Author Topic: Oslecamo's Improved Monster Classes  (Read 62659 times)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #40 on: June 13, 2017, 10:40:51 PM »
Basilisk (awakened)


Hit Die: d10
Level   BAB   Fort   Ref   Will   Features
1   +1   +2   +0   +2   Basilisk Body, Hardening Gaze, Unique Gaze, +1 Con
2   +2   +3   +0   +3   Unique Gaze, Hectability, +1 Str
3   +3   +3   +1   +3   Nature Petrification, Hide in Plain View, +1 Con
4   +4   +4   +1   +4   Unique Gaze, Rock Guts, +1 Str
5   +5   +4   +1   +4   Stone Gaze, Rock Chomp, +1 Str, +1 Con
Skills:2+Int mod. Class skills are Balance, Climb, Jump, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: A Basilisk is proficient with its own natural weapons.

Features

Basilisk Body:The Basilisk loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 30 feet, and a natural weapon Bite attack dealing 1d8+1,5 Str mod damage. Basilisks have no limbs capable of fine manipulation, but awakened specimens are capable of speech.

A Basilisk also gains a natural armor bonus equal to 2+Con modifier.

Hardening Gaze: at first level, the Basilisks eyes are still far from their true power, but they can already slowly turn its preys into stone. The Basilisk gains a Gaze attack with a range of 20 feet plus 5 feet per 2 HD, useable at will, that inflicts a 1d2 penalty to Dexterity and -10 feet penalty to all movement speeds if the onlooker fails a Fort save with DC 10+1/2HD+Con mod. Multiple failed saves stack, and they last 1 minute/HD. Any effects that protect against Petrification protect against Hardening Gaze. If a creatures Dex would be reduced to 1 by this, theyre turned to stone instead.

Unique Gaze: theres multiple subspecies of basilisks each capable of producing diferent kind of gazes, and some experts will claim that actualy each individual Basilisks gaze has unique properties. At1st, 2nd and 4th Basilisks level, choose one of the following options, each useable a number of times per day equal to Con mod.

(click to show/hide)
Long Gaze: A Basilisks eye can reach far indeed. As a standard action, the Basilisk can focus its eyes on a creature it can see whitin 200 feet plus 50 feet per 2 HD. That creature is affected once by the Basilisks Hardening gaze.

Petrificating Gaze: Just because you survived the first glance doesnt mean youll escape the second. As a standard action, you can focus your eyes more intensily on a creature inside your Hardening gaze range that is already affected by its penalty. They must save again, and if they fail, theyre fully petrified. At 8 HD they get another instance of the penalty if they

Heavy Gaze: Stone is heavier than flesh, and moving gets harder. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze are also fatigued for 1 round per HD. At 8 HD they become Exhauted instead for the same duration, or fatigued for 1 round if they suceed on the save.

Toxic Gaze: Having your body turned into stone just isnt healthy. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze are also sickened for 1 round per HD. At 8HD, they become nauseated instead, or sickened if they suceed on the save.

Crumbling Gaze: Stone muscles just dont perform that well. As a swift or move action, for 1 round creatures failing their saves against Hardening Gaze also take a 1d2 stackable penalty to Str for 1 minute/HD.

Careful Gaze: Some friendlier Basiliks learn how to dont look at the things they like. As a swift or move action, the Basilisk can exclude any number of creatures it wants from being affected by its gaze.

Fossilizing Gaze: A crack on a stone is a crack that will only get bigger. As a swift or move action, for 1 round creatures under the Basilisk gaze lose any Fast healing and Regeneration that they may have for 1 round if they pass the save, and 1 hour per HD if they fail it.

Soft Gaze: Certain basilisks produce weaker varieties of stone, which is actualy an advantage for the beast. As a swift or move action, for 1 round creatures under the Basilisk gaze have any DR/hardness they have halved for 1 round if they pass the save, or halved for 1 hour per HD if they fail it.

Quick Gaze: Sometimes resisting a Basilisks gaze is a matter of just looking the other way in the right moment. As a free action, for 1 round all effects of the Basilisk gaze demand Reflex saves instead of Fort saves.

Staring Contest: Sometimes resisting a Basilisks gaze is a duel of minds. As a free action, for 1 round all effects of the Basilisk gaze demand Will saves instead of Fort saves.


Ability score increase:The Basilisk gains a permanent

+1 to Str at levels 2, 4 and 5

+1 to Con at levels 1, 3 and 5

For a total of +3 Str and +3 Con at 5th level.


Hectability: The eight legs of the Basilisk combined with its lazy nature mean its extremely hard to budge, or to stop moving when it feels like it. Besides the bonus for having multiple legs, at 2nd level the Basilisk gains a racial bonus equal to 1/2 its HD to resist trips and bull rushes. In addition the Basilisk movement speed can never be reduced below 30 feet, except for self-inclicted effects, and effects that completely block movement (this includes the Basilisk ignoring hard terrain).

Nature Petrification:At 3rd level the Basilisk can turn organic matter into stone even if it doesnt have eyes to look back. This unlocks the following options, each useable as a standard action with a range equal to the Hardening Gaze.
(click to show/hide)
-Automatically end area effects that rely on manipulating area organic matter, like Entangle, Entangling Bags, Web and Grease, turning them into fragile stone that easily crumbles.
-Turn up to a 5 feet cube per 2 HD of wooden objects in stone (magic items get a Fort save to resist, creatures may atempt a reflex save to protect their equipment, DC 10+1/2HD+Con to resist. Equiped magic equipment gets both a Fort(one for each) and Reflex save(one for all)). Bows, crossbows and any other weapon demanding flexible parts becomes a glorified stone club, and any other weapons turned to stone now deal bludgeoding damage. Clothes turn into fine stone that crumbles under the wearers movement. Spell component pouches are rendered useless. Any other equipment (including all armors and shields) performs as well as before but weights 5 times as more.
-Affect a creature that is blind or keeping its eyes away from the Basilisk with Hardening Gaze.
-Turn up to a 5 feet cube per 2 HD of natural ground into hard terrain that now works as covered in caltrops due to simple twigs and plants becoming hard extremities. Those caltrops gain a bonus to their attack rolls equal to the Basilisks HD.
-Turn up to 5 feet cube per 2 HD of natural hard terrain into obstacles that cant be passed trough. If there were any creatures in it, they get a Reflex save (DC 10+1/2HD+Con mod) to get out in time to an adjacent square or get entangled and locked into place until they suceed on a Str check with the same DC to get out.
-Turn a 5 feet square of hanging  organic surfaces like a trees canopy or a boats sails into stone, upon which they automatically crumble and fall dealing 1d8 per 2 HD damage to all below (reflex save DC 10+1/2 HD+Con mod for half damage), and then the razor-sharp fragments make any surface below counts as covered by caltrops that have a bonus to their attack rolls equal to the Basilisks HD.

Hide in Plain View:At 3rd level Basilisks get a racial bonus to Hide checks equal to their HD, and can Hide whitout actualy having anything to hide behind, as long as theyre in a natural terrain or on a zone altered by its Nature Petrification ability.

Rock Guts:It may be wrong to call a Basilisk sluggish. It would be more acurate they just dont waste energy, saving it for the right moment. At 4th level, the Basilisk adds its Con mod to all saves (including Fort).

Stone Gaze:At 5th level, the Basilisk can unleash its true power. Creatures failing their saves against its Gaze are now instantly petrified. This can be stacked with Unique Gazes, altough some combinations will be redudant. Stone Gaze has the same range as Hardening Gaze and is started as a free action and lasts for a number of rounds per day equal to HDxCon mod. It can be ended as another free action and remaining rounds saved for another time during that day, minimum of 1 round spent each time.

Rock Chomp:At 5th level the Basilisks maws are well used to chewing trough hard matter. Its bite attack now ignores all hardness and DR.



Comments
(click to show/hide)
This one was hard to do for a 5th level class, but ended up produding a quite interesting result.

The Basilisk gets a basic relatively weak gaze attack, but then can pimp it with several extras gained along the levels before unlocking the final one.

Natures petrification is based on the legends that basilisks would petrify all vegetation near their lairs. It doubles as utility by turning wood barriers into stone and whatnot.

In the end, its an unique battlefield control monster that doesnt actualy have spells, transforming the terrain while laying down gaze attacks.

So if you want to play the king of petrification, the Basilisks for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #41 on: June 13, 2017, 10:42:05 PM »
Beholder



HD:d8
Level   BAB   F   R   W   Special
1st   
+0
   
+0
   
+0
   
+2
   Eye of the Beholder, Gaze of Slumber, Tyrant Magic, +1 Con
2nd   
+1
   
+0
   
+0
   
+3
   Gaze of Charm
3rd   
+2
   
+1
   
+1
   
+3
   Gaze of Fear, +1 Int, +Cha
4th   
+3
   
+1
   
+1
   
+4
   Gaze of Pain, Bonus Feat, Omni-gaze
5th   
+3
   
+1
   
+1
   
+4
   Gaze of Encumbrance, Anti-Magic Eye, All Around Vision +1 Con
6th   
+4
   
+2
   
+2
   
+5
   Growth, Bonus Feat
7th   
+5
   
+2
   
+2
   
+5
   Gaze of Charming (Greater), +1 Int, +1 Cha
8th   
+6/+1
   
+2
   
+2
   
+6
   Bonus Feat, Buoyant
9th   
+6/+1
   
+3
   
+3
   
+6
   Gaze of Force, Anti-magic Eye (Greater) +1 Con
10th   
+7/+2
   
+3
   
+3
   
+7
   Omega Gaze, Bonus Feat
11th   
+8/+3
   
+3
   
+3
   
+7
   Gaze of Petrification, +1 Int, +1 Cha
12th   
+9/+4
   
+4
   
+4
   
+8
   Gaze of Destruction, Bonus Feat
13th   
+9/+4
   
+4
   
+4
   
+8
   Gaze of Death, Gaze of the Eye Tyrant, +1 Con

Class Skills: (4+ Int Mod.) x4 at first level. a beholders class Skills are appraise, bluff, concentration, decipher script, hide, intimidate, knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), move silently, search, spellcraft, spot.

Proficiencies: The beholder is proficient with no armor or shields and is only proficient with its own natural weapons.

Features:
Eye of the Beholder: The beholder loses all racial features and gains  aberration traits (basically darkvision 60 feet). A beholder is a medium sized aberration whitout a land speed but can hover above the ground at a speed of 20ft to a maximum hight of 5ft at 1st level. The maximum height increases by an addition 5ft for every 2 HD the beholder possesses. Because of this the beholder ignores all damage from falling any distance.  Beholders do not possess limbs capable of fine manipulation of wielding conventional weapons; however the beholder does have a bite attack that deal 2d4 + Str Mod Damage.

Additionally, the beholder receives a bonus to its natural armor equal to either his Int or Cha modifier, wichever is higher.
The beholder does not count as true beholder-kin.

The Beholder has the followint item slots
(click to show/hide)
One headband, hat, or phylactery on the body. A beholder
can only wear a helmet specially designed to fi t over the
creature�s entire body.
� Three pairs of eye lenses or goggles over the central eye and
up to two eyestalks (one pair per eye or eyestalk).
� Three amulets, brooches, medallions, necklaces, periapts,
or scarabs on up to three eyestalks (one item per eyestalk).
� One belt worn about an eyestalk.
� One pair of bracers or bracelets on a pair of eyestalks.
� Up to three rings on up to three eyestalks (one ring per
eyestalk).


Tyrant Magic: A beholder who multi-classes into an arcane casting class can count his beholder 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 beholder 3 who took 1 level of wizard 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 wouldnt get the spells known and spell slots of a wizard 3 however. He would get the familiar ability, but beholder levels wouldnt count for it. It can perform the spell somatic components by waving its eye stalks.

Gaze of Slumber (Su): When a beholder is born, it begins life with a single eye stalk capable of firing a ray that Lulls its target into slumber. This ray (and all other eye rays possessed by the beholder) have maximum range of 10ft per beholder level. The beholder must succeed on a ranged tough attack, if the attack is successful the target is allowed a will save (DC = 10 + 1/2 HD + Charisma Modifier) or he fall asleep. The effect of this ray is identical to that of a sleep spell with a caster level equal to the beholders HD, except that it has no limit on the number of HD it can affect. The beholder can use this ability twice a day for every HD it possesses.

Ability Increases: A beholder receives a permanent increase to its Constitution  scores at 1st, 5th, 9th, and 13th, level. And bonuses to his charisma and intleggence score at 3rd, 7th, and 11th levels. These bonuses total to +3 Int, +3 Cha and +4 Con at 13th level.

Gaze of Charming (Su): As the beholder grows, it begins to sprout addition, more powerful eye stalks. at 2nd level the beholder grows an eye capable of firing a ray which can charm a human or humanoid into becoming more friendly with the beholder. If the beholder succeeds on a ranged touch attack, then the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or become charmed as per the charm person spell with a caster level equal to the beholders HD. The beholder can use this ability once a day for every HD it possesses.

Gaze of Fear (Su): At 3rd level the beholder grows a new eye stalk capable of firing a ray which instills emotions of dread, panic, and fear in the target. If the beholder succeeds on a raged touch attack, then the target is entitled to a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be a effected by the fear spell, caster level equal to the beholders HD. The beholder can use this ability once a day for every HD it possesses.

Gaze of Pain (Su): At 4th level the beholder grows another eye stalk capable of firing a ray of pure negative energy to damage their foes. If the beholder succeeds on the attack, the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be affected as if by a Inflict Moderate Wounds Spell with a caster level equal to the beholders HD. The beholder may use this ability once a day for every HD it possesses.

Bonus Feat: At 4th level the beholders growing arcane knowledge enables him to alter his eye rays in varying ways. At each even numbered level beginning at 4th, he may choose any one metamagic feat he meets the requirements for (the beholder treats his HD as his caster level for the purpose of determining which prerequisites he meets). Metamagic the beholder gains may be used to augment the spell his eye ray mimics as though it were actually being cast. Though the spell the eye ray is mimicking must still be eligable to be affected by the metamagic. Using any metamagic feat to augment the spell uses up a number of uses of that eye ray equal to the number of levels that would be added to the spell level. Eye rays are already considered stilled and silenced, so those two would be pointless.

Omnigaze (Ex): The bizarre brain structure of a beholder allows him to intemperate visual signals from varying angles and positions as well as coordinate his eyes to take advantage of this. The most useful aspect of this ability is that it allows him to coordinate his eye rays efficiently so that he can optimally use many simultaneously. As a full-round action a beholder can fire any and all eye rays it possesses though it may only fire up to 3 separate eye rays in any 90 degree arc. Each eye ray fired may have different targets. Each eye ray may only be fired to a maximum of 1/round.

Gaze of Encumbrance (Su): At 5th level, a beholder grows another eye stalk. This eye stalk is capable of firing a ray which inhibits the targets movements and causes him to move more sluggishly. If the beholder succeeds on the attack, then the target must a make a Will save (DC = 10 + 1/2 HD + Charisma Modifier) or become Slowed as per the spell. The caster level for this effect is equal to the beholders HD. The beholder may use this ability once a day for every HD it possesses.

Anti-magic Eye (Su): At 5th level, the beholders central eye has finally matured to the point to where it can fire brief bursts of energy that suppress magical effects and abilities. The beholder activates this ability opening its central eye, this requires a move equivalent action that does not provoke an attack of opportunity. This ability takes the form of a cone which extend 10ft for every HD that the beholder Possesses (Maximum 150 ft.) everything caught in the cone is effected as if caught in the area of a dispel magic spell with a caster level equal to the beholders HD. This ability can be used a maximum of once every 2d4 rounds. After each use the beholder must close its eye to allow the magical energies of the eye to recharge.

For every spell dispelled or countered this way, the Beholder can recover one use of one of his eye-stalks wich replicates a spell of same level or lower.

All Around Vision (Ex): The beholders eye stalks have grown in the form a crown, he can now see in all direction simultaneously granting him a +4 to all spot and search checks. In addition, the beholder can no longer be flanked.

Growth: the beholders body has reached physical maturity and becomes larger. At 6th level, the beholder increases one size category.

Gaze of Charm, Greater (Su): at 7th level, the beholder grows another eye stalk. this eye is much like his eye of charm person but instead works on any creature targeted, not just humans and humanoids. the beholder may use this ability once a day for every 2 HD it possesses.

Buyouant: At 8th level the beholders body reaches its physical pinnacle. It has no limit to how high it can fly, and now adds both his Cha and Int scores to Nat armor.

Gaze of Force (Su): At ninth level, the beholder grows another eye stalk. This eye is capable of firing a ray of pure mental energy, allowing him to exert his will over physical creatures and objects. This eye allows the beholder to use Telekinesis with a caster level equal to the beholders HD. Creatures are allowed will saves (DC = 10 + 1/2 HD + Charisma Modifier) to resist the effect. The beholder may use this ability once a day for every HD it possesses.

Greater Anti-magic Eye (Su): The power of the beholders central eye increases. Creatures and objects inside the cone are now affected as if within the radius of a Greater Dispel Magic spell, it can be activated as a swift action, and only needs to wait 1d4 rounds between uses. The beholder still recovers eye-stalk uses for every spell dispelled/countered this way as before.

In adition, spellcasters and creatures with SLAs caught in the radius must make a Will save (DC 10+1/2HD+Cha mod) or lose one of their highest level prepared spells/spell slots/SLA uses. If the target has two of more of those options, it loses the highest-level one. If it has multiple tied for higher level, it chooses wich one is lost. If it would lose an use of an at-will SLA, then it can use that SLA only once per HD for the next 24 hours. Either way, the Beholder recovers the use of one of his eye-stalks replicating a spell of the same level or lower.

Omega Gaze: At 10th level the beholder can use his omni-gaze as a standard action, but then he must wait 1d4 turns before using it again.

Gaze of Petrification (Su): At eleventh level the beholder grows on of his most powerful eye stalks, a ray capable of transforming almost any living creature into stone. If the beholder succeeds on the ranged touch attack then the target must succeed on a Fort save (DC = 10 + 1/2 HD + Charisma Modifier) or be petrified as per the spell Flesh to Stone with a caster level equal to the beholders HD. The beholder may use this ability once a day for every 2 HD it possesses.

Gaze of Destruction (Su): Arguably the beholders most powerful weapon in its arsenal, the beholders 9th eye stalk is capable of firing a ray of pure destructive energy. This eye stalk fires a ray which exactly duplicates the effects of a disintegrate spell, Fort save with DC = 10 + 1/2 HD + Charisma Modifier,  with a caster level equal to the beholders HD. The beholder may use this ability once a day for every 2 HD it possesses.

Gaze of Death (Su): The final eye stalk gained by the beholder is capable of firing a ray which drains the very life force from its targets. If the beholder succeeds on the ranged attack, then the target must must make a Fort save or be instantly stricken dead as per the Finger of Death spell. This ability has a caster level equal to the beholders HD and can be used once a day for every 3 Hd the beholder Possesses.

