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Posted: Wed Mar 20, 2013 4:58 am
by Koumei
The Hellflayer

Requirements:
Race: Kyton (level 7, use full ability scores)

Hit Dice: d8
Base Attack Bonus: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (Planes), Listen, Move Silently, Sense Motive, Spot, Tumble, Use Rope
Level:Special:Dancing Chains:
1Shredding Chains+1/-
2Fleshtearing Barbs+1/+5'
3Razor Armour+2/+5'
4Howling Chain+2/+10'
5Wall of Biting Chains+2/+10'
6Vile Barbs+2/+15'
7Nightmare Terrain+3/+15'
8Thirsty For Blood+3/+20'
9Eternal Terror+4/+20'
10Eternal Bondage+4/+25'

Shredding Chains (Ex): any chain weapon wielded by a Hellflayer, including those animated by its Dancing Chains ability, deals 1 point of Constitution damage with each hit. They also become Keen.

Dancing Chains (Su): as it gains levels, the Hellflayer gets better with its Dancing Chains. It can extend their reach by increasing amounts, up to +25' at level ten (added to the +15' of the basic Kyton for a total increase of 40'), and can control more and more chains at a time, up to +4 (for a total of 8) at level 9.

Spell-Like Abilities (Sp): as it gains levels, the Hellflayer gains Spell-Like Abilities. The Caster Level equals its hit dice, and the Save DC is 10 + half its level + its Charisma Bonus.

Fleshtearing Barbs (Ex): starting at second level, any chain weapon wielded by a Hellflayer, including those animated by Dancing Chains, is a Magic Weapon. The Enhancement Bonus is +1 per 3 hit dice (round up).

Razor Armour (Ex): starting at level three, the Hellflayer can wrap one Dancing Chain around itself as protective armour. This is treated as Bladed Chainmail, and both the Armour and Weapon aspects benefit from the Enhancement Bonus. Furthermore, the blades automatically hit a grappled foe every round on its turn.

Howling Chain (Sp): at level four, the Hellflayer can cast Howling Chain at will.

Wall of Biting Chains (Sp): at level five, the Hellflayer can cast Wall of Biting Chains at will.

Vile Barbs (Su): the chain weapons of the sixth-level Hellflayer, including those affected by its Dancing Chains ability, all deal Vile Damage.

Nightmare Terrain (Sp): at level seven, the Hellflayer gains the ability to cast Nightmare Terrain once per hour.

Thirsty For Blood (Su): starting at level eight, the Hellflayer regains lost hit points equal to half the amount dealt by any of its chain weapons (round down). This only applies to foes that can bleed.

Eternal Terror (Su): at level nine, the Hellflayer's Unnerving Gaze lasts until the Hellflayer in question is destroyed. Until this occurs, they are plagued by a Nightmare effect every time they try to sleep.

Eternal Bondage (Sp): at level ten, the Hellflayer can cast Eternity of Torture once per hour, but only on foes that are Pinned or Bound in some way. Doing so grants the Hellflayer a Heal effect. At any time it can choose to end the effect, but doing so is the basis of a Pact Certain.

Posted: Wed Mar 20, 2013 7:29 am
by Koumei
The Erinyes Agent
"Yes, I agree, Demons are a massive problem. So let me into your secret club and we'll wipe all the Chaos creatures out, okay?"

Requirements:
Race: Erinyes (level 9, probably use full ability scores)

Hit Dice: d8
Base Attack Bonus: Good
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Use Rope
Level:Special:
1Tongues, Favoured Enemy, Deny Enemy
2Perfect Spy, Poison
3Beguile, Overpower Enemy
4Repel Enemy
5Stunning Archery
6Planeshift
7Dominance
8Overcome Enemy
9Rebellion
10Trap the Soul, Convert Enemy

Tongues (Su): the Erinyes Agent has a permanent Tongues effect active.

Favoured Enemy (Ex): the Erinyes Agent hates Succubi (and Incubi, and the greater version put forth in Fiendish Codex I) above all else. Against them, she gains a +3 bonus to Attack and Damage rolls, as well as Listen, Sense Motive and Spot checks.

Deny Enemy (Ex): the Erinyes Agent is immune to Telepathy and Level Drain.

Spell Casting: the Erinyes Agent casts spells. She knows all spells on her class list (see below) and casts Spontaneously. Bonus Spells are awarded for a high Charisma, but no Spell Level may have more than six spell slots per day. Her Caster Level equals her hit dice and the Save DC for any spell is 10 + half her hit dice + her Charisma Bonus. If she ends up progressing her casting above tenth level, then for every additional level, every Spell Level gets +1 spell slot per day (to a maximum of six). The Erinyes Agent needn't pay the Corrupt Cost of spells.

Perfect Spy (Ex): at second level, the Erinyes Agent is the perfect spy. At any time she can spend a Standard Action thinking hard about what she wishes to detect as, and from that point on, she does. When this ability is in use, she does not detect as her own Alignment, nor those of her Subtypes. She instead selects an Alignment and detects as that.

Poison (Ex): at level two, the Erinyes Agent has a venomous kiss. With a melee touch attack, she can bestow this in combat (provoking an Attack of Opportunity if she is not Grappling them), or out of combat by tricking the target into accepting it. The DC is 10 + half her hit dice + her Constitution Bonus, and it deals 1d6 damage to Intelligence and Wisdom as the Primary and Secondary damage.

Overpower Enemy (Su): at level three, the Erinyes Agent also applies her Favoured Enemy bonus to the Save DC and Spell Penetration of any spells or spell-like abilities she uses against her Favoured Enemies.

Beguile (Su): as a [Mind Affecting] Enchantment effect, the third-level Erinyes Agent can temporarily command foes. She spends a Standard Action targeting a foe within Close Range, and they must pass a Will Save (Charisma-based) or be Dominated for one round.

Repel Enemy (Su): once per hour, the fourth-level Erinyes Agent can use a Standard Action to unleash a wave of power. All Outsiders within 30 feet that are not [Baatezu] must pass a Will Save (Charisma-based) or retreat 30 feet and then Cower for 1d6 rounds.

Stunning Archery (Su): with a Swift Action, the fifth-level Erinyes Agent can imbue an arrow with resonating power. If she fires that arrow before the end of her turn and it hits a target, they must pass a Fortitude Save (Charisma-based) or be Stunned for one round.

Spell-Like Abilities (Sp): not only can she cast spells, but the Erinyes Agent gains additional Spell-Like Abilities. She can cast Planeshift at level six, and Trap the Soul at level ten. They can be used at will, with a Save DC of 10 + half her hit dice + her Charisma Bonus.

Dominance (Sp): at level seven, the Erinyes Agent is awesome. Her Summoning can be used three times per day, is 100% successful, and can be used to conjure any Outsider with a CR 4 less than her own (or lower). In the case of Demons and Celestials, she has to have faced and defeated one before.

