Monster Prestige Classes (A Reprint)

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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Pegasus
Monster Manual, page 206. CR 3, level 4 - no thumbs.

Protector of Dreams
The Protector of Dreams is a way for a Pegasus to tie in more strongly with Pegasus from Sailor Moon SuperS. But it is also a way for a Pegasus character to move on as something useful for a flying horse, and in this case that is as a Cleric. They don't cast quite so well as a full Cleric but have other things to make up for that - and they end up just taking regular Cleric levels after (gaining more domains) or going straight into a Prestige Class that advances divine casting.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Concentration, Decipher Script, Diplomacy, Escape Artist, Gather Information, Hide, Jump, Knowledge (any), Listen, Move Silently, Sense Motive, Spellcraft, Spot
LevelBABFortRefWillSpecialSpellcasting]
1+0+2+2+2Good Domain, Dream Domain+2 Cleric Caster Levels
2+1+3+3+3Oneiromancy+1 Cleric Caster Level
3+1+3+3+3Improved Oneiromancy+1 Cleric Caster Level
4+2+4+4+4Oracle Domain+1 Cleric Caster Level
5+2+4+4+4Sleep Warden+1 Cleric Caster Level
6+3+5+5+5Joy Domain+1 Cleric Caster Level

Cleric Spellcasting: the Protector of Dreams can cast spells like a Cleric of a level equal to its Class Level plus one. It gains Domain Slots and the ability to Spontaneously convert prepared spells into Cure spells like a Good-Aligned Cleric. However it does not gain the ability to Turn or Rebuke Undead, and cannot choose its own Domains. Actual Cleric levels will stack with this (and grant the ability to Turn or Rebuke Undead and select two new Domains). Advancing in a Prestige Class that improves upon casting ability stacks with this in the normal manner but does not grant it the ability to select new domains (like normal).

Domains: at first level, the Protector of Dreams gains access to the Good and Dream Domains. At level four, it gains the Oracle Domain. Finally, at level six it gains the Joy Domain.

Oneiromancy: at level two, the Protector of Dreams gains Oneiromancy as a Bonus Feat.

Improved Oneiromancy: the third-level Protector of Dreams gains Improved Oneiromancy as a Bonus Feat.

Sleep Warden (Su): any creature that sleeps or rests within one hundred feet of the fifth-level Protector of Dreams rests peacefully, gaining the benefits of resting/sleeping for twice as long, and is completely free of dream intrusions, Nightmare spells and similar.
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Post by Koumei »

Pixie
Monster Manual, page 236. CR 4, Level 5 – note the fragility of such a character, however

Fairy Archer
The Fairy Archer is a class which allows the Pixie to catch up in hit dice, skills and attack power. By the end of this class, the Pixie should be similar to a Ranger who dipped appropriately into Order of the Bow, Deepwood Sniper and similar. During the first several levels, the Fairy Archer is extremely vulnerable to area effect attacks, and her basic fragility is never fully overcome, so she should still think like a rogue or assassin, even if the class plays more like a useful version of the Arcane Archer.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Craft (any), Escape Artist, Heal, Hide, Intimidate, Listen, Move Silently, Ride, Search, Sense Motive, Spot
Proficiencies: the Fairy Archer is proficient with Light Armour, Shields (not Tower Shields), and Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+1+2+2+0Magic Arrows +1, Point Blank Shot, Far Shot
2+2+3+3+0Sleep Arrows, Precise Shot
3+3+3+3+1Magic Arrows +2, Improved Precise Shot
4+4+4+4+1Special Mount, Sharp Shooting, Mounted Archery
5+5+4+4+1Magic Arrows +3, Sneak Attack +1d6
6+6+5+5+2Memory Loss Arrows, Rapid Shot
7+7+5+5+2Called Shot, Manyshot, Deadeye Shot
8+8+6+6+2Magic Arrows +4, Combat Archery
9+9+6+6+3Major Creation, Bewitching Arrows
10+10+7+7+3Magic Arrows +5, Sneak Attack +2d6
11+11+7+7+3Penetrating Shot, Shot on the Run
12+12+8+8+4Improved Rapid Shot, Madness Arrows
13+13+8+8+4Plunging Shot, Ranged Weapon Mastery
14+14+9+9+4Ready Shot, Polymorph Arrows
15+15+9+9+5Magic Arrows +6, Sneak Attack +3d6

Bonus Feats: the Fairy Archer gains a number of bonus feats, pretty much every single feat related to archery in fact: Point Blank Shot and Far Shot at level one, Precise Shot at level two, Improved Precise Shot at level three, Sharp Shooting and Mounted Archery at level four, Rapid Shot at level six, Manyshot and Deadeye Shot at level seven, Combat Archery at level eight, Penetrating Shot and Shot on the Run at level eleven, Improved Rapid Shot at level twelve, Plunging Shot and Ranged Weapon Mastery at level thirteen, and Ready Shot at level fourteen.

Magic Arrows (Su): any arrows held by the Fairy Archer are magical, provided they were of sufficient quality to be enchanted in the first place (ie they must be Masterwork to begin with). To begin with, they all gain a +1 Enhancement Bonus, which improves to +2 at level three, +3 at level five, +4 at level eight, +5 at level ten, and +6 at level fifteen. Arrows enhanced in this way lose this bonus 1 round after leaving her person (typically by being fired).

Sleep Arrows (Su): at second level, a Fairy Archer can convert a magical arrow that she is holding into a Sleep Arrow, A Sleep Arrow inflicts no damage, but a creature struck must succeed on a Fortitude Save (DC 10 + half her class level + her Charisma Bonus) or fall asleep for 1 minute per Fairy Archer level. The Fairy Archer may use this ability on “regular” magic arrows, or on arrows made temporarily magical by her Magic Arrows ability. The arrows retain their enhancement bonus to hit and other properties other than damage.

Special Mount: at level four, the Fairy Archer may attract a special mount, as a Paladin of her class level plus four.

Sneak Attack (Ex): at level five, the Fairy Archer gains +1d6 Sneak Attack damage, as the Rogue class feature. At levels ten and fifteen this increases by another 1d6. Keep in mind that the Fairy Archer is always Invisible, so Sneak Attack damage just about always applies within 30 feet.

Memory Loss Arrows (Su): once per class level per day, a Fairy Archer of 6th level or higher can transform an arrow she is touching into a Memory Loss Arrow. A Memory Loss Arrow inflicts no damage, but a creature struck must succeed on a Will Save (DC 10 + half her class level + her Charisma Bonus) or lose all memory. Creatures so affected retain skills, class abilities and languages, but are unable to remember factional loyalties, specific people, or any other important things. The effects are permanent, but can be undone by a Break Enchantment, Heal, Limited Wish, Miracle or Wish. A Memory Loss Arrow reverts to its original form if not used by the next sunset.

Called Shot (Ex): starting at level seven, the Fairy Archer can take a penalty on the attack roll for all ranged attacks she makes in a round, and gain a bonus of equal size to the damage inflicted by those attacks. The maximum penalty (and thus bonus) equals her Base Attack Bonus.

Major Creation (Sp): once per day, a ninth-level Fairy Archer can cast Major Creation as a Sorcerer with a Caster Level equal to her class level.

Bewitching Arrows (Su): at level nine, the Fairy Archer may enchant a number of arrows per day equal to her class level into arrows of Bewitching. Such arrows inflict no damage, but a creature struck must succeed on a Will Save (DC 10 + half her class level + her Charisma Bonus) or be affected by one of the following, at the Fairy Archer’s choice: Charm Monster, Crushing Despair, Fear, Elation, Rage, Tasha’s Hideous Laughter. The duration is as normal, with a Caster Level equal to her class level.

Madness Arrows (Su): at level twelve, the Fairy Archer may expend a use of her Bewitching Arrows to instead afflict the target with madness. These still inflict no damage, but instead of the usual spell effect, targets that fail a Will Save are affected by Confusion until the next sunrise, and are also affected by a Bothersome Babble effect for one minute per class level. Multiple arrows can worsen the latter effects as normal for the spell.

Polymorph Arrows (Su): three times per day, the fourteenth-levle Fairy Archer can enchant an arrow into a Polymorph Arrow. Such arrows inflict no damage, but a creature struck must succeed on a Fort Save (DC 10 + half her class level + her Charisma Bonus) or be transformed into a harmless creature as though by Baleful Polymorph, or into a stone statue as though by Flesh to Stone. The effects are permanent until undone by the usual spells.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Rakshasa: Naityan
Tome of Battle, page 151. CR 7, level 8

Champion of Ravana
Conceptually, the Naityan Rakshasa is interesting. Mostly in a game mechanic way, with different (small) bundles of abilities that change when it changes shapes. That is also something to grow on, either by granting more shapes, or upgrading the existing ones. The Champion of Ravana (the ten-headed commander of the Rakshasas) does the latter, only developing one new Style specifically to grant flight for the later levels but mostly levelling up the existing styles.

The Champion of Ravana is still largely concerned with the Book of Weeaboo Fightan Magic, but if you wanted to play a Naityan then you wanted that. It can shift between different forms and fighting styles, bringing different attacks to bear against its foes and befuddling them when they try to get used to one style.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, Tumble
Proficiencies: the Champion of Ravana is proficient with all Style weapons for Stone Dragon, Desert Wind, Shadow Hand, Setting Sun and Tiger Claw
LevelBABFortRefWillSpecial
1+1+0+2+2Earth Serpent (Mountain Avalanche), Hellfire Hunter (Searing Charge)
2+2+0+3+3Night Creeper (Shadow Stride), Elusive Adversary (Soaring Throw)
3+3+1+3+3Sky Terror (Wolverine Stance, Dancing Mongoose, Fountain of Blood), Style Boost
4+4+1+4+4Earth Serpent (Giant's Stance, Crushing Vice), Hellfire Hunter (Ring of Fire)
5+5+1+4+4Night Creeper (Shadow Noose), Elusive Adversary (Ghostly Defence, Ballista Throw)
6+6+2+5+5Sky Terror (Swooping Dragon Strike, Hamstring Attack), Style Boost
7+7+2+5+5Earth Serpent (Colossus Strike), Hellfire Hunter (Salamander Charge)
8+8+2+6+6Night Creeper (Balance on the Sky, One With Shadow), Elusive Adversary (Fool's Strike)
9+9+3+6+6Sky Terror (Wolf Pack Tactics, Feral Death Blow, Girallon Windmill Flesh Rip), Style Boost
10+10+3+7+7Earth Serpent (Adamantine Bones), Hellfire Hunter (Rising Phoenix, Inferno Blast)
11+11+3+7+7Night Creeper (Five-Shadow Creeping Ice Enervation Strike), Elusive Adversary (Tornado Throw)
12+12+4+8+8Ultimate Techniques

Maneuvers and Stances: as it gains levels, the Champion of Ravada learns additional Maneuvers and Stances which are only available in the specified Styles. Each Maneuver can only be used once per 5 minute rest, and each Style can only hold three Maneuvers “prepared” at a time, requiring a rest to change which are available. Stances can be used at will, but only one at a time. When a given Style allows two different Stances, select one of the two to enter upon entering the Style.

Sky Terror Style: at level three, the Champion of Ravada gains access to a new Style, that of the Sky Terror. It takes on a buzzard-like appearance, with beak, feathers and clawed talons. It gains access to the listed Maneuvers and Stances, and also has an Average Fly Speed of 50 feet.

Style Boost (Su): at levels three, six and nine, the Fighting Styles of the Champion of Ravada improve slightly. Earth Serpent’s Natural Armour bonus increases by +2 each time, Elusive Adversary’s Speed increases by 10 feet each time, Night Creeper’s Swim Speed increases by 10 feet and Sneak Attack increases by 1d6 each time, and Hellfire Hunter gains Blindsense 30’ at level three, Blindsense 60’ and Blindsight 30’ at level six, and Blindsight 60’ at level nine. Sky Terror simply exists at level three, grants the Pounce special ability at level six, and incraeses the Fly Speed to 100’ (Good) at level nine.

Additionally, starting at third level, changing forms (and Styles – and thus Stances) only requires a Move-Equivalent Action, and at level six it can be done with a Swift Action.

Ultimate Techniques (Su): at level twelve, the Champion of Ravada becomes borderline broken, gaining access to the ultimate legendary techniques of its Fighting Styles. For each of the five Styles, it gains access to any one Soldier Strike in addition to its other abilities. The same Strike cannot be selected more than once, and can only be used once per five minute rest. Any Save DC is 12 + half its class level + its Constitution Bonus.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Rakshasa: Naztharune
Monster Manual 3, page 136. CR 11, level 12

Phantom Feline
Unlike the other, spellcasting focused Rakshasa (and the Necromancy one), the Naztharune is basically a Shadowdancer. So while the Shadowdancer isn't very good, all you need is for a version that is good at the things it wants to do. The Phantom Feline is precisely that: a Shadowdancer that is good at doing the things people want Shadowdancers to do, like shadow dancing I guess. Technically it's bad luck for this black cat to cross people, however that's more because it's an extraplanar assassin that does a lot of murder.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Magic Device
Proficiencies: the Phantom Feline is proficient with Simple Weapons, as well as the Short Sword, Repeating Crossbow (Light and Heavy), Hand Crossbow, Sap, Kukri, Light Pick, Short Bow, Nekode and Eagle Claw.
LevelBABFortRefWillSpecial
1+1+0+2+0Slippery Mind, Endless Shadow Jumps (20')
2+2+0+3+0Defensive Roll, Sneak Attack +1d6
3+3+1+3+1Shadow Weaving, Endless Shadow Jumps (30')
4+4+1+4+1Dark Discorporation, Sneak Attack +2d6
5+5+1+4+1Shielded Mind, Endless Shadow Jumps (40')
6+6+2+5+2Shadow Walk, Sneak Attack +3d6
7+7+2+5+2Indistinct Form, Endless Shadow Jumps (50')
8+8+2+6+2Perfect Evasion, Sneak Attack +4d6

Slippery Mind (Ex): the Phantom Feline’s mind is hard to pin down. Any time it suffers an effect due to failing a Will Save, it may attempt to save again at the start of its following turn, at the same DC. If this second save is passed, the effect ends (or is shortened or lessened, whichever is appropriate for the ability in question). If the second save is also failed, it continues as normal and Slippery Mind will not allow extra saves beyond that. This also has no effect if an ability already allows a saving throw every round.

Endless Shadow Jumps (Su): there is no daily limit to the number of times or total distance a Phantom Feline may travel via Shadow Jump. Instead, there is simply an upper limit on how far it can move with a given jump. This starts at 20 feet, and increases by ten feet every odd level thereafter.

Defensive Roll (Ex): starting at second level, the Phantom Feline can roll with a potentially lethal blow to take less damage. Once per day, when it would be reduced to 0 or fewer hit points by damage from a physical attack in combat (not a spell), it may attempt to roll with the damage. To use this ability, the Phantom Feline must attempt a special Reflex Save (DC = damage dealt) that does not benefit from Evasion, Improved Evasion or Perfect Evasion. If the save succeeds, it only suffers half damage. It must be aware of the attack and able to react in order to perform a defensive roll – if it is denied its Dexterity Bonus to AC, it can’t use this ability.

Sneak Attack (Ex): at every even level, the Phantom Feline’s Sneak Attack ability increases by another 1d6.

Shadow Weaving (Sp): starting at level three, the Phantom Feline may cast Silent Image three times per day, and its choice of either Shadow Conjuration or Shadow Evocation once per day. The Save DC equals its class level plus 12, and any Save DC is 8 + half its hit dice + its Intelligence Bonus.

Dark Discorporation (Su): upon reaching level four, the Phantom Feline is one with the darkness, and when in darkness, its body reacts to attacks by just melding into the shadows. As long as it is in no better than “Shadowy Illumination”, it is immune to Critical Hits and [Death] effects.

Shielded Mind (Su): starting at level five, the Phantom Feline’s mind is protected. It constantly benefits from Nondetection, as well as Protection From Good, except without the Deflection Bonus.

Shadow Walk (Sp): the sixth-level Phantom Feline can cast Shadow Walk three times per day with a Caster Level equal to its class level plus 12.

Indistinct Form (Su): starting at level seven, the Phantom Feline constantly benefits from a Blur effect. It may end or resume this at will.

Perfect Evasion (Ex): the eighth-level Phantom Feline is immune to any effect that allows or requires a Reflex Save – it just avoids the entire thing.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Reason Stealer
Monster Manual 2, page 178, CR 5, Level 6 but you need to take at least one class level to be playable, because you need to patch out the "sometimes mindless" thing.

