Author Topic: Oslecamo's Improved Monster Classes- Help needed with Transfer  (Read 145527 times)

oslecamo

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #345 on: January 05, 2013, 05:43:48 PM »
 Barbed Devil(Hamatula)





HD:d8
LevelBabFortRefWillFeature
1+1+2+2 +0Barbed Devil body, Barbed Grab, +1 Str
2+2+3+3 +0Devil, Shaking Claw, Least Barbed Magic
3+3+3+3+1Hell Skin, Impale, Lesser Barbed Magic
4+4+4+4+1Barbed Defense, Stylish Spikes, +1 Con
5+5+4+4+1Barbed Spikes, Adept Barbed Magic, +1 Str
6+6+5+5+2Summon Spiked Devil, Sharper Spikes, +1 Con
7+7+5+5+2Hell's Guard, Specialist Barbed Magic, +1 Str
8+8+6+5+2Fear, Just Want a Hug, +1 Con
9+9+6+6+3Flaying Spikes, Master Barbed Magic, +1 Str, +1 Con
10+10+7+7+3Barbed Cage, +1 Str, +1 Con
11+11+7+7+3Hell's Sentinel,+1 Str, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , Climb, Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Search , Sense Motive , Spellcraft , Spot , Survival


Proficiencies:Simple and martial weapons, its own natural weapons.

Features:

Barbed Devil body:
The Barbed Devil  loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets and two natural claw attacks dealing 1d8+Str mod damage each. It can attack with both claws as a standard action.

The Barbed Devil also gains a bonus to Nat armor equal to his Con modifier.

Barbed Grab:To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the barbed Devil has 8 or more HD, this ignores Freedom of Movement effects.


Ability Score Increase: The Barbed Devil gains +1 Str at levels 1, 5, 7, 9, 10, 11 and +1 Con at levels 4, 6, 8, 9, 10, 11 for a total of +6 Str and +6 Con at 11th level.

Devil:At second level the  Barbed Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In addition, its darkvision applies to all kinds of darkness, even deeper darkness.

Shaking Claw:At second level opponents hit by a Barbed Devil's claw attack must suceed on a Will save with DC 10+1/2 HD+Con mod or be shaken for 1 round per HD. If the Barbed Devil has 10 or more HD this can affect opponents usually immune to fear, but they gain a +5 bonus on their saves. This doesn't stack with itself.

Barbed Magic: The Barbed Devil becomes able to use some SLAs a certain number of times per day. Any save DCs are 10+1/2 HD+Con mod.

Least-At 2nd level Hold Person 2/day per HD. If the Barbed Devil has 9 HD or more it can expend four uses to replicate Hold Monster instead.

Lesser-At 3rd level Scorching Ray 1/day per HD.

Adept-At 5th level Major Image 1/day per HD.

Specialist-At 7th level Order's Wrath and Unholy Blight each 1/day per 2 HD.

Master-At 9th level Teleport 1/day per 3 HD. If the Barbed Devil has 12 HD or more this upgrades to Greater Teleport.


Hell Skin:At third level the Barbed Devil gains DR/ good equal to half its HD and SR equal to 11+HD. It may rise or drop its SR at any time as a free action, even if it isn't its turn.

Impale: At third level a barbed devil deals 1d8+1,5 Str mod points of piercing damage to a grabbed opponent with a successful grapple check. In addition if an impaled opponent tries to escape trough dimensional travel or similar, the Barbed Devil can choose to be carried along.

Barbed Defense: At fourth level any creature striking a barbed devil with handheld weapons or natural weapon takes 1d8+Str mod points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Stylish Spikes:
At fourth level the Barbed Devil may use Con instead of Cha for all cha-based skills.

Barbed Spikes: The bigger they are, the more stuff you can stick on them. At fifth level the Barbed Devil gains a profane bonus on grapple checks equal to its Con mod. In addition squares adjacent to it count as hard terrain for enemies and it can make an extra number of Aoos per round equal to its Con mod.

Summon Spiked Devil: At sixth level once per day the Barbed Devil may summon forth a Bearded Devil as a standard action, that instantly appear adjacent to him. At 8 HD and for every 2 HD thereafter it may summon double the amount of Bearded Devils. If it has 11 HD or more it can instead summon one Barbed Devil for each four Bearded Devils it normally could.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

Sharper Spikes: At sixth level the claws of the Barbed Devil deal damage as if they were one size category larger and its Impale damage increases to 2d8+1,5 Str mod damage.

Hell's Guard: Barbed devils, also called hamatulas, serve as guardians of vaults and bodyguards to the most powerful lords of the Nine Hells. At seventh level the Barbed Devil gains a profane bonus on Spot and Listen checks equal to its Con mod, and its Barbed Defense now applies to adjacent allies.

Fear: At 8th level a creature hit by the Barbed Devil must succeed on a DC 10+1/2 HD+Con mod Will save or be affected as though by a Fear spell with CL=HD. Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 1 minute. If the Barbed Devil has 12 HD or more this can affect even opponents normally immune, but such opponents gain a +5 bonus on their saves.

Just Want a Hug: At 8th level when the Barbed Devil misses a claw attack, it may cast one of its SLAs as an immediate action aimed at the target that hurt its feelings.

Flaying Spikes: At 9th level enemies that suffered Impale damage have all their movement speeds reduced in half and takes a profane penalty on all skill checks and attack rolls equal to your Con mod. It takes a Heal check as a fullround action with DC equal to the damage dealt by the Impale to remove those penalties.


Barbed Cage: At 10th level after sucessfully grappling a creature, as a move action the Barbed Devil may “snap off” some of its spikes in order to impale the target against an adjacent surface. The target still counts as grappled by the Barbed Devil, but the Barbed Devil itself no longer counts as grappled and can go do other stuff on its own. The victim takes Imaple damage every time it tries to break free and fails, and cannot escape by dimensional travel at all. The Barbed Devil also gains Improved Grapple as a bonus feat.  If it already had it, it may gain  another one feat it qualifies for.

