Monster Prestige Classes (A Reprint)

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Re: Monster Prestige Classes (A Reprint)

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Empusa
Pathfinder, here. CR 13, level 13.

Vengeful Vespid
We need more bug Outsiders, obviously. And this time, it's not Evil - I know, there are Demon Flies, Other Demon Flies, Demon Locust/Scorpions, Demon Spiders, Other Demon Spiders, Demon Robot Spiders, Devil Wasps, Devil Wasp Swarms, Demon Ant Swarms, Cold Devil Mantids, Boney Devil Scorpions (sort of) and probably more. Sure, there are Angel Butterflies and Lawful Ants, but let's look at the Empusa, a Chaotic Wasp. Naturally a sexy Wasp Lady. Honestly I could have just gone with Queen Q Bee for this, and maybe I should do one that does that, because obviously this obscure "made as a servant for that one specific PF goddess" monster needs two prestige classes. But whatever. This one lets you have a pet Beedrill (well a summon), which is what everyone wants in life, and also has some illusions but mostly murders her attackers in close combat.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Decipher Script, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot
LevelBABFortRefWillSpecialMove Tutor
1+1+0+2+2Whiplash Fury, Spell Vengeance, Wasp CallerSwords Dance
2+2+0+3+3Illusionary Guile, Fury AttackDouble Team
3+3+1+3+3Vengeful Retribution, Sneak Attack +1d6Toxic
4+4+1+4+4Deceptive Form, Fell StingerU-Turn
5+5+1+4+4Lash Mastery, Mega EvolutionDrill Run
6+6+2+5+5Vengeful Presence, Sneak Attack +2d6Defog
7+7+2+5+5Avatar of Vengeance, Destiny StingerGunk Shot

A note on Delivered Vengeance: various abilities refresh their usage when "Vengeance is Delivered". This isn't a normal game term, so it applies whenever the Vengeful Vespid slays a target who she is specifically called upon to slay out of revenge (typically when called by a spell such as Planar Binding or Planar Ally or Gate, but this can also be a player character given the task of vengeance by an NPC), or who has incapacitated one of her standard allies (ie another player in an adventuring party, not a summon or hireling) via Death, Destruction, Imprisonment, or spells that permanently Paralyze or Petrify targets, or who has reduced her personally to under 10% of her Maximum Hit Points. In either case, the foe must still be strong enough to be considered a challenge - the minimum CR is her own character level minus 7.

Spell Vengeance (Su): the Vengeful Vespid's Spell Resistance continues to increase at the rate of +1 per level. However, in response to being targeted she may use an Immediate Action to lower her Spell Resistance. This shares the effects with the caster, allowing them their own Saving Throw (if appliccable) but not Spell Resistance. This applies against anything that actually does allow Spell Resistance normally.

Whiplash Fury (Su): the Vengeful Vespid's Lash has a x3 Critical Multiplier, and additionally, any time a foe is damaged by the Lash attack, they must make a Will Save against a [Mind-Affecting] [Fear] effect. The Save DC is 6 + half her hit dice + her Charisma Bonus, and failure causes them to be Shaken for one minute. This does stack with other sources of fear (to Frightened, Panicked, Cowering then Comatose), but not with itself, and a successful save renders the target immune to this ability for the rest of the day.

Wasp Caller (Sp): once per day, the Vengeful Vespid can use a Full Round Action to summon the greatest of vengeful angry wasps, Beedrill. Yes this is a wasp and not a bee. It makes pain and death instead of honey. Anyway it lasts for one hour or until slain, and is considered a Summoned Monster for all purposes. It has 13 hit dice at first level, and gains an extra hit die per level beyond this, learning new moves. At level 6, she may summon one with Sniper instead of Swarm if she wants. When Vengeance is Delivered, she refreshes her daily use of this ability, providing it is expended.

Move Tutor (Su): in games that use Pokemon rules, the Vengeful Vespid is a legitimate Move Tutor who can spend an hour to teach a pokemon one of the Tutor Moves available to her, providing it is listed as a Tutor Move for them. Regardless of whether using these rules or not, any time she Summons a Beedrill, it may have one of the available Tutor Moves. Unfortunately for you, I will not be detailing these moves here, so you'll sort of have to wait until the Pokemon project gets that far.