Overcome Enemy (Ex): starting at level eight, any turn in which the Erinyes Agent deals damage to her Favoured Enemy, she may use a Swift Action to make them attempt a Fortitude Save (Charisma-based). If they fail, they are rendered Helpless for one minute.

Rebellion (Ex): at level nine, the Erinyes Agent rebels against the Upper Planes. She may use a Full Round Action to conjure Purple Rain once per day, and all Celestials are added to her list of Favoured Enemies.

Convert Enemy (Su): at level ten, the Erinyes Agent gains the ability to convert enemies to her cause. With a Full Round Action, she must reach out and touch the forehead of a Helpless creature that is a Favoured Enemy of hers. If they don't have a forehead because they're a glowing ball of light or whatever, she just has to touch them at all. The target is allowed one Will Save (Charisma-based), and if they fail, their Subtypes actually change - they lose the Archon, Deva, Angel, Eladrin, Tanar'ri, Loumara, Obyrith and Guardinal Subtypes, and gain the Baatezu Subtype. Their Alignment changes to Lawful Evil, she gains permanent control over them as though by an Instantaneous version of Dominate Monster and if they have a CR of 8 or more, they may instantly transform into an Erinyes.
Class Level:Level 1Level 2Level 3level 4Level 5Level 6Level 7Level 8Level 9
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Erinyes Agent Spell List:
Level 1: Cure Light Wounds, Disguise Self, Extract Drug, Sorrow, Suspend Disease
Level 2: Ease Pain, Elation, Remove Addiction, Misdirection, Addiction
Level 3: Heart's Ease, Elation, Clairaudience/Clairvoyance, Love's Pain, Bestow Curse, Remove Curse, Wrack
Level 4: Sustain, Blinding Beauty, Crushing Despair, Confusion, Scrying, Identify Transgressor, Psychic Poison, Liquid Pain
Level 5: Sacred Guardian, Telepathy Block, Feeblemind, Friend to Foe, Mind Fog, Forbidden Speech, Morality Undone, False Sending
Level 6: Celestial Blood, Mass Suggestion, Greater Dispel, Bestow Greater Curse
Level 7: Empyreal Ecstasy, Mass Hold Person, Soul's Treasure Lost, Befoul
Level 8: Spread of Contentment, Unearthly Beauty, Demand, Screen, Mind Blank, Despoil
Level 9: End to Strife, Sublime Revelry, Etherealness, Mass Hold Monster, Mindrape

Posted: Wed Mar 20, 2013 8:12 am
by Maxus
The Hellflayer's name made me remember a variant Kyton on the D&D wiki. It can use its chains as ammo belts for a bigass magitech gatling gun.

Variant Kyton

Hellfire Gatling Cannon

Which a badass thing for kytons to be doing.

Anyway, liking this thread a lot. Plenty of food for thought and "Oh that's sweet" happening.

Posted: Wed Mar 20, 2013 8:24 am
by Koumei
For Succubi: Created by Frank Trollman, but I wish to reprint them. Updated to 3.5, I'm sure we all miss having Innuendo as a skill. Small adjustments are also being made to standardise Save DCs and Caster Levels. I'm sure that's okay.

The Deceiver

Requirements:
Race: Succubus
Special: What, that isn't enough for you?

Hit Dice: d4
Base Attack Bonus: Poor
Saving Throws: Good Fort, Ref and Will
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (Alchemy), Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Spot
Level:Special:
1Hold Monster 1/day, Nondetection at will
2Rary's Telepathic Bond at will
3Hold Monster 3/day, Misdirection at will
4Mass Suggestion 1/day
5Legend Lore 1/day, Mind Blank
6Mass Suggestion 2/day, Geas 2/day, Screen 1/day
7Mass Charm 2/day, Know Alignment
8Mind Rape 1/day, Discern Location 1/day
9Dominate Monster 3/day
10Mind Rape 3/day, Greater Scrying 2/day

Caster Levels: all Spell-Like Abilities of the Deceiver have a Caster Level equal to her hit dice.

Spell-Like Abilities (Sp): The Deceiver gains the indicated spell-like abilities at the indicated levels. When the same spell-like ability is noted more than once, the increased uses per day at the higher level overlaps and does not stack. All of her Spell-Like Abilities have a Save DC of 10 + half her hit dice + her Charisma Bonus.

Mind Blank (Su): mistress of deception, the fifth-level Deceiver is always counted as being under the effects of a Mind Blank effect if it would be desirable to be so. If a detection spell would reveal a true fact about her, and a Mind Blank spell would cause the spell to report nothing, the spell reports nothing. If a detection effect would otherwise report a falsehood about her, the detection effect operates normally.

Know Alignment (Su): The seventh-level Deceiver knows the alignment of any creature she looks upon.

The Bargainer

Requirements:
Race: Succubus
Special: If you can come up with something more restrictive than that, keep it to yourself.

Hit Dice: d8
Base Attack Bonus: Medium
Saving Throws: Good Ref and Will
Skill Points: 8 + Int
Class Skills: Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (All), Listen, Move Silently, Perform (Any), Ride, Search, Sense Motive, Spot
Level:Special:
1Increased Summon Success +10%; Summon d8 Abyssal Maws and Skulkers (any combination) 1/day (90% chance); Skill Boost
2Plane Shift 2/day; Summon d4 Dretches 3/day (65% chance); Skill Boost
3Increased Summon Success +10%; Skill Boost
4Plane Shift at will; Summon Bebilith 1/day (35% chance); Skill Boost
5Increased Teleport Capacity; Increased Summon Success +10%; Skill Boost
6Summon d6 Jovocs 1/day (60% chance); Skill Boost
7Increased Summon Success +10%; Skill Boost
8Summon Marilith 1/day (25%); Skill Boost
9Summon Balor or Kelvezu (choose when using this ability) 1/day (50%); Mind Blank; Increased Summon Success +10%; Skill Boost
10Gate 2/day; Skill Boost

Skill Boost: at every level, the Bargainer gains a permanent +2 unnamed bonus to two different skills. The skills must be chosen from: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, or Sense Motive.

Summoning (Sp): the Bargainer gains additional uses of her Summon Tanar'ri ability each day. Every use has its own chance of success. At first level, and every two levels after that, the Bargainer's chance of successfully using any of her Summonings increases by 10%. This is cumulative and retroactive, although the practical cap is a 100% chance of success.

Spell-Like Abilities (Sp): the Bargainer gains the indicated spell-like abilities at the indicated levels. When the same spell-like ability is noted more than once, the increased uses per day at the higher level overlaps and does not stack. All of her Spell-Like Abilities have a Save DC of 10 + half her hit dice + her Charisma Bonus, and a Caster Level equal to her hit dice.