Hell's Sentinel: At 11th level the Barbed Devil can, as a fullround action, position one of its barbs in an adjacent, immobile surface to which it maintains a special link. It can only maintain a number of such Barbs at a time equal to its HD, and they're undetectable by any kind of divination. From now on it can feel if any creature aproaches whitin 20 feet of the positioned barb, altough exact location isn't revealed. The Barbed Devil never suffers teleport miss chances or expends uses for teleporting to an area whitin 20 feets of any of its barbs. If anyone tries to teleport whitin 20 feet of one of the positioned barbs, the Barbed Devil is warned beforehand and can teleport to the same barb as an immediate action.

 The Barbed Devil gains a profane bonus equal to 1/5th its HD to attack rolls, damage rolls, saves and skill checks while fighting whitin 20 feet of one of its positioned spikes.  In addition the Barbed Devil's claws now deal damage as if it was one size category larger and its Impale now deals 3d8+1,5 Str mod damage.

Moving the Barb from its position (which demands either destroying the surface where it is attached to or winning a grapple check as if against the Barbed Devil itself) ends its effects.

 (click to show/hide)Another core devil that was waiting in the list, man those infernals are popular.

For an incarnation of lawful-evil it's actually pretty straightforward, grab opponents and puncture them until they stop moving, or at least make them run away scared. Has a guard subtheme following the lore and some back up magic. And need sleep now.

So if you want to play a punk infernal that likes to guard his turf, the barbed devil's for you!
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oslecamo

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #346 on: January 05, 2013, 05:48:58 PM »
 Zargon



Hit Die: d8

LevelBABFortRefWillClass Features
1st0202Elder Evil Body, Minor Magic, +1 Str
2nd1303Swim Speed, Improved Grab, +1 Cha
3rd2313Constrict, +1 Str
4th3414Growth, +1 Cha
5th3414Tongues, Slime, +1 Str
6th4525Telepathy, Nondetection, +1 Cha
7th5525Spew Slime, Elder Magic, +1 Str
8th6626Summon Ooze, Growth, +1 Cha
9th6636Spell Resistance, Cold/Fire Resistance, Slash and Cast, +1 Str
10th7737Ancient Magic, Blindsight, +1 Cha
11th8737Increased Reach, +1 Str
12th9848Horn, +1 Cha
13th9848Preternatural Magic, +1 Str
14th10949True Seeing, Summon Loyalists, +1 Cha
15th11959Divine Enervation, Damage Reduction, +1 Str
16th1210510Freak Weather, Wrath of Baator, +1 Cha
Skills (6 + Int mod, quadrupled at 1st level): Climb, Concentration, Decipher Script, Diplomacy, Hide, Intimidate, Knowledge (Arcana, Religion), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Swim

Weapon and Armor Proficiencies

Zargon is proficient with his natural weapons, all simple weapons, no armor, and no shields.

Class Features

Elder Evil Body: Zargon loses all racial bonuses and gains the Outsider (Evil, Lawful) type (darkvision 60 feet).  He is a Medium creature with a speed of 30 feet, has a Natural Armor bonus equal to his Charisma bonus, and two tentacle natural attacks (1d6+Str bludgeoning damage).

He gains a bite attack at 3rd level (1d6+Str bludgeoning and piercing damage), and a horn (gore) attack at 5th level (1d6+Str piercing damage).  The damage die of the natural attacks increases to 1d8 at Large size and 2d6 at Huge size.  Zargon gains an additional tentacle attack at 2nd, 4th, and every even-numbered level thereafter to a maximum of 10 at 16th level.

He gains +1 to his Strength score at 1st level, 3rd level, and every odd-numbered level thereafter, and +1 to his Charisma score at 2nd, 4th, and every even-numbered level thereafter, both for a total of +8 Strength and Charisma at 16th level.

Minor Magic (Sp): A number of times per day equal to his HD, Zargon can cast Acid Splash with a Caster Level equal to his class levels.  At 3rd level, this changes to Acid Arrow.  Zargon adds his Charisma modifier to damage with these attacks.

Swim Speed (Ex): At 2nd level, Zargon gains a Swim speed of 30 feet and a +8 racial bonus on all Swim checks.

Improved Grab (Ex): At 2nd level, Zargon gains the Improved Grab special ability.   If Zargon hits with a tentacle or bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Zargon can use this ability on an opponent of any size category.  Zargon has the option to conduct the grapple normally, or simply use the part of its body he used in the improved grab to hold the opponent. If he chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled himself; Zargon does not lose its Dexterity bonus to AC, still threatens an area, and can use him remaining attacks against other opponents.

A successful hold does not deal any extra damage unless Zargon also has the constrict special attack. If Zargon does not constrict, each successful grapple check he makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, he deals constriction damage as well (the amount is given in the creature’s descriptive text).

When Zargon gets a hold after an improved grab attack, he pulls the opponent into his space. This act does not provoke attacks of opportunity. He can even move (possibly carrying away the opponent), provided he can drag the opponent’s weight.

At 6 HD, Zargon can grapple opponents under the effects of a Freedom of Movement spell, except that they gain a +5 bonus to escape the grapple.

Constrict (Ex): At 3rd level, Zargon gains the Constrict special ability.  After making a successful grapple check, he deals 2d6+Str modifier in bludgeoning damage to the opponent.  Since he has Improved Grab, Zargon deals constriction damage in addition to damage dealt by the weapon used to grab.

Growth (Ex): At 4th level, Zargon grows to Large size.  He does not gain the size bonuses to abilities, but he does gain the other qualities (increased space, reach, grapple bonus, size penalty to AC, etc).  At 8th level, Zargon grows to Huge size.

Tongues (Su): At 5th level, Zargon is subject to a continuous Tongues effect with a Caster Level equal to his HD.  It can be voluntarily lowered or subject to dispel magic, and can be reactivated as a free action.