Illusionary Guile: starting at level two, the Vengeful Vespid can cast Mirror Image at will as a Spell-Like Ability, and also increases the Will Save DC of all of her Illusion effects by +4 (although not any further effects, so the Disbelief DC for Phantasmal Vengeance is 4 higher than the Fort Save DC). Additionally, when Vengeance is Delivered, she refreshes all daily uses of Mislead and Phantasmal Vengeance.

Fury Attack (Ex): if he second-level Vengeful Vespid attacks a foe two rounds in a row, and takes any damage between those two turns, she is angered, gaining a +2 Morale Bonus on attack and damage rolls for the second round. If she keeps attacking the same opponent and taking damage, this will stack, becoming +4 on the third turn, then +6 and so on.

Vengeful Retribution (Ex): starting at level three, any time anybody succeeds at hitting the Vengeful Vespid, they provoke an Attack of Opportunity from her. Additionally, any time a foe damages her, then until the end of her next turn, she can add her Charisma Bonus to all weapon damage she deals to them. Finally, when Vengeance is Delivered, she refreshes her daily use of True Seeing.

Sneak Attack (Ex): at levels 3 and 6, the Vengeful Vespid's Sneak Attack damage increases by 1d6.

Deceptive Form: at level four, the Vengeful Vespid's Charisma increases by 2, her Mirror Image becomes Greater Mirror Image as a constant effect she can choose to suppress at will, and she can cast Retributive Image three times per day as a Spell-Like Ability, though all uses are refreshed when Vengeance is Delivered.

Fell Stinger (Su): with a Standard Action, the level four Vengeful Vespid can make a single Lash attack against a target. It this reduces the target below 1 hit point, or the initial damage from the Poison reduces an Ability Score to zero, she is then fully empowered by the experience and the joy of murder, gaining a +8 Enhancement Bonus to Strength for one minute.

Lash Mastery (Su): starting at level five, the Vengeful Vespid's Lash attack has a Critical Threat of 19-20 (with a x3 Multiplier), and any confirmed Critical Hit also bestows a Suggestion instead of the [Fear] effect. The Save DC is the same (6 + half her hit dice + her Charisma Bonus), success results in immunity to the Suggestion for the rest of the day, but saving against one of these does not confer immunity to the other.

Mega Evolution (Sp): once per day, the fifth-level Vengeful Vespid may cause her summoned Beedrill to Mega Evolve. This lasts for one minute. The daily use is refreshed when Vengeance is Delivered.

Vengeful Presence (Ex): at level six, the Vengeful Vespid may make a Demoralise attempt as an Attack Action, or as a Swift Action against anyone who has damaged her within the same encounter. Against foes afflicted by any kind of [Fear] effect, she gains a +2 Morale Bonus to Armour Class and Saving Throws. Finally, against anybody who has dealt any damage to the Vengeful Vespid in the encounter, her Lash gains a critical value of 15-20/x5 (as though it had 18-20/x3 but both were doubled, so further multipliers will not increase it to wilder levels).

Avatar of Vengeance (Su): once per day, the seventh-level Vengeful Vespid may channel pure vengeance as an unrelenting monster of harm. This requires a Full Round Action, and for the following minute she gains the effects of Mind Blank, Greater Invisibility, Stone Skin, Fire Shield, Acid Sheath, Babau Slime, Balor Nimbus and Death Armour. This is refreshed when Vengeance is Delivered.

Destiny Stinger (Su): with an Immediate Action upon being hit by an attack that would reduce her below zero HP or kill her outright, the level seven Vengeful Vespid may make a single Lash attack against her attacker if they are within reach. If this hits, the target takes damage and poison as normal, along with the other effects, and must pass a Fortitude Save (DC 10 + half her hit dice + her Constitution Bonus) or die, as a [Death] effect. She then dies properly after this, even if she had only been reduced to negative hit points or has a sneaky way to avoid death. However will people bring back a dead character at level twenty?
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Re: Monster Prestige Classes (A Reprint)

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Loving the bug monster class. Much needed.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Procyal Agathion
Pathfinder, here. CR 8, level 9.