Face Wearer
Of all the oozes out there, the Reason Stealer is actually pretty reasonable as a player character. After all, they sometimes have humanoid minds and can take on humanoid forms. They have the potential to have an Intelligence score every now and then, so all you need to do is say that in this case it has "enough remnants to always have a personality" and you're good to go. Obviously this is going to be a shapeshifting spy type who can also bust out various class features - you don't get to go Illithid Savant here, but you can do something like the Soldier.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: all Skills that the game actually uses (so don't just assume Iaijutsu Focus is in)
LevelBABFortRefWillSpecial
1+0+2+2+0Digested Personality, Memories
2+1+3+3+0Secrets of Battle, Hardened Survivor
3+2+3+3+1Mighty Memories, Wearing Shoes
4+3+4+4+1Digested Experience
5+3+4+4+1Fantastic Memories
6+4+5+5+2Slow Digestion, Reserve Essence
7+5+5+5+2Right Face for the Place
8+6+6+6+2Magnificent Memories
9+6+6+6+3Repository of all Knowledge
10+7+7+7+3Sudden Recollections
11+8+7+7+3Finest Memories
12+9+8+8+4Swallowed Secrets
13+9+8+8+4Greater Recollections
14+10+9+9+4Nexus of Memories

Digested Personality: the Face Wearer manages to hold a personality beyond whatever it has most recently eaten. It has a basic Intelligence Score of 10 whenever it isn’t using the intellect of a consumed victim, along with its own Skill ranks, Alignment and so on. Skill Points and Feats are gained retroactively for this newfound intelligence. It is no longer immune to [Mind-Affecting] effects, however any time it has devoured a mind and adopted that personality, it can choose to shed that personality in order to negate an incoming [Mind-Affecting] effect.

Memories (Ex): when the Face Wearer is not flatfooted, it may draw forth an established memory of a former victim by spending a Swift Action. The Memory lasts until the start of its next turn, and is typically drawn from the fighting style of an army, race, or frequent adventurer type. Memories are procedurally generated, and it generates two of these per level. All Memories grant a Basic Bonus (which to start with isn't very useful when not wearing a face), and an ability from the list based on the type of creature.
Basic Bonuses:
  • Add Intelligence Bonus to Armour Class
  • Add Intelligence Bonus to all Saving Throws
  • Add Intelligence Bonus to Strength and Dexterity based Skill Checks
  • Gain Spell Resistance of 5 + hit dice + Intelligence Bonus
The ability is chosen from the Basic Race List for Soldier Stances. Replace all instances of “Soldier” with “Face Wearer” and “Stance” with “Memory”.

Secrets of Battle: there are a lot of tricks to fighting that a lot of people barely notice, but when you constantly eat the thoughts of fighters you stay aware of them. Starting at level two, the Face Wearer may add its Intelligence Bonus – including that gained by eating someone else’s mind – to attack rolls. This bonus may not exceed its hit dice.

Hardened Survivor (Ex): thanks to its supreme resilience, the second-level Face Wearer may add its Constitution Bonus to Survival checks. It may also add its ranks in Survival to its death margin – the number of negative hit points one must reach before dying.

Mighty Memories (Ex): at level three, the Face Wearer gains access to Memories that are even better. The Basic Bonuses are still the same, but now the abilities are chosen from the Mighty Races list for Soldier Mighty Stances. As it has no Maneuvers available, it may not select Bugbear.

Wearing Shoes (Ex): by the time the Face Wearer reaches third level, it is good at taking on the features of anyone it meets, not just those it eats. After assuming a Grotesque Form, it can use a Standard Action to “fix” its appearance to look like that person did in life, and from then on it can disguise itself as others of the target’s species without penalty. It also adds its ranks in Disguise as a Competence Bonus to Disguise checks (effectively doubling the value of all ranks placed in the Disguise skill).

Digested Experience (Ex): at level four, the Face Wearer’s swallowed memories bubble up to provide extra brainpower. Whether using its “natural” Intelligence score or an assumed one, it gains an Enhancement Bonus to this Intelligence Score of +1 per 3 hit dice (round up).

Fantastic Memories (Su): at level five, the Face Wearer gains access to truly fantastic Memories. The Basic Bonuses are the same, but the abilities are chosen from the Fantastic Races list for Soldier Fantastic Stances. As it has no Maneuvers available, it may not select Yuan-ti.

Slow Digestion (Ex): starting at level six, the Face Wearer can access the intellect and abilities of a devoured creature for up to 48 hours.

Reserve Essence (Ex): the sixth-level Face Wearer can keep swallowed intellect in reserve to preserve its own life: when it has adopted a persona, it may negate an incoming [Death] effect or any amount of Negative Levels, but in doing so lose access to the consumed persona.

Right Face for the Place (Ex): starting at level seven, the Face Wearer can put its intelligence to work and fool people with logic and eaten memories rather than trying to empathise with them. It may use its Intelligence Bonus in place of its Charisma Bonus for Bluff, Diplomacy, Gather Information, Handle Animal, and Intimidate checks. If it eats the persona of someone with a better Charisma than Intelligence, it can still opt to use the larger Charisma score.

Magnificent Memories (Su): at level eight, the Face Wearer’s Memories become better still. The abilities are chosen from the Giant Races list for Soldier Giant Stances. For any effect that mentions a Maneuver, instead let it apply to any attack.

Repository of All Knowledge: there is very little in the world that is unknown to everyone, and chances are that if some group of people know it, the Face Wearer has eaten one of them. At level nine, it may add its Constitution Bonus to all Knowledge checks, and there is no limit to the level of information that may be gained through an untrained check.

Sudden Recollections (Ex): starting at level ten, three times per day the Face Wearer may delve into the depths of its stomach for ideas, and treat a single skill as having the maximum ranks for the purpose of one skill check. Using this ability is part of the action (or non-action) of using the skill.

Finest Memories (Su): the eleventh-level Face Wearer can use the greatest Memories yet. The abilities are chosen from the Epic Races list for Soldier Epic Stances. If a Stance references the use of a Maneuver, let it instead apply to any attack.

Swallowed Secrets (Su): there are true secrets out there that, nonetheless, are still available to the twelfth-level Face Wearer simply because of what ideas it has eaten. Once per day, it may cast Vision. This has no XP Cost, and a Caster Level equal to its hit dice.

Greater Recollections (Ex): three times per day, a thirteenth-level Face Wearer may use a Skill Trick or Feat it doesn’t actually have. Using this is not an action, but has to be performed on its own turn and the Trick or Feat only lasts until the end of its turn – so gaining extra Hit Points from Toughness would be considerably less useful than suddenly having Whirlwind Attack, for instance.

Nexus of Memories (Ex): at level fourteen, the Face Wearer knows the answer to just about any question. Any time it needs to make a Knowledge check, it is treated as having rolled a 20 on the die. It may also cast Analyze Dweomer, Discern Location, and Contact Other Plane at will, with a Caster Level equal to its hit dice.
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Post by Koumei »

Rejkar
Monster Manual 3, page 140. CR 5, level 6

Great Goat God
Has it actually achieved the godhood it expects, or is it just even better at fooling mortals? At a certain level of power, there isn't even much difference and it doesn't particularly matter which is the case. The Great Goat God specialises in being kingly and godly. And to some extent goatly. Also great, for that matter. It rules over others, has a location that serves as its great domain, has frost powers, and even eats souls. That's souls, with a U, not soles, any goat can eat your boots.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Gather Information, Hide, Intimidate, Listen, Perform (Oratory, Yodelling), Sense Motive, Spot, Survival, Tumble, Use Magic Device
Proficiencies: the Great Goat God is proficient with Light Armour, and Simple Weapons as well as any three Martial or Exotic Weapons of choice, although it can't make much use of these in its natural form
LevelBABFortRefWillSpecial
1+0+2+0+2Feast of Plenty, Bestow Curse, Alternate Form (Humanoid)
2+1+3+0+3Great Goat Visions
3+2+3+1+3Amazing Intellect
4+3+4+1+4Curse of Winter, Arctic Jewels
5+3+4+1+4Planar Domain, Plane Shift
6+4+5+2+5Deific Immunities, Quest
7+5+5+2+5Call to Frost, Alternate Form (Ibixian)
8+6+6+2+6Contact Other Plane
9+6+6+3+6Ice Castle, Eat Planar Power
10+7+7+3+7Eternal Winter, Trap the Soul
11+8+7+3+7Imprisonment, Alternate Form (Frost Giant)
12+9+8+4+8Blood of the Divine
13+9+8+4+8Deific Wrath
14+10+9+4+9True Divinity, Alternate Form (Gelugon, Bulezau)

Feast of Plenty (Sp): the Great Goat God can cast Heroes’ Feast on its own, and once per day. It can also cast it another time once per week with the help of two others.

Bestow Curse (Sp): the Great Goat God can cast Bestow Curse at will. It has two options when casting it: out to Medium Range with a Saving Throw as normal, or as a Melee Touch Attack (Range: Touch) as normal but with no Saving Throw allowed. Regardless of which Curse variety is chosen, a creature that is successfully affected by it becomes Vulnerable to Cold damage, taking an extra 50% damage from it, until the curse is removed.

Alternate Form (Su): the Great Goat God can take on alternate forms as necessary. At first level it can take on any Humanoid form. At level seven it may assume the form of an Ibixian. At level eleven it may become a Frost Giant. At level fourteen it may become a Gelugon or Bulezau. In all of these cases, it takes on the Monster entry for the creature (thus Humanoids aren't that good other than for wielding weapons and wearing armour), but retains all Class Features from this class, and the ability to change back.

Great Goat Visions (Sp): starting at second level, the Great Goat God can cast Augury at will. It can also foresee dreadful things to happen to enemies and cast Extended Doom, Quickened Bane, Curse of Impending Blades and Doomtide once each per day. The Caster Level equals its hit dice, and the Save DC is 10 + half its hit dice + its Charisma Bonus.

Amazing Intellect (Ex): starting at level three, the Great Goat God can add its Intelligence Bonus as an Enhancement Bonus to its Initiative and as a Resistance Bonus to all of its Saving Throws. It’s just that smart, making up for the stupidity of normal goats.

Curse of Winter (Sp): by spending a day, from sunrise to sunset, shouting curses, the fourth-level Great Goat God can permanently reduce the temperature of an area by one stage. The area is one mile per hit die in radius. This is a Permanent effect, but can still be Dispelled or even Disabled (with Disable Device).

Arctic Jewels (Sp): starting at level four, the Great Goat God can once per day conjure up 1d4 star sapphires that are eternally cold to the touch and seem to contain traces of important magical energy. Each will sell for ten thousand GP easily, but perhaps more importantly if consumed in the same day as they are conjured, they restore single daily use of a Spell-Like Ability, with the exception of this ability.

Planar Domain (Ex): at level five, the Great Goat God gets its own Demiplane somewhere. It has a radius of one mile per hit die, but grows by another ten miles in radius every year. Yes, any time it gains another hit die, the radius suddenly expands by another mile.

Plane Shift (Sp): the fifth-level Great Goat God can Plane Shift itself (and any carried items, including anybody it willingly carries on its back) at will. If it uses this to go to its Demiplane or to a mountaintop in an Arctic environment, it does not veer off course.

Deific Immunities (Ex): at level six, the Great Goat God is next to godliness, so presumably it is cleanliness. Whatever. It becomes Immune to [Death] effects, Poison, Disease, Ability Damage, Ability Drain, and Negative Levels.

Quest (Sp): the sixth-level Great Goat God can cast Quest once per day. The Save DC is 10 + half its hit dice + its Charisma Bonus, and the Caster Level equals its hit dice.

Call to Frost (Sp): at level seven, the Great Goat God can cast Raise Ice Forest, Blizzard, Ice Storm and Call Avalanche once each per day. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Contact Other Plane (Sp): at level eight, the Great Goat God can cast Contact Other Plane at will.

Ice Castle (Sp): once per week, the ninth-level Great Goat God can cast Ice Castle.

Eat Planar Power (Ex): starting at level nine, the Great Goat God can safely eat planar essence of various kinds without harm. It suffers no ill effects from eating things like Outsiders (living or otherwise), Planar Currencies (which simply becomes a safe way to store them – they can be regurgitated later), or even actual demiplanes. In the latter case, a minute is needed for every five foot cube, so it takes a long time to have any real effect, but if it has all the time in the world, it can just jolly well eat an entire demiplane.

Eternal Winter (Su): at level ten, wherever the Great Goat God goes, everywhere within a one mile radius becomes subject to Unearthly Cold temperatures.

Trap the Soul (Sp): once per week, using one of its conjured star sapphires (regardless of value), the tenth-level Great Goat God can cast Trap the Soul. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Imprisonment (Sp): starting at level eleven, the Great Goat God may cast Imprisonment once per day by spending one of its conjured star sapphires – casting a second time is possible by spending two each time after the first. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Blood of the Divine (Ex): the twelfth-level Great Goat God has divine blood that grants it Fast Healing 15. Furthermore, any time it takes Slashing or Piercing damage, the divine blood splashes out and all adjacent creatures suffer 1d12 plus its Constitution Bonus in Force damage.

Deific Wrath (Su): at level thirteen, the Great Goat God is so godly that its wrath can be directed against others as a weapon. Any time somebody casts a spell upon it other than a Harmless one, they must pass a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer 1d12 points of Force damage and become Fatigued. Those already Fatigued become Exhausted instead, and those already Exhausted simply take 6d6 Force damage instead.

True Divinity (Ex): at level fourteen, the Great Goat God is close enough to being a deity that nobody can really tell the difference. It gains Energy Resistance 20 to Cold, Fire, Acid, Electricity and Sonic damage, Damage Reduction 10/-, and cannot be killed without first being reduced to -20 Hit Points and then having a Wish or Miracle for its death. Furthermore, it may grant spells to worshippers, granting spells from the basic Cleric list as well as any three Domains of its choosing – though in order to cast any of these spells itself, it must spend a conjured star sapphire, so it can only cast a few per day.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Rusalka
It's Cold Outside, page 150. CR 1, level 2 - bound to a location.

Ice Sickle
The Rusalka is the Dryad of the cold lakes, including the major drawback that necessitates having a custom prestige class rather than taking almost any base class and calling it a day. As such, the Ice Sickle is basically a cold, aquatic version of the Thorn Tree but with a much funnier name. She gets to spend more and more time away from her lake, while advancing as an Assassin sort of character.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform (any), Search, Sense Motive, Spot, Survival, Swim, Use Rope
Proficiencies: the Ice Sickle is proficient with all forms of Aquatic Armour, and with Simple Weapons, the Sickle, the Short Sword and the Rapier.
LevelBABFortRefWillSpecial
1+0+0+2+0Separation (1 month), Trap Finding, Spellcasting, Sneak Attack +1d6
2+1+0+3+0Lake Stride, Poison Use
3+2+1+3+1Separation (2 months), Evasion, Sneak Attack +2d6
4+3+1+4+1Trackless Step, Better Beguilement
5+3+1+4+1Separation (6 months), Sneak Attack +3d6
6+4+2+5+2Uncanny Dodge, Cloak of Discretion
7+5+2+5+2Separation (1 year, 1 day), Sneak Attack +4d6
8+6+2+6+2Improved Evasion, Dimension Door 1/day
9+6+3+6+3Improved Uncanny Dodge, Sneak Attack +5d6
10+7+3+7+3Independence, Touch of Frostbite
11+8+3+7+3Hide in Plain Sight, Sneak Attack +6d6
12+9+4+8+4Opportunist, Greater Scrying 1/day
13+9+4+8+4Sneak Attack +7d6
14+10+4+9+4Skill Mastery, Plane Shift 1/day
15+11+5+9+5Deathsight 1/day, Sneak Attack +8d6
16+12+5+10+5Crippling Strike
17+12+5+10+5Vulnerability 1/day, Sneak Attack +9d6
18+13+6+11+6Mind Blank, Teleport Without Error 1/day

Separation: the Ice Sickle can stay away from her special body of water for longer than a normal Rusalka, but cannot initially stay apart indefinitely. She can leave for up to one month before the suffocating, and as she rises in level, her ability to stay separated increases as noted in the table above.

Trap Finding (Ex): the Ice Sickle can find and disable traps in the same way as a Rogue.

