Monster Prestige Classes (A Reprint)

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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

So now we have a handful of PF monsters.

Rakshasa: Raktavarna
Pathfinder: here. CR "2", level 4.
Tiny creature that doesn't have thumbs.


Atoner
The Raktavarna is the most pathetic of Rakshasa creatures - a failure of a creature, demoted beyond slavery and forced to reincarnate as something that is a tool to be used by mortals. The Atoner strives to do what the name implies: atone for past failures and regain former glory. However, it doesn't do this by gradually regaining classic Rakshasa features, it instead just does its "snake that turns into a magical dagger" job so well, fooling mortals so well, that it can achieve great deeds for Rakshasa-kind until past failures are forgiven.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disable Device, Escape Artist, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Spot, Swim
LevelBABFortRefWillSpecial
1+1+0+2+2Hidden Blade, Sneak Attack +1d6
2+2+0+3+3Charm Person 3/day, Command at will
3+3+1+3+3Sneak Attack +2d6, Suggestion 3/day
4+4+1+4+4Innate Magic (Lesser), Entice Gift 3/day
5+5+1+4+4Sneak Attack +3d6, Confusion 1/day
6+6+2+5+5Hypnotic Stare, Blade Barrier 1/day
7+7+2+5+5Sneak Attack +4d6, Mass Suggestion 1/day
8+8+2+6+6Innate Magic (Moderate), Charm Monster 1/day
9+9+3+6+6Sneak Attack +5d6, Mordenkainen's Sword 1/day
10+10+3+7+7Hidden Aura, Mind Blank 3/day
11+11+3+7+7Sneak Attack +6d6, Demand 1/day
12+12+4+8+8Den of Vipers 1/day, Mass Suggestion 3/day
13+13+4+8+8Sneak Attack +7d6, Dominate Monster 1/day, Charm Monster 3/day
14+14+4+9+9Innate Magic (Greater), Contact Other Plane 1/day
15+15+5+9+9Sneak Attack +8d6, Black Blade of Disaster 1/day
16+16+5+10+10Reincarnation, Lingering Damage, Crushing Coils 1/day

Hidden Blade (Su): the Atoner can always turn into a Dagger, even if its previous "small item" form was something else. In this form, it can attack creatures in adjacent squares, although doing so still changes it back to its true form afterwards, and it has an innate Enhancement Bonus, like an actual magic weapon, of +1 per 3 hit dice (round up).

Sneak Attack (Ex): the Atoner gains Sneak Attack at the same rate as a Rogue does.

Spell-Like Abilities (Sp): over time, the Atoner gains access to an array of Spell-Like Abilities. The Caster Level alwayes equals its hit dice, and the Save DC is always 10 + half its hit dice + its Charisma Bonus. Den of Vipers is Creeping Doom, except that it creates swarms of vipers: the Poison deals Constitution damage, and the affected area is treated as Difficult Terrain. Crushing Coils is just Bigby's Crushing Hand, except it appears to be a magical snake consricting the target.

Innate Magic (Su): at level four, the Atoner has a Lesser Magic Weapon quality whenever it is in its dagger form. At level eight, it instead has a Moderate quality. At level fourteen, it upgrades to a Greater one. Once the quality is chosen, it doesn't change (other than by upgrading at the listed levels).

Hypnotic Stare (Su): starting at level six, the Atoner may cast any [Mind-Affecting] Spell-Like Ability with a casting time of a Standard Action or less as a Full Round Action, deliberately catching the attention of the targets to focus its power on them. This grants it a +4 Bonus to Penetrate Spell Resistance, and forces the targets to re-roll any successful saving throws against the effect.

Hidden Aura (Su): upon reaching level ten, the Atoner is constantly under the effects of Nondetection while in any form other than its natural serpent one.

Lingering Damage (Ex): whenever the sixteenth-level Atoner deals Sneak Attack damage to a foe, that damage is Vile Damage. Additionally, they suffer 4 points of Constitution damage as well.

Reincarnation: at level sixeen, the Atoner is forgiven for its past failures. It may choose at any time to reincarnate into any other Rakshasa with the same total level (typically 20), and if slain this reincarnation happens instantly regardless of previous decisions. This replaces all class levels, feats and so on.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Dweomercat
Pathfinder, here. CR 7, level 8.
Lacks thumbs.


Arcanacat
The Dweomercat is an interesting creature, with an assortment of interesting abilities - however many of these abilities are dependent on other people casting spells at it. The Arcanacat does more of this, making it good at recognising magic, dispelling magic, and reacting to spells with its own effects. However it also gets a few extra things that don't require it to be targeted beforehand.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Climb, Hide, Knowledge (Arcana), Listen, Move Silently, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+1+0+2+2Arcane Sight, Reactive Magic 1
2+2+0+3+3Lesser Magical Veil
3+3+1+3+3Reactive Magic 2, Breaching Strikes
4+4+1+4+4Manifest Arcana 1/day, Identify at will
5+5+1+4+4Reactive Magic 3, Arcane Investigation
6+6+2+5+5Greater Breaching Strikes, Globe of Invulnerability 3/day
7+7+2+5+5Reactive Magic 4, Spell-Storing Bite
8+8+2+6+6Manifest Arcana 2/day, Reaving Dispel 3/day
9+9+3+6+6Reactive Magic 5, Greater Globe of Invulnerability 1/day
10+10+3+7+7Greater Magical Veil
11+11+3+7+7Reactive Magic 6, Spell Turning 1/day
12+12+4+8+8Manifest Arcana 3/day, Mordenkainen's Disjunction 1/day

Arcane Sight (Su): the Arcanacat constantly benefits from an Arcane Sight effect.

Reactive Magic (Sp): as it gains levels, the Arcanacat gains new options to respond to magic, using an Immediate Action to activate instead of using its Dweomer Leap or Spell Link abilities. These effects are all spells, using the Arcanacat's hit dice as the Caster Level, and with a duration as normal for the spell, or until Reactive Magic or Spell Link is used again, or one minute per Spell Level of the spell that triggered this ability, whichever comes first. If the duration is Instantaneous, it remains Instantaneous. If the spell is targeted, the target chosen must be either the caster or the Arcanacat itself.

In response to an Abjuration, it can cast: Stoneskin, Break Enchantment (level 3+), Prismatic Aura (level 5+), Energy Immunity (level 7+), Mind Blank (level 9+) or Freedom (level 11)

In response to a Conjuration, it can cast: Orb of Acid, Teleport (level 3+), Tactical Teleportation (level 5+), Greater Luminous Assassin (level 7+), Maze (level 9+) or Greater Dimension Jumper (level 11)

In response to a Divination, it can cast: Assay Resistance, Telepathic Bond (level 3+), True Seeing (level 5+), Greater Arcane Sight (level 7+), Moment of Presience (level 9+) or Foresight (level 11)

In response to an Enchantment, it can cast: Confusion, Feeblemind (level 3+), Greater Heroism (level 5+), Hiss of Sleep (level 7+), Irresistible Dance (level 9+) or Dominate Monster (level 11)

In response to an Evocation, it can cast: Fire Shield, Sonic Shield (level 3+), Bigby's Forceful Hand (level 5+), Forcecage (level 7+), Greater Shout (level 9+) or Bigby's Crushing Hand (level 11)

In response to an Illusion, it can cast: Greater Mirror Image, Mirage Arcana (level 3+), Shadow Walk (level 5+), Project Image (level 7+), Screen (level 9+) or Ice Assassin (level 11)

In response to Necromancy, it can cast: Wither, Kiss of the Vampire (level 3+), Aura of Terror (level 5+), Energy Ebb (level 7+), Veil of Undeath (level 9+) or Astral Projection (level 11)

In response to a Transmutation, it can cast: Sharptooth, Baleful Polymorph (level 3+), Tenser's Transformation (level 5+), Ethereal Jaunt (level 7+), Iron Body (level 9+) or Time Stop (level 11)

Lesser Magical Veil (Su): starting at level 2,the Arcanacat is perpetually wreathed in magic, a mixture of Abjuration and Illusion. This grants it a 10% Miss Chance (from Concealment) against attacks, improves its Damage Reduction to 5/Cold Iron and Magic, and grants it Immunity to Spells with a level lower than 2. This can be Dispelled as though it were a second-level spell, which suppresses the effects for one minute.

Breaching Strikes (Su): starting at level three, every time the Arcanacat hits something with a natural weapon, the target's Spell Resistance (if any) is temporarily reduced by 2 (to a minimum of zero). Multiple hits stack, and any loss is returned after three rounds. Each hit also removes a single Mirror Image (if any) or Spell Level worth of Spell Turning, Spell Mantle etc (if any).

Manifest Arcana (Sp): at level four, the Arcanacat gains the ability to cast any of its known Reactive Magic spells normally as a Spell-Like Ability, once per day. At levels eight and twelve, it gains an additional daily use of this. When cast like this, the duration and casting time are as normal for the spell.

Spell-Like Abilities (Sp): the Arcanacat learns a few extra Spell-Like Abilities over time. These have a Caster Level equal to its hit dice.

Arcane Investigation: upon seeing the effects of a Spell or Spell-Like Ability, the fifth-level Arcanacat instinctively knows what spell it is, and the Caster Level. It may also make a Spellcraft check as a Free Action, with a DC of the Caster Level + 10. If successful, it knows who the Caster is, and whether they are within line of sight (in which case it can tell precisely who it is, assuming it can see them), within one mile, within ten miles, within one hundred miles, beyond that but on the same Plane, or on a different Plane.

Greater Breaching Strikes (Su): at level six, the Breaching Strikes ability of the Arcanacat improve. Each hit suppresses the target's Spell Resistance entirely for one turn (this does not stack), and Dispels one Spell affecting the target entirely. Providing a spell was dispelled in this manner, this then grants the Arcanacat a Greater Magic Fang effect for one minute.

Spell-Storing Bite (Sp): at level seven, select any single target Sorcerer/Wizard spell of Spell Level 4 or lower with no XP cost. This includes spells resolved as Touch Attacks and Ranged Touch Attacks, such as Rays and Orbs. Once per round, when the Arcanacat successfully bites a foe, it may channel this spell into them, casting it upon them as a Free Action.

Greater Magical Veil (Su): at level ten, the Arcanacat's Magical Veil improves. The Miss Chance increases to 25%, the DR increases to 10/Cold Iron and Magic, and the Spell Immunity increases to spells of level 2 or lower.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Demon: Hala
Pathfinder, here. CR 4, level 5.

Cyclonic Overlord
The Hala is a violent monster, kind of the skies, who throws wind, thunder and ice about to pummel enemies. Any who dare strike it suffer its wrath, coming away worse from the exchange. The Cyclonic Overlord is even more of this, but furthermore, in order to become the wind, it takes on elements of the King of Wrestling, the man with the worst personality in the world, Minoru Suzuki.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Spot
LevelBABFortRefWillSpecial
1+1+2+2+0Sudden Hail, Air-Pulling Grasp
2+2+3+3+0Vacuum, Biting Wind at will
3+3+3+3+1Gale Scythe at will, Tempest Hammer 3/day
4+4+4+4+1Constant Hail, Exceptional Violence
5+5+4+4+1Greater Vengeful Wind, Icy Prison 1/day
6+6+5+5+2Saka-Otoshi, Large Fiend
7+7+5+5+2Stronger Hail, Persistent Algid Aura
8+8+6+6+2Become The Wind, Whirlwind 1/day
9+9+6+6+3Chaining Vengeful Wind, Avalanche 2/day
10+10+7+7+3Protective Hail, Cyclonic Grasp
11+11+7+7+3Cyclonic Throw, Greater Whirlwind 1/day
12+12+8+8+4Permanent Stormrage, Lightning Driver, Winds of Vengeance 1/day
13+13+8+8+4Destructive Hail, Polar Midnight 1/day, Under the Ice* 1/day
14+14+9+9+4Mass Icy Prison 3/day, Cyclone Barrier at will
15+15+9+9+5Storm of Vengeance 3/day, Typhoon 1/day, Fimbulvetr* 1/day

Sudden Hail (Su): the Cyclonic Overlord's Hailstorm ability can be used as a Free Action (but never more than once per round) instead of actually taking a turn.

Air-Pulling Grasp (Ex): whenever the Cyclonic Overlord is in a grapple with a foe - no matter who is in control of the grapple - the opponent is unable to breathe, the air pulled violently from their lungs, and must instantly begin saving against suffocation.

Vacuum (Su): starting at level two, the Cyclonic Overlord may use a Swift Action at will to draw air in, pulling any unattended objects closer to it if the items are within Close Range and weigh under twenty pounds.

Spell-Like Abilities (Sp): as the Cyclonic Overlord gains levels, he gains access to a number of Spell-Like Abilities. These all have a Caster Level equal to its hit dice, and a Save DC of 10 + half its hit dice + its Charisma Bonus. The spells marked with an asterisk are from dnd-wiki.

Constant Hail (Su): starting at level four, the Cyclonic Overlord no longer has a cooldown on its Hailstorm - he instead can use it once per round as a Free Action.

