever the troll charges or full attacks, he may make an extra claw or bite attack at his highest attack bonus, but causes an attack of oportunity from their oponent. If this attack of oportunity misses, the troll may make a new bite or claw attack, provoking a new attack of oportunity, and so on. The troll cannot gain a number of bonus attacks bigger than his own HD this way, neither those extra attakcs can trigger Rend when the troll gets the ability (they're just too reckless to set up a good tearing!)

Shrug it off: At first level a troll's regeneration still isn't fully developed, but they're already able to quickly recover with mere seconds of rest. As a standard action, a number of times per day equal to his Con modifier, the Troll may heal itself for an amount of HP equal to HDxCon modifier.

At 3 HD, this ability automatically triggers should the Troll be droped below 0 HP.

Ability score increase:a troll gains +1 Str and +1 Con for each level in this class.

Scent:At 2nd level, a Troll gains the scent extraordinary ability, as the standard SRD ability.

Hunter Leap: At 2nd level, a Troll performing a charge can choose to fling itself trough the air. It can only move up to his speed (instead of twice), but counts as flying for all purposes, so ignores dificult terrain and can leap over a chasm, or reach flying targets. If it finishes it's charge on the air, then it falls back on the ground and takes damage as apropriate.


Lunging Throw: After centuries of running after agile preys while being too lazy to run faster themselves, trolls developed a natural talent for usinng thrown weapons to slow down their oponents. At 3rd level, if the Troll moves at least 10 feet on the direction of a target and then hits it with a thrown weapon, it must make a reflex save with DC 10+1/2HD+Str mod or be unable to move for 1 round (it can still attack/use items/cast, just not move). If the hit oponent was flying, it drops 10 feet for every point it failed the save. If this makes it hit the ground, it takes falling damage as apropriate.

Rend:At 3rd level, if a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+1,5 Str modifier points of damage.

Regeneration: At 4th level the Troll gains regeneration equal to half his HD. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tear trough:At 4th level, as the Troll's regeneration awakens, it becomes even more reckless, allowing him to suffer grievous injuries in order to push trough traps and hazards at any cost. Whenever the troll would roll a save, it may deal Claw damage to itself as an immediate action and add half the self-inflicted damage as an Insight bonus on that save.

Growth:At 5th level the troll grows one size category.

Overrun: 1/day for every 2 HD it has, the Troll may push it's body to the limits. As a fullround action, it can move up to twice it's speed, ignoring hard terrain and even moving over oponents, while delivering one claw attack to every oponent he passes trough (no more than one attack per oponent), or alternatively full attack one single oponent at any time during the move. The troll causes attacks of oportunity as normal for moving, but in the turn this ability is used, and for a number of turns equal to his Con modifier afterwards, he automatically heals an amount of HP equal to his HD every time it's damaged (except if the source of damage is fire or acid).

Skraag: When taking this class, you may choose to be a skraag, an aquatic troll. In that case at 1st level your base speed is just 20 foot but you gain a swim speed equal to twice your base speed, and your regeneration only works when you're sugmerged in water.

Comments:
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473
Introduction
As you may know, 3.5 allows you to play monsters as PCs, but with a cost: LA and RHD.

However, most monsters out there weren't designed for player use, and end up with fat LAs to keep the players away from powerfull abilities like greater teleport at will.

Plus, monsters with higher HD than CR also aren't very usefull for players.

And then, the players have to deal with many of their monster abilities don't improving with leveling up.

In this thread, I'll pick up popular monsters and re-design them to be useable by players, so that they can play any monster with CR X by level X. I'll acomplish this by:
-Adjusting RHD to always match the player's level to don't punish/reward them against level dependant abilities.
-Reducing huge ability bonus and natural armor.
-Making monster special abilities level dependant so they keep increasing.
-Cut down most abuseable abilities to keep the power level in check. No stuff like teleport at will at level 5.

Since a lot of this classes change your size, I'm posting a table here to show exactly what you get when you change size.

FAQ:
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Growth modifiers
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Red dragon



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Personal coments:
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Troll

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Comments:
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Gotta a lot more stuff done, will be posting it during the next days as I adapt to this forums templates.