Spellcasting: the Ice Sickle is an Arcane Spellcaster with the same Spells per Day as a Bard, except she gains no more than three Spell Slots per Spell Level (even including Bonus Spells for a high ability score, though she may exceed this through Feats or Magic Items that specifically add extra Spell Slots). She automatically knows every spell on the Ice Sickle list (below), and casts spells without preparation. The Ability Score that determines all spellcasting ability is Charisma for her.

Sneak Attack (Ex): the Ice Sickle gains Sneak Attack dice at the same rate as a Rogue.

Lake Stride (Sp): starting at level two, the Ice Sickle may once per day Teleport up to ten miles per level without error, however either the starting point or destination must be her special body of water, and the other must be another lake, river or stream she has visited on the same Plane.

Poison Use (Ex): the second-level Ice Sickle can safely use poisons without accidentally poisoning herself.

Evasion (Ex): starting at level three, any time the Ice Sickle succeeds on a Reflex Save for half damage, she instead suffers no damage.

Trackless Step (Ex): starting at level four, the Ice Sickle leaves no scent or trail.

Better Beguilement (Su): the Beguiling Song of the fourth-level Ice Sickle is greater than that of a normal Rusalka, or rather, less limited. The target creature no longer need be within 300 feet of her body of water, merely within 300 feet of any body of water.

Uncanny Dodge (Ex): starting at level six, the Ice Sickle always has her Dexterity Bonus to Armour Class, regardless of circumstances.

Cloak of Discretion (Su): at sixth level, the Ice Sickle is constantly protected by a Nondetection effect, with a Caster Level equal to her hit dice.

Improved Evasion (Ex): starting at level eight, any time the Ice Sickle fails a Reflex Save for half damage, she still only takes half damage.

Spell-Like Abilities (Sp): to supplement her spellcating ability, the Ice Sickle does gain a few Spell-Like Abilities over time. The Caster Level equals her hit dice and any Save DC is 7 + half her hit dice + her Charisma Bonus.

Improved Uncanny Dodge (Ex): the ninth-level Ice Sickle cannot be Flanked.

Independence: at tenth level, an Ice Sickle need not ever return to her body of water and will not suffocate and die regardless of how much time is spent away from it. She is even unaffected it it is evaporated or drained, unlikely as that is, though she might be saddened or super angry.

Touch of Frostbite (Su): whenever the tenth-level Ice Sickle deals Sneak Attack damage to a target, the bonus Sneak Attack damage is supernaturally cold, treated as Frostburn damage. Until this damage is healed, the target is Fatigued.

Hide in Plain Sight (Ex): at level eleven, the Ice Sickle can hide even when observed, just like an Assassin or Shadow Dancer.

Opportunist (Ex): once per round, a twelfth-level Ice Sickle can make an Attack of Opportunity against a foe who has just been hit by one of her allies (but not herself).

Skill Mastery (Ex): at level fourteen, the Ice Sickle is so sure of herself when making Skill Checks for Bluff, Disable Device, Disguise, Hide, Listen, Move Silently and Spot that she may take ten regardless of time or pressure.

Crippling Strike (Ex): whenever the sixteenth-level Ice Sickle delivers her Sneak Attack to a foe, they also suffer two points of Strength damage.

Mind Blank (Su): upon reaching level eighteen, the Ice Sickle is protected by a constant Mind Blank effect.

Ice Sickle Spell List
1st Level – Disguise Self, Ebon Eyes, Endure Elements, Entropic Shield, Ghost Sound, Ice Slick, Ivory Flesh, Lesser Shivering Touch, Lightfoot, Sniper’s Shot, Snowsight
2nd Level – Blood Snow, Conjure Ice Object, Ice Knife, Icicle, Jaws of the Moray, Obscuring Snow, Sink, Swift Invisibility, Thin Air, Turbidity, Urchin’s Spines
3rd Level – Arctic Haze, Binding Snow, Detect Ship, Favourable Wind, Lesser Aura of Cold, Roar of the Waves, Shivering Touch, Wraithstrike
4th Level – Cursed Blade, Flowsight, Freedom of Movement, Freeze Armour, Frostburn, Sleet Storm, Winter’s Embrace
5th Level – Blackwater Tentacle, Boreal Wind, Commune With Nature, Dispel Fire, Frostbite, Ice Storm
6th Level – Conjure Ice Beast VII, Death Hail, Entomb, Freezing Glance, Heartfreeze, Mass Frostburn, Rapture of the Deep, Snowsong
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Post by The Adventurer's Almanac »

Koumei... how long did it take you to write all of these? Is this thread ever going to end? (please say no because these are neat)
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Post by Koumei »

Re-posting from my pdf takes 5-10 minutes each because you can't just copy-paste, I basically have to re-type the tables (often times quoting a previous class that has the same BAB/Saves then modifying, which may explain some weird errors you see before I catch them) and re-format the paragraphs (the pdf has a hard line break after each line, so when I paste it in here, I need to check the end of each line to make sure it's actually word-wrapping in the text entry field and not one of the line breaks, otherwise
you get weird paragraphs where this
can happen).

Creating them in the first place probably took something like 10-30 minutes each depending on how long the classes were and how much inspiration I had (and how much was "copy-paste from something else because you're basically kick-starting them into something existing" compared to "give it a new suite of abilities".)

There are 42 remaining to post up from the documents and from old Nifty stuff by a previous poster. But I also have another handful I'd like to add. The total remaining is probably under 50 though. After that, I might do a smaller-scale "here are some twenty odd monsters that are close to level 1 and just want to go into a basic class with a small twist, so they can have an alternate class feature deal like 3.5 experimented with very late in its lifespan." or maybe my client has something else to move onto.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Koumei »

Okay let's re-post a few other things from Nifty, with some modifications made.

Awakened Porpoise
Monster Manual, page 278. CR ½, Level 2 but must take a special class level to be playable

The Puppeteer
The Puppeteer is a class which gives the awakened porpoise an increasing ability to control things around itself, and by extension, to be a playable character. The Puppeteer gains magical abilities similar to a Transmuter, while advancing in their ability to manipulate the world around them. At higher levels, the Puppeteer gains the ability to learn and cast spells as a Wizard – an ability they do not pick up until after they gain the ability to read and maintain a spellbook.

Hit Die: d4
Skill Points: 2 + Int
Class Skills: Concentration, Knowledge (any), Listen, Perform, Spellcraft, Spot, Survival, Swim
Proficiencies: the Puppeteer does not gain proficiency with any weapons or armour
LevelBABFortRefWillSpecial
1+0+0+2+2Magic Hands, Detect Magic 2/day, Sound Burst 1/day
2+1+0+3+3Retain Breath, Unseen Servant 2/day, Shatter 1/day
3+1+1+3+3Greater Manipulation, Wood Wose 1/day, Levitate 1/day
4+2+1+4+4Telepathy, Water Breathing 1/day, Suggestion 1/day
5+2+1+4+4Strength of Mind, Animate Object 1/day
6+3+2+5+5Dominate
7+3+2+5+5Spellcasting
8+4+2+6+6Familiar
9+4+3+6+6Sonic Spell Mastery
10+5+3+7+7Concussive Spells

Spellcasting: Spells per Day
LevelCantrips1st Level2nd Level3rd Level4th Level5th Level
71+11+11+11+12+1-
81+11+11+11+12+1-
91+11+11+11+12+11+1
101+11+11+11+13+12+1

Caster Level: the Caster Level of a Puppeteer is equal to its class level for the purposes of its Spells and Spell-Like Abilities. If a tenth level Puppeteer continues in levels that improve its spellcasting ability (like Wizard or Master Specialist or Archmage or whatever), these levels also count towards its Caster Level.

Spell-Like Abilities (Sp): the Puppeteer learns a number of Spell-Like Abilities, as noted on the table above.

Magic Hands (Su): the Puppeteer can telekinetically manipulate objects within Close Range (25’ + 5’ per two class levels) of itself with as much concentration as would be required to manipulate the object by hand. The telekinesis can manage anything which could be accomplished with one hand, but is relatively weak (Strength 6) and not terribly precise (Dexterity 6). The Puppeteer can simultaneously manipulate a number of distinct telekinetic manipulations equal to its class level divided by two (round up). With a Full-Round Action, the Puppeteer can attack with all of its magic hands, and with a Standard Action it can attack with one of its hands.

Retain Breath (Ex): long periods of time spent underwater have honed a Puppeteer’s ability to hold its breath. At second level, it can hold its breath for twice as long as it could normally.

Greater Manipulation (Su): at third level, the Puppeteer gains greater precision, and its Magic Hands have a Dexterity equal to its Intelligence.

Telepathy (Su): at level four, the Puppeteer can telepathically communicate with any creature within 100’ which has a language.

Strength of Mind (Su): at fifth level, the Puppeteer’s telekinetic manipulations are as strong as its mind. Its Magic Hands as a Strength score equal to its Intelligence.

Dominate (Su): once per day, a sixth-level Puppeteer can attempt to “puppet” a living creature. The Puppeteer can target any creature within 100 feet, which must pass a Will Save (DC 15 + its Intelligence Bonus) or have all of its physical actions chosen for it by the Puppeteer so long as it remains within 100 feet and the Puppeteer maintains concentration.

Spellcasting: from level seven onwards, the Puppeteer learns and casts spells as a specialist Wizard. Spells per day are gained as per the table above. The Puppeteer’s specialist school is Transmutation, and it has no banned schools. Once it reaches tenth level, it can continue to gain spellcasting levels by taking levels of Wizard or any prestige class that advances Wizard casting ability. For further spell advancement, refer to levels 11-20 of the Wizard in the PHB. It gains spells per day of fourth level and higher as normal, but has only one base spell per day of levels zero through three. At level seven it learns a number of spells for each level zero through four equal to its Intelligence Bonus, and after this it learns two new spells per level but can learn more through study like normal for a Wizard.

Familiar: at level eight, the Puppeteer can bond with a familiar, as though its Wizard level equalled its Puppeteer class level.

Sonic Spell Mastery: at level nine, the Puppeteer is a master of [Sonic] spells. Such spells gain a +2 Bonus to the Caster Level and Save DC, and deal +1 damage per damage die.

Concussive Spells: any time the tenth-level Puppeteer casts a spell that deals Sonic damage, half the damage may instead be Force damage (like from Magic Missile), round down. This doesn’t stop it from being a [Sonic] effect but also makes it a [Force] effect, causing the spell to take full effect against Incorporeal creatures. Doing so allows it to also make a Bullrush attempt against foes that suffer damage, with no Size modifier, and using its Intelligence Bonus as though it were made with Magic Hands (because it actually is).
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Post by Koumei »

Awakened Tree (Huge)
CR 6, level 6 but needs to take a class level to be playable at all.

Type: Construct
Ability Scores: Strength +10, Dexterity -2, Constitution N/A, Intelligence +0, Wisdom +0, Charisma +0
Hit Dice: 8 Construct hit dice (BAB +6, +2 Fort, Ref and Will)
Natural Armour: +6
Hardness: 5
Speed: 30’
Natural Weapons: 1 Primary Slam (2d6)

The Harvester
The Harvester is a means by which Awakened Trees can leverage their tremendous size and strength to crush their enemies. The first few levels of the Harvester class get an Awakened Tree up to speed in all those things they miss out on by not having a character class for the first 6 levels – feats, skill ranks, fighting styles, constitution bonuses to hit points, etc. After 5 levels, the Harvester is ready to move into regular prestige classes available to other fighting characters. The Harvester Class is predicated on the fact that the character gains essentially nothing in terms of Saves, Feats, Skills, and Saves for his first 5 levels. The Harvester class is not balanced to be taken by a character unhampered by those limitations.

Requirements:
Race: Huge Tree
Special: Must be intelligent as a result of the spell Awaken, or similar effect.
Special: May not take a level of Verdant Sage

Hit Die: d12
Skill Points: 10 + Int
Class Skills: Climb, Craft (any), Hide, Intimidate, Knowledge (Geography, Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim
Proficiencies: the Harvester gains proficiency with Simple and Martial weapons, but not with Armour or Shields
LevelBABFortRefWillSpecial
1+1+2+0+2Seedling Lore, Camouflage, Great Cleave, Bonus Feat
2+2+3+0+3Barkskin, Oak’s Toughness, Great Fortitude, Bonus Feat
3+3+3+1+3Hands of Twigs, Iron Will, Bonus Feat
4+4+4+1+4Improved Bullrush, Oak’s Toughness, Bonus Feat
5+5+4+1+4Trample, Lightning Reflexes

Seedling Lore: The Harvester gains the ability to tap into the root knowledge of Trees. The Harvester gains a +8 racial bonus on Knowledge (Nature) and Survival checks.

Camouflage (Ex): The Harvester, unsurprisingly, looks exactly like a Tree, and gains a +12 racial bonus to Hide checks in forested areas.

Bonus Feats: The Harvester gains one bonus feat every level which can be spent on any general feat the Harvester qualifies for. In addition, the Harvester gains bonus fixed feats at every level: Great Cleave at 1st, Great Fortitude at 2nd, Iron Will at 3rd, Improved Bullrush at 4th, and Lightning Reflexes at 5th.

Barkskin (Ex): From second level on, the Harvester’s Natural Armor bonuses increases by half its class level (round down).

Hands of Twigs (Ex): At 3rd level, the Harvester can use up to three of its branches simultaneously as arms. While not wearing armor, the Harvester gains the use of Multidexterity and Multiweapon Fighting.

Oak’s Toughness (Ex): At 2nd and 4th level the Harvester gains 6 bonus hit points.

Trample (Ex): At 5th level, the Harvester can trample creatures of Medium size and smaller for its regular slam damage. Opponents do not get attacks of opportunity for the Harvester entering their square, but can make a reflex save (DC 15 + Strength Modifier) to halve the damage. For every 2 levels it takes in other classes, the Save DC increases by 1.

After this, the Harvester probably becomes a War Hulk, Hulking Hurler or Warchief, but could also become something like an Occult Slayer, Ghost-Faced Killer, Highland Stalker or who knows what else? If Tome options are on the table, and they should be, it could look at things like Big Nob, Death Knight, Defender of the Woods or Meteor Ninja.
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Post by Koumei »

The Verdant Sage
Awakened Trees are a result of Druidic magic, and are often intimately associated with Dryads. The Verdant Sage is a class which allows a Tree to pick up magic at an accelerated rate. As it progresses in Verdant Sage the character will gain access to spellcasting and special abilities that will allow them to eventually fold themselves back into the Druid class – perhaps to awaken a tree. Like the Harvester, the Verdant Sage is in no way balanced if allowed as a class to a character who ha not gone through 6 empty construct levels.

Requirements:
Race: Huge Tree
Special: Must be intelligent as a result of the spell Awaken, or similar effect.
Special: May not take a level of Harvester.

Hit Die: d12
Skill Points: 10 + Int
Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nature), Listen, Move Silently, Spellcraft, Survival, Swim
Proficiencies: the Verdant Sage gains Proficiency with Simple Weapons, as well as the Scimitar and Falchion, but not with any Armour or Shields
LevelBABFortRefWillSpecialSpellcasting
1+0+2+0+2Seedling Lore, Camouflage, Nature Sense, Woodland Stride, Wild Empathy, Wildshape 1/day+3 Druid Casting Levels
2+1+3+0+3Iron Will, Trackless Step, Resist Nature’s Lure, Wildshape 2/day+2 Druid Casting Levels
3+2+3+1+3Oak’s Toughness, Great Fortitude, Wildshape (Animal Form)+1 Druid Casting Level
4+3+3+1+3Wildshape 3/day, Lightning Reflexes+2 Druid Casting Levels
5+3+4+1+4Wildshape (Large), Bonus Feat+1 Druid Casting Level

Spellcasting: The Verdant Sage casts spells as a Druid, although it gains spellcasting faster than normal to make up for lost time.

Seedling Lore: The Verdant Sage gains the ability to tap into the root knowledge of Trees. It gains a +8 racial bonus on Knowledge (Nature) and Survival checks.

Camouflage (Ex): The Verdant Sage, unsurprisingly, looks exactly like a Tree, and gains a +12 racial bonus to Hide checks in forested areas.

Nature Sense (Ex): As the Druid ability of the same name.

Woodland Stride (Su): As the Druid ability of the same name.

Wild Empathy: the Verdant Sage gains Wild Empathy like a Druid, but uses its Class Level + 5 instead of its Druid Level. Future Druid levels will stack with this.