Exceptional Violence (Ex): whenever the fourth-level Cyclonic Overlord makes a Full Attack, he may elect to provoke an Attack of Opportunity from his target after the attacks are resolved. If the opponent successfully hits, this then provokes an Attack of Opportunity from him.

Greater Vengeful Wind (Su): starting at level five, the Vengeful Wind of the Cyclonic Overlord doesn't just add a little electric damage, it instead casts a Lightning Bolt in the direction of the attacker.

Saka-Otoshi (Ex): with a Standard Action, the sixth-level Cyclonic Overlord may hurl a grappled opponent head-first towards the ground. This requires a single Trip check, and if successful they are rendered Prone, suffer 6d6 Bludgeoning damage, and must attempt a Fortitude Save (DC 7 + half his hit dice + his Constitution Bonus) or be Dazed for one round.

Large Fiend (Ex): at level six, the Cyclonic Overlord grows larger - or at least, his aura and presence is larger. This works out the same as the feat "Large Size" either way.

Stronger Hail (Su): the Hailstorm of the seventh-level Cyclonic Overlord is more powerful, dealing 1d12 Bludgeoning damage and 2d6 Cold damage.

Persistent Algid Aura (Su): starting at level seven, the Cyclonic Overlord has a constant Algid Aura effect, as the spell. He can suppress or resume this aura as a Swift Action, and if Dispelled, it is just suppressed for one round.

Become the Wind (Su): the eighth-level Cyclonic Overlord is able to turn into a Whirlwind, just like an Elder Air Elemental.

Chaining Vengeful Wind (Su): starting at level nine, when the Cyclonic Overlord unleashes his Vengeful Wind, the Lightning Bolt is now a Chain Lightning effect, with no limit to the damage dice.

Protective Hail (Su): at level ten, the Cyclonic Overlord is protected by his Hailstorm. Every turn in which he uses it, he then gains Concealment, 1/2 Cover, Damage Reduction 20/Iron and a +4 Dodge Bonus to Armour Class until the start of his next turn.

Cyclonic Grasp (Ex): when the tenth-level Cyclonic Overlord successfully grapples a foe, he twists their limbs with the speed of a tornado, tearing their joints. This deals 1d6 points of Strength or Dexterity damage, and renders the afflicted limb completely useless (requiring a Regenerate effect for most creatures to recover).

Cyclonic Throw (Ex): starting at level eleven, the Cyclonic Overlord can use the Maneuver Tornado Throw at will, but not two rounds in a row.

Permanent Stormrage (Su): upon reaching level twelve, the Cyclonic Overlord has a permanent Stormrage effect, as the spell. He can suppress or resume this effect as a Swift Action, and if Dispelled, it is just suppressed for one round.

Lightning Driver (Ex): if a twelfth-level Cyclonic Overlord is both flying and grappling a foe, he may use a Full Round Action to plunge to the ground with them - and the opponent lands head-first, with a lightning bolt cascading after them. This requires one more Grapple check, and if successful, they both move straight to the ground, the opponent suffers 150 points of non-magical Bludgeoning damage, 50 points of Electricity damage, and must attempt a Fortitude Save (DC 7 + half his hit dice + his Constitution Bonus) or suffer a crushed head (which is typically lethal).

Destructive Hail (Su): upon reaching level thirteen, the Cyclonic Overlord's Hailstorm is extra destructive. It reaches out to 50 feet, and deals 2d12 Bludgeoning and 6d6 Cold damage, and ignores Hardness of all objects in the area.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Rakshasa: Marai
Pathfinder, here. CR 8, level 9.
No thumbs in its natural state, but it can change shape, so whatever.


Resplendent Hydra
The Marai is certainly a weird one. It's a caster, like most Rakshasa, but it has six snakes growing out from where its arms should be, and those snakes fire energy rays. They're known to be "deviant spellcasters" who like to research magic (but can't actually learn new spells from books because they're Sorcerers), and obviously you want to expand that casting ability. If you walk into a tenth level game with your first level in this, you're casting 3rd level spells while a normal Sorcerer is casting 5th level spells (and the Wizard is only one level away from casting 6th level ones). You will want to make the most of your defensive abilities, but also this keeps your energy rays relevant, and indeed quite dangerous in their own right.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Balance, Bluff, Climb, Disguise, Gather Information, Knowledge (Arcana), Listen, Sense Motive, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+2+0+2Spellcasting, Energy Bolts (2d6)
2+1+3+0+3Shimmering Serpents
3+2+3+1+3Attune Sphere
4+3+4+1+4Energy Bolts (2d8)
5+3+4+1+4Serpent Cooperation
6+4+5+2+5Overcharge, Hiss of Sleep 1/day
7+5+5+2+5Energy Bolts (3d6), Madness
8+6+6+2+6Serpent Spells
9+6+6+3+6Attune Sphere
10+7+7+3+7Energy Bolts (4d6)
11+8+7+3+7Greater Overcharge, Hiss of Sleep 3/day

Spellcasting: at every level, the Resplendent Hydra's spellcasting ability increases as though gaining one Sorcerer level.

Energy Bolts (Ex): the Energy Bolts of the Resplendent Hydra each deal 2d6 points of damage, increasing to 2d8 at level 4, 3d6 at level seven, and 4d6 at level 10.

Shimmering Serpents (Ex): starting at level two, the Resplendent Hydra's Energy Bolts cause further effects on a failed Fortitude save, in addition to the initial effects. Amethyst causes Frostbite (It's Cold Outside, pg 10). Crimson causes Heatstroke (It's Hot Outside, pg 12). Emerald causes Blindness for one minute. Magenta Dazes the target for one round. Turquoise causes a round of vulnerability - the target loses all Hardness, Natural Armour, DR and Regeneration. Finally, Violet affixes the target with a Dimensional Anchor for one minute. Additionally, if an energy bolt is not "on cooldown" when it casts certain spells, it may expend that energy bolt (without the usual effect) to enhance the spell being cast, increasing the Caster Level by 1. Amethyst enhances [Cold] spells, Crimson enhances [Fire] spells, Emerald enhances [Acid] spells, Magenta enhances [Electricity] spells, Turquoise enhances [Sonic] spells, and Violet enhances [Force] spells.

Attune Sphere: at levels three and nine, the Resplendent Hydra may select any one Fiendish Sphere and Attune it, adding the Spells on the list as Spells Known (and indeed, as Class Spells). It even gains access to the tenth spells listed, as Level Ten spells, which it normally cannot cast.

Serpent Cooperation (Ex): starting at level five, when the Resplendent Hydra unleashes energy rays with its serpent arms, it can gain additional power when hitting the same target with specific combinations in the same round. If it hits a target with Amethyst and then Turquoise, the shattering ice causes the Turquoise ray to deal double damage, and unleashes a blast of 2d6 damage (half Piercing, half Cold) to all other creatures within 10' of the target (with a Reflex save for half). If it hits a target with Emerald and then Crimson, the acidic fumes ignite, causing the Crimson bolt to deal double damage, and resulting in the target also being Nauseated for 1d3 rounds if they fail the Fortitude Save. If it hits a target with Magenta and then Violet, the force excites the electricity such that it bursts out, hitting all within a 15' burst (including the target) for 6d6 Electricity damage (with a Reflex Save for half). Instead, if all six are aimed at, and hit, the same target in the same turn, then rather than these effects, they are effectively hit by a Prismatic Spray effect cast by the Resplendent Hydra, with the same Save DC. The individual bolts still deal their damage and secondary effects, there is simply no extra combination effect.

Overcharge (Su): the sixth-level Resplendent Hydra may fuse spells together for greater effect - by expending two Spell slots of a given level, it may instead cast a Spell one level higher - even gaining access to spells one Spell Level higher than normally available to it. This may not be stacked multiple times (such as spending four 4th level slots to cast a 6th level spell).

Madness (Su): the Confusion caused by the bites of a seventh-level Resplendent Hydra is permanent until cured, like an Insanity spell.

Serpent Spells (Sp): upon reaching level eight, the Serpent arms of the Resplendent Hydra can each bring forth a powerful spell-like ability once per day. These have their normal casting times and are not treated as energy rays. The Amethyst serpent casts Mass Icy Prison (PF). The Crimson serpent casts Incendiary Cloud. The Emerald serpent casts Meltdown. The Magenta serpent casts Ride the Lightning (PF). The Turquoise serpent casts Greater Shout. The Violet serpent casts Magic Missile Maelstrom. Alternatively, all of these may be expended together to instead cast either Sphere of Ultimate Destruction, Prismatic Sphere, or Prismatic Deluge. These options require none of the previous spells to have been cast that day from serpent arms, and prevent any from being used later that day.

Greater Overcharge (Su): the eleventh-level Resplendent Hydra can use four Spell Slots at once to cast a spell 2 Spell Levels higher - and as such, is able to access the tenth-level Spells granted by its spheres.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Contract Devil
Pathfinder, here. CR 10, level 11

First Party
With any contract, the party in the first part is known as the first party, and in infernal contract law, the first party is always the fiend who creates the contract and gains possession of a soul. The party in the second part (hereforth referred to as the "second party") is the signatory who signs their soul away in exchange for goods and/or services (terms and conditions apply). The First Party is simply an extension of the Contract Devil, gaining more spell-like abilities that can be used to entice others to sign things, gaining more power in regards to contracts, and gaining better combat prowess with the contracts it uses.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Concentration, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Sense Motive, Spellcraft, Spot, Use Magic Device, Use Rope
LevelBABFortRefWillSpecial
1+1+2+0+2Contractual Obligations, Fabricate at will
2+2+3+0+3Novation, Wrack at will, Contact Other Plane 1/day
3+3+3+1+3Fallback Position, Bestow Greater Curse 1/day
4+4+4+1+4Implied Terms, True Seeing 3/day
5+5+4+1+4Injunction, Greater Creation 3/day, Temporal Stasis 1/day
6+6+5+2+5Termination for Convenience, Greater Restoration 1/day
7+7+5+2+5Joint and Separate Liability, Resurrection 1/day
8+8+6+2+6Indemnity, Polymorph Any Object 1/day
9+9+6+3+6Void ab Initio, Modify Memory 3/day, Trap the Soul 1/day

Contractual Obligations (Su): with a Standard Action, the First Party may release a grappled creature, freeing them from the grapple. They must then make a Will Save (DC 6 + half its hit dice + its Charisma Bonus) or be Dominated for one round. Additionally, any time anybody signs a contract it forms, they are forced, as part of the bargain, to commit an Act of Corruption (FC2 pg 30) or an Act of Obeisance (FC2 pg 31) of the devil's choosing, with a value of 3 or less. They receive no benefits until this deed is fulfilled, however their soul is still forfeit if they die before they perform this deed.

Spell-Like Abilities (Sp): the First Party learns a variety of Spell-Like Abilities. All of its Spell-Like Abilities have a Caster Level equal to its hit dice and a Save DC of 6 + half its hit dice + its Charisma Bonus.

Novation (Su): the second-level First Party may, with a Swift Action, release a target from a grapple and instead grapple a different target within the range of its Binding Contract - it must still roll to grab hold of the new target. Additionally, any time a signatory has already bartered their soul away, anybody else who possesses their own soul may barter their own soul in exchange for that of the initial Signatory - this does not make them a signatory, merely a party in the fourth part (herafter known as the "fourth party"). The original Signatory will no longer lose their soul on death (and retains any benefits from their deal, as well as any requirements on their part with the exception of their soul), but the fourth party loses their own soul at the point of death, and has no other benefits from the contract (but nor need they meet any obligations etc).

Fallback Position (Su): with an Immediate Action, a third-level First Party may move up to 30 feet away from its position by Teleportation. Additionally, the very moment before a Signatory might cheat death in any way, or seal their soul in a receptacle safe from extraction, they are instantly slain with no saving throw (this is not a [Death] effect), and their soul is instantly harvested for the First Party. This is written into the contract, but a Decipher Script check of DC 30 is needed to find it.

Implied Terms (Su): when a fourth-level First Party uses its Impale ability on a target, the target is affected by a Suggestion to protect the First Party from harm (DC 6 + half its hit dice + its Charisma Bonus). Additionally, the Act of Corruption or Obeisance required of signatories can be of a value of 5 or lower, and they are also forbidden from taking any hostile action, directly or indirectly, including by proxy, against the First Party for one year and one day after signing. This last bit requires a DC 25 Decipher Script check to notice.

Injunction (Su): starting at level five, as soon as the First Party establishes a grapple against another target, nobody else is able to affect the grapple save by attacking the participants - they cannot separate the two, nor join the grapple, nor affect one with Freedom of Movement or Incorporeality or similar. Additionally, it may cast Geas upon any who have ever signed a contract it presented, however it may only do so once ever per Signatory. This has no range, and has a Save DC of 6 + half its hit dice + its Charisma Bonus. The Decipher Script DC to discover this clause in the contract is 30.

Termination for Convenience (Su): the sixth-level First Party may cast Finger of Death upon a target with a Standard Action, providing the target has attacked it within the last round (including attacks that do not use attack rolls, such as non-[Harmless] spells). The Save DC for this is 7 + half its hit dice + its Intelligence Bonus. Furthermore, upon the signing of a contract, it may end the contract with no repercussions: anything already granted by it has been granted, any acts performed by the target have already been carried out (and must be repented for as normal), but it need not gift them anything else, they need not perform any deeds yet incompleted, it cannot Geas them any longer, and their soul is no longer forfeit. Only the First Party can take this action, and the Decipher Script DC to realise it is 40.