Increased Teleport Capacity: at 7th level, the Bargainer's Teleport Without Error Spell-Like Ability is no longer limited to only 50 pounds of cargo, and has its carrying capacity set by her caster level as normal.

Mind Blank (Su): the Bargainer is constantly under a Mind Blank effect from 9th level on.

The Black Maiden

Requirements:
Race: Succubus
Special: must have one or more hit dice of some description

Hit Dice: d8
Base Attack Bonus: Medium
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Craft (Alchemy), Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Heal, Intimidate, Knowledge (All), Listen, Move Silently, Ride, Search, Sense Motive, Spellcraft, Spot
Level:Special:
1Channel Energy, Inflict Moderate Wounds at will, Cure Light Wounds 3/day.
2Cure Serious Wounds 3/day
3Raise Dead 1/day, Revive Outsider 1/day, Create Undead 1/day
4Inflict Serious Wounds at will, Delay Poison at will, Remove Dissease 1/day
5Harm 2/day, Heal 2/day, Contagion at will
6Destruction 1/day, Create Greater Undead 1/day, Evil Domain
7Unhallow 1/day, Ressurrection 1/day
8Soul Bind 1/day, Cure Critical Wounds 3/day, Chaos Domain
9Forbiddance 3/day, Unholy Aura at will, Cloak of Chaos at will
10Miracle 1/day, Inflict Critical Wounds at will

Channel Energy (Su): a Black Maiden can channel negative energy. She can make a number of Rebuke Undead attempts each day equal to 3 plus her Charisma modifier. She turns as an evil cleric of a level equal to her hit dice.

Spell-Like Abilities (Sp): the Black Maiden gains the indicated spell-like abilities at the indicated levels. When the same spell-like ability is noted more than once, the increased uses per day at the higher level overlaps and does not stack. All of her Spell-Like Abilities have a Caster Level equal to her hit dice, and a Save DC of 10 + half her hit dice + her Charisma Bonus.

Evil Domain: at 6th level, the Black Maiden gains access to the Evil Clerical Domain. She gains the domain power, which makes all of her [Evil] spells and spell-like abilities operate at +1 caster level, and she can use all of the spells on the Evil Domain list once each day in addition to her normal spellcasting limits.

Chaos Domain: at 8th level, the Black Maiden gains access to the Chaos Clerical Domain. She gains the domain power, which makes all of her [Chaotic] spells and spell-like abilities operate at +1 caster level, and she can use all of the spells on the Chaos Domain list once each day in addition to her normal spellcasting limits.

Posted: Wed Mar 20, 2013 9:53 am
by Koumei
A reminder for work tomorrow:
-Winter Court Queen (Nymph)
-Dragonkin Facebreaker (Dragonkin)
-Narzugon Lancer (Narzugon)
-Armanite Charger (Armanite)
-Horned Reaper (Bulezau)

Is there anything anyone would specifically like to see?

Posted: Wed Mar 20, 2013 11:16 am
by Darth Rabbitt
An Illithid Prestige Class that isn't inane or broken would be nice.

Also, something for Xill, because Xill are awesome.

Same goes for Neogi.

Whatever those quasi-intelligent suits of armor from MMII are called (I think Dread Guards?) Intelligent suits of armor are an awesome concept that doesn't really get coverage.

Ethergaunts are awesome, but are already built in Wizards, and so can really just go to town on caster PrCs; that being said, an Ethergaunt themed prestige class would still be awesome.

From MM 1 and 2, and the FF, those are the ones that come to mind.

Posted: Wed Mar 20, 2013 2:14 pm
by Prak
Koumei wrote:If it actually binds and sacrifices a Demon in the process, it can instead become an Ignan.
What's an Ignan?

also-- damn, if I'd known these were in the pipeline, I'd have looked harder at playing a yuan ti.

Posted: Thu Mar 21, 2013 12:00 am
by Koumei
Ignans are from MMIV, they're basically Yuan-ti Abominations that aren't very smart and are on fire. They look pretty awesome. There are other Yuan-ti evolved types in Serpent Kingdoms, but they're basically "Abomination with class levels". All you'd want is something that gives them Venomous Tentacles and accelerates some Wizard or Cleric casting up to something acceptable for a PC of their level.

Illithid... I could give it a go. Likewise Neogi.
I'll need to go refresh myself on what Xill actually are, and have a look at the armour things.
Ethergaunts are pretty cool, so I could see something like a Wizard Prestige Class that slowly turns you into an Ethergaunt.

Posted: Thu Mar 21, 2013 12:10 am
by Prak
There's also the Anathema in FF.

Posted: Thu Mar 21, 2013 1:20 am
by Koumei
The Winter Court Queen

Requirements:
Race: Nymph (that's either a level 8 with full ability scores, or level 7 with just +2 to physical scores and +4 to mental scores)

Hit Dice: d6
Base Attack Bonus: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Perform (Dance), Ride, Search, Sense Motive, Spot, Survival
Level:Special:Caster Level:
1Winter's Embrace+1
2Chilling Beauty+1
3Winter Domain+1
4Piercing Cold+1
5Uttercold Fae+1
6Snowstep+1
7Flesh to Ice+1
8Snowcloak+1
9Frostfell+1
10Eternal Chills+1

Winter's Embrace: the Winter Court Queen has Cold Endurance, Frozen Magic, Snowrunner and Cold Focus as Bonus Feats, however all spells with the [Fire] Descriptor are removed from her class spell list - she can no longer cast them, even from magic items (without a Use Magic Device check).

Caster Level: every level, the Winter Court Queen's spellcasting ability as a Druid improves by 1.

Chilling Beauty (Su): starting at second level, whenever the Winter Court Queen afflicts someone with her Blinding Beauty or Stunning Glance and they fail the saving throw, they suffer 1d6 Dexterity damage.

Winter Domain: at level three, the Winter Court Queen gains the Winter Domain. She doesn't gain Domain Slots, so she simply adds the spells to her list to prepare normally and gains the Domain ability.

Piercing Cold: at level four, the Winter Court Queen gains Piercing Cold as a Bonus Feat.

Uttercold Fae (Ex): at level five, the Winter Court Queen is healed by negative energy and harmed by positive energy, and is immune to Level Drain. Additionally, any [Cold] spell she casts can instead be an Uttercold spell: half the Cold damage is instead Negative Energy damage, which heals undead (and her). She adds the following creatures to her Summon Nature's Ally spell options: Skiurid (SNA I), Shadow Asp (SNA II), Winter Wolf (SNA IV), Wendigo (SNA V), Swamplight Lynx (SNA VI), Frost Salamander (SNA VII)

Snowstep (Sp): at level six, the Winter Court Queen's Dimension Door ability has unlimited range when moving from one patch of snow to another.

