Author Topic: Oslecamo's Improved Monster Classes  (Read 62656 times)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #20 on: June 13, 2017, 09:54:57 PM »
Deinonychus, Awakened



Deinonychus   HD: d12


Level
1
2
3
   
Base
Attack
Bonus
+1
+2
+3
   

Fort
Save
+2
+3
+1
   

Ref
Save
+2
+3
+3
   

Will
Save
+0
+0
+1
   


Special
Deinonychus Body, Pack Predator, Scent, +1 Str, +1 Con
Skilled Predator, Fast Hunter, +1 Str, +1 Con
Pounce, Prey Restraint, Fast Hunter, +1 Str, +1 Con

Skills: 2+Int mod, quadruple at first level, Class Skills are Balance, Climb, Intimidate, Listen, Sense Motive, Survival, Spot and Swim.

Proficiencies: its natural weapons only.


Deinonychus Body: The Deinonychus loses all of its previous racial traits and instead gains animal traits (basically low-light vision). It is a medium sized animal with base speed of 40 feet. It has a Talons primary natural attack dealing 1d8+Str mod damage, two foreclaws secondary natural attacks dealing 1d3+1/2 Str damage each and a bite natural attack dealing 2d4+1/2 Str damage each. It has no limbs capable of fine manipulation.

In addition it gains a bonus to its Natural Armor equal to 1+its Con mod.

Pack Predator: A Deinonychus may attack with both its foreclaws as a standard action with no penalty and with its talons as a Swift action as long as its target is flanked.

Scent: A Deinonychus has the Scent extraordinary ability.

Ability Score Increase: The Deinonychus gains +1 Str and +1 Con at each level for a total of +3 Str and +3 Con at 3rd level.

Fast Hunter: At 2nd and 3rd levels the Deinonychus gains a +10 feet bonus to its movement speed.

Skilled Predator: At 2nd level the Deinonychus gains a racial bonus on Hide, Jump, Listen, Spot, and Survival checks equal to its Deinonychus level+Con mod.

Pounce: At 3rd level if a Deinonychus charges, it can make a full attack.

Prey Restraint: At 3rd level if the Deinonychus hits an opponent with either of its natural attacks, it can choose to latch onto their back. The Deinonychus weight (normally about 600 pounds) counts towards the carrying capacity of the victim but otherwise theyre not restrained in any way. Wherever the victim moves, the Deinonychus goes along, although they can choose to let go at any moment. The Deinonychus gains a +4 racial bonus to AC, saves and attack rolls against the victim while latched into it. It can only be removed by being pulled out with an opposed Str check by an adjacent creature, or if killed. The Deinonychus cannot latch into more than one creature at a time.


(click to show/hide)
Feathered Deinonychus

Prerequisite: At least one level of Deinonychus
Benefit: Your body is covered in feathers that grant a +10 racial bonus on Jump checks, that stacks with the bonus from Skilled Predator.
At 2nd Deinonychus level you can ignore hard terrain while running or charging.
At 3rd Deinonychus level you can fly with poor maneuverability at half your base speed.


(click to show/hide)
Taking care of the smaller requests, plus everybody likes dinossaurs, right?

Fast, lots of natural attacks, plus option to play the feather retcon thats been around nowadays.

So if you want to play a classic pack dino predator, the Deinonychus is for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #21 on: June 13, 2017, 09:55:23 PM »
Dire Boar



Pre-requisites:
-Both levels of Boar, Awakened

HD: d12
Level   BAB   Fort   Ref   Will   Feature
1    +0   +2   +2   +0   Growth, Ripping Tusks, +1 Str, +1 Con
2   +1   +3   +3   +0   Wild Ferocity, Eat Like a Pig, +1 Str, +1 Con
Class skills (2+Int mod): A Dire Boars class skills are Climb, Climb, Intimidate, Listen, Spot and Swim.
 
Proficiencies: A Boar is only proficient with its own natural weapons.

Features:

Growth: The Dire Boar grows one size category at first level, and another one when it reaches 12 HD.

Ripping Tusks: Despite not being an active hunter, the Dire Boar has a natural instict for attacking its oponents vulnerable bellies to inflict terrible damage and pain Whenever it hits with its gore attack, the enemy must suceed on a Fort save with DC 10+1/2 HD+Str mod or become nauseated for 1 round, sickened on a sucessful save. If the attack was a critical threat, the DC becomes 10+HD+Str mod instead. At 10 HD this can affect even creatures normally immune to sickness/nausea, but they gain a +5 bonus on the save and arent sickened if they suceed by more than 5.

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

Wild Ferocity: At 2nd level the Dire Boar only dies when it reaches negative HP equal to 1/3 its maximum HP. In addition it adds twice its Str mod to its gore natural attack instead of 1,5 while fighting disabled or dying, and can add its Con mod to Will saves while at negative HP as well.

Eat Like a Pig: More than one hero has been forever lost when it met its end to a Dire Boars tusks . At 2nd level the Dire Boar becomes immune to poison and disease from anything it eats, and if it fully devours a creatures body, that creature cant be brought back to life trough magic means short of a miracle or wish using the Dire Boar as a special material component. If the Dire Boar has already died and its body decayed, tough luck.

In addition its Scent range increases by 10 feet for every 4 HD it has, and it can now pinpoint the position of creatures and food trough smell as a swift action.

(click to show/hide)
A bigger, nastier version.

If you want to be even more ferocious wild pig, the dire boars for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #22 on: June 13, 2017, 09:58:19 PM »
Awakened Dire Wolf



HD:d10
Level    BAB    Fort    Ref    Will    Feature
1   +0   +2   +2   +0   +2 Str, +2 Dex, Wolf Body, Trip
2   +1   +3   +3   +0   +1 Str, +1 Con, Skills, Bonus Feat (Run), Scent
3   +2   +3   +3   +1   +1 Str, +1 Con, Growth, Bonus Feat (Awareness), Track, Pack Tactics


4 Skill points+Int mod per level (x4 at 1st level)
Class skills: Balance, Climb, Hide, Jump, Intimidate, Knowledge (Nature), Listen, Move Silently, Spot, Survival, Swim,

Proficiencies: An Awakened Dire Wolf is proficient with its natural attacks.

Features:

Wolf Body: An Awakened Dire Wolf loses all other racial bonuses, and gains magical beast traits.
It is a medium sized magical beast with base speed of 50 foot, a natural weapon bite attack dealing 1d6+1,5 Str modifier damage and a natural armour bonus equal to its Con mod. Dire Wolves have no limbs capable of fine manipulation.

Ability Score Increase: An Awakened Dire Wolf gains a permanent
+2 bonus to Strength and Dexterity at 1st level
+1 bonus to Strength and Constitution at 2nd level
+1 bonus to Strength and Constitution at 3rd level

for a total bonus of +4 Strength, +2 Dexterity, +2 Constitution at level 3rd.

Bonus Feats: At 2nd level a Dire Wolf gains Run as a bonus feat. At 3rd level it gains Awareness.

Scent: As the SRD ability.

Trip: A 2nd level a dire wolf that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking anattack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: An awakened dire wolf has a +1/2HD racial bonus on Hide, Listen, Move Silently, and Spot checks. It gains a +6 bonus on Hide and Move Silently checks made while in a forest. It has a +1/2HD racial bonus on Survival checks made while tracking by scent.

Track: As the SRD feat.

Growth: At 3rd level, the Dire Wolves category becomes Large (long).

Pack Tactics: While flanking an enemy, a Dire Wolf may Intimidate him as an immediate action. If the check is succesful, it may make a free attack against him.

(Done by DancingFish)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #23 on: June 13, 2017, 10:00:58 PM »
Rat, Awakened (race)

Type: As animals, Rats have Low Light vision.

Rat Body: Rats are tiny sized. They lack limbs capable of fine manipulation. An Awakened Rat can speak, and they live as long as humans. They gain +4 racial bonus on Balance, Hide and Move Silently checks. They can use Dex instead of Str for Climb checks.

A Rats land speed is 15 feet, and they also have a Climb and Swim speed equal to their land speed.

Ability Score Modifiers:  Rats are fast and quite aware of the massive world around them, but weak and shy. Rats have -2 Str, +2 Dex, +2 Wis and -2 Cha.

Heroic Fool: An awakened Rat think of themselves as meant for something greater than their common brethern when, in reality, they just happen to know how to speak and think better. 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 Rat 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 3 HD some good sense has managed to sneak into the Rats Brain, and they lose this ability, counting as tiny sized all the time.

Scent: The Rat has the Extraordinary Scent ability.

Agile Biter: A Rat has a Bite primary natural attack dealing 1d3 base damage for tiny size and gains Weapon Finesse as a bonus feat even if it doesnt meet the prerequisites.


Rat Race: Despite being basically at the bottom ladder of critters, rats can still develop some amazing characteristics. A Rat can pick one ability from the below list. It takes a Swift action to activate it and they last 1 round. The specific choice can be changed every day.

(click to show/hide)

Companion- Some rats can become quite friendly. If it enters the space of an allied creature of bigger size it can climb on them and Hide as a free action, counting the ally as cover. If the allied creature moves while this ability is active the Rat goes along. If the allied creature performs a melee attack while this ability is active the Rat can move into the opponents space as a free action without provoking attacks of opportunity. If the Rat was hiding the enemy gets a new Spot check but if they fail theyre unaware of the Rats presence.

Plague Carrier-If youre infected with a disease but make the Fort save, your bite now inflicts that disease, with a DC of 10+1/2 HD+Con mod. You lose the old disease when you make your Fort save against a new disease or stop spending a Swift action every turn to maintain this (although it remains while you sleep).

Flexible Body- Some rats can squeeze through spaces much smaller than their size would suggest. The Rat gains Slight Build.

Reaving Rodent- Some rats can chew even through stone and metal. The Rats Bite attack reach increases to 5 feet if smaller and it ignores all DR and hardness.

Running Rat- The Rat doubles their movement speeds when using the Whitdraw or Run action or when under a Fear effect.

Tough Metabolism- Some rats can survive diseases and poison that would kill beings a lot larger, swim for days and overall tough to die by undirect means. The Rat gains a +3 racial bonus on Fort saves.

Versatile Paws- The Rat becomes able to perform fine manipulation, including performing spell somatic components and holding weapons and shields assumed theyre crafted for its size.



(click to show/hide)
Rat Reputation
Prerequisites: Rat Race racial ability.
Benefit: Choose a Rat Race benefit. It becomes permanent.
Special: You can take this option multiple times, each one picking a new Rat Race effect to become permanent. Rat Reputation can be taken as a Fighter bonus feat. A Rogue can swap Trapfinding for Rat Reputation. A wizard or sorceror can swap their 1st level familiar ability for Rat Reputation. A cleric can swap their Turn Undead ability for Rat Reputation. A druid can swap their animal companion for Rat Reputation.


(click to show/hide)
Cute Rat
Despite prefering to run away when faced with other beings, rats are social creatures and can warm up to others. Although most often than not such rats end forgeting their survival instincts and used as foods or experiment subjects. A Cute Rats racial modifiers change to -2 Str, +2 Dex, -2 Wis, +2 Cha.



(click to show/hide)
Since so much discussion going around this one, and since its a core monster, decided to give it a go.

Seems like Bhu was a bit faster, but I dont feel like crunching the rat and dire rat in a single package, also his version missing several details, Ill drop a more detailed critique later. Gah so much stuff to update...

Anyway rats are CR 1/8 so thats not even worth a class level, the reason why I made it a base race. Rat Race to spiff it up so youre not forced to be a rogue and little else.

So if you want to play the classic nasty rodent, the Rats for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #24 on: June 13, 2017, 10:01:28 PM »
DIRE RAT


   
"SKREEEEEEE!"

 Yall are one big ass fuckin rat.

BECOMING A DIRE RAT

 ENTRY REQUIREMENTS
   Race:  Awakened Rat
 


Class Skills
 The Dire Rats class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Dire Rat Body
2. +1    +0     +0     +3    Improved Rat Race
3. +2    +1     +1     +3    Inspire Heebie Jeebies
4. +3    +1     +1     +4    Direr Rat Body
5. +3    +1     +1     +4    Greater Rat Race
6. +4    +2     +2     +5    Inspire Heebie Jeebies
7. +5    +2     +2     +5    Direst Rat Body
8. +6    +2     +2     +6    Superior Rat Race
9. +6    +3     +3     +6    Inspire Heebie Jeebies
10.+7    +3     +3     +7   Rat King

Weapon Proficiencies: Dire Rats gain no new weapon or armor proficiencies.


Dire Rat Body: At 1st Level you increase to Size Category Small.  Land speed increases to 30 ft., with Climb and Swim speeds being half that of land speed.  You gain +2 Str.

Improved Rat Race: The abilities you gained from your rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite):

Companion You gain the benefits of the Improved Feint Feat whether you meet the prerequisites or not.  If you successfully Feint in combat, one Ally who is adjacent to the same foe ignores  his Dexterity Bonus to AC as well.

Plague Carrier You no longer need to use a Swift Action each turn to maintain your disease bite, but are still only allowed 1 disease at a time.

Flexible Body You may now use your Dexterity Modifier in place of your Strength Modifier for Trip or Grapple Checks.

Reaving Rodent You can make one additional bite attack per round, but the second attack is -2 to hit.  You may do this as part of a normal or Full Attack.

Running Rat The Rat doubles their Dex Bonus to AC when using the Withdraw or Run action or when under a Fear effect.

Tough Metabolism The Rat can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Rat does not gain the benefit of this ability.

Versatile Paws You gain a +2 Competence Bonus on Disable Device, Open Lock, and Sleight of Hand Checks.

Inspire Heebie Jeebies (Ex): At third Level, when you pursue a certain action, an opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be Shaken for 2d6 rounds.  If the Save is successful the opponent is immune to your Heebie Jeebies for 24 hours. The action required depends on your rat race:

Companion As a Companion Rat you must Feint in combat, successful or not.

Plague Carrier As a Plague Carrier, you must make a Bite attack, successful or not.

Flexible Body As a Flexible Rat you must make a Trip or Grapple Check.

Reaving Rodent As a Reaving Rodent, you must make a Bite attack, successful or not.

Tough Metabolism As a Tough Rat you must succeed on a Fort Save.

Versatile Paws As a Versatile Rat, you must make a weapon attack, successful or not.

At 6th Level, if you have chosen a second Rat Race via the Rat Reputation Feat, you may choose to pick a second way you can use this ability.  In other words if you had Reaving Rodent and Tough Metabolism you could inspire fear via Bite attacks or Fortitude Saves.  If not, then when you meet the prerequisites for causing a Willpower Save against your Heebie Jeebies, all opponents within 30 ft. must make a Save, not just one.

At 9th Level if you have a 3rd Rat Race, you may choose a third option for causing Fear.  If you dont have a third race you may cause an area of effect fear as per the Level 6 ability.  Optionally you may choose to make opponents who fail their Willpower Save Frightened for 1d6 rounds instead of Shaken.


Direr Rat Body: At 4th Level you increase to Size Category Medium.  Land speed increases to 40 ft., with Climb and Swim speeds being half that of land speed.  You gain +2 Con.

Greater Rat Race: The abilities you gained from your Improved rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite), or from the previous list:

Companion When riding an Ally and using them as Cover, you ma emerge from cover, bite an adjacent foe in melee, and retreat back into Cover as a Full Attack Action.

Plague Carrier You may now carry a number of diseases equal to your (Con Modifier +1).  You may switch between them once per round as a Swift Action.

Flexible Body You no longer lose your Dexterity Bonus to AC while Grappling.

Reaving Rodent You can make two additional bite attacks per round, but the second attack is -2 to hit, and the third is at -4.  You may do this as part of a normal or Full Attack.

Running Rat The Rat doubles their Dex Bonus to Initiative Checks when below half hit points or when under a Fear effect.

Tough Metabolism You may now use your Level 2 ability even when sleeping or unconscious.

Versatile Paws You may always Take 10 on Disable Device, Open Lock, and Sleight of Hand Checks, even if circumstances would normally prevent you from doing so.

Direst Rat Body: At 4th Level you increase to Size Category Large.  Land speed increases to 50 ft., with Climb and Swim speeds being half that of land speed.  You gain +1 Str and Con.

Superior Rat Race: The abilities you gained from your Greater rat race continue to improve, and you may choose 1 from the following list (must have the appropriate rat race as a prerequisite), or from the previous lists:

Companion When an opponent attacks an Ally who shares your space (or is adjacent to both of you), you get a free Attack of Opportunity against that Opponent.

Plague Carrier All diseases you carry can now infect opponents with a mere contact as opposed to an injury, and a simple melee touch attack is sufficient to make them Save vs infection.  In addition, once per round as a Swift Action you may emanate disease in a cloud as it oozes from your pores, and opponents who are adjacent to you must save or contract the disease as long as they remain adjacent.