Slime (Ex): At 5th level, a number of times per day equal to his HD, Zargon can use a special attack which he can use as part of his bite attack.  Opponents bitten by Zargon must succeed on a Fortitude save (DC 10 + ½ HD + Cha mod) or have its body injected with slime and immediately takes 1d3 points of Constitution damage.  The slime infection is treated as a disease with an incubation period of 1 day and deals 1 point of Constitution, Intelligence, and Charisma damage.  The damage die increases to 1d6 at level for the immediate onset and 1d3 for the incubation period at 9 HD, and 1d6 for both at 13  HD.

Opponents reduced to 0 Constitution die and dissolve into a puddle of slime.  At 10 HD, opponents reduced to 0 Intelligence or Charisma turn into zombies under Zargon’s command (can command up to double his HD worth in zombies), except that they deal 2d6 points of acid damage with natural attacks and have acid immunity.

At 11 HD, Zargon can use this ability on opponents with no Constitution scores, except that they take only Intelligence and Charisma damage if they have no Constitution score.  They also don't turn into zombies unless they're living creatures with non-artificial bodies.  Additionally, Zargon can affect enemies immune to ability damage and drain and diseases; under such circumstances, the enemy gets a +5 bonus on its Fortitude Save to resist the disease.

Telepathy (Su): At 6th level, Zargon gains the Telepathy special ability and can mentally communicate with creatures which have a language up to 100 feet.  The range of Telepathy increases by 100 feet per additional HD, to a maximum of 1,000 feet at 15 HD.

Nondetection (Su): At 6th level, Zargon is subject to a continuous nondetection spell with a Caster Level equal to his HD.  It can be voluntarily lowered or subject to dispel magic, and can be reactivated as a free action.

Spew Slime (Ex): At 7th level, Zargon can spew forth a 20 foot cone of slime as a standard action.  All creatures within the area of effect must succeed on a Reflex Save (DC 10 + ½ HD + Cha mod) or take 1d8 points of acid damage per 2 HD.  Zargon must wait 1d4+1 rounds before using this ability again.  Zargon can choose to use up one of his daily uses of his Slime ability to affect an opponent who takes damage from this ability, and must roll a Fortitude save (DC 10 +1/2 HD + Cha mod) or be infected with Slime as normal.  He can infect a number of opponents equal to his remaining daily uses or the total number of opponents in the area of effect, whichever is less.

Elder Magic (Sp): At 7th level, Zargon can cast Lightning Bolt, Magic Circle Against Good, and Rusting Grasp as spell-like abilities 1/day/HD each, with a Caster Level equal to his class levels.  The Save DC for these abilities is 10 + 1/2 HD + Charisma modifier.  Material components must still be provided if the spell-like ability requires it.

Summon Ooze (Sp): At 8th level, a number of times per day equal to half his HD (rounded down), Zargon can summon a creature with the Ooze type as a standard action.  Zargon can summon one Black Pudding, 2 Ochre Jellies, 4 Gelatinous Cubes, or 3 Gray Oozes.  Zargon has complete control over the ooze’s actions, and they arrive by materializing into existence as per the Summon Monster line of spells, and remain for one round per HD of Zargon before dissipating.  The Augment Summoning feat can be applied to these Oozes.  The number of these oozes doubles at 11 HD.  At 14 HD, Zargon can summon an Elder Black Pudding.

Spell Resistance (Su): At 9th level, Zargon gains Spell Resistance equal to 11 + HD.  He can voluntarily negate this resistance (and reactivate it) as an immediate action.

Cold/Fire Resistance (Ex): At 9th level, Zargon gains Cold Resistance and Fire Resistance equal to his HD + 4.

Slash and Cast (Su): At 9th level, Zargon can use one of his Spell-like Abilities from Minor Magic or Elder Magic as a swift action if he successfully hits with at least one of his attacks from a full attack.  At 10th level and 13th level, Zargon adds Spell-like Abilities from Ancient Magic and Preternatural Magic, respectively, to the available options.

Ancient Magic (Sp): At 10th level, Zargon can cast Freedom of Movement and Transmute Rock to Mud as spell-like abilities once per day per 2 HD (rounded down) with a Caster Level equal to his class levels.  The Save DC to avoid a cave-in caused by Transmute Rock to Mud is DC 10 + 1/2 HD + Charisma modifier.  Material components must still be provided if the spell-like ability requires it.

Blindsight (Ex): At 10th level, Zargon gains Blindsight out to 60 feet.  The Blindsight’s radius increases to 120 feet at 13 HD and 180 feet at 15 HD.

Increased Reach (Ex): At 11th level, Zargon can double the reach of his tentacle attacks (30 feet at Huge size) for a number of rounds equal to half his HD as a swift action.  He must wait 1d4+1 rounds before he can use this ability again.

Horn (Ex): At 12th level, Zargon’s horn gains supernatural powers.  As long his horn remains on his body, Zargon has Regeneration equal to his level, and a resistance bonus on all saving throws equal to 1/3rd his HD (rounded down).  Zargon takes normal damage from attacks which deal fire and cold damage, and his horn regrows in 1d4 days if removed from his body.  To remove Zargon's horn, an opponent must succeed on a melee touch attack and a Strength check (DC 10 + 1/2 HD +Zargon's Str modifier).

Preternatural Magic (Sp): At 13th level, Zargon can Acid Cloud and Mind Fog as spell-like abilities once per day per 4 HD (rounded down) with a Caster Level equal to his class levels.  Material components must still be provided if the spell-like ability requires it.

True Seeing (Su): At 14th level, Zargon is under the continuous effects of a True Seeing spell with a Caster Level equal to his HD.  It can be voluntarily lowered or subject to dispel magic, and can be reactivated as a free action.

Summon Loyalists (Sp): At 14th level, up to 4 times per day as a standard action, Zargon can call upon the forces of Baator who remained loyal to him throughout the eons.  He can summon 1 Ice Devil or 2 Barbed Devils per use of this power.  These monsters fight by Zargon's side for a number of rounds equal to his HD before returning back to the Nine Hells.  This ability is treated as a Conjuration (Summoning) Spell.  If Zargon uses this ability again before the duration of the last summoning expires, the previous Devils return to Baator to be replaced with the newly summoned Devils.  The number of Devils summoned doubles for every 2 HD Zargon has over 14, to a maximum of 8 Ice Devils or 16 Barbed Devils at 20 HD.

