Monster Prestige Classes (A Reprint)

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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Minotaur
Monster Manual, page 188, CR 4, Level 5

Maze Stalker
The typical Minotaur wants to be a plain old Knight or Barbarian or something similar, then jump into a combat-heavy Prestige Class, and the fact is, they can just do that really. An atypical Minotaur, on the other hand, might want to creep through mazes and surprise people in violent ways. The Maze Stalker lets them do this, and handles like a Rogue.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Decipher Script, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device
Proficiencies: the Maze Stalker is proficient with Light Armour, and Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+0+2+2+0Trap Finding, Rapid Travel, Sneak Attack +1d6
2+1+3+3+0Wall Climber, Skill Focus
3+2+3+3+1Improved Uncanny Dodge, Sneak Attack +2d6
4+3+4+4+1Evasion, Ghost Stalker
5+3+4+4+1Unstoppable Charge, Sneak Attack +3d6
6+4+5+5+2Walk on Any Surface
7+5+5+5+2Dimension Door 3/day, Sneak Attack +4d6
8+6+6+6+2Improved Evasion, Skill Focus
9+6+6+6+3Skill Mastery, Sneak Attack +5d6
10+7+7+7+3Wall Immunity
11+8+7+7+3True Seeing 3/day, Sneak Attack +6d6
12+9+8+8+4Crippling Strike
13+9+8+8+4Sneak Attack +7d6
14+10+9+9+4Fixed Location, Skill Focus
15+11+9+9+5Etherealness 3/day, Sneak Attack +8d6

Trap Finding (Ex): the Maze Stalker can find and disarm traps like a Rogue.

Rapid Travel (Ex): when marching and moving overland (not tactically in dungeon environments), the Maze Stalker moves twice as fast and can go for twice as long before starting to tire out.

Sneak Attack (Ex): at every odd level, the Maze Stalker gains a die of Sneak Attack like a Rogue.

Wall Climber (Ex): at second level, the Maze Stalker gains a 20’ Climb Speed.

Skill Focus (Ex): at level two, the Maze Stalker gains Skill Focus as a Bonus Feat. Every six levels thereafter, he gains Skill Focus again.

Improved Uncanny Dodge (Ex): at level three, the Maze Stalker gains Improved Uncanny Dodge, like a Rogue.

Evasion (Ex): the fourth-level Maze Stalker has Evasion, as a Rogue.

Ghost Stalker (Ex): starting at level four, the Maze Stalker can see and hear Incorporeal and Ethereal creatures as though they lacked those traits.

Unstoppable Charge (Su): the fifth-level Maze Stalker can charge through walls without hindrance – he just keeps moving and shatters any obstacles, even Walls of Force. He can still take damage from these effects, but he ends up on the other side if he survives, and leaves holes in them for others.

Walk on Any Surface (Su): starting at level six, the Maze Stalker can walk on any surface as though it were the ground – water, ceilings, walls, clouds, even illusions of surfaces.

Spell-Like Abilities (Sp): the Maze Stalker gains a few Spell-Like Abilities, with a Caster Level equal to his hit dice.

Improved Evasion (Ex): the eighth-level Maze Stalker gains Improved Evasion like a Rogue.

Skill Mastery (Ex): at level nine, the Maze Stalker gains Skill Mastery, like a Rogue, with every Skill for which he has Skill Focus. When he gains Skill Focus again later on, he gains Skill Mastery with that skill as well.

Wall Immunity (Su): starting at level ten, the Maze Stalker cannot be walled in. He becomes completely immune to any Wall of ___ spell such as Wall of Fire, Wall of Stone, Wall of Force, Wall of Water, Wall of Gears and so on – he suffers no damage or other effects from them and can walk straight through them as though they did not exist.

Crippling Strike (Ex): at level twelve, the Maze Stalker gains the Rogue special ability of Crippling Strike.

Fixed Location (Ex): the fourteenth-level Maze Stalker has a particularly fixed location. It can never be unwillingly affected by spells that change its location such as Banishment, Imprisonment, Planeshift (hostile) and similar.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Moon Dog
Book of Exalted Deeds, page 179. CR 12, level 13.

Very Good Dog
There are plenty of clever dog monsters already, but dogs are awesome so they will get disproportionate coverage in the Prestige Classes. That said, the Moon Dog actually has opposable thumbs and speech, and has an array of dog noises and magical healing slurps so it makes a decent player character with an advancement schedule. There aren't that many levels available, but there are enough that the Very Good Dog is worthwhile, and for those levels it continues to be a Cleric of sorts.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Balance, Concentration, Diplomacy, Heal, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spot, Survival, Swim, Tumble
LevelBABFortRefWillSpecial
1+0+2+0+2Soothing Ministrations (Cure Serious Wounds), Shadow Fang
2+1+3+0+3Soothing Ministrations (Remove Poison), Mighty Howl
3+2+3+1+3Soothing Ministrations (Restoration), Bone Crunch, Greater Mirror Image 3/day
4+3+4+1+4Soothing Ministrations (Break Enchantment), Shadow Snarl
5+3+4+1+4Soothing Ministrations (Heal), Roar of Tempests, [i}Greater Shadow Conjuration[/i] 1/day
6+4+5+2+5Soothing Ministrations (Greater Restoration), Howling Doom
7+5+5+2+5Soothing Ministrations (True Resurrection), Shades 1/day

Soothing Ministrations (Su): every level, the Very Good Dog gains another Spell it can replicate with its Soothing Ministrations ability. This works the same as the others, with the same limits. The Caster Level equals its hit dice.

Shadow Fang (Su): the bite of the Very Good Dog 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.

Mighty Howl (Ex): the second-level Very Good Dog can raise its spirit when it howls, increasing its own strength. Any time it uses its Bark, Howl or Bay abilities, it gains an Enhancement Bonus to its Strength score for the next minute. This Bonus is +1 per 3 hit dice (round up).

Bone Crunch (Ex): whenever the third-level Very Good Dog 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 the Ability Damage.

Spell-Like Abilities (Sp): at certain levels, the Very Good Dog 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.

Shadow Snarl (Su): starting at level four, the Very Good Dog may use a Standard Action once per three rounds to snarl with righteous fury, unleashing a wave of lunar shadows and illusions as it rants about things. All adjacent creatures suffer 1d6 damage per hit die – half Sonic, half Divine – 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 [Sonic] effect, and creatures Immune to [Mind-Affecting] effects suffer half damage (or one quarter on a successful Save) and do not suffer the Ability Damage.

Roar of Tempests (Su): the fifth-level Very Good Dog 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 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’ from the Very Good Dog 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 six, those who fail to save against the Very Good Dog’s Howl or Bay ability must immediately make a Fortitude Save against the same DC or die on the spot.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Moonrat
Monster Manual 2, page 151, CR 1/4, "Level 0 PC Race".
Change Strength and Intelligence to 10 with a "Lack-of-Moon" Penalty of -8/-6/-4/-2/-1/-0, rather than a base of 2 with a "Presence-of-Moon" Bonus.


Saboteur
The Saboteur is a class which accentuates the Moonrat's abilities to remain unseen as well as their propensity to fiddling with and undermining the achievements of others. The Saboteur takes the place of Rogue levels for the Moonrat, and after taking five levels of Saboteur, a Moonrat can be seamlessly run into the later Rogue levels - or a Prestige Class.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Climb, Craft (any), Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Proficiencies: the Saboteur is Proficient with Simple Weapons, the Throwing Axe, the Sap, the Short Sword, the Rapier, the Shortbow and the Shuriken, however they must be sized for it
LevelBABFortRefWillSpecial
1+0+0+2+0Trap Finding, Carry the Moon -2, Sneak Attack +1d6
2+1+0+3+0Evasion, Carry the Moon -4
3+2+1+3+1Sneak Attack +2d6
4+3+1+4+1Carry the Moon -6
5+3+1+4+1Carry the Moon (eliminated), Sneak Attack +3d6, Rogue Training

Trap Finding (Ex): the Saboteur can find and disarm traps like a Rogue.

Carry the Moon (Ex): a Saboteur carries the power of the moon with them as they travel. As such, they are stronger and more coherent when the moon has waned than are other Moon Rats. At first level, the Saboteur reduces all Lunar penalties by 2. At second level, the Lunar penalties are reduced by a total of 4, at level four the penalties are reduced by a total of 6 and at 5th level the penalties are negated entirely. Lunar penalties cannot be reduced below zero, no matter the current state of the moon.

Sneak Attack (Ex): at every odd level, the Saboteur gains a die of Sneak Attack like a Rogue.

Evasion (Ex): at level two, the Saboteur gains Evasion, like a Rogue.

Rogue Training: after completing the Saboteur class, a Moon Rat can bypass the first 5 levels of Rogue, taking instead level 6 as the “first” level of Rogue. Sneak Attack gained from the Rogue stacks directly onto the Sneak Attack of the Saboteur class as if the Saboteur were the first five levels of Rogue.
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Post by Koumei »

Tide Master
The Tide Master is a class that ties the Moonrat firmly into the natural cycles which dominate its life. The Tide Master casts spells in a similar fashion to that of a Druid, and has no patron deity. Unlike a Druid, the Tide Master does not have animal companions, but nonetheless is able to achieve later levels of Druid without strain.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Craft (any), Hide, Heal, Knowledge (Arcana, Nature), Move Silently, Profession (any), Spellcraft, Swim, Survival
LevelBABFortRefWillSpecialSpellcasting
1+0+2+0+2Carry the Moon -2, Prestige Domain: Moon+1 Druid Casting Level
2+1+3+0+3Carry the Moon -4, Prestige Domain: Ocean+1 Druid Casting Level
3+2+3+1+3Trackless Step, Prestige Domain: Water+1 Druid Casting Level
4+3+4+1+4Carry the Moon -6, Prestige Domain: Darkness+1 Druid Casting Level
5+3+4+1+4Carry the Moon (eliminated), Wild Shape 1/day, Druidic Training+1 Druid Casting Level

Carry the Moon (Ex): a Tide Master carries the power of the moon with them as they travel. As such, they are stronger and more coherent when the moon has waned than are other Moonrats. At first level, the Saboteur reduces all Lunar penalties by 2. At second level, the Lunar penalties are reduced by a total of 4, at level four the penalties are reduced by a total of 6 and at 5th level the penalties are negated entirely. Lunar penalties cannot be reduced below zero, no matter the current state of the moon.

Spellcasting: a Tide Master casts spells off the Druid list, but treats Druidic spells of the Enchantment school as an opposed school. As such, Druidic spells of the Enchantment school are not considered to be on the Tide Master’s normal spell list. Taking levels of Druid (or Prestige Classes that advance Druid spellcasting) does not make these spells appear on the Tide Master’s spell list. The Tide Master gains a level of Druidic Spellcasting for every level of Tide Master.

Prestige Domains: the Tide Master gains a number of Prestige Domains. Because the Tide Master is a Divine Caster, it can prepare one extra spell of every spell level it can cast, chosen from one of its available Domain spells, in the same manner as a Cleric. At first level it gains the Prestige Domain of Moon. At second level it gains Ocean. At third level it gains Water, and at fourth level it gains Darkness.

Trackless Step (Su): at third level, the Tide Master gains the Druid class feature Trackless Step.

Wild Shape (Sp): the Tide Master gains Wild Shape as the ability of a fifth-level Druid, except it can also assume Tiny forms.

Druidic Training: after completing the Tide Master class, a Moonrat can bypass the first five levels of Druid, instead taking level 6 as the “first” level of Druid. When the Druid class would normally allow the Tide Master to transform into a Tiny creature, it instead gains the ability to transform into a Diminutive creature.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Mummy
Monster Manual, page 190. CR 5, Level 6. They have the [Dark Minded] Subtype, but not the [Unliving] Subtype because their internal organs are now external and stored in jars somewhere.

Mummy Lord
The Mummy Lord turns the Mummy into a boss monster more like you would find in a movie such as The Mummy. In effect, it gains abilities that let it do the offensive things you would want a Cleric or Druid to do, and the power to create lesser undead as servants, but doesn't have the healing powers of most divine casters.

