Monster Prestige Classes (A Reprint)

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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Yuan-ti: Halfblood
Monster Manual, page 264. CR 5, level 6

Serpent-Whisperer of Mershaulk
It's a bit harder for a Halfblood to pretend to be a Human, what with the snake head, but that just means their job is not to blend in. Instead, they become the Serpent-Whisperers, casting Spell-Like Abilities and controlling other creatures.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spot
Proficiencies: the Serpent-Whisperer is proficient with Light Armour, all Simple Weapons, and any three Martial Weapons of choice
LevelBABFortRefWillSpecial
1+0+0+2+2Spell Power, Mighty Acid, Brew Tainted Potion
2+1+0+3+3Venomfire 3/day, Venom Bolt 3/day, Entangle at will
3+2+1+3+3Dominion Over Serpents, Animal Trance at will
4+3+1+4+4Evard's Black Tentacles 1/day, Apply Grafts
5+3+1+4+4Deeper Darkness 3/day, Conceal Thoughts at will
6+4+2+5+5Dominion Over Humans, Acid Fog 1/day, Wounding Whispers 1/day
7+5+2+5+5Supernatural Virulence, Venomous Tentacles
8+6+2+6+6Dominion Over Mortals, Acid Rain 1/day
9+6+3+6+6Induce Death, Neutralize Poison 3/day, Suggestion 3/day
10+7+3+7+7Baleful Polymorph 1/day, Ascension, Power Words
11+8+3+7+7Dominon Over All, Blasphemy 1/day
12+9+4+8+8Antipathy 3/day, Fear 1/day, Hiss of Sleep 3/day
13+9+4+8+8Rain of Serpents, Great Worm of the Earth 3/day
14+10+4+9+9Sphere Access, Shadow Landscape 1/day

Spell Power (Sp): the Serpent-Whisperer of Mershaulk is better at using his racial Spell-Like Abilities. Every level, the Caster Level increases by 1, and any Save DC becomes 10 + half his hit dice + his Charisma Bonus.

Mighty Acid (Sp): the Acid ability of the Serpent-Whisperer deals 1d6 damage per hit die in a Grapple, and half as much with a simple touch.

Brew Tainted Potion (Ex): the Serpent-Whisperer of Mershaulk is able to brew the transformation potion used to create Tainted Ones and Broodguard.

Spell-Like Abilities (Sp): as he gains levels, the Serpent-Whisperer gains access to more Spell-Like Abilities. The Caster Level equals his hit dice, and any Save DC is 10 + half his level + his Charisma Bonus.

Dominion Over Serpents (Su): at level three, the Serpent-Whisperer of Mershaulk gains rulership over all snakes, whether they be Animals or Magical Beasts. Even Dragons, Outsiders and Aberrations that look like they’re basically snakes and have an Intelligence score of less than six are affected. They are Dominated with no saving throw, and are just innately loyal to him if his Challenge Rating is higher than theirs. He can also permanently grow such creatures one Size larger with a Full Round Action, though this can’t be repeated over and over. He can also communicate with them as though they spoke the Queen’s English.

Apply Grafts (Ex): at level four, the Serpent-Whisperer gains the ability to craft and apply Yuan-ti Grafts, without spending XP or needing to know specific spells.

Dominion Over Humans (Su): at level six, the Serpent-Whisperer of Mershaulk gains the ability to Fascinate all Humanoids within 10 feet per hit die, at will. They are allowed a Will Save (Charisma-based) to resist this. Once per day, he can then Dominate a Humanoid that is affected in this way, though they gain another save to resist. He can also speak and understand all regional “Humanoid” languages (so things like Mulhorandi, but not Goblin or Terran), and need not make Tainted Potions any more: he can transform a willing Human with just a touch, and can grant any willing Humanoid the [Scaled One] Subtype with a touch.

Supernatural Virulence: despite probably not being a Fiend, the seventh-level Serpent-Whisperer gains Supernatural Virulence as a Bonus Feat.

Venomous Tentacles (Sp): starting at level seven, whenever the Serpent-Whisperer casts Evard’s Black Tentacles, they become Venomous: anyone touched by them suffers from a Poison (same Save DC as his own innate one) that deals 1d6 Con damage as both Primary and Secondary.

Dominion Over Mortals (Su): the eighth-level Serpent-Whisperer of Mershaulk improves his Dominion Over Humans ability to apply to all living creatures that are not Outsiders or other immortal creatures. He can still only turn Humans into Tainted Ones, but can grant any mortal creature the [Scaled One] Subtype, and speaks all languages.

Induce Death (Su): starting at level nine, the Serpent-Whisperer can cast Finger of Death (DC 10 + half his hit dice + his Charisma Bonus) on anybody who is currently suffering the effects of his Poison (has taken Primary damage but the full minute has not yet expired).

Ascension (Ex): at level ten, the Serpent-Whisperer of Mershaulk gains an extra two uses each per day of Evard’s Black Tentacles, Acid Fog, Wounding Whispers, and Acid Rain. Additionally, if he gathers twenty four minions and performs a ritual that takes as many hours, he may transform into a Yuan-ti Abomination (losing all levels in this class and gaining new class levels to make up the difference – he has changed from a level 6 monster into a level 8 monster). If he binds and sacrifices a Demon in the process, he can instead become a Yuan-ti Ignan.

Power Words (Sp): with his amazing grasp of languages and general power over things, the tenth-level Serpent-Whisperer can cast each Power Word spell once per day.

Dominion Over All (Su): at level eleven, the Serpent-Whisperer of Mershaulk can use his Fascinate and Dominate ability (from Dominion Over Humans/Mortals) on any creature susceptible to [Mind-Affecting] effects. Additionally, with a mere touch he can suppress one of a creature’s (or object’s) Extraordinary, Supernatural, or Spell-Like Abilities for one minute with no Saving Throw.

Rain of Serpents (Sp): the thirteenth-level Serpent-Whisperer can call down a rain of serpents once per day. This functions as the Strong Sign of Sertrous (Elder Evils), using his own level as the basis for the Encounter Level, though he may divine this into multiple storms (or one scattered across a much larger area) in the day. For instance, at level thirteen, he is a nineteenth-level character so would call down an EL 17 worth of creatures. However, he could summon 6, then 6 more, then 5 later on, or afflict an EL 3, 3, 3, 3, 3, 2 across a vast area.

Sphere Access: at level fourteen, the Serpent-Whisperer of Mershaulk gains Basic Access to one Sphere – either Venom, Heresy, Dominion, or Terror.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Yuan-ti: Abomination
Monster Manual, page 264. CR 7, level 8

Holy Guardian
Holy Guardians are Abominations tasked with important roles - protecting their temples and Clerics, and just about being Clerics in their own right. They cast a lot of Spell-Like Abilities, and even have access to Domains.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Knowledge (Dungeoneering, Religion), Listen, Move Silently, Perform (Oratory), Search, Sense Motive, Spellcraft, Spot, Swim
LevelBABFortRefWillSpecial
1+0+2+0+2Venomous Tentacles 3/day, Scalykind Domain, Blessed
2+1+3+0+3Cure Critical Wounds 3/day, Inflict Critical Wounds 3/day
3+1+3+1+3Venom Bolt at will, Venomfire at will, Unhallow 1/day
4+2+4+1+4Divine Power 2/day, Divine Favour 2/day
5+2+4+1+4Community Domain, Pulse of Hate at will
6+3+5+2+5Heal 3/day, Harm 3/day, Balor Nimbus 3/day
7+3+5+2+5Blasphemy 2/day, Slime Wave at will, Fearsome Grapple 3/day
8+4+6+2+6Antimagic Field 1/day, Unholy Aura 1/day
9+4+6+3+6Righteous Might 2/day, Imprison Soul 1/day
10+5+7+3+7True Resurrection 1/day, Summon Monster IX 1/day
11+5+7+3+7Storm of Vengeance 1/day, Unholy Aura 3/day
12+6+8+4+8Blasphemy 3/day, Summon Monster IX 3/day

Spell-Like Abilities (Sp): as the Holy Guardian gains levels, it gains more and more Spell-Like Abilities. All of its Spell-Like Abilities – even those from its base race, Feats and so on – have a Caster Level equal to its hit dice, and any Save DC is 10 + half its level + its Charisma Bonus. In the case of Summon Monster IX, it specifically summons a Marilith.

Domains: the Holy Guardian has the Scalykind Domain. At level five, it gains the Community Domain. It uses its hit dice total in place of its Cleric level for the Domain powers. It can cast each of the Domain Spells once per day as Spell-Like Abilities, however it cannot cast any with a Spell Level greater than half its hit dice (round up).

Blessed (Ex): the entire Cleric spell list is effectively the Holy Guardian’s class spell list for the purpose of activating magic items and such.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Anathema Incarnate
There are very few Yuan-ti Anathema out there, but they are the great leaders of the Yuan-ti. The Anathema Incarnate is on the road to becoming one of these. They make great final bosses, but can also do well in an adventuring party in a front-line fighter sort of role, with added Spell-Like Abilities and weird effects.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (any), Diplomacy, Gather Information, Intimidate, Knowledge (any), Listen, Perform (Dance, Oratory), Sense Motive, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Serpent Craft, Bestow Grafts, Suggestion at will
2+1+0+3+3Second Head, Swarmform, Detect Hostile Intent at will
3+2+1+3+3Mass Aversion at will, Dominate Monster 1/day
4+3+1+4+4Yuan-ti Master, Body Purification 3/day, Mind Thrust 3/day
5+3+1+4+4Huge Serpent, Mass Suggestion 3/day
6+4+2+5+5Third Head, Mutate Humans
7+5+2+5+5Unholy Blight 3/day, Entangling Ectoplasm at will
8+6+2+6+6Fourth Head, Fear at will
9+6+3+6+6Blasphemy 1/day, Unholy Aura 1/day
10+7+3+7+7Fifth Head, Gate 1/day
11+8+3+7+7Dispel Good at will, Abyssal Insight
12+9+4+8+8Sixth Head, Supreme Apotheosis

Serpent Craft (Su): the Anathema Incarnate can craft Yuan-ti craft items (Serpent Kingdoms), even without having the relevant feats or spells. There is no XP cost, just time and money.

Bestow Grafts (Su): the Anathema Incarnate can create and bestow Yuan-ti Grafts, without paying the XP costs or spellcasting components. Once per day, it can even create and apply one with a Standard Action, not needing the usual time or money.

Spell-Like Abilities (Sp): as it gains levels, the Anathema Incarnate gains new Spell-Like Abilities. All of its Spell-Like Abilities, even those gained from race and feats, have a Caster Level equal to its hit dice and a Save DC (if any) of 10 + half its hit dice + its Charisma Bonus.

Extra Heads: at every even level except fourth, the Anathema Incarnate grows a new head. Each head allows it an additional Bite attack in a Full Attack (or extra venom spit if it has that ability), a +2 Bonus on Spot and Intimidate checks, a -2 Penalty on Reflex Saves to avert its gaze, and another chance to avoid death by decapitation – all heads must be removed for that to be particularly fatal. Similarly, this provides extra mouths to be individually gagged to prevent speech, extra pairs of eyes to be afflicted for Blindness and so on. Once it has the full set of six heads, it gains All-Around Vision and cannot be Flanked.

Swarmform (Sp): starting at level two, the Anathema Incarnate can use its Alternate Form ability to turn into a Viper Swarm.

Yuan-ti Master (Ex): at level four, the Anathema Incarnate gains Followers and a Cohort, as though through a [Leadership] feat. The Cohort must be some kind of Yuan-ti, and the Followers must all be Yuan-ti, Humans, Extaminaar, Broodguard, and Tainted Ones.

Huge Serpent (Ex): at level five, the Anathema Incarnate grows Huge in size, complete with the usual changes as though growing by gaining hit dice.

Mutate Humans (Su): the sixth-level Anathema Incarnate can reach out and touch somebody with a Standard Action at will. It makes a Melee Touch Attack, and if the target is a Human (or has the [Human] Subtype), they must make a Fortitude Save (Charisma-based) or instantly transform – it chooses whether they become an Extaminaar, a Broodguard or a Tainted One.

Abyssal Insight (Su): once per day, the eleventh-level Anathema Incarnate can call upon demonic power and gain the Half-Fiend Template for a while. It takes a Full Round Action to activate, then lasts for one hour or until affected by a Dispel Evil effect. Its Skill Points, Base Attack Bonus, Base Saving Throws and Hit Points are unchanged by this, but otherwise it enjoys all the changes.

Supreme Apotheosis (Ex): at level twelve, the Anathema Incarnate gains Regeneration 5, suffering real damage from [Force] effects and Adamantium weapons. At this point, if you want you can just straight-up transform into a Yuan-ti Anathema, recreating the character as one of them. That is considered a level 20 creature, so assuming no other class levels have been taken, that basically involves trading out your old race and all class levels.
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Post by Koumei »

Yuan-ti: Ignan
Monster Manual 4, page 188. CR 7, level 9.

Raging Flame
Unlike most Yuan-ti, the Ignan is not a manipulator with shape changing powers and a scattering of spell-like abilities. The Ignan is a brute of a fighter, and it's more than reasonable for there to be giant fiery snakes that just bite people in half. As such, this is essentially a form of Barbarian that doesn't have as much basic Rage, nor does it have most of the extra abilities, instead getting more powers related to being a giant snake that is on fire. It does also get a few Spell-Like Abilities of its own, but even these are relatively direct, and designed to be an alternative just before flying into a rage.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Escape Artist, Intimidate, Listen, Spot, Survival, Tumble
Proficiencies: the Raging Flame is proficient with all Simple and Martial weapons.
LevelBABFortRefWillSpecial
1+1+2+2+0Fire Fang, Fiery Rage, Fear 1/day
2+2+3+3+0Swallow Whole, Rage Dice +1d6, Combat Speed +5'
3+3+3+3+1Fireball at will, Fear 2/day, Pyrotoxin
4+4+4+4+1Rage Dice +2d6, Combat Speed +10', Venomous Fury
5+5+4+4+1Confusion 3/day, Fear 3/day, Parboil 1/day
6+6+5+5+2Rage Dice +3d6, Combat Speed +15', Growth Surge
7+7+5+5+2Supernatural Virulence, Incendiary Cloud 1/day
8+8+6+6+2Rage Dice +4d6, Combat Speed +20', Fear at will
9+9+6+6+3Incinerating Innards, Confusion at will
10+10+7+7+3Rage Dice +5d6, Combat Speed +25', Parboil 2/day
11+11+7+7+3Pyrotoxic Mists, Living Rage, Fire Storm 1/day

Fire Fang (Ex): the Raging Flame has a Secondary Bite attack which deals 1d8 damage plus half its Strength Bonus. This also deals an additional 3d6 Fire damage and, on a Critical Hit, causes them to catch fire and become Shaken until the flames are put out (unless Immune to either Fear effects or Fire damage).

Fiery Rage (Ex): the Raging Flame gains the ability to enter a rage when provoked – and it is very easily provoked. When doing melee damage to a foe or being struck by a foe, it may choose to enter a Rage as an Immediate Action. While Raging, it gains a +2 Morale Bonus to hit and damage in melee combat and may apply any Rage Dice it has to its melee damage rolls. It also gains a +2 Bonus to Saving Throws, a -2 Penalty to Armour Class, and Damage Reduction X/- with X being equal to half its class level plus 2 (rounded down). Additionally, any dice of Fire damage it deals are increased to d10 if smaller (for instance, Fire Fang would deal +3d10 Fire). While Raging, it may not cast spells, activate magic items, use Spell-Like Abilities or drop its weapons. Rage lasts until it has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds, but it may voluntarily end its Rage with a Full-Round Action.

Spell-Like Abilities (Sp): as it gains levels, the Raging Flame gains access to various Spell-Like Abilities, even though it cannot cast them in a Rage. The Caster Level equals its hit dice and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Swallow Whole (Ex): starting at level two, the Raging Flame can swallow a grappled opponent. If the target is at least two Size Categories smaller than itself (so typically no larger than Small), it can attempt a single Grapple check as a Full Round Action. If successful, they are swallowed, and every turn they suffer Crushing damage equal to 1d8 + its Constitution Bonus, plus 1d8 Acid damage, plus 3d6 Fire damage. They can cut themselves free by dealing at least 50 points of Slashing damage.

Combat Speed (Ex): when in a Rage, the Raging Flame moves faster, and may add its Combat Speed to its Base Speed when taking a Move Action to move.

Rage Dice (Ex): while Raging, a Raging Flame may add the listed number of damage dice to each of its melee attacks. These dice are not multiplied by damage multipliers, and may not be added to more than one attack per attack allowed by its Base Attack Bonus – whether it is gaining extra attacks (wielding a manufactured weapon) or not (using natural weapons).

Pyrotoxin (Ex): upon reaching third level, the Raging Flame develops a powerful venom that it injects when biting a foe. It carries a Poison that has a Save DC of 10 + half its hit dice + its Constitution Bonus, with Primary and Secondary damage of 1d6 Constitution Damage, and if they fail the first save, then for the ensuing minute they take Fire damage equal to its hit dice every round. If exposed to a Neutralise Poison effect or similar, they cease taking the ongoing damage.

Venomous Fury (Ex): when the fourth-level Raging Flame is in a Rage, each turn it may choose whether to apply the Rage Dice to its damage as normal, or instead add the number of dice as a bonus to the Save DC of its Pyrotoxin.

Growth Surge (Su): upon reaching level six, whenever the Raging Flame is in a Rage, it grows one size larger. As a Huge Creature, its Space and Reach increase to 15 feet, it gains +6 to Strength, -2 to Dexterity, +4 to Constitution and +6 to Natural Armour, and it can swallow Medium creatures. Once it ceases Raging, it shrinks back down to its prior size - regurgitating a swallowed creature if it is now too big.