Divine Enervation (Su): At 15th level, All divine spellcasters within 1 mile per HD of Zargon lose the ability to prepare spells.  They can still cast spells they already prepared, and Zargon can choose any number of divine spellcasters he’s aware of in the area to retain their ability (including all of them, effectively negating this ability).

Damage Reduction (Su): At 15th level, Zargon gains DR/X Epic (with X being equal to his HD).

Freak Weather (Su): At 16th level, once per day, Zargon can blanket an area of 1,000 square miles per HD (centered on Zargon) with weather effects of his choosing (see environmental factors in DMG) as a standard action.  These effects last for 1d8 hours.

Wrath of Baator (Su): At 16th level, once per day per 2 HD (round down), Zargon can make inflict a condition on an opponent he hits with his gore natural attack.  An opponent hit must succeed on a Fortitude Save (DC 10 + 1/2 HD + Cha mod) or gain 3 negative levels.  These negative levels can stack with multiple attacks.  All negative levels inflicted by this attack vanish in 24 hours.

Zargon can use this attack on creatures immune to negative levels, except that they receive a +5 bonus on their Fortitude Save to resist.

Comments

 (click to show/hide)Zargon’s a primordial Devil banished to the depths of Hell by the Baatezu.  He’s skilled in melee combat, with numerous natural attacks and impressive reach.  He’s also got an array of debilitating spell-like abilities and utility powers such as Telepathy.  If you want to play a Lawful Evil exemplar of decay, then Zargon is for you!  « Last Edit: November 05, 2012, 12:10:31 PM by Liberta

oslecamo

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #347 on: January 05, 2013, 05:50:02 PM »
Kami, Shikigami



HD:d8
LevelBabFortRefWillFeature
1+ 1+0+ 0 +2 Shikigami Body , Fool's Bravery, Ward(The Craft), Crude But Efficient
2+ 2+0+ 0 +3 Shikigami Magic, Kami Skin, Mundane Guardian, +1 Cha
Skills:6+int modifier per level, Class skills are Balance, Climb, Concentration, Diplomacy, Escape Artist, Intimidate, Heal, Hide, Knowledge(any), Move Silently, Listen, Search, Sense motive, Spot, Survival.

Proficiencies:  The Kami, Shikigami isn't proficient with any weapons or armor.

Features:

Shikigami Body: The Kami, Shikigami loses all other racial bonuses and gains outsider traits (basicaly dark vision 60 feet).  Kami, Shikigamis are tiny outsiders with a base speed of 30 feet. The Kami, Shikigami gains a bonus to natural armor equal to its Con bonus. Despite its aspect, it's perfectly capable of fine manipulation.

Fool's Bravery: Kami, Shikigamis think of themselves as great guardians when they're actually at the bottom of Kami hierarchy. They take hits head on and recklessly throw themselves into danger, confident of their delusionacal superiority.

At 1st level, the Kami, Shikigami 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 Kami, Shikigami's mind, and they lose this ability, counting as tiny sized all the time.

Ward (The Craft): Kami are ancient, mystical, and otherworldly spirits created eons ago by the gods. Originally intended as guardians of those parts of nature that could not protect themselves, kami have proven remarkably adaptive. As the nature of reality changes, so do the kami.

The Kami, Shikigami are the protectors of the minor works of civilization—things like milestones, waymarkers, tiny garden statues, and other relatively mundane works of art crafted by humanoid hands. The Kami, Shikigami must choose such an object at 1st level, that becomes its Ward.

 (click to show/hide)The Kami can as a fullround action at-will merge with its Ward if adjacent to it or come out in an  adjacent square. When it comes out it may instantly perform a hide and move silently checks to conceal its presence from any nearby observers.  A kami spends the majority of its existence merged with its ward—in this shape, it has no ability to interact with the world at all, but it can observe its surroundings with ease. There is no reliable way to determine whether an object, plant, animal, or location is protected by a kami, so those who travel or live in regions where kami are common generally assume that everything has a kami guardian. The kami do little to dissuade this, since the belief that kami are present is often just as potent a protection as having a kami in the first place.

At 5 HD they may use this as a standard action. At 10 HD as a move action. At 15 HD as a swift action. At 20 HD as an immediate action.

The Kami can stray away as much as it wants from its Ward, but if it is destroyed the Kami loses 100 exp per HD. It can then pick a new Ward with an 1-hour bonding ritual.

Lesser Shikigami Magic: The Kami, Shikigami can use Hide from Animals and Purify Food and Drink as SLAs each 2/day per HD.

Crude But Efficient: In combat, a shikigami fights with whatever objects it finds at hand. Although relatively weak, these improvised weapons have an uncanny knack for hitting harder than they should. The Kami, Shikigami gains Catch Off-Guard and Throw Anything as bonus feats. It can use its Cha mod instead of Str/Dex mod for attack rolls with such weapons. In addition improvised melee weapons grant the Kami, Shikigami a 5 feet melee reach even tough it is tiny-sized.


Shikigami Magic: At 2nd level the Kami, Shikigami can now use Invisibility and Statue as SLAs 1/day per HD, plus Commune with Nature 1/week. In the case of the Statue SLA, the hardness gained is equal to its Cha mod.

Kami Skin: At 2nd level the Kami, Shikigami gains DR/cold iron and fast healing equal to ½ its HD, resistance against Fire, Acid, Electricity equal to its HD and gains a bonus on saves against mind-affecting, petrification and polymorph effects equal to its HD.

Mundane Guardian: At 2nd level the Kami, Shikigami can use its Cha mod instead of Str mod for damage rolls with improvised weapons, and the critical multiplier for such weapons becomes x3.

Ability Score Increase: the Kami, Shikigami, gains +1 Cha at second level.