Gaze of the Eye Tyrant (Su): The powerful eye of the beholder has finally reach its pinnacle. The area within the cone is now affected as if by an antimagic field as per the spell. The caster level for this effect is equal to the beholders HD. Additionally, the effect remains active constantly as long as the beholders central eye is open and no longer requires regular periods of recharge, neither does the eye affects the beholder himself (altough targets). The beholder can close or open his eye once per turn as a free action.

In adition, as a swift action the Beholder may strenghten of his central eye  in order to drain the mystical energies from his oponents. This works exactly as the Greater Anti-Magic Eye ability, except that it works on the creatures under the antimagic field cone. This can dispell supressed magics, ending them for good.

The beholder also now counts as true beholder-kin. Only now. So no beholder-mage shenigans before you get the 13 levels.


Comments
(click to show/hide)
Ah, the beholder, a truly classic D&D monster. And in the hands of a skilled DM, one of the few able to face a whole party by itself thanks to being able to shoot multiple attacks per round. Great for a boss battle, not so great for a players hands.

Like most other monsters here the beholder has his SLAs limited to X/day, but since it exceptionally is heavily based on its SLAs (otherwise its a floating head whitout that good combat stats), I allowed it to "drink" magic energy from his oponents to recharge his own powers. Casters beware, this beholders central eye not only supresses your powers, it also dispells your buffs while sucking your precious high level spell uses! Also drains other monsters SLAs.

Shooting the rays as free actions is pretty ridiculous, so the beholder class gets omnigaze (fullround action, cant move) and omega gaze (standard action, has cooldown).

Finally wizard/sorceror sinergy, so you can make a beholder mage whitout need of the prc if you want.


Contributed by AustontheGreat1 from GITP

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #42 on: June 13, 2017, 10:43:22 PM »
Beholderkin, Spectator



Level   BAB   F   R   W   Special
1st    +0    +0 +0 +2   Gaze of overtax, Gaze of pain, Beholder of the law, Watch and believe,
2nd   +1    +0 +0 +3   if I�m incomplete what are you?,  Gaze of the mind
3rd    +2    +1 +1 +3   Stiff Gaze, Question after question, +1 Cha, +1 Con
4th    +3    +1 +1 +4   spell turning Eye, I want to see it +1 Wis


Class Skills: (4+ Int Mod.) x4 at first level. a Spectator class Skills are appraise, bluff, concentration, decipher script, hide, intimidate, knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), move silently, search, spellcraft, spot, listen.

Proficiencies: The Spectator is proficient with no armor or shields and is only proficient with its own natural weapons.

Features:
Beholder of the law: The Spectator loses all racial features and gains  aberration traits (basically darkvision 60 feet) and the extraplanar subtype. A Spectator is a medium sized aberration whitout a land speed but can hover above the ground at a speed of 20ft to a maximum height of 5ft at 1st level. The maximum height increases by an addition 5ft for every 2 HD the Spectator posseses. Because of this the Spectator ignores all damage from falling any distance.  Beholders do not possess limbs capable of fine manipulation or wielding conventional weapons; however the Spectator does have a bite attack that deals 1d6+ Str Mod Damage.

Spectators gain fast healing equal to 1/2 HD when in Mechanus or while under the effect of a spell with the [law] tag.

Additionally, the Spectator receives a bonus to its natural armor equal to either his Wis or Cha modifier, wichever is higher.
The Spectator does not count as true beholder-kin.

The Spectator has the following item slots
(click to show/hide)
One headband, hat, or phylactery on the body. A Spectator
can only wear a helmet specially designed to fi t over the
creatures entire body.
Three pairs of eye lenses or goggles over the central eye and
up to two eyestalks (one pair per eye or eyestalk).
Three amulets, brooches, medallions, necklaces, periapts,
or scarabs on up to three eyestalks (one item per eyestalk).
One belt worn about an eyestalk.
One pair of bracers or bracelets on a pair of eyestalks.
Up to three rings on up to three eyestalks (one ring per
eyestalk).

Gaze of overtax(Su): When a Spectator is born, it begins life with two eye stalks capable of firing two independent rays, one that tires the enemy into fatigue and another one; This ray (and all other eye rays possessed by the Spectator) have maximum range of 10ft per beholder level. The Spectator must succeed on a ranged tough attack, if the attack is successful the target is allowed a Fort save (DC = 10 + 1/2 HD + Charisma Modifier) or become fatigued for one round for HD of the Spectator, a creature that fails agaisnt this effect again becomes exhausted.  The Spectator can use this ability twice a day for every HD it possesses.

at 11 HD the Gaze of overtax exhaustes creatures on a failed save and fatigues them on a sucessful save (this doesn�t stack with itself)

Gaze of Pain (Su): An Spectator�s second eye stalk is capable of firing a ray of pure negative energy to damage their foes.The Spectator must succeed on a ranged tough attack, If the Spectator succeeds on the attack, the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be affected as if by a Inflict light Wounds Spell with a caster level equal to the Spectator HD. The beholder may use this ability twice a day for every HD it possesses.

at 4 HD this ability is upgraded to replicate an inflict moderate wounds spell

Watch and believe:  A Spectator who multi-classes into an divine casting class can count his Spectator 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 Spectator 3 who took 1 level of cleric could choose to have CL 4, get 1 [1st] level spell slots, 1 [1st] level spell slot and 1 (0) level spell slot. He wouldnt get the spells slots of a cleric 3 however. He would get the turn undead ability, but Spectator levels wouldnt count for it, he could domains but Spectator  levels won�t count for  powers that scale with cleric level. It can perform the spell somatic components by waving its eye stalks

Ability Increases: A beholder receives a permanent increase to its Wisdom score at 4th level. And bonuses to his charisma and Con score at 3rd lvl. These bonuses total to +1 Wis, +1 Cha and +1 Con at 4th level.

Gaze of the mind (Su): at 2nd level a Spectator grows another eye ray with he can use to speak to the mind of a creature. The Spectator must succeed on a ranged tough attack, if the attack is successful the Spectator can communicate telepathically with its target for the round. As a free action, a spectator can make a suggestion once a day for each HD it possesses (as the spell) that can be resisted with a Will saving throw (10+1/2 HD+ Cha modifier)  to any creature it is currently telepathically speaking to, this effect can only be applied once each round.

"if I�m incomplete what are you?"(Ex): at 2nd level the Spectator is growing closer to his full abilities, he gains spell resistance equal to 11+his character level and no longer has a limit on how high it can fly.

Question after question(EX): at third level a Spectator�s mind ponders about many things and is filled with questions that may seem... disturbing for other creatures, whenever a creature attempts to read the spectator mind or control it against his will and he fails his saving trow, the creature responsable of the attack makes a Will save (DC = 10 + 1/2 HD + Wis Modifier + the attacker�s Int modifier) if the save fails the effect ceases to affect the beholder and the creature becomes dazed as the spell with no HD limit, if the creature is inmune to mind affecting or compulsion effects it becomes Fascinated for 1d3 rounds on a failed saving trow.

this ability activates only on the first round of the mind effect, if the  caster makes his save the Spectator is affected by the spell as normal.

Stiff Gaze(SU): At 3rd level the Spectator grows his fourth and last eye stalk capable of firing a ray that paralyzes creatures on the spot. If the Spectator succeeds on the attack, the target must succeed on a will save (DC = 10 + 1/2 HD + Charisma Modifier) or be affected as if by a hold monster Spell with a caster level equal to the Spectator HD. The beholder may use this ability twice a day for every HD it possesses.

I want to see it(Sp): Many Spectators seek to see the worlds at his best and his worst and that requires a lot of travel, at 4th lvl a Spectator begins his travels and can use create food and water as a spell-like ability 2 times per day for every HD it posseses at a caster level equal to his HD.

at 7 HD they can use dimmension door 1/day for every HD it posseses, at 10 HD it can spend 4 uses of dimension door to replicate a teleport spell at 13 HD they can spend 6 uses of dimension doorr to replicate a plain shift spell, caster level for all equal to HD.

A complete being(EX): At fourth level a Spectator has reached adult age, he may now use all of his rays in the same round as a full-round action with no more that one facing in any 90 degree arc, a Spectator may choose to leave out any of his ray attacks and make a bite attack against a adjacent enemy instead, this can�t be done  if that eye ray is out of uses, the Spectator may substitute a bite attack for an eye ray once for each itterative attack it gets, aditionally it gains a +1 bonus to his spot checks and can no longer be flanked.

spell turning Eye (Su):  At fourth level a spectators central eye produces a 90-foot+5ft/lvl (to a maximum of 120 ft at 10th level) cone that reflects any spell cast upon it by a creature within the cone back upon its source. This functions just like a spell turning spell with caster level equal to the Spectator�s HD. Up to one spell can be reflected per round. The Spectator can close his eye as a free action to avoid this effect.

when a resonating field is created by a Spectator�s and another creatures� spell turning effect the random roll to determine the effect is as follows:
(click to show/hide)
01-70   Spell drains away without effect.
71-80   Spell affects the other creature at half the strengh. (damage dealing spells deal half damage, for non damage dealing spells there is 50/50 chance of fading away harmlessly)
81-97   Both turning effects are rendered nonfunctional for the other creature and the Spectator for 1d4 minutes and 1d4 rounds respectively
98-100   Both of you go through a rift into Mechanus (or a similar plane of the DM�s choice if using a different cosmology).

if both spell turning effects are caused by spectators use the regular table.

thoughts and comments
(click to show/hide)
I saw that no one had even suggested the beholderkin so I decided to give a crack at two of my favorites, this is my first homebrew so please be tell me of any mistakes I made and how to solve them. I changed one of the eye rays becuse a standard action for one round of telepathy and a suggestion seemed kind of silly.

(done by Neriractor)

Most of it is an adaptation  from the beholder, I tried to fit in as much as I could without making it too much but Spectators are way too packed for a CR 4 monster, I had no idea how to scale the Spell turning without making it do exactly the same as the beholder so I would love some help on that.

anyway, if you want to play a philosophical beholder who can�t stop staring at stuff the Spectator is for you!!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #43 on: June 13, 2017, 10:44:32 PM »
Black Ogrun
HD: d8



Level   BAB   Fort   Ref   Will   Class Features
1st   0   +2   0   0   Ogrun Body, Blood Steel Magic, +1 Str, +1 Con
2nd   +1   +3   0   0   Blood Steel Secrets, +1 Str
3rd   +2   +3   +1   +1   Fierce Gaze, +1 Int
4th   +3   +4   +1   +1   Blood Steel Adept, Growth, +1 Str, +1 Con
5th   +3   +4   +1   +1   Blood Steel Madness, +1 Con, +1 Int


Skills: 2 + Int modifier, quadruple at 1st level.  Appraise, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana, Architecture & Engineering, Dungeoneering), Listen, Search, Spellcraft, Spot, Use Magic Device

Proficiencies: A Black Ogrun is proficient with all simple and martial weapons, all types of armor, and all shields (including tower shields).

Class Features

Ogrun Body (Ex): At 1st level, a Black Ogrun loses all racial bonuses it had, and gains low-light vision.  He is a Giant with a base speed of 30 feet.  He has a natural armor bonus equal to his Constitution modifier.

Ability Increase: The Black Ogrun receives a +1 bonus to his Constitution score at 1st, 4th, and 5th level, a +1 bonus to his Intelligence score at 3rd and 5th level, and +1 to his Strength score at 1st, 2nd, and 4th level, for a total of +3 Strength, +3 Constitution, and +2 Intelligence at 5th level.

Blood Steel Magic: All Black Ogruns are well-versed in the ways of dark magic to help enhance their craftsmanship.  An Ogrun can cast Arcane Mark and Mending as spell-like abilities a number of times per day equal to its HD x2, at a caster level equal to his character level.  He can cast Mage Armor and Magic Weapon a number of times per day equal to his HD.  At 5 HD, Magic Weapon is replaced with Greater Magic Weapon.
   A Black Ogrun receives spells per day and learns spells as a Sorcerer 2/3rd his level, but he has CL equal to his HD and uses Intelligence as his key spellcasting ability modifier.  The arcane spell failure chance of all armors and shields worn by a Black Ogrun are halved (calculated after the reduction from mithril armor).

Black Ogrun Level   Sorcerer Casting
1   -
2   1
3   2
4   2
5   3


Blood Steel Secrets (Su): At 2nd level, the Black Ogrun has learned how to use blood to enhance his weapons and fighting prowess.  If a Black Ogrun successfully damages an opponent in melee with a slashing or piercing weapon that he has personally crafted, he gains a +2 morale bonus on attack and damage rolls for a number of rounds equal to his HD, as well as a +4 morale bonus on Intimidate checks if he�s wearing armor (the bloodstains freak people out).  The blood must be freshly spilled to be effective.  The opponent must have a working circulatory system in order for the Black Ogrun to benefit from the bonus.  The morale bonus on attack and damage rolls increases to +3 at 10 HD and +4 at 15 HD.

Fierce Gaze (Sp): At 3rd level, a number of times per day equal to his HD, as a standard action, a Black Ogrun can lock eyes with a single opponent within 30 feet as a gaze attack.  The target must make a Will Save (DC 10 + � HD + Int mod) or be held in place as if under a Hold Person spell (Caster Level equals Character Level).  At 9 HD, the gaze can affect any living creature as though it were Hold Monster.  The Black Ogrun can dismiss the ability as a free action, and the opponent must be capable of visually perceiving the Black Ogrun for this effect to work.

Blood Steel Adept (Su): The Black Ogrun receives Craft Magic Arms and Armor as a bonus feat, even if he does not meet the prerequisites.  His effective caster level is equal to his HD.  He can craft magic weapons, armor, and shields without knowing the spell prerequisites; in order to do this, he must roll a separate Use Magic Device check (DC 15 + spell level) per spell in addition to the normal crafting process.

Growth (Ex): At 4th level, the Black Ogrun grows to Large Size.  His AC, bonus to hit, slam damage, grapple, and skills change accordingly, but he doesn�t get any ability score bonuses or penalties.

Blood Steel Madness (Su): At 5th level, a Black Ogrun can imbue a potent curse in any metal weapon he personally crafts.  The weapon has to be masterwork or magical.  The cursed weapon infects opponents with a condition known as Blood Steel Madness.  Any opponent struck by the weapon must make a Will Save (DC 10 + � HD + Int mod) or suffer 1d6 Intelligence/Wisdom damage (Black Ogrun�s choice) and be affected as though by the Rage spell (effective caster level equals HD).  The Rage effect lasts for 1 round/HD, but the ability damage recovers at the normal rate (1 point/day, double with complete bed rest).
Blood Steel Madness also affects anybody else who wields the weapon; the wielder must roll a new save every round until he fails.  The Black Ogrun can remove this negative effect so that another can wield the weapon, but the Ogrun himself can never again wield the weapon without being affected by Blood Steel Madness.

Comments

(click to show/hide)
Another cool Iron Kingdoms Monster, the Black Ogrun is basically a melee gish with some forge-based abilities and a debilitating capstone ability that he can share with his fellow PCs.  Not too many pictures of Ogrun other than miniatures, so I used the best I could find.  Tell me what you think!

(Done by Libertad)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #44 on: June 13, 2017, 10:45:34 PM »
Black Rock Triskelion


HD:d12
Level    BAB    Fort    Ref    Will    Feature
1   +0   +2   +0   +0   Black Rock Body, +1 Str, +1 Con
2   +1   +3   +0   +0   Black Rock Hide, Stability, +1 Str, +1 Con
3   +2   +3   +1   +1   Spikes, +1 Str, +1 Con
4   +3   +4   +1   +1   Tremorsense, Metal Strike, +1 Str, +1 Con
5   +3   +4   +1   +1   Endure Pain, Bleeding Blow, +1 Str, +1 Con
6   +4   +5   +2   +2   Fast Healing,Sharp Ridges, +1 Str, +1 Con
7   +5   +5   +2   +2   Growth, Great Pillar, +1 Str, +1 Con
8   +6   +6   +2   +2   Exult in Chaos, +1 Str, +1 Con
9   +6     +6   +3   +3   Exult in Pain, +1 Str, +1 Con
10   +7   +7   +3   +3   Devastating Damage, Rock Wall, +1 Str, +1 Con
11   +8   +7   +3   +3   Avatar of Elemental Evil, Earth Burst, +1 Str, +1 Con
12   +9   +8   +4   +4   Greater Metal Strike, Rocky Body, +1 Str, +1 Con
13   +9   +8   +4   +4   Serve until Destruction, Black Cleave, +1 Str, +1 Con
14   +10   +9   +4   +4   Rage Trilithon, +1 Str, +1 Con
15   +11   +9   +5   +5   Metal Poisoning, Ogremoch  Essence, +1 Str, +1 Con
16   +12   +10   +5   +5   Trilithon Shake, +1 Str, +1 Con
17   +12   +10   +5   +5   Black Rock Megalith, +1 Str, +1 Con
18   +13   +10   +6   +6   Cromlech Worship, Supreme Rock, +1 Str, +1 Con
2 Skill points+int per level, quadruple at 1st level. Class skills: Climb,  Jump, Intimidate, Listen,  Knowledge(any), Move Silently, Spot

Proficiencies: a Black Rock Triskelion isnt proficient with any armor or weapons, besides his own natural weapons.


Features:
Black Rock Body: The Black Rock Triskelion loses all other racial bonuses, and gains Elemental traits:
(click to show/hide)
�   Darkvision out to 60 feet.
�   Immunity to poison, sleep effects, paralysis, and stunning.
�   Not subject to critical hits or flanking.
�   Unlike most other living creatures, an elemental does not have a dual nature�its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don�t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
�   Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.


It also gains the Earth and Extraplanar Subtypes and has three Piercing Arm natural attacks dealing 1d8+Str mod damage each, a base and burrow speed each equal to 20 feet, and medium size. It can speak, but has no limbs capable of fine manipulation.

The Black Rock Triskelion takes 50% more damage from Sonic, and also gets a natural armor bonus equal to 2+Con modifier. Whenever the Black Rock Triskelion grows one size category, his natural armor increases by a further 1.

Ability Score Increase: The Black Rock Triskelion gains +1 Str and +1 Con at every level for +18 Str and +18 Con at 18th level.

Black Rock Hide: at 2nd level the Black Rock Triskelion gains DR/adamantine equal to � its HD and SR equal to 11+HD. It may rise or lower its SR at any time as a free action even if it isnt its turn.

Stability: At 2nd level the Black Rock Triskelion gains a bonus to resist Trips and Bullrushes equal to � its HD while standing firmly on the ground.