Supernatural Virulence (Su): at level seven, the Raging Flame’s venom becomes infused with magic. Select either Fear, Confusion or Parboil. When a creature fails the initial saving through against its Pyrotoxin, they are affected by the Spell-Like Ability – although they are allowed to save as normal against it. This consumes daily uses of the chosen Spell-Like Ability, and if it has run out of uses, the venom does not add it but otherwise functions normally. If adding its Rage bonus to the Save DC, this applies to the Save DC of the Spell-Like Ability as well.

Incinerating Innards (Su): the belly of the ninth-level Raging Flame is more destructive than normal. Any swallowed creature suffers a Disintegration effect every round with a Caster Level equal to the Raging Flame’s hit dice and a Save DC of 5 + half its hit dice + its Constitution Bonus.

Pyrotoxic Mists (Sp): once per day, the eleventh-level Raging Flame may cast Acid Fog as a Spell-Like Ability, however this fog also carries its Pyrotoxin – including the imbued spell effect. This is applied to every creature that takes damage from the fog itself.

Living Rage (Ex): upon reaching level eleven, the Raging Flame may act normally when in a Rage, retaining its ability to cast Spell-Like Abilities and use items. In this case, when it chooses to apply its Rage Dice as a Bonus to the Save DC for Poison instead of adding the dice to damage, the Bonus also applies to any Save DC for Spell-Like Abilities cast. Keep in mind that it can cast some Spell-Like Abilities that cause Fire damage, which thus have their damage dice increased to d10 in a Rage.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Yugoloth: Marraenoloth
Monster Manual 2, page 203. CR 10, level 10

Ferryman
The Ferryman is a Marraenoloth that focuses on travelling around via the River Styx - which is what all Marraenoloth like to do anyway. He gains better abilities for resisting its effects (which also transfers to general adventuring life), moving across the planes, and affecting other people with the waters of the Styx. He also gains a little bit of Sneak Attack - useful on crowded boats.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (Geography, The Planes), Listen, Profession (Boatman), Sense Motive, Spot, Survival, Swim
Proficiencies: the Ferryman is proficient with Simple Weapons, all Light Weapons, and the Long Staff
LevelBABFortRefWillSpecial
1+1+0+2+2Escalating Fear, Intuit Direction, Safe Passage
2+2+0+3+3Inured to the Styx, Nautical Neutrality, Sneak Attack +1d6
3+3+1+3+3Bigby's Forceful Hand 3/day, Gather the Waters
4+4+1+4+4Chosen of the River, Sneak Attack +2d6
5+5+1+4+4Drown 3/day, Hellevator Access
6+6+2+5+5Into the Waters, Sneak Attack +3d6
7+7+2+5+5Maze 3/day, Eternal Boatman, Rapid Shot
8+8+2+6+6Boundless Knowledge, Sneak Attack +4d6
9+9+3+6+6Tidal Surge 3/day, Stygian Tributary
10+10+3+7+7Wave of Amnesia, Sneak Attack +5d6

Escalating Fear (Su): the fear caused by the gaze of the Ferryman does not limit itself to merely creeping someone out. If a target is already Shaken (even from a previous exposure to the same gaze) and fails the save, they become Frightened. If they are standing on its raft atop the Styx at the time, this will be very bad for them.

Intuit Direction (Ex): the Ferryman need not make Survival checks to avoid getting lost, figure out a direction or know where he is. He just succeeds.

Safe Passage (Su): the Ferryman can navigate the River Styx perfectly – there is no longer “seldom, if ever, gets lost”, he just doesn’t. Furthermore, when leading a water vessel, as long as both the start and end location are in some way connected to the Styx, it can simply guide the craft there (across planes if necessary) in an uneventful journey that takes 1d6 hours.

Inured to the Styx (Ex): the second-level Ferryman is so used to the waters of the Styx that he is immune to its effects, and indeed to all [Mind-Affecting] effects.

Nautical Neutrality (Ex): starting at level two, the Ferryman’s neutrality is without question. Demons and Devils automatically start with an attitude of Neutral towards him (although if summoned they will still follow any instructions to attack) and won’t attack him of their own volition. He may extend this to passengers while they remain on his water vessel, but the moment they leave the jurisdiction of Interplanar Waters, attitudes revert to normal.

Sneak Attack (Ex): at every second level, the Ferryman gains 1d6 Sneak Attack, which works just like the Rogue class feature.

Spell-Like Abilities (Sp): over time, the Ferryman learns a number of Spell-Like Abilities. The Caster Level equals his hit dice, and any Save DC is 10 + half his hit dice + his Charisma Bonus.

Gather the Waters: it takes the third-level Ferryman only a Swift Action to scoop liquid into a flask ready to be thrown. Furthermore, as a Supernatural Ability at will, it can use a Full Round Action to focus and conjure water from the Styx into a held flask even if nowhere near the Styx at the time.

Chosen of the River (Ex): at level four the Ferryman gains a sixty foot Swim speed, and all the usual benefits of having a Swim speed. He also becomes amphibious, and gains a +6 Bonus to Appraise checks and a +4 Bonus to Bluff checks.

Hellevator Access (Su): starting at level five, the Ferryman can make use of his planar knowledge and Neutral status to access the Hellevator planar network – when on any given Layer of the Nine Hells, he may use a Swift Action to transport himself precisely to another Layer as though by Greater Plane Shift. This functions on himself and anything he can physically carry.

Into the Waters (Su): starting at level six, the Ferryman can shove people into the water at will. Specifically, he may use Telekinesis at will (using his Charisma Bonus to determine all rolls), but only to target creatures, not to throw objects around. The Caster Level equals his hit dice and the Save DC is 10 + half his hit dice + his Charisma Bonus.

Eternal Boatman (Sp): once per day, a seventh-level Ferryman may summon a normal wooden boat. At the smallest it can be a raft or canoe that holds two people, and at the largest it may be large enough to hold the Ferryman and eight Medium passengers. It lasts for 24 hours, then falls apart into rotten wood.

Rapid Shot: at level seven, the Ferryman gains Rapid Shot as a Bonus Feat.

Boundless Knowledge: at level eight, the Ferryman can make use of all the accumulated knowledge gained from swimming in a river full of absorbed enemies. All Knowledge skills become Class skills for all of his classes, and for every Knowledge skill in which he has fewer than ten ranks, he now has ten ranks. He may spend skill points to raise them higher than ten as normal. He may also speak, read and write any language.

Stygian Tributary (Sp): at ninth level, the Ferryman learns a secret about the River Styx that not even most Marraenaloth know: it sometimes touches rivers on planes other than the Lower Planes. Once per day, he may open a travel version of the Gate spell as a Spell-Like Ability, as long as the start and finish points are both on rivers on any planes.

Wave of Amnesia (Su): by tenth level, the Ferryman knows best how to remove peoples’ memories and wits in equal measure. Any creature struck by his Sneak Attack must make a Will Save (DC 10 + half his hit dice + his Charisma Bonus) or be Dazed for 1d4 rounds. A creature affected by this does not remember the events that happened while they were dazed.
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Post by Koumei »

Yugoloth: Nycaloth
Monster Manual 3, page 202. CR 10, Level 12.

Nycaloth Commander
Nycaloths are big burly winged monsters that turn invisible, sneak up on people, then lift them into the sky and send them plummeting to their deaths. But they’re also elite soldiers and leaders. In this case, the Nycaloth Commander is a real commander – it leads entire legions into battle, waging war against everyone. The Nycaloth Commander is one of the many things you’d like a high-level fighter to be.

Hit Die: d10
Skill Points: 2 + Int
Class Skills: Bluff, Concentration, Intimidate, Jump, Knowledge (Arcana, The Planes), Listen, Search, Sense Motive, Spellcraft, Spot
Proficiencies: the Nycaloth Commander is proficient with Light Armour and Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+1+2+0+2Blood Storm, Fiendish Command
2+2+3+0+3Dedicated Army, Battlefield Inspiration
3+3+3+1+3Biggest of the Beasts, Reactive Command
4+4+4+1+4Basic Sphere Access: Carnage
5+5+4+1+4Comet of Evil, Impossible Command
6+6+5+2+5Deadly Tempest
7+7+5+2+5Rampage of Malice, Contingent Command
8+8+6+2+6Basic Sphere Access: Terror, Deadly Command

Blood Storm (Ex): the bleeding wounds of the Nycaloth Commander are better than those of normal Nycaloth. Each claw attack also deals 2 points of Constitution damage.

Fiendish Command (Su): with a Swift Action, the Nycaloth Commander can shout an order out to up to one ally per class level within sixty feet. The ally may then do any one of the following with an Immediate Action:
  • Perform a Charge
  • Make a single Move Action – this does not provoke an Attack of Opportunity
  • Make a single attack, either ranged or melee
  • Perform a combat maneuver such as a Trip or Grab
Dedicated Army: at level two, the Nycaloth Commander gains control of a small army that it can summon as needed. He has a regular Nycaloth that serves as a general, plus another one for every level beyond this. Each Nycaloth beneath him also commands five Canoloth and three Mezzoloth, as well as a unit of fifty Petitioners (Human NPC Warrior 3 with Yugoloth Traits other than the Summoning ability). Once per day, he may use a Full Round Action to Summon (as his normal power but with a 100% chance of success) one of the Nycaloth generals, however on the following round the five Canoloth and three Mezzoloth will arrive, and the round after that, the fifty Petitioners arrive. They all last for an hour or until slain, except if a Nycaloth is slain, all of its underlings also vanish. These are, much like with Summon Monster spells, not actually killed when summoned, however no matter how many are available back at home, only one summoning per day is possible. If his fortress is attacked, the whole army can be brought to bear against attackers. Similarly, if a friend opens a Gate or something, he can bring them on crusades, but risks losing actual troops in this manner.

Battlefield Inspiration (Su): any time the second-level Nycaloth Commander hits an enemy with an attack or affects an enemy with a Spell-Like Ability, all of his allies are inspired: for the next three rounds (which will reset if he hits a foe again), they may use his own Base Attack Bonus for all of their attack rolls, and add his Charisma Bonus to their attack and damage rolls, Armour Class, Saving Throws and any Save DC of their effects.

Biggest of the Beasts: at level three, the Nycaloth Commander grows to Huge size. Instead of the normal changes of growth, this has the following changes: +4 Strength, Constitution and Natural Armour Bonus, +5’ to Space and Reach, and the usual -4 to Hide checks, -1 to Attack rolls and Armour Class, +4 to Trip, Grapple, Bullrush and so on, and the increase in natural weapon damage. He can lift a Large or smaller creature for his Liftoff ability, with a maximum load of 2,800 pounds.

Reactive Command (Su): starting at level three, the Nycaloth Commander can issue a Fiendish Command with merely an Immediate Action. If he elects to target only one ally with this, it does not consume his next turn’s Swift Action.

Sphere Access: at level four, the Nycaloth Commander gains Basic Access to the Carnage Sphere. At level eight, he also gains Basic Access to the Terror Sphere.

Comet of Evil (Ex): should the fifth-level Nycaloth Commander be airborne, he may charge a foe who is on the ground (whether standing or prone), crashing into the surface like a blazing comet of destruction. If the attack hits, it deals an additional 2d6 Bludgeoning damage and allows a free Trip attempt. Furthermore, there is an explosion 40 feet in radius from the point of impact, dealing 6d6 points of Fire damage, plus his Strength Bonus and any bonus damage from Power Attack, to all in the area, including the Commander and the target. Everyone except the initial target is allowed a Reflex Save (with a DC equal to the attack roll) for half.

Impossible Command (Su): starting at level five, any time the Nycaloth Commander issues a Command to an ally, he may also demand they do things they straight-up cannot do, and grant them one of the following abilities until the start of his next turn:
  • A Burrow Speed of 50 feet
  • A Fly Speed of 50 feet (Perfect)
  • True Seeing
Deadly Tempest (Su): upon reaching level six, the Nycaloth Commander can flap its wings in a frenzy as a Full Round Action, and create a Whirlwind or Binding Winds effect, with a Caster Level equal to his hit dice, and a Save DC of 10 + half his hit dice + his Charisma Bonus. Any time a target is suffering from the effects of either of these, they are so linked to him that they are treated as being within reach for all of his melee attacks.

Rampage of Malice (Su): when the Nycaloth reaches seventh level, he may hit people with so much evil intent that their friends die as well. Any time he lands a killing blow on somebody, the excess damage is then spread out to each adjacent creature that was an ally of the newly-deceased creature. For instance, if he hits somebody for 100 points of damage and they only have 30 hit points remaining, it takes 40 damage to reduce them to -10 and kill them. They had two adjacent allies, who each take 60 damage. One of them only had 20 HP remaining, so 30 of the 60 damage takes them to -10 and kills them, so another 30 damage could spread further. Any creature can only take this “shared” damage once per round.

Contingent Command (Su): each day, the seventh-level Nycaloth Commander may make a number of Contingent plans equal to his Intelligence Bonus (minimum 1). These last until midnight (when new ones are gained) or until triggered, whichever happens first. He simply needs to specify the trigger for the contingency (such as “when I am attacked” or “when any enemy is seen within range” or “when anyone from our unit is hit” but not things like “when I blink”), and the action taken (any Move-Equivalent or Standard Action available, or a Charge). When the conditions are met, he designates one ally (not an action) to perform the specified action. This can happen out of turn, even when denied his Dexterity Bonus to Armour Class, and acting on the contingency is an Immediate Action for the ally.

Deadly Command (Su): three times per day, the eighth-level Nycaloth Commander may order anyone (such as an enemy) to die, and as long as they hear and understand the command, they are compelled on a molecular level to do this. They must attempt a Will Save (DC 20 + his Charisma Bonus), with failure resulting in them dropping dead. This is not a [Death] effect, but it is a [Mind-Affecting] [Compulsion] effect, and [Language-Dependent].
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Post by Koumei »

Yugoloth: Ultroloth
Monster Manual 3, page 204. CR 13, Level 15.

Gehennan Overlord
Ultroloths are supposed to be commanders and leaders, but let’s be clear: they’re primarily spellcasters. Especially spells that give other people a bad day. The Gehennan Overlord continues doing that for the last few levels, casting powerful spells to slay foes, but it does also have a base of operations and the ability to rally an army. So that’s a thing. But if you’re playing this in some 16th level game, then you’re being an offensive caster.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Craft (Alchemy), Decipher Script, Diplomacy, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot
Proficiencies: the Gehennan Overlord is proficient with Simple Weapons, the Longsword, the Rapier and the Shortsword
LevelBABFortRefWillSpecial
1+0+0+2+2Bloodmelt* 3/day, Poison Storm* at will, Insidious Domain
2+1+0+3+3Horrid Wilting 3/day, Apocalypse From the Sky* 1/day
3+2+1+3+3Time Stop 1/day, Meteor Span* 1/day
4+3+1+4+4Energy Drain 3/day, Storm of Vengeance 1/day
5+3+1+4+4Imprisonment 1/day, Evil Within* 1/day

Spell-Like Abilities (Sp): the Gehennan Overlord casts Spell-Like Abilities. The Caster Level for all of these, including innate racial ones, equals its hit dice, and they all have a Save DC of 7 plus half its hit dice plus its Charisma Bonus. Those marked with an asterisk are located here.

Insidious Domain: the Gehennan Overlord has its own Demiplane, which is an entire fortress. The very walls are acidic to the touch, even in their solid state, and the air is toxic. There is very little about it that could be seen as pleasant or survivable, however it is just fine for Yugoloths. The Overlord also gains Army of Demons as a bonus feat, and can store its army in the fortress Demiplane.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

And here we go, the last one!

Yuki-On-Na
It's Cold Outside, page 164. CR 4, level 6

Tsurara-Onna
The icicle lady advances snow lady abilities to include further aspects of the myths and legends that surround the Yuki-Onna (and similar legendary creatures that may or may not be the same). As such, she has the ability to bestow power to allies, freeze people to death, steal livers and life force, be strengthened by water, shoving people into the snow (apparently this is important) and calling upon the power of mountain gods. This is a rather ecclectic mixture of abilities, but ultimately they become tricksters and mages of a sort, mixing elements of genies and hags and nymphs.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Listen, Move Silently, Perform (any), Spot
Proficiencies: the Tsurara-Onna is proficient with Simple Weapons and the Scimitar, Short Sword, War Fan and Glaive/Naginata
LevelBABFortRefWillSpecial
1+0+0+2+2Ice Body, Mountain Spirit Blessing
2+1+0+3+3Weakening Chills, Essence Eater
3+1+1+3+3Numbing Aura, Remove Fear, Ease of Breath
4+2+1+4+4Veil of Frostfire, Remove Paralysis
5+2+1+4+4Icy Hand (Cover), Good Hope
6+3+2+5+5Push Into Snow, Glacial Globe of Invulnerability
7+3+2+5+5Icy Hand (Shove), Otto's Imperative Ambulation
8+4+2+6+6Gift of Frost, Mass Haste, Pass Through Ice
9+4+3+6+6Icy Hand (Squeeze), Mysterious Redirection
10+5+3+7+7Deathly Chills, Snowsong
11+5+3+7+7Icy Hand (Crush), Whiteout
12+6+4+8+8Magic Convalescence, Greater Glacial Ward
13+6+4+8+8Rejuvenating Essence, Otto's Irresistable Dance
14+7+4+9+9Gift of the Mountain Spirits, Mass Heal

Ice Body (Ex): the Tsurara-Onna’s body is practically made out of ice and snow. She is harmed by hot water, steam and ash, treating it the same as humans treat acid, but likewise is healed by cold water, snow, slush and ice. She has Fast Healing 1 when standing on these surfaces, Fast Healing 3 when up to her knees, Fast Healing 5 when up to her waist or in the rain/snow/hail, and Fast Healing 10 when fully submerged or exposed to a torrential downpour or a blizzard. Being simply splashed restores 1d6 hit points. In Hot weather, she suffers a -10 Penalty to Saving Throws to avoid taking damage and suffers regular lethal damage right from the start.