Flesh to Ice (Sp): the seventh-level Winter Court Queen can cast Flesh to Ice once per day as a Spell-Like Ability. The Save DC is 10 + half her hit dice + her Charisma Bonus.

Snowcloak (Su): whenever in enough snow to grant Concealment, the eighth-level Winter Court Queen gains Full Concealment.

Frostfell (Sp): at level nine, the Winter Court Queen can cast Frostfell once per week.

Eternal Chills: at level ten, the Winter Court Queen can, if she so wishes, transform into the Eternal Queen. Apply the Lich template, ignoring the usual restrictions, and turning a tree of her choice into the phylactery. She needn't be Evil for this. Her flesh does not rot away, she is eternally preserved in frost. Also, she uses her Charisma Bonus to modify her hit points per level, instead of the Constitution Bonus she no longer has.

The Summer Court Queen

Requirements:
Race: Nymph

Hit Dice: d6
Base Attack Bonus: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Diplomacy, Gather Information, Hide, Knowledge (Nature), Listen, Move Silently, Perform, Ride, Search, Sense Motive, Spot, Survival, Tumble, Use Magic Device
Level:Special:Caster Level:
1Summer Warmth, Summer Domain+1
2Healing Warmth+1
3Sun Domain, Turn Undead+1
4Burning Nimbus+1
5Plant Growth, Sun Devotion+1
6Joy Domain+1
7Chlorophyl+1
8Summer Queen+1
9Pleasure Domain+1
10Eternal Sunshine+1

Summer Warmth: the Summer Court Queen already has one level of heat resistance from her Summer Domain, but it increases up to three. She also gains Searing Spell and Magic of the Land as Bonus Feats, however she can never again cast spells with the [Cold] descriptor, even from magic items (without using Use Magic Device). Additionally, she gains Blistering Spell, except it doesn't increase the spell level.

Summer Domain: at level one, the Summer Court Queen gains the Summer Domain. She doesn't gain Domain Slots, so she simply adds the spells to her list to prepare normally and gains the Domain ability.

Caster Level: every level, the Summer Court Queen's spellcasting ability as a Druid improves by 1.

Healing Warmth (Su): starting at level two, the Summer Court Queen removes one point of ability damage from each ability score every round, as does any ally within 10' of her. Furthermore, any Conjuration [Healing] spell she casts can be cast out to 30 feet away.

Sun Domain: at level three, the Summer Court Queen gains the Sun Domain. She doesn't gain Domain Slots, so she simply adds the spells to her list to prepare normally and gains the Domain ability.

Turn Undead (Su): at level three, the Summer Court Queen gains the ability to turn undead like a Good Cleric of her hit dice. She can do this 3 + Charisma Bonus times per day.

Burning Nimbus (Sp): at level four, the Summer Court Queen can cast Balor Nimbus three times per day, but without any reference to actual Balord or evil.

Plant Growth (Sp): at level five, the Summer Court Queen can cast Plant Growth three times per day.

Sun Devotion: at level six, the Summer Court Queen gains Sun Devotion as a Bonus Feat.

Joy Domain: at level six, the Summer Court Queen gains the Joy Domain. She doesn't gain Domain Slots, so she simply adds the spells to her list to prepare normally and gains the Domain ability.

Chlorophyl (Ex): at level seven, the Summer Court Queen gains Fast Healing 5 when in sunlight.

Summer Queen (Ex): at level eight, everyone loves the Summer Court Queen. She gains Sacred Radiance, Ritual Blessing and Animal Friend as Bonus Feats, and anyone who she ever blesses with her Ritual Blessings is permanently marked by her, gaining Nymph's Kiss as a Bonus Feat (providing they are of Good Alignment). The bonus skill points are retroactive.

Pleasure Domain: at level nine, the Summer Court Queen gains the Pleasure Domain. She doesn't gain Domain Slots, so she simply adds the spells to her list to prepare normally and gains the Domain ability.

Eternal Sunshine (Ex): at level ten, the Summer Court Queen constantly radiates a 60' aura of sunlight (actual sunlight), though she can suppress this for stealth or letting allies sleep or whatever. This triggers her Chlorophyl.

Posted: Thu Mar 21, 2013 1:53 am
by Koumei
I might actually make an Abomination-to-Anathema one, good point.

The Horned Reaper
Try to keep it happy. You'll fail, because everything makes it unhappy.

Requirements:
Race: Bulezau

Hit Dice: d12
Base Attack Bonus: Good
Saving Throws: Good Fortitude
Skill Points: 2 + Int
Class Skills: Balance, Climb, Intimidate, Jump, Spot, Swim, Tumble
Level:Special:Rage Dice:
1Berserk Rage+1d6
2Blood Red Scales+1d6
3Relentless Rage+2d6
4Whirlwind Attack+2d6
5Bigger and Badder+3d6
6Always Angry+3d6
7Leap Attack+4d6
8Blitz+4d6
9Colossal Charge+5d6
10Living Rage+5d6

Weapon Proficiencies: the Horned Reaper gains proficiency with the Scythe.

Berserk Rage (Ex): the Horned Reaper can Rage just like a Barbarian from Races of War.

Rage Dice (Ex): every odd level, the Horned Reaper gains a Rage die, which works just like the Barbarian class feature.

Blood Red Scales (Ex): at level two, the Horned Reaper bulks out and grows a layer of crimson scales. This is the first warning for everyone else. It gains an Enhancement Bonus to Natural Armour of +1 per 3 hit dice (round up), and applies the same number as a Circumstance Bonus to Intimidate checks.

Relentless Rage (Ex): starting at level three, the Horned Reaper does not pass out when below zero hit points. It acts completely normally (but still bleeds out) until dead. To make matters worse, its death margin increases by an amount equal to its ranks in Intimidate.

Bonus Feats: at level four, the Horned Reaper gains Whirlwind Attack as a Bonus Feat. At level eight, it gains Blitz as a Bonus Feat. If it already has the Feat in question, it can take any other [Combat] Feat instead, providing it meets the requirements.

Bigger and Badder (Ex): at level five, the Horned Reaper grows one size category larger, and every creature in existence is put on warning. Its Natural Armour and Ability scores change as normal, and its fangs and horns actually grow disproportionately to the rest of it: it gains a Primary Gore attack that deals 4d6 damage assuming the Reaper is now Huge, plus one and a half times its Strength Bonus, doubled on a charge attack. It also gains a Secondary Bite attack that deals 3d6 damage (assuming it is Huge) plus half its Strength Bonus.

Always Angry (Ex): starting at level six, the Horned Reaper is always angry. It is immune to [Mind-Affecting] effects that reference being happy, sad, indifferent or anything other than angry, and is also immune to [Fear] effects.