Joint and Separate Liability (Su): starting at level seven, whenever anybody provokes an Attack of Opportunity from the First Party, it may instead make the Attack of Opportunity against another creature within its threatened area. Additionally, when forming a contract, it may demand collateral in the form of a soul offered by a co-signer: in the case of a breach of any part of the contract by the main Signatory, the soul of the co-signers is forfeit. This does not, however, free the Signatory from their other contractual obligations, and any part of the contract that has not been rendered void is still in effect.

Indemnity (Su): at the moment of an eighth-level First Party's death, it may instead instantly substitute the life of a Signatory of equal or greater level. If it holds the soul with it, the soul is consumed and the First Party is restored completely to full health. If it merely holds a contract awaiting fulfilment, the Signatory must attempt a Fortitude Save (DC 7 + half its hit dice + its Intelligence Bonus) or die instantly in place of the First Party, who is restored to full health. The fine print that states this requires a Search check of 30 or higher and a Decipher Script check of 30 or higher to uncover.

Void ab Initio (Su): upon reaching level nine, the First Party may once per day expend a soul it holds, as an Immediate Action, and in doing so rewind time by a number of rounds equal to half the hit dice of the soul's previous owner (round down). All effects are undone, but the daily use is still expended, as is the soul. Furthermore, at any time after a contract is signed, up to one year and one day after the signing, it may elect to end and undo the contract, completely undoing Acts of Corruption and Obeisance (and the mark left upon the soul for doing them), the actual gift/s granted by the First Party as their part of the contract, the future ownership of the soul, and if a Geas is in effect, it instantly ends. Additionally, the Fallback Position, Implied Terms, Joint and Separate Liability and Indemnity cease to apply. A Decipher Script check of 50 or higher is needed to realise this.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Peri
Pathfinder, here. CR 14, level 14

Purifying Flame
The Peri has a handful of abilities that make it a decent monster: it fights in melee, casts a couple of Fire spells, then turns into a fiery tornado that damages the surrounding area. That sounds like a good monster, perhaps for the forces of evil - so naturally it's a Celestial. Anyway, imagine for a brief moment that a party of level 14+ somehow encounters an enemy that is immune to fire. So not only does it need a better way of delivering fire damage to targeted enemies rather than letting them tumble around in a fire tornado for multiple rounds, it also needs things to do if enemies are immune to fire. As in 1/4 monsters of CR 14-20 in the first Monster Manual (actually the online SRD, so it's probably closer to 1/5 or something). Also it needs a few things to do when combat music isn't playing - the ability to make up for damage dealt by others (or indeed itself).

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Balance, Craft (any), Diplomacy, Escape Artist, Gather Information, Heal, Hide, Jump, Knowledge (Planes, Religion), Listen, Move Silently, Perform (any), Sense Motive, Spellcraft, Spot, Tumble
LevelBABFortRefWillSpecial
1+1+0+2+2Sunbeam at will, Reparations, Performance Trick, Incineration
2+2+0+3+3Restoration at will, Towering Inferno, Performance Trick or Combat Feat
3+3+1+3+3Wall of Fireballs 1/day, Atonement at will, Performance Trick, Blazing Trail
4+4+1+4+4Greater Restoration 3/day, Ever-Expanding Flames, Performance Trick or Combat Feat
5+5+1+4+4Molten Tornado 1/day, Miracle 1/day, Spread of Contentment 1/day, Performance Trick
6+6+2+5+5Mass Heal 3/day, Supreme Incineration, Burning Rebirth, Performance Trick or Combat Feat

Spell-Like Abilities (Sp): as she gains levels, the Purifying Flame learns more Spell-Like Abilities. All of the Spell-Like Abilities have a Caster Level equal to her hit dice, and a Save DC of 5 + half her hit dice + her Charisma Bonus.

Reparations (Sp): three times per day, the Purifying Flame may use a Standard Action to point at something damaged or destroyed by an Outsider (including Spells or Spell-Like Abilities cast by Outsiders), and then the damage is just undone. All damage is undone, magic is woven back into broken or expended magic items, even things completely disintegrated can be reformed. This can affect individual items as big as small dwellings (such as a house for one person), but multiple castings could affect multiple parts of larger things. This can even transform an empty plate into the full, un-eaten meal, if some asshole Outsider ignored the fact they don't need to eat and ate all the food. This does not work on living creatures - there are other spells for that.

Performance Tricks: at every odd level, the Purifying Flame learns a new Performance Trick, as a Tome Bard. For the purpose of these abilities, her Bard level equals her Purifying Flame level, plus 12. At even levels she may learn a new Performance Trick or a non-Epic [Combat] feat, ignoring all prerequisites. However, there are a few restrictions: it may not be a scaling Tome feat, and if combing through homebrew on DnD-wiki etc, it cannot be rated at Very High power.

Incineration (Su): whenever the Purifying Flame becomes a fiery whirlwind, it deals 50 Fire damage per round instead of needing to roll. Anything that catches fire from any of her attacks catches on Divine Fire, which is exactly like being on fire, except that it deals 2d6 damage (half Fire, half Divine), and they suffer a -2 penalty to all attack rolls, skill rolls, ability checks and saving throws for the duration. Creatures that are Mindless or that do not feel pain may ignore the penalty. Finally, anything reduced to zero hit points or less by the damage of the fiery whirlwind is reduced to fine ash, as though disintegrated.

Towering Inferno (Su): starting at level two, the Purifying Flame's whirlwind form may be up to seventy feet tall, and it has a Sirocco effect (PF spell), extending fully from every square any part of the tornado occupies.

Blazing Trail (Su): whenever the third-level Purifying Flame is a fiery whirlwind, its movement leaves a Wall of Fire across the ground wherever it moves, which remains until the start of its next turn. Additionally,upon entering this form, it casts Scorching Column as a Free Action, constantly spawning and moving them until she returns to her normal form.

Ever-Expanding Flames (Su): starting at level four, the Purifying Flame's fiery whirlwind deals 100 damage per round. It also unleashes a constant Fire Sweeper and Blazestorm effect.

Supreme Incineration (Su): upon reaching level six, the fiery whirlwind of the Purifying Flame deals 150 damage per round, half of which is Divine, and it can be up to 150 feet tall. Additionally, it leaves a trail of lava wherever it touches the ground, affecting every square by Transmute Rock to Lava.

Burning Rebirth (Sp): three times per day, a sixth-level Purifying Flame can cast Reincarnate, however any corpse is consumed in a burst of flame and this can restore things from the dead even if a True Resurrection would be required. It can be cast on slain (and destroyed) Outsiders, which if of high enough level are automatically reformed as Asura, Firre or Peri.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

With thanks to radthemad for converting my "fits on a playing card" notes into full text:

Daemon: Crucidaemon
Pathfinder, here. CR 15, level 15

Nightmare Princess
There aren't many levels left for the Crucidaemon, but there's something cool about the idea of an evil trap-setter that leaves arrays of deadly situations for people. This exists as a reference to the game Deception: the Nightmare Princess, where you... are an evil trap-setter that leaves arrays of deadly situations for people.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: as monster
LevelBABFortRefWillSpecial
1+1+2+2+0Perfect TWF, Sympathy 1/day (Sp), Feed on Suffering, Trap Arrays
2+2+3+3+0Trap Making (+1), Symbol of Stunning 1/day (Sp), Shoving and Pulling
3+3+3+3+1Symbol of Insanity 3/day (Sp), Wall of Deadly Chains at will (Sp)
4+4+4+4+1Trap Making (+2), Revitalised Through Torture, Nightmare Steel Cage 1/day (Sp)
5+5+4+4+1Trap Making (more spells), Eternity of Torture 1/day (Sp), Symbol of Death 3/day (Sp)

Spell-Like Abilities (Sp): CL = HD, DC 5 + 1/2 HD + Cha

Feed Upon Suffering (Ex): when making Trap/Symbol/Glyph, assign Pain, Despair or Frustration
-Pain: any damage dealt is vampiric
-Despair: opponent loses actions or can't move? Gain Good Hope spell effect
-Frustration: other effects/penalties? Grant Greater Heroism spell effect

Trap Arrays (Su): as my Rogue (Impossible: Instant Trap)

Trap Making (Sp): at 2 and 4, increase the maximum Spell Level and the daily uses, at level 5 add Corrupt list

Shoving and Pulling (Su): at 2, traps can shunt people around, triggering other traps

Revitalised Through Torture (Ex): at 4, gain more benefits from Pain, Despair or Frustration
-Pain: damage grants you Starmantle spell effect
-Despair: lockdown grants you Unearthly Beauty spell effect
-Frustration: other effects grant you Sublime Revelry
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Again, thanks to radthemad4

Rakshasa: Zalyakavat
Pathfinder, here. CR 13, level 14

Downward Spiral
This is a high-level monster, but conceptually kind of cool. So here we have something that never gets 9th level spells, but has good defensive stuff due to being a Rakshasa, and gets to channel spell slots into being a good fighter.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: as race
LevelBABFortRefWillSpecial
1+1+0+2+2Spellcasting, Spell Storing Urumi
2+2+0+3+3Contingent Strikes (Acidic Blast, Fiery Blast, Icy Blast, Lightning Blast, Sonic Blast)
3+3+1+3+3Deft Strikes
4+4+1+4+4Contingent Strikes (Dread, Tome Moderate Magic Weapon Properties)
5+5+1+4+4Garotte Whip
6+6+2+5+5Contingent Strikes (Axiomatic Power, Unholy Power, Tome Major Magic Weapon Properties)

Spellcasting: increases every level

Spell-Storing Urumi (Su): every magic Urumi wielded & attuned is Spell Storing

Contingent Strikes: over time, the Downward Spiral's innate racial powers with the Urumi improve.

At level 2, it can use a level 6 slot for Acidic Blast, Fiery Blast, Icy Blast, Lightning Blast, Sonic Blast (Epic).

At Level 4, it can use a level 7 slot for Dread (Epic) or any Tome Moderate Magic Weapon Property.

Level 6, it can use a level 8 slot for Axiomatic Power, Unholy Power (Epic) or any Tome Major Magic Weapon Property

Deft Strikes: at level 3, it can use a level 4 slot for Greater Disarm & Greater Trip, or a level 5 slot for Tripping Strike, Disarming Strike and Directed Disarm

Garotte Whip: at level 5, it can use a level 6 slot for +10' reach and +2d8 damage and +2 to Grapple, or level 8 slot for +15' reach and +3d8 damage and +4 to Grapple
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Rakshasa: Amanusya
Pathfinder, here. CR 6, level 7.

Sin Caller
This is the last Rakshasa to be covered, probably. Anyway, it acts as a bard, but with psionics, and gets to "encourage" people to perform evil acts.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: as Bard
LevelBABFortRefWillSpecial
1+0+2+2+0Psychic Magic, Performance Trick, Manifest Desire 3/day
2+1+3+3+0Skill Focus, Encourage Ambition
3+2+3+3+1Performance Trick
4+3+4+4+1Skill Focus, Incite Greed
5+3+4+4+1Performance Trick
6+4+5+5+2Skill Focus, Incite Treason
7+5+5+5+2Performance Trick
8+6+6+6+2Skill Focus, Incite Blasphemy
9+6+6+6+3Performance Trick
10+7+7+7+3Skill Focus, Incite Massacre
11+8+7+7+3Performance Trick
12+9+8+8+4Skill Mastery (all Skill Focus skills), Incite Apostasy
13+9+8+8+4Performance Trick

Psychic Magic: at first level, the Sin Caller replaces her "Psychic Magic" Spell-Like Abilities with the ability to cast as a 5th level Psychic (including the benefits of a Discipline, but not Phrenic Amplifications, Detect Thoughts, Telepathic Bond, Major Amplifications, Telepathy, or Remade Self), and increases her effective level in this class by 1 at every class level. She may take the Extra Amplification feat to gain Phrenic Amplifications despite not having any to begin with. She must choose between Rapport, Superiority, Psychedelia and Dream for her Discipline, and she learns all of her previous Psychic Magic Spell-Like Abilities as Bonus Spells (although is unable to yet cast third-level spells, so briefly loses the ability to cast Babble.

Performance Tricks: as Tome Bard, or can take Versatile Performance or an Advanced Versatile Performance or a Masterpiece (PF Bard)

Manifest Desire (Sp): CL = HD

Encourage Ambition (Su): at level 2, 1 foe in Medium Range must make Will save or attack nearest creature as an Immediate Action

Incite Greed (Su): at level 4, Close Emanation, Will vs driven to steal and hoard things, min/level

Incite Treason (Su): level 6 Close Emanation, Will vs Morality Undone

Incite Blasphemy (Su): level 8 Close Emanation, Will vs Suggestion (same suggestion for all targets)

Incite Massacre (Su): level 10 Medium Emanation, Will vs compelled to attack & murder, min/level

Skill Mastery: level 12, all Skill Focus skills

Incite Apostasy (Su): level 12 block all Divine power within Close Range (Divine Casting, Turning, Domain Powers, deific awareness & Divine Salient Abilities), min/level
Last edited by Koumei on Mon Aug 08, 2022 6:46 am, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Omegonthesane »

Research proportionate to the amount of shits I give indicates that "psychic magic" for players is Vancian psionics; while "psychic magic" for monsters still works on power points but has a much smaller PP scale and calls the PP "PE".