Wildshape (Sp): Starting at first level, the Verdant Sage may wildshape into a small or medium sized fey or humanoid form. This ability is often used to imitate dryads. As the Verdant Sage gains levels, it is able to use its wildshaping abilities more often. At third level, the Verdant Sage is able to wildshape into an Animal, and at fifth level the Verdant Sage is able to become a large sized creature.

Trackless Step (Su): As the Druid ability of the same name.

Resist Nature’s Lure (Ex): As the Druid ability of the same name.

Bonus Feats: The Verdant Sage gains a number of bonus feats: Iron Will at 2nd level, Great Fortitude at 3rd level, Lightning Reflexes at 4th level, and a General Feat of its choice at 5th level.

Oak’s Toughness: At 3rd level, the Verdant Sage gains 6 hit points.

Further advancement: A Verdant Sage of fifth level can multiclass into Druid – although it can skip the first 9 levels of the class.
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Post by Koumei »

And now we're onto S-Words.

Saguaro Sentinel
It's Hot Outside , page 181. CR 9, level 10

Warden of the Waste
The Saguaro Sentinel looks after the desert. It likes to stand still and guard the place, walloping intruders and filling them with puncture wounds. As a Warden of the Waste, it gets better at this - not just becoming more defensive and stronger in close combat and harder to move, but making people need to attack it as opposed to its friends.

Also, it gains powers reminiscent of various Cactus Pokemon. But it doesn't become Cactuar, because that's a small cactus, and particularly two-dimensional.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Disguise, Intimidate, Knowledge (Geography, Local, Nature), Listen, Spot, Survival
LevelBABFortRefWillSpecial
1+0+2+0+2Longer Thorns, Defensive Stance
2+1+3+0+3Water Absorb, Pin Missiles
3+2+3+1+3Spiky Shield, Irritants
4+3+4+1+4Cactus Fields, Impale
5+3+4+1+4Needle Slam, Immobile Defence
6+4+5+2+5Growth Surge
7+5+5+2+5Intercept
8+6+6+2+6Charge Breaker, Barely Mortal
9+6+6+3+6Destiny Bond
10+7+7+3+7Blessing of the Sands, Defensive Tower

Longer Thorns (Ex): the prickly spikes of the Warden of the Waste grow so long and sharp that they apply against armed melee attacks, provided they are not made with a reach weapon. Additionally, it is added to the Warden’s Slam attacks and deals 1d8 damage.

Defensive Stance (Ex): at will, the Warden of the Waste may use a Move-Equivalent Action to enter a Defensive Stance. This lasts a number of rounds equal to its class level plus ten, or until it moves any distance, whichever comes first. While in effect, the Warden of the Waste gains a +2 Morale Bonus to Strength, Saving Throws, and Armour Class – with the Bonus to Armour Class also being passed along to adjacent allies. If it so wishes, it may elect to forego the AC Bonus for itself when activating the ability, instead doubling the Bonus given to allies.

Water Absorb (Su): starting at second level, the Warden of the Waste absorbs water around it. It is immune to harm from any effect that has the [Water] Descriptor or is described as using water to damage creatures – though not effects that draw water out of creatures – as well as immunity to the natural weapons of Water Elementals. In all such cases, it instead regains 1d6 lost Hit Points per 3 hit dice (round up). Similarly, it can be healed by a simple Create Water spell, regaining 1d6 Hit Points. It also has Fast Healing 5 in the rain, or when actually standing in water.

Pin Missiles (Ex): the second-level Warden of the Waste can fire its spikes out to give it a way to fight at a range, albeit a short one. It may fire a total number per day equal to its hit dice, treating them as Darts for its own size, including the ability to fire multiple with a Full Attack Action, and adding its full Strength Bonus to damage. It also uses its Strength Bonus instead of its Dexterity Bonus for the attack rolls.

Spiky Shield (Ex): with an Immediate Action, the third-level Warden of the Waste can raise its arms up to protect itself and harm its attackers. This grants it a Shield Bonus of +5, +1 per 3 class levels (round up), and any attack made with a non-reach melee weapon, as long as it rolls high enough to hit the Warden’s Touch Armour Class, suffers triple the Thorns damage. If it is in its Defensive Stance, adjacent allies are protected in the same manner - the Shield Bonus and the thorns.

Irritants (Ex): whether through bacteria, tiny amounts of venom, or just the hair-like nature of the spikes, it really sucks to be stabbed by a giant cactus. Starting at level three, any time it deals damage with its Thorns (including by a Slam), Pin Missiles, Trample, Impale, or the Spell-Like Abilities granted by Cactus Fields (below), the target is irritated enough to be considered Sickened for three rounds.

Cactus Fields (Sp): at level four, the Warden of the Waste is granted the magical ability to create masses of cactus. It may cast Spike Growth three times per day, and Wall of Thorns once per day. The Caster Level is its class level plus ten, and any Save DC is 15 + half its class level + its Wisdom Bonus.

Impale (Ex): with a Full Round Action, a fourth-level may jam a smaller creature upon the mass of cactus stems that make up its back and shoulders. It must already be grappling the creature, and it requires one more successful Grapple check to do. Success results in the target suffering five times its Thorns damage and being Stunned for one round, and then being stuck: the two creatures are no longer grappling one another, but the only actions the victim can attempt are Escape Artist attempts or Grapple checks made to escape, as though Pinned. Every round they try to escape, whether successful or not, they suffer Thorns damage again.

Needle Slam (Ex): with a Standard Action, the fifth-level Warden of the Waste can wallop someone so hard that its limbs hammer the long spines into the target like nails. This is a single Slam attack that is treated as both Magic and Iron, and has an Enhancement Bonus of +3, plus 1 per 3 class levels (round up). Furthermore, the target must then attempt a Fortitude Save (DC 15 plus half its class level plus its Wisdom Bonus) or be Dazed for one round. If they fail by 5 or more, they are instead Stunned for one round and Dazed on the following round.

Immobile Defence (Ex): when the Warden of the Waste reaches fifth level, its Defensive Stance improves. Firstly, the bonuses all increase to +4 (or a total of +8 to allied Armour Class if it elects to protect them more than itself). Secondly, the new bonus applies to any DC or opposed roll to resist being moved or knocked Prone. Finally, any time it uses its Spiky Shield while in a Defensive Stance, this bonus is applied as Damage Reduction overcome by Piercing weapons, and added to the base damage of the Thorns (thus tripled).

Growth Surge (Su): at level six, the Warden of the Waste can grow even bigger when it wants to and has sufficient water. As long as it is in a wet environment or has used its Water Absorb ability within the last 3 rounds, it may use a Standard Action to grow to Gargantuan Size. Instead of the changes made for Size via hit dice, it gains +4 Strength and Constitution, -2 Dexterity, +10 Natural Armour, +5’ to its Space and Reach, the usual changes to Armour Class, Grapple checks etc, and its Thorns increase to 2d6 base damage (on top of Natural Weapons, Trample and Darts increasing in size). This can last for as long as it is exposed to water, and three rounds thereafter. When it is this big, all allies within its threatened area that are smaller than it benefit from Cover against all attacks.

Intercept (Ex): starting at level seven, the Warden of the Waste is able to use an Immediate Action to intercept attacks aimed at its allies. As long as an ally is within its Reach, it can redirect an attack towards itself, using its own Armour Class. Worse still, it may fold the Spiky Shield ability into this at the cost of rendering itself Staggered on the following turn.

Charge Breaker (Ex): it is really hard to charge at a lump of sharp spikes. When the Warden of the Waste reaches eighth level, entering a threatened square provokes Attacks of Opportunity from it, and declaring a charge against it does not save the attacker from the incoming Attack of Opportunity. The Thorns damage is increased in size by one step (2d6, or 2d8 if Gargantuan) in these cases.

Barely Mortal (Ex): upon reaching level eight, the Warden of the Waste is extremely hard to kill. It gains Fast Healing 10, which has the Defensive Stance Bonus applied while in the stance, and furthermore it doesn’t die until brought to an amount of Negative HP equal to its full Maximum HP.

Destiny Bond (Su): starting at level nine, the Warden of the Waste may use a Full Round Action to condemn a foe that it suspects is about to cut it down. This has an unlimited range and it merely needs to see the foe. If, before its next turn, it is killed or simply reduced below zero Hit Points by the target, they must instantly attempt a Fortitude Save (DC 20 + its Wisdom Bonus) or be slain. This is a [Death] effect.

Blessing of the Sands (Sp): at tenth level, the Warden of the Waste gains a single daily use of each spell on the Sand Domain list, as well as a daily use of Sandstorm. In all cases it has a Caster Level of 20 and a Save DC of 20 + its Wisdom Bonus.

Defensive Tower (Su): upon reaching level ten, the Warden of the Waste has the greatest Defensive Stance. The bonus increases to +6 (or +12 AC for allies if it just protects them) and all allies within its natural reach gain Concealment.
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Post by Koumei »

Salamander: Average
Monster Manual, page 219. CR 6, level 7

Flameforger
Sometimes an Average Salamander decides to stop being average and start being remarkable - they're not even that interested in just turning into bigger monsters or gaining a slight bit of magic and being Noble. These ones specialise in crafting, but also with setting people on fire or covering them in molten brass.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Climb, Concentration, Craft (any*), Disable Device, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Spot, Survival, Use Magic Device
*The Flameforger always has maximum ranks in Craft (Metalwork) automatically
Proficiencies: the Flameforger is proficient with Light and Medium Armour, Simple and Martial Weapons, and any Weapons, Armour or Shields it personally makes
LevelBABFortRefWillSpecial
1+0+2+0+2Craft Arms and Armour, Brasscraft, Trap Finding
2+1+3+0+3Sphereforge (Fire, Pyre, Metal), Find the Weak Point
3+2+3+1+3Command Metal
4+3+4+1+4Improved Heat
5+3+4+1+4Sphereforge (Restraint, Light, Smoke)
6+4+5+2+5Basic Sphere Access: Metal
7+5+5+2+5Rain of Molten Brass
8+6+6+2+6Sphereforge (Death, Stone)
9+6+6+3+6Superior Heat
10+7+7+3+7Craft Construct
11+8+7+3+7Sphereforge (Creation, Aegis)
12+9+8+4+8Crafted the World, Advanced Sphere Access: Metal
13+9+8+4+8Supreme Heat

Craft Arms and Armour: the Flameforger can make magical weapons and armour, without having to spend XP to do so.

Brasscraft (Ex): the Flameforger’s favourite material to craft is brass. It takes half the time to make items out of it, for one, and for another it has special properties when crafted as a magic weapon or armour: if it makes a Basic Magic Weapon from brass, it straight-up becomes a Minor Magic Weapon instead, gaining the Flaming property. If it makes a Moderate Magic Item, it also gains the Flaming property and probably sells like a Major Magic Item. Basic Magic Armour (or other non-weapon) made from brass becomes a Minor Magic Item, granting Cold Resistance equal to triple the wearer’s hit dice.

Trap Finding (Ex): the Flameforger can find and disable traps like a Rogue.

Sphereforge (Su): at level two, the Flameforger sort of gains access to the Fire, Pyre and Metal Spheres: he effectively has all of the listed spells for those Spheres for the purpose of crafting and activating magic items, but he doesn't actually gain the ability to cast them on his own - so he should probably make things like Endless Wands of his favourite spells or something.
At level five, he adds the Restraint, Light and Smoke Spheres.
At level eight, he adds Death and Stone.
At level eleven, he gains Creation and Aegis.

Find the Weak Point (Ex): starting at level two, the Flameforger can smash objects apart, picking out barely-perceptable weaknesses. He is able to land Critical Hits against Constructs and objects. In the case of unattended objects, every attack is an automatic Critical Hit.

Command Metal (Su): the third-level Flameforger can boss metal around. Although making magical items takes just as long, making regular nonmagical goods out of metal does not require actually forging – he can just sculpt it like putty. This reduces all mundane crafting times to one tenth of the usual time. Additionally, he can use a Standard Action at will to issue a command to any worn metal armour and held metal weapons within Close Range: the wearer/bearer must make a Fortitude Save (DC 9 + half his hit dice + his Charisma Bonus), otherwise the metal weapons leap from their hands to the ground (at though successfully Disarmed) and metal armour locks up, treating the wearer as Helpless for as long as he concentrates (if Heavy armour), or Entangled for lighter armour. He may select which metal items are affected and which are not. For unknown things, the default state is “unaffected”.

Improved Heat (Su): at level four, the Flameforger’s Heat ability does another two dice of damage (3d6 or 3d8 total), and those who take damage from it catch fire.

Sphere Access: at level six, the Flameforger gains Basic access to the Metal Sphere. At level twelve, this improves to Advanced access.

Rain of Molten Brass (Su): starting at level seven, the Flameforger can call forth a horrible burning doom once per hour. Every round for one minute, everything within Medium Range and not under the cover of a roof or something suffers Fire damage equal to his hit dice + 3d6. This is ongoing damage, and any target that is exposed for three or more rounds is coated in enough that, when it cools (three rounds after the effect ends), they are treated as Entangled and Slowed. It takes a good ten minutes of work to break the cooled metal off.

Superior Heat (Su): at level nine, the Flameforger’s Heat extends out to ten feet and causing damage to everyone in that area at the start of his turn. It deals another two dice as well. It still also deals damage every time he hits someone or vice versa.

Craft Construct: at level ten, the Flameforger gains the ability to craft Constructs without spending XP.

Craft the World (Su): starting at level twelve, the Flameforger can cast Genesis once per week. He creates one Plane at first, and future uses expand its area rather than creating more.

Supreme Heat (Su): the Heat of the thirteenth-level Flameforger is so intense that, as well as dealing another five dice of damage, it permanently burns off the target’s Damage Reduction and Spell Resistance, reducing both by 6 points until they gain a Restoration effect or better.
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Post by Koumei »

Sahuagin
Monster Manual, page 217. CR 2, level 2, aquatic and even then saltwater only.

Night Shark
If not for the limitations on spending most of their time in sea water, the Sahuagin could just about take a normal class and call it a day. In a seafaring campaign, they can do that as well. But when you need to do normal adventuring, you need something that lets them improve their land-walking abilities.

The Night Shark not only does this, it helps make the Sahuagin a Ninja. It doesn't get 100% of Ninja abilities, getting a few Shadow Warrior abilities in later levels and adjusting some abilities to be focused more on the nature and weapons of the Sahuagin. But basically, it plays as a Ninja.

Hit Dice: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Climb, Craft (Alchemy), Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Nature, Nobby Roy), Listen, Move Silently, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: the Night Shark is proficient with all Simple and Martial Weapons, along with weird Ninja Weapons like the Kusari-gama, Nunchaku and whatever.
LevelBABFortRefWillSpecial:Jutsu Points
1+1+0+2+0Improved Lung Capacity, Jutsu Use, Invisible1
2+2+0+3+0Speed of Thought, Too Fast By Half, Scuttler2
3+3+1+3+1Anti-Noise Aura, Dark Stalker2
4+4+1+4+1Ampules, Master of Disguise3
5+5+1+4+1Log Trick, Sneaky Bite3
6+6+2+5+2Power Slide, Close Combat3
7+7+2+5+2Mystic Art, Amphibious4
8+8+2+6+2Blackwater Shadow Arts4
9+9+3+6+3Perfect Disguise, Too Fast By 3/44
10+10+3+7+3Spirit Blade, Mystic Art4
11+11+3+7+3Perpetual Distraction5
12+12+4+8+4Blood in the Water5
13+13+4+8+4Raging Ocean Shadows5
14+14+4+9+4Secrets of the Deep5
15+15+5+9+5Mystic Art, Jaws of Night5
16+16+5+10+5Hidden From Magic6
17+17+5+10+5Drifting Shadow Arts6
18+18+6+11+6Fully Too Fast, Shadow Minion6

Improved Lung Capacity (Ex): the Night Shark can last twice as long out of water as normal, which is fantastic. It can also handle fresh water just as well as salt water.

Jutsu Use (Su): the Night Shark has a pool of Jutsu Points to spend just like a Ninja of equal level.

Invisible (Su): the Night Shark can turn Invisible at will, just like the spell Invisibility.

Speed of Thought (Ex): the second level Night Shark moves so fast he gets speed lines when he runs. He may add his Intelligence bonus to his Initiative, and to all Trip, Bullrush, Disarm and Grapple attempts against foes who are denied their Dexterity bonus to Armour Class.

Too Fast By Half (Ex): at second level, as long as he isn't using Armour with which he is not proficient, the Night Shark multiplies his speed by 1.5 - including swim speed.