Leap Attack (Ex): if the seventh-level Horned Reaper charges, it may attempt a Jump check. As long as the check is enough to clear the distance between it and its target, it may make a Full Attack with the charge.

Colossal Charge (Ex): the ninth-level Horned Reaper charges like a freight train. It gains Powerful Charge, unless it already has that feat, in which case it gains Improved Powerful Charge. If it already has that, then it gets a free Bullrush attempt against any foe it hits with a Charge attack. It needn't move along with the foe, it can just smack them out eighty feet away or whatever.

Living Rage (Ex): at level ten, the Horned Reaper is always in its Rage. However, it can choose to act normally all the time, even casting spells and crap if it somehow has that ability. It can even try to Diplomatise people... but substitutes Intimidate in its place.

Posted: Thu Mar 21, 2013 2:53 am
by Koumei
The Angry Armour

Requirements:
Race: Dread Guard
Special: Must have been Awakened

Hit Dice: d12
Base Attack Bonus: Good
Saving Throws: Good Will
Skill Points: 2 + Int
Class Skills: Balance, Concentration, Disguise, Jump, Listen, Search, Spot
Level:Special:
1Accursed Life, Secrets Unlocked
2Stalwart Defender, Accursed Steed
3Lesser Magic Quality
4Metal Sphere
5Bump in the Knight
6Moderate Magic Quality
7Fast Healing, Attunement
8Aegis Sphere
9Greater Magic Quality
10Demon Armour, Knight Rider

Accursed Life (Ex): the Angry Armour is an actual living creature. Its Type changes to Aberration, though hit dice are unaltered. It gains a Constitution Score, and that score is 15 but can be changed in the normal ways, and has an Enhancement Bonus of +1 per 3 hit dice (round up). It retains the following Immunities: Fatigue/Exhaustion, Poison, Disease, Ability Damage/Drain to Physical Ability Scores. It even has a soul and everything, and can somehow heal hit points the normal way.

Secrets Unlocked (Ex): the Angry Armour's Armour Bonus has an Enhancement Bonus equal to one third its hit dice (round up). Furthermore, it ignores the usual requirements and flat-out has all of the abilities offered by its type of armour, depending on the system you are using - so for the typical Full Plate using basic Tome rules, it would gain DR 10/Critical Hits, Universal Energy Resistance 3 and furthermore ignores the first five points of Nonlethal damage from all attacks. If using Josh Kablack's rules it would instead have DR 20/- if made from Umlaut Plate.

Stalwart Defender (Ex): the second-level Angry Armour is immune to [Fear] effects. Additionally, it protects its allies - every adjacent ally gains Evasion if they don't already have it, and have any [Fear] effects removed.

Accursed Steed (Sp): at second level, the Angry Armour can summon a ghostly steed once per day. It is a Phantom Steed, clad in ghostly steel that remains as long as it does (providing an Armour Bonus of 8, with an Enhancement Bonus of +1 per 3 hit dice of the Angry Armour, round up) and with total HP of 10, +3 per caster level.

Lesser Magic Quality (Su): at level three, the Angry Armour gains a Lesser Magic Quality, applied to its own armour/body.

Sphere Access: at level four, the Angry Armour gains Basic access to the Metal Sphere. At level eight, it gains Basic access to the Aegis Sphere.

Bump in the Knight (Ex): a fifth-level Angry Armour can slam into people at great speeds, not needing fear for his own safety. When charging, he gains a bonus attack, a Slam using his armoured body. This uses the Armour's Enhancement bonus to AC as an Enhancement bonus to Attack and Damage, and deals 2d6 Bludgeoning damage (for a Medium creature), plus one and a half times his Strength modifier. If the foe is denied its Dexterity bonus against this attack, it falls Prone upon being hit.

Moderate Magic Quality (Su): at level six, the Angry Armour can upgrade its innate Lesser Magic Quality to a Moderate one.

Fast Healing (Su): due to ghostly nano-particles or something, the seventh-level Angry Armour gains Fast Healing equal to its hit dice divided by four (round up).

Attunement (Ex): at level seven, the Angry armour may choose a single Shield and Weapon. These attune to it and forever become part of its body - they are always wielded and equipped, they also gain the constantly scaling Bonus (and each get Qualities of the same grade as the Armour itself) and cannot be Sundered, Disarmed and so on.

Greater Magic Quality (Su): at level nine, the Angry Armour can upgrade its innate Moderate Magic Quality to a Greater one.

Demon Armour (Ex): at level ten, we all find out the source of the Angry Armour's sentience, life and power. It transforms into Demon Armour, changing the basic Armour Bonus to +9 and Max Dex to +X. It also replaces the special armour abilities with: all of its attacks are [Evil] aligned, it can see souls, able to view living and undead creatures within 120' regardless of concealment, terrain and visibility, it regains 10 HP whenever it kills something, and Outsiders with a CR more than 8 lower than its own cannot approach closer than 30' unless it allows them to. It also actually gains the [Tanar'ri] Subtype, but not the Summon ability. Finally, it meets qualifications for prestige classes as though it had ten levels of Knight and picked the Order of Bane Knights - pretend it has the relevant class features, just for the purpose of qualifying for prestige classes.

Knight Rider (Sp): when the tenth-level Angry Armour summons its Accursed Steed, it may choose to summon a Nightmare.

Posted: Thu Mar 21, 2013 3:33 am
by Koumei
The Narzugon Lancer

Requirements:
Race: Narzugon

Hit Dice: d10
Base Attack Bonus: Good
Saving Throws: Good Fort and Ref
Skill Points: 2 + Int
Class Skills: Balance, Climb, Jump, Know (Planes), Ride, Spot, Survival
Level:Special:Designate Opponent Damage:
1Mounted Combat, Knight's Challenge+3d6
2Hellfire Charge+4d6
3Nightmare Steed+5d6
4Carnage Sphere+6d6
5Head Hunter+7d6
6Fortify Steed+8d6
7Dispel Chaos+9d6
8Mounted Supremacy+10d6
9True Seeing+10d6
10Champion of Ruin+10d6

Mounted Combat: if it for some reason does not have Mounted Combat already, the Narzugon Lancer gets it as a Bonus Feat. If it does have it, which it should, it can just choose a [Combat] Feat as a Bonus Feat.

Knight's Challenge (Ex): with a Swift Action, the Narzugon Lancer can call an opponent out. If that foe fails to deal any damage to the Narzugon Lancer before the Lancer's next turn, then on that turn the Lancer's attacks gain the listed Designate Opponent amount as bonus damage. It can only apply this damage to one attack per BAB-enabled attack (1 base, 2 at BAB +6, 3 at BAB +11 and 4 at BAB +16).