Presumably whoever is actually going to use this class cares enough to convert the monster rules for Psychic Magic into something that can have advancement applied to it.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Thanks. I guess I'll adjust it slightly to "suddenly casts like a XPH Psion of whatever level".

I have now changed it to cast as the actual PF Psychic.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Angel: Choral
Pathfinder, here. CR 6, level 7.

Israfil
Choral angels like to sing. They also dance and do other kinds of performance, but they are best known for their singing, and the magical effects they can create with their songs. They also like to act in unison, with perfect synchronicity. Well, by becoming an Israfil (the angel in Hebrew lore after which we get Israfel in the Book of Enoch - you'll recognise Israfel as the splitting angel in Evangelion that had to be defeated via DDR), they can advance these powers. Specifically, they become able to unleash more of their song power with fewer choir members, they get more magical songs, and they even get performance tricks. There is a lot of Bard-like stuff going on here. But they don't get to split into two that fight in unison and require DDR to defeat.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: as Bard
LevelBABFortRefWillSpecial
1+0+2+0+2Choral Voice (2), Performance Trick, Song of Healing 3/day
2+1+3+0+3Harmonic Aura, Sonic Thrust at will
3+2+3+1+3Performance Trick, Music of the Spheres at will
4+3+4+1+4Choral Voice (4), Joyful Rapture at will
5+3+4+1+4Louder Hymn, Performance Trick, Hymn of Mercy 1/day
6+4+5+2+5Sonic Form 3/day, Frozen Note 1/day, Archon's Trumpet 1/day
7+5+5+2+5Hymn of Peace 3/day, Resonating Word 1/day, Prformance Trick
8+6+6+2+6Choral Voice (6), Pied Piping 1/day, War Song at will
9+6+6+3+6Reverberating Hymn, Greater Shout 1/day
10+7+7+3+7Heroic Finale 3/day, Stunning Finale 1/day
11+8+7+3+7Overwhelming Presence 1/day, Universal Synchronisation
12+9+8+4+8Deadly Finale 1/day, Performance of the Realms
13+9+8+4+8Obliterating Hymn, Sky Horns 1/day

Performance Trick: at levels one, three, five and seven, the Israfil gains a Performance Trick as a Tome Bard. For the purpose of these, it treats its hit dice total as Bard levels. Any round in which it uses one of these, it counts as having a Bardic Performance in effect for the sake of "Finale" spells and such.

Spell-Like Abilities (Sp): the Israfil learns a lot of new Spell-Like Abilities, with a Caster Level equal to its hit dice, and a Save DC of 9 + half its hit dice + its Charisma. Sky Horns and War Song both treat all of its Spell-Like Abilities as Spells, so they are affected fully.

Choral Voice (Sp): the Israfil counts as two Choral Angels for the purposes of the Harmonize ability. At level four, it counts as four. At level eight, it counts as a full group of eight, so can utilise any of the effects on its own.

Harmonic Aura (Su): the second-level Israfil radiates the strength of its soul, and the musical resonance from within, so powerfully that there is little that can harm it. It emanates a field around it, and the terror those inside it face is absolute. Any hostile creature within the area of its Protective Aura must succeed on a Will Save (DC 9 + half its hit dice + its Charisma Bonus) or Panic until they are no longer in the area, and one round beyond. A successful saving throw renders a creature immune to the [Fear] part of the Aura until the next sunrise. Additionally, any attack that originates from outside this aura and targets anything within the aura has its damage reduced by an amount equal to the Israfil's hit dice. This also includes any kind of Area of Effect that does not originate inside the area.

Louder Hymn (Su): starting at level five, the Israfil's Piercing Hymn deals 8d6 damage, and a failed saving throw results in Deafness for 1d4 hours.

Reverberating Hymn (Su): at level nine, the Israfil's Piercing Hymn deals full damage again on following turn as sonic waves shake throughout the target's body, and all adjacent creatures take half as much damage. In both cases, a Fortitude Save (same DC as the initial one) negates this damage.

Universal Synchronisation (Ex): at level eleven, the Israfil has Telepathic communication with all allies in 20 feet. As long as it has this link with at least one ally, none can be flanked, and all count as flanking any target if they are all adjacent to that target. They can also all share each other's senses, and if the Israfil uses a Performance Trick that only affects itself, the allies linked to it can choose to benefit from it as well.

Performance of the Realms: upon reaching level twelve, the Israfil may select any one Performance Trick, or Pathfinder Bardic Performance (including replacements offered by Archetypes), Masterpiece, or Feat or Prestige Class Ability that utilises Bardsong or Bardic Performance rounds. It may not select Epic Feats or abilities.

Obliterating Hymn (Su): at thirteenth level, the Piercing Hymn deals 20d6 damage. On a failed saving throw, the target is Dazed for 1 round and suffers permanent deafness.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Andrenjinyi
Pathfinder, here
CR 14, level 15. No thumbs.


Yurlunggur
Andrenjinyi is one of the names for the rainbow serpent, in Aboriginal/Native Australian lore. Almost all the way across the continent, various cultures and languages have had different names for this deity-level being. One of the other names was Yurlunggur, and that's what we're going with here. This takes a high-level giant creature of rainbows (and rain), and advances it in being really big and with rain and rainbow powers.

Hit Die: d12
Skill Points: 4+Int
Class Skills: as race
LevelBABFortRefWillSpecial
1+1+2+2+2Colossal Serpent, Flight, Prismatic Aura at will, Prismatic Spray 3/day
2+2+3+3+3Control Weather at will, Flashflood 1/day, Quickened Rainbow Blast at will
3+3+3+3+3Cosmic Flight, Prismatic Wall 3/day, Prismatic Eye at will
4+4+4+4+4Prismatic Sphere 3/day, Radiant Assault 3/day
5+5+4+4+4Kaiju Serpent, Prismatic Deluge 1/day, Brilliant Aura at will

Colossal Serpent: the Yurlunggur is Colossal in size, changing its Space and Reach to 30', its land and Swim speeds to 70' and its Bite damage to 6d6. Its Natural Armour increases by 10, and its Strength and Constitution both increase by 4.

Flight (Ex): the Yurlunggur has a Fly speed of 50' (Average)

Spell-Like Abilities (Sp): the Yurlunggur has an array of Spell-Like Abilities, with a Caster Level equal to its hit dice, and a Save DC of 7 + 1/2 its hit dice + its Charisma Bonus. A Prismatic Sphere is centred on the outer reaches of the Yurlunggur, thus having a diameter of 50' (and eventually 70'), not creating a 10' radius sphere partially inside it.

Cosmic Flight (Ex): at level three, the Yurlunggur gains interstellar flight: it can exist comfortably in the void of space, and when out of a planetary atmosphere and not needing to worry about colliding with things, it can fly at a rate of 2000' pr round, or 320 miles per hour.

Kaiju Serpent: at level five, the Yurlunggur grows beyond even Colossal size - treated as Kaiju - increasing its Space and Reach to 50 feet, and its land, Swim and Fly speeds by 10 feet each. Its Bite attack damage increases to 8d6. Size-based modifiers increase to -10 to AC and attack rolls, -20 to Hide, +20 to Size-based maneuvers, and it gains another +4 to Strength, Constitution and Natural Armour.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Cynosoma
Pathfinder, here
CR 12, level 13


Morphean Angel
The Cynosoma is a celestial being that is a magical moth with sleep powder. As far as I'm concerned, you can take that in two different directions. This is the first of those two directions: Venomoth. So mostly it goes around afflicting enemies with status effects, but also it can still heal allies (and itself), and even gets a few defensive and self-buffing effects.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Acrobatics, Concentration, Fly, Knowledge (any), Perception, Perform (Dance), Sense Motive, Stealth
LevelBABFortRefWillSpecial
1+0+0+2+2Silver Wind, Mass Confusion 3/day, Cure Critical Wounds 3/day
2+1+0+3+3Improved Stardust, Cloud of Dream Powder, Mass Cure Serious Wounds 3/day
3+1+1+3+3Stun Spore, Rage at will, Overwhelm 1/day
4+2+1+4+4Greater Stardust, Clouds of Dust
5+2+1+4+4Quiver Dance, Moonfire 3/day, Vigorous Circle 3/day
6+3+2+5+5Perfect Stardust, Heal 3/day, Bug Buzz
7+3+2+5+5Resurrection 1/day, Mass Heal 1/day, Quickened Luminous Swarm 3/day

Silver Wind (Su): once per minute, the Morphean Angel may unleash a spray of reflective, glistening scales. This is a 30' Cone that deals 3d6 Slashing damage (considered Magic, Good, Silver and Bone), with a Reflex Save for half (DC 7 + 1/2 her hit dice + her Charisma Bonus). Additionally, as long as one Evil creature suffers any damage from this, she then has a 25% chance of gaining a Greater Heroism effect for 1 minute. If two Evil creatures suffer damage from it, she has a 50% chance. If three Evil creatures are damaged, she has a 75% chance, and if four or more Evil creatures are damaged, the effect is guaranteed.

Spell-Like Abilities (Sp): the Morphean Angel learns an array of Spell-Like Abilities. These all have a Caster Level equal to her hit dice, and a Save DC of 7 + half her hit dice + her Charisma Bonus.

Improved Stardust (Ex): at level two, the Concealment aspect of the Morphean Angel's Stardust lasts twice as long, and can be used once per hour.

Cloud of Dream Powder (Su): starting at level two, the Morphean Angel's Dream Powder affects a 15' radius Spread within Medium Range, however the Save DC is reduced by 3.

Stun Spore (Su): at level three, the Morphean Angel gains a new type of dust it can throw over enemies. This requires a Standard Action, and creates a 5' radius Spread within Close Range. All in the area must succeed on a Fortitude Save (DC 7 + half her hit dice + her Charisma Bonus) or be Stunned for 1d4 rounds and Paralyzed for 1 round.

Greater Stardust (Ex): starting at level four, the Concealing aspect of the Morphean Angel's Stardust can be used at will, and grants Full Concealment.

Clouds of Dust (Su): the Cloud of Dream Powder and the Stun Spore of the fourth-level Morphean Angel both linger for one full round after use: any creature that enters the area in the meantime must save against the effects, and the area also blocks vision as Obscuring Mist.

Quiver Dance (Su): upon reaching level five, the Morphean Angel may use a Full Round Action at will to dance about erratically, as though trying to chase some light source. This grants her the effects of Haste, Mirror Image and Bladeweave for her next three rounds.

Perfect Stardust (Ex): the sixth-level Morphean Angel has the greatest of Stardust: when activating the concealing aspect, this also grants her a Starmantle effect until the start of her next turn, and also creates a Dolorous Motes effect. Evasion and Improved Evasion do not apply to the special saving throw granted by Starmantle.

Bug Buzz (Su): at level six, the Morphean Angel may cast Greater Shout once per minute. The Save DC is 7 + half her hit dice + her Charisma Bonus, and instead of Stunning, a failed Will Save results in being Frightened for 1 minute.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Mothra
I did say there were two directions to take Cynosoma. This is the other one.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Acrobatics, Concentration, Fly, Knowledge (any), Perception, Perform (Dance), Sense Motive, Stealth
LevelBABFortRefWillSpecial
1+1+0+2+2Large Moth, Supersonic Flight, Antenna Beams, Telepathy
2+2+0+3+3Huge Moth, Windstorms, Pressure Field, Reflective Scales (Illusion)
3+3+1+3+3Gargantuan Moth, Swarm Form, Cosmic Seal
4+4+1+4+4Stinger Salvo, Reflective Scales (Solar Fury)
5+5+1+4+4Colossal Moth, Massive Windstorms
6+6+2+5+5Reflective Scales (Energy Reflection)
7+7+2+5+5Kaiju Moth, Eternal Mothra Powder,

Large Moth: Mothra grows to Large size, which has the following changes: 10' Space/Reach, 60' Fly Speed, +6 Strength, +2 Constitution, -1 Size Penalty to AC and Attack rolls, -4 Size Penalty to Hide, +4 Size Bonus to CMB/CMD (or Trip, Grapple and other size-based checks if not using PF rules) and to Intimidate checks, +1 Natural Armour. Its Starknife magically grows along with it (dealing 1d6 base damage), and it may choose to change in appearance to a giant moth, just with two humanoid hands.

Supersonic Flight (Su): Mothra is able to fly ridiculously fast when not worring about combat: when all it does is fly in one direction (an ability that is of little use in combat), its can move 7,000 feet per round (1,400 squares). Or around 795 miles per hour, if you prefer. I assume your table is big enough to account for this.

Antenna Beams (Su): Mothra can, with a Standard Action, fire energy beams from its antennae. This requires a Ranged Touch Attack out to a single target in Medium Range, and on a successful hit it deals 1d6 Electricity damage per hit die, or 1d6 Force damage per 2 hit die (your choice when activating it).