Divine Trickster
Everyone loves raccoons, right? I wouldn't know, we don't get them in Australia. But they seem like delightful chaps, the kind of creature that absolutely isn't a vermin and a menace but is a lovable trickster that serves as the main character of a cartoon or something. Wait, foxes often get that role and people shoot those. Well never mind, this is a Good creature that is all smiles, and has a bunch of abilities related to trickery and being annoying. Have fun with this.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: all skills that actually exist
LevelBABFortRefWillSpecial
1+0+2+2+0Mischief Maker, Skill Focus: Stealth, Animate Objects 1/day, Bungle at will
2+1+3+3+0Raccoon's Cunning, Skill Focus: Perception
3+2+3+3+1Shapechanger's Guise, Symbol of Laughter 3/day
4+3+4+4+1Trickster's Luck, Skill Focus: Disable Device
5+3+4+4+1Enchantment Mastery, Song of Discord 3/day, Power Word: Blind 1/day
6+4+5+5+2Raccoon's Grace, Skill Focus: Sleight of Hand
7+5+5+5+2Shapeshifter's Guile
8+6+6+6+2Deceptive Trickster, Skill Focus: Bluff
9+6+6+6+3Master of Illusions, Shades 1/day
10+7+7+7+3Prankster's Grace, Euphoric Tranquility 1/day
11+8+7+7+3Trickster's Transcendence, Overwhelming Presence 1/day

Mischief Maker (Ex): the Divine Trickster's Dexterity increases by 2. Additionally, it may Feint in place of any attack. For every 5 full points by which the Feint check exceeds the opponent's roll, the effect lasts a full extra round - they can still act normally on their turn, but they are still denied their Dexterity Bonus to AC and various other effects will apply.

Spell-Like Abilities (Sp): as it gains levels, the Divine Trickster gains access to an array of Spell-Like Abilities.

Skill Focus: at most levels, the Divine Trickster gains Skill Focus as a Bonus Feat with some skill or another. This is the Pathfinder version which grows slightly at a certain number of ranks. If you're not using PF Skills, gain Skill Focus: Hide at level 1, Skill Focus: Spot at level 2, Skill Focus: Move Silently at level 3, Skill Focus: Listen at level 5, and Skill Focus: Search at level 7.

Raccoon's Cunning (Ex): at level two, the Divine Trickster's Intelligence increases by 2. Additionally, any time it takes on a creature's shape (including approximating the shape of a creature via a Spell-Like Ability such as Beast Shape), it instantly knows the defences of that specific creature as well as typical creatures of that kind. This doesn't mean specific numbers, merely "It Resists these elements", "It has Damage Reduction overcome by this thing", "It has Regeneration beaten by such and such", "You can't land critical hits against this", "It has Spell Resistance", "It is Immune to these" and similar.

Shapechanger's Guise (Su): upon reaching level three, the Divine Trickster can cast Beast Shape 4 as a Spell-Like Ability at will, however it can't cast other Spell-Like Abilities in this form. Upon taking any shape, including approximate forms with this ability, it knows about all the natural weapons and special attacks available to the specific creature and typical creatures of that type.

Trickster's Luck (Su): starting at level four, the Divine Trickster can reroll any natural 1 made for an attack roll or saving throw. Additionally, it somehow stumbles out of harm's way or is just barely missed at opportune times, represented as being able to take a 5' step as an Immediate Action. It also gains the Power Slide ability of a Jester, somehow seeming to be knocked further away by attacks and being lucky enough to avoid getting splattered.

Enchantment Mastery (Ex): the fifth-level Divine Trickster's Spell-Like and Supernatural Abilities that replicate Enchantment spells all gain +2 to the Save DC, increased to +4 if the target is denied their Dexterity Bonus to Armour Class. Furthermore, if a foe is under the effects of an Enchantment ability the Divine Trickster created, it gets a +6 Bonus to all attempts to Feint, Trip, Steal from or perform a Dirty Trick against them.

Raccoon's Grace (Ex): upon reaching level six, the Divine Trickster's Dexterity increases by 2. Additionally, whenever it moves at least 30 feet in a round, it gains a Blur effect until the start of its next turn as an Extraordinary Ability.

Shapeshifter's Guile (Su): at level seven, the transformation abilities of the Divine Trickster are even better. It can now also cast Giant Form 2 and Fey Form 3 as Supernatural Abilities, and in these forms can still cast its normal Spell-Like Abilities. Additionally, when taking the form of any creature, including approximate forms from these abilities, it instantly knows all of the Special Qualities of the specific creature as well as standard creatures of their kind.