Spikes: at 3rd level the Black Rock Triskelion becomes able to fire a rock spike from its body as a standard action. Its a ranged thrown attack dealing 1d8+Str mod damage with a range increment of 120 feet. If the Black Rock Triskelion uses a fullround action, it can fire two spikes instead at his full attack bonus, plus one extra spike for every 3 HD he gains from here. They count as natural weapons for any effects that care about it.

Tremorsense: At 4th level the Black Rock Triskelion gains tremorsense with a range of 5 feet per HD.

Metal Strike:At 4th level the Black Rock Triskelion can make its natural attacks count as Adamantine, Cold Iron or Silver. It can change the type as a swift action. If the Black Rock Triskelion consumes at least twenty pounds of another metal, it becomes able to replicate it with Metal Strike as well. In addition its natural attacks count as magic for bypassing DR and hiting incorporeal oponents.

Endure Pain: at 5th level whenever the Black Rock Triskelion fails a Reflex or Will save against an effect that deals damage, it takes half damage if it succeeds on a Fortitude saving throw against the same DC. If it suceeded on the first saving throw but would still take damage, it may atempt this Fortitude save to fully negate it. This additional saving throw affects only damage, not any other conditions that might apply from failing the original save.

Bleeding Blow: At 5th level enemies damaged by the Black Rock Triskelions natural weapons start bleeding at the rate of 1 HP per round and have all their movement speeds reduced by 5 feet each. Flying creatures drop an amount of feet equal to 5*damage taken, but if forced to the ground they dont take falling damage.  Multiple hits from the Black Rock Triskelion stack,  but a sucesful heal check with DC 10+HD+Str mod as a standard action, or any magic healing that beats a CL check with DC � HD+Str mod, stops all the bleeding, including speed penalty.

Fast Healing: At 6th level the Black Rock Triskelion gains Fast Healing equal to 1/3 his HD.

Sharp Ridges: At 6th level the Black Rock Triskelion Piercing Arms threaten criticals on a 19-20 and their critical multiplier becomes x3.

Growth: At 7th level the Black Rock Triskelion grows one size category. His spikes base damage also increases acordingly.

Great Pillar: At 7th level the Black Rock Triskelion can make three aditional Aoos per round, and the DCs of tumble and concentration checks from oponents inside its threatened area increase by an amount equal to its Str mod.

Exult in Chaos: At 8th  level the Black Rock Triskelion can, as a fullround action, move up to its base/burrow speed and perform 1d3 Piercing Arm attacks at every oponent that comes whitin his reach. Roll only once per oponent. Once he uses this ability, he needs to wait 1d3 rounds to use it again.

Exult in Pain: At 9th level, as an immediate action when it sucesfully uses Endure Pain, the Black Rock Triskelion can fully ignore any non-damage condition from the effect that triggered Endure Pain, and gains a moral bonus to attack rolls, damage rolls,saves and ability checks equal to � the HD of the one that originated the effect for 1 round.

Devastating Damage: At 10th level the Black Rock Triskelion spikes critical multiplier becomes x3 and its Piercing Arms multiplier becomes x4. In addition it now has 50% chance of ignoring any immunity to critical hits from its oponents.

Rock Wall: At 10th level, if an adjacent ally would be the target of an attack, the Black Rock Triskelion may turn itself into the target by spending an attack of oportunity. It can choose to use this ability after knowing if the attack would hit the ally or not. This also works against single-target spells and spells that demand attack rolls like orbs and rays.

Avatar of Elemental Evil: At 11th level the Black Rock Triskelion starts atracting a myriad of cultists that believe him to be an avatar of  some angry elemental god thatl soon devastate the land, seeking to save their own lifes by pledging their lifes to the Black Rock Triskelion. And who knows, that may just be right.

Treat this as leadership, except that the Black Rock Triskelion gains only evil followers, not a cohort, the Black Rock Triskelion uses his Str mod instead of Cha mod, he doesnt take any penalty for losing/sacrificing those followers and losses are replenished every night as new fanatics flock to his presence. Cleric followers must pick the Earth domain and then either Evil or Destruction. The Black Rock Triskelion may also atract evil-aligned earth elementals as followers.

Earth Burst: at 11th level, 1/day the Black Rock Triskelion may empower one of its followers riding it as an immediate action. While doing so, the rider can use the Black Rock Triskelions HD instead of his own HD for any level purposes like CL, ML, IL or simple HD checks, and also gains an enanchment bonus to attack rolls, damage rolls, saves and Str checks equal to � the Black Rock Triskelions own Str mod. This effect lasts for 24 hours or until the rider leaves the Black Rock Triskelion, whatever comes first.

Greater Metal Strike: At 12th level the Black Rock Triskelion can make his natural weapons count as three metal kinds at the same time, and they also gain an enanchment bonus to attack and damage rolls equal to � his HD. The Black Rock Triskelion now also ignores half the DR of any oponent that isnt automatically bypassed.

Rocky Body: At 12th level prevent 1/3 of all physical and non-sonic elemental damage the Black Rock Triskelion takes, before applying DR.

Serve until Destruction: At 13th level, while below 2/3 HP, the Black Rock Triskelion gains his choice of Mindblank, Death Ward or Freedom of Movement effects. It can still benefit from positive moral effects. If below 1/3 HP again, it gains all three.

Black Cleave: At 13th level whenever the Black Rock Triskelion hits an oponent in melee, it can deal damage equal to its Str mod to up to three other enemies adjacent to the first target (including mirror images).  If the enemy has any miss chances, theyre reduced to 1/3.

Rage Trilithon : At 14th level, as a fullround action while standing on the ground, the Black Rock Triskelion can make three massive stone blocks sprout from the earth, rising high in the air before falling anywhere whitin 10 feet per HD. Each stone block has ten cubic feet shaped in any way the Black Rock Triskelion wishes, but limited to rough forms, details or complex parts of any kind impossible. If any creature was on the falling path, they take 1d6 damage per HD, Reflex save DC 10+1/2 HD+Str mod for half, with flying creatures droping an amount of feet equal to the damage taken. If all stones are aimed at the same area, the Black Rock Triskelion can make them fall in a simple structure (usually two blocks as �pillars� with the third on top), in which case it deals 1d10 damage per HD and the save DC is 10+HD+Str mod. If this last option kills any creature, the Black Rock Triskelion and any of its allies that watched its demise gain a +1 moral bonus to attack and damage rolls equal to � the HD of the killed creature for 1 minute. Rage Trilithon  can only be used a number of times per day equal to half the Con mod of the Black Rock Triskelion. The blocks are permanent, but they can be destroyed just as any block of stone of the same size.

Metal Poisoning: At 15th level the Black Rock Triskelions natural weapons leave behind vestiges of metal that intoxicate its targets. Enemies hit by the Black Rock Triskelion lose any Fast Healing/Regeneration they may have for 1 round, and half the damage dealt by the Black Rock Triskelion cant be healed by any means before receiving either a Remove Disease or a Heal Check with DC 10+HD+Str mod as a fullround action.

Ogremoch  Essence: At 15th level the Black Rock Triskelion no longer fails saves on a natural 1 while standing on the ground, and 1/day may triple the result of any nonskill roll it makes.

Trilithon Shake: At 16th level, if theres at least a group of three blocks of stone from Rage Trilithon  put togheter whitin view, as a standard action the Black Rock Triskelion can expend another use of that ability to produce an Earthquake effect centered on the structure, with all save DCs becoming 10+1/2 HD+Str mod (the concentration DC, which becomes 10+HD+Str mod), except it affects a spread of 10 feet per HD, rocks fall from the skies so it can affect even flying creatures, the fissure change is 75% and it occurs regardless of the terrain type,  and finally the Black Rock Triskelion can exclude any allies from it that it wishes, including itself. The stone blocks from the Rage Trilithon  where the earthquake was centered are destroyed, but any others created before hand are left behind, not even cracked.

Black Rock Megalith: at 17th level the Black Rock Triskelion can use Stone Wall as a SLA as either a standard, move or immediate action, save DC 10+1/2 HD+Str mod. It can use it multiple times per round by spending multiple actions. Unlike normal  wall of Stone, it blocks ethereal creatures and can be created under willing creatures (including the Black Rock Triskelion itself), in which case theyre lifted up in the  air with the stone. Whenever it uses this ability can choose to double its CL for it, in which case the stone formed is darker than normal and only lasts 1 minute before crumbling into dust, or quadruple its CL for it, in which case it lasts 1d3 rounds before crumbling into dust and is pitch-black. Anyone caught under any stone formation crumbling this way takes 1d6 damage per HD, no save.

Black Rock Megalith can be used a number of times per hour equal to Con mod.

Cromlech Worship: At 18th level, 1/day the Black Rock Triskelion can produce 3d3 Rage Trilithons. They must be used as the structure option, and each must be aimed at a diferent area. Once theyre fixed, they fill the area between them with unholy energy that empowers the Black Rock Triskelion and weakens his enemies!

-All travel inside or out the Cromlech, even by magic means, is completely blocked.
-Enemies inside have their effective level reduced by 3 for all abilities, plus a -3 penalty to all rolls.
-Whenever it charges ,  uses Exult in Chaos or fullattacks, the Black Rock Triskelion makes 1d3 extra attacks with its natural weapons.
-Once per round as a free action the Black Rock Triskelion may multiply the damage of any of his natural weapons by 1d3. It can choose to use this ability after knowing if he hit or not and rolling damage.

Oponents can disrupt the effect by destroying the exterior  Rage Trilithons. If theyre broken, the Cromlech area is reduced between the remaining ones. If theres less than 3  Rage Trilithons left, this effect ends.

Supreme Rock:At 18th level, Rocky Body now reduces all physical and elemental damage taken by 2/3, before applying DR.

Comments:
(click to show/hide)
The first (and nastiest) of the avatars of elemental evil, the BRT is a big, angry piece of rock with an obsession with the number of three.

To diferentiate it from all the other brute monsters, I focused on the factor of three and the whole "evil earth cult" thingy. You get your own fanatic followers, one of which is allowed to to be powered up as long as you allow it to ride you, and create your own stone temples on the fly, and then make them crumble over your oponents. And servants that displeased you.

So if you want to play the shard of a mountain god sent to the mortal world to exert a higher will, the Black Rock Triskelions for you!

Last Edit: November 17, 2012, 01:09:48 PM b

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #45 on: June 13, 2017, 10:47:14 PM »
Blink Dog


Hit Die: d10
Level   BAB   Fort   Ref   Will   Features
1   +1   +2   +2   +0   Dog body, Blink, +1 Dex, +1 Wis, Scent
2   +2   +3   +3   +0   Dimension Door, Dimensional Agility, +1 Dex, +1 Wis
Skills: 4+Int mod. Class skills are A Blinkdogs class skills are Balance, Hide, Listen, Move Silently, Sense Motive, Spot, Survival, and Swim.

Proficiencies: A blinkdog is proficient with its own natural weapons.

Features

Dog Body:The Blink dog loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It is a medium sized magical beast with base speed 40 foot, and a natural weapon bite attack dealing 1d6+1,5 Str modifier damage. Blink dogs have no limbs capable of fine manipulation.

A blink dog also gains a natural armor bonus equal to his Con modifier.

Blink: Blink dogs have the ability to travel to and from the ethereal plane for brief bursts of time, because of this blink dogs often appear to be winking in and out of existence. A blink dog can use blink as a spell like ability 4/day for each HD it possesses. Using this ability requires a move action. When a Blinkdog reaches 5 HD he can use this ability as a free action. The caster level for this effect is the blinkdog�s HD

Ability Increase: A blink dog gains +1 to Dex at 1st level, +1 to Dex at 2nd level, +1 to Wis at 1st and second level, for a total of +2 Dex and +2 Wis at second level.

Scent: As the SRD ability.

Dimension Door: Blink dogs are masters of dimensional movement and can leap from one point to another in the blink of an eye. At 2nd level the blink dog can use Dimension Door as a spell-like ability 4/day for each HD it possesses, except that the range is equal to the Blink Dogs base speed. Using this ability requires a move action. At 8 HD this ability can be used as a free action, but only 1/round.
 
Dimensional Agility: At 2nd level the Blink Dog gains Dimensional Agility as a bonus feat.


Done by AustontheGreat1 from GITP

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #46 on: June 13, 2017, 10:47:44 PM »
Blood Hawk



HD:d10
Level   Bab   Fort   Ref   Will   Feature
1   +1   +2   +2   +0   Bloody Avian Body, Bloody Claws, Bloody Stubborn
Skills: (2 + Int per level, 4x at 1st level) The Blood Hawks class skills are Hide, Intimidate, Listen, Move Silently, Spot, and Survival.

Proficiencies: The Blood Hawk is proficient in its own natural weapons.

Features:
Bloody Avian Body: The Blood Hawk loses all its prior Racial traits and gains Magical Beast traits (basically Darkvision 60 ft. and low-light vision). It is a Small Magical Beast with a speed of 10 ft and a fly speed of 30 ft with Average maneuverability. Its fly speed increases by 10 feet for every HD past the first, up to 80 ft at 6 HD. It has two Claw attacks that deal 1d4 points of damage. It also has natural armor equal to half its Con mod. It has a +8 racial bonus to Spot checks during daylight, and does not possess limbs capable of fine manipulation.

Blood Claws: The Blood Hawks claws are wickedly serrated, fit for tearing and leaving gashing wounds. Whenever it strikes an enemy with its claws, they begin taking 1 point of bleeding damage each round thereafter. This damage is cumulative with itself (so hitting the same enemy twice would cause it to bleed for 2 points of damage). This damage can be stopped by a Heal check (DC 10 + 1/2 the Blood Hawks HD + its Dex mod), or by any healing spell or similar ability.

Bloody Stubborn: Blood Hawks do not know the meaning of the words die, quit, or peace. They add their HD and their Con mod to death threshold (so a Blood Hawk 1/Fighter 7 with a Constitution score of 15 would have a death threshold of -20). They also gain an equal bonus to the amount of damage they have to take before making a massive damage save (so the previous example would have to take 60 points of damage in a single instance before they would have to make a save against massive damage), and gain a bonus to the saving throw for massive damage equal to 1/2 their HD.

Finally, when below 0 HP, they do not fall unconscious - they remain disabled and can continue to take actions, but they still take damage for stressful activity.

(click to show/hide)
A relatively minor monster (its a super-aggressive hawk that wants to eat your flesh! Oooooooo) made somewhat notable by the fact that it received an associated Soulmeld in the Magic of Incarnuum sourcebook. Weirdly, the ability that the Soulmeld focused on was an ability that the base monster didnt have unless you advanced it. They only got Ferocity if it had 2 or more HD, but the base monster only had 1. I toned it down here so it could get it at level one, and extended it a bit as well.

Interestingly, they had a few interesting things in their fluff that werent incorporated into the monster itself, specifically a taste for human flesh and a tendency to fly into a blind fury during battle. I wasnt sure how to incorporate those into one level properly, so I direct you to the next post for the second half of this project.

(done by Krika)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #47 on: June 13, 2017, 10:48:38 PM »
Blood Hulk


HD:d12
Level    BAB    Fort    Ref    Will    Feature
1   +0   +0   +0   +2   Bloodhulk Body, Fragile, Blood Bloated, Bulging Gore, +1 Str
2   +1   +0   +0   +3   Risen Sentry, Retaliate in Kind, +1 Str
3   +1   +1   +1   +3   Not Going Down So Easily, +1 Str
4   +2   +1   +1   +4   Greater Bulging Gore, Throw Object +1 Str
5   +2   +1   +1   +4   Growth, Trample, +1 Str
6   +3   +2   +2    +5   Blood Bag, Meat Shield, +1 Str
7   +3   +2   +2    +5   Bloodiest One There Is, +1 Str
8   +4   +2   +2    +5   Dead Man Standing, Growth, +1 Str

2 Skill points+Int mod per level, quadruple at 1st level. Class skills: none.

Proficiencies:its own natural weapons only.


Features:
Bloodhulk Body: The Bloodhulk loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)
*  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
   
    * Undead do not breathe, eat, or sleep.

It is a medium sized undead with  one slam natural attacks dealing 1d8+ 1,5 Str mod damage  and base speed of  20 feet
In addition, it gains a bonus to natural armor equal to its Str mod.

Fragile: A Bloodhulk takes an extra 1d6 points of damage whenever it takes at least 1 point of damage from a piercing or slashing weapon.

Blood Bloated: A Bloodhulk gains the maximum hit points possible per Hit Die. In addition, it gains 2 bonus HP per HD, plus an extra 10 HP for the first bloodhulk level. While Bulging Gore is activated, it gains a racial bonus on Intimidate checks equal to its Bloodhulk level.

Bulging Gore: As a swift action, the Blood Hulk can swell its rotting muscles, gaining +2 Str and Powerful Build for 1 round.

Ability Score Increase: The Bloodhulk gains +1 Str at each level, for a total of +8 Str at 8th level.

Risen Sentry: At 2nd level the Bloodhulk gains a racial bonus on Spot and Listen checks equal to its Bloodhulk levels, plus half other levels.

Retaliate In Kind: At 2nd level, when the Bloodhulk is harmed, it may perform a Slam attack as an immediate action against the one that harmed it, as long as it is inside the Bloodhulks Slam reach.

Not Going Down So Easily: At 3rd level once per round, when the Bloodhulk fails a save or defensive check to prevent harm against itself, it may pay 5 HP or more as a free action. It re-rolls the save/check, gaining a +1 bonus on it for each 5 HP sacrificed, plus an equal bonus on its next Slam attack roll and damage roll performed whitin 1 round.

Greater Bulging Gore: At 4th level, Bulging Gore now grants a +4 bonus to Str and lasts for 1 round or until the bloodhulk takes piercing or slashing damage, whatever lasts longer. You cannot use Bulging Gore again while it lasts.

Throw Object: At 4th level, the Bloodhulk may begin throwing boulders or other large objects.  A bloodhulk of at least large size (or medium size with powerful build) can hurl rocks weighing 40 to 50 pounds each (Small objects) with 150 feet range increment. A Huge bloodhuk (or large size with powerful build )can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan bloodhulk (or huge size with powerful build) can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be used as well, but they deal the same damage as a rock of same weight.

Growth: At 5th  and 8th level the Bloodhulk grows one size category. It gains an extra +1 Nat armor and 1 HP per HD whenever it grows.

Trample: At fifth level, as a full-round action, The Bloodhulk can move up to twice its movement speed and literally run over any opponents at least one size category smaller than itself. The Bloodhulk merely has to move over the opponents in its path; any creature whose space is completely covered by the Bloodhulk�s space is subject to the trample attack. If a target�s space is larger than 5 feet, it is only considered trampled if the Bloodhulk moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Bloodhulk�s slam damage + 1� times its Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Bloodhulk�s trample attack is 10 + � creature�s HD + Bloodhulk�s Str modifier. The Bloodhulk can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Blood Bag: Altough all the fluids inside the bloodhulk arent specifically toxic or cursed, its still a lot of blood. At 6th level when the Bloodhulk is harmed it lets out massive gushes of blood, granting it cover and concealment for 1 round, and filling its own squares and adjacent ones with slippery blood that replicates a grease effect for 1 minute, except it only affects creatures smaller than the bloodhulk.