Flexible Body You now continue to threaten adjacent squares while Grappling.

Reaving Rodent You gain a Bonus to attack and damage rolls with your bite attacks equal to your Con Modifier.

Running Rat The Rat can move and take a Full Attack Action when below half hit points or when under a Fear effect.

Tough Metabolism You can successfully negate the damage from any attack once per round as an Immediate Action by making a successful Fortitude Save (Save DC is equal to damage taken).  You do not get the benefits of this ability if you are unconscious or sleeping.

Versatile Paws You may use a Sleight of Hand Check instead of Bluff when Feinting in combat.  You may also Feint as a Swift Action.

Rat King: You gain Leadership as a Bonus Feat, with a +4 Bonus to your Leadership Score, but all your Cohorts and followers must be Awakened Rats.  All Awakened Rat Allies within 30 ft. of you gain a +2 Morale Bonus on attack rolls, saves, ability checks, and skill checks.

(done by Bhu)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #25 on: June 13, 2017, 10:06:19 PM »
Electric Eel, awakened

HD: d10
Level   BAB   Fort   Ref   Will   Feature
1   +1   +2   +0   +0   Electric Eel Body, Electricity, +1 Dex, +1 Con
2   +2   +3   +0   +0   Flexible, Mudskipper, Maturation, +1 Str, +1 Con

Skills: 2+Int modifier, quadruple at first level
Class Skills: Balance, Escape Artist, Hide, Listen, Move Silently, Spot, Survival, Swim

Features
Electric Eel Body: An electric eel loses all other racial bonuses and becomes a small-sized animal with a base speed of 5 feet and a swim speed of 30 feet. An electric eel gains low-light vision and a natural bite attack which deals 1d6+1/2 Str modifier damage. Electric eels are amphibious. Electric eels do not possess fine manipulation.

Electric eels gain a natural armor bonus equal to their constitution bonus

Ability Increase: An electric eel gains one point of Con each level for a total of +2. It also gains +1 Dex at first level and +1 Str and second level.

Electricity: Every 1d4 turns an electric eel can produce a powerful jolt of electricity which deals 1d6 electricity damage with a successful touch attack. On a successful attack, the creature struck must make a DC 10+1/2 HD Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
The damage increases an additional d6 every 4 HD
At 10 HD, this attack ignores immunity to stunning, but opponents with such immunities gain a +5 bonus on their saves.

Flexible: At 2nd level, electric eels gain a racial bonus to Escape Artist checks equal to their HD

Mudskipper: At 2nd level, an electric eel learns how to move about on land more effectively. Its base speed increases by 5 feet. Its base speed increases an additional 5 feet at 5, 9, 12 and 16 HD.

Maturation: Upon reaching 2nd level an electric eel now enters the adult period of its life. At 3 HD it increases in size one category to Medium
At 7 HD it increases one size category to Large
At 14 HD it increases one size category to Huge

(click to show/hide)
The electric eel isnt a terribly amazing monster, only getting its electric attack and a bonus to escape artist. I gave it two custom abilities that let it become more mobile on land and have the option of growing into a larger creature as it ages (or rather, levels up)

A bit simpler than my last monster, but probably still could use balancing

(Done by Multibear)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #26 on: June 13, 2017, 10:06:59 PM »
Horse



Table: Horse   HD: d10


Level
1
2
   
Base
Attack
Bonus
+1
+2
   

Fort
Save
+2
+3
   

Ref
Save
+2
+3
   

Will
Save
+0
+0
   


Special
Horse Body, Mobile Mount, Stat Boosts, Bonus Feat +1 Str, +1 Con
Loyalty, Bred for War, Growth, +1 Str, +1 Con

Skill Points: (2 + Int. Mod.) x4 at 1st level. Class Skills: Jump, Listen, Spot, Survival, Swim

Proficiencies: A Horse has no proficiencies.

Class Features:

Horse Body: At 1st level, the horse loses all other racial bonus and gets magical beast traits (Darkvision 60ft). The horse is a medium sized creature with a base speed of 40 feet and three natural attacks: two natural hoof attacks (1d4+str mod damage) and a secondary bite attack (1d3 + 1/2 str mod damage). Additionally, it gains a bonus to natural armour equal to its con bonus, and the Scent special quality.

Mobile Mount: A horse can use Jump checks as Tumble checks for the purpose of avoiding Attack of Opportunities for moving through threatened squares. Additionally, a horse can make a Jump check as an immediate action at any point during his movement. This movement does not count against the horses usual movement for that round. Finally, a horse gains a bonus on Jump checks equal to its HD.

Stat Boosts: A horse gains a bonus of +1 to Str and Con at each level, for a total of +2 str and +2 con at second level.

Bonus Feats: At first level, the Horse gains a bonus feat of its choice, either Endurance or Run.

Loyalty: At second level, the horse may pick a Chosen Rider. Doing so requires to constantly accompany his Chosen Rider to be for 24 hours for the process to complete. A horse is considered immune to negative mind-affecting effects while his Chosen Rider rides him. A Chosen Rider can only be changed if the previous one dies.

Bred For War: At second level, the horse gains proficiency with light, medium, and heavy armour, and grants his Chosen Rider a bonus to Ride checks equal to either its own HD or his, whichever is higher. Its movement speed increases by 20 feet.

Growth: At second level, the horse grows to size Large (long).

(click to show/hide)
I got bored. It seemed easy enough.

(done by Rakoa)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #27 on: June 13, 2017, 10:09:22 PM »
Tyrannosaurus Rex

HD:d12

Oslecamos picture died under mysterious circumstances. This one will have to do.
Level BAB Fort Ref Will Feature
       1     +0  +2  +2   +0    Lizard King Body, Scent +1 Str, +1 Con
       2     +1  +3  +3   +0    Keen Senses, Developed Body +1 Str, +1 Con
       3     +2  +3  +3   +1    Iron Jaw, Grind Teeth +1 Str, +1 Con
       4     +3  +4  +4   +1    Growth, Roar +1 Str, +1 Con
       5     +3  +4  +4   +1    Charger, Bash +1 Str, +1 Con
       6     +4  +5  +5   +2    Swallow Whole, Thundering Charge +1 Str, +1 Con
       7     +5  +5  +5   +2    Growth, Supreme Charger, +1 Str. +1 Con
       8     +6  +6  +6   +2    Cold Blooded Killer, +1 Str, +1 Con
Skills:2+int modifier, quadruple at first level. Class skills are Listen, Spot, Jump, Intimidate, and Survival.

Proficiencies:Tyrannosaurus Rexes are proficient with only their natural weapons.

Features:
Lizard King Body:Tyrannosaurus Rexes lose all other racial bonuses, and gain animal traits(basically low light vision). It is a medium sized animal with base speed 40 foot, and a natural weapon bite attack dealing 1d8+1.5 Str modifier damage. Tyrannosaurus Rexes have no limbs capable of fine manipulation.

A Tyrannosaurus Rex also gains a natural armour bonus equal to 2+Con modifier.

Ability Increase: A Tyrannosaurus Rex gains +1 str and +1 con at every level, for a total of +8 str and +8 con at 8th level.

Scent:At first level, a Tyrannosaurus Rex gains the Scent special quality.

Keen Senses:At second level, the Tyrannosaurus Rex becomes more perceptive. He gains a bonus to Listen and Spot checks equal to half his HD. In addition, the Tyrannosaurus Rex gains Track as a bonus feat.

Developed Body:At second level, the Tyrannosaurus Rexs body has developed further into a more efficient killing machine, increasing the speed multiplier when running by 1 (this stacks with other similar effects). In addition, the Tyrannosaurus Rex can change direction while charging once per day per HD. At 6HD, the Tyrannosaurus can move at 3x his normal speed instead of 2x.

Iron Jaw:At third level, a tyrannosaurus can then attempt to start a grapple as a free action without provoking an attack of opportunity on an opponent that has been hit by his bite attack.

Grind Teeth:At third level, the Tyrannosaurus Rex can, as a full-round action, perform a Sunder manouevre on an opponents armour that has been grabbed with Improved Grab. This deals double the Tyrannosaurus Rexes bite damage to the armour. For every 5 hitpoints dealt to the armour, the AC bonus is reduced by 1. The armour can be repaired after 1 hours work after succeeding on a Craft (Armoursmithing) roll (DC 10+1/2HD+Str mod). If the target is wearing no armour, this instead deals half bite damage. For every 5 points of damage done by this, reduce the targets natural armour by 1, if any. This loss to natural armour is restored at the same rate as ability damage. However, being immune to ability damage does not prevent loss of natural armour.

Growth:The rest of the Tyrannosaurus Rexs body has caught up. At 4th level, his size increases from Medium to Large (increasing his bite to 2d6).

Roar:At 4th level, the Tyrannosaurus Rex can roar 1/day for every 2HD he has. All hostile targets within 30 ft of the Tyrannosaurus must succeed on a Will save (DC 10+1/2HD+Str mod) or be Frightened for 1d4 rounds. Even on a successful save, targets are Shaken for 1d4 rounds. At 8HD, those who fail their save are panicked, and those who succeed are still shaken. Roaring is a standard action. At 6HD, even enemies normally immune to fear effects are affected, but they get a +5 bonus to their saving throw.

Bash:At 5th level, the Tyrannosaurus Rex can use a target that has been grabbed by Improved Grab as a living battering ram. He can make a normal bite attack against an enemy, dealing normal bite damage as bludgeoning damage to the target, and half that amount to the grabbed target.

Charger:At 5th level, the Tyrannosaurus Rex becomes a natural charger. When the Tyrannosaurus Rex uses the Charge manouevre, he can ignore difficult terrrain.

Swallow Whole::At 6th level, the Tyrannosaurus gains the Swallow Whole ability. A tyrannosaurus can try to swallow an opponent of up to two sizes smaller by making a successful melee touch attack. If successful, the target must make a Reflec save (DC 10+1/2HD+Str.mod). The swallowed creature takes 2d8+HD points of bludgeoning damage and HD points of acid damage per round from the tyrannosaurus�s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal Con modi. * 5 points of damage to the gizzard (AC 10 + 1/2 nat. armour). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Tyrannosauruss gizzard can hold 2 small, 4 tiny or 32 diminutive or smaller opponents.

Thundering Charge:When the Tyrannosaurus charges, the ground shakes violently. All creatures within a 10 ft of the Tyrannosaurus at any point in his charge must succeed a Reflex save (DC 10+1/2HD+Str mod) or fall prone. This ability can be used 1/day per 2HD.

Growth:At 7th level, the Tyrannosaurus grows in size again, becoming Huge. Bite damage increases to 3d6. A Huge tyrannosaurus�s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Supreme Charger:At 7th level, the Tyrannosaurus Rexs charging skill further increases. When charging, the Tyrannosaurus Rex suffers no penalty to AC.

Cold Blooded Killer:The Tyrannosaurus reaches peak killing potential, becoming a true King of Lizards. Once per day/2HD, a Tyrannosaurus can shake off any mind-affecting effect by making a Fortitude save with a DC equal to the mind-affecting effect. The Tyrannosaurus can choose to use this ability after his will save succeeds or fails. Upon a successful use of this ability, the Tyrannosaurus gains a bonus to attack and damage rolls equal to HD/2. This increase lasts as long as the Tyrannosaurus charges in the direction of or attacks the creature that initiated the effect. This is an immediate action.

Alternatively, the Tyrannosaurus can fix his gaze on any target that he can see and initiate this effect. If he does so, it ends when the Tyrannosaurus charges at someone other than the target, or attacks someone other than the target. The increase to attack and damage rolls becomes HD/4 instead of HD/2.
Comments:
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Well, my first monster class! I have been dying to make one of my own since Oslecamo started this idea back at GITP, and I figured I would try something on the easy side. The Tyrannosaurus Rex is a simple monster, with the tactic being charge, bite, swallow, repeat. I tried to make it a bit more interesting with the bonuses to charging and the capstone ability to cover up the weaker saving throw, but I fear the monster may still be a bit boring.

However, the combination of full BAB with 2 Good saving throws may balance out with the simplistic abilities. The original monster had huge Fortitude saving throws and a Reflex that was close. I dont imagine a 6 ton dinosaur ninja-dodging around fireballs, but I put it in anyway.

So, what do you think? Two powerful with the saving throws + BAB? Not powerful enough with the feature synergies? Let me know what you think! But not too bad for my first try, eh?  ;)

EDIT: I should also note that the capstone ability was inspired by the Endure Pain feature of the Black Rock Triskelion.

(done by Rakoa)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #28 on: June 13, 2017, 10:10:01 PM »
Animated Object, Awakened (race)



Type: As constructs, Animated Objects have the following traits:

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Object Body: Animated Objects are tiny sized. They lack limbs capable of fine manipulation. An Awakened Animated Object can speak. Animated objects can come in a variety of shapes, and thus have four humanoid equipment slots of the players choice besides body/armor, provided the player can provide a decent explanation to why. The Animated Object can wear more magic equipment by having it crafted specifically for its shape, but said custom equipment costs double the normal market price. An Animated object may be enchanted as a magic item by another character with the proper resources. It can activate itself, but cannot take any actions on its own while being used as equipment by somebody else besides speaking and twisting (the twisting never stops, so anyone observing will find theres something strange with that piece of gear). As a fullround action the Animated Object may dislodge itself from anyone trying to wear it and end in an empty adjacent square.

An Animated Objects land speed is 40 feet and is immune to trip.

If they have actual legs, their base speed is 50 feet and can be tripped.

If they have four or more legs, their base speed is 60 feet and automatically fails Climb checks.

If they have wheels, their base speed is 80 feet but they automatically fail Climb and Jump checks.

An object made of wood or other material that floats can swim at half its land speed, but takes +50% damage from bludgeoning attacks.

A rope or similar sinuous object has a climb speed equal to half its land speed, but takes +50% damage from slashing weapons. Cannot have legs nor wheels.

A sheetlike object can fly (clumsy maneuverability) at half its normal speed but takes +50% damage from piercing attacks. Cannot have legs nor wheels. Cannot fly higher than 5 feet above the surface until it has at least 3 HD.


Ability Score Modifiers:  Animated objects are weak in body and even weaker in mind, but whatever force animates them at least makes them fast. Animated Objects have -2 Str, +2 Dex, -2 Wis, -2 Int and -2 Cha.

Artificial Innocence: An Animated Object has no survival instincts. They take hits head on and recklessly throw themselves into danger, not knowing yet how easy would it be for them to break and stop moving on their own again.

At 1st level, the Animated Object 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 3 HD the Animated Object has learned how dangerous this world can be, and they lose this ability, counting as their own size all the time.

Slam: An Awakened Object has a Slam primary natural attack dealing 1d3 base damage for tiny size.


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Had actually been thinking about how to tackle this one for a while, and Anomander requesting it is a good excuse as any to finally start consolidating it. Plus its a core monster and everything.

Starting with a base race since the basic object is tiny sized and � CR but then jumps straight to small sized CR 1. Gets construct traits right away but -6 negative modifier total to your scores, including sinking all mental scores. Can start pretty fast or some extra movements, but each gets certain penalties. Also no actual hands. For now.



oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #29 on: June 13, 2017, 10:12:15 PM »
Animated Object, Awakened (class)


Pre-requisite:
-Animated Object base race.

Hit Dice: d10


Level   Base
Attack Bonus   Fort
Save   Ref
Save   Will
Save   
Special
1st   +0   +0   +0   +0   Growth, Objective Object, +2 Str
2nd   +1   +0   +0   +0   Growth, Objective Object, +1 Str
3rd   +2   +1   +1   +1   Growth, Trample, +1 Str
4th   +3   +1   +1   +1   Over Object, +1 Str
5th   +3   +1   +1   +1   Growth, Over Object, +1 Str
6th   +4   +2   +2   +2   Optimal Object, +1 Str
7th   +5   +2   +2   +2   Growth, Optimal Object, +1 Str
8th   +6   +2   +2   +2   Outstanding Object, +1 Str
9th   +6   +3   +2   +3   Outstanding Object, +1 Str
10th   +7   +3   +3   +3   Growth, Omega Object, +1 Str

Skills: 2+Int mod, quadruple at first level, Class Skills are Balance, Bluff, Climb, Diplomacy, Intimidate, Jump, Knowledge(any), Perform, Profession (any) Swim

Proficiencies: Its own natural weapons.

Features:

Growth: The Animated Object grows to small at level 1, medium at level  2, large at level 3, huge at level 5, gargantuan at level 7 and colosal at level 10. It gains a Natural Armor bonus equal to its Str mod (minimum +1) plus another +1 for each size category it grows. This can be either the object literally becoming bigger, or transforming into another related object (for example a chair turning into a table). The Animated Object can choose to skip any of those growths to instead gain +2 to Dex or Str, but doesnt gain the +1 Nat armor in that case.