Hellfire Charge (Su): starting at second level, whenever the Narzugon Lancer charges a foe, its attacks deal an additional 3d6 points of damage. Half this damage is Fire, the other type is Fuck You. This also sets the target on fire, and until the fires are put out, they are lit up with a Faerie Fire effect.

Nightmare Steed: at level three, the Narzugon just gets a Nightmare as a loyal steed. Its CR must always be 2 lower than his own. If it ever dies, he gets another one 24 hours later.

Carnage Sphere: at level four, the Narzugon Lancer gains Basic access to the Carnage Sphere.

Head Hunter (Su): whenever the fifth-level Narzugon Lancer slays a living target that has a sufficient CR to grant any experience to it (even if you're not using kill-based-XP), it gains a Good Hope effect for the next minute, and the benefits as though it had cast Death Knell on the target.

Fortify Steed (Su): starting at sixth level, the Narzugon Lancer can channel profane energy into its steed three times per day. This bestows a Heal effect upon it, but also grants a +4 Profane Bonus to the creature's Strength, Saving Throws and Armour Class for the next hour.

Dispel Chaos (Su): at level seven, the Narzugon Lancer gains the ability to cast Dispel Chaos three times per day.

Mounted Supremacy (Ex): whenever the eighth-level Narzugon Lancer is mounted and fights a foe that is not mounted, it gains a +3 Bonus to Attack rolls, Damage rolls and Armour Class, and once per round a successful attack forces the opponent to attempt a Fortitude Save (Strength-based) or be Stunned for one round. These benefits only apply against the non-mounted opponents.

True Seeing (Su): at level nine, the Narzugon Lancer constantly benefits from a True Seeing effect.

Champion of Ruin: at level ten, the Narzugon Lancer is recognised as a true champion of the Nine Hells. It is granted a castle somewhere in Baator, along with serfs/slaves and a small standing army - it gains followers as though taking a [Leadership] Feat. It may also choose to have a more impressive steed: a Lawful Evil Nightmare Beast (or similarly powerful creature). Finally, for the purpose of taking prestige classes it is treated as having ten levels of Knight, and choosing the Order of Hell Knights.

Posted: Thu Mar 21, 2013 4:01 am
by Avoraciopoctules
These monster classes are looking increasingly sweet. I'm gonna have an easier time keeping recurring fiend NPCs interesting next time I run a planehopping game. Thanks for the thread.

Posted: Thu Mar 21, 2013 4:12 am
by Koumei
The Xill Marauder

Requirements:
Race: Xill

Hit Dice: d10
Base Attack Bonus: Good
Saving Throws: Good Fort and Ref
Skill Points: 2 + Int
Class Skills: Hide, Intimidate, Jump, Know (Planes), Listen, Move Silently, Spot
Level:Special:Combat Speed:
1Murderous Intent, Multiweapon Rend-
2Evil Glee+5'
3Sadism in Practice+5'
4Death Toll+10'
5Disembowel, Ether Hop+10'
6Release Plagues+15'
7Eternal Paralysis+15'
8Massive Marauder+20'
9Scourge of the Lands, Flensing Glare+20'
10Scry and Die Tactics+25'

Murderous Intent: the Xill Marauder gains Murderous Intent as a Bonus Feat. If it already has it, it can pick another [Combat] Feat instead.

Multiweapon Rend (Ex): in any turn in which the Xill Mardauder hits the same target with two or more different weapons, it rips the target apart. This Rend attack automatically hits, for 2d6 damage (for a Medium creature) plus one and a half times its Strength Bonus. This also deals 1 point of Constitution damage.

Combat Speed (Ex): as it gains levels, the Xill Marauder gains a bonus to its speed when making Move Actions and Charging.

Evil Glee (Ex): the second-level Xill Marauder can cast Death Knell at will, but only on creatures with an Intelligence of 4 or more.

Sadism in Practice (Su): at level three, the Xill Marauder constantly benefits from a Sadism effect.

Death Toll (Su): whenever the fourth-level Xill Marauder kills something, all creatures (except its allies) within 60 feet that don't have more hit dice than the slain creature must attempt a Will Save (Charisma-based). If they fail, they suffer from Crushing Despair for 3 rounds.

Disembowel (Ex): at level five, any time the Xill Marauder can use its Rend attack, it Rends twice. Each Rend now deals 2 Strength and Constitution Damage.

Ether Hop (Su): at level five, stepping back into the Ethereal for the Xill Marauder no longer takes longer than normal, it's just a jump to the left and a Standard Action.

Release Plagues (Su): at level six, the Xill Marauder can cast Contagion once per day, out to Long Range. The Save DC is Constitution-based. Any creature that touches the infected target must also save against this effect, thus spreading it rapidly.

Eternal Paralysis (Ex): at level seven, the Paralysis of the Xill Marauder lasts forever.

Massive Marauder (Ex): at level eight, the Xill Marauder grows one size larger, with all the changes that entails.

Scourge of the Lands (Su): whenever the ninth-level Xill Marauder spends one minute standing in the same place, that point gains an Unhallow effect. Furthermore, the entire area is subject to a Warp Wood effect, reagardless of usual requirements, and also a Diminish Plants effect (Stunt Growth only). Finally, all water in the area is subject to a Curse Water effect.

Flensing Glare (Su): at level nine, the Xill Marauder can cast Flensing at will (Charisma-based).

Scry and Die Tactics (Su): the tenth-level Xill Marauder gains the following Supernatural Abilities, which can each be used twice per day: Scry, Teleport Without Error.

Posted: Thu Mar 21, 2013 4:14 am
by Koumei
Avoraciopoctules: no problem, these can basically be used for PCs who want to play weird crap, and for handy advancements for monsters that the PCs will be stabbing in the face.

Posted: Thu Mar 21, 2013 4:50 am
by Koumei
The Neogi Powermonger

Requirements:
Race: Neogi Adult

Hit Dice: d6
Base Attack Bonus: Poor
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Concentration, Diplomacy, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Ride, Sense Motive, Spot, Use Magic Device
Level:Special:
1Potent Poison, Mind-Fuelled Prime, Enslaver
2Telepathy, Quickened Command, Mind Thrust
3Accelerate Slave, Detect Thoughts
4Rejuvenate Slave, Mass Suggestion
5Hold Monster, Umber Hulk Slave
6Share Pain, Psychic Poison
7Hostile Empathic Transfer, Brain Lock
8Empathic Feedback, Shatter Mind Blank
9Ego Whip, Detonate Slave
10Overwhelm, Planar Binding

Potent Poison (Ex): the Neogi Powermonger has awesome poison. The Save DC becomes 13 + half its hit dice + its Constitution Modifier.

Mind-Fuelled Prime (Ex): thanks to its incredible psychic energy, the Neogi Powermonger does not age. This means it won't turn into the elder thing, and is immune to ageing effects as well.