Hit Die: d8 (this is not increased to a d12)
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Climb, Craft (any), Hide, Intimidate, Jump, Knowledge (History, Local, Religion), Listen, Move Silently, Perform (Oratory), Sense Motive, Spot
Proficiencies: the Mummy Lord gains proficiency with all Simple Weapons as well as the Khopesh, Double Khopesh, Eagle's Claw and Crescent Scythe.
LevelBABFortRefWillSpecial
1+0+2+0+2Unholy Toughness, Turn Resistance, The Mummy's Curse
2+1+3+0+3Rebuke Undead, Giant Vermin at will, Animate Dead 3/day
3+1+3+1+3Summon Undead V 3/day, Wall of Sand 3/day
4+2+4+1+4Thirst Domain, Insect Plague 3/day
5+2+4+1+4Greater Curse, Oath of Blood 1/day, Harm 1/day
6+3+5+2+5Eternal Memories, Choking Sands at will
7+3+5+2+5Mummify 3/day, Control Weather 1/day
8+4+6+2+6Sand Domain, Energy Ebb at will, Plague 1/day
9+4+6+3+6Greater Harm 2/day, Earthquake 1/day
10+5+7+3+7Familial Command, Summon Golem 1/day
11+5+7+3+7Imprison Soul 1/day, Plague of Undeath 1/day
12+6+8+4+8Summer Domain, Insect Plague at will
13+6+8+4+8Drain Moisture, Sand Strider
14+7+9+4+9Curse of the Natural, Scarab Swarms

Unholy Toughness (Ex): the Mummy Lord uses its Charisma Bonus in place of its (nonexistant) Constitution Bonus for the purpose of Hit Points.

Turn Resistance (Ex): the Mummy Lord adds its Charisma Bonus to its Turn Resistance.

The Mummy’s Curse (Su): the Mummy Lord can curse people at will, replicating Bestow Curse of level 1-3 from [http://tgdmb.com/viewtopic.php?t=52755&start=38]This Class List[/url]. This can be cast as a Melee Touch Attack that does not provoke Attacks of Opportunity and allows no saving throw, or can be cast out to 30 feet with a Saving Throw as normal (DC 10 + half its hit dice + its Charisma Bonus). If it fails to affect a creature (through Saving Throws, Spell Resistance, Spell Immunity and such), the creature is immune to further curse attempts until the next sunrise.

Rebuke Undead (Su): starting at level two, the Mummy Lord can Rebuke Undead as though it were a Cleric of a level equal to its hit dice, a number of times equal to its Charisma Bonus plus four.

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

Domains: at level four, the Mummy Lord gains access to the Thirst domain. At level eight, it gains access to the Sand domain. At level twelve, it gains access to the Summer domain. In each case, it gains the Domain Ability (using its hit dice in place of its Cleric level), and can cast the Domain Spells as Spell-Like Abilities once each per day. It can only cast a Domain Spell with a Spell Level equal to or less than half its hit dice (round up).

Greater Curse (Su): the fifth-level Mummy Lord’s Curse now allows the casting of Bestow Curse 4. Furthermore, while the target is affected, all Negative Energy damage they receive is maximised and they gain Spell Resistance of 11 + the Mummy Lord’s hit dice against magical Healing.

Eternal Memories (Ex): at level six, the Mummy Lord’s Intelligence increases by 2 – this retroactively grants skill points as though it were always smarter. It may also make Knowledge Skill checks untrained regardless of the DC.

Familial Command (Su): when the tenth-level Mummy Lord curses someone, if the subject dies before the curse is removed it simply passes to their firstborn child (if any). The child is allowed a Save, but it will continue to pass down generations until the bloodline dies out or the Curse is removed. Any subject may voluntarily end the curse by receiving a Familial Geas effect with no saving throw (or Immunities).

Drain Moisture (Su): at level thirteen, the Mummy Lord gains a Melee Touch Attack that sucks moisture from targets. If the target fails a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus), they suffer 3d6 points of Con Drain (with the Mummy Lord regaining 5 lost HP per point of Drain dealt), and the Mummy Lord’s vulnerability to Fire is transferred from the Mummy Lord to the subject for one minute. This touch may be channelled through its Slam attack but not through a manufactured weapon.

Sand Strider (Su): the thirteenth-level Mummy Lord can Teleport from any dust storm or sand dune to any other dust storm or sand dune at will.

Curse of the Natural (Su): starting at level fourteen, the Mummy Lord can curse a target that is already cursed. If it successfully affects them, they lose access to all of their Supernatural and Spell-Like Abilities until they are subject to a Remove Curse, Break Enchantment or similar effect.

Scarab Swarms: whenever the fourteenth-level Mummy Lord summons one or more swarms with magic, the swarms may instead be Scarab Swarms.
Last edited by Koumei on Tue Sep 01, 2020 6:23 am, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Myconid Sovereign
Monster Manual 2, page 156. CR 7, Level 7.

Mushroom King
I am not calling this class the Fun Guy. Nor am I saying that there isn't Mush Room for abilities, because there are thirteen levels remaining. Now that we have puns out of the way, the obvious thing to do aside from giving leadership abilities is to grant more spore usage while still mostly sticking with action denial status effects. So we'll do that. It also gets abilities that mushroom Pokemon have.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Craft (any), Concentration, Diplomacy, Hide, Intimidate, Listen, Move Silently, Profession (any), Sense Motive, Spot, Survival
Proficiency: the Mushroom King very specifically gains proficiency with the Rod of Lordly Might in all of its weapon forms
LevelBABFortRefWillSpecial
1+0+2+0+2Sleep Spore, Endless Rapport, Spore Field 1/day
2+1+3+0+3Healing Spore, Growth
3+1+3+1+3Stun Spore, Repel Vermin 1/day
4+2+4+1+4Clear Spore, Limitless Hallucination
5+2+4+1+4Sweet Spore, Crumble 1/day
6+3+5+2+5Panic Spore, Pulpy Mush
7+3+5+2+5Control Spore, Limitless Pacification
8+4+6+2+6Dehydration Spore, Grassy Terrain
9+4+6+3+6Acid Spore, Deadly Deluge
10+5+7+3+7Flammable Spore, Limitless Sleep
11+5+7+3+7Toxic Spore, Shadow Landscape 1/day
12+6+8+4+8Aromatherapy Spore, Psychotropic Contact
13+6+8+4+8Exalted Spore, Unyielding Roots 1/day

Spore (Ex): although the Mushroom King does not gain additional uses of his Spore ability, his “Caster Level” continues to improve every level, and each level he gains a new Spore ability. The number of uses per day still equals his racial hit dice (typically six), and any Save DC is 10 + half his hit dice + his Charisma Bonus.
Sleep Spore: at first level, the Mushroom King can release Sleep spores out to affect all within fifteen feet. Targets are allowed a Fortitude Save, but if they fail they fall Asleep for one minute per hit die (or until awoken normally).
Heal Spore: at second level, he can release healing spores out as a sixty foot Ray. If he hits with a Ranged Touch Attack, the subject instantly regains 1d6 hit points per hit die, then has Fast Healing 5 for one round per hit die.
Stun Spore: at third level, the Mushroom King can release Stun spores out to affect all within a 5’ radius Spread within Close Range. Targets that fail a Fortitude Save are Stunned for 1d4 rounds.
Clear Spore: at fourth level, the Mushroom King can release a cloud of spores out in a fifteen foot radius. All in the area are instantly cured of [Fear] effects, Poison, Disease, Sleep, Dazing, Stunning, Paralysis, Confusion, Rage, Charm and Ability Damage.
Sweet Spore: at level five, the Mushroom King can unleash sweet-smelling spores out to a sixty foot radius. This disables the Scent ability within the area for the next minute (and makes it so the area itself can be located by Scent from three times the normal range), but more importantly, those in the area when the ability is used must pass a Will Save or be Charmed for one day.
Panic Spore: the sixth-level Mushroom King can release spores out in a sixty foot radius. All in the area must pass a Will Save or Panic for one round per level.
Control Spore: at level seven, the Mushroom King can throw spores out with a Ranged Touch Attack out to sixty feet. If it hits, the target must pass a Will Save or be Dominated for one hour per level as fungal spores take over their brain. At the end of the effect, they suffer 1d6 Intelligence and Wisdom damage.
Dehydration Spore: the eighth-level Mushroom King can use a Melee Touch Attack to spread water-absorbing spores into a creature. They suffer 1d6 Desiccation damage per level and 1d8 Constitution damage, and become Fatigued. On a successful Fortitude Save, they suffer half damage, and only 1 point of Con damage, and are not Fatigued.
Acid Spore: at ninth level, the Mushroom King can release a cloud of spores identical to Acid Fog.
Flammable Spore: upon reaching tenth level, the Mushroom King can release a cloud of spores identical to Solid Fog. If subjected to bright lights (daylight or brighter) or any kind of flame, they ignite into an effect identical to Incendiary Cloud.
Toxic Spore: at level, eleven, the Mushroom King can spit highly toxic spores out as a Ranged Touch Attack out to sixty feet. If it hits, the target must pass a Fort Save against Poison every round for one minute. Each failed save results in them suffering 1d6 points of Constitution damage.
Aromatherapy Spore: upon reaching level twelve, the Mushroom King can release medical spores out to a ten foot radius. All in the area gain the benefits of both Heal and Greater Restoration.
Exalted Spore: the thirteenth-level Mushroom King can release a cloud of spores that provides his choice of Sublime Revelry or End to Strife.

Endless Rapport (Ex): the Mushroom King can use his Rapport Spores at will, no longer needing to abide by a limit of uses per day.

Spell-Like Abilities (Sp): as he gains levels, the Mushroom King gains access to various Spell-Like Abilities. These have a Caster Level equal to his hit dice, and a Save DC of 10 + half his hit dice + his Charisma Bonus.

Growth (Su): once per hour, the second-level Mushroom King may use a Standard Action to grow Large in size. This lasts for one minute per level, and provides the changes to Ability Scores and Natural Armour as though it had grown larger through gaining hit dice.

Limitless Hallucination (Ex): upon reaching level four, the Mushroom King can use his Hallucination Spores at will.

Pulpy Mush (Su): starting at level six, the Mushroom King has Fast Healing as long as he is not in direct sunlight. When in any other kind of light that allows people to see normally, his Fast Healing is 1. If properly underground and in enough darkness to provide Concealment, it increases to 3. If it absolute darkness, it increases to 5.

Limitless Pacification (Ex): upon reaching level seven, the Mushroom King can use his Pacification Spores at will.

Grassy Terrain (Su): starting at level eight, the Mushroom King can once per hour use a Standard Action to make grass sprout from the ground (even from wood and stone floors), rising ten feet high and providing Concealment. It spreads out to one hundred feet and lasts until killed or cut down. Any creature in the area regains 10 Hit Points per round if they have the Plant Type or the [Earth] Subtype, and creatures in the area suffer a -4 Penalty on Saving Throws against the Spore abilities of any Myconids.

Deadly Deluge (Su): once per day, the ninth-level Mushroom King can create a Red Tide effect, however this is considered a plant-based attack in case it matters, and one of his Spore abilities for the purpose of benefiting from Grassy Terrain. The Save DC is 10 + half his hit dice + his Charisma Bonus.

Limitless Sleep (Ex): upon reaching level ten, the Mushroom King can use his Sleep Spores at will.

Psychotropic Contact (Ex): starting at level twelve, the Mushroom King constantly secretes mind-influencing oils. Any creature that touches him must pass a Will Save (DC 10 + half his hit dice + his Charisma Bonus) or become Confused for one minute.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Neogi: Adult
Monster Manual 2, page 159. CR 4, level 5

Neogi Powermonger
The worst outcome for a Neogi is to live to old age. As such, many take up adventuring to avoid that fate. The Powermongers make use of their psionic powers and enslavement of "lesser" beings (ie everyone) in order to make others do most of the heavy lifting while they enjoy the rewards.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Concentration, Gather Information, Hide, Jump, Knowledge (any), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Potent Poison, Mind-Fuelled Prime, Enslaver
2+1+0+3+3Telepathy, Mind Thrust 3/day, Quickened Command 5/day
3+1+1+3+3Accelerate Slave, Detect Thoughts
4+2+1+4+4Rejuvenate Slave, Mass Suggestion 1/day
5+2+1+4+4Hold Monster 3/day, Polymorph Slave
6+3+2+5+5Share Pain, Psychic Poison
7+3+2+5+5Hostile Empathic Transfer, Brain Lock
8+4+2+6+6Empathic Feedback, Shatter Mind Blank
9+4+3+6+6Ego Whip, Psionic Revivify 1/week, Detonate Slave
10+5+3+7+7Overwhelm, Planar Binding 1/day
11+5+3+7+7Necrotize Slaves, Restore Extremity 3/day
12+6+4+8+8Crisis of Life 1/day, Mind Probe 3/day
13+6+4+8+8Truly Horrid Slave, Mass Ectoplasmic Cocoon 1/day
14+7+4+9+9Mind Seed 1/week, Recall Death
15+7+5+9+9True Mind Switch 1/week, Microcosm 3/day

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

Mind-Fuelled Prime (Ex): thanks to its incredible psychic energy, the Neogi Powermonger does not age. This means it won’t turn into a Great Old Master, and is outright immune to ageing effects.