Meat Shield: At 6th level the Bloodhulk can as a swift action design a creature smaller than itself as its �master�. While the master remains adjacent to the Blood Hulk and it has HP and is capable of acting and not flatfooted, all attacks targeted at the master affect the Blood Hulk instead. In the case of area attacks, the Master gains a +6 bonus on saves as long as it remains adjacent to the Blood Hulk. The Master is also immune to ill effects from Blood Bag, as the bloodhulk helps them keep their balance. The bloodhulk may only have one master at a time.


Bloodiest One There Is: A bloodulks tremendous durablity and great strenth allow them to batter down castle gates, smash apart buildings, and crush smaller creatures.  At 7th level the Bloodhulks trample attack ignores hardness and deals double damage to objects. In addition a number of times per day equal to its Str mod (but no more than 1/round), when it hits an enemy smaller than itself hit by its Slam attack, as a free action it can force them to suceed on a Reflex save with DC 10+1/2 HD+Str mod or having a random part of their body smashed to pulp between arms, legs, wings, head or any other limb (crushed limb cannot be used, leg reduces base/climb/burrow speed by half, if all legs lost speed reduced to 5 feet, lost wings mean no flight, crushed head instantly kills the creature unless they dont need it). Either way each crushed limb also applies a -4 penalty to Str (stacking, to a minimum of 1), and it can only be fixed by fully recovering the creatures HP.

Dead Man Standing: Bloodhulks are corpses reanimated trough an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with unholy endurance. At 8th level the Bloodhulk gains +8 Str while Bulging Gore is activated, and becomes immune to all ill effects (including damage) except for slashing or piercing damage. The bonus on saves from Meat Shield to its master also increases to +10 while Bulging Gore is activated. However any and all resistance/immunity/DR/similar to slashing or piercing damage the Bloodhulk may gain from other source are lost while Bulging Gore is activated from now on.

(click to show/hide)
Soldier, Giant and Crusher in a single class.

The basic bloodhulk is one of those monsters that has a really wicked picture and fluff, but the mechanics are horribly dull. One slam attack per turn and tons of attacks. Thats all the MM IV bloodhulk gets, with the diferent versions just having bigger numbers. Someone was paid for that, and Im doing this for free. I need to work on my business sense.

Anyway, I decided to focus on the tanky aspect, because aparently necromancers love to use them as bodyguards.
It has a lot of defensive abilities and hits hard to boot, being able to throw stuff to deal with pesky fliers if needed. With 20 base speed and no mobility tricks youre not going anywhere fast however.

I also ended up adding the submechanic of Bulging Gore, where the bloodhulk can "flex up" its blood bags to get bigger and stronger, but as soon as someone hits it with something sharp, it deflates back to normal.

So if you want to play a rotting meat shield, the Bloodhulks for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #48 on: June 13, 2017, 10:50:15 PM »
Bogun



HD:d10
Level   Bab   Fort   Ref   Will   Feature
1   +0   +0   +0   +0   Bogun Body, Clumsy, Nettles, Nature Infusion
Skills: (2 + Int per level, 4x at 1st level) The Boguns class skills are Handle Animal, Hide, Knowledge(nature), and Move Silently.

Proficiencies: The Bogun is proficient with its own natural weapons.

Features:
Bogun Body: The Bogun loses all racial traits and features, and gains the construct type and traits. These include:
(click to show/hide)
-No Constitution Score
-Low-light vision
-Darkvision out to 60 feet
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
-Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hit points, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
-Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
-Constructs do not eat, sleep, or breathe.

A Bogun is a tiny sized construct with a land speed of 20ft, plus a clumsy flight speed of 20 ft, which increases by 5 ft per HD beyond the first to a maximum of 50 ft, and increases maneuverability by one step per 2 HD beyond the first, to a maximum of Good. It has the same equipment slots as a regular humanoid.

Clumsy: As a recently created creature, a Bogun is clumsy and uncoordinated as the magic animating it conflicts with the often-still living matter that it is made of. They are treated as small whenever it would not be beneficial for them. When it reaches 5 HD, the magic animating the Bogun has adjusted itself, and it loses this ability, being treated as tiny all the time.

Nettles: The Boguns body is covered in spiky thorns. It can use this as a natural attack with 1d4 + Str. If you successfully grapple another creature, or are successfully grappled, they deal 1 point of damage to the other creature, and do so every turn the grapple is maintained. At 5 HD, the damage from grappling becomes 1d4.

The Nettles also exude a mild poison. It deals 1d6 points of Dexterity damage on both the primary and secondary save (DC 10 + 1/2 HD + Wis mod). It can only inflict this damage on a successful attack, not on the damage it deals when grappling or grappled. At 10 HD, it ignores immunity to poison, but people who would be immune to poison gain a +5 bonus to the save. In addition, it can now inflict poison through its Nettles when grappled.

Nature Infusion: The druidic magic infusing the Bogan manifests itself more directly. You can select a number of 0th level Druid spells equal to your base Wisdom modifier. You can use them as SLAs a total number of times per day equal to your HD, shared among all the spells you know. At 5 HD, and every 5 HD after that, you learn an additional 0th level Druid spell. At 12 HD, the nature magic has suffused the Boguns body - it now can use them as Supernatural abilities, rather than Spell-Like ones.

(click to show/hide)
Ah, the Bogun - a Construct that requires no gold, a mere 25 XP, and a level 1 spell to animate, but also requires that you be 7th level and either have a scroll of Control Plants or be able to cast it, despite that being a level 8 spell. Ive liked the idea of it as a "small cheap druid minion" ever since I first saw it in the MM2 that I checked out from the library when being introduced to the world of D&D (they had the PHB and DMG, but not the MM1, oddly). That being said, its animation requirements are wildly inconsistent, since a level 8 spell means that its going to be end-game stuff at minimum, at which point the week of work can be spent making minions who are significantly better than a 2HD Bogun.

But I digress. I tried to expand on it a bit, since pretty much the only thing it had was a Nettle natural attack and a poison. The nettles were expanded in versatility a little, so you can limpet onto larger creatures and slowly deal damage to them. I also added a capstone of minor druid spells, trying to fit in with the theme of "small druid magic", and hopefully giving it some more versatility. I also gave it traits of the Plant-type that werent already covered by being a Construct, partly as a flavor thing, and partly because I think having a little construct minion thats made of living plants is kinda cool. I wanted to have a capstone based around infusing it and giving it abilities based around higher level Druid spells, but I couldnt think of a good way to do that, or balance it properly.

Anyway, this is my next offering. Feel free to rip it apart.

(done by Krika)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #49 on: June 13, 2017, 10:51:49 PM »
Brain in a Jar


Crunch

HD: d12
Level      BAB      Fort      Ref      Will      Features
1   +0      +0      +0      +2      Brain in a Jar, Arrogance, Mind Thrust, The Brain Unbound
2   +1      +0      +0      +3      Rebuke Undead, The Brain Unequalled, Int +1, Wis +1, Cha +1
3   +1      +1      +1      +3      The Brain Unleashed, Madness, Int +1, Cha +1
4   +2      +1      +1      +4      The Brain Absolute, Int +1, Wis +1, Cha +1
Class Skills (2+ Int Modifier): None.

Proficiencies: The brain in a jar is proficient with no weapons and no armor.

Features:
Brain in a Jar: The Brain in a Jar loses all racial features and instead gains the following:

    Darkvision 60 feet.
    Movement: 30 feet. The Brain in a Jar hovers one or two feet above gorund level under its own power, allowing it to ignore difficult terrain. At 4th level, this improves to a Fly speed of 30 feet with Good Maneuverability.
    Naturally Psionic: The Brain in a Jar gains 1 power point per HD.
    Telepathy: 30 feet + 10 feet per HD.

Plus the following undead traits:
(click to show/hide)
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturaly.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a tiny sized undead. Furthermore, the brain in a jar has no Strength score, keeping itself mobile through psionic power alone, it gains a deflection bonus to AC equal to his Charisma modifier. It also uses its Cha mod to calculate its carrying capacity.

Lastly, all current and future HD it has become d12s.

The Brain in a Jar�s unusual body shape gives it different body slots than most other creatures. The brain can use Head slot items on top of its Jar, wrap a Body or Shoulders slot item around it and wear a belt slot item at the base of the Jar. It can use an Eyes slot item, Ring or Necklace inside the Jar, with the brain itself. Finally, it can wear specially crafted armor or robes.

Brain in a Jar Body slots:
(click to show/hide)

    One Headgear.
    One mantle, cape, vest or shirt.
    One Belt.
    One Ring, Necklace, Mask or lenses.
    One armor or robe.


Arrogance: A Brain in the Jar think of themselves as evil geniuses when, in reality, they are only minor undeads. This tends to make them forget their own survival instincts. They take hits head on and recklessly throw themselves into danger, confident of their delusionacal superiority.

At 1st level, the Brain in the Jar counts as a small creature when such would not be benefical for it instead of tiny. So for example they only gain +4 size bonus for hiding and +1 size bonus to attack rolls and AC, but still take -8 in grapple checks and have the carrying capacity of a tiny creature.

At 3rd level some good sense has managed to sneak into the  Brain in the Jar, and they lose this ability, counting as tiny sized all the time.


Mind Thrust (Su): The brain in a Jar can deliver a massive assault on the thought pathways of any one creature within 60 feet as a standard action. This mind thrust deals 1d10 points of damage to any creature that fails a will save, DC 10 + � HD + Cha modifier.

At 3 HD and every two HD afterwards, the damage of the Mind Thrust increases by 1d10. Additionally, the Brain in a Jar may spend 1 power point to increase the damage of the Mind Thrust by 1d10 and increase the DC by 1 for every two extra dice of damage, this augmentation can never increase the dice of damage dealt by the Mind Thrust beyond the Brain in a Jar�s HD.

The Brain Unbound (Pl): The Brain in a Jar is a creature with a potent mind, and it has access to several psi-like abilities. The manifester level for the psi-like abilities is equal to the Brain in a Jar�s HD, and the save DC for them is 10 + � HD + Cha modifier.

Starting at 1st level, the Brain in a Jar can use Psionic Charm Person and Control Object 1/day per HD, and it can use Far Hand at will.

Rebuke Undead (Su): At 2nd level, the Brain in a Jar may rebuke undead with an effective cleric level equal to his HD. This ability can be used a number of times per day equal to 3 + Charisma Modifier.

The Brain Unequalled (Ex): At 2nd level the Brain in a Jar gains Blindsight out to 5 feet per HD and Turn Resistance equal to half its HD. Furthermore, he gains a racial bonus on all Intelligence, Wisdom and Charisma based skill checks equal to his class level.

Ability Score Increases: At 2nd, 3rd and 4th levels, the Brain in a Jar gains +1 to Intelligence and Charisma. At 2nd and 4th levels it gains a +1 to Wisdom.

The Brain Unleashed (Pl): Starting at 3rd level the Brain in a Jar can use Psionic Suggestion, Read Thoughts and Id Insinuation as psi-like abilities 1/day per two HD.

Madness (Su): At 3rd level, anyone targeting the Brain in Jar with a thought detection, mind control or any telepathic or psionic effect that makes contact with his mind takes 1d4 points of wisdom damage.

The Brain Absolute (Pl): Starting at 4th level, the Brain in a Jar can use Psionic Dominate, Telekinetic Force, Telekinetic Thrust and Telekinetic Maneuver 1/day per four HD.

In addition a Brain in a Jar who multiclasses for wilder or psionic warrior can count its Brain in a Jar levels as levels of that class for purposes of CL/ML and for the purposes of learning new powers and getting new power points. So for example a Brain in a Jar 4 that takes 1 level of Wilder would gain 8 power points (the diference between a wilder 4 PP and a wilder 3 PP=25-17=8), but wouldnt learn any power since a wilder doesnt learn a power from 4th to 5th level. They would Wild Surge and Psychic enervation as a 1st level Wilder tough. If it takes another level of Wilder, it could then learn a 2nd level power right away, and would gain 10 more PP. Either way, the Brain in a Jar can count itself as medium-sized whenever it uses a power if it would be advantageous to do so.


Comments
(click to show/hide)
Play a Brain in a Jar if you want to Mind your own business.

Heh. You get it? Mind your own business! Priceless. Ok, the brain in a jar is a psionic undead. It is a brain with no body (doh) that hovers and uses telekinesis and mind controlz, along with a smattering of necromantic dabbling (Rebuke Undead), and Madness gives it a protection against non Mind-Affecting mind effects. And makes telepathy the Brains mightiest weapon, sometimes. COMA INDUCING BRAIN SHOUTS HHHHAAAAAHAHAAAHAAAAAAAAA.

Ahem...

Well, there ya go. For all of you potheads here in this forum.

Done by Draken from GITP

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #50 on: June 13, 2017, 10:53:35 PM »
Bugbear


HD:d8
Level   BAB   Fort   Ref   Will   Special
1st   
+1
   
+2
   
+2
   
+0
   Bugbear body, Sneak attack +1d6, +1 str
2nd   
+2
   
+3
   
+3
   
+0
   Armored thug, +1 str, +1 con
Skills: 4+ int mod. A Bugbears class skills are Climb, Hide, Intimidate, Jump, Listen, Move silently, and Spot

Proficiencies: a Bugbear is proficient with all simple wepons as well as light and medium armor and shields

Features:

Bugbear body: A Bugbear loses all racial abilities and becomes a humanoid with the goblinoid sybtype and a land speed of 30ft. It gains darkvision 60ft, scent, and A natural armour bonus equal to his constitution bonus.

Sneak attack: The Bugbear gains a sneak attack identical to the rogue class feature

Armored thug: A second level Bugbear no longer suffers armor check penalties from light armor, medium armor, and shields when making Hide and Move Silently checks, neither is he slowed down by medium armor. If the bugbear reaches 6HD and gains proficiency with heavy armour(either from class levels or by taking the armor proficiency feat) then the armor check penalty from heavy armor can be ignored as well, and he also moves at fullspeed in full armor.

Ability Score Increase: The bugbear gains +1 to Str at levels 1 and 2, and +1 to Con at 2nd level, for a total of +2 Str and +1 Con at 2nd level.


Comments
(click to show/hide)
The Bugbear is known for being strong and sneaky. This monster class has more combat ability than a rogue at the expense of versatility

Done by Crafty_Cultist from GITP

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #51 on: June 13, 2017, 10:54:51 PM »
Bulette, Awakened



Bulette   HD: d10

Level   Base
Attack Bonus   Fort
Save   Ref
Save   Will
Save   
Special
1st   +1   +2   +2   +0   Bulette Body, Scent, Chew Anything, +2 Str, +2 Con, -2 Int
2nd   +2   +3   +3   +0   Tremorsense, Leap, +1 Str, +1 Con
3rd   +3   +3   +3   +1   Growth, Earth Burst, +1 Str, +1 Con
4th   +4   +4   +4   +1   Eat First, Think Later, +1 Str, +1 Con
5th   +5   +4   +4   +1   Great Leap, Sudden Burrow, +1 Str, +1 Con
6th   +6   +5   +5   +2   Growth, Shaking Burrow, +1 Str, +1 Con
7th   +7   +5   +5   +2   Stupid, Mean and Fearless, +1 Str, +1 Con
Skills: 2+Int modifier per level (x4 at 1st level. Class Skills: Balance, Climb, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot

Proficiencies: Its own natural weapons only.

Class Features:
Bulette Body: The Bulette loses all other racial bonus and gains Magical Beast traits (basically darkvision 60 feet and low-light vision). Its a medium sized Magical Beast with base speed 40 feet and a burrow speed equal to half its land speed. It has a bite attack dealing 1d8+Str mod damage plus two claw attacks each dealing 1d6+1/2 Str mod damage. It has no limbs capable of fine manipulation.

The Bulette also gains a bonus to Nat armor equal to 2+Con mod.

Scent: The Bulette gains the Scent standard quality.

Chew Anything: When the Bulette hits an enemy with its Bite attack, as an immediate action it can perform a sunder attempt on any piece of equipment from that opponent whitout need of a new attack roll, but must use its Bite damage. The Bulette ignores half the items hardness when using Chew anything, and if destroyed, it instantly gulps down the remains. 1D12 hours later it poops an extremely fertile solution that can be sold on the market for as much money as you could get from the intact item.

Ability Score Increase:The Bulette gains +2 Str, +2 Con and -2 Int at first level, and +1 Str and +1 Con at every other level, for a total of +8 Str, +8 Con and -2 Int at 7th level.

Tremorsense: At 2nd level, the Bulette gains Tremorsense with a range of 25 feet, plus 5 feet per HD.

Leap: At 2nd level as a fullround action, the bulette can make a Jump check and move up to the result in feet, and then make twice her normal amount of Claw attacks whitout any penalty on the attack rolls. The Bulette must be above ground to use Leap, and provokes attacks of opportunity as normal, but can choose to move 0 feet, thus dont provoking any aoos.

Growth: At 3rd level the Bulette grows one size category. At 6th level it grows another. Each time it gains a +1 bonus to its Natural armor.

Earth Burst: At 3rd level, if underground, as a standard action the Bulette can burrow up to its base speed towards the nearest surface connecting to an open area. If it emerges into an open area, it produces an explosion of ground debris, that deal 1d12 bludgeoding damage per 3 HD to all creatures whitin 10 feet per HD. Creatures on the ground are tripped and those in the air are knocked to the ground. A reflex save with DC 10+1/2 HD+Str mod halves this damage and negates the tripping/falling.


Eat First, Think Later: At 4th level when the Bulette fails a Will save, it may replace the effects of the failed Will save with �move  or charge towards any moving creature it can detect, and attack it with its bite attack� for the same duration that the will save would last. If no enemy creatures are whitin view, this means allies or innocent bystanders, and if those arent detectable either, then the Bulette must suffer the consequences of the failed Will save.

In addition, whenever the Bulette deals damage with its bite attack against an opponent, it gains a morale bonus on attack and damage rolls equal to � HD against that same opponent for 1 minute.

Great Leap: At 5th level the Bulette can double the result of any one jump check it makes as a free action, but they cannot use this ability or Leap for 1d4 rounds.

Sudden Burrow: Altough feared for their savagery and stupidity, Bulettes are not above retreating when they feel outmatched. At 5th level as an immediate action, if standing on the grounds surface, the Bulette may move underground up to its burrow speed, as long as it moves away fom opponents. Once used it needs to wait 1d4 rounds before being able to use this again.

If all Bulette levels were taken and it has 9 HD or more, 1/day it may use this ability to burrow so fast it emerges somewhere completely different! Treat this as teleport with CL=HD, except you need to start on the ground, and end up on another ground surface trough which you could burrow.