Mountain Spirit Blessing (Su): the Tsurara-Onna has certain aspects of divine power, and treats all Divine Spells as being on her class list – she can cast any of them from Wands, Scrolls, Staves and so on.

Weakening Chills (Su): at will, a second-level Tsurara-Onna may use a Standard Action to chill a target within Close Range. They suffer Cold damage equal to 1d8 plus her Charisma Bonus, then for three rounds they suffer a penalty to Hardness and Damage Reduction equal to her Charisma Bonus – this last bit is suffered even by Objects and if immune to Cold damage.

Essence Eater (Ex): starting at level two, any time the Tsurara-Onna kills a foe – whether through weapons, special attacks or pushing them off cliffs – she gains a quantity of power. She also gains this power any time she causes somebody to Lose the Way. She counts as eating sufficiently for the day (this can’t be banked for future days, but can make up for prior starvation), and gains a point of “Essence”. She may hold an amount of Essence up to half her class level at a time.

Numbing Aura (Su): at third level, the Tsurara-Onna starts to radiate a cold aura that numbs those around her. It radiates out to 15 feet, and she may suppress or resume this at will. Any creature that begins their turn within this area must pass a Fortitude Save (DC 6 + half her hit dice + her Charisma Bonus) or suffer a -6 Penalty to their Strength and Dexterity until a minute after they leave the aura. If already suffering from this, they become Fatigued until they rest. If already Fatigued, they become Exhausted until they rest. If already Exhausted, they are Slowed until a minute after they leave the area, and suffer 1d6 Non-Lethal damage per round for this duration.

Spell-Like Abilities (Sp): as she gains levels, the Tsurara-Onna gains access to a number of Spell-Like Abilities. Each of these can be used once per day, but she can spend a point of Essence to cast beyond this limit, one Essence per casting. The Caster Level equals her class level plus five, and any Save DC is 6 + half her hit dice + her Charisma Bonus.

Veil of Frostfire (Su): at level four, the Tsurara-Onna gains the ability to wreath people in terrifying frost-fire. With a Standard Action at will, she may unleash a Burst out to 15 feet from her that deals 1d6 Frostburn damage per hit die to all other creatures within the area. They are entitled to a Fortitude Save for half (DC 6 + half her hit dice + her Charisma Bonus).

Icy Hand (Sp): the fifth-level Tsurara-Onna can spend a point of Essence to cast Bigby’s Interposing Hand. Any creature that attacks her when the hand is protecting her from them suffers Frostburn damage equal to her hit dice, and suffers 2 points of Dexterity damage.
At level seven, she may spend a point of Essence to cast Bigby’s Forceful Hand. Any creature it touches also suffers the Frostburn and Dexterity damage as above.
At level nine, she may spend 2 points of Essence to replicate Bigby’s Grasping Hand that also carries the Frostburn damage and deals 4 points of Dexterity damage.
At level eleven, she may spend 2 Essence to replicate Bigby’s Clenched Fist that also carries the Frostburn damage and 4 points of Dexterity damage.

Push Into Snow (Su): at level six, the Tsurara-Onna gains the ability to shove people into the snow. Rather, she spends a Full Round Action designating a 50’ radius Spread within Medium Range, and the entire area is covered in Heavy Snow, with Whiteout conditions, for a number of rounds equal to her hit dice. This creates a snow field 1d8x10 feet tall, which lasts for the normal duration before melting.

Gift of Frost (Su): starting at level eight, the Tsurara-Onna can bestow an icy gift upon her friends. By holding an ally for a minute, she may elect to bestow the [Cold] Subtype upon them for a year and a day. They must be willing to accept this, and cannot gain it if they already have the [Fire] Subtype.

Deathly Chills (Su): the tenth-level Tsurara-Onna may spend a point of Essence with a Full Round Action to freeze somebody to death. She designates a target within Close Range, and as long as they are not Immune to Cold, they must attempt a Fortitude Save (DC 6 + half her level + her Charisma Bonus) or die.

Rejuvenating Essence (Ex): any time the thirteenth-level Tsurara-Onna gains Essence, she gains the benefits of both Greater Restoration and Regeneration. This happens at a caster level equal to her hit dice.

Gift of the Mountain Spirits (Su): upon reaching level fourteen, the Tsurara-Onna gains Basic Access to a single Domain as though it were a Sphere – with a single daily use of each of the Spell-Like Abilities. Additionally, once per day she may grant a single Wish to another creature, though in doing so the recipient transfers enough energy that they become Exhausted and she gains a point of Essence.
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Re: Monster Prestige Classes (A Reprint)

Post by Avoraciopoctules »

Koumei wrote:And here we go, the last one!
Good time for responses, then. Thanks for re-posting these! Monster PCs are pretty common in my games, and it's really cool that you've done the work to create such elegant ways to scale them up.
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Post by Lord Charlemagne »

Thank you for posting all of these.
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Post by Koumei »

The first post now has an Index in spoiler tags, with links to every single one. Also I have been asked to do a few Wyvern ones, and seeing as they're pretty much the ideal Dragon, that seems perfectly reasonable. So there will be a few of those.
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Post by Sigil »

I'd honestly been waiting to comment to not break up the thread, but I just wanted to mention how much I love that these all exist.
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Post by The Adventurer's Almanac »

I'm sad that it's over now, but I'm glad this exists. It's quite inspiring!
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Post by Koumei »

Wyvern
Monster Manual, page 259. CR 6, Level 7 – no thumbs.

Great Wyrm of the Sky
The Wyvern makes a great dragon generally, without having all the weird extra stuff that bloat dragons out. So if a knight wants to ride a dragon, they should ride a Wyvern. This class exists for a Wyvern that wants to spend most of its time flying while being an increasingly giant monster, but it is also very specifically designed to be someone’s steed. So a tenth-level Knight or Paladin could have a cohort that is a Wyvern with one level of this, or a tenth-level character could be a Wyvern with three levels of this, and they happen to let other party members ride them.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Hide, Intimidate, Listen, Move Silently, Spot
Proficiencies: the Great Wyrm of the Sky is proficient with Light Barding
LevelBABFortRefWillSpecial
1+1+2+2+0Improved Flight, Fly-By Attack
2+2+3+3+0Dragging Dragon
3+3+3+3+1Aerial Evasion, Wingstorm
4+4+4+4+1Swoop, Blot Out The Sun
5+5+4+4+1Improved Flight, Improved Stability
6+6+5+5+2Huge Dragon, Crush
7+7+5+5+2Sky Jousting
8+8+6+6+2Greater Wingstorm
9+9+6+6+3Improved Flight, Swallow Whole
10+10+7+7+3Calamitous Plunge
11+11+7+7+3Updraft
12+12+8+8+4Gargantuan Dragon, Control Weather
13+13+8+8+4Supersonic

Improved Flight (Ex): at first level, the Great Wyrm of the Sky’s Fly Speed increases to 100 feet and with Average Maneuverability, and it gains Overlight flight as a True Dragon. At level five, its Fly Speed increases to 150 feet and with Good Maneuverability. At level nine, it becomes Perfect and increases to 200 feet.

Fly-By Attack: when the Great Wyrm of the Sky takes both a Move Action to fly and a Standard Action to do anything else, it may interrupt its movement to perform the action at any point, then continue the movement afterwards. Alternatively, when performing a Charge while flying, it may move after finishing the charge, subtracting the charge distance from its Fly speed to determine how far it may withdraw. This movement does not provoke an Attack of Opportunity from the target of the charge.

Dragging Dragon (Ex): upon reaching second level, foes cannot simply try to avoid the Great Wyrm of the Sky when it attempts an Overrun. It may make a free Claw attack against each foe who is knocked down, and against the first creature it both knocks down and also hits with the Claw (keeping in mind the +4 Bonus for the foe being Prone), it may attempt a free Grapple check. Upon grappling them, it may elect just to hold them in its hindclaws, benefiting from the Snatch, Improved Snatch and Multisnatch feats.

Aerial Evasion (Ex): at level three, the Great Wyrm of the Sky gains Evasion, but only when airborne – it’s just so much easier to avoid attacks when flying. Anybody riding atop the Wyrm benefits from this Evasion as well.

Wingstorm: the third-level Great Wyrm of the Sky gains the Hover and Wingstorm feats as Bonus Feats. Its Age Category is considered to be Adult.

Swoop (Ex): at level four, the Great Wyrm of the Sky gains the Wingover, Power Climb and Power Dive feats as Bonus Feats.

Blot Out The Sun (Su): when the fourth-level Great Wyrm of the Sky is flying, it literally blocks overhead light sources, but seems to prevent even more. Anything below it or any space within its natural reach is unable to get better light than “Shadowy Illumination” (as a Darkness spell) unless from effects originating below the Wyrm itself. Furthermore, it radiates fear: everything it passes over must pass a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be rendered Shaken until a minute after they lose sight of it.

Improved Stability (Ex): the fifth-level Great Wyrm of the Sky is especially adept at remaining stable even when performing dangerous combat maneuvers. Any rider has a +4 Bonus to Ride checks to remain mounted, and any time both rider and dragon are required to make a Reflex Save, they may each attempt the save and both use the better roll.

Huge Dragon: at level six, the Great Wyrm of the Sky grows to Huge Size. This increases its Strength, Constitution and Natural Armour by 4 points each, reduces its Dexterity by 2 points, increases its Space, Land Speed and Reach by 5’. It is subject to the usual modifiers based on Size as well (Attack Rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapon damage, Carry Capacity and so on).

Crush (Ex): the sixth-level Great Wyrm of the Sky gains the Crush attack of a True Dragon of its size. This continues to grow as it does. The Save DC is 7 plus half its hit dice plus its Constitution Bonus.

Sky Jousting (Ex): whenever the seventh-level Great Wyrm of the Sky makes a Charge attack against a creature that is flying, it may either make a Full Attack, albeit without the Bonus for charging (the penalty to Armour Class still applies), or it may make one attack, with a doubled Bonus for charging (+4, and the penalty to Armour Class is not doubled), and benefiting from the Powerful Charge and Improved Powerful Charge feats. Furthermore, its rider may also make a single attack as though they had declared the charge.

Greater Wingstorm (Ex): starting at level eight, the Great Wyrm of the Sky treats its Age Category as Very Old, and its Size Category as one larger than it actually is for the purpose of the Wingstorm feat.

Swallow Whole (Ex): at level nine, the Great Wyrm of the Sky gains Snatch and Swallow as a Bonus Feat. The energy damage suffered by creatures in its stomach is Acid.

Calamitous Plunge (Ex): starting at level ten, any time the Great Wyrm of the Sky uses its Power Dive feat, it smashes the ground like a meteor. Every square it occupies or can reach is smashed into Difficult Terrain, and all creatures in the area must attempt a Reflex Save (same DC as its Crush attack) or be knocked Prone and instantly suffer Crush damage (but without being Pinned). Additionally, if it charges a foe that flies at a lower altitude, a successful hit that deals damage disrupts the foe’s flight – they begin falling, and cannot regain flight until the end of their next turn, assuming they don’t crash into the ground before then.

Updraft (Su): whenever the eleventh-level Great Wyrm of the Sky moves at full speed in a straight line, it creates powerful drag that pulls nearby things behind. At the end of a turn in which it flies in a straight line to make a Double Move or Run action, it makes a Bullrush attempt against every creature within its natural reach at any point of the movement, other than those riding it, and any creature it rolls high enough to push are forced in the same direction it moved. They can be moved more than five feet but cannot be pushed in front of the Wyvern.

Gargantuan Dragon: at level twelve, the Great Wyrm of the Sky grows to Gargantuan Size. This increases its Strength, Constitution and Natural Armour by another 4 points each, reduces its Dexterity by another 2 points (unless it is already 6 or lower), increases its Space, Land Speed and Reach by another 5’. It is subject to the usual modifiers based on Size as well (Attack Rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapon damage, Carry Capacity and so on). It also gains the Tail Sweep attack of a True Dragon for its size, with a Save DC of 7 plus half its hit dice plus its Constitution Bonus. Its tail sting does not hit creatures as part of this, as the main bulk of the tail wallops them – it doesn’t make rapid stings everywhere.

Control Weather (Su): should the twelfth-level Great Wyrm of the Sky continue using its Wingstorm ability for a full minute, it can create a Control Weather effect, changing the weather for another one minute per hit die.

Supersonic (Su): at level thirteen, the Great Wyrm of the Sky gains the ability to fly at supersonic speeds, very literally. When it does this, it can take no action other than flying and charging (including the Power Dive Feat), or dropping/flinging a carried victim, but its Fly Speed increases to 7,000 feet (1,400 squares) per round. This is probably more than your average table size, so assume it can go “very far”. It is too fast to provoke Attacks of Opportunity or even be hit by Readied Actions, and for the entirety of the movement it effectively has a 75’ Cone extending behind it: a sonic boom suffered by any creature or object that is at any point hit by this cone. They suffer a Greater Shout effect (Caster Level 20, DC 15 plus its Constitution Bonus). Anything within the area of its Calamitous Plunge attack is also affected (though may save normally). It may only fly at this speed for a number of consecutive rounds equal to its Constitution Bonus, and for every round it spends flying at this speed, it takes a minute to recharge before doing this again. For instance, a Great Wyrm of the Sky with a Constitution of 24 (+7 Bonus) could fly at Supersonic speeds for up to seven rounds, and if it flew for the full seven rounds it would have to slow down for seven minutes – but if it flew at Supersonic speeds for only three rounds, it would have to slow down for three minutes.
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Post by Koumei »

True Dragon
Sometimes the Wyverns become more like the greater dragons they already resemble. They are already big monsters with wings and sharp claws and sharp faces. But those who take the path of the True Dragon grow even bigger – eventually even becoming Colossal in size – and they become resilient to one energy type, and they breathe damaging effects. They are still really Wyverns, their poison never goes away, but they can play more like dragons that breathe damage on people, and can smash things to pieces.

Hit Die: d12
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Hide, Intimidate, Knowledge (Arcana, Geography, History, Local), Listen, Move Silently, Spot, Swim, Use Magic Device
LevelBABFortRefWillSpecial
1+1+2+0+2True Dragon Traits, Breath Weapon
2+2+3+0+3Lesser Dragon Magic
3+3+3+1+3Draconic Gift
4+4+4+1+4Elemental Venom
5+5+4+1+4Huge Dragon, Crush Attack
6+6+5+2+5Ablative Scales, Improved Dragon Magic
7+7+5+2+5Elemental Immunity
8+8+6+2+6Toxic Breath Weapon
9+9+6+3+6Gargantuan Dragon, Tail Sweep
10+10+7+3+7Greater Dragon Magic
11+11+7+3+7Elemental Aura, Swallow Whole
12+12+8+4+8Annihilating Breath Weapon
13+13+8+4+8Colossal Dragon

True Dragon Traits: the True Dragon gains certain traits of the actual greater dragons. It is considered a Young Adult for the purpose of anything that depends on its Age Category, and it gains the Blindsense, Frightful Presence and Keen Senses common to Chromatic and Metallic Dragons. Furthermore, select one of the following: Acid, Cold, Electricity, Fire. It gains Resistance against that energy type equal to three times its hit dice, and also has a +4 Racial Bonus on Saving Throws against effects with that descriptor. Mister Cavern might also allow Sonic damage/effects, or even weird crap like Dehydration, Light or Force, and while increased rarity makes the Resistance (and eventual Immunity) less relevant, it also means the Breath Weapon is harder for foes to resist.

Breath Weapon (Su): the True Dragon has a Breath Weapon, which is either a 40’ Cone or an 80’ Line (chosen when this ability is gained). After use, it cannot be used for the following 1d4 rounds. It deals 1d10 damage (of the same type as the type chosen to resist in True Dragon Traits) per hit die, with a Reflex Save for half (DC 7 + half its hit dice + its Constitution Bonus).

Lesser Dragon Magic (Sp): once each per day, the second-level True Dragon can cast Scintillating Scales, Mesmerising Glare, Razorfangs and Magic Fang. Furthermore, select one variety of Chromatic, Metallic or Gem Dragon. It gains the ability to cast the same Spell-Like Abilities (including Psionics) as the chosen dragon type of the same age. As its effective Age Category improves, it can gain access to more.

Draconic Gift (Ex): the third-level True Dragon may select one of the following benefits:
  • Cold or Acid Dragon: Swim Speed equal to its land speed (and Water Breathing)
  • Sonic, Cold or Electricity Dragon: increase its Fly Speed by 50 feet
  • Dehydration or Acid Dragon: Burrow Speed equal to half its land speed (round down)
  • Fire Dragon: Swim Speed in lava equal to its land speed (and can breathe and see in lava just fine, with no damage)
  • Cold Dragon: Ice Walking
  • Sonic, Light, Force or Dehydration Dragon: Planar Travel (as a Gem Dragon)
  • Sonic Dragon: Spider Climb and Skate (as a Sapphire Dragon)
Elemental Venom (Su): starting at level four, any time a foe fails any saving throw against the True Dragon’s Poison (whether primary or secondary), they suffer 2d6 points of energy damage (the same type as its breath weapon). They then suffer another 1d4 points of damage per round for the next minute.