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

Psionics (Sp): as it gains levels, the Neogi Powermonger gains access to various Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus. In the cose of those that are actual Psionic Powers, assume they were fully augmented to the Powermonger’s hit dice. If no limit is listed, an ability can be used at will. In the case of Share Pain, it is always one of the two targets – the one that shares its pain with another. Typically, it just lets slaves suffer damage in its place.

Accelerate Slave (Sp): starting at level three, the Neogi Powermonger can cast Haste at will, but only on a creature it currently Dominates. A creature that benefits from this suffers a single point of damage at the start of each of its turns.

Rejuvenate Slave (Sp): the fourth-level Neogi Powermonger is able to cast False Life and Cure Critical Wounds once each per hour, but only on a creature it currently Dominates.

Polymorph Slave (Sp): starting at level five, the Neogi Powermonger can transform any creature it Dominates at will. With a Full Round Action and a touch, it starts the process. Over the course of the next minute, the target changes completely into an Umber Hulk – exactly as the Monster Manual entry states – with no trace of the original’s abilities, though still under the Powermonger’s control. At level thirteen and above, it may instead transform them into a Truly Horrid Umber Hulk, although the transformation process takes an hour. In either case of transformation, if the Powermonger’s concentration is interrupted before the effect ends, it fails and must try again later.

Detonate Slave (Sp): at level nine, the Neogi Powermonger can cast Finger of Death once per day on a creature it Dominates. The creature gets no Saving Throw and just dies, overloaded with psychic energy (although Immunities can still apply). This causes it to explode in a 30’ radius Blast. All in the area suffer 2d6 Force damage per hit die of the exploded creature or the Powermonger (whichever is lower), with a Reflex Save for half (DC 10 + half the Powermonger’s hit dice + its Charisma Bonus).

Necrotize Slave (Sp): the eleventh-level Neogi Powermonger can slay a Dominated creature and raise it as an Undead at will. The enslaved creature instantly dies and has the most appropriate basic undead template applied to it (typically Zombie, never anything like Lich or Vampire). It remains under the permanent control of the Neogi Powermonger after this.
Last edited by Koumei on Thu Sep 03, 2020 5:34 pm, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Nereid
It's Wet Outside, page 155, CR 4, Level 5 - aquatic, has a weakness that can cause problems

Oceanic Questor
Oceanic Questors are Nereids who go out adventuring on a more permanent basis. They are mostly free of the debilitating weakness of their shawl, and gain an animal companion as well as quite a few Spell-Like Abilities. Think of the Oceanic Questor as being like a frail druid who can't turn into a bear or shambling mound.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Diplomacy, Escape Artist, Hide, Jump, Knowledge (any), Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device
Proficiencies: the Oceanic Questor is proficient with Light Armour, Simple Weapons, the Net, the Harpoon and the Trident
LevelBABFortRefWillSpecial
1+0+0+2+2Additional Summons, Eternal Shawl, Animal Companion
2+1+0+3+3Urchin's Spines, Charm Person 3/day, Quench 3/day
3+2+1+3+3Summoning (Large), Scales of the Sealord 2/day
4+3+1+4+4Drowning Glance, Flowsight 1/day, Siren's Call 1/day
5+3+1+4+4Summoning (Huge), Blackwater Tentacle 1/day
6+4+2+5+5Waterportation, Mudslide 3/day, Wood Rot 1/day, Sink
7+5+2+5+5Summoning (Greater), Charm Monster 1/day, Fireward 1/day
8+6+2+6+6Waterspout 3/day, Wall of Water 1/day, Swift Swim
9+6+3+6+6Summoning (Elder), Drowning Surge, Hypothermia, Flood Pump* 1/day
10+7+3+7+7Red Tide, Maelstrom 2/day, Heal Animal Companion 1/day
11+8+3+7+7Thalassemia 2/day, Flowsight 3/day, Greater Magic Fang
12+9+4+8+8Summoning (Elemental Monolith), Tsunami 1/day, Monsoon* 1/day
13+9+4+8+8Depthsurge 3/day, Stormwalk 1/day, Nature's Avatar 3/day
14+10+4+9+9UNLEASH THE KRAKEN!, Tsunami 2/day
15+11+5+9+9Drowning Gaze, Planar Navigation 1/day, Infinite Geyser* 1/day

Additional Summons (Sp): the Oceanic Questor can use her Summon ability a total of three times per day.

Eternal Shawl (Ex): the Oceanic Questor’s Shawl becomes nigh-indestructible as long as she is alive – it is more dependent on her than the other way around. While she lives, it can only be destroyed by a Disjunction effect (and she is entitled to a Will Save to resist even if she is not wearing the shawl at the time), or through contact with a Sphere of Annihilation, Umbral Blot or similar – not even a “regular” Disintegration spell is enough. However, any creature that holds it can ignore her Deflection ability and is immune to her Drowning Glance (and future abilities that build off this). They can also use it as a focus for casting spells with a range of Touch, affecting her by casting spells on it. So she still doesn’t want to give it away.

Animal Companion: the Oceanic Questor has an Animal Companion as though she had a Druid level equal to her class level plus three. It should probably be an aquatic or amphibious animal, for rather obvious reasons.

Spell-Like Abilities (Sp): as she gains levels, the Oceanic Questor gains more and more Spell-Like Abilities. The Caster Level for all of her Spell-Like Abilities is equal to her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus. If no usage limit is listed, an ability can be used at will. Spells marked with an asterix are from here.

Summoning (Sp): at level three, the Oceanic Questor’s Summon ability can summon one Large Water Elemental, 1d4 Medium Water Elementals, or 1d6+1 Small Water Elementals. At level five, it can summon one Huge, 1d4 Large, or 1d6+1 Small or Medium Water Elementals. At level seven it can summon one Greater, 1d4 Huge, or 1d6+1 Large or smaller ones. At level nine, it can summon one Elder, 1d4 Greater, or 1d6+1 Huge or smaller ones. At level twelve, she may summon one Water Elemental Monolith, but only for one minute at a time, and she cannot use her Summon ability until the Monolith has left.

Drowning Glance (Su): starting at level four, the Oceanic Questor can use her Drowning Touch ability out to Medium Range, no longer needing to touch her targets. They are allowed a saving throw as normal. This requires a Standard Action, and can only target one person at a time.

Waterportation (Su): at level six, the Oceanic Questor gains the ability to Teleport herself and any carried items once per day, however the starting point and destination must both be bodies of water at least big enough to hold her. There is no deviation from the destination in this case.

Swift Swim (Ex): starting at level eight, any time the Oceanic Questor is submerged in water, her Swim Speed is doubled and she is perpetually Hasted. As long as she starts her turn submerged, this lasts for her entire turn.

Drowning Surge (Su): with a Full Round Action, the ninth-level Oceanic Questor can unleash a Cone out to Close Range. This blast of water afflicts all enemies in the area with her Drowning Touch ability, except without needing to touch them. They are allowed saving throws as normal.

UNLEASH THE KRAKEN! (Ex): an Oceanic Questor of fourteenth-level has access to the greatest of “animal” companions. She may have a Kraken as an Animal Companion, despite that not being on the list and also being a Magical Beast. It can still benefit from any of her spells as though it were an Animal, however.

Drowning Gaze (Su): at level fifteen, the Oceanic Questor can simply use her Drowning Touch ability as a Gaze Attack. The Reflex Save DC to avert ones’ eyes is the same as the regular Save DC to resist the effects. She may suppress or resume this ability with a Swift Action at will.
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Post by Darth Rabbitt »

Some questions on a class I will be using in a future game: Is the Far Realm Caller's Calling ability a [Summoning] or [Calling] effect? I would guess [Calling] from the name but it doesn't specify. It also seems a bit strange that exactly one supernatural ability from that class (Far Realm's Air) is Charisma based when the rest are Intelligence based. I assume that's a typo or copy paste error?
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Post by Koumei »

There we go, I edited it. Yes, it's [Calling] so I specified that (and that it's a Conjuration, and the spell level, on the off-chance that matters for something that can't be Dispelled and doesn't target someone). And the Charisma bit was indeed a typo so I fixed that to Intelligence, and also specified that Far Realm's Grass uses Intelligence despite being "as the Warlock Invocation".
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Nerra: Sillit
Fiend Folio, page 129, CR 6, Level 8 - you probably want to reduce the Reflective Spell Resistance down to "hit dice + 10" which would be 17 + class levels.

Reflection
The Sillit is similar to an illusionist, so the Reflection focuses on that. It is still all right with a Mirror Blade and its Shard Spray, and has a few Divinations available, but for the most part this scheming class focuses on Illusions, making them better at weaving spells that fool the senses.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spot, Survival
Proficiencies: the Reflection is proficient with Simple Weapons, the Longsword, and any Nerra Mirror Blade
LevelBABFortRefWillSpecial
1+0+0+2+2Improved Shard Spray, Dream at will, False Vision at will, Illusory Wall at will
2+1+0+3+3Retributive Image 1/day, Symbol of Persuasion* 1/day, Seeming at will, Phantasmal Killer 1/day
3+2+1+3+3Blinding Strike, Scrying 1/day, Shadow Form 1/day, Shadow Conjuration 1/day
4+3+1+4+4Mislead 3/day, Shadow Evocation 1/day, Mask of the Ideal 1/day
5+3+1+4+4Mirror Mirror, Permanent Image 1/day, Veil 1/day, Mirage Arcana 3/day
6+4+2+5+5Mass Invisibility 1/day, Friend to Foe at will, Incarnate Agent* 1/day, Deceptive Facade at will
7+5+2+5+5Simulacrum 1/day (self only, 4 hour duration), Nightmare Terrain 1/day
8+6+2+6+6Mystery Assailant, Greater Shadow Evocation 1/day, Major Image at will
9+6+3+6+6Scintillating Pattern 3/day, Greater Mirror Image at will, Wall of Gloom 3/day
10+7+3+7+7Screen at will, Greater Shadow Conjuration 3/day, Shadow Double at will, Vision 1/day
11+8+3+7+7Hall of Mirrors, Phantasmagorical Image* 1/day, Project Image at will, Greater Scrying at will
12+9+4+8+8Mirror's Edge, Weird 1/day, Superior Invisibility 1/day, Sleeper Agent* 1/day, Foresight 1/day

Improved Shard Spray (Su): the Shard Spray of the Reflection has no upper limit to the number of damage dice it may inflict – it is simply 1d6 per hit die (with a saving throw as normal). Additionally, any creature in the area begins to bleed for 1d10 damage per round (ended by a DC 20 Heal check or any amount of magical healing) unless they succeed on the saving throw. When not in complete darkness, creatures in the area must also attempt a Will Save (same DC) or be Confused for 1 round per 3 hit dice of the Reflection.

Spell-Like Abilities (Sp): at every level, the Reflection learns a number of Spell-Like Abilities. The Caster Level always equals his hit dice, and any Save DC is 10 + half his hit dice + his Charisma Bonus. Spells marked with an asterix are from here.

Blinding Strike (Su): starting at level three, any time the Reflection hits someone with a Mirror Blade and is not in complete darkness, he potentially blinds his foes. They must pass a Fortitude Save (DC 10 + half his hit dice + his Dexterity Bonus) or be Blinded for 1d4 rounds, or 2d4 rounds if they are in the area of mirror shards left by a Shard Spray. Any given creature need only attempt to save once per round.

Mirror Mirror (Su): the fifth-level Reflection is able to serve as a link to the planes for any who wish to stare deeply enough into his eyes. Once per day, if somebody else looks in his eyes for the whole duration and they both will it, he may cast Contact Other Plane on their behalf. He knows the questions they ask and the answers they receive, and they gain the answers directly without needing him to speak them. However, they also suffer any potential downsides, whereas the Reflection is exempt.

Mystery Assailant (Su): starting at level eight, any time the Reflection attacks a foe that has at least one empty adjacent space, he may suddenly strike from such an empty space, Teleporting to and from that position in an instant. As long as he is able to make this attack, they are denied their Dexterity Bonus to Armour Class. His target need not be within his reach before teleporting.

Hall of Mirrors (Su): once per hour, the eleventh-level Reflection may banish a foe to an extraplanar realm of mirrors, shadows and reflections. He may cast Maze with a Caster Level equal to his hit dice and a Save DC of 10 + half his hit dice + his Charisma Bonus, targeting a creature within the area of a previous use of its Shard Spray, and until they escape, the target is attacked by Phantasmal forces every round, needing to make a Will Save to Disbelieve (same DC) or suffer 1d6 Constitution damage. A target that fails even one of these saves before it can escape suffers from Confusion for an hour after leaving the Maze.