474
Scholar

“The events of this night shall be mine to devour!”-Keine Kamishirasawa, master Scholar

Scholars are those who dedicate their lifes not only to the pursuit of knowledge, but also to its spreading. And manipulation. The mind of mortals is short and flawed, and thus those who write the history books can literally reshape reality as it's their words that will be perceived as "truth" in the future.

Unlike spellcasters, scholars believe in healthy balanced training of the mind and body, practising martial arts to help them prevail in an ignorant world filled with violent fools, and even developed their own particular fighting style, Plain History. This style focus on literally using knowledge as power, filling their oponents with doubts, finding their weak points, advising allies and even channeling old almost-forgoten powers.

MAKING A SCHOLAR

Abilities: Intelligence is the key ability for Plain History and also the knowledge skills you need to suceed. Constitution bolsters your HP and helps you stay in Mythical Form longer. Dexterity may come in handy as you're wearing light armor.
Races: Humans with their natural curiosity make for the most part of scholars, but otherwise no race shows special preference for this class.
Alignment: Scholars can be of any alignment, but they usually tend more to the lawful and good spectrums. Evil scholars spread unrest by fabricating rumors and conspiracies, while chaotic scholars openly challenge traditions and tabus.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young

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475
Ancient Temple

"The things my Youkai-Forged Blades cannot cut are next to none!"-Youmu Konpaku, Ancient Temple Master


Long ago, a noble woman raised as a ghost after her death. Whitout descendants, she declared she would keep running her lands and demanded all the conforts she enjoyed while alive. Most of her previous servants ran away in fear rather than work under an undead, but her loyal gardeners stood behind and did their best to tend the lady's gardens, serve her meals and tea, maintain the house and even patrol the property in the place of the missing guards. The lady was satisfied with being taken care off by this dedicated servants, and never ventured out from her lands. But the legend arose on how a powerful ghost now ruled the area, and many undeads started converging on it. Despite their loyalty, the gardeners were powerless against many of the undeads since their working tools couldn't hurt them, and  all would have died or worst. But the noble ghost intervened, and gifted her loyal servants with powerfull swords that could slice trough the unholy invaders. The gardeners destroyed all the undeads combining their skill honed from years of cuting plants with their new weapons, and their lady was pleased. Altough she was deeply religious and considered wrong to break the cycle of life by granting them immortality, she did greatly expand their lifespans. As for herself, she said she would one day make peace with the wordly affairs and ascend to nirvana, but that's another story. She stayed in this world, and soon her home became an Ancient Temple, with her previous gardeners as powerful and skilled servants.

The gardeners, blessed with  increased lifes, dedicated themselves to develop a martial art that perfectly blended the elegant cuting of plants with the graceful cuting of those who dared to disturb their mistress lands. Some of them did grew weary of this monotonous life as they worked from dawn to night and weren't even geting paid anymore, leaving their  home to see the world, showing their special skill trough the land. Luckily for them the ghost mistress never atempted to get them back or showed any kind of spite, altough some wonder if she simply doesn't care as long as there's at least one servant taking care of her.

Ancient Temple became well renowed, but few can atempt to learn it tough as no other pair of weapons offer the balance and sharpness of a Youkai-Forged Blades and that's essential for unleashing the maneuvers from this school. And only their ghost mistress seems to be know the secret to get new ones, making many aspiring heroes to travel to her lands. The gardeners left behind always rise their children under this school, creating young martial artists of incredible skill. The favored weapons of this discipline are the Youkai-Forged blades that take the form of one-handed slashing melee weapons. The Discipline Skill is Profession(Gardener), as in order to know how to cut flesh and soul at the same time one must first learn how to gracefully cut trees and flowers. Altough some question if this philosophy is really true, the fact that it's upholded by gardener-warriors with centuries of experience that serve an aparently mad ghost doesn't leave much room for discussion if you wish to learn it.

This school is available only to those who take the Netherworld Gardener feat.

New Feats
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Youki Konpaku, fabled first master of Ancient Temple.