Objective Object: The Animated Object gains +1 HP per HD, plus another at 5 HD and every 5 HD thereafter. At first and second level pick two of the following options. None may be picked more than once unless noted otherwise.

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Blind-You need to be a sheetlike object such as a carpet or tapestry to pick this. You can grapple an opponent up to three sizes larger than yourself. While the Animated Object is winning the grapple, the victim is Blinded. In addition the Animated Object can choose to ignore any size bonus/penalty when grappling. If it does so, the target is blinded for 1 round if the Animated Object wins the grapple, but otherwise doesnt take any other penalties for the grapple.

Boat-You gain a Swim speed equal to twice your base speed even if youre not made of a normally buyoant material. However you can only use this swim speed to move over the waters surface.

Capturing-The object can as a fullround action move up to its speed into another creatures space and automatically start a grapple with no need of an attack roll. The victim is allowed a Reflex save with DC 10+1/2 HD+Str mod to evade the grapple and enter an empty adjacent square. However if the victim attempts an Aoo against the Animated Object, or if theres no empty square to escape to, then they automatically fail the Reflex save.

Constrict-You need to be a flexible animated object such as a rope, vine or rug. You deal damage equal to your Slam +1,5 Str mod with a successful grapple check against a creature up to one size category larger than you. In addition if youre at least Large or bigger, you can grapple multiple creatures at once and Constrict all of them with a single grapple check, as long as theyre at least two sizes smaller than yourself, can fit under you and are sharing the same space. If you have Blind as well, then you can try to grapple targets up to three sizes larger than yourself, and you ignore Freedom of Movement effects on your opponent if you have at least 8 Animated Object levels, plus you apply a Dimensional Anchor effect on them while grappling.

Clean Up-The animated object must be some kind of cleaning tool, such as a broom or feather duster, and can clean up the dust and other debris at least two size categories smaller than itself. As part of land movement it can sweep the ground on its way, cleaning up. Debris (objects) that are swept so along the way all end adjacent to the animated object at the end of its movement. It also gains the Improved Overrun feat.

Clever Construction-Choose two racial or class abilities from the Animated Object that would demand you to have mutually exclusive properties (like having wheels while being a sheetlike object). You now qualify for both of them. In addition if you were taking extra damage from piercing/bludgeoning/slashing attacks and/or automatically failed at a skill check, you no loger suffer such penalties

Discrete-The Animated Object can attempt to look like a normal mundane object of its kind by remaining perfectly motionless, resisting its urge to move. It takes a Spot check vs a Disguise check to notice the ruse. Disguise is now a class skill, and the Animated Object gains a +10 racial bonus to such checks while disguising as a mundane object. If the Animated Object has at least 7 HD, indirect divinations cant pierce the ruse either unless the observer is within 10 feet.

Elegant-The Animated Object gains the Slight build property. Hide and Move Silently are now class skills.

Hard-The Animated Object gains Hardness equal to 2 +1/2 HD.

Hazardous-The Animated Object can deal either Bludgeoning, Piercing or Slashing damage, and whenever it hits an opponent with its Slam, it can start a Trip, Disarm or Bullrush check as a free action without needing a new attack roll nor provoking an attack of opportunity.

Box-You can take/remove willing creatures at least your size inside your body at the rate of a move action per creature. Those creatures benefit from Total Cover while inside you, but cant see or affect anything outside you either. As a swift action you may open some parts of your body to reduce the total cover on any or all of the creatures inside you to just cover, but those creatures can now see and target stuff outside you as normal. Closing those openings is another swift action. You can carry one creature of your own size, two one size smaller, four two sizes smaller, eight three sizes smaller, and so on. Their weight counts towards your carrying capacity.

Impressive-The Animated Object can add its Str mod to Cha-based skills and Charisma opposed checks. For each size category it is larger than the target, it gains an extra +2 in such checks, except Intimidate. It takes no penalty if it is smaller than the targer.

Instrument-The Animated Object can use Bardic Music as a a Bard of its Animated Object level. For each size category it is bigger than small, double the range of its musics. This costs two Objective Object picks.

Little-You need to be small or smaller to pick this. Your Slam reach is always at least 5 feet. If you hit another creature with your Slam attack, they must make a Fort save with DC 10+1/2 HD+Str mod or be reduced one size category (to a minimum size of fine) along with their equipment (up to a light load, any excess remains behind)! Their ability scores remain the same, their natural armor is reduced by 2 per size category theyre reduced, and their movement speeds are also halved for each size category theyre reduced (to a minimum of 10 feet), otherwise apply the normal size changes. They can attempt a new Fort save as a fullround action to grow one size category, reversing the effects accordingly, until they recover their original size.

Manipulation-The Animated Object can sprout chains/threads/splinters that work as human hands and allow it to perform fine manipulation. In addition you gain proficiency with Simple weapons.

Reinforced-The Animated Object gains the Powerful Build property. Sense Motive and Spot are now class skills.

Religious Relic-The Animated object picks a cleric Domain. He gains the Domain ability, using Animated Object level instead of cleric level, and can use its 1st level spell 1/hour as a SLA. In addition 1/day the Animated Object may replicate any one 1st level cleric spell and 1/minute any one 0th level cleric spell. Any expensive material or experience costs must be provided by the Animated object despite being a SLA. Save DCs are 10+1/2 HD+Str mod. This costs 2 Objective Object picks. You can pick this option multiple times, each extra one gives you a new domain. However if you pick the higher level Relic options, each one only benefits one of your domains. You can pick the higher level Relic options up to the times you picked Religious relic, each extra one benefiting another of your domains.

Sparking-The Animated Object can light certain parts of its body on fire without damaging itself, like candles or an ovens interior. This produces light as a torch, range doubled for each size category that the Animated Object is larger than small. The Animated Objects Slam deals an extra 1d3 fire damage. This damage increases by one size category for each size the Animated Object is bigger than medium.

Siege Object-You can operate as a Siege Engine of your size (you can also replicate a siege engine smaller than yourself, increase damage accordingly), provided you spend gold equal to the siege engines price to "upgrade" yourself as a 24 hour process. However you can load, aim and fire yourself as a single fullround action, automatically succeeding at any needed checks and never taking a penalty on the attack rolls. Any DCs from your siege attacks become 10+1/2 HD+Str mod.

War Machine- The Animated Object learns one maneuver and stance from Burning Justice, Gun Maniac, Internet Explorer, Into the Danger Zone or Ace Pilot. It does not need to ready it, instead having 10 energy per Animated Object level and recovering 10% of its max energy per round. Its PL is equal to its Animated Object level. If it multiclasses as Moon Vanguard it can combine its own energy reserve to its nanoarmor and both classes will stack for calculating PL. This stacking applies only to the Moon Vanguard class in specific.

Animated Arsenal-The Animated Object gains 25 Arsenal space, up to level I. It can change its arsenal options with 8 hours of self-reconstrunction. If it multiclasses as a Moon Vanguard, it adds 1 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.

Custom-You need War Machine to pick this. You gain 2 super robot upgrade points, but you cannot pick Hyperdimensional Storage, Growth, Sentient, Gravity engine nor Transform (Fighter). Your Slam counts as an in-built weapon and your Super Pilot Level is equal to your Animated Object level. You can pick this option up to 4 times, its effects stack.

Pure Construction-You can count yourself as if crafted of a Pure Metal of your choice. Your Slam count as if crafted by the metal, and you count as if wearing light armor of that kind. Depending on your size you count as if wearing higher grades of armor plus a shield. If a specific material cared about your AC bonus, use half your Natural armor bonus instead. If you count as having a shield, count your full Natural armor instead. If you stand perfectly immobile, you can perform the special property of the material. Youre actually only coated by a very thin layer of the pure metal, so even if youre destroyed, therell be very little of the precius material to harvest.

Medium->Light armor and light shield.
Large->Medium armor and light shield.
Huge->Medium armor and heavy shield.
Gargantuan->Heavy armor and heavy shield.
Colossal->Heavy armor and tower shield.


Ability Score Increase: The Animated Object gains +2 Str at first level and +1 Str at each other level.

Trample: At 3rd level the Animated Object can traple creatures two or more sizes smaller than itself, dealing damage equal to its Slam damage+1,5 Str mod. Opponents who do not make attacks of opportunity can attempt a Reflex save with DC 10+1/2 HD+Str mod to half the damage.

Over Object: At 4th and 5th level pick one of the following options, or two from Objective Object. None may be taken more than once unless noted otherwise.

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Artificial Soul-The Animated Object gains 4 Spirit Points per Animated Object level and learns one Spirit. When a Spirit refers to a Mecha, it affects the Animated Object instead. It needs 5 minutes of non-activity to recharge its spirits. It counts as either a Real Pilot or Super Pilot, this choice must be made when this ability is picked and cant be changed later. In addition the Animated Object now qualifies for Pilot feats. You can pick this option up to three times, its effects stack, but not more times than 1/3 your levels in Animated Object.

Greater Clean Up-You need Clean Up to pick this. The Animated Objects trample DC improves by 2 and creatures that fail or choose to make an Aoo are dragged along as if they were objects, provided they were small enough.

Driller-You can burrow through soft earth/sand/similar at half your base speed, and choose whetever you leave an useable tunnel behind.

Carrier-The Animated Objects carrying capacity is doubled and it can pick up adjacent unattended objects/willing creatures as a free action, even during movement. Those creatures count as riding the Animated Object. The Animated Object also ignores Hard terrain from now on. If you have Box, double the amount of creatures you can hold inside yourself, and you may also place them inside yourself as a free action (getting them out is still a move action).

Home-You need Box to pick this. Creatures inside benefit from extra confort and safety, gaining an extra +4 to AC and all saves even when you "open" yourself to let them peek outside. You can receive enhancements as if you were a building, except that you cant change the material youre crafted from (and thus your hardness/HP cannot be changed by building enhancements), nor can you benefit from the landlord feat.

Dangerous Container-You gain a Breath weapon that deals 1 die damage (Cold, Fire, Acid or Electricity, picked when this ability is gained) per HD, affecting a Cone with 20 feet. It can be used as a standard action and takes 1d4 turns to recharge. Damage die is 1d4 for small, 1d6 for medium, 1d8 for huge, 1d10 for Gargantuan, 1d12 for colossal. For each size category youre larger than small the cone range is doubled.

Flying-You need the Animated Object racial ability to fly to pick this. Your flight speed is now equal to your base speed and maneuverability changes to Poor.

Sacred Relic-You need Religious Relic to pick this. You can now replicate your 2nd level Domain spell once per hour and any one 2nd level cleric spell 1/day, your 1st level Domain spell once per minute and one 0th level cleric spell of your choice at will, details as with Religious Relic.

Very Hard-You need Hard to pick this. The Animated Objects Hardness increases by 2 and it gains +1 Str.

Shrugg Off- As an immediate action for 1 round you can add your Str mod to Fort saves and half all damage you take.

Micro- You need Little pick this. Now when you hit another creature with your Slam attack, they must make a Fort save with DC 10+1/2 HD+Str mod or be reduced to two sizes smaller than your own size along with their equipment (no more than a light load, any excess remains normal size)! Their ability scores remain the same, their natural armor is reduced by 2 per size category theyre reduced, otherwise apply the normal size changes. They can attemt a new Fort save as a fullround action to grow one size category, reversing the effects accordingly, until they recover their original size. If they fail this save three times between size changes, the effect becomes permanent until youre destroyed. You can also dismiss the effect on an affected creature as an Immediate action.

Advanced Siege-You need Siege Object to pick this. You gain a +1 Insight bonus to siege attack rolls for each 2 HD you have, add your Str mod to ranged siege damage rolls, and can load, aim and fire yourself as a standard action.

Advanced War Machine- You need War Machine to pick this. You learn another two maneuvers and two stances from the given school options. You can pick level II options from the arsenal.  If it multiclasses as a Moon Vanguard, it now adds 4 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.

Advanced Custom-You need Advanced War Machine to pick this. You gain another 5 super Robot Upgrade points to spend, with the same limitations.

Crafty Construction-You need Pure construction to pick this. You now have a binding shackle of your respective material and can throw pieces of your body that count as vials of the respective pure metal. Each such vial thrown deals you 1 point of damage.

Optimal Object: At 6th and 7th level pick one of the following options or two from  Over Object. None may be taken more than once unless noted otherwise.

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Fantastic Clean Up-The Animated Object automatically clears a way through fogs, magical or not, as well as other area magic effects that would hinder movement/vision. Any hard terrain the Animated Object crosses can be turned to normal terrain. The Animated object may also choose to let a fog as thick as its area behind after it passes, and/or a grease effect, either last 1 minute.

Great Driller-You need Driller to pick this. You can now burrow trough soft earth/sand/similar at your normal base speed and through hard materials like rock and metal at half your base speed. In addition your trample attack now deals double damage.

Guardian- the animated object may attune itself to one willing creature or object of its choice with a full-round action. It now knows precisely where that creature or object is at all times. If the distance between them is more than 100 feet, the animated object may spend a full-round action per mile that separates them to appear anywhere within 5-ft from the attuned creature/object. If they are on different planes of existence, they count as being 100 miles away from each other unless the planes are coexistent, in which case it effectively adds 1 mile to the process.

Greater Flying-You need the Animated Object racial ability to fly to pick this. Your flight speed is now equal to twice your base speed and maneuverability changes to Average.

Holy Relic-You need Sacred Relic to pick this. You can now replicate your 3rd level Domain spell 1/hour, any one 3rd level cleric spell 1/day, your 2nd level Domain spell once per minute, your 1st level Domain spell at will, details as with Religious Relic.

Mass Micro-You need Micro to pick this. As a fullround action you can move up to your base speed and attept a touch attack against every creature inside your melee reach. Struck creatures are reduced as if they had been hit by your Slam. If any attempt an Aoo against you automatically succeed on your touch attack against that one. You can also use Shrink as a SLA with CL= HD 1/hour in unattended objects.

Pocket Dimension-An animated object that has a storage space within it that can be enclosed, such as a bag, chest, basket or a even a house, can have that storage space become a pocket dimension of its own. The area is big enough to contain anything within its light carrying capacity. The animated object can take care of things within it, such as cleaning and folding clothes neatly and may have whatever it has inside be what appears when its storage space is looked into. It can retrieve from itself any item of its choice with a move action and, if it is willing, way let others retrieve them as well. The content may also be forcibly picked into if the animated object it unconscious or destroyed or while it is being pinned. If it wins the grapple check, it establishes a hold and can try to swallow the foe into its pocket dimension the following round with another successful grapple check. A foe may only be swallowed if its weight doesnt cause the animated object to carry more than its pocket dimension can carry or if it fits within the enclosed space of its container. The foe can take no actions except attempt to escape the area. It may do so with a successful grapple check, which returns it outside but still grappling the animated object. The animated object isnt treated as grappling with swallowed foes.


Unbound-Now that it can move, the Animated Object doesnt feel like being forced to stop. It gains a permanent Freedom of Movement effect on self.

Really Hard- You need Very Hard to pick this. The Animated Objects Hardness increases by 3 and it gains +2 Str.

Greater Siege-You need Over Siege to pick this. You now add 1,5 your Str mod to ranged damage rolls, ignore all cover less than total and all concealment with your siege attacks, and enemies damaged (plus every other enemy within 30 feet of the point of impact) must succeed on a Will save with DC 10+1/2 HD+Str mod or become Shaken for 1 round. Frightened for 1 round and then Shaken for 1 round if they fail by 5 or more. Panicked for 1 round, Frightened for 1 round and then Shaken for 1 round if they fail by 10 or more. Those immune to fear instead take +50% damage as theyre too foolish to duck out of the way of your attacks.


Greater War Machine- You need Advanced War Machine to pick this. You learn another two maneuvers and one stance from the given school options. You gain  +2 energy per level.

Greater Custom-You need Greater War Machine to pick this. You gain another 6 Upgrade Points to spend, with the same limitations, plus +10 Arsenal Space.

Endure- When you use Shrugg off, you dont suffer any ill effects from attacks against which you saved.

Alloy Construction-You need Crafty Construction to pick this. You can choose a second type of pure metal to count yourself crafted from. Your thrown vials however count only as either one type of material, chosen when thrown.

Outstanding Object: At 8th and 9th level pick one of the following options, or two from Optimal Object.
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Divine Relic-You need Holy Relic to pick this. You can now replicate your 4th level Domain spell 1/hour, any one 4th level cleric spell 1/day, your 3rd level Domain spell once per minute, and your 2nd and 1st level Domain spells at will, details as with Religious Relic.