Mirror’s Edge (Su): starting at level twelve, any Mirror Sword wielded by the Reflection has both the Keen and (Tome) Vorpal properties, that’s how thin and sharp the blades are.
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Post by Omegonthesane »

The Neogi Powerbroker appears to be missing a description of Overload Slave, and the table lists an ability called Truly Horrid Slaves while the text says Necrotise Slave.
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Post by Koumei »

Fixed. Necrotize is now correctly named on the thing, Truly Horrid is listed at level 13 (it's already covered under Polymorph - turns them into Truly Horrid Umber Hulks), and Overload is no longer there, because that was just going to be what ended up being Detonate.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Nethersight Mastiff
Monster Manual 2, page 160. CR 8, level 9 - no thumbs

Astral Fang
Being super-effective against ghosts, the Nethersight Mastiff is obviously a Dark-Type dog monster. So it's like Mightyena and Absol. The Astral Fang improves on this, but keeps the general theme of doing a lot of damage with its Bite and even grappling ghosts. It's just a close combat fighter with a few extra options and tricks available, however it also has planar travel as a thing it can do.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Climb, Jump, Knowledge (Nature, The Planes), Listen, Spot, Survival, Swim
LevelBABFortRefWillSpecial
1+1+2+0+2Clever Dog, Magic Fangs
2+2+3+0+3Planar Tracking, Horrifying Bite
3+3+3+1+3Ether Crunch, Air Walk 3/day
4+4+4+1+4Lockjaw, Ether Snarl
5+5+4+1+4Plane Shift at will, Ice Fang
6+6+5+2+5Planar Pursuit, Forcecage 1/day
7+7+5+2+5Astral Gate, Shadow of the Mind
8+8+6+2+6Throat Chomp, Gaseous Form 3/day
9+9+6+3+6Glare of Terror, Astral Projection 1/day
10+10+7+3+7Etherealness 3/day, Planar Wanderer
11+11+7+3+3Black Hole Eclipse, Magic Bounce

Clever Dog: the Astral Fang is smarter than a normal Nethersight Mastiff. Its Intelligence score increases by four. Skill Points are gained retroactively.

Magic Fangs (Su): the Bite attack of the Astral Fang is considered to be a Magic Weapon. It has an Enhancement Bonus of +1 per 3 hit dice (round up). Furthermore, it is able to make multiple attacks based on its Base Attack Bonus, just like wielding a manufactured weapon.

Planar Tracking (Ex): at level two, the Astral Fang can even track creatures across planes. The base DC to track someone through a transitory plane or directly to a Demi-Plane on the same Plane (such as from Stygia to Phlegethos) is 35. To track someone beyond this has a base DC of 40. It may also attempt a DC 40 Survival check to try to figure out where someone is headed when seeing them Teleport or Plane Shift.

Horrifying Bite (Ex): the Bite of the second-level Astral Fang can make people flinch from the pain and shock. Any time it hits with its Bite attack and deals damage, the target must pass a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or be Staggered for one round. If it instead delivers a Critical hit and the target fails the saving throw, they are Stunned for one round. This also applies when dealing automatic Bite damage to a grappled foe.

Ether Crunch (Su): whenever a third-level Astral Fang Bites a grappled foe (including dealing automatic Bite damage to something held in its mouth), it deals even more damage as it snaps bones and tears flesh apart. The target suffers 2 points of Constitution damage. Furthermore, an [Incorporeal] or [Ethereal] creature suffers a number of d6 of extra damage equal to the Bite’s Enhancement Bonus.

Spell-Like Abilities (Sp): the Astral Fang learns a small number of Spell-Like Abilities. These have a Caster Level equal to its hit dice. Any Save DC is 10 + half its hit dice + its Charisma Bonus.

Lockjaw (Ex): starting at level four, the Astral Fang can clench its jaws tight and hold onto people just like that. When just using its mouth to grapple a bitten foe (and not treating itself as grappled), it no longer takes the -20 Penalty to Grapple checks.

Ether Snarl (Su): once per minute, the fourth-level Astral Fang can unleash a snarl, making noises as though ranting about things. All enemies within thirty feet, regardless of which Plane they are on, must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or Cower for one round then be Shaken for one round per hit die. Furthermore, for the duration of this, they suffer a -4 Penalty to their own Caster Levels and the Save DC for any of their Spells, Spell-Like Abilities or Supernatural Abilities.

Ice Fang (Su): starting at level five, the Astral Fang can use a Standard Action once per minute to deliver a Bite attack that is imbued with deadly ice. It deals an extra 3d6 damage, and half the total damage is Cold. Furthermore, the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus). If they pass, they take one point of Dexterity damage. If they fail by 1-5 points, they take 1d6 points of Dexterity damage and are Dazed for one round and Slowed for three more rounds. If they fail by more than this, they take 2d6 points of Dexterity damage and are also Paralyzed for one minute. This ability ignores Horrifying Bite – targets are not forced to make two Fortitude Saves.

Planar Pursuit (Ex): upon reaching sixth level, the Astral Fang gains the ability to make Attacks of Opportunity against foes that move using dimensional travel – whether being Teleported by someone else, Teleporting on their own, stepping away with a Shadow Jump or similar. It doesn’t matter if the ability would normally Provoke or not (such as casting a spell), the form of movement itself provokes this attack. On a successful hit, the attack becomes an automatic Critical Hit.

Astral Gate (Su): a seventh-level Astral Fang can actually swallow ghostly foes and drag them kicking and screaming into an extra-dimensional space. If it succeeds on a Grapple check against an [Incorporeal] or [Ethereal] creature that it is already grappling, it may elect to swallow them. They are then trapped as though in a Pocket Dimension – they can only escape if they have some form of Planar travel ability such as a Plane Shift spell.

Shadow of the Mind (Ex): the mind of the seventh-level Astral Fang seems to be a void of shadow and fog. Nothing about it can be Detected in any way – not Magic, Alignment, Thoughts or presence. Attempts to Scry on it fail (though it is still revealed by attempts to scry on items it carries or places it happens to occupy), and it can only be contacted by Telepathy if it wishes to be. This does not confer immunity to [Mind-Affecting] effects in general, or the entire school of Divination.

Throat Chomp (Ex): starting at level eight, the Astral Fang may attempt to crush the throats of foes in its powerful jaws. It may use a Full Round Action to make a single Bite attack against a grappled foe, and if it hits and deals damage, the foe must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus). On a successful save, they are simply rendered unable to speak, shout, growl, roar, or use breath weapons until they receive any form of Restoration (including Greater and Lesser versions), or a Regenerate effect. If they fail the save, they not only lose the ability to speak and similar, they also lose the ability to breathe so must start holding their breath and will eventually suffocate. If they fail the save and it is a Critical Hit, they just die instantly. This ability precludes the use of Horrifying Bite – they do not need to make two Fortitude Saves.

Glare of Terror (Su): the ninth-level Astral Fang can halt people in place just by glaring at them. This requires a Standard Action and can be used once per minute. It targets a single creature within two hundred feet, and if they fail a Will Save (DC 10 + half its hit dice + its Charisma Bonus), they become Paralyzed for 2d4 rounds.

Planar Wanderer (Sp): upon reaching tenth level, the Astral Fang is able to open a travel-version of the Gate spell at will. Furthermore, it can close a Gate effect, even somebody else’s, with a Swift action at will.

Black Hole Eclipse (Su): once per day, the eleventh-level Astral Fang can open a planar vortex of doom, drawing foes in to their obliteration. With a Standard Action, it unleashes this effect, pulling creatures towards itself. Physical creatures on its own plane that are within one hundred feet are pulled thirty feet closer (minus 10 feet for every Size above Large), while [Incorporeal] and [Ethereal] creatures within two hundred feet are pulled sixty feet closer (with no modifiers for size). Any creature that makes contact with it when this happens is entitled to a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus). Those that fail are destroyed utterly. This is not a [Death] effect, and Undead, Constructs and simple objects are all just as vulnerable as anyone else. It may continue focusing on this effect for up to three consecutive rounds, causing creatures to be drawn closer (and unable to move further away) every round - a creature that successfully saves against this the first time they are brought into contact must continue to make saving throws every round until it ends or they are destroyed.

Magic Bounce (Su): at level eleven, the Astral Fang ceases being affected by many forms of magic. It has Spell Resistance equal to its hit dice total plus 11 against Enchantment and Illusion effects (and Psionics from the discipline of Telepathy), and failure to penetrate this Spell Resistance causes the effect to bounce back on the user - with any Saving Throws and Immunities allowed as normal, but not their own Spell Resistance. In the case of effects that grant control or friendship or "flee from/move towards the caster" (such as Charm Monster, Dominate Monster or Antipathy), treat the Astral Fang as the caster in this case. In the case of effects that force the target to obey some basic instruction (like Command or Suggestion), the instruction should be issued before the SR check is made, and that specific instruction remains no matter who is affected.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Night Hag
Monster Manual, page 193. CR 9, Level 10.

Covey Countess
Much like the "lesser" hags can all increase in power individually, the Covey Countess is the Night Hag who increases in power individually (with a lot of similar abilities). However she also gets to rule over a Covey - albeit a sufficiently low-level one that won't break the game. She's mostly a weird Necromancer who casts curses and baleful effects rather than raising undead legions, but has a different style of leadership on the side.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Bluff, Climb, Concentration, Craft (any), Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim
LevelBABFortRefWillSpecial
1+0+2+0+2Conjure Covey, Deep Slumber at will, Mage Armour at will
2+1+3+0+3Summon Steed, Rapid Wasting, Enervation* 3/day
3+1+3+1+3Borrowed Power, Maddening Feast, Mass Curse of Impending Blades 1/day
4+2+4+1+4Vile Healing, Baleful Polymorph* 3/day, Cryptwarden's Grasp at will
5+2+4+1+4Putrid Essence, Blackfire 1/day, Black Karma Curse* at will
6+3+5+2+5Greater Steed, Necrotic Curse 1/day, Nightmare Terrain* 3/day
7+3+5+2+5Symbol of Death 1/day, Endless Slumber at will
8+4+6+2+6Font of Decay, Black Tentacles at will, Call Forth the Beast* 1/day
9+4+6+3+6Dream Eater, Dream Walk* 1/day, Dreaming Puppet* at will
10+5+7+3+7Finger Poke of Doom, Vile Death at will

Conjure Covey (Su): the Covey Countess has a Covey of three Hags to serve her. This consists of one Sea Hag (or Dune Hag), one Green Hag, and one Annis Hag (or Marzanna). Each time she gains a level beyond first, they each gain one level of Barbarian, Hex Blade, Warlock, or relevant racial Prestige Class. When one of them is slain, they are replaced at the next New Moon.

Once per day, the Covey Countess may use a minute-long ritual to contact her Covey and allow them to fall into a trance, Projecting their images out to her location for up to one hour. Any Projection has the exact same statistics as the original, however if slain, it vanishes and the real one is simply reduced to zero hit points and Stunned until the sun next sets.

Spell-Like Abilities (Sp): as she gains levels, the Covey Countess gains more Spell-Like Abilities. Those marked with a * cannot be used without her Heartstone being carried. The Caster Level equals her hit dice and any Save DC is 10 + half her hit dice + her Charisma Bonus.

Summon Steed (Sp): every day, the second-level Covey Countess may summon a Nightmare. It lasts for one hour if it is daytime, or until dawn if summoned at night. If slain, it vanishes harmlessly.

Rapid Wasting (Su): starting at second level, any time the Covey Countess inflicts a disease on someone it starts to tear them apart rapidly. They must save every round as though a day had passed.

Borrowed Power (Su): starting at level two, the Covey Countess can use any of the following abilities that belong to a member of her Covey: Evil Eye, Dreadful Eye, Weakness, Enthrall. She uses her own hit dice and ability scores to determine things like the Save DC. If a Covey member is currently dead, Projecting, or recovering from her Projection being destroyed, the ability cannot be used by the Countess.

Maddening Feast (Su): with a Full-Round Action, the third-level Countess can completely devour the flesh of a slain or Helpless victim of up to Large Size, leaving only the bones and equipment. For every Size Category beyond Large, it takes one additional round. Each round that she does this, any Humanoid or [Native] Outsider within 60 feet must make a Will Save (DC 10 + half her hit dice + her Charisma Bonus). Those who fail must roll 1d4. On a 1, they are rendered Confused for one week. On a 2+ they are rendered permanently Blind.