Maneuvers


1st level

Aceptance of Life and Death: Strike–strike fear on an oponent with one of your swords while cuting out the fear from an ally.
Moment of Eternity: Boost-Fully focus on the task at hand.
200 Hell Realm Flowers in 1 Slash:Strike-Move at extreme speed while slicing a nearby oponent.
Intolerant Avici: Counter–punish oponent that missed an attack against you.
Fasting of the Young Ghost: Stance–partially separate your soul from yourself.

2nd level
Insightful Swords: Strike–release wave of energy from your blades.
Beast Realm Brute Sword: Strike–Combine your slashes with basic combat maneuvers.
Netherworld Reflection Slash: Counter–deflect ranged attacks with your swords.
Karmic Punishment of the Idle and Unfocused : Boost–next sucessful attack on the round may slow oponent, or you hit an ally to get them to work faster.

3rd level
Flashing Slash Formation as Karma Gust: Strike–Move even faster while slicing with both your swords.
Storybook of the Ghost Realm:Stance- divide your soul even more.
Asura Realm Ascension to NirvanaStrike-Smite your target with the beauty from your attacks.
Retribution of the Ten Hungry Kings:Boost- Your blades launch energy slashes

4th level
Mortal Realm Rise from Delusion:Strike–break out from negative condition and strike with both swords.
Flashing Cherry Blossoms: Boost–glowing flower petals fall around you concealing your next move.
Disappearing Elegance: Strike–gracefully vanish out of sight, then slice from impossible angles.
Obsession with the Present World:Boost-All your attacks this turn may confuse your oponents or clear the mind of allies.

5th level
Meditation  of Life Ending Sword: Strike-Attack with both swords, oponent may die if you hit with both, or bring back the recently deceased.
Floral Nirvana: Counter-Remove yourself from reality for a moment.
Ghostly Wheel of Pain:Boost-Turn your soul into a copy from yourself, forming a circle of rebirth.
God's Flashing Slash as Karma Gust:Strike-move an impossible distance in a moment while slicing all who opose you.

6th level
Tower Watching Blade's Bullet-Cutting Third Eye:Counter-block an enemy attack by striking even harder.
Five Signs of the Dying Deva:Strike–Your blows reveal your oponent's doom, stripping them of their defenses.
Delusion of Enlightenment: Stance–Become able to shoot waves of energy with all your attacks.
Slashing a Flower Upon One's Head:Strike-Cut only what must be cut, traping an  oponent or freeing an ally.

7th level
Displeasure of the Seven Sins-Boost-Purify yourself to remove all ill effects.
Slash Clearing the Six Senses: Strike–Ignore the illusions of reality to strike at your target's true core.
Approaching Disillusion :Strike- Slash the boundaries of reality itself around you, creating dangerous rifts.

8th level

Attainment of Eternal Truth:Boost-See everything as it truly is, then close the gap with your target.
Deva Realm's God Swords: Stance–Pour your soul into your blades, greatly strenghtening them.
Slash of The Eternity: Strike- Attack oponent with both blades, attacks keeps repeating themselves untill one of you is defeated.
Secret of Life and Death:Strike-Utterly destroy your oponent, or bring back those who passed away.

9th level
Six Realms Ageless Obsession:Stance–Enter the border between life and death to attain extreme power, cannot keep it for long.
Paschal Moon-Reflecting Satellite Slash:Strike-Clear all obstacles in your path before striking with the power of the moon.

476
Doll Judgement


"Of course I'm happy living only surrounded by dolls. They never complain of anything!"-Alice Margatroid, Doll Judgement Master

History
(Suggested theme music)

Legend says the first Doll Judgement user was a merchant that sold her soul in hell to learn magic and eventualy settled in a mysterious forest after her dark master was defeated by a powerfull priestess and she had no interest in world-conquest plans. Since she had no more need for money or mortal allies, she took doll crafting as a hobby on her breaks from studying the arcane mysteries, an art she had first learned when she was still mortal. Altough she could easily craft any dolls she wanted with magic instantly, there was a certain satisfaction doing it by hand trough mundane means. It created a special connection.

After a century of this lifestyle, the magician had learned how to channel her spirit trough her dolls. They weren't exactly independent constructs and ultimely were manifestations of her own will, and thus they would answer instantly to her commands. She took particular pleasure in fighting with this unique skill the few creatures that challenged her and many stories were written and forgoten about her.