Deceptive Trickster (Su): the eighth-level Divine Trickster can cast Mislead and Baleful Shadow Transmutation once each per day, and furthermore if a foe should provoke an Attack of Opportunity from it, it can instead cast an Illusion or Enchantment Spell-Like Ability out of turn. This expends the Attack of Opportunity still.

Master of Illusions (Su): any Illusion brought about by the ninth-level Divine Trickster, if it has a certain percentage of realness, is +20% more real. For instance a Shadow spell that is 50% real for those who Disbelieve becomes 70% real. It may also cast Greater False Vision at will, and with one minute can make a Forgery check to create a temporary magic scroll (a single Arcane or Divine spell, the scroll only retaining its magic for 1d4 minutes thereafter). The DC is 20 plus double the Spell Level.

Prankster's Grace (Ex): at level ten, the Divine Trickster's Charisma increases by 2. Additionally, if it successfully Feints a foe, they become Confused for the duration. Against a foe it successfully Feinted or that is suffering from any of its Enchantment effects, th Divine Trickster may add its Charisma Bonus as a Luck Bonus to Armour Class and Saving Throws.

Trickster's Transcendence (Su): at level eleven, if the Divine Trickster has Feinted a foe successfully, its Enchantment effects completely bypass their Spell Resistance/Immunity as though they stated SR: No. Additionally, it can almost cheat death: if killed or knocked unconscious, one of its Spell-Like Abilities is cast as though it were a spell in a Contingency effect. Additionally, if ever subject to a [Death] effect, it may use an Immediate Action to attempt a Bluff check opposed by a Caster Level check (or regular level check for [Death] effects that aren't *cast*). If it wins, it is no longer the target of the [Death] effect, the original caster (or origin of the effect) is instead.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Agathion: Vulpinal
Pathfinder, here. CR 6, level 7

Serene Arbiter
The Vulpinal exists mostly to bring peace and tranquility to the world, to calm people down. Sure, it occasionally will smite evil with magic or with claws, but mostly it's a nice happy friend who keeps everyone calm. Or in other words, denies actions with Enchantment effects. The Serene Arbiter mostly continues this way of life, and adds some healing to the side.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (Any), Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Perform (Any), Search, Sense Motive, Spot, Tumble
LevelBABFortRefWillSpecial
1+0+0+2+2Peaceful Presence, Lesser Vigor 10/day
2+1+0+3+3Harmonic Resonance, Lay on Hands +1d6
3+1+1+3+3Aura of Tranquility, Peacebond at will
4+2+1+4+4Celestial Empathy, Shatter Mind Blank at will, Lay on Hands +2d6
5+2+1+4+4Merciful Smite, Flame Strike 3/day
6+3+2+5+5Tranquil Mind, Hold Monster 3/day, Lay on Hands +3d6
7+3+2+5+5Radiant Healing, Heal 1/day
8+4+2+6+6Shielding Aura, Lay on Hands +4d6
9+4+3+6+6Serene Channeling, Euphoric Tranquility 3/dayHeal 2/day
10+5+3+7+7Agathian Intervention, Lay on Hands +5d6
11+5+3+7+7Aura of Peace, Serenity 3/day
12+6+4+8+8Divine Grace, Heal 3/day, Lay on Hands +6d6
13+6+4+8+8Emissary of Harmony, Mass Heal 1/day

Peaceful Presence (Su): the Serene Arbiter's Wisdom increases by 2 at first level. Additionally, its Calming Aura is twice as large, and against creatures within this area, it may cast Charitable Impulse & Touch of Mercy as Supernatural Abilities at will.

Spell-Like Abilities (Sp): as it gains levels, the Serene Arbiter learns new Spell-Like Abilities. In the case of Flame Strike, it uses the Kaelik Cleric version.

Harmonic Resonance (Ex): starting at level two, the Serene Arbiter has greater internal harmony, which can help it make external harmony. With an Immediate Action at will, it can add its Charisma Bonus to saving throws against [Mind-Affecting] effects in response to being targeted by something, the benefit lasting until the beginning of its next turn. Additionally, with a Swift Action at will, it may add its Wisdom Bonus to any Charisma-based Skill checks or Ability checks made during its turn, as well as to any bonuses it grants via Aid Other, Flanking, and Teamwork feats.

Lay on Hands: at every even level, the Serene Arbiter's Lay on Hands ability increases by 1d6.