Vile Healing (Su): starting at level four, any time the Covey Countess fully consumes the flesh of an intelligent creature with hit dice equal to or higher than her own, she gains a Heal effect with a Caster Level equal to her hit dice.

Putrid Essence (Ex): the fifth-level Countess is able to use a Full Round Action at will to cough up vile fluids and bacteria that make up her evil essence. She can create a single dose of any of the following: Deathblade Poison, Screecher Intoxicant, Verminmaker, Deepsorrow, Agoniser, Ill-Fate, Blinding Poison, Mindstealer, Fleshtaker, Frothing Bacteria. Most of these are described in FC2, the section on Malbolge. Any Save DC is 10 + half her level + her Constitution Bonus.

Greater Steed: starting at level six, the Nightmare summoned by the Countess is a Cauchemar Nightmare. Alternatively it may call forth a Gathra.

Font of Decay (Su): negative energy pours from the body of the eighth-level Covey Countess. Any time an attacker successfully hits her and deals damage, they suffer a temporary Negative Level that lasts for one hour. It can be avoided with a Fortitude Save (DC 10 + half her hit dice + her Charisma Bonus).

Dream Eater (Su): starting at level nine, the Night Hag can always view the dreams of sleeping creatures – she doesn’t spend an action, she just sees it. If she performs a Coup de Gras on a sleeping foe, she shatters and eats their dreamscape. This grants her a Regenerate and Greater Restoration effect (Caster Level equal to her hit dice), but the target (if they survive the Coup de Gras) permanently loses the ability to dream, or to recover by resting/sleeping. Every day, they suffer a point of Wisdom damage.

Finger Poke of Doom (Su): the tenth-level Night Hag is able to unleash her fingers to burrow into the flesh of foes and kill them in horrible ways. She can cast Lahm’s Finger Darts at will with a Caster Level equal to her hit dice, providing she has the fingers available. Additionally, each target hit by one or more fingers suffers one of the following effects (of her choice): Finger of Agony, Touch of Vecna, Vampiric Touch, Finger of Death, Ghoul Touch, Touch of Exhaustion, Chill Touch, Parching Touch. The Caster Level of this equals her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Nightmare
Monster Manual, page 194. CR 5, level 6 - no thumbs

Cauchemare
Cauchemares advance the Nightmare's combat prowess - already quite formiddable - and also help them travel the planes better. Beyond that, seeing as they are horses, they should ideally want someone riding their backs to stab foes. So they're good at making that happen.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Disguise, Gather Information, Intimidate, Jump, Knowledge (any), Listen, Sense Motive, Spot
LevelBABFortRefWillSpecial
1+1+0+2+2Combat Mount, Impossible Disguise, Dominate Person 1/day
2+2+0+3+3Choking Smoke Cloud
3+3+1+3+3Deadly Trample
4+4+1+4+4Planar Jaunt (Lower Planes)
5+5+1+4+4Magma Hooves
6+6+2+5+5Start Fires, Planar Jaunt (Dreamscapes)
7+7+2+5+5Fiendish Sphere Access
8+8+2+6+6Charm Monster 1/day, Planar Jaunt (Nightmare Realm)
9+9+3+6+6Horrendous Smoke
10+10+3+7+7Hellfire Hooves, Planar Jaunt (Far Realm)
11+11+3+7+7Infernal Warhorse
12+12+4+8+8Shadow of Terror, Planar Jaunt (Anywhere)
13+13+4+8+8Earth-Shattering Hooves, Dominate Monster 1/day
14+14+4+9+9Perfect Planar Jaunt, Fiendish Sphere Access

Dominate Person (Sp): the Cauchemare works best with an obedient rider. To facilitate this, it can cast Dominate Person once per day, with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Charisma Bonus.

Combat Mount (Ex): as long as the Cauchemare wills it, anybody riding it is treated as having the Races of War feat Mounted Combat as a Bonus Feat, with Ride ranks equal to its hit dice if this would be more than their actual ranks.

Impossible Disguise (Su): due to the magic of the Cauchemare, it suffers no penalty to Disguise and Bluff checks to pretend to be a regular horse, despite the fire and everything.

Choking Smoke Cloud (Su): at second level, the Cauchemare’s smoke breath doubles both in Range and in the Duration of its effects.

Deadly Trample (Ex): at level three, the Cauchemare gains a Trample attack. This is equal to its Hoof attack (including Fire damage and later class features), with one and a half times its Strength Bonus to damage.

Planar Jaunt (Su): at level four, the Cauchemare can Plane Shift at will to any Lower Plane, carrying its equipment, any rider, and the rider’s equipment. At level six, it can also travel to Dreamscapes. At level eight, it may venture to the Nightmare Realm. At level ten, it can reach the Far Realm, and at level twelve it can visit any Plane.

Magma Hooves (Su): starting at level five, the Cauchemare has magic hooves. They are Magic Weapons, with an Enhancement Bonus of +1 per 3 hit dice (round up), and anyone struck catches fire. Just trotting through dry grass will cause fires, and it leaves charred hoofprints everywhere.

Start Fires (Sp): the sixth-level Cauchemare can use a Swift Action at will to set fire to anything within Close Range. Creatures and attended objects get a Reflex Save to avoid this (DC 10 + half its hit dice + its Charisma Bonus).

Fiendish Sphere Access: at levels seven and fourteen, the Cauchemare either gains Basic Access to a Fiendish Sphere or increases access of an existing one from Basic to Advanced or from Advanced to Expert.

Charm Monster (Sp): once per day, the eighth-level Cauchemare can cast Charm Monster. The Caster Level, Save DC, and purpose are the same as for Dominate Person.

Horrendous Smoke (Su): starting at level nine, the breath weapon of the Cauchemare also deals 2 points of Constitution damage to all foes. It may then cast Doomtide on the following round (same Save DC).

Hellfire Hooves (Su): starting at level ten, the Hooves of the Cauchemare deal Vile damage.

Infernal Warhorse (Ex): at level eleven, the Cauchemare grows one size larger, with all the changes of that.

Shadow of Terror (Su): whenever the twelfth-level Cauchemare flies directly over someone, they must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or Panic for 2d4 rounds.

Earth-Shattering Hooves (Su): the Hooves of the thirteenth-level Cauchemare ignore Damage Reduction of all kinds. Additionally, with a Full Round Action it may create an Earthquake effect, centred on itself.

Dominate Monster (Sp): at level thirteen, the Cauchemare can cast Dominate Monster once per day. The Caster Level, Save DC, and purpose are the same as for Dominate Person.

Perfect Planar Jaunt (Su): at level fourteen, the Cauchemare’s Planar Jaunt is like a Greater Plane Shift.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Night Terror
Night Terrors are like Nightmares but scarier. I don't mean the types of dream, although that is also true, I specifically mean this prestige class allows the Nightmare to become scarier. If interested in terrifying people with fear effects, a Nightmare enters this prestige class, and then handles like a four-legged Wizard of sorts.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge (The Planes), Listen, Move Silently, Sense Motive, Spot, Survival
LevelBABFortRefWillSpecial
1+0+2+2+2Cursed Smoke Cloud, Cause Fear 3/day, Nightmare at will
2+1+3+3+3Manifest Desire 1/day, Manifest Nightmare at will
3+2+3+3+3Narcotic Smoke Cloud, Dreaming Puppet 1/day, Phantasmal Strangler 1/day
4+3+4+4+4Planar Jaunt (Dreamscapes), Phantasmal Killer 1/day
5+3+4+4+4Eyebite 3/day, Deep Slumber 3/day, Pronouncement of Fate 1/day
6+4+5+5+5Haunting Smoke Cloud, Endless Slumber 1/day
7+5+5+5+5Dream Sight 1/day, Call Forth the Beast 3/day
8+6+6+6+6Planar Jaunt (Nightmare Realm), Phantasmal Killer 3/day
9+6+6+6+6Doomtide at will, Nightmare Terrain at will, Haunt Shift 1/day
10+7+7+7+7Insanity Mist Cloud, Summon Phantasmal Slayer
11+8+7+7+7Weird 1/day, Touch of the Graveborn 1/day
12+9+8+8+8Cloud of Possession, Summon Dream Vestige
13+9+8+8+8Imprison Soul 1/day, Hooves of the Cold Night
14+10+9+9+9Weird 3/day, Shadow Landscape 1/day, Ghostform at will

Cursed Smoke Cloud (Su): anybody who fails to save against the effects of the Night Terror’s breath weapon is affected by a curse, as Bestow Curse, with no additional saving throw.

Spell-Like Abilities (Sp): as it gains levels, the Night Terror gains a variety of Spell-Like Abilities. The Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Narcotic Smoke Cloud (Ex): starting at level three, the smoky breath of the Night Terror dulls the senses and lulls them to sleep. Anybody within the area suffers a -6 Penalty to Saving Throws against [Sleep] effects, but is immune to Non-Lethal damage and [Pain] effects. Those who fail their save against the breath are also Slowed for one minute per hit die of the Night Terror.

Planar Jaunt (Su): at level four, the Night Terror gains the ability to Plane Shift at will to any Dreamscape, or from the Dreamscape to the place it inhabited before visiting. It takes its rider and any equipment carried or worn by either. At level eight, it may also travel to and from the Nightmare Realm.

Haunting Smoke Cloud (Su): starting at level six, the smoky breath of the Night Terror creates a haunting essence that seeps into the minds of others. Anybody within the area suffers a -6 Penalty to Saving Throws against [Fear] effects. Those who fail their save against the breath suffer a Nightmare effect every night, with no saving throw, until their Curse is removed.

Insanity Mist Cloud (Su): the smoky breath of the tenth-level Night Terror also carries Insanity Mist with it. The effects are as normal, however instead of carrying a separate save, it simply affects those who fail their initial save against the breath. The secondary effects use the same Save DC.

Summon Phantasmal Slayer (Sp): once per day, a tenth-level Night Terror can Summon a Phantasmal Slayer for one hour. This works like the ability common to most Devils and Demons.

Cloud of Possession (Su): starting at level twelve, anybody who fails to save against the enchanting smoky breath of the Night Terror is put in a malleable state: it may then possess them as though by Magic Jar while they are affected, without using the receptacle, and with no Saving Throw. This lasts until their Curse is removed, it chooses to leave, or the effect is broken by the usual means for the spell.

Summon Dream Vestige (Sp): once per day, a twelfth-level Night Terror can Summon a Dream Vestige for one hour. This works like the ability common to most Devils and Demons.

Hooves of the Cold Night (Su): at level thirteen, the Hooves of the Night Terror carry a soul-chilling coldness. They deal an additional 1d6 Negative energy damage per two hit dice, and also deal 1d6 Con damage on a successful hit.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Nymph
Monster Manual, page 197. CR 7, level 8

Summer Court Queen
Nymphs cast like Druids to begin with, so any prestige class they take is probably going to advance this - and they do want to resume the casting via a prestige class rather than taking actual Druid levels, getting a weaker pet and possibly having to change alignment. In the case of the Summer Court Queen, she gives up the ability to cast Cold spells by focusing on Fire ones, bringing warmth and light to the world. This makes her more like a Cleric than a Druid.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Hide, Knowledge (Nature), Listen, Move Silently, Perform (any), Ride, Search, Sense Motive, Spot, Survival, Tumble
LevelBABFortRefWillSpecialCasting
1+0+0+2+2Summer Warmth, Summer Domain+1 Druid Casting Level
2+1+0+3+3Healing Warmth+1 Druid Casting Level
3+1+1+3+3Sun Domain, Turn Undead+1 Druid Casting Level
4+2+1+4+4Burning Nimbus+1 Druid Casting Level
5+2+1+4+4Plant Growth, Sun Devotion+1 Druid Casting Level
6+3+2+5+5Joy Domain+1 Druid Casting Level
7+3+2+5+5Chlorophyl+1 Druid Casting Level
8+4+2+6+6Summer Queen+1 Druid Casting Level
9+4+3+6+6Pleasure Domain+1 Druid Casting Level
10+5+3+7+7Plant and Fire Devotion+1 Druid Casting Level
11+5+3+7+7Eternal Sunshine+1 Druid Casting Level
12+6+4+8+8Solar Power+1 Druid Casting Level

Summer Warmth: the Summer Court Queen already has one level of heat protection from her Summer Domain (see below), but it increases to three. She also gains Searing Spell and Magic of the Land as Bonus Feats. Any [Fire] spell she casts also benefits from Blistering Spell with no adjustment of Casting Time or Spell Level. However, she can never again cast Spells with the [Cold] descriptor, even from magic items (without using Use Magic Device, at least).