The magician never took disciples, but did abandon several of her dolls for unknown reasons, that ended up on the hands of others. Altough not all of the new doll owners had magic powers, they each were capable of stablishing a connection with the dolls and learn the Doll Judgement discipline.

Now Doll Judgement users can be found a little everywhere. Usually solitary creatures, many would question their sanity for their choice of weapon, but a Doll Judgement user rarely cares about what others think of her anyway. Their dolls are all the companionship they really need, and they don't give them few worries. They give them none.

Any creature tha hast a level of a ToB class may swap one of his availables disciplines for this one.

Key skill:Craft(doll). Doll Judgement maneuvers only work with hand-crafted dolls (no magic or magicitems involved on their creation), and thus any user of this discipline must know how to supply herself. Creating something with your own hands imbues it with a special spirit that cannot be replicated by any magic. Asking others for help on the creation process also ruins the doll for the purpose of this discipline.

Favored Weapons:
Any weapons wielded by your dolls automatically count as favored weapons for Doll Judgement.

New Equipment: Doll

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New Feats:

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Maneuver List


1st level

Artful Sacrifice: Strike–sacrifice doll to deal damage to anoponent.
Dolls in Sea: Boost–All your dolls can make a 5-foot step.
Doll Veredict:Strike-Doll fires ray of energy.
Doll Placement:Counter– Reposition one doll.
Puppeteer Theater: Stance–deploy and control dolls.

2nd level
Little Legion: Strike–Attack one oponent with multiple dolls.
Straw Doll Kamikaze: Strike–Sacrifice Doll to deal damage in an area.
Volatile Doll : Counter–make doll explode when destroyed.
Reincarnated Doll: Boost–recover destroyed dolls.

3rd level
Return Inanimateness: Strike–sacrifice doll to deal greater damage to one oponent, may daze.
Blue Benevolent  Dolls:Stance- As Puppeteer Theater, but control less dolls and they can now perform attacks of oportunity.
Wonderfull Dolls: Strike-Dolls blind anyone nearby.
Doll Arrangement :Strike- dolls attack in coordination and perform a basic combat maneuver.

4th level
Doll's War: Strike–Attack multiple oponents with multiple dolls.
Soulless Folk Dance: Boost–Dolls attack better for the round.
Crimson Doll:Strike-Doll releases larger beam of energy
Doll Activation : Boost-Doll performs one of your special attacks.

5th level
Cursed Doll: Boost–Attach an attacking doll to the target, cursing it.
Guardian Doll: Counter-Sacrifice a doll to protect yourself.
Returning Dolls:Strike-Send Dolls to attack a distant target, then pull them back.
High-Explosive Pawn:Strike-sacrifice doll to deal massive damage to area, may daze.

6th level
Hanged Immortal Doll-Counter-redirect attack on a doll to an enemy.
Doll Cremation :Strike–Sacrifice doll to engulf an area in scorching energy.
Scarlet Haired Dolls: Stance–As Blue Benevolet Dolls, but controll less dolls and they now block line of sight and effect to oponents.
Traditional Elegant Dolls:Boost-Recover and reposition multiple dolls.
Goliath Doll Prototype: boost-make one of your dolls grow to huge size.

7th level
Dolls of the Round Table: Counter-Dolls sacrifice themselves to protect and avenge you.
Suicide Squad: Strike–sacrifice multiple dolls to unleash devastation.
Thousand Spear Dolls : Strike-All dolls attack in simultaneous.

8th level

Futuristic Puppet:Boost: Temporaly place your consciouness inside a doll.
Eerily Luminous dolls: Stance–As Scarlet Haired Dolls, but control less dolls for superior stats.
Seeker Dolls: Strike- dolls release storm of beams.
Goliath Doll Test:boost-make one of your dolls grow to gargantuan size, and they gain a pair of powerfull armblades.

9th level
Lunatic Goliath Doll:Stance- Make one of your dolls grow to colossal size.
The Phantom of the Grand Guignol: Strike–unseal a disturbing Doll that terrorrizes your oponents.