Super Cleaner-You need Fantastic Clean up to pick this. Enemies failing their save against your trample automatically lose their lowest CL magic buff, or their active martial boost/counter/stance (by that order) if they had no magic buffs . Regardless of saving against the trample or not, the Animated Object automatically removes any suit from its target, including items with "Suit" on their name.

Stupidly Hard- You need Really Hard to pick this. The Animated Objects Hardness increases by 4 and it gains +3 Str.

Outlast-When you use Shrugg Off, you may remove one ill condition in yourself with a duration other than instantaneous or permanent. You may use Shrugg Off even if normally unable to take actions.

Supreme Flying-You need the Animated Object Flying ability to fly to pick this. Your flight speed is now equal to triple your base speed and maneuverability changes to Good.

Supreme Siege-You need Greater Siege to pick this. Double the range and affected area of your ranged siege attacks. Enemies damaged by your siege attacks must succeed on a Reflex save with DC 10+1/2 HD+Str mod or be Dazed for 1 round.

Supreme War Machine-You learn another three maneuvers and three stances from the given school options.  You can pick level III options from the arsenal.  If it multiclasses as a Moon Vanguard, it adds 7 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.

Supreme Custom-You need Supreme War Machine to pick this. You gain another 7 Upgrade points to spend, with the same limitations, plus +15 Arsenal space.



Master Construction-You need Crafty construction to pick this. Animated Object levels now count as if granting full Bab for the purpose of Pure metal abilities, and you now count as if made of Masterwork quality. If you picked Alloy construction, only one of the materials is upgraded, you need to pick this ability twice to upgrade both.


Omega Object: At 10th level pick one of the following options, or two from Outstanding object. None may be taken more than once unless noted otherwise.

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Hardest-You need Stupidly Hard to pick this. The Animated Objects Hardness increases by 5 and it gains +4 Str. In addition it becomes immune to one Element of its choice.

Fortress-You need Stupidly Hard and Home to pick this. You gain the Landlord feat and can now use it to benefit yourself. In addition you can now improve yourself with new materials and gain their hardness, but your HP still remains unchanged.

Godly Relic-You need Divine Relic to pick this. You can now replicate your 5th level Domain spell 1/hour, any one 5th level cleric spell 1/day, your 4th level Domain spell once per minute, your 3rd, 2nd and 1st level Domain spells at will, details as with Religious Relic. In addition if the Animated Object multiclasses into a divine caster class, it  can count its AO levels as levels of that class for purposes of CL and for the purposes of learning new spells/powers and getting new spell slots/power points. However, it does not retroactively gain spell slots or new spells for caster levels she did not take, nor does she add her AO level to its character level for the purpose of other class features, such as turn undead. In alternative, if the Animated Object would take a Prc that could advance Divine spellcasting, it may instead to keep unlocking new spell levels from its Domain.
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+1 spellcasting would unlock the 5th level spell 1/minute.
+2 spellcasting would unlock the 6th level spell 1/hour and make 4th and below at-will.
+3 spellcasting would unlock the 6th level spell 1/minute.
+4 spellcasting would unlock the 7th level spell 1/hour, the 6th level spell 1/minute and make 5th and below at-will
+5 spellcasting would unlock the 7th level spell 1/minute.
+6 spellcasting would unlock the 8th level spell 1/hour, the 7th level spell 1/minute  and make 6th and below at-will
+7 spellcasting would unlock the 8th level spell 1/minute.
+8 spellcasting would unlock the 9th level spell 1/hour, the 8th level spell 1/minute and make 7th and below at-will
+9 spellcasting would unlock the 9th level spell 1/minute.
+10 spellcasting would  make 8th and below at-will.
Since you can only pick Omega Object once, only one of your domains will benefit from the above, even if you picked the previous options multiple times.

Identified Flying Object-You need the Animated Object Greater Flying ability to fly to pick this. Your flight speed is now equal to four times your base speed and maneuverability changes to Perfect. You ignore all ill weather conditions while flying and gain Flyby as a bonus feat (if you already had it, you may pick other feat for which you qualify for).

Cleaner 9000-You need Fantastic Cleaner to pick this. Any enemies hit by your Slam attack or failing their save against your trample receive one negative level. This negative level will affect even constructs and undeads as theyre being literally erased from reality.

Resilient-You need Endure to pick this. When using Shrugg Off, reduce all damage you take to 1/3 instead of 1/2, and Animated Object levels now grant Full Bab while Resilient is active.

Animation Projection-The animated object learns to control the force that animates it and can project it to other objects. With a full-round action 1/hour, it loses control of its current body and gains control of any one object within 5 feet per HD. The object must be unattended and tiny-sized. Class features that permanently increase its size category such as Growth may be used to increase the size limit of the object it wishes to use as its new body. This does not heal the animated object.
If its new body is not compatible with some of its class optional abilities, it may swap them for others it qualifies for.

Secret Construction-You need Masterwork Construction to pick this. Once per hour your may change one of your pure metal kinds as a swift action. If you then start taking Fighter levels, you gain extra benefits as follows

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3 Fighter levels-The quality of one of your materials increases to Relicwork. If you change this material the benefit applies to the new material.

5 Fighter levels-You gain Alloy Construction an extra time and also Master Construction for it.

7 fighter levels-The quality of your Relicwork material increases to Artifactwork.

9 fighter levels-You gain Alloy Construction an extra time and also Master Construction for it. Your Master quality materials increase to Relicwork level.

10 fighter levels-The quality of your Artifactwork material increases to Phantasmwork

Crushing Siege-You need Supreme Siege to pick this. You can now full attack with your siege attack, although if an enemy would be forced to make multiple saves against the fear and daze, instead the respective DCs increase by 2 for each extra attack that hits. In alternative, you may fire a single shot as a fullround action that forces the damaged target to make a Fort save with DC 10+1/2 HD+Str mod or be reduced to little pieces, provided they were smaller than you. If youre firing at inanimate objects as a fullround action, including magic immaterial ones such as a Wall of force, you instead make a hole through them as wide as you are. Any creatures right behind that hole are then affected by your ranged siege attack.

Zero Machine-You learn another three maneuvers and two stances from the given school options.  You gain+3 energy per level. can pick level IV options from the arsenal.  It adds 10 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.

X Custom-You need Supreme Custom to pick this. You gain another 8 Upgrade points to spend, with the same limitations, plus +20 Arsenal space. Choose 10 of your upgrades. You can change them as a swift action.


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Neo Objective
Prerequisite: At least four Objective Object abilities.
Benefit: You can take another two picks from the Objective Object list.


Neo Over
Prerequisite: At least two Over Object abilities, Neo Objective
Benefit: You can take another pick from the Over Object list or two from the Objective Object list.

Neo Optimal
Prerequisite: At least two Optimal Object abilities, Neo Over
Benefit: You can take another pick from the Optimal Object list, two from the Over Object list, or four from the Objective Object list, or one from the Over Object and two Objective Object.


Neo Outstanding
Prerequisite: At least two Outstanding Object ability, Neo Optimal
Benefit: You can take another pick from the Outstanding Object list, or two from the Optimal Object list, or four from the Over Object list, or eight from the Objective Object list, or one Optimal Object and two Over Object, or two from the Over Object and four Objective Object, or one Optimal Object and four Objective Object, or one Optimal Object, one Over Object, and two Objective Object.
Special: You can take this feat multiple times, its effects stack.
« Last Edit: June 15, 2017, 11:18:52 AM by oslecamo »

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Re: Oslecamo's Improved Monster Classes
« Reply #30 on: June 13, 2017, 10:16:51 PM »
Ankheg (awakened)




Hit Die: d10
Level   BAB   Fort   Ref   Will   Features
1   +1   +2   +2   +0   Ankheg Body, Mandible Grab, Tremorsense, Spit Acid, +1 Str, +1 Con
2   +2   +3   +3   +0   Death From Below, Winding Tunnel, Hit and Dig, +1 Str, +1 Con
3   +3   +3   +3   +1   Growth, Instinctive Vomit, +1 Str, +1 Con
Skills:2+Int mod. Class skills are Balance, Climb, Jump, Listen, Sense Motive, Spot, Survival, and Swim.

Proficiencies: An Ankheg is proficient with its own natural weapons.

Features

Ankheg Body:The Ankheg 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, a Burrow speed equal to 2/3 its base speed, and a natural weapon bite attack dealing 1d8+1,5 Str mod damage. Ankhegs have no limbs capable of fine manipulation, but awakened specimens are capable of speech even if its mandibles always get in the way.

An Ankheg also gains a natural armor bonus equal to 2+Con modifier.

mandible Grab:To use this ability, an Ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. At 8 HD the Ankheg ignores Freedom of movement effects.

Tremorsense:The Ankheg gains tremorsense with a range of 10 feet per HD.

Spit Acid:The Ankheg can, as a standard action, fire a breath weapon consisting on a line of 10 feet per HD dealing 1d6 Acid damage per HD, allowing a reflex save with DC 10+1/2 HD+Con mod for half damage. Once used, it must wait 1d4 rounds before it is recharged.

Ability Score Increase: The Ankheg gains +1 to Str and Con at every level, up to +3 Str and +3 Con at 3rd level.

Death From Below:While underground, at 2nd level the Ankheg can perform a Charge whitout actually needing to move at least 10 feet, and whitout needing a clear path towards its target as long as it knows its position with tremorsense. The Ankheg may also ready a Charge as a standard action, but can only move up to its burrow speed. Ankhegs prefer waiting just below the surface untill they detect some kind of prey.

Winding Tunnel:A burrowing Ankheg usually does not make a usable tunnel, but 2nd level can construct a tunnel. It burrows at half speed when it does so. The tunnel is large enough to fit creatures of its own size whitout trouble.

Hit and Dig:At 2nd level an Ankheg that sucessfully grabs an oponent after a Charge may use any leftover movement to go back inside the earth with its prey before it can offer any meaningfull resistance. If it had digged a Winding Tunnel and retreats trough it, the leftover movement is doubled, altough any leftover enemies may also follow it trough that path.

Alternatively, the Ankheg may as a fullround action, move up to its Burrow Speed, perform a normal bite attack at any point during movement, and if it sucessfully grapples the target then drag them along for the remainder of the movement.


Growth: At 3rd level, the Ankheg grows to large size (notice its a long creature). At 10 HD, it grows another size category, and again at 20 HD.

Instinctive Vomit:Ankhegs will suddenly let out spits when desesperate or frustated. If the Ankheg is reduced to less than half its max HP or fails a save, it may use its Spit Acid as an immediate action. It can use this even if the breath weapon was in recharge, but if he does so, then he cant use it again (not even for another Instinctive Vomit) for 1 minute as it needs more time to recharge its acid reserves.


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Yes, awakened because the original just has 1 Int.

Well the Ankeg is actually a pretty staple creature of D&D, and even one of the first ones I ever faced as a player. They dont have empires or threaten to consume the world or anything like that, but few things beat going in your low level journeys and suddenly "OH GODS WHATS THAT THING THAT JUST BURST THE GROUND CHEWING ON JOHN? OH GODS IT CAN BREATH ACID?". Classic.

Thus the Ankheg class kinda focuses on that. Dig around and keep tabs on the situation with tremorsense, then burst up for a bite, maybe breath some acid for when dealing with multiple enemies, then back underground. Being able to make tunnels for allies is also quite handy.

Grealty reduced the "cooldown" on acid breath because it cant wield weapons or anything so it needs a reliable back up trick to just trying to chew on people.

So if you want to play a burrowing acid-spitting monster, the Ankhegs for you!

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Re: Oslecamo's Improved Monster Classes
« Reply #31 on: June 13, 2017, 10:25:16 PM »
Anthropomorphic Animal



HD: d8
Level
   
BAB
   
Fort
   
Ref
   
Will
   Features
1   +1   +0   +0   +0   Hybrid body, What has magic done?, Animal prowess
2   +2   +0   +0   +0   What has magic done? Animal Skill
3   +3   +1   +1   +1   Animal power
4   +4   +1   +1   +1   Animal power
5   +5   +1   +1   +1   Animal apotheosis
6   +6   +2   +2   +2   Animal apotheosis
Class Skills (4+ Int Modifier,quadruple at 1st level):Balance, Climb, Jump, Hide, Knowledge(Nature or Dungeoneering), Listen, Move Silently, Sense Motive, Spot, Survival,  and Swim

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

Features:

Hybrid body:At 1st level an antropormhopic animal  loses all racial bonuses it had and gains monstruous humanoid traits(basically darvision 60 foot) and has a base speed 40 ft. An antropormhopic animal is a medium or small(players choice) bipedal creature and has two arms capable of fine manipulation. Also choose one of the classes saves. That save becomes of good progression.

Aspect-wise it resembles a crossover between an human and one or more animal, the details of which are left to the player to specify depending on the choices it takes from now on.

Regardless, an antropormhopic animal has a natural armor bonus equal to its Con bonus.


What has magic done?: At 1st and 2nd level the antropormhopic animal may select two of the following bonus.  Unless otherwise noticed no ability from this list may be picked more than once.

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Bite/gore: the AA gains a natural bite/gore attack dealing 1d8+1,5 str mod damage, for a medium character, adjust acordingly for AAs of diferent sizes.

Claws/talons: the AA gains two natural claw/talon attacks dealing 1d6+Str mod damage, adjust acordingly for AAs of diferent sizes. Those claws/talons are also the AAs hands so they cant be used if she has them busy with something else.
At 8 HD those can be used for Rake attacks.

Hoof/stamp: the AA gains two natural hoof/stamp attacks dealing 1d6+1/2 Str mod damage, adjust acordingly for AAs of diferent sizes. Hoof/stamp attacks are on the AAs legs so they can be used even if the AAs hands are busy with something else.

Tail: the AA has a tail wich can be used to deliver a tail slap attack dealing 1d8+1,5 str mod damage for a medium character, adjust acordingly for AAs of diferent sizes.

Tentacle: the AA has a tentacle wich can be used as a natural weapon dealing 1d4+1/2 str mod damage for a medium character and has double the normal reach. This option may be taken multiple times, each new time granting a new tentacle.


Scent: as the srd ability.

Swim: the AA can swim at its base speed. It gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim  check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The AA can also now hold his breath 8 times longer than normal.


Cute: the AA is incredibly cute. It adds diplomacy and bluff to its class skills and adds her Con bonus to those checks.

Fearsome: The AA looks quite scary. It adds intimidate and handle animal to its class skills and adds her Con bonus to those checks.

At 8 HD the AA can Intimidate even oponents immune to fear, altough it takes a -5 penalty on such atempts.

Fast: the AA gains +10 speed to all its move speeds, plus an extra 5 feet for every 4 HD it has, and gains Dodge as a bonus feat, except you dont need to pick a specific oponent, your dodge bonus applies against all attacks unless youre denied your Dex bonus to AC.

Improved Grab:Choose one of the AAs natural weapons. To use this ability, the AA  must hit with that attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

At 8 HD the AA ignores Freedom of Movement effects on its targets.

Improved trip:Choose one of the AAs natural weapons. To use this ability, the AA  must hit with that attack. It can then attempt to start a trip as a free action without provoking an attack of opportunity. If the trip fails the oponent cant react.

Snake tail: instead of legs the AA possesses a snake tail, wich reduces its speed by 10 foot. In return it gains the Improved grab ability above, applied to her tail, and whenever it wins a  grapple check against a creature it can constrict for 1d3+1,5 str modifier for a medium AA, adjust acordinly for AAs of other sizes.

Attach(must have bite or tail attack): If an AA hits with a bite or tail attack, it uses its powerful jaws/tail to latch onto the opponent�s body and automatically deals bite/tail slap damage each round it remains attached (this damage ignores any DR of the target). An attached AA loses its Dexterity bonus to Armor Class. An attached AA can be struck with a weapon or grappled itself. To remove an attached AA through grappling, the opponent must achieve a pin against the creature

At 8 HD the AA ignores Freedom of Movement effects on its targets.

If both Improved Grapple and Attach were taken, oponents never get a bonus on grapple checks for being bigger than the AA.

Pounce:When an AA charges it may perform a full attack.

Ink Cloud: the AA can emit a cloud of jet-black ink 5 feet high by 5 feet wide by 5 feet long per HD once per minute as a free action. The cloud provides total concealment. All vision within the cloud is obscured.

Poison (must have bite attack): The AAs bite delivers poison with a fort save of 10+1/2 HD+Con modifier. Its initial and secondary damage are 1d2 of one physical ability score, chosen when this ability is taken. Once done this choice cannot be changed. If its Con then reduce the poison damage by half, rounded down. For every two HD beyond 1st, both poison damage die increase one step category.

At 10 HD this can affect oponents immune to poison, but they gain a +5 bonus on their saves.

Enduring: choose one of the AAs base saves. That save gains good progression.