Comments
 (click to show/hide)A cute, little and flavourful monster. The Kami, Shikigami likes to protect mundane objects and in combat it is so adorable clumsy wielding whatever's at hand that when it hits, it hits you good.

Quite a lot of abilities for 2 levels so had to tone down stuff all around. A lot of immunities downgraded to save bonus like most other outsiders. The Kami Wards stuff had a lot of fluff attached so gave it some mechanics to support it. Up to you if you leave your Ward in some place safe to go adventuring or get creactive with the ability of flawlessly hiding inside an easily transportable object.

Mind you,  most of the Shikigami abilities are defensives, so buffed up the love for improvised weapons a bit by letting it use Cha for both the attack and damage rolls.

So if you want to play a tiny guardian of little things, the Kami, Shikigami's for you!

oslecamo

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #348 on: January 05, 2013, 05:54:20 PM »
 +1   Umber Hulk

HD:d8
LevelBabFortRefWillFeature
1+0+2+0 +2Hulking Body, Heavy Burrower, +1 Str
2+1+3+0+3Tremorsense, Mandibles, +1 Str
3+2+3+1+3Confusion Glimpse, +1 Str, +1 Con
4+3+4+1+4Growth, Cunning Rampage, +1 Str
5+3+4+1+4Umber Smash, Chitinous Armor, +1 Str,+1 Con
6+4+5+2+5Hulk Trap, +1 Str, +1Con
7+5+5+2+5Confusion Gaze, Dangerous Loner, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at first level. Class skills are  Balance, Climb, Intimidate, Jump,  Listen, Knowledge(any), Spot, Survival, Swim

Proficiencies: Its own natural weapons

Features:

Hulking Body: the Umber Hulk loses all other racial bonuses and gains aberration traits (basically darkvision 60 feet). It's a medium aberration with base speed 20 feet with two claw attacks each dealing 1d6+Str mod damage. Altough they don't look like it, those claws can be used to perform fine manipulation.

It also gains a bonus to Nat armor equal to its Con modifier.

Heavy Burrower: The Umber Hulk gains a burrow speed equal to its base speed, and can also burrow trough solid rock at a speed of 5 feet. Either way, it can choose to leave an useable tunnel behind or not.
´
Rampage:  Umber Hulks can rip trough rocks and other obstacles as  it were light underbrush, they rampage continuously, leaving destruction in their wake. As a swift action, the Umber Hulk can enter a rampage for 1 round. During it, the Umber Hulk not only ignore any hard terrain on its path, it actually destroys it, turning said squares he passes trough in clear terrain. Once used, the Umber Hulk must wait 1d4 rounds before using Rampage again.

Ability Increase: The Umber Hulk gains +1 Str at every level, and +1 Con at levels 3, 5, 6, 7, for a total of +7 Str and +4 Con at level 7.

Tremorsense:At 2nd level, the Umber Hulk gains the tremorsense ability with a range of 10 feet per HD.

Mandibles: At 2nd level, the Umber Hulk can now use its mandibles as a Bite natural weapon dealing 1d8+1/2 Str mod damage.

Confusion Glimpse: They say the eyes are the gates to one's soul. If that's true, then the Umber Hulk's soul is definetely not a pretty thing to look at, able to break the sanity of all but the most brave heroes. At 3rd level, a number of times per day equal to its HD*Con mod and no more than 1/round, the Umber Hulk can glance at a creature whitin 30 feet. 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 mod or be confused for 1 round per HD. This is a mind-affecting effect.

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

If the Umber Hulk has 10 HD or more, its gaze can affect even enemies immune to mind-affecting, but they gain a +5 bonus on their saves.

Growth:
At 4th level the Umber Hulk grows a size category. If all Umber Hulk levels were taken, it will grow another size category at 14 HD. At each size increase, its natural armor increases by 1.

Cunning Rampage: Despite its Great bulk, an umber hulk is  intelligent and adept to turn aparently random destruction to its advantage. At 4th level, when using Rampage, the Umber Hulk can choose to leave a path of debris behind, that provide his choice of cover, concealment, and/or counting as hard or clear terrain.

Umber Smash: An Umber Hulk can deliver blows powerful enough to crush almost any enemy, smashing trough armor and exoskeletons with ease.  At 5th level,  the Umber Hulk natural weapons ignore half the DR,  Hardness, Armor or Natural Armor of its targets. The Umber Hulk must choose what to ignore at the start of each of its turns. By focusing its brute strenght as a swift action, it can choose all of the previous options for 1 round.

Chitinous Armor: As it reaches its adult size, the Umber Hulk's carapace finishes solidifying and keeps strenghtening as it grows older. At 5th level, its Natural Armor  increases by an amount equal to 1/5 HD and half the Umber Hulk's Natural Armor now counts towards its touch AC as it's specially smooth.

Hulk Trap: When brute force won't overcome an enemy, the Umber Hulk is more than capable of out-thinking those who assume it to be a stupid beast. At 6th level, by using their tunneling ability as a fullround action, they can create a Camouflaged Pit Trap or a Falling Block Trap in an adjacent position. The save DC of the Pit Trap is 10+1/2 HD+Con mod, the attack bonus of the falling block is equal to the Umber Hulk's melee bonus with its natural weapons, the search and disable DCs are both equal to 10+HD+Con mod, and the damage dealt is 1d6 per HD.

The Umber Hulk can also choose to wait inside its own pit Trap, gaining an automatic suprise round against anyone falling inside it. However due to its rushed construction, those traps colapse by themselves in 10 minutes.

If the Umber Hulk spends 10 minutes preparing the trap, it will last 24 hours.
If the Umber Hulk spends 1 hour preparing the trap, it will last a week.
If the Umber Hulk spends 1 day preparing the trap, it will last a year.


Confusion Gaze: At  7th level, by spending 5 uses of Confusion Glimpse as a standard action, the Umber Hulk can turn it into a full fledged gaze attack with a range of 30 feet for 1 round. At the begginning of his next round, he may spend another use as a free action to persist the effect for another round, until he runs out of uses or wishes to stop.