Aura of Tranquility (Su): at level three, the Serene Arbiter's Calming Aura carries greater tranquility. It always benefits from Sanctuary while the aura lasts, against foes that are in the area. Any time it breaks its own Sanctuary, it no longer applies for the rest of the day against anything that was in the aura. Similarly, if a creature succeeds on the saving throw, they can ignore the Sanctuary for the rest of the day even if it leaves and re-enters the aura. Additionally, all foes take a -4 Penalty on attack rolls while in the aura.

Celestial Empathy (Su): starting at level four, the Serene Arbiter is less likely to hurt its own allies. They gain a bonus to saving throws against its spells, equal to its Wisdom Bonus, and it gains a single Mercy like a sixth-level (PF) Paladin. Additionally, it gains the ability to cast Cure Critical Wounds, Mass Cure Moderate Wounds and Mass Lesser Vigor three times each per day.

Merciful Smite (Su): the fifth-level Serene Arbiter can choose to apply the Merciful weapon quality on all forms of damage it deals, whether natural or manufactured weapons, activating magic items, or casting damaging Spell-Like or Supernatural Abilities.

Tranquil Mind (Ex): at level six, the Serene Arbiter's Wisdom increases by another 2, and it gains the Slippery Mind ability.

Radiant Healing (Su): starting at level seven, the Serene Arbiter casts all [Healing] spells, whether through Spell, Spell-Like Ability, Supernatural Ability or activated magic item, at +2 Caster Levels. Additionally, they all heal +2 HP per die rolled, including when using its Lay on Hands ability. Finally, upon casting these spells (but not using Lay on Hands), it can choose to have each healed target unleash a beam of holy light. It designates the enemy targets, which must be within 30 feet of the healed targets, and rolls Ranged Touch Attacks for these. If they hit, they deal positive energy damage equal to the amount of healing, which is a [Light] effect.

Shielding Aura (Su): with a Swift Action at will, the eighth-level Serene Arbiter can raise an aura of protection that grants it a Shield Bonus to Armour Class equal to its Wisdom Bonus until the start of its next turn. With a Full Round Action, it may apply this to every ally within its aura. Additionally, it can cast Shield Other at will against allies within its aura.

Serene Channeling (Su): at level nine, the Serene Arbiter gains the ability to Channel Positive Energy just like a Good Cleric with a class level equal to its hit dice. Choose whether you want to make this the Energy Pool of the Kaelik Cleric (but only healing the living and damaging undead), or the Channel Energy ability of a Pathfinder Cleric. When you decide, that's locked in and you can't change your mind. This is in addition to its Lay on Hands ability, which now gains a second Mercy, like a ninth-level (PF) Paladin. Furthermore, it may add its Wisdom Bonus to all damage it deals via Spell-Like Abilities.

Agathian Intervention (Su): once per day, the tenth-level Serene Arbiter may either cast Miracle, Teleport Circle or Gate (travel version only), or may summon an encounter of Agathion allies as a Full Round Action. They arrive as though by a Summon Monster spell, and remain for 5 minutes, and have a combined Encounter Level of up to 16, increasing by 1 at every level thereafter.

Aura of Peace (Su): upon reaching level eleven, the Serene Arbiter's aura is even stronger. Enemies within 30' of it take a -4 Penalty to Will Saves. Additionally, providing it has not "broken" its Sanctuary yet in that encounter, it may cast Waves of Ecstasy as a Supernatural Ability. Doing so breaks its Sanctuary so it can't do it twice in the same encounter.

Divine Grace (Su): starting at level twelve, the Serene Arbiter adds its Charisma Bonus as a Resistance Bonus to all of its saving throws.

Emissary of Harmony (Su): at level thirteen, the Serene Arbiter becomes Immune to Fear and gains a third Mercy, like an eighteenth-level (PF) Paladin. Additionally, once per encounter it may cast Overwhelming Presence as a Supernatural Ability.
Last edited by Koumei on Sun Jul 09, 2023 6:05 am, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Kyton: Oitos
Pathfinder, here. CR 11, level 12.