Scare Predator: The AA can inflate, or greatly raise its fur or a large membrane, or spray forth a small quantity of blood from its eyes, either as a standard action 1/minute. Whatever you choose, it is disconcerting to those whore close. Oponents inside your reach must make a DC 10+1/2HD+Con modifier Will save or be Frightened for 1d4 rounds. Even if they save, theyre left Shaken for 1d4 rounds.

At 8 HD this can affect creatures immune to fear, but they gain a +5 bonus on their saves.

Spines: The AA is covered with sharp spines. An opponent that hits it with a natural weapon, noreach melee weapon or an unarmed attack automatically takes 1d2 points of piercing damage. This damage increases one step category for every 2 extra HD of the AA beyond first. Grappled oponents automatically take spine damage every time a grapple check is made.

Versatile feet:The AA ignores dificult terrain. At 8 HD the AA may replicate a Freedom of Movement effect as a free action for a number of rounds per day equal to twice its HD, even if unable to take actions. The duration can be divided between several uses.

Ferocity: the AA can keep fighting while disabled or dying whitout penalty, and only dies when it reaches negative HP equal to 1/4 its normal HP or -10, wichever is more advantageous.

Animal Prowess: At 1st level the AA gains +1 to two physical ability scores of its choice. For every other level on this class it gains an extra +1 to the chosen scores, for a total bonus of +6 at 6th level.

Animal skill:Choose one physical skill. The AA gains a bonus on that skill equal to its HD. Alternatively, choose two physical skills, and the AA gains a bonus on those skills equal to 1/2 its HD.

Animal power: At 3rd and 4th level select one of the following options. Alternatively select three more from the "What has Magic done?" option.

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Sprint:Once per hour per 2 HD the AA can multiply its land speed by ten for one round as a free action. This doesnt affect the other AAs movement speeds.

Burrow: the AA gains a burrow speed equal to half its land speed

Climb: the AA can now climb at its base speed. It can always take 10 on climb checks  and gains an +8 bonus on such checks, not taking penalties to fight while climbing.

Fly (demands 4HD): the AA can now fly with average maneuverability at its base speed.

Size change:if the AA was medium it now becomes large. If it was small it becomes tiny.

Faster(demands Fast):the AA gains an extra +20 foot to all its speeds, plus an extra 5 feet for every 4 HD it has. This stacks with fast. The AA also gains  Mobility as bonus feats even if it doesnt meet the prerequisites, and gains a +4 bonus on to-hit rolls with attacks of oportunity.

Superior: The AA gains an extra +2 to one of its physical scores.

Blindsense:the AA gains blindsense with a range of 10 foot per HD.

Blindsight (demands blindsense): the AA gains blindsight with a range of 5 foot per HD.

Powerfull charge (demands gore attack): the AA deals double damage with its gore attack on a charge.

Animal rage: if the AA that takes damage in combat she must make a will save with DC equal to the damage taken or fly into a berserk rage on her next turn (can choose to fail this save).  She gains +4 to Strength, +4 to Constitution, and -2 to Armor Class for a number of rounds equal to 3+its improved Con mod, after wich shes fatigued. While on this rage she can only move and/or attack with her natural weapons. The AA cannot end its rage voluntarily. An AA can rage once per hour for every 4 HD it has. Animal rage stacks with rage from other classes.


Animal apotheosis:At 5th and 6th level select one of the following bonus. Alternatively pick two from Animal power or six more from "What has magic done?"

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Air superiority (demands fly speed):the AAs maneuverability increases by two steps.

Examplar specimen(demands superior):the AA gains an extra +2 bonus to its superior physical score and +2 to another physical score.

In addition whenever it gains a natural score increase (every 4 HD), it gains an additional +1 to a physical ability score of its choice.

Size change(demands large or tiny size): if the AA was large it now becomes huge and gains the trample ability as per the SRD. If it was tiny it now becomes diminutive but gains a 5 foot reach with all its natural weapons. This can be picked a second time, in which case an huge AA becomes gargantuan, or a diminutive AA becomes fine sized

If the AA become huge and then multiclasses into fighter or monk it can count AA levels as fighter levels for qualifying for fighter-only feats and special abilities(so an huge AA 5/fighter 1 could pick dungeon crasher) and for calculating monk unarmed damage, unarmored speed bonus, flurry of blows attack bonus, unarmed damage, and any monk abilities based on Wis may be based on Con instead, including Stunning Fist.

If the AA became diminutive and then multiclasses into a class with precision damage (like sneak attack or sudden strike), it can count its AA levels as levels of that class for calculating how much precision damage dice it inflicts. Cannot count as more than one class this way, so if you take both rogue and ninja levels, AA levels count only as either rogue or ninja levels, your choice,

Fastest (demands Faster): the AA gains an extra +30 to all its speeds, plus an extra 5 feet for every 2 HD it has. It also gains Spring attack as a bonus feat even if it doesnt meet the prerequisites.  If the AA has pounce as well, it may full attack with Spring Attack.

Nature linked:An AA who multiclasses into a divine caster class can count his AA levels as levels of that class for purposes of CL and for the purposes of learning new spells/powers and getting new spell slots/power points. However, she does not retroactively gain spell slots or new spells for caster levels she did not take, nor does she add her AA level to her character level for the purpose of other class features, such as turn undead.

In adition, the AA gains a +4 bonus to Wis.


Swallow Whole: The antropomorphic animal can try to swallow a grappled opponent one or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d6+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the AA�s digestive juices (both damages increase accordingly when the AA grows in size). A swallowed creature can cut its way out by dealing damage to the AA�s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The AA�s gullet can hold two creatures one size smaller than it, or eight creatures two sizes smaller, or 32 creatures three sizes smaller, and so on.
 
The AA must have a bite attack with the Improved grab ability and be at least large size to learn this ability.


Comments
(click to show/hide)
The AA is a result of bored wizards trying to play god and thus can go a lot of ways. The player can pick from several natural weapons weapons, size changes and animal abilities to create his own monstruosity/catgirl. The player can also get up to +10 to a single physical ability score over 6 levels.

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Re: Oslecamo's Improved Monster Classes
« Reply #32 on: June 13, 2017, 10:28:52 PM »
Aranea


HD:d10
Level   Bab   Fort   Ref   Will   Feature
1   + 0   +0    +0    +2    Aranea body, poison, change shape, web,  +1 Dex
2   + 1   + 0   +0    +3    Arcane soul, +1 Cha
3   + 1   + 1   + 1   +3    Spider sense, +1 Dex, +1 Cha
4   + 2   + 1   +1    +4    Poison spit, +1 Cha, +1 Dex
Skills:2+int modifier per level, quadruple at 1st level. Class skills are class skills (and the key ability for each skill) are Bluff, Intimidate, Climb, Jump, Concentration  (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft  (Int).

Proficiencies:an aranea is proficient with its natural weapons,  and web attack.

Features:
Aranea body: At 1st level, the aranea loses all other racial bonus and gets magic beast traits(darkvision 60 feets and low light vision basicaly). Shes a medium sized magic beast  with base speed 50 and climb speed equal to half her land speed and a natural bite attack dealing 1d6+1,5 str damage. It gains a +8 bonus to all climb checks and can always take 10 in that skill, even if rushed or threatened.

In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.  Those arms are capable of fine manipulation, in particular spellcasting. An aranea can also wield weapons with them.

She also gets a bonus to nat armor equal to her Con modifier.

Poison:Delivered by bite attack, fort save DC=10+1/2HD+Con mod, 1d4 Str damage initial damage, 1d8 secondary damage. For each two extra HD of the aranea, both the initial and secondary damage increase one die size.


 Web: In spider or hybrid form (see below), an aranea can throw a web up to 2 times per day for each HD it has. This is similar to an attack with a net but has a maximum range of 10 feets per HD, with a range increment of 10 feet, and is effective against targets of up to one size category bigger than the aranea. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10+1/2HD+Con modifier Escape Artist check or burst the web with a DC 10+HD+Con modifier Strength check. The web has 2 hit points per HD of the aranea, hardness 0, and takes double damage from fire.

Change Shape (Su):An aranea�s natural form is that of a Medium monstrous spider as described on aranea body. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 10+HD+Cha mod Spot check reveals the creature�s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wear normal humanoid armor and equipment. When in hybrid form, an aranea�s speed is 30 feet and it doesnt have a climb speed.

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

This ability can be used 2/day for each HD of the aranea.

Ability increase: An aranea gains a permanent +1 to Dex at levels 1, 3 and 4 and +1 to Cha at levels 2, 3 and 4.

Arcane soulAn aranea casts as a sorceror of it aranea level-1. Sorceror levels stack with this ability.

Spider sense:The aranea gains a bonus to spot, listen and climb checks equal to half her HD, rounded up.

Spit poison: the aranea can now apply her poison in any weapon it has holded as a move action. This poison lasts 1 hour per HD or untill used, wichever comes first.


Comments:
(click to show/hide)
The aranea is a sorcerous spider. She casts one level away from a sorceror and has no basic weapon proefecinecy, but backs it up with a great base speed, web, poison, superior HD and a bonus to cha and dex over its 4 levels.

Altough the obvious course for this monster is going sorceror, 1 level dip could be usefull for other builds thanks to the climb speed, web and poisonous bite.

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Re: Oslecamo's Improved Monster Classes
« Reply #33 on: June 13, 2017, 10:29:40 PM »
Astral Stalker



Class

HD: d8
Level   BAB   Fort   Reflex   Will   Features
1   +0   +0   +2   +0   Outsider Traits, Rules of The Hunt, Scent, Camouflage
2   +1   +0   +3   +0   Sneak attack (1d6), Poison
3   +2   +1   +3   +1   Throat Dart(1d4), +1 Str
4   +3   +1   +4   +1   Elusive Prey, +1 Cha, Bonus Feat
5   +3   +1   +4   +1   Sneak attack (2d6), Grace of the Hunter
6   +4   +2   +5   +2   Hunter Advantage, +1 Str
7   +5   +2   +5   +2   Perfect Tracker, DR/magic
8   +6/+1   +2   +6   +2   Sneak Attack (3d6), Bonus Feat, +1 Cha,
9   +6/+1   +3   +6   +3   Observe the Prey, +1 Str
10   +7/+2   +3   +7   +3   Evasion, Bonus Feat
11   +8/+3   +3   +7   +3   Unearthly Grace
12   +9/+4   +4   +8   +4   Hunter Eye, +1 Str, +1 Cha
Skills: 4+int modifier per level, quadruple at 1st, class skills are: Climb(str), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Search(int), Sense Motive(wis), Spot(wis), Survival(wis)

Proficiencies: Astral stalkers are only proficient with their own natural weapons

Features:

Outsider Traits: An Astral Stalker loses all racial bonuses and traits, and gains outsider traits (mainly Darkvision 120ft).  It is a medium sized outsider.  It has a basic speed of 40ft, and a climb speed of 10ft.  Lastly an Astral Stalker receives a bonus to its armor class equal to its constitution modifier in the form of a natural armor bonus.

Natural Attack: 2xClaws 1d6 (19-20x2)

Rules of the Hunt: Astral hunters live for the hunt, but to keep the hunt pure, and the competition deadly, they have imposed certain rules upon their conduct:

    No Weapons Allowed: Astral Stalkers Claw weapons are treated as +1 weapons for every 4HD, as long as they do not carry or use weapons or armor. (so at 4HD claws are 1d6+1, 8HD 1d6+2 etc)
    No killing other Stalkers: Astral Stalkers are compelled not to attack and other Astral Stalkers
    No Traitors: Astral Stalkers are compelled not to turn on their employers

Scent(Ex): as per SRD

Camouflage(Ex): An astral stalker can use the hide skill in any sort of natural terrain, even if it doesnt normally provide cover, or concealment.

Sneak Attack(Ex): An astral stalker can make a sneak attack like a rogue from level 2,dealing an extra 1d6 points of damage whenever a foe is denied its dexterity bonus, or the stalker is flanking.  This increases to 2d6 at level 5, and 3d6 at level 8.

Poison(Su): From level 2, An astral stalker can naturally produce poison, that can be used to coat either his claws, or his throat darts.  The poison is applied as a swift action, and lasts till the end of that turn. This ability is at will.

Poison: Injury; initial damage=Paralysis 1d4 rounds; secondary damage=none; Fort save DC scales at 10+1/2HD+con modifier.

At 10 HD the poisons secondary damage increases to another 1d4 rounds of paralyzis, and it now ignores immunity to paralyzis and/or poison from any source, altough oponents with that ability gain a +5 bonus on their saves against the Astral Stalkers poison.

Throat Dart(Su): From level 3, an astral stalker gains the ability to fire a throat dart at will, this deals 1d4 points of damage, and can be poisoned (see above).  This ability improves every 3HD, so at 6HD the dart does 2d4, at 9HD 3d4 and so on.  The range of this dart is 150ft with no range increment. The Astral Stalker may shoot extra throat darts in a single turn with iterative attacks, rapid shot, haste and similar abilities.

Strength Increase: From level 3 and every 3 level after that an astral stalker gains +1 to his strength.

Elusive Prey(Ex): An astral stalker is notoriously difficult to track, anyone attempting to track an astral stalker takes a  penalty on survival checks equal to his HD, and the Astral Stalker receives a bonus on saves against any divination spells and effects equal to 1/2 his HD. The Astral Stalker even gets a Will save against Divination spells that normally dont allow a save (DC=10+spell level+Highest mental stat of the caster), but it doesnt gain the extra bonus in those cases.

Bonus Feat: At fourth, and then again at seventh, and tenth level the astral stalker gets to choose a bonus feat from the following list:

Alertness, Improved Critical(claw), Improved Natural attack (claw) Improved Initiative, Self-Sufficient, Stealthy, or Track

Grace of the Hunter(Su):At level 5 An astral stalker can add its charisma modifier as a bonus to its armor class as a deflection bonus.

Hunter advantage (Ex): At level 6 an Astral Stalker adds his Strenght modifier to Hide and Move Silently checks. An Astral Stalker doesnt take a -20 penalty on hide checks for attacking while hiding.

Charisma Increase: From level 4 and every 4 level after that an astral stalker gains +1 to his charisma.

Perfect Tracker(Ex): An astral stalker can move  at its normal speed while tracking without taking the normal -5 penalty, it takes only a -10 penalty (instead of the usual -20) when moving at up to twice normal speed whilst tracking. It also ignores track penalties due to terrain and can track any kind of creature trough any kind of enviroment, even a ghost trough the emptyness of the Ethereal Plane.

DR/Magic(Ex): From level 7 an astral stalker gains DR/Magic, this scales at 1/2 the stalkers Hit Dice.

Observe the Prey(Ex):For every round an Astral Stalker lays still observing an oponent, it gains a +1 bonus on attack rolls, damage rolls, saves, skill checks and ability checks against that oponent, for 1 round per Cha modifier after the Astral Stalker moves.

Evasion(Ex): An astral stalker can avoid even magical and unusual attacks with great agility.  If it makes a successful reflex saving throw against an attack that normally does half damage on a successful save, it instead takes no damage.

Unearthly Grace(Su): At level 11 an astral stalker gains his Cha modifier as a bonus on all saves, and no longer fails saves or attacks on a natural 1.

Hunter Eye(Ex): The Astral Stalker can quickly identify the strenghts and weakness of his oponents. As a move action, the Astral Stalker can atempt a spot check wich DC is 15+Targets HD. If it suceeds then the Astral Stalker automatically learns one of the following (roll 1d3 to determine witch):
-All of the targets racial plus class abilities.
-All of the targets magic buffs, feats and skill ranks.
-All of the targets gear.

The Astral Stalker can use Hunter Eye multiple times against one oponent, and doesnt risk learning the same thing twice. So three sucessfull atempts would reveal all of the above.



Done by FyreByrd, some final tweaks by me.

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #34 on: June 13, 2017, 10:31:03 PM »
Avolakia
HD: d8



Level   BAB   Fort   Ref   Will   Class Features
1st   0   0   0   2   Unholy Body, Poison, Humanoid Form, +1 Wis
2nd   1   0   0   3   Dark Magic, +1 Cha
3rd   2   1   1   3   Slimy Exterior, +1 Wis
4th   3   1   1   4   Defensive Aura, +1 Cha
5th   3   1   1   4   Growth, Suggestion, +1 Wis
6th   4   2   2   5   Regeneration, Spell Focus (Necromancy), +1 Cha
7th   5   2   2   5   Undead Transition I, Aberrant Necromancer, +1 Wis
8th   6   2   2   6   Spell Resistance, +1 Cha
9th   6   3   3   6   Undead Transition II, +1 Wis
10th   7   3   3   7   Imbue Memories, +1 Cha

Class Skills (2 + Int modifier, quadrupled at 1st level): Bluff, Concentration, Diplomacy, Intimidate, Knowledge (Arcana, Dungeoneering, Religion), Sense Motive, Spellcraft

Proficiencies: An Avolakia is proficient with its own natural weapons, all simple weapons, and light armor.

