Author Topic: Salamander  (Read 4772 times)

Offline oslecamo

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Salamander
« on: December 28, 2011, 10:30:20 PM »
Salamander

HD:d8
Level    BAB   Fort    Ref   Will   Feature

1   +1   +2   +0   +2   Salamander Body, +1 Str
2   +2   +3   +0   +3   Tail slap, Heat, +1 Con
3   +3   +3   +1   +3   Multiattack, Improved grab, Constrict +1 Str
4   +4   +4   +1   +4   Powerful tail, +1 Str, +1 Con
5   +5   +4   +1   +4   Growth, +1 Str
6   +6   +5   +2   +5   Salamander Skin, +1 Con, +1 Cha
7   +7   +5   +2   +5   Flame Initiate, +1 Cha
8   +8   +6   +2   +6   Flame Adept, Melt +1 Cha
9   +9   +6   +3   +6   Growth +1 Str, +1 Con
10  +10   +7   +3   +7   Noble, Flame Master, +1 Str, +1 Cha.


8 Skill points+int per level, quadruple at 1st level.

Class skills: Bluff, Craft, Escape artist, Intimidate, Hide, Profession(any) Spot, Listen, Search, Knowledge (any) Move silently, Diplomacy, and Sense motive.

Proficiencies:
A Salamander is proficient just simple weapons and  also  with its tail slap.

Features:

Salamander Body: The Salamander loses all other racial bonuses, and gains outsider traits(basically darkvision 60 foot) and the fire subtype. It is a small outsider. The salamander has no legs, instead having a powerful tail allowing him to move at a speed of 20ft. He cannot use boots of any kind.

The salamander also has a natural armor of 2+con modifier. His natural armor also go up by 1 when it grows.

Salamanders are immune to fire, but takes 50% more damage from cold attacks.

A Salamander also gains a bonus on any craft rolls involving metal equal to their HD.

Ability increase: The Salamander gains +1 Str at levels 1, 3, 4, 5, 9 and 10, +1 Con at levels 2, 4, 6 and 9, and +1 Cha at levels 6, 7, 8 and 10, for a total of +6 Str, +4 Con and +4 Cha at level 10.


Tail slap: At level 2 the salamander can make a tail slap dealing 1d4+ 1/2 str dmg.

Heat: At 2nd level a salamander generates so much heat that its mere touch deals additional fire damage. This applies to natural weapons of the salamanders. Melee weapons wielded by the salamander also conduct this heat. This ability can be suppressed and resumed as a free action. At level 2 the heat deals 1d6. For every extra 5 HD from there this damage increases one size category (1d8 at 7 HD, 2d6 at 12 HD, 2d8 at 17 HD )

Multiattack: At level 3 the Salamander gain the multiattack feat even if he do not have the requisites of three natural weapons. It can attack with a manufactured weapon as primary attack and it's tail slap as secondary attack with just -2 penalty on the tail slap instead of -5.

Improved Grab:At 3rd level, to use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Powerful tail:
At level 4, the tail slap of the salamander now deals 1d8+1/2 Str mod damage, and it's reach is doubled (10 foot for small/medium size, 20 for large size, etc). If the salamander changes size adjust the damage accordingly as well.

Constrict : A salamander deals automatic tail slap damage (including fire damage) whit a successful grapple check against creatures up to one size larger than itself. A large or larger salamander can constrict multiple creature simultaneously provided they are all at least two size smaller than it.

Growth: At level 5 the salamander grows to medium size. At level 9 the salamander grows to large size.

Salamander Skin: The Salamander gains DR/magic equal to half his HD.

Flame Initiate:
The Salamander can now use Burning Hands, Fireball and Flaming Sphere as SLA's each 1/day for each HD it has. Save DCs are 10+1/2 HD+Cha mod.

In addition, a salamander who multiclasses for an arcane or divine casting class can count his salamander levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a Salamander 7 who took 1 level of sorcerer could choose to have CL 8, get 3 4th level spell slots, 1 3rd level spell slot, 1 4th level spell known and 1 0th level spell known. He wouldn't get the spell knowns and spell slots of a sorcerer 7 however. He would get the familiar ability, but Salamander levels wouldn't count for it.

Flame Adept:The Salamander can now use Wall of Fire and Dispel Magic 1/day for each 2 HD it has. Save DCs 10+1/2HD+Cha mod. At 11 HD the Dispel Magic is upgraded to Greater Dispel Magic.

Melt: The Salamander's expertise with the forge teaches him how to focus heat until it can burn trough anything. If the Salamander would use any ability that deals fire damage (like a SLA, spell or heat), as a swift action the salamander may instead reduce the fire damage  by half and make it count as untyped damage.

Noble:Any spells or SLAs cast by the Salamander with the [Fire] descriptor have no limit on the number of dice they deal and are cast at +2 CL. In addition, a number of times per day equal to their Cha mod, a Noble Salamander may use his Melt ability to deal full untyped damage with a fire SLA or spell.

Flame Master:the Salamander can now use Summon Monster VII as a SLA 1/day for every 5 HD it has, but only for summoning huge or smaller fire elementals.

At 13 HD it may use Summon Monster VIII (greater fire elemental) instead.

At 16 HD it may use Summon Monster IX (elder fire elemental) instead

At 19 HD it may use Elemental Swarm (fire only) instead.

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« Last Edit: September 17, 2014, 05:51:04 AM by oslecamo »

Offline FireInTheSky

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Re: Salamander
« Reply #1 on: November 13, 2012, 01:34:28 AM »
BAB is off at 10th.

Offline oslecamo

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Re: Salamander
« Reply #2 on: November 13, 2012, 06:18:50 PM »
Fixed.

Offline Concerned Ninja Citizen

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Re: Salamander
« Reply #3 on: November 13, 2012, 07:10:46 PM »
The skill list has Hide twice.

Offline oslecamo

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Re: Salamander
« Reply #4 on: November 15, 2012, 06:33:32 PM »
Fixed.

Offline Ras F

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Re: Salamander
« Reply #5 on: August 23, 2014, 08:52:15 PM »
"Good Saves" are a bit off. 8th level Will should be +6, and both Fortitude and Will should be +7 at 10th level.

Offline oslecamo

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Re: Salamander
« Reply #6 on: September 17, 2014, 02:28:05 PM »
Fixed, thanks.