If all Bulette levels were taken  and it has 13 or more HD, it may emerge into another plane!  Treat this as Plane Shift with CL=HD, except you need to start on the ground, and end up on another ground surface trough which you could burrow.

Either way, when you use Sudden Burrow, you can drag with you any number of willing allies, as long as they dont weight more than your light carrying capacity.

Shaking Burrow: At 6th level, as a move action while underground the Bulette may burrow up to its base speed in a straight line. All creatures  on the surface directly above where the Bulette passed must make a Reflex save with DC 10+1/2HD+Str mod or be tripped. The Bulette may also choose to turn the surface directlyabove into difficult terrain, automatically destroying any crops/trees/bushes, as well as dealing 1d6 damage per HD to buildings.

Once used the Bulette must wait 1d4 rounds before using this again.

Stupid, Mean and Fearless: For an hungry Bulette, the size, strength and numbers of its opponents mean nothing. At 7th level 1/hour, the Bulette may just let its instincts take over as an immediate action. It becomes immune to Fear effects but cannot use any Charisma, Intelligence or Dexterity-based skills, use spells/powers/SLAs or activate magic/psionic items that demand a spell/power trigger. It no longer takes a size penalty to attack rolls and AC, cannot be flanked, and enemies dont gain a size bonus to AC or their attack rolls (but will still take a penalty if theyre above medium). If an opponent the Bulette attacks has an higher Str score, the Bulette can choose to gain a bonus to its own Str score equal to its HD for the duration. It can keep this up for 1 minute, after which it returns to normal

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Seeing if I can take care of the basic MM ones first.

The Bulette is truly an iconic D&D monster, having originated in the franchise and remained along for all editions. As the legend goes, Gary Gygax himself liked to buy cheap toys to use as miniatures back when he DMd games, and the Bulette originated from a supposed plastic dinosaur. Nowadays Wotc wants you to buy their expensive miniatures, but thats another story.

Besides looking awesome, the Bulettes tactics are pretty simple: burrow, emerge, bite/claw until stuff drops dead. Surprisingly it doesnt have improved grapple with its bite, I guess it must like to chew properly before swallowing.

Anyway I went along the whole "burrowing predator" that suddenly jumps out of the ground and starts tearing stuff up. Some tricks only work under the earth, and others that only work while outside of it. The Bulette doesnt have much in the ways of ranged attacks, but it can make people trip at distance to slow them down so it can start chewing on them, and the ultimate is basically returning to its "primeval" instincts (because basic bulettes just have int 2, thus the awakened tag) and just start chewing on those delicious halflings that tought that being small would make them harder to nom. Also increased the burrow speed because the 3.5 version having just 10 feet just doesnt allow for very good ambushes.

So if you want to play a Land Shark, the bulettes for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #52 on: June 13, 2017, 10:56:04 PM »
Catfolk

HD:d8
Level   Bab   Fort   Ref   Will   Feature
1   +0   +0   +2   +0   Catfolk Body, Cats True Grace, Cat Heritage, +2 Dex or +2 Cha
Skills:4+int modifier per level, quadruple at firt level, Class skills are: Appraise, Balance, Bluff, Climb, Craft(any), Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Knowledge(any), Move Silently, Perform(any), Profession(any), Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Proficiencies:Simple weapons, one Martial weapon of her choice.

Features:
Catfolk Body: The Catfolk  loses all other racial traits and gains humanoid traits (basically nothing). Shes a medium sized humanoid with base speed of 40 feet and low-light vision. The Catfolk can use her Dex bonus to attack rolls with the martial weapon she choose at first level instead of Str. If she could already do so, she may add her Dex bonus to damage rolls with that weapon, even if already adding another ability score (or no ability score, like longbows).

In addition she gains a +1 bonus to Natural Armor.


Cats True Grace: A Catfolk gains a +2 Racial bonus on Listen and Move Silently checks, that increases an extra +1 for each 3 HD of the Catfolk. In addition  as a swift or move action she can grant herself a +4 bonus to Dex for 2 rounds. You must wait until the end of the duration of this ability plus 1d3 rounds to use it again. The bonus to dex increases by 1 for each 3 HD.

Cat Heritage: Catfolks show quite a bit of diferences among their species, each family resembling more of a particular feline animal.  The catfolk chooses one of the options below.
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Lion-Nature itself recognizes your majesty. If the catfolk would multiclass into druid, she adds +1 CL to her druid spells and may use Charisma as her main casting stat instead of Wisdom, plus counting cat-like creatures as one level lower for animal companion purposes.  Cat-like creatures you summon last twice as much as well.

Tiger- You follow the paths of the warrior. Choose a martial iniator  or pilot class. Catfolk levels grant full IL/PL for that class.

Common Cat-You have a short(er) attention span than other catfolk. If you multiclass into Ranger, you can change and and all of your Favored Enemies as a Fullround action, as long as the new creature type is one that youre able to see right now.

Cheetah-Youre pretty quick in your legs. When benefiting from True Cats Grace, the catfolks movement speed increases by 10 feet for each 3 HD.


Ability Score Increase: The Catfolk gains a +2 racial bonus to either Dexterity or Charisma. She can change this bonus as a swift action.
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Didnt feel like doing any big monster, and this one was just 1 level long.

The original catfolk falls on that unpleasant region where its definetely not a LA 0 race but neither is it really worth the +1 LA on its stats. Pretty passive abilities all around, nice stats, fast and a couple skill bonus.

Working on that, made the skill bonus scaling and added a pseudo weapon finesse because theyre suposed to be ninjas stealthy rangers and stuff.

Dont like big ability scores right away so tried something new with swappable bonus to either Dex or Cha (so you can be either cute kitty or angry whirling kitty). And then a super cats grace because theyre suposed to work in bursts of speed acording to the fluff as well.

Cats Heritage to give some sinergy options based on their background.

So if you want to play a kitty/tiger/lion/cheetah person, the catfolks for you!


oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #53 on: June 13, 2017, 10:58:25 PM »
    Autonomous Caryatid Column
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    Fiend Folio 30-31
    Medium-Size Construct
    Hit Dice: 6d10+20 (53 hp)
    Initiative: +3
    Speed: 30 ft.
    AC: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
    Base Attack/Grapple: +4/+9
    Attack: +2 bastard sword +12 melee (two-handed), or slam +9 melee
    Full Attack: +2 bastard sword +12 melee (two-handed), or +2 bastard sword +12 melee and slam +4 melee, or 2 slams +9 melee
    Damage: +2 bastard sword 1d10+9 (two-handed), or +2 bastard sword 1d10+7 and slam 1d4+2, or slam 1d4+7
    Face/Reach: 5 ft./5 ft.
    Special Attacks: �
    Special Qualities: Break weapon, column form, construct traits, hardness 8, magic weapon
    Saves: Fort +2, Ref +5, Will �3
    Abilities: Str 20, Dex 16, Con �, Int 6, Wis 1, Cha 1
    Skills: Diplomacy �3, Sense Motive +4
    Feats: Improved Sunder, Power Attack, Weapon Focus (bastard sword) (B)
    Climate/Terrain: Any
    Organization: Solitary, corbel (2), or
    colonnade (4�24)
    Challenge Rating: 6
    Treasure:�
    Alignment: Always neutral
    Advancement: 7�10 HD
    (Medium-size); 11�21 HD(Large)
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    I�ve added a few abilities to the Caryatid Column to flesh it out and make it a more attractive choice: it has feats that fit better flavor-wise; Break Weapon is replaced by Break Spell: Opalescence adds flavor to the Caryatid and improves its mobility; Improved Body allows it to be enchanted, offsetting its lack of armor proficiency. It gains mobility via Earth Stride and becomes very tough to kill. Finally, it gains fun supernatural abilities that can be replaced by its own custom maneuver list (See Analysis).

    Table: (Awakened) Caryatid Column
    Level   BaB   Fort   Ref   Will   
    Special
       Ability Score
    Adjustment
    1st   +0   +0   +0   +0   Marble Body, Column Form, Magic Discipline Weapon   +1 Str, +1 Dex
    2nd   +1   +0   +0   +0   Weapon Focus, Earthbound, Stilling Touch Dex/day   +1 Str, +1 Dex
    3rd   +2   +1   +1   +1   Stone Power, Hardness 2+RHD, Crystal Reformation   +1 Str, +1 Dex
    4th   +3   +1   +1   +1   Improved Sunder, Break Spell, Opal Surge 1/day/4HD   +1 Str, +1 Dex
    5th   +3   +1   +1   +1   Improved Body, Opalescence   +1 Str, +1 Dex
    6th   +4   +2   +2   +2   Shards of Granite, Earth Stride HD/day, Stony Initiate   +1 Str, +1 Dex
    Hit Die: 1d10
    Class Skills (5+Int per level, x4 at 1st level): Balance, Bluff, Concentration, Intimidate, Jump, Spot, Martial Lore, Perform (Dance), Sense Motive, Tumble.
    PF Class Skills (4+Int per level): Acrobatics, Bluff, Intimidate, Knowledge (Martial), Perform (Dance), Perception, Sense Motive

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    Basics:

        The Caryatid Column is medium-sized
        It has a land speed of 30 ft.
        It starts with Natural Armor equal to 2+its strength modifier
        1d10 hit die
        The Caryatid Column gets +1 HP per HD. This bonus retroactively increases by +1 for every 5 HD of the Caryatid Column.
        As an 800# medium-sized creature, The Caryatid count as a size-category larger when calculating opposed strength checks or grapple checks.


    Weapon and Armor Proficiency: The Caryatid Column is proficient with all natural weapons it has (which begins with 2 slam attacks, at 1d4 damage each) and the one Magic Weapon it is equipped with. It cannot gain other weapon proficiencies. The Caryatid, for whatever reason, cannot wear armor. Perhaps its because some substances rub it the wrong way, but do note that the Caryatid can still wear rings, amulets, cloaks, boots, helms and to top it off off, it may carry enchantments on its fists and eventually its body can be treated like enchant-worthy armor.

    Marble Body: The Caryatid Column loses all racial traits and features and gains the construct type and traits. These include the following:
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        No Constitution Score
        Low-light vision
        Darkvision out to 60 feet
        Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
        Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
        Cannot heal damage naturally
        Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
        Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless).
        Not at risk of death from massive damage. Destroyed if reduced to 0 hitpoints, but can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials per HD.
        Cannot be raised or resurrected unless by a wish, miracle, or true resurrection
        Constructs do not eat, sleep, or breathe


    Ability Score Increases: The Caryatid Column gets +1 Strength and Dexterity at each level of this class for a total +6 to each score at 6th level.

    Magic Discipline Weapon: A Caryatid Column has proficiency with a two-handed weapon, to which it is attuned. The Caryatid Column is only proficient with this weapon and its natural attacks: it cannot gain other weapon proficiencies. This 2-handed weapon is usually a Bastard Sword, but it could be a double sword, a scythe, a halberd, and so on. If a caryatid column needs both hands free, it can stow its weapon by simply pressing it against its side: the weapon then merges with the caryatid column�s body and can be retrieved by the caryatid column as any character would draw a weapon.
    At first level, it is considered a Masterwork weapon. At level 3, it improves to a +1 weapon and at level 6 it improves to carry a single +1 enchantment of the players choice. Finally, the Magic Weapon of the Caryatid Column is considered a Martial Discipline weapon for the sake of feats or maneuvers.
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    Whenever it is out of the caryatid column�s hands, it reverts to stone and becomes a nonmagical object. Should the caryatid column then pick up the weapon, it regains its normal form and magical qualities. This means that while the Discipline Weapon may be enchanted, it cannot be infused with another substance, such as be reforged to a Mithral or Adamantine weapon, unless it is done by the Caryatid Column itself. It could, however, be magically enchanted with Weapon Enchantments that make the weapon into Adamantine.
    A broken Magic Discipline Weapon can be re-formed when out of the Caryatid Columns grasp by a Shape Stone spell. This does not apply to the rest of the Caryatid Column.

    Column Form (Ex): When at rest, a caryatid column takes the form of a simple column of stone. This column is about 1.5 feet in diameter, and it extends up to the ceiling of the chamber or to a height of 25 feet, whichever is less. A caryatid column in column form looks like a pillar in most respects. It does not radiate magic, and true seeing does not reveal its humanoid form. Changing forms is a free action once per round. The Caryatid remains perfectly aware of its surroundings while in Column Form, and it is not considered flat-footed.
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    Careful examination of the column (Search check DC 25) reveals very faint and distorted lines that make the pillar resemble a woman with a sword. Anyone who successfully makes a Knowledge (architecture and engineering) check (DC 12) notes that the column serves no structural purpose since it bears none of the ceiling�s weight. A close examination of the top of the column (Search check DC 15) or a keen eye (Spot check DC 20) shows that the column is not cemented or joined to the ceiling. Dwarves and other creatures with stonecunning receive a free Search check as though actively looking when they pass within 10 feet of a caryatid column.

    Feats: The Caryatid Column receives feats with its progression. At 2nd level, it receives the Weapon Focus feat with its Magic Weapon. At 3rd level, it receives the Stone Power feat (see below) which, like Power Attack, allows you to take up to a -5 to attack and grants 2x the attack penalty in Temporary HP. This feat acts as PA for the sake of feat qualifications. At 4th level, it gains Improved Sunder, and at 6th level it is granted the Shards of Granite tactical feat (see below).

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    Quote from: Tome of Battle pg 32-33

        Prerequisite: Str 13, one Stone Dragon maneuver.
        Benefit: When you use an attack action of a full attack action, or you initiate a Stone Dragon strike in melee combat, you can take a penalty of as much as -5 on your attack rolls. This number cannot exceed your BaB. You gain temporary HP equal to twice the number that you subtract from your attack rolls (to a maximum of +10). These temporary hit points last until the beginning of your next turn.
        Special: Stone Power may be used in place of Power Attack to quality for a feat, prestige class, or other special ability. You can take both this feat and Power Attack.

    NB: The Magic Discipline Weapon fulfills the Stone Dragon requirements
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    Quote from: Tome of Battle pg 36

        Prerequisites: Stone Power, BaB +6, 2 Stone Dragon maneuvers
        Benefit: The Shards of Granite feat enables the use of these tactical options.
        Battering Smash: To use this option, you must make a successful melee attack using
[a Stone Dragon Discipline Weapon] and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, you ignore the targets hardness (if any).
    Eviscerating Strike: To use this option, you must make a successful melee attack using [a Stone Dragon Discipline Weapon]. On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit.
    Unstoppable Onslaught: To use this option, you must make a successful melee attack using [a Stone Dragon Discipline Weapon] and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcome its damage reduction (if any).

NB: The Magic Discipline Weapon fulfills the Stone Dragon requirements.

Earthbound (Ex): At 2nd level, when the Caryatid stands upon any stone, earth, or is underground, it gains a morale bonus to its AC and its saves equal to its Dex bonus. At 3rd level, it gains the ability to move through stone and earth at 20 per round with perfect maneuverability, (and thus takes no falling damage from landing on earth or stone). When moving through earth and stone, it can see through these substances only if more than half its body is submerged or if its head is submerged, and at half its standard Darkvision range. After spending a number of rounds equal to your character level + your Str modifier in the medium you take a cumulative 1d6 damage per round (1d6, then 2d6, then 3d6, etc) until you exit the medium. If you die from this damage while embedded in this way you become an Earth Elemental of your HD and a subtype of the medium you died in and you lose your autonomy.

Stilling Touch (Ex): Beginning at 2nd level, if a creature would be hit by one of its attacks, the Caryatid may choose to activate this ability: The touched creature must make a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage). If the creature fails its save, it must halt its movement (if any) immediately as if it used up its move action for the turn, and may only take a standard action each turn turn for a number of rounds equal to the Caryatids Strength Modifier. If the creature succeeds on its save, it still must halt its movement (if any) immediately and lose all further movement for its turn, but suffers no other ill effects.
The Caryatid Column may use this ability once per day per Dexterity bonus it has, and may only apply this effect once per attack. This ability may be applied to almost any attack made, including an AoO or an attack made as part of a maneuver, and is used to replace the damage effect of an attack action. The effects of this attack do not stack, however, with the Stand Still feat.
At 11th level, the Caryatid may expend a single use of Stilling Touch to apply this effect to each attack made with a Full Attack action.

Hardness: At 3rd level, the Caryatid Column gains hardness of 2 + its Racial Hit die.

Crystal Reformation (Ex): At 3rd level, the Caryatid Column gains the Fast Healing ability when in Column Form, equal to its Strength Bonus per 8 hours. At the end of 8 hours spent in Column form, the Caryatid Column may also expend all of its remaining Opal Surges (see below) to regain additional HP before its abilities refresh for the day.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached parts become inert Marble that then disintegrate to ultra-fine powder once the limb has fully regenerated.
The Caryatid Column may only benefit from this Crystal Reformation one per day.

Opal Surge (Ex): Beginning at 4th level, your enduring spirit and powerful form allow you to overcome almost anything to defeat your enemies. As a move-equivalent action, choose one of the following effects: End one spell, effect, or other condition currently affecting you and with a duration of 1 round or more rounds; or you immediately regain HP equal to your Str modifier multiplied by your total Hit Dice. You may use this ability 1/day per 4 levels the Caryatid has. You may use this effect even if you cannot currently perform a move action (such as if you are immobilized, stunned, etc), but it takes the time of a move action.
This ability cannot free the Caryatid from effects that can only be broken by Limited Wish, Miracle, or other like spells.

Break Spell (Su):At 4th level, a caryatid column is imbued with a supernatural defense against spell and manifested attacks. If it would be affected by a spell or power cast by an object (wand, staff, etc), that object must make a Fortitude save DC (10+1/2 the Caryatid Columns total level + its Str mod) or be rendered inoperable for 24 hours. If this spell/power is cast by a spellcaster or manifester, they must make a Caster/Manifester Level check DC (10+1/2 CCs level + CCs Str mod) or be unable to cast or manifest that spell or power for 24 hours. If the Caryatid would be affected by an area-of-effect spell but is not directly targeted, it takes damage but has a chance to Break the spell as normal.
The Caryatid Column may lower this defense as a free action to allow enchantments or friendly spells or powers to affect it.
Casters/manifesters may apply bonuses or feats that defeat Spell Resistance against this ability. If they succeed on the check, the spell proceeds as normal. This ability works only against spell-like and Psi-like abilities that offer spell resistance.

Opalescence (Ex): At 5th level, the Caryatid Column becomes something beyond a mere magical marble statue: it becomes one of true grace and wonder. First of all, it moves without penalty in any "difficult terrain," which includes added DC for treacherous terrain or magical terrain. Second, it gains a +10 competence bonus to all Balance checks and a +10 to all Perform (Dance) checks, and may use Dexterity as its skill modifier instead of Charisma for the latter skill. For pathfinder, this would mean a +10 to Acrobatics checks to related to balance.
These bonuses increase to a +20 at level 12, and a +30 at level 20.