Auric Revenant
The Oitos is a gold skeleton. And he turns other people into gold skeletons too! Isn't that great?
Yeah, this gains some spell-like abilities, as well as auras, and more transformations that make life worse for other people.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Concentration, Decipher Script, Diplomacy, Forgery, Intimidate, Knowledge (Any), Listen, Spot, Tumble
LevelBABFortRefWillSpecial
1+0+2+0+2Gilded Touch, Resonating Word 1/day, Waves of Exhaustion 1/day
2+1+3+0+3Aura of Gilt, Firebrand 1/day, Eyebite 3/day
3+2+3+1+3Fleshrend, Transmute Blood, Sunburst 1/day
4+3+4+1+4Gilded Resilience, Horrid Wilting 1/day, Flesh to Salt 1/day
5+3+4+1+4Transmute Eyes, Incendiary Cloud 1/day
6+4+5+2+5Brilliant Golden Aura, Soul Bind 1/day, Orbital Laser* 1/day
7+5+5+2+5Gilded Fortitude, Scribe's Binding 1/day, Detonating Grasp* 1/day
8+6+6+2+6Auric Ascendence, Transmute Blood to Acid 3/day, Aurora Assault* 1/day

Spell Resistance: every level, the Auric Revenant's Spell Resistance increases by 1.

Gilded Touch (Su): the Auric Revenant no longer needs to land a critical hit in order to transform people's bones into gold. With a Standard Action, it may make a melee touch attack. If this hits, the target must succeed on a Fortitude Save (10 + half its hit dice + its Charisma Bonus) or be effectively Petrified for one round as they temporarily suffer the transformation. When the effects end, they still suffer from partial effects, taking 1d6 points of Dexterity damage. If reduced to 0 Dexterity from this, the transformation becomes permanent and they are Petrified for all eternity. This is considered a Transmutation. Also the base value of a golden skeleton it creates increases to 5,625 for a Medium Creature as it is becomes entire solid gold, not just hollow.

Spell-Like Abilities (Sp): at every level, the Auric Revenant gains access to one or more new Spell-Like Abilities. Any Spell-Like Ability may be recharged with a Standard Action by offering up 1,000 GP per Spell Level of transformed victims. They simply disappear, and power is regained. An asterisk denotes the spell is found here.

Aura of Gilt (Su): starting at level two, the Auric Revenant has a 10' aura that both reinforces its own permanence but also weakens others against being transformed. Anyone in the area aside from the Revenant itself suffer a -4 Penalty on Saving Throws against Necromancy effects and Transmutation effects, as well as to their Caster Level when creating such effects. The Revenant gains a +4 Bonus to Saving Throws against them.

Fleshrend (Su): starting at level three, the Auric Revenant may use a Standard Action to make a melee touch attack. If this hits, flesh is torn from the target's body, dealing 1d8 damage per hit die, with a Fortitude Save for half (10 + half its hit dice + its Charisma Bonus). If they fail the save they are also Staggered for one round.

Transmute Blood (Su): when the third-level Auric Revenant successfully delivers its regular Golden Bones ability or permanently transforms a target entirely with Gilded Touch, it also transmutes their blood into ink - 210 ounces for a typical Medium creature that actually has blood. As such, if bottled this has a value of 1,680 for a normal Medium creature. As expensive as this is, and valuable for writing, it's not valuable for living, and at the end of the target's next turn, they drop to zero hit points, then -1 at the end of their next turn, and one round after that they die.

Gilded Resilience (Ex): at level four, the Auric Revenant's Natural Armour increases by 2, and it also gains a +2 Bonus on saving throws against Negative Energy and [Death] effects (stacking with the Aura of Gilt bonus). Every two levels beyond that, these bonuses both increase by 1.

Transmute Eyes (Su): with a Standard Action, the fifth-level Auric Revenant may glare at a target within Close Range, and if they don't avert their gaze for a round (requiring a Reflex Save, DC 10 + half its hit dice + its Charisma Bonus), they must attempt a Fortitude Save (same DC). If that is failed, their eyes instantly turn into expensive jewels, rendering them permanently Blind. This protects them from the effects of having their eyes burned out by the critical hits of the Revenant (and if that happens first, they are immune to this ability until restored). These gems are, combined, expensive enough to be used as a material component for Trap the Soul for the target in question (1,000 GP per hit die). This is a Transmutation.

Brilliant Golden Aura (Su): upon reaching level six, the Auric Revenant's aura shines so bright as to shed light like a torch. Additionally, other things in the area also suffer the -4 Penalty to saving throws against [Fire] and [Light] effects, and to their Caster Level for [Darkness] or [Acid] effects. Its +4 Bonus also applies to Saving Throws against [Darkness] and [Acid].