Dangerous Loner: Umber Hulks live solitary existances, and if cornered will wreck tremendous devastation rather than surrendering or submiting. At 7th level 1/day as a fullround action the Umber Hulk can violently smash the ground where he stands in to launch rock and debris all around in a radius up to 10 feet per HD. All creatureses inside that radius must suceed on a reflex save with DC 10+1/2 HD+Con mod or be buried under a pile of rubble that deals  1d6 damage per HD, flying creatures failing their saves fall to the ground during the process. Imprisoned creatures are covered by a 5-feet layer of debris and can't take any action but try to break free every round, which demands either an Escape Artist or Str check with DC equal to the save, 1 atempt per round. Creatures outside the debris and adjacent can provide Aid Another to help break free. If this ability is used in an enclosed space, the save DC increases to 10+HD+Con mod. Saving negates the imprisonment and halves the damage. The Umber Hulk himself is left covered in the debris, but takes no damage and can can dig his way to freedom,counting the debris as Solid Rock.

In addition, now Umber Hulk levels stack with Barbarian levels for determining Rage benefits and the number of days a Barbarian can rage per day.  If the Umber Hulk is raging, he can end it to regain an use of this ability.

Comments

 (click to show/hide)Ah, the Umber Hulk. A truly classic D&D monster. It hits hard, it's tough it digs, it's smarter than it looks, and then it makes you go insane if you get too close, what's not to love?

Anyway, the saga for finding "brute" abilities continues. Luckily the Umber Hulk fluff did provide some nice ideas. In particular its capstone is based on the 2e Umber Hulk that would seek to cause cave-ins if cornered.

So if you want to play a burrowing gorilla-beetle, the Umber Hulk's for you!
   « Last Edit: May 07, 2012, 06:59:43 AM by oslecamo »

Libertad

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #349 on: January 05, 2013, 06:14:29 PM »




« Topic Start: June 01, 2012, 02:43:29 PM »



Arcadian Avenger
HD: d10



LevelBABFortRefWillClass FeaturesMan. KnownMan. ReadiedStances Known
1st1022Immaculate Body, Two-Weapon Fighting (B), +1 Str330
2nd2033Wrath, Swordmaster, +1 Wis430
3rd3133Blade Rend, +1 Str431
4th4144Elude Chance, Fearless, +1 Wis531
5th5144Supernatural Blows, Aligned Strike, +1 Str541
6th6255Zen Trance, Flight, +1 Wis641
Class Skills (4 + Int modifier, quadruple at 1st level): Balance, Concentration, Diplomacy, Heal Intimidate, Jump, Knowledge (The Planes), Listen Martial Lore, Sense Motive, Spot, Tumble

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

Class Features

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Comments



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

Tell me what you think!

« Last Edit: October 07, 2012, 05:15:25 PM by Libertad »

FireInTheSky

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #350 on: January 05, 2013, 09:17:38 PM »
FireIntheSky uses a unique table which does not translate to this board.  I'll manually make the tables if someone else can't and I have the free time.

Dragon, Naiadragon
Drowned
Ethergaunt
Wood Woad

I have Naiadragon, Drowned, and Wood Woad saved as Word files, so I can pretty easily format them when I get the chance.

VennDygrem

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #351 on: January 05, 2013, 10:23:48 PM »
Harssaf



HD: d8
LvlBABFortRefWillSpecial
1+1+0+2+2Desert Body, Blades of Shifting Sands, Flaming Aura, +1 Dex
2+2+0+3+3Desert Vision, Skin of Burning Sands +1 Con
3+3+1+3+3Improved Skin of Burning Sands, Sand Pulse, +1 Dex
4+4+1+4+4Mirage Shield, Greater Blades of Shifting Sands, +1 Con
5+5+1+4+4Sand Form, Sear, Elite Desert Ambusher, +1 Dex

Class Skills: (2 + Int modifier, x4 at first level) Climb, Hide, Jump, Knowledge (Nature), Listen, Move Silently, Spot

Proficiencies: Harssafs gain proficiency with all simple weapons, with the Kukri, and with Light armor, but not with shields.

Class Features:

Desert Body (Ex): Harssafs lose all other racial bonuses and gain monstruous humanoid traits (basically dark vision 60 feet). They are Medium-sized Monstrous Humanoids with a base speed of 30 feet.

In addition, they gain a bonus to Natural Armor equal to their Con modifier.

Blades of Shifting Sands (Su): Harssafs are deadly warriors, specializing in the use of dual blades and blazing heat to assault their enemies. As a free action, the it may conjure twin kukris out of the shifting sands that compose their bodies, instantly forming in his hands. These deal damage as normal kukris (Base slashing damage of 1d4, 18-20/x2; but see below), though the Harssaf may elect to apply its Dexterity modifier to attacks and damage in place of its Strength.

Furthermore, the Harssaf can make an additional attack as part of a full-attack action with his off-hand kukri at his full attack bonus, taking no penalties for wielding two weapons. Any further attacks, such as those from a high base attack bonus, take penalties as normal. Attacks with any other weapons also take normal penalties to attack.

Once a sand-kukri is formed, it remains as long as the Harssaf wills it to do so, though he may not have more than two sand-kukris formed at any given time; He may return the blades to sand as a free action. The blades can be broken (they have hardness 10 and 10 hit points); however, the Harssaf can simply create another as a free action. Even if the Harssaf finds himself inside places where magical effects do not normally function (such as within an antimagic field), he can attempt to sustain his sand-kukris by making a DC 20 Will save. On a successful save, the Harssaf maintains his kukri for a number of rounds equal to his HD before he needs to check again. On an unsuccessful attempt, the  blade returns to mundane sand.

Flaming Aura (Su): At-will as a free action, a harssaf can generate an intense fiery heat. This aura takes the form of a miragelike shimmering around a harssaf's body. Any creature that comes within 5 feet of the harssaf automatically takes 1d6 points of fire damage per round, and any creature struck by his melee attacks takes an extra 1d6 points of fire damage. Only metallic weapons or the harssaf's sand-kukris conduct this heat, though harssafs rarely wield wooden weapons when they use this ability since doing so typically renders the weapons useless after a few rounds.