Class Features

Unholy Body: An Avolakia loses all racial bonuses and gains the Aberration type (darkvision 60 feet).  It has a base speed of 20 feet, and gains a bite and 2 claw attacks as natural weapons (1d8 and 1d3 slashing damage, respectively).  It gains an additional claw attack at 2 HD and every additional HD thereafter, to a maximum of 8 claw attacks at 7 HD.

Ability Increase: An Avolakia increases its Wisdom score by 1 at 1st level, 3rd level, and every odd-numbered level, and its Charisma score by 1 at 2nd level, 4th level, and every even-numbered level.

Poison (Ex): At 1st level, an Avolakia develops a natural poison stored in its mouth.  A number of times per day equal to its HD, an Avolakia can transmit its poison through a bite attack as a free action.  The target must roll a Fortitude Save (DC 10 + � HD + Con mod) or take 1d4 initial and secondary Wisdom damage.  At 4 HD the initial and secondary damage increases to 1d6, while at 8 HD the secondary damage increases to 2d6.  The poison is transmitted through Injury.

Humanoid Form (Sp): At 1st level, an Avolakia can assume the form of a Medium-size or smaller creature of the Humanoid type.  The Avolakia loses its natural weapons, poison, and slimy exterior abilities while in this form.  The Avolakia can remain in this form indefinitely, although spells and magic items capable of forcing a creature back into its true form can dispel this ability.  A True Seeing spell reveals the Avolakias true form.  An avolakia reverts to its normal form when it falls unconscious or dies.

Dark Magic: At 2nd level, an Avolakia can rebuke and command undead as a Cleric equal to its HD.  Additionally, the Avolakia can cast spells as a Sorcerer equal to 2/3rd its levels in the monster class.  It must possess at least one spell of the necromancy school per spell level.  Levels gained in the Sorcerer class stack with these effective levels for the purposes of spells known and spells per day.  Additionally, an Avolakia can use Hide From Undead and Detect Undead a total number of times per day equal to its HD (Caster Level equals HD).


Avolakia Levels   Effective Sorcerer Casting
1st   -
2nd   1
3rd   2
4th   2
5th   3
6th   4
7th   4
8th   5
9th   6
10th   6

Slimy Exterior (Ex): At 3rd level, an Avolakia�s body secretes a slimy liquid, giving it a circumstance bonus on all Escape Artist checks equal to its HD.  A number of times per day equal to half its HD, an Avolakia can produce additional liquid to coat a single Medium creature (or two Medium and one Large when the Avolakia gains Growth), granting the same benefits to the creature for a number of minutes equal to the Avolakias HD.  At 6 HD, the liquid provides an amount of Fire Resistance equal to the Avolakia�s HD.

Defensive Aura (Sp): At 4th level, a number of times per day equal to its HD as a move action, an avolakia can generate an invisible energy field around itself.  The Avolakia gains a deflection bonus to Armor Class equal to its Charisma modifier.  This effects lasts for one round per level.

Growth: At 5th level, an Avolakia grows to Large size.  It does not gain any ability increases, but it otherwise gains all the other effects of having a larger size.  Its bite and claw damage increase to 2d6 and 1d4, respectively.  Additionally, its slimy exterior ability can now affect one large or two medium creatures.

Suggestion (Sp): At 5th level, a number of times a day equal to half its HD, an Avolakia in humanoid form can mentally compel other creatures to do its bidding.  An opponent who hears the Avolakia speak and understands it must make a Will save (DC 10 + � HD + Cha mod) or be affected as though by the suggestion spell (effective CL equals avolakia�s HD).  At 9 HD, an opponent in eye contact with avolakia�s humanoid form suffers a -2 penalty on the save.  This is a mind-affecting ability.

Regeneration (Ex): At 6th level, an Avolakia gains regeneration equal to half its HD.  The Avolakia takes normal damage from acid, fire, and electricity.  The Avolakia can regrow lost limbs and body parts, and even reattach severed body parts to itself.  Severed parts die if they�re not reattached within 3d6 hours.

Spell Focus (Necromancy): At 6th level, an Avolakia gains the aforementioned feat as a bonus feat.  If the Avolakia already has this feat, then it can select another feat provided that it meets the prerequisites.

Undead Transition I (Su): At 7th level, an Avolakia�s necromantic expertise and close association with the undead has granted it the limited ability to transcend mortal limitations.  The Avolakia is immune disease, paralysis, and gains Cold Resistance equal to its HD.

Aberrant Necromancer (Sp): At 7th level, an Avolakia can cast Animate Dead as a spell-like ability a number of times per day equal to half its HD (Caster Level equals HD).  The Avolakia must still provide the material components necessary for the undeads creation (corpse, black onyx gem worth 25 gp/HD of the undead).

At 11 HD, the Avolakia can cast Create Undead as a spell-like ability a number of times per day equal to one-quarter its HD (Caster Level equals HD).  The Avolakia must still provide the material components necessary for the undeads creation (corpse, brackish water, grave dirt, black onyx gem worth 50 gp/HD of the undead).

At 15 HD, the Avolakia can cast Create Greater Undead as a spell-like ability once per day (Caster Level equals HD).  The Avolakia must still provide the material components necessary for the undeads creation (same as Create Undead).

Spell Resistance (Su): At 8th level, an Avolakia gains Spell Resistance equal to 11 + its HD.

Undead Transition II (Su): At 9th level, the Avolakia managed to replace some of its essence with negative energy.  The Avolakia is now immune to energy drain and cold damage.  It also reduces the amount of damage dealt to it by negative energy equal to its HD.

Imbue Memories (Su): At 10th level, an Avolakia learns the most potent secrets of undead creation; it can imbue a portion of the training, skills, and natural abilities the undead had in life.  Any undead creature the Avolakia creates or animates can retain one extraordinary, supernatural, or spell-like ability of its living form.  Alternatively, an Avolakia can choose to grant the corpses Intelligence score to a normally mindless undead.  Such an undead is sapient and therefore capable of reasoning and advanced learning; it can also recall events from its former life and can retain its ranks in one skill of the Avolakias choice, but it does not gain any feats from having an Intelligence score.  An Avolakia can only have one such undead creature under its control at a time; the avolakia eat or destroy these undead when theyre of no use in order to prevent them from running wild or falling into the hands of enemy necromancers.

Comments

(click to show/hide)
The Avolakia�s a disgusting, necromantic worm creature with a fondness for the undead.  The class is kind of all over the place; it�s got a lot of weak natural attacks and poison, limited arcane casting, and several defensive-minded abilities.  It does seem geared to a melee role.  The capstone ability is actually of my own making, and thought that it fit the class theme well.  I also purposefully did not give it �true undeath;� if the Avolakia wants to escape the bounds of mortality, it should probably take levels in the Lich class or another undead template.

(done by Libertad)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #35 on: June 13, 2017, 10:32:05 PM »
Azer


Hit Die: d8
Lvl   BAB   Fort   Ref   Will   Feature
1   +0   +2   +2   +2   Azer Body, Heat, Practical Craft, +1 Str, +1 Con
2   +1   +3   +3   +3   Living Forge, Spell Resistance, Flame Native, +1 Str, +1 Con

Class Skills (6 + Int modifier per level, 4x at 1st level): Appraise, Climb, Craft, Hide, Jump, Listen, Profession, Search, Spot, Use Magic Device

Proficiencies: Azers are proficient with all simple and martial weapons and with all armor and shields (except tower shields). Azers gain proficiency with armor, weapons, and shields they craft, even if they were not proficient with the item before they crafted it.

Azer Body: The azer loses all racial traits and bonuses and gain the Outsider type and traits as well as the fire subtype. This makes the azer immune to fire and vulnerable to cold (+50% damage received from cold attacks).

Azers are medium creatures resembling a flaming dwarf, they have a land speed of 30 feet.

Azers gain a 1 point increase to their strength and constitution scores at both class levels.

Azers also gain natural armor equal to their constitution bonus.

Heat (Ex): An azers body is intensely hot, allowing him to do extra fire damage to enemies she physically touches. All of the azers melee attacks (with weapons, unarmed strikes, or natural weapons) do additional fire damage equal to the azers HD. Azers protect any weapons and equipment they use from this heat. The azer deals heat damage to foes it grapples as well. Every grapple check causes the creature or creatures in grapple with the azer to take the azers heat damage. The azer can suppress his heat as a free action at any time, even if it is not his turn, and can return it to full effectiveness with another free action on his turn.

At 5 HD the azers heat affects any creature touching him, anyone who strikes the azer with any melee attack takes fire damage equal to the azers HD. This includes melee touch attacks, weapon attacks, natural attacks, and unarmed strikes.

At 10 HD the azer can choose to radiate heat out 5 feet from his body, affecting all squares within 5 feet of him. Creatures take full heat damage upon entering the affected area and creatures remaining in the affected area take heat damage once every round.

At 15 HD the azers heat affects all squares he threatens with melee attacks.

At 20 HD the azers can choose to apply heat to every sort of attack the he makes, even if the attacks didnt originally include damage.

Practical Craft: Due to their unique fire-based physiology azers as a race had to adapt technologies to suit them, lest they accidentally damage all they create. This led them to master many different crafts and to create things that accommodate their heat. For the purposes of crafting, crafting prerequisites, and item prerequisites, all azers have a crafting caster level which is always at least equal their HD. Thus a 6th level azer fighter and a 6th level azer wizard would have the exact same caster level for all craft checks and for meeting the prerequisites of item creation feats and items.

At 3 HD an azer craft well enough that their simple constructions seem magical. An azer with 3 HD can ignore spell prerequisites for crafting items by adding the combined caster levels of all required spells together in a special craft check.

To meet the spell prerequisites of creating an item without knowing the spell, the Azer makes a Craft check DC 10 + the combined caster levels of all required spells. So an item that requires the crafter to know haste would add 5 to the azers craft DC, because haste is a 3rd level spell and thus requires a caster level of at least 5, so the craft DC would be 15. If the item required both haste and polymorph an azer could add 14 to the craft DC in order to ignore the spell prerequisites because polymorph is a 5th level spell and thus requires a minimum caster level of 9, and haste requires a caster level of 5, so the two added together are 14, making the craft DC 24. The azer makes this check once per item at any point during the time normally required to create the item. Failure wastes no materials, you cannot attempt the check again for 24 hours, halting production of the item by a day. You can take 10 on this check by devoting a days worth of effort (Normally you devote 8 hours a day, taking 10 means you did nothing else all day), but you cannot take 20.

At 6 HD an azer can weave their own fire immunity into any item they craft. By adding 10 to the craft check DC an azer can make their crafted items completely immune to fire damage.

At 10 HD azers can take 10 on the craft check to ignore spell prerequisites with no increase to the time required.

At 12 HD azers can emulate other races with a successful craft check, allowing them to make items normally only other races can make. Doing this adds 15 to the craft check DC.

At 20 HD azers can take 20 on all craft checks with no increase to the time required.

Living Forge (Ex): The heat coming from an azers body and immunity to heat assists him with crafting, allowing him to keep items hot for longer periods of time and mold hot items with his bare hands rather than crude tools. Even flammable materials like wood benefit from this because wood hardens with the right amount of heat, and often even when heat doesnt sound useful azers have found ways to apply it. Azers gain an alchemical bonus on all craft checks equal to their HD, and may ignore the need for some tools and facilities at the DMs discretion (heating the end of a spear, for example, would not require the azer to make a fire since they emanate fire).

Azers can also choose to over-clock themselves and spend more than 8 hours a day crafting a particular item. This allows them to cut reduce crafting times. Since outsiders do not sleep and often fight each other, there is an increased sense of urgency when neither side of a war has to rest. Many of the most devoted Azer smiths choose to push their minds and bodies by working 16 hours a day on an item and then taking 8 hours to rest. Success means they cut the time required to craft items in half.

Spending more than 8 hours working on the same item carries the penalties of a forced march (PHB, 164). Since craft checks are done in 8 hour increments, the azers second craft check requires them to make a DC 26 (10 + 2 for every one of the 8 hours) fortitude save or become fatigued. The third requires them to make a DC 42 fortitude save, and so on. Overworking ones self also carries additional penalties. Any time the azer would become fatigued they also become unfocused, which means they take equivalent penalties to all their mental ability scores (Intelligence, Wisdom, and Charisma; fatigue normally only affects physical ability scores of strength and dexterity). Even if an azer gains immunity to fatigue, crafting overtime means they still take penalties to their mental scores on all occasions when they would normally take penalties to their physical ability scores. When they would normally become exhausted they also become disoriented, which means they take a -6 penalty to Intelligence, Wisdom, and Charisma. Once again immunity to fatigue or exhaustion does not protect the azer from becoming unfocused and disoriented. 8 hours of rest removes all negative conditions. Azers cannot take 10 or 20 when overclocking themselves.

Spell Resistance (SR): Azers have spell resistance 11 + HD. They can lower or raise their spell resistance as a free action at any time, even if it isnt their turn.

Flame Native (Ex): Native to the Elemental Plane of Fire and constantly radiating heat, Azers are naturally talented with fire effects. All azers are considered two levels higher than their character level for the purpose of level-dependent fire effects. Any spells, powers, maneuvers, or other effects that inflict level-dependent fire (Such as a d6 per caster level) effects or have the fire descriptor are included in this ability.

At 10 HD the bonus levels from this ability double. At every 10 HD after the azers 10th HD the bonus levels double again.

Comments:
(click to show/hide)
I focused on the crafting because it seemed to me that a race that could make a brass kilt had to have some mad crafting skills, and they would have to have them to make anything work with their heat.

I did not focus on the heat because its fire damage and making it irresistible didnt make sense to me. So its kind of a cool bonus but not worth building a class around it.

I also had trouble with how combat-centric I should or shouldnt make the Azer, since its a 2-level class and the one in the MM isnt even definitively anything, I figured Id just focus on the crafting and give him a good chassis to build on later. This way you have a solid outsider race with some unique abilities, but all the other options are still on the table for you to build what you want.

Done by Bloody Initiate from BG

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Re: Oslecamo's Improved Monster Classes
« Reply #36 on: June 13, 2017, 10:33:24 PM »
Bandersnatch


HD:d10
Level   Bab   Fort   Ref   Will   Feature
1   +1   +2   +0    +2   Bandersnatch Body, Mad All Over, Unnatural Durability
2   +2   + 3   +0    +3   Hunter Relentless, Out Of My Way, +1 Str
3   +3   + 3   +1   +3   Distance Wont Save You, Bounding Charge, +1 Con
4   +4   + 4   +1   +4   Porcupine From Hell, Speed of Hate, +1 Str
5   +5   + 4   +1   +4   Dont Go Behind It, Unnatural Durability, +1 Con
6   +6   + 5   +2   +5   Growth, Two Claw Kill, +1 Str
7   +7   + 5   +2   +5   Hunter Immaculate, Its Eyes Are Mad, +1 Con
8   +8   + 6   +2   +6   Unnatural Durability, Brutal Tail, +1 Str
9   +9   + 6   +3   +6   Crazed Resilience, Growth, +1 Con
10   +10   +7   +3   +7   They Come In Different Sorts, +1 Str
11   +11   +7   +3   +7   Pouncing Charge, Unnatural Durability, +1 Con
12   +12   +8   +4   +8   Six Claws Are Better Than Two, Insane Resilience, +1 Str
13   +13   +8   +4   +8   Hunter Extraordinaire, Fluffy Death, +1 Con
14   +14   +9   +4   +9   They Each Know How To Kill, +1 Str
15   +15   +9   +5   +9   Barbed Quills, Growth, +1 Con
16   +16   +10   +5   +10   Speed of Death, Banderblitz, +1 Str
17   +17   +10   +5   +10   Hunter Supreme, Were All Mad Here, +1 Con

Skills:4+int modifier per level, quadruple at 1st level,  class skills are Intimidate(Cha), Jump(Str), Knowledge(The Planes)(Int), Listen (Wis), Sense Motive(Wis), Spot (Wis) Swim(Str), and Survival (Wis)

Proficiencies:  Natural Weapons.


Features:

Bandersnatch Body:  At first level, a Bandersnatch loses all racial traits, bonuses and abilities and gains Magical Beast traits(effectively Darkvision 60 ft.).  Bandersnatches are medium Magical Beasts with a base speed of 40 feet, a climb speed of 10 feet, a bite attack that deals 1d6+str modifier and two claw attacks that deal 1d4+1/2 str modifier.  In addition, it gains a natural armor bonus equal to its Con bonus, and it gets an additional +1 natural armor each time it goes up in size.