Huge Dragon: at level five, the True Dragon grows to Huge Size. This increases its Strength, Constitution and natural Armour by 4 points each, reduces its Dexterity by 2 points, and increases its Space, Land Speed and Reach by 5’. It is subject to the usual modifiers based on Size as well (Attack Rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapon damage and so on). Additionally, its Breath Weapon increases to a 50’ Cone or 100’ Line. At this point, it is considered a Mature Adult.

Crush Attack (Ex): the fifth-level True Dragon gains the Crush attack of a Metallic or Chromatic Dragon for its size – this grows in damage as it does. The Save DC is 7 plus half its hit dice plus its Constitution Bonus.

Ablative Scales (Ex): starting at level six, any time the True Dragon would be subject to more than half its maximum Hit Points in damage, or something that would kill it outright, its massive armoured plates absorb some portion of the damage and shatter apart. In either case, it only suffers half its maximum Hit Points in damage (round up), but its Natural Armour is reduced by 8 – regenerating at the rate of 1 point per day (though effects like Restoration can restore it like Ability Damage). Until it is fully recovered, this ability no longer protects it.

Improved Dragon Magic (Sp): the sixth-level True Dragon can cast each of the following spells as Spell-Like Abilities once per day: Blinding Breath, Sharptooth, Stunning Breath, Aura of Terror, Voice of the Dragon.

Elemental Immunity (Ex): at level seven, the True Dragon becomes completely Immune to the energy type it chose to resist (and breathe) at level one, as well as any effects that have that energy type as a descriptor (so if it resists and breathes Cold, it would also be Immune to a non-damaging [Cold] effect that causes Blindness or whatever).

Toxic Breath Weapon (Su): starting at level eight, the True Dragon gains a second breath weapon, a Cone of gas. This has the same Save DC as its primary breath weapon, however it is a Fortitude Save, with failure causing the targets to be affected by the Poison usually delivered by its stinger. After any breath weapon is used, neither can be used for the next 1d4 rounds.

Gargantuan Dragon: at level nine, the True Dragon grows to Gargantuan Size. This increases its Strength, Constitution and Natural Armour by another 4 points each, reduces its Dexterity by another 2 points (unless it is already 6 or lower), increases its Space, Land Speed and Reach by another 5’ and increases its Breath Weapons to a 60’ Cone or 120’ Line. It is subject to the usual modifiers based on Size as well (Attack rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapon damage and so on). At this point it is considered Very Old.

Tail Sweep (Ex): the ninth-level True Dragon gains the Tail Sweep attack of Chromatic and Metallic Dragons. This does not deliver its Poison as the main bulk of the tail slams into foes, rather than dealing precision stings. This deals damage based on its Gargantuan size, and grows when the dragon does.

Greater Dragon Magic (Sp): at level ten, the True Dragon gains the ability to cast the following Spell-Like Abilities once each per day: Superior Magic Fang, Breath Weapon Admixture, Enervating Breath, Maddening Whispers.

Elemental Aura (Su): starting at level eleven, the True Dragon radiates an aura out to 10 feet. Any creature that ends its turn in this area suffers 6d6 damage of the same type as its breath weapon.

Swallow Whole (Ex): the eleventh-level True Dragon gains the Swallow Whole ability, as the Snatch and Swallow feat. The elemental damage dealt is the same type as its breath weapon.

Annihilating Breath Weapon (Su): at level twelve, the True Dragon gains a third type of breath weapon: pure destructive energy. It is resolved as a 120’ Line (140’ when Colossal), and every target in the area must pass a Fortitude Save (DC 5 + half its hit dice + its Constitution Bonus). Failure results in complete annihilation and being reduced into dust. Success results in suffering 1d6 Untyped damage per hit die.

Colossal Dragon: the thirteenth-level True Dragon is Colossal in Size. This increases its Strength, Constitution and Natural Armour by another 4 points each, reduces its Dexterity by another 2 points (unless it is already 6 or lower), increases its Space and Land Speed by another 10’ and its Reach by 5’. Its Breath Weapons improve to a 70’ Cone or 140’ Line. It is subject to the usual modifiers based on Size as well (Attack rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapon damage and so on). At this point it is considered a Great Wyrm.
Koumei
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Post by Koumei »

Dread Wyrm
A dragon makes a great boss, complete with minions and a lair. So the Dread Wyrm is a way for the Wyvern to become that boss. It can even take on humanoid forms so as to sit on a throne, bellowing orders at minions, and also go out to fool adventurers. The Dread Wyrm’s powers mostly revolve around leadership and lair ownership, and arranging circumstances such that it actually is the true boss fight, needing additional measures to be taken against it.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (any), Listen, Spot
Proficiencies: the Dread Wyrm gains Proficiency with Simple Weapons in its alternate forms.
LevelBABFortRefWillSpecial
1+1+2+0+2Harmless Shape, Tyrant
2+2+3+0+3Lair, Create Traps (CR 4)
3+3+3+1+3Vision of the Lair, Insidious Whispers
4+4+4+1+4Control of the Lair
5+5+4+1+4Huge Dragon, Create Traps (CR 6)
6+6+5+2+5Power of the Lair
7+7+5+2+5Return Home, Booming Voice
8+8+6+2+6Create Traps (CR 8)
9+9+6+3+6Magic of the Lair
10+10+7+3+7Aura of Fear, Reward Minions
11+11+7+3+7Create Traps (CR 10)
12+12+8+4+8Gargantuan Dragon, Dominate Cowards
13+13+8+4+8Immortality of the Lair

Harmless Shape (Sp): at will, the Dread Wyrm can take on a “harmless” form, as the Alternate Form special ability. This lasts as long as the Dread Wyrm wishes. The Dread Wyrm has three Humanoid forms it can adopt, plus a number equal to its permanent Intelligence Bonus (if positive), chosen at first level. After this, future Humanoid forms can be added by increasings its Intelligence score.

Tyrant: the Dread Wyrm is a true tyrant, lording over its minions. As a boss monster, it harnesses the mental abilities needed for such a role. The Dread Wyrm’s Intelligence increases by 4, and its Charisma increases by 2. Skill points are gained retroactively, and it learns two new languages, one of which should probably be Common. Additionally, it gains one [Leadership] Feat as a Bonus Feat.

Lair: at level two, the Dread Wyrm gains Landlord as a Bonus Feat (page 10 of the Stronghold Builder’s Guide). Storing money and treasure in a giant pile to guard somehow results in more progress and work being done on the lair – perhaps it inspires more minions to help out, or wealth simply draws more wealth. Either way, piling the money up in such a way that it doesn’t help you (you’re not spending it on equipment) and does help intruders (because they can loot it very easily) counts as money personally invested in the lair (and its value is doubled as normal).

Create Traps (Sp): starting at second level, the Dread Wyrm can use a Full Round Action three times per day to transform its surroundings, creating a Trap of CR 4 or lower as long as it is wholly within 100 feet. At level five, it can create a Trap of CR 6 or lower. At level eight, it can create a Trap of CR 8 or lower. At level eleven, it can create a Trap of level ten or lower. A created trap lasts for 24 hours, and then the landscape reshapes as though it had never been trapped. In the case of magically created pits, anything that fell inside is gently shoved up to ground level, and in the case of magically created walls or towers, anybody that climbed atop them suddenly falls. Should there be some weird case where a poison trap poisons somebody and the trap vanishes before the minute is over, they are still poisoned – just like if they contract a disease from a trap – whereas people drowning in water, or being engulfed in acid or lava, are fortunate because the water/acid/lava disappears.

Vision of the Lair (Su): starting at level three, the Dread Wyrm can cast Clairvoyance/Clairaudience and Scrying three times each per day, and Greater Scrying and Prying Eyes once each per day. However, the spied-upon area (and thus area that magical eyes can wander around) is strictly limited to areas within its Lair.

Insidious Whispers (Sp): three times per day, the third-level Dread Wyrm can cast Suggestion with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Charisma Bonus. As part of casting, it may choose to make it a barely-perceptible, almost subconscious suggestion, removing the Verbal aspect and [Language-Dependent] descriptor such that nobody else can hear it, and Delaying the effects by up to ten minutes per hit die, although it must make a Bluff check opposed by the target’s Sense Motive: if the target rolls higher, even if they failed the save, they realise what is happening and can choose to inform their allies. Other creatures may also make a Listen check and, if it is higher than the Bluff check, they can recognise the magic for what it is.

Control of the Lair (Su): at level four, the Dread Wyrm can activate any device within its lair (triggering a trap, opening or closing a door, locking or unlocking anyhing, turning a winch or crank) with merely a Swift Action. Only devices that are part of the lair work in this manner – if somebody brings their own winch with climbing rope, the Dread Wyrm cannot play around with that. Beyond this, it can cast Animate Objects once per day with a Caster Level equal to its hit dice, but can only cast this within its own Lair.

Huge Dragon: at level five, the Dread Wyrm grows to Huge Size when in its natural draconic form. This increases its Strength, Constitution and Natural Armour by 4 points each, reduces its Dexterity by 2 points, and increases its Space, Land Speed and Reach by 5’. It is subject to the usual modifiers based on Size as well (Attack rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapons and so on).

Power of the Lair (Su): when the sixth-level Dread Wyrm is within the bounds of its Lair, it has Fast Healing equal to its class level. Additionally, it gains the ability to cast Telekinesis at will, with a Caster Level equal to its hit dice, and using its Charisma as the Ability Score for relevant rolls (Combat Maneuvers and such), and has an innate Deflection Bonus to Armour Class of +1 per 4 hit dice (round up). It may also use some important section of its Lair as the focus to perform powerful rituals, however these are all plot devices that allow for some kind of “after thirty days of casting, it blighted all the lands within a hundred miles” and such, and not covered in any kind of rulebook.

Return Home (Sp): starting at level seven, the Dread Wyrm may cast both Teleport Without Error and Greater Plane Shift once each per day, but only to transport itself to locations within its lair. Typically this lets it adventure and then jump home if needed, but it can also use the teleportation to move from one point in its lair to another if it so wishes.

Booming Voice (Su): whenever a seventh-level Dread Wyrm Demoralises a foe, they take Sonic damage equal to the Intimidate check. This works even if they are already as afraid as they’re going to get. Additionally, it may cast Shout at will and Greater Shout once per hour, both with a Caster Level equal to its hit dice and a Save DC of 10 + half its hit dice + its Charisma Bonus.

Magic of the Lair (Sp): the ninth-level Dread Wyrm gains Basic Access to the Dominion Sphere. Additionally, select any three Spells that have both an Area of Effect and a Duration (other than Instantaneous, Concentration, or Concentration + Something), no higher than level seven. It may cast each of these three spells as Spell-Like Abilities once per day, just like they were granted by the Sphere – including the ability to make them Permanent. However, all of these Spell-Like Abilities are only able to be cast when inside the Lair, and targeting areas wholly within the Lair.

Aura of Fear (Su): at level ten, the Dread Wyrm radiates a fifteen foot aura of fear, which it can suppress or resume with a Swift Action. Any creature in the area that fails a Will Save (DC 10 + half its hit dice + its Charisma Bonus) becomes Frightened for 1d4 rounds, then Shaken for a minute thereafter. Once a given creature either succeeds on the saving throw or ceases being affected following a failed saving throw, they need not save again until the next sunset, so it often saves time starting the day by locking itself in a room with allies until they settle down.

Reward Minions (Su): at will, the tenth-level Dread Wyrm may use a Swift Action to grant power to a single minion within fifty feet, or a Standard Action to grant power to all minions within one hundred feet. Minions are considered to be its Followers, Cohort and any actual paid hirelings or mercenaries, but not its fellow party members. When granted power, a minion may use the Dread Wyrm’s Base Attack Bonus and Base Saving Throws instead of its own, and furthermore benefits from a Divine Favour and Barkskin effect (Caster Level equal to the Dread Wyrm’s hit dice).

Gargantuan Dragon: at level twelve, the Dread Wyrm grows to Gargantuan Size in its natural draconic form. This increases its Strength, Constitution and Natural Armour by another 4 points each, reduces its Dexterity by another 2 points (unless it is already 6 or lower), and increases its Space, Land Speed and Reach by another 5 feet. It is subject to the usual modifiers based on Size as well (Attack rolls, Armour Class, Hide checks, Grapple/Trip checks, Natural Weapon damage and so on).

Dominate Cowards (Su): starting at level twelve, the Dread Wyrm can seize control of those who are afraid of it. It may cast Dominate Monster at will, but only targeting creatures that are currently suffering the effects of its Aura of Fear. The Caster Level equals its hit dice, and the Save DC is 10 + half its hit dice + its Charisma Bonus.

Immortality of the Lair (Su): the thirteenth-level Dread Wyrm cannot be slain or destroyed when within its Lair – providing the Lair itself remains standing. If the building is sufficiently destroyed to be considered a “ruins” and not a castle or fortress, the immortality is revoked, likewise it is not protected if it steps so much as five feet outside the bounds of its domain. While it can still be rendered Helpless by effects such as Flesh to Stone, it cannot specifically be killed or destroyed. Damage will cease at the point where it usually dies, allowing it to heal back up normally, and it does not age when in the area. Leaving does not cause it to suddenly gain years of age, but it does continue growing older at the normal rate.
Koumei
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Post by Koumei »

Scorpionfolk
Monster Manual 2 (but covered under OGL so in online SRD), Page 221. CR 7, Level 8 or 9.
Recommended to use the RoW system to “recreate” as a level 8 character:


Large Monstrous Humanoid
Hit Dice: 8d12
Base Attack Bonus: +8
Base Saving Throws: Fort +2, Ref +6, Will +6
Ability Scores: +4 Strength, +2 Dexterity
Skill Points: 4 + Int per hit die, x4 at first level (so 44 plus 11 times its Int Bonus)
Spell Resistance: this equals its hit dice (including class levels) plus ten
Speed: 40 feet
Armour Class: -1 Size, +6 Natural Armour
Natural Weapons: Sting (1d8) and 2 Claws (1d6)
Trample: 1d8 plus 1.5 times Strength Bonus, DC 10 + half hit dice + Strength Bonus
Poison (Ex): DC 10 + half hit dice + Constitution Bonus, 1d4 Dex/1d4 Dex
Spell-Like Abilities: 1/day – Major Image; 2/day – Mirror Image; CL 8 + class levels
Darkvision 60’
Fire Resistance 5
Level: 8


Chosen of Al-Ishtus
Al-Ishtus is a cruel desert god, and furthermore a god associated with scorpions. The Scorpionfolk typically revere Al-Ishtus, and those who gain Divine spellcasting become the Chosen of Al-Ishtus. They have a lot of catching up to do, so that’s what this class does – it accelerates their growth in Cleric casting so they have level-appropriate abilities soon enough.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Spellcraft, Spot
Proficiencies: the Chosen of Al-Ishtus is Proficient with Light Armour, Shields (but not Tower Shields), Simple Weapons and the Scorpion Claws, Whip, Scorpion Whip and Man-Catcher
LevelBABFortRefWillSpecialSpellcasting
1+0+2+0+2First Domain, Magic Fang+3 Cleric Levels
2+1+3+0+3Improved Grab, Drift Magic+2 Cleric Levels
3+2+3+1+3Mind of the Scorpion+2 Cleric Levels
4+3+4+1+4Phantasmal Killer+2 Cleric Levels
5+3+4+1+4Second Domain+2 Cleric Level
6+4+5+2+5Scorpion Plague+1 Cleric Level
7+5+5+2+5Stinging Spell+1 Cleric Level
8+6+6+2+6Potent Venom+1 Cleric Level
9+6+6+3+6Rending Dismemberment+1 Cleric Level
10+7+73+7Third Domain+1 Cleric Level
11+8+7+3+7Ruinous Swarm+1 Cleric Level
12+9+8+4+8Blessings of the Chosen+1 Cleric Level

Spellcasting: the Chosen of Al-Ishtus casts spells as a Cleric – ideally the Kaeleric, but if Mister Cavern doesn’t allow that class, then regular Cleric is still all right, it just makes the early levels less impressive. At level one, he casts as though he had three levels of Cleric, then on each of the next four levels his casting ability improves by two levels until he is a level thirteen character with eleven levels worth of spellcasting ability. After this, the casting ability improves at the rate of one level per level. This grants the Class Spell List (and therefore Spells Known), Spell Slots and Domain Slots, but not other class features.

Domains: at level one, the Chosen of Al-Ishtus gains his first Domain, which must be chosen from amongst Animal, Death, Destruction, Evil and War. This grants him the Domain Spells, Domain Ability and (assuming the Kaeleric) Domain Skill. At level five, he gains his second Domain, which again must be chosen from the above list. At level ten, he gains a third domain, still chosen from this list.

Bonus Spells: at first level, the Chosen of Al-Ishtus gains Magic Fang as a bonus First Level Spell. At level four, he gains Phantasmal Killer as a bonus Fifth Level Spell. At level six, he gains Scorpion Plague as a bonus Sixth Level Spell – see below for this new spell. At level eleven, he gains Ruinous Swarm (Scarab Beetle Swarms only for the Secondary effect) as a bonus Ninth Level Spell. These spells are all taken from here and here and can be prepared in regular spell slots or bonus Domain slots, whichever it prefers.