Domains: at level one, the Summer Court Queen gains the Summer Domain. She does not have Domain Spell Slots, so she simply adds the spells to her list to prepare normally, and gains the Domain Ability. At level three, she gains the Sun Domain. At level six, the gains the Joy Domain. Finally, at level nine she gains the Pleasure Domain. Any Domain Power that references Cleric level instead uses her hit dice.

Spellcasting: at every level, the Summer Court Queen’s Druid Spellcasting increases by 1 level.

Healing Warmth (Su): starting at level two, the Summer Court Queen removes one point of Ability Damage from each ability score every round. All allies within 10’ of her also gain this effect. She may also cast any Conjuration [Healing] spell out to 30 feet away.

Turn Undead (Su): starting at level three, the Summer Court Queen gains the ability to Turn Undead like a Good Cleric with a level equal to her hit dice.

Burning Nimbus (Sp): the fourth-level Summer Court Queen can cast Balor Nimbus three times per day, with a Caster Level of her hit dice, but without any references to actual Balors or Evil.

Plant Growth (Sp): at level five, the Summer Court Queen can cast Plant Growth three times per day with a Caster Level of her hit dice.

Devotions: at level five, the Summer Court Queen gains Sun Devotion as a Bonus Feat. At level ten, she gains Fire Devotion and Plant Devotion (despite not having the actual Domains) as Bonus Feats.

Chlorophyl (Ex): the seventh-level Summer Court Queen gains Fast Healing 5 any time she is in direct sunlight. Spells such as Globe of Daylight do not count.

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

Eternal Sunshine (Ex): starting at level eleven, the Summer Court Queen constantly radiates actual sunlight out to a 60’ radius, though she can suppress this when necessary. This activates her own Chlorophyl ability.

Solar Power (Su): starting at level twelve, whenever the Summer Court Queen is in direct sunlight not caused by her own effects, she may cast any of her spells as though Quickened without changing the Spell Level, and the Save DC for her Blinding Beauty ability is increased by 4.
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Re: Monster Prestige Classes (A Reprint)

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Winter Court Queen
The Winter Court Queen is kind of like the opposite of the Summer Court Queen. Not only does she forsake Fire spells to focus on Cold ones, but she also extends Winter out, the uncaring, the deadly and the preserving aspects all at once. She also doesn't have so much available for fighting Undead, instead having the chance to eventually become one. But this doesn't necessarily make her Evil.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Perform (any), Sense Motive, Spot, Survival
LevelBABFortRefWillSpecialCasting
1+0+0+2+2Winter's Embrace+1 Druid Casting Level
2+1+0+3+3Chilling Beauty+1 Druid Casting Level
3+1+1+3+3Winter Domain+1 Druid Casting Level
4+2+1+4+4Piercing Cold+1 Druid Casting Level
5+2+1+4+4Uttercold Fae+1 Druid Casting Level
6+3+2+5+5Snowstep, Cold Domain+1 Druid Casting Level
7+3+2+5+5Flesh to Ice+1 Druid Casting Level
8+4+2+6+6Snowcloak+1 Druid Casting Level
9+4+3+6+6Frostfell+1 Druid Casting Level
10+5+3+7+7Storm Domain+1 Druid Casting Level
11+5+3+7+7Eternal Chills+1 Druid Casting Level
12+6+4+8+8Dire Winter+1 Druid Casting Level

Winter’s Embrace: the Winter Court Queen has Cold Endurance, Frozen Magic, Snowrunner and Cold Focus as Bonus Feats. However, she can no longer cast spells with the [Fire] Descriptor, even from magic items (at least without the use of Use Magic Device).

Spellcasting: at every level, the Winter Court Queen’s casting ability as a Druid improves by 1.

Chilling Beauty (Su): starting at second level, whenever the Winter Court Queen affects someone with her Blinding Beauty or Stunning Glance and they fail the saving throw, they are chilled to the bone and suffer 1d6 Dexterity damage in addition to the usual effects.

Domains: at level three, the Winter Court Queen gains the Winter Domain. As she doesn’t have Domain Spell Slots, she just adds the spells to her list to prepare normally, and gains the Domain Ability. At level six, she gains the Cold Domain. At level ten she gains the Storm Domain. Any reference to Cleric level instead uses her hit dice.

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

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

Snowstep (Sp): at level six, the Winter Court Queen’s Dimension Door ability has unlimited range when moving from one snowdrift or blizzard to another.

Flesh to Ice (Sp): the seventh-level Winter Court Queen can cast Flesh to Ice once per day as a Spell-Like Ability. The Save DC is 8 + half her hit dice + her Charisma Bonus and the Caster Level equals her hit dice.

Snowcloak (Su): whenever in enough snow to grant Concealment, the eighth-level Winter Court Queen instead becomes completely invisible (as the spell). Attacking makes her visible until the start of her following turn.

Frostfell (Sp): at level nine, the Winter Court Queen can cast Frostfell once per week with a Caster Level equal to her hit dice and a Save DC of 8 + half her hit dice + her Charisma Bonus.

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

Dire Winter (Sp): once per week, the level twelve Winter Court Queen can cast Dire Winter as a Spell-Like Ability. The Caster Level equals her hit dice.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Ogre
Monster Manual, page 199, CR 3, Level 3

Creeping Mountain
If an Ogre wants to be a Barbarian, it can just jolly well do that without help. But if it wants to be anything else, it will need a prestige class that facilitates this, not just entering a base class despite the low starting level.

The Creeping Mountain is a Prestige Class that allows Ogres to overcome their limited skill selection and excel at the arts of stealth and deception to a degree that is shocking to those who expect little intelligence and subtlety from Ogres.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Perform (any), Profession (any), Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble, Use Magic Device, Use Rope
Proficiencies: the Creeping Mountain is proficient with Light Armour, Simple Weapons, the Sap, the Shortbow, the Short Sword, the Bastard Sword, the Rapier, the Scimitar and the Long Spear
LevelBABFortRefWillSpecial
1+0+0+2+0Secret Silence, Obscure the Mountain, Trap Finding, Evasion, Sneak Attack +1d6
2+1+0+3+0Uncanny Dodge, The Mountain Cannot be Heard
3+2+1+3+1Sneak Attack +2d6, Skill Bonus
4+3+1+4+1Improved Uncanny Dodge
5+3+1+4+1Sneak Attack +3d6
6+4+2+5+2Skill Bonus
7+5+2+5+2Sneak Attack +4d6
8+6+2+6+2Trap Sense +1, Improved Evasion
9+6+3+6+3Sneak Attack +5d6, Skill Bonus
10+7+3+7+3The Mountain Cannot be Seen
11+8+3+7+3Sneak Attack +6d6, Hide in Plain Sight
12+9+4+8+4Trap Sense +2, Skill Bonus
13+9+4+8+4Sneak Attack +7d6
14+10+4+9+4Skill Mastery
15+11+5+9+5Sneak Attack +8d6, Skill Bonus
16+12+5+10+5Trap Sense +3, Abduction
17+12+5+10+5Sneak Attack +9d6

Secret Silence: at first level, the Creeping Mountain gains 18 skill points which can be spent on any class skills, subject to the maximum ranks as normal.

Obscure the Mountain (Ex): the Creeping Mountain has made a virtue of its large size. While the simple bulk of a giant would seem to make it easy to see, the Creeping Mountain has learned to make the simple impossibility of its presence into a form of avant-guarde stealth. He gains a +8 Bonus to Hide checks. In addition, whenever figuring where he could hide, the Creeping Mountain is considered to be a Small character – although his size does not actually change. For instance, he could hide behind a low fence, though he still suffers the penalty due to his true size.

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

Trap Finding (Ex): the Creeping Mountain may attempt to find and disarm traps like a Rogue.

Evasion (Ex): while wearing Light or no Armour, any time the Creeping Mountain passes a Reflex Save for half damage, he instead suffers no damage. Starting at level eight, even on a failed Reflex Save for half damage, he still only takes half.

Uncanny Dodge (Ex): starting at level two, the Creeping Mountain is never denied his Dexterity Bonus to Armour Class. At level four he cannot be Flanked.

The Mountain Cannot be Heard (Ex): the second-level Creeping Mountain is almost inaudible despite ogres generally being known for being lumbering brutes. He can take 10 on Move Silently checks even in stressful situations, and gains a +10 Bonus to Move Silently checks.

Skill Bonus (Ex): every three levels, the Creeping Mountain selects one of the following skills and gains a Competence Bonus equal to his class level to that skill: Balance, Bluff, Climb, Disguise, Escape Artist, Forgery, Hide, Move Silently, Sleight of Hand, Swim, Tumble, Use Rope. The bonus continues to grow with each level. Every time, a different skill must be chosen.

Trap Sense (Ex): at level eight, the Creeping Mountain gains the Trap Sense ability at +1. This increases by 1 every four levels thereafter.

The Mountain Cannot be Seen (Ex): at level ten, the Creeping Mountain is almost invisible despite his size. He can take 10 on Hide checks even in stressful situations, his Bonus to Hide checks increases from +8 to +12, and he may be treated as Tiny for the purpose of figuring out where he could hide.

Hide in Plain Sight (Ex): starting at level eleven, the Creeping Mountain doesn’t even need Cover, Concealment or a place to hide, and he can hide while being directly observed.

Skill Mastery (Ex): the fourteenth-level Creeping Mountain can select any four skills. He is always able to take 10 on checks made with those skills, even when threatened.

Abduction (Ex): it doesn’t matter how big the Creeping Mountain is, but at level sixteen it also doesn’t matter how big his victim is – when he Grabs someone, he may make a Sleight of Hand check to conceal them so they do not stand out, with no penalties based on their size for this. The victim cannot be seen by anyone who doesn’t beat this check with their own Spot check (a casual glance) or Search check (for careful searching). If he is hiding at the time, this means neither participant of the grapple can be seen by most. He still needs to cover their mouth to prevent them from being heard.
Last edited by Koumei on Sun Sep 06, 2020 12:05 pm, edited 1 time in total.
Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Ogre-Mage
Monster Manual, 200. CR 8, Level 8 - but Regeneration needs fixing, such as "at negative HP equal to your normal maximum, you can't regenerate".

Taotieh
The Taotieh is a class which emphasizes the Ogre-Mage's magical abilities and enlightenment within its unique doctrine. The Taotieh is kind of like a Sorcerer who scooped up a couple of Monk abilities.

Hit Die: d8
Skill Points: 2 + Int
Class Skills: Concentration, Craft (Alchemy), Knowledge (any), Listen, Spellcraft, Swim, Tumble
LevelBABFortRefWillSpecialCaster Level
1+0+0+2+2Air Walk 2/day, Purity of Body, Spell Resistance-
2+1+0+3+3Gaseous Form 2/day, Polymorph (Self Only) 2/day+1 Caster Level
3+1+1+3+3Ice Burst 2/day, Dimension Door 1/day, Shocking Grasp+1 Caster Level
4+2+1+4+4Transport via Plants 1/day, Sending 1/day+1 Caster Level
5+2+1+4+4Regeneration 7, Charm Monster 1/day, Nightmare 1/day-
6+3+2+5+5Deeper Darkness, Improved Invisibility 3/day+1 Caster Level
7+3+2+5+5Horrid Wilting 1/day, Ethereal Jaunt 2/day+1 Caster Level
8+4+2+6+6Polymorph Any Object 1/day, Acid Fog 1/day+1 Caster Level
9+4+3+6+6Regeneration 10, Greater Scrying 1/day, Diamond Body-
10+5+3+7+7Timeless Body, [i}Gate[/i] 1/day, Imprisonment 1/day+1 Caster Level
11+5+3+7+7Shapechange 1/day, Meteor Swarm 3/day+1 Caster Level
12+6+4+8+8Time Stop 1/day, Incendiary Cloud 3/day+1 Caster Level

Spell-Like Abilities (Sp): as the Taotieh gains levels, it gains additional Spell-Like Abilities. Its Caster Level for all Spell-Like Abilities is as normal for an Ogre-Mage, +1 at levels 2, 3, 4, 6, 7, 8, 10, 11 and 12. Any Save DC is 10 + half its hit dice + its Charisma Bonus. If no limit is listed, it can be used at will.

Purity of Body (Ex): the Taotieh has achieved sufficient enlightenment to be immune to all non-magical diseases.

Spell Resistance (Ex): the Taotieh adds its class level to its Spell Resistance.

Regeneration: at level 5, the Taotieh’s Regeneration increases to 7. At level 9 it increases to 10.