Mad All Over:  Equally at home wherever it goes, you never know where a Bandersnatch might pop up.  It is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.  In addition, it gains Track as a bonus feat.  Due to its connection to the fae, it also gains a +4 bonus on will saves against enchantment effects.

Unnatural Durability:  At 1st level, the Bandersnatch can shrug off conditions with a bizarre hardiness.  It becomes immune to Sleep effects, and if reduced to negative HP, it can still perform a single move equivalent or standard action each round.  It still loses HP if it doesnt stabilize, and it dies at -10 HP.  At each additional level that the Bandersnatch gains Unnatural Durability, it can choose one of the following conditions to be immune to:  Paralysis, Poison, or Fear; and the number of negative HP at which it dies increases by 5(-15, -20, etc.).

Hunter Relentless:  You can run, you can hide, but it will find you.  At 2nd level, a Bandersnatch can move at up to double its speed and still track without penalty. It gains a competence bonus on Survival checks made to track creatures it has wounded equal to 2xHD, and gains the scent special ability.

Out Of My Way:  A Bandersnatch goes where it wants, knocking over its enemies like ninepins if they get in its way.  It can attempt to overrun any number of enemies it moves over as a free action, and it does not provoke attacks of opportunity on overrun attempts.

Ability Increase:  A Bandersnatch gains +1 Str at levels 2, 4, 6, 8, 9, 10, 12, 14, and 16, and +1 Con at levels 3, 5, 7, 9, 11, 12, 13, 15, and 17, for a total of +9 Str and +9 Con at 17th level.

Distance Wont Save You:  At 3rd level, the Bandersnatch is able to loose a volley of quills by snapping its tail.  It gains two quills as a ranged natural attack, and gains additional quills at 11th and 16th level.  It can throw all of them as a full round action, or a single quill as a standard action.  The quills have a maximum range of 300 ft. with no range increment, and deal 1d6+str modifier damage.

Bounding Charge:  The Bandersnatch leaps around the battlefield, taking foes by surprise with its swiftness.  It can move through difficult terrain at full speed when charging, and it does not need to charge in a straight line.

Porcupine From Hell:  At 4th level, razor sharp quills grow from the Bandersnatchs back.  Any creature that strikes a Bandersnatch with a non-reach melee weapon, unarmed strike, or natural weapon takes 1d6 points of piercing damage as the spines pierce them.  This increases by one die type every time the Bandersnatch grows in size.  Furthermore, the sensitive nature of the quills grants it blindsense with a range of 30 ft.

Speed of Hate:  The Bandersnatch is harder, faster, better, stronger.  It can move at three times its speed when charging, instead of double.

Dont Go Behind It:  At 5th level, the Bandersnatch gains an unusually strong secondary tail slap attack that deals 1d6+str modifier damage.

Growth:  The Bandersnatch grows one size catagory.

Two Claw Kill:  As it begins to grow larger, a Bandersnatch will often just pull its foes apart.  At 6th level, if it hits with both claw attacks, it rends the victim, dealing extra damage equal to its base claw damage plus 1,5 its Str modifier.

Hunter Immaculate:  At 7th level, the Bandersnatch hones its hunting abilities to a razorlike keenness.  The range of its blindsense increases to 60 ft., its darkvision range increases to 120 ft., its base land speed increases to 60 ft and its climb speed increases to 20 ft.  Furthermore, its unique hunting prowess makes it easier to slip past other predators.  It is undetectable by the scent special ability, and the range of blindsight, tremorsense, blindsense, etc. are halved in relation to the Bandersnatch.

Its Eyes Are Mad: In the eyes of a Bandersnatch, one can glimpse strange images of the insane savannahs they call home, something not easily forgotten.  A number of times per day equal to its HD+Con mod and no more than 1/round, the Bandersnatch can glance at a creature within 30 feet as a swift action. They must both be able to see each other. The target must then must make a Will save with DC 10+1/2 HD+Con modifier or be confused for 1 round per HD. This is a mind-affecting effect.

If it uses this as a move action, he can extend the range to 60 feet.
If it uses this as a standard action, he can extend the range to 120 feet.
If it uses this as a Fullround action, he can extend the range to 240 feet.

If it has 12 or more HD, the gaze affects even those normal immune to mind-affecting effects, although they gain a +5 bonus on their saves.

Brutal Tail:  At 8th level, the Bandersnatchs tail becomes its main weapon of destruction.  It now adds 1,5 its strength modifier to damage with its tail, and its critical becomes 19-20/x3.  Any creature hit by its tail also take damage as if they had hit it in melee, as per the Porcupine From Hell ability.  In addition, its reach increases by 5 ft. when using its tail slap attack.

Crazed Resilience:   A debilitated Bandersnatch recovers with frightening speed. If a Bandersnatch of at least 9th level starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, dazzled, fatigued, and sickened.  Furthermore, a Bandersnatch affected by ability damage, ability drain, or a mind-affecting effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of its turn in order to shake off the effect.

They Come in Different Sorts:  As the Bandersnatch evolves, it begins to show unique powers that vary between snatches.  At 10th level, it chooses one of the abilities below.

Frumious:  A Bandersnatch which is Frumious is rage incarnate, using its hatred to better destroy its enemies.  If it misses with its bite attack or falls below half its HP, it succumbs to such uncontrollable fury that it bursts into flames.  These flames last for 5 rounds, during which its natural attacks deal an additional 1d6 fire damage.  After fruming, a Bandersnatch cannot do so again for 5 rounds.  It also gains fire resistance equal to 2x its HD at all times.

Confounding:  A Bandersnatch which is Confounding is madness incarnate, twisting the minds of its foes with brutal intent.  Anyone hit by its bite attack must make a will save(DC 10+1/2 HD+Con modifier) or be Confused for 1 round/HD.  This is a mind affecting effect.  In addition, the save DC for Its Eyes Are Mad increases by 2.

Magicbane:  A Bandersnatch which is Magicbane is a spellcasters worst nightmare.  Anyone it hits with its bite must make a will save(DC10+1/2 HD+Con modifier) or be unable to cast any spells, use any supernatural or spell like abilities, or activate any magic items, for 1 round.

Primordial:  A Bandersnatch which is Primordial is deeply connected to the fae world it originated from, causing some of that madness to leak through.  They are considered to be Outsiders or Magical Beasts at any given time, whichever would be more beneficial to the snatch.  In addition, they gain DR/Cold Iron equal to half their HD, and their natural attacks are considered both silver and cold iron for the purposes of piercing damage reduction.

Pouncing Charge:  A Bandersnatch is like a whirlwind of claws in combat, shredding all before it.  It can make a full attack at the end of a charge, and it can now move at 4 times its speed when charging, instead of double.

Six Claws Are Better Than Two:  At 12th level, if a Bandersnatch gets a grip on you, youre just plain dead.  It gain 4 rake attacks that each deal 1d8+1/2 Str modifier damage.

Insane Resilience:  There is nothing tougher than a Bandersnatch.  It adds the following conditions to its Crazed resilience ability: Dazed, Exhausted, Nauseated, and Stunned.  In addition, it gains fast healing equal to half its HD.

Hunter Extraordinaire:  Nothing escapes a snatch.  Nothing.  It can track incorporeal creatures without penalty by sensing the subtle changes they leave in the planer fabric, and it benefits from a permanent True Seeing effect.  Even if this is somehow dispelled, it can raise it as a free action on its next turn.  As an apex predator, lesser hunters are beneath its notice, and it can never be hunted by normal means.  Nothing can track a Bandersnatch except another Bandersnatch, and it the range of blindsense, blindsight and tremorsense are reduced to 5 ft. in relation to the Bandersnatch.

Fluffy Death:  At 13th level, by raising its spiny hackles, the Bandersnatch can cut and shred anyone who comes near it.  As a free action, it can activate this ability, which deals Porcupine From Hell damage to anyone within 5 ft. of it every round.  The quills are also distracting and get in the way, providing a -4 penalty to the attacks and AC of anyone in range.  It can lower this as a free action as well, to allow allies to come near, but it cannot raise and lower its spines in the same turn.
At 16th level, it affects everyone within 10 ft.

They Each Know How To Kill:  At 14th level, the Bandersnatch continues its strange evolution.  Its ability from They Come In Different Sorts improves as detailed below.

Frumious:  When in a fury, the Bandersnatch acts as if under the effects of a Haste spell.  In addition, the damage from its fire improves to 1d8.

Confounding:  The repeated attack of the Bandersnatch wear down the minds of its opponents.  Every time it hits an enemy with a melee attack, that foe gets a -2 penalty to their saving throws against any confusion effect until the end of the turn; this stacks.  In addition, it can now use Its Eyes Are Mad any number of times per day, not limited by its HD.

Magicbane:  All of the Bandersnatchs natural attacks deal an additional 1d6 against spellcasters or creatures with supernatural or spell like abilities.  In addition, the save for its Magicbane bite increases by 2.

Primordial:  The damage dice for the Bandersnatchs natural weapons increases by one size.  In addition, its DR becomes DR/Lawful and Cold Iron.

Barbed Quills:  Those struck by a Bandersnatchs quills are filled with a burning agony, as the quills break off in their wounds.  Anyone taking damage from the snatchs tail slap or thrown quills, or from Porcupine From Hell/Fluffy Death, must make a Reflex save(DC10+1/2 HD+Con modifier) or a quill lodges in their flesh, causing the creature to become sickened and take damage equal to the base quill damage each round until the quill is removed.  Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals double the quills base damage to the victim.

Speed of Death:  The Bandersnatch is faster than lightning, and twice as deadly.  As a swift action, it can make a single attack with a bite, claw, or tail slap; or take a single move action.  It cannot do this on a turn when it charges.

Banderblitz:  Zooming around at breakneck speeds, the Bandersnatch leaves only the corpses of its foes to mark its passing.  When charging, it can split up its movement and attacks in any order.  For instance, it could move 10 ft., attack with its bite, move 60 ft, make a claw attack, move 120 ft., make a claw and tail slap attack, and then move the remaining 50 ft.; or any similar combination.  It gains full bonuses from charging on all attacks(+2 attack, etc.), and does not provoke attacks of opportunity when passing through threatened squares during its charge.

Hunter Supreme:  Bandersnatches are the ultimate hunters, and their quarries have no hope of escaping.  They can track without penalty even when running, and they can still track those using magic to obscure their trail(via Pass Without Trace, etc.).  It is under a permanent Locate Creature/Object effect, allowing it to duplicate those spells at will.  Running water does not block this ability, nor does Nondetection, Misdirection, Polymorph, etc.  In addition, its blindsense improves to 120 ft.

Were All Mad Here:  The Bandersnatch has completed its evolution, becoming a shining beacon of insanity in an all to sane world.  It gains one of the following abilities, depending on which ability it chose from They All Know How To Kill.

Frumious Bandersnatch:  Like the heart of a star, the Frumious Bandersnatch burns white hot with fury.  The snatch now gains an additional swift action each round, which can be spent only on its Speed of Death ability or Its Eyes Are Mad.  Furthermore, its fire damage improves to 2d6, and half of it is considered to be born of pure rage, and is thus not subject to any sort of resistance or immunity.

Confounding Bandersnatch:  Insanity given form, the Confounding Bandersnatch warps the very world with its madness, and shatters the minds of those who oppose it.  At its option, any space the Bandersnatch moves over is thereafter considered to be difficult terrain.  In addition, any creature that fails its save against 2 or more of the snatchs confusing effects is rendered permanently Insane, as the spell.

Magicbane Bandersnatch:  Like a center of calm amidst the storm which is magic, the Magicbane Bandersnatch is an unstoppable foe for those who cast spells.  Once per day per 4 HD, it can create an Antimagic Field as the spell as a standard action, with a 20 ft. radius.  Furthermore, any creature hit by its ranged quills must also make a save or be unable to cast spells for one round, as per its magicbane bite.

Primordial Bandersnatch:  An ancient, unearthly beast, the Primordial Bandersnatch is a beacon of insanity, powerful and grand.  It grows another size category, becoming Colossal, and gains Spell Resistance equal to its HD+11.  This Spell Resistance can be raised or lowered at any time as a free action, even if it is not the snatchs turn.




Comments:
(click to show/hide)
One of the Tane, a group of ancient, primal fae, the Bandersnatch is a huge spiky cat that can warp peoples minds.  Its main shtick is being able to shrug off just about everything, having a ton of natural attacks, and spreading madness with its gaze.  Oh, and being ridiculously fast. There are also different types of snatchs, each with their own strengths.
So, if you want to play an insane porcupine who can run circles around everyone and drive people insane, the Bandersnatch is for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #37 on: June 13, 2017, 10:35:15 PM »
Barghest

HD: d8

Level   BAB   Fort   Ref   Will   Feature
1    +1   +2   +2   +2   Change shape, Goblin blood, Lupine body, Rage, Str +1, Dex +1
2   +2   +3   +3   +3   Charm, Claws, Feed, Str +1, Wis +1
3   +3   +3   +3   +3   Aura of despair, Damage reduction, Levitate, Str +1, Int +1
4   +4   +4   +4   +4   Consume memories, Dimension leap, Ghost step, Str +1, Cha+1
Class skills (6+Int): Bluff, Climb, Concentration, Diplomacy, Disguise, Hide, Intimidate, Jump, Knowledge (the planes), Listen, Move Silently, Sense Motive, Spot, Survival, Tumble.

Proficiencies: A barghest is proficient with simple weapons and light armour, but not with shields.

Features:
Lupine body: The barghest loses all other racial bonuses and gains Outsider traits (darkvision 60ft, need not eat or sleep). It is a Medium quadruped with the (evil, lawful, shapechanger) subtypes, Scent, and a natural armor bonus equal to its Con modifier. It has a bite attack as a primary natural weapon, dealing 1d6 damage + its Str modifier.

A barghest who multiclasses as a cleric may treat his barghest (and greater barghest) levels as cleric levels for determining his caster level and domain spell slots, provided one of his domains is Domination, Evil, Hunger, Hunt or Law.

Change Shape (Su): As a standard action a barghest can take the form of a wolf or return to its normal form. In wolf form it gains a bonus on Hide checks equal to half its HD and the benefits of a pass without trace spell.
Alternatively the barghest can take a humanoid form with goblin-like features - in this form it loses its natural attacks but can wield weapons and wear armour, and gains the benefits of a misdirection spell (changing the source of the false signal is a move action; you can choose relative targets like "the nearest creature" or "the air around me").

Goblin Blood: A barghest is considered to be a goblin for effects which target goblins, and can use magic items designed for goblins.

Rage (Sp): At 1st level a barghest can use quickened rage as a spell-like ability 1/day, +1/day for every 5HD. In addition, he may choose to expend multiple uses of this ability at once to improve its power - the bonuses provided by the effect are multiplied by the number of uses he expends.

Ability Score Increase: The barghests ability scores increase by the shown amount.

Charm (Sp): At 2nd level a barghest can use charm person as a spell-like ability 1/day per 2HD. At 7HD he may expend two uses of this ability to create a charm monster effect instead.

Claws: At 2nd level a barghest in its natural form gains two claws as secondary natural attacks, dealing 1d4 damage plus its Str modifier.

Feed (Su): At 2nd level a barghest in its natural form can consume a dead creature as a full-round action. As long as it has been dead for 1 minute or less, the barghest regains hp equal to the HD of the victim (excess hp are gained as temporary hit points for 24 hours) and may gain additional benefits based on the victims strength relative to his own.
Victim HD/CR   Effect
Barghest HD-5 or less   No benefit.
Barghest HD-4   Regain a use of one of your racial SLAs.
Barghest HD-2   Regain two uses of your racial SLAs, divided in any way you wish.
Barghest HD   Recover double the normal hp.
Regain three uses of your racial SLAs, divided in any way you wish.
Barghest HD+2   The barghest surges with power, gaining +2 Str/Con and the Powerful Build special quality for 1 hour.
Recover double the normal hp.
Regain four uses of your racial SLAs, divided in any way you wish.
Barghest HD+4 or more   The barghest surges with power, gaining +2 Str/Con and the Powerful Build special quality for 1 hour.
The barghest projects a frightful aura for 1 hour; any enemy who comes within 60ft must make a Will save (DC = 10 + half your HD + your Cha modifier) or become frightened for 1 minute. Any creature who succeeds on their save against this effect is immune to it, but not to the auras of other barghests or auras generated by the barghest in future. The barghest may suppress this aura for 1 round as a free action. This is a supernatural ability.
Recover double the normal hp.
Regain all uses of your racial SLAs, as if 24 hours had passed.
There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

Aura of Despair (Sp): At 2nd level, any creature ending its turn adjacent to a barghest must make a Will save (DC = 10 + half your HD + your Cha modifier) or take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 round, as if affected by a crushing despair spell. In addition, the barghest may use crushing despair as a spell-like ability 1/day per 6HD (using the same DC).