Scorpion Plague
Conjuration (Summoning)
Primary Target: Personal
Primary Effect: any time you kill a living creature that is Large or larger and has at least ten hit dice, a Scorpion Swarm (It’s Hot Outside, page 185) burst forth from the corpse one round later. Although it is not under your control it won’t attack you and will look for your enemies to attack in the immediate vicinity. As long as one swarm remains, killing other creatures will cause fresh scorpions to crawl out and replenish casualties, healing the Swarm to full house rather than spawning a fresh one.
Secondary Target: a point within Close Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 10 minutes per level
Secondary Effect: you summon eight Large Monstrous Scorpions. These are under your control, and gain an Enhancement Bonus to their attack and damage rolls equal to your Wisdom Bonus. At Caster Level 15, you instead summon eight Huge Monstrous Scorpions. At Caster Level 18 you instead summon eight Gargantuan Monstrous Scorpions, and if for some reason your Caster Level is higher than 20 you summon eight Colossal Monstrous Scorpions.

Improved Grab (Ex): at level two, the Chosen of Al-Ishtus gains the Improved Grab ability. Any time he hits with a Claw attack, he may attempt a Grapple check to grab the foe without provoking an Attack of Opportunity or needing to make another Touch Attack.

Drift Magic: if the second-level Chosen of Al-Ishtus casts spells as a PHB Cleric, he gains Drift Magic as a Bonus Feat. If he casts as a Kaeleric, he may end the Primary Effect of any ongoing Spell to, instead of activating the Secondary Effect, cast a spell from the Sand Domain of equal or lower level.

Mind of the Scorpion: at level three, the link the Chosen of Al-Ishtus shares with Scorpions improves. He gains Scorpion’s Instincts, Scorpion’s Resolve and Scorpion’s Sense as Bonus Feats.

Stinging Spell: whenever the seventh-level Chosen of Al-Ishtus deals direct damage with a Spell (including “this spell grants you a Touch Attack that deals damage” but not “this spell grants you some kind of damage bonus to existing attacks” or “this spell summons a monster that attacks things for you”), he also delivers his Poison with it. This does not apply to the highest-level Spells available to him.

Potent Venom (Ex): the Poison of the eighth-level Chosen of Al-Ishtus is particularly dangerous. Any time anybody fails a saving throw against either the Primary or Secondary effects, they take an additional 1d4 points of Strength damage and are Paralyzed for one round.

Rending Dismemberment (Ex): at level nine, the Chosen of Al-Ishtus can use his snippers to chop limbs off and tear people apart. With an Attack Action, he may make a Break check against somebody he is Grappling. The DC is 10 + their Constitution Bonus or Hardness or Damage Reduction, whichever is greater, + 4 if they are larger than he is, -4 if they are smaller. Undead, Constructs, Plants and Objects are not immune to this, and creatures without a Constitution score just have to use their Hardness or Damage Reduction – or be left with +0 if neither one applies. If the Break Check is successful, this deals direct damage, without applying DR or Hardness, equal to the maximum it can deal on a Critical Hit with a single Claw attack (even if the creature doesn’t normally take extra damage from Critical Hits), and also amputates a single limb (for creatures bigger than the Chosen) or up to two limbs (for others). This typically requires a Regenerate spell to remedy.

Blessings of the Chosen (Ex): at level twelve, the Chosen of Al-Ishtus is truly blessed, and can change the weather within 1 mile to any intensity of Sandstorm any time he likes. From this point on, any creature suffering from its Poison is denied all Spell Resistance against his spells.
Krusk
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Post by Krusk »

I put this together because I had too much time on my hands. I hope people find it helpful. A PDF you can put other places or read offline, so I generally find it more useful than a forum post.

https://drive.google.com/file/d/1WdrXnp ... sp=sharing

It includes everything through today and including scorpionfolk. Which was posted today.
Koumei
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Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Thanks, that's pretty handy. That said, here is another Scorpionfolk one, and there will be one more after this, bringing this to a total of 200 monster prestige classes.

Enforcer of the Sands
No matter where you go, there is some kind of life, and that life will have its communities. The Enforcer of the Sands exists to protect the Scorpionfolk communities, and to enforce the laws of the desert. Indeed, it ideally exists to promote the supremacy of the desert, but at the least to protect it from outside influence. The Enforcer of the Sands is very much like a Knight, especially in the aspects of protecting others, however it does not ride a horse around, for reasons that should hopefully be apparent.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Climb, Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Local), Listen, Sense Motive, Spot, Tumble, Use Rope
Proficiencies: the Enforcer of the Sands is Proficient with Simple and Martial Weapons, as well as all kinds of Armour and Shields (including Tower Shields)
LevelBABFortRefWillSpecial
1+1+0+2+2Designate Opponent, Mettle, Desert Crawler
2+2+0+3+3Sacrifice, Improved Grab, Damage Reduction
3+3+1+3+3Immunity to Fear, Knightly Spirit
4+4+1+4+4Quick Recovery, Immobilising Grasp
5+5+1+4+4Overhead Sting, Bonus Feat
6+6+2+5+5Rending Dismemberment, Wasteland’s Blessing
7+7+2+5+5Potent Venom, Bonus Feat
8+8+2+6+6Crushing Grasp, Sand-Hardened Shell
9+9+3+6+6Bonus Feat
10+10+3+7+7Decapitating Grasp
11+11+3+7+7Ferromantic Shell, Molten Venom
12+12+4+8+8Expanded Dominion

Designate Opponent (Ex): with a Swift Action, an Enforcer of the Sands may mark an opponent as his primary foe. This foe must be within Medium Range (based on total hit dice) and be able to hear his challenge. If the target creature inflicts any damage on the Enforcer before the Enforcer’s next turn, the attempt fails. Otherwise, any attacks the Enforcer of the Sands makes against the opponent during his next turn inflict extra damage. This effect ends at the end of his next turn, or when he has struck the opponent a number of times equal to the normal amount allotted by his Base Attack Bonus (not including the extra ones for Multi-Weapon Fighting), whichever comes first. The extra damage starts at 3d6. This increases by 2d6 per level for the next six levels, and then 1d6 per level thereafter, finishing at +20d6 at level 12.

Mettle (Ex): an Enforcer of the Sands who succeeds at a Fortitude Partial or Willpower Partial saving throw takes no effect, as if Immune to the effect.

Desert Crawler (Ex): the Enforcer of the Sands is effectively a Knight who is his own steed. He may utilise Mounted Combat and other feats as though mounted, and using Tumble in place of the Ride skill (both for checks and meeting prerequisites), though obviously he cannot be dismounted and cannot disembark from his mount. He also cannot, if he takes Mounted Combat as a feat, transfer damage to himself from himself, because that would be stupid. Up to one Medium creature or two Small creatures may ride his back, but he decides how he will move and what he will do.

Sacrifice (Ex): with an Immediate Action, a second-level Enforcer of the Sands may make himself the target of an attack or targeted effect that targets any creature within his reach.

Improved Grab (Ex): starting at level two, any time the Enforcer of the Sands hits a foe with a Claw attack, he may attempt a Grapple check (without needing to make a separate Touch Attack and without provoking an Attack of Opportunity) to grab hold of the foe. He suffers no penalty for “only” grappling a foe with his claws.

Damage Reduction: starting at level two, the Enforcer of the Sands has Damage Reduction X/-, where X equals half his class level, rounded down, plus four.

Immunity to Fear (Ex): at level three, the Enforcer of the Sands becomes Immune to [Fear] effects.

Knightly Spirit (Ex): with a Move-Equivalent Action, a third-level Enforcer of the Sands may restore any amount of Ability Damage or Drain that he has suffered.

Quick Recovery (Ex): at the end of the fourth-level Enforcer’s turn, he ceases being Stunned or Dazed if he was afflicted by either of those at the time.

Immobilising Grasp (Ex): starting at level four, the Enforcer of the Sands can hold people in place when it grapples them. If he has already grappled a foe, he may use an Attack Action once per round to make an opposed grapple check and, if he rolls better, the foe takes automatic Claw damage and is rendered Helpless until the start of his next turn. If he is holding them in both claws, the check is made with a +2 Bonus and if he succeeds, the foe takes automatic damage for both Claws. He cannot make Coup de Gras attempts against a target that he himself is holding immobile.

Overhead Sting (Ex): upon reaching fifth level, the Enforcer of the Sands may use his stinger to make an Attack of Opportunity against any attacker that is either larger than he is or actively flying at a higher altitude (which is usually “flying at all”). For these creatures, merely attacking him provokes an Attack of Opportunity. Additionally, for any creature, attacking anybody carried on his back (he does not count as his own rider for this purpose) provokes an Attack of Opportunity from him, specifically using his stinger.

Bonus Feat: at levels five, seven and nine, the Enforcer of the Sands gains a Bonus Feat, which may be selected from the following Tome feats: Giant Slayer, Acrobatic, Animal Affinity, Bureaucrat, Detective, Dreadful Demeanour, Leadership, Legendary Wrangler, Master of Terror, Monster Rancher, Mounted Combat, Natural Empath, Steady Stance, Tyrant. In the case of Animal Affinity, he may treat Vermin as Animals.

Rending Dismemberment (Ex): at level six, the Enforcer of the Sands can use his snippers to chop limbs off and tear people apart. With an Attack Action, he may make a Break check against somebody he is Grappling. The DC is 10 + their Constitution Bonus or Hardness or Damage Reduction, whichever is greater, + 4 if they are larger than he is, -4 if they are smaller. Undead, Constructs, Plants and Objects are not immune to this, and creatures without a Constitution score just have to use their Hardness or Damage Reduction – or be left with +0 if neither one applies. If the Break Check is successful, this deals direct damage, without applying DR or Hardness, equal to the maximum it can deal on a Critical Hit with a single Claw attack (even if the creature doesn’t normally take extra damage from Critical Hits), and also amputates a single limb (for creatures bigger than the Enforcer) or up to two limbs (for others). This typically requires a Regenerate spell to remedy.

Wasteland’s Blessing (Su): when the Enforcer of the Sands reaches sixth level, he is rewarded by the Inevitables for his efforts in maintaining the law of the wasteland. He gains Fast Healing 5 and the ability to cast True Seeing, Locate Creature and Halo of Sand at will with a Caster Level equal to his hit dice. Additionally, his stinger burns with flame, adding 1d6 Fire damage.

Potent Venom (Ex): the Poison of the seventh-level Enforcer of the Sands is particularly dangerous. Any time anybody fails a saving throw against either the Primary or Secondary effects, they take an additional 1d4 points of Strength damage and are Paralyzed for one round.

Crushing Grasp (Ex): whenever the eighth-level Enforcer of the Sands uses his Rending Dismemberment ability, he deals an extra amount of damage equal to two claw attacks even if the Break Attempt fails. If the attempt succeeds against an Object, Construct or Undead, they are crushed into pieces and destroyed outright, regardless of Hit Points.

Sand-Hardened Shell (Ex): upon reaching level eight, the natural armour of the Enforcer of the Sands improves, revealing its greater form thanks to the constant exposure to the elements. He gains a permanent Enhancement Bonus to his Natural Armour equal to his hit dice divided by four (round up), and is specifically treated as being clad in iron armour at all times. This also grants him a 50% chance to negate extra damage from a Critical Hit (as though by Fortification) or a [Light] effect, and his natural weapons all gain the Keen property and bypass Damage Reduction as though made of Cold Iron.

Decapitating Grasp (Ex): when the tenth-level Enforcer of the Sands uses his Rending Dismemberment ability on a creature that has a head and succeeds at the Break attempt, he chops their head clean off. This is instantly lethal to the majority of creatures – those with multiple heads only lose a single head per use.

Ferromantic Shell (Su): starting at level eleven, the Enforcer of the Sands can fly… sort of. He can manipulate the magnetism of his iron carapace, and has enough control to Levitate (as the spell) at will, and make Charge attempts through the air as though the entire check were made on flat ground. He may also use Telekinesis at will, but only against other magnetic things, and only the Violent Thrust and Combat Maneuver (Trip, Disarm and Bull Rush – including towards himself) options. This uses his Charisma Bonus, and has a Caster Level equal to his hit dice.

Molten Venom (Ex): the Poison of the eleventh-level Enforcer of the Sands is horrifying: his stinger injects a stream of molten steel into the blood of his foes. The Poison deals an extra 1d12 points of Fire damage per round for the duration (regardless of whether they save against Primary damage), and if they fail either saving throw they suffer an extra 10d6 points of Fire damage and are then Slowed for one minute – this can apply twice if they fail against both Primary and Secondary damage. If they do fail both saving throws, then after the second minute, they must attempt one final Fortitude Save (same DC) or die from the mixture of heat and “having your blood and organs clogged with metal”.

Expanded Dominion (Sp): at level twelve, the Enforcer of the Sands is gifted with the greatest magic of the desert, so that he may expand the wastelands that are his to rule over. Once each per month, he may cast Global Warming and Dire Drought, however the casting time is increased to a full day, and after the first ten minutes of casting, there is some visible sign that can direct adversaries towards him from within one hundred miles.
Koumei
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Posts: 13877
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Post by Koumei »

Here we go, Prestige Class 200. For the record, if you combine the DMG, Expanded Psionics Handbook, every Complete Book (including the crappy second-wave ones) and either the Tomes of Magic and Battle or It's Hot-Cold-Wet Outside, then you get 196 prestige classes. So this is a lot.

Deathstalker
The Deathstalker is the deadliest of the Scorpionfolk, as far as venom is concerned. However the fact is, he specifically works as a Ranger of the wasteland, helping navigate the harsh desert environments and arrange ambushes and raids against other communities. They can set traps, keep enemies from escaping, and utilise any weapon they happen to take from their victims.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Geography, Local, Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: the Deathstalker is proficient with Light Armour and all Weapons ever
LevelBABFortRefWillSpecial
1+1+2+2+0Superb Tracking, Favoured Terrain, Any Weapon Wielder
2+2+3+3+0Adaptive Weapon Style, Improved Grab, Necrotoxic Venom
3+3+3+3+1Throat-Blocking Venom, Simple Snares
4+4+4+4+1Supreme Multiweapon Fighting
5+5+4+4+1Hide in Plain Sight, Retreating Snare
6+6+5+5+2Paralytic Venom, Planeswalker
7+7+5+5+2Shifting Styles, Ranger’s Gift
8+8+6+6+2Convulsive Venom, Swarming Snare
9+9+6+6+3Combat Arts, You Can’t Escape
10+10+7+7+3Lethal Venom, Dimensional Snare
11+11+7+7+3Perfect Multiweapon Fighting
12+12+8+8+4Preserving Snare, Disintegrating Venom

Superb Tracking (Ex): the Deathstalker gains Track and Legendary Tracker as Bonus Feats, and can attempt to identify creatures based solely on their tracks – this uses Survival in place of the usual Knowledge checks. Additionally, he takes no penalty to Tracking when moving at normal speed, and only a -10 penalty for moving at double speed. Furthermore, he can track subjects protected by Pass Without Trace or similar, though doing so bestows a -20 on the check.

Favoured Terrain (Ex): the Deathstalker works better in Wasteland environments (see It’s Hot Outside). In these environments, he gains a +4 Bonus on Initiative, Knowledge (Nature), Knowledge (Geography), Survival, Hide, Move Silently, Spot and Listen checks, has a constant Pass Without Trace effect and can Hide without Cover or Concealment, even when directly observed. Additionally, he gains Sand Dancer, Sandskimmer, Sand Spinner and Sand Snare as Bonus Feats.

Any Weapon Wielder (Ex): the Deathstalker is good at using all sorts of weapons. Any time he wields a bow, he benefits from Point-Blank Shot, Far Shot, Rapid Shot and Precise Shot. Any time he uses a throwing weapon, he benefits from Perfect Two Weapon Fighting, Far Shot and Brutal Throw. Any time he wields a melee weapon in each hand, he benefits from Improved Multi-Attack and Two Weapon Rend. Any time he wields a reach weapon, he benefits from Stand Still, Awesome Blow, Combat Reflexes and Short Haft. Any time he wields any kind of two-handed weapon not mentioned above, he benefits from Whirlwind Attack, Awesome Blow, and Great Cleave. In all cases apart from Improved Multi-Attack, the benefits only apply to the weapons in question, so a greatsword won’t allow him to use Awesome Blow with his stinger for instance.

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

Improved Grab (Ex): starting at level two, whenever the Deathstalker hits a foe with a Claw attack, he may make a Grapple check to grab them, without provoking an Attack of Opportunity or needing to make a touch attack. He suffers no penalty for grappling someone only with his claws.

Necrotoxic Venom (Su): the venom of the second-level Deathstalker causes flesh and even bone to break down and collapse. As such, Corporeal Undead are not Immune, however a failed Saving Throw doesn’t cause the normal effects, instead causing them to suffer an additional 6d6 points of Vile damage (they won’t enjoy going into the necessary area to remove that). For living targets, the Ability Damage instead becomes permanent Ability Drain, thus needing magic to fix.

Throat-Blocking Venom (Ex): whenever somebody fails a saving throw against the Poison of the third-level Deathstalker (whether Primary or Secondary effects), they find their throat swelling shut, their mouth going numb, their tongue swelling, and their saliva glands going into overdrive. They lose the ability to breathe for the next minute, thus needing to hold their breath or suffocate, and also cannot use Breath Weapons, speak, cast spells with Verbal Components or similar.

Simple Snares (Ex): starting at level three, the Deathstalker may use a Standard Action to set a Simple Snare in any square in his reach. If a creature that threatens him attempts to stop him, he automatically fails. When he sets the Snare, he makes a Survival check; this is the Spot DC to notice the Snare if a creature is watching him (to note which exact square is trapped). If a creature does not see him set it, they can only find it with the Search skill, using the result of the Survival check minus five. When a creature enters the square, they must attempt a Reflex Save (DC 14 + half the Deathstalker’s class level, plus his Dexterity Bonus). On a failure, they are Entangled for one round per hit die of the Deathstalker. They may attempt to escape each round with a Standard Action by making either a Strength check against the Save DC or an Escape Artist check against the original Survival check, but each failed attempt raises the DC (for both checks) by 1. If in an environment rich in plant life or that naturally impedes movement, there is no need to provide materials. Otherwise, the materials needed to make a snare cost 10 GP and weigh 2 pounds. Setting a Snare requires something to brace and conceal or camouflage the snare against (it need not provide actual Concealment) – typically the ground, although trees, rocks, walls, ceilings and similar can be used.