Gilded Fortitude (Ex): the seventh-level Auric Revenant's Constitution increases by 2. Additionally, it gains Immunity to Petrification, and a 50% chance to negate extra damage from Critical Hits and Sneak Attacks, as well as a 50% chance to negate any Transmutation effect it doesn't want to be affected by.

Auric Ascendance (Su): at level eight, the Auric Revenant gains the ability to, once per day, use a Swift Action to enter an ascended state for one minute. During this time, its Damage Reduction increases to 25, it gains Immunity to [Fire] and [Light] effects, it gains a Spell Reflection effect, and with the same Standard Action it may use both Gilded Touch and Fleshrend, and its Transmute Eyes ability simply becomes a Gaze attack. By using a Full Round Action, it may offer up 10,000 GP worth of transformed foes (gold skeletons, salt bodies, eye gems, ink blood) to the shadow realm, letting them fade to nothing, and in doing so recharges the ability to enter the ascended state.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Kyton: Ostiarius
Pathfinder, here. CR 5, level 7.
Has bearproof Regeneration and daily (Lawful Evil) party-wide Planeshift (albeit only to the Prime and Shadow). So you can't do "Your LE party are trapped in Elysium" as a plot for longer than six seconds.


Dark Mistress
We already have the Horned Reaper from Dungeon Keeper, and one of the Hell Hound options lets you become a Cerberus, and goblins can just take levels in crafting-based things, so now we have the Dark Mistress. Instead of having access to a bunch of regular Spell-Like Abilities, or having a regular casting progression, the Dark Mistress gets a bunch of shadow magic (not as good as real casting) and maneuvers (likewise). She also gets to borrow from the Kaelik Barbarian by getting advantages from damage (by refreshing maneuvers) and status effects (by being able to shake it off in exchange for damage, which then refreshes maneuvers), but is much more vincible and destructible. So it's an assortment of different abilities if you like to have a bunch of options (and using all of your Move, Standard and Swift/Immediate Actions), but generally not the best options.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Use Rope
LevelBABFortRefWillSpecial
1+1+2+0+2Shadow Magic 1-4, Maneuvers, Violently Prepared, Compel Courage
2+2+3+0+3Gleeful Interception, Enhanced Shadow Magic 1-3
3+3+3+1+3Shadow Magic 5
4+4+4+1+4Shake It Off
5+5+4+1+4Shadow Magic 6
6+6+5+2+5Enhanced Shadow Magic 4-6, Reactive Charge
7+7+5+2+5Shadow Magic 7
8+8+6+2+6Mastered Shadow Magic 1-3, Horrifying Willingness
9+9+6+3+6Shadow Magic 8, Betrayal
10+10+7+3+7Mastered Shadow Magic 4-6
11+11+7+3+7Shadow Magic 9
12+12+8+4+8Perfected Shadow Magic 1-3
13+13+8+4+8Enhanced Shadow Magic 7-9, Demand Attention

Shadow Magic: the Dark Mistress can utilise Shadow Magic, with a Caster Level equal to her hit dice total. At first level, she selects five Apprentice Paths and can cast each of their Mysteries once per day as Spells, and also selects five Initiate Paths and can cast their first (level four) Mysteries once per day as Spells. At level 3, she gains the second (level five) Mysteries as Spells once per day. At level 5, she gains the third (level six) Mysteries as Spells once per day. At level 7, she selects four Master Paths and can cast each of their first (level seven) Mysteries as Spells once per day. At level 9, she gains the second (level eight) Mysteries as Spells once per day. At level 11, she gains the final (level nine) Mysteries as Spells once per day.

Maneuvers: the Dark Mistress is an Initiate, with an Initiator level equal to her hit dice total. The maximum Maneuver Level she can learn is equal to half her Initiator level, round down. At first level, she has 4 Maneuvers and 2 Stances known, and can ready 4 Maneuvers at a time. At every level thereafter, she gains another Maneuver Known. At levels 3 and 9, she learns another Stance. At levels 4 and 10, she can ready another Maneuver at a time. She has access to the Disciplines of Shadow Hand, Dread Crown, Hollow Nymph, Blighted Serpent, Bone Crown, Chthonic Serpent, Doppelganger's Shadow and Unseen Shackles. That's a lot to choose from, but she doesn't actually have a huge number of Maneuvers known so probably only wants to pick 2-3.