Enslaver (Su): the Neogi Powermonger is an overachiever. Its Enslave ability is a Supernatural Ability with a Save DC of 10 + half its hit dice + its Charisma Bonus.

Psionics (Sp): as it gains levels, the Neogi Powermonger gains various Spell-Like Abilities. The Caster Level equals its hit dice, the Save DC for any is 10 + half its hit dice + its Charisma Bonus, and in the case of those that are actual Psionic Powers, assume they were augmented up to the Powermonger's hit dice. These can all be used at will, with the exception of Planar Binding, which can only be used once per day. In the case of Share Pain, it is always one of the targets - the one that shares its pain with another. Typically, it just lets slaves suffer damage for it.

Accelerate Slave (Sp): at third level, the Neogi Powermonger can cast Haste at will, but only on creatures currently Dominated by it.

Rejuvenate Slave (Sp): at level four, the Neogi Powermonger can cast Cure Critical Wounds and False Life once each per hour, but only on creatures currently Dominated by it.

Umber Hulk Slave: at level five, the Neogi Powermonger flat-out gets a permanently Dominated Umber Hulk for a slave. It has sufficient hit dice to have a CR two less than that of the Neogi Powermonger, and if it ever dies, another is gained within 1d6 days.

Detonate Slave (Sp): at level nine, the Neogi Powermonger can cast Finger of Death once per day, but only on a creature Dominated by it. The creature gets no saving throw, and just dies, overloaded with psychic energy, however it explodes in a 30' radius Blast. All in the area suffer 2d6 Force damage per hit die of the exploded creature or the Powermonger (whichever is lower), with a Reflex Save for half (DC 10 + half the Powermonger's hit dice + the Powermonger's Charisma Bonus).

Posted: Thu Mar 21, 2013 6:28 am
by Koumei
The Xill Moral Guide
"Hey, we're after original sin here. A murder isn't enough, you need to kill them in a way no-one's ever been murdered before."

Requirements:
Race: Xill

Hit Dice: d6
Base Attack Bonus: Medium
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentration, Forgery, Gather Information, Intimidate, Know (Any), Listen, Sense Motive, Spellcraft, Spot
Level:Special:
1Rebuke Undead, Animate Dead 1/day, Bestow Curse, Wrack 3/day
2Magic Circle Against Evil, Divination 1/day, Divine Power 2/day
3Confound, Doomtide, Damning Darkness, Evil Domain
4Commune, Bleakness, Slay Living 1/day
5Morality Undone, Unholy Storm 2/day
6Create Undead 1/day, Harm 2/day, Heal 1/day
7Spiritual Guardian, Cloak of Hate, Corruption Domain
8Blasphemy 1/day, Destruction 2/day, Withering Palm
9Necrotic Curse, Fiendish Clarity, Pulse of Hate 2/day
10Were-Doom 1/day, Unholy Aura, Bodak's Glare 1/day

Rebuke Undead (Su): the Xill Moral Guide can Rebuke Undead like an Evil Cleric with as many levels as it has hit dice. It can do so three times per day, plus its Charisma Bonus.

Spell-Like Abilities: as the Xill gains levels, it gains access to more and more Spell-Like Abilities. If no usage limit is specified, an ability can be used at will. The Caster Level equals its hit dice, and the Save DC is 10 + half its hit dice + its Charisma Bonus.

Domains: at level three, the Xill gains the Evil Domain - applying the Domain ability (+1 CL on [Evil] spells) to its [Evil] Spell-Like Abilities and gaining the Spells as Spell-Like Abilities once each per day. At level seven it gains the Corruption Domain, gaining the Domain ability and gaining the Spells as Spell-Like Abilities once each per day. It can only cast the Spell-Like Abilities that have a level of half its hit dice or less.

Posted: Thu Mar 21, 2013 7:04 am
by Maxus
I'm requesting the Minion Master. Leading around a ton of very killable tiny men? Sounds awesome.

Posted: Thu Mar 21, 2013 7:52 am
by Koumei
The Illithid Psi-Caller
"Interesting real estate... let us move our Far Realm patch here."

Requirements:
Race: Mind Flayer

Hit Dice: d6
Base Attack Bonus: Poor
Saving Throws: Good Will
Skill Points: 4 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Alchemy), Decipher Script, Gather Information, Intimidate, Knowledge (Any), Listen, Search, Sense Motive, Spot, Use Magic Device
Level:Special:
1Dimension Door, Attune Form, Calling I
2Mass Suggestion 1/day, End of Sight
3Dominate Monster 1/day, Calling II
4Far Realm's Grass, Far Realm's Air, End of Life
5End of Hope, Calling III
6Mass Suggestion, Nightmare Terrain
7End of Time, Contact Other Plane 1/day, Calling IV
8Dominate Monster, Call Planar Essence
9Gate 1/day, Calling V
10Gate 3/day, Fuse Worlds

Psionics (Sp): as it gains levels, the Illithid Psi-Caller gains Spell-Like Abilities. The Caster Level equals its hit dice, and the Save DC is 10 + half its hit dice + its Charisma Bonus. If no usage limit is listed, it can be used at will.

Calling (Sp): as it gains levels, the Illithid Psi-Caller gains the ability to call creatures to its aid. Doing so is a Standard Action, and the creatures lurk around for one minute before vanishing back to their origins. It can use this ability once per hit die per day, total (not once per hit die per day for each version of the power).

End of Sight (Su): at second level, the Illithid Psi-Caller can reach out and extinguish the light in people's eyes. With a Standard Action, it designates any number of targets within Medium Range, and they must all pass a Fortitude Save (Intelligence-based) or be rendered permanently Blind.

Far Realm's Grass (Su): at level four, the Illithid Psi-Caller can cast Chilling Tentacles (as the Warlock Invocation) at will, though only one such effect can be active at a time.

Far Realm's Air (Su): at level four, the Illithid Psi-Caller can also cast Acid Fog at will, however only one such effect can be active at a time.

End of Life (Su): at level four, when the Psi-Caller uses its End of Sight ability, it may designate one target as special. If that target fails the save, they don't go blind, they just die. This is a [Death] effect. If they pass the save, they suffer 1d8 damage per 2 hit dice of the Psi-Caller.

End of Hope (Su): at level six, when the Psi-Caller uses End of Sight, it may instead force the targets to pass Will Saves (same DC). If they fail, they are transported to the edges of the universe. They probably end up somewhere where they can vaguely survive, but that still leaves them with the matter of getting back home.

End of Time (Su): at level seven, the Psi-Caller can show people the end of the universe. It spends a Full Round Action focusing, and designates a spot within Long Range. A 40' radius 120' tall column opens up, and everything in the area, even the undead and non-living, must pass a Fortitude Save (Intelligence-based) or be annihilated. Those who pass their saves still suffer 1d6 damage per hit die of the Psi-Caller and physically age 4d6 years.