Damage Reduction (Su): At 3rd level, a barghest gains DR/magic equal to half its HD.

Levitate (Sp): At 3rd level, a barghest can use levitate as a spell-like ability 1/day per 3HD. He may expend two uses of this ability to replicate fly, or three uses to replicate overland flight.

Consume Memories (Su): At 4th level, after consuming a creature with its Feed ability a barghest can question it as if it had cast speak with dead (save DC = 10 + half your HD + your Cha modifier), except that the duration is 24 hours. In addition, during this time the barghest may use its Change Shape ability to take the form of the consumed creature, as long as it has a roughly humanoid anatomy.

Dimension Leap (Sp): At 4th level, a barghest can teleport short distances 1/day per 4HD. This functions as the dimension door spell, except that its range is Medium (100ft +10ft/level). He may expend two uses of this ability to increase its range to Long (400ft +40ft/level).

Ghost Step (Sp): At 4th level, 1/day per 4HD a barghest can become ethereal for 1 round as a swift action that does not provoke attacks of opportunity. He may expend two uses of this ability to use it as an immediate action.

Comments
(click to show/hide)
The original monster had a few at-will SLAs - here theyre more limited in use, so that you have more incentive to consume enemies and recharge them. Rage was made a swift action, for better action economy (because at lv1, whats the point of making your attacks slightly stronger for 1 round if you give up your attacks to do it?).
Feed was broadened to allow consuming any living creature, since while NPC barghests fight mostly humanoids, a PC barghest might never fight them at all.
Consume Memories is based on something I half-remember from a Drizzt novel.

(Done by Prime32)

oslecamo

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Re: Oslecamo's Improved Monster Classes
« Reply #38 on: June 13, 2017, 10:36:05 PM »
Banshrae


HD:d8
Level    BAB    Fort    Ref    Will    Feature
1   +0   +0   +2   +2   Banshrae Body, Blowgun Flute, Sylvan Disciple, +1 Dex
2   +1   +0   +3   +3   Dart Cone, +1 Dex, +1 Cha
3   +2   +1   +3   +3   Murderous Music, +1 Dex, +1 Cha
4   +3   +1   +4   +4   Sylvan Warrior, +1 Dex, +1 Cha
5   +3   +1   +4   +4   Anger Curse, +1 Dex, +1 Cha
6   +4   +2   +5   +5   Locust Dart, Murderous Music, +1 Dex, +1 Cha
7   +5   +2   +5   +5   Sylvan Monk, +1 Dex, +1 Cha
8   +6   +2   +6   +6   Murderous Messenger, +1 Dex, +1 Cha
Skills: 8+Int modifier per level, quadruple at 1st level, class skills are Apraise, Balance, Bluff , Craft, Concentration, Diplomacy, Disguise , Hide , Intimidate, Jump, Knowledge (any) , Listen, Move Silently, Perform, Profession(any), Search , Sense Motive , Spellcraft, Spot, Survival, Swim, Use Rope

Proficiencies:Simple Weapons, Greater Blowgun

Features:

Banshrae Body: The Banshrae loses all other racial bonus and gains fey traits (basicaly lowlight vision). Its a medium fey outsider with base 40 feet. They cannot speak, but have telepathy with a range of 60 feet plus 5 feet per HD.

The Banshrae also gains a Deflection bonus to  AC equal to its Cha modifier.

Blowgun Flute: At will, as an immediate action, the Banshrae can call into being a masterwork flute that also fuctions as a masterwork greater blowgun (1d3 piercing damage, free action reload, 10-foot range increment). The Banshrae can have only one such flute at a time, and the instrument disappears if the fey loses possession of it. It can be enanched as a regular masterwork weapons, and the enanchments persist if it disapers and is called into being again.

Each round, the Banshrae can play its flute as a swift action to create one of the effects detailed below (chosen at first level). Opponents whitin a 60-foot-radius who can hear the flute can be affected (Will DC 10+1/2 HD+Cha mod negates)-the effect ends if an enemy can no longer hear the music creating it. The tunes are sonic mind-affecting abilities.

Dread Dirge- This mounrful tune creates deep unease. Affected creatures are Shaken. This is a Fear effect.

Gibbering Sing Along-This catchy melody forces listeners to blather meaningless sounds. Affected creatures for 1 round fail Move Silently checks, give away ther positions if insible or hidden, cannot talk, and cannot cast spells that have verbal components.

Travelers Tune-This sprightly ditty forces affected creatures to move at least 20 feet on their next turn.

Sylvan Disciple: The Banshrae gains Weapon Finesse and Improved Unarmed Strike as a bonus feat even if it doesnt meet the prerequisites. Its unarmed damage and movement speed while unarmored are increased as if it was a monk of its Banshrae level. If it multiclasses as a monk, the unarmed strike progression and movement speed bonus stack, and it can use Charisma instead of Wis for all of its Monk abilities.

Ability Score Increase: The Banshrae gains +1 Dex at every level and +1 Cha at alllevels but one, for a total of +8 Dex and +7 Cha at 8th level.

Dart Cone: Starting at 2nd level once per day per point of Charisma bonus a Banshrae, as a full-round action, can create a 10-feet cone of blowgun darts. Those caught in the cone take 1d6 points of damage per HD (Reflex DC 10+1/2 HD+Dex mod halves this damage). If the Banshrae has a dose of poison available, it can combine it with the Dart Cone as part of the same action to subject all of the damaged creatures to said poison effects. If a creature fails their reflex save, they take a penalty on saves against that poison equal to the Banshraes Dex mod.

At 5 HD and every 5 HD thereafter the Dart Cone can be increased an extra 5 feet.

At 9 HD it can be used as a standard action, at 18 HD as a move action but never more than 1/round.

Murderous Music: At 3rd and 6th level the Banshrae learns another Blowgun Flute music, altough it can only play one at a time, chosen when the music is started.

Sylvan Warrior: At 4th level the Banshrae doesnt lose its Dexterity bonus to AC when flat-footed, gains DR/cold iron equal to � its HD and gains Deflect Arrows as a bonus feat even if it doesnt meet the pre-requisites.

Anger Curse: At 5th level once per hour, a Banshrae can produce a Bestow Curse effect, save DC 10+1/2 HD+Cha mod as a standard action. On top of the regular effects, victims of this curse inspire anger in those around them, taking a -6 penalty on Bluff and Diplomacy checks as well as a -2 penalty to Armor Class.

Locust Dart: At 6th level once per day, a Banshrae can fire a special dart. An opponent struck by this dart is sickened for 1 round and takes 1d6 points of damage per 3 HD as locusts emerge from its body (Fort DC 10+1/2 HD+Con mod negates the sickened and damage, but not the locusts). The locusts form a swarm as per the Monster Manual entry, that obeys the Banshraes commands for 2d6 rounds before dispersing.

Sylvan Monk: At 7th level the Banshrae gains Stunning Fist as a bonus feat even if it doesnt meet the prerequisites, and Banshrae levels count as monk levels for purposes of determining number of Stunning Fist uses per day, plus it can use its Cha mod instead of Wis mod to determine its DC. In addition it can add its Dex mod (on top of Str mod, if any) to unarmed strikes damage rolls, melee monk weapon damage rolls, and Greater Blowgun dart damage rolls.

Murderous Messenger: Banshraes are spiteful, musically inclined fey that use their supernatural tunes to torment other creatures. Their taste for melodic mischief belies their incredible martial skill. The Banshrae also adds its Cha mod to attack rolls, damage rolls, grapple, disarm, bullrush and trip checks against opponents currently affected by its Blowgun Flute music.

At 8th level the Banshraes DR/Cold Iron becomes equal to its HD and the swarm created by its Locust Dart deals extra damage equal to its Cha damage, plus increase the DC of its Distraction ability by an amount equal your Bab.

At 10 HD poisons combined with the Banshraes Dart Cone can effect enemies normally immune, but such enemies gain a +5 bonus on their saves. In addition the Locust Swarm gains extra HP equal to half your max HP.

At 12 HD the Banshraes Blowgun Flute musics can affect even opponents normally immune to them, but such enemies gain a +5 bonus on their saves. In addition the Locust Swarms attack deals extra damage equal to your Dex mod.

At 14 HD enemies failing two saves in a row against the same Blowgun Flute music are affected by it for 1 hour. It takes a Break Curse or slaying the Banshrae to stop it. In addition the Locust Swarm can choose to automatically move along any creature that was inside it and tries to leave, even if by teleportation effects or similar.

At 16 HD enemies failing their save against a Blowgun Flute music while affected by the above suffer it for 1 day. It takes a Limited Wish or or slaying the Banshrae to stop it. In addition the Locust Swarms attack deals extra damage equal to your Dex mod.

At 18 HD enemies failing their save against a Blowgun Flute music while affected by the above suffer it for 1 month. It takes a wish or miracle or slaying the Banshrae to stop it. In addition the Locust Swarms attack deals extra damage equal to your  Bab.

At 20 HD enemies failing their save against a Blowgun Flute music while affected by the above suffer it for 1 year. It takes divine internvention or slaying the Banshrae to stop it.

(click to show/hide)
Another one that was siting on the waiting list for quite a while.

At first glance the  Banshrae seemed like your typical musical fey, but in closer glance it revealed itself to also be an unarmed combat specialist, with several monk abilities and feats. Altough tecnically its original favored class is fighter :psyduck

This was clearly one of those last 3.5 monsters, with minor swift-action minor powers, a couple diferent 1/day effects that altough nasty arent actual save-or-die, and HD overbloat.

Well, the original abilities gave me a nice base chassis to work on, so I really only needed to clarify some stuff and then some scaling  as capstone. Average Bab, two good saves, strong ability score buffs and  skill points to round it up, along with MAD reduction.

So if you want to play a kung-fu flutist, the Banshraes for you!


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Re: Oslecamo's Improved Monster Classes
« Reply #39 on: June 13, 2017, 10:39:48 PM »
Behir


HD: d10
Class Skills (2+Int): Climb, Hide, Listen, Spot, Survival
Proficiencies:
Code: [Select]
Level    Bab    Fort    Ref    Will    Feature
1    +1    +2    +2    +0    Behir Body, Spines, Dragonspite, Serpentine Frame, Stability, +1 Str,
2    +2    +3    +3    +0    Breath Weapon, Scrabble, +1 Str, +1 Con
3    +3   +3    +3    +1    Growth, Quickstep, +1 Str
4    +4    +4    +4    +1    Galvanized, Improved Grab, Constrict, Rake, +1 Str, +1 Con
5    +5    +4    +4    +1    Swallow Whole, Slither  +1 Str
6    +6    +5    +5    +2    Poison Spines, Focused Breath, +1 Str, +1 Con
7    +7   +5    +5    +2    Devour, Tremorsense, +1 Str
8    +8    +6    +6    +2    Ride the Lightning, Breath Recovery, +1 Str, +1 Con

Features:

Skills: +2 per HD on Climb and can always choose to take 10, even if rushed or threatened.

Behir Body: At first level the Behir loses all other racial traits and is a medium sized magical beast. It has low light vision, darkvision 60, scent, a natural attack (bite: 1d6), natural armor equal to its Con modifier, a land speed of 40, and a racial bonus to grapple checks equal to its HD. Only the first two hands of a Behir are capable of fine manipulation and these are considered the primary hands. Should a Behir lose one or both of its primary hands, the next hand(s) down becomes the primary.

Spines: While many adventurers are aware of the long spines that crest a Behirs head, not many have ever been close enough (or survived) to notice that a Behirs entire body is covered in a fine layer of thorny spines atop the scales. These spines shed and regrow at a rapid pace, and provide an armour bonus equal to its class level. This bonus is also effective against touch attacks.

Dragonspite: Behir loathe dragons and will go to great lengths to kill them or drive them from their territory. A Behir receives a bonus of 1+1/3HD (up to a maximum of their class level) on attack rolls, opposed rolls, and on save DCs of abilities used or inflicted upon a dragon.

Serpentine Frame: The narrow bodies of the Behir let them function in many ways as if they were one size category smaller. Whenever a Behir is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Behir is treated as one size smaller if doing so is advantageous to the character. A Behir is also considered to be one size smaller when "squeezing" through a restrictive space. However, the space and reach of a Behir remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category. At 7th level (or when the Behir becomes huge), the Behir may count as two size categories smaller.

Stability: Due to their dozen legs, Behir are immune to tripping and add their Str bonus (in addition to any that may already be applied) to any opposed rolls to avoid being moved.

Ability Bonus: The Behir gains +1 Str at every level, and +1 Con at every second level.

Breath Weapon: A line of electricity, range = 5/HD, damage (1/2HD)d6. Reflex save (DC = 10 + 1/2HD + Con) for half damage, recharge 2 rounds. Alternatively, a Behir may trade in 2 die of damage to do 1 Dex damage; electrical resistance or immunity does not prevent this ability damage. For every 5HD, the line may reflect once off a wall or suitable solid surface. Creatures struck multiples times by a single reflecting breath weapon take additional damage, but each successive strikes damage is halved.

Behir are immune to the breath weapons from other Behir, including the alternate Dex damage.

Scrabble: A Behir has the unique ability to slither and walk simultaneously. It ignores difficult terrain and gains a climb speed equal to half its land speed. It may also charge at 3x speed.

Growth: At 3rd level the Behir grows one size category. At 7th level it grows another.

Quickstep: Along with their many legs and the ability to coil and writhe their bodies, Behir can move with alarming speed around the battlefield. When large, they make make a 10-foot step instead of a regular 5-foot step. The 10-foot step must be in a straight line. At 7th level (or when the Behir is Huge), it may make a 15-foot step instead. The Quickstep does not provoke an attack of opportunity.

Galvanized A Behirs body is suffused with electrical energy. It becomes immune to electricity damage and poison. Any creature striking it with metallic or natural weapons is subject to half its breath weapon damage. Creatures grappling the Behir take the same damage at the end of the Behirs turn.

Improved Grab (Ex): To use this ability, a Behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Creatures under the effects of Freedom of Movement or similar do not automatically escape, but receive a +4 bonus to their grapple check. At 7th level, the Behir ignores any Freedom of Movement effects the target has.

Constrict (Ex): A Behir deals 2d6 + Str damage (at large size) on a successful grapple check. It can also make six rake attacks against a grappled foe as well.

Rake (Ex): 6 claws, 1d4+1/2Str each

Swallow Whole: If a Behir has established a grapple, it may attempt to swallow a creature (up to one size category smaller than itself) by making a successful grapple check. A swallowed opponent takes constrict damage plus another 2xCon mod acid damage from the Behirs gizzard. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal one quarter the Behirs HP to its gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

For every 5 HD, a Behir that has successfully swallowed a creature can immediately attempt to bite and hold another creature within reach.

A Behir may contain multiple creatures in its stomach; 1 large creature = 4 medium creatures = 16 small, etc

Slither: Adept at snaking its way through obstacles and enemies, a Behir may designate a single square of its body as the only square its body actually occupies during movement for determining whether it will provoke any attacks of opportunity. It is a free action to change the designated square. The �non-occupied� squares may freely travel through opponents squares or other obstacles without impediment.

Poison Spines: The spines covering a Behirs body become poisonous to the touch. Contact poison, Fort DC = 10 + 1/2HD + Con, initial and secondary damage: 1d4 Dex. Any creatures that touch the Behirs squares when it moves past using its Slither ability are subject to the poison. Creatures that have been swallowed must make a save every round to resist the poison.

Focused Breath: Rather than using its breath weapon in a line, a Behir can choose to focus its breath weapon on an adjacent foe or one that is it currently grappling or has swallowed. If it does so, the breath weapon deals double damage and ignores electricity resistance and the DC increases by 4.

Devour: At 7th level, a Behir that successfully uses its Improved Grab ability may immediately make a free grapple check to attempt to Swallow Whole.

Tremorsense: The Behirs feet and body become keenly sensitive to vibration. It gains tremorsense 5 per HD.

Ride the Lightning: A Behir may ready a standard action to ride along a lightning bolt (or similar electrical effect). Its body temporarily merges into the lightning, and reemerges at the destination (or anywhere along the path with a successful reflex check DC=20). A Behir may also choose to ride its own breath weapon; using its breath weapon this way takes a full round action. Upon reemerging, if the target was struck by the lightning the Behir may make one free bite attack upon the same target.

Breath Recovery: The breath weapon recharge improves to 1 round.

(click to show/hide)
Slither is oddly worded, but basically it is to allow the Behir to move through opponents squares and potentially avoid attacks of opportunity. This is mostly a combative feature as Serpentine Frame takes care of the dungeon crawl aspect.

The reflective breath weapon harkens back to 2e lightning, and as it improves you essentially get to teleport, bite, swallow, all in one shot.

(done by Surreal)