Supreme Multiweapon Fighting (Ex): starting at level four, the Deathstalker suffers no penalty at all for attacking with multiple weapons and natural weapons (although Secondary and off-hand attacks still have only half his Strength Bonus to damage). Even if he wields no Light Weapons, there is no penalty.

Hide in Plain Sight (Ex): upon reaching level five, the Deathstalker can always Hide without Cover or Concealment, or even if directly observed, even when not in a Wasteland.

Retreating Snare (Ex): a Deathstalker of third level or higher may set any Snare gained from this class or apply Caltrops to the ground with a Swift Action, providing he spends an action on movement in the same turn. Observers who fail their Spot checks are left unaware that he has set a trap at all.

Paralytic Venom (Ex): the sixth-level Deathstalker’s Poison is improved: the damage (Primary and Secondary) becomes 1d6 Dexterity Drain, as well as Paralysis for a number of rounds equal to the dice rolled. They are also left Staggered until the Ability Drain is healed.

Planeswalker (Su): at level six, the Deathstalker can even track through the Astral Plane, though the base DC of the task is 35. When seeing someone depart via a spell such as Teleport, he may attempt a DC 40 Survival check to try to figure out where they are headed. Additionally, he may cast Plane Shift once per day to any location, and once per day specifically just back home. When travelling in this manner, he makes a Survival check (on which he may take ten) and for every 5 points rolled above 10, the scatter from the chosen location is reduced one step: 5d100 miles, 2d100 miles, 1d100 miles, 2d20 miles, 1d20 miles, 1d10 miles, 1d4 miles, 10d100 feet, 1d100x5 feet, 2d20x5 feet, 1d20x5 feet. Finally, he is immune to harmful planar traits such as “no air” or “perpetually on fire”, but not things like “time” and “gravity”.

Shifting Styles (Ex): the seventh-level Deathstalker improves his ability at wielding whatever weapon happens to be on hand. When using a bow, he ignores magical impediments that specifically block projectiles (such as Wind Wall but not a conjuration that happens to create a brick wall). When using thrown weapons, he gains the Really Throw Anything ability of the Hulking Hurler plus the Knockdown Blow ability. When wielding a melee weapon in each hand, he gains +4d6 Sneak Attack damage. When wielding a reach weapon, he gains the Massive Swing ability of a War Hulk. When wielding other kinds of two-handed weapon not mentioned above, he gains the ability to use the Maneuvers Disrupting Blow, Bloodletting Strike and Mountain Avalanche once each per three rounds. Again, all of these abilities only apply to the weapons in question – he doesn’t gain Sneak Attack damage with his natural weapons for instance.

Ranger’s Gift: at level seven, the Deathstalker gains one of the following abilities: either he attracts an Animal Companion, as a fifteenth-level Druid (which then improves every level thereafter), or he gains some Spell-Like Abilities, each which can be cast once per day. In the former case, the only options are actually Vermin, and they are Small or Medium Monstrous Scorpion (no level change), Large Monstrous Scorpion (level -6), Chekryan (level -9), Huge Monstrous Scorpion or Scorpion Swarm (level -12) or Gargantuan Monstrous Scorpion (level -15). Ignore that not a single one of these is actually an Animal. In the latter case, he may select a single Ranger spell of each level 1 through 4, and cast each of them once per day with a Caster Level equal to his hit dice, and any Save DC is 10 + half his hit dice + his Wisdom Bonus.

Convulsive Venom (Ex): anybody who fails the save against the Primary damage of the level eight Deathstalker’s Poison starts having convulsions. They are treated as Entangled (but not anchored in place) until the Ability Drain is healed. If they then fail the save against the Secondary effects, they lapse into a coma, limbs occasionally spasming, for another 4d6 hours, and suffer a point of Constitution Damage (not Drain) at the end of each of these hours.

Swarming Snare (Su): a Deathstalker of eighth level can set a magical snare that bursts into a swarm of scorpions. When the Snare is triggered, it behaves as an Insect Plague spell (cast at the Deathstalker’s class level) except that it disperses after one minute, it creates Scorpion swarms and not Locust swarms, and the Distraction and Poison DC is equal to the standard Snare Save DC. The shape the swarm takes must be decided when setting the Snare.

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

You Can’t Escape (Su): when the Deathstalker reaches level nine, his claws carry a Dimensional Anchor effect, preventing any kind of escape for those he grapples. Furthermore, he can cast Desert Diversion at will with a Caster Level equal to his hit dice.

Lethal Venom (Ex): at level ten, the Deathstalker’s Poison causes death to anybody who fails the save – they suffer all the normal effects, but have a one-round grace period to receive a Delay Poison, Neutralise Poison or similar effect before dropping dead.

Dimensional Snare (Su): a Deathstalker of tenth level or greater has supernaturally enhanced Snares that exist on multiple planes at once. When he sets a Snare, he may extend it into any coexistent planes that he chooses. Additionally, his Simple Snares apply a Dimensional Anchor effect for as long as the target is trapped in them. At his option, such snares may also force trapped creatures into his plane of existence until they escape – applied before the anchor.

Perfect Multiweapon Fighting (Ex): upon reaching level eleven, the Deathstalker can use all of his equipped weapons equally well: for every attack he makes with his primary weapon, he can attack with each of the others as well. So when making a Standard Attack Action or a Charge, he can attack once with each weapon, and when making a Full Attack, he can make up to four attacks with each weapon. Natural Weapons are still limited such that they can each only make one attack per round, but this is still in addition to the weapon attacks.

Preserving Snare (Ex): a Deathstalker that reaches level twelve can set a snare that causes a creature it activates on to be instantly and permanently Paralyzed if they fail a Fortitude Save against the Snare’s Save DC. This can be ended by a Break Enchantment, Freedom or Freedom of Movement effect, but until it does end, they are effectively held in stasis.

Disintegrating Venom (Su): the Poison of the level twelve Deathstalker is especially potent against Undead: for the Primary effect, they are subject to a Disintegrate effect at Caster Level 20 and with a Fortitude Save of 20 plus his Constitution Bonus.
Last edited by Koumei on Fri Oct 02, 2020 7:46 am, edited 1 time in total.
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Koumei
Serious Badass
Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Today we have something a little bit different: some "not suitable for players" monsters are being tinkered into "suitable for players even if they're only good at a few narrow tasks" races, with 1-20 base classes just for them. Which happen to be not so much inspired by as photocopied from Iratus. To-do after this post: Skeleton Knight class, Awakened Zombie race, Handcrafted class, Zombie Artillerist class, Accursed One class (Mummy), Blood Phantasm class (Bloodfire Ooze).

Awakened Skeleton
"Level 0" starting race - not a template applied to an existing creature

Medium Undead [Dark-Minded]
Ability Scores: No Constitution Score (all hit dice are d12 as a result of this)
Base Speed: 30’
Natural Armour: +2
Natural Weapons: 2 Secondary claw attacks 1d4
Special Attacks: none
Special Qualities: Cold Resistance = HD + 5, Damage Reduction 5/Bludgeoning
Special Weakness: the Awakened Skeleton is subject to extra damage from Critical Hits (and Sneak Attack etc.) as though it weren't Undead, but has a 25% chance to negate this extra damage. If something would bypass Immunity to Critical Hits, so too does it bypass this chance of negation.

Bone Golem
The Bone Golem is simply a Skeleton that gets too big for its - or anyone else's - boots, growing bigger and heavier and sturdier. It ends up as a giant pile of calcium that can shrug off hits, absorbing a lot of damage as it rampages about, gets in the way and slams other creatures into the ground.

This is a base class that is only available to the Awakened Skeleton

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Balance, Concentration, Intimidate, Jump, Listen, Move Silently
Proficiencies: the Bone Golem is Proficient with All Armour and Shields (including Great Shields), and Simple and Martial Weapons as well as all Natural Weapons.
LevelBABFortRefWillClass Features
1+1+2+0+0Made of Bone, Claw of Destruction
2+2+3+0+0Innate Toughness, Bone Fragments
3+3+3+1+1Maiming Vengeance
4+4+4+1+1Battle-Hardened Bones
5+5+4+1+1Improved Claw of Destruction
6+6/+1+5+2+2Big-Boned (Large)
7+7/+2+5+2+2Nefarious Engine
8+8/+3+6+2+2Improved Maiming Vengeance
9+9/+4+6+3+3Bestow Armour
10+10/+5+7+3+3Improved Battle-Hardened Bones
11+11/+6/+6+7+3+3Improved Nefarious Engine
12+12/+7/+7+8+4+4Big-Boned (Huge)
13+13/+8/+8+8+4+4Splinter Storm
14+14/+9/+9+9+4+4Improved Bestow Armour
15+15/+10/+10+9+5+5Self-Destruct
16+16/+11/+11/+11+10+5+5Improved Splinter Storm
17+17/+12/+12/+12+10+5+5Improved Self-Destruct
18+18/+13/+13/+13+11+6+6Big-Boned (Gargantuan)
19+19/+14/+14/+14+11+6+6Reformation
20+20/+15/+15/+15+12+6+6Eternal Servitude

Made of Bone (Ex): the Bone Golem is a giant lump of very hard bone that only gets bigger and more resilient as time goes on. At every level, including first, its Natural Armour Bonus improves by 1.

Claw of Destruction (Ex): the Bone Golem has a mighty claw attack that deals more damage the more it has been injured. This is a Primary Natural Weapon, resolved as a Standard Action, with a base damage of 1d6 when Medium, 1d8 when Large, 2d6 when Huge and 3d6 when Gargantuan. If it somehow grows to Colossal size, the damage is 4d6. This adds one and a half times its Strength Bonus to the damage.

Make a note on the character sheet the thresholds for when the Bone Golem falls below 3/4, 1/2 and 1/4 of its maximum Hit Points. When it reaches the first threshold, the damage rises to 2d6 for Medium (3d6/4d6/6d6/8d6 when larger). At the second threshold, it becomes 3d6/4d6/6d6/8d6/12d6, and at the final threshold it becomes 4d6/6d6/8d6/12d6/16d6.

Innate Toughness (Ex): the Bone Golem is hard to damage, and even then it doesn't particularly feel or care about the damage. Starting at second level, its Damage Reduction increases by an amount equal to half its level (round down). At level six it can only be overcome by Magical Bludgeoning or Adamantine Bludgeoning, and at level twelve it must be Adamantine Bludgeoning (magic or otherwise).

Bone Fragments (Ex): when the second-level Bone Golem suffers damage that manages to get past its Damage Reduction (whether through dealing enough damage or bypassing it altogether), fragments spray out into all adjacent squares, dealing 1d6 Slashing/Piercing damage to all in the area - treated as a natural weapon made of bone for DR purposes. This increases to 1d8 when Large, 2d6 when Huge, and 3d6 when Gargantuan (and 4d6 if it becomes Colossal). It has an Enhancement Bonus equal to +1 per 3 levels (round up), however the total can't exceed the damage actually dealt to the Bone Golem by the attack.
The attacker does not get a save against this damage, but everything else is allowed a Reflex Save for half (DC 10 + half its level + its Strength Bonus).

Maiming Vengeance (Su): at level three, the Bone Golem unlocks a new form of attack which may be made as a Standard or Immediate Action. This is a Slam, resolved as a Primary Natural Weapon, with an Enhancement Bonus equal to +1 per 3 hit dice (round up), as though it were an actual magical weapon. The base damage is only 1d4 (plus the Bone Golem's Strength Bonus as normal) when Medium, with larger sizes dealing 1d6, 1d8, 1d10 and 1d12 damage accordingly.

If the Bone Golem's hit points fall below the 3/4 threshold, it also deals a Temporary Strength Penalty to the target on a successful hit (-2 if Medium, -4 if Large, -6 if Huge and -8 if Gargantuan or larger). If below 1/2, this becomes -3/-6/-9/-12, and if below 1/4 it becomes -4/-8/-12/-16. The Penalty lasts for ten minutes, or until the damage is healed, whichever comes first.

Battle-Hardened Bones (Ex): by the time it reaches level four, the Bone Golem's bones become used to the constant abuse suffered in battle. When below 3/4 HP, its Damage Reduction increases by 3 and it gains Fire and Electricity Resistance 5. When below 1/2 HP, these numbers are doubled, and when below 1/4 they are instead tripled.

Improved Claw of Destruction (Ex): at level five, select one of the following benefits for the Bone Golem's Claw of Destruction:
  • Onslaught: the attack may be made out to Close Range as it stretches out on what looks like a spinal cord, latching on and dragging the foe closer. If it hits, the Bone Golem may make a free Grapple attempt. If this succeeds, it drags the foe adjacent to it.
  • Terminus: the damage becomes so much greater as the bones are chipped and chiselled into horrifying spikes. It gains an Enhancement Bonus to attack and damage rolls equal to +1 per 3 hit dice (round up). When below 3/4 HP, the Strength Bonus is doubled instead of multiplied by 1.5, when below 1/2 the Enhancement Bonus to damage is also doubled, and when below 1/4 both are multiplied by three.
Big-Boned: at level six, the Bone Golem grows to Large Size. This increases its Strength by 4 and decreases its Dexterity by 2 (minimum 3). Its Space and Reach improve to 10' but its Speed does not increase.

At level twelve, it grows to Huge Size. This increases its Strength by another 4 and decreases its Dexterity by another 2 (minimum 3). Its Space and Reach improve to 15' and its Speed increases to 40'.

At level eighteen, it grows to Gargantuan Size. Strength grows by yet another 4 points, without a reduction in Dexterity, and its Space and Reach improve to 20' without an increase in Speed.

Nefarious Engine (Su): starting at level seven, the Bone Golem can use a Full Round Action to heal itself at will. This restores lost Hit Points equal to 1d8 plus its hit dice total, but the concentration provokes Attacks of Opportunity and denies it its Dexterity Bonus to Armour Class until its next turn.

Improved Maiming Vengeance: at level eight, select one of the following improvements to Maiming Vengeance:
  • Rupturing Vengeance: the crushing might of the Slam results in it dealing more damage - the base damage improves to 2d6 for Large, 2d8 for Huge, 2d10 for Gargantuan and 2d12 for Colossal, and with the Strength Bonus and Enhancement Bonus to damage multiplied by 1.5
  • Mutilating Vengeance: whenever it bestows a Strength Penalty, it also deals 2 Strength Damage to the target (or 3 when below 3/4, 4 when below 1/2 and 6 when below 1/2 HP).
Bestow Armour (Su): at will, the ninth-level Bone Golem may use a Full Round Action to tear a massive chunk from its own carapace and use it to encase and protect an ally within its reach. It suffers damage equal to 1/4 of its maximum hit points, but the ally is then treated as wearing Magical Bone Armour (Tome) for one minute, after which the armour crumbles and collapses into dust. This is just the basic magic armour with an Enhancement Bonus, it does not gain any special properties.

Improved Battle-Hardened Bones (Ex): upon reaching level ten, the basic increase to Damage Reduction becomes +5, and the basic Fire and Electricity Resistance becomes 10. These are still doubled or tripled if more damage is suffered.

Improved Nefarious Engine (Su): at level eleven, select one of the following improvements for Nefarious Engine:
  • Artificial Restoration: when this is used, the Bone Golem removes all Penalties and negative status conditions (such as being Turned).
  • Abyssal Engine: the amount of hit points restored now equals 5d8 plus its hit dice, and for one round it radiates an Overwhelming [Chaotic, Evil] Aura and has the Resistances and Immunities of the [Tanar'ri] Subtype.
Splinter Storm (Su): upon reaching level thirteen, the Bone Golem may erupt into a cloud of flaying bone shards. This uses a Full Round Action, and deals damage to the Bone Golem equal to 1/4 of its maximum hit points. Everything within 30 feet of it suffers a number of d6 of Magic Piercing damage equal to its hit dice, and must pass a Fortitude Save (DC 15 + half its level) or be Stunned for one round. They are also allowed a Reflex Save (same DC) to halve the damage, though even Evasion doesn't result in this negating the need for a Fortitude Save. This also leaves the ground covered in what are effectively caltrops, should anybody be walking around barefoot.

Improved Bestow Armour (Su): at level fourteen, the Bone Golem may elect to subtract its Damage Reduction from the damage inflicted when bestowing armour. Additionally, select one of the following improvements to Bestow Armour:
  • Perfectly Fitted: this armour seems designed precisely for the target. They are treated as Proficient even if they aren't, they suffer no Arcane Spell Failure for its use, and are treated as having 18 ranks in Knowledge (Religion) for the purpose of the benefits afforded. Additionally, they are granted Medium Fortification, though this is overcome by Bludgeoning weapons.
  • Warding Runes: the sigils carved into the bones grant great protection: it also provides a Resistance Bonus to Saving Throws of the wearer equal to +1 per 3 levels (round up), and whatever Energy Resistances the Bone Golem has after taking the damage and bestowing the armour are then shared with the wearer of the armour.
Self-Destruct (Ex): the fifteenth-level Bone Golem may choose to detonate with a Standard Action. This results in its actual destruction, although enough parts do remain that it can be reformed via Fabricate or similar effects, then restored to unlife via Revive Undead. More importantly, everything within 50 feet suffers 10 points of Bludgeoning/Piercing damage per hit die of the Bone Golem, with a Fortitude Save for half (DC 20 + half its hit dice).