The damage from this ability increases by 1d6 for every additional 2 HD that the Harssaf gains.

Stat boosts: The Harssaf gains a +1 to its Dexterity score at levels 1, 3, and 5 of this class, and a +1 to Con at levels 2 and 4, for a total bonus of +3 Dex and +2 Con at fifth level.

Desert Vision (Ex): Harssafs are used to traveling in the blinding environs of the hot desert, and have adapted to see clearly there. At 2nd level, the Harssaf becomes immune to blindness effects, and gains a +1 bonus to Spot and Listen checks, +1/2 HD. It also gains blindsense out to 30 feet.

Skin of Burning Sands (Ex): The rough, grainy skin of Harssafs makes makes them seem as though they are composed of the fire and sand of their home terrain. The Harssaf gains the Fire subtype, becoming immune to damage from Fire but becoming vulnerable to cold, taking 50% more damage from sources of cold damage.

Improved Skin of Burning Sands (Ex): At third level, the Harssaf gains DR/bludgeoning equal to 1/2 HD (improving to magic & bludgeoning at 8 HD), as well as Fast Healing equal to 1/2 HD.

Sand Pulse (Su): Once per day per 3 HD as a standard action, the Harssaf can generate a sand pulse in a 30-foot radius spread centered on itself. All creatures within the area must make a Reflex save (DC equal to 10+1/2 HD+Con Mod) or take 1d6/HD points of damage from the high-powered blase of sand and be blinded for 1d4+1/4 HD rounds. Success negates the blindness and halves the damage.

Creatures that do not rely on eyes to see are unaffected by the blindness but can still take damage from the sand pulse. Harssafs are immune to the sand pulses of other harssafs.

Mirage Shield (Ex): The desert is home to deceitful magics and treacherous backstabbers, and Harssafs have built up defenses against these. At fourth level, the Harssaf gains spell resistance equal to 11 + HD, and gains Lightning Reflexes as a bonus feat.

Greater Blades of Shifting Sands (Su): Beginning at fourth level, the Harssaf's sand kukris improve, gaining a +1 enhancement bonus, which improves by +1 for every additional 4 HD. For every +1 enhancement bonus, the Harssaf gains an equal bonus with which to spend on weapon enchantments, which can be reassigned after 8 hours of rest. For instance, at 4 HD the Harssaf could have +1 Keen or +1 Ghost Touch sand-kukris, while at 12 HD he could have +3 Wounding Vicious or +3 Keen Thundering Spellstoring sand-kukris, or any other appropriate combination.

Sand Form (Su): At will as a standard action, a Harssaf can assume the form of a pile of mobile sand. This ability works as the Gaseous Form spell, except the Harssaf is composed of sand instead of vapor and it cannot fly, though they are affected as though by a continuous Spider Climb effect (As the spell) as long as they are in Sand Form; the Harssaf may resume their normal form as the same action used to assume Sand Form. Harssafs in sand form slither along the ground and can fit through gaps or crevices less than one-quarter inch wide. At 8 HD, they may assume Sand Form as a move Action. At 11 HD, they may assume this form as a Swift action, and at 14 HD, they may assume it as an Immediate Action. At 10 HD, they may fly as normal for the spell.

Sear (Ex): Creatures hit by both of a Harssaf's sand-kukris are overcome by agonizing pain as their flesh is seared by the hot sands. In a given round, if the Harssaf hits with both sand-kukri attacks, the target must also make a Fortitude save (DC 10+1/2 HD+Dex Mod) or become stunned for 1 round. Creatures immune to fire damage or stunning are likewise immune to this effect, while creatures with fire resistance are merely staggered on a failed save.

Elite Desert Ambusher (Ex): At fifth level, the Harssaf has become a prized member of his clan and a paragon example of his race. This manifests in the following ways:

*He can exist in the center of a burning inferno where the oxygen and moisture have all been burned away; He no longer needs to breathe and needs only half as much water to survive. He still needs to eat as normal.
*His flaming aura burns hotter than the Desert sun; All fire damage that he deals bypasses 1/2 of a creature's fire resistance, and against creatures immune to fire, his fire damage still deals an amount of damage equal to 1/2 his HD, rounded down.
*His vulnerability to cold lessens as his inner heat overcomes the chill; Reduce the bonus damage taken from cold attacks from 50% to 25%.

Comments
Spoiler
I was intrigued by the Harssaf years ago when searching through monsters suited for player characters. The high level adjustment meant I had no desire to sit so far behind my fellow players. Now, you don't have to worry about that!

I increased a lot of the damage potential and gave the Harssaf the ability to form its own supernatural weapons, and altered many of the abilities so that they would scale with level. Changed the bonus Alertness feat into a scaling bonus to spot/listen, though kept Lightning Reflexes as a bonus feat rather than giving a scaling bonus to reflex.

Used both Awakened Gelatinous Cube's paralysis and Monk/Feat Stunning Blow as inspiration for Sear, so it'd be more deadly in combat and because the fluff for Harssafs says that many of them become monks. Figured it couldn't hurt- besides, I might make up a set of ACFs based around the Harssaf Monk.

All-in-all, other than the capstone abilities of Sear and Elite Desert Ambusher, most of the standard "monster class" abilities are already built into the creature, including Nat. Armor, DR, SR, Fast Healing, and improved mobility options.

Libertad

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #352 on: January 06, 2013, 01:02:51 AM »
I have Naiadragon, Drowned, and Wood Woad saved as Word files, so I can pretty easily format them when I get the chance.

That's great!

phaedrusxy

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #353 on: January 22, 2013, 05:57:07 PM »
I have Naiadragon, Drowned, and Wood Woad saved as Word files, so I can pretty easily format them when I get the chance.

That's great!
Did this ever get transferred?