Call Planar Essence (Su): at level eight, once per day the Psi-Caller can gaze at a creature within Close Range and force them to make a Will Save (Intelligence-based). If they fail the save, they permanently gain the Half Farspawn template and are enslaved by it, permanently Dominated. If they are immune to any part of this ability, they are immune to the whole thing.

Fuse Worlds (Su): at level ten, the Psi-Caller gains a dreadful ability. Once per week, it may spend one minute concentrating, and at the end of that time, a one mile radius area centred on it is forever changed: the current plane fuses with the Far Realm in this area, breaching the barrier between the Planes. This cannot be reversed without a Wish or Miracle, and fucks the area up beyond recognition.

Calling I list:
  • Hellwasp Swarm
  • Pseudonatural Elephant
  • Cildabrin
  • Embrac
  • 1d4+1 Kigrid
  • 2d6 Saltor
Calling II list:
  • Hound of the Gloom
  • Shaboath
  • Pseudonatural Triceratops
  • 1d4+1 Hellwasp Swarms
  • 2d6 Pseudonatural Polar Bears
Calling III list:
  • Giant Psurlon
  • Pseudonatural Colossal Monstrous Spider
  • Elder Black Pudding
  • 1d4+1 Hounds of the Gloom
  • 2d6 Embracs
Calling IV list:
  • Thought Slayer
  • Pseudonatural Grizzly Mastodon
  • Half Farspawn Mooncalf
  • 1d4+1 Giant Psurlon
  • 2d6 Shaboath
Calling V list:
  • Neothelid
  • Moonbeast
  • Half Farspawn Siesmosaurus
  • Beholder Overseer
  • 1d4+1 Pseudonatural Grizzly Mastodons
  • 2d6 Elder Black Puddings

Posted: Thu Mar 21, 2013 12:27 pm
by Darth Rabbitt
Shit, this is all awesome.

Posted: Thu Mar 21, 2013 8:37 pm
by Vebyast
Koumei wrote:Calling (Sp): as it gains levels, the Illithid Psi-Caller gains the ability to call creatures to its aid. Doing so is a Standard Action, and the creatures lurk around for one minute before vanishing back to their origins. It can use this ability once per hit die, total (not once per hit die for each version of the power).
What's the recharge on this? Per day? Per ever?

Posted: Thu Mar 21, 2013 11:37 pm
by Koumei
Hahaha oh snap, I meant to say per day, yeah. But I was too caught up with specifying that you don't get uses==hit die for each of the lists. Let me go fix that.

Posted: Fri Mar 22, 2013 12:05 am
by Koumei
Leader of Peons [Leadership] (with thanks going to SunTzuWarmaster)
You lead small men with short lives
Requirements: Medium or larger, Character Level 3
Benefit: You may control one squad of 4 minions per hit die. They each have a single level, and only have [Minion] feats. It takes 2 weeks to summon your tiny army subsequent to their inevitable defeat. In the event that they actual win a battle, they rebel and you lose your army until another can be summoned.
For every four squads, you have one Sergeant, who is third level, but can still only have [Minion] Feats.For every ten squads, you have one General, who is fifth level, but can still only have [Minion] feats.
They all have the Elite array, which is better than nothing, and have basic equipment: non-magical Armour, Weapons and Shields if appropriate.
They are limited to NPC classes, but they ignore the rules that replace their Feats with other things. They are also allowed to take the Perfect Minion Prestige Class.

The Lord of Minions
"Go forth and bust a cap, butt-monkeys!"

Requirements:
BAB: +5
Feats: Leader of Peons

Hit Dice: d12
Base Attack Bonus: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
Class Skills:
Level:Special:
1More Peons, Better Peons, Reinforcements
2More Peons, Better Peons, Loyal Cohort
3More Peons, Better Peons, Worthy Sacrifice
4More Peons, Better Peons, Specialists
5More Peons, Better Peons, Kingdom (of Peons)

More Peons: the Lord of Minions calls up more dudes than normal. At first level, the squad size swells to ten, and he has twice as many squads (and thus, Sergeants and Generals). At second level, it becomes four times as many. At third level, it becomes eight times as many. At level four, it is sixteen times as many, and at level five, he commands thirty two times as many. That's 32x10 minions per hit die, 8 Sergeants per hit die and 3.2 Generals per hit die.

Better Peons: the Lord of Minions has the best little useless guys ever. At first level, they are allowed to take levels in real classes, as long as those classes do not have "tricky" stuff like Spell Slots, Spell-Like Abilities with limited uses, Psionics, Manoeuvres or whatever. Good examples of acceptable classes would be the Monk, Rogue, Knight or Barbarian. Additionally, all of his minions have a number of bonus levels equal to his class level, so by level five his basic minions could be level six Rogues... but still only allowed to have [Minion] Feats. The one exception here is if a class gives a specific feat as a Bonus Feat, in which case they are allowed to have that, but it can't be a [Leadership] Feat.

Reinforcements (Ex): three times per day per class level, the Lord of Minions can call for reinforcements or realise he actually had more guys all along. All of his units currently on the field but not 100% wiped out suddenly gain 1d6 more guys, up to the limit of ten per unit. Alternatively he can just conjure up one more unit. This does not bring more Sergeants or Generals.

Loyal Cohort: at level two, the Lord of Minions gets a loyal cohort, who must have a CR 2 less than his own. The cohort does not need to be a Minion like the others, though there's nothing specifically stopping them from being one. They probably help organise and direct the mobs.

Worthy Sacrifice (Ex): at level three, the Lord of Minions can have his dudes sacrifice themselves for him. He makes the decision on their behalf. With an Immediate Action, he can sacrifice any number of his minions within his reach, total up the hit points they had before death, and subtract this amount from the damage of an incoming attack (minimum zero). Ability Damage can be negated in this way at a rate of ten hit points per point, and Ability Drain and Negative Levels at the rate of twenty five hit points per point or level. Even instant death can be negated - treat it as dealing damage equal to his own hit points, and the entire amount must be negated to stop the effect.

Specialists: at level four, the Lord of Minions gets a bunch of specialist minions. He has one specialist per unit, with the same stats as Sergeants, except with an extra 500 GP of equipment and with Skill Focus as a bonus feat. They often do trapsetting, alchemy and weapon crafting.

Kingdom (of Peons): at level five, the Lord of Minions flat-out gets his own small kingdom, complete with fortress. The population "refills" every week, but while they're there, calling the army up takes no time at all.

Posted: Fri Mar 22, 2013 1:38 am
by Maxus
Ahhhh, thank you very much.

Now I just need to find a chance to play this.