Diamond Body (Su): at 9th level, the Taotieh is no longer affected by poison, even magical ones.

Timeless Body (Ex): from 10th level on, the Taotieh no longer suffers physical effects from ageing. They reject the cycle of life, and will not die when their time is up – living until killed.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Oread
Fiend Folio, page 134. CR 7, level 8 - location bound

Mountain Whisperer
Just like the Oread is a (more powerful) Dryad of the mountains, the Mountain Whisperer plays a similar role to the Tree Speaker. It allows the Oread to go adventuring at all, taking extended adventures away from her mountain, talking with the earth and calling upon the aid of the ice and land of the mountains. She has a lot of Druid spells available, particularly of the kinds used to hamper and crush enemies.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Climb, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Knowledge (Geography, Nature), Listen, Move Silently, Sense Motive, Spot, Survival, Swim
Proficiencies: the Mountain Whisperer gains proficiency with Light Armour, Simple Weapons, the Light Pick, Heavy Pick, Light Hammer, Warhammer and Maul.
LevelBABFortRefWillSpecial
1+0+2+0+2Separation (2 months), Silent Image 1/day, Hold Person 1/day, Speak With Animals
2+1+3+0+3Locate Object 1/day, Move Earth 3/day, Earthbind 3/day, Quickened Tremor at will
3+1+3+1+3Separation (6 months), Mirage Arcana 1/day, Teleport 1/day, Speak With People
4+2+4+1+4Meld Into Stone at will, Ice Storm 1/day, Sudden Stalagmite 3/day, Speak With Minerals
5+2+4+1+4Separation (1 year 1 day), Call Avalanche 1/day, Freeze 1/day, Speak With Anything
6+3+5+2+5Ice Flowers at will, Call Lightning Storm 1/day, Hallucinatory Terrain 3/day
7+3+5+2+5Independence, Wall of Stone 3/day, Wind Walk 1/day, Mudslide 3/day, Stoneskin 1/day
8+4+6+2+6Ice Rift 3/day, Nightmare Terrain 1/day, Veil 1/day, Whiteout 1/day, Entomb 1/day
9+4+6+3+6Whirlwind 1/day, Glacier 1/day, Conjure Ice Beast IX 1/day, Bones of the Earth 1/day
10+5+7+3+7Shadow Landscape 1/day, Cometstrike 3/day, Cloudwalkers at will, Cast in Stone 1/day
11+5+7+3+7Greater Whirlwind 1/day, Towering Thunderhead 1/day, Frostfell 1/day
12+6+8+4+8Screen 3/day, Storm of Elemental Fury 1/day, Earthquake at will, Stonehold at will

Separation (Ex): as she gains levels, the Mountain Whisperer can spend more and more time away from her mountain before she begins to suffer the effects (although even then, it takes 4d6 days before she dies). This starts at two months, and progresses to six months at level three, then a year and a day at level five.

Spell-Like Abilities (Sp): the Mountain Whisperer learns a lot of Spell-Like Abilities. They all have a Caster Level equal to her hit dice and a Save DC of 10 + half her hit dice + her Charisma Bonus. If a given Spell-Like Ability is listed more than once, the new limit replaces the old one. In the case of Teleport, as long as she is headed towards her home mountain, it instead functions as Teleport Without Error.

Speak With Animals (Ex): the Mountain Whisperer can speak with animals as the spell. This is not magic, however – she can just speak with them and they understand each other.

Speak With People (Ex): at level three, the Mountain Whisperer can speak any language as though she had a Tongues effect active, but not in a magical way. She can just converse with any creature that has a language.

Speak With Minerals (Ex): a Mountain Whisperer of fourth level can speak with earth, metal and stone. This is not a magical ability, but basically works as Commune With Nature, limited to those substances and environments. Natural underground settings are just as good as overland ones, however, working for the full mile per hit die. This also grants the Stone Cunning ability of a Dwarf.

Speak With Anything (Ex): at level five, the Mountain Whisperer can speak with any object or terrain, even fully man-made ones. It still basically works as Commune With Nature, although with a greater variety of subjects.

Independence: at seventh level, the Mountain Whisperer has true independence and need not ever return to her mountain and will not sicken and die regardless of how much time is spent away. She is even unaffected it the mountain is utterly destroyed, though she might be saddened or angered by this.
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Post by Koumei »

Ormyrr
Monster Manual 2, page 167. CR 6, level 7

Magic Seeker
Although there are those Ormyrr that seek to develop their own form of magic, that is not the Magic Seeker. Instead, the Seeker exists to look for magic items - and to use them like a proper adventurer. The main benefit is that he can basically grab and use any magic item lying around as long as it isn't keyed to things like "only works in the hands of elves". The Ormyrr works well as a fighter-type who specialises in whatever he happens to be holding, and also has ways to deal with casters. It can also just grab wands and staves and stuff and use them pretty well.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Climb, Knowledge (Arcana, Architecture and Engineering, Dungeoneering), Listen, Search, Spellcraft, Spot, Swim
Proficiencies: the Magic Seeker is proficient with all Weapons, Armour and Shields ever.
LevelBABFortRefWillSpecial
1+1+0+2+2Sense Magic, Use Magic Items (Scrolls and Wands)
2+2+0+3+3Any Weapon Wielder, Dispelling Strike (Below 3rd Level)
3+3+1+3+3Adaptive Weapon Style
4+4+1+4+4Use Magic Items (Staves), Understand Magic, Dispelling Strike (Below 4th Level)
5+5+1+4+4Supreme Multiweapon Fighting
6+6+2+5+5Adaptive Insight, Dispelling Strike (Below 5th Level)
7+7+2+5+5Adjust Magic Properties
8+8+2+6+6Shifting Styles, Dispelling Strike (Below 6th Level)
9+9+3+6+6Greater Magic Senses, Doom Tunnel
10+10+3+7+7Combat Arts, Dispelling Strike (Below 7th Level)
11+11+3+7+7Grasp of Giants
12+12+4+8+8Perfect Multiweapon Fighting, Dispelling Strike (Below 8th Level)
13+13+4+8+8Hi-Jack Magic

Sense Magic (Su): the Magic Seeker can actually sense magic, he can sniff it out. He has a constant Detect Magic effect running, except it radiates out in all directions, and he can adjust its range anywhere from 30 feet out to one mile, based on whether he wants to sniff out “any magical gear in the local area” or figure out exactly what stuff is being wielded by the person in front of him.

Use Magic Items (Su): Magic Seekers can use magic items without needing to use the Use Magic Device skill. To begin with, he can just use Scrolls and Wands (including Endless Wands) as though he had the spell on his Class List. At level four, he can also use Staves (including Spellstaves) as though he had a Caster Level in the relevant class(es) equal to his hit dice, with the spells on his Class List.

Any Weapon Wielder (Ex): the Magic Seeker is good at wielding all sorts of weapons, based on the best magic weapon he happens to find at a time. Any time a second-level Magic Seeker wields a bow, he benefits from Point-Blank Shot, Far Shot, Rapid Shot and Precise Shot. Any time he uses a throwing weapon, he benefits from Perfect Two Weapon Fighting, Far Shot and Brutal Throw. Any time he wields more than one melee weapon, he benefits from Two-Weapon Rend or Multi-Weapon Rend. Any time he wields a Reach weapon, he benefits from Stand Still, Awesome Blow, Combat Reflexes and Short Haft. Any time he wields any other kind of two-handed weapon not covered above, he benefits from Whirlwind Attack, Awesome Blow and Great Cleave. Because he’s an Ormyrr, he likely has multiple of the above wielded at a time, in which case he can benefit from all of them but any given wielded weapon only benefits from one of these options.

Dispelling Strike (Su): starting at second level, the Magic Seeker can use a Standard Action to deliver an attack that, if it hits, automatically Dispels all spells below third level that are affecting the target. Every two levels beyond this, the attack removes spells one level higher, until at level twelve it Dispels all spells below eighth level.

Adaptive Weapon Style (Ex): the third-level Magic Seeker has access to the various Weapon Style feats from Complete Warrior and other books. As long as he wields the correct weapons, he can use a Swift Action to gain the effects of one of these feats, gaining access to all of its options, until he spends a Swift Action to choose a different valid feat, or ceases to wield the correct weapons.

Understand Magic (Su): by spending a Full Round Action, the fourth-level Magic Seeker can Identify a magic item he holds. He can do this at will.

Supreme Multiweapon Fighting (Ex): starting at level five, the Magic Seeker suffers no penalty at all for attacking with multiple weapons (although Secondary/Off-Hand attacks still have only half his Strength Bonus to damage rolls). Even if he wields no Light Weapons, there is no penalty.

Adaptive Insight (Su): a Magic Seeker that reaches sixth level is able to harness innate magic depending on how he chooses to fight. Any time he takes a Total Defence action, he gains Spell Resistance of his hit dice + 8, lasting 1 round per class level (or until he gains another benefit from this ability). Any time he makes a Full Attack, he gains True Seeing (overcome by Nondetection), lasting 1 round per class level (or until he gains another benefit from this ability) – starting at the end of the turn in which he makes the Full Attack. Any time he Charges an opponent within the normal charging range, he may move to the relevant point of attack via Teleportation – even appearing next to an airborne enemy and attacking (before falling) if he wishes. Any time he attempts a Trip, Grapple, Disarm, Bullrush or Overrun, he grows one Size category larger (replacing the “standard” Ability Score/Natural Armour bonuses with +4 Strength, -2 Dexterity, +2 Natural Armour, +5’ reach and +10’ Speed) for three full rounds, starting just before attempting the manoeuvre (but not growing larger and larger with successive attempts).

Adjust Magic Properties (Su): once per day, a seventh-level Magic Seeker can use a Full Round Action to change the magical properties of an Attuned item. Any one property may be changed to an equally strong one (changing an Enhancement Bonus to Wisdom into an equal Enhancement Bonus to Strength, swapping a Minor Property for another Minor Property, changing a Wand of Fireball to a Wand of Cure Serious Wounds and so on). The change lasts until the next sunrise or sunset.

Shifting Styles (Ex): the eighth-level Magic Seeker improves his ability at wielding whatever weapon happens to be on hand. When using a bow, he ignores magical impediments that specifically block projectiles (such as Wind Wall, but not a conjuration that happens to create a brick wall). When using thrown weapons, he gains the Really Throw Anything ability of the Hulking Hurler, plus the Knockdown Blow ability. When wielding more than one melee weapon, he gains +4d6 Sneak Attack damage. When wielding a reach weapon, he gains the Massive Swing ability of the War Hulk. When wielding other kinds of two-handed weapon not mentioned above, he gains the ability to use the Maneuvers Disrupting Blow, Bloodletting Strike and Mountain Avalanche once each per three rounds. Because he’s an Ormyrr, he likely has multiple of the above wielded at a time, in which case he can benefit from all of them but any given wielded weapon only benefits from one of these options.

Greater Magic Senses (Su): when the Magic Seeker reaches level nine, his ability to sense magic increases even further: he is instantly aware of magical auras, even with his eyes closed, to the point that if something is magically Invisible (or Invisible but also carrying a magic item), he can effectively see them just fine. Likewise he can pick out the real target amongst Mirror Images. He can also tell that any Illusion is indeed an Illusion (though not necessarily ignore its effects – he knows a wall is an illusion but must Disbelieve it normally in order to see through it, and a Blurred opponent still has a Miss Chance). If a creature’s shape is magically changed, he knows that its shape is magically changed – but not what its original shape was.

Doom Tunnel (Su): at level nine the Magic Seeker gains a special Soldier technique that can be used once per three rounds. With a Standard Action, he hacks a corridor through whatever happens to be in the way – rock, air or other people. He moves out to his full Charge range, even through terrain or as though flying, and resolves a Charge against every foe in his path. Anyone who is not killed is shoved to the side so he can keep moving, and objects and terrain are Disintegrated.

Combat Arts (Ex): a tenth-level Magic Seeker is able to turn his universal weapon aptitude into a grasp of the various special fighting arts, and can use a variety of Maneuvers once each per three rounds. They are as follows: Strike of Righteous Vitality, Time Stands Still, Strike of Perfect Clarity, Mountain Tombstone Strike, Feral Death Blow, War Master’s Charge.

Grasp of Giants (Ex): starting at level eleven, the Magic Seeker can automatically grab or deflect a number of incoming projectiles per round equal to his Intelligence Bonus (minimum 1).

Perfect Multiweapon Fighting (Ex): upon reaching level twelve, the Magic Seeker can use all of his equipped weapons equally well: for every attack he makes with his primary weapon, he can attack with each of the others as well. So when making a Standard Attack Action or a Charge, he can attack once with each weapon, and when making a Full Attack, he can make up to four attacks with each weapon.