Scuttler (Ex): at level two, the Night Shark suffers no penalties for moving through difficult terrain, and for moving full speed while being stealthy.

Anti-Noise Aura (Su): the level three Night Shark is so stealthy that he passes it on to his allies: at will he may radiate a 20' radius Aura of Silence, masking all noises made inside it as though inside a sound-proof dome.

Dark Stalker (Ex): at level three, the Night Shark can see and hear Incorporeal and Ethereal creatures normally, as if they lacked those traits, so they must make Hide and Move Silently checks if they want to sneak up on him.

Ampules (Ex): at level four, the senses of the Night Shark are just amazing. He has Blindsight out to 60 feet, and Blindsense out to 250 feet.

Master of Disguise (Su): with a DC 15 Disguise check, a fourth-level Night Shark can replicate a Disguise Self effect. With a DC 20 Disguise check, he can replicate an Alter Self effect.

Log Trick (Su): just when you think you have a Night Shark, you actually have a log. The Night Shark is behind you. At level five, the Night Shark may Dimension Door up to 30' away with an Immediate action, leaving a Mirror Image behind for 4 rounds (or until interacted with). When the image ends, a log appears in its place.

Sneaky Bite (Ex): whenever a fifth-level Night Shark Bites a foe who is Flanked or denied their Dexterity Bonus to Armour Class, he deals an additional amount of damage equal to his Base Attack Bonus, and also deals 1d6 points of Constitution damage.

Power Slide (Ex): at level six, any time the Night Shark is hit, he may halve the damage by sliding back 5' per damage negated. If he collides with a solid object, he stops moving and suffers another 1d6 damage per 5' of movement that was prevented.

Close Combat (Ex): at level six, the Night Shark functions just fine when in a Grapple - he can act normally, even moving - even if Pinned - and is not denied his Dexterity bonus to Armour Class. Furthermore, his opponent is denied their Dexterity bonus to Armour Class against his attacks.

Mystic Art: at levels seven, ten and fifteen, the Night Shark gains a Mystic Art just like a Ninja. Treat its Night Shark levels as Ninja levels to determine what it is able to choose.

Amphibious (Ex): at level seven, the Night Shark can breathe air as though it were water.

Blackwater Shadow Arts (Sp): at level eight, the Night Shark learns how to cast Blackwater Taint, Blackwater Tentacle and Evard's Black Tentacles once each per day. The Caster Level equals his hit dice, and any Save DC is 10 + half his hit dice + his Intelligence Bonus.

Perfect Disguise (Su): at level nine, the Night Shark can Polymorph himself (100% replacing his character sheet with the entry of whatever he is turning into, except with the ability to change back at will) with a DC 35 Disguise check and ten minutes. True Seeing does not trump this.

Too Fast By 3/4 (Ex): at level nine, the Night Shark becomes even faster. He may make a Move action as an Immediate action, and makes 10' steps of adjustment instead of 5' steps (unless he only wants to move 5'). With a DC 25 Balance check, he can instead make 15' steps of adjustment.

Spirit Blade (Su): the tenth-level Night Shark can even cut ghosts. All of his attacks affect Incorporeal and Ethereal creatures as though they lacked those abilities, and ignore Armour and Shield bonuses to Armour Class (but not Natural Armour), as well as all kinds of Damage Reduction.

Perpetual Distraction (Ex): people are always distracted when fighting against ninjas and their ilk. At level eleven onwards, the Night Shark is always treated as flanking all foes, even by himself.

Blood in the Water (Ex): the scent and ampules of the level twelve Night Shark are so advanced that it actually has True Seeing out to one hundred feet, but only for creatures that are not at their full maximum hit points. This is doubled in distance when underwater.

Raging Ocean Shadows (Su): at level thirteen, the Night Shark becomes a blurred shadow that appears and disappears, striking and causing tremendous harm. He may cast Greater Blink and Shadow Walk at will, with a Caster Level equal to his hit dice, is not bounded by the gravity of any plane, and each of his natural weapons deal an extra 1d6 points of damage that is half Cold, half Negative Energy. If he hits a foe with his Rake attacks, they must pass a Fortitude Save (DC 10 + half his hit dice + his Intelligence Bonus) or be Slowed for one round per hit die. If already Slowed by this, they are also Paralyzed for one round on a failed save.

Secrets of the Deep (Ex): starting at level fifteen, any time the Night Shark is in sufficiently dark conditions to have Concealment normally (even if everyone around can see in the dark), he gains the Augmented Critical ability, doubling the threat range and critical multiplier for all of his natural weapons. Additionally, in this situation he cannot be detected by magical means, and his Spell-Like and Supernatural Abilities draw upon the darkness such that they cannot be Dispelled or even suppressed in an Anti-Magic Field – though the moment light is introduced, this is no longer true.

Jaws of Night (Ex): starting at level fifteen, any time the Night Shark bites somebody, there is the distinct possibility it will tear them to pieces and kill them instantly. If it deals any damage with the bite, they must pass a Fortitude Save (DC 10 + half his hit dice + his Intelligence Bonus) or die. This is not a [Death] effect and even works against Undead.

Hidden From Magic (Su): at sixteenth level, the Night Shark may, after attempting to identify a spell being cast from within 30 feet, use an Immediate action to be excluded from the Targets or Area of Effect. He may even use this to walk unimpeded through a spell that has already been cast (such as a Wall of Fire). A weapon enhanced by a spell will still attack him just fine – the target is the weapon, not him – likewise a non-magical object (such as a boulder) or a creature may be conjured by magic and would affect him normally.

Drifting Shadow Arts (Su): at level seventeen, the Night Shark can use an Immediate Action to collapse into a mass of shifting, drifting shadows. While in this form, he is unable to attack or activate items, but he also cannot be harmed in any way. This lasts until the beginning of his next turn.

Fully Too Fast (Su): the eighteenth-level Night Shark’s speed improves from one and a half times the base speed to double the base speed. Additionally, he may Teleport at will (CL 20), that’s how fast he moves.

Shadow Minion: at level eighteen, the Night Shark is constantly accompanied by a loyal Nightwalker servant. If destroyed, it reforms the next midnight.
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Post by Koumei »

Ocean Strike Leader
The Ocean Strike Leader is basically a way to be a Sahuagin Barbarian who also gets to survive longer on land, or even in fresh water. It works just a little differently, and at the end of it you can just go and take Barbarian levels. A lot of the abilities will thus come online late, but the basic scaling numbers are still good and he has some other stuff instead.

Hit Dice: d10
Skill points: 4+Int
Class Skills: Balance, Bluff, Climb, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Spot, Tumble, Use Rope
Proficiencies: the Ocean Strike Leader gains Proficiency with Sharksin, Rope and Hide Armour, as well as with all Simple and Martial weapons.
Level:BABFortRefWillSpecial:Blood Frenzy
1+1+2+2+0Improved Adaptation, Rage Dice +1d6+1 use
2+2+3+3+0Combat Senses, Combat Speed +5'+4 Strength
3+3+3+3+1Amphibious, Sharkfriend, Rage Dice +2d6+1 use
4+4+4+4+1Vicious Fangs, Combat Speed +5'+4 to Will Saves
5+5+4+4+1Blood Lust, Rage Dice +3d6unlimited uses

Improved Adaptation (Ex): the Ocean Strike Leader can remain out of water for one hour per point of Constitution, plus one hour per hit die, before suffocating. Additionally, it is not fatigued by fresh water and is not sensitive to light.

Rage Dice (Ex): every odd level, the Ocean Strike Leader gains +1d6 Rage Dice. This works identically to that of the (Tome) Barbarian, and applies when it enters a Blood Frenzy. If it later gains levels in Barbarian, add Ocean Strike Leader levels to Barbarian levels to determine the Rage Dice total.

Blood Frenzy (Ex): at levels one and three, the Ocean Strike Leader gets an additional daily use of its Blood Frenzy racial ability. At level two, when in a Blood Frenzy, its Strength increases by +4 rather than +2. At level four, when in a Blood Frenzy it gains a +4 Morale Bonus to Will Saves. At level five, it can use its Blood Frenzy as often as it likes.

Combat Senses (Ex): when in a Blood Frenzy, the second-level Ocean Strike Leader has Blindsense out to 60 feet, in or out of the water. At all times, the Ocean Strike Leader can detect electricity out to 250 feet, as long as it is enough to potentially cause damage (even non-lethal, like a single Shocker Lizard).

Combat Speed (Ex): at levels two and four, the speed of the Ocean Strike Leader improves while in a Blood Frenzy and wearing no armour or Light Armour. Its base speed improves by 5' each time, as does its swim speed. If Barbarian levels are gained, the bonus from Combat Movement stacks with this, and also applies to its Swim speed.

Amphibious (Ex): at level three, the Ocean Strike Leader actually becomes amphibious, and is just as happy out of water as in it, though being in water means it can benefit from 3-dimensional movement, shark allies, rake attacks and the possibility of the opponent not breathing so well.

Sharkfriend (Ex): the third level Ocean Strike Leader's link with shark improves. The Telepathy reaches out to 300 feet, and it can communicate as though talking plainly with someone of average intellect, even able to form detailed plans and identify specific targets.

Vicious Fangs (Ex): at level four, the Ocean Strike Leader has teeth that people remember. If they survive. Its Bite attack deals damage as though one size larger, has a 19-20/x3 Critical rating, and gains the Vicious weapon property.

Blood Lust (Ex): at level five, the Ocean Strike Leader becomes hungrier, and more attuned to its Blood Frenzy. Should it gain any levels of Barbarian, the Rage ability is folded into its Blood Frenzy - they are treated as one in the same, though it gains the bonuses (and penalties) of both. It can also be triggered by taking or dealing damage, as per the Rage. Furthermore, its Bite attack gainst the Vampiric quality against living creatures while in a Blood Frenzy.

New Feat:

Greatest Shark Friend [Monstrous]
You're such good friends with sharks that they always hang around you.
Requirements: Sahuagin, Sharkfriend
Benefit: you have an Animal Companion as though you had Druid levels equal to your hit dice total. Your only options are Shark (Medium), Shark (Large, level -3), Shark (Huge, level -9) and Dire Shark (level -15).
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Post by Koumei »

Scyllan
It's Wet Outside, page 157. CR 13, level 15 - no thumbs, Huge sea monster

Sea Devil
Named after Scylla (a Greek monster who is also a specific named creature in D&D), the Scyllans tend to make themselves home in narrow rivers and dire straits, sinking vessels and killing the sailors. However for many their true home is Baator (Stygia, specifically), and even those adapted to the Prime Material Plane still have ancestry in Stygia. Sea Devils draw upon that lineage and claim the power owed to them by dint of being Devils.

Of course, they're level fifteen to begin with, so they don't have much wiggle room. Anything they do to improve is going to involve a short career just getting better at being giant grapple monsters that scare people and eat people. They don't have time (or page space) to go into being Wizards or Chartered Accountants or whatever. This is a more specialist form of True Fiend, in short.

Hit Dice: d8
Skill points: 8+Int
Class Skills: Concentration, Hide, Intimidate, Jump, Knowledge (Nature, The Planes), Listen, Spot, Survival, Swim
Level:BABFortRefWillSpecial
1+1+2+2+0Imprecise Size, True Baatezu
2+2+3+3+0Capsize, Terrifying Noise
3+3+3+3+1Devil's Maw, Quickened Depthsurge
4+4+4+4+1Concussive Noise, Summon Maelstrom
5+5+4+4+1Terror of the Deep, Fiendish Sphere

Imprecise Size (Ex): it is hard to make out the exact dimensions of the Sea Devil, whether because it’s a Lovecraftian horror or because it’s a strange, rubbery creature that can squish and stretch. With a Move-Equivalent Action at will, it may squeeze itself down so it is effectively a Large creature, reducing its Space and Reach by 5’ (10’ for Tentacles), and counting only as Large for the purpose of Size-dependent checks (but not Ability Scores, Armour Class, Attack Rolls and damage), or back to Huge. Alternatively, it may expand so as to be effectively a Gargantuan creature, increasing its Space and Reach by 5’ (10’ for Tentacles), and counting as Gargantuan for the purpose of Size-dependent checks (but not Ability Scores, Armour Class, Attack Rolls and damage) or back.

True Baatezu: the Sea Devil is a real Devil, gaining the [Lawful], [Evil] and [Baatezu] Subtypes. It gains all the effects of the Baatezu, and its Summon ability is the 100% chance to summon one of the following: 1d2 Fiendish Kraken, 1d3 Fiendish Megalodons, 1d4 Fiendish Plesiosaurs. At every level, increase the die size for each of these (1d2 ? 1d3 ? 1d4 ? 1d6 ? 1d8 ? 2d6 ? 2d10).

Capsize (Ex): starting at second level, the Sea Devil can just tear ships apart and sink them with little effort. It may make Break attempts at entire structures of up to Colossal size, with a base DC of 35. Bear in mind that it is a Huge creature and thus gets a +8 Bonus (or +12 when stretched out to Gargantuan), and typically has a Strength Bonus of +10 or more, so it’s not as difficult as it sounds.

Terrifying Noise (Su): at level two, the Sea Devil masters its Frightful Noise ability, making it even scarier. Creatures with 10 or more hit dice are Frightened for 3d6 rounds if they fail the saving throw, or Shaken for 1 round if they succeed. Creatures with 9 or fewer hit dice are rendered Comatose for 3d6 rounds on a failed save, or Panic for 1 round if they succeed.

Devil’s Maw (Su): the mouth of the third-level Sea Devil is worse than ever before, and it wasn’t exactly pleasant to begin with. It gains a secondary Bite attack that only has 5’ reach regardless of its Size and deals 3d6 Vile damage for a Huge creature. Additionally, when it swallows a creature whole, every round the target takes damage they must also attempt a Will Save (DC 5 + half its hit dice + its Constitution Bonus) or be forcibly sent to the oceans of Stygia.

Quickened Depthsurge (Sp): upon reaching level three, the Sea Devil learns a very small amount of magic that helps it smash ships – and people – apart. It may cast Depthsurge at will, as a Swift Action, with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Wisdom Bonus.

Concussive Noise (Su): the fourth-level Sea Devil is able to bring its voice to bear in a way that disrupts people and leaves them unable to act. When using its Frightful Noise ability, it may choose to make it Terrifying (as above) or Concussive. In this later case, creatures with 15 or more hit dice are Stunned for 1 round then Dazed for 1d6 rounds on a failed save, or simply Staggered for one round on a successful save, whereas creatures with 14 or fewer hit dice are knocked unconscious for 3d6 rounds on a failed save, or Stunned for 1 round on a successful save.

Summon Maelstrom (Sp): at level four, the Sea Devil learns how to summon mighty whirlpools. It may cast Maelstrom at will, but may only have up to three in effect at a given time. The Caster Level is 20 and the Save DC is 10 + half its hit dice + its Wisdom Bonus.

Terror of the Deep: the fifth-level Sea Devil grows to enormous proportions. It is Gargantuan in size, enjoying all of the changes, including Ability Scores and Natural Armour, natural weapon size and so on. The reach of its tentacles becomes 50 feet, and they gain the Augmented Critical trait. It may still alter its size via Imprecise Size, making itself as small as Huge (reducing its Space and Reach to normal for a regular Scyllan), or as big as Colossal (increasing its space and reach to 30’ and the reach of its Tentacles to 80’). This still affects most Size-dependent rolls, but not Ability Scores, Natural Armour, Attack Rolls, Natural Weapon size or Armour Class. Finally, when it isn’t making itself look smaller, it may make a Demoralise attempt once per round as a Free Action, resolved against every creature it attacked that turn.

Fiendish Sphere: at level five, the Sea Devil unlocks its fiendish power and gains Basic Access to a single Fiendish Sphere. Any Save DC is still Charisma-based, so maybe don’t choose something that focuses too much on Save-or-die effects.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Shadow: Greater
Monster Manual, page 221. CR 8, level 9 - Spawning, Incorporeal Undead. Shadows and Greater Shadows are [Dark Minded].

King of Shadows
The King of Shadows was one individual creature, some time ago. But after it was destroyed, its fragments continued to exist. The best of the Greater Shadows have the potential to turn into creatures equally powerful to their former King. This makes them partial casters and deadly fighters, but they're also incorporeal which is awesome.