Doll Judgement users never fight alone.

477
Breath of Battle

Kragat, Master of the Breath of Battle discipline, purges an evil artificer's fortress together with his disciples.

History
When dragons first heard of Reshar and how he managed to find new ways of using the humanoids weak weapons, most dragons laughed and returned to their arcane studies and crushing their oponents with their mighty bodies.

Some dragons however saw the potential of the Sublime way, and started to practise it to improve their already formidable natural capacities.

And then, some dragons noticed however that there was a glaring hole in the Sublime way. It focused on simple mortal weapons like blades and axes, teeths and claws.

But the dragons had a much more powerfull weapon available to them. They could breath forth the elements themselves. If the Sublime way worked so well with the weapons of inferior creatures, what could be achieved by applying it's teachings to the greatest weapon wielded by any creature in existence?

Thus the Breath of Battle discipline was born. The name comes from the legend that an ambitious red dragon first developed it to get the edge over a neighbour gold dragon rival. Thanks to constant breathing exercises and continuous use of his flames, that red dragon slayed his gold oponent in a fantastic air duel that set the sky itself ablaze.

From then, that red dragon taught what he had learned to his hatchlings, wich ended up teaching it to other chromatic dragons which expanded on it with other elements and ended up spilling the secrets to a cleverly disguised bronze dragon, and from there the discipline spread to all dragonkind.

Any creature who has breath weapons and picks up a level of a maneuver-granting class may swap one of their availables martial disciplines for this one.

Key skill: Spellcraft.The supernatural nature of the dragon's breath demands good understanding of magic.

Sublime Suspire-Usually Breath of Battle maneuvers can be combined with breaths of all elements, but in the case of fire, cold, acid and electricity breaths the Initiator may pick a different option as described in each maneuver. Those effects replace the normal maneuver’s effects unless otherwise noted, and the initiator can choose to either use the normal or specific element version each time they initiate the maneuver (or enter a Breath of Battle stance).

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Maneuver List

1st level
[Wyrmling Exhalation] Brutal Beautiful Breath: Strike–Extra damage
[Wyrmling Exhalation]Turning Twisting Tongue: Strike–make line breath attack change direction once.
[Wyrmling Inhalation] Deep Mountain inhale: Boost– one breath weapon recharges 3 turns faster.
[Wyrmling Inhalation] Ephemeral Draconic Fog: Boost-breath weapon leaves behind opaque screen of gas.
[Wyrmling Breath] Elemental Petal Mantra: Stance–change shape of breath attack.

2nd level
[Young Exhalation] Blooming Elemental Lotus: Strike–Ignore resistance equal to your IL
[Young Inhalation] Morning Sublime Draw: Boost–Stronger breath at point blank range.
[Young Exhalation] Beautiful Rising Revenge: Counter–use breath attack on creature which just struck you.
[Young Exhalation] Petal Destroyer Whisper: Strike–turn breath attack into touch attack which can be used to sunder

3rd level
[Juvenile Exhalation] Beautiful Punishing Blow Out: Strike–breath weapon deals +2d6 damage.
[Juvenile Breath] Sublime Breathing of eternity: Stance–all your breath attack recharge 1 turn faster.
[Juvenile Exhalation] Brilliant Rising soul: Strike-use breath weapon and heal damage.
[Juvenile Inhalation] Pure Deep Whisper: Boost- use breath weapon, it momentarily Blinds oponents.

4th level
[Adult Exhalation]Sublime Supression: Strike– breath, and creatures that fail the save cannot make attacks of oportunity and move at half speed for 1 turn.
[Adult Inhalation] Rising Petals Alert: Boost–all your breath weapons recharge 3 turns faster.
[Adult Exhalation] Beautiful Traveling Whisper: Strike-move, breath, keep moving.
[Adult Exhalation] Blooming Elemental Flower: Counter-stop enemy attack with your breath.

5th level
[Mature Exhalation] Beautiful Pure Purge: Strike–breath weapon deals +4d6 damage.
[Mature Exhalation] Rising Elemental Assault: Strike-use breath weapon, then teleport to any empty space on the area of effect.
[Mature Inhalation] Sublime Flowering Emblem: Boost-create an elemental weapon out of your breath.
[Mature Exhalation] Dancing Ephemereal Whisper: Counter-Breath away that which annoys you.