Improved Body (Ex): At 5th level, the Caryatid Column replaces its Natural Armor with a Deflection AC of the same amount (2 +Strength modifier). This applies only to the Natural Armor granted by the Caryatid Columns racial abilities: any other Natural Armor is not converted by this ability.
Furthermore, the Caryatid Columns two natural slam attacks and its Magic Discipline Weapon may be enchanted as weapons. This class confers no magical benefit other than the Magic Weapon. The Caryatid Columns Chest may also carry magical Armor enchantments. The slams and its chest are considered "nonmagical" with regard to enchantments until enchanted.

Earth Stride (Su): Beginning at 6th level, the Caryatid Column may, as a move action, meld into any stone or earth and emerge through another source of stone or earth up to a distance of 100ft +10ft/Str bonus away. This ability may be used up to once per day per HD the Caryatid has. This is a supernatural effect but not a teleportation effect: it may thus be used even if the Caryatid is under the influence of a Dimensional Anchor, but not under an Antimagic Shell. At 12th level, you may expend 2 daily uses of this ability to use it as a Swift Action.

Stony Initiate: At the end of its racial progression, the Caryatid Columns 6 racial levels count towards 4 effective Initiator Levels (instead of 3) to a single Initiator class.

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Compare the Caryatid Column to the Iron Golem and Shadesteel Golem classes: the latter two have overwhelming powers with hardness AND Damage Reduction and Spell Resistance (Irons can just straight up ignore spells). The Caryatid Columns Break Weapon ability makes it frustrating to fight against and is not party-friendly, which is why it was changed to Break Spell+Reflect spell.

Reflect Spell is a more powerful version of Spell Resistance, which is the one advantage the Caryatid has over other golems.

To reduce the power of the Caryatid you can make it an Initiator and remove Earthbound, Stilling Touch, Crystal Reformation, Opal Surge and the Earth Stride abilities, and draw upon the following lists to grant the Caryatid Column the following Initiator abilities starting at 2nd level.

Regardless of the list, expended maneuvers are used for the encounter, but may be recovered in the same way. It must make a successful sunder attempt against an opponent (or an object that presents some meaningful or story-relevant challenge): if it does this, the Caryatid may recover a number of expended maneuvers from the list up to half its Strength bonus, rounded up. If this attack fails, it gets a -2 to all d20 rolls for the following round and the Caryatid recovers a single maneuver of its choice.

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The Caryatid Column has her own maneuvers that she knows. Unlike standard Initiators, this is a set list. These maneuvers are always considered readied. When the Caryatid initiates a maneuver from this list, it expends that maneuver for the duration of the encounter.

    2- Cleave to Stone, Vigilant Watcher Stance
    3- Marble Deflection, Flowstone Stride
    4- Granite Splinter
    5- Strike to Earth, Opal Surge
    6- One with the Earth Stance

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Level gained: 2
Initiation Action:1 attack action
Range: Attack range.
Target: One creature
Duration: See notes.
Save:Reflex partial; see text
You impart the slowing essence of stone into your weapon as you attack.
When you would make an attack, even if its an attack of opportunity, you may instead initiate this maneuver to replace it. The creature takes a Reflex save DC (10+the damage you would deal) or it may only take a single move action or standard action during its next turn. Whether or not the creature succeeds on its save, it must halt its movement immediately as if its move action is used up. Creatures that are flying temporarily lose the ability to fly.
This maneuver may be used as a part of another Initiated maneuver, such as Marble Deflection, or it may be used to complement a Trip attack or a Charge attack, or an attack of opportunity, etc.
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Level Gained: 2
Initiation Action:1 immediate action OR Column Form
Range: Personal
Target: You
Duration: Stance
You attune yourself to your purpose: to be a dutiful, powerful guardian, and feel the strength of your purpose flow into you.
While you maintain this stance, you gain a +2 bonus to Initiative checks and Search and Spot (Perception) checks. You may act upon a surprise round even if you didn�t start it, although this stance does not allow you to retain your Dex bonus to AC during such a surprise round. At 10 HD, this becomes a +4 bonus, and at 20 HD, this becomes a +10 bonus.
Special:The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. For every hour it remains in this stance and Column Form, it heals an amount of HP equal to its HD, but it cant heal more than half its HP in a day in this manner.
At 13 HD (RHD + class HD), the Caryatid Column can regenerate lost limbs when in Column Form and this stance. It does not, however, benefit from a true Regeneration property, and this property cannot be used to replicate itself: detached limbs become inert Marble that then disintegrate to super-fine, completely inert powder once the limb has fully regenerated.
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Level Gained: 3
Initiation Action:1 immediate action
Range: Personal or adjacent
Target: You or adjacent ally
Duration: Instantaneous
With sheer skill and exceptional speed, you clash your weapon against a foe�s blade and turn his attack away.
Make an opposed attack roll against a foe�s attack roll on an incoming attack (such as an arrow, a thrown item, a charging barbarian, or a weapon swing, or even ray spell or similar attack) targeting yourself or an adjacent ally. Use the higher of your AC or your attack roll + your Deflection AC (if any) as an effective AC against the incoming attack; If successful then the attack is negated.
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Level Gained: 3
Initiation Action:1 swift action
Range: Personal
Target: You
Duration: One round
Drawing from your potent spirit, you move with speed that surpasses that of any natural stone.
When you initiate this boost, your base land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.
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Level Gained: 4
Initiation Action:1 standard action
Range: melee attack
Target: One creature or object
Duration: Instantaneous
You strike with the power and force to reduce granite to rubble.
You inflect an additional 2d6 points of damage upon a successful attack and your strike ignores all Damage Reduction and Hardness or the subject or object you are attacking.
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Level Gained: 5
Initiation Action:1 standard action
Range: melee
Target: One Creature
Duration: Instantaneous
Save:Fortitude partial; see text
Gathering your inner power, you solidly strike an enemy so forcefully he crumbles to the ground, possibly rendering your foe incapable of much else.
Take a Slam attack or an attack with a natural weapon against a foe with a +4 to hit. You deal damage as normal, and the target then makes a Fortitude save (DC 13+Strength Modifier) to lose all further actions and become Helpless until next round. If the creature can�t make a Fortitude save or passes the save, it is not rendered Helpless, and is knocked prone instead. A flying creature that becomes helpless does not gain the ability to Glide safely to the ground.
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Level Gained: 5
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Somewhere from deep inside of you, the will to endure allows you to break free of a debilitating state that might otherwise defeat you.
You may initiate this counter when you would be affected by a single negative condition, or are affected by a negative condition. Negate the condition that would affect you, negate an area-effects power upon you, or end any one condition currently affecting you even if you would normally be unable to act otherwise.
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Level Gained: 6
Initiation Action:1 immediate action
Range: Personal
Target: You
Duration: Stance
You awaken your body with the power of the Earth and it lends you strength and safety.
While you maintain this stance, you gain double the amount of Healing and double any effect that grants you Temporary HP. While you are on stone, earth or if you are underground you also gain a +4 Morale bonus to AC and Saving Throws (Morale bonuses do not stack; only the highest applies). If you are not on any of these surfaces and in this stance, you instead take no falling damage from landing on earth or stone.
You also gain the ability to move through earth and stone seamlessly at 20 feet of movement with perfect maneuverability. You can see and hear while traveling, but only if your head or more than half your body is fully embedded in the medium, and at half your Darkvision range (for both vision and hearing). You cannot willingly end this stance if you are embedded in earth or stone, and after spending a number of rounds equal to your character level in the medium you take a cumulative 1d6 damage per round (1d6, then 2d6, then 3d6, etc) until you exit the medium.
If you die from this damage while embedded in earth or stone you become an Earth Elemental of your HD and a subtype of the medium you died in and you lose your autonomy.
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    2- Counter Charge (ToB 71), Stonefoot Stance (ToB 85), 1/1 Readied, 1 stance
    3- Wall of Blades (ToB 70), Stone Vise (ToB 85) 2/3 Readied, 1 stance
    4- Mountain Hammer (ToB 84) 3/4 Readied, 1 stance
    5- Iron Heart Surge (ToB 68), Absolute Steel Stance (ToB 66) 4/5 Readied, 2 Stances.
    6- Bonecrusher (ToB 81) 4/6 Readied, 2 stances.

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Quote from: Tome of Battle pg 71

    Setting Sun (Counter)
    Level: Swordsage 1
    Initiation Action:1 immediate action
    Range: Melee Attack
    Target: 1 creature
    With a quick sidestep, you send a charginf opponent sprawling
    Immediately before a creature makes a charge attack against you, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.
        If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use levrage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
        If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
        If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.

(click to show/hide)
Quote from: Tome of Battle pg 85

    Stone Dragon (Stance)
    Level: Crusader/Warblade/Swordsage 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    You crouch and set your feet flat on the ground, drawing the resilience of the Earth into your body. The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults.
        While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures a size category larger than yours.
        This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.

While the Caryatid is in Column Form, it continually benefits from this stance. Furthermore, when it would normally lose the benefits of this stance for any reason (see above), it instead retains the benefits of this stance until it willingly exits the stance or changes stances.
(click to show/hide)
Quote from: Tome of Battle pg 70

    Iron heart (Counter)
    Level: Warblade 2
    Initiation Action:1 immediate action
    Range: Personal
    Target: You
    Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foes blade as he attempts to attack.
    When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You cant use this attack if you are denied your Dexterity to AC against your attacker. You can decide to use this ability after you learn the result of your opponents attack.

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Quote from: Tome of Battle pg 85

    Stone Dragon (Strike)
    Level: Cru/War/SS 2
    Initiation Action:1 standard action
    Range: melee attack
    Target: Creature struck
    Duration: 1 round
    Saving Throw: Fortitude Partial
    You make a crushing blow that staggers your opponent, leaving it unable to move.
    As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground, your attack also drops the targets speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally.
        A successful Fortitude save (DC 12+your Strength modifier) by the creature struck negates the immobilization but not the extra damage.

(click to show/hide)
Quote from: Tome of Battle pg 89

    Stone Dragon (Strike)
    Level: Cru/War/SS 2
    Initiation Action:1 standard action
    Range: melee attack
    Target: One creature or unattended object
    Like a falling avalanche, you strike with the weight and fury of the mountain.
    As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.

(click to show/hide)
Quote from: Tome of Battle pg 68

    Iron Heart
    Level:Warblade 3
    Initiation Action:1 swift action
    Range: Personal
    Target: You
    Duration: See Text
    By drawing upon your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
    Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 round or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.

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Quote from: Tome of Battle pg 66

    Iron Heart (Stance)
    Level: Warblade 3
    Initiation Action:1 swift action
    Range: Personal
    Target: you
    You drift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face
    While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to your AC until the beginning of your next turn.

(click to show/hide)
Quote from: Tome of Battle pg 81

    Stone Dragon (Strike)
    Level: Cru/War/SS 3
    Initiation Action:1 standard action
    Range: Melee attack
    Target: one creature
    Duration: See text
    Save: Fortitude partial; see text
    You deliver your attack, and your enemys eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
    As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude Save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
        This effect lasts until the targets hit points are restored until their full normal total, whether by magical means or normal healing.
        Creatures without a discernable anatomy or that are immune to critical hits are immune to this maneuvers special effect but still take the extra damage.

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The Caryatid Column finds its combat readiness in such exceptional skill that even time itself is altered by the Caryatid Columns ability.

    2- Strike the Hourglass (PoWMystic 34), Sands of Time (PoWMystic 34), 1/1 Readied, 1 stance
    3- Intercepting Shade (PoW 97), Unhindered Step (PoWMystic 35), 2/3 Readied, 1 stance
    4- Devastating Rush (PoW 77), 3/4 Readied, 1 stance
    5- Blade-Breaking Counter (PoW 78), Riven Hourglass Stance (PoW Mystic 36), 4/5 Readied, 2 stances
    6- Temporal Body Adjustment (PoW Mystic 37), 4/6 Readied, 2 stances

(click to show/hide)
Quote from: PoW Mystic pg 34

    Riven Hourglass (Strike)
    Level: 1
    Initiation Action:1 standard action
    Range: melee attack (or thrown weapon)
    Target: One Creature
    Duration: Instantaneous
    With a simple strike, you influence time�s attitude towards a foe and their ability to act in battle.
    Make an attack. If it hits, it deals weapon damage as normal, and the target can only take a single move action or standard action during its next turn.

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Quote from: PoW Mystic pg 34

    Riven Hourglass (Stance)
    Level: 1
    Initiation Action:1 immediate action
    Range: Personal
    Target: You
    Duration: Stance
    By attuning yourself to the ebb and flow of time, you can visualize the time-stream as a metaphorical hourglass in your soul, and learn to manipulate your place within it. While you maintain this stance, you gain a +2 bonus to Initiative checks and a +2 bonus to Reflex saves. When your initiator level reaches 12th level, these bonuses increase to +4.

Special: The Caryatid Column adopts this stance when it take its Column Form, and continues to benefit from this stance in its Column form. If the Caryatid Column is in Riven Hourglass Stance, it may choose to remain in that stance and benefit from the stance in its Column Form; otherwise, the Caryatid Column defaults to this stance. If it adopts its Column Form in combat, however, it does not gain this stances bonus to Reflex saves against powers, spells or abilities that target it.
This addendum is not only to discourage the Caryatid Column from using its Column Form in combat (to escape being targeted), but also to flavorfully show the Caryatids ability to surprise its opponents from its Column-State.
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Quote from: Path of War 97

    Solar Wind (Counter)
    Level: 2
    Initiation Action:1 immediate action
    Range: Personal, or weapon�s first range increment
    Target: You or ally
    Duration: Instant
    Sometimes a good offense can be used as a good defense as he uses his range to dissuade attacks by his sheer skill and exceptional aim.
    The initiator makes an opposed attack roll against his foe�s attack roll on an incoming attack (such as an arrow or thrown weapon, a charging barbarian, or a skillful slash from a sword, but not a spell or similar attack) targeting himself or an ally he can see within his weapon�s first range increment; if successful then the attack is negated.

(click to show/hide)
Quote from: PoW Mystic 35

    Riven Hourglass (Boost)
    Level: 2
    Initiation Action:1 swift action
    Range: Personal
    Target: You
    Duration: One round
    By slowing the falling sands of the hourglass inside your soul, you are capable of greatly accelerating your movements.
    When you initiate this boost, your base land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.

(click to show/hide)
Quote from: Path of War 77

    Primal Fury (Strike)
    Level: 2
    Initiation Action:1 standard action
    Range: melee attack
    Target: One creature or object
    Duration: Instant
    The disciple performing this attack executes a powerful attack that rushes in past a foe�s defenses to shatter them completely.
    The initiator inflicts an additional 2d6 points of damage upon a successful attack and his strike ignores the damage reduction of a subject or the hardness of an object he is attacking.

(click to show/hide)
Quote from: Path of War 78

    Primal Fury (Counter)
    Level: 3
    Prerequisite:1 PF maneuver
    Initiation Action:1 immediate action
    Range: Personal
    Target: You
    Duration: Instant
    An opponent cannot hurt you with his weapon if a weapon does not exist to do it. This powerful parrying blow can shatter the weapon that his opponent uses before it can strike him.
     When being attacked, this counter is initiated after a successful hit but before damage is inflicted. The initiator then makes an immediate sunder attempt with a +2 circumstance bonus on his foe�s weapon (which does not provoke attacks of opportunity), and if the weapon is reduced to half of its hit points, then it gains the broken condition and the disciple takes half damage from the attack. If this sunder attempt reduces the opponent�s weapon to 0 hit points, then the weapon shatters and the disciple takes no damage. If the initiator possesses the Greater Sunder feat, excess damage is applied to the target as per normal.

(click to show/hide)
Quote from: PoW Mystic 36

    Riven Hourglass (Stance)
    Level: 3
    Prerequisite:1 RH maneuver
    Initiation Action:1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    By altering the flow of time around yourself, you flicker between potential time paths, slipping quietly between the grains that fall within your hourglass.
    While you maintain this stance, you gain a +4 dodge bonus to your AC, a +4 bonus to your initiative, you become immune to the slow spell, and any power, spell, or spell-like ability that target you specifically suffers a 50% miss chance.

I believe the creators intended for this effect to be a 20% miss chance, but reading the book it says 50% Strange, no?
(click to show/hide)
Quote from: PoW Mystic 37

    Riven Hourglass (Counter)
    Level: 4
    Prerequisite:1 RH maneuver
    Initiation Action:1 Immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    By reversing the flow of your personal hourglass, you can turn back time, undoing a harmful event.
    You may initiate this counter when you would be affected by a negative condition (such as being cursed, dazed, paralyzed, or sickened), or are affected by a negative condition. Negate the condition that would affect you, or end any one such condition currently affecting you.


Sources: The SRD; Fiend Folio Pages 30-31; Tome of Battle Chapters 1-4; Path of War & Expansions Chapters 1-6[/list]

(done by Corvus)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #54 on: June 13, 2017, 10:59:56 PM »
Carrionette

HD: d8

Lets play together... forever.



Level   BAB   Fort   Ref   Will   Class Features
1st   0   0   0   0   Doll Body, Na�ve, Eerie Influence, Silver Needles, +1 Dex, +1 Cha

Skills (2 + Int modifier, quadrupled at 1st level): A Carrionette gains no skills as class skills.

Proficiencies: Simple weapons, kukris, short swords, the silver needle (see below), no armor, and no shields.

Class Features

Doll Body: A Carrionette loses all racial bonuses and gains the Construct traits, except for the bonus hit points.

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�   No Constitution score.
�    Low-light vision.
�    Darkvision out to 60 feet.
�   Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
�   Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
�   Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
�   Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
�   Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
�   Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
�   Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two dont.
�   However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.

In addition to this, a Carrionette is of Tiny Size, a base speed of 20 feet, and a natural armor bonus equal to its Charisma bonus.  Additionally, a Warp Wood spell cast on a Carrionette deals 1d6 damage per Caster Level on a failed Will Save.

Na�ve: A Carrionette has the mind of a child and doesn�t have a good grasp of its own weaknesses.  A Carrionette is treated as Small size instead of Tiny when it would be disadvantageous to it.  Thus, a Carrionette has the carrying capacity and grapple modifier of a Tiny creature, but the size and AC bonuses of a Small creature.  At 4 HD the Carrionette gains some real world experience and loses these penalties.

Eerie Influence: There�s something wrong about the Carrionette, in the way it makes people do things and sets its enemies� hairs on end.  A Carrionette gains a +8 bonus on Disguise checks to pose as a normal doll.  It can also cast ghost sound as a spell-like ability a number of times per day equal to its HD.