Improved Splinter Storm: at level sixteen, select one of the following improvements to Splinter Storm:
  • Splinter Hell: this deals maximum damage, and the Reflex Save DC increases by 5.
  • Suppressing Splinters: the Fortitude Save DC increases by 3. Instead of caltrops, the area is affected by Spike Stones for three rounds, however the Bone Golem's Natural Armour and Damage Reduction are both reduced by 10 for the same duration.
Improved Self-Destruct: at level seventeen, select one of the following improvements to Self-Destruct:
  • Annihilation System: this deals bonus damage equal to the Bone Golem's full maximum hit points, and leaves those hit (even if they pass the save) afflicted by a Curse (which can be removed normally by Remove Curse and so on), stripping them of all forms of Damage Reduction and Energy Resistance.
  • I'll Be Back:over the course of the next minute, the fragments pull themselves back together. One minute after that, the Bone Golem is revived at 1/4 of its maximum hit points. Being subject to a Heal, Undeath to Death, Turn Undead or a Dispel Evil at any time before then will disrupt this and leave it "properly dead", and if enough bone mass is separated (carried, stuffed in containers, swallowed by monsters etc) that at least 50% can't gather in one spot, then it also fails to reform.
Reformation (Su): any time the nineteenth-level Bone Golem spends any amount of its own hit points, it starts weaving itself back together extra fast: it gains Fast Healing equal to its Base Attack Bonus for three rounds.

Eternal Servitude (Su): should a Bone Golem reach level twenty, the universe is pretty much stuck with it and its master has the gift that keeps on giving. Every midnight, if it has been destroyed for more than 24 hours and the remains are not in Hallowed or (Good) Consecrated area, it revives at full hit points, ready to fight again. If the remains are in such an area, this merely delays the revival until they are no longer in the area, and then the next midnight - it would take a Miracle for the Bone Golem to stay dead.

Feat:

Flexible Ability [Monstrous]
It's a world of choice!
Requirements: Improved Claw of Destruction
Benefit: select one of your Improved Abilities (Claw of Destruction, Maiming Vengeance, Nefarious Engine, Bestow Armour, Splinter Storm, Self-Destruct) that allows you to choose between two different benefits. Whenever you use the ability, you can select which of the improvements it has, rather than the choice being fixed. It cannot benefit from both at once, however.
Special: this ability can be selected multiple times, each time applied to a different ability.
Last edited by Koumei on Thu Feb 04, 2021 1:20 pm, edited 3 times in total.
Koumei
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Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
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Post by Koumei »

Skeleton Knight
Basic skeleton warriors are grand - every necromancer needs a bunch of them. Sure, they never really achieve much, but they're useful to have and they add to the visual effect. You just need them. But every now and then, one of them utilises the intelligence it was gifted and rises above - it doesn't look impressive, sometimes the things it does shouldn't even be as impressive as they are. And yet, it becomes one of the most valuable warriors out there.

This is a base class that is only available to the Awakened Skeleton

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Balance, Intimidate, Jump, Listen, Ride, Sense Motive, Tumble
Proficiencies: the Skeleton Knight is Proficient with All Armour and Shields (including Great Shields), and Simple and Martial Weapons as well as all Natural Weapons.
LevelBABFortRefWillClass Features
1+1+2+0+2Unassuming Strike
2+2+3+0+3Gift of Mediocrity
3+3+3+1+3Centre of Attention
4+4+4+1+4Improved Unassuming Strike
5+5+4+1+4Implanted Brain
6+6/+1+5+2+5Calamitous Charge
7+7/+2+5+2+5Smite of Spite
8+8/+3+6+2+6Improved Gift of Mediocrity
9+9/+4+6+3+6Immediate Calamitous Charge
10+10/+5+7+3+7Aura of Fear
11+11/+6/+6+7+3+7Improved Centre of Attention
12+12/+7/+7+8+4+8Terror Wave
13+13/+8/+8+8+4+8Improved Calamitous Charge
14+14/+9/+9+9+4+9The Spark of Life
15+15/+10/+10+9+5+9Improved Smite of Spite
16+16/+11/+11/+11+10+5+10Cheap Parts
17+17/+12/+12/+12+10+5+10Perfect Soldier
18+18/+13/+13/+13+11+6+11Improved Terror Wave
19+19/+14/+14/+14+11+6+11Commander of the Damned
20+20/+15/+15/+15+12+6+12Unstoppable

Unassuming Strike (Ex): the Skeleton Knight has a very basic attack which may be made using a Standard Action. It seems incredibly simple, but this hides the malevolence behind it, allowing it to strike past defences. This is a regular attack delivered as a Melee Touch Attack, ignoring all Material-based Damage Reduction. It also gains 1d6 bonus damage, which increases by another 1d6 at every odd level.

Gift of Mediocrity (Su): at second level, the Skeleton Knight may touch an ally with a Standard Action and grant them some of its generic defence power. The ally gains an Enhancement Bonus to Natural Armour of +1 per 3 hit dice (round up), and an equal amount of Damage Reduction overcome by Magic. This lasts for 3 rounds.

Centre of Attention (Ex): at third level, the Skeleton Knight understands how to get in the way and become the focus of enemies, even when there are more important (or vulnerable) targets. With an Immediate Action, it may swap places with an adjacent willing ally and become the target of an attack or targeted effect aimed at the ally. Against the attack it intercepts, it gains a Deflection Bonus to Armour Class and a Resistance Bonus to Saving Throws, equal to +1 per 3 hit dice (round up).

Improved Unassuming Strike: at level four, select one of the following improvements to the Skeleton Knight's Unassuming Strike:
  • Inescapable Strike: the attack automatically hits, with no attack roll or Miss Chance
  • Sudden Strike: the attack ignores all Hardness, Damage Reduction, Regeneration and Immunity to Critical Hits.
Implanted Brain (Ex): at level five, the Skeleton Knight is useful enough that it is gifted a brain - or at the very least, greater capacity for thought. It may benefit fully from [Morale] effects while still being Immune to harmful ones.

Calamitous Charge (Ex): starting at level six, the Skeleton Knight does not need to charge the nearest opponent. Furthermore, it may declare a charge as a Line effect out to its full charge distance, making one attack and resolving it against every foe it threatens at any point in that movement. It may additionally attempt to Bullrush foes directly in the way as part of this.

Smite of Spite (Su): at level seven, the Skeleton Knight learns how to channel its hatred and anger against those who do things like preparing. With a Full Round Action, it may make a pair of regular melee attacks against a foe it threatens, both at its highest attack bonus, plus one additional attack for every beneficial Spell (or Spell-Like Ability or Supernatural Ability that is actively cast and targeted and not just always on) on the creature.

Improved Gift of Mediocrity: at level eight, the Skeleton Knight gains one of the two following improvements to its Gift of Mediocrity:
  • Generic Resilience: the bonus is also granted as a Resistance Bonus to Saving Throws, and twice this amount is granted as Acid, Cold, Fire, Electricity and Sonic Resistance.
  • Strength of Mediocrity:[/u] the bonus is also granted as a Luck Bonus on attack and damage rolls, as well as an Enhancement Bonus to the Save DC of any [Mind-Affecting] effects it has.
Immediate Calamitous Charge (Ex): the ninth-level Skeleton Knight is able to unleash its Calamitous Charge with an Immediate Action.

Aura of Fear (Su): starting at level ten, the Skeleton Knight radiates a 30' radius Aura of Fear. At the end of each of its turns, all foes within the area must attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus) or be rendered Shaken for one hour. Success renders them immune to that specific aura until the next sunset. This is a [Mind-Affecting] [Fear] effect.

Improved Centre of Attention: at level eleven, select one of the following improvements for the Skeleton Knight's Centre of Attention ability:
  • Mystic Fortitude: the Skeleton Knight also suffers half damage from the effect, regardless of what type of damage it is.
  • Unnerving Fortitude: upon intercepting the attack, assuming it is still capable of acting, the Skeleton Knight may target the attacker with a [Mind-Affecting] [Fear] effect: if they fail a Will Save (DC 10 + half its hit dice + its Charisma Bonus) they Cower for 3 rounds.
Terror Wave (Su): once per day per five levels (round down), the twelfth-level Skeleton Knight may rattle its bones, bash its shield and otherwise make loud noises empowered by its innate negative energy and necromantic dread. This is a Full Round Action, and all enemies within its Aura of Fear must save again (at the same DC - even if they passed the initial saving throw) or Panic for 1d4+1 rounds then Cower[ for another 3 rounds. Even on a successful save, they are Frightened for 1 round.

Improved Calamitous Charge: at level thirteen, select one of the following benefits for the Skeleton Knight's Calamitous Charge:
  • Forceful Lesson: this gains the same bonus damage as Unassuming Strike.
  • Bullying Rampage: any foe hit by this must pass a Fortitude Save (DC 13 + half its hit dice) or be Stunned for one round.
The Spark of Life (Su): starting at level fourteen, the Skeleton Knight shows just enough signs of life that it can no longer be Turned or Rebuked.

Improved Smite of Spite: at level fifteen, select one of the following improvements for the Skeleton Knight's Smite of Spite:
  • Destroy the Show-Offs: each attack deals added damage equal to 1d6 plus the Caster Level of the beneficial effect.
  • Vorpal Smite: after the attacks are resolved, providing at least one attack hit, the target must attempt a Fortitude Save with a DC of 10 + half the Knight's hit dice plus the number of successful hits. If they fail, they are decapitated (and in most cases, killed outright).
Cheap Parts (Ex): by level sixteen, everyone has a mountain of bones lying about for use. The animating force of the Skeleton Knight might be irreplaceable, but the actual parts are not. Any time it would regain hit points from an Inflict spell, the amount is automatically maximised, and it can be entirely restored from destruction or healed to full HP with a simple Fabricate, Animate Dead or Make Whole.

Perfect Soldier (Ex): starting at level seventeen, the Skeleton Knight attains the most valuable quality a servant can have: loyalty. It can never be controlled in any way.

Improved Terror Wave: at level eighteen, select one of the following improvements to the Skeleton Knight's Terror Wave:
  • Dismissive Force: it may make a Dispel attempt against every Spell in the area, able to exempt any it specifically wants to keep. The bonus to the dispel check equals its hit dice, with no limit.
  • Mind Shatter: foes who fail the saving throw are rendered mad as though by an Insanity effect. If Immune to this, they still fail the regular effects.
Commander of the Damned (Su): at level nineteen, the Skeleton Knight truly does become a commander. It is now a spawning creature: any Humanoid of fewer hit dice than itself that it kills will rise again the following midnight, the bones bursting out of the flesh as they gain the Skeleton template and are placed under the Knight's control.

Unstoppable (Ex): upon reaching level twenty, the Skeleton Knight becomes impossible to annihilate in one easy strike. It can never take more damage from a single attack (or round of exposure to a given spell) than half its maximum hit points, and cannot be destroyed outright (such as by Implosion).

Feat:

Flexible Ability [Monstrous]
It's a world of choice!
Requirements: Improved Unassuming Strike
Benefit: select one of your Improved Abilities (Unassuming Strike, Gift of Mediocrity, Calamitous Charge, Centre of Attention, Smite of Spite or Terror Wave) that allows you to choose between two different benefits. Whenever you use the ability, you can select which of the improvements it has, rather than the choice being fixed. It cannot benefit from both at once, however.
Special: this ability can be selected multiple times, each time applied to a different ability.
Last edited by Koumei on Thu Feb 04, 2021 1:22 pm, edited 2 times in total.
Koumei
Serious Badass
Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Awakened Zombie
"Level 0" starting race - not a template applied to an existing creature

Medium Undead [Unliving]
Ability Scores: Strength +2, Dexterity -2, has a Constitution Score due to Unliving
Base Speed: 20’
Natural Armour: +2
Natural Weapons: 1 Primary Slam attack 1d6
Special Attacks: none
Special Qualities: Damage Reduction 5/Slashing, Does not need to sleep
Special Weakness: the Awakened Zombie cannot ever Run (but does not have the actual action limitation of a normal Zombie)

Handcrafted Archer
The best servants are those that you make out of choice parts and lovingly spend time constructing and perfecting. So the best archers are those who have the best limbs stitched on, excellent eyes glued into the skull and enough of a brain to make good decisions. Now this process is complete, you have something that is not just an amazing archer, but truly devoted to the creator (or someone else it values as a leader) and dedicated to shooting things.

This is a base class that is only available to the Awakened Zombie

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Appraise, Balance, Hide, Jump, Knowledge (any), Listen, Move Silently, Spot, Tumble
Proficiencies: the Handcrafted Archer is proficient with Light Armour, and Simple and Martial Weapons.
LevelBABFortRefWillClass Features
1+1+0+2+2Bonus Feats, Chest Piercer
2+2+0+3+3Devotion
3+3+1+3+3Flames of Anger
4+4+1+4+4Revenge
5+5+1+4+4Warning Shot
6+6/+1+2+5+5Improved Flames of Anger
7+7/+2+2+5+5Vicious Arrowheads
8+8/+3+2+6+6Overwatch
9+9/+4+3+6+6Improved Warning Shot
10+10/+5+3+7+7Cover Fire
11+11/+6/+6+3+7+7Improved Chest Piercer
12+12/+7/+7+4+8+8Thoughts of Duty
13+13/+8/+8+4+8+8Improved Overwatch
14+14/+9/+9+4+9+9Arrow Storm
15+15/+10/+10+5+9+9Improved Thoughts of Duty
16+16/+11/+11/+11+5+10+10Bloody Rose
17+17/+12/+12/+12+5+10+10Slaying Arrows
18+18/+13/+13/+13+6+11+11Greater Devotion
19+19/+14/+14/+14+6+11+11Literal Arrow Storm
20+20/+15/+15/+15+6+12+12Too Perfect to Waste

Bonus Feats: at every level, the Handcrafted Archer gains a Bonus Feat from the following list of "regular D&D feats": Weapon Focus, Weapon Specialisation, Greater Weapon Focus, Greater Weapon Specialisation, Improved Critical, Ranged Weapon Mastery, Point-Blank Shot, Rapid Shot, Improved Rapid Shot, Manyshot, Far Shot, Precise Shot, Improved Precise Shot, Shot on the Run, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Zen Archery, Combat Archery, Distant Shot, Penetrating Shot, Weapon Supremacy, Coordinated Shot, Ready Shot, Able Sniper, Woodland Archer. She must meet the requirements, except her class level counts as Fighter levels for the purpose of meeting requirements, and the Distant Shot requirements are changed to "BAB +15".

Chest Piercer (Ex): with a Standard Action, the Handcrafted Archer may make a single attack with a ranged weapon. This attack deals an extra 1d10 points of damage, which is multiplied on a Critical Hit, unlike most bonus dice of damage.

Devotion (Su): at level two, the Handcrafted Archer selects one subject of devotion, one creature (living or otherwise) that she considers to be a leader or creator or deific being. That creature effectively has a 60' Gaze Attack: the base Critical Threat Range for all of her attacks becomes 18-20 (multiplied normally by things like Improved Critical) against anything within the area that meet the gaze.

Flames of Anger (Su): the third-level Handcrafted Archer may, with a Standard Action, make a single ranged attack, engulfing the projectile in flames. If the attack hits, it deals damage normally and the target is denied a Reflex Save against the explosion. Whether the attack hits or not, the projectile explodes into a 10' radius Burst, dealing 1d6 Fire damage per two hit dice to all in the area with a Reflex Save for half (DC 10 + half her hit dice + her Dexterity Bonus, or Wisdom if using Zen Archery). Those that fail the save catch fire.

Revenge (Ex): at level four, any time anyone makes an attack (including a targeted spell or catching them in the area of effect) against the Handcrafted Archer's subject of Devotion, she gains a Luck Bonus on attack and damage rolls against the target for one full round. The bonus is +1 per 3 hit dice (round up).

Warning Shot (Ex): with an Immediate Action, the fifth-level Handcrafted Archer may make a ranged attack, firing a warning shot into the face. If it hits, the target must attempt a Will Save (DC 10 + half her hit dice + her Charisma Bonus) or whatever action she interrupted is cancelled.

Improved Flames of Anger: at level six, select one of the following improvements for the Handcrafted Archer's Flames of Anger:
  • Flames of Eternal Hatred: the Save DC increases by 3, and the DC to extinguish the flames equals the same base DC. While creatures burn, if they are not Immune to Fire damage they suffer a -2 Penalty to all attack rolls, damage rolls, Caster Level checks, Saving Throws and Skill Checks.
  • Flames of Incinerating Fury: the extra Fire damage increases to 1d6 per level, and the ongoing Fire damage for those who catch fire is 2d6, increasing by 1d6 at levels 10, 15 and 20.
Vicious Arrowheads (Ex): at level seven, the Handcrafted Archer starts delivering more horrifying critical hits. Double the Critical Multiplier of her ranged critical hits (so x2 becomes x3 and x3 becomes x5).

Overwatch (Ex): with a Full Round Action, the eighth-level Handcrafted Archer may ready her ranged weapon and enter a stance where she prepares to shoot enemies who do just about anything. Until the start of her next turn, she threatens every square within her first Range Increment and may make Attacks of Opportunity with a ranged weapon.

Improved Warning Shot: at level nine, select one of the following improvements for the Handcrafted Archer's Warning Shot:
  • You Can't Escape!: if the foe is hit and fails the saving throw, they suffer 1d4 Dexterity damage, which increases to 2d4 at level 12, then 2d6 at level 18. Additionally, they are Anchored for 3 rounds. Even if they pass the save, they are still Anchored for 1 round.
  • Leave or Die!: the foe is denied their Dexterity Bonus to Armour Class against the attack, and the attack ignores all Miss Chances, Damage Reduction and Hardness.
Cover Fire (Ex): starting at level ten, when the Handcrafted Archer enters her Overwatch stance, any time an ally in her first Range Increment provokes an Attack of Opportunity, she may spend an Attack of Opportunity of her own to negate one made by an enemy.