Violently Prepared (Su): the Dark Mistress loves violence, and covering the battlefield in blood - anyone's blood will do. With a Standard Action at will, she may make an attack against a foe. If it deals any Hit Point damage, she can regain use of one of her expended maneuvers, readying it again. When taking damage, she may regain use of one expended maneuver per 20 full points of damage taken (non-lethal damage counts, but losing Temporary Hit Points does not).

Compel Courage (Su): the Dark Mistress adds her class level to her effective Bard level to determine the benefits of her Compel Courage ability, but still doesn't gain any new performances.

Gleeful Interception (Ex): starting at second level, the Dark Mistress can use an Immediate Action at will to exchange places with a willing adjacent creature in response to an attack directed at the ally. Doing this makes her the new target, forcibly redirecting it towards her.

Enhanced Shadow Magic (Sp): at second level, the Dark Mistress upgrades her access to Apprentice Paths, able to cast their Mysteries twice each per day as Spell-Like Abilities. The same increase applies to her Initiate Paths at level 6, and to her Master Paths at level 13.

Shake It Off (Ex): starting at level four, the Dark Mistress can work herself into a frenzy, looking at a broken leg or domination and walking it off. Doing this is not an action, and can be performed even if conditions normally don't allow characters to take actions (or select their own actions), with the exception of being dead. In doing this, she removes any of the following effects afflicting her, taking the listed damage in parenthesis for each one removed: Deaf (10), Blind (20), Sickened (20), Entangled (20), Staggered (20), Slowed (20), Shaken (20), Fatigued (40), Dazed (40), Stunned (40), Paralyzed (40), Frightened (40), Nauseated (50), Confused (50), Exhausted (50), Panicked (60), Petrified (60), Cowering (60). Her turn instantly ends after using this, regardless of actions available. This damage is actual hit point damage that bypasses her DR and Regeneration, however it also counts as taking damage for the purpose of being Violently Prepared.

Reactive Charge (Ex): the sixth-level Dark Mistress gains the ability to throw herself headfirst into danger. If an enemy declares a charge and is within charging distance of her, she may use an Immediate Action to declare a charge against them, interrupting their own action to launch her charge. She must still be able to move in a straight line towards them and take the closest path towards them (unless an ability states otherwise), however if this movement prevents the opponent from charging their initial target, their charge attempt is indeed foiled and they can merely make a Full Attack against her when her charge is resolved - unless she was the original target, in which case they merely charge each other and clash head-first, in which case they both enjoy all of the modifiers for charging (typically +2 to the attack roll and -2 to AC).

Mastered Shadow Magic (Su): at level 8, the Dark Mistress upgrades her access to Apprentice Paths, able to cast their Mysteries three times each per day as Supernatural Abilities. The same increase applies to her Initiate Paths at level ten. Additionally, she may regain daily uses of Mastered Mysteries via Violently Prepared as though they were Maneuvers.

Horrifying Willingness (Su): starting at level eight, if the Dark Mistress is one of multiple targets of an effect, or one of multiple people caught in an Area of Effect, she may elect to fail any saving throw automatically, providing she is not completely immune to the effects, and in doing so allows every other target to pass their saving throw automatically. Upon doing this, she may make a Demoralise attempt against her attacker as a Free Action.

Betrayal (Su): upon reaching level nine, the Dark Mistress may use a Standard Action at will to betray those who benefit from her Compelled Courage. The benefits end instantly (however the Bleed damage will continue until they receive any magical healing, regain hit points via Fast Healing, or receive a DC 15 Heal check), and those who were under the effects must attempt a Fortitude Save and a Will Save, each with a Save DC of 10 + half her hit dice + her Charisma Bonus. Failing the Fortitude Save causes the target to be Nauseated for three rounds as a [Pain] effect, and failing the Will Save causes the individual to be Frightened for three rounds as a [Fear] effect. If they fail both and can be affected by both of these effects, they are rendered Helpless for the duration.

Perfected Shadow Magic (Ex): at level twelve, the Dark Mistress can use her Apprentice Path Mysteries as Extraordinary Abilities at will.

Demand Attention (Su): with an Immediate Action, a thirteenth-level Dark Mistress can draw even directly targeted effects and ranged attacks towards her. She makes a Bluff or Diplomacy check (her choice), opposed by a Sense Motive or Concentration check (opponent's choice), and if she rolls better, the opponent selects her as the target instead of their original target. This is a [Mind-Affecting] [Compulsion] effect.
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