At 3 HD, a Carrionette can cast Ventriloquism as a spell-like ability a number of times per day equal to its HD.

Silver Needle: Every Carrionette has the ability to create and use Silver Needles, a unique form of exotic light thrown weapon.  A Silver Needle which is Tiny deals 1d4 points of piercing damage plus the Carrionette�s Charisma modifier and has a range increment of 20 feet.  A Silver Needle is connected to a thin silver thread and can be pulled back to the Carrionette�s person as a swift action.  The thread is 20 feet long per HD.  The Carrionette starts out with 5 silver needles, and gains an additional number of maximum needles equal to half its HD.  The Carrionette can replace broken or lost ones with 1 hour of crafting and 50 gold pieces worth of raw materials per needle.  Silver needles above the maximum amount cannot be enchanted or used with special abilities.

A Silver Needle can be infused with dark magic by the Carrionette, which can be transferred to a target with a successful attack.  These attacks are treated as spell-like abilities, and a Carrionette uses its HD as its effective Caster Level for these attacks.

At 2 HD, up to 3 times per day as part of an attack, a target hit by a Carrionette�s Silver Needle must succeed on a Will Save (DC 10 + � HD + Cha mod) or suffer the effects of a Chill Touch spell.

At 4 HD, as a swift action, the Carrionette can yank the thread and move anywhere within 5 feet to within the square of a target it hit with the Silver Needle.

At 6 HD, up to 3 times per day as part of an attack, a Carrionette can target the specific limb of an enemy target.  A target hit by the Carrionette�s Silver Needle must succeed on a Will Save (DC 10 + � HD + Cha mod) or have the affected limb suffer paralysis for as long as the Silver Needle remains within the target�s body.  If the target has at least one functioning prehensile limb (hands for humanoids) can remove the Silver Needle as a full-round action, but takes 1d4 points of damage.

At 9 HD, up to once per day as part of an attack, a target hit by a Carrionette�s Silver Needle must succeed on a Will Save (DC 10 + � HD + Cha mod) or be affected as by the Magic Jar spell (with the Silver Needle serving as the �gem or large crystal�).  The Carrionette�s thread must remain connected to the target�s body for the duration of the spell-like ability (the Carrionette usually carries its doll body on the possessed creature�s person).

A creature who succeeds against a Carrionette�s Silver Needle attack is immune to all other Silver Needle attacks of the same spell-like ability for 24 hours.

Ability Increase: A Carrionette gains +1 Dexterity and +1 Charisma.

Comments

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Another Ravenloft monster, the Carrionette�s the �creepy doll� construct monster class.  It�s focused on trickery-based magic and some necromantic abilities through its Silver Needle weapons.  It synergizes nicely with the Rogue and Assassin classes.

(done by Libertad)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #55 on: June 13, 2017, 11:02:21 PM »
Angel (planetar/solar)




HD:d8
Level   Bab   Fort   Ref   Will   Feature
1   +1   + 0   +0    +2   Celestial body, Celestial blood, Heaven Miracle, Change Shape
2   +2   + 0   +0    +3   Angel, Summon Servant
3   +3   + 1   +1   +3   Righteous Warrior, +1 Wis
4   +4   + 1   +1   +4   Celestial Skin, +1 Str
5   +5   + 1   +1   +4   Lesser Protective aura
6   +6   + 2   +2   +5   Wings, +1 Cha
7   +7   + 2   +2   +5   Heavens Champion, +1 Str
8   +8   + 2   +2   +6   Greater Protective aura, +1 Wis
9   +9   + 3   +3   +6   +1 Cha, +1 Str
10   +10   +3   +3   +7   Growth, +1 Cha
11   +11   +3   +3   +7   +1 Str, +1 Wis
12   +12   +4   +4   +8   Regeneration
13   +13   +4   +4   +8   +1 Str, +1 Cha
14   +14   +4   +4   +9   Divine Messenger
15   +15   +5   +5   +9   +1 Str, +1 Wis
16   +16   +5   +5   +10   Divine Blade
17   +17   +5   +5   +10   God Speed, +1 Str, +1 Cha
18   +18   +6   +6   +11   Divine Judgment
19   +19   +6   +6   +11   Rise to the Heavens, +1 Str, +1 Wis
20   +20   +6   +6   +12   Solar, Angelic Grace, +1 Str, +1 Wis, +1 Cha
21   +20   +6   +6   +12   Divine Intervetion, Angelic Grace, +1 Str, +1 Wis, +1 Cha
22   +21   +7   +7   +13   Holy General, Angelic Grace, +1 Str, +1 Wis, +1 Cha
23   +21   +7   +7   +13   Divine Champion, +1 Str, +1 Wis, +1 Cha

Skills:2+int modifier per level, quadruple at 1st level,  class skills are Concentration (con), Diplomacy, Heal (wis), Intimidate(Cha), Knowledge (any) (int), Listen (wis), Perform(Cha), Sense Motive(Wis), Spellcraft (int), Spot (wis) and Survival (wis)

Proficiencies: simple weapons, two martial weapons of its choice, slam attacks.


Features:

Celestial body:The angel loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 30 foot. It has one slam natural attack dealing 1d10 damage+1,5 str modifier damage, but it can only be used if it has its hands free.

In adition it gains a bonus to nat armor equal to its Cha modifier.
 
Celestial blood: The angel casts spells as if it was a cleric of the same angel level, except that it only knows three cantrips, plus two spells per Angel level and has no domains, instead of knowing the whole cleric spell list. If the Angel multiclasses into cleric or a prc that advancess divine spellcasting, it may choose to keep increasing this spellcasting instead of starting normal cleric spellcasting from the beginning.

Heaven miracle:The angel is a living embodiment of law and good, and this allows him several special powers besides his 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 altough they can be dispelled the angel can recreate them in her own turn as a free action. The angel can also turn those abilities off out of her own will and reactivate them as a free action when needed(only on her own turn).

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

(click to show/hide)
Lv 1-Aid, Remove fear, Detect Evil, Detect Snares and Pits each 2/day per HD.
Lv 3-Continual flame*, Invisibility (self only), Speak with dead, Lesser restoration,  Resist energy, each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, Tongues (permanent effect on self), each 1/day per 2 HD, See Invisibility (always active)
Lv 7-Dimensional anchor, Holy smite, each 1/day per 3 HD, Discern Lies (always active)
Lv 9-Commune, Waves of fatigue, Permanency ***, each 1/day per 4 HD.
Lv 11-Animate Objects, Blade barrier, Heal, each 1/day per 5 HD, True seeing  (always active)
Lv 13- Resurrection, Waves of exhaustion, Greater restoration, Power word blind, Prismatic spray, each 1/day per 10 HD.
Lv 15- Earthquake, Mass Charm Monster, Power word stun, each 1/day per 10 HD.
Lv 17-Imprisonment, Power word kill, each 1/day per 10 HD.
Lv 19- Wish****,  1/day per 20 HD.

*-Unless the material cost is paid, this continaul flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.
***-The exp cost must still be paid.
****-The exp cost must be paid if used to create any permanent lasting effect like an item.


Change Shape: As the srd ability. A solar can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.

Angel: at 2nd level the Angel gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to its HD and resistance to fire and electrecity equal to half its HD.

In adition it gains the good subtypes and its natural attacks and any weapon it wields count as good  aligned for bypassing DR.

Summon Servant: At 2nd level, the Angel can use Summon Monster I as a SLA as a standard action 1/day per HD, except that it cannot summon evil creatures. Options with the Fiendish template instead get the Celestial template, making them summonable by this ability.

For every two more levels on this class, the Angel can use the next level of Summon Monster (II at 4th level, III at 6th level, ect).

Ability Score Increase: The Angel gains +1 to
Str at levels 4, 7, 9, 11, 13, 15, 17, 19, 20, 21, 22, 23
Wis at levels 3, 8, 11, 15, 19, 20, 21, 22, 23
Cha at levels 6, 9, 10, 13, 17, 20, 21, 22, 23

For a total of +9 Str, +6 Wis, +6 Cha at level 20, and +12 Str, +9 Wis, +9 Cha at level 23.

Righteous Warrior:At 3rd level the Angel can add its Cha mod to attack rolls with the two martial weapons it gained proficiency at 1st level.

Celestial Skin: At 4th level the Angel gains DR/evil equal to half its HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. It may rise or lower its SR at any time as a free action even if it isnt its turn.

Lesser Protective aura: At 5th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the angel, and the bonus to AC and saves is equal to the Angels Cha mod.

Wings: At 6th level the Angel grows a pair of beatifull featherly wings that allow it to fly at double its base speed with good maneuverability.

Heavens Champion:At 7th level the Angel can add its Cha mod to damage rolls with the two martial weapons it gained proficiency with at 1st level.

Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the angel and blocks spells up to (Half HD level)-3.


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

Regeneration:At 12th level the Angel gains regeneration equal to half its HD. This regeneration is bypassed only by evil-aligned weapons and spells.

Divine Messenger:At 14th level the Angel gains one Domains of its choice matching its alignment and beliefs, adding all the related spells to its list of spells known and gaining is granted power, using Angel levels instead of cleric levels. Whenever the Angel prepares its spells, it may change this Domain choice, representing the message it is to deliver that day.

Divine Blade: At 16th level, with 8 hours of meditation, the Angel may attune to a weapon. It gains an enanchment bonus to attack and damage rolls equal to 1/4 HD, and the Dancing property, stacking with any previous magic properties o. On the hands of anyone else but the Angel, this bonus doesnt apply . Only one Divine Blade at a time.

God Speed:at 17th level, the Angels base speed increases to 50 feet.

Divine Judgment At 18th level,  1/day per HD, as a swift action the Angel may grant the Slaying property of its choice to any projectile  it fires. Fort save DC  10+1/2 HD+Cha mod or be destroyed by the Slaying projectile.

Rise to the Heavens:at 19th level, the Angels flight speed becomes triple of its base speed.

SolarAt 20th level, the Angel is an exalted being. Its DR improves to DR/Evil and Epic, and its own attacks count as epic and good for purposes of bypassing DR. Creatures summoned by Summon Servant also count their attacks as epic.

In adition, any creature wanting to attack the Angel or any of its allies whitin 20 feet whitout provocation must suceed on a Will save with DC 10+HD+Cha mod or lose their action. "Provocation" means the Angel attacked the creature itself in any manner on the last 24 hours. Allies who "provoke" an oponent cannot benefit from this protection.

Angelic Grace: At 20th, 21st and 22nd level, the Angel becomes fully immune to one of the following: Acid, Cold, Petrification.

Divine Intervetion: At 21st level, the Angel knows how to be in the right place at the right time. It may cast any harmless spell in a willing creature as an immediate action regardless of its casting time. If the spell is touch-range, the Angel may take a move action togheter with the casting of the spell with a single immediate action to reach an ally in need.

In adition, it can now use its Divine Judgement ability as a free action, any number of times per day it wishes.

Holy General: At 22nd level the Angel is expected to lead the armies of Heaven in battle if needed. Creatures summoned by Summon Servant now automatically receive all the benefical magic buffs affecting the Angel for free. The Angel may also make the duration of any of his Summon Servant uses increase to 24 Hours, a number of times per day equal to his Cha mod.

Divine Champion:At 23th level the Angel is a true paragon of good and justice, and can overcome any challenge even if just by sheer strenght of Will. A number of times per day equal to his Cha mod, it can replace any Ability check, Skill check or Save its called to make with a Will save. If it would be affected by any effect whitout a save (besides normal HP damage), it may atempt a Will Save with DC 10+1/2 HD of the originator of the effect+Highest Stat mod of the originator of the effect to ignore it by spending one use of this ability.

New Angel Feats
(click to show/hide)
Body of Belief [Monstrous]
Prerequisites:First level of Angel,  Cha 13+
Benefit: You can use your Cha mod instead of your Con mod to calculate your HP at each level, retroactively, and you may also use your Cha bonus for Concentration checks instead of your Con bonus.


Battle Angel [Monstrous]
Prerequisites:At least 6 level of Angel,  Cha 13+
Benefit: A number of times per day equal to your Cha mod, you may cast a single-target spell or SLAs in an adjacent ally as a swift action, and you may cast one of your single-target or personal spell or SLA in yourself as a swift action. Notice each of those options has a separate pool of daily uses. So for example if you have 14 Cha, you may use each 2 times per day.

Holy Animal Shape [Monstrous]
Prerequisites:At least 5 levels of the Angel monster class.
Benefit: When using your Change Shape ability, you may turn into a medium or small animal instead of an humanoid. If you do so, your new shape always looks like a specially healthy and noble specimen. You can even make your body color golden, silver, platinium or a combination of those. Youll always clearly stand out near most common specimens, altough youll still pass as an animal.

Special: If you have at least 10 levels of Angels, you become able to turn into tiny or large animals as well.


Living Relic [Monstrous]
Prerequisites:At least 11 levels of the Angel monster class.
Benefit: When using your Change Shape ability, you may turn into an inanimate object or inanimate plant of your own size or smaller (up to diminutive) instead of an humanoid. If you do so, you become unable to use any actions that demand movement or speech (so no somatic/verbal component spellcasting, but SLAs are ok),  and you gain the hardness of the object you turned into (cannot turn in special materials like adamantine, only common stuff like stone, iron, wood, etc).

You can can use this to turn into a masterwork weapon, armor or shield youre proficient with, in which case it gains an enanchment bonus to attack and damage rolls equal to 1/4 your HD. You cannot be further enchanted. You can communicate telepathically with anyone wielding you, and such a bearer also becomes able to cast spells as if they had your spellcasting ability (doesnt stack with any spellcasting the bearer may already have).

You cannot replicate objects with complex mechanisms unless you have the apropriate skills (DMs decision).


Comments
(click to show/hide)
New take on the angel. More focus on the "Messenger from God" aspected instead of "Cleric with extra SLAs".

Again, when I looked closer at the Solar and Planetar, I realized theyre so similar that its possible to make them in the same class. This is, the solar is basicaly an upgraded version of the planetar, with all the abilities of his little brother and some extra on top. The first 16 levels give all planetar abilities, take the remaining 7 to become a full fledged Solar.

Now, the Angels cleric casting is nerfed to just two spells per level and no domains at all at start,wich really limits his spell selection. In return it gets Nat armor, Wings, regeneration, loads of SLAs (including buffed up Summon Monster), eventually  one switchable domains, and some extra goodies.

The Angel also has good Bab from the start, but just one good save and no armor proficiency. It gets a good bunch of ability bonus, but they only start kicking in later on.

So, if you want to play the ultimate celestial that lays down justice in the name of some greater power, the Angels for you!

Criticism on this one would be really welcome, as "Angel" is a very wide concept, and the MM version are basically clerics on steroids.

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #56 on: June 14, 2017, 12:46:16 AM »
Arcadian Avenger
HD: d10



Level   BAB   Fort   Ref   Will   Class Features   Man. Known   Man. Readied   Stances Known
1st   1   0   2   2   Immaculate Body, Two-Weapon Fighting (B), +1 Str   3   3   0
2nd   2   0   3   3   Wrath, Swordmaster, +1 Wis   4   3   0
3rd   3   1   3   3   Blade Rend, +1 Str   4   3   1
4th   4   1   4   4   Elude Chance, Fearless, +1 Wis   5   3   1
5th   5   1   4   4   Supernatural Blows, Aligned Strike, +1 Str   5   4   1
6th   6   2   5   5   Zen Trance, Flight, +1 Wis   6   4   1

Class Skills (4 + Int modifier, quadruple at 1st level): Balance, Concentration, Diplomacy, Heal Intimidate, Jump, Knowledge (The Planes), Listen Martial Lore, Sense Motive, Spot, Tumble

Proficiencies: An Arcadian Avenger is proficient in all simple weapons, all martial weapons, the two-bladed sword, and light armor.

Class Features

Immaculate Body: An Arcadian Avenger loses all racial bonuses and gains Outsider (extraplanar, lawful, good) traits (darkvision 60 feet).  She is Medium size with a base speed of 30 feet and gains a natural armor bonus equal to her Constitution bonus.

Ability Increase: An Arcadian Avenger gains a +1 to her Strength score at every odd-numbered level and +1 to her Wisdom score at every even-numbered level, for a total of +3 to Strength and Wisdom at 6th level.

Two-Weapon Fighting: An Arcadian Avenger gains Two-Weapon Fighting as a bonus feat.  At 3 HD, she gains Two-Weapon Defense as a bonus feat.  At 6 HD, she gains Improved Two-Weapon Fighting.  At 11 HD, she gains Greater Two-Weapon Fighting.  She gains these feats, even if she does not meet the prerequisites.  If the Arcadian Avenger already has these feats, she can take another feat provided she meets the prerequisites.

Manuevers: All Arcadian Avengers are instructed in the arts of the Sublime Way (Tome of Battle).  The disciplines available to her are Devoted Spirit, Diamond Mind, and Tiger Claw.  She learns and readies maneuvers as a martial adept, and regains uses of her readied maneuvers as a warblade does.  At 4th level and every even-numbered level thereafter, an Arcadian Avenger can exchange a maneuver she knows for a new one.  Levels in Arcadian Avenger count as full Initiator Levels for the purpose of multi-classing; for example, a 6th level Arcadian Avenger with 2 levels in Warblade has an Initiator level of 8.

Wrath (Ex): At 2nd level, once per encounter, as a move action, the Arcadian Avenger can enter a state of righteous anger.  She gains a +2 morale bonus on melee attack rolls, damage rolls, and Will Saving throws.  Wrath can be activated as an immediate action if she sees an ally fall in battle (reduced to unconscious, dying, or paralyzed status).  The abilitys duration is 1 minute; the bonus increases by 1 at 8 HD and every six additional HD thereafter, to a maximum of +5 at 20 HD.  It can be ended voluntarily or through the application of a Calm Emotions spell.

Swordmaster (Ex): A finely wrought blade is the personal weapon of choice for the Arcadian Avenger.  At 2nd level, all swords wielded by her are treated as magic for the purposes of overcoming damage reduction.  A sword wielded in the Arcadian Avenger�s primary hand counts as a two-handed weapon for the purposes of damage bonus and Power Attack, while a sword wielded in her off-hand counts deals her full strength modifier in damage.  She also receives a +4 bonus on checks to avoid being disarmed of her weapons while wielding at least one sword.  For the purposes of this class feature, a short sword, longsword, rapier, scimitar, greatsword, bastard sword, and two-bladed sword all count as swords.  Same goes for Blade Rend, Supernatural Blows, and Aligned Strike.

Blade Rend (Ex): Once an Arcadian Avenger finds a weak point in her target, her attacks get stronger.  At 3rd level, once per round, if the Arcadian Avenger successfully hits a target�s touch Armor Class with a sword, she deals an additional 2d6 points of damage on the next attack she makes between the same round and her next turn.  The bonus damage increases by an additional 2d6 at 7 HD, and every 4 HD thereafter, to a maximum of 10d6 damage at 19 HD.  The Arcadian Avenger only needs to hit an opponent with a sword, not deal damage; an Arcadian Avenger can have her damage negated or simply �tap� an opponent, then deal a mortal blow with her next strike.