Telepathy (Su): Mothra has Telepathy, as though constantly under the effects of the spell.

Huge Moth: at level two, Mothra grows to Huge size, which has the following changes: 15' Space/10' Reach (50' Wingspan), 90' Fly Speed, +4 Strength, +2 Constitution, total -2 Size Penalty to AC and Attack rolls, total -8 Size Penalty to Hide, total +8 Size Bonus to CMB/CMD and Intimidate Checks, +1 Natural Armour. Its Starknife magically grows along with it (dealing 1d8 base damage).

Windstorms (Su): starting at level two, Mothra can generate powerful windstorms while in flight, using a Standard Action to generate any of the following effects: Gust of Wind, Wind Wall, River of Wind, Sirocco, Whirlwind, Control Winds. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Pressure Field (Su): as long as the second-level Mothra is in flight, it generates a pressure field that grants it immunity to non-magical projectiles, and DR 20/Slashing.

Reflective Scales (Sp): Mothra is able to release clouds of reflective scales that shine like mirrors, creating magical effects. At level two, this may be used to create certain illusions: Silent Image, Shadow Radiance and Projected Image. At level four, it may be used when the sun is overhead (that is to say, outside during the day without heavy cloud cover) to magnify the sun's light into a Sunburst effect. At level six, it may be used to reflect and deflect most kinds of energy, creating a Spell Turning effect. It can use any combination of these available abilities a number of times per day equal to its Constitution Bonus (minimum 1), but once it runs out of daily uses, it loses its Natural Armour Bonus for the rest of the day. Any Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Gargantuan Moth: at level three, Mothra grows to Gargantuan size, which has the following changes: 20' Space/15' Reach (100' Wingspan), 120' Fly Speed, +4 Strength, -2 Dexterity, +2 Constitution, total -4 Size Penalty to AC and Attack rolls, total -12 Size Penalty to Hide, total +12 Size Bonus to CMB/CMD and Intimidate checks, +4 Natural Armour. Its Starknife magically grows with it (dealing 2d6 base damage).

Swarm Form (Su): the third-level Mothra is able to turn into a swarm of moths at will. Changing into or out of a swarm takes a Full Round Action, and in this form it still occupies as many squares as normal, in a contiguous mass, but they need not be a specific 20x20x20' cube, and can squeeze through narrow gaps and so on. In this form, it is unable to make weapon or natural weapon attacks, nor use its Antenna Beams or Wingstorm abilities.

Cosmic Seal (Sp): upon reaching level three, Mothra can cast Banishment three times per day, with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Charisma Bonus.

Stinger Salvo (Ex): starting at level four, the Mothra can fire a salvo of stingers from its thorax. This requires a Full Round Action, and bombards a 10' radius Blast within 250' for 6d6 Magic Piercing damage. Everything caught in the area can attempt a Reflex Save for half (DC 10 + half its hit dice + its Constitution Bonus). Those that fail must also save against the effects of its Dream Powder. This ability may even be used in swarm form.

Colossal Moth: at level five, Mothra grows to Colossal size, which has the following changes: 30' Space/20' Reach (150' Wingspan), 150' Fly Speed, +8 Strength, +2 Constitution, total -8 Size Penalty to AC and Attack rolls, total -16 Size Penalty to Hide, total +16 Size Bonus to CMB/CMD and Intimidate checks, +4 Natural Armour. Its Starknife magically grows with it (dealing 2d8 base damage).

Massive Windstorms (Su): the fifth-level Mothra adds Greater Whirlwind, Vortex and Cyclone Barrier to the list of effects it can create with Windstorms.

Kaiju Moth: at level seven, Mothra advances beyond Colossal size and to a special new size called Kaiju, which has the following changes: 50' Space/30' Reach (250' Wingspan), 250' Fly Speed, +6 Strength, +4 Constitution, total -10 Size Penalty to AC and Attack rolls, total -20 Size Penalty to Hide, total +20 Size Bonus to CMB/CMD and Intimidate checks, +3 Natural Armour. Its Starknife magically grows with it (dealing 3d6 base damage), and its Stinger Salvo increases to 10d6 damage to a 20' radius Blast.

Eternal Mothra Powder (Su): the seventh-level Mothra may, once per lunar month, cast True Resurrection, affecting up to 5 creatures adjacent to one another.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Cayhound
Pathfinder, here. CR 5, level 6.
No thumbs.


Raiju
You know the rule: magical dogs get to be player characters. Anyway, this one draws upon Japanese lore for their mythical lightning dogs, but also it draws upon electric dog pokemon such as Boltund and (more importantly) Raikou. At any rate, it jumps around the place with magic, hits things for Sonic and Electricity damage (and face damage), and enjoys throwing action denial around the place. This also gets a few extra "cheeky mutt" abilities for manipulating objects and stealing things. Rest assured, Raiju is a good dog.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: as race
LevelBABFortRefWillSpecial
1+1+2+2+0Lightning Leap 3/day, Mage Hand at will, Very Righteous Bite
2+2+3+3+0Improved Thunderous Bark, Adoration 3/day, Clarion Call at will
3+3+3+3+1Rumbling Tremors, Knock at will, Innocence 3/day, Liberating Command 3/day
4+4+4+4+1Shocking Bite, Apport Object at will, Charitable Impulse 3/day
5+5+4+4+1Strong Jaw, Dimension Door at will, Teleport 1/day, Disrupt Silence 3/day
6+6+5+5+2Howl of Thunder, Compassionate Ally 3/day, Demand Offering 1/day
7+7+5+5+2Thunderous Bursting Bite, Lightning Leap at will, Disrupt Silence at will
8+8+6+6+2Greater Thunderous Bark, Teleport 3/day, Pilfering Hand at will
9+9+6+6+3Thundering Retort, Planeshift 1/day, Shocking Image 1/day, Wall of Sound 1/day
10+10+7+7+3Lingering Voltage, Teleport Without Error 1/day, Etherealness 1/day
11+11+7+7+3Blasting Bite, Bard's Escape 1/day, Telekinesis 3/day
12+12+8+8+4Teleport Without Error 3/day, Planeshift 3/day, Stormbolts 1/day
13+13+8+8+4Rising Voltage, Telekinesis at will, Ride the Lightning 3/day
14+14+9+9+4Gate at will, Supreme Thunderous Bark

Spell-Like Abilities (Sp): as it gains levels, the Raiju learns new Spell-Like Abilities, and gains additional uses of existing ones. The Caster Level always equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus. When it can cast Gate, it can only cast the travel version.

Very Righteous Bite (Su): the Raiju's Bite is an actual Magic Weapon with an Enhancement Bonus of +2, +1 per 3 class levels (round up). It also penetrates Damage Reduction as both Good and Silver.

Improved Thunderous Bark (Su): starting at level two, the Raiju's Thunderous Bark reaches out to a 30' Cone, deals 1d8 damage per 2 hit dice, and any creature that fails its saving throw is Staggered for one round in addition to the other effects.

Rumbling Tremors (Su): whenever the third-level Raiju makes a Run or Charge action, or Jumps as part of its movement, it creates tremors in the ground. Everything on the ground within 15 feet of any part of this movement must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or fall Prone.

Shocking Bite (Su): starting at level four, the Raiju's Bite attack deals an extra 1d6 points of Electricity damage.

Strong Jaw (Ex): upon reaching level four, the base damage for the Raiju's Bite increases to 2d6. Additionally, the bonus Electricity and Sonic damage becomes 1d8 each. Furthermore, its Bite has a 19-20/x3 Critical value.

Howl of Thunder (Su): once per minute, a sixth-level Raiju may use a Full Round Action to howl and summon a stormcloud. This functions as a 10' radius Fog Cloud that moves away at the rate of ten feet per round. All in the area suffer 1d10 Sonic damage and 1d6 Electricity damage per round, with a Fortitude Save for half (DC 10 + half its hit dice + its Constitution Bonus).

Thunderous Bursting Bite (Su): starting at level seven, any time the Raiju's Bite delivers a Critical hit, it deals an extra 2d12 Sonic damage.

Greater Thunderous Bark (Su): upon reaching level eight, the Raiju's Thunderous Bark is a 60' Cone, deals 1d6 damage er hit die, and anything that fails the saving throw is Dazed and Stunned for one round in addition to the other effects.

Thundering Retort (Su): any time anybody strikes a ninth-level Raiju with a melee or natural weapon, they suffer 1d10 Sonic damage.

Lingering Voltage (Su): starting at level ten, any Spell-Like Ability the Raiju casts that deals Electricity or Sonic damage to an Area of Effect leaves the area crackling with electricity for three rounds. In that area, creatures are constantly subject to small shocks, and are unable to fall asleep - even through magic. Additionally, they suffer a -4 Penalty to Saving Throws against being Dazed, Stunned or Paralyzed, and all Spells and Spell-Like Abilities that deal Electricity damage are Empowered for free. Doing this consumes the latent electricity, ending the effect early.

Blasting Bite (Su): the Bite of the eleventh-level Raiju deals +3d6 Sonic damage instead of +1d8. On a Critical hit, this becomes +9d6 instead of 1d8+2d12.

Rising Voltage (Su): starting at level thirteen, the Raiju may use a Full Round Action to consume all lingering voltage, making it explode into lightning: all in affected areas suffer 10 Electricity damage per level, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Failure results in them being rendered vulnerable to Sonic damage until the end of the Raiju's next turn, suffering an extra 50% damage.

Supreme Thunderous Bark (Su): at level fourteen, the Raiju's Thunderous Bark becomes a 120' Cone. A failed saving throw also results in the target being moved twice as far as necessary to push them to the edge of the Cone - as in, a creature 50 feet from the Raiju is 70' away from the end of the Cone and is pushed a total of 140' away. If anything blocks a creature's movement, they just cease moving - they're already being rendered Prone, Dazed, Staggered and Stunned by the bark.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Black Goat
Pathfinder, here
CR 10, level 11. No thumbs.


Akerbeltz
Yay, now we have two evil goats! All goats are evil, of course. Anyway, this advances the ability to hit people with evil fire, use Witch Hexes, and cast Witch spells, as well as to grant spells to Witches. It's just this horrible obnoxious creature that hates everything. Like all goats, but this time with magical power.

Hit Die: d10
Skill Points: 8 + Int
Class Skills: as race
LevelBABFortRefWillSpecial
1+0+2+0+2Hex, Major Hex, Greater Patron, Cruel Jaunt at will
2+1+3+0+3Greater Hellfire, Forbid Magic, Mass Hunger for Flesh 1/day
3+1+3+1+3Hex, Wandering Weather 1/day, Umbral Strike 1/day
4+2+4+1+4Attune Arcana, Waves of Ecstasy 3/day, Scouring Winds at will
5+2+4+1+4Hex, Flame-Fuelled MagicSympathy 3/day, Plundered Power 1/day
6+3+5+2+5Cursed Earth 1/day, Curse of Fell Seasons 1/day
7+3+5+2+5Hex, Grand Hex, Supreme Curse Terrain at will, Greater Possession 3/day
8+4+6+2+6Attune Arcana, Maze of Madness and Suffering 3/day
9+4+6+3+6Hex, Polar Midnight 3/day, Massacre 1/day

Hex: at every odd level, the Akerbeltz can select a Hex like a Witch. It can choose Major Hexes. Starting at level seven, it can choose Grand Hexes.

Greater Patron (Sp): the Akerbeltz treats the Animals, Elements, Plague and Shadows Witch Patron categories as Spheres, and has Basic Access to these Spheres.

Spell-Like Abilities (Sp): the Akerbeltz learns a lot of Spell-Like Abilities. The Caster Level equals its hit dice, and any Save DC is 7 + half its hit dice + its Charisma Bonus. This also covers those learned through Spheres.

Greater Hellfire (Su): starting at level two, the Akerbeltz' Gore sets people on Profane Fire: they suffer 2d6 damage per round and half of the damage is Fire, the other half is of Evil origin and basically Typeless. Additionally, it renders them Sickened until doused. Its Breath's damage is increased by +1d6 per class level, and also sets foes on Profane Fire like the Gore.

Forbid Magic (Sp): the second level Akerbeltz may use a daily use of a Spell-Like Ability it knows to counter that same spell automatically as an Immediate Action. It must use an actual daily use, so if a power can be used at will, this cannot be used to counter it. Any spell it counters in this way cannot then be cast by the target for one round per class level.

Attune Arcana (Sp): at levels four and eight, the Akerbeltz gains Basic access to a Fiendish Sphere, or another Witch Category, or improves its existing access of one from Basic to Advanced, or from Advanced to Expert. Any Spheres or Categories learned in this way can be offered to Witches who treat it as a Patron.