Improved Chest Piercer: at level eleven, select one of the following improvements to the Handcrafted Archer's Chest Piercer attack:
  • Lung Piercer: if the attack deals a Critical Hit, the target is rendered Exhausted until they next rest. Additionally, they must pass a Fortitude Save (DC 10 + half her hit dice + her Dexterity Bonus - or Wisdom if using Zen Archery) or be Stunned for one round.
  • Heart Piercer: if the attack deals a Critical Hit, it deals an extra 1d6 points of damage per hit die and the target must pass a Fortitude Save (DC 8 + half her hit dice + her Dexterity Bonus - or Wisdom if using Zen Archery) or die instantly.
Thoughts of Duty (Ex): starting at level twelve, the Handcrafted Archer may use a Full Round Action at will to focus on thinking about her task and why she was made. For a number of rounds equal to her Charisma Bonus (minimum 1), her attacks have the Bane property against one enemy group of choice, the Save DC for her Warning Shot increases by 3, and she gains an additional 3 attacks of Opportunity per turn.

Improved Overwatch: at level thirteen, select one of the following improvements for the Handcrafted Archer's Overwatch ability:
  • Careful Watch: while Overwatch is in effect, she gains Evasion, Improved Evasion, and a Dodge Bonus to Armour Class of +1 per 4 hit dice (round up).
  • Deadly Watch: the Attacks of Opportunity made via Overwatch are resolved as Ranged Touch Attacks, and ignore all forms of Damage Reduction and Hardness.
Arrow Storm (Ex): upon reaching level fourteen, the Handcrafted Archer may use a Full Round Action to unleash a massive storm of arrows - she makes one ranged attack, and applies it against every enemy (of which she is aware) within her first range increment. She actually needs to have that many arrows, but that shouldn't be a big deal, it's level fourteen.

Improved Thoughts of Duty: at level fifteen, select one of the following improvements to the Handcrafted Archer's Thoughts of Duty:
  • Focused on Duty: the Bane property improves to the Dread property, and the Bonus to Save DC and number of Attacks of Opportunity increases from 3 to 5.
  • Thoughts of Worship: in addition to the normal effects, it also grants the subject of her Devotion a +4 Bonus to Caster Level and +2 to any Save DC, for the same duration.
Bloody Rose (Sp): whenever the sixteenth-level Handcrafted Archer benefits from her Thoughts of Duty, she may use a Standard Action to cast Rain of Roses with a Caster Level equal to her hit dice and a Save DC of 10 + half her level + her Dexterity Bonus (or Wisdom if using Zen Archery). Instead of only affecting Evil creatures, it only affects living mortal creatures (this also rules out Outsiders). Unlike normal for a Spell-Like Ability, the material component must still be provided.

Slaying Arrows (Su): three times per day, the seventeenth-level Handcrafted Archer may fire an arrow infused with negative energy. If it hits, the target must pass a Fortitude Save (DC 10 + half her hit dice + her Dexterity Bonus, or Wisdom if using Zen Archery) or die instantly. This is a Necromantic [Death] effect.

Greater Devotion: at level eighteen, the Handcrafted Archer's Devotion becomes even better: against those who meet the gaze of the subject of her devotion, any attack she makes that hits at all is automatically upgraded to a confirmed Critical Hit.

Literal Arrow Storm (Sp): the nineteenth-level Handcrafted Archer gains the ability to cast one of the following as a Spell-Like Ability once per day: Storm of Vengeance, Extended Storm of Fire & Ice, Rain of Black Tulips or Prismatic Deluge. The Caster Level equals her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus.

Too Perfect to Waste (Ex): upon reaching level twenty, the Handcrafted Archer is too valuable to let rot, and the forces that created her will work to bring her back every single time she falls. Any time she is destroyed but has physical remains, if those remains are not in Hallowed or (Good) Consecrated ground, she is restored to full undeath and hit points at midnight.

Feat:

Flexible Ability [Monstrous]
It's a world of choice!
Requirements: Improved Flames of Anger
Benefit: select one of your Improved Abilities (Flames of Anger, Warning Shot, Chest Piercer, Overwatch, Thoughts of Duty or in this case, Literal Arrow Storm despite it not being Improved Arrow Storm) that allows you to choose between two or more different benefits. Whenever you use the ability, you can select which of the improvements it has, rather than the choice being fixed. It cannot benefit from both at once, however.
Special: this ability can be selected multiple times, each time applied to a different ability.
Last edited by Koumei on Thu Feb 04, 2021 1:24 pm, edited 2 times in total.
Koumei
Serious Badass
Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Artillerist
The bigger, sturdier zombies can be used as mobile artillery platforms - or at least, semi-mobile cannon wielders. They are heavy, and use heavy weapons, and create explosions. This results in enemies being blown to bite-sized smithereens that can be gobbled up after.

Hit Die: d12
Skill Points: 4+Int
Class Skills: Balance, Concentration, Craft (any), Profession (Siege Engineer), Spot
Proficiencies: the Artillerist is proficient with Light, Medium and Heavy Armour, and Simple and Martial Weapons, as well as Siege Weapons and Artillery.
LevelBABFortRefWillClass Features
1+1+2+0+0Gungraft, Arcane Ammunition
2+2+3+0+0Audible Warning
3+3+3+1+1Unstoppable Force
4+4+4+1+1Buckshot
5+5+4+1+1Improved Arcane Ammunition
6+6+5+2+2Massive Bulk (Large), You Cannot Hide
7+7+5+2+2Incendiary Blast
8+8+6+2+2Heavy Impact
9+9+6+3+3More Powder
10+10+7+3+3Improved Buckshot
11+11+7+3+3Gun Emplacement
12+12+8+4+4Improved Incendiary Blast
13+13+8+4+4Bombardment
14+14+9+4+4Improved More Powder
15+15+9+5+5Falling Sky
16+16+10+5+5The Big One
17+17+10+5+5Improved Bombardment
18+18+11+6+6Massive Bulk (Huge)
19+19+11+6+6The Improved Big One
20+20+12+6+6Tank Shock

Gungraft: when the Artillerist is made, a copper-and-iron cannon is straight-up grafted to it. This means it is always carrying the weapon (and had best have the strength to lift it), and loses use of one arm. This costs 500GP to replace, and has the following characteristics: 250' range increments, direct fire, 1d12 Bludgeoning damage, 19-20 critical. It is fired with a Standard Action, and while it would take time and effort (and potentially expensive resources) to reload normally, the Artillerist may spend a Move-Equivalent Action to channel its own magical essence and consumed matter - doing so requires having eaten at least five pounds of flesh that day. If it eats a pound of flesh to provide the energy and three pounds of a raw material, it may create a round of ammunition out of that material.

This weapon may be magically enhanced like normal for a siege engine or weapon.

Arcane Ammunition (Su): with a Full Round Action, the Artillerist may fire its cannon with an infusion of magical energy. This treats it as a magical weapon with an Enhancement Bonus of +1 per 3 hit dice (round up), and a number of d6 of bonus damage equal to the Enhancement Bonus. This may still be infused with special materials and can benefit from weapon qualities on the cannon itself.

Audible Warning (Ex): it doesn't take long for people to get used to the loud explosions of the Artillerist. Starting at level two, any time the Artillerist fires its cannon, any allies at a slower Initiative count have their Initiative raised to one lower than it, acting straight after. Additionally, when it creates an effect with an Area of Effect, it may exempt allies from the outermost 5' of the area and grant them a +4 Circumstance Bonus on Reflex Saves against it.

Unstoppable Force (Su): at level three, the Artillerist becomes better at blasting through defences. Any direct attack it makes is resolved as a Touch Attack, and any Area of Effect attack it makes denies any Resistance Bonus to Reflex Saves.

Buckshot (Ex): with a Full Round Action, the fourth-level Artillerist can fire its cannon in such a way that it unleashes a spray of smaller shot. This is resolved as a Cone with a length (and maximum width) equal to half of a Range Increment (typically 125'), dealing 1d6 Magic Bludgeoning damage per 2 levels (round up), with a Reflex Save for half damage (DC 10 + half its level + its Constitution Bonus). This may still be infused with special materials and can benefit from weapon qualities on the cannon itself.

Improved Arcane Ammunition: at level five, select one of the following improvements for the Artillerist's Arcane Ammunition:
  • Volley Fire: the bonus damage increases to 1d6 per hit die.
  • Grand Cannon: no Damage Reduction, Hardness, Energy Resistance/Immunity or Regeneration applies against the damage - the amount rolled just goes straight to hit points.
You Cannot Hide (Ex): starting at level six, the ammunition and explosions of the Artillerist blast through hiding places and walls. Foes never gain the benefits of Cover against its attacks.

Massive Bulk: at level six, the Artillerist grows to Large, and its weapon grows with it. It gains +4 Strength, -2 Dexterity, and +2 Natural Armour, and its Damage Reduction increases by 5. The cannon now deals 3d10 base damage.

At level eighteen, it grows to Huge, with another +4 Strength and another +2 Natural Armour, and its Damage Reduction increases by another 10 (total 20/Slashing). The cannon grows even bigger, dealing 6d10 base damage and doubling the range increments.

Incendiary Blast (Su): upon reaching level seven, the Artillerist can fire its cannon with a Standard Action such that the munitions explode into flames. This is resolved as a 20' radius Blast within the first Range Increment, dealing 1d6 Fire damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Constitution Bonus). Those that fail the Reflex Save catch fire.

Heavy Impact (Ex): starting at level eight, anyone who takes damage from the Artillerist's Buckshot or Arcane Ammunition must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Prone.

More Powder (Su): with a Standard Action, the ninth-level Artillerist may focus even more of its energy into loading an already-loaded cannon, and in doing so "consume" an extra ten pounds worth of food. The next time the cannon is fired (including any special ability, not just normal weapon usage), this extra energy is consumed, and the basic Range Increments increase to 300', any Blast Radius is increased by 50% and all damage rolled is increased by 50%. The Fortitude Save against Heavy Impact is also increased by 4 in this case. The weapon can only be charged up once in this manner before firing.

Improved Buckshot: at level ten, select one of the following improvements for the Artillerist's Buckshot ability:
  • Grapeshot: the damage increases to 1d6 per level, and ignores Hardness, Regeneration and Damage Reduction.
  • Plentiful Ammunition: the Cone may either be lengthened (out to one full Range Increment) or Widened (as two regular Cones sharing an edge, or a 180 degree semicircle of metal pellets).
Gun Emplacement (Ex): as long as the eleventh-level Artillerist spends a turn without moving (as in, not leaving its squares, not even a 5' step), and is not denied its Dexterity Bonus to Armour Class at any point in this turn, then at the start of its next turn it can benefit from the stability and time spent aiming: it ignores any Miss Chance for its attacks, and in the case of Mirror Image effects can roll twice to see if it hits the real target.

Improved Incendiary Blast: at level twelve, choose one of the following improvements for the Artillerist's Incendiary Blast:
  • Napalm: the ongoing burning won't stop until scraped off with a Reflex Save (same DC as the initial attack) or after spending 1d4 rounds completely immersed in water - or targeted with a [Water] effect of Caster Level 10 or more. The ongoing damage also increases to 1d6 per 3 hit dice of the Artillerist (round up).
  • Toxic Smoke Clouds: the flames are accompanied by a thick, choking green smoke, covering the same area as the initial blast with a Stinking Cloud effect for three turns (same Save DC as the Reflex Save).
Bombardment (Su): with a Standard Action, the thirteenth-level Artillerist may fire a volley of heavy munitions into the sky - and this requires access to the sky above, otherwise it just shatters the ceiling. It then designates four different 5' squares within the first two Range Increments. At the end of its next turn, the shots land, demolishing the surrounding ground and anything on it. Each is resolved as a separate 30' radius Blast, dealing full damage as a direct hit with Arcane Ammunition and smashing the ground into Difficult Terrain. A creature in the radius of multiple blasts only takes damage once. Creatures are entitled to a Fortitude Save for half damage (DC 10 + half its hit dice + its Constitution Bonus), with failure resulting in them being knocked Prone.

Improved More Powder: at level fourteen, choose one of the following improvements for the Artillerist's More Powder ability:
  • Trench Loading: until the start of its next turn, the Artillerist gains Cover, and an Enhancement Bonus to its Damage Reduction equal to half its level (round up). It also gains Fire Resistance equal to three times its level for the duration.
  • Even More Powder: all living creatures within 100' of the Artillerist when it fires the cannon must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Staggered for one round and Deaf for 1d10 minutes. Additionally, the base Range Increment increases to 500' and any Area of Effect is doubled.
Falling Sky (Su): at level fifteen, the Artillerist's Bombardment ability may unleash a full Meteor Swarm effect (DC 10 + half its hit dice + its Constitution Bonus, Caster Level = hit dice) instead of the normal effect. This still requires selecting the target squares when firing, and waiting one round for the meteors to land, with attack rolls made against anyone foolish enough to be standing right where the meteors strike.

The Big One (Su): the sixteenth-level Artillerist may use a Full Round Action to fire a massive blast, consuming twenty pounds worth of eaten flesh in the process. This hurls the Artillerist back (relative to the direction it is firing) thirty feet (negating the benefits of Gun Emplacement before the attack is made), or 15 feet if Huge or larger. If it hits at all, the target suffers an automatic critical hit for Arcane Ammunition, dealing maximum damage instead of rolling, and is also knocked back 60 feet, halved for every size category larger than Medium and doubled for every size category smaller than Medium. For both creatures, if a solid object prevents the full movement, they suffer 1d6 Bludgeoning damage for every 5' of movement that was prevented.

Improved Bombardment: at level seventeen, choose one of the following improvements for the Artillerist's Bombardment ability:
  • Abyssal Bombardment: the base weapon damage (or, for a Meteor Swarm, the physical damage from a direct hit) is maximised instead of rolled, and any target that takes damage is simply knocked Prone with no saving throw.
  • Shock Blaster: the bonus damage from Arcane Ammunition (or the energy damage from Meteor Swarm) is changed to Electricity and increased by 50%. Furthermore, any target that takes damage must pass a Fortitude Save (same DC as the Reflex Save) or be Dazed for one round.
The Improved Big One: at level nineteen, choose one of the following improvements for the Artillerist's The Big One ability:
  • Relatively Light Calibre: only half as much food is consumed, and the Artillerist is not knocked back.The target, however, is hurled back twice as far as normal, and lands Prone with no saving throw.
  • Hexball: the baneful nature of the ammunition grants it the Necromantic siege weapon property, and also targets a struck victim with Bestow Greater Curse (Save DC 10 + half the Artillerist's hit dice + its Constitution Bonus).
Tank Shock: at level twenty, the sheer terror of a Huge zombie with a giant cannon is properly understood. Any time anybody attempts to charge the Artillerist, they must pass a Will Save (DC 30) or halt, cancel the action and be rendered Afraid for 1d4 rounds. Any time it fires its cannon, enemies within 100 feet must pass a Will Save (same DC) or Panic for 1d6 rounds and then be Shaken until they can no longer see nor hear it. These are both [Mind-Affecting] [Fear] effects.

Feat:

Flexible Ability [Monstrous]
It's a world of choice!
Requirements: Improved Arcane Ammunition
Benefit: select one of your Improved Abilities (Arcane Ammunition, Buckshot, Incendiary Blast, More Powder, Bombardment or The Big One) that allows you to choose between two different benefits. Whenever you use the ability, you can select which of the improvements it has, rather than the choice being fixed. It cannot benefit from both at once, however.
Special: this ability can be selected multiple times, each time applied to a different ability.
Last edited by Koumei on Thu Feb 04, 2021 1:26 pm, edited 2 times in total.
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Darth Rabbitt
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Post by Darth Rabbitt »

The Awakened Skeleton's cold resistance is high enough that I'm not sure why it's not just immunity to cold damage (admittedly that is very powerful, but by the point that the Awakened Skeleton's cold resistance isn't effectively immunity to cold you can just have immunity to cold from a number of different effects). So I'd probably either just make them immune or reduce it to like 5+level. Immunity to critical hits and precision damage from piercing and slashing weapons just feels clunky to me and I'm not quite sure why (possibly because bludgeoning already beats their DR.) Maybe just say "they're subject to Critical Hits unlike other undead, but they have Light Fortification?" A critical that relies on stabbing a foe in the eyes or organs isn't going to do anything, but stabbing a key joint would probably hurt a skeleton.
Awakened Zombies' "only partial charge" limitation seems a bit redundant since they already have a reduced move speed and thus charge worse than most Medium creatures. There's no real reason to not just take a normal move action and a standard action attack instead unless you're really desperate for that +2 bonus to hit. Just "can't run" is probably enough to get the "lumbering pile of flesh" flavor across. Having them be vulnerable to headshots and hunger for the flesh of the living is good, but I'm not sure why they need to sleep (as per the [Unliving] subtype); the "slow zombie" archetype is usually a tireless stalker. Those are both buffs but the Awakened Zombie seems less impressive than the Awakened Skeleton so I don't see that as a problem.
I also don't see why the Zombie Archer class is a zombie only class other than the flavor text at the beginning. if you called it "devoted archer" I wouldn't even think it's kind of weird that anyone could take it. Skeleton Knight has some undead abilities but could be made an "Undead Warrior" class without any adjustments other than changing the names. The Bone Golem and Artillerist at least feel like something only a skeleton or zombie (respectively) could take.
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