Stance: At 3rd level, an Arcadian Avenger can select one Stance from the list of schools available to her (Devoted Spirit, Diamond Mind, Tiger Claw).

Elude Chance (Su): At 4th level, a number of times per day equal to half her HD, as a free action, an Arcadian Avenger can call upon the extraplanar forces of Law to counteract the random effects of Chaos.  Before rolling an attack roll, skill check, or saving throw, the Arcadian Avenger can treat the result as though it were an 11.

Fearless (Ex): At 4th level, an Arcadian Avenger is immune to all fear effects (magical or otherwise).  As a move action, she can bestow this fearlessness upon an ally within 30 feet a number of times per day equal to her HD; the effects last for 1 minute per HD of the Arcadian Avenger.

Supernatural Blows (Su): Even the most humble of swords turns into a masterfully crafted blade in the hands of an Arcadian Avenger.  While wielded, any sword in the Arcadian Avengers hands gains a +1 enhancement bonus.  This bonus increases by another +1 at 8 HD and every 3 HD thereafter, to a maximum +6 bonus at 20 HD (at which point the sword counts as epic for the purposes of damage reduction).  This bonus does not stack with existing enhancement bonuses; the Arcadian Avenger uses the swords base enhancement bonus or the one provided to her by Supernatural Blows, whichever is greater.

Aligned Strike (Su): At 5th level, an Arcadian Avenger�s attacks are treated as lawful and good-aligned for the purposes of overcoming damage reduction.  At 9 HD, any sword she wields gain the Axiomatic and Holy properties (in addition to any other properties it might have); swords with the anarchic or unholy properties cannot benefit from this.

Zen Trance (Su): At 6th level, a number of times per day equal to half her HD, as a move action, an Arcadian Avenger can calm her mind, clear her thoughts, and become one with herself and the Multiverse.  An Arcadian Avenger adds her Wisdom modifier to all melee damage rolls and as an insight bonus to Armor Class.  She is also immune to all mind-affecting abilities and cannot benefit from her Wrath class feature while in the Trance.  The Zen Trance lasts for 1 minute, and can be ended voluntarily.

Flight (Ex): At 6th level, an Arcadian Avenger�s wings become fully functional, and she gains a fly speed of 30 feet (good maneuverability).

Comments

(click to show/hide)
The Arcadian Avenger�s an ascetic warrior dedicated to the spread and maintenance of order and harmony.  She is primarily a melee combatant with a specialization in blades, with some enchantment resistance and aerial mobility.  I also decided to give her access to Tome of Battle maneuvers, as it felt like a thematically-appropriate choice for the class.

(done by Libertad)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #57 on: June 14, 2017, 12:47:18 AM »
Astral Deva


HD:d8
Level   Bab   Fort   Ref   Will   Feature
1   +1   + 0   +0   +2   Astral body, Astral Miracle, Change Shape, +1 Str, +1 Cha
2   +2   + 0   +0   +3   Angel, Astral Mace
3   +3   + 1   +1   +3   Celestial Skin, +1 Str
4   +4   + 1   +1   +4   Lesser Protective Aura, Rise to the Challenge, +1 Cha
5   +5   + 1   +1   +4   Wings, +1 Str
6   +6   + 2   +2   +5   Uncanny Dodge, Stun, +1 Cha
7   +7   + 2   +2   +5   Astral Assault, +1 Str
8   +8   + 2   +2   +6   Greater Protective aura, Cleansing Blow, +1 Cha
9   +9   + 3   +3   +6   Improved Uncanny Dodge, Speed Increase,+1 Str
10   +10   +3   +3   +7   Find the Lost, Heavens Honor, +1 Str, +1 Cha
11   +11   +3   +3   +7   Protect the Weak, +1 Str,+1 Cha
12   +12   +4   +4   +8   Astral Pride, Prophetic Warning, +1 Str, +1 Cha
13   +13   +4   +4   +8   Message From Heavens, +1 Str, +1 Cha
14   +14   +4   +4   +9   Judgement Mace, Divine Fervor, +1 Str, +1 Cha

Skills:4+Int modifier per level, quadruple at 1st level,  class skills are Apraise(Int), Balance(Dex), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Heal (wis), Hide(dex), Intimidate, Jump, Knowledge (any) (int), Listen (wis), Move silently (dex), Spellcraft (int), Spot (wis) and Survival (wis)

Proficiencies: simple weapons.

Features:

Astral body:The Astral Deva loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). She is a medium sized outsider with base speed 40 feet. She has one natural Slam natural attack dealing 1d10 damage+1,5 str modifier damage.

In adition she gains a bonus to nat armor equal to her Con modifier.
 
Astral Miracle:The Astral Deva is an agent from heavens, and this allows her some SLAs a certain number of times per day. Any save DCs from such SLAs is 10+1/2 HD+Cha mod. Some of those SLAs are always active and altough they can be dispelled the Astral Deva can recreate them in her own turn as a free action. The angel can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on her own turn).

(click to show/hide)
Lv 1-Aid, Remove fear, Detect Evil, each 2/day per HD.
Lv 3-Continual flame*, Cure Light Wounds, Invisibility (self only), each 1/day per HD.
Lv 5-Dispel magic**, Remove curse, Remove disease, each 1/day per 2 HD, Tongues (always active)
Lv 7-Holy smite, Discern Lies,  each 1/day per 3 HD,
Lv 9-Dispel Evil, Plane Shift, each 1/day per 4 HD.
Lv 11- Blade barrier, Heal, each 1/day per 5 HD
Lv 13-Holy Word, Holy Aura, each 1/day per 6 HD.
*-Unless the material cost is paid, this continaul flame only lasts 10 min per HD.
**-At 11 HD this SLA upgrades to Greater Dispel magic.

Change Shape: As the srd ability. An Astral Deva can assume the form of any Small or Medium humanoid and back 1/day per HD as a standard action.

Ability Score Increase: The Astral Deva gains +1 to
Str at levels 1, 3, 5, 7, 9, 10, 11, 12, 13, 14
Cha at levels1, 4, 6, 8, 10, 11, 12, 13, 14

For a total of +10 Str, +9 Cha at level 14.

Angel: at 2nd level the Astral Deva gains low light vision,  resistance to petrification, acid, cold, and a bonus on saves against poison equal to her HD and resistance to fire and electrecity equal to half her HD.

In adition she gains the good subtype and his natural attacks and any weapon it wields count as good  aligned for bypassing DR.

Astral Mace:at 2nd level the Astral Deva  crafts a Heavy Mace out of her own pure soul. Even if dropped, thrown or stolen the Astral Mace mysteriously reapears on the Astral Devas hands on the next moment.

Its stats are like a regular heavy Mace, but it gains an enanchment bonus of +1 for every 2HD of the Astral Deva. It can only have a +5 enanchment bonus to attacks and damage, but enanchment points can be spent to get special abilities like keen. The Astral Deva can change her heavy maces properties with 8 hours of meditation.

Celestial Skin: At  3rd level the Astral Deva gains DR/evil equal to half her HD, and SR equal to 11+HD. At 6 HD the DR improves to DR/evil and magic. She may rise or lower its SR at any time as a free action even if it isnt her turn.

Lesser Protective Aura: At 4th level this ability is always active. It works as a Magic circle against evil, but affects all whitin 20 feets of the Astral Deva, and the bonus to AC and saves is equal to the Astral Devas Cha mod.

Rise to the Challenge: At 4th level, the Astral Deva adds her Cha bonus to AC and basic combat maneuvers (like grapple and trip) when threatened by an oponent larger than herself for each size category that said oponent is bigger than the Astral Deva, against that oponent only. So for example if the Astral Deva is medium-sized, and threatened by a huge oponent, she would add twice her Cha bonus to AC and basic combat maneuver against that oponent.

Wings: At 5th level the Astral Deva grows a pair of beatifull featherly wings that allow it to fly at double her base speed with good maneuverability.

Uncanny Dodge: Gained at 6th level as the Rogue ability.

Stun: At 6th level, if the Astral Deva hits an oponent twice or more on a turn, it must suceed on a Fort Save with DC 10+1/2 HD+ Str mod or be stunned for 1d6 rounds. If theyre immune to stun theyre dazed instead. If theyre immune to daze theyre affected anyway but gain a +5 bonus on this save.

Astral Assault: At 7th level the Astral Deva can swing her heavy mace at impressive speeds. She may attack with it twice as a standard action, or attack one extra time when full attacking, both options at full attack bonus.

Greater protective aura:At 8th level this ability is always active, as minor glove of invulnerability, but affects all allies whitin 20 feets of the Astral Deva and blocks spells up to (Half HD level)-3.

Cleansing Blow:At 8th level whenever the Astral Deva hits an oponent with her astral mace, she can choose to either automatically dispell a random benefical spell/power currently affecting the oponent, or impose a penalty on attack rolls from the oponent equal to the Astral Devas Charisma bonus for 1 round.

Improved Uncanny Dodge:Gained at 9th level, as the rogue ability. Astral Deva levels count as rogue levels for overcoming Improved uncanny dodge, and also stack with rogue levels for this purpose.

Speed Increase: At 9th level the Astral Devas base speed increased by 10 speed (which increases her flight speed by 20 feet).

Find the Lost: At 10th level the Astral Deva is automatically aware of the presence of Good creatures in trouble inside a radius of 1 mile per HD. When using her plane shift ability on herself, she may choose to appear next to a creature in trouble, in which case she doesnt deviate from course. She may choose to plane shift to a specific creature if the Astral Deva knows it beforehand.

Heavens Honor: At 10th level the Astral Deva always always adds her Cha modifier to attack rolls, basic combat maneuvers, and AC (which stacks with Rise to the Challenge).

Protect the Weak: At 11th level allies inside the protective aura of the Astral Deva may choose to user her saves and AC when under attack.

Astral Pride: at 12th level the Astral Deva always adds her Cha modifier to her damage rolls, dispel checks, DR, and saves.

Prophetic Warning: At 12th level as a fullround action the Astral Deva may deliver an enigmatic message to any other creature whitin view, granting them a Prophecy. At any time the affected creature may expend the Prophecy to finally understand its meaning and gain a bonus on their next 1d20 roll equal to the Astral Devas Charisma bonus. No single creature may benefit from Prophetic Warning more than once per day.

Message From Heavens: At 13th level, whenever the Astral Deva hits an oponent in melee with her Astral Mace, she may cast one of her SLAs on either herself or an ally whitin 5 feet per HD as a free action, even if they couldnt normally be cast at range.

Judgement Mace: At 14th level, whenever the Astral Deva hits an oponent in melee with her mace, she automatically becomes aware of all heroponents abilities, and one of their Su abilities (chosen at random) is disabled for 1d20 rounds. If they have no Su abilities to disable, then one of their Ex abilities is disabled for 1d20 rounds.

Divine Fervor: At 14th level 1/day as a swift action the Astral Deva may enter a Divine Fervor, gaining temporary HP equal to her HDxCha mod, and also making all attacks with her Astral Mace count as touch attacks and ignore miss chances, including from effects like Mirror Image. The bonus last for a number of rounds equal to the Astral Devas Cha mod, after which the Astral Deva is left exhausted.


Comments
(click to show/hide)
Because there were too much infernals already done, so a celestial for a change.

Astral Deva is in some ways your "typical" angel. Strong beatifull, some mysterious powers, but eventually specializes in hiting enemies in the face untill they stop moving, whitout necessarily killing them.

So I focused on a tankish aproach, granting bonus to allies while wading into melee with a pimped mace to deliver the pain justice. Somewhat fragile, but has several powerful tools to disrupt its oponents and offers great suport for the party. Not to mention classic stun. Added several custom abilities around the whole "messenger from gods who smashes people with mace" part.

So if you want to play a prophetic celestial, the Astral Devas for you!


oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #58 on: June 14, 2017, 12:48:04 AM »
Bralani


HD:D8
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special
1st   
+1
   
+1
   
+2
   
+2
   
+1 Con, Bralani body, Blur, Charm Person
2nd   
+2
   
+0
   
+3
   
+3
   
+1 Dex, Eladrin, Gust of Wind
3rd   
+3
   
+1
   
+3
   
+3
   
+1 Cha, Heavens Blessings, Mirror image
4th   
+4
   
+1
   
+4
   
+4
   
+1 Con and Str, Tongues, Wind Wall
5th   
+5
   
+1
   
+4
   
+4
   
+1 Dex, Alternate form, Whirlwind Blast, Lightning Bolt
6th   
+6
   
+2
   
+5
   
+5
   
+1 cha and Str, Cure serious wounds, Holy power
                                   
Skill points at 1st: (6 + INT Modifier) x 4
Skill points at Each additional level: 6 + INT Modifier
Skills: Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move silently, Ride, Sense Motive, Spot, Tumble, Use Rope.

Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Bralani is not proficient with any kind of armor.


Features:
Bralani body: The Bralani  loses all other racial bonus and gains outsider traits. Its a medium sized outsider with base 40 feet and one slam attack (1d8 + Str). A Bralani also gets a Natural armor bonus equal to its Con modifier.

Ability Score Increase:The Bralani gains +1 Con at 1st and 4th level
The Bralani gains +1 Dex at 2ndand 5th level
The Bralani gains +1 Cha at 3rd and 6thlevel
The Bralani gains +1 Str at 4th and 6th level

Eladrin: Gain resistance to electricity and a bonus to saves versus petrification equal to its HD. Resistance to fire and cold equal to half his HD. Also gains the good and chaotic subtype, and weapons wielded are considered Chaotic and good for purposes of bypassing DR.

Heavens Blessings: A Bralani gains DR/cold iron and evil equal to half its HD and SR equal to 11+HD.

Bralani SLA�s: When a spell appears in the entry, the Bralani can use it as a SLA a certain number of times per day depending on its HD. Saves are 10 + �HD + Cha mod. Caster level is equal to HD. Some of those spells are always active and although they can be dispelled the Bralani can recreate them in his own turn as a free action. The Bralani can also turn those abilities off out of his own will and reactivate them as a free action when needed (only on his own turn).

Blur: 1/day/HD
Charm Person: 1/day/HD, if all Bralani levels were taken, improves to Charm Monster at 8HD.
Gust of Wind: 1/day/2HD
Mirror Image: 1/day/2HD
Wall of Wind: 1/day/HD
Tongues: As the spell but always active
Lightning Bolt: 1/day/2HD
Cure Serious wounds: 1/day/4HD

Alternate Form(Su): At 5th level Bralani can shift between his humanoid and whirlwind form as a standard action at will. While in whirlwind form the Bralani can fly at 40ft (perfect), use whirlwind blast, slam attacks and use spell like abilities, but has no limbs capable of fine manipulation. The fly speed improves by 20ft every 5 HD (for 100ft at 20 HD).

Whirlwind Blast: 2D6 damage + 1D6 /4 HD, 20 + 5ft/2HD  ft line (Ref DC 10 + � HD + Con for half damage), a Bralani can use this ability at will.

Holy power: As a swift action at will, the Bralani can give the Holy property and a +1 Enanchment bonus to attack and damage rolls any weapon it wields for 1 round. At 9 HD and every 3 HD thereafter the enanchment bonus to attack and damage rolls increases by an extra 1. At 20 HD this ability is always active.


Done by BelGareth from GITP

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #59 on: June 14, 2017, 12:49:43 AM »
Cervidal
 


Hit Die: D8

Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   
1st   
+1
   
+2
   
+0
   
+2
   
Cervidal Body, +1 Str, Guardinal Magic
   
2nd   
+2
   
+3
   
+0
   
+3
   
+1 Wis, Celestial, Powerful Charge
   
3rd   
+3
   
+3
   
+1
   
+3
   
+1 Str,+1 Wis, Heavenly Horns
   
                                   
Skill points at 1st: (4 + INT Modifier) x 4
Skill points at Each additional level: 4 + INT Modifier
Skills: Balance, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any), Listen, Profession, Spellcraft, Spot

Weapon and Armor Proficiency: As outsider proficient with all simple and martial weapons. A Cervidal is proficient with light armor.

Features:

Cervidal body: The Cervidal loses all other racial bonus and gains outsider traits. Its a medium sized outsider with a base speed of 40 feet, 2 two natural slam attacks (1d6 + Str mod) and a natural headbutt attack (1d3 + 1/2 Str mod). He also gains a racial bonus equal to HD to Jump checks. A Cervidal also gets a Nat armor bonus equal to its Con modifier.

Ability Score Increase: The Cervidal gets +1 to Str at 1st and 3rd level and +1 to Wis at 2nd and 3rd level for a total of +2 Str, +2 Wis at 3rd level.

Guardinal Magic: At each level of this class the Cervidal gains the ability to use some SLA a certain number of times per day depending on its HD. Saves are 10 + �HD + Wis mod. Caster level is equal to HD.

1st level: Detect Poison, Light each 2/day/HD
2nd level: Bless, Command each 1/day/HD
3rd level: Hold Person 1/day/2HD (improves to Hold Monster at 10HD), Magic Missile 1/day/HD (at 11HD the Cervidal may increase the maximum missile limit by spending an extra use of this ability per extra missile up to a limit of the number of missiles they would gain by their caster level (so 6 missiles for 2 uses at 11HD, 7 for 3 at 13HD, etc))

If all levels are taken the Cervidal learns an additional SLA

6HD: Suggestion 1/day/3HD

Celestial: At 2nd level the Cervidal gains resistance to electricity and a bonus to saves versus petrification equal to its HD. A bonus on saves against poison equal to half his HD, and resistance to sonic and cold equal to half his HD, Also gains the good subtype.

Powerful Charge: The Cervidal learns to use its headbutt attack during a charge. This is treated as a natural attack that deals 1d8+1.5 x Str mod damage.

Heavenly Horns: At 3rd level the Cervidals horns can channel divine magic. By touching a subject with its horns the Cervidal can use Delay Poison or Remove Disease at a caster level equal to its HD. This ability can be used 3+Wis mod times per day.

As the Cervidal gains experience and power it gains new horn powers. At 5HD it can create a Dispel Magic effect (targeted version only, upgrades to Greater Dispel Magic at 11HD), at 7HD it can use Neutralize Poison and at 9HD it can use Dismissal (save DC = 10 + �HD + Wis mod.)

When the Cervidal hits a creature with a charge attack using its Powerful Charge ability it can use Heavenly Horns on that creature as part of the same action.

(click to show/hide)
A simple one for my first monster class. Mostly a copy paste job. The only thing I added was the interaction between the horn abilities and the charge. Partly because the charge is a little lackluster on its own.

(Done by Concerned Ninja Citizen)