6th level
[Old Expiration] Beautiful Rising Curtain : Strike-use breath weapon, it divides into myriad of dazzling forms of your choice. 
[Old Expiration] Sublime Heaven and Hell wind: Strike–use breath weapon, heals equal amount.
[Old Inspiration] Echoing Petal Whisper: Boost-your breath weapon lingers on its targets.
[Old Breath] Perfect Elder Lotus: Stance–Ignore enemy resistance equal to your IL.

7th level
[Ancient Expiration] Rising Flower Breaker: Boost-Breath weapon punches trough obstacles.
[Ancient Expiration] Sublime Country Erradication: Strike–breath weapon deals +8d6 damage.
[Ancient Inspiration]Eternal Petal Dust: Strike–use breath weapon as a swift action.

8th level
[Wyrm Breath] Sublime Heaven and Hell judgement: stance–Take penalty in breath DC to increase range.
[Wyrm Expiration] Flawless Flowering Eternity: Boost-Breath weapon turns into a persisting energy storm.
[Wyrm Inspiration] Rising Petal Tempest: Strike-Use breath weapon twice.

9th level
[Great Expiration] Sublime Flowering Petal Oblivion: Strike–breath weapon deals +16d6 damage, ignores resistance and immunity.

Maneuvers explanations:
(click to show/hide)

478


The zergs show that quantity has a quality of its own.

Intro
Well, as any D&D player may have noticed, it's really hard to make large number of small enemies threaten players once they start reaching higher levels.

It would be really cool if you could put your 10th level party against a hundred level 1 orc warriors, but the batle would be really one sided as the casters fly and drop nukes and the orcs can, at best, hit the party members on nat 20s, plus no sane DM wants to roll attacks, saves and iniatives for one hundred orcs, not to mention the models.

And the players wouldn't even get experience.

The good news is that DMG 2 gave us the mob template, which turns that group of commoners into actualy something dangerous.

The bad news is that, like everything else in DMG2, it kinda sucks. Ok, it's probably the best thing in the book, and the only reason any D&D player should bother reading it, but the template itself really could use some work. It's a great idea and so I decided to properly polish it.

So I present you:

Mob (template)
An angry mob represents a group of creatures that band together with a single destructive mentality. Like killing someone or taking down a city.

A mob is treated as a single entity similar to a swarm, except that it is made of larger creatures. A mob can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A mob that incorporates a crowd of goblins and a crowd of chokers is best modeled by two separate mobs.

“Mob” is an acquired template that can be added to any group of Small, Medium, or Large creatures who choose to form a mob. A mob uses all the base creature’s statistics and special abilities except as noted here.

Unless noted otherwise, all of the mob abilities are ex abilities.

Summarized version:
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Detailed version
(click to show/hide)

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479

All mechas are awesome, but some mechas are more awesome than others.


Introduction
This thread aims to allowing 3.5 players to add Mechas to their campaigns. And by Mechas I mean the kind of stuff you're expected to find in a Super Robot Wars game, so this thread will burrow heavily from that game's mechanics. No robots powered up by souls or angst here!

Done:
Spirit List
Ace Pilot school
Real Pilot class
Real Robot list, mecha combat, mechas vs non-mecha.
Arsenal-weapons and acessories.
Burning Justice school for super robots
Super Pilot class
Super Robot list
Ship Captain, Ships Full of Hope School, Battleships
Into the Danger Zone school
Pilot Feats

To be done in the near future:
-Teamwork school.
-Advanced Energy fields
-Advanced Funnels.

Old stuff, now kinda irrelevant
(click to show/hide)

480
Introduce Yourself / Oslecamo deployed!
« on: November 06, 2011, 08:49:14 PM »
-Your name
Oslecamo
-Your favorite games
3.X, and several computer strategy titles and RPGs.
-Your non gaming hobbies
I don't guess studying physics engineering exactly counts as a hobby, but I quite like it.
-Where you live, including country, without using abbreviations
Portugal.

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