Hi-Jack Magic (Su): the thirteenth-level Magic Seeker can actually steal magic effects (or rather, share those of others). He may select any five spells and any time anybody within one hundred feet casts any of those spells, he may choose to gain the benefits as though he were the caster (such as for Time Stop) or the target (such as for Heal).
Last edited by Koumei on Fri Oct 02, 2020 5:47 am, edited 1 time in total.
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Post by Koumei »

Before moving to the next letter, let's go back and add some new things:

Formian: Taskmaster
Monster Manual, page 109. CR 7, level 8

Conscriptor
Taskmasters exist to enslave other creatures and press them into service – whether in adventuring and fighting against the forces of Giant Frog, or merely taking enemies and turning them into “not enemies” for a while or even putting them to use doing building and repairs for the good of the colony. Conscriptors, however, take this to a whole new level – they actually go out adventuring, and not only do they Dominate creatures, they take control of them and use them like Monster Tamers.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Concentration, Craft (any), Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Ride, Sense Motive, Spot, Use Rope
Proficiencies: the Conscriptor is proficient with Light Armour, Simple Weapons, and the Man-Catcher, Net, Bolas, Orcish Shotput, Whip, Sap, Scorpion Claws, Shuriken, Harpoon and Halfling Skiprock
LevelBABFortRefWillSpecial
1+0+2+0+2Conscript Creatures, Release Conscripts, Dread Lore, Heal Conscripts
2+1+3+0+3Teamwork, Subtype Specialisation
3+2+3+1+3Type Specialisation
4+3+4+1+4Advanced Conscript Healing
5+3+4+1+4Train Conscript
6+4+5+2+5Tactical Training 1
7+5+5+2+5Mega Evolution
8+6+6+2+6Tour of Duty
9+6+6+3+6Second Subtype Specialisation, Z-Power
10+7+7+3+7Tactical Training 2
11+8+7+3+7Dynamic Power
12+9+8+4+8Subtype Mastery

Conscript Creatures (Ex): the Conscriptor can place Dominated creatures and non-Dominated willing servants under a more permanent but less reliable form of control. With a Full Round Action, it designates a target, and if they are willing (and not “considered to be willing” by dint of being asleep or similar), they are placed in its pool of “controlled” creatures. If they are Dominated by it, they are entitled to a Will Save (which they must actually attempt – they don’t automatically accept the effect despite the control already exerted) to resist and gain immunity to further attempts for the next 24 hours. If failed, they cease being Dominated and simply become controlled. It can only control creatures with a CR no higher than its hit dice total (ie its class level plus six).

It may only have up to four creatures controlled at a time, and of those controlled, only one at a time will actually follow orders, the others just following along in a pacified state or getting to work on basic tasks (unless attacked, in which case they will first be treated as Dazed for one round, then be treated as Frightened for one round and try moving behind the Conscriptor, before finally fighting back until the attacker flees). Changing its focus uses a Full Round Action, but because it doesn’t typically use Soul Prisons, enemies are free to attack the other ones more or less at will.

If a Conscriptor should gain access to Soul Prisons or similar (by trading with a Monster Tamer or taking a feat to construct them), it certainly may use those, in which case capture uses the normal Monster Tamer rules – treat the Conscriptor has having a Caster Level equal to its hit dice total.

Release Conscripts (Ex): at any time, a Conscriptor can release a controlled creature into the wild. This takes one minute, and breaks the control, allowing the creature to roam free (or potentially attack the Conscriptor depending on how it treated them), and allowing the Conscriptor to control something else. If a creature dies, it ceases being controlled as well, but the psychic “shock” of this leaves the control amount reduced by 1 for 24 hours, so it isn’t more efficient just to kill creatures when it wants new ones.

Dread Lore (Ex): the Conscriptor has the Dread Lore ability of a Monster Tamer.

Heal Conscripts (Sp): a Conscriptor may accelerate the healing of its controlled conscripts. This functions as the “Heal Monster” ability of the Monster Tamer, except it works on conscripts within Close Range rather than specifically inside Soul Prisons.

Teamwork: starting at second level, the Conscriptor can command more than one controlled creature at a time. It may control two creatures that each have a CR 2 lower than its control limit (ie it has 8 hit dice so could control one CR 8 creature or two CR 6 creatures).

Subtype Specialisation (Ex): at level two, the Conscriptor gains Subtype Specialisation, which works the same as the Monster Tamer class feature, and includes its racial hit dice for the size of the bonus. At level nine it may Specialise in a second Subtype.

Type Specialisation (Ex): at level three, the Conscriptor gains Type Specialisation, just like a Monster Tamer. Again, this includes its racial hit dice for the size of the bonus.

Advanced Conscript Healing (Sp): at fourth level, the Conscriptor can cast Heal as a Spell-Like Ability a number of times per day equal to its Wisdom Bonus (with a minimum of once per day). It can only use this on creatures it controls.

Train Conscript (Ex): upon reaching level five, the Conscriptor gains the ability to improve its conscripts rather than merely throwing them away when they cease being useful. This works the same as Train Monster for a Monster Tamer, except if a creature could not normally be controlled by a Monster Tamer then it cannot be Evolved – it can’t simply capture Humans and evolve them into Mind Flayers.

Tactical Training (Su): at level six, the Conscriptor gains the ability to teach special powers to its controlled creatures. Doing so requires an hour, and if a creature is released from the Conscriptor’s control, it forgets the power – it’s more a case of forging a mental link and lending power for a temporary duration. It may train subjects to cast Order’s Wrath and Resinous Tar once each per day as Spell-Like Abilities (Caster Level equal to their hit dice, and a Save DC of 10 + half their hit dice + their Charisma Bonus). At level ten, it may teach them how to cast Shield of Law once per day.

Mega Evolution (Sp): once per day, the seventh-level Conscriptor may unleash mighty forces into a controlled creature. With a Full Round Action, it designates a conscript within Close Range, and infuses them with the might of delayed evolution. For each creature, a “Mega Evolution” form should be created ahead of time, not on the spot. This form simply involves adding a single Template that seems appropriate for the creature, along the lines of Half-Farspawn, Half-Dragon, Half-Elemental, Half-Celestial, Half-Fiend, Monster of Legend or similar. The transformation lasts for one minute. After this, the creature is Fatigued until it rests or the Advanced Conscript Healing ability is used on it.

Tour of Duty (Sp): starting at level eight, the Conscriptor can use a minute-long process to release a creature from its control and transport it to the Conscriptor’s colony, becoming Dominated as though cast by the Conscriptor normally. It can’t be recalled in this manner, so typically they are freed shortly before the duration expires. The colony appreciates the extra help, and a beneficial first-level Cleric or Wizard spell finds itself being cast upon the Conscriptor at a Caster Level equal to the hit dice of the captive.

Z-Power (Su): at level nine, the Conscriptor learns how to harness mysterious “Z” energies, that are still largely unexplained. Each of its conscripts may, once per day at the Conscriptor’s direction, Empower or Maximise any one effect – even the damage roll of an ordinary attack, this does not have to be a Spell or Spell-Like Ability. For reasons completely unknown to science, Z-Power cannot be harnessed by a creature currently Mega-Evolved.

Dynamic Power (Sp): once per day, the eleventh-level Conscriptor can infuse dynamic power into a conscript, providing the creature is covered by its Type or Subtype Specialisation (or Mastery). This requires a Full Round Action on the part of the Conscriptor, and affects a conscript that meets the criteria and is within Close Range, lasting for one minute. For the duration, the creature grows to Colossal Size (adjusting ability scores and natural armour as though growing through hit dice, and also affecting reach, natural weapon damage, movement speed and so on in the normal manner). If already Colossal or larger, it grows one size category even larger, with +4 Strength, +2 Constitution, +2 Natural Armour, +15’ in Space, +5’ in reach, and +10’ Movement Speed. Additionally, each of the creatures’ abilities with an Area of Effect have these abilities Widened, and it may make Whirlwind attacks (as per the base ability of Tome feat) at will. When the effects end, the creature is Exhausted until it rests or is subject to Advanced Conscript Healing. Due to the fact that creatures can’t harness too much of too many types of power, a conscript cannot benefit from Mega-Evolution and Dynamic Power at the same time, nor can it use a Z-Power in Dynamic form.

Subtype Mastery (Ex): at level twelve, the Conscriptor upgrades one of its Subtype Specialisations to Mastery. This works just like the Monster Tamer ability except that it doesn’t treat Leaden Seals as Master Prisons.
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Post by Koumei »

Formian: Myrmarch
Monster Manual, page 110. CR 10, level 11

Agent of the Colony
Sometimes, there are problems sufficiently complex and difficult that a giant army of giant ants isn’t the most efficient solution – amassing an army actually consumes a lot of resources that are better-used to feed the colony. In these cases, it is the duty of the Agent of the Colony, taking a Myrmarch (which already has a degree of independent thought) and honing it towards battling the chaos of giant frogs, trapping foes generally, and encouraging teamwork. For the good of the colony.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Concentration, Craft (any), Diplomacy, Gather Information, Heal, Intimidate, Jump, Knowledge (any), Listen, Sense Motive, Spot, Survival, Use Rope
Proficiencies: the Agent of the Colony is proficient with Light and Medium Armour, and Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+0+0+2+2Touch of Adamantine 3/day, Wall of Law at will, Sting Ray at will, Manyjaws 3/day
2+1+0+3+3Revive Outsider 1/day, Call Zelekhut 1/day, Smite of the Colony
3+2+1+3+3True Seeing 3/day, Dispel Chaos 1/day, Zone of Respite 1/day
4+3+1+4+4Maw of Stone 3/day, Shield of Law 1/day, Vengeance of the Colony
5+3+1+4+4Maze 1/day, Stone Ants* 3/day, Mass Sanctuary 3/day, Vortex of Teeth at will
6+4+2+5+5Demand 1/day, Passwall at will, Call Kolyarut 1/day, Magic of the Colony
7+5+2+5+5Ant Shapes* 1/day, Wall of Greater Dispel Magic 1/day, Greater Aura of Cold at will
8+6+2+6+6Call Marut 1/day, Find the Path at will, Boreal Wind at will, Resurgence of the Colony
9+6+3+6+6Imprisonment 1/day, Zone of Revelation at will, Quickened Cone of Cold 3/day

Spell-Like Abilities (Sp): the Agent of the Colony learns an array of new Spell-Like Abilities for the good of the colony. All of its Spell-Like Abilities have a Caster Level equal to its hit dice total, and any Save DC is 10 + half its hit dice + its Charisma Bonus. For spells marked with an asterisk, instead look for “Spider Shapes” and “Stone Spiders” in the Spell Compendium – the resulting creatures look like ants but function exactly the same as described by the spells.

Smite of the Colony (Su): starting at second level, the Agent of the Colony can smite a foe with a Standard Action at will, encouraging all of its allies to attack the same foe, for the good of the colony. It makes a single melee attack, and if this attack hits, all of its allies that are able to may make a melee or ranged attack against the foe with an Immediate Action. For the following round, all allies may re-roll saving throws against effects which would render them Dazed or Stunned. For purposes of this ability, allies include its summoned creatures, anything benefiting from a helpful Spell-Like Ability it casts, or any Formians that are literally from the same colony, or their controlled creatures. If it spends a month or more travelling with the same people, they may grow to cooperate naturally and it may then always treat them as allies for this ability.

Vengeance of the Colony (Su): starting at level four, the allies of the Agent of the Colony may come to its defence and strike out at its attackers – for the good of the colony. Any time another creature hits the Agent with an attack, the Agent’s allies (see above) may use an Immediate Action to make a single melee or ranged attack against the attacker. The allies then have the re-roll on saving throws as granted by Smite of the Colony.

Magic of the Colony (Su): at level six, the Agent of the Colony improves its link with allies (see above) such that they may cooperate when using magic, for the good of the colony. Any time it targets a foe with a Spell-Like Ability but fails to affect them (such as through them passing a Saving Throw to negate the effects, or failing to penetrate Spell Resistance), it is marked until the start of the Agent’s next turn. In the meanwhile, its allies gain a Bonus to attack rolls with spells, the Save DC of spells, and attempts to penetrate Spell Resistance, equal to its Charisma Bonus, against that foe. They also get the re-roll on saving throws from Smite of the Colony.

Resurgence of the Colony (Su): once per day, the eighth-level Agent of the Colony may bless all of its allies within 60 feet (see above) for the good of the colony. This uses a Standard Action, and each ally receives a Cure Serious Wounds and Panacea effect.
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