Hit Die: d12
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Concentration, Escape Artist, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble
LevelBABFortRefWillSpecial
1+1+0+2+2Eternal King, Leeched Strength, Slay Living 1/day, Phantasmal Killer 1/day
2+2+0+3+3Spiritwall 3/day, Wall of Gloom at will
3+3+1+3+3Sigil of the King, Hand of Dread
4+4+1+4+4Antilife Shell 3/day, Inflict Moderate Wounds 3/day
5+5+1+4+4Waves of Uttercold, Epitome of Shadow, Summon Nighthaunt 1/day
6+6+2+5+5Enervating Aura, Spiritwall at will, Inflict Critical Wounds 3/day
7+7+2+5+5Suffocating Void, Summon Nightwing 1/day
8+8+2+6+6Shroud of Dread, Shades 1/day, Royal Regeneration
9+9+3+6+6Summon Nightwalker 1/day, Mass Inflict Critical Wounds 3/day
10+10+3+7+7Antilife Shell at will, Implosion 1/day
11+11+3+7+7Summon Nightcrawler 1/day, King of the Void

Eternal King (Ex): the King of Shadows is harder than normal to destroy: he gains Damage Reduction equal to his class level, overcome by Silver, and Spell Resistance equal to his class level plus nineteen. However, successful use of his True Name as part of casting a spell bypasses the Spell Resistance and suppresses it for the following minute. Finally, he cannot be Destroyed by the Turn Undead ability, and if Controlled by the Rebuke Undead ability, control only lasts for one round per level of the caster.

Leeched Strength (Su): any time the King of Shadows delivers Strength Drain to someone, his own strength is improved: he gains an Enhancement Bonus to Intelligence, Wisdom and Charisma of +1 per three hit dice (round up). This lasts for one minute, however each additional use of this resets the duration.

Spell-Like Abilities (Sp): the King of Shadows has an array of Spell-Like Abilities available, with a Caster Level equal to his hit dice and a Save DC of 10 + half his hit dice + his Charisma Bonus.

Sigil of the King (Su): the third-level King of Shadows can empower other Undead, making them greater servants. At will, he may touch an Undead creature and bestow upon it the Evolved Undead template, as well as increasing their Maximum and Current HP by an amount equal to their hit dice. He may only ever do this once to any given creature, even though the template can be gained multiple times. He cannot bestow this upon himself.

Hand of Dread (Su): starting at level three, if the King of Shadows benefits from his Leeched Strength ability, he can end the effects with a Standard Action to unleash a powerful Melee Touch Attack. If it hits, the target suffers 2 points of permanent Wisdom Drain instead of the normal Strength Drain. Additionally, a target with half as many hit dice as his own or fewer suffers from Paralysis for one minute as a [Fear] effect. Those with more than half as many hit dice but fewer than his own total are entitled to a Will Save (DC 10 + half his hit dice + his Charisma Bonus) to resist, with success resulting in them merely being Frightened for 2d6 rounds. If a target has at least as many hit dice as he does, failure results in them being Frightened for 2d6 rounds and they suffer no further effects on a successful save.

Waves of Uttercold (Su): the fifth-level King of Shadows can unleash bursts of icy death at his surroundings almost at will. Any time he has the benefit of Leeched Strength in effect, he may end the effects with a Swift Action to radiate Uttercold energy out to a sixty foot radius. All in the area suffer 1d6 damage per hit die, half of which is Cold and half of which is Negative Energy, with a Fortitude Save for half (DC 10 + half his hit dice + his Charisma Bonus).

Epitome of Shadow (Ex): starting at level five, the King of Shadows constantly benefits from a Soul of Shadow effect.

Enervating Aura (Su): starting at level six, the King of Shadows radiates an aura whenever benefiting from his Leeched Strength ability. All creatures within thirty feet must attempt a Fortitude Save on each of his turns (DC 10 + half his hit dice + his Charisma Bonus). Failure results in them becoming Fatigued until the next time they rest. If already Fatigued, they instead become Exhausted until the next time they rest. If they are already Exhausted, they suffer 2 points of Temporary Strength damage (which is not the same as his ability to Drain Strength and does not reset the duration of Leeched Strength) each round.

Suffocating Void (Su): there is no air to breathe within sixty feet of the seventh-level King of Shadows. Creatures within the area must hold their breath, and if a Breath Weapon is used, not only can they not use it again until they leave the area, they also instantly begin to suffocate, dropping to zero hit points.

Summoning (Sp): starting at level five, the King of Shadows can Summon a Nighthaunt once per day, using a Full Round Action. It appears within one hundred feet, and remains for one minute per hit die (or until destroyed or Banished). At level seven, he can also summon a Nightwing once per day, at level nine, he can also summon a Nightwalker once per day, and at level eleven he can also summon a Nightcrawler once per day. The Nighthaunt is found in Lost Empires of Faerun.

Shroud of Dread (Su): the eighth-level King of Shadows can expend a Full Round Action to unleash his Hand of Dread ability out to affect all creatures within fifteen feet. He makes one Touch Attack roll and compares it against all targets within the area. This still requires the expenditure of his benefit gained from Leeched Strength.

Royal Regeneration (Ex): upon reaching level eight, the King of Shadows is a boss creature that is almost impossible to destroy for good. Unless the final blow was performed by a Silver Sword of Gith or while his True Name was suppressed (including casting a spell and invoking his True Name at the same time), he simply returns at the beginning of the next New Moon, as good as new.

King of the Void (Ex): the eleventh-level King of Shadows is intrinsically linked with the Negative Energy Plane and the Shadow Plane. He is immune to all forms of Positive Energy (including Cure and Heal spells, a Paladin’s Lay on Hands ability, and Turn Undead), and can open a Travel version of the Gate spell to the Negative Energy Plane or Plane of Shadows at will.
Last edited by Koumei on Sun Sep 13, 2020 8:59 am, edited 1 time in total.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Shadow Mastiff
Monster Manual, page 222. CR 5, level 6 - no thumbs and can't speak

Shadurakul
The Shadurakul is a fiendish creation - a Shadow Mastiff altered to be able to take on mortal form. These function as front-line fighters that excel at fear and tripping, but they can also wander around and look like humans and be socially acceptable to have around.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim, Tumble
Proficiencies: the Shadurakul gains Proficiency with Light Armour and all weapons ever
LevelBABFortRefWillSpecial
1+1+2+0+2Alternate Form, Clever Dog, Command Shadow Mastiffs
2+2+3+0+3Shadow Fang, Devastating Throw at will
3+3+3+1+3Improved Trip, Mighty Howl, Hand of Death at will
4+4+4+1+4Pursuit, Shadow Stride at will, Dance of the Spider
5+5+4+1+4Big Dog, Comet Throw at will, Strength Draining Strike at will
6+6+5+2+5Bone Crunch, Stalker in the Night at will
7+7+5+2+5Howl of Terror, Soaring Throw at will
8+8+6+2+6Shadow Snarl, Ghostly Defence, Balance on the Sky
9+9+6+3+6Summon Shadow Mastiffs, Enervating Shadow Strike at will
10+10+7+3+7Ballista Throw at will, Roar of Tempests
11+11+7+3+7One With Shadow at will
12+12+8+4+8Tornado Throw at will, Howling Doom
13+13+8+4+8Darkness World, Death in the Dark at will
14+14+9+4+9Huge Hound, Five-Shadow Creeping Ice Enervation Strike at will

Alternate Form (Su): the Shadurakul can assume any Humanoid form at will. Although a physical change, this is mostly a disguise – the creature can speak Common, Infernal and Abyssal and can wear clothes and walk around on its back legs and hold weapons and tools, and cannot use its Natural Weapons or Bay, however its Ability Scores, Natural Armour and other abilities do not change.

Clever Dog: the Shadurakul has a more human-like intelligence to match its humanoid shape. Its Intelligence increases by 4. Skill Points are gained retroactively for this.

Command Shadow Mastiffs (Sp): the Shadurakul can command lessers of its own type as it pleases. Even those that don’t wish to follow its orders are compelled to – it can cast Greater Command, Mass Suggestion, Charm Monster and Dominate Monster at will on Shadow Mastiffs. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Shadow Fang (Su): the bite of the second-level Shadurakul is particularly dangerous. It is a Magic Weapon with an Enhancement Bonus of +1 per 3 hit dice (round up), and also has the Ghost Touch property.

Martial Maneuvers and Stances: as it gains levels, the Shadurakul gains a variety of Martial Maneuvers and Martial Stances from the schools of Setting Sun and Shadow Hand. These can be used at will, but still only one Stance can be active at a time. Its Initiator Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Wisdom Bonus.

Improved Trip: at level three, the Shadurakul gains Improved Trip as a Bonus Feat.

Mighty Howl (Ex): the third-level Shadurakul can raise its spirit when it howls, increasing its ability to hurt people. Any time it uses its Bay ability, it gains an Enhancement Bonus to Strength for the next minute. The Bonus is +1 per 3 hit dice (round up).

Pursuit (Su): starting at level four, the Shadurakul is almost impossible to escape. If it threatens an enemy, it can use an Immediate Action to take a five foot step if they do, or to follow them if they make a Retreat movement. Similarly, if they attempt to move via a [Teleportation] effect or similar, it may choose to ride along. Upon doing any of these, it may then perform an Attack of Opportunity against them, and if this hits, it becomes an automatic confirmed Critical Hit.

Big Dog: at level five, the Shadurakul grows to Large Size. This is as though growing by gaining hit dice, so comes with the usual changes for that.

Bone Crunch (Ex): whenever the sixth-level Shadurakul bites someone, it crunches in and shatters their bones. Its Bite attack deals 2 points of Constitution damage each time, and reduces the enemy Natural Armour and Damage Reduction by an equal amount – this heals at the same rate as Ability damage.

Howl of Terror (Su): the fear caused by the seventh-level Shadurakul’s Bay ability is worse than normal. Once the Panicked condition ends, those who failed the save will still be both Shaken and Slowed for an equal amount of time as they were Panicked. For the entire duration of the effects, they suffer 1d8 points of Non-lethal damage per round.

Shadow Snarl (Su): starting at level eight, when the Shadurakul is in Mastiff form it may use a Standard Action once per three rounds to snarl with malevolence, almost ranting about something but infused with the innate sounds of the Plane of Shadow – nearly inaudible, but still unpleasant. All adjacent creatures suffer 1d6 damage per hit die – half Sonic, half Negative Energy – with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save also take 4 points each of Intelligence Damage and Charisma Damage. This is a [Mind-Affecting] [Sonic] effect.

Summon Shadow Mastiffs (Sp): once per day, the ninth-level Shadurakul can use a Standard Action to Summon a number of Shadow Mastiffs equal to its hit dice for one hour.

Roar of Tempests (Su): when in Mastiff form, the tenth-level Shadurakul may unleash a mighty roar at will. This reaches out to a 60’ Cone, and all in the area are subject to Tornado-level winds for one full round. Creatures that are moved backwards any distance by the wind are first moved to the very edge of the Cone, then an equal distance again, and then the distance normally rolled. For instance, if someone is 25’ away from the Shadurakul and rolled 20’ of distance, they would move 35’ to the edge of the effect, and then another 35 + 20 feet after that.

Howling Doom (Su): starting at level twelve, those who fail to save against the Shadurakul’s Bay ability must immediately make a Fortitude Save against the same DC or die on the spot.

Darkness World (Su): with a Full Round Action, the thirteenth-level Shadurakul may grab someone and throw them into the Plane of Shadow. It must perform a successful Trip attack (whether normally, or via the Trip ability of its Bite, or through a Maneuver) and then if the target fails a Reflex Save (DC 10 + half its hit dice + its Wisdom Bonus) they are physically transported to the Plane of Shadow.

Huge Hound: at level fourteen, the Shadurakul grows to Huge size. This carries all the changes as though from gaining hit dice in the Monster Manual.
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Post by Koumei »

Sirine
Monster Manual 2, page 185. CR 5, Level 6

Mind Changer
The Mind Changer is a specialist in two fields: doing things to peoples' minds by touching them, and singing at them to adjust their moods and abilities. While they also get a few weather-focused powers, they are mostly debilitation-and-restoration focused Bards in the way they play.

Hit Die: d4
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Knowledge (any), Listen, Move Silently, Perform*, Ride, Search, Sense Motive, Speak Language, Spot, Swim, Survival, Tumble, Use Magic Device, Use Rope
*The Mind Changer always has maximum ranks in Perform without spending skill points. She uses the 3.0 rules for the Perform skill.
Proficiencies: the Mind Changer is proficient with Simple Weapons and the Trident
LevelBABFortRefWillSpecial
1+0+0+2+2Restore Intellect, Charming Song, Fey Power
2+1+0+3+3Restore Mind, Fascinating Song, Solid Fog 2/day
3+1+1+3+3Restore Memories, Discordant Song
4+2+1+4+4Restore Soul, Amnesia, Fey Power
5+2+1+4+4Suppress Mind, Soothing Song, Harmonic Song
6+3+2+5+5Morality Selector, Freezing Fog 3/day
7+3+2+5+5Brain Leech, Resistance, Fey Power
8+4+2+6+6Suppress Soul, Dispelling Song, Seeming 4/day
9+4+3+6+6Terrifying Song, Hallucinatory Terrain 4/day
10+5+3+7+7Adjust Loyalties, Restore Essence, Fey Power
11+5+3+7+7Transfixing Song, Screen 5/day
12+6+4+8+8Id Craft, Shadow Landscape 5/day
13+6+4+8+8Song of Joy, Fey Power, Naturally Invisible
14+7+4+9+9Fatal Song, Blinding Glory 6/day, Prismatic Deluge 6/day

Restore Intellect (Su): with a single touch to the forehead, the Mind Changer can restore all Intelligence Damage or Intelligence Drain a target has suffered, no matter what the cause was.

Charming Song (Su): the Mind Changer’s Charming Song becomes a Supernatural Ability, and upgrades its effect to that of a Charm Monster spell. The Save DC is 10 + half her hit dice + her Charisma Bonus. However, it becomes a [Sonic] [Language-Dependent] effect, and takes effect a round after she begins singing – her concentration can be disrupted in the meantime to stop it from working.

Fey Power (Sp): at level one, and every three levels thereafter, all of the Mind Changer’s Spell-Like Abilities that she currently has each gain an additional daily use. This affects Spell-Like Abilities gained from her Race, Class(es), Feats and anything else that might grant them.

Restore Mind (Su): starting at second level, the Mind Changer’s touch can also restore any amount of Ability Damage or Drain to Wisdom or Charisma, not just Intelligence. If for whatever reason she only wants to remove Damage or Drain from one ability score, she can do that.

Fascinating Song (Su): at level two, the Mind Changer gains another song, a [Sonic] [Mind-Affecting] effect that is not [Language-Dependent] but still takes effect the round after it is first used. All creatures within earshot must pass a Will Save (Charisma-based) or become Fascinated for one minute (or until something ends the Fascination, as normal). While this song is in effect, she may use a Full-Round Action to bestow a Suggestion upon a Fascinated target (same Save DC), and while they are Fascinated, every Suggestion gains the bonus for being totally reasonable.

Spell-Like Abilities (Sp): as she gains levels, the Mind Changer gains additional Spell-Like Abilities. The Caster Level equals her hit dice and any Save DC is 10 + half her hit dice + her Charisma Bonus.

Restore Memories (Su): at level three, the Mind Changer can completely restore someone’s memories – undoing the effects of naturally occurring amnesia, Programmed Amnesia, Mindrape and similar effects. It will even remove [Mind-Affecting] effects that have changed their personality.

Discordant Song (Su): the third-level Mind Changer gains another song, a [Sonic] [Mind-Affecting] effect that is not [Language-Dependent] but still takes effect the following round. This works as a Song of Discord in all who fail the save, targeting a number of enemies equal to her ranks in Perform. It lasts until the round after she stops singing.

Restore Soul (Su): at level four, the touch of the Mind Changer can remove any amount of Negative Levels, even undoing actual permanent level loss (such as from failing to remove Negative Levels or being Raised).

Amnesia (Su): when delivering her Intelligence-Damaging touch attack, the fourth-level Mind Changer deals 1d6 Intelligence Damage and forces the target to attempt a Will Save (DC 10 + half her hit dice + her Charisma Bonus). If they fail, they suffer from amnesia, forgetting her choice of “this encounter”, “her existence”, “the last day/week/month”, or indeed “who they are”. The memory loss is a [Mind-Affecting] Enchantment.

Suppress Mind (Su): starting at level five, the Mind Changer can have her touch attack deal Wisdom Damage or Charisma Damage instead of Intelligence Damage (1d6 either way), or deal 1d2 points of damage to all three ability scores.