VennDygrem

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #354 on: January 22, 2013, 07:40:14 PM »
I have Naiadragon, Drowned, and Wood Woad saved as Word files, so I can pretty easily format them when I get the chance.

That's great!
Did this ever get transferred?

The first two are on Page 7, though the formatting is off. I'm pretty sure I saw Wood Woad on some page, too. One of the later ones, maybe.

razielrinz

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Re: Oslecamo's Improved Monster Classes- Help needed with Transfer
« Reply #355 on: July 27, 2017, 07:36:00 PM »
I noticed a difference in the Lich template class (mainly the phylactery requirements). So I took the cached version and cleaned it up. Here is the original.

Lich
Prerequisites
To become a lich, the character must meet the following requirements
Feats: Craft wondrous item
Spells: Able to cast Spells and caster level 11 or higher.
Special: Must create a Phylactery. See page 168 of the monster manual for the requirements a lich must meet to construct its phylactery, except the total price is just 12,000 GP, and doesn't demand experience payment (you're already putting your soul inside of it after all).
HD:d12
Level   BAB   Fort   Ref   Will   Abilities
1st    0   0   0   2   Fell magic, Dark touch, Undying body, Fell defense
2nd   1   0   0   3   Dark refuge, Undying terror, Improved dark touch, Dark Mind
Skills: 2+int mod. A lich has no class skills
Proficiencies: A Lich gains proficiency with their dark touch

Features:
Undying Body: Unlike other monster classes, the Lich doesn't lose his racial ability modifiers, but he does gain undead traits:
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, unless it has activated it's fast healing ability.
* Not affected by Raise Dead and reincarnate spells or abilities. Resurrection and True Resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Liches don't need to breath, eat, or sleep. However, a Lich may do any of the three if desired.

It is an undead creature of the same size as previously. Do not recalculate saves and skill points. In addition, a lich's current and future hit dice become d12s and they gain a Nat armor bonus equal to their highest mental stat mod, overwriting any previous natural armor. If the lich already had a bigger Natural armor bonus, instead increase it by 2. Finally the Lich gains a racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks equal to half its HD.
Fell Magic: A lich who takes further levels in a spellcasting class can count his lich levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a lich 2 wizard 11 who took another level of wizard could choose to have CL 14, get 1 6th level spell slot, and 1 7th level slot. He wouldn't get the spell slots of a wizard 12 however.
Dark Touch: A lich gains a touch attack that deals damage equal to 1d8+ the lich's ability bonus of the ability score its spellcasting is based on. A lich with multiple spellcasting classes uses the class with the highest ability bonus.
Fell Defense: The unholy magic that animates the lich begins to ward off certain attacks. They gain electricity resistance, cold resistance, and a bonus on saves against polymorphing equal to their hit dice. They also gain DR/magic and bludgeoning equal to half their HD. If they already had a DR that is needs bludgeoning and/or magic to bypass, it increases by half their HD.
Dark Refuge: At second level, a lich Gains the ability to retreat into their phylactery when their body is destroyed. While in it's phylactery, a lich can see and hear out to a radius of 120ft but cannot take any actions. After 1d10 days, the lich will form a new body near its phylactery that is identical to its previous form.
Undying Terror: A second level lich gains an aura of fear that effects any enemies in a 5ft per HD radius. Any enemy inside that radius must make a will save (DC10+1/2HD+the lich's spellcasting ability modifier) or be shaken for 1 round per HD of the lich. If the creature has fewer than half the lich’s HD (rounded down), then the creature becomes panicked instead and is still shaken for 1 round on a successful saving throw. A creature that makes a successful saving throw is immune to this ability for 24 hours. This can affect even creatures normally immune to fear, but they gain a +5 bonus on their saves. The lich may produce a smaller radius than maximum if it wishes so, to a minimum of 5 feet.
Improved Dark Touch: Any creature hit by the dark touch of a second level lich must make a fortitude saving throw(DC10+1/2HD+spellcasting ability mod) or become paralyzed. This paralysis last until removed, either by a remove paralysis spell or magic that can remove a curse. The paralyzed creature appears dead but a DC20 spot check or a DC15 heal check will reveal the creature is still alive
Dark Mind: At 2nd level the Lich gains an extra +2 to a mental ability score of its choice.

ACF –
 Malevolent Lich.
Loses: Dark Refuge
Gains: Corpse Refuge.
At 2nd level a Malevolent Lich who is destroyed retreats into its phylactery. If there's a corpse that's not been dead for more than 10 days, and that dead body is of the Malevolent Lich's original size, within 30 feet, the Malevolent Lich can transfer its powers into it over a 24 hour process. If not interrupted, the corpse becomes a new Malevolent Lich, with all the properties of the previous. If no proper corpses are nearby, the Malevolent Lich will remain trapped inside its Phylactery.

Suel Lich.
Loses: Dark Refuge
Gains: Take Over
At 2nd level a Suel Lich sacrifices its Phylactery to gain the incorporeal subtype. Once per round, an ethereal Suel Lich can merge its body with that of a creature on the Material Plane. This effect is similar to that of a magic jar spell (caster level equal to the Suel Lich's Hit Dice), except that no receptacle is required and the other creature's soul is sent to their afterlife. To use this ability, the Suel Lich must use a standard action while adjacent to the intended victim, trying to move into the target's space, but doing so does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 10+1/2HD + the Suel Lich's highest mental stat mod). If failed, their soul is sent to the afterlife and their body will be dead if the Suel Lich willingly ends the effect or is otherwise removed. A creature that successfully saves is immune to that same Suel Lich's Take Over for 24 hours, and the Suel Lich cannot enter the target's space. If the save fails, the Suel Lich vanishes into the target's body.


New feat
Phylactery Possession
Prerequisite: Dark Refuge or Malevolence class abilities.
Benefit: While inside your phylactery, you can replicate Magic Jar as the spell as a 1 hour ritual, except you must target a corpse that's not been dead for more than 24 hours.  Your phylactery’s normal recuperation method is halted while you're possessing the corpse.