Flame-Fuelled Magic (Sp): upon reaching level five, any time someone is on Profane Fire, the Akerbeltz may add its Charisma Bonus to Spell Penetration rolls against them, and any damage dealt by them is Vile damage.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Inevitable: Impariut
Pathfinder, here
CR 10, level 11


Kingmaker
The Impariut serves as both the kingmaker and the kingslayer. It has an ability named after one of these, so the prestige class gets to be called the other. This is not to be confused with the NWN module of the same name, nor the Pathfinder campaign of the same name. Unless you want it to be, I guess. Anyway, this class doesn't really fill major roles (other than "thumb-haver" I suppose), but is able to make bad things happen to various nobles and kings, grant boosts and benefits to allies, and do a little bit of other things.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (History, Nobility, Planes), Perception, Sense Motive, Sleight of Hand, Stealth
LevelBABFortRefWillSpecial
1+0+2+0+2Rapid Dethrone, Inspiring Word, Summon Laborers at will, Forbiddance 1/day
2+1+3+0+3Discomforting Kingslayer, Imbue With Royalty, Circle of Clarity 1/day
3+2+3+1+3Refuge 1/day, Repulsion 1/day, Instant Fortress
4+3+4+1+4Frightening Kingslayer, Greater Scrying 1/day, Magnificent Mansion 1/day
5+3+4+1+4Nine Lives 1/day, Frightful Aspect 1/day, Dimensional Lock at will
6+4+5+2+5Overwhelming Kingslayer, Speak With Soul 1/day, Shield of Law 3/day
7+5+5+2+5Unbreakable Barricades, Greater Command 3/day, Overwhelming Presence 1/day
8+6+6+2+6Geas/Quest 3/day, True Prognostication 1/day
9+6+6+3+6Demand 3/day, Imbued Presence

Rapid Dethrone (Ex): both the Reposition and Steal actions are Attack Actions for the Kingmaker.

Spell-Like Abilities (Sp): the Kingmaker gains access to Spell-Like Abilities, with a Caster Level equal to its hit dice and a Save DC of 8 + half its hit dice + its Charisma Bonus.

Inspiring Word (Sp): with a Standard Action, the Kingmaker can speak an inspiring word to a creature within 30 feet. That creature receives a +2 Morale Bonus on attack rolls, skill checks, ability checks and saving throws for a number of rounds equal to half the Kingmaker's hit dice. It can use this ability a number of times per day equal to its Wisdom Bonus plus three.

Discomforting Kingslayer (Su): starting at second level, when the Kingmaker deals extra damage with its Kingslayer ability, it may force the target to attempt a Fortitude Save - this happens at the end of the Kingmaker's turn, with only one save needed per round regardless of the number of attacks. If the target has leadership or nobility, they are Sickened for one minute on a failed save. An autonomous head of state is Sickened for one minute regardless, but is Nauseated for one round on a failed save. The Save DC is 8 + half its hit dice + its Charisma Bonus.

Imbue With Royalty (Su): whenever the second-level Kingmaker bestows its Royal Gift upon a target, they are treated as having equipped a Rod of Splendour and Crown of Conquest at all times until the Gift is withdrawn or the year expires.

Instant Fortress (Sp): starting at level three, the Kingmaker may summon an Instant Fortress once per day. This requires one minute of concentration. The fortress so created functions as the item of the same name, but when packed up, all damage is recovered instantly for the next day. If destroyed, it takes a full week for another to be called forth. By extending the concentration time to ten minutes, it creates two towers, connected by a wall up to 50' long, 25' high and 10' thick, with battlements and arrow slits. By extending the concentration time to an hour, it can create four towers in a square formation, connected by walls up to 100' long, 25' high and 10' thick, with battlements and arrow slits, and an additional tower, twice as tall as the others, in the central area. Anybody who enters without invitation will trigger an Alarm effect.

Frightening Kingslayer (Su): starting at level four, when the Kingmaker deals extra damage with its Kingslayer ability, it may force the target to attempt a Will Save - this happens at the end of the Kingmaker's turn, with only one save needed per round regardless of the number of attacks. If the target has leadership or nobility, they are Frightened for one minute on a failed save. An autonomous head of state is Shaken for one minute on a successful Save, and is Cowering or Panicked (the Kingmaker's choice) for one minute on a failed save. The Save DC is 8 + half its hit dice + its Charisma Bonus. This cannot be used in the same round as Discomforting Kingslayer.

Overwhelming Kingslayer (Su): starting at level six, when the Kingmaker deals extra damage with its Kingslayer ability, it may force the target to attempt a Will Save - this happens at the end of the Kingmaker's turn, with only one save needed per round regardless of the number of attacks. If the target has leadership or nobility, they are Confused for one minute on a failed save. An autonomous head of state is Dazed or Stunned (the Kingmaker's choice) for 2 rounds on a failed save. The Save DC is 8 + half its hit dice + its Charisma Bonus. This cannot be used in the same round as Discomforting Kingslayer or Frightening Kingslayer.

Unbreakable Barricades (Sp): with a Full Round Action, the seventh-level Kingmaker can affect a square mile worth of walls and other structures, reinforcing them. This is a Permanent, Dismissable effect, giving the structures the Hardness of Adamantium and treating them with [Force] effects - any damage must first bypass these effects. The [Force] effects also mean Ethereal and Incorporeal creatures cannot move through the barriers, and the effect also blocks Teleportation.

Imbued Presence (Sp): at will, the ninth-level Kingmaker may grant another creature an Overwhelming Presence effect. However, only one creature may benefit from this at a time - casting it again ends the previous casting of it.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Inevitable: Novenarut
Pathfinder, here. CR 4, level 5.

Daimyo
The Novenarut is sort of a leader of samurai, and as such it gets to advance as an actual Samurai, as the class. But it gets to skip some stuff and keep a lot of the key features just about at the normal levels, without getting literally every class feature of the 20 level class compressed into 15 levels. It still plays like a Samurai, but gets to do a bit more Smiting, and can help deny sneaky tricks like "daring to fight at a range" or "engaging in two-on-one combat".

Hit Die: d10
Skill Points: 4 + Int
Class Skills: as Tome Samurai
LevelBABFortRefWillSpecial
1+1+0+0+2Warlord's Weaponry, Kiai!
2+2+0+0+3Iaijutsu
3+3+1+1+3More Smiting, Mental Watchguard 1/day
4+4+1+1+4Phasic Challenge 1/day, Gravic Pull at will
5+5+1+1+4Parry Magic
6+6+2+2+5Blade of Devastation
7+7+2+2+5Dispel Chaos 1/day, Inhibiting Strike 3/day
8+8+2+2+6Cut Magic
9+9+3+3+6Deny Arcane Defences, Phasic Challenge 3/day
10+10+3+3+7Dispel Chaos 3/day, Absolution 1/day
11+11+3+3+7Iaijutsu Master
12+12+4+4+8Reflect Magic, Slipstrike Flurry at will
13+13+4+4+8Blade of Souls
14+14+4+4+9Deny Armour, Phasic Challenge at will
15+15+5+5+9Iaijutsu Grandmaster

Warlord's Weaponry: the Daimyo's katana now has a profile of 1d12 damage with a Critical value of 20/x3, and it has an innate Enhancement Bonus (as a real magic weapon) of +2, increasing to +3 at level 4, +4 at level 7 and +5 at level 10. If it somehow becomes an Epic character, the Enhancement Bonus simply becomes +1 per 3 hit dice (round up). It also has double the Hit Points, +10 Hardness, and the Ghost Touch special property.

Kiai! (Ex): a number of times per day equal to half its class level (round down) plus 2, the Daimyo may use a Free Action to convert a successful strike into a confirmed critical hit. This is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on Attacks of Opportunity.

Iaijutsu (Ex): whenever the second-level Daimyo has The Edge against an opponent (in games not using The Edge rules, this simply applies to any foe with a lower Base Attack Bonus than it), it may use an Immediate Action to make an Attack of Opportunity against them without them doing anything to provoke.

More Smiting (Su): starting at level three, the Daimyo can use its Smite ability once per minute.

Spell-Like Abilities (Sp): the Daimyo learns just a few Spell-Like Abilities, gradually gaining more daily uses. The Caster Level equals its hit dice, and any Save DC is 10 + half its hit dice + its Charisma Bonus. In the case of Psi-Like Abilities, it is always treated as though spending PP equal to its Caster Level, augmenting it freely.

Parry Magic (Su): at fifth level, a Daimyo may use his Warlord's Weapon to parry magic targeted at it by spending an Attack of Opportunity, provoked by the Spell or Spell-Like Ability (but not the caster). If it can make an attack roll against an AC equal to the spell or effect's DC (or the Save DC it would have, for effects that do not have a Save DC), the effect is automatically dispelled. This also works against Invocations that are Supernatural Abilities, Psionics, Shadowcasting and similar things that are magic attacks.

Blade of Devastation (Su): at sixth level, the Daimyo may attack enemies within its reach through objects and walls, its Warlord's Weapon automatically destroying unattended objects or walls in the way as long as their Hardness is less than 20. As a result, enemies do not gain Cover bonuses against its attacks unless the Cover has a Hardness of 20 or more. This effect can also pierce [Force] effects. With a Standard Action, it can also destroy unattended objects of any Hardness with a successful attack with its Warlord's Weapon, or dispel up to a 10' by 10' section of a [Force] effect.

Cut Magic (Su): at level eight, a Daimyo may attack ongoing spell effects by attacking the square they are in for Area of Effect effects or the object or person for targeted effects (which does damage as normal to the object or person). This attack is handled like the Parry Magic ability, but it only dispels a 10' by 10' section of an Area of Effect Spell or Spell-Like Ability.

Deny Arcane Defences (Ex): at ninth level, a Daimyo attacking with its Warlord's Weapon ignores any AC bonuses that come from Spells or Spell-Like Abilities.

Iaijutsu Master (Ex): at eleventh level, any enemy struck by a Daimyo's Attacks of Opportunity must make a Fortitude Save against a DC of 10 + half the Daimyo's hit dice + its Wisdom Bonus, or be Dazed for one round. A successful save against this effect grants immunity to this effect for five rounds.

Reflect Magic (Su): at level twelve, a magical effect that would be dispelled by a successful use of the Daimyo's Parry Magic ability (but not Cut Magic) can instead be reflected back on the caster, as per a Spell Turning effect.

Blade of Souls: at thirteenth level, any enemy killed by a Daimyo's Warlord's Weapon has their soul sucked into it, and the enemy cannot be Raised, Resurrected or otherwise returned to life until the Weapon is broken. Each time the Weapon eats a soul in this way, the Daimyo gains a single bonus use of its Kiai! ability that must be used before the next sunrise. It may choose to release the soul (and forfeit the bonus Kiai! use) before the sunrise with a Free Action.

Deny Armour (Su): at fourteenth level, a Daimyo attacking with its Warlord's Weapon ignores any AC bonuses on its targets that come from Armour or Natural Armour.

Iaijutsu Grandmaster (Ex): at fifteenth level, any Attack of Opportunity made by the Daimyo is automatically a confirmed critical hit.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Kami: Zuishin
Pathfinder, here. CR 10, level 11.

Aspect of Hachiman
The Zuishin Kami is a healer and master of archery. Magical archery. And so, as the Aspect of Hachiman (a kami who was known for magical supreme archery), they increase the healing ability - including at arrowpoint - and gain even more magical archery. So it's sort of like a casting Cleric who delivers the spells via archery, but doesn't just cast Divine Power et al to become "a Cleric Archer". There's a difference between the two.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: as Tome Samurai and Ranger
LevelBABFortRefWillSpecial
1+1+0+2+2Cure Serious Wounds 3/day, Arrows of Grain and Vine
2+2+0+3+3Remove Curse at will, Arrows of Thought
3+3+1+3+3Cure Critical Wounds 3/day, Arrows of Water and Ice
4+4+1+4+4Regenerate 1/day, Enhanced Magical Archery
5+5+1+4+4Stone to Flesh 1/day, Arrows of Flame
6+6+2+5+5Break Enchantment 1/day, Arrows of Stone
7+7+2+5+5Heal 3/day, Arrows of Spirits, Arrows of Forests
8+8+2+6+6Greater Restoration 1/day, Arrows of Conviction
9+9+3+6+6Greater Heal 1/day, Arrows of Crisis Aversion

Spell-Like Abilities (Sp): at every level, the Aspect of Hachiman learns a new Spell-Like Ability. These have a Caster Level equal to his hit dice, and any Save DC is 10 + half his hit dice + his Charisma Bonus. All of these can be added to arrows with his Healing Arrow ability.

Arrows of Grain and Vine (Su): the Aspect of Hachiman may use a Full Round Action to fire a barrage of grains or seeds from his bow, affecting a 30' radius area within the first 3 Range Increments of his bow. They immediately sprout into a full field of the chosen crop, or in the case of vines, may duplicate an Entangle effect. If launching nettles for whatever reason, it creates a Sickening Entanglement effect. In the latter cases, the Save DC is 10 + half his hit dice + his Charisma Bonus.

Arrows of Thought (Su): by firing a conjured arrow that has an idea written on a prayer slip and tied around the shaft, the second-level Aspect of Hachiman may use a Full Round Action to grant sentience to an object, affecting it with Animate Objects, or grant an Awakening effect to an Animal, or put a thought into a person that already has sapience, as a Suggestion. The Save DC is 10 + half his hit dice + his Charisma Bonus.