Soothing Song (Su): the fifth-level Mind Changer gains another song, a [Sonic] [Mind-Affecting] effect that is not [Language-Dependent] but still takes effect the following round. All within earshot are subject to a Calm Emotions effect until she stops singing, except it also instantaneously removes all Morale Penalties and non-lethal damage.

Harmonic Song (Su): at level five, the Mind Changer gains another song, one that is not [Mind-Affecting] but still takes effect the following round. Living creatures within earshot regain hit points equal to her ranks in Perform, and all Undead in the area must pass a Will Save (Charisma-based) or Panic for one round per rank she has in Perform – ignoring their typical Immunity to fear.

Morality Selector (Su): when using her Amnesia ability on a target, the sixth-level Mind Changer can permanently change the Alignment and basic allegiances of the target if they fail their save. This is still a [Mind-Affecting] Enchantment effect, and having your alignment forcibly changed does not count as a violation of Paladin Code or deific requirements or whatever – the target is simply denied those abilities while under the effect.

Brain Leech (Su): at level seven, the Ability of the Mind Changer is truly awesome. She may deal 2d6 Ability Damage to one mental Ability Score, or 1d4 to each of them. Alternatively she may deal 1d6 Ability Drain to one, or 1d2 to all three.

Resistance (Su): starting at seventh level, the Mind Changer adds her Charisma Bonus as a Resistance Bonus to all Saving Throws.

Suppress Soul (Su): at level eight, instead of delivering her normal touch attack, the Mind Changer can deliver a touch attack that deals 1d4 temporary Negative Levels. They last for an hour (and go away on their own after this without needing a save), and automatically cause the target to forget having ever encountered her, as the Amnesia ability. If she inflicts enough negative levels to kill the foe, they do not rise as a Wight or anything – they just die. This does not steal life force, so it does not grant her Temporary Hit Points.

Dispelling Song (Su): the eighth-level Mind Changer gains another song, a [Sonic] effect that takes effect the following round. This grants a Targeted Dispel attempt (with a Caster Level equal to her ranks in Perform, taking 10 on the check) against every magical effect within 30 feet of her.

Terrifying Song (Su): the ninth-level Mind Changer gains another song, a [Sonic] [Mind-Affecting] [Fear] effect that is not [Language-Dependent] and takes effect the round after it is used. One target per rank in Perform must make a Will Save (Charisma-based) or Panic until 1d6 rounds after she stops singing.

Adjust Loyalties (Su): with a Standard Action, the tenth-level Mind Changer may touch a Charmed creature and force them to attempt a Will Save (Charisma-based). If they fail, they become Dominated for one round per hit die she has. When this ends, they revert to being Charmed for the usual duration. A creature that is successfully Dominated three times within the one period of being Charmed becomes Dominated for one day per hit die.

Restore Essence (Su): at level ten, the restoring touch of the Mind Changer removes all Ability Damage and Drain to all Ability Scores ever, and can also remove afflictions such as Lycanthropy and remove Possession. She can even restore the recently deceased (no longer than 1 round per hit die she has) to life with a touch.

Transfixing Song (Su): the eleventh-level Mind Changer gains another song, a [Sonic] [Mind-Affecting] effect that is not [Language-Dependent] and takes effect the round after it is used. One target per rank in Perform must make a Will Save (Charisma-based) or stand Helpless and unaware of their surroundings until the round after she stops singing.

Id Craft (Su): at level twelve, whenever the Mind Changer either reduces a target’s Intelligence, Wisdom or Charisma to zero, or bestows enough Negative Levels to normally kill them, she can elect for them to just pass out, and when they wake up the next day, their mind has been completely altered as though by a Mind Rape effect. She can of course elect to make no changes, or just to kill them in their sleep.

Song of Joy (Su): at level thirteen, whenever the Mind Changer uses her Soothing or Harmonic Songs, everyone in the effect is also cured of all Fatigue and Exhaustion. It also creates a Sympathy effect, centred on her, until she stops singing. At the end of the song, she gains a dose of Ambrosia if at least one target was affected for five or more rounds, however once she does this, that target becomes “tapped” for the day, unable to grant more Ambrosia.

Naturally Invisible (Ex): the thirteenth-level Mind Changer is completely Invisible when at least half-submerged in water.

Fatal Song (Su): at level fourteen, the Mind Changer learns a new song. It is a [Sonic] [Mind-Affecting] [Death] effect that requires her to sing constantly for three rounds in a row. At the end of this time, any creature that was within 150 feet when she started singing and is still within 150 feet must pass a Fortitude Save (Charisma-based) or die instantly.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Sisiutl
It's Wet Outside, page 159. CR 8, level 10

Chosen of Winalagalis
The Sisiutl is a weird creature, and one that gains its weirdness through its origins in actual mythology from our world - in this case the Pacific islands. Associated with Winalagalis (a war god of British Columbia), they are two-headed dragons that could indeed turn into boats.

The Chosen of Winalagalis (not to be called Boaty McBoatFace) enhances its powers of turning into sea vessels, finding its true powers to navigate the lands, skies, seas and even other planes. It also gains other powers that have been attributed to the Sisiutl, such as healing, protection, and using its scales to create arrows of affliction.

Given this array of powers, the Chosen of Winalagalis becomes a real team-player, however even on its own, it is a powerful combatant with a variety of tricks, and it excels in maritime warfare, especially supplementing its shapechanging with its other powers - after all, its face is still visible in these forms, so it can be a Naval Gazer just fine.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Disguise, Intimidate, Knowledge (Architecture & Engineering, Geography, The Planes, Religion), Listen, Survival, Swim
Proficiencies: the Chosen of Winalagalis is proficient with artillery weapons
LevelBABFortRefWillSpecial
1+1+2+0+0Inspire War, Healing Touch 1/day
2+2+3+0+0Alternate Form (Cog), Scales of Archery (Seeking)
3+3+3+1+1Naval Warfare, Healing Touch 2/day
4+4+4+1+1Alternate Form (Galley), Scales of Archery (Inferno)
5+5+4+1+1Skyborne, Healing Touch 3/day
6+6+5+2+2Alternate Form (Greatship), Scales of Archery (Petrification)
7+7+5+2+2Aura of Protection, Healing Touch 4/day
8+8+6+2+2Alternate Form (Theurgeme), Scales of Archery (Death)
9+9+6+3+3Planar Navigation, Healing Touch 5/day
10+10+7+3+3Alternate Form (Dragonship Spelljammer), Blessings of the Chosen

Inspire War (Sp): the Chosen of Winalagalis exists for a reason, and that reason is tied to warfare. It may cast Remove Fear and Mass Rage (as Rage, but one target per level) at will, and Heroism, Mindless Rage and Beastland Ferocity three times per day. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Healing Touch (Su): with a Standard Action, the Chosen of Winalagalis may heal a creature with a simple touch. This restores 1d6 HP per hit die of the Chosen, and removes all of the following conditions: Shaken, Frightened, Fatigued, Exhausted, Cowering, Sickened, Nauseated, Paralyzed, Petrified, Dazed. It also cures any Poison or Disease. At first, the Chosen may do this once per day, but at every odd-numbered level it gains another daily use.

Alternate Forms (Su): as it gains levels, the Chosen of Winalagalis may take on additional forms instead of just a War Canoe. At second level, it may become a Cog. At level four, a Galley. At level six, a Greatship. At level eight, a Theurgeme. Finally, at level ten, it may take on the form of a Dragonship Spelljammer. All except the latter are covered in It’s Wet Outside. A Dragonship Spelljammer is considered to be Colossal+ with a Keel Length of 150’ and a Width of 30’ and Height of 50’, a supply of air to last one human 4,800 days, enough space for 40 crew (typically requiring a minimum of 20 but this is not an issue for the Sisiutl), a +20 Armour Bonus (overall AC 22, 2 vs Touch Attacks), and the ability to haul 40 tonnes of cargo. It has two Light weapon mounts. Normally they have a Fly speed of 60’ (Clumsy) in atmosphere, and Space Flight of 2,000’ (covering 320 miles per hour), however the Skyborne ability supercedes the regular Fly speed in atmosphere, making it a lot less clumsy.

Scales of Archery (Su): starting at second level, the Chosen of Winalagalis may shed a number of scales per day equal to its Constitution Bonus, which may be affixed to arrows to grant powerful magic blessings. In all cases, the arrows are considered Magic, with an Enhancement Bonus of +1 per three levels of the person firing them.

At level two, they may be Seeking, ignoring all Cover, Concealment, and Range Penalties. They also ignore Mirror Images and similar, hitting the true target, and cannot be thwarted by effects such as Protection From Arrows or Wind Wall. A character who can snatch or deflect arrows must beat the attack roll with their own melee attack roll in order to do so.

At level four, they may be Inferno arrows, which are treated as having the Flaming quality. However, the DC to avoid catching fire is 10 + half the Chosen’s hit dice + its Constitution Bonus, and they burn for 4d6 damage per round on a failed save.

At level six, they may be Petrification arrows. A target that is hit and damaged must pass a Fortitude Save (DC 10 + half the Chosen’s hit dice + its Constitution Bonus) or be instantly and permanently turned to stone.

At level eight, they may be Death arrows. A Death arrow carries the Bane Property against any target, who must also pass a Fortitude Save (DC 10 + half the Chosen’s hit dice + its Constitution Bonus) or be slain.

Naval Warfare (Su): upon reaching third level, the Chosen of Winalagalis becomes particularly adept at fighting while in its alternate forms. It may use its Ram attack as a Natural Weapon, using its full Base Attack Bonus and Strength, but ignoring its speed. Additionally, in War Canoe and Galley form, it has two Oar attacks that are resolved as Secondary Slams (2d8 damage for a War Canoe and 3d6 damage for a Galley). Finally, every Weapon Mount is used, with Light Mounts having Ballistae or Light Bombards, and Heavy Mounts having Catapults. These can also be fired by the Chosen itself as part of a Full Attack, using its own Base Attack Bonus and Dexterity. The weapons can still not be fired more than the normal rate of fire listed, and crew are required to load the ammunition, however it does not need to actually spend actions or make checks to wind and cock weapons or to aim. Crew may use Profession (Siege Engineer) to make Aid Other checks.

Skyborne (Su): starting at level five, the Chosen of Winalagalis can fly in all of its shapes – both natural and assumed. In all cases it has a 50’ Fly Speed (Average). This does not grant it the ability to move if an effect such as Hold Monster or Flesh to Stone renders it immobile, but if exposed to Baleful Polymorph it would become a flying newt.

Aura of Protection (Su): the seventh-level Chosen of Winalagalis constantly emits a powerful aura that protects its allies. All creatures within thirty feet that it considers to be allies gain a Deflection Bonus to Armour Class and Resistance Bonus to all Saving Throws of +1 per 3 hit dice it has (round up). Additionally, all allies in contact (such as on-board when it is a ship) benefit from a Globe of Invulnerability effect.

Planar Navigation (Su): once the Chosen of Winalagalis reaches level nine, it no longer needs to keep to one particular plane. It can safely travel through the rivers and oceans of any planes, ignoring their special harmful traits (such as the rivers Styx and Lethe, or the magma flows of Gehenna), and furthermore can cast Plane Shift three times per day, affecting itself as well as all passengers and cargo (including “carried equipment and someone hanging to its side” in its natural form).

Blessings of the Chosen (Su): it is dangerous to pick a fight with the chosen of a God of War. If somebody attacks the tenth-level Chosen when the Chosen or its immediate allies have not yet attacked them or their immediate allies, they are struck with great maladies. (Immediate in this case means “in the local vicinity and within line of sight”.) They must attempt both a Fortitude Save and a Will Save, both at a DC of 20 plus the Chosen’s Charisma Bonus. Failing the Fortitude Save results in suffering 2d6 points of Strength damage, and failing the Will Save results in suffering the effects of Mindless Rage (caster level 20). If both saving throws are failed, the attacker dies outright.
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Post by Koumei »

Skull Lord
Monster Manual 5, page 154. CR 7, level 8. It should have the [Dark Minded] Subtype.

Unholy Trinity
The Skull Lord is pretty cool, even if it mostly only has one good ability - the ability to make a bunch more undead to serve it. Advancing as the Unholy Trinity, each of the skulls gains greater powers, and it also gains more power when it combines all three. So mostly, this becomes better at tearing life force out of others to feed upon them, spitting deadly blasts out at other people, and creating undead servants. If you can't have a good day with those abilities, you didn't want to be a Skull Lord to begin with.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+2+0+2Beckoning Skull (Greater Shard Calling), Uttercold Empowerment
2+1+3+0+3Spitting Skull (Tunnelling Shards)
3+2+3+1+3Creator Skull (Bone Sphere)
4+3+4+1+4Trinity (Staff of the Gloom, Turn Resistance)
5+3+4+1+4Beckoning Skull (Soul Siphoning)
6+4+5+2+5Spitting Skull (Lethal Arrows of Bone)
7+5+5+2+5Creator Skull (Greater Bone Crafting)
8+6+6+2+6Trinity (Heresy Sphere, Turn Resistance)
9+6+6+3+6Beckoning Skull (Carnage Sphere)
10+7+7+3+7Spitting Skull (Essence Expectoration)
11+8+7+3+7Creator Skull (Masterpiece)
12+9+8+4+8Trinity (Diabolic Aura, Turn Resistance)

Beckoning Skull: at various levels, the Unholy Trinity gains abilities that specifically require use of the Beckoning Skull – if that Skull has been destroyed or disabled, it cannot use those powers.
  • Greater Shard Calling (Su): the Bone Beckon ability is improved, dealing an extra 1d6 damage per class level, and restoring another 5 HP at every odd level. The Beckon may be split amongst multiple creatures, in increments of at least 2d6 – so at second level it may deal 4d6 to one creature or 2d6 each to two. If it holds the shards in its mouth instead of healing, it holds enough to spit twice as many shards on its next turn, or three times as many if it would heal at least 20 hit points (level five or more).
  • Soul Siphoning (Su): at level five, it can draw more than simple bone from creatures. With a Standard Action, it may draw life energy from a living creature within 60 feet. The target must pass a Will Save (DC 14 + half its class level + its Charisma Bonus) or suffer 2 points of Strength, Dexterity and Constitution Drain, as well as taking one Negative Level. This restores 50 loss Hit Points to the Unholy Trinity, or at tenth level can be used for Essence Expectoration.
  • Carnage Sphere: at level nine, it gains Basic Access to the Carnage Sphere.
Uttercold Empowerment (Su): the added Cold damage of the various attacks of the Unholy Trinity is greater than normal, changed to Uttercold. Instead of the listed amount of Cold, they deal 1d8 Cold damage and 1d8 Negative Energy damage.