Arrows of Water and Ice (Su): starting at level three, the Aspect of Hachiman may use a Full Round Action to fire an arrow made of water or ice into the sky. On the following turn, the weather becomes some variety of rain (from a drizzle to a torrential downpour) or hail in a one mile radius. This lasts for 1d6x10 minutes unless that kind of weather is normal for the area, in which case it lasts "as normal for the area". This may also be used in a smaller scale to create an Ice Storm effect with a Save DC of 10 + half his hit dice + his Charisma Bonus.

Enhanced Healing Arrow (Sp): starting at level four, when the Aspect of Hachiman uses his Healing Arrow ability, he may apply the effects to all arrows unleashed in that turn. This only uses one actual daily use of the Spell-Like Ability in question.

Arrows of Flame (Su): with a Full Round Action, the fifth-level Aspect of Hachiman may unleash cinders and flames into the sky, and cause fire to rain from the heavens as a result. This allows him to create various spell effects: he may use Flashfire (PF), Ash Storm (PF), Volcanic Storm (PF) and Flame Strike at will, and may cast either Fire Storm, Incendiary Cloud or Firebrand (PF) once per day - however as soon as he creates the once-per-day effect, he cannot cast the lesser powers either. The Save DC is 10 + half his hit dice + his Charisma Bonus.

Arrows of Stone (Su): starting at level six, the Aspect of Hachiman may fire pebbles or gravel into the air with a Full Round Action to drop boulders on enemies. He may cast Bombardment and Cometfall at will, and Clashing Rocks once per day. The Save DC is 10 + half his hit dice + his Charisma Bonus.

Arrows of Spirits (Su): with a Full Round Action, the seventh-level Aspect of Hachiman may fire spiritual energy into the sky once per day, raining life-filled spirits upon a 50' radius area within his first three Range Increments. This may create an Animate Objects effect upon every single unattended object in the area, with a Permanent duration and sentience, or summon a single Suijin Kami for one minute.

Arrows of Forests (Su): once per month, a seventh-level Aspect of Hachiman may use a Full Round Action to fire leaves into the sky, causing a dense forest to spring into existence in a one mile radius. He may choose what type or types of trees, bamboo or similar grow, from those that could grow at all in the region. Within one more month, some protective spirit (such as a Dryad, Nymph, Spiritfolk, Kami or Lung Dragon) is likely to appear there, bound to the area.

Arrows of Conviction (Su): upon reaching level eight, the Aspect of Hachiman may use a Full Round Action at will to fire conviction and bravery into the sky, and raining upon a group of people in a 50' radius spread within his first three range increments. They are all blessed with a Greater Heroism effect and made Immune to [Fear] and [Compulsion] effects for the duration of this.

Arrows of Crisis Aversion (Su): with a full minute of focus, the ninth-level Aspect of Hachiman may decide on a miracle he wishes to have happen, and then fire an arrow of hope into the air. This then recreates a Miracle effect. This may be used once per day to invoke a lesser effect, but invoking a greater effect denies the Aspect the ability to use any aspect of this ability for a full lunar month.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Witchcrow
Pathfinder, here. CR 3, level 5.
No thumbs.


Hopestealer
The Witchcrow is an evil crow. It's an asshole, like most birds, and it can already speak, which is handy. It can fly, and has a few Witch abilities, so basically, advancement means it gets to keep on being "basically a Witch". However, its love for stealing things manifests in its ability to steal spell slots and spell effects.

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Bluff, Fly, Knowledge (Arcana), Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Improved Apportation, Lift Spell Effect, Vampiric Touch 3/day
2+1+0+3+3Hex, Attempted Murder, Moonstruck 3/day, Hollow Heroism 1/day
3+1+1+3+3Lift Spell Slot, Vicarious View 1/day, Retributive Reparations at will
4+2+1+4+4Hex, Secret Chest at will, Pessimism 1/day
5+2+1+4+4Village Veil 1/day, Soulswitch 1/day, Poisonous Balm 3/day
6+3+2+5+5Hex, Major Hex, Plague Storm 1/day, Lost Legacy 1/day
7+3+2+5+5Swipe Spell Effect, Wither Limb 1/day, Slay Living 1/day
8+4+2+6+6Hex, Umbral Strike 3/day, Plundered Power 1/day
9+4+3+6+6Perfected Apportation, Waves of Exhaustion 3/day, Insanity 1/day
10+5+3+7+7Hex, Prediction of Failure 1/day, Curse of Night 1/day
11+5+3+7+7Wandering Weather 1/day, Sympathy 1/day, Fey Gate 1/day
12+6+4+8+8Hex, Polar Midnight 1/day, Supreme Curse Terrain 1/day
13+6+4+8+8Maze of Madness and Suffering 1/day, Astral Projection 1/day
14+7+4+9+9Hex, Grand Hex, Impenetrable Veil 1/day
15+7+5+9+9Massacre 1/day, Soul Bind 1/day, Curse of Fell Seasons 1/day

Improved Apportation: the Hopestealer can use its Apportation ability with a regular murder of crows, or with enough other Witchcrows to make a Covey (at least two more), rather than a whole Murder.

Lift Spell Effect: any time the Hopestealer makes a successful Attack of Opportunity against a target who is benefiting from a Spell* effect, or hits them with a melee attack while they are Flanked or denied their Dexterity Bonus to Armour Class, it may steal a single ongoing spell* effect from them. The duration does not reset, it just shifts the effects over from the target to the Hopestealer. Against targets that are too guarded, it may use a Standard Action to fix its gaze on someone within 30 feet and, if they fail a Will Save (DC 9 + half its hit dice + its Intelligence Bonus), it steals a single effect regardless. In either case, the Hopestealer gets to choose which effect. It can't choose effects that are being constantly provided by equipment, but can steal a spell from a previously consumed scroll or potion.

Spell-Like Abilities: as it gains levels, the Hopestealer gains access to various Spell-Like Abilities. The Save DC is 9 + half its hit dice + its Intelligence Bonus, and the Caster Level equals its hit dice. This is also true of its pre-existing abilities.

Hex: at every even level, the Hopestealer gains an additional Hex, using its hit dice as its Witch level. Starting at level six, it may take Major Hexes. At level fourteen, it may select a Grand Hex. Any Save DC is 9 + half its hit dice + its Intelligence Bonus.

Attempted Murder (Sp): starting at level two, the Hopestealer may once per day summon a Murder of Crows (Tome of Magic), which hangs around for one hour or until slain. This may be used for Improved Apportation.

Lift Spell Slot: starting at level three, whenever the Hopestealer uses its "Lift Spell Effect" ability, it may instead steal a Spell Slot, a Memorised Spell, an unused Spell-Like Ability use, a readied Maneuver, enough Power Points to manifest a given known power or so on. It may choose what to steal, and in doing so, it gains a single use of the stolen spell* and the target loses the same - with spontaneous casters not caring as much (they lose a Spell Slot and it gains a single use of the chosen spell) as prepared casters (who lose that specific slot). Alternatively, it may use the energy to restore a daily use of one of its own Spell-Like Abilities.

Swipe Spell Effect: upon reaching level seven, the Hopestealer may use an Immediate Action, upon recognising a spell* being cast by someone within 30 feet, to swipe the effects, becoming the new target of the spell (even if not normally a viable target).

Perfected Apportation: starting at level nine, the Hopestealer can use its Apportation ability three times per day, and on its own with no help.

*This includes Spell-Like Abilities, Mysteries (Shadow Casting) of any variety, Maneuvers (ToB), True Naming or Psionics.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Ankou
Pathfinder, here. CR 14, level 14.
No thumbs. Can't speak, but understands languages and has telepathy.


First World Assassin
The Ankou is a weird assassin of fey that uses some light and shadow magic, and can use Sneak Attack, and is meant to terrify people before optionally killing them. That's all fine, that's almost standard assassin fare if you ignore the creature doing it. Except they can summon swarms of... self. So let's boost all of those elements, seeing as this is a high level monster, having a level twenty dude be "there are five of me and we all cast Enervation" seems about appropriate.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Escape Artist, Fly, Intimidate, Knowledge (any), Perception, Sense Motive, Stealth
LevelBABFortRefWillSpecial
1+0+0+2+2Improved Doubles, Fear 3/day, Prismatic Ray at will
2+1+0+3+3Sneak Attack +1d6, Phantasmal Killer 3/day, Radiant Assault 1/day
3+2+1+3+3Greater Doubles, Irresistible Dance 3/day, Prismatic Spray 3/day
4+3+1+4+4Sneak Attack +2d6, Weird 1/day, Hungry Darkness 3/day
5+3+1+4+4Perfected Doubles, Overwhelming Presence 1/day, Shadow Binding at will
6+4+2+5+5Sneak Attack +3d6, Enervation 1/day, Moonfire 1/day

Improved Doubles (Su): the Shadow Doubles of the First World Assassin can all use its at-will Spell-Like Abilities. Additionally, to non-believers they are 40% real.

Spell-Like Abilities (Sp): as it gains levels, the First World Assassin learns more Spell-Like Abilities. The Save DC for all of them is 6 + half its hit dice + its Charisma Bonus, and the Caster Level equals its hit dice.

Sneak Attack (Ex): at every even level, the First World Assassin's Sneak Attack ability increases by 1d6.

Greater Doubles (Su): starting at level three, the Shadow Doubles of the First World Assassin can all use its 3/day Spell-Like Abilities - when spawned, they all have as many uses remaining as the real thing does. Additionally, to non-believers they are 60% real.

Perfected Doubles (Su): upon reaching level five, the Shadow Doubles of the First World Assassin are almost as good as the real thing. They can all use all of its Spell-Like Abilities - when spawned, they all have as many uses remaining as the real thing does. Additionally, to non-believers they are 80% real.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

"No, next time you get Reincarnated it will be as the fart cloud demon (Yochlol)."
"I'm sure Koumei can write a prestige class for it to make that playable."

Demon: Yochlol
Fiendish Codex 1, page 54. CR 8, level 9.
Has Dominate Person at will, so decide how you want to curtail that.
Maybe the DM will hate you for having Contact Other Plane at will.


Insightful Suppression
The Yochlol is a weird collection of abilities that mostly serves as one of the most convenient ways players can access free Contact Other Plane. By binding them. However it's notable that, besides that ability and being able to turn into a humanoid (which is good for wandering into town and through 5' wide tunnels) or spider (which is good for wandering around in caves), it can turn into a cloud of gas. Indeed, it can turn into a cloud of tear gas, making people collapse and cough their innards out while it floats around and answers questions. That's a really noteworthy thing we can advance.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Appraise, Concentration, Disguise, Escape Artist, Forgery, Gather Information, Knowledge (all), Listen, Spot
LevelBABFortRefWillSpecial
1+0+2+2+0Cloud Forms (Euphoric Cloud, Aggressive Thundercloud), Combat Training
2+1+3+3+0Cloud Forms (Ash Storm, Chilling Mist), Divination, Identify
3+2+3+3+1Cloud Forms (Fumes)
4+3+4+4+1Cloud Forms (Greater Aggressive Thundercloud)
5+3+4+4+1Cloud Forms (Cloudkill, Shadow Field)
6+4+5+5+2Cloud Forms (Acid Fog, Plague Storm), Commune
7+5+5+5+2Cloud Forms (Doomtide), Analyze Dweomer
8+6+6+6+2Cloud Forms (Freezing Fog), True Seeing
9+6+6+6+3Cloud Forms (Hungry Darkness), Combat Training
10+7+7+7+3Cloud Forms (Incendiary Cloud, Prismatic Mist)
11+8+7+7+3Cloud Forms (Magic Miasma, Storm of Vitriol), Moment of Prescience

Cloud Forms (Su): at every level, the Insightful Suppression gains at least one new form available. These all function as its Gaseous Form ability, including access to Contact Other Plane (and later effects), however they replace the Stinking Cloud effect as it finds new things to turn into. Have fun with that.

Combat Training (Ex): at levels one and nine, the Insightful Suppression can select one of the following abilities. The abilities only apply when in goo ("natural"), spider and humanoid forms, ceasing to apply when turning into clouds of gas or smoke.
  • Sneak Attack: this is gained as though it were a PHB Rogue with a level equal to its class level. At tenth level, Crippling Strike is also gained.
  • Two of Nine Swords: it gains the Initiator Level, Maneuvers Known, Maximum Level, Maneuvers Readied and Stances Known of a Warlord with a level equal to its class level, except with the +5 Bonus to Initiator Level from the racial hit dice, meaning higher level abilities can be chosen from the outset. Only Shadow Hand and Tiger Claw are available.
  • Path of War: it gains access to Martial Abilities using its class level plus nine. It only has access to Broken Blade, Cursed Razor and Primal Fury.
  • Unarmed Combat: it gains the Fast Movement, AC Bonus and Unarmed Damage of a PHB Monk of a level equal to its hit dice, as well as the Flurry of Blows progression. These have the same weapon and armour limitations as normal, save that natural weapons may be used to deal a Monk's Unarmed Damage and perform a flurry.
  • Foe Seeking: it gains the Studied Target ability of a Pathfinder Slayer with a level equal to its class level plus nine. It also gains Slayer Talents of a Slayer with a level equal to its class level.
Spell-Like Abilities (Sp): at various levels, the Insightful Suppression gains access to new Spell-Like Abilities. These can be used at will, with a Caster Level equal to its hit dice, however they can only be cast in any of its cloud forms.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Derakni
Pathfinder, here. CR 10, level 11.
Large, and has an ability that can Confuse its nearby allies if they're not demons.


Singular Swarm
The Derakni is a giant scorpion/locust demon, with a bunch of bug-summoning tricks, poison and confusion. If you wanted to continue life as one of these without just taking a standard Fiend class from Tome of Fiends, then this is what you do. This lets you customise your progression path slightly, but if your vision doesn't involve being a giant bug, I'd probably suggest not playing a Derakni to begin with.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Escape Artist, Hide, Intimidate, Knowledge (Geography, Nature), Listen, Move Silently, Spot
Weapon and Armour Proficiencies: none
LevelBABFortRefWillSpecial
1+1+2+0+2Enhanced Natural Weapons, Chosen Path
2+2+3+0+3Superior Resilience
3+3+3+1+3Superior Wings
4+4+4+1+4Demonic Mastery
5+5+4+1+4Terrifying Transformation
6+6+5+2+5Demonic Aura
7+7+5+2+5Superior Prowess
8+8+6+2+6Demonic Strikes
9+9+6+3+6Demon Lord of Famine, Ascended Path

Spell Resistance: this continues to increase at the rate of one point per level

Enhanced Natural Weapons (Ex): the natural weapons of the Singular Swarm deal damage as though one size larger than normal. This stacks with temporary and permanent size increases, "Improved Natural Weapon" and so on.

Chosen Path (Su): at first level, the Singular Swarm decides on the path it follows. Once chosen, this can't be changed.
  • Path of Destruction: the Singular Swarm adds its level to its Strength score. This isn't a bonus, this is an increase. Additionally, it can enter a Rage as a Free Action upon dealing or receiving damage. This lasts for 3 rounds, although each time it deals or receives damage during this time, the duration resets. Upon leaving the Rage, it cannot enter it again for 5 rounds. The Rage grants it a +2 Morale Bonus to attack and damage rolls, and Will Saves, but provides a -2 Penalty to AC, and it can select 3 Rage Powers from the Pathfinder Barbarian list. Ignore any mention of using extra rounds of Rage, because obviously the Singular Swarm doesn't use those.
  • Path of Swarming: the Singular Swarm adds its level to its Dexterity score. This isn't a bonus, this is an increase. Additionally, anybody who ever shares its space suffers Swarm damage of 3d6, which bypasses DR/Magic, Chaos and Evil. Additionally, whenever it summons any kind of swarm (including through its racial Summon ability), the swarm has maximum hit points, always deals maximum Swarm damage, and any Save DC is 10 + half the Derakni's hit dice + its Charisma Bonus.
  • Path of Consumption: the Singular Swarm adds its level to its Constitution score. This isn't a bonus, this is an increase. Additionally, a number of times per day equal to its hit dice total, it can cast Vampiric Touch as a Supernatural Ability, resolved as a Ranged Touch Attack out to 50 feet. The Caster level equals its hit dice, and the Save DC is 10 + half its hit dice + its Charisma Bonus. Temporary Hit Points gained in this manner never stack.
Superior Resilience (Ex): at second level, the Singular Swarm's Damage Reduction increases by 5, its Natural Armour increases by 2, and its Energy Resistance to Acid, Cold and Fire all increase by 10. Additionally, as an Immediate Action at will, it can treat itself as multiple creatures in response to an attack, meaning if it only targets a single creature (such as most weapon attacks and many targeted spells), it can take a maximum of half its maximum HP in damage, and gets a 50% Nope Chance on other weird effects. If something targets an area or "all creatures within reach" or similar, this has no effect, and if it targets a number of creatures that isn't one, it just means you have to "spend" three of those target slots on it - possibly sparing some of its allies or allowing them to absorb enough punishment that it is unaffected.

Superior Wings (Ex): at level three, the Singular Swarm gains 2 Wing attacks. These are Secondary natural weapons that have the same base damage as its Claws. This also allows it to treat its Fly speed as 90' (Good), 120' (Average) or 250' (Poor) as it wishes, on a turn by turn basis. Finally, this increases the range of its Drone ability to 50 feet.

Demonic Mastery (Ex): at level four, the Singular Swarm increases two of its physical ability scores (Strength, Dexterity, Constitution) by 2 each - specifically, the two that aren't increased by its Path. It also gains a +4 Bonus to Save vs Spells and Spell-Like Abilities, and its natural weapons increase in damage size a second time.

Terrifying Transformation (Su): at level five, the Singular Swarm transforms such as to have some truly magical effects depending on its Chosen Path.
  • Path of Destruction: the Singular Swarm gains an additional Rage Power, and in its Rage it has a 10' radius aura of flame, causing 6d6 Fire damage to anything within the area at the end of each of its turns, as well as specifically to any creature that moves through the area. It may also cast Fireball as a Supernatural Ability at will, with no limit on the damage, and any creature that is slain by any of its attacks or powers is instantly Disintegrated.
  • Path of Swarming: the Swarm damage of the Singular Swarm now extends out to 10 feet, and it may cast Swarm Skin at will, with a minimum Caster Level of 20. Finally, any time it summons one or more swarms, it may apply one of the following templates of choice to them even if the template normally can't be applied to the swam in question: Specter (PF), Ruination (PF), Demonic Vermin (PF), Spectral (SS), Umbral (SS), Wraith (SS). The Swarm attack is never lost, and any special touch attacks granted instead apply to the Swarm attack, always hitting.
  • Path of Consumption: the Singular Swarm begins to gain ooze traits. It adds 1d8 Acid damage to its natural weapons, it cannot be flanked, it halves all extra damage from Critical Hits and Sneak Attacks, a 50% chance to ignore [Mind-Affecting] effects, and is immune to things that change its shape in the same way an Ooze is. It also gains the Engulf ability of a Gelatinous Cube, albeit with its own Save DC (10 + half its hit dice + its Strength Bonus) and applying its Poison instead of Paralysis (which it doesn't have).
Demonic Aura (Su): at level six, the Singular Swarm gains a 30' Aura, the effects depending on its Chosen Path. Creatures are entitled to a Will Save (DC 8 + half its hit dice + its Charisma Bonus) to negate, becoming immune to that Aura for the rest of the day. Failure causes the target to be afflicted for as long as they remain in the aura, and one round after.
  • Path of Destruction: those who fail their saving throw are Frightened. This is a [Mind-Affecting] [Fear] effect.
  • Path of Swarming: those who fail their saving throw are Sickened with distraction at all the creepy crawlies. This is a [Mind-Affecting] effect.
  • Path of Consumption: those who fail their saving throw are Slowed as their strength is sapped. This is a Negative Energy effect.
Superior Prowess (Ex): at level seven, the Singular Swarm's Natural Armour improves by another 2, its Acid, Cold and Fire Resistances increase by 10, and it gains its choice of either Darkvision 120', Tremorsense 60' or Blindsight 30'.

Demonic Strikes (Su): the eighth-level Singular Swarm's natural weapons don't just penetrate DR as though magic, they literally are magical. It has a +5 Enhancement Bonus on all of them, however it may use a Swift Action at the start of its turn to lower then all to +3 and instead gain either Flaming Burst, Shocking Burst, Keen+Maiming (Path of Destruction only), Impedance (Path of Swarming only) or Vampiric (Path of Consumption only). These changes last until the beginning of its next turn.

Demon Lord of Famine (Ex): at level nine, the Singular Swarm rivals Deskari in power, but don't say that out loud. It may use a Full Round Action ten times per day to blight the landscape in a ten mile radius, ruining all crops, tainting the natural water and making the land barren. This can be undone with a Miracle, Wish or Supreme Curse Terrain (that isn't much of a curse to most people). There isn't a save against this, typically, however if a Druid (or other sufficiently nature-themed caster) of at least 15th caster level is in the area, then the area gets a Will Save, using the best Will Save bonus of the relevant characters there. In other words, a player character might be able to protect the area. The Save DC is 20 + its Charisma Bonus, and success actually protects that area for the rest of the day.

Ascended Path (Su): the ninth-level Singular Swarm is Immune to Disease, Poison and Fear, and its natural weapons penetrate all kinds of DR ever. Additionally, it gains a final ability based on its Chosen Path:
  • Path of Destruction: the Singular Swarm's natural weapons all deal Vile damage, and ignore any Regeneration or Immunities to Critical Hits. It also gains one last Rage Power.
  • Path of Swarming: whenever the Singular Swarm summons any number of swarms, triple the number, then grant each of them one Mirror Image. Additionally, it constantly benefits from a Greater Mirror Image, and any melee attack that hits an image (for both it and its summoned swarms) instantly causes the attacker to suffer Swarm damage. Its Swarm attacks, and those of its summons, penetrate all kinds of Damage Reduction, and its own Swarm damage benefits from Demonic Strikes. Finally, it gains the Distraction ability for its Swarm damage, although the first time a creature passes their save against this, they are immune for the rest of the day. The Save DC is 20 + its Constitution Bonus.
  • Path of Consumption: if a creature is Engulfed, the Singular Swarm may use a Full Round Action to attempt to digest them utterly. They are entitled to a Fortitude Save (DC 20 + its very high Constitution Bonus), with success rendering them inedible for the rest of the day and failure causing them to be destroyed utterly, and healing the Singular Swarm for an amount of HP equal to their own Maximum Hit Points. Furthermore, three times per day the Singular Swarm may cast Epic Vampiric Feast with a Save DC of 25 + its Charisma Bonus.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Coloxus Demon
Pathfinder, here. CR 12, level 12.

Illusionist Parasite
The Coloxus is a fly-headed demon, like the dude from The Fly but more of a danger to society. Beyond this, it's an illusionist with the ability to bite people and suck the Charisma out of them. Let's go more with the illusion side of things, and just advance the draining aspect a little bit.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Spot, Tumble, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Illusionist
2+1+0+3+3Psychic Drain
3+2+1+3+3Mesmerising Gaze
4+3+1+4+4Illusionary Veil
5+3+1+4+4Charismatic Assault
6+4+2+5+5Illusory Puppet
7+5+2+5+5Master of Illusion
8+6+2+6+6Grand Manipulator

Spell Resistance: this continues to increase at the rate of one per level.

Illusionist: the Illusionist Parasite is better at casting Illusion Spell-Like Abilities. The DC to Disbelieve them increases by 2 (though not any other Save DC), and he gains Basic Access to either the Shadow Sphere, the Illusion Sphere or the Trickery Sphere.

Psychic Drain (Su): when the second-level Illusionist Parasite uses its Siphon ability, it may instead choose to drain Intelligence or Wisdom. For creatures that have Power Points, it may instead drain 1d3 PP per class level from them, simply healing Hit Points equal to the number of PP taken.

Mesmerizing Gaze (Su): starting at level three, the Illusionist Parasite has a Gaze attack out to 30'. Creatures that fail to avert their gaze must attempt a Will Save or be Fascinated for 1 minute - or until line of sight is broken. The Save DC in both cases is 8 + half its hit dice + its Charisma Bonus, and a successful Will Save renders a creature immune for the rest of the day. This is a [Mind-Affecting] effect.

Illusionary Veil (Su): at level four the Illusionist Parasite is permanently covered in a veil of illusions. It gains a +4 Bonus to save against Illusions, and additionally all of its own Illusions that have a percentage "realness" increase that amount by 20 percent. With an Immediate Action at will, the veil may be deepend briefly, granting Concealment (with the 20% Miss Chance) and a +4 Dodge Bonus to AC against a single attack or effect, but both are overcome by True Seeing.

Charismatic Assault (Su): the fifth-level Illusionist Parasite may use its Siphon (modified by Psychic Drain if it wishes) with a Swift Action without biting a foe, against a foe who fails a saving throw against any of its other effects. Additionally, the Charisma, Intelligence or Wisdom Drain increases to 1d8, and the PP drain increases to 1d4 per class level.

Illusory Puppet (Sp): once per day, the sixth-level Illusionist Parasite can create a more powerful Project Image effect. This lasts for up to one minute per caster level (with a CL equal to its hit dice), and while it is in effect, the Parasite itself benefits from Greater Invisibility, although anything that ends one of these effects also ends the other. This can be used additional times by draining others - keep a running tally of Ability Points and Power Points drained via Siphon. Using this ability costs 25 PP, with each Ability Point being worth 5 PP. At the start of a new day, the numbers reset to zero.

Master of Illusion: at level seven, the Illusionist Parasite's Illusions gain an extra +2 to the DC to Disbelieve, for a total of +4. Additionally, whichever Sphere was chosen at level one, the access increases to Advanced.

Grand Manipulator (Su): at level eight, the Siphon ability increases to 1d12 for the Ability damage, or 1d6 PP per class level. Furthermore, it may spend two ability points or 10 PP on a given turn to empower its Illusory Puppet, allowing it to fight as though 100% real, with a +4 Morale Bonus on attack and damage rolls, and saving throws. Once per day (and again for another 30 PP or 6 ability points drained) when controlling its Puppet, it may cast Weird, using its Puppet as the origin point of the effect.
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