Spitting Skull: at various levels, the Unholy Trinity gains abilities that specifically require use of the Spitting Skull – if that Skull has been destroyed or disabled, it cannot use those powers.
  • Tunnelling Shards (Su): at level two, the Bone Shard becomes particularly insidious, burrowing through targets. Each shard continues to deal 1 damage per 3 hit dice (round up) for three rounds and a -10 Morale Penalty to Concentration checks for the duration.
  • Lethal Arrows of Bone (Su): at level six, the Unholy Trinity may fire a single bone arrow in place of three Bone Shards. This functions as the spell Arrow of Bone (with a Caster Level equal to its class level plus eight and a Save DC of 10 + half its class level + its Charisma Bonus), but also deals added Uttercold damage to the target if they are not slain.
  • Essence Expectoration (Su): if the tenth-level Unholy Trinity has used its Soul Siphon ability and stored the essence instead of healing itself, it may spit a blast of terrifying spirit energy. This functions as a Fireball spell (with a Caster Level equal to its hit dice and a Save DC of 10 + half its class level + its Charisma Bonus), with no limit to the number of dice of damage, and dealing Uttercold damage (half Cold, half Negative Energy) and a Fortitude Save for half. Creatures that fail the saving throw are rendered Fatigued.
Creator Skull: at various levels, the Unholy Trinity gains abilities that specifically require use of the Creator Skull – if that Skull has been destroyed or disabled, it cannot use those powers.
  • Bone Sphere: at level three, it gains Basic Access to the Bone Sphere.
  • Greater Bone Crafting (Su): when using its Create Servitor ability, the seventh-level Unholy Trinity is treated as having the Corpse Crafter, Deadly Chill and Destruction Retribution Feats (applying the benefits to its creations), and the limit on controlled undead is an EL 10 Encounter. It also applies the feats to Undead created via its Bone Sphere access.
  • Masterpiece (Su): at level eleven, when using its Create Servitor ability, the Unholy Trinity may create a group of lesser undead with a total EL of fifteen, or by using a full hour to concentrate, a single “masterpiece” creation – a Boneyard, an Angel of Decay, a Charnel Hound, a Necronaut or a Hullathoin. For creations with a Challenge Rating under sixteen, either add extra hit dice or the Evolved Undead template until its CR is sixteen.
Trinity: at various levels, the Unholy Trinity gains abilities that require all three of the Skulls be active in order to use them. If even a single Skull is destroyed or disabled, it cannot use those powers.
  • Staff of the Gloom (Su): starting at level four, the bone staff wielded by the Unholy Trinity is a powerful Magic Weapon. It has an Enhancement Bonus of +4, increasing to +5 at level five, +6 at level eight, and +7 at level eleven. Additionally, the first time a target is hit by it each turn, they must pass a Will Save (DC 10 + half its class level + its Charisma Bonus) or be Frightened for 3 rounds.
  • Turn Resistance (Ex): at levels four, eight and twelve, the Unholy Trinity gains another +2 Turn Resistance while all three Skulls are active, as do all of its created undead.
  • Heresy Sphere: at level eight, the Unholy Trinity gains Basic Access to the Heresy Sphere.
  • Diabolic Aura (Su): the twelfth-level Unholy Trinity radiates a 30 foot aura of Desecration (as the spell), that also imposes a Morale Penalty of -1 per three hit dice (round up) to all saving throws against [Fear] effects. Additionally, all Holy Water and holy symbols dedicated to Good deities vaporise within the area, turning briefly into acid then disappearing. If attended, they are allowed a DC 25 Will Save to resist. Living creatures adjacent to (or carrying) the items suffer 3d12 points of Acid damage when this happens.
Koumei
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Post by Koumei »

Slaad: Blue
Monster Manual, page 229. CR 8, Level 9

Battletoad
Blue Slaad are Giant Frogs, due to the nature of Chaos. They also fight a lot. Fighting Frogs... oh hey, Battle Toads. Yeah that's where we're going here. However we're actually going to base a lot of its power on the various Battletoad Pokemon out there like Poliwrath and Toxicroak. What this means is this class takes a Blue Slaad and continues life as a close combat fighter who wallops people in the face while being a giant frog.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Climb, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim
Proficiencies: the Battletoad is Proficient with Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+1+2+2+0Swift Swim, Bulk Up
2+2+3+3+0Massive Boot, Swagger
3+3+3+3+1Cyclonic Throw, Bulk Up
4+4+4+4+1Mind Reader, Shatter at will
5+5+4+4+1Dynamic Punch, Bulk Up
6+6+5+5+2Drowning Grasp
7+7+5+5+2Poison Jab, Bulk Up
8+8+6+6+2Belly Drum, Earthquake 3/day
9+9+6+6+3Geyser Uppercut, Bulk Up
10+10+7+7+3Bullet Punch, Dispel Law 3/day
11+11+7+7+3Tsunami Splash, Bulk Up

Swift Swim (Ex): the Battletoad has a 45’ Swim Speed. Furthermore, any time it begins its turn submerged completely in water, its Swim Speed is doubled and it has the benefits of being Hasted for the entirety of its turn.

Bulk Up: at every odd level, the Battletoad may select one of the following benefits to receive thanks to its constant combat training and general bulkiness:
  • half its class level added to its Strength score
  • half its class level added to its Constitution score
  • a third of its class level added to its Natural Armour
  • Damage Reduction x/Law equal to its class level
  • half its class level added to its Fast Healing
  • three times its class level added to its Acid, Cold, Electricity and Fire Resistances
Round up in all cases, and increases will continue to grow as levels are gained. These are actual increases and not named Bonuses. The same benefit cannot be selected more than once.

Massive Boot (Ex): when the second-level Battletoad charges, it may make a Slam attack instead of its other attacks. This Slam attack has a base damage of 6d6 plus double its Strength Bonus. If it hits, it may make a free Bullrush attempt. It need not move with the booted target in order to move them further than five feet.

Swagger (Ex): starting at level two, the Battletoad moves with so much swagger that enemies attack it with an unreasonable anger. Anyone that makes a melee attack against it must take at least a -4 Penalty to the attack roll from Power Attack, and may not use Expertise or Fight Defensively.

Cyclonic Throw (Ex): with a Full Round Action at will, a third-level Battletoad can turn itself into a moving cyclone of limbs, hurling foes about. It makes a Double Move Action and attempts a Grapple check against every foe within reach at any point of the movement. Any foe it successfully grabs is then hurled away 10 feet, plus 5 feet per 5 points by which its check beats theirs. They also land Prone and suffer 1d6 damage per 5’ square moved.

Mind Reader (Su): starting at level four, the Battletoad can use a Standard Action at will to make brief Telepathic contact with another creature within one hundred feet. This is enough to be able to communicate with them using any of their languages for the next minute, and until the end of its next turn it can precisely locate the other creature’s square and ignore all Miss Chances.

Spell-Like Abilities (Sp): as it gains levels, the Battletoad gains new Spell-Like Abilities. All of its Spell-Like Abilities have a Caster Level equal to its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Dynamic Punch (Ex): a fifth-level Battletoad can wallop people so hard and so suddenly that they are left stunned and then confused. This requires a Standard Action and can be used at will, however the punch must be thrown from an unexpected stance, resulting in it having a 20% Miss Chance. If it hits, it deals double its normal Claw damage and the foe must then make a Fort Save (DC 10 + its hit dice + its Wisdom Bonus) or be Stunned for one round and then Confused for one minute.

Drowning Grasp (Su): starting at level six, whenever the Battletoad grabs someone and doesn’t throw them, it can squeeze their head and make water appear around them and inside their lungs. As long as it keeps the grapple going, whether Pinning, Lifting, or continuing to deal damage, they must constantly make Constitution checks against Drowning.

Poison Jab (Ex): with a Standard Action, a seventh-level Battletoad may secrete deadly toxins on one claw and poke someone. It makes a standard Claw attack and, if it hits, deals regular damage as well as 6d6 Poison damage, and the target must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) against poison (Primary and Secondary Damage: 2d10 Dexterity)

Belly Drum (Su): starting at level eight, the Battletoad can beat extra strength into its mighty abs, slamming its fists against itself. This requires a Full Round Action, and deals damage to the Battletoad equal to half its current Hit Points, however for the next minute it is one Size category larger, with the only ability score altered (as though growing via hit dice) being Strength. Speed, Reach, Space, Natural Armour, Skills, Attack Rolls and Armour Class are affected normally. Additionally, its natural weapons do maximum damage rather than rolling for this duration, not including bonus dice from magic properties or special attacks like Poison Jab.

Geyser Uppercut (Ex): at will, the ninth-level Battletoad may unleash a punch with the force of a geyser exploding through the ground – and much like that geyser, it can launch victims high into the air. This is a Standard Action, resolved as a normal Claw attack. However, if it hits, it upgrades to a Critical Hit, and the target is lifted into the air an amount equal to the Battletoad’s Space plus Reach (20 feet normally, 30 feet when Belly Drum is in effect), plus five feet for every five points of damage dealt (after Damage Reduction etc). A creature that is larger than the Battletoad halves the distance (round up). A creature knocked into the air takes falling damage and lands Prone.

Bullet Punch (Ex): starting at level ten, the Battletoad gains the ability to dart forward and punch people so fast that they don’t see the attack coming. At will, it may use a Swift or Immediate Action to charge a foe and make a single Claw attack as part of that charge. The opponent is denied their Dexterity Bonus to Armour Class against that attack, and it is treated as Adamantium for the purpose of Damage Reduction and Hardness.

Tsunami Splash (Su): the eleventh-level Battletoad has the power to turn into a wave of water and crash across the battlefield. With a Full Round Action, it may blast across an area that is fifty feet across and thirty feet long, or if Belly Drum is in effect, seventy five feet across and forty five feet long. It makes one attack, applied against every target within the area, and those hit are also Staggered for one turn and must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Stunned for 2d4 rounds. It reforms in any part of the area that it can fit.
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Post by Koumei »

Slaad: Green
Monster Manual, page 230. CR 9, level 10.

Giant Frog
The epitome of the watery nature of Chaos is Giant Frog. This is obvious. And so, if you focus on Chaos magic, such as a Green Slaad does, you have to master the arts of Giant Frog. Being a Giant Frog itself, the Green Slaad has a head start on this. The Giant Frog can Giant Frog, and it uses this ability to Giant Frog as a response to most problems in life. Any question can be answered by "Giant Frog". In all seriousness it's a caster that focuses on area of effect and multiple-target spells, causing chaos on the battlefield and bringing Chaos to the lands, and also actually summons giant frogs that can explode into spell effects.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Climb, Concentration, Hide, Jump, Listen, Move Silently, Search, Spot, Survival, Swim
LevelBABFortRefWillSpecial
1+0+2+0+2Giant Frog, Grease at will, Shout at will
2+1+3+0+3Incendiary Slime 3/day, Confusion at will
3+2+3+1+3Sonic Shield 3/day, Evard's Black Tentacles 3/day
4+3+4+1+4Caustic Smoke 3/day, Summon Swarm* 3/day, Frog+
5+3+4+1+4Caustic Mire 1/day, Telekinesis at will
6+4+5+2+5Living Magic, Greater Shout 3/day, Frog+
7+5+5+2+5Acid Fog 1/day, Word of Chaos 1/day
8+6+6+2+6Meteor Swarm 3/day, Storm of Vengeance 1/day, Frog+
9+6+6+3+6Acid Rain 3/day, Insanity at will
10+7+7+3+7Mordenkainen's Disjunction 1/day, Touch of Giant Frog, Frog+

Giant Frog (Su): the Giant Frog can cast its Spell-Like Abilities in a unique way: by Giant Frog. This increases the Casting Time to a Full Round Action if it is normally less than that, but summons a creature that follows the Slaad loyally as though called by a Summon Monster spell. The creature is a Dire Toad (MM2) with the Anarchic Template and Advanced (PF) Template applied (CR 5). If the creature is slain or the Giant Frog wills it with a Swift Action, the creature disippates instantly and the original spell effect is unleashed, centred on its location. At level four, it may have the Advanced, Creature of Primal Chaos (PF) and Beast of Chaos (PF) templates applied (CR 8, do not roll for mutations). At level six, it may instead be an Anarchic Titanic Toad (MM2, CR 15). At level eight, it may be an Advanced Titanic Toad Beast of Chaos (CR 16). At level ten, it may be an Advanced Dire Titanic Toad of Primal Chaos (CR 18, do not roll for mutations). This may only be applied to spells with an Area of Effect.

Spell-Like Abilities (Sp): the Giant Frog learns a variety of new Spell-Like Abilities. The Caster Level for all of its Spell-Like Abilities equals its hit dice total, and any Save DC is 10 + half its hit dice + its Charisma Bonus. For the purpose of things that use “its spell-casting Ability Score”, use its Charisma. In the case of Summon Swarm, it summons an Apocalypse Frog swarm (BoED).

Living Magic (Su): starting at level six, the Giant Frog may imbue its spells with life. Instead of casting a Spell-Like Ability normally or as a giant frog, it may create the spell as a Living Spell (MM3), providing it is a viable spell. The “creature” will not attack the Giant Frog, but nor is it compelled to obey it – typically just wandering in the direction it is first pointed, attacking whatever it happens to see along the way, and continuing until it finds something “interesting”.

Touch of Giant Frog (Su): the tenth-level Giant Frog gains a special Touch Attack that may be used with a Standard Action at will. If the target fails a Saving Throw (DC 10 + half its hit dice + its Charisma Bonus), they are transformed into one of the Anarchic Dire Toads as the Giant Frog ability. It selects a Spell-Like Ability they “become” when using the ability, and if they pass the save, that particular ability is expended nonetheless. If the effect is Dispelled (including by Remove Curse and similar) before the Toad dies or is transformed, they return to their original form and are no longer affected. Otherwise, if they end up unleashing the spell, they can only be brought back by a True Resurrection.
Last edited by Koumei on Tue Dec 27, 2022 6:21 am, edited 3 times in total.
Koumei
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Post by Koumei »

Slaad: Grey
Monster Manual, page 231. CR 10, level 11.

Death Slaad
The Death Slaad is a completely separate monster (not that separate, they're literally on the same page), but a Grey Slaad can turn into a Death Slaad of a different kind through this class, transforming it more into an Assassin and remaining a viable playable character all the way through. While it still uses the powers of Chaos (Giant Frog), it plays more like a regular Assassin.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope
LevelBABFortRefWillSpecial
1+0+2+0+2Hide in Plain Sight, Death Attack, Poison Immunity, Deathly Arcana
2+1+3+0+3Cloak of Discretion, Killing Spell 1, Deathly Arcana
3+2+3+1+3Full Death Attack, Deathly Arcana
4+3+4+1+4Improved Uncanny Dodge, Nerve of the Killer, Deathly Arcana
5+3+4+1+4Killing Spell 2, Deathly Arcana, Skill Mastery
6+4+5+2+5Death of a Thousand Cuts, Deathly Arcana
7+5+5+2+5Mind Blank, Deathly Arcana
8+6+6+2+6Killing Spell 3, Deathly Arcana, Soul Stealer
9+6+6+3+6Absolute Death, Deathly Arcana

Hide in Plain Sight (Ex): the Death Slaad can hide even when being directly observed, with no penalty. Even if there’s nothing to hide behind.

Death Attack (Ex): a Death Slaad may spend a Full Round Action to study an opponent who would be denied their Dexterity Bonus to Armour Class if it had instead attacked them. If it does so, its next attack is a Death Attack if made against that creature within one round. A Death Attack deals a number of d6 of extra damage equal to its class level plus four, but only if the target is denied their Dexterity Bonus to Armour Class against the attack.

Poison Immunity (Ex): the Death Slaad is completely immune to Poison of all kinds, even magical ones as implied by "of all kinds".

Deathly Arcana (Sp): at every level, the Death Slaad learns a spell from the Assassin Spell List, and can then cast that spell as a Spell-Like Ability once per day. These, along with its existing Spell-Like Abilities, have a Caster Level equal to its hit dice total, and any Save DC is 10 + half its hit dice + its Intelligence Bonus.

Cloak of Discretion (Su): starting at level two, a Death Slaad is constantly protected by a Nondetection effect, with a Caster Level equal to its hit dice total.

Killing Spell (Sp): the Death Slaad learns specific spells designed to kill others. At level two, it can cast Slay Living once per day. At level five, it can cast Slay Living twice per day and Finger of Death once per day. At level eight, it can cast Slay Living three times per day, Finger of Death twice per day, and Implosion once per day.

Full Death Attack (Ex): when the third-level Death Slaad studies a foe and then makes a Full Attack against the studied target target on the next turn, as long as the first attack would qualify as a Death Attack, every attack is a Death Attack.

Improved Uncanny Dodge (Ex): starting at level four, the Death Slaad is never denied its Dexterity Bonus to Armour Class and cannot be Flanked.

Nerve of the Killer (Su): at fourth level, a Death Slaad gains a limited immunity to certain Mind-Affecting effects. While studying a target for a Death Attack, and for one round afterward, it counts as though within a Protection From Law effect, but without the Deflection Bonus to Armour Class.

Skill Mastery (Ex): at fifth level, the Death Slaad becomes particularly reliable at certain skills. When making a skill check with Climb, Hide, Jump, Move Silently, Spellcraft or Use Rope, it may Take 10 even if rushed, under pressure or threatened.

Death of a Thousand Cuts (Ex): every successful Death Attack inflicted by a sixth-level Death Slaad inflicts a cumulative -2 Dexterity Penalty to the target. These penalties last for one day.

Mind Blank (Su): starting at level seven, the Death Slaad is protected by a constant Mind Blank effect. If the effect is ever nullified, broken or suppressed, it returns 1d4 rounds later.

Soul Stealer (Su): at eighth level, the Death Slaad can steal the souls of those slain. If it is holding an onyx worth at least 100 GP when it kills an enemy, it may place their soul within the gem as if it had cast Soul Bind on them at the moment of their death, ignoring the usual cost requirements of the onyx.

Absolute Death (Su): when the Death Slaad reaches level nine, every Death Attack bypasses Damage Reduction, Hardness and Regeneration completely. Additionally, foes who are denied their Dexterity Bonus to Armour Class do not benefit from Spell Resistance against its Deathly Arcana.
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